1.2.0
Compatibility
Changes
Music Regions NeoForge 1.21.1 ā Fixes and Feature Update
This update replaces the previous broken build and includes several important playback fixes and new features.
Fixed
- Fixed region music failing to start when fade-in was enabled.
- Fixed vanilla Minecraft music continuing inside Music-type regions.
- Fixed duplicate tracks appearing when rapidly entering and leaving regions.
- Fixed faded-out tracks sometimes continuing indefinitely.
- Fixed /music link entity selectors not functioning correctly.
- Fixed linked entity and location music having unlimited audible range.
- Fixed linked music staying at the same volume regardless of distance.
- Fixed linked music restarting after briefly leaving its radius.
- Fixed overlapping-region fallback after removing a painted chunk.
- Improved multiplayer synchronization for regions, track settings, and linked music.
Region sound types
Added a Type setting to each region:
- Music
- Weather
- Players
- Jukebox/Note Block
- Block
- Ambient
Each type is controlled by its corresponding Minecraft sound-volume slider. Regions with different sound types can now overlap and play simultaneously. If overlapping regions use the same sound type, the region with the higher priority plays. Example:
- A city region can play its soundtrack through the Music category.
- An overlapping tavern region can play additional audio through Jukebox or Ambient.
- Both tracks can play together and be controlled separately.
Global track settings
Tracks can be configured through the new Edit Track screen:
- Volume
- Fade-in duration
- Fade-out duration
- Day playback
- Night playback
- Other-dimension playback
- Hostile/combat music
- Hostile activation level
Track settings are global, saved with the world, and synchronized with connected players.
Day and night music
- Regions can contain separate day and night tracks.
- Only tracks eligible for the current time are selected.
- Tracks can be enabled for both day and night.
- Music automatically changes when the time eligibility changes.
Combat music
- Tracks can be marked as hostile/combat music.
- Combat music is selected from a global hostile-track pool.
- Combat music temporarily overrides regular regional music.
- Regional music resumes after combat.
- Four hostile activation levels are available.
Entity and location music
Music can be linked to entities:
/music link <entity> <track> <volume> <radius> <day|night|any>
Music can also be linked to named coordinates:
/music link <x> <y> <z> <locationName> <track> <volume> <radius> <day|night|any>
Management commands:
/music link remove <target> <track>
/music link pause <target>
/music link resume <target>
Linked-music improvements:
- Supports entity UUIDs, custom entity names, and Minecraft @ selectors.
- Selectors can target one or multiple entities.
- Supports multiple tracks per entity or location.
- Audio follows moving entities.
- Volume decreases as the player moves away.
- Audio becomes silent at the configured radius.
- Tracks continue progressing silently outside the radius and do not restart when the player returns.
- Positional stereo tracks are handled automatically without modifying the original files.
- Links persist across restarts and synchronize in multiplayer.
Interface improvements
- Added the Track Settings screen.
- Added the region sound-type selector.
- Improved Music Manager layout and smaller-resolution support.
- Fixed blurry GUI panels.
- Improved track-search suggestions and dropdown rendering.
- Repositioned several controls for readability.
- Added a Back button to the Track Settings screen.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:anrzOK5H:aGjBVPHh"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:anrzOK5H:aGjBVPHh"
}

