PC Add a setting for offsetting blood moon days

Molski

New member
I'd like to have a game setting for offsetting how many days before blood moons can start occurring. For example, if the offset = 1 day with everything else kept default, then the bloodmoon will occur on day 8, 15, 22, ...

The main reason why I think this would be helpful is because I like to have blood moons occur very frequently (sometimes every night). But the first ~week of the game requires a lot of preparation before a blood moon is survivable. So I would use the offset to specify how much time I have to prepare.

My preferred setting would be no blood moons until day 3 - 7 depending on the mood, but then a blood moon every night from then onwards.

My current workaround for this is to just play with default blood moon settings until day 3 - 7. Then quit game, and change the game settings to make blood moons every night. It works, but I figured I'd offer a suggestion to make a game setting for this.

 
In the world settings as you start a new world, under the "basic" tab you have the option of "Blood Moon Frequency" to set how many days between blood moons (ie, disabled, 1-10 days, 14 days, 20 days, 30 days). Then you have "Blood Moon Range" which will randomise it by a few days in either direction to keep you on your toes (it could come late or it could come early).

You can edit these settings at any time before you continue with your saved game, allowing you to turn blood moons off and on whenever you're ready. If you're ready for a blood moon, set the frequency to one day and you should have a blood moon on the very next 22:00 time.

I have a new friend in with me and I had blood moons off to start with, but we actually got our horde base together for day 7. So we logged out, turned on the blood moon, jumped back in, and he had his first horde night. 

 
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I'm already aware of everything you mentioned. The blood moon "offset" setting that I am proposing is separate from what is available.

Quitting and changing the settings is my current solution as I said, but it is a clunky and immersion-killing option.

If it's not clear what I'm describing as the offset, here are some examples.
 

Default

Blood Moon Frequency = every 7 days
Blood Moon Offset = 0 days
{7, 14, 21, 28, 35, ...}
 

Default but delayed by 1 day
Blood Moon Frequency = every 7 days
Blood Moon Offset = 1 day
{8, 15, 22, 29, 36, ...}

First blood moon on the 7th day, then every day onwards
Blood Moon Frequency = every 1 day
Blood Moon Offset = 6 days
{7, 8, 9, 10, 11, ...}

First blood moon on the 7th day, then every 3 days onwards
Blood Moon Frequency = every 3 days
Blood Moon Offset = 4 days
{7, 10, 13, 16, 19, ...}

 
The question though, is the complexity of what you are asking for is worth the extra programming if users can do the same thing via the settings already in game?

Maybe TFP will see this and say great idea...or maybe figure it is not worth it with everything else they are trying to get done prior to gold.

 
Ah -- I see what you meant :)    Not sure about the programming complexity side of it, maybe it's easy to do or maybe not, but does sound like a worthwhile option to have. I could see it having uses and saving you from having to jump in and out of games and reset stuff. Streamers could have three days to setup and then a horde night every other day after.

 
I'd imagine that the game calculates its blood moon days through a basic math equation, so not complex at all to implement.

The current formula might be something like

(C + R) mod F = B, where

C = current day 
R = random integer between 0 and the Blood Moon Range value you chose
F = Blood Moon Frequency
B = remainder (if 0, then trigger blood moon)

To add an offset, just need to add another constant 'O' to the equation
(C + R - O) mod F = B

O = Blood Moon Offset

Edit: Also need another condition to be met to prevent blood moons occurring before the offset: If C <= O, then do not trigger blood moon.

 
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I had thought about this before but I decided not to even bring it up because that first blood moon horde isn't that bad, even if you affect the gamestage by putting all focus on leveling while giving yourself very long days. Then I thought about it again because every once in a while I like to do one life, short days, with BMs daily and see how long I can last, but in this case, the hordes barely even exist that first week so again I didn't see a good reason to bring it up.
 
 

 
In case TFP never implement your suggestion, here is what I do to "get around" that issue without going into the settings in mid-game, which as you said is clunky and immersion breaking.   

If my horde base is not ready for the first BM. And it usually isn't,  I just do the blood moon in a sacrificial POI.  Some POI are super easy to adapt into an improvised horde base. Like... stupidly easy. You can do this for a surprisingly long time before the BM gets too hard for your average Horde adapted POI.  I could give you some more pointers but if you'd prefer no spoilers I think i've said enough already. 

 
If my horde base is not ready for the first BM. And it usually isn't,  I just do the blood moon in a sacrificial POI.  Some POI are super easy to adapt into an improvised horde base. Like... stupidly easy. You can do this for a surprisingly long time before the BM gets too hard for your average Horde adapted POI.  I could give you some more pointers but if you'd prefer no spoilers I think i've said enough already. 


Yes. If my blood moon frequency is low enough, I'll use a POI until I have enough time to build a blood moon base from scratch. I've been playing since 2013 or early 2014 so I don't think there's anything that can spoil me. But I'm not really looking for tips or a workaround here, but rather just proposing a new feature.

I sometimes play with a group of friends that are not as well acquainted with the game using the default 7 day blood moon frequency. I'm not able to work at my optimal pace so that we can keep together as a group. 7 days is often enough time to prepare for the 1st blood moon as a group, but its way too much time to wait another 7 days for every successive blood moon. For us, it makes the preparation to the first blood moon the most intense and exciting part of the playthrough, and then the super long breaks between the next blood moons less interesting.

 
I would like to see something in the actual game dictate the frequency after the first blood moon rather than a setting. Currently (and for as long as I can remember) there is a large disconnect from the player to the world since your reward for doing well in the world is things getting worse.

What that something would be, I have no idea... we don't really have much story or lore to work with here. 

 
I can't think of anything better than what's in place. I feel like you can't dictate the blood moon frequency based on your progression since in multiplayer you can have players at different stages of progression and blood moons are global to the map. And if blood moons were made to be not global, then it would be weird to safely watch your next door neighbor getting swarmed because only their blood moon got triggered.

 
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I can't think of anything better than what's in place. I feel like you can't dictate the blood moon frequency based on your progression since in multiplayer you can have players at different stages of progression and blood moons are global to the map. And if blood moons were made to be not global, then it would be weird to safely watch your next door neighbor getting swarmed because only their blood moon got triggered.
 
That's true. I was thinking that it would be nice to delay it by making good choices for the sake of survival. However, like I mentioned, this would be completely against everything else in the game because the standard is the better you do, the worse things get. Now that it has been brought to the front of my mind, I have no idea why I even like this game so much. No real goals, pointless progression, and over the years everything I liked has either gone away or has been simplified to the point of absurdity. Maybe I don't anymore and I'm just sticking around with hope that the game will eventually make sense or maybe I'm just chasing ghosts. I'm thinking it is time for me to come to terms.

 
My sentiment may be similar to yours in regards to having things removed from the game that were enjoyable as is, and other big mechanical changes they've made over time. It may be too early for me to decide whether I dislike or am neutral towards the new Learn by Looting and water overhaul. I also like to keep tabs on what I think the best skills are to level up into, and I basically had sex rex at the top for multiple alphas, so I'm glad they removed that to make other options viable. Although I still think even without sex rex, Strength is the overall best attribute to start in for Pummel Pete (top melee in my opinion even after trying new spear) and Miner 69'er (+30% block damage per point is extreme). Other than that, it's nice to have what seems like a ton of new POIs as I've mostly ran into brand new ones in alpha 21. In summary, I'd say a net positive in terms of amount of content and removal of sex rex, while remaining apathetic at best to the Learn by Looting and water overhaul. Learn by Looting may be a deal breaker for one of my friends that likes to just stay home and do chores rather than missions and looting.
 

I think it helps to lower standards. The lifespan of most games is very short. It's only a matter of time after playing a game for long enough that it begins to start feeling pointless. The vast majority of games that I've played never got nearly as much play time out of me as 7 Days to Die. I'm always on watch to see if the devs have any announcements on the next alpha, and get eager to play when it comes out. And I'll typically run a few playthroughs on each alpha until I'm satisfied, take a break, then wait for the next alpha.

 
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