Progressive Running 2.0

by Maoman

Start off running slow then rapidly accelerate to full speed while the key is held; useful when your run speed is very high and you want to move precisely

Utilities
9 days ago
2.0
363
Transportation Character
Owner:
Maoman
Source:
N/A
Homepage:
https://forums.factorio.com/viewtopic...
License:
MIT
Created:
14 days ago
Latest Version:
1.1.4 (9 days ago)
Factorio version:
2.0
Downloaded by:
363 users

Remake of the classic Progressive Running mod for 2.0 and Space Age.

This mod makes it so that, if you are wearing exoskeletons, your run speed is initially slow, as if you have no exoskeletons, but then it rapidly ramps up to full speed over the course of about a second. It's kinda like you're starting out walking and then accelerate into a jog, then a sprint.

This is useful in late game when you have several exoskeletons and concrete everywhere but you still want to be able to move precisely. It's also more realistic--you don't just instantly start moving at full speed in real life, do you?

You can toggle between three modes by pressing alt+w (customizable) which will float a small white symbol beside your head:
< means default behavior for the mod, with the gradual acceleration
+ disables the mod and gives you vanilla exoskeleton behavior, so you'll always run full speed
- slows you down to non-exoskeleton run speed with no acceleration

Fastest way to reach me is on Discord "maoman" but I check this portal semi-regularly too.

Known Problems

  • Acceleration is slow Fixed, now customizable
  • No customizable settings Fixed
  • Acts weird if you turn exoskeletons off (Not sure on this one yet)
  • Doesn't play nice with other mods that adjust your speed (have not implemented this fix just yet but I think I know what to do)
  • Rarely, the mod will mysteriously break and you'll be stuck with a far slower run speed than normal no matter what speed mode you're in until you reload the game. I have no idea what causes this, so if this happens to you, please give me a detailed bug report here on the portal or on the forum (preferably here, I remember to check it more often).

Planned Features

  • Allow for acceleration mode to apply even without exoskeletons, in the event of very high character run speed or very fast pavement from mods Already possible by simply changing the settings to slower default speed and then using slow or acceleration mode.
  • Give the acceleration some "momentum" such that letting go of the movement key doesn't instantly snap you back to slow speed and force you to accelerate again. Your speed will "decelerate" while the key is not held at the same rate that it accelerates while held i.e. if it takes 1 second movement to reach full speed, then it will take 1 second of no movement to reach minimum speed again.

Changelog:

1.1.4:
- Updated Changelog file to match in-game parser's syntax
- Smoothed out acceleration, should feel more granular now
1.1.3:
- Cleaned up loose files and updated license
1.1.2:
- Forgot to change the default hotkey from F1 to Alt+W.
1.1.1:
- Added an additional note in the tooltip of the Initial Speed Factor setting.
1.1.0:
- added option to change hotkey in the controls menu (currently alt+w)
- added Initial Speed Factor startup setting to control your "slow" mode speed.
- added Acceleration Factor startup setting to control how long it takes to reach top speed in "accelerate" mode.
1.0.3:
- I didn't think a minor json edit would break things lmao...
1.0.2:
- another minor json info fix
1.0.1:
- fixed thumbnail
1.0.0:
- initial release

Original Mod: https://mods.factorio.com/mod/ProgressiveRunning

How to properly remove this mod

(Per the original developer)

If you just deactivate/delete this mod while in the acceleration mode or slow mode, your character will keep being slow until you reset the speed. To avoid this, switch to fast mode before you remove this mod, or disable it from the console with a remote call:

/c remote.call( "progrun", "off" )

If you need to re-enable it again, call:

/c remote.call( "progrun", "on" )