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 7, 2013@AgentWesker
I will have a look into that. Might be that the worlds aren't loaded yet when ehm loads? Then it will remove the worlds automatically.
@action9000
Atm the Monster Spawn in Light feature utilizes a very primitive spawning mechanism which will spawn monsters at locations you have been before. More Monsters will simply increase the packsize when monsters spawn.
@lee3kfc
I think what is happening here is that the default worlds will be loaded before anything else and your special worlds will be loaded only once your multiworld plugin loads. I'll have to make ehm load after your multiworld plugin and remove the option that removes the worlds if they aren't found.
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Posted Mar 7, 2013@redxagon
If you set these to false, you get "normal" mining behavior:
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Posted Mar 7, 2013Hi,
I'm having trouble getting many monsters to spawn in my caves. I'm trying to make mining a dangerous pasttime but have little interest in the physics-style mods. I just want monsters to spawn in light below a certain Y value.
I found all the values in the config for such a thing:
and while I occasionally get groups of monsters, they're rarely in practical locations, even with wide-open mines. I almost never see monsters in the caves where my players are and I only occasionally hear them through a nearby wall.
How exactly does mob spawning in the light work? I've played with all sorts of values and my server is boring the RPers who want the danger feeling underground. The underground just isn't getting dangerous enough. I need more monsters! We want our caves to be scary! :D Increasing the multiplier seems to have no effect - maybe I get more monsters all grouped together, but that's not really the effect I need because they're grouping in places outside of the main caves.
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Posted Mar 6, 2013Can anyone help me find the option to disable the " need iron pickaxe for stone "
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Posted Mar 6, 2013@Hangar
Version 3.1.1, name of the world is "cryzeu" (without quotes)
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Posted Mar 6, 2013@AgentWesker
same here. but if i put default worlds(world, world_nether, world_the_end), it wont be removed. im trying put the world named 'ExtraHard', but i have to add the world to "Enabled Worlds" and "/ehm reload."
im using ehm 3.1.1
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Posted Mar 6, 2013@AgentWesker
What's the name of the world you're trying to put in there? What version of EHM are you on?
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Posted Mar 6, 2013Every time my server restarts, "Enabled Worlds" option becomes blank.
I have to manually re-add it each time and time "/ehm reload" to get it to work.
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Posted Mar 5, 2013Hi, I want to disable the mining option (where you need iron pickaxe to mine stone) for the plugin, but there is no option for it! please help me with this as this delays the start up of my server by a lot!
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Posted Mar 4, 2013I'll be without internet access for a couple of days. See you guys when I'm back.
The tnt-issues need a bit of hackery to work. If you don't shiftclick it should be fine.
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Posted Mar 4, 2013A user said that the 'blindness' effect (when catching fire or in lava) allows you to actually see everything under the lava, which might make finding diamonds easier. It sounded weird for him to say that a blindness effect made seeing easier hehe.
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Posted Mar 3, 2013Please verify an issue with the TNT in the config. I changed the per recipe to 5, and it generated only a single block. Returning the config to 3 did not change what was being received (only a single TNT).
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Posted Mar 3, 2013Please make the ender dragon have a configurable respawn timer.
Right now it seems he will respawn right after he's been killed.
Please add a config option where you can specify the number of minutes ( or hours ) until the dragon can respawn.
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Posted Mar 3, 2013@semirotta
There is a config option called
It is right at the top of the file. If it's not there than we have a bug and I would appreciate aditional information.
For upwards compatibility EHM only relies on the bukkit api. Unfortunately the api is a bit limited and it is not possible to create custom explosions and label them as a creeper explosion or explosion caused by tnt. This has the disadvantage that worldguard doesn't know what kind of explosion it is dealing with. By default worldguard doesn't block explosions from other plugins, but I believe that you can enable something called
which should also fix the issue of the world getting damaged.
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Posted Mar 3, 2013@Katorone
Ok i tell this once more: Worldguard plugin has creeper block damage & ghst block damage prevention system. It is turned ON which means creepers & ghasts anywhere in any worlds should NOT make block damage. When i have this plugin: they do break blocks. Without this plugin: they won't break blocks.
Issue is THIS plugin. It somehow changes the options and i've tried to change worldguard stuff but nothing seems to help, i've tried to change stuff in the plugin config (EHM) itself but nothing changes it. There was one version of EHM where you were able to turn on and off block damage from ghasts and creepers but now its not there anymore.
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Posted Mar 2, 2013@semirotta : Try setting the flag explicitly on the global region of the worlds. That should solve it.
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Posted Mar 2, 2013@Diemex
Oh right, its NON worldguard area but worldguard should make creeper block damage / ghast block damage in everywhere removed. That is the idea of it but this plugin started to go around it now. I tried this: Plugin: Disable Explosions: false/true
both options make explosions happen. Don't quite understand what is the meaning of that. :)
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Posted Mar 2, 2013@crash2323
No, the config adds new configvalues to the file automatically. Just coming from 3.01 -> 3.1 you had to because the whole strucuture had changed.
@bigscary
Imo, Silverfish are just annoying and don't provide a real challenge. I plan on adding a section in the config where you can adjust the percentages for every monster yourself and you can increase the silverfish to your liking. So everyone can customize it the way he likes it. The percentages will apply to the monsterSpawnInLight and to the increased monsterSpawns in caves.
The reason I removed the Netherspawning is that, as an admin the option is misleading. You specify a maximum y-level for the overworld and then the monsters spawn in the nether everywhere. I plan on bringing it back, but I'll make it configurable and you can turn it off completely if you wish to.
@semirotta
Do you mean creepers destroying blocks in general or destroying blocks in worldguard regions? I'm busy centralizing explosions that are strewn around in code into one location and then I can make the explosions configurable, so you will be able to disable certain explosions or disable blockdamage for a certain explosion above sealevel etc....
The problem with the custom explosions of ehm is that a protection plugin doesn't know that it's a custom explosion that replaces the creeper explosion. I think I will add support for worldguard and check the flags before creating an explosion.
For the time being you can just disable explosions completely, it's the first thing in the configFile.
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Posted Mar 2, 2013This used to work but now its back: Creepers destroy blocks.
Worldguard wont prevent them breaking blocks (i think the same issue with ghasts , havent tested)
How i prevent creepers from destroying blocks? it is getting annoying. Also you should still add my server ip to the puplic servers list ;) I am using this at my own too 1-56 player server.
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Posted Mar 1, 2013Hey, thanks for fixing the boats! Please put the nether monster spawning in light back in, I don't want to update without it. I understand you wanted to make the nether less impossible, but that feature is needed to ensure monsters spawn in the narrow tunnels players will dig to avoid other monsters. Otherwise, tunneling makes all nether expeditions trivial! The "breaking netherrack may start a fire" isn't sufficient to stop players from tunneling, but encountering monsters in their tunnels later does the trick because monsters are more scary when you can't avoid them. Maybe you could put it back in but at a lower percent chance versus the normal world?
Also about the drastically reduced silverfish - why? The reason they were most likely to spawn in light was because otherwise they're rarely seen, unlike the other monsters (granted skeletons shoot them from bows, but those silverfish don't drop cobble).
I noticed you changed the monsters spawn in light frequency to 6 seconds instead of 60 seconds. I used to have it on 30 seconds, but players didn't move fast enough per 30 seconds to get 12 blocks (when they were exploring caves). So 6 seconds is probably way too fast to get any spawns.