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Controls
All keybinds are configurable under Options → Controls → Key Binds, category "Steve's Army". Defaults below.
| Key | Action | Notes |
|---|---|---|
| Middle mouse (hold) | Ping wheel | Radial command wheel. Quick-tap does nothing (vanilla pick-block works). |
G |
Formation wheel | Squad formation / CQB selector. Hold to open, release to select. |
K |
Squad command screen | Toggles the soldier management screen. |
P |
Fire team wheel | Only active if the client config enableFireTeamWheel is true. Also Ctrl + middle mouse. |
` (grave) |
Cycle fire team | Cycles the active fire-team scope (ALL → A → B → C → D). With Ctrl, resets to ALL. |
H |
Debug info | Sends a debug message: lists nearby owned soldiers, their squad mode, distance, target, and whether they have a gun. |
Fire team wheel caveat: the wheel is disabled by default (
enableFireTeamWheel = false). The cycle key (`) always works. When the wheel is enabled,Ctrl + middle mouseopens the fire team wheel and the ping wheel yields to it while Ctrl is held.
- Hold middle mouse to open a radial wheel with 8 ping types (see Ping System).
- Move the mouse in a direction to highlight a ping, release to confirm.
- If you release within 150ms (a quick tap), no ping is sent and vanilla pick-block still works.
- The ping target is the block/point you're looking at. Glass and non-colliding vegetation are ignored (the ray passes through); thin collidable blocks like fences and rails are valid targets.
- Pings are rate-limited server side.
- Each ping records the fire-team scope currently active, so a ping can affect only one fire team (see Ping System).
- Pings appear as world-space markers with distance and a label, shared with players on your scoreboard team. Markers live ~7 seconds.
-
Vehicle wheel page: while the ping wheel is open, press the cycle button
(default right mouse, config
vehicleWheelCycleButton) to flip to the vehicle page with three orders: MOUNT (board the targeted ship), DISMOUNT (leave the ship), and MOUNT_CREW (seat crew soldiers). The center cancels. The page can be disabled with the client configenableVehicleWheel. See Vehicles, Crew, and Armor.
- Hold
Gto open a 5-sector wheel: None, Line, Wedge, Column, CQB. - Releasing on None/Line/Wedge/Column sets the squad formation (sent to the server).
- Releasing on CQB toggles CQB (close-quarters) mode on/off for your whole squad instead of setting a formation.
- A chat message confirms the change (e.g. "Squad formation set to Wedge" / "CQB Mode: ON").
- Formation affects how soldiers position relative to each other and which cover they prefer. See Squads and Fire Teams.
- Only when
enableFireTeamWheel(client config) is on. - The wheel has
teamCount + 1sectors: ALL plus each active team. - Selecting a team sets the fire-team scope for pings.
- The center (no direction) keeps the current scope.
Lists every owned soldier (even unloaded ones, shown as "unloaded"). Each row shows:
- Health bar and %
- Fire team badge (
[A] [B] [C] [D]or[GAR]for garrisons) — click it to open a per-soldier fire-team dropdown that assigns this one soldier to another team - Name
- Equipped gun name
- Ammo count (
◆N) - Distance (green ≤ 20, yellow ≤ 40, red beyond)
- Fire discipline (
STD/CON/SUP) - Three action buttons per soldier:
- Chest — open the soldier's inventory (only if loaded and within 20 blocks)
- Ender pearl — recall the soldier (takes ~4s; only if not already recalling)
- Barrier — dismiss the soldier permanently
The screen has a Garrison tab that filters the list to show only garrison-role soldiers. The footer includes To Garrison / To Squad buttons that convert the currently selected fire-team scope's soldiers to or from the GARRISON team.
Footer controls:
- Discipline buttons: Standard / Conserve / Suppress — applied to the whole squad at once.
-
Fire teams:
-/+to set the number of active teams (1–4), and Rebalance to redistribute soldiers across teams by weapon type and position.
The screen also provides squad-level controls:
- The header shows the squad callsign and provides callsign management controls.
- The CallSign tab can be used for callsign-based squad grouping/actions.
- The Resupply tab controls support-soldier resupply behavior. Configure the ammo threshold, healing threshold, and whether resupply is directed to ammo or healing supplies. Threshold values are adjusted in increments of 5.
The screen refreshes live (squad data synced from the server).
Opened via shift + right-click on a soldier, or the chest button in the Squad Command screen. See Entities and Items for the layout.
The top bar includes a role dropdown (Rifleman, MG, Support, Garrison, Crew, Anti-Tank) that converts the soldier to a different role while preserving inventory, owner, squad, and team state.
The Command Stick (steves_army:command_stick) is a survival-mode tool for
selecting and repositioning owned garrison soldiers:
- Right-click (not sneaking): aims at a garrison within 64 blocks and within a 10-degree view cone, and toggles its selection state.
- Sneak + right-click: moves all selected garrisons to the targeted block position.
- Only targets owned garrison soldiers.
- The Creative Command Stick provides broader debug selection for any soldier type.
The H key prints per-soldier debug info to chat (not a persistent HUD). The persistent
cover HUD overlay (top-3 cover candidates per soldier) and world-space debug
renderers (cover points, peek candidates, target lines, etc.) are enabled through the
/stevesarmy_debug command, not by H. See Commands.
- By default the full TaCZ/Point Blank third-person gun model is only rendered within
soldierHeldItemRenderDistance(24 blocks) to save render cost (client config). - A soldier with a gun in its sidearm slot shows it slung across the back (TaCZ-style back mount; hidden under YSM models).
- Soldiers' name tags render only for the owner and allied teams, and can be disabled
with the client config option
showFriendlySoldierNameTags. - A persistent squad activity overlay shows the current objective of each fire team (GO_TO, ATTACK, SEND, SUPPRESS_AREA, THREAT_DIRECTION, or HOLD) as a world-space marker that persists until the order completes.