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### Topic

#### Default selection when hitting enter with multiple valid interaction targets

I have noticed that (for example) when I hit enter with both a tree and a butterfly behind me and glowing, the tree comes up as the default selection on the list of objects to interact with. I think it would be much better if the default object was always the most mobile/smallest object (best sequence is probably butterflies > chickens > pigs > other players > all stationary objects starting with trees or whatever else is most likely to be desired for interaction).
My reasoning: if I am trying to interact with things quickly, I can usually just jump when I am near a tree and aim for the side furthest from butterflies/chickens to get the tree as the only valid interaction target and save me a keypress. However, it is really hard to isolate butterflies and chickens in the same way, especially since the "target areas" for trees are so large. Thus, if I have multiple valid targets it is more likely that I want the smaller/more mobile target. It can be hard enough interacting with butterflies and chickens as it is without catching them and then losing them because of hitting enter again too quickly and interacting with a tree!
Happy Easter, and thanks for a great game!

Posted 8 months ago by Don Monkey | Permalink

### Replies

- +1
  Posted 8 months ago by Rook | Permalink
- Sound quite like good reasoning indeed
  ...In addition the default selection could also be the last type of item you interacted with
  (or again they could add single hit shortcuts so people won't have to reason for those things)
  Posted 8 months ago by Lemo | Permalink
- My preferred default selection would prioritize the object with the highest percent of options still available (ie not greyed out). For example if I have already petted and nibbled a piggy which is in front of a tree I haven't touched, the tree will come first. Then of course you would need a sub order if a bunch of things have the same percent (most likely a lot of untouched things) (I say percent would work best because different things have different amounts of options)
  So, that's my 2c.
  Posted 8 months ago by Fernstream | Permalink
- Hm, this is really interesting! I could see Fernstream's idea working for people who are out and about doing lots of things at once.. perhaps less likely to work consistently for as many people? What really would be cool is to have it all be player-customizable (I don't know anything about this type of thing so I'm not sure if that would be easier or harder than the above suggestions but I'm thinking harder).
  Posted 8 months ago by diaveborn ♥ | Permalink
- I would like the objects to be interacted with to be ordered the same as the objects you had interacted with in the past. So if the last thing you did was touch a cherry tree, then the cherry tree would be the default for the next interaction, in preference to a butterfly. Conversely, if the last thing you did was milk a butterfly, any butterfly, and you press enter on a butterfly / tree combo, the butterfly comes up as the default object.
  This would really help when mining. If a butterfly flies in front of a rock you have been whacking at, the rock would take precedence because it was the last thing you interacted with.
  I see this as being fairly predictable behavior as well, rather than confusing.
  Posted 8 months ago by WalruZ | Permalink
- The most frustrating thing to me with interactions is finding that a thing WITH WHICH I CAN NO LONGER ACTUALLY INTERACT is the default item. I've already done all the actions pertinent to that thing, and yet it still highlights, or it's still first in icon list. WHY??
  Also, I find that when standing between two trees, both highlighted, it's usually the case that the one furthest from me is the default primary. Why?
  Posted 8 months ago by Pascale | Permalink