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CurseForge · Minecraft mod

Control Flex - Controller Support

Control Flex is a controller mod designed for mid-to-large modpacks.

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Which Control Flex - Controller Support release matches 26.2 Fabric?

Updated 11 days ago
Best match for your filters 0.8.6.2-mc26.2-fabric
Game version 26.2
Loader Fabric

Control Flex - Controller Support 0.8.6.2-mc26.2-fabric targets 26.2 with Fabric. The project page does not say whether this file belongs on the client, dedicated server, or both. No extra mods listed for this file.

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Is Control Flex - Controller Support required on the client, server, or both?

The project page does not say whether this file belongs on the client, dedicated server, or both.

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Dedicated server Source doesn’t say
Loader for this release Fabric
Required install it here Optional supported, not mandatory Not supported do not install here Source doesn’t say do not assume

The source does not explicitly classify this release as client-only or server-only.

What else does Control Flex - Controller Support 0.8.6.2-mc26.2-fabric need?

0.8.6.2-mc26.2-fabric on 26.2 Fabric. Every mod below is checked against that same setup.

No extra mods listed for this file

This file does not list any required mods. Do not add a library just because a different file uses it.

This file does not list any required or optional mods.

Before you install it

Add Control Flex - Controller Support without breaking your instance.

Built for Control Flex - Controller Support 0.8.6.2-mc26.2-fabric on 26.2 Fabric. Pick another file and the loader, install side or required mods may change.

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About this project

What does Control Flex - Controller Support add?

image

Control Flex is a client-side controller mod for Minecraft Java Edition, built for players who want full gamepad support — especially in modded packs where vanilla-style bindings are not enough.

What it does

Control Flex maps your controller to Minecraft and mod actions through a flexible binding system:

  • Six trigger modes — Press, Release, Hold, Tap, Long Press, Toggle
  • Six layers — Main, Shift 1–4, and GUI (separate bindings while menus are open)
  • Combo keys — bind multiple buttons to one action
  • Radial menus — up to 5 menus × 8 slots (keys, commands, hotbar items)
  • Camera & cursor — right-stick look, virtual mouse, optional slot snap
  • Rumble — configurable vibration feedback by damage type
  • Mod compatibility — auto-discovers mod KeyMappings; JSON configs for layer rules

Bundled templates (Basic, Bedrock, Recommend) help you get started quickly. Custom templates can be added as JSON files.


1. Six Trigger Modes — One Button, Many Behaviors

Every binding pairs which button with how it fires. ControlFlex supports six trigger modes, so the same face button can tap, hold, toggle, or release differently per action.

Mode When it fires Typical use
Press On button down One-shot actions, toggles, opening menus
Release On button up Layer return, “on let go” actions
Hold While held Movement modifiers, sustained use, Shift layer switches
Tap Short press under threshold Quick actions without accidental holds
Long Press Held past threshold Secondary functions on the same button
Toggle First press on, second press off Persistent state toggles (sneak, sprint, POV)

Tap and Long Press thresholds are configurable globally (100–2000 ms) in Other Settings. Toggle mode works like a light switch — first press activates, second press deactivates — ideal for persistent states like sprint, walk mode, or POV switching. Layer switches on Main are designed around Hold; return-to-Main rows on Shift layers use Release. Radial menu open bindings support Press and Hold (tap to open vs. hold to keep open).

Mix modes across layers: Hold LB for Shift 1, Tap X to ping, Long Press Y for a mount/dismount mod key — all on the same controller layout.


2. Six Layers — Multiply Your Buttons Without Multiplying Hardware

A standard controller has roughly a dozen face and shoulder inputs; a modpack can expose hundreds of actions. ControlFlex solves that with a six-layer binding model, so one physical button can mean different things depending on context.

Main Layer is your default gameplay map — movement, combat, inventory, hotbar, and mod actions you use every day.

Shift Layers 1–4 are modifier planes. Hold a layer-switch binding on Main (for example LB, RB, or Back) to temporarily activate Shift 1–4, each with its own full binding table. Unassigned slots on a Shift layer inherit the matching Main binding, so you only override what you need. Releasing the switch returns you to Main automatically.

GUI Layer activates whenever a screen is open — chests, crafting, mod UIs, and ControlFlex Settings. Confirm, back, tab switch, scroll, and container helpers (quick-move, take half, etc.) live here, separate from in-world controls, so opening a menu does not fight your gameplay bindings.

Together, six layers turn a limited pad into a deep control surface: walk around on Main, hold LB for combat extras, hold RB for utility binds, and get a clean GUI map the moment you open inventory — without re-plugging or swapping profiles.


3. Combo Keys — Chords for Power Users

When one button is not enough, bind multiple buttons together as a single action — for example LB + Back or LT + A.

Binding combos
During capture, press the first button, then add more within 500 ms. The UI shows the full chord; all buttons must match for the action to fire.

Works with every trigger mode
Combos support Press, Release, Hold, Tap, Long Press, and Toggle — same rules as single-key binds.

Smart combo engine

  • Upgrade rule: activating a larger combo (e.g. A+B+Y) clears smaller active subsets (A+B) so behavior stays predictable.
  • Button sharing: one physical button can participate in several combos via reference counting.
  • Shift + combo: hold a Shift modifier first, then press a chord on that layer — useful for radial menus and advanced layouts without eating Main-layer slots.

Combo keys are how you fit “modpack density” onto a gamepad: rare actions stay off the main face buttons until you deliberately chord them.


4. Radial Menus — Eight Slots, Five Wheels, Zero Menu Digging

Radial menus give you up to five independent wheels, each with up to eight slots around the stick — open a wheel, aim with the stick, confirm with A (defaults vary by template).

What a slot can do

  • Key binding — fire a vanilla or mod KeyMapping
  • Chat command — run /… (macros, home, warp, etc.)
  • Use item — switch to and use a hotbar slot (e.g. torches, food, tools)

How you open them
Each menu has its own open binding. Press = tap to open (release does not close). Hold = keep the open button held; release closes. Menus 2–5 can sit on Shift layers so Main stays uncluttered.

Customization

  • Selection stick: left, right, or both
  • Icons: auto, random, default, item ID, or custom texture path
  • Layouts persist in config/controlflex/radial_menu/radial_menus.json
  • In-game editor: pick icons, reorder slots, set trigger mode per menu

Radial menus are the fast lane for items and commands you use often but do not want on permanent face buttons — eat, place torches, run /home, trigger JEI or Minemenü-style shortcuts, all without opening full inventory or chat every time.


5. Camera & Cursor

  • Right-stick look with configurable sensitivity and optional Y-axis invert
  • Simulate Mouse mode routes look through the mouse pipeline (useful for combat mods such as Epic Fight)
  • Virtual cursor drives GUI with the left stick when a screen is open
  • Optional slot snap for precise container targeting

6. Rumble

Configurable vibration feedback by damage type — multiple waveform modes, per-type settings, and intensity bands for light / medium / heavy hits.


7. Mod Compatibility

Auto-discovers mod KeyMappings at startup and exposes them as bindable actions — the vast majority of mods should work without any extra configuration. JSON configs support per-mod layer rules and special flags (e.g. GLFW-compat polling, phase-persistent keys while GUI is open).

If a mod's keybindings do not appear or behave unexpectedly, there are two ways to address it:

  • Compat JSON — create or find a declarative JSON config that tells ControlFlex how to handle the mod's keys (layer assignment, event suppression, special flags, etc.). Check the community-maintained compatibility configs at ControlFlexMC/cfx-compat-configs — they provide ready-to-use JSON patches for mods that need special handling. Pull requests for new mod configs are welcome.
  • Bridge Mod — for mods that need deeper integration (custom input systems, runtime state detection, raw gamepad input), write a bridge mod using the IControlFlexPlugin SPI. Bridge mods can export compat JSONs, push player states, and react to controller lifecycle events. See the API repository at ControlFlexMC/control-flex-api and the example bridge mod at ControlFlexMC/cfx-compat-epicfight.

8. Templates & Profiles

Bundled layouts: Basic, Bedrock, and Recommend. Switch templates from in-game settings; drop custom JSON files into config/controlflex/templates/ to add your own. Per-template user data is stored under config/controlflex/profiles/.


SDL3 is included for Windows and macOS — no separate install required.

Supported loaders by Minecraft version:

  • 1.20.1 — Forge, Fabric
  • 1.21.1 — NeoForge, Fabric
  • 1.21.11 — NeoForge, Fabric
  • 26.1.2 — NeoForge, Fabric
  • 26.2 — NeoForge, Fabric

Report issues: https://github.com/ControlFlexMC/control-flex/issues

Project description from CurseForge.

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