BloodMoon

v0.5.1·Updated 2026-10-10

Every 7th night is a blood moon: red sky, monsters hunting every player all night, and no sleeping through it. Client-side.

About this mod Author’s original text

Blood Moon (experimental 0.2.1)

Every seventh night the whole world turns dangerous.

  • Schedule: the night of every day that divides by 7 (days 7, 14, 21...). Change with IntervalDays.
  • Warning: 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 everywhere: waves keep appearing 20-40 m from every player, wherever they are. They are creatures native to that biome (the game's own night spawns for it), only ones your world has progressed far enough to meet, with the biome's tougher monsters favoured. Creatures that other mods spawn "anywhere" and special-event creatures are left out. Some are one- or two-star. They know where you are and come for you. Any left at dawn are cleared by the game.
  • No sleep: beds will not let you sleep through it.
  • Waves never appear inside a player base, in the sea, or while you are in a dungeon.

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
  • bloodmoon stop - end the forced one
  • bloodmoon status - current day and when the next one is

Config

BepInEx/config/com.burks.bloodmoon.cfg

  • [Schedule] IntervalDays
  • [Danger] SpawnMonsters, SpawnIntervalSeconds (25), MaxNearbyMonsters (10), GroupSizeMin/GroupSizeMax (1-3), OneStarChance (0.30), TwoStarChance (0.10), TougherMonsterBias (0.6), ExcludeCreatures, MonstersHuntYou, BlockSleep
  • [Look] RedSky, RedSkyStrength

Changes

  • 0.2.1 - Fixed a freeze when the blood moon started (0.2.0 only).
  • 0.2.0 - Waves are native biome creatures only, weighted toward the tougher ones; ExcludeCreatures list; fixed the flickering red tint.
  • 0.1.0 - First version.

Built for Valheim 1.0 / BepInEx 5.4. No rewards yet; that is the next thing to add.

Music (0.3.0)

Put one audio file (.ogg,.wav or.mp3) in the same folder as BloodMoon.dll. It starts when the blood moon rises, plays once, then the night is silent (0.4.1). Name it bloodmoon.ogg if the folder holds more than one audio file. Config section [Music]: Music, MusicInDungeons, MusicVolume.

0.4.0

More dangerous by default (Intensity, 1.6). Under a roof you are safe (ShelterIsSafe). Waves no longer stop while you stand in a large base without a roof over you; they come from outside it.

Install & use Install: BepInEx plugin

  1. The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
  2. Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
  3. Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
  4. Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.

Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file. In multiplayer, the host and every client need the same mods installed.

Dependencies

Install these first, or the mod will not work:

denikson-BepInExPack_Valheim

File & checksum

Filename
BloodMoon-0.5.1.zip
File size
984.5 KiB