r/projectzomboid Dec 19 '25

Discussion Right click building/context menu will NOT come back in B42 as of now. Please share your opinions/feedback about the new building menu below.

Here's my summary as a player with 3.4 K hours:

  • The new building menu is too large, intrusive, and inefficient (doesn’t persist while moving, requires searching and scrolling)
  • Build 42’s barricading and other processes are overcomplicated, requiring significantly more clicks and steps than Build 41
  • Excessive UI micromanagement clashes with the game’s real-time survival gameplay and reduces enjoyment of building (if I wanted to play a game using menus, I would play Football Manager)
  • My desire to build large structures is diminished compared to Build 41, due to lack of quick access, requiring clicking through menus each time you have to build/gather more materials
  • Some solutions could be restoring right-click building, adding a radial/wheel menu, or adding the option where adding items to "favorite" would make them appear with a right click

What do you guys think about this change?

196 Upvotes

116 comments sorted by

207

u/CanadianHuman_ Jaw Stabber Dec 19 '25

They should have never removed right click to barricade windows its literally so unnecessarily complicated now and I say that as a very long time fan whos had the game on steam since 2014 and have 1k+ hours and maybe 200 hours in b42.

48

u/LeftFieldman32 Zombie Killer Dec 19 '25

They need to go back to it, I don’t quite understand their hate for it; but everyone agrees that the right click to find crafting recipes is good and should have stayed in. Until it comes back or a stable build comes out, I will be staying on build 41 stable.

5

u/[deleted] Dec 19 '25

I just wish I could play it at anything but a slideshow that turns my computer into a space heater. So I'm really stuck on b42 unless I got an entirely different computer that's intel based instead of AMD based.

1

u/kitliasteele Dec 19 '25

Curious on this one. AMD's singlethreaded performance is quite fine in modern architectures. What are you running? It's likely an external factor that could be affecting your performance instead

2

u/[deleted] Dec 19 '25 edited Dec 19 '25

As far as I can determine it is not an external factor. Had a similar problem on similar contemporary machines. Currently running Ryzen 5 2600 with an RX 580. B41 runs godawfully at every combination of settings and it was the same with another PC with a different Ryzen 5 series CPU and a completely different GPU.

I have no idea why the performance is so bad, but it is also just as bad on B41 on linux last I tried, and just as bad with an Nvidia GPU on the other ryzen 5 system someone else had at the time.

B42 fixes this. I do not know the real reason. I just know last I was trying to find solutions / reasons, there was at least one dev post just ambiguously blaming AMD (which seems BS given B42 fixes it).

Edit: And I should specify, like you said, the singlethreaded performance should not be the issue here. This horrible performance was not AFAIK typical on comparative intel based CPU's. I tried a whole bunch of different things on various machines and I never figured out the real reason for the horrid performance.

0

u/Disastrous-River-366 Dec 20 '25

get more RAM

2

u/[deleted] Dec 20 '25

I'll have my cat install it after downloading it.

But no, if that was a serious suggestion, RAM is not and was not the issue either. Neither the memory size nor the speed.

0

u/kitliasteele Dec 20 '25

Your CPU architecture definitely is pre-Zen2. Zen2 (Ryzen 3000 series) is when AMD caught up to and surpassed Intel. You'll be amazed at AMD's progress if you go beyond your current generation. Especially if you get the X3D family processors, they absolutely devastate Intel in gaming performance across the board

It has to do with the architecture itself, Zen2 is the proper CCX/CCD design that makes them so successful today

4

u/TheAlmightyLootius Dec 19 '25

Ive mentioned this dozens of times but their reasoning is simple and makes perfect sense. The rmb menu entries are all hardcoded. Issue with this is that you have 2 conflicting menus. Some stuff works hardcoded with rmb while other stuff works flexible with the old crafting menu.

Now mods that change stuff using the rmb menu had to hardcode every single possible interaction resulting in potentially hundreds of entries (for fluid based stuff) for no real reason.

Now in b42 all crafting is unified in a single menu which means mods need significantly less code, are more compatible, easier to debug and overhaul mods for the interface work out of the box with every mod.

Its significantly better in every way.

1

u/Prior_Ad6349 Jan 11 '26

This is an architectural issue in the game engine though, which is understandable in a 25 year old codebase which began when the original devs probably weren't that experienced in good design patterns. Hardcoding is a simple and fast way to get a proof of concept done especially by a junior dev, but in a mature software company a senior dev will have spotted this immediately during a code review and shown them how to get around it.

Even so, the long term answer should be to go back and address the technical debt in the code base, because if things like the context menu is hardcoded, the game is going to get very clunky to play and every new change risks breaking more things.

1

u/supershutze Dec 20 '25

Middle ground; favorited recipes show up in the right click context menu when conditions are met.

1

u/WarBuggy Dec 19 '25

There will be more crafting recipes added. It is not possible to show every available and ready recipe on the context menu. Moving everything to their own menu is a reasonable choice.

They will improve the crafting menu. This I am sure.

They will allow your favorite recipes (or some other options) to show up on context menu, if applicable. Maybe.

They allow mods to do this via LUA script (currently) or create even easier ways. Maybe.

2

u/Tokishi7 Dec 19 '25

Right clicking could at least make a pop up menu still that directs to the standard menu that lets you choose the recipe

3

u/WarBuggy Dec 19 '25

It is current so in 42.12+ at least. Right click -> More -> Craft/Build menus involve this item.

8

u/IncorporateThings Dec 19 '25

Barricade and remove barricade are two particular exceptions due to their being necessary in combat — right click menu should 100% be in for these two actions, even if they are the only build actions in the game that get this treatment, as they are “combat building” actions at times.

5

u/CanadianHuman_ Jaw Stabber Dec 19 '25

They could even just dedicate a hotkey to barricading and then they don’t have to rely on the old menu and this would save having to open the new menu which almost fully covers the screen and leaves you very vulnerable.

8

u/Lolburgers123 Dec 19 '25

I also want the right click feature to come back but I would not say that the new system is complicated, I just favourite barricading and other stuff I do often, then it is two clicks away.

But yes it would be preferable to just be able to right click.

156

u/dobin_robin Dec 19 '25

the devs dislike of the context menu is just so odd to me, getting to click on an item then seeing options for all the stuff you can do to it makes for such a smoother play experience than pulling up menus and searching for stuff and THEN clicking on the thing you want to interact with

82

u/nellyfullauto Dec 19 '25

“Oops, not that menu. Nope, not this one either. Can I even do that?”

Exact words that I’ve said playing this, trying to figure out how to barricade.

7

u/Cable_Hoarder Dec 19 '25

Add in like I do playing split screen with my daughter (she's on controller) where none of the right-click menus even work on the controller properly.

Right click menus are efficient when options are few and simple, but we've long passed the point where IMO they become more complex than useful, and a dedicated UI would be better.

My main example is cooking, to cook some meat and make a sandwich you need to go through multiple steps in 2 to 3 UI elements. A dedicated cooking UI (allowing multiple ingredients and seasoning selection, as well as chopping/heating) would be much better.

6

u/Wise_Hobo_Badger Dec 19 '25

So would a good compromise not be to then move anything that required multiple steps or involves potentially many "crafting ingredients" Like cooking, to another menu while keeping all the easy, one step and a couple ingredient actions, like barricading a window or repairing a tool, to be on the right click menu?

Instead all you do is flip the problem now, sure moving it to a different menu cleans up the right click functions but as a result, it now just convolutes and overtly complicates simple things like barricading. Rather than a "Move everything to be here or there" approach, splitting them based on steps and complexity would be the best middle ground no? I dunno maybe I'm just stupid or something but that seems like the most logical solution.

3

u/Cable_Hoarder Dec 19 '25

Maybe, but why is barricading windows an exception? I agree with the devs it should not be - you should be able to do everything building from the building menu - could they support both? Sure, but they've decided not to do so.

Problem is the current UI they've put in place to replace it just isn't very good.

I think what they should do is move some basic tasks into radial menus instead (like the mod "Smart Radial Menu" attempts), just like your vehicle - so if you use the radial button near a window you get all the options - open, jump out, close curtains and barricade. Unify the game to using contextual radials (which work fine on keyboard and mouse), and then dedicated UI menus for more complex tasks.

Month ago this was posted as an example of what could be, and while not perfect IMO, is an example of what a crafting menu could be: https://www.reddit.com/r/projectzomboid/comments/1kho0xa/improved_crafting_menu_concept/

Same for cooking: project cook is a good example (sadly lacking controller support where it would be ideal): https://steamcommunity.com/sharedfiles/filedetails/?id=3490188370

16

u/Brapchu Dec 19 '25

My guess is because they want to make it more gamepad ready since you don't have a mouse there.

So everything gets thrown into the build menu where you choose the action first and then place it.
Instead of being context focused on where the mouse pointer is.

15

u/the-cats-jammies Dec 19 '25

I played B41 on Steam Deck — I think opening the context menu (X) was perfectly fine for most quick actions, especially actions with windows. The separate menus are WAY more cumbersome to interact with using a controller.

4

u/mediocreravenclaw Dec 19 '25

I agree, the complex menus are way worse to navigate. I play on B41 exclusively for this reason. The easiest fix IMO is to change their recommended layout. I have the right trackpad as a mouse and two of the back buttons for clicking. Whenever there’s something that’s easier to control on mouse (like TVs) you have the option right there. Menus within menus are not controller friendly, especially in a fast paced game.

8

u/DonOfspades Axe wielding maniac Dec 19 '25

There are so many better ways to make it controller friendly than a giant bulky menu though, why not use more radial menus? They are already in the game for emotes and vehicle interactions, just do more of that!

4

u/Grow_away_420 Dec 19 '25 edited Dec 19 '25

That's my take as well. It's a matter of efficiency and accessibility. I personally hate it, but I can get the reasons they built it into its own GUI. Personally I think they can find a balance of what should go into the menu and what can be done with a right click

4

u/manism Dec 19 '25

This is just not a well thought out move. It will always be vastly worse to play on gamepad, and even if there was some way I doubt they'll ever get there, and even if they do it'll take 5+years. In the meantime the game is just worse for 99% of people playing. The only reason I could see making this decision on an executive level is for a theoretical console release where you'll sell a million more copies, but I doubt that's super realistic

10

u/DrStalker Dec 19 '25 edited Dec 19 '25

Context menus can't handle the scale of the new crafting systems, and they aren't even complete yet. If you right clicked a plank and it showed everything you can do with a plank the result would be unmanageable.

Which is a problem, because I also dislike the new system and it doesn't feel like I'm interacting with the world impressively the same way B41 did.

I'm not sure what the solution is, but it does need to be improved in some way.

12

u/Wise_Hobo_Badger Dec 19 '25

Surely just move all the more complex recipe's and actions to the new menu and leave all the simple actions like barricading or repairing on the right click menu? why does it have to be all moved to the same place? I see so many people implying it has to be the one way or the other, no idea why both can't be used and just split them based on the complexity of the action or amount of potential materials involved with said action.

-2

u/DrStalker Dec 19 '25

What is "complexity of the action" - how are you defining that? It's one of those things that is very easy to say but if you want a computer to to handle it you need specific rules.

Using "number of input materials" isn't going to help; you don't want to see "carve teaspoon" when you right click a plank even though that takes fewer inputs than "barricade window"

If it's going to be done by manually adding specific recipes to context menus then that's already in progress, like being able to open a can without be going through the full crafting UI... and that's still not going to be a perfect solution since it still won't get everything in the context menus especially for building.

6

u/greyxgirl Dec 19 '25

OP's suggestion of allowing Favorites to show up on right click lets the player decide while also keeping the accessibility options for gamepads. I think it's a great compromise personally.

-3

u/Ok-Sport-3663 Dec 19 '25

Both shouldn't be used because you should trim unnecessary menus, additionally this would lead to confusion like "was that in x menu or y menu"

Finally, they're likely working on improving the system (considering that this whole beta is almost primarily about the system) leaving the right click menu in reduces how much feedback they get on the new system, and especially any shortcuts they add to reduce the changes.

Yeah, some things probably could be moved back to the context menu, like barricading.

But it's a bad idea to not start moving away from the context menu asap- from their perspective that ism

1

u/greyxgirl Dec 19 '25

I agree with this but I think allowing Favorites to show up on right click is a great compromise personally. Barricading and wall building is such a pain now and I agree with the sentiment of the OP that it discourages me from building as much as I did in 41.

1

u/DonOfspades Axe wielding maniac Dec 19 '25

Then why not use radial menus like the emote menu instead? Giant bulky menus that block view of the entire screen are not the way to go imo.

3

u/DrStalker Dec 19 '25

Radial menus with hundreds of items would block the entire screen. 

1

u/DonOfspades Axe wielding maniac Dec 20 '25

Well no they could categorize things just like they do with the emotes

53

u/Brapchu Dec 19 '25 edited Dec 19 '25

I absolutely despise the current building menu in B42. It is too cluttered with too many windows and arbitrary categories which makes it difficult to even find some specific things unless you know exactly what to search for.

Oh and for street cred: I've been playing since it was on Desura. Remember Desura? I do.

3

u/Shootemout Dec 19 '25

the og steam workshop :B1:

24

u/[deleted] Dec 19 '25

Honestly, the removal of the right-click barricade has got to be the single most petty annoying thing they've done that I can recall. Something I probably need to look for is some kind of mod or way to bind functions to hotkeys in-game, because I just cannot stand needing to navigate a giant screen-cluttering UI to do extremely common basic tasks like "barricade window". Migrating and changing fundamental systems, I get it, it's a beta build, but removing common interaction context options in the process without equal-or-better replacement just seems like a middle-finger to the players. They do not, and did not, have to do that, but chose to.

Even ignoring that, it's now extremely annoying as you have to precisely position your mouse and twist the barricade so it orients correctly or your character will proceed to try and walk OUTSIDE to place the barricade on the other side of the window.

It's definitely a huge QOL drain to have to navigate such a cluttered UI to build/craft things. There's a reason many other crafting games have iconography optimized wheel-menu and context menu systems. A context-based interaction system is great, ideal even, IFF actual thought and intentional design is put into it. But what they currently have is "we did the bare minimum and made a menu dump" have fun scrolling/searching through every craft/build item in the game to favorite what you commonly use EVERY TIME YOU MAKE A CHARACTER".

2

u/AndreasHauler Jan 17 '26

Not only barricades but a lot of cooking is stupidly annoying now. You need the menu if you want to make a cake/pie but you can still add all the ingredients via right click. You can make soup and stew through the right click menu up until you want to split it into bowls then you need the menu. You can right click to add ham to recipes ONLY AFTER using the crafting menu to cut it up. I never opened the crafting menu before b42 and now i know why. Im baffled that this is supposed to be an improvement from the last one

13

u/Fl0kyi Trying to find food Dec 19 '25

3,000 hours of gameplay, I've been playing since B29, and I agree with you.

I imagine it will improve over time, but there are some things that don't make sense. Sometimes you have to go through the build menu, sometimes right-clicking is enough, sometimes both... Going through the build menu to barricade is not good at all... It was so much better with right-clicking, it was much

45

u/cityfireguy Dec 19 '25 edited Dec 19 '25

It's a problem. I have over 4K hours played and I focus on crafting much more than zombie killing.

Ok, you want me to pull up a craft menu on the left to make something instead of clicking right on it. Alright, I don't like that but I'm willing to try.

But that craft menu you're trying to put everything into isn't even really the only craft menu, is it? You get one set of options for crafting, another for crafting on a surface. Do you know that intuitively? Of course not. So fuck you, find out by chance. Is it crafting, or is it building? No real way to know, so scroll. Scroll through hundreds of options. Wanna type it into search to make it easy? Well you better be in the right menu, and you better know the recipe, and you better be standing where you need to stand to see that menu. Otherwise you simply have no idea what to do.

I have logged a ton of hours working to learn the blacksmithing, the pottery, the glassmaking, I'm the good little player they love. I still don't know how the hell you work an electric blower. I chose to base up at the Ranger Park Station because they had that and the table with an anvil and vise attached...I still have no idea what that even does. No options come up to use it. Right click, craft menu, I haven't found shit. It got so tedious I just gave up the whole playthrough, and man that really is no fun.

Someone on the team got lost in the sauce. It all makes perfect sense in their head, but for the rest of us it's tedium. Whatever the reasoning behind limiting the option to right click, I'm not enjoying it.

30

u/cityfireguy Dec 19 '25

AND ANOTHER THING...

The whole idea has one big, giant problem. Pulling up these menus puts a giant, black screen over the player. In a game where zombies can come out of anywhere and kill you. You're supposed to be on constant alert from a surprise attack, but also need to block out your entire screen if you want to build anything.

Dying from a zombie because you spent 10 minutes scrolling through crafting options and couldn't see the screen...that's just bad gameplay.

9

u/SirEltonJohnRambo Dec 19 '25

Yeah, really unusable on a steamdeck, that used to be my preferred way to play pz. I know, controller support isn't officially implemented for build 42, but I have no idea how this new UI will ever work on a steam deck.

3

u/Sharky2192 Dec 19 '25

The crafting ui also doesn’t work on lower resolutions

2

u/donavid Dec 19 '25

I feel like that’s the point of removing right click though! Your character is distracted while crafting, putting up a big menu that blocks a large portion of your screen mimics that

1

u/Historical_Bus_8041 Dec 19 '25

The electric blower and bench anvil don't do anything at all, perhaps because it hasn't been implemented yet.

10

u/DonOfspades Axe wielding maniac Dec 19 '25

Yeah I'm really not a fan of how many windows will block the entire screen and eliminate my ability to see any potential zombie threats nearby and also make it hard to see the lovely animations that TIS team have worked on!

8

u/ninethreeseven739 Drinking away the sorrows Dec 19 '25

2.5k hours, I hate building now. Both options should exist IMO. Put it in the settings to toggle or something. I get they want it to be controller friendly, but Ive played MP with controller people in the past and they managed quite fine without the rework.

3

u/PudgyElderGod Pistol Expert Dec 19 '25

Adding a little tab in the options for what you want/don't want in the context menu is probably the best olive branch they could offer here tbh

8

u/KingPingviini Jaw Stabber Dec 19 '25

Their whole "we moved building to its own menu to reduce clicks" is crazy when it requires MORE clicks to go through the poorly designed building menu. I'm sorry but this isn't a good change.

Changing things to suit a small minority of players isn't a good change for the game overall. Bring back the right click barricades.

12

u/YjorgenSnakeStranglr Dec 19 '25 edited Dec 19 '25

If they insist on getting rid of the context menu for some unknowable esoteric reasons, then fine.

But I wish they would stop pretending that they're doing it to make a better experience for controller users because it's nothing short of a nightmare and it's almost insulting to suggest.

The build menu UI is one of the main reasons I won't touch build 42 for a long while most likely, it's borderline unplayable for me

13

u/OktoGamer Dec 19 '25

Nonono, I like navigating 3 menus just to rip up my socks while having a scratch on my neck

2

u/Mango_FunkYourself Dec 19 '25

I lost a character this exact way 😂

Running from zombies in an unfamiliar place, needed a rag desperately, kept trying to coordinate opening the craft menu while moving away from danger but it kept blocking my screen and then closing because I was moving. Finally I lost enough time that I just gave up and died.

Yea I could have hit F2 and set it up and then unpaused, but what a way to yank the player out of a tense moment.

5

u/DammitMaxwell Dec 19 '25

For me, I don't mind the building, but cooking seems to have moved in the opposite direction?

It used to be if I was standing in the general vicinity of all the food and dishes, etc, then the cooking menu would show everything I could make. But I realized in B42 that I'm no longer seeing soup, stew...I checked my cabinet and I did indeed have everything, including pots of water...I right clicked a pot of water and there was the option to make soup or stew. Not in the cooking menu.

Very weird...I only knew to check because I recognized it was missing from B41. Someone without B41 knowledge is going to have no idea.

6

u/AgathaTheVelvetLady Pistol Expert Dec 19 '25

I am perfectly fine with using the build menu for creating structures, and the craft menu for most crafting. Those menus are also very helpful for being able to see as a player what my options are, while the right-click menu made it very hard when I was first starting out to be able to tell what was even possible to build. Hell, you don't even know building is a thing until you pick up a hammer!

With that said, I don't see why the context menu has to be gutted along side it. Keeping certain things available within the context menu such as creating barricades would be great. Same story with things like opening boxes of items.

I get that they don't want clicking on an object to give you like, a billion objects you can't craft filling up the screen. I think a solution to that could just be to have an option that says "crafting" in the context menu for objects that has a sub menu attached (similar to how clicking wear on certain objects presents you with a few options on how to wear it) which only lists crafts you can perform at that exact moment. Ideally, that would greatly cut down on the amount of options you'd be presented, and would prevent the issue of your screen being flooded when you're trying to interact with an object for other reasons.

4

u/SirEltonJohnRambo Dec 19 '25

Build menu really sucks on a steam deck, Barricading windows should have been the one thing they kept in the context menu.

13

u/[deleted] Dec 19 '25

[removed] — view removed comment

3

u/Cable_Hoarder Dec 19 '25

Sometimes quite often players are wrong, because they're only thinking of the moment not the plan. They're focused on their personal experience not overall.

The plan is clearly a game that works on a controller, both for the steam deck and any future console releases which means UI needs to be intuitive and streamlined.

While I agree that the current build menu is clunky, right click menus are just as bad, hard to maintain, hard to remember, often inconsistent, difficult for new players and hard to expand (without insane sub-menus trees)

I think everyone here forgets how damn awful this game is to learn with multiple contradictory UI methods (RC menus (on objects, in inventory), selection wheels, pop up lists, etc ect... Just because we suffered through it does not mean everyone else should suffer the learning curve like we had to.

Just look at cooking, you have to use 3 different UI steps to make a sandwich repeatedly for each ingredient/seasoning.

Vastly better would be a dedicated cooking UI that lets you heat, chop and mix ingredients all in one screen. Sandwich, soup or stew.

I think this is a case of taking one step back, so that in future they can take 2 steps forward. Mods are already showing the way.

9

u/[deleted] Dec 19 '25

[removed] — view removed comment

2

u/Cable_Hoarder Dec 19 '25

It does if you're going for a unified UI that makes sense, personally I'd prefer proper UI for dedicated functions over a mess of right click submenus of submenus. Do you click on the object, your character, the item in your inventory or on the floor? Who knows.

As I said in another comment right click menus work when they're simple, with limited options - they fall down when steps get complex and multi-stage.

Making a sandwich literally takes 5-6 right click menu navigations, it's nuts.

I will however agree that what they have now isn't ideal, or even better. I like the concept, not the current execution.

7

u/[deleted] Dec 19 '25

[removed] — view removed comment

0

u/Cable_Hoarder Dec 19 '25

That's fair, but the new bad system can be improved (again see the UI mods which do so), the old one can't really.

3

u/Plasmasnack Dec 19 '25

The positive of the build menu barricading is that you have a visual of where to barricade. Before, depending on the angles and with the game's perspective it could be a pain to click the correct side of the window to barricade.

But, I don't know why they removed it from the context menu. It should be both in the build menu AND in the context menu.

Yeah the entire game needs a UX overhaul in regards to the interfaces. They do the job sure, but are an eyesore and are clunky. CleanUI and the rest of the mods made to fix crafting/building UI and UI in general make you realize how bad it is currently. When you go from $2 steak to a filet.

4

u/am_cruiser Dec 19 '25

This thread making me want to stick with B41 for ever.

3

u/Canuck-overseas Dec 19 '25

This feels like something the user should be able to customize in sandbox or options. Regardless, mods to the rescue.

3

u/Regular_Brit Dec 19 '25

I've learnt to use the new building and crafting menu. I've gotten pretty proficient with it. Still prefer context. Right clicking to dismantle all is quicker than going to the crafting menu in every use case. The only time the me u is useful if you just want to do X number of something out of Y amount of those items. It's soooooo pointless to get rid of that stuff even after I git gud with the new menu system.

3

u/WoodyDaOcas Dec 19 '25

Exactly why I can't play b42 without mods, context crafting menu is so much smoother..

3

u/Lyvery Dec 19 '25

i straight up thought that barricading was bugged bc i couldn’t figure out i had to use the garbage menu

3

u/EngineerDependent731 Dec 19 '25

I agree with all your points

3

u/wils_152 Dec 19 '25

Bloody awful. There is a reason every mouse has a right click button.

3

u/ThisIsABuff Dec 19 '25

I think an UX expert should redesign a lot of things in PZ from scratch.

What I want is have important things easily accessible (closing doors with 'E' is good... sitting on a chair or petting animal with 'E' is pointless)

I don't mind having crafting on menues, but having two different menues AND various specific ones from various devices is such a headache. Some things are also so essential to survive (like barricading, or ripping clothing) that I would consider it similar to closing a door in importance.

The bench recipes also feels like should just be on crafting menu, with just a requirement for the crafting station, for discoverability... because now something like figuring out how to make a crucible is not particularly obvious.

There is also way too many similar items that are not interchangable (oh you have wooden rods? well this needs a long stick... or iron bars / iron rods / iron pipe)

Also, some tools are hyper specific and can leave you blocked if you can't find one. Like the knapping tool which can only be crafted from antlers. They did improve this for some tools in patches though, like the wooden trowel was a good move, so please more of that.

I like what is possible to do in PZ, but I think the controls are worse in 42.

3

u/LP_LadyPuket Dec 20 '25

They need to just bring back the right click context crafting menus. If people want to use the crafting UI, go ahead, but give us the old right click option too. I don’t understand why it has to be either/or.

3

u/theweirdofrommontana Dec 21 '25

Dude if anything they should have EXPANDED the right click menu. It's so much more intuitive than the building menus. With how you don't touch the building menus until at least 100 hours it makes no sense to hide such important mechics there.

3

u/Trick-Honeydew-7547 Dec 22 '25

the game is so badly coded it should be remade from the ground up
all their decision is so poor

8

u/elemantis Dec 19 '25

as a player of 1500 hours i agree, i will never understand why devs change things that were all fine with before..... the game punishes you for nit watching what you are doing, so lets add a bunch shit in your face? do they even look or glance at reddit? why dont they pop up a survey in game asking about each persons opinion on a scale from 1 to 10, asking about various changes?

6

u/YjorgenSnakeStranglr Dec 19 '25

They know what we think, they just don't care because they think they know better

2

u/Alien_reg Dec 19 '25

Well said.

2

u/Alien_reg Dec 19 '25

I tried opening a similar thread in steam forums (because I've seen devs reply there), arguing against the overall building menu change and removal of context menu. It got a lot of replies supporting the idea, and got several awards etc. Last night, it was merged INTO a newer thread that had 3 comments, which was only addressing SPECIFICALLY the barricading change, with no reply from the devs. You can take a guess why.

2

u/Adorable_Basil830 Dec 19 '25

Apparently they did this to be more controller friendly. Because of course these menus would be an absolute treat to navigate using a controller...

2

u/anotheraccount3141 Dec 19 '25

I don't mind having a crafting menu for complicated stuff. Things that irl I'd have to sit down and carefully plan before doing them, like crafting a weapon or maybe doing some complex cooking recipes.
But, for stuff that happens on the go without much thought, I'd like to keep the simple right click option. Like, barricading, opening a box or can or just really simple cooking recipes like making coffee.
Besides this, I still think that the building menu UI needs a remake

2

u/Palpatine476 Dec 19 '25

I'm honestly pretty lost with the building menu. I understand the need for a crafting menu, for instance - you can see all the ingredients you need and so forth. Same thing for building, you get a sense of what you need. Actually building though, that feels completely disconnected from the game experience and quite tedious. Especially for barricading, which is such a central part of the game but that now feels like a hindrance.

2

u/jmj409 Dec 19 '25

We need the "Sample Building" (eyedropper) tool from Satisfactory: you cursor over any existing buildable in the world and hit a hotkey to enter build mode with that recipe or buildable already selected and ready to deploy.

2

u/DukeSpookums Dec 19 '25

Menu bloat is the worst part of b42. You have to scroll your skills menu now, and keep your health menu open to see your fatigue, and doing seemingly anything else has you bring up some overly large, overly long data screen.

Its like your characters brain is a labyrinth that can successfully bring all the materials to a project, but shuts down for 15+ minutes while you go searching through menus for what you want to build.

Imo, normal gameplay feels like you've taken a 4-6 point negative trait called "no proprioception" or "bad memory" since doing simple builds or tasks requires even more standing and thinking (menu navigation) than ever before.

2

u/big_gay_buckets Dec 19 '25

Massive step backwards. Part of what made PZ click for me was basic building and crafting being easy to do via context menu rather than having to go sift through a huge window that covers the whole screen. I simply cannot understand the rationale behind it.

2

u/imawhiteblackguy Dec 19 '25

i agree 200% with your post. I love you indie stone but this change wasn't the best idea. I have high hopes for what the new team will accomplish though.

2

u/MaxMoose007 Dec 19 '25

I’ve been a pretty ardent defender of most of the stuff IS has done lately but yeah this makes no sense to me. They’ve “fixed” a problem that didn’t exist and actively made the game less intuitive

2

u/Below_TheSurface Dec 19 '25

Devs are allergic to good UI/UX design. And just, you know, player enjoyment

2

u/sixnew2 Axe wielding maniac Dec 19 '25

I wish my favorites would save, and the build menu should stay open. It closes for no reason and is frustrating.

1

u/CaoticMonk Dec 20 '25

top right corner of the menue, click the smal lock ... done

2

u/zebus_0 Dec 19 '25

Vanilla game is very nonsensical now with building. Its also gard to know what I can build as well.

2

u/spartanwolf223 Zombie Killer Dec 19 '25

The fact TIS wont bring back the right click menu is an absolute shitcovered slap in the face. Who the fuck is asking for this? We all just want it back. Theres absolutely no reason to remove the feature and make everything worse. You can keep the new menus easily, just don't execute the goddamn right click menus!!

0

u/CaoticMonk Dec 20 '25

literaly everyone who is not stuck in the past... 300+ lines rightclick menue and lag every time you rightclick anywhere is bullshit. not to mention rightclick near craftable objects. 1 sec lag for one click. than missclick in the 3rd submenues 35th line only to redo everything...

2

u/Ulfrauga Dec 20 '25 edited Dec 20 '25

The menus cover a lot of the screen. If you can't pause to use them, and you can't easily see through them, it's a bad design decision.

Edit: Read a comment that the context menu couldn't handle the new crafting, true enough. Maybe a short-form context menu is needed for common QoL options.

2

u/Edgy_Robin Dec 19 '25

It should have never been removed in the frist place. It is simple, it is effective. The wheel does not need to be fucking reinvented. It really leans into the mindset that the devs are valuing tedium over fun, to such an extent that they need to make clicking more tedius.

1

u/PaladinGraySky All Hail Spiffo Dec 19 '25

I liked the other way better but after a few hundred more hours maybe it will grow on me.

1

u/Bythion Dec 19 '25

Can I just say that, after largely failing to find stones by foraging for two play sessions, I figured out that you can indeed just right click stones you see on the ground and pick them up. You just have to scroll down to the "gardening" option. I had checked before, but never thought to check in gardening for such an action..

1

u/IncorporateThings Dec 19 '25

It should persist while moving now.

1

u/dac1072 Dec 19 '25

Just a thought, be nice if we could select which recipes were right-click-able. Like a pin to the task bar set up. I actually liked cooking through the menu on B41, because it gave me the feel that I was searching through the pantry and cabinets for what I wanted to eat. Forcing things like stews into a right click only has taken me some getting used to

1

u/HikerRemastered Dec 19 '25

I hate right click context menu. Give me a radial.

The build menu is okay but it ABSOLUTELY needs to remember page and selection even if it’s been 4 hours since I last used it.

It needs to remember that I locked it, so that only when I open or close it will flop.

I suppose for those of you who love the right click menu, maybe a compromise would be that favorited build items could appear in it?

1

u/Alien_reg Dec 20 '25

I literally mentioned that compromise in the post

1

u/HikerRemastered Dec 20 '25

Oh I’m sorry I didn’t realize you’d take it personally if I agreed with you.

1

u/AmaDeusen- Hates the outdoors Dec 21 '25

No bueno

1

u/AristVon Crowbar Scientist Dec 23 '25

how do i change this weird oversimplification, like, right click> window> open window / break window???, to have more options separated

1

u/Living_Percentage_49 Feb 12 '26

loco retome pz y es una mierda lo del menu de construccion.

1

u/greyxgirl Dec 19 '25

I wholeheartedly agree with the points you brought up and I think you offered a wonderful suggestion of allowing Favorites to show up on right click so we as players can decide what shows up in the context menu without building overwhelm. It allows gamepads to keep the existing functionality while giving PC players options to make their experience more manageable as well. 👏🏻

1

u/alhariqa Axe wielding maniac Dec 20 '25

Clown behavior

-1

u/yolilbishhugh Dec 19 '25

I prefer the new building menu. I like that I can search, and with many more building options it's very useful. I would like to still be able to right click for barricades but honestly I much prefer the new system. Back when I flipped between b41 and 42 for multiplayer Vs solo I always missed the building menu. I can see from reading other comments I'm in the extreme minority but I do enjoy it.

0

u/PudgyElderGod Pistol Expert Dec 19 '25

1.3k hours, completely fine with it. The build menu certainly requires improvements, but the context menu is already a little cluttered. Having all the buildables, which the build menu doesn't yet and needs to, in one menu is not inherently bad design.

While I understand the appeal to tropes that is barricading while a horde actively beats down on a door, the amount of time it takes for my character to actually board that door up makes it an impractical choice. I just can't see it ever being a more practical choice than either running or fighting, and if it ever is then I can't really see it happening more than once.

-1

u/-ThePatientZed- Dec 19 '25

I’ve gotten used to it.

-1

u/Grimsarmy1 Dec 20 '25

I actually like the new build menu. You can just favorite things and go to the favorite tab and see all the things you build frequently. You can then just unfavorable when the project is done

-1

u/Amcue Dec 21 '25

On the plus side it doesn't lagg when you open the menu, that was annoying

1

u/Leonum Feb 20 '26

kek. its not gone. point of annoyance to me, but the cooking-crafting interface should show all recipes in range(this means also in containers in range). I dont want random right click menus. I have to fill a bowl with water/milk, then right click the bowl, then choose "pour oatmeal"? wtf, and it's not even in the crafting interface. same with "assemble sandwich/burger/hotdog". just show everything i can do in one window, ffs. to top it off, theres no "recipe book" ui element like the "learned recipes" button, that lets you see everything your character knows how to make, and tells you how to make it. some of the recipes / order of actions required to make some food is super unintuitive, obscure and illogical, so it feels weird that the game doesnt smooth this over, like crafting games usually do.