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Momentum(parkour)

A Minecraft mod that adds fluid parkour and mobility mechanics—sliding, wall-running, dodging, and more—inspired by the movement systems of Apex Legends and Titanfall.

Overview

This mod is participating in TeaCon 2026.

When Momentum is enabled, the mod overrides the player's ground and air friction, acceleration, and maximum movement speed.

All numerical adjustments use a composable effect system and are applied in priority order. Each action has an independent toggle in both the server and client configurations, and must be enabled on both sides to become active.

Features

  • Reduced Air Friction: Replaces Minecraft's hardcoded 0.91 air friction coefficient with a configurable value.
  • Jump Boost Scaling: Horizontal sprint-jump speed scales with the level of the Jump Boost effect, with a configurable speed cap.
  • Dynamic Water Friction: Movement speed in water is dynamically adjusted based on how much of the player's bounding box is submerged. The more of the player's body is above the water, the closer the friction becomes to air friction.
  • Automatic Downhill Stepping: When the player is on the ground and moving horizontally downhill, the mod automatically steps downward. Effective downhill step height = vanilla auto-step height + horizontal velocity component. Disabled while in fluids or when an upward step has already been triggered.
  • Faster Ladder Climbing: Hold the sprint key while on a ladder to multiply vertical climbing speed.

Movement States

The mod evaluates 17 movement states and enters the highest-priority matching state. Each state defines its own entry conditions, per-tick behavior, and cleanup logic when exiting.

State Trigger Behavior
Slide Press the lower-center key (C) while moving above the required speed on the ground Slides with reduced friction. Accelerates along the detected slope direction while moving downhill. When exiting, another Slide can be chained if forward speed is greater than falling speed.
Prone Hold C while on the ground, or while in the swimming pose when there is not enough space to crouch Forces the swimming pose, allowing the player to move through 1-block-high spaces. Body rotation follows the horizontal movement direction.
Walk On the ground with no higher-priority state active Applies the mod's custom ground physics, including friction, acceleration, and maximum speed.
State Trigger Behavior
Airborne Off the ground with no wall- or water-related state active Provides airborne movement control using the mod's acceleration, friction, and horizontal speed limit. Tracks velocity every tick for animation and MoLang bindings.
Break Fall Ready Hold C while falling faster than the configured threshold Enters a preparation pose and tracks falling speed for animation. Transitions into Break Fall upon landing.
Break Fall Take fall damage while in a lowered posture such as Slide, Prone, or Break Fall Ready Performs a roll that reduces fall damage. If forward speed is greater than falling speed when exiting, the player transitions into Slide. Equipping a Jet Booster further reduces fall damage.
State Trigger Behavior
Wall Slide Move toward a wall while airborne Slows the player's descent along the wall and reduces fall damage after landing.
Wall Hang Fall within detection range of a wall edge or recess Hangs from the edge of a wall. While hanging, the player can look left and right and move horizontally, while body rotation is restricted.
Wall Climb Touch a wall + move toward it + hold Jump Climbs upward along the wall. Climbing height is affected by jump strength. A Jet Booster guarantees a minimum upward velocity.
Wall Kick Be airborne near a wall while the wall-kick cooldown is ready Launches the player a fixed horizontal distance away from the wall. Has a cooldown.
Wall Run Move horizontally along a wall above the required speed + hold the Forward key Runs along the wall while the player's body faces toward it. A Jet Booster applies upward velocity to counter gravity.
Vault Up Press Jump while hanging from a wall edge Pulls the player up onto the platform above.
Vault In Face a 1-block-high passage while standing or hanging. While standing, press Forward + C; while hanging, press C + Jump Enters the passage using the swimming pose.
State Trigger Behavior
Swim Sprint underwater while holding Forward, or hold C + Forward at the water surface Uses vanilla swimming with the mod's adjusted water friction.
Water Push While underwater, press Sprint when already swimming, or press Forward + Sprint when not swimming Dashes in the direction the player is looking for 10 ticks. If the player exits the water during the dash, a dolphin jump is triggered, preserving the swimming pose and body rotation while airborne.
State Trigger Behavior
Dodge Double-tap Sprint while holding a movement key; this can be configured to use a single press instead. Can also be used in midair when a Jet Booster is equipped Quickly moves the player in the chosen direction and grants 10 ticks of invulnerability frames. Shares a cooldown with Water Push and can store up to one charge.
Original Momentum disabled (Shift + M) Disables all modded movement behavior and restores vanilla movement. Also serves as the fallback state when no other movement state matches.

Jet Booster

The Jet Booster can be equipped in the belt slot provided by Curios API, or in the leggings slot.

Effects:

  • Increases movement speed, jump height, and step height through attribute modifiers.
  • Prevents descent while Wall Running.
  • Allows Dodge to be used in midair.
  • Reduces all fall damage by 50% and reduces the effective fall distance by 12 blocks.

Keybinds

Default Key Function
C Lower center — used for Prone, Slide, Break Fall Ready, and Vault In
Shift + M Toggle Momentum on/off
Shift + N Toggle key hints on/off

Most active movement actions display currently available key prompts on screen. These prompts reference the player's actual vanilla key bindings for movement controls such as W, A, S, D, Space, Shift, and Ctrl.

Configuration

All feature toggles have corresponding options in both the server configuration and client configuration. An action must be enabled in both configurations to be available.

  • Server Configuration: Controls whether an action is allowed by the server. If disabled, no players can use that action.
  • Client Configuration: Allows individual players to disable specific actions locally.

The Momentum(parkour) Team

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