Lunar Event Chance and Per-Moon Weight Tuning Explained
Lunar controls when its moon-based events fire, how often they can occur, and how likely each moon type is to be selected. All of this is handled through settings in the mod's interface rather than through any in-game crafting or item. The two things you will adjust most are the overall event chance and the individual weight assigned to each moon.
The Overall Event Chance
The lunarEventChance setting decides how often a lunar event is allowed to trigger at all. Think of it as the master gate: before any specific moon is considered, the mod checks this value. Raise it and events become a more common part of your nights; lower it and they become rare. If you want a world where lunar nights are a constant threat, this is the first dial to turn. If you want them to feel like a genuine surprise, keep it modest.
Per-Moon Weights
Once an event is going to happen, the mod needs to decide which moon appears. That is what the weight settings are for:
- crimsonMoonWeight — how strongly the Crimson Moon competes when a moon is chosen.
- badOmenMoonWeight — the same idea, applied to the Bad Omen Moon.
- eclipseMoonWeight — the selection strength of the Eclipse Moon.
Each weight is a relative value, not a percentage. A moon with a higher weight is picked more often than one with a lower weight. If you set one moon's weight far above the others, that moon will dominate your events. If you want an even spread, give every moon a similar number. Setting a weight to zero effectively removes that moon from the rotation without touching anything else.
Crimson Replacements
The crimsonReplacements setting controls the substitution behaviour tied to the Crimson Moon. It determines whether that moon's presence swaps out other outcomes in favour of its own. Adjust it when you want the Crimson Moon to feel more or less invasive rather than simply more or less frequent — frequency is the weight's job, while this setting shapes how thoroughly the Crimson Moon takes over.
Sleep Rules During Events
Several settings govern whether players are allowed to sleep while a particular moon is active. Each one is named for the moon it applies to:
- bloodMoonSleeping
- crimsonMoonSleeping
- minerMoonSleeping
- whiteMoonSleeping
- tinyMoonSleeping
- badOmenMoonSleeping
- heroMoonSleeping
- eclipseMoonSleeping
Each of these decides the sleeping situation for its own moon. If sleeping is not permitted during that event, a player who tries will be told they cannot rest at that time. Enable the ones where you want rest to remain possible and disable the ones where you want the night to be unavoidable.
Weather and Other Event Messages
Two on-screen messages relate to how events interact with the world. The rain message indicates that poor weather has stripped away the effects that were in play. The sleep canceled message tells you that resting is not allowed while the current event is running.
You may also encounter Failed to sync movement event and Failed to sync event. These are notifications that an event could not be synchronised properly, meaning the event state did not line up as expected.
Practical Tuning
Start with lunarEventChance to set the general frequency of lunar nights. Then balance the three weights — crimsonMoonWeight, badOmenMoonWeight, and eclipseMoonWeight — against each other so the moons you care about appear at the rate you want. Use crimsonReplacements to shape how aggressively the Crimson Moon overrides other outcomes. Finally, go through the sleeping toggles and decide, moon by moon, whether players get to skip the night. Every one of these is changed from the mod's interface, so no keys are needed beyond opening it.