Счетчик кровавой луны 7 days to die что это
Как настроить кровавую луну в 7 days to die
Кровавая луна
Кровавая луна… Ключевое событие, давшее игре 7 Days to Die название. Это событие происходит раз в семь игровых дней (или по настройкам от 1 до 30 или никогда), и тогда начинают происходить очень интересные вещи.
Кровавая луна была добавлена с выходом Альфа 1. К Альфа 19 все выглядит так: К 18:30 начинают бить молнии, к
19:20 облака окрашиваются кроваво-алый цвет, появляется кровавый туман, зрение затрудняется гораздо сильнее чем в обычном тумане. 21:50. Ничего в радиусе дальше 100 метров не видно, начинается гроза, солнечного света уже нету. 21:59. Готовьтесь к худшему, в 22:00 прозвучит звуковой эффект сирены (до альфа 14 крик зомби-паука), и начнется АД. Начинают спавниться до 4 зомби в секунду, максимум
Тактики выживания.
Система спавна зомби и какие зомби к какому этапу будут приходить.
Когда начинается кровавая луна, игра подсчитывает этап игрока, и запускает событие. Все сводится к этапу: от него зависит разнообразие зомби и их количество. Первая собака появляется к 9 этапу игры. Первый (vulture по агнл — орел) орел — к 13 этапу. Первый ферал — 23 этап. Первый радиоактивный — 42 этап, первый радиоактивный орел — 43 этап, первый демолишер — примерно 175 этап.
Так, например к 1 этапу игры к игроку придет 10 зомби, 5 — резервные, 5 — активные. Если игрок убивает одного из активных зомби, приходит зомби из резерва, и так пока игрок не отстреляет всю орду. 153 этап — к игроку приходит 56 активных и примерно 240 резервных. А из-за хитбоксов зомби, они не могут бить стену вместе, поэтому урон от 1 увеличивается, в зависимости от количества зомби рядом. Чем больше ваш этап игры, тем больше придет зомби, и будет больше и активных, и резервных.
Награда
Примечание: дикие зомби двигаются со скоростью зомби во время кровавой луны и не отличатся ничем от обычных зомби.
Blood Moon Horde
The Blood Moon Horde is a special Horde which only occurs during the Blood Moon, which on default settings occurs every 7 days (this is modifiable; see #Blood Moon Frequency below). The name of the game is a reference to this every-seven-day attack.
The descriptions below are accurate as of Alpha 18.4 and except where noted assume default game settings and no installed mods.
General Concept[]
A Blood Moon Horde consists of an early-morning indicator, late-afternoon warnings, an initial attack followed by subsequent waves of attack, and the conclusion at 4AM. The zombies spawned during a Blood Moon Horde know exactly where you are regardless of quiet, lack of heat, sneaking, or defenses. They will climb or dig as they are able in order to reach you. See #Dealing With the Horde below for general strategies to fight (or not) the flood of attackers.
Indicator and Warnings[]
Initial Attack at 22:00[]
At 22:00 there will be a directionless scream announcing the beginning of the horde. Shortly thereafter a number of zombies will spawn some distance away from you and run towards you. The exact number of zombies depends on several factors including your Gamestage, the number of players if multiplayer, and performance settings. See #Horde Spawning Mechanics below for details.
Subsequent Waves[]
As you kill zombies, more will spawn to take their place. Eventually you may kill an entire wave in which case after a short delay a new wave will begin to arrive. Each wave also has its own r such that if you can’t kill the entire wave in it will stop spawning and the next wave will begin. This is generally invisible to the player, but see #Horde Spawning Mechanics below for details.
Conclusion at 0400[]
At 0400 the Blood Moon Horde will end. The sky will turn from red to clear and horde-spawned zombies will return to normal behavior (slower movement, no GPS to you).
Blood Moon Frequency[]
SP Setting | Dedicated Server | Default | Usage |
---|---|---|---|
Blood Moon Frequency | BloodMoonFrequency | 7 | The ‘base’ frequency of the Blood Moon; Blood Moons can be disabled with this setting |
Blood Moon Range | BloodMoonRange | 0 | The number of days, plus or minus from the ‘base’, that the Blood Moon can shift |
Note that each Blood Moon Frequency setting is relative to the previous Blood Moon. The next blood moon occurs on frequency +/- the range.
Example 1: Setting frequency to 7 and range to 1 means that the first Blood Moon might occur on day 6, 7, or 8. If the Blood Moon is on Day 6, then the next Blood Moon might occur on (6 + 7 +/- up to 1 day), meaning days 12, 13, or 14.
Example 2: Setting Frequency to 10 and range to 3 means that the first Blood Moon could be on days 7-13. If the 1st occurs on day 8, then the 2nd will occur on (8 + 10 +/- up to 3 days), meaning days 15-21.
Example 3: Setting Frequency to 1 will cause a Blood Moon every night, if you’re into that sort of thing.
Horde Spawning Mechanics[]
Simplified[]
The simplified version of the mechanics are this:
The Full Details[]
The File Where it Happens: Gamestages.xml[]
The configuration file which controls Blood Moon Horde spawning is gamestages.xml. Here is an example for gamestage 59 which we will walk through. Each line identifies a wave of the overall horde.
Here is how to interpret the parameters in that block.
Parameter | Meaning |
---|---|
stage=»59″ | Your gamestage must be at least 59 for this rule to take effect; the next rule is for GS 64, so this GS 59 rule will apply for GS 59-63. |
group=»feralHordeStageGS49″ | This identifies the horde group (list of zombies) which will be pulled from for this wave (found in entitygroups.xml) |
num=»84″ | This is the ‘bucket size’ for the wave — the total number of zombies that can spawn during the wave (not all at once though) |
maxAlive=»20″ | This is the per-player maximum number of zombies that will spawn at once; note that you might not actually see this many due to other restrictions (see below) |
duration=»2″ | This is the maximum duration of the wave in in-game hours; if you kill the whole wave before 2 hours, the next wave will start after the ‘interval’ |
interval=»29″ | This is the between waves in real-world seconds; if you kill a wave or its r runs out you will have a breather for this many seconds before the next wave |
How Many Zombies Could There Be?[]
The total possible number of zombies which can spawn during a Blood Moon Horde can be found by adding up the ‘num’ parameter for all waves in the appropriate entry in gamestages.xml. In the example shown above, the total number of possible zombies is 84 + 84 + 84 = 252. The actual number of zombies spawned at the same will likely be different and the total number of zombies actually fought might be different depending on how efficient you are at killing them.
How Many Zombies Will Spawn At Once?[]
The total number of zombies which will spawn at once — say, in the initial attack on your base — is the lesser of the following three values.
Value | Meaning | Default | Where To Change It |
---|---|---|---|
Max Spawned Zombies | The game-wide maximum number of zombies that can be spawned in the world (natural or horde) | 64 | console command ‘sg MaxSpawnedZombies XX’ (SP) serverconfig.xml ‘MaxSpawnedZombies’ (Dedicated) |
Blood Moon Enemy Count X # of Players | The per-player maximum number of zombies to spawn on Blood Moon (independent of gamestage or anything else) | 8 | Advanced Game Settings (SP) serverconfig.xml ‘BloodMoonEnemyCount’ (Dedicated) |
maxAlive for Horde Wave X # of Players | The per-player maximum number of zombies to spawn for a given gamestage & horde wave | gamestages.xml (not ed) |
In this example, the limiting factor is Blood Moon Enemy Count, so only 8 zombies will spawn from the horde at once. As they are killed, new horde zombies will spawn to keep the total at 8.
In this example, now the limiting factor is the ‘maxAlive’ parameter for the horde wave, which is 22. As gamestage increases, eventually maxAlive will grow to be greater than the Blood Moon Enemy Count setting (32) and then the limit would be 32 at once.
In this example, the limiting factor is Max Spawned Zombies. This is because ‘maxAlive’ (22) s the number of players (3) equals 66 total spawns. However the Max Spawned Zombies setting is 64, so only 64 spawns would happen at once.
Max Spawned Zombies Setting and Natural Spawns[]
At the beginning of a Blood Moon Horde there may be some natural spawns in the area. These spawns do count against the Max Spawned Zombies limit, and the Blood Moon horde will only spawn zombies until the max is hit, even if this is less than would otherwise be allowed. So in Example 3 above, if there were 10 naturally-spawned zombies milling around when the horde started, the horde would only be able to spawn in 54 zombies (64 max minus the 10 already in the world) to start with. Eventually the natural spawns will out (or be killed) and pretty much all living zombies will be from the horde spawner.
Kill ‘Em All vs Horde Wave Duration[]
Each horde wave has a duration expressed in in-game hours. In the example above the first two waves have a duration of 2 hours and the last has a duration of 7 hours. Note that the entire Blood Moon lasts for 6 hours, so a duration of 7 essentially means ‘for all the remaining until 0400’.
When fighting or evading the horde, there are three possible results for each wave:
If you repeatedly achieve result #1, it is quite possible to ‘beat’ the Blood Moon well before 0400. After that there will be no more spawns (see #Customizations below). If you at least achieve result #1 on the final wave, you will ‘beat’ Blood Moon and spawns will cease. At higher gamestages this is increasingly difficult as the waves are more numerous and have a larger total spawn amount.
Multiplayer and Performance Considerations[]
Customizations[]
The following customizations are just a sample of changes you can make to adjust the Blood Moon Horde to your liking.
Blood Moon Horde
The Blood Moon Horde is a special Horde which only occurs during the Blood Moon, which on default settings occurs every 7 days (this is modifiable; see #Blood Moon Frequency below). The name of the game is a reference to this every-seven-day attack.
The descriptions below are accurate as of Alpha 18.4 and except where noted assume default game settings and no installed mods.
Contents
General Concept [ ]
A Blood Moon Horde consists of an early-morning indicator, late-afternoon warnings, an initial attack followed by subsequent waves of attack, and the conclusion at 4AM. The zombies spawned during a Blood Moon Horde know exactly where you are regardless of quiet, lack of heat, sneaking, or defenses. They will climb or dig as they are able in order to reach you. See #Dealing With the Horde below for general strategies to fight (or not) the flood of attackers.
Indicator and Warnings [ ]
At 0800 on Blood Moon day (this can be customized), the day number in the HUD will turn red. This is your first indication that the horde will be coming that night. At 1800 you will hear a crack of thunder and the sky will slowly start to turn red. By 2100 the sky will be very red and the storm will be in full swing. You are definitely running out of time!
Initial Attack at 22:00 [ ]
At 22:00 there will be a directionless scream announcing the beginning of the horde. Shortly thereafter a number of zombies will spawn some distance away from you and run towards you. The exact number of zombies depends on several factors including your Gamestage, the number of players if multiplayer, and performance settings. See #Horde Spawning Mechanics below for details.
Subsequent Waves [ ]
As you kill zombies, more will spawn to take their place. Eventually you may kill an entire wave in which case after a short delay a new wave will begin to arrive. Each wave also has its own timer such that if you can’t kill the entire wave in time it will stop spawning and the next wave will begin. This is generally invisible to the player, but see #Horde Spawning Mechanics below for details.
Conclusion at 0400 [ ]
At 0400 the Blood Moon Horde will end. The sky will turn from red to clear and horde-spawned zombies will return to normal behavior (slower movement, no GPS to you).
Blood Moon Frequency [ ]
On default settings, the Blood Moon will occur every 7 days. Both single-player and dedicated server games can modify this (or disable it entirely). The two related settings are:
SP Setting | Dedicated Server | Default | Usage |
---|---|---|---|
Blood Moon Frequency | BloodMoonFrequency | 7 | The ‘base’ frequency of the Blood Moon; Blood Moons can be disabled with this setting |
Blood Moon Range | BloodMoonRange | 0 | The number of days, plus or minus from the ‘base’, that the Blood Moon can shift |
Note that each Blood Moon Frequency setting is relative to the previous Blood Moon. The next blood moon occurs on frequency +/- the range.
Example 1: Setting frequency to 7 and range to 1 means that the first Blood Moon might occur on day 6, 7, or 8. If the Blood Moon is on Day 6, then the next Blood Moon might occur on (6 + 7 +/- up to 1 day), meaning days 12, 13, or 14.
Example 2: Setting Frequency to 10 and range to 3 means that the first Blood Moon could be on days 7-13. If the 1st occurs on day 8, then the 2nd will occur on (8 + 10 +/- up to 3 days), meaning days 15-21.
Example 3: Setting Frequency to 1 will cause a Blood Moon every night, if you’re into that sort of thing.
Horde Spawning Mechanics [ ]
Simplified [ ]
The simplified version of the mechanics are this:
The Full Details [ ]
The File Where it Happens: Gamestages.xml [ ]
The configuration file which controls Blood Moon Horde spawning is gamestages.xml. Here is an example for gamestage 59 which we will walk through. Each line identifies a single wave of the overall horde.
Here is how to interpret the parameters in that block.
How Many Zombies Could There Be? [ ]
The total possible number of zombies which can spawn during a Blood Moon Horde can be found by adding up the ‘num’ parameter for all waves in the appropriate entry in gamestages.xml. In the example shown above, the total number of possible zombies is 84 + 84 + 84 = 252. The actual number of zombies spawned at the same time will likely be different and the total number of zombies actually fought might be different depending on how efficient you are at killing them.
How Many Zombies Will Spawn At Once? [ ]
Value | Meaning | Default | Where To Change It |
---|---|---|---|
Max Spawned Zombies | The game-wide maximum number of zombies that can be spawned in the world (natural or horde) | 64 | console command ‘sg MaxSpawnedZombies XX’ (SP) serverconfig.xml ‘MaxSpawnedZombies’ (Dedicated) |
Blood Moon Enemy Count X # of Players | The per-player maximum number of zombies to spawn on Blood Moon (independent of gamestage or anything else) | 8 | Advanced Game Settings (SP) serverconfig.xml ‘BloodMoonEnemyCount’ (Dedicated) |
maxAlive for Horde Wave X # of Players | The per-player maximum number of zombies to spawn for a given gamestage & horde wave | gamestages.xml (not recommended) |
In this example, the limiting factor is Blood Moon Enemy Count, so only 8 zombies will spawn from the horde at once. As they are killed, new horde zombies will spawn to keep the total at 8.
In this example, now the limiting factor is the ‘maxAlive’ parameter for the horde wave, which is 22. As gamestage increases, eventually maxAlive will grow to be greater than the Blood Moon Enemy Count setting (32) and then the limit would be 32 at once.
In this example, the limiting factor is Max Spawned Zombies. This is because ‘maxAlive’ (22) times the number of players (3) equals 66 total spawns. However the Max Spawned Zombies setting is 64, so only 64 spawns would happen at once.
Max Spawned Zombies Setting and Natural Spawns [ ]
At the beginning of a Blood Moon Horde there may be some natural spawns in the area. These spawns do count against the Max Spawned Zombies limit, and the Blood Moon horde will only spawn zombies until the max is hit, even if this is less than would otherwise be allowed. So in Example 3 above, if there were 10 naturally-spawned zombies milling around when the horde started, the horde would only be able to spawn in 54 zombies (64 max minus the 10 already in the world) to start with. Eventually the natural spawns will time out (or be killed) and pretty much all living zombies will be from the horde spawner.
Kill ‘Em All vs Horde Wave Duration [ ]
Each horde wave has a duration expressed in in-game hours. In the example above the first two waves have a duration of 2 hours and the last has a duration of 7 hours. Note that the entire Blood Moon lasts for 6 hours, so a duration of 7 essentially means ‘for all the time remaining until 0400’.
When fighting or evading the horde, there are three possible results for each wave:
If you repeatedly achieve result #1, it is quite possible to ‘beat’ the Blood Moon well before 0400. After that there will be no more spawns (see #Customizations below). If you at least achieve result #1 on the final wave, you will ‘beat’ Blood Moon and spawns will cease. At higher gamestages this is increasingly difficult as the waves are more numerous and have a larger total spawn amount.
Multiplayer and Performance Considerations [ ]
The global setting affecting single-player, multiplayer, and performance is Max Spawned Zombies. Increasing this value will allow more zombies in your world at all times as well as lifting the ultimate cap for Blood Moon hordes. This is a hard limit for the entire game so, for example, in a 4-player game setting Max Spawned Zombies to 100 while having Blood Moon Enemy Count at 30 will not make a lot of sense, since the 4 x 30 = 120 desired max for Blood Moon will be capped by the game-wide Max Spawned Zombies setting of 100.
Customizations [ ]
The following customizations are just a sample of changes you can make to adjust the Blood Moon Horde to your liking.
Счетчик кровавой луны 7 days to die что это
7 Days to Die
Yes, it can happen between 10-50 days, but once. When BM arrives, it will recalculate the 10-50 days and add that to your last BM day.
If you change the setting each time you continue game, it will calculate the next BM from the last BM. I think it’s better to set the frequency lower than the range, IMO.
Sorry CellNav, that is incorrect.
+ only.
This was explained by faatal here:
Then you will like this option:
Oh! Nice, is that counting for +- or just +?
It is only plus since the start is determined by Blood Moon Frequency and range then adds to it.
The settings are:
Blood Moon Frequency (0, 1, 3, 7, 14, 30)
Blood Moon Range (0, 1, 2, 3, 4, 7, 10, 14, 20)
They are numeric options, so you could do others values.
Combined you can do stuff like every 1-2, 1-4, 1-8, 3-7, 3-13, 7-11 days.
Sorry CellNav, that is incorrect.
+ only.
I suppose if the UI put them side-by-side with arrows, maybe I could have read it better.
(excuses, excuses).
Blood Moon Frequency # > 1 мар. 2019 в 16:24
Thank you for helping
Blood Moon Frequency (1)
Blood Moon Range (20)
^^ That would randomize it better. You would technically have a 5% chance you could get a back-to-back BM event, which could be interesting. I’m going to try those settings because at the moment, BM is an XP farm (for me), so randomizing it a bit won’t give me absolute XP gain throughout my entire scenario at a given set time.
Anybody using something different? (I’m curious now).
Combined you can do stuff like every 1-2, 1-4, 1-8, 3-7, 3-13, 7-11 days.
Do you think it’s worth creating a modlet that adds more values in between?
Currently :
Blood Moon Frequency (0, 1, 3, 7, 14, 30)
Blood Moon Range (0, 1, 2, 3, 4, 7, 10, 14, 20)
.
Blood Moon Frequency (1)
Blood Moon Range (20).
Combined you can do stuff like every 1-2, 1-4, 1-8, 3-7, 3-13, 7-11 days.
Do you think it’s worth creating a modlet that adds more values in between?
Currently :
Blood Moon Frequency (0, 1, 3, 7, 14, 30)
Blood Moon Range (0, 1, 2, 3, 4, 7, 10, 14, 20)
.
Blood Moon Frequency (1)
Blood Moon Range (20).
This is my setup. It can happen any time. I have yet to have a back-to-back event but I agree that it should be possible if I’m understanding the settings correctly. I also have BM warning turned off for the surprise factor. You have to be ready every night. :7days:
Thanks for sharing your experience with a (1,20) setting. It does seem to be the winner for a total random BM scenario.
Do you think it’s worth creating a modlet that adds more values in between?
I was planning to do so (similar to other modlets along those lines), I’ve just been somewhat under the weather lately.
You were the first person I thought of when seeing the BM freq/range setting. It’s just a random thought I had to see if it’s worth adding more to it. I dare say it’s not worth having either setting above 30 because the player would be waiting forever if it rolls a «100» on a (1,100) setting.
Thanks for any work done, it’s been appreciated.
So what are the correct setting to keep to a normal every 7 days blood moon
Blood Moon Frequency: 7
Blood Moon Range: 0
That translates to Start a Blood Moon every 7th day after the previous blood moon (or new save start) with no variation in the range.
BMF = Blood Moon Frequency
BMR = Blood Moon Range