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Mineforgian

[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

[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 structures condition accepts "#namespace:tag" exactly like biomes already 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 dimension and structures requiring the full namespace while the documentation showed the short form. "dimension": "overworld" was compared, character for character, against minecraft: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 screen condition 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 (biome instead of biomes, 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 structures condition accepts "#namespace:tag" exactly like biomes already 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 dimension and structures requiring the full namespace while the documentation showed the short form. "dimension": "overworld" was compared, character for character, against minecraft: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 screen condition 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 (biome instead of biomes, 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 structures condition accepts "#namespace:tag" exactly like biomes already 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 dimension and structures requiring the full namespace while the documentation showed the short form. "dimension": "overworld" was compared, character for character, against minecraft: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 screen condition 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 (biome instead of biomes, 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 structures condition accepts "#namespace:tag" exactly like biomes already 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 dimension and structures requiring the full namespace while the documentation showed the short form. "dimension": "overworld" was compared, character for character, against minecraft: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 screen condition 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 (biome instead of biomes, 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 structures condition accepts "#namespace:tag" exactly like biomes already 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 dimension and structures requiring the full namespace while the documentation showed the short form. "dimension": "overworld" was compared, character for character, against minecraft: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 screen condition 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 (biome instead of biomes, 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 structures condition accepts "#namespace:tag" exactly like biomes already 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 dimension and structures requiring the full namespace while the documentation showed the short form. "dimension": "overworld" was compared, character for character, against minecraft: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 screen condition 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 (biome instead of biomes, 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 structures condition accepts "#namespace:tag" exactly like biomes already 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 dimension and structures requiring the full namespace while the documentation showed the short form. "dimension": "overworld" was compared, character for character, against minecraft: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 screen condition 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 (biome instead of biomes, 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 structures condition accepts "#namespace:tag" exactly like biomes already 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 dimension and structures requiring the full namespace while the documentation showed the short form. "dimension": "overworld" was compared, character for character, against minecraft: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 screen condition 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 (biome instead of biomes, 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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