Love the Idea. Works great when you can get the bindings on the right commands.
=======================
here is problem.
No instructions on initial setup which is a must, ESPECIALLY when you erase all default bindings on startup. (only thing that worked for me on startup was "esc" (at this time this mod is unusable for me and have to remove it)
mod erases all default key bindings. so if you have NEI you can not open it with the default "e" NEI does not have a list in the minecraft "options" "controls" page so I am unable to set a key binding for it.
So any shortcut commands not in the "options" "control tab" (without instructions on how to set bindings for commands not found on that controls page) on how to set them, your out of luck and locked out of those controls. another example pressing "/" or "t" unable to open "command" Which was a deal breaker for me.
Not all of us are blessed with coding or great memory abilities.
We can not mind-read you, you need to spell it out, on how do you access the GUI that lets us set ALL keybindings for every shortcut since they are NOT listed in the "Options" "control" (only select ones are). And not all of us are command savvy.(I could not even open command after your mod install)
If I was doing a GUI I would be doing it in a manor in which I could get into it easily from within game and then leave all default keybindings.(let the user change them this way it still works if they are unable to get all features of your mod working or setup)) List every one in the game that can be changed, Give option where you can show only conflict bindings etc. DO NOT erase default keybindings on startup because users who are not code savvy are going to get locked out,(like me) if they have to set every single shortcut from get go.
I am giving you this input, because we are in desperate need for mods like this with the 100 plus mods installed, way too many game breaking shortcut conflicts and not enough key bindings. I have tried a couple others they don't work because as someone said here the mod and minecraft look for multiple keybinding and then crashes or behaves in crazy manor. You have the right Idea of taking total control regarding keybindings and keyboard controls.
What about taking complete control of the 'ESC" "options" "controls" and replacing it with your GUI, listing every possible shortcut of all the mods and default minecraft and find a way to keep the default keybindings intact on startup where we can change the ones that conflict, etc?
PS using 1.7.10 within the Dig Big mod pack 1.7.10 I added your mod in to that mod pack on my own as a "end user" to compliment that modpack other features I like.
Love the Idea. Works great when you can get the bindings on the right commands.
=======================
here is problem.
No instructions on initial setup which is a must, ESPECIALLY when you erase all default bindings on startup. (only thing that worked for me on startup was "esc" (at this time this mod is unusable for me and have to remove it)
mod erases all default key bindings. so if you have NEI you can not open it with the default "e" NEI does not have a list in the minecraft "options" "controls" page so I am unable to set a key binding for it.
So any shortcut commands not in the "options" "control tab" (without instructions on how to set bindings for commands not found on that controls page) on how to set them, your out of luck and locked out of those controls. another example pressing "/" or "t" unable to open "command" Which was a deal breaker for me.
Not all of us are blessed with coding or great memory abilities.
We can not mind-read you, you need to spell it out, on how do you access the GUI that lets us set ALL keybindings for every shortcut since they are NOT listed in the "Options" "control" (only select ones are). And not all of us are command savvy.(I could not even open command after your mod install)
If I was doing a GUI I would be doing it in a manor in which I could get into it easily from within game and then leave all default keybindings.(let the user change them this way it still works if they are unable to get all features of your mod working or setup)) List every one in the game that can be changed, Give option where you can show only conflict bindings etc. DO NOT erase default keybindings on startup because users who are not code savvy are going to get locked out,(like me) if they have to set every single shortcut from get go.
I am giving you this input, because we are in desperate need for mods like this with the 100 plus mods installed, way too many game breaking shortcut conflicts and not enough key bindings. I have tried a couple others they don't work because as someone said here the mod and minecraft look for multiple keybinding and then crashes or behaves in crazy manor. You have the right Idea of taking total control regarding keybindings and keyboard controls.
What about taking complete control of the 'ESC" "options" "controls" and replacing it with your GUI, listing every possible shortcut of all the mods and default minecraft and find a way to keep the default keybindings intact on startup where we can change the ones that conflict, etc?
PS using 1.7.10 within the Dig Big mod pack 1.7.10 I added your mod in to that mod pack on my own as a "end user" to compliment that modpack other features I like.
Key bindings are still configured in controls menu (in 1.*).
KBO does not add any key bindings.
There are no key bindings to run commands.
All key bindings empty bug is known (in 1.*). Just hit reset all button on buttom of controls GUI.
A lot of you said, that in some cases you don't like multi key activations (for example, ctrl+D activating keybindings set to ctrl, D or ctrl + D).
I think, i may change this, but i should know how it should work, if i do.
I think that if you hold Ctrl, Shift, or Alt, you can activate only that specific combo. However, if you press a letter first, it won't count and will activate all pressed keys that are pressed.
TL;DR Press Ctrl/Shift/Alt, only one combo.
Press a letter, all following keys activate as well.
I think that if you hold Ctrl, Shift, or Alt, you can activate only that specific combo. However, if you press a letter first, it won't count and will activate all pressed keys that are pressed.
TL;DR Press Ctrl/Shift/Alt, only one combo.
Press a letter, all following keys activate as well.
I might think of it, but i would like more general rule. Because combos can be only letters, only control keys. It can even be ctrl + alt + delete. It does open task manager, but it also activates what it's bound to (not always, though).
Should result in the following actions if the keys are pressed in sequence and held down:
Key1 = A
Key2 = B
Key3 = C
Key1+Key2 = A+D (not B because Key2 is never pressed by itself)
Key3+Key1 = C+E (not A)
Key2+Key1+Key3 = B+D+G (not A,C,E, or F)
I think this is the optimal approach, as it allows the ability to have "shifted" modes which don't have multiple functions triggered, and also the multiple-key-modes.
Doing it where keypresses are exclusive until all keys of a keychord are pressed would require delays and guard times and other difficult methods, which I wouldn't recommend, unless you feel really ambitious.
Mainly, just having the ability for shift keys to act as shift keys with optional non-conflicting bindings would be more than sufficient, in my mind. An example with vanilla bindings:
Sprint - LCtrl
Open Inventory - E
Activate Widget - LCtrl-E
Pressing LCtrl-E would be fine for Sprint, then Activate Widget, but not Sprint, Open Inventory, Activate Widget, for example.
Should result in the following actions if the keys are pressed in sequence and held down:
Key1 = A
Key2 = B
Key3 = C
Key1+Key2 = A+D (not B because Key2 is never pressed by itself)
Key3+Key1 = C+E (not A)
Key2+Key1+Key3 = B+D+G (not A,C,E, or F)
I think this is the optimal approach, as it allows the ability to have "shifted" modes which don't have multiple functions triggered, and also the multiple-key-modes.
Doing it where keypresses are exclusive until all keys of a keychord are pressed would require delays and guard times and other difficult methods, which I wouldn't recommend, unless you feel really ambitious.
Mainly, just having the ability for shift keys to act as shift keys with optional non-conflicting bindings would be more than sufficient, in my mind. An example with vanilla bindings:
Sprint - LCtrl
Open Inventory - E
Activate Widget - LCtrl-E
Pressing LCtrl-E would be fine for Sprint, then Activate Widget, but not Sprint, Open Inventory, Activate Widget, for example.
Thanks for your idea!
I'll look into code and tell you whether it is doable.
I don't like the idea because, like I said before if I click the dirt screen with either right or left click I expect it not to register as a click unless I am in the area of the controls. what I mean by the dirt screen is the far left and far right dirt screen the center I think should have the option for right and left click in there.
I don't like the idea because, like I said before if I click the dirt screen with either right or left click I expect it not to register as a click unless I am in the area of the controls. what I mean by the dirt screen is the far left and far right dirt screen the center I think should have the option for right and left click in there.
I see what you're talking about. We are not talking about that, but i will still implement what you said.
(What? :blink:)
Hello there! I'm playing "The golden cobblestone" modpack with ~150 mods and I have an issue: when I've installed this mod all keys was rest, so I decided to reset it by default. Everything is ok but inventory key 'E'. When I have my inventory opened and press 'E' to close it - it don't work correctly. Sometimes it closes after first 'E', sometimes I should press 'E' 5 or more times in a row to close my inventory. In the controls this key meet only once - for opening inventory. In the .cfg file option set to 'false', so I have no idea how to fix it.
Version: 1.7.10 + latest version of library for 1.7.10 + latest version of the mod for 1.7.10
Hello there! I'm playing "The golden cobblestone" modpack with ~150 mods and I have an issue: when I've installed this mod all keys was rest, so I decided to reset it by default. Everything is ok but inventory key 'E'. When I have my inventory opened and press 'E' to close it - it don't work correctly. Sometimes it closes after first 'E', sometimes I should press 'E' 5 or more times in a row to close my inventory. In the controls this key meet only once - for opening inventory. In the .cfg file option set to 'false', so I have no idea how to fix it.
Version: 1.7.10 + latest version of library for 1.7.10 + latest version of the mod for 1.7.10
This bug is known and kinda partially somewhat fixed in 2.0 alpha. Do you want to participate in testing?
ok Few thoughts on your mod.
Love the Idea. Works great when you can get the bindings on the right commands.
=======================
here is problem.
No instructions on initial setup which is a must, ESPECIALLY when you erase all default bindings on startup. (only thing that worked for me on startup was "esc" (at this time this mod is unusable for me and have to remove it)
mod erases all default key bindings. so if you have NEI you can not open it with the default "e" NEI does not have a list in the minecraft "options" "controls" page so I am unable to set a key binding for it.
So any shortcut commands not in the "options" "control tab" (without instructions on how to set bindings for commands not found on that controls page) on how to set them, your out of luck and locked out of those controls. another example pressing "/" or "t" unable to open "command" Which was a deal breaker for me.
Not all of us are blessed with coding or great memory abilities.
We can not mind-read you, you need to spell it out, on how do you access the GUI that lets us set ALL keybindings for every shortcut since they are NOT listed in the "Options" "control" (only select ones are). And not all of us are command savvy.(I could not even open command after your mod install)
If I was doing a GUI I would be doing it in a manor in which I could get into it easily from within game and then leave all default keybindings.(let the user change them this way it still works if they are unable to get all features of your mod working or setup)) List every one in the game that can be changed, Give option where you can show only conflict bindings etc. DO NOT erase default keybindings on startup because users who are not code savvy are going to get locked out,(like me) if they have to set every single shortcut from get go.
I am giving you this input, because we are in desperate need for mods like this with the 100 plus mods installed, way too many game breaking shortcut conflicts and not enough key bindings. I have tried a couple others they don't work because as someone said here the mod and minecraft look for multiple keybinding and then crashes or behaves in crazy manor. You have the right Idea of taking total control regarding keybindings and keyboard controls.
What about taking complete control of the 'ESC" "options" "controls" and replacing it with your GUI, listing every possible shortcut of all the mods and default minecraft and find a way to keep the default keybindings intact on startup where we can change the ones that conflict, etc?
PS using 1.7.10 within the Dig Big mod pack 1.7.10 I added your mod in to that mod pack on my own as a "end user" to compliment that modpack other features I like.
Key bindings are still configured in controls menu (in 1.*).
KBO does not add any key bindings.
There are no key bindings to run commands.
All key bindings empty bug is known (in 1.*). Just hit reset all button on buttom of controls GUI.
Check out all my mods here: Link Removed!
can i please help test 2.0 alpha?
Sure!
Welcome!
Check out all my mods here: Link Removed!
Yes.
Welcome.
Check out all my mods here: Link Removed!
Ok.
Check out all my mods here: Link Removed!
A lot of you said, that in some cases you don't like multi key activations (for example, ctrl+D activating keybindings set to ctrl, D or ctrl + D).
I think, i may change this, but i should know how it should work, if i do.
Check out all my mods here: Link Removed!
I think that if you hold Ctrl, Shift, or Alt, you can activate only that specific combo. However, if you press a letter first, it won't count and will activate all pressed keys that are pressed.
TL;DR Press Ctrl/Shift/Alt, only one combo.
Press a letter, all following keys activate as well.
I might think of it, but i would like more general rule. Because combos can be only letters, only control keys. It can even be ctrl + alt + delete. It does open task manager, but it also activates what it's bound to (not always, though).
Check out all my mods here: Link Removed!
Yes, of course!
Welcome!
Check out all my mods here: Link Removed!
I'd be happy to help squashing bugs too^^
Welcome!
Check out all my mods here: Link Removed!
My suggestion:
If you have following function bindings:
A = Key1
B = Key2
C = Key3
D = Key1+Key2
E = Key1+Key3
F = Key2+Key3
G = Key1+Key2+Key3
Should result in the following actions if the keys are pressed in sequence and held down:
Key1 = A
Key2 = B
Key3 = C
Key1+Key2 = A+D (not B because Key2 is never pressed by itself)
Key3+Key1 = C+E (not A)
Key2+Key1+Key3 = B+D+G (not A,C,E, or F)
I think this is the optimal approach, as it allows the ability to have "shifted" modes which don't have multiple functions triggered, and also the multiple-key-modes.
Doing it where keypresses are exclusive until all keys of a keychord are pressed would require delays and guard times and other difficult methods, which I wouldn't recommend, unless you feel really ambitious.
Mainly, just having the ability for shift keys to act as shift keys with optional non-conflicting bindings would be more than sufficient, in my mind. An example with vanilla bindings:
Sprint - LCtrl
Open Inventory - E
Activate Widget - LCtrl-E
Pressing LCtrl-E would be fine for Sprint, then Activate Widget, but not Sprint, Open Inventory, Activate Widget, for example.
Thanks for your idea!
I'll look into code and tell you whether it is doable.
Check out all my mods here: Link Removed!
I don't like the idea because, like I said before if I click the dirt screen with either right or left click I expect it not to register as a click unless I am in the area of the controls. what I mean by the dirt screen is the far left and far right dirt screen the center I think should have the option for right and left click in there.
I see what you're talking about. We are not talking about that, but i will still implement what you said.
(What? :blink:)
Check out all my mods here: Link Removed!
Hello there! I'm playing "The golden cobblestone" modpack with ~150 mods and I have an issue: when I've installed this mod all keys was rest, so I decided to reset it by default. Everything is ok but inventory key 'E'. When I have my inventory opened and press 'E' to close it - it don't work correctly. Sometimes it closes after first 'E', sometimes I should press 'E' 5 or more times in a row to close my inventory. In the controls this key meet only once - for opening inventory. In the .cfg file option set to 'false', so I have no idea how to fix it.
Version: 1.7.10 + latest version of library for 1.7.10 + latest version of the mod for 1.7.10
This bug is known and kinda partially somewhat fixed in 2.0 alpha. Do you want to participate in testing?
Check out all my mods here: Link Removed!
Sure, I'm glade to test new version if it possible
Welcome!
Check out all my mods here: Link Removed!