Monster Apocalypse

Monster Apocalypse

Monster Apocalypse Version 17.0




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 1.7.10 (any revision) for version 17.0. No other builds will work with this version.


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.


  • 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.


Warning, videos below contain mild mature language.

Download Version 17.0!

Version 17.0 is out!

It will appear here once it's approved:

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.

Version 17.0 notes:

  • Updated to Minecraft 1.7.10.


(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:

You may want to play with Spawn Points, you can find the info here:

If you wish to develop your own plugin with my health API, check this page:

For Nightmare Mode, check here:

Need multiple configs?

How to set up multiple installations, for different custom difficulties on multiple worlds:

  1. Copy the MA jar and rename it.
  2. Rename the plugin inside plugin.yml of the second copy (within the jar), and remove the commands section.
  3. Disable registering the /MA command in the second copy's config.
  4. 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.

Fear the Darkness: Adds an element of terror to dark areas of minecraft!

Simple Starvation: For when you really want to emphasize long term survival!

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  • Avatar of blainicus blainicus May 23, 2013 at 16:09 UTC - 0 likes

    Monster Apocalypse 14.0b is out!

    Once approved, the file will appear on:

    If you need it earlier than this (it can take up to 5 days), send me a private message.

    Version 14.0b notes:

    • Fixed an old bug where PigZombies spawned without swords.
    • Fixed a bug where turning off nerdpole/airbridge deaths would result in the feature not creating blocks.
    • Fixed a bug where monsters could nerdpole through walls diagonally from above players. This could potentially still exist on 1-stair thick rooftops.
  • Avatar of blainicus blainicus May 23, 2013 at 16:05 UTC - 0 likes

    @Jarrett78: Go

    Enable worldguard 'enderman-grief' flag checks for all monster block operations?: true

  • Avatar of Jarrett78 Jarrett78 May 23, 2013 at 15:49 UTC - 0 likes

    Is there a world guard flag to make mobs not nerdpole in the spawn?

  • Avatar of blainicus blainicus May 23, 2013 at 15:35 UTC - 0 likes

    @Victor_Psycho: Go

    I'll check on the pigzombie bug.

    Bonus/naturalistic spawns can be used on all worlds, or only one. If you need two separate sets of bonus spawns and naturalistic spawns, you will have the follow the guide to install multiple Monster Apocalypse jars.

    Otherwise, to have bonus spawns only occur in one world within the enabled worlds list, use this:

    Only enable bonus spawns on one world?: true

    'Bonus spawn world name:': Valhalla_nether

    Only enable naturalistic bonus spawns on one selected world?: true

    Naturalistic bonus spawn world name: Valhalla

  • Avatar of Victor_Psycho Victor_Psycho May 23, 2013 at 14:04 UTC - 0 likes

    @blainicus: Go

    Thanks for getting back to me but I have a few more questions:

    My config file is:

    Make zombie pigmen aggressive?: true When walking around in the nether, pigmen are spawning without swords and are not aggressive. How can I correct this?

    Enable bonus spawns?: false Enable naturalistic bonus spawns?: false

    I have both of these disabled because ghasts spawn in the overworld and spiders/creepers/etc spawn in the nether. How can I enable bonus spawns while having the mobs spawn in the correct world?

  • Avatar of blainicus blainicus May 23, 2013 at 13:52 UTC - 0 likes

    @Hangar: Go

    I'll check on the death feature.

    Monsters DO travel across land as far as possible first. Setting your delay period higher will make them prefer land more.

    In the house, they must have been airbridging downwards. I'll check on that and add some restrictors.

    Spawning should remain unaffected, unless you're talking about a much older version.

    @Victor_Psycho: Go

    Last time I checked, world separation was working fine.

    Silverfish are used as waypoints for some mobs to use mega-aggro.

    Last edited May 23, 2013 by blainicus
  • Avatar of Victor_Psycho Victor_Psycho May 23, 2013 at 13:28 UTC - 0 likes

    My config file is:

    Enable bonus spawns?: false Enable naturalistic bonus spawns?: false

    I have both of these disabled because ghasts spawn in the overworld and spiders/creepers/etc spawn in the nether. How can I enable bonus spawns while having the mobs spawn in the correct world?

    I have silverfish disabled everywhere to include the vanilla setting because if I don't they spawn and despawn throughout the world. The problem is with this setting they cannot spawn by monstereggs or spawners. How can I fix this?

  • Avatar of Hangar Hangar May 23, 2013 at 08:51 UTC - 0 likes

    I'm testing 14.0a.

    1) When I set 'kill the monster when it nerdpoles...' to true, zombies just disappear without making a dirt block. Can you confirm if that's working?

    2) When 'kill the monster when it nerdpoles' is set to false, is there a way to make them 'prefer' to move horizontally first before building up (within some tolerance level)? Like, if I'm at the top of the tower, I want them to walk up to the tower and then pillar up if needed, not pillar up 50 blocks away and then start moving over. I ask because of the mess it currently seems to make.

    3) Are the mobs supposed to add nerd blocks in areas that are separated from where the actual mob is? We had some on top of a small hovel and they were creating blocks in the house (blocks which could not help them to get to us at all). The doors were closed on the hovel at the time and there were no gaps between the mobs and us. We think we may have eventually been suffocated.

    4) I'm not sure on this, but it seemed like when we went to our underground base, which is usually swarming with mobs, there were hardly any for several minutes. We went back to the old version for now and it seems 'normal' again. I'll try to confirm that next time I test it.

    In any case, I was pleasantly surprised to see some AI enhancements to the plugin :)

    CB 2771

    Last edited May 23, 2013 by Hangar

    I play with fun adults late at night :)

  • Avatar of blainicus blainicus May 22, 2013 at 23:47 UTC - 0 likes

    @sugarbrosres: Go

    Set the nightmare mode multiplier higher than 1.

    @do6star: Go

    No, it is permanently removed.

  • Avatar of do6star do6star May 22, 2013 at 22:53 UTC - 0 likes

    Is the max entities value now working? (Mob cap) I was told a few weeks ago, it was disabled.

    Last edited May 22, 2013 by do6star


Date created
Jan 01, 2012
Last update
Jul 22, 2014
Development stage
  • enUS
All Rights Reserved
Curse link
Monster Apocalypse
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