Rumble
Minecraft events translated into controller vibration: seven waveforms, configured per event type, with light / medium / heavy intensity bands — taking a hit and scoring a kill can feel completely different.
Seven Waveforms
| Waveform | Feel |
|---|---|
| None | No vibration for that type |
| Pulse | A short jolt, good for light hits |
| Double Pulse | Two quick pulses |
| Crescendo | Ramps up from light to strong |
| Sustained | Continuous buzz for big events like explosions |
| Fade | Strong then fading out |
| Heartbeat | A lub-dub rhythm, good for tension or low-health moments |
Configured per Event Type
- Damage types: fall, fire, drown, mob, player, explosion, other — each picks its own waveform (including “none”).
- Entity kills: kills can have their own feedback.
- Intensity bands: global light / medium / heavy thresholds, so the same damage type can hit differently depending on severity.
- Master switch: turn everything off in one place.
Tuning It
- Open Control Flex Settings → Rumble and confirm the current pad reports rumble support (pads without it simply do nothing here).
- Use the built-in intensity tests to feel light / medium / heavy, then set thresholds.
- Pick waveforms per type: a pulse for falls, a sustained buzz for explosions, and a distinct feel for player damage.
In multiplayer your rumble follows your own settings; the events that drive it come from the game itself, so singleplayer and server play behave the same.
Related: Mod Adaptation (bringing mod events into Control Flex actions) and the API Reference (IControllerCapabilities.hasRumble() for bridge mods).