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:
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Posted Jan 18, 2013well then think again.. If we are cheating the Wither boss, what is even the point of fighting it? There's got to be a real reason and a real fight to be meaning full feature that's being added. If the players are legitimately beating the Wither, it takes SO MUCH RESOURCES JUST to kill the Wither and get to the Enderdragon. What would be the point of cheating the Wither boss and getting the star, all you are doing is delaying the time/requiring more resources just to get to the Enderdragon. Maybe there can be an another way of adding the "requiring a nether start to go to the End". Maybe it would be better to make it so you can only spawn the Wither on the surface without making a structure for him so he is restrained of his movement/attacks. THAT would be more reasonable/realistic way of approaching this problem... Cheers~
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Posted Jan 18, 2013Can you break the extrahardmode.bypass node into smaller more specific bypass nodes? I have a server where players pick from a group of classes with various perks and attached permission nodes, one of them being a miner class. I've been trying to find some way to allow miners to be able to mine through stone reasonably without that huge durability loss on tools but so far nothing has been working.
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Posted Jan 18, 2013Would it be possible to disable TNT softening stone around it without getting rid of the other TNT features? With the impracticality of tunneling with a pickaxe, and TNT blowing the ever loving shit out of stone, it makes digging any sort of tunnel far too difficult, and I'd like it to be a LITTLE easier.
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Posted Jan 18, 2013@bigscary
Hello, just wanna say, I love the plugin!
Also, maybe you could make obsidian able to be blown up (i assume you mean an obsidian fortress) That would also take away the ability to make an invincible base :D
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Posted Jan 18, 2013@MrMightyGnome
All it takes to cheat the wither is to read the wither page on the Minecraft wiki (the resources are easy for a wither-level player to get). And if the player is summoning the wither, chances are he's well acquainted with the wiki by now. Anyway for this plugin, I'm assuming players know all the shortcuts in the core game, and designing with that in mind to make sure they get new experiences and new challenges. Because the wither is easy to cheat and (more) easy to reach than the dragon, I chose to make the dragon the ultimate battle.
By the way, if you have ideas for how I can prevent players from building a fortress to hide in while firing arrows at the dragon, that will be extremely helpful. :) Maybe something involving teleporting them out of it, or sending monsters in somehow, or fireballs somehow penetrating walls.
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Posted Jan 18, 2013@bigscary
Then again, there are still people that aren't going to know what to do when they place the Wither boss and if there are players that are like that in the server, after it spawns it will grief the world. The ONLY advantage of fighting the Wither boss is finding a spot where to fight him but other than that, the Wither is still difficult as long as you fight him how he is suppose to be fought. It will also take a lot of resources to actually cage him in correctly without him breaking everything. I'm also pretty sure, Wither now also breaks obsidian (correct me if I'm wrong). Even if he doesn't break obsidian, the players still use a bunch of resources JUST go get to the dragon? Considering the fact that most people will probably just spawn the Wither outside without caging him properly.
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Posted Jan 18, 2013@MrMightyGnome
The dragon has greater potential to be more difficult because you don't control where he spawns AND you can't box him in because he flies through blocks. The wither is easy to cheat. That's why I choose to make the wither come first, then the dragon.
@Jungfaha
Yes, there are man options in the config file, but I wouldn't say that everything is 100% customizable. Some features you might want to "tweak" are actually either on or off, without a knob to adjust them. But there are no parts which can't be entirely disabled if you don't like them.
@Jungfaha
Okay he doesn't exactly shit zombies, I was just being crude. Currently, I'm play testing him with four types of fireballs (all of which deal explosive damage) - immolation to set fires, zombie summon, enderman summon, and blaze summon. Also, nearby endermen sometimes become aggressive to defend the dragon. So the battle becomes a combination of situational awareness (don't step in the fire), dodging or reflecting fireballs, battling minions, and trying to hit a flying dragon with your bow. Players can defeat the dragon with numbers (meaning outnumber him), but they would have to share the loot and experience. Also, while the dragon doesn't get actually stronger based on who he's fighting, he will fight more aggressively when confronted by a more effective opponent (or group), speeding up the pace of the battle.
@beanssprout
Yes, but if there's no one around to explain it to them, they'll quit.
I guess I could replace the plants with a snow block, so they would have some clue as to what happened?
No on the rain thing, because you could be offline when it starts raining. This would mean you'd have to spend a LOT of time standing around watching your crops, or plant all of them with a roof overtop.
Having crops die of old age is too hard to do technically speaking. For every planted block, I'd have to keep a database of when it was planted, and constantly check the database for crops which should die, and update the world. It's a giant pile of effort, and it would also kill off any villager crops, possibly before players could get there to steal them. :\
Again with the animals, players would just see that their animals mysteriously disappeared. They wouldn't understand it was due to the snow and not something else, like old age or a Mojang bug (animals disappearing has always been a confusing issue for players). I agree it's realistic, but I don't want admins everywhere to have to repeatedly explain to players how the server works, or require players to read signs or instructions on the web.
Even though it would make the game easier, I do like the idea of adding more wolves in snowy areas. After all, players don't get to play with wolf pets very often because they're so hard to find. However spawning them in the dark as I do with other bonus monsters might result in animals mysteriously disappearing from their pens (killed by wolves which spawned in there, and then despawned themselves), so it's overall probably more trouble than it's worth.
I'm very glad you like the plugin! :)
@Zombiemold
Oh very cool, I can see where that would make the battle more challenging. Having them explode at random seems like a punishment for winning, though. :) I'll be interested to see what you decide to do once you try the new dragon - keeping both, or disabling one or the other. Let me know.
Yeah, after adding ender dragon drops the other day, I went to watch the first guys try him and was like WUT? All he does is fly around? What a wimp. :)
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Posted Jan 18, 2013@bigscary
On our server we created a plugin that makes endermen aggressive in the end, as well as cause them to sometimes explode when killed there.
This increased the difficulty by a whole heck of a lot, and seems to work very well (The exploding prevents camping and/or farming).
Players still hardly get hit by the ender dragon at all though, so abilities would be very cool.
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Posted Jan 17, 2013@bigscary
I like the EnderDragon idea with the spitting fireball and pooping zombies.
Regarding the crops growing only on the right biome. I do not have any idea on how to make people figure that out that their crops will only grow in a specific biome without going into a wiki or reading the plugin info.. but perhaps, you can be more forgiving with these ideas:
Anyhow, thanks for taking your time into considering my suggestions and please do not hesitate to message me if you question or need clarification with anything.
Lastly, I really like your plugin so far and that I think it is a brilliant idea to focus on challenge with a squeeze of realism into it.
Cheers~
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Posted Jan 17, 2013@bigscary
I like that idea actually.. :P
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Posted Jan 17, 2013@CommodoreAlpha
maybe it should be harder but it shouldn't be harder than the Wither. I actually would like the Enderdragon to have additional effects (firing fireballs and spawning mobs) but i think the wither is harder still. The Wither boss even has 50% more health than the Enderdragon and considering how SLOW he attacks and he only tries to push off players off the map but that's about it. The Enderdragon can use more attack abilities but defeating the wither boss BEFORE defeating the Enderdragon is a bit too harsh.
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Posted Jan 17, 2013I think the ender dragon should be harder, because once it's killed, it's not coming back (without interference from "higher powers"). As for withers, any lucky player can make them on the spot like an iron golem. So in my opinion, enderdragons should be harder, as they can't be mass produced and, in my opinion, are more "unique" than withers.
Anyway, if you want to put in better enderdragons, perhaps you could look into the EnderDragonPlus plugin for ideas. It's already got the enderdragon spitting out fireballs with a dozen other small tweaks to the dragon. (But I've never really tested it.)
http://dev.bukkit.org/server-mods/enderdragonsplus/
As for making the End harder in general, perhaps you can make enderman automatically go aggro if you get too close to them. (I believe there was an outdated plugin somewhere that did this.)
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Posted Jan 17, 2013Ya the "END" is suppose to be the "END OF THE GAME" but a Wither boss is more like a boss you fight after you beat the game. Just like any other game especially if I'm comparing to the famous Pokemon saga, you can still do things after you beat the game. This is the same concept for Minecraft, after beating dragon, you kill the Wither. Even though you can still fight the Wither before beating the game its not recommended.
The stats may say the Wither boss does less damage but that's just the stats. Look at the actual game-play of the Wither boss. It destroys anything on its path, shoots explosive draining poison at you which then life-steals off you and the damage over time that can actually kill you unlike poison. Also considering how FAST the Wither attacks..
Check for yourself on the forums.
http://www.minecraftforum.net/topic/1525955-which-boss-is-harder-the-wither-boss-or-the-enderdragon/
MAJORITY of the people say Wither boss is harder than dragon. >.>
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Posted Jan 17, 2013@bigscary
I Have not tried this plugin, YET. I plan to. :) I have spent alote of time reading about this plugin. I really like the idea, its really AWSOME. On the other hand, is it possible to dissable some of the actions? Example; To disable the "Hostile ZombiePigs" or "Monsters spawning in the light...". Is it possibe to configure the different actions?
P.S. Making the Ender Dragon BAD AS* with FIRE Balls is way cool idea. Now about "shiting zombies" not so much, on the other hand making the Dragon more intelligent would be nice.
Peace out, keep up the good work.
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Posted Jan 17, 2013@MrMightyGnome
Technically the "END" is the END OF THE GAME. look it up. The wither should not be harder to kill. Check out the End Dragon and wither stats on wicki. If i am mistaken please do say.
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Posted Jan 17, 2013uhhhhhhhhhhhhh id have to go with a no on that... the wither boss is suppose to be harder to defeat than the dragon and i dont see how its going to be possible to beat him before going to the End and defeating the dragon first and getting the 100 level for enchant which helps kill the wither afterwards.
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Posted Jan 17, 2013Hey, what do you guys think about the idea of requiring a nether star to enter the end? This would force players to explore the nether in search of wither skeletons to get their skulls to summon the wither, then defeat him before trying the dragon, so they have to experience more of the game. The star would be consumed when the player enters the end. Because he wouldn't be able to get back in without another star, his equipment will not be dropped when he dies in the end, instead it will be with him when he respawns as if he were waking up from a dream. This will also prevent players from "rushing" the dragon - running back in repeatedly to wear him down. Once they're out of the fight, they're out for good unless they have more stars saved up. It will also prevent players who've beaten the dragon from easily "farming" him for more experience and villager eggs, since they will have to get more wither skeleton skulls from the nether before going back.
Thoughts?
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Posted Jan 17, 2013So guys, it's come to my attention that the nether dragon is a GIANT PUSHOVER. Seriously, he just flies around waiting for you to kill him, and the endermen don't even attack you unless you agitate them. So next version, the dragon will become a certified badass. He will likely spit fireballs and shit zombies, or something along those lines. Stay tuned. :)
@MrMightyGnome
Hmm.. about the griefing thing, I don't think it's something that should be fixed. Basically, the bad guy spends his resources to get the cobble, then the other player has to spend roughly equivalent resources to get rid of it. That's the same for obsidian, and nobody argues that obsidian should be changed as a result. Just make sure you have a good anti grief plugin, so that if this does happen, at least it will only happen OUTSIDE the victim's protected area.
The lava going cold in the rain thing makes realism sense (although I'm not sure rain could really cool molten lava), but I suspect players actually like the occasional random surface lava pool. Besides, turning them into obsidian would make them less dangerous, not moreso. :)
@Kiak
I don't think it's true that a server will crash (or even lag). I took very careful steps to ensure torches are searched out and removed very gradually over time, not all at once. In fact, the reason for the unpredictability of when torches will go out during a rainstorm is that I prioritized performance over realism.
I think you're understating the difficulty of building a village without eggs. Your typical zombie can't be cured, so your options are:
1. Search out a village with live NPCs, which could take a long time. Now wait for a zombie invasion, or otherwise find a zombie and convince him to attack a villager, which could take a while. Now get yourself a potion of weakness and a golden apple, neither of which are exactly common items. Now spend a very long time carefully kiting the zombie to the location you want - let's be realistic, getting the zombie far away from the town where you made him OR say up into a sky base or deep underground could be very slow and frustrating, even if you use a nether portal as a shortcut. To get a village exactly where you want it without making big compromises for convenience, you'd save a massive amount of time by using eggs.
2. Put an actual villager in a minecart and push him around. This takes foreeeeeever, or a lot of materials if you use a track. And at least some track is required if you want to get him uphill.
And there's the possibility he'll despawn while you're moving him around, if it takes a long time. :) So yeah with lots of patience, you can take on this very boring task. Or you could do something exciting, like try to slay a badass dragon.
@MrMightyGnome
Unfortunately, I think the only way to make the skeletons thing work would be to search the wide area around players to find skeletons, do the math to aim the shot, and then loose it. It could work, but I think it will be very expensive and in MOST cases (except wide open spaces), the arrow will just hit some tree or other obstacle. :\
@CommodoreAlpha
Okay sure, I'll give soul sand some thought. I'll try to come up with something to make it more uhh... scary. Tracking movement will be a lag generator though, so I'll have to come up with something else other than triggering something by walking on it.
I do like the idea of getting hurt when you punch a cactus, but it's too easy to work around (get out any other item/tool you have in your inventory) and it doesn't make sense in a game where you can punch a tree down with your fist. Since you're a total badass tree punching mofo, I don't think getting poked by a cactus will logically injure you. :)
I once considered a small chance for some ores to ignite due to a spark while mining, but it's dangerous enough mining without there being a damage tax on success. I think your suggestion falls in the same bucket - hurting players just because they're winning. The mining helmet thing would be good, except that players almost always wear a helmet anyway, and I don't think players would figure out on their own that wearing a helmet is the way to avoid the damage (I think showing an explanatory message every time it happens would be tacky).
I'm not trying to make a general "build anything you want" plugin, I'm trying to build a carefully balanced, well tested recipe which can be adjusted a bit for taste. For example, the netherrack feature I mentioned was designed specifically to make tunneling around in the nether a less attractive strategy because doing that circumvents the other challenges designed into the nether by this plugin.
If you want a server with a million nobs for you to play with, there are many plugins which are built with that experience in mind. Or, you can build your own plugin (or modify my source code to your purpose). :)
@beanssprout
I like the idea, but I worry that it will be very difficult for players to figure out why their crops aren't growing. And I don't want anyone to have to go to a website or wiki, or engage in conversations with other players to figure out something as success-critical as building a food crop. Supposing I were to add this feature, do you have any ideas for making it easier for players to figure out what's happening when their crops don't grow?
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Posted Jan 17, 2013Hi BigScary,
Will you be willing to integrate an optional feature to enable biome based farming. For example, you can not grow wheat on winter/snowy/cold biomes this will discourage people from locking themselves in within the safe walls of their bases, will also challenge players to better pick the location and how they manage their storage areas. With that being said, do you think its too brutal to only allow players to grow wheat on plains? I think there should be enough small ponds in plains biome for players to use as water sources for their farms. Not only this will be challenging but also a bit realism into it. Cheers~
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Posted Jan 16, 2013Great ideas so far, keep it up.