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Music Events

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release

Music Events 1.2.0

1.2.0
25 окт. 2026 г.40Minecraft: 1.21.1fabric
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Что нового
MUSIC EVENTS V1.2.0 HIGHLIGHTS: Compatibility with Weather2 and Majrusz's Progressive Difficulty CONTINUED. Event Overlays showing custom images and text when an event starts on the HUD. Structure events can detect jigsaws (specific rooms within a structure, like a boss room). Loop, start/end, and volume parameters now give you an Audio Preview when you hover over them in the GUI. You can Right-click an event tab in the GUI to toggle it off without deleting it. Memory expiration system for remember\_track and resume\_from\_timestamp parameters. NEW EVENTS Undead Army Plays audio during Undead Army encounters from Majrusz's Progressive Difficulty Continued. * status: any, starting, preparing, ongoing, victory, defeat. * min\_wave / max\_wave: limit the event to a range of waves. * boss\_wave\_only: only while a boss of the current wave is still alive. * starting\_muffle / preparing\_muffle: muffle whichever event is playing (not just Undead Army events) during those phases. Also available in \[universal\]. Needs Music Events on the server in multiplayer (see MULTIPLAYER). Blocks Plays audio based on nearby blocks within detection\_range (default 32, max 512). Only chunks loaded on your client are checked, so render distance limits the effective range. * Works like the mobs event: activation\_blocks / deactivation\_blocks (one number, or a list with one number per resource), require\_all\_resources and require\_fov. * resource\_name accepts block IDs, #tags and block states, e.g. minecraft:furnace\[lit=true\]. nbt\_match filters block entities. * Performance depends on how many matching blocks are loaded around you. Avoid blocks that are very common in your world. * Blocks changed by other players are picked up with a delay of up to about 10 seconds. Moon Plays audio based on the current lunar phase: full\_moon, waning\_gibbous, last\_quarter, waning\_crescent, new\_moon, waxing\_crescent, first\_quarter, waxing\_gibbous. * The phase advances once per in-game day and is active for the whole day, including daytime. Combine it with a time event if you only want it at night. * Leaving resource\_name empty makes the event active on every phase. * Compatible with the Blood Moon from Majrusz's Progressive Difficulty Continued: add blood\_moon to resource\_name. A blood moon does not replace the normal phase. EVENT CHANGES Mobs * New parameter mob\_movement: tracks whether a mob is pathfinding, moving horizontally or vertically, rotating, or facing the player. Use it instead of mob\_targeting for mobs that constantly target the player but stay stationary until triggered, such as the Ferrous Wroughtnaut from Mowzie's Mobs. * mob\_movement\_mode: "moved" latches once movement is seen, "moving" requires continuous movement. * mob\_movement\_match: "any" or "all" signals must pass. * Each signal has its own threshold and operator (>, <, = or range). * In multiplayer, "navigation" is only accurate with Music Events on the server. * New parameter require\_all\_resources for mobs: every resource in resource\_name must be present (and meet its own threshold) instead of any one of them being enough. * activation\_mobs and deactivation\_mobs now accept a list for per-resource thresholds, positionally mapped to resource\_name. This needs require\_all\_resources = true. Example: with resource\_name = \["minecraft:zombie", "minecraft:skeleton"\], activation\_mobs = \[2, 1\] activates when 2 zombies and 1 skeleton are in range at once. Player * New parameters near\_spawn and spawn\_range (required, in blocks): the event only plays while the player is within that distance of their spawn point. near\_spawn accepts "world" (world spawn) and "bed" (bed or respawn anchor, only counted in the dimension it belongs to). "bed" needs Music Events on the server in multiplayer. Weather (1.20.1 forge and 1.21.1 neo forge only) Now compatible with Weather2's localized storms. Use w2: entries in resource\_name: rain, thunder, highwind, hail, tornado\_forming, tornado, tornado\_f1 to tornado\_f5, sandstorm, snowstorm, firenado, sharknado (e.g. w2:tornado\_f3). detection\_range and require\_fov become available when Weather2 is installed. Difficulty Now also detects Majrusz's Progressive Difficulty Continued game stages: majrusz:normal, majrusz:expert and majrusz:master, alongside the vanilla difficulties. Structure resource\_name now also accepts piece IDs: jigsaw template IDs, or piece types such as dungeoncrawl:room for structures that don't use jigsaw. This lets an event target specific rooms or sections inside a structure. Time resource\_name now accepts ranges on the in-game clock (6:00 = dawn): 6-18 (6 AM to 6 PM), 22-4 (10 PM to 4 AM) or 9:13-18:56 with minute precision. The end time is exclusive. Multiple entries are OR'd together, and the named phases (sunrise, day, sunset, night) still work. EVENT PARAMETERS (new and changed) New: toggle Set to "off" to skip the event entirely during evaluation, without deleting it. Right-click an event tab in the GUI to switch it. New: health\_muffling Muffles the music as the player's health drops. Written as a table: health\_muffling = { threshold = 40, muffle = 1.0, full\_at = 10 } * threshold: % of health at or below which muffling starts (0-100). * muffle: the amount reached (0.0-1.0). 0 turns it off, which is the default. * full\_at: % of health where the full muffle is reached; the muffling ramps up smoothly from threshold down to this value. Leave it out to apply the full muffle as soon as threshold is crossed. Combined with the other mufflers by taking the strongest, not by adding them. Also available in \[universal\]; an event's own table replaces all three values. A dead player counts as 0% health, so events that shouldn't muffle then (a death event for example) should set muffle = 0.0. New: activate\_from The event only activates if it becomes valid right after one of the listed events was valid. Useful for "only when a level rises": list the lower levels. Being true already when you join, or coming down from a higher level, keeps the event silent until its trigger ends and starts again. Supports regex: (matches the whole event name), e.g. regex:shrieker\_\[0-2\]. New: start\_window Seconds after the event activates (after event\_delay) during which it may still start playing. If nothing starts it in time, for example because a higher-priority event is playing, it stays silent until its trigger ends and starts again. A track that already started plays on. 0 = no limit. New: lock\_after Number of times this event starts playing before it locks itself again. Use together with locked. When the limit is reached the event stops, fires its unlocks\_event chain and relocks. The counter resets whenever the event is unlocked and is saved per world. New: unlock\_only\_while\_active For locked events: an unlock aimed at this event is ignored unless its own trigger is met at that moment, and a saved unlock is dropped on world join if the trigger isn't met. Stops a chain from arming the event outside the situation it belongs to. New: memory expiry for remember\_track and resume\_from\_timestamp These two parameters can now limit how long and how far they remember. In the GUI they are under the "Expiry" dropdown; in the config they are: * forget\_on\_death: forgets the remembered track when the player dies. * memory\_time: maximum time (M:SS) the memory is kept after the event deactivates. * memory\_gap: the memory is forgotten once this many other events have activated (a new track starting in another event counts too). * memory\_until: fraction (0.0-1.0) of the track's duration beyond which the memory is not saved. 0.8 means a track that has played past 80% won't be remembered. Mainly useful with resume\_from\_timestamp, since there's no point resuming a track in its outro, right?. It is the event-wide, percentage-based counterpart of the audio-level resume\_until, which wins if both are set. All four can also be set in \[universal\] and overridden per event. Changed: unlocks\_event Now accepts a list of events to unlock, not just one. Changed: join\_delay Now also offered in the GUI for biomes, weather, zones, time, player, inventory, gamemode, difficulty, advancement, statistic and moon events. AUDIO PARAMETERS (new and changed) New: interrupt\_add Events added to the list that can interrupt this track. Applied on top of the track's interrupt\_whitelist, or the universal one if it has none. Supports regex: (matches the whole event name). New: interrupt\_remove Events removed from that list, so you don't have to copy the whole universal list just to exclude one. Applied last, so it wins over interrupt\_add. Supports regex:. Both only matter for non-interruptible tracks. BEFORE: \[\[audios."thunder/crocodile\_tears"\]\] play\_once = 1 interrupt\_whitelist = \[ …the whole universal list except "rain"… \] target\_events = \["thunder"\] AFTER: \[\[audios."thunder/crocodile\_tears"\]\] play\_once = 1 interrupt\_remove = \["rain"\] target\_events = \["thunder"\] New: resume\_until Timestamp (M:SS) past which a track is not remembered when its event is interrupted. Requires remember\_track or resume\_from\_timestamp on the event, and takes priority over memory\_until. Changed: interrupt\_whitelist Entries can now be regex: (matching the whole event name), and the pinned "none" entry (stored as [@none](https://github.com/none)) lets no event interrupt the track. Also works in the universal list. Changed: volume Now available in the universal section. It sets the default volume for every audio that doesn't define its own. Changed: loop points Loop points are now checked every rendered frame instead of 20 times per second, so loop precision scales with your frame rate. If a check is late, playback lands the same amount past loop\_start, so loops stay seamless. The new loopCheckMode setting in the mod's client config switches back to the old per-tick check ("tick"). EVENT OVERLAYS ![alt text](https://i.imgur.com/P2PDZFC.png) Show custom images and text on the HUD when an event starts or ends, configured in the new Overlays panel (with a drag-to-position editor and an Images Folder button). * An event can have any number of overlays. Image and text are independent and can each trigger on activation or deactivation. * Position and size are fractions of the screen, so overlays scale with the window. Text supports formatting codes and an optional background. * Opacity, fade in/out, display time, draw order (z-index). * Spam control: delay, cooldown, play-once (per session, per game launch or saved per world) and repeat\_gap. GUI Overlays panel New panel for event overlays. Debug panel New tab to switch each line of the F4 debug screen on or off, filter them, and set the debug HUD scale. The same options exist in the mod's client config. Event tabs Right-click an event tab to toggle it on or off (disabled events show \[OFF\]). A new \[x\] button to the left of each tab deletes the event; hold Shift while clicking (this also works on the "Delete Event" button) to also remove all its linked audios. Deleting does not ask for confirmation! Scrollbars All scrollbars are now draggable: every panel, the dropdown lists and the bottom button bar. Add Parameter dropdown Event parameters are colored and sorted: priority and resource\_name first (magenta), parameters exclusive to the event type second (aqua), generic parameters third (white). Majrusz-only parameters are hidden when Majrusz isn't installed. Multi-select dropdowns Selected items are listed first, and the item you last toggled stays in a pinned row next to the search box while it is scrolled out of view, so you can undo it with one click. Parameter drag and drop Drag a parameter label onto another event tab, audio group or audio track to copy its value there. Ctrl+click to select several parameters and drag them together; Esc cancels. Audio preview Hover over the volume, loop\_start, loop\_end, start\_time and end\_time rows in the Audios panel to hear a preview. volume plays a random section at the volume you typed; the timestamp parameters start playing at the typed timestamp. The current music pauses while previewing and resumes when you move away. Other * Removing a parameter and adding it back restores its previous value. * Block ID autocomplete (including block states) for blocks events. * Editable thresholds and operators for mob\_movement. * New Scale button to override the GUI scale. * Option tooltips with moon phase icons, and warnings when something needs a mod that isn't installed. MULTIPLAYER Previously, this mod was client-only (clientSideOnly=true) because earlier versions were not yet optimized for multiplayer. While some features mentioned needing server-side implementation, running them on a dedicated server wasn't possible. As of version 1.2.0, the mod should be ready for multiplayer and now loads on servers. So now it works on servers, with or without the mod installed on the server. Players without the mod can join a server that has it, and players with the mod can join servers that do not. Most features only need the mod on your own game. These also need it on the server: * Undead Army events * Majrusz game stages in difficulty events * Structure events (including piece IDs) * Raid and kill events * "bed" in near\_spawn * Accurate "navigation" in mob\_movement * Exact block entity NBT in nbt\_match, and server\_nbt\_sync keys Everything else (including Blocks, Moon and Weather2 storms) works with the mod on the client only. Nothing needs configuring on the server: each player's game tells it what it needs when joining and whenever the config is saved or reloaded, and players without the mod cost the server nothing. SERVER OWNERS Optional settings are in config/music\_events-common.toml, created on first start: * serverFeaturesEnabled: master switch. * \[features\]: switch off structuresAndRaids, majruszData, killSparks, respawnPoint, playerNbtSync, blockNbtSync or mobMovement. * \[limits\] and \[intervals\]: cap mob detection range, mob\_movement events per player, block entities and scan radius, and how often each tracker runs. These apply without a restart (run /musicserver reload if your host doesn’t pick up file changes). * blockNbtDeniedKeys: NBT keys that are never sent to players. By default container contents (Items, Inventory, EnderItems…), so a modified client cannot read other players' chests. Add the keys of any modded storage you want protected. /musicserver reload (operators only): after changing the feature switches, run it so the change reaches every player at once. Features you switched off are cleared on players' games and features you switched on resync immediately. Requests from players are validated and capped, and regex patterns sent by players are step-limited so they cannot hang the server.
release

Music Events 1.2.0

1.2.0
25 окт. 2026 г.77Minecraft: 1.21.1neoforge
Скачать
Что нового
MUSIC EVENTS V1.2.0 HIGHLIGHTS: Compatibility with Weather2 and Majrusz's Progressive Difficulty CONTINUED. Event Overlays showing custom images and text when an event starts on the HUD. Structure events can detect jigsaws (specific rooms within a structure, like a boss room). Loop, start/end, and volume parameters now give you an Audio Preview when you hover over them in the GUI. You can Right-click an event tab in the GUI to toggle it off without deleting it. Memory expiration system for remember\_track and resume\_from\_timestamp parameters. NEW EVENTS Undead Army Plays audio during Undead Army encounters from Majrusz's Progressive Difficulty Continued. * status: any, starting, preparing, ongoing, victory, defeat. * min\_wave / max\_wave: limit the event to a range of waves. * boss\_wave\_only: only while a boss of the current wave is still alive. * starting\_muffle / preparing\_muffle: muffle whichever event is playing (not just Undead Army events) during those phases. Also available in \[universal\]. Needs Music Events on the server in multiplayer (see MULTIPLAYER). Blocks Plays audio based on nearby blocks within detection\_range (default 32, max 512). Only chunks loaded on your client are checked, so render distance limits the effective range. * Works like the mobs event: activation\_blocks / deactivation\_blocks (one number, or a list with one number per resource), require\_all\_resources and require\_fov. * resource\_name accepts block IDs, #tags and block states, e.g. minecraft:furnace\[lit=true\]. nbt\_match filters block entities. * Performance depends on how many matching blocks are loaded around you. Avoid blocks that are very common in your world. * Blocks changed by other players are picked up with a delay of up to about 10 seconds. Moon Plays audio based on the current lunar phase: full\_moon, waning\_gibbous, last\_quarter, waning\_crescent, new\_moon, waxing\_crescent, first\_quarter, waxing\_gibbous. * The phase advances once per in-game day and is active for the whole day, including daytime. Combine it with a time event if you only want it at night. * Leaving resource\_name empty makes the event active on every phase. * Compatible with the Blood Moon from Majrusz's Progressive Difficulty Continued: add blood\_moon to resource\_name. A blood moon does not replace the normal phase. EVENT CHANGES Mobs * New parameter mob\_movement: tracks whether a mob is pathfinding, moving horizontally or vertically, rotating, or facing the player. Use it instead of mob\_targeting for mobs that constantly target the player but stay stationary until triggered, such as the Ferrous Wroughtnaut from Mowzie's Mobs. * mob\_movement\_mode: "moved" latches once movement is seen, "moving" requires continuous movement. * mob\_movement\_match: "any" or "all" signals must pass. * Each signal has its own threshold and operator (>, <, = or range). * In multiplayer, "navigation" is only accurate with Music Events on the server. * New parameter require\_all\_resources for mobs: every resource in resource\_name must be present (and meet its own threshold) instead of any one of them being enough. * activation\_mobs and deactivation\_mobs now accept a list for per-resource thresholds, positionally mapped to resource\_name. This needs require\_all\_resources = true. Example: with resource\_name = \["minecraft:zombie", "minecraft:skeleton"\], activation\_mobs = \[2, 1\] activates when 2 zombies and 1 skeleton are in range at once. Player * New parameters near\_spawn and spawn\_range (required, in blocks): the event only plays while the player is within that distance of their spawn point. near\_spawn accepts "world" (world spawn) and "bed" (bed or respawn anchor, only counted in the dimension it belongs to). "bed" needs Music Events on the server in multiplayer. Weather (1.20.1 forge and 1.21.1 neo forge only) Now compatible with Weather2's localized storms. Use w2: entries in resource\_name: rain, thunder, highwind, hail, tornado\_forming, tornado, tornado\_f1 to tornado\_f5, sandstorm, snowstorm, firenado, sharknado (e.g. w2:tornado\_f3). detection\_range and require\_fov become available when Weather2 is installed. Difficulty Now also detects Majrusz's Progressive Difficulty Continued game stages: majrusz:normal, majrusz:expert and majrusz:master, alongside the vanilla difficulties. Structure resource\_name now also accepts piece IDs: jigsaw template IDs, or piece types such as dungeoncrawl:room for structures that don't use jigsaw. This lets an event target specific rooms or sections inside a structure. Time resource\_name now accepts ranges on the in-game clock (6:00 = dawn): 6-18 (6 AM to 6 PM), 22-4 (10 PM to 4 AM) or 9:13-18:56 with minute precision. The end time is exclusive. Multiple entries are OR'd together, and the named phases (sunrise, day, sunset, night) still work. EVENT PARAMETERS (new and changed) New: toggle Set to "off" to skip the event entirely during evaluation, without deleting it. Right-click an event tab in the GUI to switch it. New: health\_muffling Muffles the music as the player's health drops. Written as a table: health\_muffling = { threshold = 40, muffle = 1.0, full\_at = 10 } * threshold: % of health at or below which muffling starts (0-100). * muffle: the amount reached (0.0-1.0). 0 turns it off, which is the default. * full\_at: % of health where the full muffle is reached; the muffling ramps up smoothly from threshold down to this value. Leave it out to apply the full muffle as soon as threshold is crossed. Combined with the other mufflers by taking the strongest, not by adding them. Also available in \[universal\]; an event's own table replaces all three values. A dead player counts as 0% health, so events that shouldn't muffle then (a death event for example) should set muffle = 0.0. New: activate\_from The event only activates if it becomes valid right after one of the listed events was valid. Useful for "only when a level rises": list the lower levels. Being true already when you join, or coming down from a higher level, keeps the event silent until its trigger ends and starts again. Supports regex: (matches the whole event name), e.g. regex:shrieker\_\[0-2\]. New: start\_window Seconds after the event activates (after event\_delay) during which it may still start playing. If nothing starts it in time, for example because a higher-priority event is playing, it stays silent until its trigger ends and starts again. A track that already started plays on. 0 = no limit. New: lock\_after Number of times this event starts playing before it locks itself again. Use together with locked. When the limit is reached the event stops, fires its unlocks\_event chain and relocks. The counter resets whenever the event is unlocked and is saved per world. New: unlock\_only\_while\_active For locked events: an unlock aimed at this event is ignored unless its own trigger is met at that moment, and a saved unlock is dropped on world join if the trigger isn't met. Stops a chain from arming the event outside the situation it belongs to. New: memory expiry for remember\_track and resume\_from\_timestamp These two parameters can now limit how long and how far they remember. In the GUI they are under the "Expiry" dropdown; in the config they are: * forget\_on\_death: forgets the remembered track when the player dies. * memory\_time: maximum time (M:SS) the memory is kept after the event deactivates. * memory\_gap: the memory is forgotten once this many other events have activated (a new track starting in another event counts too). * memory\_until: fraction (0.0-1.0) of the track's duration beyond which the memory is not saved. 0.8 means a track that has played past 80% won't be remembered. Mainly useful with resume\_from\_timestamp, since there's no point resuming a track in its outro, right?. It is the event-wide, percentage-based counterpart of the audio-level resume\_until, which wins if both are set. All four can also be set in \[universal\] and overridden per event. Changed: unlocks\_event Now accepts a list of events to unlock, not just one. Changed: join\_delay Now also offered in the GUI for biomes, weather, zones, time, player, inventory, gamemode, difficulty, advancement, statistic and moon events. AUDIO PARAMETERS (new and changed) New: interrupt\_add Events added to the list that can interrupt this track. Applied on top of the track's interrupt\_whitelist, or the universal one if it has none. Supports regex: (matches the whole event name). New: interrupt\_remove Events removed from that list, so you don't have to copy the whole universal list just to exclude one. Applied last, so it wins over interrupt\_add. Supports regex:. Both only matter for non-interruptible tracks. BEFORE: \[\[audios."thunder/crocodile\_tears"\]\] play\_once = 1 interrupt\_whitelist = \[ …the whole universal list except "rain"… \] target\_events = \["thunder"\] AFTER: \[\[audios."thunder/crocodile\_tears"\]\] play\_once = 1 interrupt\_remove = \["rain"\] target\_events = \["thunder"\] New: resume\_until Timestamp (M:SS) past which a track is not remembered when its event is interrupted. Requires remember\_track or resume\_from\_timestamp on the event, and takes priority over memory\_until. Changed: interrupt\_whitelist Entries can now be regex: (matching the whole event name), and the pinned "none" entry (stored as [@none](https://github.com/none)) lets no event interrupt the track. Also works in the universal list. Changed: volume Now available in the universal section. It sets the default volume for every audio that doesn't define its own. Changed: loop points Loop points are now checked every rendered frame instead of 20 times per second, so loop precision scales with your frame rate. If a check is late, playback lands the same amount past loop\_start, so loops stay seamless. The new loopCheckMode setting in the mod's client config switches back to the old per-tick check ("tick"). EVENT OVERLAYS ![alt text](https://i.imgur.com/P2PDZFC.png) Show custom images and text on the HUD when an event starts or ends, configured in the new Overlays panel (with a drag-to-position editor and an Images Folder button). * An event can have any number of overlays. Image and text are independent and can each trigger on activation or deactivation. * Position and size are fractions of the screen, so overlays scale with the window. Text supports formatting codes and an optional background. * Opacity, fade in/out, display time, draw order (z-index). * Spam control: delay, cooldown, play-once (per session, per game launch or saved per world) and repeat\_gap. GUI Overlays panel New panel for event overlays. Debug panel New tab to switch each line of the F4 debug screen on or off, filter them, and set the debug HUD scale. The same options exist in the mod's client config. Event tabs Right-click an event tab to toggle it on or off (disabled events show \[OFF\]). A new \[x\] button to the left of each tab deletes the event; hold Shift while clicking (this also works on the "Delete Event" button) to also remove all its linked audios. Deleting does not ask for confirmation! Scrollbars All scrollbars are now draggable: every panel, the dropdown lists and the bottom button bar. Add Parameter dropdown Event parameters are colored and sorted: priority and resource\_name first (magenta), parameters exclusive to the event type second (aqua), generic parameters third (white). Majrusz-only parameters are hidden when Majrusz isn't installed. Multi-select dropdowns Selected items are listed first, and the item you last toggled stays in a pinned row next to the search box while it is scrolled out of view, so you can undo it with one click. Parameter drag and drop Drag a parameter label onto another event tab, audio group or audio track to copy its value there. Ctrl+click to select several parameters and drag them together; Esc cancels. Audio preview Hover over the volume, loop\_start, loop\_end, start\_time and end\_time rows in the Audios panel to hear a preview. volume plays a random section at the volume you typed; the timestamp parameters start playing at the typed timestamp. The current music pauses while previewing and resumes when you move away. Other * Removing a parameter and adding it back restores its previous value. * Block ID autocomplete (including block states) for blocks events. * Editable thresholds and operators for mob\_movement. * New Scale button to override the GUI scale. * Option tooltips with moon phase icons, and warnings when something needs a mod that isn't installed. MULTIPLAYER Previously, this mod was client-only (clientSideOnly=true) because earlier versions were not yet optimized for multiplayer. While some features mentioned needing server-side implementation, running them on a dedicated server wasn't possible. As of version 1.2.0, the mod should be ready for multiplayer and now loads on servers. So now it works on servers, with or without the mod installed on the server. Players without the mod can join a server that has it, and players with the mod can join servers that do not. Most features only need the mod on your own game. These also need it on the server: * Undead Army events * Majrusz game stages in difficulty events * Structure events (including piece IDs) * Raid and kill events * "bed" in near\_spawn * Accurate "navigation" in mob\_movement * Exact block entity NBT in nbt\_match, and server\_nbt\_sync keys Everything else (including Blocks, Moon and Weather2 storms) works with the mod on the client only. Nothing needs configuring on the server: each player's game tells it what it needs when joining and whenever the config is saved or reloaded, and players without the mod cost the server nothing. SERVER OWNERS Optional settings are in config/music\_events-common.toml, created on first start: * serverFeaturesEnabled: master switch. * \[features\]: switch off structuresAndRaids, majruszData, killSparks, respawnPoint, playerNbtSync, blockNbtSync or mobMovement. * \[limits\] and \[intervals\]: cap mob detection range, mob\_movement events per player, block entities and scan radius, and how often each tracker runs. These apply without a restart (run /musicserver reload if your host doesn’t pick up file changes). * blockNbtDeniedKeys: NBT keys that are never sent to players. By default container contents (Items, Inventory, EnderItems…), so a modified client cannot read other players' chests. Add the keys of any modded storage you want protected. /musicserver reload (operators only): after changing the feature switches, run it so the change reaches every player at once. Features you switched off are cleared on players' games and features you switched on resync immediately. Requests from players are validated and capped, and regex patterns sent by players are step-limited so they cannot hang the server.
release

Music Events 1.2.0

1.2.0
25 окт. 2026 г.18Minecraft: 1.20.1fabric
Скачать
Что нового
MUSIC EVENTS V1.2.0 HIGHLIGHTS: Compatibility with Weather2 and Majrusz's Progressive Difficulty CONTINUED. Event Overlays showing custom images and text when an event starts on the HUD. Structure events can detect jigsaws (specific rooms within a structure, like a boss room). Loop, start/end, and volume parameters now give you an Audio Preview when you hover over them in the GUI. You can Right-click an event tab in the GUI to toggle it off without deleting it. Memory expiration system for remember\_track and resume\_from\_timestamp parameters. NEW EVENTS Undead Army Plays audio during Undead Army encounters from Majrusz's Progressive Difficulty Continued. * status: any, starting, preparing, ongoing, victory, defeat. * min\_wave / max\_wave: limit the event to a range of waves. * boss\_wave\_only: only while a boss of the current wave is still alive. * starting\_muffle / preparing\_muffle: muffle whichever event is playing (not just Undead Army events) during those phases. Also available in \[universal\]. Needs Music Events on the server in multiplayer (see MULTIPLAYER). Blocks Plays audio based on nearby blocks within detection\_range (default 32, max 512). Only chunks loaded on your client are checked, so render distance limits the effective range. * Works like the mobs event: activation\_blocks / deactivation\_blocks (one number, or a list with one number per resource), require\_all\_resources and require\_fov. * resource\_name accepts block IDs, #tags and block states, e.g. minecraft:furnace\[lit=true\]. nbt\_match filters block entities. * Performance depends on how many matching blocks are loaded around you. Avoid blocks that are very common in your world. * Blocks changed by other players are picked up with a delay of up to about 10 seconds. Moon Plays audio based on the current lunar phase: full\_moon, waning\_gibbous, last\_quarter, waning\_crescent, new\_moon, waxing\_crescent, first\_quarter, waxing\_gibbous. * The phase advances once per in-game day and is active for the whole day, including daytime. Combine it with a time event if you only want it at night. * Leaving resource\_name empty makes the event active on every phase. * Compatible with the Blood Moon from Majrusz's Progressive Difficulty Continued: add blood\_moon to resource\_name. A blood moon does not replace the normal phase. EVENT CHANGES Mobs * New parameter mob\_movement: tracks whether a mob is pathfinding, moving horizontally or vertically, rotating, or facing the player. Use it instead of mob\_targeting for mobs that constantly target the player but stay stationary until triggered, such as the Ferrous Wroughtnaut from Mowzie's Mobs. * mob\_movement\_mode: "moved" latches once movement is seen, "moving" requires continuous movement. * mob\_movement\_match: "any" or "all" signals must pass. * Each signal has its own threshold and operator (>, <, = or range). * In multiplayer, "navigation" is only accurate with Music Events on the server. * New parameter require\_all\_resources for mobs: every resource in resource\_name must be present (and meet its own threshold) instead of any one of them being enough. * activation\_mobs and deactivation\_mobs now accept a list for per-resource thresholds, positionally mapped to resource\_name. This needs require\_all\_resources = true. Example: with resource\_name = \["minecraft:zombie", "minecraft:skeleton"\], activation\_mobs = \[2, 1\] activates when 2 zombies and 1 skeleton are in range at once. Player * New parameters near\_spawn and spawn\_range (required, in blocks): the event only plays while the player is within that distance of their spawn point. near\_spawn accepts "world" (world spawn) and "bed" (bed or respawn anchor, only counted in the dimension it belongs to). "bed" needs Music Events on the server in multiplayer. Weather (1.20.1 forge and 1.21.1 neo forge only) Now compatible with Weather2's localized storms. Use w2: entries in resource\_name: rain, thunder, highwind, hail, tornado\_forming, tornado, tornado\_f1 to tornado\_f5, sandstorm, snowstorm, firenado, sharknado (e.g. w2:tornado\_f3). detection\_range and require\_fov become available when Weather2 is installed. Difficulty Now also detects Majrusz's Progressive Difficulty Continued game stages: majrusz:normal, majrusz:expert and majrusz:master, alongside the vanilla difficulties. Structure resource\_name now also accepts piece IDs: jigsaw template IDs, or piece types such as dungeoncrawl:room for structures that don't use jigsaw. This lets an event target specific rooms or sections inside a structure. Time resource\_name now accepts ranges on the in-game clock (6:00 = dawn): 6-18 (6 AM to 6 PM), 22-4 (10 PM to 4 AM) or 9:13-18:56 with minute precision. The end time is exclusive. Multiple entries are OR'd together, and the named phases (sunrise, day, sunset, night) still work. EVENT PARAMETERS (new and changed) New: toggle Set to "off" to skip the event entirely during evaluation, without deleting it. Right-click an event tab in the GUI to switch it. New: health\_muffling Muffles the music as the player's health drops. Written as a table: health\_muffling = { threshold = 40, muffle = 1.0, full\_at = 10 } * threshold: % of health at or below which muffling starts (0-100). * muffle: the amount reached (0.0-1.0). 0 turns it off, which is the default. * full\_at: % of health where the full muffle is reached; the muffling ramps up smoothly from threshold down to this value. Leave it out to apply the full muffle as soon as threshold is crossed. Combined with the other mufflers by taking the strongest, not by adding them. Also available in \[universal\]; an event's own table replaces all three values. A dead player counts as 0% health, so events that shouldn't muffle then (a death event for example) should set muffle = 0.0. New: activate\_from The event only activates if it becomes valid right after one of the listed events was valid. Useful for "only when a level rises": list the lower levels. Being true already when you join, or coming down from a higher level, keeps the event silent until its trigger ends and starts again. Supports regex: (matches the whole event name), e.g. regex:shrieker\_\[0-2\]. New: start\_window Seconds after the event activates (after event\_delay) during which it may still start playing. If nothing starts it in time, for example because a higher-priority event is playing, it stays silent until its trigger ends and starts again. A track that already started plays on. 0 = no limit. New: lock\_after Number of times this event starts playing before it locks itself again. Use together with locked. When the limit is reached the event stops, fires its unlocks\_event chain and relocks. The counter resets whenever the event is unlocked and is saved per world. New: unlock\_only\_while\_active For locked events: an unlock aimed at this event is ignored unless its own trigger is met at that moment, and a saved unlock is dropped on world join if the trigger isn't met. Stops a chain from arming the event outside the situation it belongs to. New: memory expiry for remember\_track and resume\_from\_timestamp These two parameters can now limit how long and how far they remember. In the GUI they are under the "Expiry" dropdown; in the config they are: * forget\_on\_death: forgets the remembered track when the player dies. * memory\_time: maximum time (M:SS) the memory is kept after the event deactivates. * memory\_gap: the memory is forgotten once this many other events have activated (a new track starting in another event counts too). * memory\_until: fraction (0.0-1.0) of the track's duration beyond which the memory is not saved. 0.8 means a track that has played past 80% won't be remembered. Mainly useful with resume\_from\_timestamp, since there's no point resuming a track in its outro, right?. It is the event-wide, percentage-based counterpart of the audio-level resume\_until, which wins if both are set. All four can also be set in \[universal\] and overridden per event. Changed: unlocks\_event Now accepts a list of events to unlock, not just one. Changed: join\_delay Now also offered in the GUI for biomes, weather, zones, time, player, inventory, gamemode, difficulty, advancement, statistic and moon events. AUDIO PARAMETERS (new and changed) New: interrupt\_add Events added to the list that can interrupt this track. Applied on top of the track's interrupt\_whitelist, or the universal one if it has none. Supports regex: (matches the whole event name). New: interrupt\_remove Events removed from that list, so you don't have to copy the whole universal list just to exclude one. Applied last, so it wins over interrupt\_add. Supports regex:. Both only matter for non-interruptible tracks. BEFORE: \[\[audios."thunder/crocodile\_tears"\]\] play\_once = 1 interrupt\_whitelist = \[ …the whole universal list except "rain"… \] target\_events = \["thunder"\] AFTER: \[\[audios."thunder/crocodile\_tears"\]\] play\_once = 1 interrupt\_remove = \["rain"\] target\_events = \["thunder"\] New: resume\_until Timestamp (M:SS) past which a track is not remembered when its event is interrupted. Requires remember\_track or resume\_from\_timestamp on the event, and takes priority over memory\_until. Changed: interrupt\_whitelist Entries can now be regex: (matching the whole event name), and the pinned "none" entry (stored as [@none](https://github.com/none)) lets no event interrupt the track. Also works in the universal list. Changed: volume Now available in the universal section. It sets the default volume for every audio that doesn't define its own. Changed: loop points Loop points are now checked every rendered frame instead of 20 times per second, so loop precision scales with your frame rate. If a check is late, playback lands the same amount past loop\_start, so loops stay seamless. The new loopCheckMode setting in the mod's client config switches back to the old per-tick check ("tick"). EVENT OVERLAYS ![alt text](https://i.imgur.com/1dGXLEL.png) Show custom images and text on the HUD when an event starts or ends, configured in the new Overlays panel (with a drag-to-position editor and an Images Folder button). * An event can have any number of overlays. Image and text are independent and can each trigger on activation or deactivation. * Position and size are fractions of the screen, so overlays scale with the window. Text supports formatting codes and an optional background. * Opacity, fade in/out, display time, draw order (z-index). * Spam control: delay, cooldown, play-once (per session, per game launch or saved per world) and repeat\_gap. GUI Overlays panel New panel for event overlays. Debug panel New tab to switch each line of the F4 debug screen on or off, filter them, and set the debug HUD scale. The same options exist in the mod's client config. Event tabs Right-click an event tab to toggle it on or off (disabled events show \[OFF\]). A new \[x\] button to the left of each tab deletes the event; hold Shift while clicking (this also works on the "Delete Event" button) to also remove all its linked audios. Deleting does not ask for confirmation! Scrollbars All scrollbars are now draggable: every panel, the dropdown lists and the bottom button bar. Add Parameter dropdown Event parameters are colored and sorted: priority and resource\_name first (magenta), parameters exclusive to the event type second (aqua), generic parameters third (white). Majrusz-only parameters are hidden when Majrusz isn't installed. Multi-select dropdowns Selected items are listed first, and the item you last toggled stays in a pinned row next to the search box while it is scrolled out of view, so you can undo it with one click. Parameter drag and drop Drag a parameter label onto another event tab, audio group or audio track to copy its value there. Ctrl+click to select several parameters and drag them together; Esc cancels. Audio preview Hover over the volume, loop\_start, loop\_end, start\_time and end\_time rows in the Audios panel to hear a preview. volume plays a random section at the volume you typed; the timestamp parameters start playing at the typed timestamp. The current music pauses while previewing and resumes when you move away. Other * Removing a parameter and adding it back restores its previous value. * Block ID autocomplete (including block states) for blocks events. * Editable thresholds and operators for mob\_movement. * New Scale button to override the GUI scale. * Option tooltips with moon phase icons, and warnings when something needs a mod that isn't installed. MULTIPLAYER Previously, this mod was client-only (clientSideOnly=true) because earlier versions were not yet optimized for multiplayer. While some features mentioned needing server-side implementation, running them on a dedicated server wasn't possible. As of version 1.2.0, the mod should be ready for multiplayer and now loads on servers. So now it works on servers, with or without the mod installed on the server. Players without the mod can join a server that has it, and players with the mod can join servers that do not. Most features only need the mod on your own game. These also need it on the server: * Undead Army events * Majrusz game stages in difficulty events * Structure events (including piece IDs) * Raid and kill events * "bed" in near\_spawn * Accurate "navigation" in mob\_movement * Exact block entity NBT in nbt\_match, and server\_nbt\_sync keys Everything else (including Blocks, Moon and Weather2 storms) works with the mod on the client only. Nothing needs configuring on the server: each player's game tells it what it needs when joining and whenever the config is saved or reloaded, and players without the mod cost the server nothing. SERVER OWNERS Optional settings are in config/music\_events-common.toml, created on first start: * serverFeaturesEnabled: master switch. * \[features\]: switch off structuresAndRaids, majruszData, killSparks, respawnPoint, playerNbtSync, blockNbtSync or mobMovement. * \[limits\] and \[intervals\]: cap mob detection range, mob\_movement events per player, block entities and scan radius, and how often each tracker runs. These apply without a restart (run /musicserver reload if your host doesn’t pick up file changes). * blockNbtDeniedKeys: NBT keys that are never sent to players. By default container contents (Items, Inventory, EnderItems…), so a modified client cannot read other players' chests. Add the keys of any modded storage you want protected. /musicserver reload (operators only): after changing the feature switches, run it so the change reaches every player at once. Features you switched off are cleared on players' games and features you switched on resync immediately. Requests from players are validated and capped, and regex patterns sent by players are step-limited so they cannot hang the server.
release

Music Events 1.2.0

1.2.0
25 окт. 2026 г.38Minecraft: 1.20.1forge
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MUSIC EVENTS V1.2.0 HIGHLIGHTS: Compatibility with Weather2 and Majrusz's Progressive Difficulty CONTINUED. Event Overlays showing custom images and text when an event starts on the HUD. Structure events can detect jigsaws (specific rooms within a structure, like a boss room). Loop, start/end, and volume parameters now give you an Audio Preview when you hover over them in the GUI. You can Right-click an event tab in the GUI to toggle it off without deleting it. Memory expiration system for remember\_track and resume\_from\_timestamp parameters. NEW EVENTS Undead Army Plays audio during Undead Army encounters from Majrusz's Progressive Difficulty Continued. * status: any, starting, preparing, ongoing, victory, defeat. * min\_wave / max\_wave: limit the event to a range of waves. * boss\_wave\_only: only while a boss of the current wave is still alive. * starting\_muffle / preparing\_muffle: muffle whichever event is playing (not just Undead Army events) during those phases. Also available in \[universal\]. Needs Music Events on the server in multiplayer (see MULTIPLAYER). Blocks Plays audio based on nearby blocks within detection\_range (default 32, max 512). Only chunks loaded on your client are checked, so render distance limits the effective range. * Works like the mobs event: activation\_blocks / deactivation\_blocks (one number, or a list with one number per resource), require\_all\_resources and require\_fov. * resource\_name accepts block IDs, #tags and block states, e.g. minecraft:furnace\[lit=true\]. nbt\_match filters block entities. * Performance depends on how many matching blocks are loaded around you. Avoid blocks that are very common in your world. * Blocks changed by other players are picked up with a delay of up to about 10 seconds. Moon Plays audio based on the current lunar phase: full\_moon, waning\_gibbous, last\_quarter, waning\_crescent, new\_moon, waxing\_crescent, first\_quarter, waxing\_gibbous. * The phase advances once per in-game day and is active for the whole day, including daytime. Combine it with a time event if you only want it at night. * Leaving resource\_name empty makes the event active on every phase. * Compatible with the Blood Moon from Majrusz's Progressive Difficulty Continued: add blood\_moon to resource\_name. A blood moon does not replace the normal phase. EVENT CHANGES Mobs * New parameter mob\_movement: tracks whether a mob is pathfinding, moving horizontally or vertically, rotating, or facing the player. Use it instead of mob\_targeting for mobs that constantly target the player but stay stationary until triggered, such as the Ferrous Wroughtnaut from Mowzie's Mobs. * mob\_movement\_mode: "moved" latches once movement is seen, "moving" requires continuous movement. * mob\_movement\_match: "any" or "all" signals must pass. * Each signal has its own threshold and operator (>, <, = or range). * In multiplayer, "navigation" is only accurate with Music Events on the server. * New parameter require\_all\_resources for mobs: every resource in resource\_name must be present (and meet its own threshold) instead of any one of them being enough. * activation\_mobs and deactivation\_mobs now accept a list for per-resource thresholds, positionally mapped to resource\_name. This needs require\_all\_resources = true. Example: with resource\_name = \["minecraft:zombie", "minecraft:skeleton"\], activation\_mobs = \[2, 1\] activates when 2 zombies and 1 skeleton are in range at once. Player * New parameters near\_spawn and spawn\_range (required, in blocks): the event only plays while the player is within that distance of their spawn point. near\_spawn accepts "world" (world spawn) and "bed" (bed or respawn anchor, only counted in the dimension it belongs to). "bed" needs Music Events on the server in multiplayer. Weather (1.20.1 forge and 1.21.1 neo forge only) Now compatible with Weather2's localized storms. Use w2: entries in resource\_name: rain, thunder, highwind, hail, tornado\_forming, tornado, tornado\_f1 to tornado\_f5, sandstorm, snowstorm, firenado, sharknado (e.g. w2:tornado\_f3). detection\_range and require\_fov become available when Weather2 is installed. Difficulty Now also detects Majrusz's Progressive Difficulty Continued game stages: majrusz:normal, majrusz:expert and majrusz:master, alongside the vanilla difficulties. Structure resource\_name now also accepts piece IDs: jigsaw template IDs, or piece types such as dungeoncrawl:room for structures that don't use jigsaw. This lets an event target specific rooms or sections inside a structure. Time resource\_name now accepts ranges on the in-game clock (6:00 = dawn): 6-18 (6 AM to 6 PM), 22-4 (10 PM to 4 AM) or 9:13-18:56 with minute precision. The end time is exclusive. Multiple entries are OR'd together, and the named phases (sunrise, day, sunset, night) still work. EVENT PARAMETERS (new and changed) New: toggle Set to "off" to skip the event entirely during evaluation, without deleting it. Right-click an event tab in the GUI to switch it. New: health\_muffling Muffles the music as the player's health drops. Written as a table: health\_muffling = { threshold = 40, muffle = 1.0, full\_at = 10 } * threshold: % of health at or below which muffling starts (0-100). * muffle: the amount reached (0.0-1.0). 0 turns it off, which is the default. * full\_at: % of health where the full muffle is reached; the muffling ramps up smoothly from threshold down to this value. Leave it out to apply the full muffle as soon as threshold is crossed. Combined with the other mufflers by taking the strongest, not by adding them. Also available in \[universal\]; an event's own table replaces all three values. A dead player counts as 0% health, so events that shouldn't muffle then (a death event for example) should set muffle = 0.0. New: activate\_from The event only activates if it becomes valid right after one of the listed events was valid. Useful for "only when a level rises": list the lower levels. Being true already when you join, or coming down from a higher level, keeps the event silent until its trigger ends and starts again. Supports regex: (matches the whole event name), e.g. regex:shrieker\_\[0-2\]. New: start\_window Seconds after the event activates (after event\_delay) during which it may still start playing. If nothing starts it in time, for example because a higher-priority event is playing, it stays silent until its trigger ends and starts again. A track that already started plays on. 0 = no limit. New: lock\_after Number of times this event starts playing before it locks itself again. Use together with locked. When the limit is reached the event stops, fires its unlocks\_event chain and relocks. The counter resets whenever the event is unlocked and is saved per world. New: unlock\_only\_while\_active For locked events: an unlock aimed at this event is ignored unless its own trigger is met at that moment, and a saved unlock is dropped on world join if the trigger isn't met. Stops a chain from arming the event outside the situation it belongs to. New: memory expiry for remember\_track and resume\_from\_timestamp These two parameters can now limit how long and how far they remember. In the GUI they are under the "Expiry" dropdown; in the config they are: * forget\_on\_death: forgets the remembered track when the player dies. * memory\_time: maximum time (M:SS) the memory is kept after the event deactivates. * memory\_gap: the memory is forgotten once this many other events have activated (a new track starting in another event counts too). * memory\_until: fraction (0.0-1.0) of the track's duration beyond which the memory is not saved. 0.8 means a track that has played past 80% won't be remembered. Mainly useful with resume\_from\_timestamp, since there's no point resuming a track in its outro, right?. It is the event-wide, percentage-based counterpart of the audio-level resume\_until, which wins if both are set. All four can also be set in \[universal\] and overridden per event. Changed: unlocks\_event Now accepts a list of events to unlock, not just one. Changed: join\_delay Now also offered in the GUI for biomes, weather, zones, time, player, inventory, gamemode, difficulty, advancement, statistic and moon events. AUDIO PARAMETERS (new and changed) New: interrupt\_add Events added to the list that can interrupt this track. Applied on top of the track's interrupt\_whitelist, or the universal one if it has none. Supports regex: (matches the whole event name). New: interrupt\_remove Events removed from that list, so you don't have to copy the whole universal list just to exclude one. Applied last, so it wins over interrupt\_add. Supports regex:. Both only matter for non-interruptible tracks. BEFORE: \[\[audios."thunder/crocodile\_tears"\]\] play\_once = 1 interrupt\_whitelist = \[ …the whole universal list except "rain"… \] target\_events = \["thunder"\] AFTER: \[\[audios."thunder/crocodile\_tears"\]\] play\_once = 1 interrupt\_remove = \["rain"\] target\_events = \["thunder"\] New: resume\_until Timestamp (M:SS) past which a track is not remembered when its event is interrupted. Requires remember\_track or resume\_from\_timestamp on the event, and takes priority over memory\_until. Changed: interrupt\_whitelist Entries can now be regex: (matching the whole event name), and the pinned "none" entry (stored as [@none](https://github.com/none)) lets no event interrupt the track. Also works in the universal list. Changed: volume Now available in the universal section. It sets the default volume for every audio that doesn't define its own. Changed: loop points Loop points are now checked every rendered frame instead of 20 times per second, so loop precision scales with your frame rate. If a check is late, playback lands the same amount past loop\_start, so loops stay seamless. The new loopCheckMode setting in the mod's client config switches back to the old per-tick check ("tick"). EVENT OVERLAYS ![alt text](https://i.imgur.com/vZWLY4C.png) Show custom images and text on the HUD when an event starts or ends, configured in the new Overlays panel (with a drag-to-position editor and an Images Folder button). * An event can have any number of overlays. Image and text are independent and can each trigger on activation or deactivation. * Position and size are fractions of the screen, so overlays scale with the window. Text supports formatting codes and an optional background. * Opacity, fade in/out, display time, draw order (z-index). * Spam control: delay, cooldown, play-once (per session, per game launch or saved per world) and repeat\_gap. GUI Overlays panel New panel for event overlays. Debug panel New tab to switch each line of the F4 debug screen on or off, filter them, and set the debug HUD scale. The same options exist in the mod's client config. Event tabs Right-click an event tab to toggle it on or off (disabled events show \[OFF\]). A new \[x\] button to the left of each tab deletes the event; hold Shift while clicking (this also works on the "Delete Event" button) to also remove all its linked audios. Deleting does not ask for confirmation! Scrollbars All scrollbars are now draggable: every panel, the dropdown lists and the bottom button bar. Add Parameter dropdown Event parameters are colored and sorted: priority and resource\_name first (magenta), parameters exclusive to the event type second (aqua), generic parameters third (white). Majrusz-only parameters are hidden when Majrusz isn't installed. Multi-select dropdowns Selected items are listed first, and the item you last toggled stays in a pinned row next to the search box while it is scrolled out of view, so you can undo it with one click. Parameter drag and drop Drag a parameter label onto another event tab, audio group or audio track to copy its value there. Ctrl+click to select several parameters and drag them together; Esc cancels. Audio preview Hover over the volume, loop\_start, loop\_end, start\_time and end\_time rows in the Audios panel to hear a preview. volume plays a random section at the volume you typed; the timestamp parameters start playing at the typed timestamp. The current music pauses while previewing and resumes when you move away. Other * Removing a parameter and adding it back restores its previous value. * Block ID autocomplete (including block states) for blocks events. * Editable thresholds and operators for mob\_movement. * New Scale button to override the GUI scale. * Option tooltips with moon phase icons, and warnings when something needs a mod that isn't installed. MULTIPLAYER Previously, this mod was client-only (clientSideOnly=true) because earlier versions were not yet optimized for multiplayer. While some features mentioned needing server-side implementation, running them on a dedicated server wasn't possible. As of version 1.2.0, the mod should be ready for multiplayer and now loads on servers. So now it works on servers, with or without the mod installed on the server. Players without the mod can join a server that has it, and players with the mod can join servers that do not. Most features only need the mod on your own game. These also need it on the server: * Undead Army events * Majrusz game stages in difficulty events * Structure events (including piece IDs) * Raid and kill events * "bed" in near\_spawn * Accurate "navigation" in mob\_movement * Exact block entity NBT in nbt\_match, and server\_nbt\_sync keys Everything else (including Blocks, Moon and Weather2 storms) works with the mod on the client only. Nothing needs configuring on the server: each player's game tells it what it needs when joining and whenever the config is saved or reloaded, and players without the mod cost the server nothing. SERVER OWNERS Optional settings are in config/music\_events-common.toml, created on first start: * serverFeaturesEnabled: master switch. * \[features\]: switch off structuresAndRaids, majruszData, killSparks, respawnPoint, playerNbtSync, blockNbtSync or mobMovement. * \[limits\] and \[intervals\]: cap mob detection range, mob\_movement events per player, block entities and scan radius, and how often each tracker runs. These apply without a restart (run /musicserver reload if your host doesn’t pick up file changes). * blockNbtDeniedKeys: NBT keys that are never sent to players. By default container contents (Items, Inventory, EnderItems…), so a modified client cannot read other players' chests. Add the keys of any modded storage you want protected. /musicserver reload (operators only): after changing the feature switches, run it so the change reaches every player at once. Features you switched off are cleared on players' games and features you switched on resync immediately. Requests from players are validated and capped, and regex patterns sent by players are step-limited so they cannot hang the server.
release

Music Events 1.2.0

1.2.0
25 окт. 2026 г.16Minecraft: 1.16.5forge
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Что нового
MUSIC EVENTS V1.2.0 HIGHLIGHTS: Compatibility with Majrusz's Progressive Difficulty. Event Overlays showing custom images and text when an event starts on the HUD. Structure events can detect jigsaws (specific rooms within a structure, like a boss room). Loop, start/end, and volume parameters now give you an Audio Preview when you hover over them in the GUI. You can Right-click an event tab in the GUI to toggle it off without deleting it. Memory expiration system for remember_track and resume_from_timestamp parameters. NEW EVENTS Undead Army Plays audio during Undead Army encounters from Majrusz's Progressive Difficulty Continued. - status: any, starting, preparing, ongoing, victory, defeat. - min_wave / max_wave: limit the event to a range of waves. - starting_muffle / preparing_muffle: muffle whichever event is playing (not just Undead Army events) during those phases. Also available in [universal]. Needs Music Events on the server in multiplayer (see MULTIPLAYER). Blocks Plays audio based on nearby blocks within detection_range (default 32, max 512). Only chunks loaded on your client are checked, so render distance limits the effective range. - Works like the mobs event: activation_blocks / deactivation_blocks (one number, or a list with one number per resource), require_all_resources and require_fov. - resource_name accepts block IDs, #tags and block states, e.g. minecraft:furnace[lit=true]. nbt_match filters block entities. - Performance depends on how many matching blocks are loaded around you. Avoid blocks that are very common in your world. - Blocks changed by other players are picked up with a delay of up to about 10 seconds. Moon Plays audio based on the current lunar phase: full_moon, waning_gibbous, last_quarter, waning_crescent, new_moon, waxing_crescent, first_quarter, waxing_gibbous. - The phase advances once per in-game day and is active for the whole day, including daytime. Combine it with a time event if you only want it at night. - Leaving resource_name empty makes the event active on every phase. - (1.20.1 and above only) Compatible with the Blood Moon from Majrusz's Progressive Difficulty Continued: add blood_moon to resource_name (only offered when that mod is installed). A blood moon does not replace the normal phase. EVENT CHANGES Mobs - New parameter mob_movement: tracks whether a mob is pathfinding, moving horizontally or vertically, rotating, or facing the player. Use it instead of mob_targeting for mobs that constantly target the player but stay stationary until triggered, such as the Ferrous Wroughtnaut from Mowzie's Mobs. - mob_movement_mode: "moved" latches once movement is seen, "moving" requires continuous movement. - mob_movement_match: "any" or "all" signals must pass. - Each signal has its own threshold and operator (>, <, = or range). - In multiplayer, "navigation" is only accurate with Music Events on the server. - New parameter require_all_resources for mobs: every resource in resource_name must be present (and meet its own threshold) instead of any one of them being enough. - activation_mobs and deactivation_mobs now accept a list for per-resource thresholds, positionally mapped to resource_name. This needs require_all_resources = true. Example: with resource_name = ["minecraft:zombie", "minecraft:skeleton"], activation_mobs = [2, 1] activates when 2 zombies and 1 skeleton are in range at once. Player - New parameters near_spawn and spawn_range (required, in blocks): the event only plays while the player is within that distance of their spawn point. near_spawn accepts "world" (world spawn) and "bed" (bed or respawn anchor, only counted in the dimension it belongs to). "bed" needs Music Events on the server in multiplayer. Weather (1.20.1 forge and 1.21.1 neo forge only) Now compatible with Weather2's localized storms. Use w2: entries in resource_name: rain, thunder, highwind, hail, tornado_forming, tornado, tornado_f1 to tornado_f5, sandstorm, snowstorm, firenado, sharknado (e.g. w2:tornado_f3). detection_range and require_fov become available when Weather2 is installed. Difficulty Now also detects Majrusz's Progressive Difficulty Continued game stages: majrusz:normal, majrusz:expert and majrusz:master, alongside the vanilla difficulties. Structure resource_name now also accepts piece IDs: jigsaw template IDs, or piece types such as dungeoncrawl:room for structures that don't use jigsaw. This lets an event target specific rooms or sections inside a structure. Time resource_name now accepts ranges on the in-game clock (6:00 = dawn): 6-18 (6 AM to 6 PM), 22-4 (10 PM to 4 AM) or 9:13-18:56 with minute precision. The end time is exclusive. Multiple entries are OR'd together, and the named phases (sunrise, day, sunset, night) still work. EVENT PARAMETERS (new and changed) New: toggle Set to "off" to skip the event entirely during evaluation, without deleting it. Right-click an event tab in the GUI to switch it. New: health_muffling Muffles the music as the player's health drops. Written as a table: health_muffling = { threshold = 40, muffle = 1.0, full_at = 10 } - threshold: % of health at or below which muffling starts (0-100). - muffle: the amount reached (0.0-1.0). 0 turns it off, which is the default. - full_at: % of health where the full muffle is reached; the muffling ramps up smoothly from threshold down to this value. Leave it out to apply the full muffle as soon as threshold is crossed. Combined with the other mufflers by taking the strongest, not by adding them. Also available in [universal]; an event's own table replaces all three values. A dead player counts as 0% health, so events that shouldn't muffle then (a death event for example) should set muffle = 0.0. New: activate_from The event only activates if it becomes valid right after one of the listed events was valid. Useful for "only when a level rises": list the lower levels. Being true already when you join, or coming down from a higher level, keeps the event silent until its trigger ends and starts again. Supports regex:<pattern> (matches the whole event name), e.g. regex:shrieker_[0-2]. New: start_window Seconds after the event activates (after event_delay) during which it may still start playing. If nothing starts it in time, for example because a higher-priority event is playing, it stays silent until its trigger ends and starts again. A track that already started plays on. 0 = no limit. New: lock_after Number of times this event starts playing before it locks itself again. Use together with locked. When the limit is reached the event stops, fires its unlocks_event chain and relocks. The counter resets whenever the event is unlocked and is saved per world. New: unlock_only_while_active For locked events: an unlock aimed at this event is ignored unless its own trigger is met at that moment, and a saved unlock is dropped on world join if the trigger isn't met. Stops a chain from arming the event outside the situation it belongs to. New: memory expiry for remember_track and resume_from_timestamp These two parameters can now limit how long and how far they remember. In the GUI they are under the "Expiry" dropdown; in the config they are: - forget_on_death: forgets the remembered track when the player dies. - memory_time: maximum time (M:SS) the memory is kept after the event deactivates. - memory_gap: the memory is forgotten once this many other events have activated (a new track starting in another event counts too). - memory_until: fraction (0.0-1.0) of the track's duration beyond which the memory is not saved. 0.8 means a track that has played past 80% won't be remembered. Mainly useful with resume_from_timestamp, since there's no point resuming a track in its outro, right?. It is the event-wide, percentage-based counterpart of the audio-level resume_until, which wins if both are set. All four can also be set in [universal] and overridden per event. Changed: unlocks_event Now accepts a list of events to unlock, not just one. Changed: join_delay Now also offered in the GUI for biomes, weather, zones, time, player, inventory, gamemode, difficulty, advancement, statistic and moon events. AUDIO PARAMETERS (new and changed) New: interrupt_add Events added to the list that can interrupt this track. Applied on top of the track's interrupt_whitelist, or the universal one if it has none. Supports regex:<pattern> (matches the whole event name). New: interrupt_remove Events removed from that list, so you don't have to copy the whole universal list just to exclude one. Applied last, so it wins over interrupt_add. Supports regex:<pattern>. Both only matter for non-interruptible tracks. BEFORE: [[audios."thunder/crocodile_tears"]] play_once = 1 interrupt_whitelist = [ ...the whole universal list except "rain"... ] target_events = ["thunder"] AFTER: [[audios."thunder/crocodile_tears"]] play_once = 1 interrupt_remove = ["rain"] target_events = ["thunder"] New: resume_until Timestamp (M:SS) past which a track is not remembered when its event is interrupted. Requires remember_track or resume_from_timestamp on the event, and takes priority over memory_until. Changed: interrupt_whitelist Entries can now be regex:<pattern> (matching the whole event name), and the pinned "none" entry (stored as @none) lets no event interrupt the track. Also works in the universal list. Changed: volume Now available in the universal section. It sets the default volume for every audio that doesn't define its own. Changed: loop points Loop points are now checked every rendered frame instead of 20 times per second, so loop precision scales with your frame rate. If a check is late, playback lands the same amount past loop_start, so loops stay seamless. The new loopCheckMode setting in the mod's client config switches back to the old per-tick check ("tick"). EVENT OVERLAYS ![alt text](https://i.imgur.com/9jFzq9D.png) Show custom images and text on the HUD when an event starts or ends, configured in the new Overlays panel (with a drag-to-position editor and an Images Folder button). - An event can have any number of overlays. Image and text are independent and can each trigger on activation or deactivation. - Position and size are fractions of the screen, so overlays scale with the window. Text supports formatting codes and an optional background. - Opacity, fade in/out, display time, draw order (z-index). - Spam control: delay, cooldown, play-once (per session, per game launch or saved per world) and repeat_gap. GUI Overlays panel New panel for event overlays (see EVENT OVERLAYS above). Debug panel New tab to switch each line of the F4 debug screen on or off, filter them, and set the debug HUD scale. The same options exist in the mod's client config. Event tabs Right-click an event tab to toggle it on or off (disabled events show [OFF]). A new [x] button to the left of each tab deletes the event; hold Shift while clicking (this also works on the "Delete Event" button) to also remove all its linked audios. Deleting does not ask for confirmation! Scrollbars All scrollbars are now draggable: every panel, the dropdown lists and the bottom button bar. Add Parameter dropdown Event parameters are colored and sorted: priority and resource_name first (magenta), parameters exclusive to the event type second (aqua), generic parameters third (white). Majrusz-only parameters are hidden when Majrusz isn't installed. Multi-select dropdowns Selected items are listed first, and the item you last toggled stays in a pinned row next to the search box while it is scrolled out of view, so you can undo it with one click. Parameter drag and drop Drag a parameter label onto another event tab, audio group or audio track to copy its value there. Ctrl+click to select several parameters and drag them together; Esc cancels. Audio preview Hover over the volume, loop_start, loop_end, start_time and end_time rows in the Audios panel to hear a preview. volume plays a random section at the volume you typed; the timestamp parameters start playing at the typed timestamp. The current music pauses while previewing and resumes when you move away. Other - Removing a parameter and adding it back restores its previous value. - Block ID autocomplete (including block states) for blocks events. - Editable thresholds and operators for mob_movement. - New Scale button to override the GUI scale. - Option tooltips with moon phase icons, and warnings when something needs a mod that isn't installed. MULTIPLAYER Previously, this mod was client-only (clientSideOnly=true) because earlier versions were not yet optimized for multiplayer. While some features mentioned needing server-side implementation, running them on a dedicated server wasn't possible. As of version 1.2.0, the mod should be ready for multiplayer and now loads on servers. So now it works on servers, with or without the mod installed on the server. Players without the mod can join a server that has it, and players with the mod can join servers that do not. Most features only need the mod on your own game. These also need it on the server: - Undead Army events - Majrusz game stages in difficulty events - Structure events (including piece IDs) - Raid and kill events - "bed" in near_spawn - Accurate "navigation" in mob_movement - Exact block entity NBT in nbt_match, and server_nbt_sync keys Everything else (including Blocks, and Moon) works with the mod on the client only. Nothing needs configuring on the server: each player's game tells it what it needs when joining and whenever the config is saved or reloaded, and players without the mod cost the server nothing. SERVER OWNERS Optional settings are in config/music_events-common.toml, created on first start: - serverFeaturesEnabled: master switch. - [features]: switch off structuresAndRaids, majruszData, killSparks, respawnPoint, playerNbtSync, blockNbtSync or mobMovement. - [limits] and [intervals]: cap mob detection range, mob_movement events per player, block entities and scan radius, and how often each tracker runs. These apply without a restart (run /musicserver reload if your host doesn’t pick up file changes). - blockNbtDeniedKeys: NBT keys that are never sent to players. By default container contents (Items, Inventory, EnderItems...), so a modified client cannot read other players' chests. Add the keys of any modded storage you want protected. /musicserver reload (operators only): after changing the feature switches, run it so the change reaches every player at once. Features you switched off are cleared on players' games and features you switched on resync immediately.
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Music Events 1.1.4

1.1.4
14 авг. 2026 г.144Minecraft: 1.21.1neoforge
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Fixed alGenSources error caused by reloading resources and when the mod attempted to play the next song of a playlist while the game was paused (with play_when_paused = true of course). Optimized the mob events entity detection system to prevent it from drastically increasing the CPU time on high render distances and removing the CPU time spikes of 25.0ms or beyond that caused stuttering. Fixed mob events not working correctly with peaceful and neutral mobs. Fixed min_hitbox_width being generated along with newly created events.
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Music Events 1.1.4

1.1.4
14 авг. 2026 г.98Minecraft: 1.21.1fabric
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Fixed alGenSources error caused by reloading resources and when the mod attempted to play the next song of a playlist while the game was paused (with play_when_paused = true of course). Optimized the mob events entity detection system to prevent it from drastically increasing the CPU time on high render distances and removing the CPU time spikes of 25.0ms or beyond that caused stuttering. Fixed mob events not working correctly with peaceful and neutral mobs. Fixed min_hitbox_width being generated along with newly created events.
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Music Events 1.1.4

1.1.4
14 авг. 2026 г.46Minecraft: 1.20.1fabric
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Fixed alGenSources error caused by reloading resources and when the mod attempted to play the next song of a playlist while the game was paused (with play_when_paused = true of course). Optimized the mob events entity detection system to prevent it from drastically increasing the CPU time on high render distances and removing the CPU time spikes of 25.0ms or beyond that caused stuttering. Fixed mob events not working correctly with peaceful and neutral mobs. Fixed min_hitbox_width being generated along with newly created events.
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Music Events 1.1.4

1.1.4
9 авг. 2026 г.161Minecraft: 1.20.1forge
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Fixed mob events not working correctly with peaceful and neutral mobs. Fixed min_hitbox_width being generated along with newly created events.
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Music Events 1.1.3

1.1.3
2 авг. 2026 г.32Minecraft: 1.20.1forge
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Fixed alGenSources error caused by reloading resources and when the mod attempted to play the next song of a playlist while the game was paused (with play_when_paused = true of course). Optimized the hell out of the mob events and the mod's entity detection system, no longer drastically increasing the CPU time on high render distances. You should notice about 70% to 80% less CPU time on the mod's debug screen, very rarely going beyond 0.6ms and completely removing the CPU time spikes of 25.0ms to 75.0ms that caused stuttering. In my case i run 13 different mob events, along other 28 non mob events and i haven't gotten any major CPU time increases in the few hours that i've tested it.
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Music Events 1.1.2

1.1.2
31 июл. 2026 г.54Minecraft: 1.21.1neoforge
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Fixed mismatched mod list when attempting to join a server that doesn't have Music Events installed. Added warning tooltip for events that need the mod to be installed on the server to work.
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Music Events 1.1.2

1.1.2
31 июл. 2026 г.44Minecraft: 1.21.1fabric
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Fixed mismatched mod list when attempting to join a server that doesn't have Music Events installed. Added warning tooltip for events that need the mod to be installed on the server to work.
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Music Events 1.1.2

1.1.2
31 июл. 2026 г.23Minecraft: 1.20.1forge
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Fixed mismatched mod list when attempting to join a server that doesn't have Music Events installed. Added warning tooltip for events that need the mod to be installed on the server to work.
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Music Events 1.1.1

1.1.1
18 июл. 2026 г.34Minecraft: 1.21.1neoforge
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**1.1.1:** Fixed (hopefully) vanilla music engine playing tracks at the same time as the mod's engine when coexistence mode is on. **1.1.0:** **1.21.1 Neo Forge port**: Issues are expected, if you're experiencing them make sure to report bugs, or anything that seems to not be working correctly. **Added:** option to allow the vanilla music engine to play music. By default it's off. **Added**: a vanilla music cooldown slider in the Music & Sound options screens. This options will be useful for those who don't want to build a whole ambience soundtrack from scrath, and just want to setup combat, boss or context specific soundtracks. But this just gives room to the vanilla music engine, and it's not possible to control the engine itself for it to play music in a more sophisticated manner, like adding muffling effects, playing while paused, remembering track, resume from timestamp, etc. **Added**: min_hitbox_width parameter for the mobs event: it's the minimum bounding box width a mob must have to be able to trigger this event. Useful to leave out small mob variants like tiny slimes or magma cubes: min_hitbox_width = 0.53 < Filters out tiny slimes since their hitbox width is 52. **Added**: count: prefix to the Inventory event resource_name parameter. Let's you match based on how many of an item the player must carry for the event to trigger: count:>=16|minecraft:arrow < 16 or more arrows anywhere in inventory count:<=5|minecraft:bread < 5 or fewer bread count:32-64|minecraft:dirt < between 32 and 64 dirt count:20|minecraft:nether_star < exactly 20 nether stars slot:mainhand|count:>=6|minecraft:egg < Needs to have 6 eggs in the mainhand for the event to go active.
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Music Events 1.1.1

1.1.1
18 июл. 2026 г.21Minecraft: 1.21.1fabric
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**1.1.1:** Fixed (hopefully) vanilla music engine playing tracks at the same time as the mod's engine when coexistence mode is on. **1.1.0:** **1.21.1 Fabric port**: Issues are expected, if you're experiencing them make sure to report bugs, or anything that seems to not be working correctly. **Added:** option to allow the vanilla music engine to play music. By default it's off. **Added**: a vanilla music cooldown slider in the Music & Sound options screens. This options will be useful for those who don't want to build a whole ambience soundtrack from scrath, and just want to setup combat, boss or context specific soundtracks. But this just gives room to the vanilla music engine, and it's not possible to control the engine itself for it to play music in a more sophisticated manner, like adding muffling effects, playing while paused, remembering track, resume from timestamp, etc. **Added**: min_hitbox_width parameter for the mobs event: it's the minimum bounding box width a mob must have to be able to trigger this event. Useful to leave out small mob variants like tiny slimes or magma cubes: min_hitbox_width = 0.53 < Filters out tiny slimes since their hitbox width is 52. **Added**: count: prefix to the Inventory event resource_name parameter. Let's you match based on how many of an item the player must carry for the event to trigger: count:>=16|minecraft:arrow < 16 or more arrows anywhere in inventory count:<=5|minecraft:bread < 5 or fewer bread count:32-64|minecraft:dirt < between 32 and 64 dirt count:20|minecraft:nether_star < exactly 20 nether stars slot:mainhand|count:>=6|minecraft:egg < Needs to have 6 eggs in the mainhand for the event to go active.
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Music Events 1.1.1

1.1.1
18 июл. 2026 г.30Minecraft: 1.20.1forge
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**1.1.1:** Fixed (hopefully) vanilla music engine playing tracks at the same time as the mod's engine when coexistence mode is on. **1.1.0:** Added: option to allow the vanilla music engine to play music. By default it's off. **Added**: a vanilla music cooldown slider in the Music & Sound options screens. This options will be useful for those who don't want to build a whole ambience soundtrack from scrath, and just want to setup combat, boss or context specific soundtracks. But this just gives room to the vanilla music engine, and it's not possible to control the engine itself for it to play music in a more sophisticated manner, like adding muffling effects, playing while paused, remembering track, resume from timestamp, etc. **Added**: min_hitbox_width parameter for the mobs event: it's the minimum bounding box width a mob must have to be able to trigger this event. Useful to leave out small mob variants like tiny slimes or magma cubes: min_hitbox_width = 0.53 < Filters out tiny slimes since their hitbox width is 52. **Added**: count: prefix to the Inventory event resource_name parameter. Let's you match based on how many of an item the player must carry for the event to trigger: count:>=16|minecraft:arrow < 16 or more arrows anywhere in inventory count:<=5|minecraft:bread < 5 or fewer bread count:32-64|minecraft:dirt < between 32 and 64 dirt count:20|minecraft:nether_star < exactly 20 nether stars slot:mainhand|count:>=6|minecraft:egg < Needs to have 6 eggs in the mainhand for the event to go active.
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Music Events 1.1.0

1.1.0
17 июл. 2026 г.9Minecraft: 1.21.1neoforge
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**1.21.1 NeoForge port**: Issues are expected, if you're experiencing them make sure to report bugs, or anything that seems to not be working correctly. **Added**: option to allow the vanilla music engine to play music. By default it's off. **Added**: a vanilla music cooldown slider in the Music & Sound options screens. This options will be useful for those who don't want to build a whole ambience soundtrack from scrath, and just want to setup combat, boss or context specific soundtracks. But this just gives room to the vanilla music engine, and it's not possible to control the engine itself for it to play music in a more sophisticated manner, like adding muffling effects, playing while paused, remembering track, resume from timestamp, etc. **Added**: min_hitbox_width parameter for the mobs event: it's the minimum bounding box width a mob must have to be able to trigger this event. Useful to leave out small mob variants like tiny slimes or magma cubes: min_hitbox_width = 0.53 < Filters out tiny slimes since their hitbox width is 52. **Added**: count: prefix to the Inventory event resource_name parameter. Let's you match based on how many of an item the player must carry for the event to trigger: count:>=16|minecraft:arrow < 16 or more arrows anywhere in inventory count:<=5|minecraft:bread < 5 or fewer bread count:32-64|minecraft:dirt < between 32 and 64 dirt count:20|minecraft:nether_star — exactly 20 nether stars slot:mainhand|count:>=6|minecraft:egg < Needs to have 6 eggs in the mainhand for the event to go active.
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Music Events 1.1.0

1.1.0
17 июл. 2026 г.27Minecraft: 1.21.1fabric
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**1.21.1 Fabric port**: Issues are expected, if you're experiencing them make sure to report bugs, or anything that seems to not be working correctly. **Added**: option to allow the vanilla music engine to play music. By default it's off. **Added**: a vanilla music cooldown slider in the Music & Sound options screens. This options will be useful for those who don't want to build a whole ambience soundtrack from scrath, and just want to setup combat, boss or context specific soundtracks. But this just gives room to the vanilla music engine, and it's not possible to control the engine itself for it to play music in a more sophisticated manner, like adding muffling effects, playing while paused, remembering track, resume from timestamp, etc. **Added**: min_hitbox_width parameter for the mobs event: it's the minimum bounding box width a mob must have to be able to trigger this event. Useful to leave out small mob variants like tiny slimes or magma cubes: min_hitbox_width = 0.53 < Filters out tiny slimes since their hitbox width is 52. **Added**: count: prefix to the Inventory event resource_name parameter. Let's you match based on how many of an item the player must carry for the event to trigger: count:>=16|minecraft:arrow < 16 or more arrows anywhere in inventory count:<=5|minecraft:bread < 5 or fewer bread count:32-64|minecraft:dirt < between 32 and 64 dirt count:20|minecraft:nether_star — exactly 20 nether stars slot:mainhand|count:>=6|minecraft:egg < Needs to have 6 eggs in the mainhand for the event to go active.
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Music Events 1.0.6

1.0.6
28 июн. 2026 г.38Minecraft: 1.20.1forge
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MUSIC EVENTS V1.0.6 CHANGELOG **Major overhaul to the Audios section of the GUI.** New audio parameters: end_time: Stops the track and triggers the next event cycle when playback reaches this timestamp. **biomes: Restricts the audio to specific biomes or biome tags, independently of the event's resource_name. Works on any event type.** **Biomes event no longer requires a resource_name:** **When resource_name is omitted, the biomes event stays permanently active across all biomes and dimensions. Individual audio tracks can still be filtered per-biome using their own biomes parameter.** Example: audio that plays everywhere but is more likely in a specific biome: ``` [[events.biomes]] event_name = "biomes" priority = 1 # Plays in all biomes [[audios."minecraft:sounds/music/game/hal1"]] target_events = ["biomes"] # Also plays in all biomes, but gets extra weight in plains # (the unfiltered copy above ensures it still plays everywhere) [[audios."minecraft:sounds/music/game/hal1"]] weight = 200 biomes = ["minecraft:plains"] target_events = ["biomes"] # Plays in all biomes [[audios."minecraft:sounds/music/game/hal2"]] target_events = ["biomes"] ``` In plains, hal1 has a combined weight of 300 vs hal2's 100 (75% vs 25%). Everywhere else, both have equal weight (50/50). ================================================================= require_all_events parameter behavior updated: 1: Locked Until: The track is part of the event's audio pool but will only enter rotation once all events listed under target_events are simultaneously active. 2: Takes Over: The track is not part of the event's standard pool. When all listed target_events become active, it takes over playback entirely and prevents any tracks that don't share the same require_all_events and target_events values from playing. (Previous behavior.) Randomized time ranges for cooldown parameters: cooldown_group_time and time_between_audio now support randomized ranges using the format M:SS-M:SS. Examples: 0:00-10:00 (random between 0 and 10 minutes), 5:00-15:00 (random between 5 and 15 minutes). Biome tag support: resource_name (biomes event) and the audio-level biomes parameter now accept biome tags in addition to biome IDs. Tags must be prefixed with # (e.g. #minecraft:is_forest). New event parameters: event_delay: How long the event's conditions must be continuously met before audio begins playing. join_delay: On world join, rolls against a configurable chance. If triggered, prevents the event from activating for a random duration within a set range.
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Music Events 1.0.5

1.0.5
18 июн. 2026 г.27Minecraft: 1.20.1forge
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* Events Panel: Added a "Duplicate Event" button to the event section. This allows users to clone an existing event and its parameters, requiring only a new event name. * Audios Panel: Added an "Excluded Tracks" button to the audio section. This feature specifies which tracks are affected by the bulk parameter addition and removal system. * Fixed: Servers crashing on startup when trying to load the mod **(hopefully, haven't really test it, i don't even play multiplayer LMAO. Sorry but I will really need your feedback on it...).** You should be able to see the mod's issue tracker linked to the right side, but since we're at it i'll link it here too: https://github.com/xelotex/Music-Events/issues
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Music Events 1.0.4

1.0.4
16 июн. 2026 г.20Minecraft: 1.20.1forge
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Fixed the target_events parameter's dropdown list not writting the events into the parameter's text box. Added a tooltip for the listed options of the dropdown lists to let you know that you can unlist them with right click. You guys knew you could do that this whole time, right...? No?.
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Music Events 1.0.3

1.0.3
15 июн. 2026 г.21Minecraft: 1.20.1forge
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Fixed a progress string issue. Corrected evaluation tick rate affecting parameters with timers, such as persistence. Adjusted fade_out behavior so that, if an event becomes active during a fade-out, instead of using fade_in, the fade-out timer reverts counting up to its initial value instead of counting down to zero.  Fixed the gui_muffling and underwater_muffling parameters not working. Fixed resume_from_timestamp parameter bugging out when a track was about to end.
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Music Events 1.0.2

1.0.2
12 июн. 2026 г.18Minecraft: 1.20.1forge
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1.0.2 Properly implemented the server_nbt_sync parameter, which is needed for the nbt_match parameter to work when it is trying to work with server-side nbts. Added an event_delay parameter. Even if it's active, the event won't play any audio until the delay time (in seconds) is over. After the event plays audio the event_delay parameter goes on a 2 minute cooldown, or it also gets reset after 2 other events have played any audios. The mod can now be configured to evaluate events faster than the default 20 ticks/1 second. Lower values make the mod faster, but could impact more the CPU, depending on the complexity of the event. 1.0.1 Added tooltips for the parameters when you hover over them which describe what they do. Fixed loop_start and loop_end being missing from the GUI. Fixed start_time being missing from the GUI.
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Music Events 1.0.0

1.0.0
2 июн. 2026 г.35Minecraft: 1.20.1forge
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