Resolving key conflicts

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GreenZombie

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Jul 29, 2019
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There are a vast number of mods that have overlapping default key bindings. In a lot of cases, mods like MineMenu are the only option.

But, in a lot of cases, the keybind only activates if a mod item is the active item - think the thaumcraft wand 'F' key, the IC2 mode switch and ALT keys. and so on.
In these cases, it would be bloody helpful if, instead of the first/last mod registering the keybind handling the keybind, they could silently ignore the keybind if their item was not active, and let the next mod in the chain handle it, until the mod with the item actually finds it.

Then, then I could take ALL the mods with a modify-the-action-of-the-active-item keybinds, and put all of them on a single, easy for my fingers to find, key. And a single keypress could activate / toggle a variety of different mods items.
 
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ljfa

New Member
Jul 29, 2019
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Yea that would be very helpful

I'm not sure how MC handles keybinds. It seems like sometimes multiple conflicting keybinds activate simulateously, sometimes only one keybind responses. It's probably on the mods' side to fix it.