February 24th, 2026 - Q&A: Why don't we have a keybind option to open the Blueprints menu?

February 24th, 2026

Q&A: Why don't we have a keybind option to open the Blueprints menu?

https://www.youtube.com/watch?v=dKn9f4Itqt4&t=2104

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  1. Mikael

    Why don't we have a keybind option, or just a keybind, to open the blueprints menu?

    And I had actually never been part of the discourse, there had been discourse apparently about there being a hotkey in the game for opening blueprints, for opening the blueprint menu.

    But it ultimately got kind of shelved because people did not want to compromise a button already taken by something else, and honestly there are quite a lot of keybinds in this game.

    And it was also the infancy at the time, the infancy of developing controller support for the game.

    So just having one little extra demon to attach on somewhere, the controller was already feeling like exponentially more daunting than if we did not do that.

    But what we do, that discussion was had and then quickly shuffled and then we've been through like most of our controller refining.

    The game works very well on controller.

    and i would argue we do have some space on the keyboard still to make use of or even just the rebind option if you want it so the team is once again going to look into adding and removing keybinds is a bit messier than you would think

    because yeah on the surface you could just imagine like you could just visualize it's something like oh just go into the like menu for the option or the code for the options menu and add another field and just connect that to that menu like it's not quite that simple but it's minor enough that we absolutely feel like we could discuss the option of having having the option in the keybinds menu

    For blueprint menu access, I am making this sentence so much harder than it needs to be.

    We are considering adding the open blueprints menu keybind option into the keybinds menu, which by default is bound to nothing.

    So if this is something that would get in your way and something you would not want, it's just gonna be there and you don't have to touch that at all.

    And if you do want it, you can go there yourself and add that button to whatever you want.

    If you need to disable something else, then do that.

    If you find something on your keyboard that you can still bind it to, you go.

    You do you.

    It's not gonna be for 1.2.

    Again, it's a bit more involved to just throw in last-minute for a major update.

    But the discussion of having that option is being had.

    Which, by the way, we can also very quickly mention that we absolutely have not forgotten about rebindable buttons on controller.

    Very high priority, in fact.

    So whenever controllers have rebindable options, obviously you would also have access to all these things.

    So that is the point about the blueprint menu keybind.

    There's a mod for it?

    I didn't know that.

    Hmm.

    The more you know.

    The more you know.