[3.0.0] – 2025-05-31
Added
-
Mob Profile System
- Introduced
specialMobProfilesRaw
insoundattract-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.
- Introduced
-
Enhanced Stealth & Detection Mechanics
-
Light-Level Sensitivity
- Added
neutralLightLevel
,lightLevelSensitivity
,minLightFactor
, andmaxLightFactor
. - Mobs now adjust detection range based on ambient light: darker areas grant stealth bonus, brighter areas increase visibility, capped between configured factors.
- Added
-
Weather-Based Stealth
- Added
rainStealthFactor
andthunderStealthFactor
. - During rain or thunderstorms, mobs multiply detection ranges by configured factors (e.g., 0.8 in rain, 0.6 during thunder), simulating sound masking.
- Added
-
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).
- Added
-
Enchanted Armor & Held-Item Penalties
- Added
enableHeldItemPenalty
andheldItemPenaltyFactor
: holding any non-empty item increases detection range. - Added
enableEnchantmentPenalty
,armorEnchantmentPenaltyFactor
, andheldItemEnchantmentPenaltyFactor
: 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.
- Added
-