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 10, 2012@FiddyCraft
1. Use data values in your drop settings. 2. No.
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Posted Feb 10, 2012Two things. 1) what data would I use to make different color wool and different monster spawn eggs as drops Ive used every way i can think off and it just causes errors on my server
2) is there a way to make all mobs burn in daylight with this plugin?
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Posted Feb 10, 2012@Kane_Hart
I'm not sure but you could try pasting the skeletons burn in sunlight settings on the mobs you wish to burn ?, maybe if it not work the developer may add this functionality.
I offered to look at your config on nolagg thread I'm almost certain it is your settings causing the issues your have with this mod. Sorry about misleading you but I was not 100% on what you were trying to do.
@blainicus The wolves and slimes are still not fixed as in by that they still do no damage to the player and tamed wolves do nothing as well.
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Posted Feb 10, 2012@Kane_Hart
Set a hard cap or reduce your spawn rates. Kill timers would be CPU intensive.
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Posted Feb 10, 2012@blainicus
Do you know if this works with Mobs? Because I want to burn creepers/spiders?
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Posted Feb 10, 2012@BukMee
It's like how mobs can only spawn at night in vanilla.
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Posted Feb 10, 2012So I been playing around I thought hmm.. Lets see what spawns were like after 12 hours of afking... Well it was not as pretty as I hoped. I think and suggest so I don't have to use a third plugin is maybe consider adding a kill timer on mobs if its not heavy.. Because this what many hours of afking does :P
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Posted Feb 10, 2012@blainicus
Cool thanks :-)
Can you explain this little bit more?
lightmin and max: sets the light levels required for this spawnpoint to spawn (int)
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Posted Feb 10, 2012@BukMee
Thanks for identifying this critical bug, I'm uploading a fixed minor version now.
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Posted Feb 10, 2012Just a question:
When I use this example it works great first time :-)
/ma addspawnpoint zombies Zombie 30 1 0 15 100
Problem is when I try add a second one like this:
/ma addspawnpoint creepers Creeper 30 1 0 15 100
The second spawn point will be Zombies too... same with third one Zombies, and fourth one Zombies... all will be same mob type as the first point i added... :-) Am I doing something wrong here? :-)
--i did the test again and started with Creeper in the first spawn point and then all following spawn point were Creepers no matter what i typed...
Thanks its a super cool plugin :-)
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Posted Feb 10, 2012@ledhead900
You should be able to make spawn points for it (at your own peril).
@morizuki
API limitations.
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Posted Feb 10, 2012oh yea, why is there no Wolf Config? and Tamed Wolf Config??
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Posted Feb 10, 2012@blainicus
Ah that explains why they attacked thru walls then, eaither way I think it was better with out torch break and seeing thru walls I as just really after beefed up mobs, I doubled the HP of all mobs and made there attacks +1 with exception of fire elemental mobs that could penetrate armor +1.
Overall its working really well, good job :).
Only thing that makes me sad is no monster class or giants I can live with it but it would have been cool as I was hopeing to setup spawnarea's in our plains biomes as we use custom generation terrain so plains are almost pure flat grass lands with shrubs.
But you can add the ender dragon or is he already supported ?, There are plugins around to stop him doing block damage maybe I can add a couple dragon spawners hehe.
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Posted Feb 10, 2012@ledhead900
Torch breaking doesn't check line of sight.
It uses basically nothing to check the cap, and the cap shouldn't bother other plugins at all.
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Posted Feb 10, 2012@blainicus
Hmm never thought of that, would that add any extra load though ? as I only have it enabled on two worlds as it is. so the way I have it setup works fine.
I only have Nether enabled for the normal bonus that has set true only blazes magmaslimesm creeper,skeleton - with the later two at lower spawn %'s.
and in our main world that this is enabled on the only passives enabled are slimes and wolves and that world runs under naturalistic bonus's. I think one instance will be enough and they appear to be respecting the block spawn rules of normal minecraft so no drama here. with exception of wolves and slimes but in away I actually like that.
I do have a question tho, does enabling the see thru blocks let them break torch's thru blocks, as we had zombies breaking torch's that were attached up to 1 block away from where they were standing thru blocks. I disabled torch breaking though as not many players liked it. I also disabled see thru walls in the end as the mobs were damn hard to begin with so I set the max light levels to 5 I am trying to make it so you don't need drastic amounts of light to keep them out of your base.
I have a suggestion though.
I love this plugin though with this I was able to finally find sense in using potions and leveling class's as the extra power or damage reduction those give players are essential now to actually staying alive at night outside your safety areas.
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Posted Feb 9, 2012@ledhead900
If you want separate settings for different worlds beyond the basics, you could try copying and renaming your jar as well as editing the plugin name inside the new jar's plugin.yml. That way you can have one instance of MA for each world.
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Posted Feb 9, 2012@blainicus
I see coz I use all the passives in naturalistic bonus spawning as the normal bonus spawn is setup for NETHER world only to make blazes and get skeletons and just to spice that place up a bit.
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Posted Feb 9, 2012@ledhead900
I might try it but I actually been trying to stay away from nolagg lol :) I don't have lag issues much but we use some advance plugins that tend to break with nolagg but I guess I can consider it.
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Posted Feb 9, 2012@ledhead900
Passives should not be spawning on the wrong blocks at all. If they do it's because someone is using a different plugin wrong. The only exception to this is if you are trying to use bonus passives, which is really rarely desirable.
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Posted Feb 9, 2012@Kane_Hart
What you need is to use Nolagg on your server :) it handles mob counts perfectly as unload chunks free up the mob count you can adjust each individual mob count limiter as well.
You probably already use Nolagg I know your server quite well, one of the first on the scene I don't play on it but I host my own even still I know your impact in the server community :).
Your server will run much nicer with Nolagg installed overall not just with mobs, what I do is I disable the hard limit on this one and let Nolagg that does fine tuning better handle that.
@blainicus Any chance we could move the block blacklist to a per mob basis as that would really fix the issue of mobs appearing in areas they normally shouldn't such as configure it so passives wont spawn on non grass or dirt blocks. Maybe if you just added usedenyblocks setting for per mob to have a global denyblock list but be able to choose what mobs are effected by it.
Sorry if I am such a pain but really is needed. In case you do not know about Nolagg click this line of text to find out :), It really is a god send on small and large servers alike.
Edit I see the config has harry potter regeneration of commented out sections, In light of this could you release a quick update to disable the hard cap limit with a true/false we use a dedicated lag control plugin plugin that has specific filtering for limits.