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Required Resource Pack
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When the Moon grows full, her mercy will reach its end.
This is an experimental datapack that I've been wanting to make for a while. The full moon has been replaced with a blood moon, a night full of stronger, more hostile monsters, a night you cannot sleep through.
What this pack does:
On a night of a blood moon, you cannot sleep to skip to day.
More hostile mobs will spawn than is normal. (Use hard difficulty to make this better).
Mobs will begin tracking you from really far away.
The monsters you expect to see on a night in the overworld now have a chance to have better health and/or attack damage, and/or movement speed.
Zombies can break lower tier blocks to get to you.
Creepers can randomly have a shorter fuse and/or a bigger explosion.
Endermen will automatically be angry at you.
Try and survive, if you dare.
This datapack is EXPERIMENTAL and allows some mobs to BREAK BLOCKS. Use this pack in an important world at your OWN RISK.
The red effects rely on your vignette texture; the resource pack changes this. Disabling your vignette using Optifine or something will prevent the red visual effects from happening. This doesn't affect what the pack does, so you do you I guess.
I love feedback!!!
If anyone has any ideas or suggestions on how this pack could be better, leave a comment! I always read and reply!
Join my discord server!
Yes that's right I have a discord server!
It's really small though!
Come help make it bigger!
https://discord.gg/r9M64AaPEk
What this pack does:
On a night of a blood moon, you cannot sleep to skip to day.
More hostile mobs will spawn than is normal. (Use hard difficulty to make this better).
Mobs will begin tracking you from really far away.
The monsters you expect to see on a night in the overworld now have a chance to have better health and/or attack damage, and/or movement speed.
Zombies can break lower tier blocks to get to you.
Creepers can randomly have a shorter fuse and/or a bigger explosion.
Endermen will automatically be angry at you.
Try and survive, if you dare.
This datapack is EXPERIMENTAL and allows some mobs to BREAK BLOCKS. Use this pack in an important world at your OWN RISK.
The red effects rely on your vignette texture; the resource pack changes this. Disabling your vignette using Optifine or something will prevent the red visual effects from happening. This doesn't affect what the pack does, so you do you I guess.
I love feedback!!!
If anyone has any ideas or suggestions on how this pack could be better, leave a comment! I always read and reply!
Join my discord server!
Yes that's right I have a discord server!
It's really small though!
Come help make it bigger!
https://discord.gg/r9M64AaPEk
Compatibility | Minecraft 1.20 |
Tags |
2 Update Logs
poll : by SajNinja_PMC 12/26/2023 5:11:20 pmDec 26th, 2023
hey everyone, if you tried this pack out and find that you like it, please let me know how you feel about it and share your opinion on where it should be headed in the future
https://www.planetminecraft.com/forums/minecraft/datapacks/blood-moon-threat-level-679993/
https://www.planetminecraft.com/forums/minecraft/datapacks/blood-moon-threat-level-679993/
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maybe if you fight the dragon during a blood moon it'll stop
if you miss it the first time you could revive the dragon to try again
-instead of extra hp or damage make more qorrying mobs spawn, namely make phantoms, cave spiders, slimes spawn as uncommon surface mobs
-Creepers lose the shorter fuse but keep the larger explosion radius, and explode upon taking any fire damage
-Zombies can climb walls (super slowly at around 20% of normal climb speed) and spawn in hordes of 4-6
-Skeletons can snipe you with crit arrows at long ranges (16-20 blocks)
-Endermen grab and place natural blocks from the terrain to get to you if you have the high ground
-Untamed wolves become rabid and ferociously kill anything in sight other than creepers (to prevent random unavoidable craters) and other wolves
-Phantoms dont spawn in packs and are less numerous but spawn with larger sizes (size 2-3)
-Slimes become immune to fall damage and can leap over walls (stronger slime stronger leap) or towards any players
-In the deep caves (basically below y30 or so) instead of buffing the spawn rates for mobs immense amounts of silverfish begin to spawn replacing most or all mobs found in the region. These silverfish cannot infest blocks and instead will alert all silverfish in a radius if one is harmed
- extra hp or damage is necessary to make the mobs dangerous; adding variety will take that away, although adding non-surface mobs is a good idea
- randomly shorter creeper fuses isn't going anywhere, but taking fire damage would definitely encourage the player to be more cautious
- zombies in their current form will break blocks, so maybe upon spawning they can get a random tag that declares if they break blocks or climb walls. thats a good bit of variety
- skeleton aggroing is kind of weird, and they're actually the only mobs affected by blood moons that won't track you from a distance. giving their arrows higher damages and making them crit arrows could be cool
- the point of blood moons is a lot of mean things suddenly turn their eyes towards the player. it wouldn't make sense for wolves to anger at creatures other than the player
- i assume you mean size attributes for phantoms. i've actually yet to do ANYTHING with phantoms, but once game versions with good scale become officially released, maybe i could start messing with phantoms and/or their scales
- i don't know how to block fall damage, but slimes being immune makes sense regardless. randomizing their jump heights is also a good idea
- i love the idea of flooding caves with waves of creepy crawlies. this would also be a good time to add spiders and mess with their scales as well.
this is very good feedback and you have filled my once empty brain with many ideas
-about the hp and damage stats, I meant that the difficulty in that feels purely artificial as stat increases are just a bandaid fix that dont really fix the problem the nights currently have, lack of any additions to the roster to keep things danerous. Not skipping blood moons is an important mechanic here because it makes you experience the event in it's entirety.
-the wolf aggroing on mobs can add more hectic variety for blood moons in taigas especially considering the wolf pack behavior. And a blood moon is mostly portrayed as a cursed event that aggravates animals, undead and all sorts of creatures into coming forth so I do believe wolves attacking more creatures would fit in.
-Phantoms and slimes dont need the scale attribute to increade their size they have a unique Size attribute which for phantoms determines the damage they do.
Thank you for the quick reply I look forward to this mod becoming more polished!
I agree that having blood moons on the first night is a bit jarring and sudden, I can code the pack to skip ahead a day upon loading a new world.
The mobs affected by blood Moon effects include wither skeletons and endermen, both of which will automatically get angry at you even from long distances. So the nether and end aren't much safer than the overworld.
The pack affects husks since they're a type of zombie.
The pack does not affect illagers, because I don't consider them to be monsters.
The monsters on blood moon nights only try attacking players, but if a villager or golem distracts them then I guess they'll attack them instead