Max
(Max)
December 16, 2020, 1:35am
9
exylic:
Also, I agree that individual mods not having default keybinds is a good way to solve things-but I think modpacks that are intended to be used as standalone games (i.e. not intended to be customized, dont really add “features” just a combination of mods and maybe a questbook or adventure map) should be allowed to use default keybinds. The reason is that new players who are not used to the game, which are also the type of user who would use a modpack rather than adding each mod individually, having to go through tons of configuration menus is wildly overwhelming and usually frustrating. Almost everyone who plays mods goes through a process like this (starts off with vanilla game, later does a modpack, and once is used to it installs mods manually) and I think allowing default settings for modpacks but not mods is a good compromise between 1. having to unbind the keybinds that just don’t work when installing mods and 2. making sure the people who don’t want to sit through menu hell have a simpler way out
Gregorius:
As for the Keybinds Part, unlike Minecraft, the Keybinds are stored per profile, so using a different Modpack that has some Mods in common would still have the Keybinds stored for each Item.
I agree with @exylic , modpacks should be allowed to distribute default key bindings. If you’re doing config profiles I don’t think they should be shared between modpacks.
~Max
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