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UltraEvolution

🧠 Transform Minecraft mobs into intelligent, adaptive civilizations that learn, evolve, raid, build secret bases & upgrade gear. No more dumb mobs — ever.

Автор: Pawan2754обновлён 30 окт. 2026 г.
ПриключенияМеханики игрыТранспорт

Описание

🧠 UltraEvolution

Minecraft Mob Intelligence Redefined

Transform every hostile mob into a thinking, learning, adapting survival entity.
No more dumb mobs. No more predictable AI. Just pure, evolving chaos.


Version MC Version Platform Java License


📖 What is UltraEvolution?

UltraEvolution is a Paper/Spigot plugin that completely overhauls mob AI in Minecraft.
Every mob learns from experience, adapts to your playstyle, cooperates with allies, builds secret bases, raids your home, and upgrades its own gear — just like a real player would.

The longer your server runs, the smarter and more dangerous the mobs become.
On Day 1 they stumble toward you. On Day 100 they coordinate ambushes, siege your walls, and steal your diamonds while you sleep.


✨ Feature Highlights

🤖 Self-Learning AI

Every mob species maintains a persistent memory that survives server restarts.

Player BehaviourMob Response
🏹 Always uses a bowZombies learn to zigzag and rush faster
🔥 Drops lava trapsFire-resistant mobs lead the charge
🏰 Builds towersZombies construct climb routes to reach you
🛡️ Wears full diamond armorWitches switch to Harm + Poison combos
🐢 Camps indoorsCreepers camouflage near your door

👥 Group Intelligence & Squads

Mobs don't swarm mindlessly — they form squads with assigned roles and execute real tactical formations.

🎖️ RoleFunction
🛡️ TankEngages the player head-on
⚡ FlankerAttacks from the sides
🔨 BreakerDestroys walls and blocks
💉 SupportWitch-type healer / buffer
🎯 SniperRanged covering fire
🎭 DistractorDraws player attention away

Formations available:

  • 🔴 RUSH — All mobs charge simultaneously
  • ✂️ PINCER — Split attack from two sides
  • 🔺 WEDGE — V-shaped push through defences
  • ⭕ SURROUND — Complete encirclement

🌍 Secret Underground Bases

Mobs secretly build and populate hidden bases while you're not watching.

📦 Base Structure
 ├── 🚪 Entrance Tunnel     (hidden, concealed top)
 ├── 🏛️ Main Hall           (large gathering room)
 ├── 💰 Loot Storage        (chest rooms)
 ├── ⚔️ Guard Stations      (mob sentries)
 ├── 🪵 Resource Rooms      (barrels of stolen goods)
 └── 💣 Trap Corridor       (TNT + pressure plates)
  • Bases generate 60–120 blocks underground away from players
  • Mobs transport looted items back to storage
  • Players discover them accidentally while mining
  • Admin commands to list, teleport to, and destroy bases

⚔️ Cinematic Raid System

Raids are multi-phase, story-driven events — not random spawner dumps.

🔍 SCOUT  ──►  📋 PLAN  ──►  🥁 GATHER  ──►  ⚔️ ATTACK  ──►  💰 LOOT  ──►  🏃 RETREAT
PhaseWhat Happens
🔍 ScoutMobs observe your base layout and weaknesses
📋 PlanFormation and attack strategy is selected
🥁 GatherArmy assembles at the perimeter with a horn sound
⚔️ AttackUp to 3 escalating waves hit your base
💰 LootSurviving mobs steal from your chests
🏃 RetreatSurvivors fall back to the mob base

🎭 Personality System

Every single mob spawns with a unique personality that shapes how it fights, retreats, and cooperates.

Personality🎯 Behaviour
😡 AggressiveRushes targets, ignores low health
🧠 SmartPrioritises strategy over brute force
😨 CowardlyRetreats early, hit-and-run tactics
🤝 LoyalStays near squad, buffs allies
🥷 SneakyPrefers ambushes and stealth
🛡️ DefensiveHolds position, counters attacks
💀 FearlessNever retreats, fights to the death

🦴 Mob Intelligence Breakdown

🧟 Zombies — Siege Masters
  • Break blocks to create attack routes through walls
  • Build dirt-step climb routes to reach elevated players
  • Form squads with tank/breaker/flanker roles
  • Commander Zombie variant buffs all nearby zombies with Strength & Speed
  • Loot dropped player items and equip better gear
  • Learn to zigzag when the player uses a bow
💀 Skeletons — Tactical Snipers
  • Seek high ground before engaging
  • Duck into cover while reloading
  • Predict player movement and lead their shots
  • Fire special arrows: 🔥 Fire · ☠️ Poison · 💥 Explosive · 🐌 Slow · 🌑 Blindness
  • Strafe backward while shooting when the player gets close
  • Unlock Power-enchanted bows at higher difficulty levels
🕷️ Spiders — Silent Hunters
  • Stalk players slowly from the shadows at night
  • Climb to ceilings and drop ambush attacks from above
  • Apply venom effects on hit: Slowness, Blindness, Weakness, Nausea
  • Re-initiate ambush if interrupted
  • Cowardly spiders fall back and reposition rather than die
💣 Creepers — Terror Units
  • Camouflage by crouching silently near player structures
  • Fake retreat to lure players into chasing them
  • Dash toward the player at low health before detonating
  • Target the foundation of towers rather than walls
  • Move silently (setSilent(true)) during approach
  • 10% chance to spawn as Powered Creeper at difficulty 8+
👁️ Endermen — Shadow Assassins
  • Observe players from a distance before striking
  • Teleport behind the player to attack from blind spots
  • Chain rapid teleports to disorient and confuse
  • Apply Darkness and Nausea effects at high difficulty
  • Steal valuable blocks (chests, iron blocks, crafting tables) from your base
  • Carry stolen blocks back to mob loot storage
🧙 Witches — Adaptive Alchemists
  • Analyse player equipment and combat style to pick the right potion
  • Counter melee players with Slowness + Weakness
  • Counter bow players with Blindness
  • Bypass heavy armor with Harm + Poison combos
  • Heal nearby monsters when they drop below 40% health
  • Buff allies with Strength, Speed, and Resistance at high difficulty
🏘️ Villagers — Intelligent Survivors
  • Sound alarm bells to warn nearby villagers and players
  • Flee toward shelter (doors/houses) when threatened
  • Build cobblestone walls during peaceful periods
  • Alert other villagers to danger in a 24-block radius

📈 Dynamic Difficulty Scaling

The plugin tracks in-game days elapsed and automatically escalates mob intelligence.

Day 1   ░░░░░░░░░░  Difficulty 1  — Basic AI, slow learning
Day 10  ██░░░░░░░░  Difficulty 2  — Squads begin forming
Day 30  ████░░░░░░  Difficulty 4  — Special arrows, gear upgrades
Day 50  ██████░░░░  Difficulty 6  — Bases generated, raids active
Day 80  ████████░░  Difficulty 8  — Powered creepers, chain teleports
Day 100 ██████████  Difficulty 10 — Full intelligence, max terror

⚙️ Configuration

Everything is configurable in config.yml. Enable or disable any system independently.

# Toggle entire subsystems
ai:
  enabled: true
  learning-rate: 0.5
  persist-memory: true

raids:
  enabled: true
  nightly-raid-chance: 20      # % chance each night
  cooldown-minutes: 30

bases:
  enabled: true
  max-bases-per-world: 5
  generation-interval-minutes: 60

difficulty:
  start-level: 1
  max-level: 10
  increment-interval-days: 10

performance:
  max-ai-mobs-per-player: 10
  ai-disable-chunk-distance: 6

🖥️ Commands

CommandDescriptionPermission
/ue statusShow full system statusultraevolution.admin
/ue difficulty <1-10>Force-set difficulty levelultraevolution.admin
/ue raid <player>Manually trigger a raidultraevolution.admin
/uereloadReload config.ymlultraevolution.admin
/ueresetWipe all AI memoryultraevolution.admin
/uestats mobActive mob AI count & squadsultraevolution.admin
/uestats baseList all active mob basesultraevolution.admin
/uestats raidShow ongoing raidsultraevolution.admin
/uestats memoryDump AI learning dataultraevolution.admin
/uebase listList bases with coordinatesultraevolution.admin
/uebase tp <id>Teleport to a mob baseultraevolution.admin
/uebase destroy <id>Destroy a mob baseultraevolution.admin

🔐 Permissions

PermissionDefaultDescription
ultraevolution.adminOPFull access to all commands
ultraevolution.bypassfalseMobs will never target this player
ultraevolution.notifyOPReceive raid/base alert messages

📦 Installation

# 1. Download UltraEvolution-1.0.0.jar
# 2. Drop into your /plugins/ folder
# 3. Restart your server
# 4. Edit plugins/UltraEvolution/config.yml
# 5. Run /uereload

Requirements:

  • ☕ Java 17+
  • 🗂️ Paper or Spigot 1.20.4+
  • 🧩 No external dependencies

⚡ Performance

Designed for 50–200 player servers without causing TPS drops.

OptimisationDetail
🔁 Async processingAI decisions run off the main thread where safe
📏 Distance cullingMobs beyond 6 chunks of any player get AI suspended
🎯 Per-player AI capMax 10 fully active AI mobs per online player
🗃️ Pathfind throttleMax 5 pathfinding recalculations per tick
🧹 Dead mob pruningDead AI instances cleaned each tick cycle
💾 Lazy memory savesMemory only written to disk on clean shutdown

👤 Author

Pawan — Plugin Author
Built with ❤️ for survival server communities who want truly terrifying mobs.


📜 License

This project is licensed under the MIT License.
You are free to use, modify, and distribute this plugin with attribution.


⭐ If UltraEvolution makes your server terrifying, leave a review on Modrinth! ⭐

"The mobs finally feel alive. My players are actually scared again."

Галерея

Warning systemCommander zombieNormal zombie Strategy

Последние версии

Все версии →
release

UltraEvolution 1.1.0

1.1.0
30 окт. 2026 г.12Minecraft: 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11, 26.1, 26.1.1, 26.1.2, 26.2, 26.3bukkit, paper, purpur, spigot
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Что нового
# UltraEvolution 1.1.0 — Zombie overhaul ## Build target - pom now targets **Paper 1.21.1 / Java 21** (`api-version: 1.21`). The old source already used 1.20.5+ names (`PotionEffectType.STRENGTH`, `Particle.SPLASH`…), so it could not compile against the previous 1.20.4 pom. - Attributes are resolved through the registry (`AttrUtil`), so it also runs on 1.21.3+ (attribute rename). ## 1. Inbuilt builds (`builds.json`) 12 zombie base layouts shipped inside the jar, exported to `plugins/UltraEvolution/builds.json` on first run (edit freely, `/uereload`; a newer jar version backs your copy up as `.bak-vN`). | id | symbol | build | min lvl | |---|---|---|---| | bunker | ☣ | Rotten Bunker | 1 | | crypt | ☠ | Forgotten Crypt | 1 | | warren | ❖ | Maze Warren | 1 | | minehold | ⚒ | Abandoned Minehold | 1 | | keep | ♜ | Siege Keep | 2 | | cathedral | ✠ | Cathedral of Bones | 3 | | sunken | ❂ | Sunken Tomb | 3 | | lab | ☢ | Plague Laboratory | 3 | | pit | ⚑ | Warlord's Pit | 4 | | arena | ⚡ | Blood Arena | 4 | | hive | ☽ | Necro Hive | 5 | | vault | ♛ | Overlord Vault | 8 | Data-driven: palettes, loot tables, rooms, tunnels, fills, chests/barrels, spawners, traps (TNT plate, cobweb, magma) and ranked guards. Random rotation, async chunk loading, blocks placed in batches (`bases.blocks-per-tick`). Commands: `/uebase builds`, `/uebase generate <id>` (builds at your feet), `bases.allowed-builds` filter. ## 2. Ranks with symbols (`ranks.json`) ☠ Walker · ☣ Rotter · ⚔ Brute · ✧ Hunter · ❖ Sentinel · ⚡ Berserker · ☢ Plaguebearer · ✠ Warlord · ⚑ Commander · ☽ Necromancer · ❂ Abomination · ♛ Titan · ♚ Overlord — each with stats, gear, drops, XP and skills. Nameplate: `☠ Walker ☠ [120❤]` (format in config). `/ue ranks`, `/ue spawn <rank> [n]`. ## 3. Zombie skills (15) ↗ Leap · ✹ Ground Slam · ☣ Plague Aura · ⚡ Berserk · ☽ Summon Minions · ❖ Shield Wall · ⚒ Wall Breaker (protection- plugin aware, no chest/spawner breaking) · ▤ Pillar & Bridge (temporary blocks) · ⚑ Rally Cry · ✚ Regeneration · ♥ Life Steal · ☠ Venom Touch · ⇩ Crippling Blow · ✱ Thorns · ☄ Death Burst. Per-skill `enabled` / `cooldown-seconds` in config. Original learning (dodge arrows, tower counters) is kept. ## 4. New Day 1 (100x) `difficulty.day-one-multiplier: 100.0`. HP and damage now use `power = 100 x level multiplier` (speed is unchanged). HP = 20 + intelligence*2*power*rank.hp-scale ; damage = 3 + power*rank.damage-scale. Set it to `1` for the old feel. HP is capped by the server (`spigot.yml` → `settings.attribute.maxHealth.max`, default 2048). ## Fixes - `PluginConfig.isZombieCommanderEnabled()` compared a boolean with `> 0` (compile error). - `MobAI.moveToward` called `getPathfinder()` on `LivingEntity` (it lives on `Mob`). - `MobAI.isAlive()` scanned every entity of that class in the world each tick; now `isValid() && !isDead()`. - Ranked zombies re-register after chunk reload / restart (guards keep their AI). - Base generation no longer floats torches in mid-air; rooms are sealed shells with floors. ## Not done / notes - Not compiled here (no Paper API jar offline): sources were syntax-checked with javac only. Run `mvn package`. - Difficulty "day" is still counted from plugin start, so it resets on restart (pre-existing). --- # Update: self-built bases, allied mobs, bosses ## Zombies build their own bases - New rank skill **⌂ BUILD_BASE** (Brute, Sentinel, Warlord, Commander, Necromancer, Abomination). - An idle builder underground (no player within 40 blocks, no base/site within 60) may start a **build site** with any inbuilt build; builders walk there and place blocks live (50/s per builder, sparks + sound). More builders = faster. - Site is dropped if builders disappear for 10 min. When done: base registered + ranked guards/boss spawn. - Config `bases.zombie-built.*`; `/uebase sites` shows progress. Random admin generation still works. ## Other hostile mobs work with zombies (`alliance.*`) - Hit any hostile -> nearby hostiles of every type target you (shared aggro). - Skeletons, spiders, creepers and witches near a base are **recruited as defenders** (cap 12) and gather in the hall. - Intruder within 24 blocks of a base -> every hostile within 48 attacks. Rally Cry / Shield Wall now buff all hostiles. ## 8 bosses (in ranks.json, `boss: true`) ☠ The Gravewarden · ☣ Plague Matriarch · ⚔ Iron Colossus · ✦ Shadow Stalker · ☄ Inferno Tyrant · ❄ Frost Revenant · ♚ Necro King · ♛ The Abyss Lord. Boss bar, 3 phases (66% / 33%: minion wave, buffs, cooldown reset), bigger body (scale), Husk / Drowned / Zombie Villager bodies, guaranteed loot. New skills: ✺ Meteor Rain, ⚓ Grave Pull, ✦ Shadow Blink, ❦ Soul Drain. They guard thrones/halls in Keep, Cathedral, Sunken Tomb, Lab, Pit, Arena, Hive and Vault. `/ue bosses`, `/ue boss <id>`. --- # Update: long-range, surface + underground, mining builders - Builder zombies now pick a site **100–250 blocks away** (per axis, up to a 250x250 area; `bases.zombie-built.range-min/max`) and **walk or mine** there. They tunnel through rock with levelled tunnels and **45° staircases up and down** (`ZombieMiner`), stop at lava, respect protection plugins (EntityChangeBlockEvent), skip chests/spawners and obsidian, and ore blocks drop items. - Bases can be **underground** (depth `y-min`..`y-max`, default -55..45) or **above ground** (builds have `layer`: underground / surface / both). Surface builds get a foundation (never floating) and a front doorway; `/uebase generate <id> surface` places one by hand. - Chunk tickets keep the tunnel and the site loaded so builders keep working far from players (`keep-chunks-loaded`, `max-miners`). - Random generation distance is configurable too: `bases.generation-min-distance` / `generation-range` (100..250). --- # Update: karma, 11 more builds, world structures ## ☯ Karma (`/karma`, permission `ultraevolution.karma`, default for everyone) - Earn karma by killing: ranked zombies pay by rank (`karma` in ranks.json: Walker 1 … Overlord 80, bosses 150–500), other hostiles `karma.other-hostile-points`. Summoned minions pay nothing (anti-farm). Shown on the action bar. - Chest-menu **shop** (`/karma`): click to buy / toggle / use. Also `/karma buy|use|toggle <id>`, `list`, `balance`, `top`; admins: `/karma give|take|set <player> <n>`. Saved in `karma.yml`. - 12 abilities — passive: ☠ Zombie Bane, ❤ Vitality, ☣ Plague Ward, ⚡ Swift Feet, ✦ Night Eyes, ⚒ Miner's Haste, ♥ Life Leech, ❖ Iron Skin. Active (cooldown): ✚ Second Wind, ✺ Beacon Pulse, ⚑ Warcry, ⌖ Base Sense (points to nearest base). Costs / cooldowns configurable (`karma.abilities.<ID>`). ## 11 new builds (23 total) Ruined Village, Haunted Graveyard, Siege Watchtower, Zombie Fort, Infected Farmstead, Zombie Camp, Cursed Shrine (surface) · Zombie Prison, Bone Ossuary, Deep Delve (underground) · Titan Colosseum (surface, huge). New JSON part types: `door`, `pad` (flat ground + foundation), `clear` (removes trees/grass); guards can have a `chance`. ## World structures - New chunks may spawn a natural structure (`structures.natural.*`: 0.4% per new chunk, 300 blocks apart; spacing saved in `structures.yml`): village 30, camp 30, farmstead 15, watchtower 15, shrine 15, graveyard 12, fort 8, colosseum 2 (weights). - They come with ranked zombies, loot, and sometimes a boss; they act as bases (alliance + alerts) but don't use up the base limit. - Summon by hand: `/ue structures`, `/ue structure <id>` (20 blocks east of you). --- # Update: self-summoning structures with loot - **Self-summon:** every `structures.self-summon.interval-minutes` (15) a structure appears on its own 120–400 blocks from a random player (never in view), even in already-explored land. Spacing 300 blocks, lifetime cap `max-per-world` (30), players get a hint message (no coordinates; ⌖ Base Sense finds it). `/ue structure random` triggers one now. - **Loot:** 3 new loot-heavy structures — ✦ Hidden Cache (4 containers), ⚑ Abandoned Supply Depot (9+ chests across 3 warehouses), ♛ Treasure Ruins (3 treasure chests, cobweb halls, boss chance) — plus new `treasure` and `supplies` loot tables. All structures already carry chests; `structures.loot-multiplier` rolls every container more (2.0 = twice) or less (0.5). - Treasure Ruins no longer uses TNT plates (zombies would blow up the loot). --- # Update: custom swords + mob abilities ## ⚔ Custom swords (`swords.json`, inbuilt + editable, `/uereload`) 10 swords: ☠ Gravebane · ☣ Plaguefang · ☄ Emberbrand · ❄ Rimecleaver · ⚡ Stormcaller · ♥ Bloodthirst · ✠ Warlord's Edge · ☽ Soulreaper · ✦ Shadowfang · ♛ Titan's Wrath. Unbreakable, enchanted, tagged with persistent data. - Passive procs: Lifesteal, Fire Brand, Frost Bite, Venom, Withering, Lightning, Cleave, Execute, Soul Reap, Zombie Slayer. - Right-click actives (cooldown): Dash, Shockwave, Heal Pulse. - Get them: boss drops (each boss has a signature sword, 100%), Overlord/Titan chance drops, structure chests (rare/armory/ treasure/vault loot tables), or **karma**: `/karma sword <id>` or ☯ shop → Sword Forge (price = `karma-cost`). - Zombie ranks/bosses **wield** their sword: its on-hit effects hit you. Admin: `/ue swords`, `/ue sword <id>`. ## Mob abilities (`mob-abilities.*`) Skeleton: Volley, Backstep, Bone Shield · Spider: Pounce, Web Shot, Brood · Creeper: Sprint, Supercharge · Witch: Hex, Self Heal, Summon Thralls (allied zombies) · Enderman: Blink Strike, Void Pull. Used when the mob has a player target; every ability can be disabled / retimed in config. --- # Update: structures are fully automatic (no commands) - **Ensure-nearby guarantee:** shortly after a player joins, and every 3 minutes, if no structure is within 500 blocks a new one summons itself 120–400 blocks away (out of sight). At most one per player per 5 minutes. - Periodic self-summon now every 10 minutes (was 15); lifetime cap 100 per world. Natural generation in new chunks still runs. - Config: `structures.self-summon.ensure-nearby / ensure-radius / ensure-check-minutes`. Commands (`/ue structure ...`) are optional. --- # Fix: missing imports Added the imports the original source was missing: `Block` in SkeletonAI and SpiderAI, `ItemStack` in WitchAI. A full import audit of every file (all Bukkit / Paper / Adventure / Gson / JDK types) now finds none missing. --- # Update: stronger mobs, villagers fight back ## More abilities for existing mobs Skeleton: + Sniper Shot, Rain of Arrows · Spider: + Venom Spit, Frenzy · Creeper: + Blast Jump, Static Shock · Witch: + Curse Cloud (lingering zone) · Enderman: + Ender Bolt. ## New mobs with abilities (`mob-abilities.extra-mobs`) Pillager (Barrage) · Vindicator (Charge, Axe Smash) · Ravager (Stomp, Roar) · Wither Skeleton (Wither Burst) · Blaze (Fire Ring) · Phantom (Dive Bomb) · **Iron Golem** (Ground Pound on monsters, Ally Guard buffs villagers). They now join alliances / shared aggro like the other mobs. ## Villagers (`villager-abilities.*`) - Sturdier: 40 HP (was 20). - Call Golem when hostiles get close (max 3 nearby), Panic Sprint, Bell Alarm (a nearby bell reveals hostiles). - Professions: Cleric heals villagers/golems/players · Armorer gives Resistance · Weaponsmith/Toolsmith/Butcher give Strength · Librarian reveals hostiles · Cartographer hints at the nearest mob base · Farmer/Fisherman/Butcher share bread with hungry players. Every ability can be disabled or retimed: `mob-abilities.<TYPE>.<ABILITY>.enabled / cooldown-seconds`. --- # Update: special foods (`foods.json`, inbuilt + editable, `/uereload`) 12 foods, always edible, with potion effects / healing / cleansing / karma and cooldowns: ✚ Hearty Stew · ☠ Zombie Jerky · ✦ Honey Bread · ✧ Night Berries · ☄ Dragon Fruit · ☣ Plague Remedy · ⚔ Warrior's Feast · ♛ Titan Steak · ✺ Ender Cookie · ☽ Soul Pie · ⚒ Miner's Carrot · ♥ Phoenix Potato. - **Craft** most of them (shapeless / shaped recipes in the JSON; recipes reload with /uereload). - **Find** them in structure chests (food, camp, supplies, rare, treasure, vault, lab tables) and as zombie / boss drops. - **Buy** with karma: `/karma food <id>` or ☯ shop → Kitchen. Villager farmers / fishermen / butchers sometimes gift one (`villager-abilities.special-food-chance`). - Admin: `/ue foods`, `/ue food <id> [amount]`. Uses the 1.21 food component (Paper API 1.21.1). --- # Update: dynamic systems ## World events (`events.*`, automatic; `/ue events`, `/ue event <type|stop>`) ☾ **Blood Moon** (night: extra stronger zombies, double karma) · ⚔ **Horde Siege** (3 waves + a leader attack a player; hold out for karma/food) · ☄ **Meteor Shower** (meteors strike; glowing loot cores) · ✦ **Supply Drop** (guarded airdrop chest with a light beam, direction announced) · ♛ **Boss Hunt** (a boss appears nearby, a hunt bar shows the distance, big bounty). Boss bars, cooldowns and weights are configurable. ## Zombie evolution (`evolution.enabled`) A zombie that kills a player evolves one rank, gets a ★ bounty on its nameplate (paid in karma to whoever kills it). ## Kill streaks + Threat (`karma.streak-bonus-per-kill`, `threat.*`) Kills within 8s build a karma multiplier (up to x2). Each kill raises your **Threat** (decays over time); zombies that spawn near high-threat players roll higher ranks (up to +4 levels). `/karma threat`. ## Daily contracts (`/karma quests`) 3 rotating contracts per player (kill zombies / a specific rank / hostile mobs / a boss / kills with a custom sword / eat special foods) paying karma and sometimes a special food; replaced when done, refreshed after 24h. Saved in `quests.yml`.
release

UltraEvolution 1.1.0

1.1.0
28 окт. 2026 г.15Minecraft: 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11, 26.1, 26.1.1, 26.1.2, 26.2, 26.3bukkit, paper, purpur, spigot
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Что нового
# UltraEvolution 1.1.0 — Zombie overhaul ## Build target - pom now targets **Paper 1.21.1 / Java 21** (`api-version: 1.21`). The old source already used 1.20.5+ names (`PotionEffectType.STRENGTH`, `Particle.SPLASH`…), so it could not compile against the previous 1.20.4 pom. - Attributes are resolved through the registry (`AttrUtil`), so it also runs on 1.21.3+ (attribute rename). ## 1. Inbuilt builds (`builds.json`) 12 zombie base layouts shipped inside the jar, exported to `plugins/UltraEvolution/builds.json` on first run (edit freely, `/uereload`; a newer jar version backs your copy up as `.bak-vN`). | id | symbol | build | min lvl | |---|---|---|---| | bunker | ☣ | Rotten Bunker | 1 | | crypt | ☠ | Forgotten Crypt | 1 | | warren | ❖ | Maze Warren | 1 | | minehold | ⚒ | Abandoned Minehold | 1 | | keep | ♜ | Siege Keep | 2 | | cathedral | ✠ | Cathedral of Bones | 3 | | sunken | ❂ | Sunken Tomb | 3 | | lab | ☢ | Plague Laboratory | 3 | | pit | ⚑ | Warlord's Pit | 4 | | arena | ⚡ | Blood Arena | 4 | | hive | ☽ | Necro Hive | 5 | | vault | ♛ | Overlord Vault | 8 | Data-driven: palettes, loot tables, rooms, tunnels, fills, chests/barrels, spawners, traps (TNT plate, cobweb, magma) and ranked guards. Random rotation, async chunk loading, blocks placed in batches (`bases.blocks-per-tick`). Commands: `/uebase builds`, `/uebase generate <id>` (builds at your feet), `bases.allowed-builds` filter. ## 2. Ranks with symbols (`ranks.json`) ☠ Walker · ☣ Rotter · ⚔ Brute · ✧ Hunter · ❖ Sentinel · ⚡ Berserker · ☢ Plaguebearer · ✠ Warlord · ⚑ Commander · ☽ Necromancer · ❂ Abomination · ♛ Titan · ♚ Overlord — each with stats, gear, drops, XP and skills. Nameplate: `☠ Walker ☠ [120❤]` (format in config). `/ue ranks`, `/ue spawn <rank> [n]`. ## 3. Zombie skills (15) ↗ Leap · ✹ Ground Slam · ☣ Plague Aura · ⚡ Berserk · ☽ Summon Minions · ❖ Shield Wall · ⚒ Wall Breaker (protection- plugin aware, no chest/spawner breaking) · ▤ Pillar & Bridge (temporary blocks) · ⚑ Rally Cry · ✚ Regeneration · ♥ Life Steal · ☠ Venom Touch · ⇩ Crippling Blow · ✱ Thorns · ☄ Death Burst. Per-skill `enabled` / `cooldown-seconds` in config. Original learning (dodge arrows, tower counters) is kept. ## 4. New Day 1 (100x) `difficulty.day-one-multiplier: 100.0`. HP and damage now use `power = 100 x level multiplier` (speed is unchanged). HP = 20 + intelligence*2*power*rank.hp-scale ; damage = 3 + power*rank.damage-scale. Set it to `1` for the old feel. HP is capped by the server (`spigot.yml` → `settings.attribute.maxHealth.max`, default 2048). ## Fixes - `PluginConfig.isZombieCommanderEnabled()` compared a boolean with `> 0` (compile error). - `MobAI.moveToward` called `getPathfinder()` on `LivingEntity` (it lives on `Mob`). - `MobAI.isAlive()` scanned every entity of that class in the world each tick; now `isValid() && !isDead()`. - Ranked zombies re-register after chunk reload / restart (guards keep their AI). - Base generation no longer floats torches in mid-air; rooms are sealed shells with floors. ## Not done / notes - Not compiled here (no Paper API jar offline): sources were syntax-checked with javac only. Run `mvn package`. - Difficulty "day" is still counted from plugin start, so it resets on restart (pre-existing). --- # Update: self-built bases, allied mobs, bosses ## Zombies build their own bases - New rank skill **⌂ BUILD_BASE** (Brute, Sentinel, Warlord, Commander, Necromancer, Abomination). - An idle builder underground (no player within 40 blocks, no base/site within 60) may start a **build site** with any inbuilt build; builders walk there and place blocks live (50/s per builder, sparks + sound). More builders = faster. - Site is dropped if builders disappear for 10 min. When done: base registered + ranked guards/boss spawn. - Config `bases.zombie-built.*`; `/uebase sites` shows progress. Random admin generation still works. ## Other hostile mobs work with zombies (`alliance.*`) - Hit any hostile -> nearby hostiles of every type target you (shared aggro). - Skeletons, spiders, creepers and witches near a base are **recruited as defenders** (cap 12) and gather in the hall. - Intruder within 24 blocks of a base -> every hostile within 48 attacks. Rally Cry / Shield Wall now buff all hostiles. ## 8 bosses (in ranks.json, `boss: true`) ☠ The Gravewarden · ☣ Plague Matriarch · ⚔ Iron Colossus · ✦ Shadow Stalker · ☄ Inferno Tyrant · ❄ Frost Revenant · ♚ Necro King · ♛ The Abyss Lord. Boss bar, 3 phases (66% / 33%: minion wave, buffs, cooldown reset), bigger body (scale), Husk / Drowned / Zombie Villager bodies, guaranteed loot. New skills: ✺ Meteor Rain, ⚓ Grave Pull, ✦ Shadow Blink, ❦ Soul Drain. They guard thrones/halls in Keep, Cathedral, Sunken Tomb, Lab, Pit, Arena, Hive and Vault. `/ue bosses`, `/ue boss <id>`. --- # Update: long-range, surface + underground, mining builders - Builder zombies now pick a site **100–250 blocks away** (per axis, up to a 250x250 area; `bases.zombie-built.range-min/max`) and **walk or mine** there. They tunnel through rock with levelled tunnels and **45° staircases up and down** (`ZombieMiner`), stop at lava, respect protection plugins (EntityChangeBlockEvent), skip chests/spawners and obsidian, and ore blocks drop items. - Bases can be **underground** (depth `y-min`..`y-max`, default -55..45) or **above ground** (builds have `layer`: underground / surface / both). Surface builds get a foundation (never floating) and a front doorway; `/uebase generate <id> surface` places one by hand. - Chunk tickets keep the tunnel and the site loaded so builders keep working far from players (`keep-chunks-loaded`, `max-miners`). - Random generation distance is configurable too: `bases.generation-min-distance` / `generation-range` (100..250). --- # Update: karma, 11 more builds, world structures ## ☯ Karma (`/karma`, permission `ultraevolution.karma`, default for everyone) - Earn karma by killing: ranked zombies pay by rank (`karma` in ranks.json: Walker 1 … Overlord 80, bosses 150–500), other hostiles `karma.other-hostile-points`. Summoned minions pay nothing (anti-farm). Shown on the action bar. - Chest-menu **shop** (`/karma`): click to buy / toggle / use. Also `/karma buy|use|toggle <id>`, `list`, `balance`, `top`; admins: `/karma give|take|set <player> <n>`. Saved in `karma.yml`. - 12 abilities — passive: ☠ Zombie Bane, ❤ Vitality, ☣ Plague Ward, ⚡ Swift Feet, ✦ Night Eyes, ⚒ Miner's Haste, ♥ Life Leech, ❖ Iron Skin. Active (cooldown): ✚ Second Wind, ✺ Beacon Pulse, ⚑ Warcry, ⌖ Base Sense (points to nearest base). Costs / cooldowns configurable (`karma.abilities.<ID>`). ## 11 new builds (23 total) Ruined Village, Haunted Graveyard, Siege Watchtower, Zombie Fort, Infected Farmstead, Zombie Camp, Cursed Shrine (surface) · Zombie Prison, Bone Ossuary, Deep Delve (underground) · Titan Colosseum (surface, huge). New JSON part types: `door`, `pad` (flat ground + foundation), `clear` (removes trees/grass); guards can have a `chance`. ## World structures - New chunks may spawn a natural structure (`structures.natural.*`: 0.4% per new chunk, 300 blocks apart; spacing saved in `structures.yml`): village 30, camp 30, farmstead 15, watchtower 15, shrine 15, graveyard 12, fort 8, colosseum 2 (weights). - They come with ranked zombies, loot, and sometimes a boss; they act as bases (alliance + alerts) but don't use up the base limit. - Summon by hand: `/ue structures`, `/ue structure <id>` (20 blocks east of you).
release

UltraEvolution 1.1.0

1.1.0
27 окт. 2026 г.15Minecraft: 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11, 26.1, 26.1.1, 26.1.2, 26.2, 26.3bukkit, paper, purpur, spigot
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Что нового
# UltraEvolution 1.1.0 — Zombie overhaul ## Build target - pom now targets **Paper 1.21.1 / Java 21** (`api-version: 1.21`). The old source already used 1.20.5+ names (`PotionEffectType.STRENGTH`, `Particle.SPLASH`…), so it could not compile against the previous 1.20.4 pom. - Attributes are resolved through the registry (`AttrUtil`), so it also runs on 1.21.3+ (attribute rename). ## 1. Inbuilt builds (`builds.json`) 12 zombie base layouts shipped inside the jar, exported to `plugins/UltraEvolution/builds.json` on first run (edit freely, `/uereload`; a newer jar version backs your copy up as `.bak-vN`). | id | symbol | build | min lvl | |---|---|---|---| | bunker | ☣ | Rotten Bunker | 1 | | crypt | ☠ | Forgotten Crypt | 1 | | warren | ❖ | Maze Warren | 1 | | minehold | ⚒ | Abandoned Minehold | 1 | | keep | ♜ | Siege Keep | 2 | | cathedral | ✠ | Cathedral of Bones | 3 | | sunken | ❂ | Sunken Tomb | 3 | | lab | ☢ | Plague Laboratory | 3 | | pit | ⚑ | Warlord's Pit | 4 | | arena | ⚡ | Blood Arena | 4 | | hive | ☽ | Necro Hive | 5 | | vault | ♛ | Overlord Vault | 8 | Data-driven: palettes, loot tables, rooms, tunnels, fills, chests/barrels, spawners, traps (TNT plate, cobweb, magma) and ranked guards. Random rotation, async chunk loading, blocks placed in batches (`bases.blocks-per-tick`). Commands: `/uebase builds`, `/uebase generate <id>` (builds at your feet), `bases.allowed-builds` filter. ## 2. Ranks with symbols (`ranks.json`) ☠ Walker · ☣ Rotter · ⚔ Brute · ✧ Hunter · ❖ Sentinel · ⚡ Berserker · ☢ Plaguebearer · ✠ Warlord · ⚑ Commander · ☽ Necromancer · ❂ Abomination · ♛ Titan · ♚ Overlord — each with stats, gear, drops, XP and skills. Nameplate: `☠ Walker ☠ [120❤]` (format in config). `/ue ranks`, `/ue spawn <rank> [n]`. ## 3. Zombie skills (15) ↗ Leap · ✹ Ground Slam · ☣ Plague Aura · ⚡ Berserk · ☽ Summon Minions · ❖ Shield Wall · ⚒ Wall Breaker (protection- plugin aware, no chest/spawner breaking) · ▤ Pillar & Bridge (temporary blocks) · ⚑ Rally Cry · ✚ Regeneration · ♥ Life Steal · ☠ Venom Touch · ⇩ Crippling Blow · ✱ Thorns · ☄ Death Burst. Per-skill `enabled` / `cooldown-seconds` in config. Original learning (dodge arrows, tower counters) is kept. ## 4. New Day 1 (100x) `difficulty.day-one-multiplier: 100.0`. HP and damage now use `power = 100 x level multiplier` (speed is unchanged). HP = 20 + intelligence*2*power*rank.hp-scale ; damage = 3 + power*rank.damage-scale. Set it to `1` for the old feel. HP is capped by the server (`spigot.yml` → `settings.attribute.maxHealth.max`, default 2048). ## Fixes - `PluginConfig.isZombieCommanderEnabled()` compared a boolean with `> 0` (compile error). - `MobAI.moveToward` called `getPathfinder()` on `LivingEntity` (it lives on `Mob`). - `MobAI.isAlive()` scanned every entity of that class in the world each tick; now `isValid() && !isDead()`. - Ranked zombies re-register after chunk reload / restart (guards keep their AI). - Base generation no longer floats torches in mid-air; rooms are sealed shells with floors. ## Not done / notes - Not compiled here (no Paper API jar offline): sources were syntax-checked with javac only. Run `mvn package`. - Difficulty "day" is still counted from plugin start, so it resets on restart (pre-existing). --- # Update: self-built bases, allied mobs, bosses ## Zombies build their own bases - New rank skill **⌂ BUILD_BASE** (Brute, Sentinel, Warlord, Commander, Necromancer, Abomination). - An idle builder underground (no player within 40 blocks, no base/site within 60) may start a **build site** with any inbuilt build; builders walk there and place blocks live (50/s per builder, sparks + sound). More builders = faster. - Site is dropped if builders disappear for 10 min. When done: base registered + ranked guards/boss spawn. - Config `bases.zombie-built.*`; `/uebase sites` shows progress. Random admin generation still works. ## Other hostile mobs work with zombies (`alliance.*`) - Hit any hostile -> nearby hostiles of every type target you (shared aggro). - Skeletons, spiders, creepers and witches near a base are **recruited as defenders** (cap 12) and gather in the hall. - Intruder within 24 blocks of a base -> every hostile within 48 attacks. Rally Cry / Shield Wall now buff all hostiles. ## 8 bosses (in ranks.json, `boss: true`) ☠ The Gravewarden · ☣ Plague Matriarch · ⚔ Iron Colossus · ✦ Shadow Stalker · ☄ Inferno Tyrant · ❄ Frost Revenant · ♚ Necro King · ♛ The Abyss Lord. Boss bar, 3 phases (66% / 33%: minion wave, buffs, cooldown reset), bigger body (scale), Husk / Drowned / Zombie Villager bodies, guaranteed loot. New skills: ✺ Meteor Rain, ⚓ Grave Pull, ✦ Shadow Blink, ❦ Soul Drain. They guard thrones/halls in Keep, Cathedral, Sunken Tomb, Lab, Pit, Arena, Hive and Vault. `/ue bosses`, `/ue boss <id>`.
release

UltraEvolution 1.0.0

1.0.0
31 мая 2026 г.233Minecraft: 1.20, 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6, 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11, 26.1, 26.1.1, 26.1.2paper, spigot
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