This plugin will add a blood moon event to your server, each night has a configurable chance of a blood moon. During a blood mood the game is made a lot harder:

  • Skeletons shoot faster.
  • Skeletons shoot fire arrows (that start fires).
  • Zombies spawn with weapons and armor.
  • Mobs can break blocks when focused on a player.
  • Hostile mobs have more health.
  • Small chance of your sword taking massive damage with each strike.
  • Creepers have much more powerful explosions (that cause fire).
  • Any hostile mob killed has a small chance of coming back as a zombie (or other mob).
  • A mob will spawn if you try to sleep.
  • More mobs will spawn.
  • Mobs will drop more XP when killed.
  • Mobs will drop more items when killed
  • Mobs will target players from further away
  • Mobs will move faster
  • Custom texture pack during a bloodmoon, the default one makes the moon red.

All of the features can be configured for each world. See the config section for more information.

Bug Reports / Suggestions

If you find a bug, encounter a problem or have a suggestion, please fill out a ticket via the Tickets link above. I do not have the time to read through the comments section, any comment that fits the previous three categories will be ignored.


  • /bloodmoon start - Starts a bloodmoon event.
  • /bloodmoon stop - Stops a current bloodmoon event.
  • /bloodmoon next - Schedules a bloodmoon for the next night.


  • bloodmoon.admin.start - Allows the player to manually start a bloodmoon
  • bloodmoon.admin.stop - Allows the player to manually stop a bloodmoon
  • bloodmoon.admin.ignore-world-lock - Allows the player to leave the world even if the bloodmoon is active and the lock-in-world feature is enabled

All of these default to OPs only.


Information relating to the config file for this plugin can be found on the config page.

Potential Conflicts

Due to limitations of the Bukkit API, this plugin has to override certain methods from the Minecraft source. If any other plugin replaces the same things it will not be compatible with BloodMoon and weird stuff may happen ! You would still be able to use both plugins but you would need to disable the break-blocks option in the config file, even them some features of either plugin may not work properly.


Contributions to the project are very much welcome, if you have a feature that you want implemented and know a nice way to do it then consider forking the repo and submitting a pull request. These will be accepted as long as the following simple guidelines are followed.

  • Do not edit the structure of the pom.xml file, feel free to add a dependency if you need it but the formatting and structure should not be changed.
  • If you are exposing a new API method, add a JavaDoc comment to it, but don't over-comment internal code.
  • Follow the existing code style, don't antagonise over every space though !

All dependencies that are used are now available from a public Maven repo, so you don't have to worry about building several other projects just to add a simple change any more.

Source Code

Available on GitHub

Dev Builds

Changes Since Last Release


Development builds of this project can be acquired at the provided continuous integration server. These builds have not been approved by the BukkitDev staff. Use them at your own risk.

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  • Avatar of alanthya alanthya Nov 15, 2012 at 01:12 UTC - 0 likes

    Sure you know, if not. Broken with 1.4.4.

    Proud owner of Alanthya Minecrafting! Server IP: Website:

  • Avatar of nhoclesnar nhoclesnar Nov 14, 2012 at 01:49 UTC - 0 likes

    I think I found three bugs. I had break-blocks disabled but the bugs still exist.

    1. Skeletons' fire arrows don't set players on fire, even when ignite-target is true.
    2. Monsters spawn a lot thinner the night after a BloodMoon night.
    3. Target distance does work on all mobs. I have to come real close to some mobs to make them start chasing me.

    Can you fix them, please? Thanks :)

    Last edited Nov 14, 2012 by nhoclesnar
  • Avatar of LeviTrueblade LeviTrueblade Nov 09, 2012 at 22:30 UTC - 0 likes

    @wide_load: Go

    I'm sorry I thought you were just referring to the skeletons with 'what they should have'. Thank you, awesome plugin.

  • Avatar of wide_load wide_load Nov 09, 2012 at 20:09 UTC - 0 likes

    @LeviTrueblade: Go

    Didn't I just say that :s

  • Avatar of LeviTrueblade LeviTrueblade Nov 09, 2012 at 19:30 UTC - 0 likes

    @wide_load: Go

    would there be support for the random items/armor and possibility of being a villager zombie spawns? Even if not during a bloodmoon

  • Avatar of wide_load wide_load Nov 09, 2012 at 16:48 UTC - 0 likes

    @anasuelli: Go

    @LeviTrueblade: Go

    I can probably give them the items they "should" have anyway :P

  • Avatar of LeviTrueblade LeviTrueblade Nov 08, 2012 at 04:26 UTC - 0 likes

    @anasuelli: Go

    Thanks for the info. I figured it was just this plugin since it only happens while it's in.

  • Avatar of anasuelli anasuelli Nov 07, 2012 at 22:48 UTC - 0 likes

    Maybe it's me, maybe I got it totally wrong: does the aggro radius actually work? I tried multiplier values of 3,6,9 and 16. Doesn't seem to be working at all. Creepers are still staring at me like morons. =)

    Edit: nvm, I just read the discussion on the ticket someone else started before about this. Anyway getting over that limit is of critical importance imho.

    @LeviTrueBlade From what I know, the bow-less-skeletons are related to a bug in bukkit, that causes this strange thing to happen for every mod that overrides minecraft methods and classes. But I can't speak for the author, I just red it elsewhere.

    Last edited Nov 08, 2012 by anasuelli
  • Avatar of LeviTrueblade LeviTrueblade Nov 07, 2012 at 21:54 UTC - 0 likes

    @wide_load: Go

    Hey man, I love your plugin. Only ONE problem. I'll make a ticket of it too, but your plugin keeps monsters from spawning with weapons or armor.

    Even normal skeletons have no bows :(

  • Avatar of wide_load wide_load Nov 06, 2012 at 22:58 UTC - 2 likes

    @anasuelli: Go

    Fixed in v0.18.1, just waiting on approval.


Date created
Aug 28, 2011
Last update
Aug 04, 2013
Development stage
GNU General Public License version 3 (GPLv3)
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