-
Notifications
You must be signed in to change notification settings - Fork 0
Stealth
New in this port — Stealth does not exist in upstream mcMMO.
How you train it: sneak, on the ground, under your own power.
Stealth uses the same speed-normalised model as the movement skills: you are paid per second of qualifying sneak-travel, with each tick's distance clamped at a reference speed.
Setting (experience.yml → Experience_Values.Stealth.Sneak) |
Default |
|---|---|
Baseline_Xp_Per_Second |
25.0 |
Reference_Speed |
1.295 blocks/s |
25 XP/s is the highest continuous rate in the mod — it maxes a RetroMode level-1000 skill in about 122 hours of continuous sneaking, versus ~204 h for Parkour on land. That's deliberate: sneaking is slow, tedious, and something players do in short bursts rather than to get anywhere.
The reference speed is derived as vanilla walk speed (4.317) × the sneaking_speed attribute default (0.3). At the default baseline that's ~19.3 XP per block — again, a derived number. Don't tune it.
Padfoot raises the vanilla sneaking_speed attribute from 0.3 toward 1.0 — so a maxed player sneaks more than three times faster than an unranked one. (Fleet Footed, for comparison, is worth about 20 %.) Paid per block, Padfoot would be a 3.3× multiplier on its own XP rate. Under the clamp, a maxed Padfoot player earns the same XP per second and simply covers more ground doing it.
| Why | |
|---|---|
| Crouch-swimming | It's faster than the sneak reference speed, so it would always sit at the clamp — making "hold shift in a water current" the optimal way to level. Ground only. |
| Being carried | Boats, minecarts, pistons, water currents. See below. |
| Standing still while sneaking | No distance, no XP. |
experience.yml → ExploitFix.Stealth.Require_Movement_Input: true
Sneak-distance is the most farmable XP source in the mod — a taped-down shift key in a water current, on a moving boat, or on a piston loop all change your position without you being at the keyboard.
This gate reads your actual server-side input state, so being carried earns nothing while walking under your own power earns normally.
Leave this on. It exists as an escape hatch, not a balance knob: if a client ever stopped sending input packets, the gate would silently reduce Stealth XP to zero rather than merely mis-tune it. If Stealth is earning nothing at all, this is the first thing to test — see Troubleshooting.
RetroMode unlock levels shown.
Sneak almost as fast as you walk.
Raises the vanilla sneaking_speed attribute, up to MaxSneakSpeedBonus: 0.7 at max level.
That attribute is a clamped one (0.3 default, hard ceiling 1.0), and vanilla's own ceiling is walking speed — so no value you put in the config can make sneaking faster than walking. The shipped 0.7 lands a maxed player exactly at walking speed.
It also applies while crawling, since vanilla uses the same attribute for the crawling pose. Squeezing through a 1-block gap is faster too.
Strike from the shadows for far greater damage.
A backstab: hit harder while sneaking, if you haven't been hit recently.
| Setting | Default | Meaning |
|---|---|---|
MaxDamageBonus |
1.0 | A fraction, not a multiplier — 1.0 means double damage at max level. |
NoDamageWindowTicks |
100 | How long you must go without taking damage for a hit to count. 100 ticks = 5 seconds. |
The 5-second window is tuned so you cannot trade blows and keep stabbing, but it's short enough to break contact and re-enter stealth inside a single fight.
⚠️ The damage bonus is multiplicative, so it compounds with your weapon skill's own on-hit bonus and with a vanilla crit. That's the point of the sub-skill — and it's also the single most likely thing in this skill to be over-tuned. Test it against an armoured mob before trusting it.
Assassin cannot stack with Agility's Smash. Smash requires sprinting and Assassin requires sneaking, and you can't do both at once.
Vanish in a puff of nothing at all. Stealth's super ability.
Right-click while holding gunpowder (Skills.Stealth.Smoke_Bomb_Item, never consumed). Applies vanilla Invisibility for 100 ticks (5 s), with no firework and no particle burst. Cooldown 240 s.
Vanilla Invisibility does not hide armour or held items. A fully armoured player using this is still very visible. That is vanilla behaviour, not a bug — and since you'll often be using Stealth alongside Unarmored, it may not come up.
Because it's item-triggered rather than tool-readied, it does not use the two-step ready/activate gesture — see Super Abilities.
⚠️ The Smoke Bomb item must differ from Agility's Second Wind item. Both actives listen on the same use-item event, so sharing an item fires one and prints the other's refusal message.
Thief — "mobs notice you less while sneaking" — is deliberately absent, not present-and-disabled. It needs a mixin on mob target selection. A dead enum constant with no ranks, no config and no behaviour reads as a half-wired sub-skill to everything that iterates the skill list, /mcstats included, so it isn't there at all.
| File | Section |
|---|---|
experience.yml |
Experience_Values.Stealth.Sneak — baseline and reference speed |
experience.yml |
ExploitFix.Stealth.Require_Movement_Input |
advanced.yml |
Skills.Stealth.{Padfoot,Assassin,SmokeBomb} |
skillranks.yml |
Stealth.* — unlock levels |
config.yml |
Skills.Stealth — level cap, Smoke_Bomb_Item
|
config.yml |
Abilities.Cooldowns.Smoke_Bomb |
mcMMO-SP — a single-player Fabric port of mcMMO by nossr50 and the mcMMO team. Licensed GPL-3.0-only.
Getting started
Gameplay
Reference
Development