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 Apr 14, 2013Feature Idea: a ingame tutorial with more messages for new players.
Please post any ideas on the following ticket:
http://dev.bukkit.org/server-mods/fun-hard-mode/tickets/32-tutorial-for-new-players/
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Posted Apr 12, 2013Hey guys considering the per world Config system, it will basically allow you to easily only activate certain features in certain worlds.
The way I designed it first, you had a file for every world that you want to override, it makes sense from a programmers perspective, but I guess as a user it may be a bit cumbersome.... Now I'm tending to creating an override.yml and let admins put all overrides in there. As another option we could keep it all in one big file...
I'm not sure yet so I would greatly appreciate it if you would vote here, as you will essentially be using it the most. (and I dont want to change it multiple times) http://dev.bukkit.org/server-mods/fun-hard-mode/polls/per-world-config/
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Posted Apr 10, 2013I set the multiplier higher to fix the low monster spawn rates. I understand now what it's meant for and set it back to 2.
mob-spawn-range: 7 is a setting in bukkit.yml. I believe it's 7 chunks away mobs will spawn, or whatever setting they have for minecraft. It's not 7 blocks.
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Posted Apr 10, 2013@Chaett
Your multiplier for caves is very high. This will have the effect that there will be tons of monsters in caves. Because there is a mobcap, the mobcap will be reached very quickly in caves which will have the effect that there will be hardly a chance for monsters to spawn on the surface. I would advise you to lower the multiplier, unless there is a reason you have the multiplier so high.
What does this do? Can monsters spawn 7 blocks away from you?
The cobwebs get dropped by spiders, an older cave has more cobwebs in them.
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Posted Apr 10, 2013I've got ehm enabled on a seperate world via mutliverse. Everything is fine but a few things I must point out in my case.
Wasn't there cobwebs in open caves with this plugin? I don't see them anymore.
Monster spawning at and above sea level is very very low to the point sometimes can freely walk around at night with maybe one mob witnessed. Not the case on our main world, seems normal there. Do you know where or how ehm could prevent monster spawn rates? EHM setting:
Server Properties file is set to HardMode. I'm using Spigot server .jar with bukkit.yml setting:
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Posted Apr 10, 2013@MrMightyGnome
I'm going to do something with animals, but I will focus on making farming them harder. If mobs kill animals there will be nada animals after a very short time.
@Bco1981
Furnaces use up ressources to produce light so I think that's fine. Torches on the other hand are super cheap and burn forever.
@McPixel
I'm busy working on that, it is taking a bit longer than I had envisioned.
@thudog77
Could you please further explain how you think Biomes should affect farming?
@goldsword44
A minX is possible of course, but I think I will change the code a bit in any case, so I might add that in there aswell.
@Hangar
Are you op and have the bypass permission? Maybe I have inverted something in the permission checks...
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Posted Apr 8, 2013I have No Swimming When Too Heavy and Block Elevators/Waterfalls both set to false, but I've noticed at least twice where I literally could not move near water that was flowing. It would just glitch me around on my screen while other users seemed to have no issue getting to it.
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Posted Apr 8, 2013Hi is there anyway we can get a way to allow Jackolanterns below max torch depth? Also for mob spawning multipliers anyway we could get a min X for the multiplier? EX( so levels 20-40 would have it only?) I love this plugin and so do all of my players :D
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Posted Apr 7, 2013@Drizzt451
I am using the 1.5.1 beta build, and I am having no problems with this plugin. Try using the 1.5.1 beta build and see if the problem is fixed.
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Posted Apr 7, 2013Hello,
even with the correct settings, my players are able to farm nether warts in the nether :(
I am using latest dev build of craftbukkit as of 7 april, and your latest 3.2.2 build
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Posted Apr 6, 2013Maybe farming results could be affected by biome and type of plant being farmed?
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Posted Apr 6, 2013Can you add per World setting ? :)
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Posted Apr 5, 2013Players on my server are using furnace at the lower levels as light... Should'nt that be affected by the "the air is to thin" ?
Otherwise, super plugin :) I use this plugin in combination with Ultra hardcore corruption realistic-torches annoyingbats Enderpearl-cooldown bloodmoon sleepyfeeling That just makes one bad ass server... like it is designed to kill the players :D They really start to think about what they are doing :)
Difficulty: hard ^8
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Posted Apr 4, 2013Heyyyy, I'm back once again after a long break! :)
I wanted to get back on this plugin and I realized something that might add a little more challenge! What do you think about adding an option for monsters attacking passive mobs!
This might be a good feature to add because: - People just slaughter animals without any respect :3 - It gives people to give a second thought if they want to save the animal or not - Have players make animal farms more - Lesser animals if people keep slaughtering them/mobs going after animals, gives a strategic view :)
Animals become precious beings and people might want to protect them more and farm them up :D Just a thought :)
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Posted Apr 4, 2013http://pastebin.com/ikvy2D6n <
while dispenser drop potionWhen will be new version? :D
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Posted Apr 2, 2013Pleasse post all incompatibilites with Protection Plugins on this ticket. http://dev.bukkit.org/server-mods/fun-hard-mode/tickets/25-ehm-and-protection-plugins/
@JericM
Part of the Antobranchmining code to prevent circumventation.
@crash2323
That version should work with 1.4.7
@Zombiemold
File a ticket my friend.
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Posted Apr 1, 2013EnderDragon: Respawns: false
Still respawns the dragon when people enter the end. Pretty sure this is a bug.
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Posted Apr 1, 2013Currently have the firework creepers enabled with a speed of 1.5.
Everyone is loving the feature as an april fools joke, when they drop ignited tnt :)
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Posted Mar 30, 2013Pistons cannot push ore blocks, stone, and many others! I'm using the 1.4.7 R1.0 version.
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Posted Mar 30, 2013Will the newest version still work with Minecraft 1.4.7 if I am using MCPC+? They have not released an official build yet for MCPC+ for Minecraft 1.5 and I was wondering if i should wait to upgrade the version here (R: 3.2.2 for 1.5.1 Mar 23, 2013) until I change my server to a 1.5 server?