AlwaysSprint
Inverts sprint behavior so you sprint by default and walk when pressing the sprint button. Also fixes broken controller sprint in the base game.
By Coruscnium
| Date uploaded | 2 weeks ago |
| Version | 1.4.1 |
| Download link | Coruscnium-AlwaysSprint-1.4.1.zip |
| Downloads | 74 |
| Dependency string | Coruscnium-AlwaysSprint-1.4.1 |
This mod requires the following mods to function
BepInEx-BepInExPack_Mycopunk
BepInEx pack for Mycopunk. Preconfigured and ready to use.
Preferred version: 5.4.2403Sparroh-ModSettingsMenu
In-game mod config editor plus click-and-drag HUD reposition mode for compatible mods.
Preferred version: 1.2.0README
AlwaysSprint
Inverts sprint behavior so you sprint by default and walk when pressing the sprint button. Works with keyboard/mouse and controller, and fixes the broken controller sprint in the base game.
Key Features
Re-Sprint Delay
Semi-automatic weapons no longer cause sprint stutter. When you fire, sprint turns off normally. When you release the fire button, sprint stays off for a configurable delay (default 300ms) before resuming.
Without the delay, the game re-enables sprint between each trigger tap, causing the stop-sprint animation to replay on every shot. With the delay, sprint stays suppressed through rapid taps — the animation only plays once, and consecutive shots fire instantly.
| Action | Result |
|---|---|
| Press fire | Sprint OFF (vanilla behavior) |
| Release fire | Timer starts, sprint stays OFF for ReSprintDelayMs |
| Wait for delay | Sprint resumes (or walk toggle state) |
| Gun has fire-while-sprinting upgrade | Sprint stays ON — mod doesn't interfere |
Config (BepInEx/config/coruscnium.alwayssprint.cfg or ModSettingsMenu's F10 GUI):
ReSprintDelayMs(0–1000ms, default 300) — delay after fire release before sprint resumes. Set to 0 for v1.3 behavior.
Compatibility
This mod is compatible with everything. Key interactions:
- Always Fire While Sprinting by Sparroh — AlwaysSprint reads its flag in real-time; the two mods complement each other perfectly.
- ModSettingsMenu — config value is hot-reloadable via ModSettingsMenu's F10 GUI.
Installation
Thunderstore
- Install BepInExPack_Mycopunk v5.4.2403.
- Install this mod through your mod manager.
- Launch the game.
Manual
- Install BepInExPack_Mycopunk as above.
- Extract
AlwaysSprintMod.dllintoBepInEx/plugins/in your Mycopunk directory. - Launch the game.
Usage
| Input | Result |
|---|---|
| Nothing | Sprinting |
| Sprint button | Walking |
Pressing the fire button will still stop sprinting — unless your gun (via an upgrade or another mod like AlwaysFireWhileSprinting) allows firing while sprinting. The mod detects this automatically and won't interrupt your sprint.
Requirements
- Mycopunk, obviously
- BepInExPack_Mycopunk, made for v5.4.2403
Changelog
See CHANGELOG.md.
Credits
Icon: Second Wind upgrade from Mycopunk.
CHANGELOG
Changelog
1.4.1 (2026-07-19)
Fixed
- Weapon-switching sprint leak: Firing while sprinting is now checked per-active-weapon instead of against all owned guns. Previously, carrying a fire-while-sprint weapon in the other slot caused sprint to stay on even after switching to a weapon that doesn't support it — and the behavior never cleared after unequipping. Now only the currently held weapon is inspected.
1.4.0 (2026-07-19)
Added
- Re-Sprint Delay: After releasing the fire button, sprint stays off for a configurable delay (default 300ms) before resuming. This prevents the sprint-stop animation from replaying between semi-auto trigger taps.
- Config entry:
ReSprintDelayMs(0–1000ms, default 300). Set to 0 for v1.3 behavior. - Read-only
canFireWhileSprintingcheck: guns with fire-while-sprinting support (upgrades or other mods) are detected and sprint stays on through fire. - Hot-reload support: config value changes apply immediately via ModSettingsMenu's F10 GUI.
1.3.0 (2026-07-18)
Added
- Discovered the existence of upgrades that allow firing while sprinting, alongside Sparroh's Always Fire While Sprinting.
- Since these upgrades set
gunData.fireConstraints.canFireWhileSprintingon the gun, the mod now checks that flag duringUpdate(). If the gun allows firing while sprinting, AlwaysSprint will keep sprinting enabled while you fire. If not, it falls back to the existing behavior of disabling sprint while firing. - This also means AlwaysSprint is compatible with any other mod that modifies that same flag — no conflicts.
1.2.0 (2026-07-18)
Fixed
- Multiplayer compatibility: mod no longer breaks when joining a friend's game. Previously used
Resources.FindObjectsOfTypeAllwhich could return a remote player object instead of the local one. Now usesPlayer.LocalPlayerdirectly.
1.1.1 (2026-07-17)
Fixed
- MycoMod flags now use the real game attribute from Assembly-CSharp.dll instead of a local copy — game now correctly recognizes mods as client-side only
1.1.0 (2026-07-17)
Changed
- Attempted MycoMod flags fix with local attribute definition (didn't work — game checks its own assembly's attribute type)
1.0.0 (2026-07-17)
Added
- Initial release
- Inverts sprint input: sprint by default, walk while holding sprint button
- Sprint toggle via sprint button press (tap to toggle walk mode)
- Fire button detection: disables forced sprint while firing
- Controller sprint fix for the base game's broken controller sprint behavior
- Pure runtime reflection, no Harmony patches needed