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Re:Input - Yet another Key Mapper

A mod that adds a fairly functional and customizable mapping system to minecraft controls!

This is Re:Input, a quality of life mod for the one thing every modpack makes miserable: keybinds. Client side only, Forge 1.20.1 and NeoForge 1.21.1, no other mod needed!

Let me know any bugs/suggestions by joining my discord server

The screen

Visual keyboard: every key is colored by the mod that uses it (colorblind friendly palette), free keys are plain, conflicts are marked in red. Click a key to see everything on it. There's a mouse too, a heat map of what you actually use and a numpad.
List view: by category, with chips for the combinations ("Ctrl + Shift + M", never raw text). Pick an action and the side panel tells you its slots, press type, where it works, its rules and who wins a conflict and why.
Search: by action name, mod, key or exact key. Searching D finds "Ctrl + D" too, searching the exact D finds only D. You can also write name:, key: or key=.
Live test: press a key and the keyboard shows what triggers and what gets blocked.
Undo with Ctrl+Z, Alt+click protects a key from being moved, and there's a guided tour the first time you open it (skip it or redo it whenever).

More than vanilla

Extra slots: every action can have more than one key, all active together or just one of them.
Chords and layers: hold one key and press another, or a sequence (M then L), or a layer key that changes what all the others mean. If M has an action on its own you choose what happens: it fires late, on release, or not at all, and the screen warns you about the delay!
Modifiers: exact (Ctrl+Shift doesn't trigger Shift), permissive like vanilla, or ignored. Left and right can be told apart.
Press types: tap, hold, double tap, short tap vs long hold (two actions on one key), toggle vs hold, repeat while held, on release.
Situations: a keybind can work only on foot, riding, in water, flying, with a GUI open, in chat, sneaking... same key, different actions, no conflict. Two actions on the same key in situations that never overlap are green, not red. If two do overlap, the most specific one wins and the GUI tells you.
Sticky chords for accessibility, debounce, and profiles (per modpack or per playstyle) that are plain JSON files in config/reinput/profiles, so you can share them.

Wizard and Automapping

Wizard: pick the keys you want, Re:Input moves the conflicting ones out of the way. You get a preview of every change with the reason (it's vanilla, it's the usual key of that mod family, you use it a lot...) and warnings like "you pressed this 300 times", then apply or undo. Rows you don't want to touch are just unticked.
Automapping: redo the keys of the mods you choose from scratch, and leave the others alone. You tell it your comfort zones (left hand only, max reach, Ctrl/Alt + key, Shift + key, modifiers on their own, mouse buttons, keys to avoid, an anchor key with right click), and it puts the most important and most used actions on the best keys, keeps the actions of the same mod close together and numbered series (slot 1, slot 2...) on consecutive keys of a row.
It knows your mouse: press a side button once and it learns if you have thumb buttons, and uses them only for your most important moves.
It remembers what you use: actions you've never pressed after a while can go on Ctrl/Alt + key. The usage log is local only, it never records raw keys or chat, you can delete it with one click or switch it off.
Modpack makers: mod families can be written in config/reinput/families.json.

Good to know

It's one press, one activation, no macros (repeat is off by default).
Some mods read the keyboard by themselves instead of using Minecraft's keybinds. For those the gate might not work and the list warns you about it.

Re:Input - Yet another Key Mapper Team

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