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 1, 2013Any idea why this is happening? I've narrowed it down to this file causing the issues ExtraHardMode.jar/me/ryanhamshire/extrahardmode/EntityEventHandler.class. Some kind of compatibility problem with the latest MCPC bukkit server? Here is a link to that server - http://www.mcportcentral.co.za/index.php?topic=4657.0
08:42:11 [SEVERE] Could not pass event CreatureSpawnEvent to ExtraHardMode v2.6 org.bukkit.event.EventException at org.bukkit.plugin.java.JavaPluginLoader$1.execute(JavaPluginLoader.ja va:393) at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.jav a:62) at org.bukkit.plugin.SimplePluginManager.fireEvent(SimplePluginManager.j ava:477) at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.j ava:462) at org.bukkit.craftbukkit.v1_4_R1.event.CraftEventFactory.callCreatureSp awnEvent(CraftEventFactory.java:243) at yc.addEntity(World.java:1765) at yp.a(SpawnerAnimals.java:226) at in.b(WorldServer.java:291) at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:941) at ho.r(DedicatedServer.java:301) at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:853) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:740) at fy.run(ThreadMinecraftServer.java:16) Caused by: java.lang.IllegalArgumentException: Location or entity class cannot b e null at org.bukkit.craftbukkit.v1_4_R1.CraftWorld.spawn(CraftWorld.java:872) at org.bukkit.craftbukkit.v1_4_R1.CraftWorld.spawn(CraftWorld.java:846) at org.bukkit.craftbukkit.v1_4_R1.CraftWorld.spawnEntity(CraftWorld.java :393) at me.ryanhamshire.ExtraHardMode.EntityEventHandler.onEntitySpawn(Entity EventHandler.java:485) at sun.reflect.GeneratedMethodAccessor14.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at org.bukkit.plugin.java.JavaPluginLoader$1.execute(JavaPluginLoader.ja va:391) ... 12 more 08:42:11 [SEVERE] t: Ticking entity 08:42:11 [SEVERE] at net.minecraft.server.MinecraftServer.r(MinecraftServe r.java:958) 08:42:11 [SEVERE] at ho.r(DedicatedServer.java:301) 08:42:11 [SEVERE] at net.minecraft.server.MinecraftServer.q(MinecraftServe r.java:853) 08:42:11 [SEVERE] at net.minecraft.server.MinecraftServer.run(MinecraftSer ver.java:740) 08:42:11 [SEVERE] at fy.run(ThreadMinecraftServer.java:16) 08:42:11 [SEVERE] Caused by: java.lang.NullPointerException 08:42:11 [SEVERE] at nk.d(EntityAIAttackOnCollide.java:90) 08:42:11 [SEVERE] at nd.a(EntityAITasks.java:97) 08:42:11 [SEVERE] at md.bl(EntityLiving.java:2246) 08:42:11 [SEVERE] at md.c(EntityLiving.java:1950) 08:42:11 [SEVERE] at qj.c(EntityMob.java:38) 08:42:11 [SEVERE] at md.j_(EntityLiving.java:913) 08:42:11 [SEVERE] at qj.j_(EntityMob.java:46) 08:42:11 [SEVERE] at yc.a(World.java:2675) 08:42:11 [SEVERE] at in.a(WorldServer.java:802) 08:42:11 [SEVERE] at yc.g(World.java:2637) 08:42:11 [SEVERE] at yc.h(World.java:2466) 08:42:11 [SEVERE] at in.h(WorldServer.java:665) 08:42:11 [SEVERE] at net.minecraft.server.MinecraftServer.r(MinecraftServe r.java:952) 08:42:11 [SEVERE] ... 4 more 08:42:11 [SEVERE] Encountered an unexpected exception t t: Ticking entity at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:958) at ho.r(DedicatedServer.java:301) at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:853) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:740) at fy.run(ThreadMinecraftServer.java:16) Caused by: java.lang.NullPointerException at nk.d(EntityAIAttackOnCollide.java:90) at nd.a(EntityAITasks.java:97) at md.bl(EntityLiving.java:2246) at md.c(EntityLiving.java:1950) at qj.c(EntityMob.java:38) at md.j_(EntityLiving.java:913) at qj.j_(EntityMob.java:46) at yc.a(World.java:2675) at in.a(WorldServer.java:802) at yc.g(World.java:2637) at yc.h(World.java:2466) at in.h(WorldServer.java:665) at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:952) ... 4 more
The questions I had were referring to: PermanentFlameMinYCoord: 30 - I want to lower the level torches can be placed slightly, so a smaller number here? PlayerDeath: - I don't understand any of these? How would these work with a mod which changes default health values? ItemStacksForfeitPercent: 10 RespawnHealth: 15 RespawnFoodLevel: 15 MoreMonsters: - If I wanted more monsters above ground also could this do that? MaxYCoord: 55 Multiplier: 2
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Posted Feb 1, 2013I really do want to use it, but first I need some permissions that can disable this in certain worlds somehow.
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Posted Feb 1, 2013@EpicGamingKDE
There's no permissions part in the config, I'm not sure what you mean by that. Ops always have all permissions, unless maybe you have some fancy permissions plugin which allows you to take away op permissions. Maybe you could look into getting one of those. Or, deop yourself and give yourself the permissions you need - your server is more secure that way, in case somebody guesses your password.
@CorruptedHelix
Okay, thanks for letting me know.
@Diemex
I'll try to remember to update the source with the next version release.
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Posted Feb 1, 2013Just thought you should know, using commands like /killall zombie or /butcher zombie still allows them to resurrect.
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Posted Feb 1, 2013@EpicGamingKDE
You can do this, read this http://wiki.bukkit.org/Plugin_YAML then you know how to do it. :)
@bigscary: It might be a good idea to add a config option, because the permission is causing a lot of fuss. "Grant ops bypass permission: false (default)". Also I planned on adding more config options to the plugin. You still have an old version up on Github. If you don't want people to mess with your code just let me know and I won't bother any further.
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Posted Feb 1, 2013Hey, When I go into the ExtraHardMode jar, go into the plugin config, when I take off the permissions part, and reload the server, Ops can still do things that they are able too with the bypass. I dont want the bypass, So how do I take it off? (No, I dont use rank plugins and im not gonna get them, because they conflict with other plugins. C: ) Edit: I also use CB 1.4.6-R.0-3, Because most of the plugins i use are not updated to the 1.4.7.
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Posted Jan 31, 2013This Plugin is the BEST! I'm playing in a Vanilla Server with this!
P.S. If I'm allowed to sponsor the Server here, the IP Address is 82.96.119.48:25565. I'm mostly posting this because most of the players are logged out whenever I play(I'm in Asia). Oh yeah, and if anyone wants to join, you have to apply here:
http://www.minecraftforum.net/topic/1619514-back-to-survival-extra-hard-mode/
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Posted Jan 31, 2013@DarkRyuZ7
See common questions link above. There's a world guard bug, you can work around it but it's not an idea fix.
@Carambaz
There's no permanent fire fire feature, or permanent player death feature. The more monsters are several different options, depending on what type of monster you're talking about. No, I'm not planning to make a config guide. Most folks can get the meaning from looking at the file, and I'm happy to answer (very specific) questions about the config options. :)
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Posted Jan 31, 2013I cannot find a link anywhere to a description for the config, could you add one? If you don't want to add one could you clarify the permanent fire, player death, and more monsters variables? Thanks!
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Posted Jan 31, 2013WorldEdit is not working with this Plugin? Can this be, or is something wrong on my side?
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Posted Jan 30, 2013@bigscary
crossing my fingers
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Posted Jan 30, 2013@revslaughter
From the design perspectivec, that could work! Let me look into the technical stuff to see if it's doable.
@orodai
I'll see if I can fix it - no guarantees, it's not always possible to fix a problem caused by another plugin or a mod.
@LordInfinitus
Thanks! Based on what you posted there, I think it will be easy to fix. I'll try to get it done this week for you.
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Posted Jan 30, 2013@bigscary
Hi again! Thanks for your thoughtful reply.
What I would do is add a message when animals are bred and it's too dense, like when someone tries to place a torch on the dirt or a torch too deep. Someone with a high-density ranch would be breeding a lot, so maybe only play the message when density is too high. That way, if someone notices their animals dying, they try to breed more and see the message.
You could also put the message in first person, for greater immersion, such as, "If I breed more animals, they will start to die. Maybe I should give them more room to roam around."
What are your thoughts?
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Posted Jan 30, 2013@big
http://pastebin.com/70zhz51X
Theres other mobs I have running around that trigger it too I believe but the mo creatures are most common.
Thats a shame about not being able to mod them. There is a mod "infernal mobs" that essentially adds named mobs like from diablo and it works on all entities by creating a list. Im guessing this is something that bukkit isn't equipped to deal with and forge is. The physics adjustment from this plugin is probably my favorite mod to date <3
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Posted Jan 30, 2013@bigscary
http://pastebin.com/4d0U5neA
Thanks.
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Posted Jan 30, 2013@LordInfinitus
The "moved too quickly" happens on many servers (even without this plugin) when a creative mode player flies around in the end, often right after he flies through the portal.
For entity explode event, please do post a pastebin link to more of that log entry, so that I can see the details. :)
@Liger_XT5
I don't quite understand the suggestion - will you please explain a little more?
@stephengillie
Felling an entire tree is more realistic, but it makes the game easier rather than harder. Someone suggested that the blocks should fall as logs onto the ground nearby, but that could be a potential grief problem (plant a tree next to a protected area, chop it down, and repeat... building up lots of logs in the protected area without permission). I'm definitely open to more ideas around trees. I've never liked how they hang in the air.
The supporting wood with logs things has a couple of problems. Most importantly, it would probably be hugely expensive to always scan nearby blocks every time a plank is placed or a log is broken. Secondly, I don't think players would understand it without someone explaining it to them in detail. The current system with falling cobble and dirt is a little limited in the realism department because only a few materials are impacted, but it's simple for players to understand and that's why it works out.
Ultimately, any gravity system will be flawed unless it scans all the way up from bedrock every time a block is placed or broken, which is just too much for servers to handle. So players will always have ways to make blocks or groups of blocks float in the air.
@orodai
Please post a link to a pastebin with the details of one of those exceptions. :) Adding support in a Bukkit plugin for new creature types isn't doable - Bukkit knows about Vanilla creatures, and that's it.
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Posted Jan 30, 2013Love this mod though I have one request. With the advent of mcpcs new build you can use forge mods and bukkit plugins. With any mod that adds additional mobs, each mob spawn throws an exception. Could not pass entity to extra hardmode etc.
Could you throw a suppress warning in there somewhere to make it so it doesn't request info on each mob out of the vanilla ID range or something to that extent? Really fills up the console window.
Or maybe if you're ambitios which I'm sure you are you could add support for mo creatures! Im not sure how it would work but there's plenty of monsters to add effects to in that pack.
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Posted Jan 29, 2013Me and some friends have been playing a private server with this mod for some time. We also added Bloodmoon to make it even more difficult. We're really enjoying both the increased difficulty and the increased realism your mod offers. We like the difficulty in mining and how rare cobblestone is. With Bloodmoon causing surface Blazes to spawn, we can't live in flammable buildings or they get burned down.
There's a tree mod which modifies trees so chopping the bottom block causes all wood blocks above it to turn into wood drops, and all the leaves immediately tried to turn into saplings. If you cut down just above the leaves, only the upper part of the tree would be affected. I was wondering if you could add something like that in for this mod - so cutting down the bottom of the tree would fell the whole tree?
Similarly, can you make it so wood planks will only float in the air if they're within 4 blocks of a log - the way leaves disappear if they're too far from a log? This would force players to use logs as support posts, or else their buildings would collapse. Add that to the surface Blazes in Bloodmoon, which burn down your house, and building structures becomes slightly complicated.
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Posted Jan 29, 2013@Diemex @bigscary @CommodoreAlpha
I wasn't stating it was bad, I was just saying it was an interesting reaction. We are still using the plugin, as it does multiple things that I had multiple plugins do instead.
Any word on the suggestion I had about a display for a default config to compare changes with?
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Posted Jan 29, 2013about the WOOD thing its OAK_WOOD, SPRUCE_WOOD, etc..
ohh yea but dunno how to make the actual wood fall... only the planks