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 May 10, 2012I dont see ocelots in the new version? Are we able to change their spawn rates?
Also, It would be nice for a place to share our configs!
-
View User Profile
-
Send Message
Posted May 9, 2012@Develio13
The code is designed to detect when it should break a block by 1. targetting a player 2. it stands on the same block for X seconds.
With the new pathfinding, they will just go around, or wiggle everywhere. It was designed for the derpy mobs that stand at the side of your house aggroing on you.
Mega-aggro was dependant on the original targetting AI, the mobs would always walk towards a target so you could spawn temporary entities and set them to target them to control pathfinding.
-
View User Profile
-
Send Message
Posted May 9, 2012I'm a programmer and noticed you said that the zombies no longer break bricks because of a hard coded issue, I've personally never heard of a problem that can't be circumvented with an alternative method; do you have any idea's yet? or would you like to team up, and I can check through the code for potential solutions.
Update: I managed to get a zombie to attack some blocks again on 1.2.5 :D but mega-agro don't work, so no zombies coming my way from the distance :( "What's that coming over the hill? Is it a monster? It's a monster!"
-
View User Profile
-
Send Message
Posted May 8, 2012@BEQOsNtDi6xRDGzqIAT7
It probably does.
@rahlzel
Don't use just "/ma", use a full command.
@Undectectable
Broke with minecraft 1.2. Use pigmen or 1.1/earlier bukkit.
-
View User Profile
-
Send Message
Posted May 8, 2012Hi recently i have noticed that the zombies dont attack through walls very effectively. Nor does mega aggro work. Just wondering whats up?
Thanks for any help
-
View User Profile
-
Send Message
Posted May 5, 2012When setting "Enable spawn points?" = "true", I get this error when I type /ma:
The strange thing is, the first time I set up this plugin I didn't get this error. If it helps, I remember messing around with settings in my Essentials config.yml. However, when I deleted Essentials' config.yml and /reloaded to install a default one, /ma still gave the above error.
-
View User Profile
-
Send Message
Posted May 5, 2012@blainicus
I did, and it says the default 7. Personally i have the suspicion that "Allow spawning midair" might be related to this. It was one of the options that i set to false and now the spawning all over the place has stopped.
However, it still spawned 15000 (yes, 15k) slimes in a single slime chunk. Which had lava in it, causing 4000 of them to burn and leave 1500 slime balls floating around. Took me a couple hours and a extra entity counting/cleaning plugin to figure that out. (While it utterly killed the server and any client trying to get near that spot and calculate movement and burning for all that crap. Had to MCEdit the world to find that sucker.) :|
Extra downside: No errors or warnings were generated for this. I disabled the plugin now and the slime generation has stopped. Kinda unfortunate. :/
Oh yeah: I'm using the MCPC modified bukkit server wrapper. (The one that includes Forge to load IC²/BC.) So i can't even tell if the issue lies with a compatibility problem there.
-
View User Profile
-
Send Message
Posted May 5, 2012@Tayundo
It should only affect code editors. I always use wordpad.
@BEQOsNtDi6xRDGzqIAT7
Check your naturalistic light max.
@Millertheperson
No support yet, that plus drop fixes and a couple new mob controls are planned for next patch.
-
View User Profile
-
Send Message
Posted May 4, 2012How would one go about adding Ocelots to the do not spawn list as there is no option for it?
-
View User Profile
-
Send Message
Posted May 4, 2012Hm, i updated recently to 1.2.5 and this plugin with it, but for some reason it is causing mobs to ignore light levels entirely and lets them spawn everywhere in quite numerous amounts. Disabling this plugin returns mob spawning back to normal.
Is this a known issue?
-
View User Profile
-
Send Message
Posted May 3, 2012Fantastic plugin. Reload config feature requested.
one thing though. is the line:
"Enable zombies piling up corpses when they can't reach players or attack a block sooner?: true"
to long? the feature doesnt work for me and in Notepad the YAML markup does not turn blue unless you shorten this line.
-
View User Profile
-
Send Message
Posted May 3, 2012Zombies don't break blocks? (Yes, I've entered which blocks they can break) and how do I install the Zombie Land config file?
EDIT: PigZombies do break blocks, but Zombies don't...?
-
View User Profile
-
Send Message
Posted May 3, 2012I too would love to see aggressive iron golems and giants that were configurable. Also, ender dragons would be amazing if they could also be configured, and configured to control block destruction.
-
View User Profile
-
Send Message
Posted May 2, 2012@blainicus
EnderDragon, Iron Golems Custom Health and Damages.
Not Support ? :3..
-
View User Profile
-
Send Message
Posted May 2, 2012Aggressive Iron Golems please :3
-
View User Profile
-
Send Message
Posted May 2, 2012@dougdashwitz
This is a very basic function, I'm sure there's at least a couple working plugins. I'll take that as an unpaid plugin request anyway.
@luckdemon7
It's been suggested about 10 times that I merge with the bloodmoon plugin. It's not happening. However, I've been thinking about adding some form of a nightmare mode, so I'll take this into consideration. If you see anything like it come out, it will be alongside the next minecraft version with the first bukkit RB.
-
View User Profile
-
Send Message
Posted May 1, 2012Just a suggestion for a possible addition.
If you have ever played Terraria then you would know what a Blood moon is. Otherwise, i'll explain it. A Blood moon is a special full moon that makes all of the mobs spawn fast, and turns the harmless bunnies and fish into deadly foes. Now that's what happens in Terraria, and I think it happens every few full moons or so. But it's beside the point.
Can you make it configurable so that the spawn rates, hp modifications, abilities, and damage modifications only occur at a certain preset rate. So that I could set it to become a "monster apocalypse" only every few nights?
Thanks a lot.
-
View User Profile
-
Send Message
Posted May 1, 2012A recommendation for a possible addition to this plugin:
Ability to set day/night duration. Most other plugins that once handled this are no longer being cared for and im having trouble finding something that will lengthen night but keep day the same.
i know your plugin allows for 'all night' where its always night but, im looking for something a bit more flexible.
-
View User Profile
-
Send Message
Posted May 1, 2012@groszyk
Not currently, but I'll take it as a suggestion.
@burntim69
Yes, using spawn points. View the page above.
-
View User Profile
-
Send Message
Posted Apr 30, 2012Is there a way to set a Giant to spawn with this plugin?