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Command Keys Profile Management, World Linking, Defaults, and Rate Limits

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Command Keys organizes macros into profiles, and the profile system is where most of the mod's day-to-day configuration lives. Each profile holds its own set of macro slots, and you can move between profiles, decide which one loads automatically, and tie a profile to a particular save or server.

Working With Profiles

Use Edit Active Profile to open the options screen for whichever profile is currently selected. From there you can reach the macro slots, numbered Macro Activator 01 through Macro Activator 16. Each slot has its own keybind, activation mode, and message list.

Switching profiles produces one of two on-screen results. A successful change reports the profile you left and the profile you entered. If the change cannot be completed, a failure message appears instead.

You can also activate a profile directly from its options entry. Deleting a profile is blocked when that profile is a default — the game will tell you a default profile cannot be removed.

Linking Profiles to Worlds and Servers

A profile can be tied to a specific world or server. The options entry offers to link the profile to the current world or server; once a link exists, the entry reports that the link is already in place.

Linked profiles activate on their own when you join the matching world or server. If nothing is linked for where you are playing, the default profiles take over.

Defaults for Singleplayer and Multiplayer

Two separate defaults can be assigned. One entry sets the profile as the multiplayer default, and another sets it as the singleplayer default. The screen indicates which profile currently holds each of those roles. Because defaults are protected, they cannot be deleted.

Rate and Length Limits

Command Keys can cap how often macros fire. The rate limit is expressed as a number of activations permitted within a timespan measured in ticks. When you exceed it, the mod reports that the limit was exceeded, naming the key involved and the configured allowance.

Several toggles shape how that limit behaves. One option applies the global rate limit. Another lets the limit apply in singleplayer as well. A third makes blocked activations count toward the limit, so attempts that get refused still consume your allowance.

Length limiting works separately. It stops a message from being sent when the message is longer than the configured maximum, and the mod explains that the message was prevented and what the limit is set to. This is intended to keep you from being removed from a server for sending something oversized. Note that changing this value does not change the limit the game itself enforces.

Timings, Delays, and Repetition

Timing values are given in ticks. A hold setting controls how long to wait after a key-press before anything is sent. A subsequent setting controls the wait after the previous message before the next one goes out. A repeat delay controls the gap between repetitions — for example, a value of 40 sends each message every 40 ticks, offset according to the individual delays. A maximum repetition count caps how many times the sequence runs, and zero means no cap.

Activation Modes and Keybind Behaviour

Macros can be set to fire once and stay active while the key is held, to fire when the key is released, or to toggle on and off repeatedly while held (mouse keybinds excluded). Other modes send all messages, pick one at random, send the first message typed into chat without sending it, or cycle through messages one per press — with the option to send several at once by separating them with two commas. A GUI can appear to fill in an edit placeholder in the first message.

Keybind conflicts are handled by a conflict strategy: the mod keybind can fire first and then the other, the mod keybind can be cancelled, the other keybind can be cancelled, or the keybind can be limited to the profile options screen when nothing is selected.

Global Options and Keybind Count

CommandKeys Options holds settings applied to new macro instances. Macro MC Key Count controls how many keybinds are added to the Minecraft Controls screen and accepts a value from 0 to 16; changing it takes effect only after a restart. Leaving the configuration exits with a confirmation if you have unsaved changes, and reloading reverts your edits and stops any active macros.