title: How to stop vanilla keybinds from conflicting with my own
body: <p>I'm trying to bind keys to the 1, 2, and 3 keys on the number row, but if those keybinds are registered, then the vanilla keybinds for selecting a hotbar slot stop working. How could I make both work together?</p>
  <p>I'm using KeyBindingHelper to register my keybinds in Fabric.</p>
  <p>Registering:</p>
  <pre><code>hotbarKeys = new KeyBinding[3];
      hotbarKeys[0] = KeyBindingHelper.registerKeyBinding(new KeyBinding(
          &quot;key.hotbarexpander.hotbar_1&quot;,
          InputUtil.Type.KEYSYM,
          GLFW.GLFW_KEY_1,
          &quot;category.hotbarexpander.hotbarexpander&quot;
      ));
      
      hotbarKeys[1] = KeyBindingHelper.registerKeyBinding(new KeyBinding(
          &quot;key.hotbarexpander.hotbar_2&quot;,
          InputUtil.Type.KEYSYM,
          GLFW.GLFW_KEY_2,
          &quot;category.hotbarexpander.hotbarexpander&quot;
      ));
      
      hotbarKeys[2] = KeyBindingHelper.registerKeyBinding(new KeyBinding(
          &quot;key.hotbarexpander.hotbar_3&quot;,
          InputUtil.Type.KEYSYM,
          GLFW.GLFW_KEY_3,
          &quot;category.hotbarexpander.hotbarexpander&quot;
      ));
  
  expandHotbar = KeyBindingHelper.registerKeyBinding(new KeyBinding(
              &quot;key.hotbarexpander.expand_hotbar&quot;,
              InputUtil.Type.KEYSYM,
              GLFW.GLFW_KEY_LEFT_ALT,
              &quot;category.hotbarexpander.hotbarexpander&quot;
      ));;
  </code></pre>
  <p>Even removing the code that processes the key presses doesn't help:</p>
  <pre><code>ClientTickEvents.END_CLIENT_TICK.register(client -&gt; {
          if (expandHotbar.isPressed()) {
              HotbarExpanderClient.renderHotbars = true;
              for (int i = 0; i &lt; 3; i++) {
                  if (hotbarKeys[i].isPressed()) {
                      HotbarExpanderClient.selectedHotbar = i + 1;
                  }
              }
          } else {
              if (renderHotbars == true) {
                  replaceHotbar(selectedHotbar);
                  renderHotbars = false;
                  selectedHotbar = 0;
              }
          }
      });
  </code></pre>
  <p>I'm thinking I would have to create a mixin to stop the keybinds from conflicting, but I can't find where the game processes that. Otherwise I would have to make these keybinds a different way, but I don't know how.</p>