Seven Layers
A standard pad has roughly a dozen inputs; a modpack can expose hundreds of actions. The seven-layer model lets one physical button mean different things per context — it is the foundation everything else builds on.
The Seven Layers
| Layer | Active when | Notes |
|---|---|---|
| Main | Default in-game | Movement, look, combat, hotbar, and everyday mod actions |
| Shift 1–4 | While the matching layer switch is held | Four modifier planes, each with a full binding table; releasing the switch returns to Main |
| Screen | Whenever a screen is open (inventory, chests, mod UIs, settings) | Confirm, back, tab switching, scrolling, slot navigation, container helpers; opening a menu never fights your gameplay bindings |
| Overlay | Interactive HUDs (spell wheels, third-party radial menus, photo HUDs) | Explicit bindings, no Main inheritance: unconfigured actions stay silent so a HUD cannot misfire combat keys |
Shift 1–4: Fully Explicit Planes
Shift layers are four independent binding planes. Four rules explain the whole feature:
- Movement and look keys default to Main's values (pre-filled when the template is created); everything else defaults to unbound — the layers are fully explicit.
- Editing Main later does not change Shift layers, and vice versa. Each layer owns its table.
- Layer switches are fixed to HOLD (the layer_shift1–4 rows on Main cannot use another mode).
- Each Shift layer auto-derives a “return to Main” binding with RELEASE mode — releasing the switch returns you, no manual setup.
Common misconception: Shift layers do not inherit Main at runtime — an empty slot is simply unbound. Templates merely pre-fill movement and look with Main's values so you have a sensible starting point.
Screen: Bindings for Menus
Whenever any screen is open, input switches to the Screen layer. Defaults fall into four groups:
- Cursor: the left stick drives the virtual cursor (direction bindings can navigate it too; the two are separate rows).
- Slots: D-Pad jumps between slots, A selects, Y quick-moves (shift-click), X takes half.
- Navigation: A confirm, B back/close, LB/RB switch pages (creative tabs, recipe-book pages, the guide list).
- Scrolling: right stick up/down emulates the wheel; left/right taps cycle options.
The Screen layer can also inject physical keys such as the scroll wheel (see Virtual Keyboard & Mouse); cursor details live in Cursor & GUI.
Overlay: Interactive HUDs
The Overlay layer covers interactive HUDs that are neither a full screen nor plain gameplay — spell wheels, third-party radial menus, photo/attachment HUDs. Its defaults follow the in-game feel (move, look, jump, attack, use, scroll) with B as back. Two things matter:
- No Main inheritance: unconfigured actions stay silent during an overlay, so a HUD cannot misfire combat keys. Layer switches are suppressed while an overlay is open.
- The HUD must be declared: add an Overlay rule for it in Mod Adaptation, or use the Control Flex API's
IInteractiveContextRegistrarfrom a bridge mod (see the API Reference). Keys that must stay held across an overlay can be phase-locked until you unlock them.
Editing Layers
- Key Mapping shows and edits bindings per layer: switch the layer tab, or edit any layer's rows.
- Which layers an action appears on is configured per action in its detail page. Switching templates resets layer placement to template defaults; “reset to template defaults” does not change layer placement.
- Click the controller column to capture input; ESC cancels; right-click a row to clear, reset, or change its layer.
Defaults (Basic Template)
| Item | Default |
|---|---|
| Shift 1 / 2 | LB / RB (hold) |
| Shift 3 / 4 | Unbound — assign them yourself when needed (paddles are a good fit) |
| Overlay back | B (press) |
| Open settings | Back + Start (press) |
To go beyond layers: combo keys add density to a single layer, and radial menus keep frequent actions on a wheel.