File Details
bhop-1.20.1 v1.1.jar
- B
- Apr 17, 2026
- 15.27 KB
- 13
- 1.20.1
- Forge
File Name
bunnyhop-1.0.0.jar
Supported Versions
- 1.20.1
Curse Maven Snippet
Changelog
- Reworked movement into a Source-style bunnyhop system with dedicated groundMove, airMove, applyFriction, accelerate, and airAccelerate flow.
- Implemented proper air acceleration using dot(velocity, wishDir), addSpeed, and capped directional acceleration instead of flat velocity gain.
- Added true horizontal inertia handling so speed carries between jumps instead of being rebuilt every tick from vanilla Minecraft movement.
- Added landing grace behavior to preserve speed better on fast hops and block touches by skipping friction on the first grounded tick.
- Tuned ground friction and stop-speed so speed loss on landing is much lower and movement feels smoother.
- Returned base run speed closer to vanilla Minecraft so normal movement and plain jumps no longer grant unintended speed boosts.
- Prevented regular jumps from increasing speed by themselves; speed now grows mainly from proper strafing.
- Added air_speed_cap so only air wish speed is limited while total velocity can still grow over time.
- Added multiple movement modes:
- SOURCE
- ASSISTED
- AUTO_STRAFE
- Added in-game mode switching by keybind:
- B toggles bunnyhop on/off
- N cycles movement mode
- Added AUTO_STRAFE behavior that automatically assists side input based on camera turn direction.
- Improved AUTO_STRAFE to feel smoother and reduce speed drops during normal chaining.
- Increased strafe acceleration gradually through config tuning to make speed gain more noticeable.
- Raised the air speed cap to 0.21 for stronger strafe-based speed building.
- Improved turning behavior in AUTO_STRAFE so changing direction no longer feels like a large half-circle and responds faster to camera turns.
- Kept camera direction meaningful so view rotation still changes movement direction instead of locking to the old velocity vector.
- Built and regenerated the mod jar after each major change for direct in-game testing.

