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 Feb 26, 2013Greath Plugin
It`s running in my server and everybody is happy! thank`s a lot!
U make a greath job!
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Posted Feb 25, 2013In 0.23, if "More-mobs" is activated, there is only more mobs :( (even if the chance is 5 for instance)
And i think there is a bug with the texture pack if it's disable (when i change world, suggest to change my texture pack, and if i click on "yes", set the default texture pack)
It's normal that the time is very too long during a bloodmoon?
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Posted Feb 25, 2013@qwe26481592
No, that is just how the game works. There are plugins to disable sleeping or you could enable the spawn-on-sleep feature which should wake up the players if they try to sleep.
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Posted Feb 25, 2013My server the players collective night sleep mandatory blood month in the morning or in the morning, is this an error?
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Posted Feb 24, 2013@JohOply
:) I was actually thinking of trying to give them some kind of special ability, trampling blocks or something. The problem is that the hit detection is not quite right so they can only be killed if you attack the feet :/
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Posted Feb 24, 2013@wide_load
Nice :p
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Posted Feb 24, 2013@JohOply
If you want to :P
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Posted Feb 24, 2013Can I spawn giant zombies during a BM ?
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Posted Feb 23, 2013@SmashboxGaming
Create a ticket providing the required information https://github.com/betterphp/BloodMoon/issues or I will not be able to fix it.
@N1T3SLAY3R
Please create a ticket, this issue was meant to be addressed in the last update.
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Posted Feb 22, 2013@SmashboxGaming
lol simple solution until fix, remove sword damage in config :P
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Posted Feb 22, 2013@wide_load
Latest bukkit, latest bloodmoon. Don't have time to submit a ticket, I'd rather just remove the plugin if it's not fixed. Mkthx.
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Posted Feb 22, 2013(epicboss: http://dev.bukkit.org/server-mods/epicboss/) lol because of the mob over-rides, none of the mobs (used in config anyways) dont allow any of the bosses to work. Specifically the bosses die early/at normal life etc.
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Posted Feb 22, 2013@N1T3SLAY3R
If you find a specific incompatibility please report it.
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Posted Feb 22, 2013@wide_load
I Dont know if it is or not thats why im suggesting, cause i know there were boss spawning issues with epicboss and bloodmoon in the past, as for ancientrpg it has its own new health/damage system so im guessing compatibility would be needed
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Posted Feb 22, 2013@N1T3SLAY3R
In what way is it not compatible ?
@SmashboxGaming
@N1T3SLAY3R
File a ticket if you believe you found a bug. You will need to supply more information that you have in this comment though, version numbers etc.
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Posted Feb 21, 2013by any chance could you add compatability with ancientrpg? and epicboss? if not already done so :P, also is there a specific reason why mobs arnt breaking blocks like there supposed to? Theres no error either and its in the correct world during the command or normal blood moon event These Are The Blocks: - DIRT - SNOW - CLAY - LOG - GLASS - WOODEN_DOOR - LEAVES - SAND - COBBLESTONE - STONE - GRAVEL - ICE - FENCE - FENCE_GATE
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Posted Feb 20, 2013@wide_load
I am getting reports from players that their swords are being repaired when they hit armored zombies during a bloodmoon.
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Posted Feb 20, 2013This plugin is pure genius, thanks for the updates
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Posted Feb 18, 2013@ed58
Ah I did not realise the inventory was cleared :P It is a bit of a weird effect to suddenly have the world re-download though.
I have looked at the ways to do it and none of them are very nice. The issue is that even though the mob targets players that are far away, on the next tick they forget that target and do something else. I'm working on it :P
@darkknightcz
Could be that too many nether mobs are spawning before the other types get chance too, try disabling the net-mobs feature as a test and if that fixes it play with the rates a bit.
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Posted Feb 18, 2013@wide_load: i've noticed strange behaviour (possible collision with another plugin)... by default, only nether monsters are spawned when bloodmoon starts (another mobs appears if you set it to "bed spawn")
possible colisions - BukkitCompat, Wither, AntiCreeper3, dynmap, Citizens, Worldedit/worldguard, LogBlock, Essentials, My Worlds
with same config works as requested on clear server, do you know any bugs / features that could do this?