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Events

In a Music Pack, Events are one-shot music that is played when some in-game event occurs, for example the player getting an advancement, or waking up from a bed. When an event plays, any ongoing music will quiet down until the event music finishes.

The Event Pool

Events are tied to predicate nodes, in that each predicate node contains a list of events. When that predicate node is chosen, the event pool (the list of events that are able to be triggered) is updated. The current event pool is always the aggregate of the current predicate node's events and those of it's ancestors all the way up to root. If there is a conflict between two events between parent and child, the child will always take priority.

Vanilla Types

Info

Identifier types are explained here.

Type Name Parameters Triggered When...
on_advancement_get None The player gets an advancement toast
on_boss_defeat bosses: [EntityTypeIdentifier] A boss is defeated nearby
on_day_start None The ticks this day hits 0
on_death None The player encounters the death screen
on_join_world None The player's world gets set
on_night_start None The ticks this day hits 13000
on_recipe_unlock None The player gets a recipe unlock toast
on_tutorial_popup None The player gets a tutorial toast
on_wake_up None The player's sleep chat closes without the "Leave Bed" button pressed

Feel free to request new vanilla types. More types for integration with other mods can be added with modded events.