Too Many Attributes
» Entity actions » Keybind ids

Keybind ids

These types name keys by their keybind id: the name a keybind is saved under in options.txt, without the key_ prefix. Any keybind works, from vanilla, Origins or any other mod, with no list to keep up to date.

KeybindId
Move forward, back, left, rightkey.forward, key.back, key.left, key.right
Jump, sneak, sprintkey.jump, key.sneak, key.sprint
Attack, use item, pick blockkey.attack, key.use, key.pickItem
Inventory, drop, swap handskey.inventory, key.drop, key.swapOffhand
Hotbar slots 1 to 9key.hotbar.1 to key.hotbar.9
Origins' power keys, origin screenkey.origins.primary_active, key.origins.secondary_active, key.origins.view_origin

A mod's keybinds are listed in its options.txt lines, like key_key.examplemod.dash:key.keyboard.r, which is the id key.examplemod.dash.

  • Each player's game tells the server which keybinds they're holding, when that changes. Quick taps count too.
  • Keys only count while no screen is open, the same as for normal play.
  • /tma keys watch shows which keys the server sees, live.
  • These types are ported from Overgrown's Apoli. Overgrown also accepts its own key.apoli.* names, which don't exist here. Use key.origins.*.