Open FelisMoon opened 9 months ago
As for the first I am not so willing to do. As you said players may think it's annoying for cling to be triggered when they want to hang down, but in fact normally players can not do Hang down where cling to cliff is triggered.
About the second and third, actually I want to do, however for this many changes of internal system of Hang down is needed so it takes some times. I will consider in future updates
oh you're right. I forgot you can simply not use both actions to hang down. I may have to relook my controls. Plus, probably better to not remove functionality in favor of other.
To suggest an alternative, what about a way to transition from cling to hang down by letting go and regrabbing the ledge in quick succession? Hang down enabled blocks could force a hand down state if clinge is performed a second time after letting go. This will allow to "correct bad grabs" despite the player controls.
As for the second part, I'm glad you're considering it! And please, I'm just throwing ideas, it's your mod, and I know better than anyone how long these things do take, as well as having other priorities to take into matter than qol things. x//3 I'm so happy to finally have an alternative to SmartMoving since the good old 1.5.2 days, and your take on it it's not only amazing, but better :D no need to feel rushed, it's fine, even if these silly ideas were to get rejected, it truly is! XD
Make Hang Down enabled blocks impossible to be cliff clinged in order to prioritize smoothly jumping into the action. (currently its very likely for the player to unintentionally cliff hang to them instead)
Overhaul Jumping off Hang Down action. Instead of simply jumping on press, make the player balance back and forwards when holding space, building speed, and then jump when released. Jump distance depends on the time the key was held.
Jump Speed carries over if the Hang Down action is performed in quick succesion during sprinting.