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Stealth & Detection

Sneak past hostile mobs, distract them with sound, and follow footprints with a focused view.
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Stealth and Detection Alpha-0.1.2

File nameStealth and Detection_alpha-0.1.2.jar
Uploaded
Oct 19, 2026
Downloads
101
Size
245.0 KB
Mod Loaders
Forge
File ID
9252467
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:stealth-detection-1698582:9252467")

Learn more about Curse Maven

What's new

0.1.2-alpha

Added

  • Human enemies can investigate unfamiliar footprints. A fresh print raises suspicion to 10%, an older print to 5%, and a connected fresh trail to 15%. Following stops after five seconds, six prints or eight blocks, or when the trail becomes hidden or unreachable. Tracks never identify their author or directly start combat.
  • Optional Villager Recruits support. Soldiers use their own targeting rules and ignore allied tracks. Other human enemy types can be added through a data-pack tag.
  • Musket and TACZ gunshot support. Idle enemies within 25 blocks turn toward a shot, then investigate the firing point. They must actually spot you to identify you.
  • More world sounds can draw attention, including dropped-item landings, equipment, injuries, explosions and instruments. Small sounds only turn heads; dropped items are heard within five blocks and do not make enemies walk over.

Changed

  • Walking and running footsteps have the same loudness and range, regardless of gear or the ground underfoot. Running produces steps more often. Sneaking stays silent; distance and walls still muffle sound.
  • Corpse and blood investigations last at most ten seconds. Repeated scans and extra stains do not extend the timer, and completed clues do not immediately restart the search. A new loud sound can redirect attention.
  • Players have priority footprint trails and do not use the two creature tracking slots. Combat, rain and crowds no longer suppress player tracks. Crouching leaves no new prints.
  • Two non-player creatures keep longer trails; other creatures leave sparse tracks that fade over six seconds. Chasing and fleeing still leave tracks, while actual attacks briefly pause new creature prints.
  • New footprints are skipped when they overlap an existing track. Older tracks keep fading normally, and prints on different ground levels remain separate.
  • Holding Focus prevents sprinting, including its activation delay. Releasing it allows sprinting again.
  • Awareness icons are 20% larger. Progress changes update immediately; fades play only when an icon appears, disappears or changes state.
  • Reduced footprint rendering, lighting, collision and crowd-search work. Tracks outside the camera view skip drawing and keep aging. Sound, clue scans and investigation paths use shared work limits in crowded scenes.
  • Repeated firing notifications merge into one sound. Moving automatic fire updates the investigation point without repeatedly restarting the head turn.

Fixed

  • Invisible players carrying weapons or wearing armor can now be spotted. A weapon in either hand gives 50% of normal visual detection speed; any worn armor gives 90%, with armor taking precedence. Empty hands and no worn gear remain visually hidden.
  • Fixed silent footsteps when a player's server velocity stayed at zero. Running behind an enemy now causes a turn toward the sound, followed by normal visual detection if it sees you.
  • Fixed missing player footprints, overlapping tracks, and delayed prints appearing after standing still.
  • Fixed question-mark and eye icons flashing whenever detection progress changed.
  • Fixed enemies staring indefinitely at bodies or blood because each scan refreshed their attention timer.

Update both the client and server. Requires Minecraft 1.20.1 and Forge 47.4.20 or newer within the 47.x series.

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