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/
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Posted Nov 9, 2012@wide_load
I'm sorry I thought you were just referring to the skeletons with 'what they should have'. Thank you, awesome plugin.
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Posted Nov 9, 2012@LeviTrueblade
Didn't I just say that :s
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Posted Nov 9, 2012@wide_load
would there be support for the random items/armor and possibility of being a villager zombie spawns? Even if not during a bloodmoon
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Posted Nov 9, 2012@anasuelli
@LeviTrueblade
I can probably give them the items they "should" have anyway :P
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Posted Nov 7, 2012@anasuelli
Thanks for the info. I figured it was just this plugin since it only happens while it's in.
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Posted Nov 7, 2012Maybe 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.
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Posted Nov 7, 2012@wide_load
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 :(
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Posted Nov 6, 2012@anasuelli
Fixed in v0.18.1, just waiting on approval.
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Posted Nov 6, 2012The zipping zombie bug is happening even with movement speed disabled. Also tried x1.0 multiplier. And, it's also happening to some skeletons.
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Posted Nov 5, 2012@OriginalMadman
I'm looking into it, as a temp fix disable the movement speed feature :)
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Posted Nov 4, 2012The zippin zombie minecraft server
Zombie and other mobs skells zip around like endermen we have same problem with with our server
Also note mobs don't die in sunlight or a large delay before dieing
No errors on startup plugin works great other than this
Tested on fresh server with no other plugins installed
I played for some time and this effect would be good if incorporated into the plugin in a deliberate manner at a later stage The zippin zombie update
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Posted Nov 4, 2012I think this plugin just broke zombies everywhere - even if it is not a bloodmoon world (none configured yet - and I dont have a world "world").
Zombie zip around like endermen on crack - it is getting ridiculous. Does it have to do with the fix you just did?
Other than that: simply awesome plugin (used it before a few times)...
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Posted Oct 30, 2012the moon isn't turning red, how do i add the zip file to the plugin?
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Posted Oct 29, 2012@TheFluffey
Okay I think that is just because of changes to the name of some methods, should be an easy fix.
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Posted Oct 28, 2012@wide_load
Sorry, let me specify. Speed of zombies is broken, not plugin itself.
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Posted Oct 28, 2012@TheFluffey
Will do, give me chance :P
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Posted Oct 27, 2012@wide_load
Update for 1.4.2? It broke with this new update.
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Posted Oct 19, 2012@mPicart
Well they are not meant to go invisible so there is that :P I think the problem is that the game does not remove the custom mobs correctly so after a while they are built up to the point where there are too many mobs all over to spawn any new ones.
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Posted Oct 18, 2012Thanks, using butcher 100000 did the trick. Will there be a better solution for it soon? It takes a bit of the fun having to do that command every other day : /
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Posted Oct 18, 2012@mPicart
If that happens in the future can you try using butcher 100000 from WorldEdit, it can happen that the mobs are left invisible somehow.