Key remapping is a bit wonky

Neidu

New Member
Nov 13, 2025
4
3
When remapping many keys, there will eventually be some temporary conflicts. From the looks of it, this conflict must be resolved by temporarily remapping whichever control is higher in the list to an unconflicted key, so that the bottom one can be remapped to your choice.

Example scenario where you want to remap pitch down to comma:
1. Remap pitch down to comma (OK).
2. Try to remap decrease timewarp to something (Not OK)
Workaround:
3. Temporarily remap pitch down to something else.
4. Remap decrease timewarp to whatever you want.
5. Then pitch down can be remapped to comma.

No mods. Running seemingly fine through Lutris on Linux Mint, trying to get Dvorak inputs to work.
 
Upvote 0
Yeah, the buttons themselves just have conflicting IDs, and can be solved by creating the button with a suffix as suggested by the ImGui library.
Like this imgui.button("Escape##cancel_btn"), and only the "Cancel" text of the button will actually be visible.
 

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I also saw the red error box shown the screenshots and it shows up in the default configuration as well because it has conflicting keys
 
On a related tangent, is there a way I can edit the keys outside of the game by editing a config file somewhere? I think it'd be easier if I can just do it the manual way. If so, I'll happily share a dvorak-equivalent of the default setup.