FightMusic
FightMusic is a NeoForge 1.21.1 mod that replaces the vanilla background music with intense battle music while you are in combat.
It is a lightweight "shell" mod: it ships no audio files. You provide your own music through a resource pack, then map biomes (and optionally raids) to your tracks via the config file.
✨ Features
- 🎵 Combat music state machine —
IDLE → ACTIVE → PAUSEDwith smooth fade-in / fade-out and resume-from-progress when combat resumes quickly. - 🌍 Biome-based music — map any biome ID or biome tag (e.g.
#minecraft:is_forest) to one or more tracks; multiple tracks are chosen randomly. - ⚔️ Raid music — an optional dedicated track played while you are inside a raid event; automatically falls back to normal battle music when unset or missing.
- 🎚️ Smooth fades & volume — configurable fade durations; volume follows the vanilla "Music" slider.
- 🐉 Vanilla music override — suppresses vanilla background music during combat, but never interrupts the Ender Dragon boss music or the end-credits poem.
- 🛠️ True hot reload — edit
config/fightmusic.toml, use the in-game config screen (or Configured), or run/fightmusic reload— all applied without restarting. - 🤝 Client & server optional — reliable server-driven detection when the mod is on both sides; automatic client-side detection when joining a vanilla server (payload channels are registered as optional, so joining works normally).
- 🐛 Debug mode — optional chat logging (off by default) to observe state transitions and handshake status.
📋 Requirements
- Minecraft 1.21.1
- NeoForge 21.1.x
- Java 21
🚀 Installation
- Put the mod jar into the
modsfolder. - Launch the game once — this generates
config/fightmusic.toml. - Create (or download) a resource pack containing your battle music (see below).
- Enable the resource pack, set
enableMod = truein the config, and you're ready.
🎵 Creating a Music Pack
FightMusic reads music files directly from resource packs — no sounds.json needed. Place your OGG Vorbis files under:
assets/fightmusic/sounds/battle/<file>.ogg
Then map biomes to files in config/fightmusic.toml:
biome_map = [
"minecraft:plains=plains_theme.ogg",
"#minecraft:is_forest=forest_combat.ogg",
"minecraft:ocean=ocean1.ogg, ocean2.ogg, ocean3.ogg",
"default=generic_battle.ogg",
]
- Key: a biome ID (
minecraft:plains), a biome tag (#minecraft:is_forest), or the fallbackdefault. - Value: one or more files separated by
,(one is chosen randomly). - Raid music (
[client] raidMusic): an optional track played while you are within a raid event.
💡 A detailed Chinese tutorial is available in
docs/resource-pack-guide.md.
⚙️ Configuration (config/fightmusic.toml)
| Section | Option | Default | Description |
|---|---|---|---|
client |
enableMod |
false |
Master switch; when off, vanilla music is never overridden |
client |
fadeInDuration |
3.0 |
Fade-in duration (seconds) |
client |
fadeOutDuration |
3.0 |
Fade-out duration (seconds) |
client |
resumeTimeout |
10.0 |
Pause-wait after leaving combat (seconds) |
client |
combatCooldown |
0.0 |
Gap between tracks (0 = loop the current track) |
client |
raidMusic |
"" |
Dedicated raid battle music (empty = disabled) |
client |
clientSideDetection |
true |
Client-side combat detection for vanilla servers |
client |
clientDetectionRange |
32.0 |
Client detection radius (blocks) |
client |
clientDetectionFrequency |
10 |
Client detection interval (ticks) |
client |
debugLogging |
false |
Show state-transition / handshake debug messages in chat |
server |
trackingFrequency |
20 |
Server entity-check interval (ticks) |
biome_map |
— | — | Biome → music file list (editable, hot-reloadable) |
⌨️ Commands
/fightmusic reload— hot-reload the config (OP only).
🤝 Compatibility & Notes
- Network channels are registered as optional, so modded clients can join vanilla servers normally and automatically fall back to client-side detection.
- If a biome has no mapping and no
defaultentry, no music plays (silence) — invalid config never crashes the game; it falls back to defaults and logs a warning. - Server-driven detection is tick-based and scoped per player — it never iterates the whole entity list.
- Multiplayer: when both sides run the mod, the server drives combat state; the client plays the music.
📜 License
This project is licensed under the MIT License. See LICENSE for details.
FightMusic(中文介绍)
FightMusic 是一个基于 NeoForge 1.21.1 的模组:当玩家进入战斗时,将原版背景音乐替换为紧张刺激的战斗音乐。
这是一个轻量"空壳"模组:它不内置任何音频文件。你需要通过资源包提供自己的音乐,然后在配置文件中把群系(以及可选的袭击事件)映射到你的曲目。
✨ 功能特性
- 🎵 战斗音乐状态机 ——
IDLE → ACTIVE → PAUSED,支持平滑淡入/淡出,快速重新接敌时从原进度续播。 - 🌍 群系驱动音乐 —— 可将任意群系 ID 或群系标签(如
#minecraft:is_forest)映射到一首或多首曲目;多首随机播放。 - ⚔️ 袭击音乐 —— 可选的专属曲目,在袭击事件范围内播放;未设置或文件缺失时自动回退到普通战斗音乐。
- 🎚️ 平滑淡入淡出与音量 —— 淡入淡出时长可配置;音量跟随原版"音乐"滑块。
- 🐉 原版音乐拦截 —— 战斗时抑制原版背景音乐,但绝不中断末影龙 Boss 战音乐与终末之诗。
- 🛠️ 真正的热加载 —— 修改
config/fightmusic.toml、使用游戏内配置界面(或 Configured)、或执行/fightmusic reload,均无需重启即生效。 - 🤝 客户端/服务端均可选装 —— 两端都装时由服务端驱动检测(高效);加入原版服务器时自动回退到客户端自行检测(网络通道已注册为可选,进服不受影响)。
- 🐛 调试模式 —— 可选聊天日志(默认关闭),用于观察状态切换与握手连接状态。
📋 环境要求
- Minecraft 1.21.1
- NeoForge 21.1.x
- Java 21
🚀 安装方法
- 将模组 jar 放入
mods文件夹。 - 启动一次游戏,自动生成
config/fightmusic.toml。 - 制作(或下载)一个包含战斗音乐文件的资源包(见下文)。
- 启用资源包,并在配置中把
enableMod设为true,即可开玩。
🎵 制作音乐资源包
FightMusic 直接从资源包读取音乐文件——无需 sounds.json。将你的 OGG Vorbis 文件放到:
assets/fightmusic/sounds/battle/<文件名>.ogg
然后在 config/fightmusic.toml 中把群系映射到文件:
biome_map = [
"minecraft:plains=plains_theme.ogg",
"#minecraft:is_forest=forest_combat.ogg",
"minecraft:ocean=ocean1.ogg, ocean2.ogg, ocean3.ogg",
"default=generic_battle.ogg",
]
- 键:群系 ID(
minecraft:plains)、群系标签(#minecraft:is_forest)或兜底default。 - 值:一个或多个文件,用逗号+空格分隔(随机选一首)。
- 袭击音乐(
[client] raidMusic):袭击事件范围内播放的专属曲目(可选)。
💡 更详细的教程见
docs/resource-pack-guide.md。
⚙️ 配置说明(config/fightmusic.toml)
| 分区 | 选项 | 默认值 | 说明 |
|---|---|---|---|
client |
enableMod |
false |
总开关;关闭时完全不拦截原版音乐 |
client |
fadeInDuration |
3.0 |
淡入时长(秒) |
client |
fadeOutDuration |
3.0 |
淡出时长(秒) |
client |
resumeTimeout |
10.0 |
脱战后挂起等待时间(秒) |
client |
combatCooldown |
0.0 |
曲目播放间隔(0 = 循环当前曲目) |
client |
raidMusic |
"" |
袭击专属战斗音乐(留空 = 关闭) |
client |
clientSideDetection |
true |
原版服务器下客户端自行检测 |
client |
clientDetectionRange |
32.0 |
客户端检测范围(格) |
client |
clientDetectionFrequency |
10 |
客户端检测频率(Tick) |
client |
debugLogging |
false |
在聊天栏显示状态切换/握手调试信息 |
server |
trackingFrequency |
20 |
服务端实体验证频率(Tick) |
biome_map |
— | — | 群系 → 音乐文件映射(可增删、可热加载) |
⌨️ 命令
/fightmusic reload—— 热重载配置文件(仅 OP)。
🤝 兼容性与说明
- 网络通道已注册为可选,模组客户端可正常进入原版服务器,并自动回退到客户端自行检测。
- 若群系无映射且无
default,则不播放音乐(静音);配置错误绝不会导致崩溃,而是回退默认值并输出警告。 - 服务端检测基于 Tick 且按玩家作用域,绝不遍历全图实体。
- 联机时:两端都装模组时由服务端驱动战斗状态,客户端负责播放音乐。
📜 开源许可
本项目以 MIT License 开源,详见 LICENSE。