BloodMoon
Description
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.
Commands
- /bloodmoon start - Starts a bloodmoon event.
- /bloodmoon stop - Stops a current bloodmoon event.
- /bloodmoon next - Schedules a bloodmoon for the next night.
Permissions
- 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.
Config
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.
Contributing
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
Dev Builds
Changes Since Last Release
Download
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.
http://bukkit.jacekk.co.uk:8000/job/BloodMoon/
just downloaded and tested. really love it. but PLEASE fix lag issue. thats the only thing im having problems with.
edit: played with config alot, was able to decrease lag to near none while keeping a challenge. main issue seemed to be speed boost + spawning + tracking all together while on default settings. after decreasing those and testing a few dozen times, it works well except i cant get blaze, magma cubes, pigmen, and giants to spawn
Awesome plugin, I use this plugin for long time and hopefully for much longer, but with the last plugin version I suffer too much lag after bloodmoon night start, the config is by default and the server is completely lagged.
I have to temporarily disable the plugin because it is very annoying to play every time the bloodmoon starts.
@Mal2ksc
Alright thanks!
@xXNahNahXx
Try using "/rg flag regionname deny-spawn creeper,skeleton,zombie,spider,slime,giant" or something similar. Not only does this work (it's how I do it), it still allows animals to be spawned.
@wide_load
Thanks, i try ;)
@wide_load
Mob-spawning is set to deny in the worldguard region, yet mobs still spawn...
@xXNahNahXx
If there is a worldguard flag to spawning then yes.
@Ajaxan
I see what you mean, currently a zombie would prevent to tunnel through a mountain than go around it :P I'll see what I can do.
Will you ever be revisiting the AI for block breaking mobs? I love the fact they break blocks but the current style in which they do it, they seem to prefer to break blocks over climbing or going around. It causes huge amount of island destruction and normally ends up just slwoing them down. I know how hard AI can be to do so I don't want to come off as complaining. I just want to point out a great feature that could be even better.
Hey is there any way to make it so that mobs dont spawn in worldguard regions, such as spawn? Thanks
@JohOply
http://dev.bukkit.org/bukkit-plugins/bloodmoon/?comment=941
@ocasek3232
Hi, please look at the supported versions before asking for updates.
Thx much.
@chuck4100
Cannot reproduce, create a ticket.
Hi, please update to 1.6.2.
Thx much.
Hi!
I think that, sometimes, this plugin create lags (a part of the night) (i use b 99)
Great plugin. This has made a great addition to my server and really appreciate your work in it. (now for bad stuff...) Only real con i have, maybe a bug or plugin incompatibility as stated in the description, but even with BM disabled for the world in config, and arrow_rate set false, Skeletons have a full-auto fire rate, like machine gun style.
@wide_load
I know :) I did not increase it though. The default setting slowed everything down out of the box. I did see the note on the web site, turned it off entirely and things ran smoothly. :) I love the work you've put into the mod btw. It will definitely be added to my main server once I figure out the settings I like in a test environment. :D
@Etcher1
@butterfly1633
There is a note about the target-distance feature on the config page, increasing it makes the path finding exponentially more intensive.
@Etcher1
Yes, this happened to me! With default settings it just lagged more and more until the server just came to a halt. I was also using a sentry NPC with Citizens. I'm not sure how much that affected it, but it probably did. To get bloodmoon to not crash the server I had to disable the mobs targeting from further away, and reduce the number of them that spawned. I think the range was the biggest factor though.
Does anyone get insane server lag from this? When bloodmoon starts, the CPU usage skyrockets to 100%. I am using the default config and the latest version on 1.6.2
@Woordvoerder
:D Thanks.
Thank you for this plugin and the help with it just want to say nice work :)
@boxzi
Sorry I forgot it was renamed to spawn-control