CurseForge · Minecraft mod
Double Time! (CoD Movement and Perks) [+TaCZ]
Tactical sprint, Omni-movement, Door bashing, and more. TaCZ supported
Quick answer
Which Double Time! (CoD Movement and Perks) [+TaCZ] release should I use?
Double Time! (CoD Movement and Perks) [+TaCZ] doubletime-1.57.2.jar targets 1.20.1 with Forge. The project page does not say whether this file belongs on the client, dedicated server, or both. All 1 required mods have matching files.
Where it goes
Is Double Time! (CoD Movement and Perks) [+TaCZ] required on the client, server, or both?
The project page does not say whether this file belongs on the client, dedicated server, or both.
The source does not explicitly classify this release as client-only or server-only.
What else does Double Time! (CoD Movement and Perks) [+TaCZ] doubletime-1.57.2.jar need?
doubletime-1.57.2.jar. Change the file and its required mods may change too.
Install Curios API first. We found matching files for this game-version and loader setup. 2 come through another mod in the chain.
2 extra mods were pulled in by other dependencies. Indented rows show who needs each one. We only count dependency files that match this setup. A file for another loader does not fill the gap.
Before you install it
Add Double Time! (CoD Movement and Perks) [+TaCZ] without breaking your instance.
Built for Double Time! (CoD Movement and Perks) [+TaCZ] doubletime-1.57.2.jar. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use doubletime-1.57.2.jar. It targets 1.20.1 with Forge; another release may have different loader, side or dependency requirements.
- 02
Bring the mods it needs
Install Curios API first. We found matching files for this game-version and loader setup. 2 come through another mod in the chain.
- 03
Put it on the correct side
The project page does not say whether this file belongs on the client, dedicated server, or both.
- 04
Pick the file you checked
Use the “Get this file” button beside doubletime-1.57.2.jar. It opens that exact file at the source.
About this project
What does Double Time! (CoD Movement and Perks) [+TaCZ] add?
How Tactical Sprint Triggers:
Sprint again while you are already sprinting and you break into a tactical sprint: faster, weapon carried high, and on a charge you have to spend wisely.
Tac-Sprint is not the only mechanic in this mod:
Mod also adds a set of Curios trinkets that change how you move and fight, inspired heavily from CoD series. Such as, but not limited to:
- Firing, reloading, and meleeing while sprinting that is not only limited to TACZ, but also can be used with other items like charging a bow. (Inspired by Gung-Ho perk from CoD: Black Ops Cold War)
- Sprinting in every direction. (Inspired by Omni-movement from CoD: Black Ops 6)
- Breaching doors and breaking windows by sprinting onto them. (Inspired by CoD: Modern Warfare 2019)
- Aerial Momentum Control. (Inspired by CoD: Advanced Warfare)
Note: The normal behavior requires the player having their vanilla boot slot occupied in order for trinkets to work, however you can toggle each new mechanic on and off, and change it so boots are never required.
Features
- 0.33x sprint speed boost by default. Applied as a speed attribute (not potion effect), so movement mods like ParCool! add to it.
- Universal custom 1st/3rd person animations.
- 16 Curios trinkets, each with a different movement or combat perk inspired from CoD series.
- TACZ is not a hard dependency. You can toggle TACZ integration on and off, or set the mod so it only applies for TACZ weapons.
- Tactical sprint can be configured per-world by the server, including whether breaching, omni-movement, kinetic feedback, repeat jumping and air control apply to insoles only, everyone, or nobody.
- Timings and speed are server-side so everyone plays by the same numbers. Everything you see is client-side.
Trinkets

All of them go in the insole slot, and none of them do anything unless your boot slot is occupied (configurable). One slot, so the player can pick only one of the perks.
| Trinket | Attribute |
|---|---|
| Orthopedic Insoles | Grants unlimited tactical sprint stamina. |
| Kinetic Feedback Insoles | Shoot, reload and melee while sprinting while using TACZ guns. Also removes vanilla's slowdown while charging a bow, eating, blocking or using a spyglass. Cancels the tactical sprint only. (toggleable in the settings.) |
| Omni-Angular Insoles | Allows sprinting and tac-sprinting towards all directions. (toggleable in the settings.) |
| Specialized Ramming Insoles | A tactical sprint bashes all doors in, and breaks the glass blocks/panes. Comes with bashing animation. (toggleable in the settings.) |
| Arch-Support Insoles | Increases vanilla sprint speed by 15%, but disables tactical sprint. |
| Aqua Jogging Insoles | Increases swim speed by 65%. |
| Friction Resistant Insoles | Increases crouch movement speed by 50%. Decreases knockback taken by 50%. |
| Rebound Insoles | Decreases fall damage taken by 40%. |
| Pressurized Air Insoles | Grants half a block of jump height and half a block of step height. |
| Sound Absorbent Insoles | Reduces mob detection range by 50% unless you are already spotted. |
| All-Terrain Insoles | Immune to terrain effects like cobweb slowdown, powder snow sinking, magma block damage, etc. |
| Dynamic Stabilization | Lets you move in mid-air the way you move on the ground: turn as sharply, stop when you let go, and keep your sprint speed. Jump height and falling are unchanged. (toggleable in the settings.) |
| Vertical Traction | Makes ladders, vines and scaffolding 60% faster, both up and down climbing. |
| Cardiovascular Support | Makes tactical sprint refill 75% faster and halves the delay before it starts refilling. |
| Lateral Support | Lets you hold jump button to jump repeatedly with no delay between jumps. A jump pressed in mid-air fires the moment you land. (vanilla hold-to-jump is disabled, toggleable in the settings.) |
| Neuromuscular Stabilization | Immune to Slowness and Mining Fatigue. Freezing no longer slows you, (though it still frosts and hurts). Lets you sprint at any hunger level, while sprinting and jumping cost half the hunger. |
Heavy, Two-Handed Carry
NEW:
Sniper rifles, machine guns and launchers use a separate heavy carry. Both hands stay on the weapon. It marches with fewer and more even steps; each step is a short jolt that lands a fraction late, followed by stillness until the next. In third person, the weapon is held across the body with both hands at the grip.
Config
Defaults shown. Common settings apply to everyone on a server; display and animation settings are per player.
Use Configured to see the settings in game.
Tactical sprint — common
| Setting | Default | What it does |
|---|---|---|
enabled |
true | Turn the whole feature off without removing the item or its slot. |
run_seconds |
3.0 | Seconds of sprint from a full charge. Set to 0 for infinite sprint. |
hold_seconds |
3.0 | Seconds after it empties before the bar starts coming back. |
refill_seconds |
2.5 | Seconds to refill from empty. |
speed_bonus |
0.33 | How much faster you run than vanilla sprint, as a fraction. |
Display — client
| Setting | Default | What it does |
|---|---|---|
show_bar |
true | Show the stamina bar. |
bar_x / bar_y |
0 / -35 | Move the bar in pixels from its spot above the hotbar. |
bar_width |
80 | How wide the bar is, in pixels. |
change_fov |
true | Widen the view while the sprint is running. If false, an ordinary sprint's view is kept. |
fov_amount |
0.3 | How much wider, as a fraction, for non TACZ items. |
fov_amount_gun |
0.3 | The same while holding a TACZ weapon. |
high_ready |
true | Carry a held weapon high while the sprint is running. |
high_ready_pitch |
105 | How far the muzzle is rotated up, in degrees. |
high_ready_yaw / _roll |
14 / 18 | Swing the muzzle across, and cant the weapon about its barrel. |
high_ready_x / _y / _z |
0.8 / -0.85 / -0.8 | Where the weapon sits: across, up and down, in and out. |
motion_scale |
1.0 | How much the carried weapon moves. 0 holds it still. |
contextual_types |
sniper, mg, rpg | Which TACZ weapon types get the heavy two-handed carry. |
contextual_whitelist / _blacklist |
empty | Force the heavy carry on or off for an item, a #tag, or a particular gun such as tacz:ak47. |
contextual_x / _y / _z / _pitch / _yaw / _roll |
0.75 / -0.95 / -0.75 / 105 / 14 / 18 | Where the weapon sits in the heavy carry. |
Integration — client
| Setting | Default | What it does |
|---|---|---|
tacz_integration |
true | Enable/disable this mod specifically for TACZ. |
vanilla_integration |
true | Enable/disable this mod for anything other than TACZ. |
high_ready_whitelist |
empty | Carry only these high, and nothing else. Takes an item id, an #item tag, or one particular gun id such as tacz:ak47. |
high_ready_blacklist |
empty | Never carry these high. Same kinds of entry. Higher in hierarchy than whitelist. |
log_activation |
false | Write a line to the log on every sprint press, saying why it did or did not start. Dev usage. |
Server control — common
The server can decide who gets five insole mechanics. Each of those settings can be INSOLE (wearers only, the default), EVERYONE, or OFF (nobody, even with the insole).
| Setting | Default | What it controls |
|---|---|---|
breaching |
INSOLE | Door and glass breaching. |
omni_movement |
INSOLE | Omni-directional sprinting and tactical sprinting. |
kinetic_feedback |
INSOLE | Kinetic feedback / action while sprinting. |
repeat_jumping |
INSOLE | Holding jump to repeat jumps and jumping from a mid-air press on landing. |
air_control |
INSOLE | Ground-like movement control while airborne. |
need_boots |
true | Require the vanilla boot slot to be occupied for insoles to work. Set to false to allow barefoot use. |
The server settings live in serverconfig/doubletime-server.toml. Changes take effect immediately, including while players are already online, and an insole's tooltip says when the server has changed what it does.
need_boots is true by default. Set it to false and insoles work barefoot. The "Only works when the boot slot is occupied" tooltip line goes with it.
Jumping behavior
Holding jump no longer jumps again automatically on landing. One press gives one jump from the ground. A jump pressed in mid-air does nothing when you land. Lateral Support gives the repeated-jumping behavior back, as does repeat_jumping = EVERYONE on a server. Swimming up, ladders, creative flight and elytras are unaffected.
Requirements
Required
- Minecraft 1.20.1, Forge 47 or newer.
- Curios API — the insoles and their slot are built on it.
Optional
- Configured — strongly recommended, to see the settings in game.
- ParCool! — heavily recommended, this mod doesn't come with its own slide mechanic.
- TACZ — for the weapon integration.
Multiplayer
Works on servers. The server keeps the clock so every client agrees when a sprint ends, and other players see the high-ready carry on you. Server-controlled insole mechanics are synchronized to everyone online and take effect immediately when changed.
Feel free to use this in your modpacks or upload it to other websites.
Project description from CurseForge.
Pick your setup
Double Time! (CoD Movement and Perks) [+TaCZ] by Minecraft version and loader
Choose the version and loader you play, then open the matching release.
1.20.1
1 loader buildCheck the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
Double Time! (CoD Movement and Perks) [+TaCZ] versions and loaders
doubletime-1.57.2.jar
5 Oct 2026
doubletime-1.54.0.jar
16 Sept 2026
doubletime-1.52.7.jar
6 Sept 2026
doubletime1.42.0.jar
5 Sept 2026
Looking for an older file? The official CurseForge project page is in Resources.
