The source code for the Bloodmoon Mod
lumien231 / bloodmoon Goto Github PK
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The source code for the Bloodmoon Mod
If Optfine C 7 is present the sky is red but the environment is normal. If Optifine is not present everything works as fine as it should.
Issue
When starting my server Forge Mod Loader displays the following message.
[main/WARN] [FML]: The coremod lumien.bloodmoon.asm.LoadingPlugin does not have a MCVersion annotation, it may cause issues with this version of Minecraft
The mod appears to work fine and does not crash, however I do not know what affect this may have.
Steps to Reproduce
Versions
Bloodmoon: 1.11-1.5.1
Forge: 1.11-13.19.1.2199-universal
Minecraft: 1.11
Settings the color directly without the StateManager causes future recoloring to fail in case the GLStateManager's cached color is the same as the one requested. Not using the GLStateManager causes desync between the actual GL context and the StateManager, leading to stuff like THIS
Thought it'd be cool to have werewolves only spawn during the bloodmoon. Thanks!
Please consider adding an option to force clear weather when a blood moon starts.
Hi Lumien, your Blood Moon is fun and cool but if can, could you update it for the newer version of minecraft? I try and tried to convince the admins of the minecraft server to download Blood Moon plug in but due to the fact that it's already outdated and they don't want it but deep down i know it can be used again, so please do, i don't mind being charge as this mod is the best so far.
so in the config I want the blood moon to happen every 7th day in MC
schedule {
# The chance of a bloodmoon occuring at the beginning of a night (0=Never;1=Every night;0.05=5% of all nights)
D:Chance=0.01
# Whether there should be a bloodmoon whenever there is a full moon
B:Fullmoon=false
# Every nth night there will be a bloodmoon (0 disables this, 1 would be every night, 2 every second night)
I:NthNight=0
}
The problem is how do i configure the first line of "The chance of a bloodmoon occuring" to allow the "Nth night" code to work properly. Currently, if i set the chance to "0" it will never spawn in the world voiding the nth night spawn chance. if i set the chance number to a value it will happen to spawn on the nth day and possible other days which i dont want.
It would be sweet to have a config option to force blood moons to occur on a full moon instead of relying on random chance.
I was wondering if it's possible to either customize the Bloodmoon message to add the ingame day. Or add a variable for the mod InGame Info XML.
When enabling Wolfs howling on full moon + bloodmoons happening every full moon at the first bloodmoon in the world i got a crash (first gist). The second gist is when i reattempt to open the world.
https://gist.github.com/vpontin/bc493c6d86d3984a1a1e3e691f25a3fd
Since i dont know what mod is responsible i will drop the same issue here an there.
Like in Random Things for MC 1.7.10.
The red environment sometimes happens for littery no reason even in day, when there is no bloodmoon. Latest version, mod seems to be dead but tought i'll still report it.
Minecraft Version: 1.17.1 version
Java 16
Paper bulid number: 305
This error happens when we use the blood moon command
05.10 08:18:41 [Server] INFO org.bukkit.command.CommandException: Unhandled exception executing command 'bloodmoon' in plugin BloodMoon v0.8
05.10 08:18:41 [Server] INFO at org.bukkit.command.PluginCommand.execute(PluginCommand.java:47) ~[patched_1.17.1.jar:git-Paper-283]
05.10 08:18:41 [Server] INFO at org.bukkit.command.SimpleCommandMap.dispatch(SimpleCommandMap.java:159) ~[patched_1.17.1.jar:git-Paper-283]
05.10 08:18:41 [Server] INFO at org.bukkit.craftbukkit.v1_17_R1.CraftServer.dispatchCommand(CraftServer.java:838) ~[patched_1.17.1.jar:git-Paper-283]
05.10 08:18:41 [Server] INFO at net.minecraft.server.network.PlayerConnection.handleCommand(PlayerConnection.java:2257) ~[patched_1.17.1.jar:git-Paper-283]
05.10 08:18:41 [Server] INFO at net.minecraft.server.network.PlayerConnection.a(PlayerConnection.java:2068) ~[patched_1.17.1.jar:git-Paper-283]
05.10 08:18:41 [Server] INFO at net.minecraft.server.network.PlayerConnection.a(PlayerConnection.java:2049) ~[patched_1.17.1.jar:git-Paper-283]
05.10 08:18:41 [Server] INFO at net.minecraft.network.protocol.game.PacketPlayInChat.a(PacketPlayInChat.java:46) ~[patched_1.17.1.jar:git-Paper-283]
05.10 08:18:41 [Server] INFO at net.minecraft.network.protocol.game.PacketPlayInChat.a(PacketPlayInChat.java:6) ~[patched_1.17.1.jar:git-Paper-283]
05.10 08:18:41 [Server] INFO at net.minecraft.network.protocol.PlayerConnectionUtils.lambda$ensureRunningOnSameThread$1(PlayerConnectionUtils.java:56) ~[patched_1.17.1.jar:git-Paper-283]
05.10 08:18:41 [Server] INFO at net.minecraft.server.TickTask.run(TickTask.java:18) ~[patched_1.17.1.jar:git-Paper-283]
05.10 08:18:41 [Server] INFO at net.minecraft.util.thread.IAsyncTaskHandler.executeTask(IAsyncTaskHandler.java:149) ~[patched_1.17.1.jar:git-Paper-283]
05.10 08:18:41 [Server] INFO at net.minecraft.util.thread.IAsyncTaskHandlerReentrant.executeTask(IAsyncTaskHandlerReentrant.java:23) ~[patched_1.17.1.jar:git-Paper-283]
05.10 08:18:41 [Server] INFO at net.minecraft.server.MinecraftServer.executeTask(MinecraftServer.java:1418) ~[patched_1.17.1.jar:git-Paper-283]
05.10 08:18:41 [Server] INFO at net.minecraft.server.MinecraftServer.executeTask(MinecraftServer.java:192) ~[patched_1.17.1.jar:git-Paper-283]
05.10 08:18:41 [Server] INFO at net.minecraft.util.thread.IAsyncTaskHandler.executeNext(IAsyncTaskHandler.java:122) ~[patched_1.17.1.jar:git-Paper-283]
05.10 08:18:41 [Server] INFO at net.minecraft.server.MinecraftServer.bf(MinecraftServer.java:1396) ~[patched_1.17.1.jar:git-Paper-283]
05.10 08:18:41 [Server] INFO at net.minecraft.server.MinecraftServer.executeNext(MinecraftServer.java:1389) ~[patched_1.17.1.jar:git-Paper-283]
05.10 08:18:41 [Server] INFO at net.minecraft.util.thread.IAsyncTaskHandler.awaitTasks(IAsyncTaskHandler.java:132) ~[patched_1.17.1.jar:git-Paper-283]
05.10 08:18:41 [Server] INFO at net.minecraft.server.MinecraftServer.sleepForTick(MinecraftServer.java:1367) ~[patched_1.17.1.jar:git-Paper-283]
05.10 08:18:41 [Server] INFO at net.minecraft.server.MinecraftServer.x(MinecraftServer.java:1278) ~[patched_1.17.1.jar:git-Paper-283]
05.10 08:18:41 [Server] INFO at net.minecraft.server.MinecraftServer.lambda$spin$0(MinecraftServer.java:319) ~[patched_1.17.1.jar:git-Paper-283]
05.10 08:18:41 [Server] INFO at java.lang.Thread.run(Thread.java:831) [?:?]
Mobius seems to overwrite this mod's negation of sleep during a bloodmoon, any way to make sure that doesn't happen? The message saying you are too tired to sleep still comes up, but you're still able to sleep despite that message being displayed.
Hello, I'm unsure if this is a problem with Bloodmoon, SEUS (or shaders in general), but when bloodmoon is fading in, everything suddenly goes pitch black at 18:55 game time, with visibility returning at 05:50. This doesn't happen when BlackFog is disabled (which I was surprised to find that the server allows clients to override). Tested with SEUS 11.0, 10.1 with everything enabled, and 10.1-Standard.
Bloodmoon 1.4.1 on Forge 12.17.0.1987 on Minecraft 1.9.4. GTX750 running nVidia 340.96 drivers, on Debian amd64.
Hey :)
Is it possible to add a option for the first night? I want the blood moon everytime if it's full moon. But the first night is full moon, too. That's very hard so a option to disable the moon in the first night would be very cool :)
A silly suggestion: Instead of a fixed option to allow players to sleep or not on a bloodmoon, what about making a percentage option in which each bloodmoon allows the player to sleep or not?
This would be good for beginners, because depending on the setting (eg full moon) the first bloodmoon starts already on the second night, making survival difficult.
If there was a chance for skipping the first bloodmoon this could make it all easier.
Sorry if i wasnt clear, using Google translator.
I honestly have no clue on what's wrong and how do I fix it, so...
What could be the problem here?
RLCraft modpack (with minor client tweaks like emojicord)
crash-2024-02-16_13.57.03-server.txt
I'm most likely just dumb but I really can't figure it out, no help about it received from RLCraft Discord
On bloodmoon nights, modded beds can still be slept on, such as the beds from the steam engines mod.
Hello we are running bloodmoon in our modpack(1.9.4) together with hardmode tweaks and HT is capable of changing the daynight cycle and length so we did but now the bloodmoon starts like 2pm ingame and ends like 3-4am ingame. Is it in any way possible for you to make it respect that sort of changes made by other mods? maybe tru manual configs linking it up to gameticks like PvPTime does? Also since we did the time change bloodmoons became much more common but thats controlable tru bloodmoon chance-im guessing here. Maybe you need this info so:
We changed the minecraft day to be 3 times longer(HT config D:cycleLengthMultiplier=3.0) and consist of a 45m day and 15m night(HT config D:dayToNightRatio=0.75).
Thanks in advance,
Lime
Could you possibly add build instructions to the ReadMe? I'm having trouble figuring out how to build it and I would like to experiment with adding Optifine support.
only mob in the whitelist can get extra spawn on Bloodmoon. (sorry for my bad english :V)
Enable an option in which during the Bloodmoon, you cannot break blocks or open doors, so if you are not indoors before the Bloodmoon rises, you will have to spend the night fighting.
bloodmoon+thaumcraft error.txt
From what I have been studying the error is caused when Bloodmoon shading tries to affect the thaumcraft particles (Flux clouds especially, not sure about the flux rifts yet) causing the client to crash.
The bloodmoon and thaumcraft 6 both work fine when all the shaders are disabled from bloodmoon.
P.S. If possible, could you add customizable messages on events such as Bloodmoon starting, ending and being stopped.
The mob spawn rate does not seem to be affected by the blood moon. When I use the "/bloodmoon force" command and then accelerate time to just before 12000, I get the "The Blood Moon is rising..." message and the red moon rises, but the mob spawning rate seems to be completely vanilla.
MC: 1.10.2
Forge: 12.18.2.2107
Bloodmoon: 1.9.4-1.4.1
i cannot sleep still after deleting the mod, i use version 1.20.1 and my game acts as if the blood moon is still going on, any way i can stop this from happen? i deleted the mod when i had no idea a blood moon even happened
Hi Lumien,
I wanted to start coding an mod hooking to your bloodmoon start/active event.
After searching through the source I detected no event doing something like that.
Could you please add an event where other mods can detect if bloodmoon is started /- active or not?
For example I'm talking about MinecraftForge.EVENT_BUS.post( event ); ^^
Kind regards
Its not updated to 1.16.4. Please update it to the latest version of minecraft, thank you.
I'we changed the lenght of minecraft day. Instead of 24000 ticks set to 48000.
Could you please add confing setting for the lenght of minecraft day?
Because currently im getting blodmoon in the middle of the day. Thank you!
For Modpack Makers it is important to have control over the player experience.
So a command to trigger Bloodmoon would be a great thing.
Functionality
Command: /bloodmoon
Example
/bloodmonn 5 -> In 5 days there will be a bloodmoon event
Config
Note:
MC 1.11.2
Forge 13.20.0.2260
Bloodmoon 1.5.1
With the following settings the moon does not have a red colour during the event.
D:Chance=0
B:Fullmoon=true
I:NthNight=0
B:BlackFog=false
B:RedLight=false
B:RedMoon=true
B:RedSky=false
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Issue: {bloodmoon-1.9-1.4 crashes dedicated forge server 1.9 build 1809 on startup}
Not certain if this is normal or not, but Bloodmoons seem to only affect mob spawning on the surface/above sea level.
setting the chance to 100 doesn't seem to work. I was hoping a always bloodmoon option could be added.
I run a server with a custom mod pack (which includes your mod.) and need it to be always a blood moon so I don't have to be on the server every 5 minutes doing /bloodmoon force.
"that's why AS is incompatible with bloodmoon - lumien ASM's the renderSky method to add his moon colorization hook - which is a terrible implementation. to recolor sun/moon you don't need ASM at all.
tl;dr his implementation is terrible and doesn't care if other mods change the sky. if he had implemented it properly, compatibility would be no issue"
I've noticed it's possible to get a bloodmoon first night, even with a very low chance. It'd be great if we can get a config option where bloodmoons can only have a chance to occur after the first X days.
Also, maybe an option where another bloodmoon won't be considered for another X days after one already occurred, to prevent a bloodmoon happening twice or more times in a row.
Thanks!
The current build.gradle file is broken, there's a missing variable called "signSHA1". Most likely caused by a missing gradle.properties.
Your .gitignore is quite weird by the way, you should only put things in there you want to ignore, not ignore everything and un-ignore everything you want to keep.
I opened the jar and couldn't find a plugin.yml file in the top level of the jar. Here's the corresponding bukkit error.
[12:28:56 ERROR]: Could not load 'plugins/Bloodmoon-1.3.jar' in folder 'plugins'
org.bukkit.plugin.InvalidDescriptionException: Invalid plugin.yml
at org.bukkit.plugin.java.JavaPluginLoader.getPluginDescription(JavaPluginLoader.java:154) ~[spigot-1.8.3.jar:git-Spigot-2f787bd-a5b7881]
at org.bukkit.plugin.SimplePluginManager.loadPlugins(SimplePluginManager.java:133) [spigot-1.8.3.jar:git-Spigot-2f787bd-a5b7881]
at org.bukkit.craftbukkit.v1_8_R2.CraftServer.loadPlugins(CraftServer.java:291) [spigot-1.8.3.jar:git-Spigot-2f787bd-a5b7881]
at net.minecraft.server.v1_8_R2.DedicatedServer.init(DedicatedServer.java:199) [spigot-1.8.3.jar:git-Spigot-2f787bd-a5b7881]
at net.minecraft.server.v1_8_R2.MinecraftServer.run(MinecraftServer.java:522) [spigot-1.8.3.jar:git-Spigot-2f787bd-a5b7881]
at java.lang.Thread.run(Thread.java:745) [?:1.8.0_45]
Caused by: java.io.FileNotFoundException: Jar does not contain plugin.yml
... 6 more
I'm trying to leave the overworld relatively peaceful and create a very challenging dimension, where this mod would be active. Would love the ability to whitelist or blacklist dimensions this mod is active in.
Receiving a crash on my server every night. I had set the Blood Moon to trigger on every full moon. I've just disabled this and am testing again.
Description: Exception in server tick loop
java.lang.NoSuchMethodError: net.minecraft.world.World.func_72853_d()I
at lumien.bloodmoon.server.BloodmoonHandler.endWorldTick(BloodmoonHandler.java:96)
at lumien.bloodmoon.handler.BloodmoonEventHandler.endWorldTick(BloodmoonEventHandler.java:114)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_204_BloodmoonEventHandler_endWorldTick_WorldTickEvent.invoke(.dynamic)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:90)
at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:185)
at net.minecraftforge.fml.common.FMLCommonHandler.onPostWorldTick(FMLCommonHandler.java:269)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:718)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:387)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:613)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:471)
at java.lang.Thread.run(Unknown Source)
port your mod on 1.7.10, please
Effect of the mod does not apply to additional custom worlds created by the plugin named Nucleus.
forge-1.12.2-14.23.5.2836-universal
Bloodmoon-MC1.12.2-1.5.3
spongeforge-1.12.2-2768-7.1.6-RC3616
Nucleus-1.9.1-SNAPSHOT-S7.1-MC1.12.2-plugin
Hello, I was wanting to ask how do I configure bloodmoons to trigger say, every 10 nights? I have tried putting 10 in the nth night config, with the spawn chance at like 0.001(I don't quite want there to be a 0% chance of a random night being a blood moon, but more just very unlikely), however using /add time and skipping around to the day it's supposed to trigger, it doesn't. I've tried skipping to day 9 and just waiting around till day 10's night. but nothing still. Does Nth night not allow you to skip time to function? I do really appreciate this mod and would love to get it to work well. I am going to try setting it to every 3 nights and just letting time move entirely on its own and hope it triggers on night 3, I'll post that update if anything happens, but so far, I have no idea why it's not working.
Title explains the issue.
Bloodmoon version 1.5.1 (MC1.10.2)
forge-1.10.2-12.18.3.2254-universal
Sponge is included on the server. (spongeforge-1.10.2-2254-5.2.0-BETA-2254)
Lots of other mods but i dont see why they would cause issues, but they incl foamfix, surge and betterfps
Maybe a cross-mod item in Random Things? Maybe some vanilla-item ritual?
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