Configuring Macro Keybinds, MC Key Slots, Conflict Strategies, and Activation Timing in Command Keys
Command Keys lets you attach macros to keys and control exactly how those keys behave when they clash with Minecraft's own controls. Everything below is configured through the mod's interface, not through crafting or items.
Macro Activators and MC Key Slots
The mod provides sixteen Macro Activator entries, numbered 01 through 16. Each one is a slot you can assign to a macro. A macro's activation key is described by the number of the Minecraft keybind it uses, so the mod effectively borrows slots from Minecraft's own control list rather than inventing separate keys.
The Macro MC Key Count setting decides how many keybinds get added to the Minecraft Controls screen. It accepts a whole number from 0 to 16. Changing this value does nothing until the game is restarted, so set it before you plan to use those slots.
If you enter something outside the allowed range for a key slot, you get an error telling you the value must be a whole number within the range of MC keybinds. If two macros in the same profile end up pointing at the same MC key, the mod reports an overlap: the macro at that index is linked to the same MC key as another.
To trigger a macro, press its keybind while in-game. You can also press it on the profile options screen, as long as nothing is selected there. A separate action lets you simulate pressing a keybind without actually doing so.
Conflict Strategy
When a key you assign is already claimed by Minecraft, the Conflict Strategy setting decides what happens. The available behaviours are:
- Your macro's keybind fires first, and then Minecraft's own keybind runs.
- Your macro's keybind is cancelled entirely.
- Minecraft's other keybind is cancelled instead.
- The keybind does nothing in-game, but still works when pressed on the profile options screen with nothing selected.
You can also set the strategy to Defer, which pushes the decision down to each individual macro.
Activation Timing
Each macro has timing controls measured in ticks.
- Hold is the number of ticks to wait after the key-press before anything is sent.
- subsequent is the number of ticks to wait after the previous message before sending the next one.
- A repeat delay sets the gap between repeats. Setting it to 40, for example, means every message goes out every 40 ticks, staggered according to each message's own delay.
- A per-message delay applies before each message after the first. Setting it to 0 makes the mod fall back to the individual message delays.
- A maximum repetition count caps how many times the macro runs; 0 means no cap.
Activation Modes
Macros can behave in several ways depending on the mode chosen:
- Activated once and staying active for as long as the keybind is held.
- Activated when the keybind is released after being pressed.
- Repeatedly activated and deactivated while the keybind is held, though this does not apply to mouse keybinds.
Sending Messages
Several options shape how a macro's messages go out. Messages can be cycled one per key-press; in that mode you can send several at once by separating them with two commas, such as `/lobby,,/nick`. Alternatively a message can be picked at random, sent initially and then repeated at intervals, all sent together, or the first message can be typed into chat without being sent. An Alt keybind is available for reverse-cycling through messages, and a macro can be marked as internal when another macro uses it.
Other toggles let you add sent messages and commands to your history, briefly show them as a pop-up above the hotbar, apply the global ratelimit, and let active macros resume when their profile is reactivated.
Ratelimits and Length Limits
A ratelimit restricts activation rate to a set number of activations within a set number of ticks. You configure the allowed activation count, the timespan in ticks, whether the limit also applies in singleplayer, and whether blocked activations still count toward the limit. Exceeding it produces a message naming the offending key and the configured limit.
The lengthlimit option stops messages longer than the configured length from being sent. It exists to protect you from being kicked for sending very long messages, but note that changing it does not change the limit the game itself enforces.
Profiles
Profiles can be activated directly, set as the default for multiplayer or singleplayer, or linked to a particular world or server. Profiles linked to a world or server activate automatically when you join it, and the defaults apply when nothing is linked. A default profile cannot be deleted. Switching profiles reports either a success message naming the old and new profile, or a failure message.