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Underground music no longer triggering inside player built structures


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Posted

I like building underground parts of my house but Its really off-putting to walk 10 blocks underground to your cellar and the cheery music suddenly stops and is replaced with the creepy music. Right now there doesnt seem to be a solution for this, so I think changing the way underground music starts playing would be nice

Ideas for potential changes to fix this:

  • If an area underground reaches a certain light level the creepy music wont play and will instead play the normal surface theme
  • If enough player-placed blocks are in an area the music wont play
  • A special lining you could put in your lanterns to ward off the dark and prevent the music from playing
  • A special block that overrides the area and prevents the underground music from playing
  • lowering the depth required for the music to start playing (last ditch option if all of the other solutions are too hard to implement)

its probably not at the top of the priority list for things that need to be changed but it would be a nice quality of life update that I think many people want even if they dont say it

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Posted

Hmmm, I like the concept of having bright enough light levels cause the creepy music to subside, however, I see an issue. Lanterns are very bright, but if the player is holding a lantern(which is likely the case when exploring caves), then the creepy music will never play.

24 minutes ago, Ikana said:

If an area underground reaches a certain light level the creepy music wont play and will instead play the normal surface theme

I wouldn't play the surface theme, just prevent the creepy music from playing. Or perhaps recycle one of the more subdued themes from the main story(or a variant of those themes) and use that for underground portions where the ambient lighting is high enough.

25 minutes ago, Ikana said:

A special block that overrides the area and prevents the underground music from playing

I think this already exists in the game--it's only available via creative though, so you'll need to switch game modes to set it up.

Posted
20 hours ago, LadyWYT said:

Hmmm, I like the concept of having bright enough light levels cause the creepy music to subside, however, I see an issue. Lanterns are very bright, but if the player is holding a lantern(which is likely the case when exploring caves), then the creepy music will never play.

This would only count if the light source is placed not held

  • 6 months later...
Posted
On 2/11/2025 at 5:37 AM, LadyWYT said:

I think this already exists in the game--it's only available via creative though, so you'll need to switch game modes to set it up.

Would you mind sharing what "block" is it? I have the same problem as OP. Going just to my lower section of base suddenly stop the surface music to trigger some underground music for like 5-10 sec and when I go back to surface im left with no music at all :/

Posted
2 hours ago, Evoken said:

Would you mind sharing what "block" is it? I have the same problem as OP. Going just to my lower section of base suddenly stop the surface music to trigger some underground music for like 5-10 sec and when I go back to surface im left with no music at all :/

I would if I knew exactly which block it is, but I unfortunately do not. I just know there are a handful of command blocks that do various things, one of which is control music triggers--it was advertised in one of the trailers...1.19, I think.

Posted

I feel like an easy way to accomplish this would be to make it so music doesn't play in areas that qualify as "rooms," and make it so ruined doors don't qualify as solid, so ruins amd dungeons never count as rooms.

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