When mobs spawn
The easiest way to change these settings is the web editor. It shows every option and checks what you type. This page shows the files, so you know what the editor writes for you.
BloodNight never spawns extra mobs. It only changes mobs your server spawns anyway. That keeps your server fast and respects your spawn settings.
How a mob is picked
When a mob spawns:
- BloodNight finds all special mobs that fit it. The kind must match and the spawn rules must allow it.
- It rolls the world's
spawnPercentage. With 50, about half of the fitting spawns change. - It picks one special mob. A mob with a bigger
weightis picked more often.
Spawn rules of a mob
Each special mob has a spawn part in mobs.yml:
spawn:
weight: 10
nightOnly: true
nightEnd: REMOVE
reasons: []
conditions:
worlds: []
biomes: []
minY: null
maxY: null
maxLight: null
surface: ANY
| Key | What it does |
|---|---|
weight | How often this mob is picked. 0 means it never spawns by itself. |
nightOnly | true: only during blood nights. false: at any time. |
nightEnd | What happens when the blood night ends. See below. |
reasons | Only for these spawn reasons, like NATURAL or SPAWNER. Empty means any reason. |
worlds | Only in these worlds. Empty means all worlds. |
biomes | Only in these biomes, like minecraft:desert. A tag works too: #minecraft:is_forest. |
minY, maxY | Only between these heights. |
maxLight | Only where the block light is this or lower. |
surface | ANY, SKY_VISIBLE (under open sky) or UNDERGROUND (no sky above). |
Here is a cave spider rider that only shows up deep underground:
spawn:
weight: 20
conditions:
maxY: 0
surface: UNDERGROUND
World settings
Each world can change how many mobs turn special, in mobSettings.spawning:
mobSettings:
spawning:
spawnPercentage: 50
ignoredReasons: [CUSTOM, SPAWNER, TRIAL_SPAWNER]
mobs:
speed_zombie: 30
toxic_slime: 0
spawnPercentage: the chance a fitting spawn turns special.ignoredReasons: mobs from these spawn reasons always stay normal. This is good for mob farms with spawners.CUSTOMis in the list at first. Those are mobs other plugins spawn.mobs: a different weight for some mobs in this world. 0 turns a mob off here.
Mobs of other plugins
Some plugins have their own mobs: Citizens NPCs, MythicMobs mobs, or levelled mobs. BloodNight leaves them alone. They never turn special. They get no extra damage or health, and their deaths cause no death actions.
BloodNight finds Citizens NPCs and MythicMobs mobs by itself. Other plugins often mark their mobs with a data key.
Add that key to markerKeys in config.yml, and BloodNight leaves those mobs alone too:
foreignMobs:
wrap: false
rules: false
markerKeys:
- levelledmobs:level
wrap: truelets these mobs turn special after all.rules: truegives them the blood night damage, health and death actions.
When the night ends
When a blood night ends, every special mob runs its "On Night End" part first. Then nightEnd decides:
nightEnd | What happens |
|---|---|
REMOVE | The mob goes away. |
KEEP | The mob stays as it is, with everything it does. |
REVERT | The mob stays as a normal mob. It loses its name, its rider and its extra health and damage. It keeps its armour. |
This happens to a few mobs each tick, so the server does not lag.
Mobs you spawn with /bloodnight spawn outside a blood night stay.