CurseForge · Minecraft mod
Control Flex - Controller Support
Control Flex is a controller mod designed for mid-to-large modpacks.
Quick answer
Which Control Flex - Controller Support release matches 1.20.1 Forge?
Control Flex - Controller Support 0.8.7.1-mc1.20.1-forge targets 1.20.1 with Forge. The project page does not say whether this file belongs on the client, dedicated server, or both. No extra mods listed for this file.
Where it goes
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.
The source does not explicitly classify this release as client-only or server-only.
What else does Control Flex - Controller Support 0.8.7.1-mc1.20.1-forge need?
0.8.7.1-mc1.20.1-forge on 1.20.1 Forge. Every mod below is checked against that same setup.
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 0.8.7.1-mc1.20.1-forge on 1.20.1 Forge. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use 0.8.7.1-mc1.20.1-forge. It targets 1.20.1 with Forge; another release may have different loader, side or dependency requirements.
- 02
Bring the mods it needs
This file does not list any required mods. Do not add a library just because a different file uses it.
- 03
Put it on the correct side
The project page does not say whether this file belongs on the client, dedicated server, or both.
- 04
Pick the file you checked
Use the “Get this file” button beside 0.8.7.1-mc1.20.1-forge. It opens that exact file at the source.
About this project
What does Control Flex - Controller Support add?

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
- Seven layers — Main, Shift 1–4, Screen (menus), and Overlay (interactive HUDs)
- Combo keys — bind multiple buttons to one action
- Radial menus — up to 5 menus × 8 slots (keys, commands, hotbar items)
- Virtual keyboard & mouse — inject real keys from the pad when a mod only reads the keyboard
- Camera & cursor — right-stick look, virtual mouse, D-Pad slot jump, optional slot snap
- Rumble — configurable vibration feedback by damage type
- Mod Adaptation — auto-discovers mod keys; in-game Screen / Overlay rules; community configs
Bundled templates (Basic, Bedrock, Recommend) help you get started quickly. Custom templates can be added as JSON files. Open settings with F9 (keyboard) or Back + Start (controller).
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 (sprint, walk, 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. Seven 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 seven-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.
Screen Layer activates whenever a screen is open — chests, crafting, mod UIs, and ControlFlex Settings. Confirm, back, tab switch, scroll, D-Pad slot jump, 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.
Overlay Layer is for interactive HUDs that are neither a full screen nor plain gameplay — spell wheels, third-party radial menus, photo / attachment HUDs, and similar overlays. Overlay bindings are explicit (they do not inherit from Main): unconfigured actions stay silent, so a HUD cannot accidentally fire your combat map. Defaults follow the in-game feel — move, look, jump, attack, use, scroll — with B as back. Layer switches are suppressed while an overlay is open. Mods that need a key to stay held across an overlay (or screen) can be phase-locked so the Game-layer binding continues until you unlock it.
Together, seven layers turn a limited pad into a deep control surface: walk around on Main, hold LB for combat extras, hold RB for utility binds, keep moving when a spell wheel pops up, and get a clean Screen 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 screens with the left stick when a menu is open
- D-Pad slot navigation jumps the cursor between inventory and container slots (cone targeting — works on irregular grids). The left stick still moves the cursor freely.
- 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. Virtual Keyboard & Mouse
Some mods never register a KeyMapping — they only watch the physical keyboard or mouse. Virtual KBM lets the gamepad inject those real keys (Shift, Escape, Page Up/Down, mouse buttons, scroll wheel) on any layer, without first turning them into ControlFlex actions.
Capture a keyboard/mouse key, then bind a controller combo to it. Tap scrolls the wheel one notch; Hold repeats (default 100 ms, configurable). GUI Back (B) sends physical Escape, so it matches clicking Esc with a mouse. Injected keys do not type into chat or text fields.
8. Mod Compatibility
ControlFlex is built for modpacks. Most mods work with no extra files: at startup it scans Minecraft’s KeyMapping registry and exposes every non-vanilla binding as a bindable action. JEI recipe keys, combat-mod skills, map/minimap hotkeys — if the mod registered a key, it shows up in Key Mapping.
When auto-discovery is not enough (wrong layer, a HUD that needs its own stick behavior, or a mod that never registered keys), 0.8.7 gives you an in-game Mod Adaptation center, a community config repo, optional compat JSON, Virtual KBM, and bridge mods — in that order of effort.
Mod Adaptation (in-game)
Open ControlFlex Settings → Mod Adaptation. Every installed mod is listed with name, icon, and version. Open a mod to work in three tabs:
- Key Bindings — that mod’s discovered actions; assign them to Main / Screen / Overlay and bind gamepad buttons
- Screen Adaptation — per-screen stick and cursor rules while that GUI is open
- Overlay Adaptation — the same for interactive HUDs (spell wheels, radial menus, photo HUDs, and similar)
To add a Screen or Overlay rule: open the target GUI or HUD once in-game so ControlFlex records it, then use + Add Screen/Overlay Adaptation. The popup lists recent pages (up to 50). Pick one to create a rule. Entries that could not be matched to a mod can be scanned automatically.
Each stick can use a different behavior for that page:
| Behavior | What it does |
|---|---|
| Default (inherited) | Keep ControlFlex’s normal behavior for that phase (game-like on Overlay; cursor on Screen) |
| Radial Path | Stick traces a path / angle — spell wheels, MineMenu-style rings |
| Virtual Mouse | Stick moves a cursor inside that UI |
| Disabled | That stick does nothing on this page |
You can also set cursor style (system / Bedrock / hand), cursor speed, whether the cursor is shown, and whether a radial stick restores its last angle.
Edits are copy-on-write: packaged and community files stay read-only. Your changes land under config/controlflex/compat/user/. Reset Config on a mod restores the packaged or applied community default.
Community configs
You do not have to author every rule yourself. ControlFlex can sync shared compatibility files from remote sources (the official source is ControlFlexMC/cfx-compat-configs).
From Mod Adaptation, use Sync Configs, then browse variants, preview Bindings / Screen / Overlay, and Apply. Applying backs up any existing user file first. Extra sources can be added; local JSON can be imported and exported from a mod’s detail page. Pull requests for new mod configs are welcome.
Compat JSON (pack authors & power users)
Declarative JSON is still the shareable unit behind the UI. A config can:
- Put keys on Main, Screen, and/or Overlay (
inGameKeys/screenKeys/overlayKeys) - Choose dispatch channels per key (KeyMapping, Forge event bus, GLFW-compat polling, screen input)
- Ignore unused keys, suppress keys while holding an item, and attach tips
- Declare per-screen / per-overlay stick maps (same Radial Path / Virtual Mouse options as the UI)
Drop files in config/controlflex/compat/user/{mod_id}.json. Bridge mods may ship files into compat/mods/ (read-only at runtime). ControlFlex ships a small built-in set in the jar — currently JEI, Epic Fight, and Nightfall — and extracts it on every launch. Everything else is auto-discovered or comes from the community repo.
A config only activates when its target mod_id (and any listed dependencies) are actually loaded, so unused files are skipped cleanly.
Bridge mods
For mods with a custom input system, runtime combat state, or raw gamepad reads, a bridge mod using the IControlFlexPlugin SPI can export compat JSON, push player states, and react to controller lifecycle events. See ControlFlexMC/control-flex-api and the Epic Fight example at ControlFlexMC/cfx-compat-epicfight (the built-in Epic Fight file points you at that bridge).
If a mod still misbehaves
- Check Key Mapping — is the action on the right layer (Screen vs Overlay vs Main)?
- Open Mod Adaptation for that mod — add a Screen/Overlay rule, or apply a community config.
- Use Virtual KBM if the mod only listens for physical keys.
- Hand-edit or share a compat JSON; or write a bridge if the mod bypasses KeyMapping entirely.
9. 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/.
Upgrading from 0.8.6.x migrates profiles, compat files, and client settings automatically on first launch. Originals are copied under config/controlflex/backup/.
SDL3 is included for Windows, macOS, and Linux — 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.
Pick your setup
Control Flex - Controller Support by Minecraft version and loader
Choose the version and loader you play, then open the matching release.
26.1.2
2 loader builds1.21.11
2 loader builds1.21.1
2 loader builds1.20.1
2 loader buildsCheck the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
Control Flex - Controller Support versions and loaders
0.8.7.1-mc1.20.1-forge
controlflex-0.8.7.1-mc1.20.1-forge.jar
31 Aug 2026
0.8.7-mc1.20.1-forge
controlflex-0.8.7-mc1.20.1-forge.jar
30 Aug 2026
0.8.6.2-mc1.20.1-forge
controlflex-0.8.6.2-mc1.20.1-forge.jar
4 Aug 2026
0.8.6.1-mc1.20.1-forge
controlflex-0.8.6.1-mc1.20.1-forge.jar
31 Jul 2026
Looking for an older file? The official CurseForge project page is in Resources.



