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 May 9, 2013@Dreviore
You can disable the limited building in the config. Or do you want to customize it more?
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Posted May 8, 2013@Diemex I'm talking about how frustrating it is when you're building crouching off the edge of the block.
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Posted May 8, 2013I set up a jenkins build server :)
http://extrahardmode.com:8080/job/ExtraHardMode_RELEASE/
If you would like to help me out you can check out the dev builds and report any bugs in the ticket system (important!). Beware there are a few bugs!
3.2.2 -> current DevBuild
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Posted May 6, 2013@Dreviore
What is a nerd pole? Do you mean a 1x1 pillar upwards? You could make a 2x1 pillar and remove one pillar when going down.
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Posted May 6, 2013Is there anything I can do to allow people to create "nerd poles"
Since we're blocked from placing blocks while in mid air. Or when you're crouching off the side of a block.
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Posted May 5, 2013Also anxious for an update. Our protection plugins aren't stopping creeper>fireworks or creeper>drop-tnt damage (and possibly other ones). It's been messy :/
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Posted Apr 29, 2013Cant wait for the new update, hoping some of those bugs get squashed before the server releases, Im using your plugin on tinyurl.com/montyrace Thanks so much for your hard work and dedication, really helped me out a lot.
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Posted Apr 29, 2013@Diemex-
Thanks for the status.
PM being sent.
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Posted Apr 28, 2013@JerryFord
There are still a few things I have to iron out, but there are already a lot of bugfixes and features in the new update. I'll still try to fix ticket-39, 36 and 30.
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Posted Apr 28, 2013Diemex,
Is the update in testing now? Please advise.
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Posted Apr 28, 2013Thanks Diemex for the update. Your mode is awesome and makes it alot of fun to play.
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Posted Apr 24, 2013Hey, I was wondering what the texture pack in the video is, if you or anyone else happens to know? Thanks!
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Posted Apr 24, 2013An update on things...
I have started studying and I have to spend a lot of my time on catching up... so ehm has to wait a bit...
I'm just a guy that taught himself Java for the fun, I'm having a lot of fun coding for ehm, but as I am not a professional I have to make up for my lack of experience by spending even more time on coding.
I tend to rewrite my code about 2-4 times till I'm happy with it. Very often it happens that just when I'm done with something, that I realise that it won't work at all, because one particular thing won't be possible with the API. So I have to rewrite the whole thing again. For example the Multiworld Configuration has been redesigned 3 times till it actually worked the way I wanted it to.
I have made a lot of changes to the code, that make it a lot easier to work with the code and understand what does what. These are all things that you as a player won't notice, other than the additional bugs I introduced. But as a developer I can say that the plugin is almost at a state where I can start adding new features instead of just fixing and fixing and updating, balancing features.
I have an update in the works that will fix almost all the issues posted in the ticket section. If there is anything else, please report it in the ticket section, which acts as a todo list for me. Stuff in the comments tends to get lost.
Game On!
, Diemex
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Posted Apr 24, 2013@Diemex
I am not sure, but I am thankful you have it customized so I have some recourse if anything goes wrong. Thanks for keeping this plugin alive too. Too many servers are so damn easy I start to feel like I'm playing Mario Paint for snes.
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Posted Apr 23, 2013@richboos
Does spigot scale it's spawning of the amount of players?
Anything I write changing spawning can be turned off or customized to your liking. I plan on doing something that will scale of players, increase the numbers of monsters underground while distributing them more and not cluster them.
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Posted Apr 23, 2013Can the adjustments to mob-spawning be disabled via config already (or added otherwise)? I use Spigot instead of crafbukkit which already tweaks mob spawning in very established and well-thought out ways. I would prefer not to interfere with that if possible.
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Posted Apr 21, 2013@Diemex
Ticket posted for you. Many thanks!
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Posted Apr 21, 2013@MKindy
Could you please put that into a ticket, so it doesn't get lost?
I checked my code and it seems that you are right and the configs are swapped. I'm planning on changing the spawn code, so it scales of the number of players and distributes the monsters more evenly through the map. Maybe that will be in the next update, but I'll make sure to at least fix the switched configs.
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Posted Apr 20, 2013Is there any way to make Cobblestone Slabs fall? I tried adding COBBLESTONE_SLAB and 44:3 to the config. But that didnt help.
People now just put down 2 slabs to get nonfalling coblbe blocks. And fill the roof of caves with slabs.
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Posted Apr 20, 2013Hi Diemex; I'm noticing something not working as expected, and it relates to these config settings:
In version 3.0.1, the way these settings worked was as follows: "More Monsters.Max Y" would determine how much of the map to consider "underground", and would then spawn extra mobs based on the "More Monsters.Multiplier" during a spawn event. (You can see I set it to 255, because I wanted the multiplier to apply to mob spawns anywhere on the map.) "Monsters Spawn in Light Max Y" was then used to define a Y value below which you wanted light calculations not to be considered for any spawn event, thereby causing, during the day, mobs to spawn heavily underground, but during the night for there to be equal mob spawning above and below the specified Y level.
The way it is operating in the most recent update (not sure about earlier ones) is that "More Monsters.Max Y" seems to be ignored, while "More Monsters.Multiplier" is being paired with "Monsters Spawn in Light Max Y".
The result of this is that whereas it used to be that I would have hundreds of mobs from Y=0 to 255, with a higher number of mobs below where I set the plugin to ignore light calculations if it was day, now it is only performing its multiplier effect below where light calculations are ignored and consequently the surface is nearly barren of monster life.
Can we please switch this back to the old method, or create a new method for multiplying mob spawn events above "Monsters Spawn in Light Max Y"? It was nice to be able to have caves always spawning monsters, but to have the surface at night teem with monsters too because of that powerful multiplier.