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TACTILE Movement

Movement keys take effect the moment you press them, not at the next game tick. Vanilla movement rules, measured.
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TACTILE 1.1.0

File nametactile-1.1.0.jar
Uploader
fallingswordfallingsword
Uploaded
Nov 12, 2026
Downloads
7
Size
121.9 KB
Mod Loaders
Forge
File ID
9582905
Type
R
Release
Supported game versions
  • 1.8.9

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:tactile-movement-1744189:9582905")

Learn more about Curse Maven

What's new

  • Vanilla's order for air acceleration. When sprinting starts or stops in mid-air (for example when you run into a wall, or start eating), vanilla changes the air acceleration from the next tick. TACTILE now does the same, from the next of its internal ticks. Key presses keep their exact timing. With the same key timing, TACTILE now matches vanilla exactly in all 34 recorded scenarios, up from 28: the mid-air sprint difference (up to 11 cm, "D1" in the verification report) is gone. A legacy setting, Instant air control, brings the old behavior back.
  • Truthful on-ground flag. Each position packet now reports "on the ground" exactly as vanilla's own rule gives it for the movement since the last packet. Before, around a jump or landing partway through a tick, the flag could disagree with the reported position for one packet, which strict servers check separately.
  • New option: Server-safe slime and knockback (Advanced settings, off by default), for servers with strict movement checks such as Hypixel. While slime is under you, TACTILE switches to vanilla's tick timing, so bounces match what the server expects; every knockback is applied as vanilla applies it. Everywhere else, keys keep their exact timing.
  • New tests: gradlew serverCheck (how a prediction-based server check sees TACTILE's packets), a fall-damage probe.

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