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Bloodmoon Events
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Every 7th night a Blood Moon rises and a block-breaking, tower-building horde besieges your base.
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Bloodmoon Events
Every 7th night, a Blood Moon rises, and the horde comes for you.
The sky turns red, the moon swells to a crimson giant, and nobody can sleep. Until dawn, waves of monsters converge on every player. These mobs don't stop at your walls: zombies build towers and bridges to reach you, creepers blow holes in your defences, and slimes leap over your fences. Every Blood Moon you survive makes the next one worse.
The Blood Moon
- Starts on night 7, then every 7th night after. The interval is configurable, and you can add a random chance for other nights.
- You get a warning at sunset, a "Blood Moon #N" title and raid horn when it starts, and a message at dawn.
- The sky, fog, clouds and light fade to blood red, and the moon is larger, red and always full.
- You can't sleep through it.
The Horde
- Waves spawn around every survival player, and in caves too if you're hiding underground.
- Horde mobs track you through walls and despawn at dawn.
Smarter mobs
- Zombies build their way to you. They:
- pillar up to players above them.
- climb over walls.
- build steps.
- bridge gaps.
- From the 3rd Blood Moon, zombies also break blocks. They tunnel through walls, doors and ceilings. Harder blocks take longer, and several zombies on one block break it faster.
- Creepers breach walls. If they can't reach you, they light their fuse once they're close enough.
- Slimes super-jump over walls and lunge at you.
- Respects the
mob_griefinggamerule. Chests and other containers, and obsidian-tier blocks, are never broken.
It gets harder
Mob health, damage and speed never change. What grows is how many mobs come, what they are, what they wear and what they can do.
| Blood Moon #1 | #5 | #10+ | |
|---|---|---|---|
| Max horde per player | 12 | 29 | 50 |
| Mobs per wave | 2 | 4 | 6 |
| Time between waves | 8 s | 6 s | 4 s |
| Chance of extra armour | 0% | 27% | 60% |
What unlocks when:
- #1: zombies, skeletons and spiders. Zombies place blocks.
- #3: creepers, husks, zombie villagers and slimes join. Zombies break blocks and creepers breach walls.
- #4: slimes super-jump.
- #5: witches and cave spiders join. The horde senses you from further away.
The armour mobs wear never drops, so you can't farm a Blood Moon for iron.
Commands
/bloodmoon(anyone): shows the next Blood Moon's number and how many nights until it rises./bloodmoon start/stop(operators): starts a Blood Moon now, or cancels tonight's./bloodmoon level <n>(operators): jumps to a given Blood Moon number./bloodmoon reload(operators): reloads the config.
Configuration
Everything is in config/bloodmoonevents.json:
- the schedule
- the horde roster and spawn weights
- every difficulty value (start and end)
- the Blood Moon each ability unlocks on
- toggles for each AI behaviour
Compatibility
RPG Advanced Difficulty (optional): horde mobs are more likely to spawn as champions. The odds go from ×1.5 on the first Blood Moon to ×4 on the 10th, and later Blood Moons make high-tier champions proportionally more common. Neither mod requires the other.
Requirements
- Minecraft 26.3, Fabric Loader, Fabric API
- Install on both client and server. The server runs the event and the horde, and the client draws the red sky and moon.
Inspired by Seventh Night: Blood Moon, Enhanced Celestials and ZombieBreakAndBuild.
Source and issues: https://github.com/Lucalaure/BloodmoonEvents
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