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 14, 2012PLS! add drop COINS?
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Posted Feb 14, 2012@blainicus
On that spider thing: you may be right. Just so you know, they now sometimes spawn on 1x1 spaces and then get stuck, looking weird. :D It's ofc simply and entity that doesn't fit in a space smaller than 2x2 :D
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Posted Feb 13, 2012@jimEYE
Your bonus spawn world name line is messed up.
@ledhead900
Pretty much yea. It's just the same as before as far as spawn rates, but now you can set the proportions of multiple mobs.
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Posted Feb 13, 2012@blainicus
I see where it went wrong then, I need to go thru the bonus and naturalistic spawn chances and make sure in total it adds up to 100%, otherwise I will just get balanced mobs and I don't want that I want certain types to be randomly rare and not dominate the server.
Once I have done this I need to then setup the individual mob under natural and this will give me the true rareness for the mob to spawn, as the bonus spawns listen to the bonus spawn wave chance so really all those chances are for in the bonus section is to choose what the dominant spawn mob will be for a bonus spawn and if I want less bonus spawns make the bonus wave chance much much lower This way I can have 1 or 2 unique mobs spawning under bonus while having the villagers and mobs I want to be guaranteed to spawn naturally set to do so under the Natural spawn list.
Is this correct ?
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Posted Feb 13, 2012I am not getting this to work in Multiverse and I think I am confusing some of your advice. I have 3 main worlds: "world, PIG, and death" I want to run this plugin on death. Is the below correct to run on death? I am striking out & need some help.
Nice looking plugin though, it looks like a blast!
_______
Worlds:
- death
Always night: false
Check for the deaggro permission for entity attacks, shooting super arrows, and mega-aggro?: false
Enable natural hostile spawns?: true
Enable natural passive spawns?: true
Enable spawn points?: false
Enable bonus spawns?: false
Enable naturalistic bonus spawns?: false
Hard cap on all mobs spawning: 1000000
Only enable bonus spawns on one world?: true
'Bonus spawn world name:': death
Only enable naturalistic bonus spawns on one selected world?: true
Naturalistic bonus spawn world name: death
Enable worldguard spawn flag checks?: false
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Posted Feb 13, 2012@ledhead900
The spawn chances for individual mobs under bonus and naturalistic spawns are the chance for the mob spawns to be that type, not the chance for the spawn to happen. If these add up to more than 101% between all of your enabled spawn mob types for that bonus, then it will instead select randomly and uniformly between the types. If you wish for the spawns to not occur every time, rather than redistributing the mob types, you use the original bonus spawn chance.
@teamsheetz
You should not be having lag with only 700 mobs. You probably need a much much better host.
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Posted Feb 12, 2012Okay can someone possibly walk me threw this because i set up spawners and well eventually they just over populate my world. monsters that is i get around 700 monsters and my server tells me it cant keep up so what i pretty much want is monsters around 150 or so of them and when one dies lets say a creeper dies then it spawns a new creeper same for zombie stuff like that so its always 150 monsters in my one world can i even do that with this plugin:] By the way this plug in is really cool good work
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Posted Feb 12, 2012@blainicus
Question
I added villagers but they eventually replace most passive spawns, But then I disabled them and they spawn anyway any ideas.
http://pastebin.com/uZkt3hEd
I am not sure I am setting up the %'s for spawn correctly I read something about close to 100 but or expect them to take over all mob spawns this was for general setting up could explain a little if I am doing the chance to spawn wrong. I thought it was 1.0 for 1% and 100% for 100% and was the chance they had to spawn but I had some with the same % anyway just have a look at config let me know if u see anything that looks a bit scary.
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Posted Feb 12, 2012@DIEDIEDIE765
List all the worlds under Worlds:, and you might also need to add Multiverse as a dependancy in your plugin.yml. (It's already set as a soft dependancy, so this may not be necessary).
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Posted Feb 12, 2012I can't seem to get this working with Multiverse. How do I get it to work on multiple worlds?
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Posted Feb 12, 2012@WayGroovy
The spawns work differently based on whether your spawn chances are about 100%. If they are, then it uses a proportional picker. It should be between 100.0 and 101.0, if there is a rounding error and it is below 100% it could cause problems, so aim for 100.1%.
Natural is normal minecraft spawns, Naturalistic is my spawns written to be extremely similar to natural spawns, and Bonus spawns are a wave-pattern spawn on whatever period you set.
Disabling and re-enabling MA should work fine for reloading.
Thanks a bunch for the donation!
@imailyou
Yes, and I don't think it's worth fixing. They will just suffocate and it will be as if they never spawned there, but without the cpu killer of checking a larger area for every spawn chance.
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Posted Feb 12, 2012is it true that spiders spawn in places smaller than 2x2 blocks with this plugin? If yes, is it worth fixing?
Best, i
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Posted Feb 12, 2012Must have been an issue with the relatively low numbers. I had no clue why I was thinking this, but I thought that the sum of the spawnchance for all mobs set to spawn: true had to equal 100.0 or close to it... I think I was confusing that with another plugin. I raised the spawn rates to multiples of 10 and things look like they are running smooth now. With my original numbers and blaze spawn: false we got a huge number of cave spiders.
I think it would be nice to have a bit more description of the differences between Natural, Natural Bonus, and Bonus spawns are, as well as how the chance: interacts with each of those.
Please please please add a /ma reload command that will re load the config file so that we can change the config on the fly without restarting the server, if possible. Here's some gold.
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Posted Feb 11, 2012@ledhead900
Fixed. Download 6.0b. Thanks for identifying this bug.
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Posted Feb 11, 2012@Drakortha
I don't think so.
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Posted Feb 11, 2012For a server than has about 30 people on during the weekend and 2.5gb of ram, would I have problems running this plugin?
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Posted Feb 11, 2012@Danioxo
Multiworld was broken before 5.x. I suggest you move to 6.0a. Whatever multiworld plugin you're using if any, should be added as a dependancy to your plugin.yml.
@WayGroovy
I haven't had any problems at all with new spawns, but I will look into this. See if setting blaze spawns to false helps. It's quite possible you're just having odd spawn rolls, with such a randomized config as you have.
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Posted Feb 11, 2012Is anyone getting a disproportionate amount of blazes in 6.0a? Config: http://pastebin.com/3PpAPpHf
Is there any chance of a /monsterapocalypse reload command? I tried using PluginReloader to use /plugin reload MonsterApocalypse, but it did not take my changes to my config.yml.; I'd pay
End goal: Scriptable events that change the monsterapocalypse settings. Scripted file renames/copies an event.yml file into config.yml, runs the monsterapocalypse reload command or /plugin reload MonsterApocalypse, then poof, new configuration without needing to restart the server.
it may be a pipe dream, but I'd like that.
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Posted Feb 10, 2012Hi,
I have problem with multi world support. In config I have Astaria, Astaria_nether and that's ok. But when I add world Swiat to the config it says that it's wrong world name and plugin turns off. It was working in 4.X but if I remember it has broken in 5.X.
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Posted Feb 10, 2012I no where to put it but what to I put
like for mob eggs do I do like monster_eggs:1:1:??
where do i get the values for the data?