BloodLust

Implements a bloodlust to have PvP more involved in the server, where bloodlust will slowly decay and the player will go insane over time. Curable by killing other players for a major bloodlust reward, or killing mobs for the default 0.5 reward.

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Quick challenge

How far can you run before the mobs catch you?

BloodLust

BloodLust

BloodLust is a Folia-compatible Minecraft plugin that adds a blood-lust survival loop: if players do not keep feeding blood lust through combat, they descend through escalating sanity tiers with audiovisual distortion, hallucinations, and ghostly threats.

Requirements

- Java 21+ - Paper/Folia API `1.21.x` compatible runtime - Minecraft server matching your Paper/Folia build

Optional plugin integrations:

- PlaceholderAPI - Vault - WorldGuard - Citizens

Gameplay

- Blood lust defaults: - Starting blood lust: `100.0` - Max blood lust: `100.0` - Decay interval: `1200` ticks - Decay amount per interval: `1.0` - Death penalty: `15.0`

- Kill rewards (default config): - Player kill reward: `20.0` - Mob kill reward system is hard-nerfed and fixed by default: - `mob-kill-use-fixed-reward: true` - `mob-kill-fixed-reward: 0.5` - Additional cap/multiplier controls still exist in config for custom balancing.

- Kill streak rewards are supported and configurable (`kill-streaks.streaks`).

- A breather window exists and is defaulted to disabled: - `grace-period.enabled: false` - When enabled, it can apply on join/respawn and pause decay.

- Live action bar status is supported and enabled by default (`action-bar.enabled`).

Sanity and Insanity System

BloodLust uses 8 sanity tiers from stable to full breakdown. As blood lust drops, effects get worse.

This includes:

- Tier-based particles and sounds - Aggressive multi-category audio chaos on higher tiers (MASTER/MUSIC/RECORDS/etc.) - Echo layering that intensifies with deeper insanity - Walking/audio burst systems tied to movement - Fear spikes, jump-scares, blindness, disorientation, slowness, hunger, poison, levitation, panic freeze, nausea, weakness, and mining fatigue (tier-dependent) - Persistent heartbeat layer starting at configured threshold (`sanity.persistent-heartbeat.threshold`, default `40.0`) - Slow-death/wither threshold control via `sanity.wither-start-threshold` (default `25.0`)

Phantom Mobs

Phantom mobs are custom spawned hostile entities used as personal insanity pressure.

Current behavior:

- Spawn system enabled by default (`phantom-mobs.enabled: true`) - Start threshold default: `25.0` blood lust and below - Spawn count supports base + random bonus - Victim-only combat: phantom mobs cannot damage other players - Projectile-based phantom hits are victim-validated as well - Movement speed multiplier supported (`walk-speed-multiplier`) - Daylight protection available (`daylight-protection: true`) - Loot suppression and victim-only visibility logic are integrated in the manager/listener. - Phantom creeper explosions support victim-only fake crater visuals (meaning regular players do not see creeper explosions meaning the world is not actually affected by phantom creepers.) (`fake-crater-duration-ticks`) - Phantom kills can be converted into real mob-equivalent reward with throttling (`kills-per-real-mob-equivalent`, default `50`)

Hallucinations

All the hallucinations in the plguin includes:

- Trigger threshold (`hallucinations.start-threshold`, default `40.0`) - Fake entities and fake block structures (ghost blocks) - Large structure library - Ambush set pieces with barricaded walls to let their mind catch up to their body.

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