Enhanced Movement [ Fabric / NeoForge ]

Enhanced Movement enabled double jumps and directional dashing

File Details

2.1.0+mc26.1.2

  • R
  • May 24, 2026
  • 87.24 KB
  • 22
  • 26.1.2+2
  • NeoForge

File Name

enhanced-movement-neoforge-2.1.0+mc26.1.2.jar

Supported Versions

  • 26.1.2
  • 26.1.1
  • 26.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:enhanced-movement-fabric-843764:8138984"
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Added

  • Dash now grants fall-damage protection. Previously only double-jumps activated the continuous-protection logic; dashes were unprotected even though the upward lift could nudge you off a ledge unexpectedly. Each dash now triggers protection using the dash-start Y as the reference height. Falls up to 3.5 blocks below the dash position cost nothing; beyond that, damage is scaled by 0.7 (same algorithm as double-jump).

Changed

  • Afterimage trail rewrite — stable per-ghost state with a dithered noise texture. The old renderer called Math.random() ~7 times and looked up the dashing player by UUID once per afterimage per frame, plus allocated a fresh float[3] for the color. At default settings that was ~20k random rolls, ~20k allocations, and ~2.8k player lookups per second during a dash. Color, limb pose, and special-player override are now resolved once at spawn and held for the ghost's lifetime — render-thread cost effectively zero. To bring back the "damaged/dithered/particle" personality the old per-frame jitter accidentally produced, the 1×1 white texture was replaced with a 32×32 bimodal-alpha noise texture and the renderer now tiles it across each face. The GPU sampler cache does the visual work for free.
  • Dash power buffed. Ground dash 1.5 → 1.7, air dash 1.2 → 1.5, ground-dash upward lift 0.2 → 0.4.
  • Default afterimage settings tuned for the new look. imageCount 16 → 20, baseLifetimeMs 80 → 120 (0.8s → 1.2s lifetime), peak opacity 0.8 → 0.6.
  • Config ranges expanded. imageCount max 25 → 30, baseLifetimeMs max 150 → 200 (up to 2.0s lifetime), internal MAX_AFTERIMAGES cap 50 → 60 so two back-to-back max-config dashes don't evict each other's ghosts.
  • cooldownSeconds renamed to cooldownMs with expanded range. Was integer 1–5 seconds, now integer 100–5000 milliseconds (default 1000ms = same as old default). Enables sub-second cooldowns for chained-dash playstyles. Existing configs won't migrate the old field — AutoConfig drops the unknown name and falls back to the new default. Anyone who hand-tuned the cooldown will need to re-set it once.