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Stealth by Karl Karlmann

Replaces the fixed mob detection radius with vision and hearing. Also: stabby stab stab.
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stealth_1.20.1_forge_1.0.10hotfix.jar

File namestealth_1.20.1_forge_1.0.10hotfix.jar
Uploaded
Jul 3, 2026
Downloads
94.0K
Size
482.0 KB
Mod Loaders
Forge
File ID
8364695
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:stealth-by-karl-karlmann-1523042:8364695")

Learn more about Curse Maven

What's new

CHANGELOG - STEALTH MOD PERFORMANCE & CUSTOMIZATION UPDATE

[ADDED]

API Hooks in StealthHud for compatibility and addon bridges:

forceHudRender (boolean): Allows addon mods to force the HUD overlay to render even when the player is not actively crouching (e.g., during crawling, sliding, or custom parkour animations).

forcedEyeTexture (ResourceLocation): Dynamically swaps the central detection eye indicator with a custom texture (such as a cardboard box or hiding block disguise) while maintaining all config coordinates, soundwaves, and background HUD components.

Config Option 'ALERT_IGNORED_MOBS': A configurable list of mobs that are completely ignored for threat level alerts and detection sounds (default: empty).

In-game Command '/stealth alertignore <add/remove> [mob_id]': Allows server administrators to add or remove specific entities to/from the alert-ignore list on-the-fly.

Config Option 'SOUND_SYNC_MODE': A new 3-tier synchronization mode for sound waves to perfectly balance fidelity and server performance:

FAST:    Updates every tick (0.05s) for real-time precision.

OPTIMAL: Updates every 5 ticks (0.25s) for the recommended balance.

LOW:     Updates every 10 ticks (0.5s) for maximum server protection.

[CHANGED / OPTIMIZED]

HUD Asset Replacement & Alarm Override:

Upgraded the HUD rendering pipeline to support conditional eye texture replacements.

Implemented a threat-level override: if the player is actively found and hunted (ThreatLevel.HUNTED), any forced texture is automatically overridden by the wide-open alert eye (TEX_EYE_WIDE) to ensure critical gameplay feedback.

Network & Performance Consolidation:

Completely removed the packet-heavy 'ClientBoundSoundNoisePacket' from the mod.

Embedded sound wave data (peak noise) directly into the 'ClientBoundPlayerHudPacket'.

Implemented an 'isPartial' flag for the HUD packet: In-between packets (on odd ticks) only send accumulated noise volume, completely skipping heavy server-side checks (skylight scans, entity threat scanning, raycasts) to maximize performance.

In-between packets are only sent if the player actually produced noise, dramatically reducing bandwidth overhead.

Client-Side Package Refactoring:

Moved 'ModClientEvents' from the 'events' package to the dedicated '.client' package to prevent 'NoClassDefFoundError' crashes on dedicated servers by isolating client-only imports.

Client-Side Visibility Fallback Tweak:

Kept the client-side visibility fallback fully intact: if a server disables 'accurate_hud_sync', the client gracefully estimates the exposure score locally using 'StealthMath.getVisibilityScore'.

ResourcePackExporter Upgrades:

The exporter now copies 'sounds.json' and all registered '.ogg' audio files directly into the exported resource pack folder.

Automatically exports a quieter audio alternative named 'EXAMPLE_detected.ogg'.

Updated the generated 'readme_guide.txt' with simple instructions on how to use the "rename trick" to swap to the quieter detection sound.

Fully translated the automatically generated 'preferences.txt' into British English for international compatibility.

[FIXED]

Fixed Threat Level Spikes from Unwanted Entities: Resolved an issue where passive animals or specific modded entities could unintentionally trigger high threat levels and alert sounds. This is now fully controllable and fixable live via the new configurable alert-ignore list and the '/stealth alertignore <add/remove> [mob_id]' command.

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