A Plugin That Makes the Dark Hurt You
- Versions Supported
- Minecraft 1.9.2 - 1.21
- NOTE: Only Deadly Darkness 1.2.0 and higher versions support 1.9.2 - 1.21
- Deadly Darkness 1.1.2 and lower versions only support 1.17.1 - 1.21
- Deadly Darkness
- Once a player enters a light level that is determined as "deadly" they wills start taking damage
- The plugin can be configured to instantly kill the player or slowly chip away at their health
- The plugin can also be configured to explode the player on death for a little bit of fun
- Light Level Display
- A light level display will be displayed above the hotbar or on a boss bar (configurable)
- The light level display can be turned off for a greater challenge
- Run Commands On Events
- Run any command whenever a player enters, leaves, or dies to the darkness
- Configurable
- 70 Different Settings to Configure in Config.yml
- /deadlydarknessreload
- Description: Reloads the config
- Aliases: ddr, ddreload
- /deadlydarknessdisplays
- Description: Toggles the action bar and boss bar
- Aliases: ddd, dddisplays, toggle
- /deadlydarknessbypass
- Description: Allows you to bypass taking damage
- Aliases: ddb, ddbypass, bypass
Deadly Darkness 1.2.2 and Lower Versions:
- deadlydarkness.reload
- Description: Permission to use /deadlydarknessreload
- Default: op
- deadlydarkness.bypass
- Description: Permission to bypass taking damage and exploding
- Default: false
- deadlydarkness.bypass
- Description: Permission to bypass taking damage and exploding
- Default: true
- deadlydarkness.command.reload
- Description: Permission to use /deadlydarknessreload
- Default: op
- deadlydarkness.command.displays
- Description: Permission to use /deadlydarknessdisplays
- Default: true
- deadlydarkness.command.bypass
- Description: Permission to use /deadlydarknessbypass
- Default: op
Code (YAML):
# General Settings
general :
# Determines if the plugin is enabled
enabled : true
# Determines if the plugin will send metric data to bStats
# Server reload/restart required
# Default: true
metrics : true
checks:
autoCheck :
# Determines if the plugin will run the light level check every {general.checks.autoCheck.delay} amount of ticks without requiring the player to move
# Default: true
enabled : true
# The delay (in ticks) before the auto light level check is run
# Default: 40
delay : 40
# Determines if a light level check is run every time the player moves
# Default: true
playerMove : true
# Determines if the plugin works on OPed players
# Default: true
ignoreOPs : true
# Determines if the plugin only works on players in survival mode
# Default: true
survivalOnly : true
disabledWorlds :
# Determines if the plugin will check the world the player is currently in
# Default: false
enabled : false
# Worlds in which the light level checks are disabled
# Default: [blank]
worlds :
- "example_world"
- "example_world2"
fixes :
# Determines if the player's vehicle location is used instead of the player's normal location
# Using the player's location while riding a vehicle can sometimes report a light level of 0
# Default: true
vehicles : true
# Determines if sinking blocks (soul sand and mud) report the correct light level instead of 0
# Default: true
sinkingBlocks : true
lightLevel :
# The light level at which the player starts taking damage
# DO NOT SET HIGHER THAN {general.lightLevel.escape}
# Default: 0
deadly : 0
# The light level that the player needs to reach in order for the damage to stop
# Only works if {general.damage.instantDeath} is off
# DO NOT SET LOWER THAN {general.lightLevel.deadly}
# Default: 5
escape : 5
# The maximum light level for the warning light level
# DO NOT SET LOWER THAN {general.lightLevel.deadly}
# Default: 4
divider : 4
damage :
# Determines if players instantly dies when in the dark
# Default: false
instantDeath : false
# The amount of damage the player takes every {general.damage.delay} ticks
# Only works if instantDeath is off
# Default: 4
playerDamage : 4
# The delay (in ticks) before the player is damaged again
# Default: 20
delay : 20
# Determines if players who left the game while in the darkness are killed
# Default: true
killOnLeaveWhileInDark : true
explosion :
# Determines if the player explodes when they die in the dark
# {general.damage.instantDeath} will cause an instant explosion
# Default: true
enabled : true
# The size of the explosion
# Default: 3
size : 3
# Determines if the explosion breaks blocks
# Default: true
breakBlocks : true
# Determines if the explosion creates fire
# Default: false
createFire : false
# Shows a warning when the config is loaded if {general.explosion.size} is greater than or equal to 100
# Default: true
lagWarning : true
commands :
# Determines if the deadlydarknessdisplays command is enabled
# Default: true
toggleDisplaysEnabled : true
# Determines if the deadlydarknessbypass command is enabled
# Default: true
toggleBypassEnabled : true
enterDarkness :
# Determines if a command is run when the player enters an area with a light level of {general.lightLevel.deadly}
# Default: false
enabled : false
# Determines if the command will be run by the console or by the player that triggered the event
# Default: true
runAsConsole : true
# The commands that will be run once the player enters an area with a light level of {general.lightLevel.deadly}
# You can enter any number of commands that you want
# {player} = player's name
# Default: [blank]
commands :
- "command1"
- "command2"
leaveDarkness :
# Determines if a command is run when the player enters an area with a light level of {general.lightLevel.escape} or higher
# Default: false
enabled : false
# Determines if the command will be run by the console or by the player that triggered the event
# Default: true
runAsConsole : true
# The commands that will be run once the player enters an area with a light level of {general.lightLevel.escape} or higher
# You can enter any number of commands that you want
# {player} = player's name
# Default: [blank]
commands :
- "command1"
- "command2"
deathFromDarkness :
# Determines if a command is run when the player dies from the darkness
# Default: false
enabled : false
# Determines if the command will be run by the console or by the player that triggered the event
# Default: true
runAsConsole : true
# The commands that will be run once the player dies from the darkness
# You can enter any number of commands that you want
# {player} = player's name
# Default: [blank]
commands :
- "command1"
- "command2"
sound :
# Determines if a sound is played once the player enters the darkness
# Default: true
enabled : true
# The sound that will be played
# A list of sound names can be found here: https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/Sound.html
# MAKE SURE TO USE SOUNDS THAT EXIST IN THE SERVER'S VERSION OF MINECRAFT
# Default: ENTITY_SQUID_SQUIRT
# Default 1.12.2 and under: ENTITY_IRONGOLEM_DEATH
id : "ENTITY_SQUID_SQUIRT"
# The volume of the sound
# Default: 2
volume : 2
# The pitch of the sound:
# Default: 0.5
pitch : 0.5
# Style Settings
style:
actionBar :
# Determines if the Action Bar is enabled
# Default: true
enabled : true
# How the Action Bar will look
# {bars} = the colored bars representing the light level
# {iBars} = same as {bars} but backwards
# {icon} = {style.actionBar.[level].icon}
# {ll} = light level
# Use & for color coding
# Default: {bars}&8[{icon}&8]{iBars}
actionBar : "{bars}&8[{icon}&8]{iBars}"
# The symbol that will be used to make the bars
# Recommended symbols: "|" or "▌"
# You can change the size of the Action Bar by adding more of the same symbol
# Default: |||
bar : "|||"
normal :
# The primary color for the bars while the light level is greater than {general.lightLevel.divider}
# Use & for color coding
# Default: &a
primaryColor : "&a"
# The secondary color for the bars while the light level is greater than {general.lightLevel.divider}
# Use & for color coding
# Default: &7
secondaryColor : "&7"
# The icon for the Action Bar while the light level is greater than {general.lightLevel.divider}
# Use & for color coding
# Default: &2☀
icon : "&2☀"
warning :
# The primary color for the bars while the light level is less than or equal to {general.lightLevel.divider}
# Use & for color coding
# Default: &a
primaryColor : "&e"
# The secondary color for the bars while the light level is less than or equal to {general.lightLevel.divider}
# Use & for color coding
# Default: &7
secondaryColor : "&c"
# The icon for the Action Bar while the light level is less than or equal to {general.lightLevel.divider}
# Use & for color coding
# Default: &6☀
icon : "&6☀"
deadly :
# The primary color for the bars while the light level is less than {general.lightLevel.divider}
# Use & for color coding
# Default: &a
primaryColor : "&e"
# The secondary color for the bars while the light level is less than {general.lightLevel.divider}
# Use & for color coding
# Default: &c
secondaryColor : "&c"
# The icon for the Action Bar while the light level is less than {general.lightLevel.divider}
# Use & for color coding
# Default: &4☠
icon : "&4☠"
bossBar :
# Determines if the Boss Bar is enabled
# Default: false
enabled : false
# The title of the Boss Bar
# {icon} = {style.bossBar.[level].icon}
# {ll} = light level
# Use & for color coding
# Default: {icon} &8[&6{ll}&8] {icon}
bossBar : "{icon} &8[&6{ll}&8] {icon}"
# The style of the Boss Bar
# List of styles: https://hub.spigotmc.org/javadocs/spigot/org/bukkit/boss/BarStyle.html#enum-constant-summary
# Default: SOLID
style : "SOLID"
normal :
# The color for the Boss Bar while the light level is greater than {general.lightLevel.divider}
# List of colors: https://hub.spigotmc.org/javadocs/spigot/org/bukkit/boss/BarColor.html#enum-constant-summary
# Default: GREEN
color : "GREEN"
# The icon for the Boss Bar while the light level is greater than {general.lightLevel.divider}
# Use & for color coding
# Default: &2☀
icon : "&2☀"
warning :
# The color for the Boss Bar while the light level is less than or equal to {general.lightLevel.divider}
# List of colors: https://hub.spigotmc.org/javadocs/spigot/org/bukkit/boss/BarColor.html#enum-constant-summary
# Default: YELLOW
color : "YELLOW"
# The icon for the Boss Bar while the light level is less than or equal to {general.lightLevel.divider}
# Use & for color coding
# Default: &6☀
icon : "&6☀"
deadly :
# The color for the Boss Bar while the light level is less than {general.lightLevel.divider}
# List of colors: https://hub.spigotmc.org/javadocs/spigot/org/bukkit/boss/BarColor.html#enum-constant-summary
# Default: RED
color : "RED"
# The icon for the Boss Bar while the light level is less than {general.lightLevel.divider}
# Use & for color coding
# Default: &4☠
icon : "&4☠"
inDark :
# Determines if a message is displayed once the player starts taking damage from the darkness
# Default: true
enabled : true
# The message that will be sent to the player once they start taking damage from the darkness
# {ll} = {general.lightLevel.escape}
# Use & for color coding
# Default: &cHurry back to an area with a &eLight Level &cof &6{ll} &cor higher!
message : "&cHurry back to an area with a &eLight Level &cof &6{ll} &cor higher!"
outOfDark :
# Determines if a message is displayed once the player stops taking damage from the darkness
# Default: true
enabled : true
# The message that will be sent to the player once they stop taking damage from the darkness
# Use & for color coding
# Default: &aYou are safe from the &6Dark&a.
message : "&aYou are safe from the &6Dark&a."
# The message that is displayed when the player dies to the darkness
# {player} = player's name
# Default: {player} was consumed by the Darkness
deathMessage : "{player} was consumed by the Darkness"
commands :
# Message style that is displayed when a player runs a command they don't have permission for
# Default: &7[&4Deadly Darkness&7] &cYou do not have permission to run this command.
insufficientPermissions : "&7[&4Deadly Darkness&7] &cYou do not have permission to run this command."
# Message style that is displayed when a run command is disabled
# Default: &7[&4Deadly Darkness&7] &cThis command is disabled.
commandDisabled : "&7[&4Deadly Darkness&7] &cThis command is disabled."
# Message style that is displayed when the /deadlydarknessdisplays command is run and the displays are enabled
# Default: &7[&4Deadly Darkness&7] &fLight level displays has been &aEnabled&f.
displaysEnabled : "&7[&4Deadly Darkness&7] &fLight level displays has been &aEnabled&f."
# Message style that is displayed when the /deadlydarknessdisplays command is run and the displays are disabled
# Default: &7[&4Deadly Darkness&7] &fLight level displays has been &cDisabled&f.
displaysDisabled : "&7[&4Deadly Darkness&7] &fLight level displays has been &cDisabled&f."
# Message style that is displayed when the /deadlydarknessbypass command is run and the player is bypassing taking damage
# Default: &7[&4Deadly Darkness&7] &aYou are no longer affected by the darkness.
bypassEnabled : "&7[&4Deadly Darkness&7] &aYou are no longer affected by the darkness."
# Message style that is displayed when the /deadlydarknessbypass command is run and the player is no longer bypassing taking damage
# Default: &7[&4Deadly Darkness&7] The darkness affects you again...
bypassDisabled : "&7[&4Deadly Darkness&7] The darkness affects you again..."
general :
# Determines if the plugin is enabled
enabled : true
# Determines if the plugin will send metric data to bStats
# Server reload/restart required
# Default: true
metrics : true
checks:
autoCheck :
# Determines if the plugin will run the light level check every {general.checks.autoCheck.delay} amount of ticks without requiring the player to move
# Default: true
enabled : true
# The delay (in ticks) before the auto light level check is run
# Default: 40
delay : 40
# Determines if a light level check is run every time the player moves
# Default: true
playerMove : true
# Determines if the plugin works on OPed players
# Default: true
ignoreOPs : true
# Determines if the plugin only works on players in survival mode
# Default: true
survivalOnly : true
disabledWorlds :
# Determines if the plugin will check the world the player is currently in
# Default: false
enabled : false
# Worlds in which the light level checks are disabled
# Default: [blank]
worlds :
- "example_world"
- "example_world2"
fixes :
# Determines if the player's vehicle location is used instead of the player's normal location
# Using the player's location while riding a vehicle can sometimes report a light level of 0
# Default: true
vehicles : true
# Determines if sinking blocks (soul sand and mud) report the correct light level instead of 0
# Default: true
sinkingBlocks : true
lightLevel :
# The light level at which the player starts taking damage
# DO NOT SET HIGHER THAN {general.lightLevel.escape}
# Default: 0
deadly : 0
# The light level that the player needs to reach in order for the damage to stop
# Only works if {general.damage.instantDeath} is off
# DO NOT SET LOWER THAN {general.lightLevel.deadly}
# Default: 5
escape : 5
# The maximum light level for the warning light level
# DO NOT SET LOWER THAN {general.lightLevel.deadly}
# Default: 4
divider : 4
damage :
# Determines if players instantly dies when in the dark
# Default: false
instantDeath : false
# The amount of damage the player takes every {general.damage.delay} ticks
# Only works if instantDeath is off
# Default: 4
playerDamage : 4
# The delay (in ticks) before the player is damaged again
# Default: 20
delay : 20
# Determines if players who left the game while in the darkness are killed
# Default: true
killOnLeaveWhileInDark : true
explosion :
# Determines if the player explodes when they die in the dark
# {general.damage.instantDeath} will cause an instant explosion
# Default: true
enabled : true
# The size of the explosion
# Default: 3
size : 3
# Determines if the explosion breaks blocks
# Default: true
breakBlocks : true
# Determines if the explosion creates fire
# Default: false
createFire : false
# Shows a warning when the config is loaded if {general.explosion.size} is greater than or equal to 100
# Default: true
lagWarning : true
commands :
# Determines if the deadlydarknessdisplays command is enabled
# Default: true
toggleDisplaysEnabled : true
# Determines if the deadlydarknessbypass command is enabled
# Default: true
toggleBypassEnabled : true
enterDarkness :
# Determines if a command is run when the player enters an area with a light level of {general.lightLevel.deadly}
# Default: false
enabled : false
# Determines if the command will be run by the console or by the player that triggered the event
# Default: true
runAsConsole : true
# The commands that will be run once the player enters an area with a light level of {general.lightLevel.deadly}
# You can enter any number of commands that you want
# {player} = player's name
# Default: [blank]
commands :
- "command1"
- "command2"
leaveDarkness :
# Determines if a command is run when the player enters an area with a light level of {general.lightLevel.escape} or higher
# Default: false
enabled : false
# Determines if the command will be run by the console or by the player that triggered the event
# Default: true
runAsConsole : true
# The commands that will be run once the player enters an area with a light level of {general.lightLevel.escape} or higher
# You can enter any number of commands that you want
# {player} = player's name
# Default: [blank]
commands :
- "command1"
- "command2"
deathFromDarkness :
# Determines if a command is run when the player dies from the darkness
# Default: false
enabled : false
# Determines if the command will be run by the console or by the player that triggered the event
# Default: true
runAsConsole : true
# The commands that will be run once the player dies from the darkness
# You can enter any number of commands that you want
# {player} = player's name
# Default: [blank]
commands :
- "command1"
- "command2"
sound :
# Determines if a sound is played once the player enters the darkness
# Default: true
enabled : true
# The sound that will be played
# A list of sound names can be found here: https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/Sound.html
# MAKE SURE TO USE SOUNDS THAT EXIST IN THE SERVER'S VERSION OF MINECRAFT
# Default: ENTITY_SQUID_SQUIRT
# Default 1.12.2 and under: ENTITY_IRONGOLEM_DEATH
id : "ENTITY_SQUID_SQUIRT"
# The volume of the sound
# Default: 2
volume : 2
# The pitch of the sound:
# Default: 0.5
pitch : 0.5
# Style Settings
style:
actionBar :
# Determines if the Action Bar is enabled
# Default: true
enabled : true
# How the Action Bar will look
# {bars} = the colored bars representing the light level
# {iBars} = same as {bars} but backwards
# {icon} = {style.actionBar.[level].icon}
# {ll} = light level
# Use & for color coding
# Default: {bars}&8[{icon}&8]{iBars}
actionBar : "{bars}&8[{icon}&8]{iBars}"
# The symbol that will be used to make the bars
# Recommended symbols: "|" or "▌"
# You can change the size of the Action Bar by adding more of the same symbol
# Default: |||
bar : "|||"
normal :
# The primary color for the bars while the light level is greater than {general.lightLevel.divider}
# Use & for color coding
# Default: &a
primaryColor : "&a"
# The secondary color for the bars while the light level is greater than {general.lightLevel.divider}
# Use & for color coding
# Default: &7
secondaryColor : "&7"
# The icon for the Action Bar while the light level is greater than {general.lightLevel.divider}
# Use & for color coding
# Default: &2☀
icon : "&2☀"
warning :
# The primary color for the bars while the light level is less than or equal to {general.lightLevel.divider}
# Use & for color coding
# Default: &a
primaryColor : "&e"
# The secondary color for the bars while the light level is less than or equal to {general.lightLevel.divider}
# Use & for color coding
# Default: &7
secondaryColor : "&c"
# The icon for the Action Bar while the light level is less than or equal to {general.lightLevel.divider}
# Use & for color coding
# Default: &6☀
icon : "&6☀"
deadly :
# The primary color for the bars while the light level is less than {general.lightLevel.divider}
# Use & for color coding
# Default: &a
primaryColor : "&e"
# The secondary color for the bars while the light level is less than {general.lightLevel.divider}
# Use & for color coding
# Default: &c
secondaryColor : "&c"
# The icon for the Action Bar while the light level is less than {general.lightLevel.divider}
# Use & for color coding
# Default: &4☠
icon : "&4☠"
bossBar :
# Determines if the Boss Bar is enabled
# Default: false
enabled : false
# The title of the Boss Bar
# {icon} = {style.bossBar.[level].icon}
# {ll} = light level
# Use & for color coding
# Default: {icon} &8[&6{ll}&8] {icon}
bossBar : "{icon} &8[&6{ll}&8] {icon}"
# The style of the Boss Bar
# List of styles: https://hub.spigotmc.org/javadocs/spigot/org/bukkit/boss/BarStyle.html#enum-constant-summary
# Default: SOLID
style : "SOLID"
normal :
# The color for the Boss Bar while the light level is greater than {general.lightLevel.divider}
# List of colors: https://hub.spigotmc.org/javadocs/spigot/org/bukkit/boss/BarColor.html#enum-constant-summary
# Default: GREEN
color : "GREEN"
# The icon for the Boss Bar while the light level is greater than {general.lightLevel.divider}
# Use & for color coding
# Default: &2☀
icon : "&2☀"
warning :
# The color for the Boss Bar while the light level is less than or equal to {general.lightLevel.divider}
# List of colors: https://hub.spigotmc.org/javadocs/spigot/org/bukkit/boss/BarColor.html#enum-constant-summary
# Default: YELLOW
color : "YELLOW"
# The icon for the Boss Bar while the light level is less than or equal to {general.lightLevel.divider}
# Use & for color coding
# Default: &6☀
icon : "&6☀"
deadly :
# The color for the Boss Bar while the light level is less than {general.lightLevel.divider}
# List of colors: https://hub.spigotmc.org/javadocs/spigot/org/bukkit/boss/BarColor.html#enum-constant-summary
# Default: RED
color : "RED"
# The icon for the Boss Bar while the light level is less than {general.lightLevel.divider}
# Use & for color coding
# Default: &4☠
icon : "&4☠"
inDark :
# Determines if a message is displayed once the player starts taking damage from the darkness
# Default: true
enabled : true
# The message that will be sent to the player once they start taking damage from the darkness
# {ll} = {general.lightLevel.escape}
# Use & for color coding
# Default: &cHurry back to an area with a &eLight Level &cof &6{ll} &cor higher!
message : "&cHurry back to an area with a &eLight Level &cof &6{ll} &cor higher!"
outOfDark :
# Determines if a message is displayed once the player stops taking damage from the darkness
# Default: true
enabled : true
# The message that will be sent to the player once they stop taking damage from the darkness
# Use & for color coding
# Default: &aYou are safe from the &6Dark&a.
message : "&aYou are safe from the &6Dark&a."
# The message that is displayed when the player dies to the darkness
# {player} = player's name
# Default: {player} was consumed by the Darkness
deathMessage : "{player} was consumed by the Darkness"
commands :
# Message style that is displayed when a player runs a command they don't have permission for
# Default: &7[&4Deadly Darkness&7] &cYou do not have permission to run this command.
insufficientPermissions : "&7[&4Deadly Darkness&7] &cYou do not have permission to run this command."
# Message style that is displayed when a run command is disabled
# Default: &7[&4Deadly Darkness&7] &cThis command is disabled.
commandDisabled : "&7[&4Deadly Darkness&7] &cThis command is disabled."
# Message style that is displayed when the /deadlydarknessdisplays command is run and the displays are enabled
# Default: &7[&4Deadly Darkness&7] &fLight level displays has been &aEnabled&f.
displaysEnabled : "&7[&4Deadly Darkness&7] &fLight level displays has been &aEnabled&f."
# Message style that is displayed when the /deadlydarknessdisplays command is run and the displays are disabled
# Default: &7[&4Deadly Darkness&7] &fLight level displays has been &cDisabled&f.
displaysDisabled : "&7[&4Deadly Darkness&7] &fLight level displays has been &cDisabled&f."
# Message style that is displayed when the /deadlydarknessbypass command is run and the player is bypassing taking damage
# Default: &7[&4Deadly Darkness&7] &aYou are no longer affected by the darkness.
bypassEnabled : "&7[&4Deadly Darkness&7] &aYou are no longer affected by the darkness."
# Message style that is displayed when the /deadlydarknessbypass command is run and the player is no longer bypassing taking damage
# Default: &7[&4Deadly Darkness&7] The darkness affects you again...
bypassDisabled : "&7[&4Deadly Darkness&7] The darkness affects you again..."
Quick facts
- Edition: Minecraft Java
- File type: .jar
- Minecraft versions listed: 1.9, 1.10, 1.11
- How to install: Install the matching mod loader (Forge, Fabric or NeoForge) for your Minecraft version. → Download the .jar. → Put it in the .minecraft/mods folder and launch that loader profile.
- Where to get it: Opens on Spigot — not every file is mirrored on our own servers.
Install steps are the general flow for this file type — How to install Minecraft Java mods & modpacks walks through it step by step.
Deadly Darkness is a free Minecraft Java mod. Compatible with Minecraft 1.9, 1.10, 1.11, 1.12 and newer. Downloaded 816 times (via Spigot). Download it and open it directly in the game.