TheBloodMoon
Blood Moons
Have you ever noticed how easy nights are? Well bring some fun to the table by adding blood moons to your server! Blood moons are nights that come around by a 1/20 chance during which large packs of mobs can spawn. Packs of mobs of three to thirteen in size will spawn during these nights. Characteristics of a blood moon include the following:
- Mob damage reduction 2 (configurable)
- 1/2 chance of a rare drop of one of the following:
- 1-5 Diamonds
- 1-5 Iron Ingots
- 1-5 Gold Ingots
- 1-5 Apples
- 1-5 Coal
- 1-5 Netherrack
- 1-5 Bread
- 1-5 Gold Nuggets
- 1-5 Clay
- 1-5 Villager Eggs
- 1-5 Melons
- Configurable difficulty on blood moons (1-3) or non-blood moons (0-3)
- Blood moon extension
- Creepers being automatically charged
- Ability to add multiple worlds to the blood moon list
To begin using the blood moon, run the command bmoon addworld <worldname> from the console. This will enable blood moons in that world.
Configuration
Value | Description |
---|---|
bloodMoonProbability | the probability of a blood moon occurring (default 20) |
bloodMoonDifficulty | the difficulty of the world on blood moon nights (ranging from 1-3 where 1 is easy) |
nonBloodMoonDifficulty | the difficulty of the world on days/nights that are not blood moons (ranging from 0-3 where 0 is peaceful) |
damageReduction | how much less damage mobs will take on blood moon nights |
endermen | enables/disables endermen from multiplying during blood moons |
Extension
At the end of a blood moon night, there is a 1/10 chance that the blood moon will be extended by another full night. At the end of the extension night, there is a 1/9 chance and this chance keeps increasing if there is an extension. This means there is a possibility of plunging into an infinite blood moon! Don't worry. If this happens and you don't want it to continue, you may just change the use the command bmoon resetextension <worldname> to reset it back to 10.
Commands
You may run various commands from the console for TheBloodMoon. To do this type in bmoon <command> <argument>. They include the following:
Command | Argument | Description |
---|---|---|
sim | nameofworld | Simulates (forces) the blood moon in this world. You must have added it first with the addworld command. |
is | name of world | Returns whether or not it is currently a blood moon in this world. If the world is not in the blood moon list, it will always return "no". |
ls | none | Lists all of the blood moon worlds |
addworld | name of world | Adds this world to the blood moon list so that it can become a blood moon in the world. |
removeworld | name of world | Removes this world from the blood moon list. If it is a blood moon in the world, it will end. |
resetextension | name of world | Resets the extension probability back to 1/10 for this world. |
Want to suggest an addition or change?
@VeryBigCorp
Excellent, but perhaps not make them go all the way to the player as a homing beacon, perhaps only up to like 10 (or configurable) blocks away, so they'll notice him on their own, otherwise you wouldn't be able to hide from them.. or make it configurable even, some would prefer being able to hide others would like it if they could see through walls i guess
@ramsydk
I did have something that would make the mobs seek out the nearest player within 300 blocks, but it doesn't seem to be working properly. :/ I'll take a look as soon as possible.
@JohnnyChronocide
Yeah I'm currently working on a new spawning algorithm, so they should become much more difficult :D
Ah thanks.
Cluster mobs? Maybe you could consult with the author of Monster Apocalypse and see if you could implement "mega aggro" for the pack that spawns, then they'll seek out the player from range and stop within 10 yards (configurable) and "look" for the player instead..
Might be fairly sweet
My only complaint right now is that the clusters of mobs spawn in stationary groups. They don't roam around at all. Unless a player goes out to deliberately provoke mobs, the Bloodmoon nights are actually not significantly more dangerous than normal nights.
It's already a big hit on my server, btw. Great job.
@ramsydk
Well the damage reduction takes the damage being dealt to a mob and subtracts a value, so it should just add to it.
I was wondering, if I already have mods that alter health and damage of mobs, how will this influence them?
Override or add to?