This helped me figure out the problem, thank you; but it also made me realize something else. The biomes for which I am trying to add music are from the "Lord of the Rings" Mod for Minecraft, and several different biomes in the game count as the same "biome type," which means that they cannot have different music.
For example, the Shire biome and the Rohan biome are both counted as kinds of Plains biomes. So of course, if I apply a song to the biome type "PLAINS" in my config, that same song plays in both the Shire biome and the Rohan biome.
Is there any way around this? Is there a way to get a song to play for a specific Biome ID (for a biome from a mod) rather than a general Biome Type? If not, would you consider adding such a feature? It would make this mod utterly perfect.
This helped me figure out the problem, thank you; but it also made me realize something else. The biomes for which I am trying to add music are from the "Lord of the Rings" Mod for Minecraft, and several different biomes in the game count as the same "biome type," which means that they cannot have different music.
For example, the Shire biome and the Rohan biome are both counted as kinds of Plains biomes. So of course, if I apply a song to the biome type "PLAINS", that same song plays in both the Shire biome and the Rohan biome.
Is there any way around this? Is there a way to get a song to play for a specific Biome ID (for a biome from a mod) rather than a general Biome Type?
Yeah, just include the "Biomes" section with the biome name, and don't include the "Biome Types" section.
Note that the 'Shire' biome for which I am trying to get the music to play also counts as the 'Extreme Hills' biome (see picture attached to this message); they are one and the same, but I have them as two different biomes in the sounds.json file in case one does not get picked up by the MusicChoices mod. The current result I get from this, as well as the result I get from having only "Shire" or "Extreme Hills" under "biomes", is that Vanilla Minecraft music plays instead of my custom music. The only way I got any custom music to play was by removing "dimensions" from the sounds.json, leaving the dimension of the Lord of the Rings mod (100) in game, and having only "Extreme Hills" under "biomes" in the sounds.json. It almost seemed like the MusicChoices mod did not acknowledge dimension 100 as a real dimension.
Also, when the music finally did play like this, if I left the biome and then returned to it, the 'Stop Tracks' option in my 'musicchoices.cfg' did not seem to cause the Vanilla music that had started playing to stop, and my custom music only started playing after the Vanilla music had finished playing a full song (yet the custom music was replaced by Vanilla music as soon as I left the 'Extreme Hills' biome). My 'Stop Tracks' option is set to 'true', and my 'Set to true to override the options loaded in through the sounds.json' is also set to 'true' in my config file.
Any ideas? Sorry for the complications...
Should something like this be working? (Ignore "mch.Mainmenu", that entry is working beautifully):
Note that the 'Shire' biome for which I am trying to get the music to play also counts as the 'Extreme Hills' biome (see picture attached to this message); they are one and the same, but I have them as two different biomes in the config file in case one does not get picked up by the MusicChoices mod. The current result I get from this is that Vanilla Minecraft music plays instead of my custom music.
Oh, that's kinda strange. I guess those biomes are added in a non-standard way then... it should work if it is considered extreme hills. Does it work in a vanilla extreme hills biome in the overworld if you remove the "dimensions" part?
If I am in the Overworld in a Vanilla 'Extreme Hills' biome, and I remove the "dimensions" part from sounds.json, then I was able to get it to play, yes. If I am in dimension 100, it does not seem to want to play, regardless of whether or not I have 'Extreme Hills' or 'Shire' (or both) listed under biomes, and even if I remove the "dimensions" part. The only way I was able to get custom music to play in dimension 100 was to have "biome types:" set to "HILLS" (the issue then being that the music plays in places that I don't want it to). If it works with "HILLS" in "biome types", should it not also work with "biomes" set to "Extreme Hills"? Is MusicChoices maybe not recognizing dimension 100 as a proper dimension?
If I am in the Overworld in a Vanilla 'Extreme Hills' biome, and I remove the "dimensions" part from sounds.json, then I was able to get it to play, yes. If I am in dimension 100, it does not seem to want to play, regardless of whether or not I have 'Extreme Hills' or 'Shire' (or both) listed under biomes, and even if I remove the "dimensions" part. The only way I was able to get custom music to play in dimension 100 was to have "biome types:" set to "HILLS" (the issue then being that the music plays in places that I don't want it to). If it works with "HILLS" in "biome types", should it not also work with "biomes" set to "Extreme Hills"? Is MusicChoices maybe not recognizing dimension 100 as a proper dimension?
It probably recognizes the dimension. What it probably doesn't recognize is the biome if the biomes they are added in a non-standard way (as they seem to be)...
out of curiosity, is this intended to come out to 1.9?
I'm going to repeat what I said on other threads. You asked abit nicer, I respect that, but this is a tired subject.
Please refrain from asking a already too well known subject, as it is now considered borderline spam. Modders are aware of 1.9's existence and I'm sure they'd post something if they wasn't thinking about updating.
Also, to some degree it is rule-breaking (spammy), and also distracts/discourages modders.
I'm going to repeat what I said on other threads. You asked abit nicer, I respect that, but this is a tired subject.
Please refrain from asking a already too well known subject, as it is now considered borderline spam. Modders are aware of 1.9's existence and I'm sure they'd post something if they wasn't thinking about updating.
Also, to some degree it is rule-breaking (spammy), and also distracts/discourages modders.
Truly was not my intention to come off as spam. To be honest i rarely post. so i'm not aware of it being considered spam. i wasn't asking when it was coming to 1.9. i was asking if it was intended to come to 1.9
I use older modded builds in different Minecraft folders. so if an older mod requires, say 1.7.8. i can just add it to my 1.7.8 build. It truly is not a problem
but, thank you for telling me that this is a problem. I shall avoid from mentioning 1.9 (or any other update related questions, or intent.)
I have a problem, boss battle music keeps playing even after the boss dies, even after I turn off the music and on back again. The part of sounds.json related to the this is
Try to reduce size of pack and edit sounds.json from scratch.
Size is over 255MB in ZIP format and sounds.json is clearly than previous one, but game still dont load music pack.
sounds.json:
Hi, go into the config file and set the simple debug output to true, and watch the game output tab in the launcher (if you use the vanilla launcher) as the game loads. It should tell you any problems it finds.
Hello, I noticed that TFC is actually not able to override Terrafirmacraft musics in menu.
Could you do something for this?
I wish to be able to make my own songs plays in the minecraft menu, without disabling TFC musics entirely in order to do this.
I would also prefer to not put my hands on music handler class file in Terrafirmacraft.jar
Hey, probably a stupid question, but can I include your mod in a modpack for my map? If so what are the permissions? Can I upload it with the other mods? The modpack itself will not be monetized
I have an odd problem, I disabled the aether mod's custom main menu and the menu music will work until you select an option. When you return to the main screen, It will play normal minecraft music.
Removing the aether fixes it completely, so I know it is somehow causing it.
Here is a part of the log that I believe deals with it:
Hello, I noticed that TFC is actually not able to override Terrafirmacraft musics in menu.
Could you do something for this?
I wish to be able to make my own songs plays in the minecraft menu, without disabling TFC musics entirely in order to do this.
I would also prefer to not put my hands on music handler class file in Terrafirmacraft.jar
Hey, I'm not quite sure what you mean... Does Terrafirmacraft come with music in the menu automatically? If it does, and music choices can't override it, then that means this is incompatible with it (they modify the sound system too), and you would have to disable all of it's music. =/
You could add the music back with this mod too if you grab the music tracks out of the jar file.
Hey, probably a stupid question, but can I include your mod in a modpack for my map? If so what are the permissions? Can I upload it with the other mods? The modpack itself will not be monetized
I have an odd problem, I disabled the aether mod's custom main menu and the menu music will work until you select an option. When you return to the main screen, It will play normal minecraft music.
Removing the aether fixes it completely, so I know it is somehow causing it.
Here is a part of the log that I believe deals with it:
Hmm... I noticed a similar issue with bspkrs core mod. Does the aether mod happen to render a mob on the menu screen? If it does, then it creates a 'world' to do it. I detected if you are on the menu based on if there is no active world, so it would think you are ingame then...
I do remember I found a solution for bspkrs core, so it still played the menu music with the mob rendered. I don't remember what I did at the moment though...
Quote from Tmtravlr>>
Hmm... I noticed a similar issue with bspkrs core mod. Does the aether mod happen to render a mob on the menu screen? If it does, then it creates a 'world' to do it. I detected if you are on the menu based on if there is no active world, so it would think you are ingame then...
I do remember I found a solution for bspkrs core, so it still played the menu music with the mob rendered. I don't remember what I did at the moment though...
I have bspkrs, but disabled that feature, doesn't seem to phase MuC. (I have it active on a test pack too and it hasn't bothered MuC in the slightest)
The Aether totally blocks your mod from working in it's dimension (Probably overriding vanilla tracks, which your mod makes itself to be the new vanilla I think. Other tracks like the battle music don't work ether as I had to remove battle music since it wouldn't work in Aether). I'm guessing the same happens for the menu, except I disabled it's custom menu but still getting the previously mentioned issue.
If a compatibility being the ability to override aether's music was possible, that would probably fix alot of issues.
Situation: The Player is standing outside at night under light source (Lightlevel 14)
Expectation: The landlight- or waterlight-music should play
Actual result: the landdark- / waterdark-music plays
I tried playing around with priorities without success.
I tried playing around with lighting tags without success.
Also when only dark and light music is defined (not sun and moon) the mod won't play anything (default mc-music is turned off) when the player is outside (doesn't care if day or night, doesn't care if there is a blocklight source or not).
What is wrong here?
Thanks for helping
Rollback Post to RevisionRollBack
Yours sincerely Darth_Jimbo
Excuse my accent, I'm from South Germany...
This helped me figure out the problem, thank you; but it also made me realize something else. The biomes for which I am trying to add music are from the "Lord of the Rings" Mod for Minecraft, and several different biomes in the game count as the same "biome type," which means that they cannot have different music.
For example, the Shire biome and the Rohan biome are both counted as kinds of Plains biomes. So of course, if I apply a song to the biome type "PLAINS" in my config, that same song plays in both the Shire biome and the Rohan biome.
Is there any way around this? Is there a way to get a song to play for a specific Biome ID (for a biome from a mod) rather than a general Biome Type? If not, would you consider adding such a feature? It would make this mod utterly perfect.
Yeah, just include the "Biomes" section with the biome name, and don't include the "Biome Types" section.
Should something like this be working? (Ignore "mch.Mainmenu", that entry is working beautifully):
Note that the 'Shire' biome for which I am trying to get the music to play also counts as the 'Extreme Hills' biome (see picture attached to this message); they are one and the same, but I have them as two different biomes in the sounds.json file in case one does not get picked up by the MusicChoices mod. The current result I get from this, as well as the result I get from having only "Shire" or "Extreme Hills" under "biomes", is that Vanilla Minecraft music plays instead of my custom music. The only way I got any custom music to play was by removing "dimensions" from the sounds.json, leaving the dimension of the Lord of the Rings mod (100) in game, and having only "Extreme Hills" under "biomes" in the sounds.json. It almost seemed like the MusicChoices mod did not acknowledge dimension 100 as a real dimension.
Also, when the music finally did play like this, if I left the biome and then returned to it, the 'Stop Tracks' option in my 'musicchoices.cfg' did not seem to cause the Vanilla music that had started playing to stop, and my custom music only started playing after the Vanilla music had finished playing a full song (yet the custom music was replaced by Vanilla music as soon as I left the 'Extreme Hills' biome). My 'Stop Tracks' option is set to 'true', and my 'Set to true to override the options loaded in through the sounds.json' is also set to 'true' in my config file.
Any ideas? Sorry for the complications...
Oh, that's kinda strange. I guess those biomes are added in a non-standard way then... it should work if it is considered extreme hills. Does it work in a vanilla extreme hills biome in the overworld if you remove the "dimensions" part?
If I am in the Overworld in a Vanilla 'Extreme Hills' biome, and I remove the "dimensions" part from sounds.json, then I was able to get it to play, yes. If I am in dimension 100, it does not seem to want to play, regardless of whether or not I have 'Extreme Hills' or 'Shire' (or both) listed under biomes, and even if I remove the "dimensions" part. The only way I was able to get custom music to play in dimension 100 was to have "biome types:" set to "HILLS" (the issue then being that the music plays in places that I don't want it to). If it works with "HILLS" in "biome types", should it not also work with "biomes" set to "Extreme Hills"? Is MusicChoices maybe not recognizing dimension 100 as a proper dimension?
It probably recognizes the dimension. What it probably doesn't recognize is the biome if the biomes they are added in a non-standard way (as they seem to be)...
Try to make music pack, but the game dont load music from him. I use Music Expansion Framework sounds.json as example for me.
Use version 1.7.10
Music pack size is over 322MB in ZIP format.
sounds.json:
out of curiosity, is this intended to come out to 1.9?
I'm going to repeat what I said on other threads. You asked abit nicer, I respect that, but this is a tired subject.
Please refrain from asking a already too well known subject, as it is now considered borderline spam. Modders are aware of 1.9's existence and I'm sure they'd post something if they wasn't thinking about updating.
Also, to some degree it is rule-breaking (spammy), and also distracts/discourages modders.
Try to reduce size of pack and edit sounds.json from scratch.
Size is over 255MB in ZIP format and sounds.json is clearly than previous one, but game still dont load music pack.
sounds.json:
Truly was not my intention to come off as spam. To be honest i rarely post. so i'm not aware of it being considered spam. i wasn't asking when it was coming to 1.9. i was asking if it was intended to come to 1.9
I use older modded builds in different Minecraft folders. so if an older mod requires, say 1.7.8. i can just add it to my 1.7.8 build. It truly is not a problem
but, thank you for telling me that this is a problem. I shall avoid from mentioning 1.9 (or any other update related questions, or intent.)
Oh, it needs to have curly braces like in the summon command and such, so try "{Title:Boss}".
Victory jingle shouldn't affect it; Other than that, it should work. =)
Yeah, it is considered rude to ask when something will be updated on the forums. No worries though. =P
I do indeed plan to update it eventually, but am busy now.
Hi, go into the config file and set the simple debug output to true, and watch the game output tab in the launcher (if you use the vanilla launcher) as the game loads. It should tell you any problems it finds.
you will skip 1.8.9 and head to 1.9 ?
Hello, I noticed that TFC is actually not able to override Terrafirmacraft musics in menu.
Could you do something for this?
I wish to be able to make my own songs plays in the minecraft menu, without disabling TFC musics entirely in order to do this.
I would also prefer to not put my hands on music handler class file in Terrafirmacraft.jar
Hey, probably a stupid question, but can I include your mod in a modpack for my map? If so what are the permissions? Can I upload it with the other mods? The modpack itself will not be monetized
I have an odd problem, I disabled the aether mod's custom main menu and the menu music will work until you select an option. When you return to the main screen, It will play normal minecraft music.
Removing the aether fixes it completely, so I know it is somehow causing it.
Here is a part of the log that I believe deals with it:
https://docs.google.com/document/d/16LAxAUdEWbMetYrmfd11f1aqlzz7dv8S3798laxA2Ag/edit?usp=sharing
Hey, I'm not quite sure what you mean... Does Terrafirmacraft come with music in the menu automatically? If it does, and music choices can't override it, then that means this is incompatible with it (they modify the sound system too), and you would have to disable all of it's music. =/
You could add the music back with this mod too if you grab the music tracks out of the jar file.
Go ahead. =)
Hmm... I noticed a similar issue with bspkrs core mod. Does the aether mod happen to render a mob on the menu screen? If it does, then it creates a 'world' to do it. I detected if you are on the menu based on if there is no active world, so it would think you are ingame then...
I do remember I found a solution for bspkrs core, so it still played the menu music with the mob rendered. I don't remember what I did at the moment though...
I have bspkrs, but disabled that feature, doesn't seem to phase MuC. (I have it active on a test pack too and it hasn't bothered MuC in the slightest)
The Aether totally blocks your mod from working in it's dimension (Probably overriding vanilla tracks, which your mod makes itself to be the new vanilla I think. Other tracks like the battle music don't work ether as I had to remove battle music since it wouldn't work in Aether). I'm guessing the same happens for the menu, except I disabled it's custom menu but still getting the previously mentioned issue.
If a compatibility being the ability to override aether's music was possible, that would probably fix alot of issues.
1. Is there a way to add specific music for an item (when the item uses by R/L-clock only)?
2. Also I'd like to set my musicpack to different dimensions. How?
EDIT:
3. Could you add opportunity to add sounds while a player is underwater?
"mch.menu": {
"category": "music",
"musicchoices": true,
"menu": true,
"sounds": [
{
"name": "Menu",
"stream": true
}
]
},
"mch.landlight": {
"category": "music",
"musicchoices": true,
"priority": 2,
"biome type blacklist":
[
"RIVER",
"OCEAN",
"WATER"
],
"lighting": [
"sun",
"light"
],
"sounds": [
{
"name": "Light(1)",
"stream": true
},
{
"name": "Light(2)",
"stream": true
},
{
"name": "Light(3)",
"stream": true
},
{
"name": "Light(4)",
"stream": true
},
{
"name": "Light(5)",
"stream": true
},
{
"name": "Light(6)",
"stream": true
},
{
"name": "Light(7)",
"stream": true
},
{
"name": "Light(8)",
"stream": true
},
{
"name": "Light(9)",
"stream": true
}
]
},
"mch.landdark": {
"category": "music",
"musicchoices": true,
"biome type blacklist":
[
"RIVER",
"OCEAN",
"WATER"
],
"sounds": [
{
"name": "Dark(1)",
"stream": true
},
{
"name": "Dark(2)",
"stream": true
},
{
"name": "Dark(3)",
"stream": true
},
{
"name": "Dark(4)",
"stream": true
},
{
"name": "Dark(5)",
"stream": true
}
]
},
"mch.waterlight": {
"category": "music",
"musicchoices": true,
"priority": 2,
"biome types":
[
"RIVER",
"OCEAN",
"WATER"
],
"lighting": [
"sun",
"light"
],
"sounds": [
{
"name": "WaterLight(1)",
"stream": true
},
{
"name": "WaterLight(2)",
"stream": true
},
{
"name": "WaterLight(3)",
"stream": true
},
{
"name": "WaterLight(4)",
"stream": true
},
{
"name": "WaterLight(5)",
"stream": true
},
{
"name": "WaterLight(6)",
"stream": true
},
{
"name": "WaterLight(7)",
"stream": true
},
{
"name": "WaterLight(8)",
"stream": true
},
{
"name": "WaterLight(9)",
"stream": true
},
{
"name": "WaterLight(10)",
"stream": true
}
]
},
"mch.waterdark": {
"category": "music",
"musicchoices": true,
"biome types":
[
"RIVER",
"OCEAN",
"WATER"
],
"sounds": [
{
"name": "WaterDark(1)",
"stream": true
},
{
"name": "WaterDark(2)",
"stream": true
},
{
"name": "WaterDark(3)",
"stream": true
},
{
"name": "WaterDark(4)",
"stream": true
},
{
"name": "WaterDark(5)",
"stream": true
}
]
},
"mch.sunrise": {
"category": "music",
"musicchoices": true,
"overlap": true,
"event": "sunrise",
"sounds": [
{
"name": "Sunrise",
"stream": true
}
]
},
"mch.sunset": {
"category": "music",
"musicchoices": true,
"overlap": true,
"event": "sunset",
"sounds": [
{
"name": "Sunset",
"stream": true
}
]
}
}
I'm giving up, I'm too stupid to find my mistake.
Situation: The Player is standing outside at night under light source (Lightlevel 14)
Expectation: The landlight- or waterlight-music should play
Actual result: the landdark- / waterdark-music plays
I tried playing around with priorities without success.
I tried playing around with lighting tags without success.
Also when only dark and light music is defined (not sun and moon) the mod won't play anything (default mc-music is turned off) when the player is outside (doesn't care if day or night, doesn't care if there is a blocklight source or not).
What is wrong here?
Thanks for helping
Excuse my accent, I'm from South Germany...