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 Dec 14, 2013@Diemex
1) Good to know - I was thinking perhaps have the sword skeli perhaps charge the player when close with similar modifiers to the current skels such as fireball charges? Kind of like a spellsword type setup that's fire resistant. They're annoying enough when they have the arrow pass-through modifier set of course and add in charging the player when near just makes them a challenge. Perhaps make them damage resistant overall to take the brunt of the hits and have a configurable list of weapons to spawn with (we see a lot of stone hoes in hand and found it hilarious.. dem bones-n-hoes).
2) Also nice to know ^^ The wither skels with greatly limited head drops and a chance of spawn in the overworld would turn heads surely (no pun intended). Perhaps even spawn them in the overworld as a skeleton overseer/boss that spawns other skels to their aid?
3) That makes sense then - was asked by a couple of our players and thought I would ask about it.
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Posted Dec 14, 2013@Diemex
About spawning wither skeletons. If you're going to tweak them I hope you take the head drops into consideration. Don't want players spawning Wither bosses everywhere...
EDIT: I have a funny story about Wither boss that I want to share. One day I spawned a Wither in my temporary world and it's now been there 3-4 weeks. Nobody has been able to kill it. Many people have tried and failed. The Wither boss was floating next to river bank and as I attacked it backed off in a cave that was next to the river. Then the exploding skulls broke the river bank and the current drove the Wither down (I died). It keep shooting and shooting until it had reached bedrock, carried down by the current. There's now a long winding tunnel with water flowing down the wide cave. And the Wither is there buiding a huge cavern with it's explosions down at the bedrock level. It's one of the most epic things I've experienced on my server ... and it's still down there camping and killing player who dare to venture in those caves...
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Posted Dec 14, 2013@chozo4
1.) The sword skeli was only in the development versions and after redoing the skeletons I forgot to readd him. I felt like the sword skeleton was a bit weak and should be a bit more interesting. As I wasn't really sure what to do with him I haven't readded him yet.
2.) I was thinking of adding wither skeletons to natural spawns in the nether, which makes sense to me. Note sure about the overworld though.
3.) The torches disabled features blocks torches, jack o lanterns and fire on netherrack. It is there to make the deeper caves scarier because there is less light. If it would only block torches then players would just use jack o lanterns which doesn't require much extra effort.
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Posted Dec 13, 20131) Will there be a return of the melee/sword skeletons at any point? It was a fun part of previous releases while adding an interesting variety to things.
2) Perhaps also a %chance to spawn a wither skeleton instead on skeleton spawns like we have with charged creepers for example?
3) Torches are disabled below a set limit but that also excludes jack o' lanterns. Is this intended at all? Would figure they should be usable considering their already water-proof nature for example.
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Posted Dec 9, 2013@Diemex
Awesome, thanks. I look forward to the update.
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Posted Dec 9, 2013@Kosmoh
I planned on making changes to environmetal damage more configurable. I wanted to add the multiplier and effect length with the minimum damage for the effect to kick in to the config. As to your specific problem with the horses, I added it to my todo list and will have a look what I can do about that.
@der_Kernschatten
Please check the documentation and look if you can gather the info from there. The available permissions are detailed here and what the configuration options do here.
@CommodoreAlpha
Don't worry I think I will be able to fix it.
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Posted Dec 9, 2013Wow, awesome plugin! But i have a little doubt: are there any permissions? I mean, in the config file, it's written: "Check For Permission: true"
What would mean the permissions part?
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Posted Dec 8, 2013@der_Kernschatten
Since that's a specific problem caused by this plugin's mechanics, I would see it more as a "bug" to be addressed than a need for more configurability. The issue with being able to configure damage taken from suffocation is that it could lead to some messy business and would be more suited for a separate plugin.
Because it's a specific problem, a specific solution would work: one I can think of is to simply cancel suffocation damage (for the player only, not the horse) while you're riding a horse.
I'm not the author of the plugin though, so it's not up to me if the solution should be a simple patch or more configurability. :P
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Posted Dec 8, 2013Diemex, in the spirit of "Everything shall be configurable!", can environmental damage be more configurable? To be specific: suffocation. Riding horses can be annoying enough when you hit a low point/tree and you suffocate rather than stop. With this plugin, touching a tree while on a horse is near instant death.
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Posted Dec 8, 2013Hi
Am trying to place TNT and it just disperse without any info, not sure if its a bug, i use spigot 1.7.2 and at jenkins it says for 1.6.4 (and upwards), not sure if it includes 1.7
Someone else tested it with 1.7.2 ?
EDIT: Forget it almost solved, its GriefPrevention plugin.
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Posted Dec 8, 2013@Diemex
That was the name of the plugin I was trying to refer to in my ticket! Thanks for reminding me. :)
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Posted Dec 7, 2013It does, but I would rather have it a part of an active, updated plugin. In theory it makes sense that it would be part of your plugin =P Having these extra mechanics in one plugin make conflicts much less likely.
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Posted Dec 7, 2013@elyssah
Check if Hunger++ does what you need. I have played wihtout natural food regeneration and have found that it limits you too much in what you are doing. I'm not a big fan of natural regeneration either. I have been thinking about it for a while and once I have an idea I like I might make an extra plugin for it.
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Posted Dec 6, 2013I'd still love to see both No Healing from food added (player has to sleep in bed or use potions/golden apples to heal) and Adjustable Hunger/Saturation with Passive Loss added. Both add a lot of extra challenge to the game. Player's can't just AFK someplace safe indefinitely, and makes alchemy a must-learn skill from the players.
<fingers crossed that you'll throw them in someday>
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Posted Dec 6, 2013@WoodenAxeServer
Thanks for reporting, I fixed that in build #67. Please post errors in the ticket section next time, keeps the comments cleaner. And thanks for the donation :).
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Posted Dec 6, 2013running build #66 from the RELEASE build server and spigot build #1171.
Could not pass event PotionSplashEvent to ExtraHardMode v3.4.1 org.bukkit.event.EventException
http://paste.ubuntu.com/6530587/
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Posted Dec 4, 2013@Diemex
That looks perfect :D
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Posted Dec 3, 2013@Bodyash
I have been struggling with explosions and compatibility with other plugins. Protection plugins handle explosions differently, some block explosions by default and some don't. The underlying issue is that explosions that have been created by plugins don't have an entity and so protection plugins can't know if it's a creeper explosion or tnt etc. I think I will revert to the method I was using before for the moment which called an explosion event with a creeper beforehand and checked if it got cancelled.
@Zombiemold
Maybe even have mutliple possibilities?
Multiple possibilities for what?
Is this what you are looking for?
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Posted Dec 2, 2013@Diemex
Any chance it could be possible to configure what block stone turns into when weakened? Maybe even have mutliple possibilities?
I'd love to work gravel into the stone weakening setting since we can't allow cobble to fall on the server.
Alternatively, what about allowing us to configure it to only apply physics to cobblestone that has been created by the plugin during a soften event or something, that way only cobble that was created during mining would fall, but not effect other structures on the surface?
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Posted Dec 2, 2013@Diemex
Hm... So if Creeper explode at spawn area - it will not provide any damage (player and world)
I want to creeper exlode, make huge dmg, but not destroy private territory. Like in WG config.
(I have more than 70 uniqe privates (spawn, shop, boss-dungeons, legendary-shop, headshop, etc.. and i`m too lazy to flag all of it))