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 Jun 27, 2013@Netu
This is how the building in air is supposed to work. Atm there is only on/off for the limited building.
What is with the trees? I don't quite understand what the issue is. Maybe you could post some pictures to "visualize" the problem?
As to op: Check the configuration ;) Right at the top you can turn bypassing on/off for ops.
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Posted Jun 26, 2013@Diemex
Thank you very much! You are the man! One final thing for you: How about making death work similarly, or the same as, http://dev.bukkit.org/bukkit-plugins/unhealthydeath/ ? Sadly your plugin and this one do not work together, it would seem EHM just does it over. I would like to punish players dying over and over further by forcing them to have to go and get food, lowering their hunger every time they die, or something.
Does anyone happen to know: Is there a way to disable players from being able to place blocks directly below them (as to prevent 1x1s to "cheat" climbing/scaffolding) but also enabling normal block building? Because I am having strange "bugs" when placing blocks to just build things, such as I cannot place a log on top of another log while at a certain angle. I think this is because of the hardcore building setting.
One more thing: Trees with physics on are getting outofhand; if you place something near one, and then destroy it, all of the "limbs" simply collapse all over the place, leaving awful amounts of leaves just hanging around, sometimes with a few logs up there, to prevent them from despawning. Any advice on how to fix this?
Finally: Is there a way to force the settings onto an op? When I am opped on my server, I would very much still like to experience these things. Perhaps a bypass for the bypass permission? :P
Thanks anyone who can help! I greatly appreciate it!
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Posted Jun 25, 2013@jakimfett
Done. You can check the dev build and report back if you find any errors. I'm running it on my server and it will be released as 3.3.4.
@TrenTech
Broken limbs: How are you going to heal from that? Dehydration: Might be interesting, water bottles don't stack so that might be quite challenging. Heat: Part of dehydration, dunno. Players already in a desert will be upset.
@Netu
That's a good suggestion. I would still completely block torch placement under y30, maybe make torches between 30-50 burn out after some time and on allow on the surface? Everything configurable of course... You can create a feature ticket so I don't forget :)
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Posted Jun 24, 2013@Diemex
That's exactly what I was hoping for. Any chance of it happening, or is that just a pipe dream?
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Posted Jun 22, 2013Is there a way to make it so that torches normally burn out after some time? And torches below the limit just burn out faster? I would like it so that all torches burn out, eventually. ^^
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Posted Jun 20, 2013This is very unique from other plugins. Challenge excepted. Great work so far i'm loving it. Keep it up. One suggestion i have would be to add more environmental challenges such as broken limbs, dehydration and heat exhaustion just to make it a little more epic.
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Posted Jun 19, 2013@jakimfett
Well... The config is already pretty expansive as it is. What you are asking for is basically a dynamic list, right?
@spazmonkey777
I don't know about spigot.
Ehm increases the mob spawns in caves and at the same time decreases the spawns on the surface, because the mob cap is reached pretty quickly by the mobs in the caves. Ehm doesn't increase the mob cap it just moves most of the mobs into the caves.
@pilvimaa
Ehm increases the the pack spawning limit and doesn't spawn monsters uniformly,... atm. This might change at some stage, but it's work to write a "real" spawning algorithm.
@croftcw
I don't like people using such strong words as "hate" in my comments, thank you.
@Sir_Lomz
The plugin page is up to date. Those are all the permissions which have been implemented so far. You can maybe create a ticket so I don't forget to add the missing permissions.
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Posted Jun 18, 2013Hi!
Is there a more complete list of permission nodes? For example up above there's: extrahardmode.bypass.*
Is there a node where I could bypass specifically the realistic building?
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Posted Jun 18, 2013I hate that I cannot build while being above the block. Cannot find a place where there is configuration for it. Help?
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Posted Jun 18, 2013@spazmonkey777
Using Spigot also. I've noticed that there might be something funny going on with mob spawning. I'm using the
settings but hardly ever see mobs underground. And when I do -> they are all grouped up together in huge numbers in a very small area.
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Posted Jun 17, 2013Does anyone else have weird mob spawning when using this plugin with Spigot? I am running a Hardcore Survival test server for my community to test this plugin, and my only issue is mob spawning. I can run around at night on the surface, and sometimes hardly see any mobs.
Myself and many of my testers have also seen weird glitches where they see flashes of a mob spawning but then it disappears. Almost like it's partially in a wall or something. It's very weird. I have my server set to Hard, and have a completely default config.
And don't get me wrong, down in caves, mobs seem to spawn in mass, but on the surface they aren't as common. In this intended? And is there a way to tweak surface mob spawning? Thanks for any info!
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Posted Jun 17, 2013Would it be possible to add a way to configure which ores (ideally via item ID) weaken the stone around them? I want to make it so mining normal stone weakens the stone around it, and I also want to make it so removing wood "supports" can bring down the roof of the tunnel.
Also, I'd like to be able to configure what can and cannot break stone, again via item ID. I want to be able to make stone pickaxes able to mine stone, but with a really big negative (which would require the addition of the stone pickaxes to the "inhibit tunneling" section).EDIT: Looks like I didn't have the most recent version of the plugin. I'd still like to be able to add additional items to the list of things that can break stone, but it looks like the 3.4 update will do that.I guess really what I'm asking is can the config be made more configureable, and made so it accepts item IDs instead of something like "Number of Stone Iron Pickaxe Can Mine"?
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Posted Jun 16, 2013@ChristyMcclellan
You can upvote this Bukkit bug. https://bukkit.atlassian.net/browse/BUKKIT-3554
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Posted Jun 16, 2013My players cant pick up red stone dust they mined and bottles from witches they killed is there something I can do to allow them or am I missing something? Please help me.....I really love this plugin!!!
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Posted Jun 15, 2013@Dan7heMan
Please put everything bug related into tickets, thanks!
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Posted Jun 14, 2013Error: http://pastebin.com/c5e1jJUF
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Posted Jun 13, 2013@Diemex
you are right, please please excuse me, my mistake! Thanks a lot for this great plugin and all your work and time!
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Posted Jun 12, 2013@Diemex
Yeah sure.
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Posted Jun 12, 2013@Dan7heMan
Could you please put this into a ticket?
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Posted Jun 12, 2013@Diemex
Lol i didnt say anything about potions...? The number of uses before the pick brakes. Which is in the config. That is what im talking about. Iron pick is set to 150 uses. Diamond pick is set to 800 uses. They both brake after 1 use.