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.
Support this project on Patreon!
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


-
View User Profile
-
Send Message
Posted Nov 10, 2012@bigscary About the cobblestone thing: the problem is that I can't find the cobblestone slab enum. =(
-
View User Profile
-
Send Message
Posted Nov 9, 2012@Nimblefoot
None of the options depend on "sea level", but some of the default to what Bukkit reports as sea level for your world, so they may need updating. For example, the max Y level for double monster spawns has a default value which is based on sea level. So you might need to make some adjustments for your custom world.
@anasuelli
The bukkit bug prevents me from fixing the "too many seeds from wheat" problem. I have to wait for the bug to be fixed.
You can add cobblestone slabs to the list of falling blocks in the config file.
I disagree about the sandstone. Underneath the sandstone, there's real stone (even in the desert).
Bukkit won't let me do it, and I think it might be too mean anyway. :)
@Nimblefoot
It's possible, I'll check about the ghast explosions.
@tremor77
Grief Prevention will.
@sansho88
That seems very strange to me. Please try with the plugin turned off to confirm it's this plugin that's preventing that.
-
View User Profile
-
Send Message
Posted Nov 9, 2012Please, can you make the regen-life configurable? (And, if you can, the speed of the regen-life :) ).
And, I don't know if it's a bug but we can't heal beceause the golden apple and the heal potions doesn't give heal :/
-
View User Profile
-
Send Message
Posted Nov 8, 2012has anyone tested if the creeper explosions affect a precious stones city protection block? since WG wont stop them in regions.. maybe precious stones will
-
View User Profile
-
Send Message
Posted Nov 8, 2012@bigscary:
I have another question. The enhanced explosions... is it possible they aren't being restricted to just the world designated in the config file? I don't know anything about programming code, but I've been having some serious issues preventing block damage (I don't mind the player damage or fire, but they are just tearing the nether to pieces) from the ghast explosions in my nether and have this plugin only associated with one world on my server which isn't the parent world to the nether.
-
View User Profile
-
Send Message
Posted Nov 8, 2012-
View User Profile
-
Send Message
Posted Nov 8, 2012AMAZING work BigScary. This is becoming... what is there higher then the word amazing? =)
1) Question: Did you apply the "scarce seeds drop" to full grown wheat?
2) Question: I noticed that it's possible to build structures with cobblestone by using cobblestone slabs. What if I want to make them falling?
3) Suggestion: In my opinion, Sandstone should be "hardened". after all, it's fundamentally the desert replacement for stone.
4) Suggestion: What about slowing players' movement proportionally to health? (or simplier, in a fixed manner below a threshold)
-
View User Profile
-
Send Message
Posted Nov 7, 2012@Bigscary
That's good to know. You see, I am working with a unique set up potentially. Using the Terrain Control plugin I have generated a fully underground world as a second world to explore. The entire thing is a cave, only problem is sea level is at y=2... so when you say cave, is it y dependent or figured out some other way? This plugin is perfect for my purpose and I would love to continue using it as it gets really crazy with the standard lighting at low y levels that lets you see only a few blocks and still be in a vast open underground... really spooky.
-
View User Profile
-
Send Message
Posted Nov 7, 2012@Q2Lummox
Then I guess your best option is to keep looking for a plugin which will only disable the block destruction from explosions. I suspect that most will have the same problem world guard and safe creeper do, though. It's an easy problem to overlook because the only way to test it is to also install a plugin which generates explosions. GP used to have the same issue, until someone reported the problem with Essentials Protect + GP.
-
View User Profile
-
Send Message
Posted Nov 7, 2012I'll settle to disable only the creeper explosions, and leave the rest enabled.
Even I do not dislike the idea that only operate under the sea level. What I do not like is to install the plugin "Grief prevention" that has many things to configure when my intention is only off the explosions.
If you can add an option for creepers only explode under sea level, but without having to use an additional plugin (which besides adding many more options, is too large to configure a single option ...), would be enough for me.
A greeting.
-
View User Profile
-
Send Message
Posted Nov 7, 2012@Q2Lummox
You've got it backward - I'm not overriding anything, they are failing to protect against plugin generated explosions. It's an oversight on the part of those plugin developers. I will reconsider having an option to disable the enhanced explosions, but a lot will be lost from this plugin when you turn that feature off:
1. Charged creepers exploding on damage.
2. Bigger TNT explosions, important for mining.
3. Normal world blazes exploding on death.
4. Bigger ghast fireball explosions.
5. Explosions when magma cubes become blazes.
6. Bigger creeper explosions.
Why is it important for you to prevent explosions from damaging random stone and dirt in caves underground? Players won't even notice the damage, it will just look like more cave.
@jhs232
That would mix it up a little, but imagine how it impacts your gameplay - you want to harvest your crops, but now you have to make a detour past your house to get the right tools, and then back to your house to put the tools away again. Probably not challenging just annoying, right? :)
-
View User Profile
-
Send Message
Posted Nov 7, 2012Suggestion: players only harvest plants with tools hoes for wheat, shears for melons and pumpkins
-
View User Profile
-
Send Message
Posted Nov 7, 2012I do not speak the plugin "World guard", in fact I have not installed.
I speak of your plugin, enable an option to disable the creeper break. Or make it compatible for other plugins that prevent this, can do their work.
I like many of your plugin options, but only one I do not like, I have to stop using it?, I think it should not be so.
I think (maybe I'm wrong) that there must be some way for other plugins as "Safe-Creeper" can do their work, but for some reason, your plugin overwrites the permissions on the explosions. Thus, the "Safe-Creeper" can not do their job. Or something as simple as adding the option in your own plugin for that harm the world.
I would think that this have solution somehow ...
-
View User Profile
-
Send Message
Posted Nov 7, 2012@Nimblefoot
The webs still build up, but only in caves. So you still get the spooky effect. Yes, you can turn off the new features if you want (except for web cleanup). The web you already have on the surface will stay, it's just new spider-placed web which will disappear automatically.
@Q2Lummox
Sorry, I won't add an anti grief feature into a plugin that doesn't have anything to do with anti grief. I understand your frustration with safe creeper and world guard, but there's nothing I can do beyond notifying those developers of the problem, and I've done that.
-
View User Profile
-
Send Message
Posted Nov 7, 2012And, it would possible to add to the configuration, the ability to turn off damage world to blow up a creeper?.
Not see the need to install a plugin extra to get it, and also that only function above sea level .... I want to disable the explosions anywhere.
I would be very sad do not to use your plugin, just because there is no way a creeper break the world.
-
View User Profile
-
Send Message
Posted Nov 6, 2012Are the new updates set up the same as current features with off/on functionality? I and my fellow players on the server I run really enjoy the buildup of webs on the world we have this plugin attached to, really gives it atmosphere.
-
View User Profile
-
Send Message
Posted Nov 6, 20121.9 Updates!
-
View User Profile
-
Send Message
Posted Nov 6, 2012@Q2Lummox
No,but claimed land is always protected, even under sea level. So creepers, TNT, and other explosions only destroy unimportant blocks under sea level, where players don't expect things to look tidy (like in caves). If you disable explosion damage EVERYWHERE, then your players won't be able to use TNT to mine, which is very important when you're running this plugin with the "hardened stone" turned on.
@nev375
I mostly agree about the hunger thing. I'm not 100% sold on the idea, still processing. In my play, I see hunger as an interesting obstacle for early game, but I don't think I'd want to have to deal with it all the time. I like the idea of "conquering" hunger and then focusing on mining, building, and adventure. I may add the option, and default it to off (that would be a first in this plugin's feature set).
About webs, I really don't want to remove those. I'm considering automatically removing them after some time above sea level, though. This would keep them as a substantial obstacle in caves, keep them as a temporary obstacle in combat in general, and eliminate the litter problem. I'll also ensure they don't break cactus.
Similar to above, I'm not sold on food poisoning. I'd like spiders to be more interesting, but as you said, removing food bar is just annoying players by making them stop what they're doing to farm and eat.
Your suggestions for water buckets are pretty interesting, but I think it will be tough for players to figure out how it works without having it explained to them. I'm trying to avoid a substantial learning curve. Also, I don't have the option of introducing a new item like a golden bucket. I'm considering allowing for moving ice and then melting it with silk touch, but now that tools can be cheaply repaired, I'm not sure I can effectively limit that once a player gets the pick.
@imaxorz
I'll double check the nether wart farming. When you tested personally, were you /op or did you have the bypass permission? That would allow you the normal amount of drops.
Yes, I understand that you don't have the problem when my plugin isn't installed. My plugin exposes a world guard bug. The only fix on my end is to remove the "bigger creeper explosions" and "charged creepers always explode" and "better tnt" and "normal world blazes explode on death" features, which would as you can imagine severely reduce the functionality. So I reported the bug to the world guard team, and I've suggested to my users here to try Grief Prevention instead, or wait for WG to fix the problem. Similarly, safe creeper is designed to stop vanilla creepers, and it has a similar oversight in the coding. Both can be fixed easily by their respective developers in a way that doesn't involve me turning off important features on my end.
-
View User Profile
-
Send Message
Posted Nov 6, 2012@bigscary When nether warts are planted and farmed they drop more than one wart. I've personally tested this, as well as players reported this too. This is why I had to use WorldGuard to simply disable them from being planted.
As far as WorldGuard:
block-creeper-block-damage: true <- this works, but only when I don't have your plugin added. As soon as it's added creepers do damage to the terrain regardless. This is why I thought it had more to do with your plugin than WorldGuard.
Same happens when I disable creeper world damage with SafeCreeper plugin, it works just fine until your plugin is added, after TNT and creeper explosions fall under "other explosions" type.
http://pastebin.com/J43VwHS8 (see top and bottom)
-
View User Profile
-
Send Message
Posted Nov 6, 2012Regarding increased hunger. As far as I can see that just raises the maintenance aspect of the game. Maintaining things (to me) is challenging but not at all not fun, so I would not add that. I think the idea is to introduce new challenges that force creative new solutions to gameplay. Not just making it annoying for annoyance sake.
Regarding Spider food poisoning. Not every creature necessarily needs to be buffed, but I kinda like this idea better than the web drops (litter) If done, I think there should only be about a 1 in 3 chance of getting poisoned, but i also think the web drops should be cut at least in half.
Regarding Water sources not being movable by buckets: (asked about in-game) At first, my thought was this would hinder creativity too much, but after thinking about it, I kinda like the idea. But don't make it impossible to move sources, just really really hard. James78 and I talked about this and our best ideas so far include the use of regular buckets only provides 5 to 10 seconds of water before the water disappears and does not remove the source. Actually picking up and moving the source would require a special tool such as a golden bucket or golden hoe with silk touch or something which only works once or twice. Just something strange and tricky to obtain that makes a player think about how bad he wants to move that water or if he would rather just seek out and build around a naturally occuring spring.