Inactive [MECH/FUN/RPG] Monster Apocalypse - A Complete Rework of Minecraft Mobs. [1.2.5-R4.0]

Discussion in 'Inactive/Unsupported Plugins' started by blainicus, Dec 31, 2011.

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    Over-ride will refuse to drop the discs.

    Version 5.0a is out! (multiple bugfixes)

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 22, 2016
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    Just wondering, would it be possible to make a certain spawner spawn certain mobs, that say... have more health, and deal more damage then usual? So you can add 'boss' mobs? I would love it if this could somehow be implemented, but if not, thanks for your time.
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    I just installed the new version you released and I can't seem to get it to work. Without changing any of the config, I start my server and get the following error.

    00:25:41 [SEVERE] Error occurred while enabling Monster Apocalypse v<0.0.1> (Is
    it up to date?): org.bukkit.plugin.PluginManager.registerEvents(Lorg/bukkit/even
    java.lang.NoSuchMethodError: org.bukkit.plugin.PluginManager.registerEvents(Lorg
    at blainicus.MonsterApocalypse.MonsterApocalypse.onEnable(MonsterApocaly
    at org.bukkit.plugin.SimplePluginManager.enablePlugin(SimplePluginManage
    at org.bukkit.craftbukkit.CraftServer.loadPlugin(
    at org.bukkit.craftbukkit.CraftServer.enablePlugins(
    at net.minecraft.server.MinecraftServer.t(
    at net.minecraft.server.MinecraftServer.a(
    at net.minecraft.server.MinecraftServer.init(

    Please let me know what I can do to fix this. Thanks.
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    is there a way to let mobs spawn in groups and/or waves ? :D would be great for my pvm arena xD
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    This looks awesome! I have a few questions: Is it possible to toggle different mobs being able to spawn on different surfaces (specifically, preventing them from spawning on cobblestone in the Nether and messing up railways)? I couldn't find that option anywhere but I may have missed it.
    Also, is it possible to make normally passive animals behave like pigmen or wolves? It'd be awesome if people were attacked by a cloud of angry chickens if they hit one of their brethren. Or mooshrooms revenge!
    And, is there a command to spawn mobs ingame on a whim? Just a simple /spawn cow 2 or along those lines.
    Sorry if this is documented somewhere already; I've looked and sometimes I just go blind and/or retarded. :D
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    Hello Blainicus, the video will hopefully be out this weekend. the reason why im being to slow, is that my film crew does not understand the meaning of being online on time <. < (sorry if i sound a little bitchy) but do not worry, it will be done :p btw, i am not going through stuff like the config, or how to install it, just so you know
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    Update your craftbukkit jar.

    Yes, you could do this using either spawn points or bonus spawns.

    I currently have no surfaces support, but like anything else I'll add it if I get enough requests.

    Passive animals attacking players would require either reflection or spout.

    You can use Essentials for spawning mobs on a command.

    Sounds good. Thanks again for your effort.
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    Wow I'm impressed I got such a quick reply! Thank you for that. Another question: How do I implement dyes or colored wool as drops? I'm not really understanding the Bukkit Enumerator method for it and I'm getting "invalid drop setting" errors with everything I try. DYE_WHITE, WHITE_DYE, BONEMEAL, BONE_MEAL, WHITE don't work, and there's more I tried that aren't right. INK_SACK works, but I'm not really sure what the rest of them would be.
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    I currently do not support item data values, but it's definitely something I'm considering adding. I guess it just depends on the demand that comes with the plugin.
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    whenever i use /ma its tells me "an internal error occured while atempting to perform this command" and i get the error message:
    15:16:42 [INFO] Starting minecraft server version 1.1
    15:16:42 [INFO] Loading properties
    15:16:42 [INFO] Starting Minecraft server on *:25565
    15:16:42 [INFO] This server is running Craftbukkit version git-Bukkit-1.1-R1-b18
    18jnks (MC: 1.1) (Implementing API version 1.1-R1)
    15:16:42 [INFO] Preparing level "world"
    15:16:42 [INFO] Default game type: 0
    15:16:43 [INFO] Preparing start region for level 0 (Seed: -7254345475311472791)
    15:16:43 [INFO] Preparing start region for level 1 (Seed: -7254345475311472791)
    15:16:43 [INFO] Preparing start region for level 2 (Seed: -7254345475311472791)
    15:16:44 [INFO] Preparing spawn area: 32%
    15:16:44 [INFO] [Monster Apocalypse] Loading Monster Apocalypse v<0.0.1>.
    15:16:44 [INFO] Monster Apocalypse enabled.
    15:16:44 [INFO] Server permissions file permissions.yml is empty, ignoring it
    15:16:44 [INFO] Done (1,493s)! For help, type "help" or "?"
    15:17:00 [INFO] Shisaye [/] logged in with entity id 203 at ([wor
    ld] -16.880163960079514, 68.0, -28.76130533981467)
    15:17:05 [SCHWERWIEGEND] null
    org.bukkit.command.CommandException: Unhandled exception executing command 'ma'
    in plugin Monster Apocalypse v<0.0.1>
    at org.bukkit.command.PluginCommand.execute(
    at org.bukkit.command.SimpleCommandMap.dispatch(
    at org.bukkit.craftbukkit.CraftServer.dispatchCommand(
    at net.minecraft.server.NetServerHandler.handleCommand(NetServerHandler.

    at net.minecraft.server.NetServerHandler.a(
    at net.minecraft.server.Packet3Chat.handle(
    at net.minecraft.server.NetworkManager.b(
    at net.minecraft.server.NetServerHandler.a(
    at net.minecraft.server.NetworkListenThread.a(
    at net.minecraft.server.MinecraftServer.w(
    Caused by: java.lang.ArrayIndexOutOfBoundsException: 0
    at blainicus.MonsterApocalypse.SpawnPoints.onCommand(
    at org.bukkit.command.PluginCommand.execute(
    ... 12 more

    am i doing something wrong?
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    Hi ^^
    I installed the plugins them I downloaded the zombie config but when I launch my server an error shows up in the console =/

    19:09:34 [INFO] [Monster Apocalypse] Loading Monster Apocalypse v<0.0.1>.
    19:09:35 [INFO] Monster Apocalypse: Worldguard not found, disabling checks!
    19:09:35 [INFO] Monster Apocalypse: Generic error in spawn configs, most likely
    caused by using the wrong craftbukkit version or user defined config error. Plug
    in disabled.
    19:09:35 [GRAVE] java.lang.NullPointerException
    19:09:35 [GRAVE] at blainicus.MonsterApocalypse.MonsterApocalypse.setspaw
    19:09:35 [GRAVE] at blainicus.MonsterApocalypse.MonsterApocalypse.onEnabl
    19:09:35 [GRAVE] at
    19:09:35 [GRAVE] at
    19:09:35 [GRAVE] at org.bukkit.plugin.SimplePluginManager.enablePlugin(Si
    19:09:35 [GRAVE] at org.bukkit.craftbukkit.CraftServer.loadPlugin(CraftSe
    19:09:35 [GRAVE] at org.bukkit.craftbukkit.CraftServer.enablePlugins(Craf
    19:09:35 [GRAVE] at net.minecraft.server.MinecraftServer.t(MinecraftServe
    19:09:35 [GRAVE] at net.minecraft.server.MinecraftServer.a(MinecraftServe
    19:09:35 [GRAVE] at net.minecraft.server.MinecraftServer.init(MinecraftSe
    19:09:35 [GRAVE] at
    19:09:35 [GRAVE] at
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    What is up with this?:
    18:57:41 [INFO] [Monster Apocalypse] Loading Monster Apocalypse v<0.0.1>.
    18:57:41 [SEVERE] Plugin attempted to register delegated event class class org.bukkit.event.entity.EntityDamageByEntityEvent. It should be using class org.bukkit.event.entity.EntityDamageEvent!
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    I'll update the config, I see the problem. Change MagmaCube/replacement to "LavaSlime"

    Well you can use /ma setcount zombiespawnpoint 0 to turn it off and such.

    I'll look into this.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 22, 2016
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    What's the ghast/creeper damage dependent on?
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    Explosion radius. It's calculated in hard code.
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    Thanks ^^ it was that what was causing the errors, now I can test the full potencial of crazy zombies that break walls XD
    a little video to share : 3
    Minecraft: The N00b Adventures

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    v5.0b doesn't seem to have fixed Skeleton Archer damage. Every other mob seems fine though.
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    This seems to have broken with minecraft 1.1. Oh well, I'll leave it there in hopes that they fix it soon. I will probably add a workaround for this in the next major version (on hold until I get more attention, feel like I'm wasting my time these days).
  21. This plugin could be the perfect replace for CustomDifficulty. But i would need some options 'ported' to make me use it:
    • Add an option to control if a mob attacks the player when its is day/night
    • Add an option to control the surfaces a mob can spawn or or cannot spawn on
    phlum likes this.
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    I don't know. I feel like you're doing a whole lot for servers that want the game to be more challenging for everyone. I mean, there are a lot of plugins, but most of them are just admin based commands or completely useless. Maybe it's not as popular since it's only been out for about a month.

    Considering your plugin already makes up about 50% of my server, it means a lot to me and the other people who play on my server. There's always room to improve and include more features into your plugin, but...

    Zombies destroying blocks for an example gives Zombies more meaning than just being stupid mobs standing around at night. Setting up bonus spawns, health and damage really adds difficulty to it as well.

    If you do feel like you're wasting your time, that's fine. We still really appreciate your work on this plugin regardless if you decide to stop working on it.
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    This looks awesome, I am just wondering how do I protect my worldguard regions from vicious zombie attacks? Or are they prevented from breaking worldguard regions by default?
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    The zombie claw functionality does not work at all for me :(. I have tried setting the option to on or off and nothing worked. I then installed that zombie rampage mode doing basically the same thing, it worked for a while and then I can't get it to work again. It's kinda annoying since this is one of the core feature.

    I would also like to know what exactly is the different between Mega-Aggro Range and Mega Aggro Range Y. One make them walk toward you but not really attack while the other is more an engage mode?

    "How far mobs should stop away from players:" thats if they are not engaged and not seeing the players? or the distance at which they stop chasing you?

    Also, is the Only use Naturalistic Bonus Spawn point on specific world option an option to replace the default spawn point? I am currently trying to limit the default spawn of passive critters.

    Sorry for the problem / questions
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    I reacently downloaded this plugin for my server but can't get the plugin to do anything, I have made sure to change the server name in the config file, but keep getting this reply from the server, [SEVERE] Plugin attempted to register delegated event class class org.bukkit.event.entity.EntityDamageByEntityEvent. It should be using class org.bukkit.event.entity.EntityDamageEvent! otherwise, sounds like a great plugin, hope to get it working. does the plugin ever freak out when you change the world name.
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    Can i use this to make Slimes spawn on surface? And nether mobs to main world?
    What section of the config should i look for?

    EDIT: Nvm i got :D
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    This is such an awesome plugin!! Please don't give up!!! My whole server loves this plugin! We do 'zombie siege' events with it and they are a blast! You should come play a round with us acutally! So you can see the epicness you have created :O!!!
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    You need to list the block names if you want zombies to break blocks. Here's my configuration I use for my server for an example:

        true damage (completely ignores armor): 2
        explode on death: false
        death explosion causes fire?: false
        death explosion radius: 1.0
        spawn new mob on death: false
        death spawn type: Zombie
        death spawn count: 1
        death spawn chance: 100.0
          cactus: false
          drowning: false
          attacks: false
          explosions: false
          falling: false
          fire: false
          lava: false
          projectiles: false
        Attackable blocks:
        - block:seconds
        - STONE:4
        - GRASS:2
        - DIRT:2
        - COBBLESTONE:4
        - WOOD:3
        - SAND:2
        - GRAVEL:2
        - LOG:3
        - LEAVES:1
        - GLASS:1
        - LAPIS_BLOCK:4
        - DISPENSER:4
        - SANDSTONE:4
        - NOTE_BLOCK:3
        - PISTON_BASE:3
        - WOOL:1
        - GOLD_BLOCK:4
        - IRON_BLOCK:5
        - DOUBLE_STEP:3
        - STEP:2
        - BRICK:4
        - TNT:1
        - BOOKSHELF:3
        - OBSIDIAN:6
        - WOOD_STAIRS:3
        - CHEST:2
        - DIAMOND_BLOCK:6
        - WORKBENCH:3
        - SOIL:2
        - FURNACE:4
        - WOODEN_DOOR:1
        - IRON_DOOR_BLOCK:5
        - ICE:1
        - SNOW_BLOCK:2
        - CACTUS:1
        - CLAY_BLOCK:2
        - JUKEBOX:3
        - FENCE:4
        - PUMPKIN:2
        - NETHERRACK:1
        - SOUL_SAND:1
        - JACK_O_LANTERN:2
        - SMOOTH_BRICK:4
        - IRON_FENCE:5
        - THIN_GLASS:1
        - MELON_BLOCK:1
        - FENCE_GATE:1
        - BRICK_STAIRS:4
        - SMOOTH_STAIRS:4
        - MYCEL:2
        - NETHER_BRICK:2
        - NETHER_FENCE:2
        - BREWING_STAND:2
        - CAULDRON:3
        - ENDER_STONE:4
        - GOLD_ORE:4
        - IRON_ORE:4
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    Just a quick note, I have decided to stop responding to posts (in both the thread and the dev page) which have been addressed already, or are easy to figure out on your own.

    As a status update, a new major version is NOT in the works yet, as there are not enough potentially good features to add. One known bug is skeleton damage (bukkit bug, not fixable).

    The first option is going to be impossible to fix with 1.2.

    The second option is possible, though not necessarily very useful. I'll definately add it if I come up with enough other features for a new major version. ATM, a major version seems pointless without several new additions.
  30. By impossible you mean it won't be done at all or just not vor the next version?

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