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 Feb 25, 2013has Big Scary handed over the development? Or was he just a temporary developer? Or is he still working with you Diemex?
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Posted Feb 25, 2013@Diemex
Sorry for the late reply, I got a bit busy over the past few days. I want to be able to completely disable the inventory weighing everyone down but keep the armor weighing people down.
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Posted Feb 25, 2013Amazing plugin !!
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Posted Feb 25, 2013@Hangar
Thanks for testing and giving feedback. I answered all of your questions here: http://pastebin.com/fFd40Esn
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Posted Feb 25, 2013We spent several hours testing the alpha 2 build against most of the features that are listed on the main page here, and here's our list of issues/questions/bugs: http://pastebin.com/y0vGPW1L
Hopefully some of it helps :)
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Posted Feb 24, 2013Apparently there's a vanilla bug where if a block falls onto a torch, it pops and turns into the broken version of itself on the ground. My user was able to demonstrate getting cobble by using this quirk. I'm not sure if you can stop it. I can give more detail if you can't reproduce.
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Posted Feb 24, 2013Uploaded Alpha 2: http://dev.bukkit.org/server-mods/fun-hard-mode/files/33-extra-hard-mode-3-1-alpha2/
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Posted Feb 24, 2013@Diemex
I also always put version numbers in my plugin file names, whether it's mine or not. It's better than scouring the log files for it if you need to know what you've got, and if you want to revert versions it makes it easy to get back to what you had. And I have a million files that I've renamed the extensions to .bak, .old, .newer, .hold, .crap, .whatisthisdeveloperthinking, etc. (lol). I usually shuffle them off to their own sub-folders after a while so they don't clog up my main folder but I always err on the side of keeping copies of things just in case.
Anyway, I see your 3.1 alpha and I'll throw it at my guys tonight if I see them *rubs hands together*.
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Posted Feb 24, 2013Thanks for the update Diemex, I'll let you know how it affects things. :)
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Posted Feb 24, 2013@Liger_XT5
I looked for Plugman and the version on BukkitDev has been deleted and the version on the bukkit forums is a year old. I haven't had success with these plugin managers either. What I do is just rename old files and add .bak at the end and then reload the whole server. I can't tell why plugman throws an error. Might be because the plugin name and the filename don't match or maybe even because the pluginname in the yml file includes a space. Could you maybe change it and tell me if it worked?
How do you prefer the naming of the files? EHM.jar is the name I use for development and I thought I would be able to change the name once I had uploaded. I think I will change the name back to ExtraHardMode.jar in the next release. Personally I really like to have the version number in the filename aswell, so I can tell which version the plugin is by just looking at the file. I think most admin like to just replace the plugins and if the name includes a version number they would have to delete the old version manually.
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Posted Feb 24, 2013Minor issue, thought you'd like to know.
With the new update, and not seeing a default config to tinker with, I unloaded the old EHM and loaded the new one, got the following error with PlugMan.
I restarted the server (only having the EHM.jar) to load the config, then unloaded EHM. Edited the config, then went to start it again, same issue loading it back up. Didn't have this issue with the previous version.
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Posted Feb 24, 2013@Diemex
i would use ticket system if i could. It doesn't work and ive tried to fix it nothing helps.
No idea better naming for inhibit tunneling i just did not know what INHIBIT ment. thank you for clearing that out.
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Posted Feb 24, 2013@semirotta
Inhibit tunneling = if your pick breaks fast on stone and if you can push ore/stone with pistons etc... Do you have a suggestion for a better name?
Are you sure about it not working? The ' should be escaped but i don't think it makes a difference. It's just the syntax highlighting of npp that marks it as incorrect.
Please try to use the ticket system.
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Posted Feb 24, 2013@Diemex
Awesome! Got the alpha instantly
few thins: Inhibit tunneling: true / false , what does this mean?
This sectioni at Silverfish, shows like normal text instead of BLUE text (notepad plus plus) so it isnt working.
Can't enter blocks: true I believe its because "Can't" .. it should be "Cant" .. Ichanged it into CANT instead of CAN'T
Also i cannot do: - ^extrahardmode.bypass.* for owner / co owner .. they still act like they have the bypass, with the old permission node it did work ... we had to play just like everyone else, now it doesnt just apply anymore :(
Edit again: In creative mode (LimitedCreative) the dirt etc. falls. Last version it did not (hopefully you could fix this)
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Posted Feb 23, 2013Uploaded an "Alpha" vesion of 3.1:
Changelog:
Notes:
This is a very big update under the hood. A lot of code has been changed, moved or swapped out. I spend a lot of time on this update and hope you appreciate it. However due to the sheer size of this update, there is a chance I have overlooked something or something that is in the changelog somehow got lost. If you don't feel comfortable using software that's in development don't download this.
Tickets:
If there are issues with this release, please use the ticketsystem to report it.
Download:
The best is yet to come !
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Posted Feb 22, 2013@Diemex
Sorry I should have specified the version, my bad, I will make a ticket
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Posted Feb 22, 2013@xXShadowguy3Xx
Use the ticket tracker I just opened. Also if you are referring to the code I uploaded to github just now that is unfinished code.
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Posted Feb 22, 2013@Diemex
Hey, I'm loving the new config (haven't used it since a little bit before bigscary handed it over) But i can't use the plugin as when I load it up it says that there is no world named world when there clearly is, I run a Voltz server if thats even remotely relevant.
(P.S you should add a section in the forums for bugs :p)
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Posted Feb 22, 2013Who needs fireworks?!
@MrMightyGnome
I personally don't use torches in the landscape anymore, I just use Jack o Lanterns in the ground and put leaves on top of it. But I guess everyone plays differently. If the feature doesn't work for you on your server, you might just deactivate it. There is only so much I can do to encourage a certain behaviour of a player.
@DangerRainger
I'm mainly going to prevent "unnecessary" explosions. Especially from creepers.
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Posted Feb 22, 2013@DangerRainger
ha, good point. I honestly don't know how this problem can be fixed. Honestly I dont even know what the soul purpose of this whole "not being able to place torch on grass" deal. Its kind of making the environment more messy than having just a single torch on the ground...