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DUATAR: Raids & Bloodmoon
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Adds scheduled Blood Moons and persistent, base-targeted raids with red fog, stronger hordes, escalating waves, chest theft, wave tracking, and glowing raiders.
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# DUATAR: Raids & Bloodmoon
DUATAR: Raids & Bloodmoon introduces two recurring survival events: deadly Blood Moon nights and persistent raids directed at the player's base.
Both systems use the shared day and clock provided by "DUATAR: Day & Time", allowing events to follow a consistent world schedule.
Blood Moons
A Blood Moon occurs every seventh day.
- Begins at "20:00" on days 7, 14, 21, and so on
- Ends at "06:00" the following morning
- Uses the day and clock from DUATAR: Day & Time
- Changes the moon to red
- Covers the Overworld in dense red fog
- Prevents players from sleeping through the event
- Greatly increases hostile mob spawning
- Supports up to 70 nearby hostile mobs within a 128-block region
- Blood Moon monsters may spawn between 13 and 128 blocks from players
- Spawn positions require a block-light level of 2 or lower
- Humanoid monsters frequently appear with armor, weapons, and enchantments
- Tracked Blood Moon monsters are ignited when the event ends at dawn
Peaceful difficulty and the `doMobSpawning` game rule are respected.
Base Raids
The first raid is scheduled for "day 4 at 13:00". Later raids occur every seven days on days 11, 18, 25, and so on.
A valid base requires:
- At least one bed, chest, or trapped chest
- At least 25 processed or player-built blocks nearby
- At least five minutes spent in the area
If no valid base is detected, the raid waits until the player establishes one.
Raid Warnings
Before a raid begins, the player receives:
- A prominent on-screen warning
- A visible countdown
- The current raid difficulty
- The coordinates of the targeted base
- An atmospheric raid horn
Raid Difficulties
Raid difficulty progresses when every wave is defeated.
Easy
One wave containing:
- 2 Vindicators
- 2 Pillagers
- 1 Pillager or Vindicator captain
Normal
Two waves:
- Wave 1 uses the Easy composition
- Wave 2 adds an Illusioner, an Evoker, and an expanded captain selection
Hard
Three waves:
- Wave 1 uses the Easy composition
- Wave 2 uses the Normal second-wave composition
- Wave 3 adds a Witch and a mounted Ravager unit
Captains may be Pillagers, Vindicators, or Evokers depending on the wave.
Raid Tracking
During each active wave, a red boss bar displays:
- The current wave
- The total number of waves
- The number of remaining raid units
The bar decreases as raiders are defeated.
All custom raid mobs receive a "DARK_AQUA glowing outline", making them visible through blocks while they remain within the client's entity-tracking range. Naturally spawned Pillagers and other unrelated mobs are not highlighted.
Persistent Raid Rules
- The next wave begins only after the current wave is completely defeated
- Raiders wait if the targeted player leaves the base area
- The raid does not disappear or time out
- The player must complete every wave or die
- Winning advances the next raid from Easy to Normal, then Hard
- Hard difficulty remains Hard after subsequent victories
- Dying immediately ends the raid and resets the next raid to Easy
- Active raid progress and schedules are saved with the world
Chest Theft
If a raid remains active for more than 15 minutes, theft checks begin at three-minute intervals.
During each theft cycle, random items are removed from nearby base chests according to the number of surviving raiders. The player receives an on-screen warning whenever items are stolen.
The theft timer pauses while the targeted player is away and the raiders are waiting.
Requirements
- "Minecraft Java Edition 26.1.2"
- "NeoForge 26.1.2.95 or newer"
- "DUATAR: Day & Time 1.0.0 or newer — Required"
For multiplayer, DUATAR: Raids & Bloodmoon and DUATAR: Day & Time must be installed on both the server and every connecting client.
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