Apocalypse - AntonIT99/Flans-Mod-Ultimate-2.0 GitHub Wiki
Apocalypse
The Apocalypse is a bundled sub-mod: a ruined dimension, the machine that sends you
there, and the things that live in it. Everything on this page is controlled by
config/flansmodultimate-apocalypse.toml and can be switched off with
apocalypseEnabled.
Reaching the Apocalypse
There are two ways in.
Portals. Four power cubes set into an obsidian frame form a teleporter. Abandoned portals also generate on their own, both in the overworld and in the wasteland, and a portal remembers where you came from so it can put you back. Portals move nothing but you: your inventory travels with you.
The AI chip. Place a mecha whose engine part declares IsAIChip and it seizes up
and begins a countdown, shown on screen. While the timer runs the machine thrashes on
the spot and calls a nuclear strike down around itself once a second, within about
150 blocks. When the timer expires the mecha disintegrates and the apocalypse begins.
Who is taken depends on apocalypseTeleportOption:
| Option | Effect |
|---|---|
PLACER_ONLY |
Only the player who placed the mecha. This is the default. |
DIM |
Everyone in the dimension the mecha was placed in. |
NEARBY |
Everyone within 50 blocks of the mecha. |
DIM_OPT_IN, NEARBY_OPT_IN |
Nobody is moved. Those players are told the apocalypse has begun and can travel by portal if they want to. |
Arriving this way is not like using a portal. Everything you were carrying is left behind in a stand-in that keeps your name, wanders the spot you vanished from, and drops the lot when it is killed. You arrive with a stone pickaxe, a stone shovel, eight logs and four steaks, and nothing else. Getting your belongings back means coming home and putting your own shape down.
The wasteland
The dimension is a red-sand waste under a permanently high sun. It is built from six biomes, laid out so the terrain matches them: dry canyons where the ground is lowest, flat plateau bands where it rises. Ordinary water does not fill the basins or underground caves. Away from transition slopes, the main terrain bands sit near y=33, 47, 64, 81 and 106; sulphur basins sit near y=33. Modern caves still cut through those bands.
| Biome | Where it sits | Surface |
|---|---|---|
| Wasteland Deep Canyon | The lowest, most eroded ground | Red sand over terracotta |
| Wasteland Canyon | Low ground and canyon shoulders | Red sand over terracotta |
| Wasteland Desert | Flat inland | Red sand over red sandstone |
| Wasteland Plateau | Rising inland | Red sand over red sandstone |
| Wasteland High Plateau | The high ground | Red sand over red sandstone |
| Sulphur Pits | Rare basins | Sand over sulphur |
What generates
- Motorways. Two roads run along the world axes and ring roads circle the origin every 600 blocks, decked at y=64 on stone supports with kerbs, centre lines and a clear span above. The layout depends only on coordinates, so it is the same in every world and always joins up.
- Abandoned villages. Roughly one per 20×20 chunks: a well, gravel lanes and a handful of collapsing cobblestone-and-plank houses and worked-out fields, some with loot chests or a gun rack.
- Research labs, on the High Plateau only: a 3×3-chunk complex with a lab-stone bunker on the surface and eight floors below it. Each floor of each chunk is a random room: a stairwell down, a liquids lab with brewing stands and fluid tanks, a gun range with gun racks, a plant room or indoor farm, a forge with weapon caches, or a server and power room. Rogue mechas short enough to fit the rooms guard them. The bottom floor of the centre chunk holds an unpowered portal frame with one power cube, watched by eight mechas.
- Airfields, on the High Plateau only: a runway four chunks long on a stepped stone foundation, with a green hangar holding workbenches, weapon boxes and supply chests, and a damaged plane from your content packs parked at one end.
- Dye factories, on flat Deep Canyon floor only: a timber workshop with weapon boxes, a gun workbench, a vehicle crafting table, racks of chests, a sewing table, dressed armour stands and vats of coloured wool.
- The boss pillars: four bedrock towers around the world origin, one per quadrant, rising from the ground 300 blocks out to about y=236 at their inner corners. The roads run through the gaps between them.
- Underground: the wasteland's own ore distribution (iron throughout; diamond, gold, lapis and redstone under the High Plateau; coal deep under the Sulphur Pits), monster-spawner dungeons, ravines and abandoned mineshafts.
- Sulphuric acid lakes, in the Sulphur Pits only. They are lined with sulphur and mostly buried around y=30–40.
- Abandoned portals in the wasteland stand on a stepped lab-stone foundation next to a cache of weapons, obsidian and a spare power cube. Only one or two corners are powered: supply the missing cubes to activate the frame. Generated overworld entrances and automatic return portals remain ready to use.
- Dead trees, buried skeleton displays and abandoned vehicles from your installed content packs — damaged, out of fuel, and repairable.
What lives there
- Survivors are hostile. They carry a loaded semi-automatic gun from your content packs, plus two to five spare magazines they reload from when it runs dry. They hunt players, iron golems, animals and skull drones, strafing once in range, and leave the Skull Boss alone. More of them wander in after dark, about 50 blocks from a player. They wear either a random armor piece or a content-pack team's uniform, with class armor overrides. Some scavenge dropped equipment, with the chance increasing with local difficulty. They drop their gun, spare ammunition, food and tools; ammunition definitions can also supply spent-magazine items when they reload. Factory armor stands use the same team/class outfit selection. Survivors aim for one second at a visible target within 15 blocks, then keep pulling the trigger at the gun's cadence until sight or range is lost. Changing targets also starts a new aim period. Their semi-automatic interval is twice the gun's delay; burst fire pauses for three delays after every third round. Automatic guns preserve fractional delays and can fire several rounds per tick.
- Rogue mechas guard research labs and some abandoned portals. They have nobody inside, run on their own power, pick the nearest player within 20 blocks, and fire the guns in their hands when the shot is clear, closing the distance when it is not. You cannot climb into one, and punching it will not do anything: bring a weapon. They take damage, lose parts and drop their contents like any other mecha.
- Derelict aircraft cross the sky at altitude with a skeleton at the controls. Shoot one down and it breaks up like any other plane.
- Skull drones are flying guns. Now and then one picks the nearest player within 100 blocks, and it always turns on whoever hurts it. It hovers five to ten blocks above its target at a drifting offset and fires at its gun's own rate. Its spare magazine is reusable, so a drone keeps firing across repeated reloads. Explosions, fire, the boss and other drones cannot hurt it. Drones never despawn. Drone gunfire also preserves fractional delays and allows several automatic rounds per tick. Semi-automatic drones wait at least five ticks between shots, and their reloads take three times the gun's reload time.
- The Skull Boss. To summon it, place a power cube on the inner corner of each of
the four boss pillars, at x and z of ±13. It appears above the crossroads at the
origin and never leaves that arena. It sways around the origin and drifts between
y=140 and y=220, laughing out explosions, launching TNT and releasing drones. It fights
whoever summoned it and switches to whoever last hurt it, falling back to the nearest
player if its target is gone. Explosions, fire, its drones and Flan's weapons with no
player behind them cannot hurt it. Other damage is capped at 99, then halved on Normal
and quartered on Hard. Bedrock altars left by older versions of the wasteland still
work. Its head turns toward its target, the jaw laughs during attack phases, and it
spins twice while releasing a drone; the boss bar darkens the sky. Defeating it awards
a guaranteed totem, 1–4 golden apples, three rolls of gunpowder and three rolls of
gunpowder blocks. If your packs supply
nukranium_gauntlet, it also drops one, sometimes enchanted. Nine gunpowder craft into a block, and a block crafts back into nine powder.
Configuration
config/flansmodultimate-apocalypse.toml, under [Apocalypse Settings].
| Key | Default | Meaning |
|---|---|---|
apocalypseEnabled |
true |
Master switch for all apocalypse content. |
apocalypseDimensionEnabled |
true |
Registers the dimension datapack. Needs a full restart to change. |
apocalypsePortalsEnabled |
true |
Power-cube portals work. |
apocalypseOverworldPortalGenerationEnabled |
true |
Abandoned portals generate outside the wasteland. |
apocalypseWorldgenEnabled |
true |
Roads, villages, structures and decoration. Ores, dungeons, ravines, mineshafts and acid lakes are ordinary biome features and generate regardless. |
apocalypseMobsEnabled |
true |
Survivors, drones, the boss and rogue mecha guards. |
apocalypseNukeDropsEnabled |
true |
Nuke drops during the countdown and boss fight. |
apocalypseCountdownLength |
469 |
Ticks between placing an AI-chip mecha and the apocalypse starting. |
apocalypseTeleportOption |
PLACER_ONLY |
Who the trigger takes. See the table above. |
apocalypseFlyByRarity |
5000 |
Per-player tick rarity of aircraft flying over. Larger is rarer. |
apocalypseSurvivorRarity |
250 |
Chunk generation rarity for survivors. |
apocalypseWanderingSurvivorRarity |
500 |
Per-player tick rarity for wandering survivors. |
apocalypseSkeletonRarity |
50 |
Chunk rarity for buried skeleton displays. |
apocalypseDeadTreeRarity |
100 |
Chunk rarity for dead trees. |
apocalypseVehicleRarity |
2000 |
Chunk rarity for abandoned vehicles. |
apocalypseAirportRarity |
125 |
Rarity for airfields, rolled once per four-chunk strip on the High Plateau. |
apocalypseDyeFactoryRarity |
400 |
Chunk rarity for dye factories, on flat Deep Canyon floor. |
apocalypseLabRarity |
100 |
Rarity for research labs, rolled once per 3×3-chunk region on the High Plateau. |
apocalypseAbandonedPortalRarity |
4000 |
Chunk rarity for abandoned portals in the wasteland. |
apocalypseAbandonedPortalOverworldRarity |
4000 |
Chunk rarity for abandoned portals elsewhere. |
apocalypseReturnRadius |
100 |
How far from your entry point a return portal is looked for. |
apocalypseSpawnRadius |
100 |
How far from your death point apocalypse respawn searches. |
apocalypseRespawnInApocalypse |
false |
Dying in the wasteland respawns you there rather than at your normal spawn. |
apocalypseAcidDamage |
5.0 |
Damage per tick from sulphuric acid. |
apocalypseNukeExplosionPower |
0.0 |
Explosion power on nuke impact. 0 keeps nukes visual only. |
apocalypseNukeVisualTicks |
500 |
How long a nuke's effect lasts after impact. |
Rarity values are "one in N" chances: larger numbers mean rarer.
Notes for server owners
- The dimension is a built-in datapack.
apocalypseDimensionEnabledis read before worlds load, so changing it needs a game or server restart, and an existing world may remember the datapack inlevel.dat. - The AI-chip trigger is server-authoritative and only one countdown runs at a time. Destroying the mecha cancels it.
apocalypseNukeExplosionPowerdefaults to0so the bombardment does not damage terrain. Raise it only if you want the wasteland's arrival to be destructive.
World-generation changes affect newly generated chunks. Previously explored terrain and already activated ruins stay as saved; crossing into new chunks can expose terrain seams.