#✅ | Simulating a Keybind

1 messages · Page 1 of 1 (latest)

scenic sonnet
#

I want to have the player press a button in a players inventory to mimic a keybind - I have the action script - Mimic Keybind - Value: key.cobblemon.summary| | | false | | | 0. But it is not opening the summary

steady lanceBOT
#

Hi! Please first select which type of question you want to ask:

  • "Normal Question" is enough for most questions. If you are unsure, you should choose this mode. It provides quick and accurate answers to your questions and problems.
  • "Complex Task" is for very complex questions and multi-step tasks. For example, questions involving complex action script, requirement, or placeholder logic. Normal users will almost never need this. Getting answers takes much longer here.

It is not possible for anybody to send messages in this thread before selecting a mode.

Selected mode: 💬 Normal Question

steady lanceBOT
# scenic sonnet I want to have the player press a button in a players inventory to mimic a keybi...

Yeah, the value format looks off. The Mimic Keybind action needs this exact separator format:

keybind_id|||keep_pressed_bool|||duration_ms

So for your case, try:

key.cobblemon.summary|||false|||0

A couple important things:

  • use ||| exactly
  • don’t put spaces around the separators
  • false|||0 means a normal press
  • if that still doesn’t work, try true|||100 just to test whether the keybind needs to be held for a moment

If it still doesn’t open the Cobblemon summary after that, then the keybind may not be reacting to simulated input the way Cobblemon expects 😕 In that case, I’d need the exact keybind name from your keybind settings and, if possible, your logs/latest.log grabbed right after testing it.

scenic sonnet
#

Adjusting the duration to true|||100 & that did not work I have the 'C' key bound for the Cobblemon Summary

steady lanceBOT
# scenic sonnet Adjusting the duration to true|||100 & that did not work I have the 'C' key boun...

Ahh gotcha, thanks for testing that 🙏

Based on the docs, Mimic Keybind needs the exact format:

keybind_id|||keep_pressed_bool|||duration_ms

So the format you used is fine, but the important part is: it has to be the actual keybind ID, not just “the C key” in a generic sense. If key.cobblemon.summary is already the right ID and it still doesn’t fire, then I can’t confirm from the docs whether Cobblemon’s summary screen actually reacts to simulated keybind input at all 😕🎮

At this point I need your logs/latest.log file, grabbed right after you tested it, to see what FancyMenu is doing with that action. Without the log, I can’t help debug it properly.
Please send that log file and I’ll take a look 🧾🔍

If you want, also tell me:

  • whether the Cobblemon summary opens normally when you press C yourself
  • the exact keybind name as shown in Minecraft’s Controls menu
scenic sonnet
steady lanceBOT
# scenic sonnet Here is the latest log file
Minecraft Log Analysis

Log Overview
There is no game crash or critical error in this log; the game started successfully, was played for a while, and then closed cleanly. However, there is a minor warning from Drippy Loading Screen failing to decode a customized APNG texture asset (banner_name.png) due to potential corruption.

#

Minecraft
Minecraft Version: 1.21.1
Mod Loader: NeoForge
Mod Loader Version: 21.1.233

Detected Optimization Mods
Sodium, FerriteCore, ImmediatelyFast, ModernFix

Compatibility-Relevant Mods
Essential: Not detected
Distant Horizons: Not detected
Sinytra Connector: Not detected

Important Mods
JustZoom Version: Not Detected
FancyMenu Version: 3.9.1
Spiffy Version: Not Detected
Drippy Version: 3.1.2
Konkrete Version: 1.9.9
Melody Version: 1.0.10
MCEF Version: Not Detected
FER Version: Not Detected
WaterMedia Version: Not Detected
WaterMedia Binaries Version: Not Detected

steady lanceBOT
# scenic sonnet Here is the latest log file

I checked the log, and I don’t see a FancyMenu error tied to Mimic Keybind 🧾

The only things standing out are:

  • an unrelated Drippy APNG warning
  • a separate mixin/plugin class-not-found warning from another mod/plugin

So from this log alone, I can’t confirm why Cobblemon Summary isn’t opening.

What I’d try next:

  1. Make sure FancyMenu, Konkrete, Melody, NeoForge, and any used FancyMenu addon are on the latest builds.
  2. Test Mimic Keybind with a vanilla keybind first, like key.inventory|||false|||0
    • if that works, then the action itself is fine
    • if that doesn’t work, the issue is with the action setup or another mod interfering
  3. If vanilla keybinds work but Cobblemon doesn’t, then Cobblemon may not respond to simulated keybind presses the way FancyMenu sends them

If you want, send me:

  • the exact action value you’re using now
  • and whether a vanilla keybind test works

Then I can narrow it down a lot better 👍🎮

scenic sonnet
#

The key.inventory|||false|||0 works correctly

steady lanceBOT
# scenic sonnet The key.inventory|||false|||0 works correctly

Nice, that’s actually a super useful test 👍

Since key.inventory|||false|||0 works, that confirms the FancyMenu action itself is fine. So the issue is very likely with Cobblemon’s summary keybind not reacting to simulated input, not with FancyMenu.

A couple things you can check next:

  • make sure the Cobblemon summary really opens when you press C manually in the same screen/state
  • if Cobblemon has an actual clickable UI button for opening the summary, try using FancyMenu’s Mimic Vanilla/Mod Button action instead of Mimic Keybind

From the docs, I can confirm Mimic Keybind works for keybinds in general, but I can’t confirm a FancyMenu-side fix for Cobblemon specifically if its summary doesn’t respond to simulated key input 😕🐛

If you want, I can help you figure out whether Cobblemon exposes a widget/button you can mimic instead.

scenic sonnet
#

Yes

steady lanceBOT
# scenic sonnet Yes

Yep, let’s check if Cobblemon exposes a real widget/button FancyMenu can mimic 👀🧩

Here’s the quick way to test it:

  1. Open the screen where the Cobblemon summary button exists
  2. Enable FancyMenu’s debug overlay with CTRL + ALT + D
  3. Try to right-click the Cobblemon UI button itself
  4. If FancyMenu shows an option to copy the widget locator, copy it

Then use the action:

Mimic Vanilla/Mod Button

with this format:

screen_identifier:widget_locator

A couple important notes:

  • the screen_identifier has to be the screen’s ID, not the display title
  • you can copy the screen ID from the debug overlay too
  • if the Cobblemon button does not appear in the editor/debug overlay or has no locator, FancyMenu can’t mimic it 😕
    • in that case it’s not a usable widget for this action

If you want, send me:

  • the screen ID
  • the widget locator you copied

and I’ll help you format the exact mimicbutton value properly 😊

scenic sonnet
#

Can I just mimic a random keypress?

steady lanceBOT
# scenic sonnet Can I just mimic a random keypress?

Short answer: not really, at least not via the documented FancyMenu actions 😅

The docs only mention Mimic Keybind, which runs a Minecraft keybind by its keybind ID. It does not mention a way to send an arbitrary raw keyboard press like “press C” directly.

So:

  • if the thing you want is a real Minecraft keybind, use mimic_keybind
  • if you mean a raw keypress with no bind attached, I can’t confirm a FancyMenu action for that from the docs

Since key.inventory|||false|||0 works, FancyMenu’s keybind simulation is fine. That makes Cobblemon the likely problem, not FancyMenu 🧩

If Cobblemon has no clickable button/widget for the summary, then there may just not be a good FancyMenu-side workaround for it.

steady lanceBOT
#
Thread Marked as Solved

This support thread has been automatically marked as solved because there were no new messages for at least 24 hours.

The AI helper is now disabled. If you still need help, please create a new support thread.