Mods / Salty´s Movement: Sprint & Momentum

Tags:
Tweak
Author:
SaltyWater
Side:
Both
Created:
Mar 3rd 2025 at 2:21 AM
Last modified:
Apr 23rd at 10:26 PM
Downloads:
13636
Follow Unfollow 427
Latest release (for Vintage Story 1.22.0, potentially outdated):
SprintMomentum_0.2.1.zip  1-click install

image

Pet the floppa to buy me a coffee!

 

 

NOTE: This is definitely not for everyone. It will feel strange, slow and heavy at first. If you really want to try this I recommend you to build a "course" to train an get used to the new mechanincs, it really pays off!! I also highly recommend you to check the configs and tweak values to your liking. <3

>>This mod is designed to replace the "gamey" movement system with a more gradual and natural speed and momentum build.<<

>>Player feels much heavier and "alive". Combat is much harder now, I recommend you to use Salty´s Dodge Master.<<

>>Check the Youtube page for the demonstration videos!!!<<

>>Now to run in the wilds you're gonna have to fight wild animals, monster and your own body weight.<<

>>Your Seraph needs time to build up speed and momentum:<<

image

>>See? That jump was only possible by running and building a 10 blocks speed momentum. I almos got burnt!<<

>>Corners also affect your velocity and momentum:<<

image

>>Animals and creatures are also affected:<<

Look this fox mimicking those cat drifting videos:

image

Bears are still a menance!

Monsters are also affected.

 

Check the movement series: 

imageimageimageimageimageimageimageMod Thumbnail

 

 

You can follow development here

Compatibility:

Tested with:

Salty's Dodge Master, Salty's  Charged Jump, Salty's Slow Walk, Verticality and StepUpAdvanced.

I also recommend you to use it with BetterFPCamera

 

Configs:

I included a extense list of configs for the player values, check it out!

 

check out my other mods here:image

 

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
0.2.1 sprintmomentum 1498 Apr 23rd at 10:26 PM SprintMomentum_0.2.1.zip 1-click install

Updated .net project version

Mod didn't need any changes.

0.2.0 sprintmomentum 5392 Oct 16th 2025 at 3:38 PM SprintMomentum_0.2.0.zip 1-click install

Rewrote the whole mod

  • Precise controls.
  • More subtle but effective.
  • Responsive.
  • Easy to understand configs. Server Authoritative.
  • Friction based on material.
  • Creatures work.

 

edit: fixed zip name.

0.1.3 sprintmomentum 2703 Aug 30th 2025 at 3:11 AM SprintMomentum_0.1.3.zip 1-click install

removed embedded dlls.

0.1.2 sprintmomentum
1.20.0 - 1.20.3
3233 Mar 11th 2025 at 6:52 PM SprintMomentum_0.1.2.zip 1-click install

Fixed effect only applaying to host of the server.

Config tweaked ramp up sprint speed.

0.1.1 sprintmomentum
1.20.0 - 1.20.3
222 Mar 9th 2025 at 3:22 PM SprintMomentum_0.1.1.zip 1-click install

Added mobs config settings

Fixed mobs teleporting

fixed slide in climbing mode

 

 

 

REGENERATE configs.

0.1.0 sprintmomentum 537 Mar 3rd 2025 at 2:21 AM SprintMomentum_0.1.0.zip 1-click install

not tested in rc 1.20.5


84 Comments (oldest first | newest first) (threaded | flat)

MrMcSwerliie, Jan 8th at 9:35 PM

SaltyWater Hello, I'm using this with your dodge and crouch mod and it seems that the midair dive and ground dodge have zero friction when used. It makes me slide a good distance whenever i dodge/slide. Just thought I'd let you know as I dont see anything here about it. 

osayra, Nov 29th 2025 at 3:13 AM

thank you for updating this!! one of my favorites 💛

AzuliBluespots, Nov 21st 2025 at 9:41 PM (modified Nov 21st 2025 at 9:57 PM)

I checked and it's returning to the cache whenever I start the server for some reason. It's literally not in the mods folder anymore!

edit: I fumbled my way into a solution - edited the cache file's permissions so it can't be READ/EXECUTED. It's finally not working anymore, but it's still there.

SaltyWater , Nov 21st 2025 at 9:33 PM

AzuliBluespots

hmm strange, I have no clue what it could be, I tried reproducing with my server but everything fine

AzuliBluespots, Nov 21st 2025 at 9:27 PM

SaltyWater
I had no idea about the cache thing, but... it still didn't fix the mod staying active 😭

AzuliBluespots, Nov 21st 2025 at 1:45 PM

Hmm, cache? I'll look into it. It shouldn't be in the server anymore, which is what's weird.

SaltyWater , Nov 21st 2025 at 3:48 AM

AzuliBluespots

Simply removing it is enough! But delete caches too.

AzuliBluespots, Nov 21st 2025 at 3:45 AM

I removed the mod, but for some reason, it's still activating on my server. How can I properly remove/shut down the mod??

OGTitus, Nov 17th 2025 at 12:04 PM

Hey how can i ask for a mod that makes you 3 blocks tall and 2 blocks wide ?

plz and thank you  

 

Invataksi338472, Nov 13th 2025 at 10:45 AM

Huh. I feel like it would be more realistic with snappier movement! It feels more like sprinting on ice with the defaults :P

At least it can be configured! And my current config is below for anyone curious.

 Aim was to make it feel like its easier to kick off into full speed on materials with great friction. While on metal, glass and ice both acc and decc gets gradually slower. And on snow and sand, acc is very slow but decc is fast.

Spoiler
{
"Comment": "Tweak how quickly entities speed up, slow down, and turn on each surface. Smaller numbers = snappier. Bigger numbers = heavier.",
"FieldComments": {
"WalkUp": "How fast it speed up walking.",
"WalkDown": "How fast it slow down walking when changing course.",
"SprintUp": "How fast it speed sprinting",
"SprintDown": "How fast it slow down sprinting when changing course.",
"NoInputDown": "How fast it go to a stop when no movement keys are pressed.",
"TurnStrength": "Resistance when reversing direction."
},
"Materials": {
"Soil": {
"WalkUp": 1.3,
"WalkDown": 1,
"SprintUp": 1.5,
"SprintDown": 1,
"NoInputDown": 1,
"TurnStrength": 0.8
},
"Gravel": {
"WalkUp": 1.3,
"WalkDown": 1,
"SprintUp": 1.5,
"SprintDown": 1,
"NoInputDown": 1,
"TurnStrength": 0.8
},
"Sand": {
"WalkUp": 2,
"WalkDown": 0.7,
"SprintUp": 3,
"SprintDown": 0.7,
"NoInputDown": 0.7,
"TurnStrength": 0.7
},
"Wood": {
"WalkUp": 1.5,
"WalkDown": 1,
"SprintUp": 1.5,
"SprintDown": 1,
"NoInputDown": 1,
"TurnStrength": 0.8
},
"Leaves": {
"WalkUp": 1.5,
"WalkDown": 1,
"SprintUp": 1.5,
"SprintDown": 1,
"NoInputDown": 1,
"TurnStrength": 0.8
},
"Stone": {
"WalkUp": 1.5,
"WalkDown": 1,
"SprintUp": 1.5,
"SprintDown": 1,
"NoInputDown": 1,
"TurnStrength": 0.8
},
"Ore": {
"WalkUp": 1.5,
"WalkDown": 1,
"SprintUp": 1.5,
"SprintDown": 1,
"NoInputDown": 1,
"TurnStrength": 0.8
},
"Snow": {
"WalkUp": 2,
"WalkDown": 0.5,
"SprintUp": 6,
"SprintDown": 0.5,
"NoInputDown": 0.5,
"TurnStrength": 0.5
},
"Ice": {
"WalkUp": 3,
"WalkDown": 1.7,
"SprintUp": 3,
"SprintDown": 1.7,
"NoInputDown": 1.7,
"TurnStrength": 1.5
},
"Metal": {
"WalkUp": 2,
"WalkDown": 1.2,
"SprintUp": 2,
"SprintDown": 1.2,
"NoInputDown": 1.2,
"TurnStrength": 1
},
"Glass": {
"WalkUp": 2.5,
"WalkDown": 1.5,
"SprintUp": 2.5,
"SprintDown": 1.5,
"NoInputDown": 1.5,
"TurnStrength": 1.2
},
"Ceramic": {
"WalkUp": 1.5,
"WalkDown": 1,
"SprintUp": 1.5,
"SprintDown": 1,
"NoInputDown": 1,
"TurnStrength": 0.8
},
"Cloth": {
"WalkUp": 1.3,
"WalkDown": 1,
"SprintUp": 1.5,
"SprintDown": 1,
"NoInputDown": 1,
"TurnStrength": 0.8
},
"Brick": {
"WalkUp": 1.5,
"WalkDown": 1,
"SprintUp": 1.5,
"SprintDown": 1,
"NoInputDown": 1,
"TurnStrength": 0.8
},
"Default": {
"WalkUp": 1,
"WalkDown": 1,
"SprintUp": 1,
"SprintDown": 1,
"NoInputDown": 1,
"TurnStrength": 1
}
}
}
Nokaze, Nov 8th 2025 at 11:46 PM

Apologies for the double post one more question, is there a reference point for the values in the config? What numbers would "disable" the mod and revert movement to vanilla-like for each setting?

 

Thanks

Nokaze, Nov 8th 2025 at 11:41 PM

SaltyWater

 

Thanks for the quick response. Good to know. Well I guess that's a feature suggestion for the future! Haha.

SaltyWater , Nov 8th 2025 at 11:33 PM

Nokaze

Nope, the configs only support block material!

Grass in this case is soil

Nokaze, Nov 8th 2025 at 11:30 PM

In the configuration file, there are classes of blocks. Is the mod structured in a way where I could add more classes to this list to further refine which kinds of blocks do what? i.e. grass behaving differently from soil is differently from trails?

 

Thanks!

ThePhantomX64, Nov 1st 2025 at 3:56 AM

seems there is some kind of bug with sprint when using the mod Humans from Malts. just wanted to report it in. Basically sprinting seems drastically slow and the buildup doesn't apply.

https://mods.vintagestory.at/humans

AzuliBluespots, Oct 26th 2025 at 8:42 PM

This mod is great, I feel FAST

But yeah, the server people is complaining this is too "slidey", as if walking on ice. Specially if the activation key is held when stopping. A single tap and holding the key literally makes you slide. (but to me that's them nitpicking)

TrippyTheO, Oct 22nd 2025 at 8:23 PM

Howdy Salty! Been using the mod for some days now and wanted to give a little feedback.

As it says, it's not for everyone. I fall into that group apparently. 

Acceleration and loss of speed on turns was great. A subtle but meaningful change, particularly when in danger.

The charged sprinting jump was interesting. It felt out of place in Vintage Story, but man I was using it all the time. Weird but I love it. It actually had me thinking of when I used to play Warframe. Pew pew, bouncing all over the place.

The thing that's finally gotten me to turn this mod off though has been the slippery feel. I assume that's supposed to feel like deceleration. To me it always feels like I'm just sliding along the ground a bit, especially if I'm only walking. It can be a nuisance while running as well though. Trying to run up the switchback stairs I have in my current base leaves me running into things all the time. Warframe actually comes to mind again. You could modify your characters to have less friction when walking/running/slide-tackeling. It was always funny to reduce friction for walking because you'd come to a stop and your character would continue to slip along the ground as if they were on roller skates. That's how I felt here.

I don't really have any suggestions though if a gradual deceleration is necessary, so I don't think my feedback is going to be terribly useful. As you say in the description I imagine this is just something that's not going to be to everyones tastes. The simulated deceleration feels to me like slipperiness rather than an attempt to slow down a heavy moving body. I have no idea how you fix that.

Thank you for your work though. I'm a big fan and use a lot of your other mods, they're great.

SaltyWater , Oct 18th 2025 at 1:05 PM

DemSkrubs

You actually cannot run faster than a wolf in vanilla. last version had extra speed, I rewrote the mod and decided not to add this.

DemSkrubs, Oct 18th 2025 at 9:50 AM

i have a similar issue where updating to 0.2.0 tanks my run speed so i can barely run faster than a wolf, downgrading to 0.1.3 fixes it, but i have no idea how to get the same speed in the 0.2.0 config

SaltyWater , Oct 17th 2025 at 12:27 PM

SalmonGod

Strange, never heard of this other mod before! Sprint momentum does not have any effect for slowing down in plants!

Material configs controls player friction walking on certain materials only!

SalmonGod, Oct 17th 2025 at 4:03 AM

So I like this mod, but I also like Entangled in Nature.  After updating this one, I found that the effect from Entangled in Nature seems to have multiplied, to the point that I can barely move at all on slightest brush against any vegetation, even short grass.  Even with the effect turned down in Entangled in Nature's configs.

I noticed "Friction Based on Material" in the patch notes.  So I thought maybe you'd added an effect similar to Entangled in Nature, and they were stacking?  But I removed Entangled in Nature, and that just resulted in no slowdown when walking through vegetation at all.

Just want to report the seeming conflict.  Have you considered adding a similar feature to your movement system?

DigitalHare, Oct 16th 2025 at 6:21 PM

Official_KP https://mods.vintagestory.at/danatweaks Has that and a lot of other good stuff already.

SaltyWater , Oct 16th 2025 at 5:34 PM

Vanra

It´s quite the opposite 😆

 

Vanra, Oct 16th 2025 at 5:19 PM

Please someone tell me im not the only dumy who thought in the new config when its writen

How fast it speed up walking.

It doesn't mean - higher the number the faster you get to the full speed 🥺


Vanra, Oct 14th 2025 at 7:58 PM

Just realised config changes doesnt sync with my GF client. We play on LAN - not sure if it does matter...

Official_KP, Oct 8th 2025 at 2:02 AM

Do you think you could make an autowalk mod all the others are outdated?

Joenemba, Sep 28th 2025 at 3:53 AM

would this mod generally increase RAM usage on a server with like 6 or more players? installed it recently with your other movement related mods and it feels like there's a leak somewhere

Fleff, Sep 25th 2025 at 3:32 AM

Going off what Kaschperle it'd be really neat to have backwards sprinting speeds adjustable to really complete this mod; the current product seems great but you can still otherwise sprint backwards from enemies ad nauseam.

jogus, Sep 20th 2025 at 7:39 PM

to everyone saying that they noticed mobs "stuck" and running in place, i seem to have had that problem *without* this mod installed. (it seemingly fixed itself, or at least i haven't noticed it in the past few hours of play) so unless another mod that i have installed does something similar, i am not sure if it's this mod. i do have most of the other salty movement mods, i just came to test this one out! 

just figured some extra info on that glitch woudl be helpful

Beastythunder, Sep 19th 2025 at 3:51 AM (modified Sep 19th 2025 at 4:12 AM)

is it just me or does this make you INSANELY fast? i outran a bear and cleared a 9 tile long lake
Not complaining but it seemed cheaty and not to be working properly 

 

Vanra, Sep 16th 2025 at 11:29 AM

Do you think there would be big problem to add directional setting for momentum and build up? Trying to tweak movement to be less floaty but I really like to have penalty on backing away forcing to use dodge.

 

Aside that other suggestion would be FoV change when sprinting - maybe even gradually as speed accumulates? 

 

Aside that I really loves how amazing this mod is, and how customizable it can get 💜

FrostiDragon, Sep 15th 2025 at 3:41 AM

Bug Report: Players can accumulate sprint speed while stationary by holding the sprint key.

Setup: To make the behavior more apparent, set both SprintRampUpRates to 1, while all other accelerations should be 10 or higher. Observe that the transition from walking speed to running speed is very slow.
Reproduction: Stand still. Hold the sprint key for 5-10 seconds, then start moving.

Actual Behavior: The player shoot up to max speed with an acceleration equal to the base acceleration multiplied by the sprint speed multiplier.
Expected behavior: The player should accelerate slowly, regardless of the status of the sprint key.

Diagnosis 1: The player's sprint status doesn't take into account if they are stationary.
Diagnosis 2: The player's velocity is stretched when sprinting starts/stops, resulting in unusual behavior during the transitions.

Solution 1: If the player has no movement keys pressed, the code should short circuit to a non-sprinting state, regardless of the status of the sprint key. This will prevent players from "storing" sprint.
Solution 2: Instead of multiplying the players actual velocity, create a new "intendedVelocity" field. Perform calculations on the intended velocity; and converge the player's actual velocity to the inteded velocity over time. This will prevent non-newtonian velocity shifts when transitioning between the two movement speeds. Because of the distinction between intendedVelocity and velocity, you won't need to maintain a sprinting state if you don't want to. Instead, you could snap the intended velocity to "inputDirection * intendedSpeed", then switch between a "lowGear" and "highGear" acceleration value if the player is currently faster than walking

 

osayra, Sep 7th 2025 at 1:12 AM (modified Sep 11th 2025 at 9:14 PM)

there seems to be a bug where if you hit a creature or after they attack they will run in place and cant move for a second or two. this happens even with monster smoothing set to false.

Dirty_Shisno, Sep 1st 2025 at 4:16 AM (modified Sep 1st 2025 at 4:17 AM)

I can never go back now, thank you. Truly.

berserkus, Aug 29th 2025 at 11:13 AM

Hi, is there a setting in the config that reduces how much the POV bobs around when walking? I really like this mod and the immersive feel it brings to the game but my friend is very susceptible to motion sickness which prevents us from using it on multiplayer.

Thanks for all the amazing mods!

Yelb, Aug 28th 2025 at 5:10 PM

Hello,

 

Anyway to add a doubletap to sprint, instead of shift+walk ?

Anyway to invert shift, to sprint as defaut, walk as shift ?

 

I'd like to go from FullHalt to MaxSpeed just pressing one key (and have your momentum idea), is it a possibility with your mod ? How do to it then ?

 

Thanks

Samuel_REDACTED, Aug 27th 2025 at 8:41 PM

Really looking forward to this, manual quenching, and charged jump getting updated, 100% must have mods imo.

BreakIncaseOfEme, Aug 16th 2025 at 7:24 AM

yes

Aim392, Aug 13th 2025 at 8:44 PM

Would love to use this, but it causes mobs to be functionally unable to attack. Any attack animation results in the mob sitting still for 1-2 seconds, and the config option to apply mob momentum seems to be broken.

Kasel, Aug 10th 2025 at 9:31 PM

Weird crash I've never seen before.

Crash Report
Running on 64 bit Windows 10.0.22631.0 with 31934 MB RAM
Game Version: v1.20.12 (Stable)
8/10/2025 5:30:30 PM: Critical error occurred in the following mod: sprintmomentum@0.1.2
Loaded Mods: aculinaryartillery@1.2.5, akarisimpletweaks@1.2.3, BetterGrass@0.0.3, betterloot@1.1.4, bertazzostickmod@2.0.0, bettertraders@0.0.10, buzzybees@1.1.2, cbr@1.0.0, clickuptorches@1.1.1, flickeringlights@0.1.1, forestsymphony@1.0.4, geoaddons@1.4.2, hit@2.3.1, immersiveorecrush@2.2.2, manualquenching@1.0.7, manualscraping@1.2.1, mbr@1.0.0, millwright@1.2.7, nightskydelights@1.20.12, overhaullib@0.2.10, prettyLittleThings@2.4.2, primitivesurvival@3.8.0, radialcrafting@0.2.3, scrollrackable@1.3.2, shelfobsessed@1.4.0, simpleanthrofoxplayer@2.20.4, snowcaps@0.0.0, sprintmomentum@0.1.2, strelgeooverhaul@1.0.1, tankardsandgoblets@1.1.2, vintageengineering@0.3.13, game@1.20.12, vsimgui@1.1.8, wwaymarkers@1.0.0, abcsredux@1.0.9, altmapiconrenderercontinued@1.4.0, attributerenderinglibrary@1.0.3, flags@1.1.9, betterruins@0.4.15, butchering@1.9.2, carryon@1.9.6, cartwrightscaravan@1.6.0, combatoverhaul@0.3.9, configlib@1.5.3, expandedfoods@1.7.4, extrainfo@1.9.10, foodshelves@2.2.1, freedomunits@1.1.4, fromgoldencombs@1.8.13, genelib@1.1.9, globalplayermapmarker@1.2.1, gravelpaths@1.0.0, healthbar@1.0.7, herbarium@1.4.0, hydrateordiedrate@2.1.2, immersivewoodchopping@0.8.1, immersivewoodsawing@0.2.8, inworldroofing@2.1.0, itempickupnotifier@1.7.2, jaunt@2.0.0, joyofsailing@1.4.0, maltiezcrossbows@1.2.0, maltiezfirearms@0.14.2, metalpots@1.5.4, mobsradar@2.1.8, ndlexpandedgrowth@2.4.6, pelaguswinds@1.0.0, purposefulstorage@1.3.0, realisticwetness@0.0.3, realsmoke@0.3.0, rustboundmagic@2.5.7, scrollcharactercreation@1.0.1, simplefootstepsredux@1.0.3, smithingplus@1.6.5, statushudcont@3.2.7, tabletopgames@2.10.5, terraprety@7.0.5, thecritterpack@1.0.9, trailmodcupdate@1.2.1, vigor@0.4.2, creative@1.20.12, survival@1.20.12, wildgrass@1.3.3, windchimes@1.1.1, woodenshuttersandmore@1.2.3, xblood@1.6.5, armory@0.2.4, butcheringcompatpatch@1.1.0, detailedanimals@0.5.6, draconis@1.0.0, equus@1.1.9, itemrarity@1.1.5, patchedbutcheringexpandedcompatibility@1.0.0, shearlib@1.1.2, treetapping@1.0.0, wildcraftfruit@1.4.2, wethology@1.0.1, wool@1.6.4
Involved Harmony IDs: com.saltywater.sprintmomentum.server, com.saltywater.sprintmomentum.client, SomeUnknownMod
System.InvalidOperationException: Operations that change non-concurrent collections must have exclusive access. A concurrent update was performed on this collection and corrupted its state. The collection's state is no longer correct.
at System.Collections.Generic.Dictionary`2.FindValue(TKey key)
at System.Collections.Generic.Dictionary`2.ContainsKey(TKey key)
at SaltySprintMomentum.EntityAgent_GetWalkSpeedMultiplier_Patch.Postfix(EntityAgent __instance, Double& __result, Double groundDragFactor)
at Vintagestory.API.Common.EntityAgent.GetWalkSpeedMultiplier_Patch3(EntityAgent this, Double groundDragFactor)
at Vintagestory.API.Common.ClientAnimator.<>c__DisplayClass10_0.<CreateForEntity>b__1() in VintagestoryApi\Common\Model\Animation\ClientAnimator.cs:line 39
at Vintagestory.API.Common.AnimatorBase.OnFrame(Dictionary`2 activeAnimationsByAnimCode, Single dt) in VintagestoryApi\Common\Model\Animation\AnimatorBase.cs:line 110
at Vintagestory.API.Common.AnimationManager.OnClientFrame_Patch2(AnimationManager this, Single dt)
at Vintagestory.Client.NoObf.SystemRenderEntities.OnBeforeRender(Single dt) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 82
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 188
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 825
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 161
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Ratking15, Aug 9th 2025 at 12:43 PM

Just to check, this does result in yourself not able to really stop on a dime even if you like hit the deck via crouching, instead you have slightly icey feet, yes? 

Tasshroom33, Jul 30th 2025 at 6:06 PM (modified Jul 30th 2025 at 6:07 PM)

I love this for the character ... and the mobs but the animals get caught spinning on the ground like cartoon characters which really breaks immersion.
I wish the setting of the config actually worked, so I could use it for the player but disable for animals  until a fix is found.
I know it's probably a vintage story limitation and not you but it's too bad mang.
Based on my own testing on single player\server 1.20.12

Poobzilla, Jul 5th 2025 at 6:44 PM

Love the feel of this mod although entities of all kinds were being caught on grass or stones.

Unsure if it's a mod conflict or not, all I know is it doesn't happen when turned off.

Will keep an eye on it as probably one of my favourite mods, tbf, all your mods are dope.

NoClass, Jun 18th 2025 at 9:12 PM

Features I'd appreciate.
Configurable backpeddle/strafe speed, preferably slower than sprinting forward.
Consecutive jumps lose momentum. Bhopping, while not any faster, feels silly. First jump should give you full speed, second should be reduced, third moreso and so on.
Per animal configs.

I managed to find some decent settings that stop animals and enemies from being circle kited like the user below mentioned. May be worth adding a turn speed(?) of somesort for animals.

Lichterwolf, Jun 17th 2025 at 12:06 AM

Love the mod but sadly bears are no menace anymore. You can just walk circles around them and they cant turn fast enough. I tried setting " "EnableMonsterSmoothing": false", but it doesn't change that behaviour.

KeiMuriKoe, Jun 11th 2025 at 4:08 PM



Salty´s Sprint & Momentum + Salty´s Slow Walk

This mthrfkr is faster than Usain Bolt.

Screwy, Jun 1st 2025 at 2:56 AM

SaltyWater 

For some reason my server doesn't apply the config.
I'm using the same config on client and server.
On single player everything works just fine.
On the server it feels like changing the config just does nothing.

Tegotia, May 26th 2025 at 5:32 PM

I see the same issue as mertagam occasionally. It doesn't happen all the time and usually hitting them gets them unstuck but it happens often enough to be noticeable.

NastyFlytrap, May 18th 2025 at 7:01 PM

ConfigLib support, please?

BohnMods, May 15th 2025 at 5:24 PM

this mod ramps up the immersion, i remembered playing with similar mods on skyrim. nice job!

mertagam, May 12th 2025 at 8:53 PM

Shivers and other modded mobs seem to get stuck on air for some reason, they suddenly stop moving despite still running visually, and can't get to you.

Froshure, May 5th 2025 at 11:54 PM

I would recommend making it easier to understand whether increasing/decreasing values in the config file increase or decrease the effect. For example, does increasing ""SprintDecelerationRate": 1.0" make the player decelerate faster, or slower?

Maxilos33, Apr 20th 2025 at 9:14 PM

SaltyWater

walking through spiderwebs gives the player a pretty significant speedboost, disabled the mod and the behavior dissappeared.

SaltyWater , Apr 16th 2025 at 11:07 PM

Togas Nice!! Thanks for testing it! ^^

SaltyWater , Apr 16th 2025 at 11:07 PM

Skyland3r Thank you so much!! <3

Skyland3r, Apr 1st 2025 at 11:42 AM

Playing with this mod is amazing, for me it could be in vanilla, immersion increased

Togas, Mar 22nd 2025 at 8:05 PM

0.1.2 Works Great in 1.19.8

 

phol, Mar 19th 2025 at 12:03 AM

pleasetellmethatyou'reabletoportquakemovement
but for real though; amazing mod, i love playing on it, thanks!

ProfCupcake, Mar 17th 2025 at 11:54 AM

Holy butts this is good. I forgot just how much I love weighty, momentum-based movement. I may have to play through Mirror's Edge again...

It does have one major issue for me, though: collisions. When colliding with anything, you keep your full momentum, so you sort of "burst" off it once you slide off. I feel that running into something should gradually reduce your momentum for the duration of the coillision (but not instantly kill your momentum entirely). 

I'd particularly like to try to integrate this with Verticality too: if we can get it right, the parinig of these two mods would be fantastic. 

Kaschperle, Mar 12th 2025 at 4:53 PM

heyho! just a question if there is a possibility to make backwards running in general slower? As that's my main gripe about this game how backwards kiting is just as fast as forward sprinting!

 

EDIT ALSO noticed the reason being aslong as you hold alt it doesn#t matter if you swap direction even backwards you go straight up to max speed instead of the intended walking into sprint. Anyway to fix it?

You can easily test it by sprinting forward then just hold the sprint button and press s no momentum loss except for a small tiny mili second but then it's back to max speed.

Avatharian, Mar 11th 2025 at 3:14 AM

I can second the issue of it not working in multiplayer. Only I as the host get the effects, despite installing on both client and server and clearing caches and config.

Lightpowder, Mar 10th 2025 at 7:45 PM

And it also worked perfectly fine before we updated it.

Lightpowder, Mar 10th 2025 at 7:43 PM

Deleting, changing and clear installing didn't help. It has a config and is present on the server and doesn't make any errors in the log but it just doesn't work.
SaltyWater

SaltyWater , Mar 9th 2025 at 8:22 PM

Lightpowder Delete configs and cache.

Lightpowder, Mar 9th 2025 at 7:45 PM

For some reason the mod stopped working on our server.

SaltyWater , Mar 8th 2025 at 8:58 PM

Zova Best comment of the year thank you so much Zova! 😂
Thanks for the support!! <3

Zova, Mar 8th 2025 at 4:39 PM

Hey Salty! Before you salt was one of my least favorite things to put on foods, tasted like it took more away than added... but ever since I discovered your mods, I am more related to goat mayhaps domesticated cow or horse with how much salt I now furiously incorporate into my coil.

In other words, keep up the great work SaltyWater! I love your mods and with my new diet you've inspired me to take will ensure a long and healthy life of playing Vintage 😊

LunaGore, Mar 7th 2025 at 5:30 PM

SaltyWater It's essentially what you do by default 0 to 100 in speed, like you're running for your life (e.g. from bears, wolves, etc).

PlutoBird, Mar 7th 2025 at 6:08 AM

That makes three. An apocalyptic number of drifters moving at lightspeed is a terrifying experience. The next temporal storm would not be survivable. Please fix the bug soon, as I love the feel of this mod! Thanks!

Nefyus, Mar 5th 2025 at 9:32 PM

Love this mod and all you work but a have a same problem as Wrum, so uinstall for now

Wrum, Mar 5th 2025 at 7:09 PM

I absolutely adore this mod but I had to uninstall it cause of a bug where drifters would seemingly build up momentum walking into doors, clip through them then bull rush me with speedhax, I'm not sure if it was this mod or this mod conflicting with another mod but all I know is speedhacking drifters are terrifying

SaltyWater , Mar 4th 2025 at 8:29 PM

Lightpowder Oh damn, thanks for the feedback! I'll see about that

SaltyWater , Mar 4th 2025 at 8:29 PM

Vargur Thank you for the support! ;D

SaltyWater , Mar 4th 2025 at 8:29 PM

LunaGore What is a dead sprint??

Lightpowder, Mar 3rd 2025 at 8:33 PM

If you slide into a ladder you start climbing it even without any inputs. Might want to turn it off for ladders.

Vargur, Mar 3rd 2025 at 7:08 PM

Thanks for providing so many mods focused on immersion!

LunaGore, Mar 3rd 2025 at 6:46 PM

Can there be an option for a dead sprint that consumes satiate?

 
 

 

 

SaltyWater , Mar 3rd 2025 at 12:01 PM

Siguerette Thanks for the feedback! yeah actually they all do this at some points, creatures behave very inconsistently so far!1 But I'll keep tweaking!!

SaltyWater , Mar 3rd 2025 at 11:59 AM

Aodhwyn Fixed Chief! Thanks for the heads up!! 

SaltyWater , Mar 3rd 2025 at 11:58 AM

NotQuiteNil I live in your walls! You're a sleep talker!!

Haha! Thanks! 🤣

Siguerette, Mar 3rd 2025 at 9:23 AM

Really enjoying this mod so far, tho locusts desperately need a slower acceleration as it's very difficult to hit them properly with CO and this installed in my experience

Aodhwyn, Mar 3rd 2025 at 5:53 AM

typo in the name lol. "Satly's"

NotQuiteNil, Mar 3rd 2025 at 4:21 AM

You somehow keep managing to make mods I didn't even know I wanted. I'd be a little creeped out if I wasn't so impressed. Keep it up!(?)