![]() ![]() |
![]() ![]() |
Platforms & Versions
- Forge, NeoForge & Fabric
- Tested MC versions commonly supported by releases: 1.18.2, 1.19.2, 1.20.1, 1.21.1, 1.21.11, 26.2
- Latest v7.0.0 for Forge 1.20.1
🧰 Core Features
-
Sound Attraction:
- Mobs investigate sound events (blocks, entities, items, modded sounds)
-
Stealth & Visibility: Player visibility affected by light, weather, stance, movement, invisibility
-
Camouflage System:
- Truly invisible under invisibility potion effect, both armor and item are hidden (configurable on server side for anticheat)
- Armor-only camouflage with configurable items and bonuses
- Full “armor + nearby blocks” sets using color/ID matching
- Apply camo materials like mud, sand, dirt, etc., to blend in with the environment
-
Scent System:
- Player movement creates a scent trail that mobs can track.
- Scent lasts about 5 minutes but varies by biome temperature and humidity.
- Dive into the water to cut off the trail.
- Can apply camo material to mask the scent.
-
Raid System:
- Instead of a normal horde, mobs will schedule a RAID upon finding a player near the sound or scent position.
- Mobs will call for reinforcement upon scheduling a RAID.
-
Muffling & Materials: Wool, solids, liquids, thin blocks alter sound propagation
-
Group AI: Leaders, followers, edge scouts, spacing, and dynamic sector scanning
-
Swoosh: A configurable list of projectiles, when thrown, will attract mobs to the thrown direction
-
Creek: Walking on a configurable list of blocks will make the creek sound
-
Awareness UI & Alerts:
- A new awareness UI shows the windshield effect, smell level, sound level, and detection level.
- Indicators above mobs show alerts, detection, arrow near misses, and raids.
-
Living Bridge: Zombies and other configurable mobs can form a bridge to invade your base. Enabled by default.

-
Trap-Aware Pathfinding: Mobs can account for traps such as trapdoors and placed lava, so they’re less likely to be tricked by them.
-
Wind-Spreading Scent: Wind carries scent. With Weather2 installed, the mod uses realistic wind sampling.
-
Food Scent: Food adds to the scent that attracts mobs. With Spoiled installed, spoiled food increases the scent.
-
Compatibility & Performance:
- Improved smoke and flash handling, plus camouflage rendering, for TacZ Hostiles and TacZ NPC.
- Fixed limb rendering with From The Fog.
- Significantly improved performance.
-
Configurable Everything: Human-readable TOML with guided comments
🔌 Integrations
-
TacZ (Forge/NeoForge/Fabric): Realistic decibels, attachment reductions, muzzle-flash visibility
-
TacZ Hostiles (Fabric): Improved smoke and flash handling, and camouflage rendering.
-
TacZ NPC (Fabric): Improved smoke and flash handling, and camouflage rendering.
-
Weather2: Wind uses realistic sampling when spreading scent.
-
Spoiled: Spoiled food increases its scent and can attract mobs more strongly.
-
Point Blank (Forge/Fabric): Per-weapon effective ranges, suppressors, flash tuning
-
Fungal Infection: Spore(Forge): Proto develops to sound, senses sound to summon creatures
-
Simple Voice Chat (Forge/Neoforge/Fabric): Dynamic radius based on live mic loudness
-
Plasmo Voice (Forge/Fabric): Similar to Simple Voice Chat
-
Immersive Melodies (Forge/Fabric): Blasting music will lure mobs
-
CSGrenade (Forge): Mobs can't see through smoke, flash, and run away from fire bomb
-
Relentless undead (Forge/Fabric): Configurable mobs can climb on top to scale the wall to go to the sound
-
Enhanced AI (Forge/NeoForge/Fabric): Block Breaking to Sound, Teleport to Sound, Throw to Sound, X-ray
-
Other Gun Mods: Quick copy-paste examples for Scorched Guns, Ewewukek’s Musket Mod, and MrCrayfish’s Gun Mod (Unofficial) via
soundIdWhitelist+rawSoundDefaults -
Hot Bath: Dirtiness will magnify the scent, attract mobs more easily. Aroma in a different biome will make your smell stand out. Bathing in hot water to clear the camo layer faster.
🖼️ Gameplay Highlights
- Mobs swarm explosions, investigate doors, and close in on gunshots
- Sneak through rain and darkness with dyed camo and muffling blocks
- Groups coordinate: leaders engage while edge scouts sweep sectors
- Voice chat lets your teammates’ shouts give away your position
|
📣 For Modpack Authors
- You can use this mod in your modpack
- If you need support, find me on Discord
All Versions
+ Add Version| Name | Game version | Platforms | Published | Downloads | Actions |
|---|---|---|---|---|---|
| 21h ago | 1 | ||||
| 21h ago | 1 | ||||
| 21h ago | 1 | ||||
| 2d ago | 1 | ||||
| 5d ago | 1 | ||||
| 11d ago | 1 | ||||
| 12d ago | 1 | ||||
| 17d ago | 1 | ||||
| 1mo ago | 1 | ||||
| 1mo ago | 1 | ||||
| 3mo ago | 1 | ||||
| 3mo ago | 1 | ||||
| 4mo ago | 1 | ||||
| 4mo ago | 1 | ||||
| 4mo ago | 1 | ||||
| 4mo ago | 1 | ||||
| 4mo ago | 1 | ||||
| 4mo ago | 1 | ||||
| 4mo ago | 1 | ||||
| 5mo ago | 1 | ||||
| 5mo ago | 1 | ||||
| 5mo ago | 1 | ||||
| 5mo ago | 1 | ||||
| 6mo ago | 1 | ||||
| 6mo ago | 1 | ||||
| 7mo ago | 1 | ||||
| 7mo ago | 1 | ||||
| 7mo ago | 1 | ||||
| 7mo ago | 1 | ||||
| 8mo ago | 1 | ||||
| 8mo ago | 1 | ||||
| 9mo ago | 1 | ||||
| 9mo ago | 1 | ||||
| 9mo ago | 1 | ||||
| 9mo ago | 1 | ||||
| 10mo ago | 1 | ||||
| 10mo ago | 1 | ||||
| 10mo ago | 1 | ||||
| 10mo ago | 1 | ||||
| 10mo ago | 1 | ||||
| 10mo ago | 1 | ||||
| 11mo ago | 1 | ||||
| 11mo ago | 1 | ||||
| 11mo ago | 1 | ||||
| 11mo ago | 1 | ||||
| 11mo ago | 1 | ||||
| 11mo ago | 1 | ||||
| 11mo ago | 1 | ||||
| 11mo ago | 1 | ||||
| 11mo ago | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 | ||||
| last yr. | 1 |
### Changelog:
- Port version 7.0.2 to Fabric 1.21.11
### Changelog:
+ Fixed a bug where mobs do not react to vanilla sounds.
### Changelog:
+ Fixed a bug where mobs do not react to vanila sounds.
### Changelog:
+ A port of 7.0.2 1.20.1 to 1.21.1
### Changelog:
+ Ported all supported features from v7.0.2 Forge to Fabric 1.20.1. There are many missing features due to missing optional integration mods.
+ Improved performance.
### Changelog:
+ Fixed a crash caused by bundling Caffein when used with a Caffein-dependent mod like FramedBlock.
+ Improved performance, thanks to leo_san for the contribution!
### Changelog:
+ Fixed a bug with the gap between mobs in the tilt bridge.
+ Fixed a bug where tacz hostiles, tacz npc, and vanilla Minecraft mobs no longer respect the smoke from csgrenade. Thanks to OnlyASpoonful for reporting.
+ Fixed a bug where tacz hostiles and tacz npc does not fear the fire from csgrenade. Thanks to OnlyASpoonful for reporting again!
### Changelog:
- Awareness UI and alert visuals: A new UI to show the windshield effect, smell level, sound level, and detection level, and show info will be displayed on the mob's head to indicate alerts, detection, arrow near miss, and raid.
- Added living bridge: a new feature where mobs (zombie, configurable) will be able to form a bridge to invade the player base. Enabled by default!
- Added trap-aware pathfinding: mobs will no longer get tricked by trapdoors and lava placement.
- Added wind-spreading scent feature, and with Weather2 mod installed, the wind will use realistic wind sampling.
- Added food scent, and with the Spoiled mod installed, spoiling food will increase the scent.
- Improved Tacz Hostiles and Tacz NPC smoke/flash handling and camo rendering.
- Fixed a problem with From The Fog mod not rendering the limbs.
- Improved performance a lot :)
### Changelog:
- Fixed a bug with Immersive Ore causing a crash. Thanks to Anonyku05 for reporting the bug.
- Improved performance.
- Fixed various bugs related to performance and invisibility with customnpcs.
+ Now required:
Quantified 2.2.3
Fabric 0.19.3.
### Changelog:
- Fixed a crash with the LOS when checking a mob, thanks to Anonyku05 for the bug report.
### Changelog:
+ The previous bug fix in v4.3.8c is not enough, since that also happens with the player.
Thanks to redking_11 for reporting the bug!
### Changelog:
+ Fixed a bug where the game would crash due to a dumb mistake in my stealth system.
Thanks to nick74._ for reporting the bug!
- Ported sound-based mob behaviors: mobs can investigate sounds, follow scent/sound trails, and coordinate group attraction.
- Ported EnhancedAI-inspired behavior into Sound Attract itself:
- teleport toward sound
- pick up and throw mobs toward sound
- break blocks when stuck moving toward sound
- break blocks while pursuing combat targets
- optional xray-style targeting through walls
- Kept the EnhancedAI-style datapack tags, so packs can still opt mobs into teleporting, throwing, and xray behavior.
### Changelog:
- Fixed a crash where the armor is not armor. Thank you to watermelon0guy for reporting
### Changelog:
+ Fixed an issue with Caverns & Chasms rats, where it will crash upon latching to another mob.
+ Added optional Tough As Nail integration, like the forge version.
+ Updated the environment color getter like the forge version.
### Changelog:
+ Fixed an issue with Caverns & Chasms rats, where it will crash upon latching to another mob.
### Changelog:
+ Added optional integration with Tough As Nail mod. Thanks to Bruhnanza for the suggestion!
+ Temperature in TAN will adjust the scent intensity.
+ Hydration, Hyperthermia will increase the intensity of the scent.
+ Wool armor will muffle player action sounds. Wool armor in a high-temperature environment will make your scent more pungent :)
+ Leaf armor and wool armor are added to the armor color list.
+ Adjusted how the environment color is calculated, now using the backdrop from where the mob looks instead of the surrounding area like before.
### Changelog:
+ Added hotbath integration to match v6.3.6 Forge.
+ Replaced Pointblank Jelly with Vic's Point Blank.
+ Added some missing features i forgot to port last time lol.
### Changelog:
+ Fixed an issue with CustomNPCs where they can see you outside of FOV.
### Changelog:
+ Adjusted floorcreek volume to be 70% less loud.
+ Added wildcard to attractedEntities, supporting "thisisamod:*"
+ Added integration with Hotbath mod:
- Hotbath fluid will clear camo layer faster than normal water (configurable, only hot water by default)
- Dirtiness from Hotbath will magnify the scent (configurable)
- Hotbath's aroma will magnify the scent based on the biome (configurable)
Thank you to user_309ctrlq5rlzsz2c for the Hotbath recommendations.
### Changelog:
+ Fixed a problem where blocks in nonBlockingVisionAllowList are not getting bypassed for LOS check.
+ Updated Quantified API integration to use v2.0. Please dont use the older version of Quantified API mod :)
- Warnings:
- Changelog:
+ **Warnings**:
The old config file is deprecated; the new config files are located in config/soundattract/. Please move your existing config keys from the old file manually.
+ **Changelog**:
Essentially everything from the Forge 6.3.3 version without CSGrenade. There is also a problem with ImmersiveMelodies where i can't do anything about it.
## Warnings:
- The old config file is deprecated; the new config files are located in config/soundattract/. Please move your existing config keys from the old file manually.
- Some mods are mandatory, such as [ForgeConfigApi](https://www.curseforge.com/minecraft/mc-mods/forge-config-api-port/files/all?page=1&pageSize=20&version=1.20.1&gameVersionTypeId=4&showAlphaFiles=show)
## Changelog:
- Essentially everything from the Forge 6.3.3 version without spore integration.
## Changelog:
- Arrow Investigation:**
- Floorboard creek:**
- Turkish Locale Fix:**
- CS Grenades Integration:**
+ Flashbangs temporarily blind mobs, disabling their targeting
+ Smoke grenades block line of sight between mobs and targets
+ Mobs run away from molotovs and incendiary grenades
- Config Organization:**
## Changelog:
- Resolved a significant performance issue, with special thanks to 67_Peter_Lang for reporting the bug!
- Enhanced the integration with the Quantified API.
## Changelog:
- Fix crash without spore.
- Add more sounds for spore.
- Sound Attract v6.3.0 for Forge 1.20.1**
- Changelog:**
- The Proto will develop a scout at the location of significant sounds (specifically, those with a weight greater than 10). Depending on the sound weight, the scout summoned will vary: lower weights will result in a Sigil, while higher weights will bring forth a Verva.
- Proto's shell (the biomass sphere) will shift its growth direction toward the source of sound if a player is detected nearby.
- A "hive tumor" will be triggered if the cumulative sound weight exceeds 500 over a certain period. This causes the infected entity to become frenzied and accelerates biomass building. Actions such as shooting, voice chatting, and running generate high sound weight.
- The Delusionare can now teleport the swarm to your position when it picks up high-weight noises (those above 20).
- Proto will now accurately apply debuffs and marks to players.
- You can use scent camouflage to mask your scent after being marked by Proto, effectively reducing its impact.
- Weaken the sound muffling.
- P.S. Please be cautious, as Proto can hear any sounds made on the biomass!**
## Changelog:
- The invisibility feature now allows the armor, items, and camouflage layer to become invisible, with support for Geckolib entities and armor.
- A new feature has been added where mobs will drop their current target to move towards a high-weight sound location. By default, this isn't enabled; you'll need to turn off skipSoundScanWhenHasTarget in config/soundattract/general.toml and ensure that some sound weights are set above 30. Special thanks to Yujin for the suggestion.
- We've introduced a new integration with Immersive Melodies, thanks to Van for the recommendation. You can check out the new section in config/soundattract/integration.toml.
## Changelog:
- RAID can now be triggered by both sound and scent. The behavior will **change** when "edgeMobSmartBehavior" is activated in the new RAID configuration.
- During the _preparation phase_ of a RAID, a significant number of zombies and skeletons will be summoned to strengthen the attack. Be sure to check the new RAID config for options to customize their settings.
- I’ve made substantial enhancements to performance:
+ Nearby mobs will now share stealth and scent capabilities.
+ Leveraged Guava's built-in CacheBuilder for more efficient cache management.



