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:
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Posted Jan 14, 2013I can confirm the bug that Diemex is having:
When you jump and place a block under yourself it displays: There's not enough air flow....etc
However if i jump and place blocks randomly (not under myself!) it says: You can't build while in the air.
Is that going to be fixed in the version you mentioned below? :)
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Posted Jan 14, 2013@bigscary
defiantly yes for more silverfishes underground, and rain that drenches torches. i dont really think more monsters underground is good but as long as its configurable, im cool with it. and witches with new abilities sounds perfectly fine :) but it would be nice to be able to config which monsters the witch can spawn :D
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Posted Jan 14, 2013@bigscary
well.. i thought about adding GriefPrevention plugin but i didnt think it would work well for my purposes because i still want raiding still be a part of my server. i dont want people complaining because they cant use tnt at certain y axis but then when they use it, its way overpowered so they abuse it and completely ruin bases when they are only "raiding". i dont have trouble with people griefing because i only let certain people in that are trustworthy not to place tnt all over and grief everyone
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Posted Jan 14, 2013Likely changes coming today:
1. Witches get three new abilities. Damage potions (direct damage, ignores armor, only hurts players), teleportation, and zombie sidekick summoning.
2. Silverfish will now spawn underground.
3. Monsters will spawn more often underground, and may spawn even in the light (again only underground).
4. Rain will slowly drench torches, ultimately causing them to drop to the ground as items.
5. Breaking netherrack may start a fire (this is a deterrent for players who want to tunnel around in the nether).
Please post your thoughts! Yes, all of these will be configurable.
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Posted Jan 14, 2013@MrMightyGnome
Yep, I see where you're going with that. But consider that the player will likely find enough iron to replace his pickaxe before he breaks his current pick, even with the effectively reduced durability. So he'll continue to tunnel around indefinitely.
I recommend you add an anti grief plugin like perhaps GriefPrevention, which disables TNT damage above sea level. That will solve your "my world is a mess" problem while still allowing players to use TNT for mining.
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Posted Jan 14, 2013@bigscary
ok well the thing about the stone being softened after digging with iron/diamond pickaxe, if you dig stone, it turns to cobblestone which then you have to break so basically you are breaking 2 blocks for every stone you break. so as long as you keep breaking stone, thats practically 2x MORE OUT OF the iron/diamond pickaxe. so for iron, you have 251 block breaking uses, if you just dig out stone, thats half of 251 just because you have to break additional cobblestone. so in the end if you keep breaking stone, you end up only being able to break only about 125 stone blocks. its not too harsh on ur pickaxe but still takes down half of how much you can mine with an iron pick. but i wouldnt know what method can be used for a diamond pickaxe...
and also. the tnt. if you use it on the surface, its a bit insane. it breaks down like 25 blocks of radius with just 1 tnt on the surface (on grass). its ok when you are using tnt in the cave level after i tested it but when someone uses them on the surface, its total world destruction.. try using just ONE single tnt on the surface, its a bit too insane. imagine someone who had 5 gun powder and makes 3 tnts out of it and explodes on the surface, thats triple the amount of a single tnt can do when its on the surface.. maybe make it so tnt is somehow stronger underground? (below certain ground level)
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Posted Jan 14, 2013@KStorm1
What skeleton no weapon bug?
Sorry no, can't speed up monsters without using the "unsafe coding practices" the Bukkit guys recommend against. You might think that I could simply give them a speed potion effect, but it's not possible to apply those effects to monsters. :\ So instead, I have them slow you down, which is interestingly different from spiders in that relatively speaking, its like the zombies speed all other monsters up.
I'm very glad you like it. :) I'm always looking for new ideas, but I favor those which will change the way players take on problems (like making common blocks subject to gravity), rather than just scaling the difficulty on existing challenges (like adding more health to monsters).
I'm actually play testing a couple of big new ideas right now. I'll probably release them in an update this week.
@MrMightyGnome
Remember that the players who tunnel around on "vanilla" servers have an immense level of patience - anyone you ask will agree that the most boring activity in Minecraft is randomly breaking stone while digging tunnels. Making this process slower won't lead those players to explore caves, it will just slow them down. I want them to explore caves so that they will face the dangers and challenges there, like monsters and world-generated obstacles.
Yeah, TNT is supposed to be awesome. It's supposed to be the only way a player can tunnel (by spending big with the rare gunpowder resource), and a reward for players who go fight in the nether. If you want diamonds, the best way is to gear up and fight blazes in the nether to gather gunpowder, then use that to find more diamonds in the normal world (via TNT).
Slowing players in armor down sounds like a great idea. :) I'm just not sure I can pull it off. The only way I have to slow players down is by giving them a potion effect, which I then have to worry about wearing off on its own, and I also have to think about adjusting it when their equipment changes, and most importantly, ensuring they can't work around it in any way (for example by drinking milk). I'll definitely keep it in the brain bank for later!
@N1T3SLAY3R
No, it's not doable. Reportedly, the worldguard guy has fixed that bug in his latest builds. For now, you can set an option in my config file to disable the explosions (workaroundotherpluginbugs = true).
@amfm93
That's correct. Mojang has set up exactly one recipe list for the entire server, which places a limitation on how flexible plugins can be when people start trying to run 5 different servers in 1 server. You have the option to disable the enhanced TNT and the seeds limitation.
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Posted Jan 13, 2013I've noticed a bug that all worlds in the server are affected by Extra Hard Mode's crafting rule changes. Players in my non-extra hard mode worlds get 3 TNT via crafting and can't craft melon seeds.
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Posted Jan 13, 2013@N1T3SLAY3R
that question seems to be a worldguard question, you should check out their channel, but if the explosion is happening inside a Worldguard Region, and you got that region flag set to deny explosions, than what will happen is that the creeper will explode or the tnt will but no dmg will happen. If the explosion happens 1 block outside the region than it's possible it can dmg the land
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Posted Jan 12, 2013I know i have already asked about the tnt worldgaurd protection thing, but is it possible, before the tnt explodes, to check if the tnts xyz location is inside the worldgaurd zone, and if so disable its explosion or dont over-ride its properties so that worldgaurd can stop it? and if its not, even 1 block away from the protection itll still explode?
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Posted Jan 12, 2013i think i may have a fun solution to the iron and diamond pickaxe destroying stone, what if you made it so if you break stone with iron pickaxe or diamond pickaxe, the stone then turns "softens" and turns into cobblestone and then you have to mine that cobblestone after you "soften" it to actually break the stone itself. i think removing the picking breaking fast and replace with this feature because doing this is a lot more time consuming but they will still have their pick. if people try to make their homes or something in caves, they would need a lot of patience to TECHNICALLY breaking 2 blocks for each stone they break.
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annnnnnnd tnt is way op.... uh.. ._.
EDIT: alsoooo, i think adding/changing the weight system when wearing armor should be better :) (wearing leather armor gives no slowness, iron slows a bit more, diamond and gold slows you down a lot)
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Posted Jan 12, 2013Bigscary, Any word when the skeleton no weapon bug might be squashed? BTW, I used to get the lose 100% inventory even when a regular creeper killed me. That was with the config file to turn off supercharged creepers. Also lost it during a fall too. Might want to look into that.
Also wondering if there is a chance you can code in turbo mode zombies... Like spiders, if they can get a burst of speed from time to time, and have a cooldown on that ability? I've been dying to have zombies be more menacing, and wish they had some kind of small speed boost for a while. Think crocodiles when they attack, just a burst of speed as an option would be nice.
Maybe also individually configure spawn rates of certain mobs. Like 10x more zombies, regular amount of creedpers, 3x more skeleton, etc... Instead of a large lump sum?
I don't expect you to jump on any of these, but if you have spare time or start to hit a road block on ideas, it would be nice to have the option. This made my game 100% more fun already.
Also, I love the spiders dropping web feature, but it made string farming way too effective. Anyway to control the web that drops to not drop string? This made wool pretty much too common by crafting with string. Also, the economy my server runs allows selling of string and it skews the money potential of strings altogether.
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Posted Jan 11, 2013@Diemex
Oh, thanks I'll check that.
@fffizzz
I get this question daily, because nobody reads. Right beneath the "feature list" heading, it says "Any of these features may be disabled in the config.yml file. Many may be "customized" to your liking. You may also enable these features only for specific worlds."
If you do this, look for another plugin which will prevent players from taking items from the "easy" world to the "hard" world.
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Posted Jan 11, 2013Can this be enabled per world? So you can hard your normal PvE and then a seperate world with this type of play?
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Posted Jan 11, 2013@bigsary It's a bug because it diesplays the wrong message. It should display the message about the realistic block placement and instead displays the message about the lighting.
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Posted Jan 10, 20132.3 Updates!
@KStorm1
The only options available are those in the config file. There's nothing you can add to the config file manually (by typing or copy pasting) that would add new features to your server.
@ibrowserz
It's been multiverse compatible since the first day I released it.
@absolutc
Please give me a pastebin of the config file content that isn't working for you. :)
@Diemex
I think you may be confusing a new message with an old one. There's a new message about realistic block placement, which applies everywhere (including the surface). I'll consider the anti spam thing, but for players who are new, they see some placements trigger the message and some don't (but still fail), and aren't sure whether it's due to the same problem or something else, like server lag. That's why for now I have the message for every time you fail to place a block, just for clarity.
@sean326
I don't want to add a command in the plugin here that toggles a permission on and off, that sounds really hackish. Diemex (see below) has a cool idea - maybe you can grab a plugin which lets you create a new command that is a short version of another longer command? :\ The longer command being your permission plugin's command to toggle your bypass permission.
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Posted Jan 10, 2013@sean326
I think you can accomplish this with a combination of Pex and CommandHelper, i hope it still works. Maybe create a special group for yourself without the bypass permission and then shorten the command to add and remove the bypass permission of yourself with commandhelper. For example.
"/pex user sean326 add ExtraHardMode.bypass" -> /bypass -> /bp
"/pex user sean326 remove ExtraHardMode.bypass" -> /nobypass -> /nbp
You will need "permissions.manage.whateva" for this though....
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Posted Jan 10, 2013hi i give my vips and higher the bypass permissions but them along with myself would love to be able to toggle the bypass with a command for instance im building in creative i want it off but when i go back to my survival town i would want it on for the full survival effect it provided. Also i would like to say thank you for your hard work and i think the other aspects of this plugin are perfect so far. keep up the good work!
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Posted Jan 10, 2013Minor Bug: You sometimes get the error of the "no permanent flames" when trying to place a block in midair on the surface. Also when placing torches. Request: Don't spam the chat with errors. Just display the error once every 3 seconds, kinda like a timeout.
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Posted Jan 10, 2013How does one enable blazes? I tried true and numbers but it errors out when I reload the file. I don't see any explanation of what the information in the config file does.
Thanks!