AutoBhop
Hold Jump to bunny hop automatically. Hold Sprint too for a short slide boost before each jump.
About this mod Author’s original text
AutoBhop: Automatic bunny hopping for Jump Space
A MelonLoader mod for Jump Space that automates bunny hopping: hold Jump and your character jumps again the instant it touches the ground. Hold Sprint as well and the mod adds a short crouch before each jump to boost your momentum.
Usage
| Input | Effect |
|---|---|
| Hold Jump | Automatic bhop: re-jumps as soon as you land |
| Hold Jump + Sprint | Automatic bhop with a short slide before each jump |
| Fire while bhopping | Release Sprint to shoot; the bhop keeps going without the slide boost |
| F6 | Toggle the mod on / off |
Release Jump to stop bhopping.
How it works
Each time a landing is detected while Jump is held, the mod plays one of these sequences:
| Keys held | Sequence after landing |
|---|---|
| Jump | release Jump, press Jump again on the next frame |
| Jump + Sprint | release Jump, hold Crouch for CrouchMs (10 ms), release Crouch and press Jump |
Landings are read directly from the character's movement motor (KinematicCharacterMotor), so the timing is tick-accurate.
The mod listens to the keyboard and mouse messages received by the game window. Its own simulated presses carry an invisible signature, so it can always tell your real inputs apart from its own. That's how it stops the moment you release a key, even mid-sequence. None of your inputs are blocked or remapped.
The game doesn't allow shooting while sprinting, and the mod never touches your Sprint key. To shoot while bhopping, release Sprint: you keep bhopping with Jump alone, then hold Sprint again to get the crouch boost back.
Configuration
Settings live in UserData\MelonPreferences.cfg, under the [AutoBhop] section. Edit them with the game closed.
General
| Setting | Default | Description |
|---|---|---|
| Enabled | true | Mod active on launch |
| ToggleKey | 117 (F6) | On / off key |
Hop sequence
| Setting | Default | Description |
|---|---|---|
| CrouchMs | 10 | Jump + Sprint: how long Crouch is held (ms) before jumping |
| MinAirTime | 0.1 | Minimum airtime (s) for a ground contact to count as a landing |
Keys
Jump, Sprint and Crouch are read automatically from your in-game key bindings, and the mod follows any changes you make there.
- Any keyboard key works, whatever your keyboard layout (QWERTY, AZERTY, QWERTZ…).
- Mouse buttons work too: left, right, middle, buttons 4 and 5.
- The mouse wheel and gamepads can't be held down, so they aren't supported: the mod uses the action's next keyboard or mouse binding instead, or the default key (Space / Left Shift / Left Ctrl).
The detected keys are written to the MelonLoader console when you enter a game.
To force a key, set its override:
| Setting | Default | Description |
|---|---|---|
| JumpKeyOverride | 0 | 0 = read from the game, otherwise a key code |
| SprintKeyOverride | 0 | 0 = read from the game, otherwise a key code |
| CrouchKeyOverride | 0 | 0 = read from the game, otherwise a key code |
Common key codes (Windows virtual-key codes, decimal):
| Key | Code | Key | Code |
|---|---|---|---|
| Space | 32 | C | 67 |
| Left Shift | 160 | Left Alt | 164 |
| Left Ctrl | 162 | F6 | 117 |
| Left click | 1 | Right click | 2 |
| Mouse button 4 | 5 | Mouse button 5 | 6 |
Changelog
1.3.1
- CrouchMs now defaults to 10 ms (was 50 ms). An existing config keeps its saved value: set it to 10 yourself, or delete the line to get the new default.
- Simplified player camera detection (Camera.main only).
1.3.0
- Mouse button bindings (left, right, middle, buttons 4 and 5) now work for Jump, Sprint and Crouch.
- Keyboard bindings follow your keyboard layout (AZERTY, QWERTZ…) and cover the whole keyboard: numpad, F13–F24, Windows / menu keys, Print Screen, Pause…
- Removed settings: CrouchBoost (release Sprint to hop without crouching) and DetectGameKeys (bindings are always read; overrides still take priority).
- Shorter log: the detected keys are logged once, then only when they change.
1.2.0
- Removed the F7 diagnostic mode and its settings: DebugKe
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- Most mods rely on the game's mod loader — the usual route is a community mod manager (such as r2modman): pick this game, install, and it handles the loader and dependencies.
- For a manual install, put the mod files into the matching Mod / plugins folder inside the game directory.
- Launch the game to confirm it loaded; mods with listed dependencies need those installed as well.
Install locations vary a lot between mods — the bundled readme is the most reliable guide.
Install these first, or the mod will not work: