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!
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Posted Feb 7, 2012@blainicus
Yea figured that one out after a while, Think you can do something about the plugin loading too soon causing the world to no be initialized, while your fixing the other issues mentioned thus far.
This plugin rocks btw.
I have a suggestion tho that would make naturalistic spawns quite usefull even for passives.
Edit
Entity References of the mobs I cant get to spawn
Full List from source page As you can see they clearly exist though I don't know how old this page
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Posted Feb 7, 2012@ledhead900
Use normal passive spawns and have naturalistic work for hostiles only.
As for spawn points, they should work any monster which can be named via the bukkit CreatureType API, so apparently those aren't supported by it.
@killy1015
Update to 1.1-R3.
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Posted Feb 7, 2012I try edit the plugin.yml in command /ma->/mb
bukkit error
monster aplocal..jar is not excess the config file
2012-02-08 09:53:59 [INFO] Monster Apocalypse: Config error, check your config font and format!
2012-02-08 09:53:59 [SEVERE] java.lang.NullPointerException 2012-02-08 09:53:59 [SEVERE] at blainicus.MonsterApocalypse.MonsterApocalypse.onEnable(MonsterApocalypse.java:363) 2012-02-08 09:53:59 [SEVERE] at org.bukkit.plugin.java.JavaPlugin.setEnabled(JavaPlugin.java:231) 2012-02-08 09:53:59 [SEVERE] at org.bukkit.plugin.java.JavaPluginLoader.enablePlugin(JavaPluginLoader.java:1057) 2012-02-08 09:53:59 [SEVERE] at org.bukkit.plugin.SimplePluginManager.enablePlugin(SimplePluginManager.java:379) 2012-02-08 09:53:59 [SEVERE] at org.bukkit.craftbukkit.CraftServer.loadPlugin(CraftServer.java:191) 2012-02-08 09:53:59 [SEVERE] at org.bukkit.craftbukkit.CraftServer.enablePlugins(CraftServer.java:174) 2012-02-08 09:53:59 [SEVERE] at net.minecraft.server.MinecraftServer.t(MinecraftServer.java:357) 2012-02-08 09:53:59 [SEVERE] at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:344) 2012-02-08 09:53:59 [SEVERE] at net.minecraft.server.MinecraftServer.init(MinecraftServer.java:175) 2012-02-08 09:53:59 [SEVERE] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:408) 2012-02-08 09:53:59 [SEVERE] at net.minecraft.server.ThreadServerApplication.run(SourceFile:465)
sorry to you my Clumsy English
I can read english well but written is.. very not good
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Posted Feb 7, 2012@blainicus
Ah ok thanks for the response, I do have passives in the naturalspawnl bonus, as I thought you needed to have them in there or they wont spawn in the world at all. I thought naturalistic spawns were meant to your way of replacing normal mob spawning, Hence I disabled default passive and monster spawns by setting those two as false.
If this is not the case please enlighten me so I may correct my configuration error by removing passives from the natural bonus list. I also noticed another bug but you don't technically support the mobs I tried to spawn with the spawn point so its prob not a bug.
I tried to spawn Giant and Monster but those two names were not recognized and the spawn point was never created I just recall you saying that it was possible to spawn any mob using the spawn point's.
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Posted Feb 7, 2012@blainicus Thanks for considering it :)
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Posted Feb 7, 2012@pleasehelp222
XP should be easy, just replace the drops.
The hero mod support is directly unsolvable unless the hero mod implements my health API.
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Posted Feb 7, 2012one thing that had been awsome had been hero support like you can set the xp reward of each mob.
also damage support
i dont now if this is default but when you set the damage of the moster, and the monster attack a player that has a hero class with a certain health i dont think it will use the hero health by default.
i really hope this can be done:)
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Posted Feb 7, 2012@ledhead900
The first bug I have fixed in a minor version I haven't released.
The second two are unintentional side-effects, I'll work on those.
The last bug I am sure has nothing to do with my plugin unless you set passives in your bonus or naturalistic spawns. I have noticed this too, but I'm relatively sure it's a bukkit bug.
@morizuki
Make sure you're using 1.1-R3. Also, make sure your normal spawn ymin is not larger than your ymax. Other than that, I don't know of any bugs that may cause this nor any potential conflicts, and can't help you.
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Posted Feb 7, 2012@Blainicus: great! thx!
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Posted Feb 7, 2012@stevevbrewer
tried editing the plugin.yml?
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Posted Feb 7, 2012This clashes with Mob Arena, players can't use the Mob Arenas now with /ma join or any other /ma command as Monster Apocalypse is using /ma, even though I don't use the /ma command for Monster Apocalypse... Any way to fix this?
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Posted Feb 7, 2012@blainicus
The plugin this one clashes with is Myworlds, my world manger it loads after this plugin does hence the the non default world is not initialized, developer agrees he should make that plugin load first before anything else, but he said this plugin should properly handle world_init/load and world_unload. Not doing so is a bad design flaw.
EDIT: Possible Bugs I found so far aside from the issue I have with my live server.
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Posted Feb 7, 2012@blainicus
yeah.. I have selected some mobs..
see..
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Posted Feb 7, 2012@imailyou
With the exception of slimes, naturalistic bonus spawns should perfectly copy normal hostiles spawns out of the box (doubling them if you didn't turn off regular natural spawns). Multiple the mobs per tick to multiply the number of monsters that spawn at once. (For some reason, they conform to the natural soft cap and despawn periodically), so you will end with that amount and no more. I could suggest you use regular naturals in combination with naturalistic spawns, that way you can have vanilla slimes and still multiply everything else.
Bonus natural spawn tick period changes the schedule time for naturalistic spawns, it's there if you want lower than normal spawns rather than high. IE if you wanted 1% mobs you would make it 100, or some combination with naturalistic counts instead.
I should mention this has given me the idea that naturalistic spawns should conform to natural spawn settings, so I will take this as a feature request.
@Moist_Crayon
I can't add support for every region protection plugin, it would just be too much work. You could find a workaround using worldguard for now, but i'll take that as a feature request.
@morizuki
If you enable naturalistic spawns you need to have at least one mob selected.
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Posted Feb 7, 2012what about this error?
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Posted Feb 7, 2012@imailyou
Sorry the Natural section is where the depth and height settings are my bad, I dunno why this plugin has them all split up it gets confusing.
Anyway yes modify the SpawnY min and max to set your min height and max height for the mob to spawn, again those are found under the Natural section.
Y in minecraft is the coord for height :)
@Moist_Crayon
I was going to mentions something like that, as well as make it respect spawn limitation's so I don't get passive mobs like cows pigs spawning on tree's.
Maybe to fix the issue of mobs appearing on strange surfaces a list of denied blocks should get added so that any block in that list the mob will not be able to spawn on.
This would solve the mobs spawning in trees :) and allow us to customize areas where mobs just wont ever appear in if the area is covered in the a deny block.
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Posted Feb 6, 2012Thanks ledhead900!
Under "Advanced monster properties" I can see no depth control. Can I just copy & paste spawnymin and spawnymax from the "Natural" section there?
Best, imailyou
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Posted Feb 6, 2012Awesome plugin, can you make so it can support Factions? For example zombies not breaking land in Safe Zone.
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Posted Feb 6, 2012@imailyou
Bonus spawn and Natural spawns the mobs listed as true for on and false for off are spawned on surface by default.
If you wish to keep these mobs enabled to spawn since it will allow you to spawn nether mobs on non nether worlds you configure the mobs as true but if you don't want slimes to spawn on surface then set it to false, like wise you can also adjust advanced spawn rate %'s in the advanced mob section but I will go on a little about that below.
You may also adjust the depth's that certain types of mobs can spawn at ( the height limits), To do this you scroll down until you see the Naturals mob properties it should have a couple settings for depth control, for the spawn chance that is under Advanced properties of the mob.
These settings are per mob so you can have a bunch of magmaslimes spawn on surface but normal slimes will can be set to spawn below xx height limits :).
Another thing you can do is separate the natural bonus and the normal bonus spawns to be configured so that Bonus spawns only spawn in a certain world such as nether while naturalistic mobs spawn naturally on surface and underground on all of your other worlds.
This type of setup is useful for getting bonus spawns to increase the sightings of magmaslimes and other such rare nether mobs. While in the naturalistic section you can simply then set them to false.
Of course you can limit the spawns and instead choose to use spawnpoints to manually select areas that certain mobs will be spawning in, Usefull for RPG or if you just would like to have mobs spawn in player made dungeons that cannot be stopped by removing the mob spawner or if you just wish to have a certain type of mob spawn in a certain region of your world :).
In my setup I actually did want slimes on surface as they are just almost impossible to find naturally, but I have set the spawn chance to a really low number so they don't appear as much as sheep and other passives would but they can spawn and are MUCH easier to find.
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Posted Feb 6, 2012Hi again,
how do I prevent slimes from spawning at the surface? (bonus and naturalistic bonus)
As soon as I turn bonus spawns or naturalistic bonus spawns on, I get slimes spawning at the surface, i.e. y64. I have set spawnymax to 30 for slimes under natural.
At the moment I'm using a workaround of bonus spawns (without slimes, y=0..128) and naturalistic spawns (only slimes, y=0..30). But I can not combine them for y=0..128, otherwise I get slimes at the world surface, as said.
Basically, I want the same distribution of monsters as in the vanilla server, but more monsters all in all, e.g. 2, 5, or 10 times as much as normal. But I want them to behave/spawn as in the unmodified version of the server.
Is that possible?
And one more question:
in the config file there are
-> what are bonus natural spawns (tick period for...) ? What do they belong to?
Thanks!
Thank you for your great work! i