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/
-
View User Profile
-
Send Message
Posted Dec 28, 2012@wide_load
Im using per world. still, nothing.
-
View User Profile
-
Send Message
Posted Dec 28, 2012@Kaimoeko
In the last few versions the plugin uses a per-world config file. Could it be that you are still using the old config.yml ? If not could you post the config file you have and the version numbers of craftbukkit and the plugin.
-
View User Profile
-
Send Message
Posted Dec 28, 2012@wide_load
How can I fix this? I'm using current versions of everything, btw.
-
View User Profile
-
Send Message
Posted Dec 28, 2012@wide_load
I did. Several times.
-
View User Profile
-
Send Message
Posted Dec 28, 2012@Kaimoeko
Did you restart the server ?
-
View User Profile
-
Send Message
Posted Dec 28, 2012I have set the configs correctly, but I still get the message "BloodMoon is not enabled for this world." How do I fix?
-
View User Profile
-
Send Message
Posted Dec 28, 2012@Volodyarom
That would prevent plugins spawning mobs, so if that is what you are trying to do then sure.
-
View User Profile
-
Send Message
Posted Dec 27, 2012so write? : if(e.getSpawnReason() == SpawnReason.CUSTOM){ e.setCancelled(true); }
-
View User Profile
-
Send Message
Posted Dec 27, 2012@Volodyarom
Remove the check for the spawn reason, mobs spawned by other plugins have SpawnReason.CUSTOM as their reason.
-
View User Profile
-
Send Message
Posted Dec 27, 2012My plugis has option: if(e.getSpawnReason() == SpawnReason.NATURAL){ e.setCancelled(true); } but when BloodMoon isActive and more-spawn_enabled: false zombie same spawn. In previous versions it was not.
P.S. Sorry, I bad speak English(
-
View User Profile
-
Send Message
Posted Dec 27, 2012@Volodyarom
That's not a bag.
-
View User Profile
-
Send Message
Posted Dec 27, 2012I write more-spawning_enabled: false but mobs spawn. plz fix this bag.
-
View User Profile
-
Send Message
Posted Dec 26, 2012@mrhelton123
Yes good point I'll add that :)
-
View User Profile
-
Send Message
Posted Dec 26, 2012I have a suggestion
I like that you have an option to not give extra exp and drops for mobs spawned by a mob spawner. How about also giving an option to not have those mobs spawn with the armor and weapons + their high drop rate. Right now you can just sit in the safety of a spawn room and collect tons of diamond armor during a bloodmoon, instead of going out to fight them head on.
-
View User Profile
-
Send Message
Posted Dec 26, 2012@wide_loadThanks! I will try that. But would that explain why all the Nether mobs are on the surface?
-
View User Profile
-
Send Message
Posted Dec 26, 2012Hey, you should try and add a spout feature that actually makes the moon red, too, so people can tell when a Bloodmoon is coming, if they're using spout.
-
View User Profile
-
Send Message
Posted Dec 26, 2012@Mortalsinn
Charged creepers just have bigger explosions so you may as well just use the explosion modifier.
@Finkdaddy
I've seen that a few times when testing. It seems to be that the mobs are still present but somehow invisible. Using "butcher -a 100000" will kill them all and new ones that are visible will start appearing. I think this is an issue with mobs that are in the world when plugin is installed for the first time.
-
View User Profile
-
Send Message
Posted Dec 26, 2012Since the 1.4.6 update, and even after the newest Bloodmoon update (bloodmoon-0.20.2-SNAPSHOT.jar), Bloodmoon misses up my whole server.
Whenever a Bloodmoon event happens, ALL surface world mobs disappear and are replaced with nothing but mobs from the Nether (blazes, zombie pigmen, etc). Then, when the Bloodmoon event is over they all disappear, but the surface world mobs never return. The surface world map becomes void of all life except plants, trees, and players. Right now I have removed Bloodmoon to keep this from happening.
I am using CraftBukkit 1.4.6-R0.1(Build#2561)
Here are my plugins: Announcer AntiX-Ray Censorit Dynmap Dynmap Factions Essentials Factions GroupManager NoCheatPlus PickUpArrows Reforestation Volcano WorldEdit WorldGuard
Any help or advice you could give would be greatly appreciated. Thank you,
Fred
-
View User Profile
-
Send Message
Posted Dec 26, 2012I have install this mod BUT.... when am trying to type that /bloodmoon start (my world name) I hit enter and it says THE BLOODMOON IS NOT ENABLED FOR THIS WORLD aaaAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA i am angry bloodmoon ! hellp fix that problem plz :(
-
View User Profile
-
Send Message
Posted Dec 25, 2012I'd just like to confirm that, as of the latest snapshot, the zombie pathfinding seems to be working again.
It looks like the only thing not working (at least of the things I've turned on) is the increased agro range.