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 Mar 17, 2013Is it possible to only load this plugin for certain worlds in a multi-world/multiverse setup?
Please ignore: I found the 'Enabled Worlds' section after looking in the config.yml file. Not sure why I didn't check that first.
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Posted Mar 16, 2013About Monster Apocalypse, I prefer to keep the number of plugins to a minimum, so if this would be included in this mod I would not need Monster Apocalypse just for the range (since I will not use any other features). I also feel like these two plugins can have some comparability issues since they do some of the same stuff, but I cant really test it now so I don't know.
This is just a thought though, and I can believe that its probably allot of work and it might not be worth the time. But it would be cool :).
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Posted Mar 16, 2013Bloodmoon is greate, its just that I would like to have more plugins like that. I don't know how much work it would be to make it. My though is that since you already have all the features it would be relativity easy to make it so these are activated at a certain time. But I;m not a plugin developer so I do not know.
I would like to see these features as toggleable, If they are on all the time it will not make a difference, but if you have deactivated it in our config it will become active during this event. This list is just based on my preference, but you can pretty much make every setting available:
- Zombies slow the player on attack. - Skeletons have a chance to fire a knockback arrow or a silverfish. - Underground, monsters spawn even in the light. - On death, a small portion of the player's inventory disappears forever. - Blazes spawn near bedrock in the normal world.
So basally I would like this event to overwrite the current setting, so you can actually configure it to be easier to (to give the players a break). So its a setting that changes the config for a certain time and change it back when the time is over. Do you think this could this be done?
Thanks.
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Posted Mar 16, 2013@erik1988
For the extended range use MonsterApokalypse. What is the problem with using Bloodmoon? What features of ehm would you like to enable only at certain times?
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Posted Mar 16, 2013I cant try it now, but I will let you know if I try it another time. Is there any way that you can make something similar to bloodmoon, like that a specific event have a specific chance of happening each night? Or maybe have it during day, so for instance if it happens the mobs spawn during day and do not catch on fire. I love things like that, it makes every night/day is different. Some of your features I don't want to be activated all the time, but if I can set some of them to happen once in a while (like with 2% chance of happening or something) it would be so cool, and make the game so much more interesting. I love the feeling that you have to get to a safe place or have to stay inn during night because of increased dangers.
Could you make an option to make mobs follow you for longer and that they have a higher "target distance" (they see you sooner)?
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Posted Mar 16, 2013@erik1988
I don't know, try it and get back to me :D. With Ehm enabled Bloodmoon will become even harder so you might have to tweak it a bit in the config.
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Posted Mar 16, 2013Does this work with BloodMoon? Thanks.
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Posted Mar 14, 2013@Drizzt451
I see what you mean. As a player I really like that there is a good chance that I loose my high level gear actually. Because in regular minecraft I tend to keep my enchanted gear for basically ever, I feel like the higher chance of loosing it with ehm makes it even more valuable. But then on the other hand sadly I have lost all my great gear a long time ago and I don't care for making new gear, so I just use plain unenchanted gear, because i just loose everything else so quickly. The only thing I have managed to keep are 4 lvl30 diamond picks, but swords and bows are all gone.
I think a config for switching of the loss for higher grade gear might be a good idea. Or alternatively if enchanted gear would have been choosen to be send to the void, I could also damage it a bit (15-20% and cfg ofc) instead of completely deleting it.
edit: that's what I'll probably do and then you can set the percentage to 100% to delete, 0% to always keep and whatever other percentage to damage the tool. Has the advantage that you won't loose your freshly enchanted sword or just repaired tool. But you might loose your almost broken stuff.
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Posted Mar 14, 2013Hi Diemex,
Thanks for the update. I see that there is now the option of bypassing inventory drop upon death.
1. Is this only possible through the current bypass permission, which pretty much disables everything else? 2. If yes, is there a way to make this a separate toggle option in the config file? 3. How would this work out in terms of its compatibility with %stack forfeit?
For example, say you have this feature with disabling inventory drop upon death, but at the same time you place a %20 stack forfeit, would the forfeit overwrite the flag that disables inventory drop?
The reason why I am asking is, people LOVE your plugin and the amount of difficulty, but I got a lot of complaints from my players saying a good enchanted diamond sword takes a week and they can lose it so easy they get discouraged.
If you could make it so that the inventory drop on death would be disabled with a flag, and we could still set a % stack forfeit, that way these guys would still fear death of losing say %30 their food stack or %30 of what they mined, but would retain their hard-earned/crafted armor/weapons.
Just a thought! Thanks for update, keep up the good work.
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Posted Mar 14, 2013@SGrayMe
absofreakinglutely, but as you said, it requires a lot of work and a lot of changes. Going from basically one config to an infinitely expandable config will be a lot of work, but I think it will be worth the effort. Don't expect anything soon though.
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Posted Mar 14, 2013Thanks for the recognition on 3.2.1. :) Was just glad to help an awesome plugin.
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Posted Mar 14, 2013My question is a ditto to ModernDragoness'.
I would really like to be enable/disable certain features you have in this mod. I like the idea of torches that wash away, more difficult irrigation, plants needing natural light, etc.
But there are other things in the mod that I would personally hate to deal with, and wouldnt want to inflict them on my players.
Good work on a neat idea!
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Posted Mar 14, 2013In curiosity, do you expect at some point there will be per-world config overrides? Like instead of having the same settings apply to every enabled world, have it possible some worlds use more of the features while others use only a couple of the features. I understand this would be a big undertaking to get bug free or near such, but I imagine I'm far from the only one that would appreciate it.
In any case, thank you for providing server owners with some cool extra features to implement. :)
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Posted Mar 14, 2013@B2key1
Glad to hear that you are having fun, but I don't care for closed source plugins.
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Posted Mar 14, 2013Wow, good work! It would be very nice for me if you would say something about my new plugin: http://dev.bukkit.org/server-mods/dropperm/ I am just learning Java and I love it!
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Posted Mar 14, 2013This plugin is awesome, but I would love it if you made it for SSP!!
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Posted Mar 19, 2013I know that would be awesome.
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Posted Mar 22, 2013You could just host a local bukkit server with the plugin mate :D
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Posted Apr 3, 2013Thing is it doesn't work with some single-player mods... Unless I can host an internal server with it?
But I don't know how to do that haha
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Posted Mar 13, 2013@ircopdd
Setting it to 0 disables it.