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 Feb 11, 2013Make zombies spawn with iron/diamond armor more often and with swords!
Make Cave Spiders spawn naturally to overworld and they give hunger potion effect.
Skeletons with better enchantments in bow.
Then it will be more hardcore.
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Posted Feb 11, 2013also, can we use item ids for falling blocks? and if so do we surround it with 'x'
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Posted Feb 11, 2013what is permanent flame in minycoord?
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Posted Feb 10, 2013Found problem in "Blaze drop fire on damage" event.
while(underBlock.getType() == Material.AIR) underBlock = underBlock.getRelative(BlockFace.DOWN);
Endless loop in void world (End world), that cause server crash.
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Posted Feb 10, 2013@Diemex
1) It's not so much that I want to customize the durability loss on the item, but rather I like the option of forcing players to have to use iron to mine stone while at the same time being able to mine a Vanilla quantity of stone. De-coupling these settings would also let people who want to allow stone to be mined with stone and still have diminished durability make their server in that way, too.
2) Yeah, I am thinking I would like actually to stop gravel and sand spawning items when they fall on torches to prevent that... no, actually, this just popped into my head, what I REALLY want is for the falling block to dislodge the torch and just fall to the ground like normal. That makes more sense. I wonder if there's a way for a falling block to check the block underneath it and if that block is a torch, clear the torch before the block falls another level, so that the block falls and settles on the ground. And it should, realistically, totally destroy the torch. :)
But back briefly to number one, and decoupling features; I think it gives more people the ability to customize the kind of experience they want to have in more ways when one setting controls one specific feature.
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Posted Feb 10, 2013so i just installed it, and ive got to say its so much harder and fun essecially the dragon he rams more seems slightly faster and harder to dodge his minons are quite annoying, hard and fun to deal with, and he seems slightly amped up overall i have to give that part a 10/10. as for the plants being weaker i had to disable that because my server isnt the most popular and i dont want there stuff to despawn and scince i have a no return policy i cant give them lost items back, and as for the enderman teleport witch i wasnt too sure about when i first instaaleld its actually pretty great scary when your in theend but still great tnt is so much more powerful i set off 1 peice and it acted like 3 instead witch is super powerful so overall with this new update i will give it a 9/10 it wouldive been 10/10 but the wither isnt any harder yet. also does anyone run this plugin on a server set to hard difficulty besides me
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Posted Feb 10, 2013goody a update i love this plugin, and keep giving us updates also the thing to prevent cobble from breaking on a torch idea i like that you should really add that feature so that if they try it will break the torch and not the cobble, plus my server economy is run on cobblestone so if you could fix that that would be great currently noone has thought of this on my server but its only a matter of time
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Posted Feb 10, 2013Wow this actually sounds like a fantastic plugin.
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Posted Feb 10, 2013Hi bigscary! Awesome plugin, but I also have a couple of requests regarding the ender dragon.
Fix some of the detection code when leaving/entering the end. Whenever I leave the end the text output is "Enderdragon was defeated by: "
And have a the enderdragon's healing effect be togglable :) Whenever someone leaves the end it seems like a lot of his health is healed up which lets trolls heal him to max by going in/out of the end.
Thanks so much,
Slimedog007
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Posted Feb 10, 2013Should players be able to place torches on gravel? Currently, they can, even though gravel is considered a loose material.
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Posted Feb 10, 2013@MKindy
1.) Hey LordMarcus! A lot of people are asking about being able to customize how fast picks break on stone. The whole point of the hardened stone rule is to prevent tunneling, especially branchmining. I think being able to customize how fast the tool breaks defeats the whole purpose of the feature. I understand your wish though, because when you need to dig stone to build something you need to use a lot of iron to do so. On the other hand, I have never had too little iron because of the hardened stone and I kinda like that I often use up my iron-supply, so I have to go caving again.
What I could see coming is a dynamic degrading based on the height the block is on. Maybe ranging from 20 on y=12 to 60 on y=80 and caping at 80. For example on y=30: 30 Blocks, y=50: 41 Blocks, y=60 46 Blocks and y=120 60 Blocks. In the example I used a linear curve, but we could also use something more exponential, that will keep the rate of the tool breaking very high under y=60 and then drastically reduce the rate from then on. That should still keep the point of the hardened stone, but make it easier for you to build with it on the surface.
If you are just asking for a config-option so you can set the "durability" of the tool, then you will have tunelling everywhere and that kinda isn't the point of the whole ExtraHardMode and all the code just to prevent that.
Maybe you could "elaborate" on why you need to be able to customize the durabilty-loss on tools, or why you need to have a config for it?
2.) I could see that coming. One could have a config-option for it which blocks the use of Blockgenerators, like the Cobble-generator when FallingBlocks drop items. Otherwise one could easily abuse the option to mine large quantites of generated cobblestone.
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Posted Feb 9, 2013@bigscary
Hi, bigscary! Love this plugin! Have a couple requests, though, unsure how minor they may or may not be, but could you let me know their feasibility?:
1) Can the "hardness" of stone and the requirement to use iron or better to break stone be decoupled from each other for people who want to continue to force players to use ironpicks or better but not have those iron picks and diamond picks be worn away so fast? (only 28 stone per iron pick, slightly over 64 with a dia).
2) Blocks which are told to obey gravity do not, when falling onto a torch, produce a block entity that a player can pick up, the way that gravel or sand will. What I'd really like to see for this is a setting which will make all blocks falling onto torches either produce entities or not, depending on whether or not the server operator wants people to be able to use the torch method to mine large quantities of falling blocks.
Thanks!
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Posted Feb 9, 2013@bigscary
Thanks. It appears my "farm animals don't drop loot" issue was a momentary glitch. Totally loving your plugins.
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Posted Feb 9, 20132.8 Updates!
@Enkious
You're missing the instructions in your boot logs. It tells you that the list can't be empty. If you don't want any falling blocks, put something "not a block" in the list, like DIAMOND_SWORD.
@Larcinion
That sounds crazy. Are you SURE it's this plugin? Because I'd think that everyone would be screaming here in the comments if that were the case. Are you running "real", recommended build of CraftBukkit from dl.bukkit.org, and did you get the right version of EHM to match your CB version?
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Posted Feb 9, 2013@Diemex
sounds good, ill give it a try :)
EDIT: wait.. theres no download button... D;
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Posted Feb 9, 2013@MrMightyGnome
Then what about switching the improved explosions off and just use a different plugin for that? You could for example use http://dev.bukkit.org/server-mods/monsterfix/pages/main/explosion/ and just set all the explosions like you want them in there. I have the feeling that you would like to keep the cool explosions though...
I could easily just copy over the old explosion code and paste it in there and send you the modified version, but I don't know if that is a good solution, because it solves nothing. I'm pretty sure that there will be no config to revert to the old explosion code in the main plugin. If I do something about the explosions I will do it so that it makes it into the main branch, if it doesn't its just a waste of time.
You could just modify the source to your liking, like I did.
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Posted Feb 9, 2013@Diemex
Tbh, I don't really mind if it explodes more than 5 times, in fact, I don't want it to explode more than 5 times or be able to configure more than 5. I'm totally fine just as "true" or "false" if the exploding of 5 times is off or not. At this point, I don't even want to have a configuration to make it explode 1-5 times. I'm just letting you know now so you can prevent from doing more work that's completely unnecessary. Cheers~
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Posted Feb 9, 2013@Enkious
The Code assumes that if there is no value, that it has to generate that part of the config... Not sure if I would call it a bug, maybe more a limitation...
Easy Fix: Put some block in there that doesn't exist in survival like so:
AdditionalFallingBlocks: - SPONGE
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Posted Feb 9, 2013@MrMightyGnome
I just read the comment of bigscary in response to you and I kinda get what he means. Making things configurable is a lot of work... I'm thinking of adding a config option to support up to 5 explosions. If you set it higher then it will just revert to 5. I''l probably have to write code to support every number of explosions (1-5) so the explosions are kinda uniform and not ovally or misshapen in some way. Maybe I can figure out some way to make it dynamic, imagine 10 explosions per tnt, that would be epic. It will take some time though.
I'll wait for bigscary to respond though, if he won't pull the source then I won't bother going to all the work.
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Posted Feb 9, 2013@Diemex
It would be very nice if you could, the TNT has been really annoying since he added it (sorry but no offense :( it really is destroying everything down there even with grief prevention...)