Progressive Running 2.0

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Maoman
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Progressive Running 2.0

Post by Maoman »

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

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 or preferably on the mod portal discussion tab https://mods.factorio.com/mod/Progressi ... discussion as I remember to check that more often.

If you find a new issue, fastest way to reach me is on Discord "maoman" but I check this forum and the mod portal semi-regularly too.

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.
- 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:
1.1.3: 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: Actually made some effective changes this time:
-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

Infos
  • Type: Mod
  • Name: Progressive Running 2.0
  • Description: Accelerate progressively when starting running : useful when your max speed is high due to exoskeletons and concrete, and you want to position precisely your character.
  • Tested-With-Factorio-Version: 2.0.58
  • Multiplayer compatible: Not tested since the remake
  • Locale: none
  • License: You are free to use and distribute this mod and also to modify it for personal use, but not to release a modified version without permission (unless visibly not maintained anymore).
  • Portal download : https://mods.factorio.com/mod/Progressive_Running_2_0
Original Mod: https://mods.factorio.com/mod/ProgressiveRunning

IMPORTANT: How to properly uninstall 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" )
Last edited by Maoman on Sun Jul 06, 2025 6:15 am, edited 13 times in total.
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Kuxynator
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Re: Progressive Running 2.0

Post by Kuxynator »

FYI Controlling the speed over time is far too sluggish, which is why I rejected this idea 4 years ago > Kuxynator's Running Mod.
A zoom based speed is much more direct. and there are already mods for that. Kuxynator's Zooming Reinvented Running or the fork https://mods.factorio.com/mod/zoom-base ... eton-speed
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Maoman
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Re: Progressive Running 2.0

Post by Maoman »

It's probably sluggish because it only updates every 15 ticks, I assume for performance reasons. I didn't really mess with the original code any, just made it work.
The zoom based speed is a neat idea, I didn't know that was a thing.
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Maoman
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Re: Progressive Running 2.0

Post by Maoman »

Hello, I have updated the mod properly now, rather than just a quick and dirty "make it work" with space age.

It still breaks if you uninstall it incorrectly but there are now instructions in the description for how to avoid that. The other issues (slow acceleration, no settings, no customizeable hotkey) should all be fixed now. They are on my machine at least, so if you still have any issues please give me a detailed bug report if you don't mind. Tell me about your hardware and what steps you took leading up to the problem, what you expected to find/happen, and what you found/happened instead.

I also increased how frequently the mod "checks in" from every 15 ticks to every 10 ticks to improve responsiveness with no noticeable affect on performance on my mid-grade PC.
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