Source & full guide: github.com/teamdemivfxfish-dev/keybind-wheel-wiki
Modpacks run out of keys long before they run out of features. The map is on F9, mining is on Numpad 3, and that one ability somehow lives on Right-Ctrl-Shift-G. KeyWheel hands the whole keyboard back to you: hold a single key (default V), a segmented radial wheel opens, aim at a slot, release, and it fires whatever keybind you parked there, exactly as if that key had been pressed.
Any keybind from any mod can live on the wheel, including one you never bound to a physical key at all. The mod adds exactly one keybind to your controls; everything else happens inside the wheel.
Hold your key and the wheel opens as a segmented ring: a centre hub, one pie sector per slot, and a bright green wedge on the sector your cursor points at, so your aim is unmistakable. Flick the mouse toward a slot, let go, and it fires.
This is the whole reason the mod exists. Park a keybind that has no key left to bind onto a slot, then fire it with a flick; no physical key required. KeyWheel drives Minecraft's real key-input pipeline, so mods that read the raw key event react correctly, and an unbound action still fires.
Slots live on named Pages you scroll between, each with its own slot count (1 to 36, default 6) and its own bindings, so the same flick fires a different action depending on the active page. You can keep up to 32 pages.
Page i/n: name.A slot can hold a chat command instead of a keybind. Type it into the picker's command box and it fires on release, mirroring vanilla chat: a leading / runs it as a command (for example /home, /spawn), anything else is sent as a chat message. Command slots take a custom name and icon like any other slot.
New for servers: an operator in creative can switch off any keybind for everyone.
/keywheel commands (list, disable, enable, reload), or a hand-edited server config that syncs to every client on change.It is server-authoritative: the server re-checks operator and creative status on every toggle, so a modified client cannot disable anything.
The mod adds exactly one keybind, rebindable in vanilla Controls. Everything else happens inside the wheel.
| Action | How |
|---|---|
| Open the wheel | Hold V (default key.keywheel.open) |
| Fire a slot | While holding V, aim at a slot and release |
| Flip pages | Scroll the wheel (fire mode) |
| Enter edit mode | Left-click anywhere in the open wheel |
| Bind a slot | In edit mode, left-click a slot to open the picker |
| Clear a slot | In edit mode, right-click a slot |
| Change slot count | Scroll the wheel in edit mode (1 to 36 per page) |
| Set a custom icon | "Choose icon…", then search any item or block |
| Finish editing | Press Esc |
KeyWheel ships across a broad span of Minecraft versions on both major loaders. All shipping variants share the modid keywheel. Minecraft 1.21.1 is offered on both loaders.
| Loader | Minecraft | Java |
|---|---|---|
| Forge (primary) | 1.21.1 | 21 |
| NeoForge | 1.21.1 | 21 |
| NeoForge | 1.21.8 | 21 |
| Forge | 1.20.1 | 17 |
| Forge | 1.19.2 | 17 |
| Forge | 1.18.2 | 17 |
| Forge | 1.16.5 | 8 |
An early Forge 1.12.2 backport also exists for reference. It predates the Pages, command, icon and server-disable features, so it is kept as a legacy build rather than a current release.
Bindings are stored client-side in config/keywheel.json. The mod uses atomic writes and a self-heal protocol, so a modpack update that deletes or replaces the file does not wipe your wheel: a durable backup is restored only when the primary file is missing or corrupt, never over a valid empty file.
Tame the chaos. One wheel for every key. Grab KeyWheel and give your keyboard back.
Part of The Warborn Realm, by barunn