Monster Apocalypse
Monster Apocalypse Version 19.6
Version 19.6 is only supported on Minecraft 1.11.0+. Please visit the Spigot page for support.
Support for new versions of Monster Apocalypse have been moved to Spigot, find more info and downloads here. https://www.spigotmc.org/resources/monster-apocalypse.12122/



Welcome to the ultimate monster hell. I have brought together everything anyone everyone could ever want to do with monsters into one completely hellbent plugin. Use at your own risk.
Warning - Zombie digging is destructive, if you turn it on and configure it, please backup your worlds.
Plugin has been thoroughly tested as working properly, if you have trouble please report it so I can make it work for a wider range of setups!
PLEASE USE CRAFTBUKKIT 1.11 (R1) for version 19.6. Only Spigot supports this build. No other builds will work with this version.
Monster apocalypse is copyright by the individual aliased on this site as blainicus, all rights reserved. You are free to use it commercially, as long as you do not sell the plugin itself unmodified, and do not claim ownership. Source code is included for self-modification. I am not liable for monetary or other damages caused by using or modding this plugin.
Donate
Monster Apocalypse was created by one man, working full time continually for several months during early development. Please donate if you would like to see more features or new plugin releases, or just feel like my time is worth your gratitude.
https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=LAUYQ89CXXAXS
Features
- Complete control of all monster power- health, damage, item drops, burning in sunlight, explosion radius, immunity to specific damage types, even spawn rates!
- INSTANT setup options!
- Consume the world in darkness - Always night mode, and bonus spawns!
- Action RPG Mode - Make combat more exciting!
- Incredible new abilities - Mobs can explode on death, spawn allies, kill torches, attack from miles away at high velocity, bombard bases with exploding arrows, and even claw and scratch their way into your home!
- Zombies can dig through anything based on YOUR settings, and no server lag! Fear the Apocalypse as they pound away at your walls!
- Monsters can be set to nerdpole and airbridge, like players on the hunt!
- Skeletons can be set to turn into quake pro snipers, shooting accurately from FAR in the distance!
- Nightmare Mode for the ultimate increasing challenge!
- FULL World-Guard region support, works even when worldguard regions isn't!
- Total natural spawn rewrite, available to change your world drastically and retain that vanilla feel.
- Multi-world support - Will only run on worlds YOU select!
- Mega-aggro system - Mobs can smell you from miles away and attack!
- Spawn Points - Set up virtual spawners with custom timers!
- True damage - Allow mobs to pierce that pesky diamond armor!
- Wolf and PigZombie aggressiveness control.
- Control which blocks mobs spawn on.
- Permissions nodes to make certain players immune to monster aggro and damage.
Video
Warning, videos below contain mild mature language.
http://www.youtube.com/watch?v=rHwaBpXT8vo
http://www.youtube.com/watch?v=SwRKtiQ3aLM
http://www.youtube.com/watch?v=iwLW0YtUXZc
http://www.youtube.com/watch?v=y3JjjCYv4sk
http://www.youtube.com/watch?v=estgRv4ZnLY
http://www.youtube.com/watch?v=1P5NNDAU3AA
Download Version 19.6!
Version 19.6 is out!
It will appear here once it's approved:
http://dev.bukkit.org/server-mods/monster-apocalypse/files/
If you need it earlier than this (it can take up to 5 days), send me a private message.
Thanks for the support! If you like what I've done with this version, feel free to donate. https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=LAUYQ89CXXAXS
Version 19.6 notes:
- Updated to Minecraft/Spigot 1.11.0
- Version dependent on Spigot 1.11.0.
- Please view the supported release page here: https://www.spigotmc.org/resources/monster-apocalypse.12122/
Config
http://dev.bukkit.org/server-mods/monster-apocalypse/pages/config/
(Is partially updated)
You will need to reference craftbukkit enums for drops and block attacking to work, failure to use valid enums could potentially break your plugin. You can find them here:
https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/Material.html
You may want to play with Spawn Points, you can find the info here:
http://dev.bukkit.org/server-mods/monster-apocalypse/pages/spawn-points/
If you wish to develop your own plugin with my health API, check this page:
http://dev.bukkit.org/server-mods/monster-apocalypse/pages/health-api/
For Nightmare Mode, check here:
http://dev.bukkit.org/server-mods/monster-apocalypse/pages/nightmare-mode/
Need multiple configs?
- Note: This is outdated and may not work.
How to set up multiple installations, for different custom difficulties on multiple worlds:
- Copy the MA jar and rename it.
- Rename the plugin inside plugin.yml of the second copy (within the jar), and remove the commands section.
- Disable registering the /MA command in the second copy's config.
- Double check that you have no world names overlapping between the two configs, and that your bonus and naturalistic spawns are restricted to the right worlds.
You now have two separate installations.
Related/Similar Plugins
Fear the Darkness: Adds an element of terror to dark areas of minecraft!
http://dev.bukkit.org/server-mods/fear-darkness/
Simple Starvation: For when you really want to emphasize long term survival!
-
View User Profile
-
Send Message
Posted Jan 30, 2012Hello, nice mod. I just played arround with it for a while.
I wonder if it's possible to spawn hostile mobs just at specific world positions (such as spawnpoints) but leave them turned off globally. EDIT: Figured it out, nice :3
Also custom mobs (own names and stats) together with citizens quest support would be simply awesome :3
-
View User Profile
-
Send Message
Posted Jan 30, 2012@ledhead900
Adding information will not do anything, nodes not generated by the plugin will be unused entirely. On that note, I do not support those creature types.
-
View User Profile
-
Send Message
Posted Jan 29, 2012@bladedpenguin
Sorry about that I thought it would have condensed like on bukkit.org with a scroll bar, derp lesson learned to not paste and look away.
@blainicus Yup no worry's honestly I thought it would have condensed up into a scroll code snippet. Please accept my apology for not thinking to edit it down to a pastebin.
So back on topic, another question will this spawn the entity "Monseter" & "Giant" & "PoweredCreeper" I put them on the natural spawn list and in the bonus natural list.
I actually went along and added all the correct appropriate information thru out the config for the three missing entity's.
-
View User Profile
-
Send Message
Posted Jan 29, 2012@meowcat64646
I've had that request a couple times, but there's no way for me to do this. You can't track monster despawns. If this helps, mobs despawn after about 5 minutes, so you can set your timer to generate that many per 5 minutes or so.
-
View User Profile
-
Send Message
Posted Jan 29, 2012@ledhead900
Your naturalistic spawn setting is only about 6x normal. Naturalistic spawns take longer to reach the normal cap than regular spawning, it's rather complicated, but wait 5-10 mins and see if that gives you the amount of mobs you want. Alternatively, if you're looking for a bunch of the same mob to spawn in one spot, use same-spot bonus spawning.
Gotta delete your post though, hogging the page.
-
View User Profile
-
Send Message
Posted Jan 29, 2012@ledhead900
Use freaking Pastebin or Pastie or at the very LEAST a spoiler tag. Theres NO reason to push every other post so far down the page, and it's a pain for everyone else.
-
View User Profile
-
Send Message
Posted Jan 29, 2012Would it be possible for you to add in a setting to limit the number of Monsters that are alive from each custom spawn point so that if I have a spawnpoint that already already has 10 zombies spawned from it, it will not spawn anymore until there are 9 or less left alive? I have a few that are in close spaces that overload after an hour if no one is around. I looked through the config and it doesn't look like there is any way to do that (let me know if I'm wrong) but this would be a really beneficial addition. thanks.
-
View User Profile
-
Send Message
Posted Jan 29, 2012@ledhead900
Try turning on naturalistic spawns and playing with the count per tick (default 10). With default settings, naturalistic spawns replace normal spawns (double if you leave original natural spawns on). You could also create a bonus spawn wave setting.
-
View User Profile
-
Send Message
Posted Jan 28, 2012@blainicus
This plugin supports Factions territory deny's ? I am about to play around with this and if it does not could you please add support.
Edit and I am trying to work out how I would make mobs appear more frequently, like appear in heard's like the title says. What settings would I set to what to have lots mobs spawn.
I also added some missing mobs to the config (Monster,Giant,PowerCreeper), As Natural bonus monsters I enabled them and added all relating config settings so how would I get lots more natural bonus mobs to appear. I am trying to get the plugin to make dense packs of mobs and have decent chances of seeing bonus mobs.
Any help appreciated.
-
View User Profile
-
Send Message
Posted Jan 28, 2012@kahlilnc
It COULD work, it's not designed to stop spout from running. But a lot of the features used in spout would need to be supported in my code.
-
View User Profile
-
Send Message
Posted Jan 28, 2012@blainicus
So this plugin wouldn't be meant for any server with spout :( ??? Because spout is possibly one of the most used plugins alive. . .
-
View User Profile
-
Send Message
Posted Jan 28, 2012@blainicus
I understand.
Thanks for the update.
-
View User Profile
-
Send Message
Posted Jan 28, 2012@Tchovvy
Thank you for identifying this bug, I'm posting a new minor version where this is fixed now.
Wolves and slimes can't be customized very easily because of the way they have multiple different states. Considering they're not that important to the game, I left it alone for specialized plugins to deal with.
-
View User Profile
-
Send Message
Posted Jan 28, 2012@blainicus
http://dev.bukkit.org/paste/4650/
*edited* ONLY custom damage doesn't work ! I tried without any other plugins.
Wolves and Slimes are customizable ? It would be fun to have a tanky wolf with a lot hp and low damage.
-
View User Profile
-
Send Message
Posted Jan 27, 2012@Tchovvy
You will need to enable them in the general configs at the top.
You should be able to run this on the worlds you list at the top.
-
View User Profile
-
Send Message
Posted Jan 27, 2012CraftBukkit 1.1-R1
Custom health/damage doesn't work. There is no error message.
Multi-worlds are supported ?
-
View User Profile
-
Send Message
Posted Jan 27, 2012@Djrowling
There's two ways. One way is to mess with the config between naturalistic spawns and bonus spawns. Another way would be to rename the plugin jar, open the jar with winzip, open the plugin.yml and change the plugin name (and possibly command lines), then run that one with settings only for the other world.
-
View User Profile
-
Send Message
Posted Jan 27, 2012@blainicus Can you make it so like in one world you'll have Zombies & Ghasts and in another silverfish. Basically can you specify multiple worlds with different settings.
-
View User Profile
-
Send Message
Posted Jan 27, 2012@Zombiemold @dyrnwynx
You could both use /monsterapoc for it. Also, plugin.yml editing is not too hard if you wanna remove the /ma command lines.
@kahlilnc
This mod was not designed for spout compatability.
-
View User Profile
-
Send Message
Posted Jan 27, 2012This doesn't work with craftbukkit++
http://ci.getspout.org/view/Bukkit/job/CraftBukkit++/
Sorry didn't get the server log. . . But I am using the newest RB Craftbukkit++ for 1.1