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 2, 2012does everything work on 1.2 yet? I'm trying to do things like make monster see thru walls and dig along with making cave spiders come out of spider and those aren't working. but the torch destruction works fine. is it me or the update?
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Posted Mar 2, 2012@Jaronoid
They likely changed something to do with spawn events. I would suggest disabling spawn changes temporarily.
@ezbik
You can easily get around the pathfinding changes by reducing your timers to 1-2 seconds, assuming it still works at all in 1.2. I'm not sure if there will be a pathfinding API, but I will definitely use it if there is.
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Posted Mar 2, 2012@Jaronoid
Maybe the path finding could be utilized in some way instead? Like say if the Zombie detects its a breakable block, it breaks it and resumes path finding? It could make for some interesting effects, say a building with only one spot the mobs could break through at. They would path find their way to the nearest breakable block, and attempt to get through that way. Instead of the mobs surrounding the building, they can act smartly and find a way in via block breaking, maybe even digging under the structure itself. When one would get in, they would all path find to the opening....
Was just a thought, as on my server they can break everything save for a couple block types, which conveniently enough they drop when killed.
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Posted Mar 2, 2012Interestingly enough, the 1.2 update along with the 1.2 bukkit did not break this plugin, it doesn't seem. However, the pathfinding in1.2 sort of makes it difficult to keep zombies in one area long enough to break a block, and it seems to prevent mobs from spawning at night naturally.
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Posted Mar 1, 2012@Jaronoid
Most likely not as R6 changes several events. Can't wait for an update though! I'm curious whether the new mob AI will break the mega aggro or not...
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Posted Mar 1, 2012Is this confirmed to work on the R6 build?
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Posted Mar 1, 2012Yea I did that =/ (thanks for the help by the way)
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Posted Mar 1, 2012@Xoured
You will need to leave EVERYTHING alone except for the spawn point flag.
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Posted Mar 1, 2012Well actually, I now have those settings and no monsters are spawning.
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Posted Mar 1, 2012Ill try it, I believe last time I did that it over flooded my world with monsters regardless hah
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Posted Feb 29, 2012@Xoured
Yes, just enable spawn points out of the default config and you will have this.
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Posted Feb 29, 2012I feel like this is somewhere in the plugin but I can't find it. Is there a way to set it that I can have naturally spawning monsters, like the minecraft spawns without MA installed, and just use spawn points?
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Posted Feb 29, 2012@Glasy436
They will not spawn when a chunk is unloaded. Whether this happens or not is dependant on some very inconsistent bukkit code. Mobs spawned by spawnpoints will despawn after 5 mins, calculate how many mobs you want in an area and set the period/spawn points accordingly (IE, if you want the spawn point to account for 20 mobs, you could use a period of 15 seconds, and a count of 1, or a (period of 1 min, and a count of 4))
The formula would be (300*seconds*count/period=amount spawned at once).
@ezbik
Yea, I heard this a couple times but the overhead is too high. I would suggest using more spawnpoints for larger areas.
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Posted Feb 28, 2012@Glasy436
I noticed this behavior too with created spawn points. The other problem is that the mobs seem to just sit where the spawn point is, and don't really wander around. I was testing out making a zombie pigman spawn in a certain area, set it to spawn 2 every 10 minutes. Came back 5 hours later to a gigantic group of pigmen just standing there lol.
A regional flag would be nice, could mark out a region, then apply the spawning to it, so they don't bunch up and have a marked area to spawn in, and instead randomly spawn in the region that's been defined.
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Posted Feb 28, 2012Hey great program guys. Just a couple of questions, maybe i'm missing something.
So i'm making dungeons on my server and since mob spawner-boxes (the item) does not work, i wanted to spawn mobs using the /ma addspawnpoint. It works great expect for a few things. I can't cap the total amount of spawns that the custom spawn point makes, and they tick even when players are not in the chunk causing large amounts of mobs to sit around. Are there any fixes to limit the spawns of these custom spawn (and not effect the global world spawn of mobs) or ls there a way for spawn points to pause or hold when characters aren't in the chunk or nearby chunk? Thanks
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Posted Feb 28, 2012@cczeus
I am pretty sure if you look in the plugin.yml that is in the jar it has additional initials and names that can be used to call the plugin.
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Posted Feb 27, 2012can you change /ma to something else? I mainly wanted this to make the mob arena more fun but the mob arena /ma join doesn't have priority. Also, skills from Heroes don't damage the mobs.
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Posted Feb 27, 2012@JoshzPruitt
No not currently and unlikely to to be added for the same reasons as below, developer is trying to keep the misc hooks down to prevent excess work load, such things as jockeys and giants and monster mobs use unsupported code and would likely be removed in future.
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Posted Feb 27, 2012Is there a way to have mobs riding other mobs spawn like normal monsters with this plugin? (i.e. Up the spawns of, say, spider jockeys?)
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Posted Feb 27, 2012Not sure if this is possible at all, but I would absolutely love the idea of only enabling mega-aggro for the bonus spawns, unless that's already the case, sometimes certain mobs seem not to aggro me from miles away while others do.