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Key Binds

github-actions[bot] edited this page Oct 21, 2026 · 1 revision

Key binds

Mods register key actions (something that runs when a key combination is pressed). Admins can also create their own binds that run any command, without a mod. Every player can change the keys for themselves.

Which keys work

Hytale clients never send raw key presses to the server, only game actions. So ControlCore can only react to keys that produce one:

Works during play Notes
Q, E, R (abilities 1-3), F (interact), O (switch game mode)
1-9 (hotbar) the hotbar still changes slot
left, right and middle mouse
Ability 4 and dodge on whichever keys your game uses for them
a short Alt tap while standing still
Ctrl, Alt, Shift, Space held together with the keys above for example ctrl+r, alt+3, shift+mouse_middle

Not detectable: H, Tab, Caps Lock, F1-F12, WASD and other keys the game doesn't turn into an action. They are accepted and saved, but shown as "not available" until Hytale reports them.

Keys mean the game action, not the physical key: q means "ability 1". If a player moved ability 1 to another key in their game settings, that key triggers the bind.

Empty hand: normally Q, E and right click only reach the server when the held item has an ability for them. The setting controlcore:empty-hand-keys (on by default) gives the empty hand, plain blocks and plain items a do-nothing action for right click, abilities 1, 2 and 4 and dodge, so those can be bound too. Weapons and tools keep their own abilities. Turn it off if another mod changes the empty hand.

Writing keys

  • Keys held together are joined with +: ctrl+f, alt+shift+3.
  • Alternatives with |: alt+3 | mouse_middle.
  • none removes the keys.
  • Case and spaces don't matter.
Name Keys
a … z, 0 … 9 letters and numbers
ctrl, alt, shift, space modifiers (control, lctrl, rshift, … also work)
mouse_left, mouse_right, mouse_middle, mouse_4, mouse_5 mouse (lmb, rmb, mmb also work)
tab, caps, esc, enter, f1 … f12, … accepted, not detectable today
crouch, sprint, walk, jump, stand_still, interact, ability_1 … ability_4, dodge, hotbar_1 … hotbar_9, attack, secondary_action, pick_block, switch_game_mode game actions by name

Who decides the keys

  1. The mod's default keys apply…
  2. …until an admin changes the server's keys for everyone (/cc-bind-server, or Keymaps → Server defaults).
  3. A player's own keys (/cc-bind, Keymaps → My keys, or /prefs) apply only to them and win over both.

Default on a player's row goes back to the server's keys; on a server row, to the mod's. Players who chose their own keys keep them when the server's keys change.

When several actions match one press, the one with the most held keys wins (Ctrl+F over F). The key's normal game action (ability, interact, attack, game mode switch) is cancelled when a bind fires, unless the mod keeps it; hotbar changes are never cancelled.

Admins' command binds

Create a bind that runs any command:

/cc-keybind-add warp-spawn ctrl+r warp spawn {player}
/cc-keybind-add-server announce ctrl+o say Restart in 5 minutes
  • {player} and {uuid} are replaced with the player who pressed the keys.
  • /cc-keybind-add runs the command as the player, with their permissions.
  • /cc-keybind-add-server runs it as the server console, with every permission. Only players with ofatech.controlcore.keys.server can use it; others don't see it and their keys keep their normal behaviour. Each use is logged.
  • The bind becomes custom:<name>; adding the same name again replaces it. Quotes around the whole command are dropped.
  • In the panel: Keymaps → Server defaults has an Add bind form, and each bind has Edit and Remove.
  • /cc-keybind-list lists them, /cc-keybind-remove <name> deletes one.
  • Players can rebind admins' binds for themselves like any other action.

ControlCore's own actions

Id Does Default
controlcore:open-preferences runs /prefs ctrl+f
controlcore:toggle-hud hides or shows the whole HUD none

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