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 Jul 15, 2013@Diemex
sorry for late reply, was at the lake, that is the issue tho, when adjusting things in i believe the config and stuff it is allowing the explosion like it should be but not stopping the damage, its use is such that u can fire tnt cannons and harm people without harming the environment
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Posted Jul 13, 2013@Ajaxan
Oh okay, I will think about a fix for that. Simple fix: No placing of blocks against torches. But then you can use flowers, flower pots, signs, fences, fence posts and I don't want to manually add every item once an update comes with more such blocks. So I have to come up with something else which might require a restructuring of the "antibuild in air" code...
@Netu
Fixed it in the last build in the RELEASE branch.
These are the builds I'm using on my server atm. No configuration is implemented yet, but it supports a new project of mine (unreleased) which displays messages on the right instead of spamming the chat. Example. It can be found Here and requires 3.4 and upwards to work. Keep the disclaimer for dev builds in mind ;).
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Posted Jul 11, 2013@Diemex
Oh hey, by the way, anything figured out as to why pigmen aren't dropping warts outside of nether fortresses? :\
Thanks, as always!
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Posted Jul 11, 2013@Diemex
Yes, exactly. I made a small imgur album just to make sure we are on the same page.
Torch Exploit
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Posted Jul 11, 2013@Ajaxan
I had a look at your server and i understand why you want to prevent bridging. So basically you place a torch under your feet and then you somehow get into a position where you can place a block against the torch?
@Tritek
Not sure about libigot, but it should work with spigot although some have reported some issues with the number of spawns.
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Posted Jul 11, 2013Works fine with 1.6.2 Libigot or Spigot Server?
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Posted Jul 10, 2013@Netu
The problem is not placing on top, its placing on the sides of torches. If you stop players from being able to place blocks off of a torch (and other similar items) then you fix the problem.
@Diemex
The exploit is not normally to big of a deal, but on my server it is. The world is made up of floating islands so the "unable to build in air" mechanic stops players form making "noob" bridges between islands and force them to think more and use more materials. With this exploit they can use a single torch to bridge between islands.
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Posted Jul 10, 2013@Diemex
I meant just one block directly above. And just to stop players from "cheating" is all; I cannot think of a better solution at this time, sadly.
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Posted Jul 10, 2013@Ajaxan
A screenshot would be helpful. I have an idea what you mean, but I'm not certain how it is exploited.
@Netu
Then players can't protect torches from rain anymore.
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Posted Jul 9, 2013@Ajaxan
Perhaps an easy fix to this would be to disallow placing items above torches? This would complicated redstone, but would make torches a bit more realistic (wouldn't they burn the thing directly above them, after all?).
Of course make it configurable, as always.
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Posted Jul 9, 2013Players have managed to beat the new build mechanics, or more specifically the mechanic stopping players from building "in air". They place a torch/fence/redstone torch, once placed, they can now build off of it in any direction without having to get near the edge of a block where the "can't build in air" mechanic would have otherwise stopped them. If this doesn't make sence through text I'll post a screenshot.
I'm not sure if you are aware of this loop hole but i though I should bring it up as players are able to bridge very easily using this technique.
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Posted Jul 9, 2013@N1T3SLAY3R
When I tested the explosions I tested specifically with WorldGuard and it blocked all explosions. Has something changed, is it not blocking explosions anymore? What is the issue?
@Netu
Thanks for the donation, the gesture counts. As to the pigmen I will check the relevant code. It might be that the AntiGrinder code is blocking the drops.
@Bodyash
Could you explain the issue a bit clearer I'm not quite sure what you mean
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Posted Jul 7, 2013Further, exploding TNT will produce a more "natural" devastation with lots of fallen rock and other rubble.
Doesnt works on 1.6.1
In 3.2.2 and 1.5.2 it works. No fallen rock and other blocks :C Only huge explode.
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Posted Jul 6, 2013@Diemex
Greetings again!
It seems that my pigmen are not reliably dropping netherwart. This is how I have them configured:
PigZombies: Always Angry: true Always Drop Netherwart In Fortresses: true Percent Chance to Drop Netherwart Elsewhere In Nether: 50 Spawn on Lighting Strikes: Enable: true
I basically want my players to grind pigmen to get more warts, to get more healing, etc., etc. But sadly they are not dropping (I've never had them drop it, that is), outside of a fortress. They do drop it in fortresses, though.
What'cha think? :/ I'm using that dev build you recommended for me, by the way, which is still working great! Thanks again for that. Sorry I couldn't give more, but I hope it was a nice gesture, at least!
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Posted Jul 5, 2013@Diemex
i know but the main issue is the custom explosion, cause i have that set and its affecting it abit
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Posted Jul 5, 2013@CommodoreAlpha
I mean that the default value of zombies respawning by extrahardmode has to likely be tweaked, because that option in addition to mojangs changes to zombies is probably a bit too many zombies. I didnt plan to add options to mojangs changes to zombies, just meant that we have to tweak ehm default values a bit.
@N1T3SLAY3R
Ehm was written in a way so that it supports as many protection plugins as possible. Explosions are "labeled" as creeper explosions and should therefore be recognized and blocked by all protection plugins.
@benjacraft210
What do you mean, there are configs for almost everything?
@sirpoopalot
Please refrain from using all CAPS in my comments. This plugin is a bukkit only plugin, which means that even though I havent written a version specifically for 1.6.1 the plugin should still work. There is not even a recommended build availible for 1.6.1.and still a lot of the API has to be implemented, specifically the horse API.
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Posted Jul 5, 2013PLEASE PLEASE PLEASE EDIT THIS FOR 1.6.1 I LOVE THIS PLUGIN AND WANT TO USE IT FOR THE NEWEST MINECRAFT BUILD IF THE DEVELOPER SEES THIS CAN U ATLEAST COMFERM IF U ARE OR ARENOT GONA UPDATE IT FOR 1.6.1
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Posted Jul 5, 2013@pilvimaa
I'm not complaining about too many zombies, I'm complaining about Mojang doing redundant things. Well... they're not totally redundant if you're playing on a non-Bukkit server or Singleplayer.
The reason I'm complaining about the "more zombies + get harder as you stay in one area" tweaks is not because they're bad tweaks. The reason I'm complaining is because such features should be an opt-in thing, not something you'd have to opt-out of via a plugin. And if you really wanted Minecraft to be focused more on zombies, you'd get a plugin/mod to do that for you. I think Minecraft should be agnostic and focus on breadth in gameplay, rather than any concept or particular mob like the zombie (and yes, the Creeper is an overrated icon).
And not all people who complain about too many zombies are wimps. That's an overgeneralisation. It could be that someone is complaining about too many zombies because their villagers are getting eaten (on the Hard difficulty) and they're having trouble dealing with it, or simply that more zombies = less of other mobs = less of other mob drops. Let's face it, having stacks of rotten flesh isn't very useful unless you get a plugin to make it useful.
To summarise: The tweaks aren't bad, I kind of like them too, but Mojang should try to be more agnostic in what they add and make sure their additions focus on breadth. If they try to add depth to a mechanic or something else, they should make sure it can be opted out of, or that it'll be depth anyone can enjoy regardless of type of gameplay.
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Posted Jul 5, 2013This is a really cool plugin. I wish there was some way to turn hard mode on or off.
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Posted Jul 5, 2013@CommodoreAlpha
I understand the dilemma for plugin developers with all the Mojang changes.
But I also have to say that I absolutely LOVE the new zombie spawning settings + tweaked AI. With increased mob spawning rates it feels just like those zombie horror movies :-D
There used to be this one or maybe two lonely zombies who were standing around moping. But now we have hordes of hungry undead who are out to get you.
I 100% approve of this change. It has made the game much more fun, for me at least. I can see many people whining on the forums that there are too many zombies, but we all know they are just whiny little wimps who deserve to get their brains eaten, right? ;-)