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 13, 2013@Diemex
I dont think anything special need be done dependency wise. I mean I'm not understanding what the problem is perhaps its my own ignorance. I have mods that havent been updated since 1.0.1 and they play nice with mods. If I can have a plugin fill a chest with items from mods as the worlds generated is it so much different to tell EHM that theres additional types of say iron to worry about?
I dont want to sound like a nudge just with the advent of bukkits that can run mods with no issues its going to become an issue for plugin developers eventually.
I think it would only be beneficial to the mod itself to be compatible with basically every mod in existence as many of them add some form of custom ore block whether it be ic2's copper or thaumcrafts crystal shards.
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Posted Feb 13, 2013@Diemex
what if you would add an event listener that when an ore block is broken a certain percent of the time the stone around it is subject to gravity
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Posted Feb 13, 2013@joormatt
I was planning on adding that in any way, so yes. Wanted to decouple the hardened stone feature into a new category called mining, to be like this:
Though, no tunneling depends on the mining ore softens stone, I guess I have to think a bit harder.
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Posted Feb 13, 2013@bigscary or Diemex
When you have the time, i was wondering if you could add a config option for falling stone when you mine ores without having to have hardened stone true.
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Posted Feb 13, 2013@orodai
We'll see about that, if I have to take a dependency or write code that will break if whatever mod you are using updates that will probably not happen. I think it would be better to write a small plugin just for that purpose instead of integrating it into the main plugin just for one person.
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Posted Feb 13, 2013@Diemex
Ores added by mods dont trigger the softening. Now with the cb's that dont require mod ports its trouble getting devs to modify the plugins to play nice with mod additions.
I hope he chooses you too, with all the mods I have running its really holding things back from launching. All my testers love the functions but its moot seeing as half of whats getting mined doesn't trigger cave ins.
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Posted Feb 13, 2013@orodai
The way bigscary designed the code for the config a dev has to do a lot of copy and pasting to add a new configoption. I wrote a class that does this dynamically, I had planned to push that in the next few days. Then it's going to be very easy for the next dev to add new config values. I had planned to do a big revamp of the config and add a quite a few configoptions. I believe that adding more customization will make it easier for admins :). For example one of my friends has built his huge elaborate base in the dessert and because there is no configoption to turn of the limited farming in desserts I actually had to add one for myself :) . Hopefully he chooses me as a dev :). I have spent a lot of time on the code already, adding stuff that is currently only on my server...
What do you mean with "custom" ore? All ores already soften stone.
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Posted Feb 13, 2013Could the next developer please think about adding custom ores to the list that will soften stone, Ive already tried to pay to get it done.
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Posted Feb 13, 2013Wait you're quitting!!
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Posted Feb 13, 2013Hey everyone, I'm looking for someone to take over this plugin. If you're interested, please contact me via private message.
3.0.1 Fix
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Posted Feb 13, 2013@Ieatlego
I used that plugin, I'm pretty sure this plugin does NOT conflict with it. Check your BackFromTheDead plugin and see if you wrote the config right on the zombie spawn section. If not, you should ask on that plugin's post, not here.
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Posted Feb 13, 2013@Ieatlego
I don't know how the other plugin works. What I have changed about zombies is that first, they can spawn under sea level in the light when players are around, and second, they have about a 25% chance to respawn when you kill them (half health), unless they're on fire when they die. You could try disabling those two features to see if it fixes your zombie overload problem.
@joormatt
Looks good to me. If a player dies from a cave-in, the death message is "suffocated in a wall". A cave-in will only happen when there's dirt compacted in the ceiling and a player carelessly mines near it.
@Bluffer17
Unfortunately, it's not possible to outright give a monster a potion effect. Anyway I think it's okay that they die in the fire, since they're only one of many challenges.
The more players avoid monsters, the more crowded the area gets, to the point of being totally overwhelmed.
Why do you want to stop the dragon from respawning right away?
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Posted Feb 13, 2013@joormatt
That feature is bound to the hardened stone, mining ores turns surrounding stone to cobble which falls like sand does. Sometimes if you have a lot of unupdated dirt, breaking one ore or placing a torch can update the whole ceiling and it collapses on top of you.
@Gummituinen
Will do! Will have to put some work into balancing it though, so it may take a while for me to test it on my server and push it once it's balanced.
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Posted Feb 12, 2013@joormatt
mods arent affected like players are. try deop people you want affected.
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Posted Feb 12, 2013Suggestion for enderdragon battle:
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Posted Feb 12, 2013Hello, in my server i was mostly looking for the cave-ins from mining ores, but no one has had anyting like that happen to them. Am i missing something in the config or is it disabled in 3.0 here is my config file.
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Posted Feb 12, 2013I like this plugin a lot.
But it seems to conflict with another plugin that I'm using. The plugin it conflicts with is BackFromTheDead, which on my server is to control the outbreak to make it a bit more interesting, and with your plugin it kind of messed the spawns up, it was fun at first, but when it spammed me with over 5000 zombies it wasn't fun anymore.
Not sure what happened though, any help on this? Because I'd really like this on the server.
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Posted Feb 11, 2013@bigscary
Can you please update your GitHub repository to reflect ExtraHardMode 3.0 as well?
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Posted Feb 11, 20133.0 Updates!
You should probably delete your messages.yml file to get the new defaults for this version. If you've customized it, then at least update the swimming limitation message to reflect the changes described below, so that your players will not be confused.
@MKindy
No sorry, allowing players to use diamond and iron picks with their default durability allows them to tunnel around all they want, so you might as well allow them to use wooden and stone picks for stone as well - before they break their (iron or diamond) pick, it's very likely they will already have the materials to make a new one or at least repair it on an anvil.
Sorry I don't plan to mess with the torch thing - it's work for me that only results in Minecraft being consistently weird. I won't go out of my way to reproduce a Mojang bug in my code. :)
@SmoothNanners
Yep, I didn't bother to put gravel on the list because it's rare to encounter it while opportunistically placing torches. I figured I'd save a CPU cycle or two that way.
@slimedog007
If you leave the end, he won because you ran away. The message will only be shown if you started a fight with him - if you just walk in and then back out, it won't appear.
The healing effect is already toggleable. See config file.
@draganot
The test server is on hard difficulty. Please, add punctuation next time. :)
@Bluffer17
Good call, will fix.
@ajaxrayder
No IDs, just Bukkit material names.
@Gummituinen
You can do the first by setting your server difficulty on hard.
Cave spiders are way too crazy already. If anything, they need a nerf, not a buff. Or are you suggesting replacing poison effect with hunger effect?
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Posted Feb 11, 2013@ajaxrayder
That's the value below which players cannot use standard torches for light.