Mods / Salty´s Movement: Catch Ledge

Tags: #Other
Author: SaltyWater
Side: Both
Created: Aug 20th at 7:40 PM
Last modified: Nov 7th at 7:40 PM
Downloads: 32079
Follow Unfollow 685

Recommended download (for Vintage Story 1.21.5):
CatchLedge_0.6.0.zip  1-click install


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Pet the floppa to buy me a coffee!

Catch Ledge

Parkour!


This mod is designed to be hard, to feel weighty and a high risk mechanic.
It won't hold your hand, timing is essential.

 

Jump and press R (by default) This will extend your arms forward and you'll be ready to catch a ledge!

You can only catch ledges with both hands empty. (configurable)

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If the camera shakes you succesfully grabbed a ledge and is now hanging.

If you try to hold a item in this state you will lose grip and fall. (configurable)

You can't mine or interact with RMB in this state.

 

From here you can climb up (Hold W. While hanging, space, shift and backwars 's' are deactivated):

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You can only climb with enough space. 1 block gaps won't be possible to climb.

 

Move left or right:

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Switch to any connected block:

Look at the ledge and tap (press, not hold) up (W) to change ledges:

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Cornering:

Move to the edge and turn your mouse to the correct direction quickly. 

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Hold space after a jump (do not only tap space, keep holding it) to boost your jump enabling you to reach further. (this is vanilla! I discovered it while coding the mod, super cool)

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With proper timing you can also drop and hang on a ledge below.

 

Press space while looking FORWARD to perform a leap upward.

(no more bringing ladders to mining sessions!)

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Hold S while looking FORWARD and press space to perform a backwards leap:

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Turn LEFT or RIGHT to prepare for a side leap (watch hanging animation change)

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Trying to turn 180º will make you lose grip and fall. Be careful.

 

And press space to perform side leap.

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With timing you can do some pretty cool stuff.

 

This mod also adds a tiny patch to the camera behavior preventing immersive first person to switch to normal first person if head is stuck.
This is done to prevent flickering while hanging if playing in immersive first person.

 

Yes animations are ass, I can't animate to save my life! But I'm improving I promise!

 

Contributors:

Daneela - Feedback, testing & Cooldown implementation idea!

 

 

If you like the idea but think it's too much I personally highly recommend:

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I also highly recommend using:

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To look around while hanging without body rotation, or else you will fall.

and

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To catch and hang on higher ledges.

Check the movement series: 

imageimageimageimageimageimageimageMod Thumbnail

 

 

check out my other mods here:image

 

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
0.6.0 catchledge 6929 Nov 7th at 2:38 PM CatchLedge_0.6.0.zip 1-click install

Minor tweaks for compatibility with Climb Mountain

0.5.9 catchledge 4751 Oct 19th at 7:36 PM CatchLedge_0.5.9.zip 1-click install

Added new grabbing player attribute for compatibility with charged jump.

0.5.8 catchledge 7203 Sep 17th at 6:52 PM CatchLedge_0.5.8.zip 1-click install

Deleted Vers: 0.5.7 - now obsolete cooldowns.

Introduced a new configurable cooldown:

Cooldown in seconds to perform a action after a ledge grab.

Configurable in server configs.

0.5.6 catchledge 2850 Sep 9th at 5:16 PM CatchLedge_0.5.6.zip 1-click install

Tried fixing multiplayer configs yet again hopeffuly this is the one 🙏

0.5.5 catchledge 1205 Sep 7th at 12:54 AM CatchLedge_0.5.5.zip 1-click install

Tried fix method for server config.

0.5.4 catchledge 1051 Sep 5th at 11:00 PM CatchLedge_0.5.4.zip 1-click install

Fixed server side config!

0.5.3 catchledge 1932 Sep 1st at 4:02 AM CatchLedge_0.5.3.zip 1-click install

Now you can't try to catch a ledge while crawling from Crawl & Dive

0.5.2 catchledge 1347 Aug 30th at 3:42 AM CatchLedge_0.5.2.zip 1-click install

removed embedded dlls.

0.5.1 catchledge 1351 Aug 27th at 12:29 PM CatchLedge_0.5.1.zip 1-click install

now also supressing vanilla animations on server side.
new hanging player attribute for the next crawl mod.

0.5.0 catchledge 1461 Aug 25th at 4:21 PM CatchLedge_0.5.0.zip 1-click install

added back leap.

added client and server configs.

tweaked ledge detection:

  • Now you can hang on block ledges if the block above isnt a full block. (fences, panels, gates, doors, anvils.. etc).

 

Fixed world re entering bug that was making it impossible to catch ledges.

Fixed empty hands check.

0.3.0 catchledge 342 Aug 24th at 10:32 PM CatchLedge_0.3.0.zip 1-click install

added upwards leap.
fixed leg animation on hanging.
fixed catching ledge not triggering if in grabbing mod for too long.
now you cant climb if there isn't enough space.
now you cant catch ledge and will fall if either main or off hand are not empty.
now you can't mine or rmb interact while hanging.

0.2.0 catchledge 829 Aug 22nd at 5:01 PM CatchLedge_0.2.0.zip 1-click install
  • Added patch to stop immersive camera from flickering
  • Added turn outer corner
  • Tweaked ledge switch
  • Added side hanging
  • Added side leap
  • Tweaked grabbing animation
0.1.0 catchledge 773 Aug 20th at 8:29 PM Empty CatchLedge_0.1.0.zip 1-click install

104 Comments (oldest first | newest first)

💬 DragonLord42, Nov 17th at 12:28 AM

Do you think you will ever put all the mods in the movment series into one big mod.

💬 Jaggedcan9ne, Nov 9th at 9:56 PM

SillyFox Looks like BeloMaximka updated his mod to include compatibility for this one. I'm going to play around and see if things run much smoother than having to jiggle anything to get past any jankiness.

💬 SillyFox, Nov 7th at 5:14 PM (modified Nov 7th at 5:15 PM)

Vanra you can still somewhat climb up slabs by jumping up while hanging on a ledge. But still, it would be great if Salty made it so you can catch onto a slab as well

💬 Vanra, Nov 4th at 11:37 AM

Would it be possible to create compatibility with https://news.kalataka.ru/show/mod/34025 ? I got so used to playing with Catch Ledge (and Charged jump) that I almost never need to alter terrain when Im traveling, but you cannot climb onto slabs - Terrain Slab as making world so much prettier and easier to traverse on flat ground - it makes your mods very situational since slabs are almost everywhere 🥺

💬 StellarHarbour, Oct 25th at 7:46 PM

Empty hands default requirement makes mod not that useful after all

💬 RedRockG, Oct 20th at 1:59 AM

Hi Salty, does this mod work like the Move Like Kaji mod, or is it just for jumping onto sharp corners? Sincerely, I love your mods.

💬 ThatOnePhil, Oct 14th at 3:04 AM

I absolutely love the movement this offers, as well as the weighty feel this offers to climbing. The one thing i wish this could have is some sort of interaction with chiseled blocks like in Verticality. I realize that this idea may be highly abusable without specific conditions, like requiring you land inbetween 2 chiselled blocks vertically. Or it could be disabled by default in the config. It is in no way a needed addition to the mod. But that chisel interacton is what drew me to Verticality. I could take my chisel while mining to carve out holds in the stone to climb up instead of ladders or rope ladders or stairway up, along with carving ladders into towers and basements and stuff. Right now I am torn between this and Verticality.

💬 Lucian_Fallen, Oct 2nd at 7:08 PM (modified Oct 2nd at 7:09 PM)

I have some strange issue with Xskill , Steeplechaser to be more exact, when I try to catch a ledge (like cobblestone or dirt as examples) sometimes it works sometimes it dosen't, I just slip

💬 EthelVril, Sep 27th at 9:07 AM

Seconded ^^

💬 Coda_Vanistok, Sep 23rd at 12:33 AM

SaltyWater Is there any way we can get some kind of compatibility setup for playermodel lib? If we can get some kind of configuration to do with player scale determining the grab height. Either via eye position or multiplying the ledge height relative to player hitbox scale, that'd make for a lot of fun in making tiny people have to actually hobble more if they wanted the invoncenience, or allow larger people to climb with more ease.

💬 NeoB, Sep 19th at 4:17 AM

SaltyWater
I tested it by reverting to version 0.5.6 and then returning to 0.5.8, and it works. I suppose it was affected by the xkills mod when learning the extra slots skill with r.

💬 SaltyWater , Sep 18th at 7:01 PM (modified Sep 18th at 7:02 PM)

NeoB

I was playing on a server with it a few hours ago 😆

💬 NeoB, Sep 18th at 6:54 PM

not working on server again 😞

💬 SaltyWater , Sep 18th at 12:57 PM

GinGerman

They're probably trying to rotate more than 180º

 

Also yep the 3 blocks is intentional! 😬

💬 GinGerman, Sep 18th at 12:35 PM

Okay, I tested it thoroughly and I cannot replicate whatever RunYouCleverBoy might have spoken of. Mod works fine for me, but it is a slight bummer that you cannot grab a ledge 3 blocks up from your current stance, even when jumping. Two Blocks work as intended, just feels a bit too "out of reach", but can't go overboard here, can we?

💬 Daneela, Sep 17th at 7:01 PM

Best Vanilla+ movement mod, set the variable GrabActionLockSec to 0.5 in its config and you have a great skill based parkour mechanic that is relatively balanced, or set it to 1 if you want it to be extremely weighty.

💬 GinGerman, Sep 17th at 6:27 PM

SaltyWater I think RunYouCleverBoy is saying that their character stutters/struggles immediately after grabbing a ledge before falling down, yet when they are limbering left or right they can hang on indefinitely. I.e., they seem to be unable to hang on whatsoever, but can move left and right when ledge-hanging endlessly without dropping down.

Sounds like they've encountered a bug about not being able to hang on/losing grip in an instant. Downloading the mod now, I'll see if I get the same issue.

💬 SaltyWater , Sep 17th at 2:29 PM

RunYouCleverBoy

Sorry I didn't understand the question

💬 RunYouCleverBoy, Sep 17th at 2:22 PM

why character struggle and statter then just got the ledge and fall down
but can hold infinite time if i move left-right?

💬 Fefa, Sep 11th at 8:34 AM

workin fine here for us as well, ty a lot, once you use this mod you cant play without it hehehe

💬 SaltyWater , Sep 9th at 6:52 PM

Chumber

Amazing news! Thanks for the feedback everyone! ^^

💬 Chumber, Sep 9th at 6:51 PM

That update did the trick, Salty! Cleared cache on the server and had it generate a new config just in case, changed it and rebooted and that seems to have done it. Thank you so much, my players will love this!

💬 Cuttlebear, Sep 9th at 3:52 PM

ok, update: changing my keybinding let me catch ledges again. I noticed when pressing "R", it was doing the hand-to-hand motion from your other mod, even though I had rebound that to "[."

I rebound catch ledge to my middle mouse button and it's working fine now. . .

💬 Cuttlebear, Sep 9th at 3:42 PM

Likewise, in SP, deleting cache and configs and no luck. I can see the keybinding for ledge catching still on R, but no luck. Love the mod from previous versions, though, thank you for so many awesome mods Salty!

💬 JokoJose, Sep 7th at 8:33 PM

I deleted cache and deleted mod configs and still not working :(

💬 Chumber, Sep 7th at 7:16 PM

Fefa JokoJose

 

I had the same issue after updating, but it started working after I deleted the cache on the server and client-side and restarting the server. Unfortunately, the server is still unable to enforce the empty hands setting being disabled.

💬 OperatorSam, Sep 7th at 11:21 AM

Can't wait to do parkour in full steel plate! Jokes aside, love your mods. Keep up the great work!

💬 Fefa, Sep 7th at 9:30 AM

Same problem as JokoJose, no one on server can use it now, even on single player the mod stopped working. I did all the steps, deleting the cache and the config files and downloading the mod, connected on sp to generate the server config. not working at all :(

💬 JokoJose, Sep 7th at 9:00 AM

after new update now no one on my server seems to even been able to catch a ledge. Even if empty handed, is like if the mod wasnt even on the server. No warning of needing empty hands or anything. It just dont catch to the ledge at all

💬 Fefa, Sep 7th at 8:49 AM

ok Will test and let you know :)

💬 Chumber, Sep 7th at 1:22 AM

Still not working for me unfortunately :(

💬 SaltyWater , Sep 7th at 12:55 AM

Fefa

Chumber

try the new build please!

💬 Fefa, Sep 7th at 12:43 AM

SaltyWater

Both config are generating, the server side and the client side, the client side dont have an option to disable or enable the empty hands while the server side does. But no matter what we do, only the owner of the server seems to be able to have items on hands. When i try on single player the mod works without issues and i am able to use it with items on both hands.

Im not a modder, but i notices, sometimes when you change a setting on a mod, if you type for example an f, it shows the words with f available like "false" for example. on your mod, when i type the t, it shows me the posibility of the "true" but when i type the f, it wont show the posibility of "false", not sure if that changes anything, just something i noticed but still when i type the whole "false" word, it works perfectly on SP but not on servers. :(

💬 NoClass, Sep 6th at 4:56 PM

Desperately needs compatibility with vigor

💬 The_Revisionist, Sep 6th at 4:51 PM (modified Sep 6th at 4:52 PM)

SaltyWater
If immersive first person mode is on, if you're looking anywhere below horizontal and you do a normal jump that ends you facing a 2-block high wall (e.g. literally just stand in front of a 2-block high wall, look kind of downwards and press space), your POV changes to the "top" of the 2-block wall, even if you haven't pressed the catch ledge key. It resets if you turn your facing anywhere above horizontal. Like this running and jumping near 2-block objects (can happen often in a cave but even in your house) causing the camera to continously "glitch" in and out of this fixed camera position.

Would you be able to change your camera tweak so that the new behaviour only activates if you actually caught a ledge? Or at least have a setting in the mod config that allows to turn the new camera behaviour completely off (I might prefare some shaking when the head is stuck than this)?

💬 Chumber, Sep 6th at 2:46 PM (modified Sep 6th at 3:01 PM)

I'm having the same problem as Fefa, but on a dedicated server. Works fine on single player, but nobody on the server can grab with something in their hand with it set to false in the config. Cleared cache on server and client with no change.

💬 SaltyWater , Sep 6th at 1:51 PM

Fefa

Are both configs being generate?

Make sure to enter a singleplayer world and test it first!

💬 Fefa, Sep 6th at 5:22 AM

tried deleting cache, uninstalling and installing the mod again, generating a new config, chaging the setting to false, but still, only the server owner can use the mod without th eneed to have empty hands. No idea why it isnt working for anyone else :(. 

💬 SaltyWater , Sep 6th at 3:38 AM

Fefa

Maybe try deleting caches!

💬 Fefa, Sep 6th at 3:14 AM

The update manager says some setting for server where updated. Not sure if it was intended to fix the problem that prevent other players to have the server settings. But testing, the problem still there. We all have the server settings that dont required to have empty handed but only the owner of the server is the one that the setting actually works.

💬 CinoHusky, Sep 4th at 10:35 PM

Hey Salty, fantastic work on this mod.

 

Since I have only so many keys and like to keep one hand on the mouse, and since you can only "activate" catching ledge while you're mid air anyway, I tried rebinding "Catch ledge" to space. This works surprisingly well! I will always grab any ledge I'm jumping towards so long I'm holding down space, which is exactly what I want, and I will keep jumping "up" ledges that I've grabbed if I keep holding W and space at the same time.

 

However, one issue I've noticed is that the animation for reaching out with your arms that plays when you hit the "Catch ledge" key will be started over and over again while holding down the key, causing a sort of jitter of the arms. This looks pretty ugly and distracting. It appears that while the key is held down, its input will just be repeated, and apparently, if you hit the "Catch ledge" key twice mid-air it will "cancel" the catch ledge action - then on the third key repeat it will activate it again, and so forth.

 

Do you think you could make a modification that if the ledge-catching "mode" is activated and the player is mid-air, it can only be deactivated once the "Catch ledge" key is released? This way, the "mode" would stay active while the key is held and the animation would play only once.

💬 Fefa, Sep 4th at 10:34 PM

y brother changed the config for his server to allow items on hand when you catch a ledge, it is working for him, but for anyone who joins the server it still require to have both hands empty. Wehn i go to setting i only have a client side setting and it dont have the ability to change if i need empty hand or not, so i have no way to actually change that setting. I am missing something? why the setting only works on one person and not everyone else?

💬 Gloo, Sep 4th at 6:58 AM

Woah! This looks insane! Didnt think VS would be getting mods like this any time soon! Definitely going to have to try this, and the crawling mod out on my new playthrough!
Would be neat if wearing heavy armor limited your climbing capablity in some way.

💬 SaltyWater , Sep 3rd at 5:06 PM

Devilofether

This is not a planned feature!

My vision for this series is a tall bulky being navigating wilderness! Not assassin's creed! xD

💬 Devilofether, Sep 3rd at 4:14 PM (modified Sep 3rd at 4:15 PM)

SaltyWater
What gameplay purpose does it serve to only allow full blocks to be valid ledges? I like to use this mod to easily navigate a building in survival mode, and if I can't climb onto fences (specifically wattle, since they are cheap and easily upgraded), roofing hitboxes, or chiseled blocks, I might as well just use a ladder. Also there are very few instances of non-block hitboxes in the world, and nothing that might give you an advantage, so balance should not be a factor beyond the existence of this mod itself. (by the way, I guess downloading your freelook mod actually has a use outside of aesthetics that ill never see in first person, so that will probably fix the finnicky controls). if it is just a matter of not having the time to make hitbox-abstract functionality, then I am looking forward to that update

💬 Goif, Sep 2nd at 11:38 PM

hi! do you think it would be possible for us to customize the speed at which we pull ourselves up from a ledge? i took a look at the .json and as i understand it, only the shimmying speed and leap speed can be modified. i wanted to make it much slower for me to climb so that way im not able to so easily use it to escape enemies or scale mountains. just getting into the game and i love this mod and a lot of your others, salty. thanks!

💬 SaltyWater , Sep 2nd at 8:52 PM (modified Sep 2nd at 8:53 PM)

Devilofether

Controls are fine, fences have a different collision box, they're not valid ledges :p

💬 Devilofether, Sep 2nd at 6:44 PM (modified Sep 3rd at 3:57 PM)

The contols seem to be finnicky, I can't seem to climb fences easily, despite not even being 2 full blocks

💬 Yasamashi, Sep 1st at 6:16 PM

SaltyWater

Holy, I'm an idiot! Thanks for pointing me towards the option! Have a great day! :D 

💬 SaltyWater , Sep 1st at 6:06 PM (modified Sep 1st at 6:10 PM)

Yasamashi

It is rebindable.

The key is named Catch Ledge, its inside the Actions Controls section.

💬 Yasamashi, Sep 1st at 5:58 PM

It's a nice one! But same as CassMerry, would it be possible to make the keybind changeable in config/rebindable in Controls?

💬 JokoJose, Sep 1st at 3:26 AM

Oh, thanks :)

💬 SaltyWater , Sep 1st at 2:33 AM

JokoJose

Check configs!!

💬 JokoJose, Sep 1st at 2:06 AM (modified Sep 1st at 2:07 AM)

Is there a way to add an option to allow players to activate climbing with items on hands? would be nice because in reality you can, in theory, climb with something in your hands depending what it is. Even if this come with a % to fall while trying to catch the ledge while having items in hand. It is a good mod and i Love it, but having to have both hands empty at all time only just in case i need to jump and catch a ledge, it kind of make it a little useless for my play-style As i only use it to try to escape a dangerous situation. 

💬 SaltyWater , Sep 1st at 12:37 AM

GarnetAnimations

Heey!!

Yeah, the mod is specifically designed to work with charged jump!

💬 GarnetAnimations, Sep 1st at 12:09 AM

Is it possible to make it so you can pull your self up for 3 block tall heights? I think that would be cooler then using a charged jump of sorts, atleast imo. Regardless thank you!

💬 CassMerry, Aug 30th at 11:45 AM

Is there any way to change the key, so that it doesn't conflict with quivers and sheathes?

💬 SaltyWater , Aug 29th at 6:28 PM

Rozana

Hey, Rozana! Thanks!!

This is actually on my note of mod ideas! 😆

💬 Rozana, Aug 29th at 6:24 PM

SaltyWater

 

Hi, i really like your mods, specialy those with new animations like the one for mining, i really wish you could do one for farming.. Like one where you need to hit the dirt like you are mining it to actually transform it to farmland, with an actual animation to make farming realistic ! thx for all your great job!

💬 Chumber, Aug 29th at 6:48 AM

SaltyWater

 

Yeah, as long as Catch Ledge is active, no matter what the keybind for NoHands is, it just doesn't function. Super weird.

💬 SaltyWater , Aug 29th at 12:40 AM

Chumber

How so? Like same keybinds? It wont allow you to bind the key to something else? 🤔

💬 Chumber, Aug 28th at 7:40 PM

Any chance this can be made compatible with NoHands? If I have both installed, only this one works, but they seem like they'd be perfect for eachother considering they use the same keybinds, and this requires empty hands.

Or maybe an option to clear your hands when hitting the key? Super cool mod either way.

💬 Calminaion, Aug 27th at 9:20 PM (modified Aug 27th at 9:20 PM)

Ah ok, makes sense. I did a little test as was curious, both together works well for 4 blocks, can clear 3 blocks with charge jump and climbing 2 blocks without charging a jump is good. There seems to be nice synergy between the 2 of them.

💬 SaltyWater , Aug 27th at 8:36 PM

Calminaion

Thanks hehe <3

Yes the 3 blocks thing is a design choice, I specifically designed this to not work. Since this is a ledge mod I didn't want to fizzle with player attributes. That's why I recommend using charged jump!

💬 Calminaion, Aug 27th at 7:11 PM

SaltyWater Great mod as usual, I don't know how you do it but you are a star. I just tested it and I get what FatherSarge means, it looks like you should be able to grab a ledge 3 blocks high with the height of the Seraph and outstretched arms. Kinda like Tomb Raider etc. Climbing up a 2 block without jumping would be neat too.

💬 SaltyWater , Aug 27th at 3:51 PM

B0YAR

Oh my mistake, 0.5.1 is for 1.21 only!

Thanks for the report!

💬 B0YAR, Aug 27th at 3:36 PM

SaltyWater

Game version: 1.20.12
Mod version: 0.5.1
Cleared cashe and mod config:

After update from 0.5.0 to 0.5.1 we have this error bug:

Spoiler!
27.8.2025 18:26:49 [Error] [catchledge] An exception was thrown when trying to load assembly:
27.8.2025 18:26:49 [Error] [catchledge] Exception: Could not load file or assembly 'System.Runtime, Version=8.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a'. Не удается найти указанный файл.
at System.ModuleHandle.ResolveType(QCallModule module, Int32 typeToken, IntPtr* typeInstArgs, Int32 typeInstCount, IntPtr* methodInstArgs, Int32 methodInstCount, ObjectHandleOnStack type)
at System.ModuleHandle.ResolveTypeHandle(Int32 typeToken, RuntimeTypeHandle[] typeInstantiationContext, RuntimeTypeHandle[] methodInstantiationContext)
at System.Reflection.RuntimeModule.ResolveType(Int32 metadataToken, Type[] genericTypeArguments, Type[] genericMethodArguments)
at System.Reflection.CustomAttribute.FilterCustomAttributeRecord(MetadataToken caCtorToken, MetadataImport& scope, RuntimeModule decoratedModule, MetadataToken decoratedToken, RuntimeType attributeFilterType, Boolean mustBeInheritable, ListBuilder`1& derivedAttributes, RuntimeType& attributeType, IRuntimeMethodInfo& ctorWithParameters, Boolean& isVarArg)
at System.Reflection.CustomAttribute.AddCustomAttributes(ListBuilder`1& attributes, RuntimeModule decoratedModule, Int32 decoratedMetadataToken, RuntimeType attributeFilterType, Boolean mustBeInheritable, ListBuilder`1 derivedAttributes)
at System.Reflection.CustomAttribute.GetCustomAttributes(RuntimeModule decoratedModule, Int32 decoratedMetadataToken, Int32 pcaCount, RuntimeType attributeFilterType)
at System.Attribute.GetCustomAttributes(Assembly element, Type attributeType, Boolean inherit)
at System.Attribute.GetCustomAttribute(Assembly element, Type attributeType, Boolean inherit)
at System.Reflection.CustomAttributeExtensions.GetCustomAttribute[T](Assembly element)
at Vintagestory.Common.ModContainer.<>c__DisplayClass36_0.<LoadAssembly>b__1(Assembly ass) in VintagestoryLib\Common\API\ModContainer.cs:line 457
at System.Linq.Enumerable.WhereEnumerableIterator`1.ToList()
at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in VintagestoryLib\Common\API\ModContainer.cs:line 454


Pervious version 0.5.0 - works fine

💬 SaltyWater , Aug 27th at 1:51 PM

tiltedles

Thanks!! ^^

💬 tiltedles, Aug 27th at 4:00 AM

animations are not ass they fit into the game really well and overall feels fucking amazing solid work

 

💬 SaltyWater , Aug 25th at 3:04 PM (modified Aug 25th at 3:38 PM)

CassMerry

Sorry, it's a know bug. It will be fixed!

Right now catch ledge works with full inventory empty, including backpack slots.

💬 CassMerry, Aug 25th at 2:56 PM

Is anyone else getting a 'hands must be free' message and failing to catch on 0.3.0 despite having both hands free?

💬 lechkingofdead, Aug 24th at 11:21 PM (modified Aug 25th at 1:14 AM)

i have been using the move like kanji mod for the sakes of mobility but you are slowly filling the mod list and making it less of a heavy option

edit: after some work trying to get it to work i have not made much progress. as when i first loaded my game with it active i had the mod say empty my hands when both are empty. so for now its on the burner for mods to look at using.

💬 Jobo_Jones, Aug 23rd at 10:51 PM (modified Aug 24th at 10:39 PM)

If you can't grab, it helps to make a world without the mod enabled and then enable it afterwards.
For multiplayer, join the server with the mod disabled and let the server browser enable it.

💬 Emu3008, Aug 23rd at 10:17 AM

the guys who made the grapple mod said they wanted to do this. fun to see you beat them to it.
that makes me wonder if this is compatible with that mod. guess theres only one way to find out

💬 Kamalium, Aug 23rd at 7:47 AM

Dying Light parkour in my favourite block game. Hell yeah.

💬 Locke725, Aug 23rd at 12:32 AM

I have this weird issue where the mod sometimes works, and sometimes doesn't work

It's upon world creation, 
Sometimes It'll be just fine and work alright, othertimes I'll start a world and the ledge grab doesn't work at all

💬 Sianks, Aug 22nd at 6:01 AM

Also Roll would be nice feature after landing or jumping off that will give you small speed boost to make it useable and could be applied to all jumps in vanilla, even reduce dmg from larger heights

💬 Sianks, Aug 22nd at 5:58 AM

speed up animation of ledge side walk and you should be fine

💬 SaltyWater , Aug 21st at 9:22 PM

BiggieCheeze

Yes its on the plans!

💬 SaltyWater , Aug 21st at 9:22 PM

FatherSarge

Oh 2 blocks high is a design choice! :p

💬 BiggieCheeze, Aug 21st at 9:11 PM

Do you think you could add a way to jump backwards from the wall? it could allow for some cool movement stuff

💬 FatherSarge, Aug 21st at 8:38 PM (modified Aug 21st at 8:39 PM)

The current system:
2 block high ledge makes the player jump(player height it now 3 blocks at height of jump), tap R, climb up. I'm saying the player should be able to just tap R and grab the ledge (player is ~2 blocks high) and climb up. This would mean they could jump and grab a 3 block high ledge. Idk, maybe it's just me but I feel like a Seraph can reach up 😂
Or maybe I'm just stubborn and too used to the insane saves I can pull off with Verticality 

💬 SaltyWater , Aug 21st at 8:29 PM

ComradeTum

Crawling mod Is on the plans! 😆

💬 SaltyWater , Aug 21st at 8:29 PM

Rikaiu

Nop, all vanilla! :p

💬 SaltyWater , Aug 21st at 8:28 PM (modified Aug 21st at 8:30 PM)

FatherSarge

Hey! Didn't understand number 1

Number 2 use charged jump

Also I intend to do Vigor compatibility for stamina!

💬 FatherSarge, Aug 21st at 8:15 PM (modified Aug 21st at 8:17 PM)

More feedback:
1. Clamber - Hold/Press R(climb/ledge grab control) and the player "scrambles" (climbs) up 1-2 blocks (increases fluidity with small height differences) without jumping
2. Ledge Grab - currently it seems like the player must be able to get their eyes over the ledge to grab it due to the timing of the grab, let the player grab slightly above their eyeline, making a normal jump possible to grab a ledge 3 blocks high... any higher requires charge jump

(I would love to see this become almost a light version of Peak climbing, some type of stamina drain and everything if you wanted to go that far, more games need climbing mechanics)

💬 Rikaiu, Aug 21st at 2:48 PM

are you using any shaders or graphic mods? your game looks great

💬 Echoweaver, Aug 21st at 2:05 PM

Wow, this is a major mechanic that really changes the game. I'm not sure if I'm ready to install it, but I'm duly impressed 😂

💬 ComradeTum, Aug 21st at 11:37 AM

This is awesome! Now we just need "Saltys crawl" to let us crawl in 1x1 block spaces :D

💬 Kiarrn, Aug 21st at 9:38 AM

Things you didn't know you needed until you saw it: the mod author.
Fantastic. Keep up the great ideas and excecution!

💬 TheRealFlynn, Aug 21st at 6:32 AM

jfc Salty Water. You just keep knocking out the best mods.

it would be cool if there was a way to drop onto a ledge when standing on one above it. like a hotkey to 'climb down and hang off' the ledge you were just standing on.

also, for those with block gravity, does it work just like walking on it? sometimes it holds, sometimes it doesn't?

lastly, pls work with the vigor mod to make this a tiring experience!

💬 FatherSarge, Aug 21st at 1:20 AM

Yes, exactly! Cool!

💬 SaltyWater , Aug 21st at 1:16 AM

FatherSarge

Oh I got what you mean!

 

Inside edges are fine.

Outside ledges of the same block, like turning a corner. exactly like the red line you did! I get it! I think it can be implemented!

💬 FatherSarge, Aug 21st at 1:14 AM (modified Aug 21st at 1:15 AM)

Oh here ya go, this will do it:

https://imgur.com/a/CjmMonJ

I mean the ability to keep going left around the edge of the log block on the outside and around

💬 FatherSarge, Aug 21st at 1:11 AM

SaltyWater
Drop to hang would be good but I'm talking just shimmying around the outside edge, you are hanging on the edge, moving right to left around the corner while hanging off the edge. I can do a quick video in the next few days if I'm not describing this well enough ;)

💬 SaltyWater , Aug 21st at 12:04 AM (modified Aug 21st at 12:04 AM)

FatherSarge

Oh you mean like, drop to hang?

like turning and walking backwards to the edge of the block then jump and hang?

💬 FatherSarge, Aug 20th at 10:35 PM (modified Aug 20th at 10:36 PM)

SaltyWater

Currently you can go along the blue line just fine (the "inside" ledge), but you can't traverse the red line (the "outside" ledge), you can't make the turn as you will fall, even trying to rotate the camera to follow the ledge

https://imgur.com/a/Yer78Az

💬 DeanBro, Aug 20th at 10:13 PM

Finally, Assassin's Creed in Vintage History

💬 SaltyWater , Aug 20th at 9:28 PM

FatherSarge

scaling the exterior ledges? 🤔

💬 SaltyWater , Aug 20th at 9:27 PM

TheDude

check your keybinds

💬 TheDude, Aug 20th at 9:15 PM

Hi, I've tried creative, but survival doesn't work.

💬 FatherSarge, Aug 20th at 8:53 PM

It's pretty cool! A bit too unforgiving though, will take some getting used to. Verticality seems to be a bit more user friendly and fluid, I feel like my fingers are getting tied up a bit with the charge jump(for anything over 2 blocks) + tapping (but not holding) r and holding w to climb with any speed. I hope you can add scaling the extrerior ledges (going along a cliff on the outside) as well. I like the animations and the camera shake is a nice touch.

💬 SaltyWater , Aug 20th at 8:44 PM

Ikaahi

Dunno.

smaller for sure! :p

💬 Ikaahi, Aug 20th at 8:38 PM

Interesting, how does this compare to the existing verticality mod?

 (edit comment delete)
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