Inspired by: TARDIS Ticket #530 - Weeping Angels

This plugin tranforms skeletons into terrifying Weeping Angels (as seen on Doctor Who), zombies into Cybermen and Pig Zombies into angry Ice Warriors.

Weeping Angel


Ice Warrior

Video, thanks to LT JIM Gaming

Resource Pack


NOTE as of version 1.2.3 TARDISWeepingAngels requires the Custom Item textures mod to be installed (via MCPatcher), and the new TARDISWeepingAngels-MCP resource pack!


  • Weeping Angels, Cybermen and Ice Warriors!

For each monster:

  • Configurable spawn rate
  • Configurable drop on death
  • Only spawn them in the worlds you want


  • Configurable killing item
  • Can be frozen in place for a configurable time
  • Configurable TARDIS Key stealing


  • Can upgrade villagers and players

Weeping Angel Information

Weeping Angels only spawn at night in loaded chunks. They spawn with grey leather armour and a water lily helmet (their wings).

Weeping Angels can only be killed with the configured weapon - by default a DIAMOND_PICKAXE - hitting them with anything else has no effect. When they die they drop random amounts (1-3) of the configured items (STONE and COBBLESTONE by default), and very rarely a skull.

The angels move pretty fast, but you can freeze them in place by looking at them and quickly pressing the sneak key. Better arm yourself or flee quickly though, as they'll be after you again in a snap - and if they touch you, you'll be teleported away to a random location. If the TARDIS plugin is also installed (if it isn't WHY NOT?), your TARDIS Key will be stolen.

Cybermen Information

Cybermen can spawn at anytime. They spawn with iron armour.

If configured, Cybermen will upgrade villagers and players when they have killed them (a new Cyberman) spawns in their place. If the upgraded entity was a player, the new Cyberman displays the player's name above its head.

Ice Warrior Information

Ice Warriors are really angry. They can spawn at anytime, but only spawn in snowy, icy or cold biomes. They carry an ice dagger. Did I mention they're angry!


CommandArgumentsWhat it doesAliases
/angelNoneSpawn an angel on the block you are looking at/tardisangel
/cybermanNoneSpawn an angel on the block you are looking at/tcyberman
/warriorNoneSpawn an Ice Warrior on the block you are looking at/twarrior
/angeldisguise[on:off]Disguises you as a Weeping Angel/tardisangeldisguise
/icedisguise[on:off]Disguises you as an Ice Warrior/warriordisguise
/cyberdisguise[on:off]Disguises you as a Cyberman/cyberd
/angelcount[a:c:i] [world]Reports the current number of the specified monster [a:c:i] in the specified world [world]/cybercount
/twa[a:c:i] [add:remove] [world]Add or remove [add:remove] a world [world] to/from the worlds list for the specified monster [a:c:i]/aadmin


tardisweepingangels.spawnAllow players to spawn Weeping Angels, Cybermen or Ice Warriorsop
tardisweepingangels.disguiseAllow players to disguise themselves as Weeping Angels, Cybermen or Ice Warriorsop
tardisweepingangels.countAllow players to use the /angelcount commandop
tardisweepingangels.adminAllow players to use the /twa commandop


The default config is shown below:

        how_many: 5
        how_often: 400
        max_per_world: 50
        - world
    freeze_time: 100
        - STONE
    angels_can_steal: true
        how_many: 3
        how_often: 400
        max_per_world: 25
        - world
        - ICE
        - PACKED_ICE
        - SNOW_BLOCK
        how_many: 3
        how_often: 400
        max_per_world: 30
        - world
        - REDSTONE
        - STONE_BUTTON
    can_upgrade: true
always_use_leather: false

The spawn_rate sections sets Angel, Cybermen and Ice Warrior spawning options.

  • how_many sets how many monsters to spawn each time.
  • how_often is the time period (in server ticks - 20 ticks = 1 second) between spawn attempts.
  • max_per_world is the maximum number of the monster that can be alive at one time.

The worlds section allows you to list the worlds you want the monsters to spawn in.

drops sets a list of items that drop when the monster is killed.

always_use_leather sets whether Cybermen and Ice Warriors spawn wearing leather armour (true) or the correct armour (false) for when using the resource pack

Angel specific

freeze_time is the length of time (in server ticks) that the Angels remain motionless for.

weapon sets the item that will kill a Weeping Angel.

angels_can_steal sets whether the Angels can steal your TARDIS Key - requires the TARDIS plugin to be installed.

Cybermen specific

can_upgrade sets whether the Cybermen can upgrade players and villagers.

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  • Avatar of eccentricnz eccentricnz Aug 19, 2014 at 19:33 UTC - 0 likes

    @X00dis: Go

    Not as far as I know without rewriting Multiverse


  • Avatar of X00dis X00dis Aug 19, 2014 at 10:17 UTC - 0 likes

    In the monster settings it says that it is using the MVSpawnSettings. I was asking if there could be a way to create a TWAspawnsettings instead that could handle the TWA monster spawn vice attempting to stop mv.

  • Avatar of eccentricnz eccentricnz Aug 18, 2014 at 23:19 UTC - 0 likes

    @X00dis: Go

    Yep, that's what we used to do in the TARDIS plugin for TARDIS worlds, before using our own monster spawning controls...

    Not sure what you saying in that last sentence though...

  • Avatar of X00dis X00dis Aug 18, 2014 at 22:35 UTC - 0 likes

    @eccentricnz: Go

    So set all to true and the spawnrate to 0?

    Ill try that because setting everything to false stops both MC and TWA

    So now this is what i have


    : MVSpawnSubSettings

    spawn: 'true'
    spawnrate: '0'
    exceptions: []

    Too bad you can set the ==: to a TARDISWeepingAgngelSettings vice the MVSpawnSettings

    Last edited Aug 18, 2014 by X00dis
  • Avatar of eccentricnz eccentricnz Aug 18, 2014 at 07:38 UTC - 0 likes

    @X00dis: Go

    You should use the monsters spawnrate setting, not the spawn one...

  • Avatar of eccentricnz eccentricnz Aug 18, 2014 at 01:18 UTC - 0 likes

    @X00dis: Go

    1. I don't think this is a TWA bug (I could be wrong), but the plugin does not utilise Mob Spawners which is what the error is pointing to. Have you travelled to the co-ordinates in the error to see what might be there? Perhaps a dodgy Mob Spawner?
    2. Couldn't say for sure unless I test it, but you could do that yourself ;)
  • Avatar of X00dis X00dis Aug 18, 2014 at 00:16 UTC - 0 likes

    Oh and I am using 37.

    Also Question. If i block all monsters in Multiverse, will the TWA monsters still spawn?

    Last edited Aug 18, 2014 by X00dis
  • Avatar of X00dis X00dis Aug 18, 2014 at 00:10 UTC - 0 likes

    I am getting a weird warning in the console. The only reason I bring it here is because it says Sillurians in a few of the warnings. I am posting the console log here. If you would like and it is in fact an TWA bug I will create a ticket


  • Avatar of eccentricnz eccentricnz Aug 13, 2014 at 04:43 UTC - 0 likes

    @X00dis: Go

    From build #37 onwards mob numbers for planets should update immediately after running the admin command, no reload required.

    The re-disguising at startup does nothing different to when the Dalek is first spawned, it only re-disguises them as the disguises are not persistent owner restarts.

  • Avatar of X00dis X00dis Aug 13, 2014 at 01:35 UTC - 0 likes

    @eccentricnz: Go

    The reason that I ask is because when the server first loads there is the entry that Daleks have been found and redisguised. Usually the Daleks that are redisguised don't have the snow trail. So hence I was curious if there was a command that could run the redisguised command. That and after changing the mob numbers for planets.


Date created
Jan 19, 2014
Last update
Jun 07, 2014
Development stage
  • enUS
GNU General Public License version 3 (GPLv3)
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