
[DCME] Dynamic Contextual Music Engine
Replaces vanilla music with a dynamic soundtrack that reacts to biomes, time of day, weather, battles, bosses, structures, etc. Fully customizable via resource packs and JSON; no programming required
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- 21 августа 2026 г.
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- All-Rights-Reserved
Опубликован 15 февраля 2026 г.

[DCME] Dynamic Contextual Music Engine
DCME replaces Minecraft's vanilla music system with a fully dynamic, context-aware soundtrack. Music adapts in real time to what you're doing: exploring, fighting, caving, facing a boss, or watching the credits roll.
Important: Resource Pack Required
DCME is a music engine and does not include music tracks. You need a compatible resource pack to hear music in-game. Search for [DCME] on CurseForge or Modrinth to find community-made soundtracks.
If you create a music pack, add [DCME] to your project title so users can find it.
Contextual Music
The mod evaluates dozens of conditions every second and plays the right music for the moment:
- Overworld - Day, night, dawn, and dusk each have their own soundtrack
- Weather - Rain triggers a dedicated atmosphere
- Underground - Caves and the Deep Dark get unique music
- Dimensions - Nether and The End have distinct soundscapes
- Combat (PVE) - Dynamic music kicks in when hostile mobs target you
- Combat (PVP) - Music triggers for both attacker and victim, with team protection and configurable timeout
- Bosses - Wither, Ender Dragon, and Elder Guardian each have dedicated boss themes
- Screens - Main menu and credits have their own music
Smooth Transitions
- 3 transition modes - Crossfade (simultaneous fade), Gap (silence between tracks), or Hybrid (crossfade within same group, gap between groups)
- Combat overlay - Base music fades to near-silence while combat plays, then resumes where it left off
- Boss fights - Base music is released during long boss encounters to free resources
- Dimension transitions - Audio state resets cleanly when entering portals
- End-of-track fade - Tracks fade out gracefully near the end instead of stopping abruptly
PVP Combat Detection
DCME tracks player-vs-player combat server-side. When a player hits another player, both receive the PVP combat music signal.
- Bidirectional - both players get combat music
- Team protection - players on the same scoreboard team won't trigger PVP music against each other
- Configurable timeout - music stays active for a configurable duration after the last hit (default: 5s)
Play Once (Smart Groups)
Contexts can finish their current track before transitioning, but only within the same group. Changing dimension or going from surface to underground always crossfades immediately.
Groups: overworld_surface, overworld_underground, nether, end, screen, combat, boss
Configuration
- JSON config at
config/dcme.json- master volume, fade durations, gap between tracks, combat radius, PVP timeout, team protection, per-context toggles, and more - In-game config screen via Mod Menu - toggle every context on/off, adjust PVP settings, and change transition modes without editing files
- Per-context overrides - each context can define its own volume, fade times, and gap duration
100% Customizable via Resource Packs
- Replace tracks - swap any OGG file via a resource pack
- Add new contexts - create JSON files to define new music triggers
- Override existing contexts - replace any default context with your own
- Custom conditions - biome, dimension, time of day, weather, altitude, sky light, combat, boss, structure, season, advancement, and more
See the included example resource pack and datapack for a complete guide.
Config Folder Overrides
Drop context JSONs into config/dcme/contexts/ to override any context without a resource pack. Highest priority - overrides both defaults and resource packs.
Third-Party Music Blocking
DCME blocks other mods from playing their own music to prevent conflicts. Configurable per-namespace in config/dcme.json. Jukebox music is never blocked.
Context Priority System
| Context | Priority | Layer | Group |
|---|---|---|---|
| Ender Dragon | 100 | Override | boss |
| Wither | 95 | Override | boss |
| Elder Guardian | 90 | Override | boss |
| Combat (Warden) | 85 | Override | combat |
| Combat (Generic) | 80 | Override | combat |
| Credits | 70 | Base | screen |
| Menu | 60 | Base | screen |
| Deep Dark | 50 | Base | overworld_underground |
| Underground | 40 | Base | overworld_underground |
| Rain | 38 | Base | overworld_surface |
| Dawn | 22 | Base | overworld_surface |
| Dusk | 22 | Base | overworld_surface |
| Night | 20 | Base | overworld_surface |
| Day / Nether / End | 10 | Base | (varies) |
Compatible with
- Mod Menu - for in-game config screen
- Serene Seasons / Fabric Seasons - season-based music
- Sound Physics Remastered, AmbientSounds
- PartyAddon and any team mod using scoreboard teams
Used in the Legends Reborn: Medieval modpack.
Ченджлог
1.0.3+26.1.2Релиз26.1.2 · 21 августа 2026 г.
v1.0.3:
- Structure tags now work. The
structurescondition accepts "#namespace:tag" exactly likebiomesalready did, so one context can cover every mineshaft or every village instead of listing each mod's variant. The example datapack shows how to define your own structure tag. - Fixed structure detection reading a structure's PIECES instead of its outline. Inside a Nether fortress the corridors counted but the courtyards and the gaps between rooms did not, so the music started and stopped as you walked through it.
- Fixed underground structures never being detected. The answer was cached per chunk COLUMN with no height, so once you had walked over the ground above a stronghold, "no structure" was cached for that whole column, for every player, and written to disk. Detection is now cached and re-run per 16 block section. The cache file has a new name (dcme_structures_v2.json); the old one is ignored and can be deleted.
- Fixed overlapping structures being resolved in registry order, which is arbitrary. The smallest structure now wins: it is the more specific answer, and it is stable.
- Fixed music playing at the SQUARE of your Music slider. At 50% the mod played at 25%, at 30% it played at 9%. The slider is now applied once.
- Fixed
dimensionandstructuresrequiring the full namespace while the documentation showed the short form."dimension": "overworld"was compared, character for character, againstminecraft:overworld, so it never matched and said nothing. Biome conditions never had the problem, which is what made this one so hard to see. Both forms now work everywhere. - Dying now resets the music the same way leaving a world does. The track that was playing when you died used to come back a second later, over the death screen, and carry on unchanged after you respawned. The death screen is now silent unless a pack provides a context for it, and respawning starts from a clean slate.
- Fixed the music carrying over into the next world. Going through a Nether portal, the Overworld track came back for about four seconds before the Nether track took over, and leaving a world started a track that the loading screen then cut off. Loading a world, leaving one and stepping through a portal now all reset the music cleanly: silence during the load, then the new world's music from a clean slate.
- Fixed the world-change check only looking at the DIMENSION, and only while a world was loaded, so leaving to the title screen was never detected at all.
- Fixed the startup log line reporting v1.0.0 whatever the actual version was. It now reads the real one, which matters when a log is the only thing you have to go on.
- A
screencondition no longer cancels every other condition in the same context. - Mistakes in a music context are now reported at load, with the file and the field named, instead of being dropped in silence: an unknown field (
biomeinstead ofbiomes, for instance), a sound that no resource pack declares, and two contexts sharing one id. Contexts are also logged at INFO rather than DEBUG, so a pack that fails to load is visible at the default log level. - Removed a pointless attempt to add resource pack sounds to the game's sound registry, which always failed and logged a misleading message. Sounds are resolved by identifier through the resource packs and never needed it.
- Drop in replacement: no config change, and the only save data touched is the structure cache described above.
1.0.3+26.1.1Релиз26.1.1 · 21 августа 2026 г.
v1.0.3:
- Structure tags now work. The
structurescondition accepts "#namespace:tag" exactly likebiomesalready did, so one context can cover every mineshaft or every village instead of listing each mod's variant. The example datapack shows how to define your own structure tag. - Fixed structure detection reading a structure's PIECES instead of its outline. Inside a Nether fortress the corridors counted but the courtyards and the gaps between rooms did not, so the music started and stopped as you walked through it.
- Fixed underground structures never being detected. The answer was cached per chunk COLUMN with no height, so once you had walked over the ground above a stronghold, "no structure" was cached for that whole column, for every player, and written to disk. Detection is now cached and re-run per 16 block section. The cache file has a new name (dcme_structures_v2.json); the old one is ignored and can be deleted.
- Fixed overlapping structures being resolved in registry order, which is arbitrary. The smallest structure now wins: it is the more specific answer, and it is stable.
- Fixed music playing at the SQUARE of your Music slider. At 50% the mod played at 25%, at 30% it played at 9%. The slider is now applied once.
- Fixed
dimensionandstructuresrequiring the full namespace while the documentation showed the short form."dimension": "overworld"was compared, character for character, againstminecraft:overworld, so it never matched and said nothing. Biome conditions never had the problem, which is what made this one so hard to see. Both forms now work everywhere. - Dying now resets the music the same way leaving a world does. The track that was playing when you died used to come back a second later, over the death screen, and carry on unchanged after you respawned. The death screen is now silent unless a pack provides a context for it, and respawning starts from a clean slate.
- Fixed the music carrying over into the next world. Going through a Nether portal, the Overworld track came back for about four seconds before the Nether track took over, and leaving a world started a track that the loading screen then cut off. Loading a world, leaving one and stepping through a portal now all reset the music cleanly: silence during the load, then the new world's music from a clean slate.
- Fixed the world-change check only looking at the DIMENSION, and only while a world was loaded, so leaving to the title screen was never detected at all.
- Fixed the startup log line reporting v1.0.0 whatever the actual version was. It now reads the real one, which matters when a log is the only thing you have to go on.
- A
screencondition no longer cancels every other condition in the same context. - Mistakes in a music context are now reported at load, with the file and the field named, instead of being dropped in silence: an unknown field (
biomeinstead ofbiomes, for instance), a sound that no resource pack declares, and two contexts sharing one id. Contexts are also logged at INFO rather than DEBUG, so a pack that fails to load is visible at the default log level. - Removed a pointless attempt to add resource pack sounds to the game's sound registry, which always failed and logged a misleading message. Sounds are resolved by identifier through the resource packs and never needed it.
- Drop in replacement: no config change, and the only save data touched is the structure cache described above.
1.0.3+26.1Релиз26.1 · 21 августа 2026 г.
v1.0.3:
- Structure tags now work. The
structurescondition accepts "#namespace:tag" exactly likebiomesalready did, so one context can cover every mineshaft or every village instead of listing each mod's variant. The example datapack shows how to define your own structure tag. - Fixed structure detection reading a structure's PIECES instead of its outline. Inside a Nether fortress the corridors counted but the courtyards and the gaps between rooms did not, so the music started and stopped as you walked through it.
- Fixed underground structures never being detected. The answer was cached per chunk COLUMN with no height, so once you had walked over the ground above a stronghold, "no structure" was cached for that whole column, for every player, and written to disk. Detection is now cached and re-run per 16 block section. The cache file has a new name (dcme_structures_v2.json); the old one is ignored and can be deleted.
- Fixed overlapping structures being resolved in registry order, which is arbitrary. The smallest structure now wins: it is the more specific answer, and it is stable.
- Fixed music playing at the SQUARE of your Music slider. At 50% the mod played at 25%, at 30% it played at 9%. The slider is now applied once.
- Fixed
dimensionandstructuresrequiring the full namespace while the documentation showed the short form."dimension": "overworld"was compared, character for character, againstminecraft:overworld, so it never matched and said nothing. Biome conditions never had the problem, which is what made this one so hard to see. Both forms now work everywhere. - Dying now resets the music the same way leaving a world does. The track that was playing when you died used to come back a second later, over the death screen, and carry on unchanged after you respawned. The death screen is now silent unless a pack provides a context for it, and respawning starts from a clean slate.
- Fixed the music carrying over into the next world. Going through a Nether portal, the Overworld track came back for about four seconds before the Nether track took over, and leaving a world started a track that the loading screen then cut off. Loading a world, leaving one and stepping through a portal now all reset the music cleanly: silence during the load, then the new world's music from a clean slate.
- Fixed the world-change check only looking at the DIMENSION, and only while a world was loaded, so leaving to the title screen was never detected at all.
- Fixed the startup log line reporting v1.0.0 whatever the actual version was. It now reads the real one, which matters when a log is the only thing you have to go on.
- A
screencondition no longer cancels every other condition in the same context. - Mistakes in a music context are now reported at load, with the file and the field named, instead of being dropped in silence: an unknown field (
biomeinstead ofbiomes, for instance), a sound that no resource pack declares, and two contexts sharing one id. Contexts are also logged at INFO rather than DEBUG, so a pack that fails to load is visible at the default log level. - Removed a pointless attempt to add resource pack sounds to the game's sound registry, which always failed and logged a misleading message. Sounds are resolved by identifier through the resource packs and never needed it.
- Drop in replacement: no config change, and the only save data touched is the structure cache described above.
1.0.3+1.21.11Релиз1.21.11 · 21 августа 2026 г.
v1.0.3:
- Structure tags now work. The
structurescondition accepts "#namespace:tag" exactly likebiomesalready did, so one context can cover every mineshaft or every village instead of listing each mod's variant. The example datapack shows how to define your own structure tag. - Fixed structure detection reading a structure's PIECES instead of its outline. Inside a Nether fortress the corridors counted but the courtyards and the gaps between rooms did not, so the music started and stopped as you walked through it.
- Fixed underground structures never being detected. The answer was cached per chunk COLUMN with no height, so once you had walked over the ground above a stronghold, "no structure" was cached for that whole column, for every player, and written to disk. Detection is now cached and re-run per 16 block section. The cache file has a new name (dcme_structures_v2.json); the old one is ignored and can be deleted.
- Fixed overlapping structures being resolved in registry order, which is arbitrary. The smallest structure now wins: it is the more specific answer, and it is stable.
- Fixed music playing at the SQUARE of your Music slider. At 50% the mod played at 25%, at 30% it played at 9%. The slider is now applied once.
- Fixed
dimensionandstructuresrequiring the full namespace while the documentation showed the short form."dimension": "overworld"was compared, character for character, againstminecraft:overworld, so it never matched and said nothing. Biome conditions never had the problem, which is what made this one so hard to see. Both forms now work everywhere. - Dying now resets the music the same way leaving a world does. The track that was playing when you died used to come back a second later, over the death screen, and carry on unchanged after you respawned. The death screen is now silent unless a pack provides a context for it, and respawning starts from a clean slate.
- Fixed the music carrying over into the next world. Going through a Nether portal, the Overworld track came back for about four seconds before the Nether track took over, and leaving a world started a track that the loading screen then cut off. Loading a world, leaving one and stepping through a portal now all reset the music cleanly: silence during the load, then the new world's music from a clean slate.
- Fixed the world-change check only looking at the DIMENSION, and only while a world was loaded, so leaving to the title screen was never detected at all.
- Fixed the startup log line reporting v1.0.0 whatever the actual version was. It now reads the real one, which matters when a log is the only thing you have to go on.
- A
screencondition no longer cancels every other condition in the same context. - Mistakes in a music context are now reported at load, with the file and the field named, instead of being dropped in silence: an unknown field (
biomeinstead ofbiomes, for instance), a sound that no resource pack declares, and two contexts sharing one id. Contexts are also logged at INFO rather than DEBUG, so a pack that fails to load is visible at the default log level. - Removed a pointless attempt to add resource pack sounds to the game's sound registry, which always failed and logged a misleading message. Sounds are resolved by identifier through the resource packs and never needed it.
- Drop in replacement: no config change, and the only save data touched is the structure cache described above.
1.0.3+1.21.10Релиз1.21.10 · 21 августа 2026 г.
v1.0.3:
- Structure tags now work. The
structurescondition accepts "#namespace:tag" exactly likebiomesalready did, so one context can cover every mineshaft or every village instead of listing each mod's variant. The example datapack shows how to define your own structure tag. - Fixed structure detection reading a structure's PIECES instead of its outline. Inside a Nether fortress the corridors counted but the courtyards and the gaps between rooms did not, so the music started and stopped as you walked through it.
- Fixed underground structures never being detected. The answer was cached per chunk COLUMN with no height, so once you had walked over the ground above a stronghold, "no structure" was cached for that whole column, for every player, and written to disk. Detection is now cached and re-run per 16 block section. The cache file has a new name (dcme_structures_v2.json); the old one is ignored and can be deleted.
- Fixed overlapping structures being resolved in registry order, which is arbitrary. The smallest structure now wins: it is the more specific answer, and it is stable.
- Fixed music playing at the SQUARE of your Music slider. At 50% the mod played at 25%, at 30% it played at 9%. The slider is now applied once.
- Fixed
dimensionandstructuresrequiring the full namespace while the documentation showed the short form."dimension": "overworld"was compared, character for character, againstminecraft:overworld, so it never matched and said nothing. Biome conditions never had the problem, which is what made this one so hard to see. Both forms now work everywhere. - Dying now resets the music the same way leaving a world does. The track that was playing when you died used to come back a second later, over the death screen, and carry on unchanged after you respawned. The death screen is now silent unless a pack provides a context for it, and respawning starts from a clean slate.
- Fixed the music carrying over into the next world. Going through a Nether portal, the Overworld track came back for about four seconds before the Nether track took over, and leaving a world started a track that the loading screen then cut off. Loading a world, leaving one and stepping through a portal now all reset the music cleanly: silence during the load, then the new world's music from a clean slate.
- Fixed the world-change check only looking at the DIMENSION, and only while a world was loaded, so leaving to the title screen was never detected at all.
- Fixed the startup log line reporting v1.0.0 whatever the actual version was. It now reads the real one, which matters when a log is the only thing you have to go on.
- A
screencondition no longer cancels every other condition in the same context. - Mistakes in a music context are now reported at load, with the file and the field named, instead of being dropped in silence: an unknown field (
biomeinstead ofbiomes, for instance), a sound that no resource pack declares, and two contexts sharing one id. Contexts are also logged at INFO rather than DEBUG, so a pack that fails to load is visible at the default log level. - Removed a pointless attempt to add resource pack sounds to the game's sound registry, which always failed and logged a misleading message. Sounds are resolved by identifier through the resource packs and never needed it.
- Drop in replacement: no config change, and the only save data touched is the structure cache described above.
1.0.3+1.21.9Релиз1.21.9 · 21 августа 2026 г.
v1.0.3:
- Structure tags now work. The
structurescondition accepts "#namespace:tag" exactly likebiomesalready did, so one context can cover every mineshaft or every village instead of listing each mod's variant. The example datapack shows how to define your own structure tag. - Fixed structure detection reading a structure's PIECES instead of its outline. Inside a Nether fortress the corridors counted but the courtyards and the gaps between rooms did not, so the music started and stopped as you walked through it.
- Fixed underground structures never being detected. The answer was cached per chunk COLUMN with no height, so once you had walked over the ground above a stronghold, "no structure" was cached for that whole column, for every player, and written to disk. Detection is now cached and re-run per 16 block section. The cache file has a new name (dcme_structures_v2.json); the old one is ignored and can be deleted.
- Fixed overlapping structures being resolved in registry order, which is arbitrary. The smallest structure now wins: it is the more specific answer, and it is stable.
- Fixed music playing at the SQUARE of your Music slider. At 50% the mod played at 25%, at 30% it played at 9%. The slider is now applied once.
- Fixed
dimensionandstructuresrequiring the full namespace while the documentation showed the short form."dimension": "overworld"was compared, character for character, againstminecraft:overworld, so it never matched and said nothing. Biome conditions never had the problem, which is what made this one so hard to see. Both forms now work everywhere. - Dying now resets the music the same way leaving a world does. The track that was playing when you died used to come back a second later, over the death screen, and carry on unchanged after you respawned. The death screen is now silent unless a pack provides a context for it, and respawning starts from a clean slate.
- Fixed the music carrying over into the next world. Going through a Nether portal, the Overworld track came back for about four seconds before the Nether track took over, and leaving a world started a track that the loading screen then cut off. Loading a world, leaving one and stepping through a portal now all reset the music cleanly: silence during the load, then the new world's music from a clean slate.
- Fixed the world-change check only looking at the DIMENSION, and only while a world was loaded, so leaving to the title screen was never detected at all.
- Fixed the startup log line reporting v1.0.0 whatever the actual version was. It now reads the real one, which matters when a log is the only thing you have to go on.
- A
screencondition no longer cancels every other condition in the same context. - Mistakes in a music context are now reported at load, with the file and the field named, instead of being dropped in silence: an unknown field (
biomeinstead ofbiomes, for instance), a sound that no resource pack declares, and two contexts sharing one id. Contexts are also logged at INFO rather than DEBUG, so a pack that fails to load is visible at the default log level. - Removed a pointless attempt to add resource pack sounds to the game's sound registry, which always failed and logged a misleading message. Sounds are resolved by identifier through the resource packs and never needed it.
- Drop in replacement: no config change, and the only save data touched is the structure cache described above.
1.0.3+1.21.8Релиз1.21.8 · 21 августа 2026 г.
v1.0.3:
- Structure tags now work. The
structurescondition accepts "#namespace:tag" exactly likebiomesalready did, so one context can cover every mineshaft or every village instead of listing each mod's variant. The example datapack shows how to define your own structure tag. - Fixed structure detection reading a structure's PIECES instead of its outline. Inside a Nether fortress the corridors counted but the courtyards and the gaps between rooms did not, so the music started and stopped as you walked through it.
- Fixed underground structures never being detected. The answer was cached per chunk COLUMN with no height, so once you had walked over the ground above a stronghold, "no structure" was cached for that whole column, for every player, and written to disk. Detection is now cached and re-run per 16 block section. The cache file has a new name (dcme_structures_v2.json); the old one is ignored and can be deleted.
- Fixed overlapping structures being resolved in registry order, which is arbitrary. The smallest structure now wins: it is the more specific answer, and it is stable.
- Fixed music playing at the SQUARE of your Music slider. At 50% the mod played at 25%, at 30% it played at 9%. The slider is now applied once.
- Fixed
dimensionandstructuresrequiring the full namespace while the documentation showed the short form."dimension": "overworld"was compared, character for character, againstminecraft:overworld, so it never matched and said nothing. Biome conditions never had the problem, which is what made this one so hard to see. Both forms now work everywhere. - Dying now resets the music the same way leaving a world does. The track that was playing when you died used to come back a second later, over the death screen, and carry on unchanged after you respawned. The death screen is now silent unless a pack provides a context for it, and respawning starts from a clean slate.
- Fixed the music carrying over into the next world. Going through a Nether portal, the Overworld track came back for about four seconds before the Nether track took over, and leaving a world started a track that the loading screen then cut off. Loading a world, leaving one and stepping through a portal now all reset the music cleanly: silence during the load, then the new world's music from a clean slate.
- Fixed the world-change check only looking at the DIMENSION, and only while a world was loaded, so leaving to the title screen was never detected at all.
- Fixed the startup log line reporting v1.0.0 whatever the actual version was. It now reads the real one, which matters when a log is the only thing you have to go on.
- A
screencondition no longer cancels every other condition in the same context. - Mistakes in a music context are now reported at load, with the file and the field named, instead of being dropped in silence: an unknown field (
biomeinstead ofbiomes, for instance), a sound that no resource pack declares, and two contexts sharing one id. Contexts are also logged at INFO rather than DEBUG, so a pack that fails to load is visible at the default log level. - Removed a pointless attempt to add resource pack sounds to the game's sound registry, which always failed and logged a misleading message. Sounds are resolved by identifier through the resource packs and never needed it.
- Drop in replacement: no config change, and the only save data touched is the structure cache described above.
1.0.3+1.21.7Релиз1.21.7 · 21 августа 2026 г.
v1.0.3:
- Structure tags now work. The
structurescondition accepts "#namespace:tag" exactly likebiomesalready did, so one context can cover every mineshaft or every village instead of listing each mod's variant. The example datapack shows how to define your own structure tag. - Fixed structure detection reading a structure's PIECES instead of its outline. Inside a Nether fortress the corridors counted but the courtyards and the gaps between rooms did not, so the music started and stopped as you walked through it.
- Fixed underground structures never being detected. The answer was cached per chunk COLUMN with no height, so once you had walked over the ground above a stronghold, "no structure" was cached for that whole column, for every player, and written to disk. Detection is now cached and re-run per 16 block section. The cache file has a new name (dcme_structures_v2.json); the old one is ignored and can be deleted.
- Fixed overlapping structures being resolved in registry order, which is arbitrary. The smallest structure now wins: it is the more specific answer, and it is stable.
- Fixed music playing at the SQUARE of your Music slider. At 50% the mod played at 25%, at 30% it played at 9%. The slider is now applied once.
- Fixed
dimensionandstructuresrequiring the full namespace while the documentation showed the short form."dimension": "overworld"was compared, character for character, againstminecraft:overworld, so it never matched and said nothing. Biome conditions never had the problem, which is what made this one so hard to see. Both forms now work everywhere. - Dying now resets the music the same way leaving a world does. The track that was playing when you died used to come back a second later, over the death screen, and carry on unchanged after you respawned. The death screen is now silent unless a pack provides a context for it, and respawning starts from a clean slate.
- Fixed the music carrying over into the next world. Going through a Nether portal, the Overworld track came back for about four seconds before the Nether track took over, and leaving a world started a track that the loading screen then cut off. Loading a world, leaving one and stepping through a portal now all reset the music cleanly: silence during the load, then the new world's music from a clean slate.
- Fixed the world-change check only looking at the DIMENSION, and only while a world was loaded, so leaving to the title screen was never detected at all.
- Fixed the startup log line reporting v1.0.0 whatever the actual version was. It now reads the real one, which matters when a log is the only thing you have to go on.
- A
screencondition no longer cancels every other condition in the same context. - Mistakes in a music context are now reported at load, with the file and the field named, instead of being dropped in silence: an unknown field (
biomeinstead ofbiomes, for instance), a sound that no resource pack declares, and two contexts sharing one id. Contexts are also logged at INFO rather than DEBUG, so a pack that fails to load is visible at the default log level. - Removed a pointless attempt to add resource pack sounds to the game's sound registry, which always failed and logged a misleading message. Sounds are resolved by identifier through the resource packs and never needed it.
- Drop in replacement: no config change, and the only save data touched is the structure cache described above.
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