Posted February 17, 2013 Hi folks,I thought I'd share the key binding setup I've been using for the last year.If you do not already use key bindings, hurry up and read the Key bindingsarticle on Wurmpedia. You'll be glad you did!"Why go through the hassle of this"?, you ask, "I'm happy using my mouse".Well, spending hour upon hour on a laborious task can be hard on your handsand wrists, so why not make your Wurm experience a bit more comfortable? First, let us make some observation about key binding in Wurm:There are too many actions in Wurm to map them all to "convenient"keys. This means that some of the keys have to do different actions,depending on context. For instance, you don't need wood cuttingbindings when mining, so they might as well share the same keys.In most cases, the Wurm interface still requires you to to useyour mouse a lot. This means that much of the time you will onlyhave your left hand on the keyboard. Hence, the most importantbindings should be easily reachable from the left hand's homeposition.My setup is inspired by Miceless' Quickswitch hotkeys guide, which addressesour first observation by introducing something we can call modes.These modes are implemented as scripts that makes some of the keys (X, C,Shift-X and Shift-C) have different actions depending on the active mode.I have extended this scheme by making the modes fill out the toolbelt with therelevant tools upon activation.My setup is available as a Github repository. You can browse through the filesto get inspiration, or download and install the complete setup. Click here tobrowse (or download) my setup: github.com/mntnoe/wurm-bindingsTake especially a look at the file common/base.txt, which contains most of thekey bindings: github.com/mntnoe/wurm-bindings/blob/master/common/base.txtI'll go through the different parts of the setup below.MovementMovement works much like in the default setup. I made it possible to movearound using only the keyboard, or only the mouse respectively. Which is handywhen you're holding a cup of coffee during a morning grind bind W MOVE_FORWARDbind S MOVE_BACKbind A MOVE_LEFTbind D MOVE_RIGHTbind Q TURN_LEFTbind E TURN_RIGHTbind Next TURN_DOWNbind Prior TURN_UPbind Alt+W CLIMB_UPbind Alt+S CLIMB_DOWNbind Mouse3 AUTORUNbind B AUTORUNMouse3 is the button at the side of your mouse if you got one.Item handlingRemember our observation about using mainly the left side of the keyboardfor things we do often? These actions have "good" keys, as we use them allthe time:bind R TAKEbind T DROPbind F EXAMINEbind V OPENbind Shift+V CLOSEModesNow for the modes. Modes are activated by running a script file containingthe console commands to rebind X and C and fill out the toolbelt.I'm using the F-keys to switch modes, as the menu bar displays the actionsthese keys are bound to. Handy if you have trouble remembering which keyactivated which mode. The actions bound to the F-keys in Wurm's vanillaconfiguration have been moved to Shift-F1..F12, as I do not use them asoften as I switch modes.Also, each mode binds F12 to a comment containing the name of the mode.Pressing F12 will do nothing, but you can then see the active mode at alltimes by looking at the top right entry in the menu bar.Here are the modes I currently use:bind F1 "exec mine.txt"bind F2 "exec dig.txt"bind F3 "exec wood.txt"bind F4 "exec crops.txt"bind F5 "exec animals.txt"bind F6 "exec forage.txt"bind F7 "exec mount.txt"bind F8 "exec move.txt"bind F9 "exec loot.txt"bind Ctrl+F1 "exec smith.txt"bind Ctrl+F2 "exec carp.txt"bind Ctrl+F3 "exec leather.txt"bind Ctrl+F4 "exec cloth.txt"bind Ctrl+F5 "exec pottery.txt"What happens when a mode is activated? Lets have a look at wood.txt:bind F12 "// wood"bind Ctrl+F12 "// wood"bind X CUT_DOWNbind Shift-X PRUNEbind C CHOP_UPbind Shift-C PICK_SPROUTsettoolbelt 12345678 1 // hatchet (grind)settoolbelt 23456789 2 // hatchet (high QL)settoolbelt 34567890 3 // sickleIn addition to binding the X and C keys, the script also loads the relevanttools into the toolbelt. You need the item ids of your items to do so. There isno way to determine an item's unique id from the console at the moment, butfortunately there is a workaround:Place the items which you want to know the id in the toolbelt and quitWurm. You need to quit Wurm for the ids to be saved on your harddrive.In your Wurm installation folder, open the fileplayers/player_name/playerdata.txt where player_name is thename of your character. The ids are the numbers on the lines startingwith toolSlot1 to toolSlot10.It's a laborious task to fill in the ids of your tools in each of the script files, butquite worth it!Items in the toolbelt are activated by pressing the keys 1 to 7. I let the modesreplace tools in slot 1 to 4, and use the last three slots for items like steel andflint and a statuette.Quick optionsIf you have multiple characters logged in at once, you probably have mutedthe sound for all but your main character. I find it convenient to have onlywork sounds enabled on my alt. I can then mute and unmute these soundsdepending on the distance between my characters to avoid hearing an echo,but still be able to hear if my alt is working or not:bind Ctrl+Shift+F8 "setoption sound_al_gain 0"bind Ctrl+Shift+F9 "setoption sound_al_gain 20"Also, if you like to have a good render distance, but your FPS drops whenvisiting the major towns, you can create scripts to load different render distancepresets:bind Ctrl+Shift+F10 "exec distance_short.txt"bind Ctrl+Shift+F11 "exec distance_long.txt"distance_short.txt:setoption trees 1setoption structure_render_distance 3setoption item_creature_render_distance 4distance_long.txt:setoption trees 2setoption structure_render_distance 4setoption item_creature_render_distance 4Sharing between configuration profilesWhen you browse through the files at github, you'll notice that the script files in theconfigs/Daray directory executes a file from the common directory. This way youcan share part of the setup between the Wurm Launcher's configuration profiles.Most importantly, it makes it possible for different characters to have their respectivetools mapped into the toolbelt while keeping the key bindings in sync. Believe me,you need to sync your key bindings between your characters; otherwise you will getconfused very fast...The static key bindings (e.g. those that does not get changed when switchingmodes) are also located in the common directory in the file base.txt, and can bereloaded by pressing Shift-F11. This way, these bindings will also get syncedacross characters. Further, Wurm replaces the content of the defaultkeybindings.txt file on exit. Having your static keybindings defined as a loadablescripts will let you retain comments and sorting, making it easier to keep track ofyour bindings.Final noteAs you can see, Wurm's keybinding mechanism is quite flexible. Go ahead andcreate a setup that works for you. I hope you can get inspiration from my setup Also, feel free to give feedback and suggestions. -- Daray, keyboard addict 23 Share this post Link to post Share on other sites
Posted February 17, 2013 Very Informative.I've learned somethings I didn't even know, such as the id's for toolbelt seems like something I would want implemented into my own keybindings.Thanks alot for typing this. Share this post Link to post Share on other sites
Posted February 18, 2013 (edited) There are two things I want to know about binds, I want to be able to have a primary action key that digs, chops, mines forward etc depending what tool is selected. I expect this would have to be done as a text file if it's even possible. So pressing the key would try all the actions bound to it till one works.The second bind I want is for settings. I'd like to play with high settings then press a key which would change the settings for fps.Can either of these be made?Looking at the render distance binds it looks like this can be done to an extent, so is there a list of render options you can add to this? Edited February 18, 2013 by Silures Share this post Link to post Share on other sites
Posted February 18, 2013 'Bind f dig' is all i've ever needed so far, but thanks for the comprehensive guide. Share this post Link to post Share on other sites
Posted February 18, 2013 Incredible I didnt even know most of that was possible. As an old guy with carple tunnel I thank you. Share this post Link to post Share on other sites
Posted February 19, 2013 Thanks for the feedback guys...Regarding your questions Silures, it is currently only possible tobind a key to either a single action or a console command. Actionscannot be started from the console, so you start them using a keybinding. I guess it is designed this way to prevent macros. Dueto this, it is not possible to have a primary action key like youdescribe - you need to use the correct key for each tool, or usethe "modes" approach I described above to assign different actionsto the same key depending on the active mode.It is possible however to adjust all the settings that are changeableat runtime via the console, and thus via binds. You can use thecommand dump settings to see the name of all settings and thepresent value. You might have to do a bit of guesswork to find outwhich name corresponds to which setting in the options dialog.Please post if you find some settings that are good for tuning yourFPS - I'd like more control over performance too :-) 1 Share this post Link to post Share on other sites
Posted February 19, 2013 (edited) Binding mining digging and shieldbashing is everything i ever need. I never liked to use any keybindings or macros in any games Edited February 19, 2013 by atazs Share this post Link to post Share on other sites
Posted March 5, 2013 This needs a sticky or at the least a move to guides.....just my 2 cents.... Share this post Link to post Share on other sites
Posted March 5, 2013 Thanks,I've added a link to the examples section of the Key Bindings page to make it easier to find. Share this post Link to post Share on other sites
Posted March 5, 2013 (edited) How does one open Inventory ect after running this exec?NM I found it....TY...Great guide for sure! Edited March 5, 2013 by Emane Share this post Link to post Share on other sites
Posted March 5, 2013 Wow , i used a few binds myself , but with this , maybe my wrists will stop hurting! Share this post Link to post Share on other sites
Posted March 6, 2013 very nice setup.I have two questions tho. I tried to bind prune also and allthough the console told me i did indeed so it doesnt perform the action (well probalby my fault somehow)The other refers to 'ACTIVATE' - havent seen it in your post but maybe i just overlooked it. i use it a lot especially in combination with 'CONTINUE' and 'SOW' - helps a lot with building things like ships/bsbs/... and other tasks where you have to attach a lot of things.appologiez if i havent read carefully and many thanks for the hint with item_ids - didnt know that. Share this post Link to post Share on other sites
Posted March 6, 2013 Hmm, are you sure you have activated a sickle when trying to prune?I haven't been using the ACTIVATE action so far, but I'll definitely try it out for building. Double clicking in you inventory is so 1990s anyway Perhaps mapping it to a spare mouse button?For sowing however, I prefer having a cloth satchel in my toolbelt. Selecting the toolbelt slot containing the satchel will then activate the first item inside the satchel. 1 Share this post Link to post Share on other sites
Posted March 6, 2013 cant que sow actions from satchel using toolbelt tho....I keep 3 actions ahead when sowing so still must use the inventory......LOVE the setup tho.....so nice to change toolsets with the push of a button that also changes keybinds in same keystroke...genius I tell ya....pure genius haha...Still saying needs stickied.... Share this post Link to post Share on other sites
Posted March 6, 2013 Keybinds are one of those things you think 'meh, who needs them?' until you try them. 20 mins later your thinking 'HOW DID I LIVE WITHOUT THEM!?'. Especially repair and imp...cant que sow actions from satchel using toolbelt tho....I keep 3 actions ahead when sowing so still must use the inventoryYou can, but the container in the toolbelt will always activate the first seed, so you have to have x containers with seeds in your toolbelt to be able to queue them up (where x = number of sowing actions you wish to queue).I'll move this to the guides forum. 1 Share this post Link to post Share on other sites
Posted March 6, 2013 Really nice guide. Should be added to the wiki. Share this post Link to post Share on other sites
Posted March 6, 2013 Really nice guide. Should be added to the wiki.It is already more or less in the wiki - this set up was inspired by a wiki article (he referenced it early on in the post). Share this post Link to post Share on other sites
Posted March 8, 2013 im trying to create some quick switch hot keys and so far its been ok as in making the binds and the .txt file, but thats when i hit a problem was when i tested my hot key, i set up the file as a default.txt so as to reset to my originals kinds... so i have my movement keys and a couple of "say ....." keys well when i activate it, it only binds my W (move_forward) bind, the other 6 which are Q,E,R,A,S,D (R for autorun) well it says in console stuff like unknown command: move_left\ , for some reason its adding a backslash "\" to the 6 binds after W , can anyone help me? if you need more information let me know ill try my best. Share this post Link to post Share on other sites
Posted March 9, 2013 Hi dark, can you post a link to the contents of your default.txt file? You can use http://pastebin.com/ to store it online. Share this post Link to post Share on other sites
Posted August 27, 2013 (edited) Question  bind Next TURN_DOWNbind Prior TURN_UP Where are these keys? Edited August 27, 2013 by smellyfeet Share this post Link to post Share on other sites
Posted August 29, 2013 Daray my son .... thumbs up thankyou for sharing this with the group. Share this post Link to post Share on other sites
Posted August 29, 2013 Ty ^^ Question  bind Next TURN_DOWNbind Prior TURN_UP Where are these keys? Prior and Next are simply the LWJGL key names for Page Up and Page Down, respectively. You can find a list of key codes and names at http://www.minecraftwiki.net/wiki/Key_Codes (both games use LWJGL). 2 Share this post Link to post Share on other sites
Posted December 2, 2013 So I just started the game and learning all this stuff and have to ask, why is an important keybind to call for guard help such an annoyance with Ctrl Shift F1? Share this post Link to post Share on other sites
Posted December 2, 2013 You can make it any key on the keyboard you want ITPalg. Share this post Link to post Share on other sites