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 Jul 23, 2013@LEOcab
Alternative solution: parse your server.log file for "Generated BloodMoon dungeon at X, Z"
@alanthya
Awesome :) Will test using that.
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Posted Jul 22, 2013@wide_load
@wide_load
Here are the configs for bloodmoon http:pastie.org/8166096
and LoreAttributes http:pastie.org/8166102
thank you
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Posted Jul 22, 2013@LEOcab
That's the dungeon feature which can be disable din the config file for the world. You'd need to take a look at the code to work out the coords, it might be easier to use mcedit in top-down mode to just look for them though.
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Posted Jul 22, 2013Is there any way to remove the custom multi-spawner structures from BloodMoon? You added that feature while I was using the plugin and I didn't notice it, now I have several of these structures laying around and players are exploiting it to get tons of experience. I figured maybe you can help me to re-create the list of coordinates based on my world seed or something so I can WorldEdit them out manually. I've since removed BloodMoon but the spawners are still there.
Thanks in advance!
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Posted Jul 20, 2013with latest no zombies spawn at all.
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Posted Jul 18, 2013@conflictxinside
On top of that, with more mobs, is there a way to make each type have a chance, like i want more pig zombies, less magma cubes.. also found an error.
group-size: 1 group-variation: 0
I only wanted to spawn 1 at a time instead of groups.. setting to zero throws a 0 value exception..
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Posted Jul 18, 2013Is there a way to make it so *only* zombies spawn in the blood moon world? I have disabled more-mobs and all I see is pigmen, giants, and magma cubes everywhere, even after a /killall 500 and TPing to a distant unused portion of the world.
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Posted Jul 17, 2013@tremor77
Wither skeletons are not a seperate entity, they are a normal skeleton with a special flag set. In other words, not possible without ugly code :(
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Posted Jul 17, 2013@wide_load cool.. did you see my edit to the qestion, i want to spawn in wither skeletons too.. but cant figure out i think they have the same bukkit ID as skeleton..
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Posted Jul 17, 2013@tremor77
Oops :P I can fix that.
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Posted Jul 17, 2013@wide_load So I have the bloodmoon always on with the nether sky option. But when I die and respawn the nether sky goes away. Not sure what's causing that, no errors or anything coming up.
Additional question, i want to add wither skeletons to the more-mobs setting.. how do i do that?
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Posted Jul 17, 2013@Mal2ksc
Try running WarmRoast as I described in the comment below yours. I think the error is the result of a rounding issue, will look into it when I get home.
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Posted Jul 16, 2013-
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Posted Jul 16, 2013@angeplay
What did you set the multiplier to ? A high number will make the pathfinding pretty slow.
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Posted Jul 16, 2013@wide_load
No problem when "target distance" is set to false. Also no problem if no zombie. So i think it's related to the new zombie's behavior.
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Posted Jul 16, 2013@tremor77
They only break blocks when targeted on a player, and only if there is no way to get around the block to the player.
@ed58
Well I had zombies on my local server, if you want me to look into it you'll have to provide proper data. Give http://www.sk89q.com/2013/06/easy-jvm-cpu-profiling-with-warmroast/ a try if you can.
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Posted Jul 16, 2013@wide_load
The only lead I have is that it has something to do with how Zombies spawn. If no zombies are spawned within the area of a player, the server runs fine regardless of any other mobs that spawn. But the second a zombie is spawned, the server goes ape shit.
I also found that Jumping or flying during a bloodmoon will cause it to lag when zombies are spawned as well.
This may not make much sense,but it's the only cause iv'e noticed :/
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Posted Jul 16, 2013@wide_load doh, ya i noticed that after i actually looked at the config. lol.. reading, it helps sometimes. Anyway, how about the monsters break blocks option, they dont seem to be doing it, what might my conflict be? I disabled worldguard/worldedit..
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Posted Jul 16, 2013@tremor77
always-on and extended-night can do that.
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Posted Jul 16, 2013Is there a configuration for bloodmoon where I can just make it always night and always bloodmoon.. I want this 24/7