Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.
That's a thing that irks me IRL.Wolves don't bark IRL.
LolThat's a thing that irks me IRL.
That's a thing that irks me IRL.
True, but often times keyboards are not necessaryFunnily enough there are mods that remedy that keybind problem. NotEnoughKeys and that one with the radial menu I keep forgetting.
However you will run in to the same issues. If only you could assign a smart ability button/s that's dependant on the gear you have on or in hand. Like R and T will switch modes if you have an RF drill equipped but if you are holding a TC wand it will let you change focus and set modes on those foci that have them.
F and G could be mode buttons for armor that reads the mod they are from and mapps the functions accordingly.
It's just annoying that sometimes if a mod shares a keybind it just outright refuses to work.
Maybe someone's already written an API that allows this? That modders themselves can hook in to. Gear function buttons.
Sent from my GT-I9100 using Tapatalk
Indeed, still... it depends on the function. While we have 30+ keys to choose from the keyboard will still get cramped. Things that are actively used need to be around wsad, anything past G just won't do.
Also mods that utilize the sneak click function annoy me, I don't really want to have my gear do something unexpected when im trying to sneak near a ledge. Like say you had armor that fired a missle at what you where looking at while right clicking and holding sneak. For something like that you'd need a separate key.
Sent from my GT-I9100 using Tapatalk
The implementation of it can. EntityPlayer.isSneaking() && keybind.isKeyPressed(). Not sure if the game will recognize the key bind being pressed when there are conflicting ones, but it logically should work. If it doesn't that's poor design.I wish that the keybinds would recognize shift+ keys, like % or know/use the difference between uppercase and lower case.
The implementation of it can. EntityPlayer.isSneaking() && keybind.isKeyPressed(). Not sure if the game will recognize the key bind being pressed when there are conflicting ones, but it logically should work. If it doesn't that's poor design.
Side note/fun fact: isPressed() and isKeyPressed() are completely different methods, with the former doing a whole bunch of processing, and the latter simply returning a boolean value.
I know. I'm saying the conflicting key binds might not really matter if the implementation is actually sneak-key rather than purely the key.Sadly this is not the way key binding works in MC. As soon as you press shift on the key bind screen it puts (SHIFT) there
Sent from my igloo using Canadian Goose Mesenger
It almost seems like Forge should provide keymapping, keysharing, and/or keycontextualizing stuff.
(Not because I think it will definitely be better, but because it's a thing that virtually all Forge users run into.
I think context sensitivity is probably the answer, but I can't think how you would implement that other than radial menus or converting reachable character-keys into modifiers. Non-key contexts I can conceive of would be looking-at, held-item, worn-item, positional, and status-based, but those will collide without some other mask to deconflict, like zones of a keyboard. But, then you'd be stretching across the keyboard for common tasks or hitting something silly like ] for change wand focus, or non-conventional-players like Keybounce would have to conform.)
-------------
Do any of the existing keymap fixit mods let you have quick-swappable sets? Maybe have a set for building, a set for magery, a set for combat, a set for highly-gizmo-rich armor, and a half-dozen others?