[FORGE] Attract to Sound 3.0.0

Changelog

[3.0.0] – 2025-05-31

Added

  • Mob Profile System

    • Introduced specialMobProfilesRaw in soundattract-common.toml for per-entity overrides.
    • Define custom sound ranges/weights and detection ranges on a per-mob (and optional NBT) basis.
    • Example use cases: “Alpha” variants that hear entity.player.hurt from farther away, or elite variants that ignore default sounds.
  • Enhanced Stealth & Detection Mechanics

    • Light-Level Sensitivity

      • Added neutralLightLevel, lightLevelSensitivity, minLightFactor, and maxLightFactor.
      • Mobs now adjust detection range based on ambient light: darker areas grant stealth bonus, brighter areas increase visibility, capped between configured factors.
    • Weather-Based Stealth

      • Added rainStealthFactor and thunderStealthFactor.
      • During rain or thunderstorms, mobs multiply detection ranges by configured factors (e.g., 0.8 in rain, 0.6 during thunder), simulating sound masking.
    • Invisibility Potion Support

      • Added invisibilityStealthFactor.
      • Mobs now reduce detection range by the specified factor when players have the vanilla Invisibility effect (e.g., 0.1 = 90% stealth).
    • Enchanted Armor & Held-Item Penalties

      • Added enableHeldItemPenalty and heldItemPenaltyFactor: holding any non-empty item increases detection range.
      • Added enableEnchantmentPenalty, armorEnchantmentPenaltyFactor, and heldItemEnchantmentPenaltyFactor: visible enchantments on armor or held items now multiply detection range.
      • Introduced a new Concealment Enchantment (configurable via concealmentEnchantmentIds): when applied, it negates the enchantment penalty on that armor piece.

Files

forge_soundattract_1.20.1-3.0.0.jar(200.71 KiB) Primary Download

Project members

Sylsatra

Member

Details

Licensed GPL-3.0-only
Published 6 months ago
Updated 3 days ago