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 Feb 18, 2013Thanks a lot, I'm planning a hardcore Dwarf Fortress-inspired server so I liked the idea of making mining ores require a bit more skill and planning but the pick drain would have ruined the whole idea of living underground.
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Posted Feb 18, 2013@Heddiw
Could you maybe post the errors? Not in the comments, post them on a past site and send me the link.
@DivinityCraft
Already done for the next update.
@McAvarice
Well,.... this is a bukkit plugin, it was written in a time when mods weren't so popular/accepted by the community. Recently this has changed and I plan to support mods as much as I can from my side.
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Posted Feb 18, 2013@McAvarice
I sure hope Diemex can! My whole server is on hold until he does :(
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Posted Feb 18, 2013Great plugin! Could you please separate the effect of HardenedStone into two? Making the heavy pickaxe damage and mining ore causing stone to turn into cobble into two different config settings that is. I'd love to have the ore gravity effect for my server but not the fast draining pick axes.
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Posted Feb 18, 2013In R3.0.1: 1. Something going on with Ender Dragon, when players are defeated and leave, after a while a 2nd dragon spawns, maybe linked to health? End up with 5 or 6 of them flying around.
2. Seeing lots of errors about Endermen not being where they should be. But at least it's not crashing now!
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Posted Feb 18, 2013@doorknock23
They didn't add support for exceptions in their SpawnEvent. So they didn't think about the mod community at all :P Its a easy fix. Diemex should be able to fix this if hes smart enough
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Posted Feb 17, 2013Well, I am finding out Mo'Creatures and the Bukkit plugin Extra Hard mode possibly have issues.... Anything I can do to resolve this and still use this great mod? I am getting many errors like this... (I am using MCPC-Plus mcpc-plus-1.4.7-R1.1-SNAPSHOT-f524-193 and the latest Mo'Creatures and GuiAPI-0.15.2-1.4.6 from your site. All is installed as instructed and no errors on server start. Until the server crashes/times out both mods seem to be working save for all these errors... I see spawned Mo' creatures and the Extra Hard Mode plugin appears to be working as well.) Please help I can't have a server without these two mods!
[SEVERE] Could not pass event CreatureSpawnEvent to ExtraHardMode v3.0 at.event.EventException at org.bukkit.plugin.java.JavaPluginLoader$1.execute(JavaPluginLoader.java:394) at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:62) at org.bukkit.plugin.SimplePluginManager.fireEvent(SimplePluginManager.java:477) at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:462) at org.bukkit.craftbukkit.v1_4_R1.event.CraftEventFactory.callCreatureSpawnEvent(CraftEventFactor at yc.addEntity(World.java:1769) at yc.d(World.java:1732) at drzhark.customspawner.CustomSpawner.doCustomSpawning(CustomSpawner.java:404) at drzhark.mocreatures.MoCServerTickHandler.onTickInGame(MoCServerTickHandler.java:29) at drzhark.mocreatures.MoCServerTickHandler.tickEnd(MoCServerTickHandler.java:95) at cpw.mods.fml.common.SingleIntervalHandler.tickEnd(SingleIntervalHandler.java:22) at cpw.mods.fml.common.FMLCommonHandler.tickEnd(FMLCommonHandler.java:139) at cpw.mods.fml.common.FMLCommonHandler.onPostServerTick(FMLCommonHandler.java:275) at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:892) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:744) at fy.run(ThreadMinecraftServer.java:16) : java.lang.IllegalArgumentException: Location or entity class cannot be null at org.bukkit.craftbukkit.v1_4_R1.CraftWorld.spawn(CraftWorld.java:902) at org.bukkit.craftbukkit.v1_4_R1.CraftWorld.spawn(CraftWorld.java:876) at org.bukkit.craftbukkit.v1_4_R1.CraftWorld.spawnEntity(CraftWorld.java:423) at me.ryanhamshire.ExtraHardMode.EntityEventHandler.onEntitySpawn(Unknown Source) at sun.reflect.GeneratedMethodAccessor27.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at org.bukkit.plugin.java.JavaPluginLoader$1.execute(JavaPluginLoader.java:392)
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Posted Feb 17, 2013@semirotta
This is a bug in worldguard and other protection plugins. The link to the FAQ was there all the time, I made it a bit more clear. ExtraHardMode isn't doing anything special with the explosions, which worldguard wouldn't be able to register. To make custom explosions Ehm cancels the explosion from the creeper and makes a new explosion which is bigger at the same spot. So the explosions aren't from mobs or tnt, they are just explosions. I could integrate Ehm into the Api of those plugins, but I don't feel like I'm responsible for fixing bugs of other plugins.
In the next update you will be able to restrict creepers dropping tnt to caves. Also I will make charged creepers only explode when targetting a player. I will do something similar for creepers exploding instantly when on fire. I'm trying to prevent unecessary explosions.
@Heifinator
The silverfish come from the spawn-in-light feature, I will do something about it in the next update.
@Liger_XT5
I already have the melonseeds restriction in the config for the next update ;)
@Grinjr
I might make the water-restriction more customisable.
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Posted Feb 17, 2013Is there an option in the configs to disable the inventory weight holding players down? I liked the armor holding them down but since I updated my server to the latest update of the plugin the inventory weight now holds them down and it gets a bit annoying even if it is realistic. I have a water elevator in my admin shop and players can't go up it to get to anywhere.
@semirotta
I actually had to turn off all explosions in the config so the explosions don't ruin my world. I have both the mobGriefing gamerule set to false and factions protecting against creepers exploding in areas, yet they still explode in both the faction area and non-faction area and cause damage to the world even with mobGriefing set to false.
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Posted Feb 17, 2013@McAvarice
In the matter of fact, did not really believe it would break that many stuff. Don't really understand HOW creepers would do block damage if worldguard prevents it, what have you done in the plugin so it changes this behavior? kind a strange
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Posted Feb 17, 2013@semirotta
Troubleshooting and Common Questions Hardly anything is working :( Explosions causing damage in protected areas and more..
Did you even read the thread before downloading..
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Posted Feb 17, 2013@Heifinator
this exactly is what i have and spiders are basically the same. Creepers break blocks even though it is blocked with worldguard Ghasts break blocks even though it is blocked with worldguard.
Some more configurations for this should do fine :3
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Posted Feb 17, 2013I have reduced mob spawn in light to Y4.
I have players still complaining about an insane amount of silverfish (I have 5% chance on skele shot).
I went to the area they were talking about (not a stronghold) and I'm not kidding A constant stream of silverfish spawned basically...
Thanks.
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Posted Feb 17, 2013@Diemex
Added - ^extrahardmode.bypass and now OP is normal :3 thank you!
Btw we have noticed few things: ChargedCreeper breaks blocks even if Worldguard setting for Creeper explosion block damage is FALSE. . .Normal creepers wont break but charged ones do. Same goes with GHASTS , they break blocks even if the worldguard has set them not to :( can you fix it? Spiders & silverfishesh spawn way too often inside ppls houses etc. this should be lowered (the chance) and instead change the spiders and silverfishesh into for example: zombies, skeletons etc.
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Posted Feb 16, 2013Possible to add a config option on the crafting seeds for farming? We've disabled all the farming difficulty options, but players cannot craft seeds from melons.
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Posted Feb 16, 2013@semirotta
I have yet to look at the swimming code, bigscary just uploaded it just now.
There a permission called extrahardmode.bypass which defaults to ops. http://dev.bukkit.org/server-mods/fun-hard-mode/pages/troubleshooting-and-common-questions/
I'll add a config option, where you can disable the bypass. The permission has caused a lot of questions and it's not difficult to add the config option,... I think.
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Posted Feb 16, 2013@Diemex
extremely nice idea! LOVE IT. But i got question about the falling blocks, swimming when i got a lot of stuff / armors etc.
Im OP, none of those seem to happen for me? when someone else does, it does happen. I think the same goes with TORCH under layer 13, Hard STONE block. OP will bypass all those :/ its not fun :(( i want to play like normal people!
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Posted Feb 16, 2013@semirotta
I will add an option to the Monsters spawn in light Feature to respect vanilla spawning rules. Which means, no spawning on halfslabs, transparentBlocks (Glass, leaves, glowstone, etc). Then you can spawnProof your base by using those blocks.
@orodai
I think he means the monsters spawn in light option.
@Heifinator
You are talking about monsters spawn in light? Players on my server also have been complaining about the silverfish. I like that skeletons shoot them and might add an option to customize the MonsterSpawnInLight feature, to allow to turn of spawning of silverfish.
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Posted Feb 16, 2013@semirotta
version 2.8
- Silverfish no longer borrow into blocks to jump out again later. However, silverfish who climbed into blocks earlier or who spawned in blocks (stronghold) during world generation may still jump out to attack.
So set chance for skeletons to release silverfish to 0? Or did you and the functions broken?
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Posted Feb 16, 2013@Heifinator
I have to agree on this one. The silverfish spawning is REALLY annoying. Same goes with spiders. I was building our faction home with friends and i had to claim the land , then turn the faction into peaceful & before that in configs change that peaceful = mob spawning denied. Only way to prevent spiders and silverfishesh constantly spawning in our place. All other ways AWESOME PLUGIN I LOVE IT!!!