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.
Support this project on Patreon!
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


-
View User Profile
-
Send Message
Posted Jul 4, 2013hey i was wondering if you could add better compatibility for worldguard, specifically for their tnt protection because i have it set so that tnt can explode in the area but should do no terrain damage, could you please add that fix, because i am using custom tnt properties and i dont want to switch to grief prevention due to being already used to and satisfied with world guard, thanks xD
-
View User Profile
-
Send Message
Posted Jul 4, 2013@pilvimaa
For your horse issue, horses spawn on new chunks only. I can't see why EHM should touch the spawnrate of horses.
And about zombies/difficulty, Mojang loves to take things into their own hands when there are literally thousands of plugins that are doing what they're trying to do. If only they would learn this and keep their hands off tweaking mechanics that weren't hardcoded before.
Anyway, I don't think EHM has to tweak the "get harder as you stay in one place" mechanic, because it already fits well with it. Plus I don't know how exactly it would be tweaked. Mobs spawning with better items/enchantments can be handled and replaced by a plugin like MobManager. The AI... well, the AI was always dumb to begin with, so that'll serve as a better challenge.
@Diemex
What exactly do you mean when you say "slighly decrease the percentage for respawning of zombies?" Do you mean to decrease the rate at which zombies can "summon" other zombies? If this is what you mean, can you make this a configurable option too? (Because more configuration is better. Usually.) :)
-
View User Profile
-
Send Message
Posted Jul 4, 2013Can Extra Hard Mode affect horse spawning in 1.6.1? It's been couple of days now and no one has seen even a blink of a horse on my server. I'm starting to suspect something might be wrong and I'm looking for probable causes.
EDIT: Never mind. 5 minutes after writing this I found some horses. They are just really rare.
-
View User Profile
-
Send Message
Posted Jul 4, 2013@Diemex
I couldn't find the original change log I was looking at a couple of days ago but here is one link for you:
http://www.minecraftwiki.net/wiki/Version_history
And the relevant parts:
"Changed the idea of mob difficulty[12]
Regional difficulty: The longer you spend in one area, the harder it gets Scales with difficulty - items, enchants or AI improve with difficulty"
And here are some more of the new features that might be relevant (kind of like the same features EHM already had):
"Zombies
Now have a small chance to spawn additional zombies when damaged or not being looked at Able to lock onto the player from 40 blocks away (formerly 16 blocks). Mobbing zombies can now move when further than 32 blocks from player"
-
View User Profile
-
Send Message
Posted Jul 3, 2013@Diemex
I love you.
-
View User Profile
-
Send Message
Posted Jul 3, 2013@Netu
Done :). Is in the latest dev build on my jenkins server. Use '@all' as a world name and the config will be enabled for all worlds. You can still override settings with extra config files.
-
View User Profile
-
Send Message
Posted Jul 3, 2013@Diemex
So then, there is no way to just do "all worlds"? I honestly have no objections to the plugin just being on globally, is that possible? Otherwise I'd have to manually check every 20-30 minutes to see if any players are making worlds with MystCraft or not and add them, etc. :/
Thanks, as always! You rock. :)
-
View User Profile
-
Send Message
Posted Jul 3, 2013@pilvimaa
Could you link me to this "Difficulty getting harder when staying a long time in one place"? That was a change I'm not aware of. For 1.6 we will have to slighly decrease the percentage for respawning of zombies. Also I'm waiting on the horse API for 1.6. In the scope of Ehm they are quite op and they will be nerfed :D.
@CommodoreAlpha
I like your second suggestion regarding death and created a ticket based on your comment.You can continue discussion on possible implementation there and add ideas there. Thanks for the suggestion! Ticket-63
@Netu
You do not need to create a file for every world. You only create inheritance configs for worlds where you plan to override something. Otherwise you just put your worlds in the config like this.
-
View User Profile
-
Send Message
Posted Jul 3, 2013Hmm, how could I just enable this for all worlds? I use MystCraft and it would be a real pain (and impossible to keep up with, really) to set up inheritance configs for each created world.
Any thoughts/ideas? D:
-
View User Profile
-
Send Message
Posted Jul 3, 2013@CommodoreAlpha
I think your idea sounds, honestly, perfect. Bonuses for staying alive longer, that stack up to a certain point (all configurable of course), is ingenious. Bravo, honestly, I could not have said it better myself. Hopefully this idea would be considered! Alternatively, perhaps I could figure out how to make this separately.
-
View User Profile
-
Send Message
Posted Jul 3, 2013@Netu
Getting banned for dying (or dying x times) is exactly what the original author sought to avoid.
Forcing players to go back to their corpses to resume gameplay is interesting, but it sounds more like punishing your players with tedium than teaching them a lesson.
The way I see it, there's no good way to make dying more "interesting" with involving punishments. That's because dying is meant to be punishing, where you mainly lose stuff like experience and items. Though, it shouldn't be too punishing as to drive people away. The way this plugin adds on difficulty to any task is by tweaking mechanics, but how can one necessarily tweak the mechanic of dying itself?
So far, the only "interesting" tweak you can give death to make it more difficult is to have them complete some kind of quest in an "afterlife" scenario, probably by using one of the many afterlife plugins or even a quest plugin. And the quest itself should be interesting to finish, have "replay-value" (people die more than once), and should not focus on bland tasks. However, forcing players into a quest is clearly out of the scope of this plugin. I am merely suggesting this idea for you.
One idea that came to mind about dying is to subtly discourage players from dying, instead of the outright "lose xp, items, cash, health, and hunger!" The way I would do this would be to reduce the amount of drops/cash/xp that players earn by a (moderate) percentage, if they recently died. The longer they stay alive, the less penalty in rewards they have. If they stay alive after "x" amount of time, they will have no penalty in such rewards. You could apply this penalty to mob drops, mining ores, etc. But this is just an idea, though it could be within the scope of this particular plugin.
-
View User Profile
-
Send Message
Posted Jul 3, 2013Any thoughts on how the Minecraft 1.6 mob spawning changes (for example: difficulty gets harder the more time you spend in one place) are going to affect the future versions of Exra Hard Mode?
-
View User Profile
-
Send Message
Posted Jul 2, 2013@Diemex
Broken bones could be healed using a bone. After further playing with this plugin i could see the heat exhaustion being a problem especially in the desert. just some friendly suggestion to make things interesting. This plugin is awesome and I hope to see some new and unique things to come. Vanilla Minecraft has become a snore and this really spices things up.
-
View User Profile
-
Send Message
Posted Jul 1, 2013@Diemex
Aye, I agree regarding death. There needs to be something better. Death shouldn't be overly punishing, but at the same time, we really need to force players to play smarter, and treat their surroundings with the respect it deserves. Maybe a "lives" system? (Configurable, of course.) If you die too many times in rapid succession, you get banned for a configurable time. Or something.
Perhaps something such as Death & Rebirth? When you die, you instead have to run back to a shrine, or something, to resurrect. You have the 10% chance to lose an item still (if that's set), but have to make that hike back. I might install this plugin on my test server and see if I can configure in such a way that makes death a little more interesting.
Right now it is just too "bleh" to die. Oh, you died again? Run back to your body, if you weren't too far away from a spawnpoint, and maybe not get all your loot back.
Reducing hunger further is just punishing players whereas instead they ought to learn from the experience... That just inserts more grind. Oh well, whatever. I'll think of somethin'. :P
Thanks for looking into the tree stuff. I'm sure you'll figure something out. A configurable amount to chop would be lovely, I think. Perhaps even an option to chop jungle trees?
Thanks a lot, sir, you rock!
-
View User Profile
-
Send Message
Posted Jul 1, 2013@dornalmidian
I think it's just not updated correctly. If you put a Block next to it it should go away. Will look into a fix.
@Netu
Especially in the first hours food can be a major problem if the player isn't given any starting food. Starvation often occurs, if a player doesn't manage his food correctly. I think that one has to give players a chance to obtain some food. In order to obtain food you need to have a sufficiently filled hungerbar, so you are able to get somewhere before starving.
I don't believe that simply reducing the food in the foodbar for every death will cut it. I believe that it should be a bit more sophisticated than that, but I haven't gotten a particular idea yet.
The radius for checking for loose branches is not very big, I think it needs to be increased by one (can add config). I tried to add some cleaning up code, but haven't found a "nice" solution yet. I think I will remove branches which are lying on the ground after some time and increase the checking radius. That will hopefully do.
Chopping isn't meant to be realistic, even though in my eyes it makes sense. I wanted to add a twist to chopping a tree and take care of the floating treetops, which are even harder to remove when limited building is switched on.
-
View User Profile
-
Send Message
Posted Jun 28, 2013@JerryFord
Correct, but I want users to continue losing points of hunger every time they respawn; this would prevent players from just killing themselves to gain health/hunger back up to whatever values I set. Does that make sense? Hell, maybe even respawn with the hunger debuff... That'd be easy!
@Diemex
As you can see, trees don't really fall down realistically, which is sad! Instead they just sort of...give up on life and cause all sorts of issues. I know there are mods and plugins out there that chop trees, but honestly I love the "physics" of this more-so than any of those, so would prefer this, if it were just a bit...cleaner. Maybe if I made a leaf destruction plugin, at least, to cause leaves to pop whenever logs aren't nearby...or something...
Edit: I just want to say that I am fine with logs falling down, potentially harming players. That's actually really cool! But basically all of the logs just fall down, and it doesn't seem to make sense they do that...and it really uglies the place up with the floating leaves/the few logs stuck up in the air/etc.
I am getting more and more used to the limited "in air" build options. It'll just take time, I think. Scaffolding is where it's at, yo. ^_^
Thanks to everyone for the advice/help! I am sorry if I am not very clear. This mod has done wonders for the way I play Minecraft now, haha!
-
View User Profile
-
Send Message
Posted Jun 27, 2013A member on our server discovered that using a water bucket in a 1 block area will only lower the water to about 50%, then it gets stuck. It's not a source block, but there is still water there.
Like so: http://oi43.tinypic.com/jt3nsw.jpg
Love the plugin! Keep up the good work.
-
View User Profile
-
Send Message
Posted Jun 27, 2013@Netu
Netu,
Concerning the unhealthy death statement, EHM already has this functionality. Please look in the config for:
Death:
Item Stacks Forfeit Percent: 10
Respawn Health: 15
Respawn Foodlevel: 15
Full health or foodlevel would be 20.
-
View User Profile
-
Send Message
Posted Jun 27, 2013@Diemex
Its a problem with some of the large oaks for example. All the logs are not able to fall down because they are surrounded by leaves.
-
View User Profile
-
Send Message
Posted Jun 27, 2013Do you think it would be possible to make a config option for the size of the area that falls down by gravity when you go poking around areas of dirt etc which float in the air? because it seems like a bit smallish area to me and I would like to try out different settings for it.