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 Mar 1, 2013Thanks! I'm going to give it a go! Don't need to delete the config going from 3.1 to 3.1 quickfix do I?
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Posted Mar 1, 20133.1.1 QuickFix: http://dev.bukkit.org/server-mods/fun-hard-mode/files/37-3-1-1/
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Posted Mar 1, 2013@crash2323
I think most bugs are ironed out, you can go ahead and use 3.1.
@Katorone
Lightlevel isn't customisable yet, I think plants already need roughly 8 light in vanilla to grow. I might add a toggle for requiring natural light to grow later.
@bigscary
Spawning zombie pigs on lightning strikes sounds interesting. This isn't a weather plugin though, so you might want to look for a weather plugin.
@Plaidballoon
To customize the speed it takes to mine stone we need to take craftbukkit as a dependancy. This makes the plugin less compatible with newer versions of minecraft, e.g. it takes longer to update the plugin. The hardened stone feature is there to change a players behaviour regarding tunneling, I think it does that just fine and there is no need to make stone even harder or something like that.
@MrYfory
I don't think that running a weather plugin versus built in weather customization makes a big difference in performance. A plugin might loose a couple of nanoseconds to call the methods of the api, but that doesn't make a difference performance wise.
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Posted Feb 28, 2013@bigscary
Hey bigscary :)
Just a suggestion; if you want to control weather in such a manner, Spigot (a custom version of bukkit) allows you to do just that, with different strengths of storm, percentages, etc. As it's done at a server level it's much more efficient than using a plugin. Although it doesn't spawn zombie pigmen on lightning strikes!
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Posted Feb 28, 2013Hello, my friend and I recently decided to make a hardcore server that constantly tests your ability to survive, and we've selected this plugin to be an addition to it. One thing we were looking forward to was the fact that it makes mining stone hard/unviable. However, when testing the mod out, everything is working (mob difficulty, cave-ins, etc), except for one feature - difficulty of mining stone.
Edit: I just realized that we have been using an iron pick which mines with relative ease, while this is supposed to be focused on the difficulty of acquiring iron. My simple suggestion about this is to make it difficult to mine stone even with a stronger pick (similar to mining diamond for example), so while its possible using an iron pick, it's still going to be impractical to just make mining tunnels.
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Posted Feb 28, 2013Feature suggestion! I like the "blood moon" idea from Terraria and some other plugins. I think it could be very elegantly implemented as follows:
1. Change 25% of rainstorms to thunderstorms.
2. During thunderstorms, lightning strikes spawn groups of aggressive zombie pigs.
I think this would be cool because it makes thunderstorms more interesting for players, and they will happen more frequently as well (it's a shame Mojang coded something with so little impact on gameplay and which happens so infrequently!). Because zombie pigs are injured by sunlight, the game would automatically clean up after you.
One more suggestion. I know that players don't go to the nether because they feel it's not worth the risk, which is disappointing. May I suggest doubling experience from monsters in the nether? It may be enough to make the difference.
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Posted Feb 28, 2013@Katorone
- Yes you can specify worlds, as per config. - Yes, almost every feature is customisable.
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Posted Feb 28, 2013This plugin seems great! However, a few questions:
- How's multiverse support? Will I be able to dedicate one world for this plugin?
- Can features be selectively turned on or off? For instance, I'd like plants to still grow with artificial light; but with needing more light. (8 or higher)
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Posted Feb 27, 2013Been kinda holding off to launch my server until the update comes out, I understand its in testing but how do you feel it is progressing ...roughly is it still weeks off a month off etc?
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Posted Feb 27, 2013@AgentWesker
Maybe post your config on http://dev.bukkit.org/paste?
@Raemis
It should already be like that from Alpha1 on.
@Madeye16
Maybe you have skeletons shoot silverfish on 100%? Edit: Yeah, typo. fixed it
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Posted Feb 27, 2013@Diemex
I only have this plugin enabled in one world, however it somehow became enabled on all my worlds which caused some problems. (I have multiverse)
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Posted Feb 26, 2013Can you make riding a boat bypass the "too much to swim" stuff?
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Posted Feb 26, 2013I noticed a issue where skeletons won't shoot arrows but only spawn silverfish. I'm not sure if any of you are having this issue or just me.
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Posted Feb 26, 2013@jeffro1001
Thanks for reporting. I used the wrong permission, I will update soon and fix it. The old permission was
extrahardmode.bypassand I moved it to
extrahardmode.bypass.bypassextrahardmode.bypass.*will contain all subpermissions once I implemented them.
@Hangar
Interesting, I will have a look at it and see what I can do about it. But I think to fix the infinite water pools I will have to make the duration for how long the water flows even smaller.
<< reply 1297497>>
It's already on my todo list ;) https://trello.com/b/c6wfPDzd
@bigscary
Great idea. Adding to my todo list :).
I'm going to split the bypass permission into different subnodes that's why it's bypass.* now.
@AgentWesker
Okay, what are the buildings made of? What is causing them to fall?
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Posted Feb 26, 2013Feature request. :) Please consider updating the "extra monster spawns" to spawn groups of different types of monsters, instead of just more of the same monster. I think two zombies is less interesting and challenging for a player than say, one zombie and a creeper, or one zombie and a skeleton.
@jeffro1001
It's just extrahardmode.bypass. No * or extra bypass on the end.
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Posted Feb 26, 2013I think there is a bug with 3.1 Alpha 2, as all my worlds now have extra hard mode enabled (however disabled in config) and caused all the buildings in normal worlds to fall apart.
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Posted Feb 26, 2013The features don't seem to affect OP's
How can I configure it so my OP's have to deal with the limitations too?
Ive tried adding these nodes to my permissions:
- -extrahardmode.bypass.*
- -extrahardmode.bypass.bypass
But OP's still have no limitations.
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Posted Feb 26, 2013@Diemex
Hmm, I know I kept asking this same question, but I don't know your full opinion on this but, can you separate the TNT explosion feature with exploding 5 times thing and making stone to cobblestone from nearby explosion? :)
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Posted Feb 26, 2013I don't know if this is a bug or something you care about but... using 2 buckets to make an infinite pool: http://www.youtube.com/watch?v=EUWFcbSc9rc
Bascially I very quickly pour them into opposite corners, then scoop water back up and pour the water next to it to convert it to a normal 4x4 infinite pool.
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Posted Feb 26, 2013@Grinjr
no worries, mate. I'm not sure how the armor weighing you down worked prior to 3.0, because I don't have the sourcecode for it, only 2.8 and 3.0. So I'm thinking of splitting it into two different things. Armor weighs you down, maybe let people swim in full leatherarmor, but 3 pieces of iron make you sink already. And Inventory weighs you down, which would increase the cap, but be independent from the armor.
@MrMightyGnome
Bigscary has retired from development, project is 100% mine now.