By: Kaan Smythe
Modded Minecraft has far too many key binds, in-fact most of them end up being unbound because keyboards just aren't big enough! Too Many Keybinds removes that issue by creating a UI for the user to find and select whichever key bind they wish to use and activate it regardless of its bind state! All the keys are pulled from Minecraft's saved key binds and the categories are stored too, meaning it supports any mod that registers its key binds and sorts everything automatically.

The menu is also drawn using Minecraft's native resources meaning it is compatible with resource packs and will change its look to match your style.
It has a single key bind that is used to open the mods menu, and once an action is selected it will change the selected actions key bind to the menu bind and automatically press the key for you, where it promptly sets everything back to normal. It uses a Java Robot to handle this as it covers more of the key binds used by mods, but the Java Robot requires the system to set a property called "headless" to false, which some mods don't like. It's okay though, Too Many Keybinds will automatically detect when a mod doesn't like the robot and turn it off, instead switching to a less robust method, Minecraft's internal key pressing methods. These struggle to press some keys such as Quarks emotes, but that can be bypassed by switching from automatic key presses to manual, as seen in the GIF above.
As said above, not all mods like to use the robot, so some of them will cause it to disable itself and use the back-up key methods. I will call these soft conflicts. Known ones are listed below, please share if you find others.
Known Mod Soft Conflicts: