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 Mar 31, 2012I have an issue where 2 wolves breeding spawn a full-grown wolf. I have natural spawn for every mob except zombie and wolf off. But isn't baby wolf count as wolf? Here is my config.yml
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Posted Mar 31, 2012Similar issues.. Since this update, having an odd problem with "friendly" skeleton's naturally spawning at night, unmoving, unkillable (take no damage), and if pushed away, "fly" off and then "fly" back to their original position. Only Skeletons so far. I assume the skeletons never actually move on the server, which is why blocks can't be placed in the spots they occupy.. After restarting the server, a remaining "Friendly" skeleton turned hostile, during daylight, but was killable.
We use MonsterApocalypse to allow spawners to function, but prevent natural spawning at night. Has worked perfectly until this latest version. Monsters and skeletons from spawners still work correctly.
Only other related plugins we run are WorldEdit, WorldGuard, PermissionsEx, and MyWorlds. None of these are set to control creatures beyond nerfing creeper explosions.
Only fix thus far has been completely stopping and restarting every few night cycles. ... no ptweaks here, or NoLagg, so not those causing it..
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Posted Mar 31, 2012I've been experiencing a strange glitch where monsters randomly freeze (don't dissappear after logout so it's not client side) and can't be killed. When you hit them while jumping they fly away...lol like into space then they come back to where they were frozen. I'm not sure if it is your plugin causing it but I'm pretty sure it was not happening before.
Edit: I think it had something to do with ptweaks messing with your plugin. I will edit this post if I find out more.
I have also had this happen with cows and other entities so it's not limited to certain mobs. Maybe it's a bukkit issue, but I can't see them releasing a recommended build with this problem already there.
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Posted Mar 31, 2012@LucidLethargy
I suggest using spawn points for region mobs. It's a lot less finicky, and very safe for future patches, hence the addition. Check all the version notes for extreme details.
http://dev.bukkit.org/server-mods/monster-apocalypse/pages/spawn-points/
Spawn points are the only active command.
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Posted Mar 31, 2012wth, wheres the spawn on block blacklist? I see y height limits, but no instructions on making a blacklist...
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Posted Mar 31, 2012This says there is WorldGuard region support, is it possible to spawn mobs in a region as such? I know CustomDifficulty allowed this, so i'm just trying to replace that plugin as it was sadly abandoned... Any help would be great as I've been installing a lot of plugins all day and may have missed some fine print!
Also... am I missing a command list or is this just primarily configured in the ftp configuration?
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Posted Mar 31, 2012@Piginabag
Spawnymax.
@deleted_13516
Check the release notes for all the different versions.
@Kekleiner
Like I said, I can't.
@deleted_13516
Tell that to bukkit. I only have three methods to call.
@ledhead900
It won't be affected, custom spawns register into the plugin but do not run respawn code.
@Ragemynd
You are probably using the de-aggro permission.
@ace1177
The spawn blacklist only affects naturalistic bonus spawns. For worldguard you need to ensure: You have worldguard checks enabled, and your area is flagged as creature-spawn false. It's possible the worldguard functionality has broken for a newer WG version if this doesn't work.
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Posted Mar 31, 2012Not getting any errors but seems the mobs don't respect the config on what blocks they can't spawn on. I have the blacklist set to true and the invert one to false so it is indeed a blacklist. But they still spawn on stone and such,
They also seem to ignore worldguard zones as my spawn has an entire area for no creatures to spawn but they still do via this plugin...sadly I had to take it out because of these issues.
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Posted Mar 31, 2012Would you happen to know why nothing on my server since using the mod damages me? I'm getting zombie hugs and skeleton arrows bouncing off my head, but no damage is done. I'm admin, but not IN admin mode (creative) however my friend who isn't appears to get molested by zombie pigmen non stop?
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Posted Mar 30, 2012@blainicus
How do you think this will go with Terrain Control's Anvil chunk based mob control ?.
Basiclly what Terrain Control allows me to do apart from making custom biome is allows me to set the ID of the biome and also configure the types of mobs that can spawn in the biome and how many and in what groups and so forth.
Essentially it saves this with the ANvil chunk as custom mob spawn settings per biome so I could for instance completely remove Pigs from the plains and make sheep and cows spawn in the masses as herds.
I am just wondering how it would effect this. Personally I think it would not really matter as this just modify's whats being spawned while the other method is replacing the code directly into the chunk data.
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Posted Mar 30, 2012"Added support for checking the block mobs will spawn on" I cant find this in the config at all. Anyone have an example?
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Posted Mar 30, 2012im interested in this plugin
but after the mobs plugin and other hells i have a phobia of 700 line config files right now
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Posted Mar 30, 2012In trying to customize my config, I unknowingly had a tab character in the blacklist block list from copy/pasting from the bukkit enum page. After reloading the server, the plugin choked on that tab character, which is fine, but then it wrote a new config file over my config file, undoing all customizations I'd done to that point... That behavior is... not desirable -_-
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Posted Mar 30, 2012Hey dude, just wondering if you'll post another version of it but with the agro fixed. I love this plugin just that it only attracts spiders. Thanks for your hard work, I hope to see more from you in the future!
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Posted Mar 30, 2012what i'm doing wrong?
http://pastebin.com/ySiWtshC
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Posted Mar 30, 2012Is there more extensive documentation somewhere? The main page and the config page don't do very much to explain what the various config settings do. While many of the options are self explanatory, some core concepts are not explained. For example, what is the difference between bonus spawns and naturalistic bonus spawns?
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Posted Mar 30, 2012Is there a way to make monsters only spawn below a certain depth? I want pigzombies to only spawn below y35.
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Posted Mar 30, 2012Can i add more than one block for zombies to destroy because every time i try it can load the config.
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Posted Mar 30, 2012@clark3123
@n00bsaus
Anything done with the AI in 1.2.4 cannot be worked around. Mega-aggro semi-works, so I left it in, but it's not likely it will ever work as good as 1.1.
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Posted Mar 30, 2012Well, good thing I waited to upgrade. The problems from 6.0b seem to still be around including, as mentioned in prior posts, mego-aggro not working for any mobs except spiders. Could this possibly be due to a conflict with the new AI in the recent Minecraft updates?