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This datapack currently is incompatible with SM Extra Hard Difficulty until it has been updated to the SurvivalModified Standards. This can take a few weeks.
About Blood Moon
Every 7th night, a bloodmoon will occur. Most of the overworld nighttime mobs will be buffed during this time.Also, there is different mob types during blood moon - they all have their indications. Some glow with various colors, some wear various colored armor.
Bonus XP
That' right! You get Bonus XP for every mob you killed. Each mob gives +4/+9/+15/+22/+30 XP, depending on Blood Moon Difficulty. Reaching Level 30 in a night isn't that hard when killing Blood Moon mobs... Maybe have another Level goal in mind? How about... Level 300 instead?Custom Loot Tables
During Bloodmoon, you can collect Custom Loot! Loot is calculated seemingly random (As random as possible while keeping lag as low as possible). Your Looting Level increases depending on if youre holding a looting sword in your main- or offhand (Looting Level of Looting sword also changes the Chances of various Looting Levels).For example, Creepers drop Firework Stars and Fireworks during Bloodmoon! Skeletons drop their Arrows, and Witches can drop Special Potions created by me! I won't tell you anything about their effects though, since that would ruin the surprise factor and they are rather rare. (Hint: One Potion is shown in the Screenshots).
For more info about my Custom Loot Tables visit this link.
Blood Moon Mechanics
Very important to know: Since Bloodmoon is a reference to Terraria, you cannot sleep during the event.
All mobs have fire resistance during Blood Moon and lose their Fire Resistance when Blood Moon ends.
Mobs that existed before Blood Moon started don't get buffed.
Zombies, Drowneds and Husks can hold random weapons.
Zombies, Drowneds, Husks, Skeletons and Strays are randomly equipped with armor (except for type defining chest piece).
Every night that is not bloodmoon, the monsters will say a little lore about Bloodmoon. (Theyre an indicator of how many nights it takes until the next bloodmoon).
Every 288th blood moon (exactly 28 real life days of playing if you don't sleep, ideal for servers) the blood moon difficulty increases. Mobs will get a little stronger than the difficulty before. Their Loot Tables change too. You can get different Loot During Difficulties 1-4, and during Difficulty 5, you can get all items. Tokens drop on all difficulties with the same odds.
To see the strength of all mobs over the different difficulties, visit this link (Work in progress)
Token Drops from Monsters during Blood Moon (Looting 3 Sword Required)
Zombies: Fire Protection Token - 0.1% Chance
Drowned: Unbreaking Token - 0.5% Chance
Husk: Smite Token - 0.1% Chance
Spider: Armor Toughness Token - 0.5% Chance
Cave Spider: Bane of Arthropods Token - 0.1% Chance
Phantom: Plated Elytra Token - 0.5% Chance
Enderman: Power Token - 1% Chance
Skeleton: Projectile Protection Token - 0.1% Chance
Stray: Mendfinity Bow Token - 0.1% Chance
Creeper: Blast Protection Token - 0.1% Chance
Plans for version 5:
The biggest update of them all, which will probably take up to months of work. Besides optimizing performance of this pack, I plan on adding more customizable features and cross-pack synergies with my other datapacks (detection of other packs etc.).
- Change buffs for mobs to fit better with my Expert Datapack (and the new tokens and potions).
- Have blood moon mobs turn any negative potion effects into the positive version ("You cannot weaken us. We can only get stronger")
- Have blood moon mobs turn any negative potion effects into the positive version ("You cannot weaken us. We can only get stronger")
- Rework Buffing mechanism to be entirely random
- Rework Loot Mechanism to be entirely random
- More stuff im too lazy to list
Plans for version 6:
- Customizable options by admin how often Blood Moon occurs and when difficulties rise
- Customizable options by admin how often Blood Moon occurs and when difficulties rise
- Varying loot and stats for zombies/drowneds/husks and skeletons/strays
Known Bugs for v4.0.2:
- When loading the pack for the first time, one creeper gets buffed to a golden Creeper
- when an admin uses the admin functions to get all tokens, witch special loot or creeper special loot for the first time, they will hear a very loud sound for each command once. Fixes itself after using once.
- Mobs that move faster than 0.75 Blocks per tick drop loot when the same type is killed
- Skeletons in the Nether get buffed during Blood Moon
- Unloaded mobs dont lose their fire resistance after Blood Moon ended
- V5 Files folder causes datapack to not looad in Multiplayer
Works as intended:
- Mobs don't drop Loot when other Blood Moon mobs are too close (0.75 blocks or closer).
Datapack Recommendations
- Health Boost Rewards for more Health.
- Expert Difficulty for harder mobs in general (so it doesnt feel like an extreme jump from normal to Blood Moon)
- An anti mob grief datapack (If you have recommendations for this you can tell me, I will work on an own adaption in Version 5 anyways)
- Voodoobeard's Ender Beacons v2 for permanent beacon effect buffs to deal with harder mobs during Blood Moon
- Voodoobeard's Progressive Armor Crafting for increased difficulty.
Incompatibilities with other datapacks:
- Any datapacks that use the same mobs as mine will get buffed unless tagged before. During Blood Moon, they will drop loot from my loot tables.
- Voodoobeard's Plated Elytra or similar packs (basically already built-in with tokens)
- Voodoobeard's Mendfinity or similar packs (basically already built-in with tokens)
- Voodoobeard's Anti-Zombie Breach or similar packs (Blood Moon Zombies are supposed to be able to destroy doors)
FAQ (Questions in the comments that are answered here get deleted without answers):
Q: Spigot/Paper/Bukkit etc. have issues with this datapack. Fix?
A: This datapack is made for vanilla. If custom APIs cannot handle vanilla mechanics, its not my fault. Create a bug report at their respective Bug Trackers. I myself tested vanilla and it worked fine. I want to warn anyone using this datapack for Paper etc.: IT WILL NOT WORK! To make this work for spigot, you need to change settings in the spigot.yml :
Change entity activation range for monsters to 55-80 and for misc to 55.
Q: How to make a mob less buffed?
A: Open the datapack folder and change the attribute stats. I won't specifically explain to you what to do. Learn a little how it works and do it yourself. I keep my datapacks very tidy, so finding the files you want to edit isn't hard.
Q: I can see mobs through walls. Is that intended?
A: Yes, that is how the glowing effect in Minecraft is working.
Q:Does this work with custom mobs?
A: Yes, but not automatically. To prevent interference with my datapacks, you have to tag your mobs with "bm_tag_dont_buff" in the other datapacks you use.
I hope you enjoy my pack, it was a lot of work!
Compatibility | Minecraft 1.14 |
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9 Update Logs
Release 4.0.2 : by Hiranasai 08/06/2019 12:33:27 pmAug 6th, 2019
Fixed Creeper loot for Difficulty 4 Loot Level 3
Buffed Witch loot chances for Difficulty 5
Buffed Witch loot chances for Difficulty 5
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I'm using my own custom mobs plugin so i just need the aspect of the Red Moon for my server. Would that be something you could custom make ? Would you be willing to do so? Message me if needed.
Whats the problem?
I wont remove the glow because then you cant differ the variant of a creeper or spider, as they cant wear armor in the right color. Thats why i made them glow, so the player can see which creeper type it is.
You could remove the glowing using a command like /execute as @e[tag=bm_buffed,nbt={Glowing:1b}] run data modify entity @s Glowing set value 0b