Extra Hard Mode
Extra Hard Mode changes the game rules to create NEW, INTERESTING CHALLENGES for players who have mastered the core game. Unlike Mojang's "hard" mode or other plugins' "hardcore" modes which just punish you more for making mistakes without actually changing game mechanics, Extra Hard Mode delivers interesting new challenges for advanced players.
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Important Info
- Detailed rundown of all features and configuration help Check here or here (alternate formatting)
- You can enable specific features only for specific worlds, Check here
- Save yourself some time! Check "Troubleshooting and Common Questions" for the answer to your question.
- Here is a playlist of a few 1 minute clips showcasing some features
- If you have any questions feel free to ask, post bugs / feature suggestions in ticket section
Recommended Plugins
- Make tree logs and branches fall when chopped with GraviTree. Set "FallingLogsDamagePlayers" to true in its config for an extra challenge!
- For anti-grief, avoid plugins that disable explosions entirely, because that will undermine the cave-in mechanic and the new improved TNT.
- Avoid plugins which allow players to teleport themselves out of danger when they're in combat or lost. Especially avoid plugins which add commands like /home, /back, and /tpa, since they will undermine the difficulty VERY much. Consider instead a teleportation plugin like Population Density, which allows players to teleport only between teleportation posts it places on the surface every 400 blocks.
- You might want to look into balancing villagers. Having diamond gear tradable for very easily farmable materials will undermine the difficulty. I use Rebalance Villagers to make the trades harder.
Metrics
This plugin utilizes Hidendra's plugin metrics system, which means that the following information is collected and sent to mcstats.org:
- A unique identifier
- The server's version of Java
- Whether the server is in offline or online mode
- The plugin's version
- The server's version
- The OS version/name and architecture
- The core count for the CPU
- The number of players online
- The Metrics version
- Config options that are activated, allowing me to see what people use (or don't)
You can disable the stat collection via /plugins/PluginMetrics/config.yml if you wish. If you want to see the stats, you can go here
Source
Source can be found on github here. Contributions, pull requests and feedback are appreciated :).
Credits and Thanks
- Coding
- BigScary for creating this project
- Mitsugaru for implementing awesome utility classes
- Thank you for your donations
- Jemrada - 1.Dec 15, 21. Dec 15, 4.Feb 16
- BrattPitt - 23.Nov 13, 14. Dec 14
- TehSabbingSlayer - 30. Dec 13
- WoodenAxeServer - 6. Dec 13
- Netu - 4. July 13
- MrYFory - 25. Feb 13
Sponsors:
SurfHosting: 50% discount with code "Robo": https://billing.surfhosting.co/aff.php?aff=82


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Posted Oct 8, 2013@McPixel
The [Ehm] prefix is hardcoded and will be sent for tutorial messages. I got a suggestion to remove it and might add a config or remove it all together.
If you want to disable one specific message set its mode to disabled. There is an explanation in the header of messages.yml.
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Posted Oct 8, 2013@Diemex
How do i disable the [EHM] message ?
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Posted Oct 7, 2013I have server running this plugin :D I like how people are asking about extra features :D Lots of death messages.
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Posted Oct 7, 2013@DewTheMelon
An interesting idea but why stop at wolves? Perhaps making passive mobs such as cows hostile when you attack them through binding their AI to that of say.. a wolf perhaps? I don't know how feasible it would be honestly but it's food for thought to extend on.
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Posted Oct 6, 2013Finally got the fiasco with my extrahardmode.com domain sorted out :). The jenkins server is on "ci.extrahardmode.com".
@DewTheMelon
Wolves are weird, they only seem to attack a player once the player has attacked them. But maybe I can work around that.
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Posted Oct 5, 2013Update to 1.6.4. You should add Wolfes always angry.
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Posted Oct 1, 2013@bigscary
I forgot to say that completely fixing it requires 1.6.2-R1.1-Snapshot or newer. The issue is that older builds spawn social Zombies with Spawnreason.Natural. This will lead to them being multiplied with random monsters. Social Zombie spawning may spawn monsters closer to you, e.g. right in your face.
I will think about removing the Ehm tag.
@chozo4
The jenkins with the Ehm logo is the correct jenkins. I changed my hoster and cancelled my old server. Ever since then the domain has been switching between the old and new server. Only yesterday I realised that the old server hasnt been cancelled. Before I thought my jenkins was broken because it would randomly switch the build numbers and design. But then I realised that its the domain. I'm busy transferring the domain to a different domain provider and hope that it will work correctly again. Until then just use the direct link.
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Posted Sep 30, 2013As a small suggestion that could add to difficulty quite easily... would it be possible to either adjust the baby zombie hitboxes to 1x1 or make it so they can go through 1x1 gaps?
Also, the extrahardmode domain seems up again but the direct URL you gave temporarily is showing a different jenkins. The domain shows up to build 55, while the direct link shows up to build 57.
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Posted Sep 30, 2013Hey Diemex, you marked the "monsters spawning too close" as fixed, but it's definitely still going on in build #57. Please check again? It's wrecking our play experience, we keep getting blaze spawns like two blocks behind us when we're in enclosed spaces and losing a ton of gear.
Tutorial is pretty cool. :) I think the EHM prefix doesn't help, though - players don't care which plugin it is, and even if they did, EHM doesn't give them the full name. Just a thought.
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Posted Sep 29, 2013If anyone can't reach my jenkins server try the direct link: http://193.183.99.214:8080/job/ExtraHardMode_RELEASE/
I'm having issues with my domain, it's like it has a loose contact and I am just completely baffled as to what is going on. Edit: Better said: I'm about to rip my hair out in frustration.
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Posted Sep 25, 2013@bigscary
You could maybe try out my devbuilds. I'm not quite sure what is in them, but it's quite a lot. Nice to see you have regained interest.
@Ajaxan
Nope the AntiGrinder code inhibits monster grinders and only monster grinders. Is there a reason you need to block villager breeding?
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Posted Sep 25, 2013Hey Diemex!
So I just have one question about the grinder inhibitor option. Does it also block villagers from breeding successfully near water?
Thanks!
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Posted Sep 25, 2013Hey Diemex, thanks plenty for keeping this project going! Major props for your improvements to the config file - it's a lot more flexible now, and MUCH more readable. Also, it's awesome that you found a way to address the "jitter" in the "no swimming when you're too heavy" feature. Very cool! A friend of mine and I will be playing through the game again with this plugin active on a private server, and I'm very much looking forward to it. Keep rocking!
I had some fresh ideas - created suggestion tickets. :)
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Posted Sep 24, 2013@Doskei
Thanks for pointing out that the documentation is lacking. I have started writing a more in depth guide. Most of the features are bundled, so if the page says that crops need natural light and the config doesn't have a config option for plants needing natural light you have to assume that "Weak Crops" contains that feature...
If you have questions go ahead and ask, we usually answer quickly. If you have any configuration specific questions ask them right on the config page and I will add an explanation.
Maybe someone experienced in extrahardmode can help me out with writing some documentation. I can still add if something is unclear. It is taking a long time just wording the stuff and 50 lines of configuration has already lead to 3 pages of explanation. 10 page config guide, yaaaaaay.
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Posted Sep 24, 2013@Doskei
As someone who has been using this plugin on my production server for quite some time now - with many of the mob related settings turned off or nerfed - I heartily recommend this mod. It's fantastic! The documentation is lacking but it will only take you some extra time to figure out how things work.
If you don't want witches, for example, just set the bonus spawn percent in config to 0 (I would recommend using 1-2%, they are fierce, dangerous and interesting in small quatities!). And if this or that setting doesn't have "disable: true/talse" in config then you can usually set their "MaxY" setting to 0 (bedrock level) and you won't see any of those features.
And yes, weak crops controls the behaviour of the ... well, crops (I'm using loss rate of 1, I find that to be quite enough. Anything more would be .. overkill - unless you really want to punish your users, but 1-2% adds nicely to realism).
And the gravity feature is SO cool. But if you use that (Seriously, it's one of the best and most interesting features in EHM in my opinion!) be prepared that you will have to repair your town square and streets from time to time. And if you have a ready existing world where you want to use this - be prepared for some small discomfort from collapsing houses etc that have been made from cobble for example (you can partially get around this by converting cobble to half-slabs with WorldEdit in existing buildings, bridges and streets and not applying gravity to half-slabs & double slabs).
I fully recommend. Could not imagine playing without this plugin ever again. And the developer is very cool and open to suggestions and feedback.
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Posted Sep 24, 2013As someone considering adoption of EHM on a new server, I was disappointed in the Config Explained link - the vast majority of settings are not explained there. Although most settings can be inferred from the description of the plugin, the specific effects of each value are not covered.
Furthermore, there appear to be several unconfigurable changes. For example, the description indicates that both silverfish and witches can now spawn outside their normal environments, but there does not appear to be a setting to control this behavior. Crops needing natural light isn't listed in the config either, though it may be tied to "weak crops" - which again, isn't listed in the config explanation.
As someone who would love to use a few features of this mod on a new server to nudge the difficulty a bit and make the world a little more interesting for veterans, I'm having a hard time determining whether I can make it do what I want, and that's a drag because it could be a problem only with documentation, and not with the mod itself (which is very impressive!)
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Posted Sep 23, 2013@psycenetic
The anti monster grinder code blocks monster grinders through various ways.
Basically if you want to build a grinder with "Block Grinders" set to true you will have a very hard time. You should set it to false ;).
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Posted Sep 15, 2013Is mobspawning over a specific layer denied? :D i read this "Monster grinders are inhibited, meaning that most designs simply won't work. Players should take risks if they want rewards." But we still try to built a mobtrap into the air, but until now, there spawns nothing.
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Posted Sep 10, 2013i want it so when thay are mining in there oen caves that need to make supports to prevent strip mining or at least make it more prittyer to look at
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Posted Sep 10, 2013@KingLucifer
At the very least I have planned on adding something to allow you to build supports for keeping natural caves intact. I'm not sure yet how it should work so I haven't implemented it yet.
I'm not sure what you are looking for. Do you want players to build supports everywhere in caves or just when they break ore?
Caveins in extrahardmode are supposed to be predictable, force you to watch out a little, but not be too distracting.
@Bodyash
I can access my jenkins and maven. I think my domain has been a bit wonky in the last few days. But I'm autorestarting my jenkins daily sonit shouldn't be offline that often anymore.