Dynamic Surroundings alters the player’s visual and audible experience in Minecraft, and does not alter game mechanics. The player has a high degree of control over their experience, and modpack authors can customize biome and block effects based on their need.
NOTE: The JARs I build are published only to CurseForge. I cannot vouch for the JARs found on other sites because I do not know their origin.
Starting with v3.5.4.0, the HUDs have been moved into a separate mod called Dynamic Surroundings: HUDs. The HUDs mod will not run with earlier versions of Dynamic Surroundings so make sure you update your mods appropriately.
Have a question on how to do something? Check the Wiki!
Credits
- Better Rain mod by Wirsbo
- Aurora Rubealis by MrRube
- Presence Footsteps by Hurricaaane
- Complete list of attributions for sounds, textures, and shaders can be found in CREDITS
Suggested Companions
- Serene Seasons
- Stellar Sky
- Biomes O’Plenty
- Open Terrain Generator/Biome Bundle
- Sound Filters
- TrueType Font Replacement
- Fancy Block Particles
- FoamFix
- Better Foliage
- OpenEye
- Dynamic Surroundings: HUDs
Installation
Installing the mod is pretty easy! Just drop the JAR into the "mods" folder in your Minecraft Forge instance and startup your client.
The mod is not needed on the server so you can drop into an existing modpack and play on public servers without problem.
Videos
Immersion Video
Interview with Amaxter!
A very good overview of the features (in French):
Features
When precipitation occurs Dynamic Surroundings will generate a random storm intensity. This intensity will affect a variety of different things:
- The “density” of the downfall
- Volume of sound
- Background thunder
- Desert/Nether dust storms
Auroras
Auroras trigger at night when a player is standing in a “polar” biome such as Taiga or Ice Field. The size, shape, and coloration can change per Aurora spawned.
Biomes can have specific sounds that play while standing in them. The sound played can be different night or day, rain or shine. Forests have birds chirping, beaches have waves, swamps have crickets…
Blocks can have a variety of effects, sound as well as visual. Examples:
- Lava can form lava jets on the surface which spout fire or sparks.
- Bubbles can rise from the bottom of lakes, oceans, and ponds.
- Soul Sand can trigger demonic laughter.
- Wooden planks can squeak when walked upon.
- Dust motes can fall from various blocks.
- Steam will rise from water because of nearby lava.
- Fireflies will spawn at night around various plants in temperate biomes.
- Waterfall splash effects/sounds for flowing water.
Footstep Acoustics
Presence Footsteps is integrated directly within Dynamic Surroundings. This feature generates different footstep sounds as the player walks and jumps. The sounds played are based upon the material that the player is standing on or moving through as well as the armor they are wearing.
Various effects, both sound and visual, can be triggered or suppressed:
- Damage/Heal pop offs. Whenever a mob gets hurt or is healed a pop-off particle will fly off around the mob indicating the amount of change.
- Weapon/tool swoosh. A sound gets played when swinging around a weapon or tool.
- Jump. A “huh” sound will play when jumping.
- Bow pull. A sound gets played when a player pulls back on a bow.
- Crafting sound. Plays when an item is crafted by the player.
- Heartbeat. When a players health drops to 40% or less Steve’s heart begins to beat loudly.
- Hunger. When a players food bar drops to 40% or less the stomach beings to rumble.
- Potion particle swirls. Can be turned off so they don’t interfere with the players field of view.
Miscellaneous
Dynamic Surroundings also adds in other miscellaneous features to assist the player:
- Ability to block any sound from the modpack from playing
- Ability to customize the sound volume of any sound in the modpack when played
- Configuration/resource pack system modpack authors can use to add/change biome, block, item, and dimension effects
- Client side command for doing calculations
- Speech bubbles that appear over a player's head when they type in chat (needs to be enabled)
- Random entity chat for entertainment (needs to be enabled)
Screen Captures
Screenshots can be found in the Image tab!
Modpacks
Dynamic Surroundings is licensed MIT. This means that you are free to include in modpacks and there are no requirements about giving credit or linking pack to any page. However, if you feel compelled to give credit I won't mind. :)
Hmmm...nothing related to superflat. It's the plains biome. I bet you are hearing the bison. (Yes, that's a bison.) dsurround:bison
Thanks for the help! Is any there list of sounds (like sound board) with their names, so people don't have to ask for names each time (I feel spammy here for asking each sound's name)? If not, take this as a suggestion.
https://github.com/OreCruncher/BetterRain/wiki/Sounds-in-the-Mod
It's not 100% up to date - haven't got there yet.
EDIT: You can also turn debug logging on in the dsurround.cfg file, and then start your client. During startup a list of sounds registered with Minecraft will be printed to the client log. This is a list of *all* sounds that are registered, even from other mods.
Thanks, I will check it out for sure!
Ok, I really love this mod, but I gave a small request.
Could you PLEASE add config options to turn off the heartbeat and stomach sounds similar to the craft, jump, and walking sounds? For me at least, the heartbeat gets incredibly annoying after the first half dozen times hearing it, and the stomach sound is just as bad. The worst part is that if I stick to the older stable version I have been using, I don't get most of the new sounds that were added alongside these two features.
So if its not to much to ask, then could you consider this at least?
Thanks.
63502
Those are all config options. You can even disable certain atmosphere sounds
The reason those effects (bow, crafting, etc) are separate is because there is specific code in the mod to triggers to play those sounds. The hearbeat and stomach sounds are configured in and part of the "Player" biome.
The quick easy way to block those sounds is to add them to the "Blocks Sounds" list in the dsurround.cfg file. These are the sounds you want to block:
dsurround:heartbeat
dsurround:tummy
Ok, thanks. :P
I saw you talking to SilentDarkness and about you wanting to add an "altitude" biome. Could it be as simple as:
IF: @player Y > 80, Play sound.whooshywind.oog?
Also, not real code, just based off of what I tried to fiddle around with in Lua a while back
Well, you would think. But what if you are a the top of a high mountain in an M biome? At that point you probably want the M biome sounds along with the altitude biome sounds.
I thought about that, but wouldn't you be able to just use a separate sound channel? like request/set aside one for sound after a sertain hight?
OH! I know, look at the MaTmos code, its Open Source and it did something like that after you got to a certain hight wind would play, and the higher you got it would be worse!
Maybe you could do something like that, and incorporate the same math you used for fog density, so after you go so high, sounds just simply don't play (because thin air sound doesn't travel well) or maybe something like that would be better used in the Sound Filters mod.. hmmm
It's how the sounds are wired in. The sounds are tied to biomes, not elevation. With the height situation two biomes would be active at the same time (the real and the elevated) and the code does not do that currently. It's what I am currently contemplating - best way to go about doing it. It's not that it isn't impossible, its coming up with a design that works and is maintainable.
hmm... well... what about block testing? Like... the inverse of what happens with zombies looking for blocks over their head so they don't burn... Maybe you can inverse it and test for blocks below the players feet, as well as they Y val, and determine if Yes, play wind sounds, and if no, play default biome sounds? Or would it be to hard to do it that way?
There are other factors that have to be weighed, like being inside and the like. I made some changes today for the next release cycle and I can probably extend to include altitude effects.
This has turned into a MUST HAVE mod for my modpack!
I have two things to say regarding this mod.
1. I seem to randomly hear a low, guttural growl. What does that sound mean? It's not hunger, i'm sure of that. It's kind of off-putting.
2. Any chance of adding in the sound of a brisk wind blowing when the player is above a certain altitude?
EDIT: Also, you said that in Beta 8 that you'd add a way to remove or block certain sounds in the config file. Is that in the recent main release? If so, where exactly do I put it?
1. Where are you at? If underground there is a spot sound that will randomly play that sounds like a monster growl. Also, if you are hungry (<=40% of the food bar) there will be a stomach grumble that will play every 15 seconds or so.
2. I thought about adding some sort of "altitude" biome similar to what I did with Underground. However, I haven't been able to think of a way to get it to work the way I want. I still have it in mind - just need to come up with a mechanism for doing it.
3. Yes, it is in the release version. Search dsurround.cfg for "Blocked Sounds".
1. I'm building a house on the surface. Altitude is 79. : X
2. Sure. looking forward to it.
3. Okay. How exactly do I make it work, though? I'm no good with syntax and all that jazz. I put them in the < > with "", but it still plays." dssurround:monstergrowl", right?
OK - not under ground. Which biome are you in? There are some animal sounds configured for different biomes, like bison in the plains, crocodiles in the swamps, etc.
Close. Remove the "". Should look something like:
S:"Blocked Sounds" <
dsurround:monstergrowl
>
If you want to add more sounds to the list keep adding them under:
S:"Blocked Sounds" <
dsurround:monstergrowl
dsurround:insectbuzz
>
Plains.
EDIT: The block list doesn't work.
S:"Blocked Sounds" <
dsurround:gnatt
dsurround:insectbuzz
dsurround:monstergrowl
>
Monster growl noise still happens.
EDIT 2: I think I know why the monster growl noise plays. I am using a lot of smooth stone in my house. Think that might be triggering it?