Sky decoration has the engine draw sun, moon and cloud images itself and puts them into the resource pack and shader pack. Vanilla sky images are neither read nor copied. The sound library manages sound events and sound files. Sound emitter actors play sounds at fixed positions, like cave drips or a waterfall.
| What | Where |
|---|
| Sky decoration | Tools › Sky decoration → Sky panel in the bottom area |
| Sound library | Tools › Sound library → Sound panel in the bottom area |
| Place a sound emitter | Main toolbar Add › Sound |
| Sound preview | The speaker button on the right of the main toolbar (tooltip Sound preview) |
You can also toggle both panels from the Window menu.
- Open Tools › Sky decoration.
- In the Sun section, pick Shape, Color and Size.
- Pick the Moon and Clouds sections the same way.
- Click Day or Night to see the 13:00 or 23:00 sky in F6 game view.
- Values are saved immediately to the project’s
assets/sky.np.json.
- When you run Build resource pack and Make shader pack, the sky is included.
- Open Tools › Sound library.
- Type a new event id in the top field and click Event (for example
noplatea:ambient.cave_drip).
- Select the event and add an
.ogg or .wav with Add file….
- Click the play icon to listen.
- Place a sound emitter from main toolbar Add › Sound › Cave drips, etc.
- In the Details panel, change the emitter’s Event to the id you just created.
- Turn on Sound preview on the toolbar and move the camera close to listen.
| Field | Choices |
|---|
| Sun · Shape | Vanilla (unchanged) · Soft sun (halo) · Pixel sun · Ringed sun · Star shape · Eclipse |
| Sun · Color | Warm white · Gold · Sunset orange · Cool white · Rose |
| Sun · Size / Glow / Seed | 0.5–1.5 / 0–1 / pattern seed |
| Sun · Draw with shader | When on, the shader pack draws this shape itself. When off, the resource pack sun image is used. |
| Moon · Shape | Vanilla (unchanged) · Cratered moon · Pixel moon · Crescent drawing · Halo moon |
| Moon · Color | Default (silver) · Blood red · Blue moon |
| Moon · Preview phase | The phase shown in F6 (full to waxing gibbous, 8 phases). In the game, it cycles with the date. |
| Clouds · Shape | Vanilla (unchanged) · Cumulus · Cirrus (streaks) · Scattered puffs (sparse) · No clouds |
| Clouds · Cloud cover / Clump size | 0.05–0.9 / 0.5–2 |
| Clouds · Shader cloud layer | The shader pack draws a 2D cloud layer in the sky. Vanilla clouds are hidden. Set Height (shader) and Drift (shader) together. |
| Clouds · 3D clouds (shader) | Turns the shader cloud layer into 3D clouds. Thickness (3D) · Quality (3D) (0 low · 1 medium · 2 high) |
| Image size · Sun · moon | ×1 (32×32) · ×2 (64×64) · ×4 (128×128) |
| Image size · Cloud map | ×1 (256×256) · ×2 · ×4 (1024×1024, resource pack self-check warning) |
| Legacy paths too | Also includes image paths for older clients. |
| To vanilla | Resets every field to vanilla (unchanged). No sky images are put in the resource pack. |
- The same seed gives the same image. Changing the seed changes the pattern.
- The moon color (blood red · blue moon) is multiplied in by the shader even when Draw with shader is off.
Since 0.9.7: 3D clouds (shader) was added. The game shader pack and the F6 sky draw it with the same math.
| Kind | Where it is heard | What it creates |
|---|
New event (<ns>:…) | When the server (plugin · sound emitter) plays it | Resource pack assets/<ns>/sounds.json + ogg |
Vanilla replacement (minecraft:…) | Everywhere (with the resource pack alone) | Resource pack assets/minecraft/sounds.json "replace": true |
| Event field | Meaning |
|---|
| Subtitle | Subtitle translation key or text. Leave empty for no subtitle. |
| File (assets/sounds) | List of files the event uses. With several files, one is played at random. |
| Volume · Pitch · Weight | Per-file loudness, pitch and pick ratio. |
| Long sound | Turn on for background music and long loops. Minecraft streams it. |
| Status | Shown when a file is missing or has the wrong format. |
| Button | Action |
|---|
| Event | Creates or selects an event with the id in the top field. |
| Replace vanilla | Picks the vanilla sound id to replace from a list. |
| Create starter sounds | Adds sounds synthesized by the engine itself (cave drips · stream · waterfall · campfire · wind · cave echo · chime · stone/wood/crystal blocks) as np:… events. Existing events are skipped. |
| Add file… | Adds .ogg · .wav to the event. .wav is converted to Ogg. |
| To mono checkbox (on by default) | Converts positional (3D) sounds to mono when adding them. |
| Play icon | Plays the event once (a random file by weight). |
| Remove icon · Delete icon | Removes the selected file from the event · deletes the event from the registry. |
| Refresh icon | Rereads assets/sounds.np.json. |
- Files are copied to
assets/sounds/<ns>/<path>.ogg. If the same name exists, _v2 · _v3 is appended; nothing is overwritten.
- Deleting an event or removing a file does not delete the sound file on disk.
- Positional sounds must be mono to get quieter with distance. Stereo is heard at the ear as-is regardless of distance.
- Synthesizing individual sounds from a recipe and seed is available in the AI connection’s
sound_generate tool (AI connection (MCP)).
Custom blocks are made from note block states, so their client sounds are fixed. The server plugin plays sounds instead.
| Field | Meaning |
|---|
| Break · Place · Step · Hit · Fall | Event id to play at each of these five moments, per block. Leave empty for the default sound. |
| Pick from registered events | Picks from the library’s event list. |
Block sounds are exported as block_sounds in <name>_sounds_server_vN.json when you export the server registry.
| Add › Sound | Default |
|---|
| Cave drips | Once per interval |
| Waterfall · flowing water | Continuous |
| Campfire crackle | Once per interval |
| Wind | Continuous |
| Empty sound emitter | No event |
| Details field | Meaning |
|---|
| Event | The sound event id to play. Use the button on the right to pick from the library or vanilla suggestions. |
| Center | Where the sound comes from (block coordinates). Move it with Move under mouse. |
| Audible range | At this distance (blocks) the sound fades to 0. |
| Mode | Once per interval (random) · Continuous (loop) |
| Interval (s) | Waits a random time between min and max (random mode). |
| Volume · Pitch | Loudness and pitch (0.5–2, random between min and max). |
| Time of day | Always · Day only · Night only (day = 06:00–18:00) |
| Underground only | Plays only where the space above is covered (caves). |
- In the game, the server plugin reads
sound_emitters in sounds_server.json and plays them at these positions and intervals.
- In the editor, turning on Sound preview makes emitters within 64 blocks of the camera audible. During Play it is always on.
- Dragging a Sound item from the Content Browser into the viewport also creates a sound emitter.
| Setting | Where | Meaning |
|---|
| Sound preview | Main toolbar | On/off (off by default) |
| Master volume | Slider next to the main toolbar speaker | Overall preview volume (default 0.8) |
There are no dedicated shortcuts for this feature. Frame camera (F) in the Details panel moves the camera to the selected emitter.
- Vanilla sound files are not included in the editor. Vanilla events are not audible in the editor unless you add files.
- If a vanilla replacement event has no files, that sound is silent in the game.
- Sounds and the sky are included only in a complete resource pack. The fragment mode only shows a warning.
- Sky images are drawn with our own formulas, so you can distribute them as-is.
- For sounds longer than 10 seconds, turn on Long sound.