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Blood Moon

Every seventh night the whole world turns dangerous.

  • Schedule: the night of every day that divides by 7 (days 7, 14, 21 ...), with a Chance it actually rises. Change with IntervalDays.

  • Warning: a countdown beside the minimap, a message that morning, and another when the moon rises and when it fades.

  • Red night: the sky, fog and light are tinted red while it lasts.

  • Monsters that follow your progress: waves keep appearing 20-90 m from every player. What comes depends on which bosses your world has beaten, like the game's own raids:

    Boss beaten Adds creatures from
    (always) Meadows
    Eikthyr Black Forest
    The Elder Swamp
    Bonemass Mountains
    Moder Plains
    Yagluth Mistlands
    The Queen Ashlands
    Fader Deep North

    About 10% of the waves come from the newest biome you have unlocked. The other 90% come from the earlier ones, the most recent of those most often and each older biome less. The creatures are the game's own night spawns for those biomes. Some are one- or two-star. They go for the closest player within 200 m, even out of sight, instead of fighting each other. When a wave is (almost) all dead, the next one comes right away. Any left at dawn are cleared by the game.

  • Big monsters: each blood moon has a 50% chance to bring you one of the hardest creatures of an unlocked biome (Troll, Bjorn, Unbjorn, Abomination, Stone Golem, Fuling Berserker, Lox, Seeker Soldier, Gjall, Fallen Valkyrie, Morgen, Gammeltroll), alone, a few minutes into the night. Every player sees who it came for, and it gets a boss health bar.

  • Scales with players: alone the blood moon is at 50% strength (slower waves, fewer monsters around you, fewer stars), rising with each player within 100 m to 100% with 4 (50 / 67 / 83 / 100%). Big monsters only come when at least 2 players are together.

  • No sleep: beds will not let you sleep through it.

  • Safe spots: waves never appear inside a player base, in the sea, or while you are in a dungeon. Under a roof you are safe (ShelterIsSafe).

  • Music: put one audio file (.ogg, .wav or .mp3) next to BloodMoon.dll. It plays once when the blood moon rises.

Install

Client-side. Every player installs it; the server does not need it. The day count comes from the server's clock, so everyone's blood moon starts and ends together. Give everyone the same config so the difficulty matches.

A player without the mod sees a normal night, can sleep, and gets no waves of their own, but monsters spawned around other players can still reach them.

Testing

Open the console (F5):

  • bloodmoon start - force a blood moon on your own game now; in daytime it also turns your clock to midnight until you stop it
  • bloodmoon stop - end the forced one
  • bloodmoon big - spawn a big monster near you right now (one from your unlocked biomes), or bloodmoon big Troll for a specific one. Works any time, ignores the player minimum.
  • bloodmoon status - current day, when the next one is, which bosses count as beaten, and every creature the blood moon can send you right now

The same creature list goes into the BepInEx log when a blood moon rises, and every wave is logged with the biome it came from.

Config

BepInEx/config/com.burks.bloodmoon.cfg

  • [Schedule] IntervalDays, Chance
  • [Danger] SpawnMonsters, SpawnIntervalSeconds (25), MaxNearbyMonsters (10), GroupSizeMin/GroupSizeMax (1-3), OneStarChance (0.30), TwoStarChance (0.10), TougherMonsterBias (0.6), BruteChance (0.5), Intensity (1.6), ExcludeCreatures, MonstersHuntYou, HuntRange (200), NextWaveWhenLeft (0.1), ShelterIsSafe, BlockSleep
  • [Progression] FollowBosses (true; false = only creatures native to the biome you are in, the 0.6.0 behaviour), NewestBiomeShare (0.10), BigMonsterChance (0.5, per blood moon), MaxBigMonsters (1), BigMonsters (list of Biome:PrefabName), BigMonstersCanHaveStars (false), BigMonsterHealthBar (true)
  • [Players] ScaleWithPlayers (true), SoloStrength (0.5), FullStrengthPlayers (4), NearbyRange (100), BigMonsterMinPlayers (2)
  • [Look] RedSky, RedSkyStrength, ShowCountdown, CountdownOffsetX/Y
  • [Music] Music, MusicInDungeons, MusicVolume

Changes

  • 0.8.4 - New icon.
  • 0.8.3 - Monsters hunt the closest player within 200 m instead of fighting each other or idling. Next wave comes as soon as 10% or less of the last one is alive.
  • 0.8.2 - bloodmoon big [name] spawns a big monster on demand.
  • 0.8.1 - Alone is 50% strength, rising evenly to 100% at 4 players.
  • 0.8.0 - Strength scales with nearby players (25% each, max 100%). Big monsters need 2+ players. Newest biome is 10% of normal waves.
  • 0.7.7 - Normal waves: 25% from the newest biome, 75% from earlier ones, with the older biomes getting less and less. Big monsters back to 50/50 (undoes 0.7.6).
  • 0.7.5 - Unbjorn joins the Black Forest big monsters; bears only come after Eikthyr.
  • 0.7.4 - Big monsters get a boss health bar. Bjorn (bear) is a Black Forest big monster.
  • 0.7.3 - Big monster is now a 50% chance once per blood moon (was 10% per wave), and everyone gets a message when one arrives.
  • 0.7.2 - bloodmoon start makes it night on your game.
  • 0.7.1 - Gammeltroll (Deep North) added to the big monsters.
  • 0.7.0
    • Waves follow boss progression instead of the biome you stand in: about 50% from the newest unlocked biome, 50% from the earlier ones.
    • Big monsters: 10% of waves are one of a biome's hardest creatures, alone, at most one around you, zero-star by default.
    • bloodmoon status lists what can spawn.
    • Dvergr and sea creatures are never sent.
  • 0.6.0 - Countdown beside the minimap. Half as many brutes (BruteChance). Timing follows the server clock.
  • 0.4.0 - More dangerous by default (Intensity 1.6). Safe under a roof. Waves come from outside large unroofed bases.
  • 0.3.0 - Music; plays once, then the night is silent (0.4.1).
  • 0.2.1 - Fixed a freeze when the blood moon started.
  • 0.2.0 - Native biome creatures only, weighted toward the tougher ones; ExcludeCreatures; fixed the flickering red tint.
  • 0.1.0 - First version.

Built for Valheim 1.0 / BepInEx 5.4.

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