Screw it! Too many keybinds - Keybind Wheel

A radial wheel for your keybinds: hold one key, flick toward a slot, and fire any bind. Built for modpacks drowning in keybinds.

File Details

keywheel-neoforge-1.1.7-1.21.8-java21.jar

  • R
  • Jul 18, 2026
  • 58.70 KB
  • 7
  • 1.21.8
  • NeoForge

File Name

keywheel-neoforge-1.1.7-1.21.8-java21.jar

Supported Versions

  • 1.21.8

Curse Maven Snippet

NeoForge

implementation "curse.maven:screw-it-too-many-keybinds-1569840:8459911"

Learn more about Curse Maven

Screw it, Too Many Keybinds (v1.1.7)

The whole promise of this mod is that you should never have to free up a key to put an action on the wheel. A bug meant you did. This release fixes it.

FIXED: Using a slot also fired every OTHER keybind sharing that key

  • If a keybind on your wheel had a physical key bound to it, and something else was bound to that same key, picking the slot set BOTH of them off. Worship on K plus anything else on K meant one flick of the wheel fired both, and the only way around it was to go and unbind one of them by hand.
  • The cause: the wheel wasn't firing your keybind, it was faking a press of that keybind's physical key, and the game hands a raw key press to every keybind sitting on that key.
  • The wheel now fires the keybind you actually picked, and only that one. Conflicts on the same key no longer matter and nothing needs unbinding first.

FIXED: A fired keybind could stay stuck "held down"

  • When the keybind you fired opened its own screen, the wheel's release could get swallowed, leaving that keybind held down. It is now always cleared, screen or no screen.

FIXED: The wheel could stop firing entirely alongside certain other mods

  • If another mod left a GUI layer open, the wheel's close didn't fully take and the press was dropped.

FIXED (1.12.2): Wrong keybind fired, and parked keybinds didn't fire at all

  • With two keybinds on one key a slot could fire the wrong one entirely, and a slot holding a keybind with no key bound to it never fired at all, which is the exact case this mod exists for.

FIXED (NeoForge): Wrong version number shown in the mod list

Also included, from the unreleased 1.1.6:

The slot editor got a rebuild so a slot is clearly ONE thing, a keybind or a command, and you get to review your choice before it saves.

NEW: Keybind / Command mode toggle

  • The editor now has a single "Mode" toggle at the top. Flip it to choose whether the slot fires a keybind or a chat command, and only that mode's controls are shown. No more keybind list and command box crowding the same screen, so there's no confusion about which one a slot will actually run.
  • Opening an already-bound slot lands in the matching mode with your name and icon intact.

NEW: Pick, review, THEN confirm (no more instant close)

  • Clicking a keybind no longer slams the editor shut. It now SELECTS the keybind and keeps the editor open, showing "Selected: <name> [key]" with the chosen row highlighted.
  • From there you can rename it, give it an icon, or pick a different keybind, then press Confirm to save. A bottom row of Confirm / Cancel / Clear slot makes it obvious, and Confirm stays greyed out until you have actually chosen something.

NEW: The command box is the real command field

  • The Command mode box is now wired to the game's own command engine, so you get the live "/" dropdown suggestions (Tab or click to complete) and the familiar red text when what you typed isn't a real command, exactly like typing in chat. The dropdown drops down beneath the box.

No config changes. Your wheel, pages, icons and existing keybind + command binds carry over untouched.