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 15, 2012Hello!
First let me say this is an awesome plugin! I had a sort of feature request, is it possible to make certain blocks pour lava, or pour water when the mob breaks it via block replacement? You could have zombie traps that only trigger when the mob breaks the block. The idea was to have a certain configurable block type break, and it trigger a lightning event, explosion, or maybe pour water to push them back. Would be neat to put down, say, TNT with a certain zombie attack duration, and once they 'break' it, it would explode. Maybe even block types that when broken, display a message, "Zombies have broken through the door!"
Keep up the great work on this plugin!
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Posted Feb 15, 2012No idea if this would be possible but is there any possibility of adding announcements, stats and a webstats page to this in some way?
Were currently planning some new PvE scenarios and it would be awesome if we could somehow trigger some stats collecting when the scenario starts, for example a timer could start which tracks how long a player survives the scenario, or how many mobs they killed and so on, which could then be displayed on a scenario leaderboard?
It would certainly up the ante and make certain such a scenario is replayable with some competative elements.
I understand its probably alot of work but there is no harm in asking :)
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Posted Feb 15, 2012What is a good combination of settings for a server of about 20-30 players? I've tried everything I could think of and the only results I ever get are almost 0 zombies, or way way too many to the point it's lagging the server (literally 200 zombies converging on a few players). The no zombies thing usually happens when I set my hard cap low (between 1000-3000). Then when I put the hard cap to something like 100000, the spawns become just crazy. I can't seem to find a good balance here. Also, should I use naturalistic spawns or bonus spawns to get the balance I need?
I'm hoping to make nights a challenge but not impossible for players. I want there to be zombies to defend from every night but not make it an impossible challenge.
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Posted Feb 15, 2012@blainicus
Finally figured out why I was having such a hard time with this. The dependency for My Worlds needs to literally be listed as "- My Worlds" not "- MyWorlds"
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Posted Feb 15, 2012@keenerb
Bonus Spawns: Creeper: spawn: false chance: 100.0 etc.
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Posted Feb 15, 2012@blainicus
So what are the bonus spawn types? The only immediately obvious one is "naturalistic".
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Posted Feb 15, 2012@keenerb
You have bonus spawns enabled, but no bonus spawn types. This will make it glitch because it's trying to read a null array. Some parts of the plugin will break, and some won't when this happens. I will add a catcher for this with the next minor version.
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Posted Feb 15, 2012It's not working. RUnning 6.0b and CB 1.1-R3.
Perhaps it's the R3 that's the problem?
My config: http://pastie.org/3386139
It's spawnign TONS of creepers, skeletons, and spiders, but no zombies. All mobs use mega aggro range also, there were about a hundred creepers within a 10 block range of me after a few minutes.
It worked fine with 5.0.
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Posted Feb 15, 20122012-02-15 08:05:48 [WARNING] Task of 'Monster Apocalypse' generated an exception java.lang.IllegalArgumentException: n must be positive at java.util.Random.nextInt(Random.java:265) at blainicus.MonsterApocalypse.MonsterApocalypse.getbonusspawntype(MonsterApocalypse.java:485) at blainicus.MonsterApocalypse.MonsterApocalypse.run(MonsterApocalypse.java:466) at org.bukkit.craftbukkit.scheduler.CraftScheduler.mainThreadHeartbeat(CraftScheduler.java:137) at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:503) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:435) at net.minecraft.server.ThreadServerApplication.run(SourceFile:465)
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Posted Feb 14, 2012@Skullcore
Enable monsters attacking from a massive range?: false
Also, they will only break blocks if they have a player targeted, and they have to stand still for about 10 seconds (based on zombie config).
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Posted Feb 14, 2012Hey, this seems like a pretty cool plugin but it doesn't work on my server. The monsters are not aggroing anything, or breaking blocks.
http://pastebin.com/XAhU1LxP
I don't know what is wrong.
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Posted Feb 14, 2012@mrdeadlock
It's somewhat out of date, but a lot of the information is there.
http://dev.bukkit.org/server-mods/monster-apocalypse/pages/config/
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Posted Feb 14, 2012Alright. I'll give some changes a go. I really thing the 'true/false/ flags for each section should be inline along with whatever section they control. It would make alot more sense. Maybe even some default config commenting etc would help people out.
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Posted Feb 14, 2012@Straevaras
Make it a hard dependancy and you should be set. (Same as setting a soft dependancy, but under the other category).
@morizuki
They will already do this after about 5 minutes, as per vanilla.
@sondreutheim
You could dedicate your bonus spawns to ghasts only, set the y offset to 25 or more, and enable bonus spawns midair.
@QweSteR2221
Make sure you put the right world name.
@mrdeadlock
It should be much better if you use Naturalistic spawns for underground. Bonus waves are sort of like an aboveground war setting, whereas Naturalistic spawns resemble normal spawning with very few differences.
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Posted Feb 14, 2012This addons extended spawning options work great above ground. Down in mine shafts the spawning doesn't seem to work very well. The config file should be cleaned up and clarified.
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Posted Feb 14, 2012"Enable custom monster health?: true Enable custom monster damage?: true"
" Zombie: health: 80 damage: 50 burns in sunlight: true"
...is not working.
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Posted Feb 14, 2012First of all thanks for this awesome plugin!
Right now I'm running a zombie only overworld, but with the addition of ghasts, to wreak some havok.. But the problem is that either I spawn them with natural/bonus spawns, and they end up constantly spawning underground, screaming all over the server, or I use spawnpoints, but they will keep on spawning even when no ones in the world, ending up in a ghast-filled world.
Would like it if either ghasts could burn in sunlight, or maybe spawnpoints will only be active if a player is nearby!
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Posted Feb 14, 2012can you also add that the mobs will despawn in certain time when the players didn't interact with them..
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Posted Feb 14, 2012Plugin not work! :(
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Posted Feb 14, 2012I have a problem with getting this plugin to work, which has been expressed before here. I use the MyWorlds plugin for multi-world management. Monster Apocalyse typically doesn't want to wait for MyWorlds to load, therefore if you're running MA on worlds other than world, world_nether, or world_the_end, then it'll say invalid world and disable itself.
To try to counteract this, I changed the plugin.yml to make MyWorlds a soft dependency. This seems to work on my test server, which is currently running less than 10 plugins, but it does not work on my live server which is running 41 plugins. Is there any way to check to make sure that Monster Apocalyse is waiting long enough even when there are a large number of plugins to load?
I'm not even sure if there's anything you can do but I'm looking for my options and would rather not have to change my multi-world framework.