PathSpeed

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PathSpeed

By NikrecsOwner

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Walk faster on paths and roads — a server-side speed boost where every block gets its own speed, so better road materials are genuinely faster. Works on vanilla clients with no client install.

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Player Movement
QoL & Tweaks
Performance & Optimization
Player Transport
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NeoForge
Fabric
Minecraft
26.2

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Where It Runs
Server Only

Runs entirely on the server. Also works in singleplayer.

About

Project Details

Type
Mod
License
MIT License
Latest Version
pathspeed-neoforge-26.2-1.4.0.jar

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Modrinth ID

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About

Description

JOIN OUR DISCORD MODRINTH

About

PathSpeed makes players walk faster on the blocks you choose, so roads are worth building. Every block can have its own speed, so a cheap dirt track and an expensive asphalt highway feel different.

Server-side mod — install it on the server only. Vanilla clients connect and get the speed boost with nothing installed.

Free to use in any modpack — public or private, no permission needed.

What it does

  • Speeds you up while you walk on any block listed in the config
  • Gives each block its own multiplier, so better road materials can be genuinely faster
  • Keeps the boost while you jump along a road instead of stuttering back to normal speed mid-hop
  • Ships working defaults for Macaw's Paths and Pavings, Immersive Engineering and Immersive Petroleum — if you have them, roads just work with no editing
  • Reloads on a running server with /pathspeed reload, no restart
  • Supports a per-world config override, for servers running several worlds
  • Tells you clearly when something in your config is wrong, instead of silently doing nothing

How it works

Every server tick the mod checks the block at your feet and the one below; on a configured block it applies a transient movement_speed modifier sized by that block's multiplier — nothing is written to your save, and removing the mod restores normal speed instantly.

  • While airborne it keeps looking down up to airborneBoostReach blocks (default 4), so jumping along a road keeps the boost — optionally only while sprinting.
  • No boost while spectating, riding a vehicle or mob, or gliding with an elytra.
  • Multipliers run 1.05.0; exactly 1.0 marks a block as neutral — it cancels the road under it instead of boosting.

Because it works purely through a vanilla attribute, no client mod is needed.

Configuration

<game dir>/config/pathspeed-server.properties, created on first launch with comments explaining every key.

  • speedMultiplier — speed used by any boostBlocks entry that does not name its own. Clamped to 1.05.0.
  • boostBlocks — comma-separated block ids, each optionally id=multiplier. An entry without a namespace gets minecraft:.
  • boostWhileAirborne — keep the boost while jumping over a road.
  • airborneBoostReach — how far below you a boost block still counts while airborne. Clamped to 016.
  • airborneBoostRequiresSprint — only keep the airborne boost while sprinting.

Give a block its own speed with id=multiplier, and leave the rest bare to take speedMultiplier:

speedMultiplier=1.5
boostBlocks=dirt_path=1.2, immersiveengineering:concrete=1.7, gravel

Here dirt paths give +20%, concrete +70%, and gravel falls back to the global +50%. Older configs written before per-block speeds keep working unchanged.

For modpack authors

  • Nothing in the config can break the game. Bad values fall back to working defaults; a broken config never blocks a world from loading.
  • Every block id is checked against the real registry, and mistakes are named in the log and in the /pathspeed reload reply — a typo'd minecraft: block, a comma decimal (1,5), a bad setting name. Ids from mods you don't have are skipped, not errored.
  • Per-world override: drop pathspeed-server.properties into <world>/serverconfig/ to override the global config key by key.
  • Live reload with /pathspeed reload (permission level 2) — the only command the mod adds. Older config files self-heal, keeping your comments intact.
  • No client install, no player data touched. Vanilla clients connect normally.

Feedback

Please report any bugs, errors, or feature suggestions on Discord: https://discord.gg/HTkn94BXmA

More mods by Nikrecs: FasterLadderClimbing · Double Jump Enchant

JOIN OUR DISCORD CURSEFORGE

About

PathSpeed makes players walk faster on the blocks you choose, so roads are worth building. Every block can have its own speed, so a cheap dirt track and an expensive asphalt highway feel different.

Server-side mod — install it on the server only. Vanilla clients connect and get the speed boost with nothing installed.

Free to use in any modpack — public or private, no permission needed.

What it does

  • Speeds you up while you walk on any block listed in the config
  • Gives each block its own multiplier, so better road materials can be genuinely faster
  • Keeps the boost while you jump along a road instead of stuttering back to normal speed mid-hop
  • Ships working defaults for Macaw's Paths and Pavings, Immersive Engineering and Immersive Petroleum — if you have them, roads just work with no editing
  • Reloads on a running server with /pathspeed reload, no restart
  • Supports a per-world config override, for servers running several worlds
  • Tells you clearly when something in your config is wrong, instead of silently doing nothing

How it works

Every server tick the mod checks the block at your feet and the one below; on a configured block it applies a transient movement_speed modifier sized by that block's multiplier — nothing is written to your save, and removing the mod restores normal speed instantly.

  • While airborne it keeps looking down up to airborneBoostReach blocks (default 4), so jumping along a road keeps the boost — optionally only while sprinting.
  • No boost while spectating, riding a vehicle or mob, or gliding with an elytra.
  • Multipliers run 1.05.0; exactly 1.0 marks a block as neutral — it cancels the road under it instead of boosting.

Because it works purely through a vanilla attribute, no client mod is needed.

Configuration

<game dir>/config/pathspeed-server.properties, created on first launch with comments explaining every key.

  • speedMultiplier — speed used by any boostBlocks entry that does not name its own. Clamped to 1.05.0.
  • boostBlocks — comma-separated block ids, each optionally id=multiplier. An entry without a namespace gets minecraft:.
  • boostWhileAirborne — keep the boost while jumping over a road.
  • airborneBoostReach — how far below you a boost block still counts while airborne. Clamped to 016.
  • airborneBoostRequiresSprint — only keep the airborne boost while sprinting.

Give a block its own speed with id=multiplier, and leave the rest bare to take speedMultiplier:

speedMultiplier=1.5
boostBlocks=dirt_path=1.2, immersiveengineering:concrete=1.7, gravel

Here dirt paths give +20%, concrete +70%, and gravel falls back to the global +50%. Older configs written before per-block speeds keep working unchanged.

For modpack authors

  • Nothing in the config can break the game. Bad values fall back to working defaults; a broken config never blocks a world from loading.
  • Every block id is checked against the real registry, and mistakes are named in the log and in the /pathspeed reload reply — a typo'd minecraft: block, a comma decimal (1,5), a bad setting name. Ids from mods you don't have are skipped, not errored.
  • Per-world override: drop pathspeed-server.properties into <world>/serverconfig/ to override the global config key by key.
  • Live reload with /pathspeed reload (permission level 2) — the only command the mod adds. Older config files self-heal, keeping your comments intact.
  • No client install, no player data touched. Vanilla clients connect normally.

Feedback

Please report any bugs, errors, or feature suggestions on Discord: https://discord.gg/HTkn94BXmA

More mods by Nikrecs: FasterLadderClimbing · Double Jump Enchant

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