Extra Keybinds: Unlock More Origins Abilities in Minecraft

Extra Keybinds adds seven new ability slots for Origins in Minecraft, letting you build richer custom origins. Download it today.

Extra Keybinds

If you have spent any time building custom origins with the Origins mod, you already know the frustration: two ability slots is simply not enough. You want a dash, a passive aura, a transformation, a summon, and a cooldown-based nuke all on the same origin, but the base mod caps you at primary and secondary. Extra Keybinds exists to smash that ceiling wide open. This lightweight add-on introduces seven additional keybinds, giving your origins up to nine bound abilities in total.

Originally built for the Forge version of Origins, the mod has become a staple for datapack authors and modpack creators who want deeper, more complex character classes. Whether you are designing a mage with a full spellbook or a warrior with a dozen combat tricks, this is the tool that makes it possible.

What Extra Keybinds Actually Does

At its core, the mod adds seven new ability slots on top of the standard primary and secondary. These map to the third through ninth abilities, each with its own dedicated keybind that you can reassign in the standard Minecraft controls menu. That means your origin can trigger up to nine distinct powers without any conflicts or workarounds.

The keybinds are exposed to datapacks through a clear naming structure, which is what makes the mod so useful for creators. Depending on the version you are running, the identifiers look like this:

  • Version 1.0: key.extra_keybinds.tertiary through key.extra_keybinds.nonary
  • Version 1.1: key.origins.tertiary_active through key.origins.nonary_active

If you are writing an origin JSON and want a fourth ability, you simply reference the quaternary keybind and wire it to your power. No hacks, no resource pack trickery, just a clean expansion of the existing system.

Version 1.0 vs Version 1.1 Naming

The naming change between versions trips up a lot of newcomers. Version 1.0 used the extra_keybinds namespace, while Version 1.1 shifted to the origins namespace to better align with the parent mod. If your datapack was written against the older identifiers, it will not fire on the newer build until you update the strings. Check which version you are targeting before you publish anything.

Supported Versions and Loaders

Extra Keybinds is built for the Forge loader and targets the Minecraft versions that the Forge port of Origins supports, primarily the 1.16.5 and 1.18.2 era where the mod saw the most active development. A separate Fabric version exists, maintained by a different author, so if you are running Fabric you should track that one down instead. Always confirm the loader matches your instance before you install anything.

The mod itself was assembled using MCreator, which keeps it small and dependency-light. It does not add blocks, items, or world generation, so it will not bloat your pack or cause chunk loading issues.

How to Install Extra Keybinds

Installation is straightforward if you already have Origins running:

  • Confirm you are on a Forge profile that matches a supported Minecraft version.
  • Make sure the Origins mod is present in your mods folder.
  • Place the Extra Keybinds jar into the same mods folder.
  • Launch the game and open Options, then Controls, to bind your new keys.

If you want to download Extra Keybinds without juggling manual file placement, the foxygame.net launcher handles the whole process in a single click and keeps the add-on updated alongside the rest of your Origins setup. That convenience matters when you are testing a datapack across several Minecraft versions and need everything to stay in sync.

Binding Your New Keys

Once installed, head into the controls menu and search for the origins category. You will see the new entries listed, ready to be assigned. Pick keys that do not clash with your movement or inventory shortcuts, because nine abilities means nine potential conflicts. Many players map the higher slots to number pad keys or modifier combinations for quick access during combat.

Why Datapack Authors Love It

For anyone writing origins, this mod removes the single biggest creative limitation in the base system. You can now design classes with layered kits: a passive heal on one key, a burst damage move on another, a utility teleport on a third. The result is origins that feel like full RPG classes rather than stripped-down gimmicks.

It also plays nicely with existing content. Because the keybinds follow the parent mod's conventions, you can drop them into an origin that already uses primary and secondary abilities and extend it without rewriting everything from scratch.

Final Thoughts

Extra Keybinds is one of those small utility mods that quietly transforms what is possible in Minecraft. It does one job, does it cleanly, and hands creative control back to the people building origins. If you have ever hit the two-ability wall, this is the fix. Grab it, bind your keys, and start building the origin you actually wanted.