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InputBooster
Gamer GuideSettings screen

Key binds

The two InputBooster key bindings, the Ctrl+1-5 poll rate presets, and the twelve bindings the mod tracks for you.

3 min readInputBooster 4.1.2-alphaMinecraft 26.2 / 26.3

InputBooster registers two key mappings of its own. Everything else it does starts from the twelve vanilla bindings it reads, never from a binding it creates.

The mod's own bindings

KeyActionConfig that gates it
RStart or stop replay recordingreplay_enabled
KPlay the recording backreplay_enabled

Both are created in InputBoosterMod.createKeyMappings():

java
replayRecordKey = new KeyMapping(
    "key.inputbooster.replay_record", InputConstants.KEY_R, KeyMapping.Category.MISC);
replayPlayKey = new KeyMapping(
    "key.inputbooster.replay_play", InputConstants.KEY_K, KeyMapping.Category.MISC);

There is no "open settings" binding. The settings screen is opened from the options screen only.

Combo keys

With combo_keys enabled, holding Ctrl and pressing a number key applies a manual poll rate preset:

ChordPoll rate
Ctrl + 1100 Hz
Ctrl + 2200 Hz
Ctrl + 3350 Hz
Ctrl + 4500 Hz
Ctrl + 51000 Hz

Applying a preset switches poll_rate_auto off and sets poll_rate_hz. The rate is confirmed with an action-bar message.

The presets live in ComboKeyPresets:

java
public static final int[] HZ = { 100, 200, 350, 500, 1000 };

The twelve bindings the mod tracks

The mod reads your actual key bindings, so if you rebind attack to a mouse button, the mod follows. The twelve it reads are:

ActionVanilla bindingMod action
AttackkeyAttackATTACK_PRESSED / ATTACK_RELEASED
UsekeyUseUSE_PRESSED / USE_RELEASED
SprintkeySprintSPRINT_PRESSED / SPRINT_RELEASED
SneakkeyShiftSNEAK_PRESSED / SNEAK_RELEASED
JumpkeyJumpJUMP_PRESSED
ForwardkeyUpFORWARD_PRESSED / FORWARD_RELEASED
BackkeyDownBACK_PRESSED / BACK_RELEASED
LeftkeyLeftLEFT_PRESSED / LEFT_RELEASED
RightkeyRightRIGHT_PRESSED / RIGHT_RELEASED
DropkeyDropDROP_PRESSED
Swap offhandkeySwapOffhandSWAP_PRESSED
Pick blockkeyPickItemPICK_BLOCK_PRESSED

Bindings are republished every client tick, because you can rebind while the game is running. The published set is only replaced when a code actually changed, so the polling thread does not re-read an unchanged binding list on every sample.

Key conflicts

key_conflict_warn enables the conflict detector. It compares the mod's own bindings against the vanilla movement and action bindings and warns when they clash.

Rebinding

Standard vanilla behaviour: open the controls screen, find the binding, click it, press the new key.

The mod's bindings are in the Misc category, alongside vanilla's other bindings. Nothing in the mod blocks or overrides a rebind — the published binding set is rebuilt from the options object every tick.