
Modrinth · Minecraft mod
Fourth Night
Every fourth night the mobs stop wandering and come straight for you: up walls or through them if that's faster. You've got until sunrise.
Quick answer
Which Fourth Night release matches 26.2?
Fourth Night 1.0.2 targets 26.2 with paper. Installation on the client is optional. Installation on the dedicated server is optional. No extra mods listed for this file.
Where it goes
Is Fourth Night required on the client, server, or both?
Installation on the client is optional. Installation on the dedicated server is optional.
The source marks this as usable on both the client and server.
What else does Fourth Night 1.0.2 need?
1.0.2 on 26.2. Every mod below is checked against that same setup.
This file does not list any required mods. Do not add a library just because a different file uses it.
This file does not list any required or optional mods.
Before you install it
Add Fourth Night without breaking your instance.
Built for Fourth Night 1.0.2 on 26.2. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use 1.0.2. It targets 26.2 with paper; another release may have different loader, side or dependency requirements.
- 02
Bring the mods it needs
This file does not list any required mods. Do not add a library just because a different file uses it.
- 03
Put it on the correct side
Installation on the client is optional. Installation on the dedicated server is optional.
- 04
Pick the file you checked
Use the “Get this file” button beside 1.0.2. It opens that exact file at the source.
About this project
What does Fourth Night add?
Fourth Night
Every fourth night, the mobs stop being dumb. Instead of wandering around like normal, they come straight for you and they don't stop.
Zombies will break through your walls to get in. Creepers blow holes in them. Skeletons almost never miss anymore. If you dig underground to hide, they dig down after you. If you tower up, they tower up too. You just run for it, they run faster. You just have to make it to morning.
It comes in two builds: a Paper plugin for servers and a Fabric mod for singleplayer or Fabric servers. They play identically.
How the night works
A blood moon rises every 4th night and runs for about 15 real minutes. When the sun finally comes up, every monster left standing disappears into red dust, and you get some breathing room until the next one.
Daytime is safe. Every dawn clears out the hostile mobs, blood moon or not, so the game is really about surviving the nights.
What the mobs actually do
During a blood moon the horde ignores the normal mob pathfinding and runs its own 3D navigation over the real blocks in the world. That means the tricks that keep you safe in vanilla just don't:
| Your plan | How that goes |
|---|---|
| Pillar up a few blocks | They climb the pillar. Skeletons shoot you off it. |
| Wall yourself in | Zombies dig through the wall. It takes them a bit, but they'll get in. |
| Build a moat | They swim. |
| Nothing in reach at all | They pillar up and bridge across to you with blocks. |
A few more things worth knowing before your first one:
- They share what they see. The moment any mob gets eyes on you, the whole horde has your position. They see you through walls within 96 blocks, at any height. Getting far away is the only thing that actually breaks their lock.
- Creepers sense you through walls and will just blow a hole in one to get in.
- Everything they break, blow up, or build gets put back at dawn, so your base heals even if it got wrecked. (If you turn it on in the config)
Loot
Killing the horde is worth it. Every kill drops extra XP, and about a third of them drop a piece of enchanted iron or diamond gear. swords, axes, pickaxes, shovels, full armor, or bows, with enchantments. Survive the whole night and you get a chunk of XP and some regen on top.
One more thing
While a blood moon is up, don't hit the animals. Punch a sheep and it hits back, and so does the rest of the flock, and they're faster than you'd expect. Villagers too. Tamed pets and named mobs are left alone. Outside of a blood moon the animals are completely normal, so this only bites you on the bad nights.
Commands
/bloodmoon status— what day it is and when the next moon lands/bloodmoon start— force one right now (jumps to night if it's daytime)/bloodmoon stop— end the current one
The Paper plugin also has /bloodmoon next, /bloodmoon test (drops a hunting party on you mid-moon), and /bloodmoon reload.
Config
The Paper plugin generates plugins/FourthNight/config.yml with knobs for basically everything: how often the moon comes and how long it lasts, mob caps and the mix of mob types, how much damage they mine through and the nightly block budget, creeper breach odds, climbing and ceiling behaviour, the through-wall sense range, loot chances, the ambience effects, and the animal retaliation. Change what you want and run /bloodmoon reload.
Installing
Paper: drop the plugin jar in your server's plugins/ folder and restart. Needs Paper 26.2.
Fabric: drop the mod jar in mods/. Needs Fabric Loader 0.19.3 or newer and Fabric API. Works in singleplayer and on Fabric servers.
Both need Minecraft 26.2 and Java 25. Fourth Night runs on the server side, so on a server nobody has to install anything on their client.
Notes
- Only normal overworld-type worlds get blood moons.
- Named mobs and tamed pets are never purged or turned against you.
if you wanna see me die to the mod, click that
Good luck out there. muahaha
Project description from Modrinth.
Pick your setup
Fourth Night by Minecraft version and loader
Choose the version and loader you play, then open the matching release.
Check the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
Fourth Night versions and loaders
1.0.2
FourthNight-paper-26.2.jar
21 Jul 2026
1.0.2
FourthNight-fabric-26.2.jar
21 Jul 2026
Looking for an older file? The official Modrinth project page is in Resources.