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 Jan 26, 2013@bigscary
You can design your plugin so that it allows multiple instances. Monster Apocalypse allows it, I can rename it and it makes a new folder with the new name.
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Posted Jan 26, 2013Suggestion: Configurations on a per world basis. I may want some features enabled in one world but not another, instead of just completely on or off for certain worlds.
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Posted Jan 25, 2013Well this might not be the best solution but you might be able to make it so the end blocks cant be mined. That itself might cause some complaints because some might actually like the end block but that was just a thought.
And as for the snow biome "attraction(s)" I actually thought of that because as I was playing, I realized the snow biome has no benefits of anything. Maybe naturally spawning snowmans? Just a thought. We can play around with these ideas as you (or us by giving suggestions) develop this plugin. :)
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Posted Jan 25, 2013It has nothing to do with lag my server is pretty much lagless (lol under 20 players with 3 gb ram on a hosted server), it has everything to do with them hoarding animals. It's just too easy to have a trillion of them and it makes most animal parts worthless. :(
I guess I'll see what else I can find.
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Posted Jan 25, 2013@MrMightyGnome
Sure, I could easily extend the feature to include covering tall grass, flowers, shrubs, and other similar blocks. I'll probably do that. However I'd like to have some reward to balance this out - what could I do for players in the snow areas to encourage them to live there despite this additional problem? Deserts have the bonus that torches don't get put out by the rain, but I need to come up with something attractive for snowy biomes.
Ooh, cool video. :) I like the idea, but I worry that this will cause a gradual deterioration of the end, possibly to a ridiculous level eventually. I could prevent this by making end stone blocks the exception (they don't move when exploded), but then people would just build their forts out of those blocks. :\ The build option is simpler to implement, involves less work for admins (who may have to repair or regenerate the end otherwise), and it's equally effective as far as players see it - with explosions knocking blocks down, they effectively can't build anything worthwhile anyway.
You've probably noticed that the dragon's fireballs don't destroy blocks - it's for the same reason, so that the end won't erode down to nothing over time.
@diannetea
Sorry no, there's only one config for the whole server. I can't think of any convenient way for you to do what you want. I could do something insane on my end by making an incredibly complex config file where every node has a sub-node for every world on your server, but folks already have a little trouble with the config file as it is, and I think few would really want the level of control you're looking for (more than one set of extra hard mode worlds, each set having a different configuration). You might consider running two servers - that's what I've done in the past when I wanted to make something very different from what I already had, just start up a new server. Life is easier for players that way, because they already know how to change servers so they don't have to learn slash commands to switch worlds, or find world switching portals you've provided, etc etc.
@MrMightyGnome
Okay, I'll check on the permission.
@Diemex
It won't work because each plugin knows its name internally. Changing the filename doesn't change the plugin's behavior. If they both loaded (I doubt they would), they'd both be reading the same config file.
@Zombiemold
Really sorry about that, it's gotta be spigot. My guess is that spigot is freaking out because the server is taking (spigot's definition of) "too long" to figure out where to place fire. I say freaking out because it doesn't seem to cause any kind of performance problem on standard CraftBukkit. Spigot is probably just overreacting to a non problem, OR it has a performance problem of its own that makes it much less performant than CraftBukkit.
@diannetea
I understand the problem, but I don't like a solution that makes farm animals vanish without explanation, at least not for the sake of realism. :\ If you present players with a problem, they should at least have a hint about the problem so that they can design an effective solution to beat it.
I do make another plugin which does this, though, called Population Density. That plugin is somewhat focused on server performance and administration. From that angle, it seems a fair trade off to potentially confuse players when the alternative is a laggy server where no one can play. I think there are other plugins which do JUST that sort of thing, so you might shop around a little (PopDensity does a lot of other stuff you may not want).
@sansho88
I like that. I'll put it in. :)
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Posted Jan 25, 2013I think have a good idea: When a creeper was killed by fire, he should explode at his death because he is composed of gunpowder :)
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Posted Jan 25, 2013@diannetea
Yeah this is a great idea. Most players treat animals like shit in minecraft. Not that I care, but having 200 animals in a 10x10 square makes absolutely no sense. Irl they would squash each other to death or one animal would freak out because it doesnt have enough space.
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Posted Jan 25, 2013Oh, I also would like to see "disease" on farm animals, so if there are too many in a location (not in separate pens) they get sick and require some sort of food or potion to heal them or they start dying off. Also starvation?
Some of my players have massive amounts of animals, I'd like to have a way to fix this without being like oh hey I'm removing all of these 500 sheep you have stuffed in this little room
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Posted Jan 24, 2013Still getting persistent crashes at random intervals during Enderdragon fights. Disabling the enhanced Ederdragon fight feature prevents this from happening.
Here is what shows up in the log after the crash:
http://pastebin.com/069HrKcb
It mentions something about a fireball. Btw, using spigot.
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Posted Jan 24, 2013@diannetea
I have an idea, but I don't know how the performance will be or if it is a good idea at all. Wait for bigscary to respond. Make a copy of the ExtrahardMode.jar, rename it to something else and open the jarfile. Look for a file called plugin.yml, in there you look for the plugin name and change it. This way you can have multiple instances of the plugin, this will also create 2 folders for the two instances. Then you just go into your configs specify the worlds and the appropriate options you want. But as I said, if your server explodes, I warned you.
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Posted Jan 24, 2013It doesnt seem like the permissions to bypass the plugin does NOT work. I tried both true and false. And yes, my permissions is working properly and I did not misspell anything. Please take a look!
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Posted Jan 24, 2013I don't suppose there would be any way to have rules for multiple worlds?
For example I have a PvP world where I have pretty much everything turned on, but I also have a Survival world where I'd like a lot of the Farming changes, maybe some of the mining..
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Posted Jan 24, 2013Your plugin is really great, good job!
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Posted Jan 23, 2013@bigscary
Excellent fix and ideas!
I will see if it still crashes for me. If it does, I will try to get you the info you'd need to figure it out.
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Posted Jan 23, 2013@bigscary
Hmm.. few questions and suggestions...
First off, will the snow ONLY ruin the crops or does it also include flowers and shrubs? (I would recommend ruining any plants just because snow biomes will look better all covered with snow :D )
And regarding the dragon building-a-simple-contraption problem, I think it would be better if the dragon's fireball would knock down blocks and not breaking them. Here is a link of what I mean.
http://www.youtube.com/watch?v=Y4aTPl0WbSA&feature=player_embedded
Using this, that way the dragon can eventually still get to the player without being too destructive.
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Posted Jan 23, 20132.5.1 Fix!
So here are my current plans. Feel free to submit your feedback on these ideas. :)
@tiwar
Glad you had fun!
@beanssprout
I like the idea about crops needing sunlight as opposed to artificial light, I will definitely implement it. For the biomes thing, I have a slightly different plan, see above. Generally the reason for this is that slowing crops down is more expensive (meaning CPU cycles) than killing them off.
@Diemex
Silverfish do not multiply at all (one silverfish does not somehow turn into two). If ignored, they do add up slowly over time because they can burrow into stone to wait for later. Also, be sure you've updated to one of the later versions. I recently cut the spawn rate for silverfish in half.
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Posted Jan 23, 2013@tiwar
That's what I'm saying with the silverfish... They are broken because they exponentially increase. It should be one silverfish per silverfish block. When I still had silverfish spawning on, a player of mine had a tunnel which was 40 blocks long and it had 85 silverfishblocks. They where spawning on halfslabs in bright light. Eventually I turned of monsters spawning in light and had to worldedit the silverfish blocks.
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Posted Jan 23, 2013Biome Based Farming:
Example: -Growing wheat in plains will take 3 days before harvest it takes 6 days in a cold biome
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Posted Jan 23, 2013Hi,first of all,thank you for this plugin,it's the backbone of my server.Anyways i wanted to tell about when we went into a small cave,we were 8 players doing a raid.It started out pretty well.Until someone broke a block,wich contained a silverfish,he killed it.and all of a sudden there was around 40 of them little buggers lol.We fought our way deeper,and died many times.they never stopped coming,we killed around 800-1000 silverfishes each,during the raid that took us about 4hours.started out in a 20x20 cave,now it was really big,since the silverfishes kept on coming..i think that was the best moment in minecraft ever =) Cheers!
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Posted Jan 23, 2013@halofreak506
I don't think I will add an option for that. But I've been known to change my mind when pestered by enough (different) people. :)
@MrMightyGnome
False would be turning it off, so they wont be bypassing anything.
The dragon seems harder with more players, but he isn't actually more difficult overall. Basically the harder you fight him, the harder he fights back. Try fighting off the monsters as they come instead of avoiding them to the point of being overwhelmed. Also remember that your gear matters - since he's the ultimate end boss, you should have to apply all your tricks to beat him - all of the following examples are very helpful: diamond armor with enchants (protection, fire protection), potions for more protection or instant healing, and extra damage on your bow and/or sword.
@nicholasooo @Zombiemold
Thanks, I'll definitely look at this and get it fixed. Zombie - crashes? Or just errors in the log?
@ok12Boss
See common questions page linked above.
@MrMightyGnome
Yeah, I might do that. Replacing them with snow blocks so the player has a hint about the reason for it happening.
@CommodoreAlpha
If you don't have the time to even test whether there's a problem, then I don't have the time to test for a problem, investigate root cause, design a solution, implement it, and then test and publish that solution.
@tremor77
It's 25% right now. I'm thinking of making it higher for not-watered farmland and for deserts. And, I've never heard of crops being a reason for lag. :)
Yep, it's the fewer seeds option that prevents re-planting. Sorry I feel very strongly that the nether wart drop in fortresses is valuable because it gives players a reason to find and explore the fortresses. Vanilla players already have reasons, but blazes everywhere (for rods) and SMP (which makes nether wart in forts scarce) reduce their appeal, and this brings it back. And about the hard to get, it's one of the most valuable items in the game, since it's the basic ingredient for all potions (which themselves are high tier items). That's why it's hard. Unfortunately, reducing the seed drop rate is impossible due to a Bukkit bug which will probably never be fixed.
@Diemex
I know, I know... I'm infamous for forgetting source code updates. I'll try to remember later today.