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 Nov 25, 2012My players and I are loving this. Thanks! But our village is lousy with Slimes. Bug or feature?
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Posted Nov 25, 2012@jaaaaaaaaaaack
Are you an OP? It's set so that people with certain permission nodes aren't affected by stuff like that.
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Posted Nov 25, 2012I still can build bridges using dirt and cobble, it does not behave like sand. is that the expected behaviour ?
it looks like "gravity" is being activated only by an explosion.
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Posted Nov 24, 2012@nev375
Right, but some people still want to turn it off. I like the idea of encouraging people to find caves, but this is overkill.
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Posted Nov 24, 2012@Typical_Name I believe the durability thing is to discourage the technique of strip mining and straight tunneling. The idea is to force players to think of new ways to make progress underground. Personally I find that existing natural caves generated combined with digging out the dirt and gravel pockets exposes plenty of ore for me to mine.
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Posted Nov 24, 2012Could you add the durability penalty of stone in as a separate configuration option from hardened stone? I really like requiring an iron pickaxe to mine stone and having stone turn to cobble when hit with tnt or when nearby ores are mined, but the durability thing just makes mining less profitable (and thus imbalances the game in favor of pvpers).
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Posted Nov 23, 2012Love the plugin! I got really excited when I saw it, and immediately threw it on my server. I have always felt that Minecraft wasn't designed for massive amounts of players as well as hours and hours of play each day. I have found that I am constantly trying to balance the game for my players to get more out of the time they spend, as well as make it harder to accumulate resources over short play periods.
I do have a few small requests and a few issues that I immediately noticed.
1, I would love to see an option to only enable cobblestone physics at/below sea level. On our server, we have a medieval theme that many players hold to, meaning we have a lot of cobblestone buildings that actually look rather cool. After enabling this, many buildings began to crumble, which is a bit harsh. I do however see the merit in having the cobblestone physics, but I would love to disable it for above ground, and enable the physics below ground so that we could benefit form the extra mechanics while mining, whilst not disrupting building above ground.
2, TnT doesn't seem to be destroying cobble at all when cobblestone physics are disabled. This has created some strange dynamics where players don't understand why TNT isn't destroying very much at all, which makes it all very strange to most people.
3, A configurable option to change how much durability is done to a tool would be amazing. I like the increased difficulty, but it has proven to be slightly too hard for a large majority of my players. Somewhere in-between as an option would be great.
4, If you would be willing, I would love to see more mechanics aimed at Farming and drop rates and such. I have found that farming gets a little too easy, especially when you know what you are doing, and I hardly see the buy/selling of crops/seeds due to how easy it is. Reduced drops for Melons, Wheat, Carrot,s Potatoes etc, I feel, would be a great addition to this plugin. I wrote down some notes on this as well, which I would be happy to share with you if willing.
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Posted Nov 23, 2012@bigscary
I changed the ticks. We'll see how that goes. Thanks for all your hard work. I made another donation to support all your plug-ins. Keep on rockin'....
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Posted Nov 23, 2012I think I know how to fix WG bug with creepers. Your plugin change creeper mechanics, like damage, spawning etc. You must delete all strings that affect creepers. I think that fix creeper-explosion bug. Sorry 4 bad English, I am Russian.
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Posted Nov 22, 2012I can't honestly be sure if it's still occuring or not. I disabled the option when it was discovered by my players and haven't turned it back on since. After it was disabled, sheep in all my worlds behaved normally with wool color remaining after shearing. It's possible it's been fixed in your current version, but I can't really test it atm as my players have been really into the colored wool farming lately.
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Posted Nov 22, 20122.0.2 Fix
@Jemrada
You can increase the monster spawns per tick in your bukkit.yml. Outside of that, it might only be doable by taking a dependency on CraftBukkit, which is something the Bukkit guys highly discourage (so I probably won't do it). Sorry about the technical bits there, but I don't know how else to explain it.
@yurikoma
Already done.
@drhydralisk
Sounds like a server lag issue (if it is, it's not due to this plugin). Get a plugin like LagMeter to check your ticks per second. If there's an issue, you need to either upgrade your server to something reasonable for running Minecraft, or get NoLagg to find out exactly which plugin(s) are using the most CPU cycles per tick and reconfigure or replace them.
@Nimblefoot
I checked the reported wool issue a week or two ago I think and couldn't get it to reproduce. Are you still having that problem on your server? Could it be another plugin?
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Posted Nov 21, 2012@yurikoma:
It is already set up for multi-world support. There is an option in the config labeled 'worlds'. Just list the worlds you want the rules applied to there and it will only apply to those, leaving all others unaffected (except for maybe the wool thing, I think if you have it toggled on to make wool not retain color, it applies to all worlds, not just the ones listed, pretty sure it's just a bug though and not too serious imo.)
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Posted Nov 21, 2012@bigscary
Thanks, it worked. One more problem. There is a problem when trying to place blocks. They disappear instantly and you have to place the same one multiple times before it works.
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Posted Nov 21, 2012if it possible to add multiworld support for this, i have multiple worlds, and would love to add this to my extreme hardcore world, but not the others.
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Posted Nov 21, 2012In this plug-in we are able to use a multiplier to increase the amount of mobs spawned at one time. I was curious about something. If this is covered somewhere else, please point me in the right direction.
Is it possible to increase the amount of spawn areas for mobs. Not just more at one time, but more locations. For example, maybe it is normal for all mobs to spawn once in a 100x100 block radius. Would it be possible to increase that?
This would help spread them out instead of them spawning in groups with a multiplier.
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Posted Nov 21, 2012@Dustinduse
It doesn't apply to everything. For example you can't "bypass" extra monster spawns, since monster spawns aren't associated with a specific player (so who's permission would be checked?). If you want to restrict the plugin to specific worlds, there's a configuration option for that in config.yml.
@drhydralisk
There's only one recipe list for an entire server - it's a limitation coded in by Mojang. You'll just have to disable the "fewer seeds" config option and live with your extra hard mode players having lots of melon seeds.
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Posted Nov 20, 2012People are unable to craft melon seeds in the other non-hard mode worlds. No other features from this plugin are "bleeding" into the other worlds except this.
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Posted Nov 20, 2012does extrahardmode.bypass bypass everything? So if i was to give that perm to all players in all my worlds except one. would this plugin only apply in that world?
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Posted Nov 20, 2012@Confuzzled77
I don't recommend it on the GP page because I don't think of it as a "problem fixing" plugin. And it's certainly not appropriate for most servers. :) It's only for folks who want to create something very unique and difficult.
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Posted Nov 19, 2012You make this plugin? Who knew! Now I'll have to download it. You should put this on your GP page.