Bulletpies · wiki

The Score

The game scores itself live on note blocks, and every monster brings its own theme

BuiltNeoForge1.21.1
Status
Jar builds, 14/14 tests pass; never played, never heard
Mod loader
NeoForge
Minecraft
1.21.1
Who installs it
You only (friends do not need it)

What it is

Most games play you a soundtrack that somebody recorded. This one writes the soundtrack while you play, using the note block sounds Minecraft already has. Walk faster and the music speeds up, step into a desert and it changes key, and every monster that can see you adds its own little tune, played from exactly where that monster is standing. The idea is that after a few nights you stop scanning for the creeper and simply hear where it is.

You load a world and a flute pad, a bass note and a slow harp fade in behind everything, quiet enough that you forget they are there. Then you start running and the whole thing leans forward with you. Somewhere off to your left a low didgeridoo says zombie, and it says it from your left, not from the middle of your headphones. A drum kit you never noticed arriving is suddenly playing. Four rising pling notes climb the bar from behind your right shoulder, and they get louder, and you turn around before you have consciously worked out why.

👥 Playing with friends

Runs on your machine only, so it works on any server including vanilla ones. Only you hear it.

⚠️ Before you install

  • Nobody has ever heard this. It compiles and it passes its tests, but the actual sound is untested.
  • Monsters you cannot see count toward the danger level at 35 percent, so the music sometimes gets uneasy near a cave mouth for no visible reason. Set noLosFactor to 0 if you want it strictly honest.
  • In a very busy night the sighting announcements can pile up. Raise sightingCooldownMs, or turn off imitateOnSighting if the mob-head sounds read as goofy.

Your first 5 minutes

New to this mod? Do these in order and you will have seen the point of it.

  1. Put the jar in your own mods folder. The server does not need it and does not need to know.
  2. Load any world and stand still. Pad, bass and a lazy harp should arrive within a bar or two.
  3. Sprint. The tempo climbs from 72 to about 126 BPM as a gradual accelerando, not a gear change.
  4. Type /score hud and watch the key, tempo, intensity and threat count while you walk into a new biome.
  5. Type /score demo creeper, shut your eyes, and learn what the rising pling line sounds like.
  6. Go out at night and try to point at a creeper before you see it.

How it works

The bed: pad, bass, arpeggio

Three layers follow you everywhere: a flute pad doubled by chime, a bass line, and a harp arpeggio whose density tracks your movement. Standing still gets you two notes a bar; sprinting gets running 16ths. Tempo comes from what your body is doing (72 BPM still, 63 sneaking, 96 walking, 126 sprinting, 140 on elytra, plus 14 in combat) and it is eased in gradually rather than switched.

Tip: /score solo arp hears one layer alone, /score clear puts the band back.

The threat orchestra

Every hostile mob within 24 blocks that has line of sight on you adds its leitmotif to the mix, played positionally from the mob itself rather than from the music. Three motifs can sound at once and the highest priority wins the slots, so the creeper and the warden always cut through. The warden is the exception that ignores line of sight entirely, because so does the warden.

Tip: This is the whole mod: the spatial mix is a threat radar you listen to instead of look at.

The creeper swell

The creeper's line is chromatic, not in the key: four pling notes climbing a semitone each across the bar, so it never resolves and never blends in. Its volume ramps up as it closes on you, and inside 30 percent of the scan radius four more notes join in between the first four. The bar gets busier as the thing gets nearer.

Keys are geography

Your biome picks the key and mode. Deserts and badlands are E phrygian dominant, dark forests A aeolian, caves D dorian, swamps D dorian, oceans and beaches G mixolydian, snow G lydian, jungles C pentatonic major, the Nether F locrian, the End B phrygian, the deep dark A locrian, and mushroom islands whole tone. Crossing a border does not lurch: the new key has to hold for eight seconds, then the modulation lands on a phrase boundary with the pad dropping out for the pickup bar. Night darkens bright modes to aeolian at the next phrase.

Tip: Roots are laid out so neighbouring biome families sit close on the circle of fifths.

Percussion is information

The kit is completely silent when you are calm and assembles piece by piece as danger rises, with a snare fill into every phrase turnaround once you are in combat. Danger is a single number built from how many hostiles are near, how close, and how dangerous each type is; the four bands are calm, uneasy, danger and combat. Hostiles you cannot see still count, at 35 percent weight.

Tip: If the drums are building and you cannot see anything, something can see you, or is about to.

Stingers

Events interrupt. Taking damage fires a dissonant three-note pling cluster immediately, deliberately off the grid, because pain does not wait for the next beat. Killing a threat resolves the fifth down to the root on a bell, played at the corpse. Dawn is a rising flute figure and dusk a descending chime with a bass note under it. The first time a mob gets line of sight on you it plays its announce phrase, plus the vanilla note block mob-head sound.

Tip: Sightings share a 2.5 second global cooldown so a mob farm cannot machine-gun you.

The music breathes

After roughly 24 bars of calm the band takes a rest of 6 to 12 bars, fading out over four beats and back in over two. Resting is only allowed while things are genuinely quiet. Danger wakes the whole ensemble instantly, mid-rest, which means the music starting again is itself a warning.

Everything musical is JSON

Three files appear in config/thescore on first run: engine.json owns volumes, tempos, swing and thresholds, biomes.json owns the biome-to-key rules, and motifs.json owns every mob's leitmotif note by note. Edit, then run /score reload in game. No restart and no rebuild. A broken file never silences the game; the mod falls back to defaults and tells you which file failed and why.

Tip: /score demo <motif> auditions any motif on a phantom mob six blocks ahead for 15 seconds.

Items & blocks

Zombie: the groan

Didgeridoo, three low notes every other bar: root, third, root, an octave down. Slow and unbothered.

Where: Any zombie that can see you. Husks, drowned, zombie villagers and zombified piglins all sing the zombie part.

Skeleton: the rattle

Xylophone, high on the fifth, clattering in threes twice a bar. It sounds like bones because it is bones.

Where: Any skeleton in line of sight. Strays and bogged share the voice.

Creeper: the rise

Four pling notes climbing a semitone at a time, outside the key so they can never settle. Louder as it closes, and four extra notes appear once it is genuinely near.

Where: A creeper with line of sight on you. Priority 10, so it outranks almost everything else.

Spider: the skitter

Snare, eight quiet taps grouped in clusters across the bar. Nervous rather than threatening.

Where: Spiders and cave spiders.

Enderman: the shimmer

Two 'bit' notes, both doubled a few cents out of tune, the second of them a tritone above the root.

Where: An enderman that has noticed you.

Witch: the banjo turn

Banjo, a quick 5-6-5 figure and a low third. The only comic voice in the roster.

Where: Witches.

Phantom: the descent

Chime, falling from two octaves up through the seventh, fifth and third. It comes down at you because so does the phantom.

Where: Phantoms, which means three nights without sleeping.

Pillager: the march

Cow bell, four square hits a bar with a fifth on beat three. A patrol you can hear coming.

Where: Pillagers. Vindicators and evokers march to the same bell.

Warden: the heartbeat

Two didgeridoo notes on the root, every single bar, at full volume. Priority 100 and the only motif that does not need line of sight.

Where: Wake a warden. It does not need to see you for its theme to start playing.

Wither skeleton: the tritone

The zombie's instrument with the interval that used to be banned in church music sitting in the middle of it.

Where: Wither skeletons in a nether fortress.

Ghast: the long flute

Three flute notes spread across four bars. It plays a quarter as often as anything else, so it feels like it is drifting.

Where: Ghasts in the Nether.

Blaze: the bell

Bell on the fifth, twice, then a note outside the scale. Bright and wrong.

Where: Blazes.

Guardian: the iron xylophone

Root, fourth, root, an octave up on iron xylophone. Metallic and evenly spaced, like something scanning.

Where: Guardians in an ocean monument.

Slime: the basedrum

Three unpitched thuds on the root. It is a bouncing lump and it sounds like one.

Where: Slimes and magma cubes.

Anything else: the default

Guitar, two low notes every four bars. Any hostile the motif file has never heard of gets this.

Where: Modded mobs, or any hostile the motif file does not list. Delete the default motif and unknown hostiles go silent instead.

Lore

Flavour, not rules. None of this changes how the mod behaves.

The band that follows you

The conceit is that there is a small ensemble somewhere just out of frame, watching, and that it is not allowed to lie to you. It never plays a note about a monster that has not actually seen you. When it goes quiet for a few bars it is because nothing is happening, and when it comes back in a hurry, something is.

Why the creeper is out of key

Every other mob is given a scale degree, so a zombie groans in tune whether you are in a desert or in the snow. The creeper is written in raw semitones instead, which means it is out of key everywhere by design. It is the one voice in the score that never belongs to the music it is interrupting.

Jokes & trivia

Bits you might miss

  • Mushroom islands are in whole tone. There was apparently never any debate about this.
  • The warden's theme has priority 100 and ignores line of sight, on the reasonable grounds that the warden does too.
  • The first time a mob spots you, the mod plays the vanilla note block mob-head sound. Those have existed for years and nobody uses them.
  • Getting hit plays a dissonant cluster deliberately off the beat, because pain does not wait for bar four.
  • Killing something plays a fifth resolving to the root, on a bell, at the corpse.
  • Stand perfectly still and the arpeggio drops to two notes a bar. The band is bored too.
  • /score demo creeper spawns a phantom creeper six blocks ahead whose entire existence is to play its part for fifteen seconds.
  • Husks, drowned and zombie villagers all sing the zombie part. Nobody wrote them one of their own.

From the workshop

  • There are no assets in this mod at all, no textures and no sound files. Every note is a vanilla note block sample, pitched and scheduled.
  • The sequencer runs on the render frame with a nanosecond accumulator, so notes land within roughly 7 to 16 milliseconds instead of being snapped to Minecraft's 50 millisecond tick.
  • The musical brain contains no Minecraft code, which is why it can be unit-tested. Fourteen simulated sessions check that every bed note is in the current key, that the creeper swell actually swells, that rests actually end, and that modulations land on phrase boundaries.
  • Chord pools, layer patterns and stinger figures are deliberately not configurable. The tuning guide calls them 'the mod's musical opinion' and says that if a pattern is wrong, the code changes rather than the JSON growing a dialect.
  • An earlier design had the music play a stinger just before a mob spawned. It was cut for being a lie: the mod is only allowed to react to things that have really happened.
  • It was partly built as free production value for recording other mods.

FAQ

Do I need this on the server?

No. It runs entirely on your own copy of the game, so you can use it on any server, including vanilla ones. Nobody else hears it.

Will it fight with Minecraft's normal music?

Its notes are note block sounds, so they ride the vanilla Jukebox and Note Blocks volume slider. Turn that down to balance it, or set masterVolume in engine.json.

Can you really hear where a creeper is?

That is the design goal. The motif plays at the mob's actual position, gets louder as it closes and adds notes when it is near. Whether a human can actually do it is exactly the thing nobody has tested yet.

Won't constant music get exhausting?

The band plays about 24 bars and then rests for 6 to 12, and the percussion is completely silent while you are calm. Danger cancels the rest instantly.

Can I write my own monster themes?

Yes. motifs.json holds every mob's notes on a 16-step bar; edit it, run /score reload, and audition your change with /score demo. No restart.

Does it spoil anything?

It only reacts to mobs that already have line of sight on you, so it never tells you about something that has not noticed you. The warden is the deliberate exception.

Get it

Status: The jar compiles and the author has tested it himself, but it has not had a real playtest yet.

  1. Install NeoForge for Minecraft 1.21.1. The install guide walks through this assuming no prior knowledge.
  2. Drop the mod's .jar file into your mods folder.
  3. You only (friends do not need it).
  4. Launch the game with that loader's profile selected.

📦 Where is the file?

This wiki documents the mods; it does not host them. Builds live in the project's own repository under mc-the-score/build/libs/.

Mod by Bulletpies. Every sound in it is a vanilla note block sample.

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