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 16, 2013I have a few suggestions.
1.) You could probably make soul sand more "deadly". While it does slow players down, that's not really much of a threat (even when under fire from ghasts), and usually serves an advantage to the player in building traps or other utilities. I feel soul sand just isn't dangerous enough to be called "soul sand."
I think it would be fit if it could occasionally (not always, as that would be incredibly annoying) wither/weaken/blind/whatever you while you're on it or when you try to dig it. The chance of wither on breaking or walking should be configurable. You could even extend this feature to any block to apply any effect. Maybe.
2.) Breaking certain blocks hurt you, depending on how you break it (what item you have in your hand, or even what you may be equipping at the moment). For example, punching and breaking cacti should hurt you. So if you break it with anything else, it won't.
Or perhaps coal ore or netherrack can hurt you (and maybe apply a few potion effects too) when you mine it, due to the noxious fumes they may release. The way to avoid this would be to wear a configurable "miner's hat" like an iron helmet to avoid the fumes.
3.) Also, I like this plugin for making the game harder overall, but I was wondering if some of the features could be less specific (and more open to configuration). Right now, I feel that some of the features are too specific and have to be substituted by other plugins, depending on one's taste.
For example, the "Ghasts and skeletons can avoid arrows" feature is nice, but what if I wanted other mobs to be able to do this? It would make sense for those two mobs to have that ability, but what if, for any reason whatsoever, I wanted zombies to be able to avoid arrows? I mean, zombies are usually already easy enough to kill.
Another example would be that breaking netherrack has a chance of sparking a fire. But what if I, or someone else wanted to configure their own set of blocks that have a chance of catching you on fire, each with their own chance percentages? This is bizarre, but I'd think it would be funny if breaking a lit furnace would catch you on fire all of the time.
I know that making most of the features more open to configuration would probably require a massive amount of work (along with doing things out of the scope of this plugin's purpose), and also make configuration on the server admin's side less favourable/convenient/fast/easy. But I'm just making this suggestion for the sake of high flexibility with each feature.
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Posted Jan 16, 2013@bigscary
Hey mate Love your latest additions very nice just had a thought while reading the patch notes
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Posted Jan 16, 2013@bigscary
that sounds very nice, and also i just thought of an idea where skeletons can shoot from a very far range. With this it gives players more of a challenge how to deal with skeletons and think more strategically and taking cover + avoiding them or even flanking them in order to get pass them. I think it can put a whole new element into gameplay :D and of course this might conflict with the firing silverfish idea, but i think you should modify it so that is only enabled if the player is in their silverfish firing range :D
EDIT: i came across a problem with this plugin. If players smelt cobblestone to make stone, they can kind of grief with it because once they place it, you need iron/diamond pickaxe to break it.
EDIT*: Another cool feature you can consider is lava cooling to obsidian when its raining? only if the rain kept pouring on it though.
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Posted Jan 16, 2013Hey guys, I got a great idea (I think). I'm going to add an option to have the dragon drop two villager spawner eggs. This will give players a very interesting reason (building a city!) to continue playing on your server even after they've bested the dragon. Of course, you can turn it off if you don't like it.
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Posted Jan 16, 2013you should make it so if you are in the desert for too long, your vision goes all wierd (potion effect close to the one when entering nether) and when it starts snowing, you lose movement speed. im thinking about more realistic in terms of weather and conditional things :P
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Posted Jan 16, 2013@MyNameIsViolet
I think the two areas you've brought up are both very interesting! Like you, I dislike that players can swim up a waterfall like it's a ladder. And chopping trees could be both more interesting and more realistic.
Unfortunately, the specific idea of blocking players from swimming up waterfalls won't work because it's too expensive (meaning a lag generator) to constantly track player movement. While having logs fall down all at once is more realistic, like you say it does make the game easier rather than harder. I can't make breaking blocks take longer (it's a bukkit limitation), but I can reduce the durability of the tool like you've suggested. But, I think that will just result in players always choosing to punch trees rather than chop them. One potential for balance would be to have trees only fall down all at once when chopped by an axe. I could also have leaves randomly fall from the top of the tree each time a block is chopped (going back to the old requirement of breaking each log block in the tree individually).
So I guess what I'm saying is that you've inspired me, and I will have to think some more about exactly how to change these areas. :) Thanks!
@MrMightyGnome
Waiting for Bukkit guys to approve. :\
@Carambaz
Check your boot logs. It tells you that you need to put something in the falling blocks list, even if it's not a block. For example you could put DIAMOND_SWORD there if you don't want any additional falling blocks.
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Posted Jan 16, 2013Suggestions: Falling water - make it so you can't swim up it (if it's more than 1 block in length, since you could 'grab the ledge and pull yourself up' otherwise). Or perhaps you can swim up them, but it's a lot slower than normal Minecraft and it burns a lot of hunger to do so (1 hunger per block swam up, perhaps?). The same would go with lava, except since it's thicker it'd be easier to swim up, so maybe 1/2 hunger per block or something, swimming in lava's dangerous enough as it is.
Also any of those water things (you know, those 'things', where there's a still block in the middle with water flowing inward toward it?) could become 'whirlpools', sucking a player down and potentially drowning them, though they would be able to be escaped somehow (you can figure that out, I'm sure).
Perhaps give us physical logs? (Not planks, just logs) So when you chop the base of a tree, the whole thing falls. Not like the cobble and dirt fall where they just land below to be chopped up, but they'd actually fall and break into collectible logs. To be fair with axes, punching trees would take much longer and axes wear out much faster against logs, perhaps? Gotta balance it somewhere, else wood farming becomes too easy. And the logs falling on a player could damage them. Ideally not being able to punch wood apart at all would be nice, but that'd make it nearly impossible to start out.
Just some thoughts!
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Posted Jan 15, 2013i dont like the falling block funtion, but i cant disable it, it auto enable
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Posted Jan 15, 2013nice update :) keep it up man! and 2.4 update isnt released for download?
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Posted Jan 15, 20132.4 Updates!
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Posted Jan 15, 2013@CorruptedHelix
Blow up some TNT and find out. :)
@Diemex
I might have him drop fireballs to light the ground on fire at random... and maybe summon monsters but nothing too crazy. Removing arrow damage would make him almost impossible to kill, I think, so I probably won't go that far. :) He stays way up in the air almost all the time.
Don't you have the same problem on a smaller scale due to just normal creeper explosions? Or do you have another plugin to fix that?
Ooh, sponge block. Hmm. It doesn't scream "I killed a dragon!", but it's definitely rare. Maybe I'll go with that. :)
@MrMightyGnome
It's true they're hard to get, but getting one doesn't mean you killed the dragon.
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Posted Jan 15, 2013@bigscary
1. Enderdragon doesnt take damage from arrows, shoots ghastlike fireballs, drops fire.
2. A sponge block? :D In what other ways can you get the dragon egg, without cheating it in or duping it? I think the tons of xp is a good incentitive already and a dragonegg makes sense as a reward.
@Mrmightygnome Far too overpowered as a reward.
@corruptedhelix Try it they are cool. Bigger, blocks flying around....
@bigscary I dont want players to be limited in usage of tnt, but I dont want creepers to ruin the landscape. Cant I have a config option to disable the dropping of tnt by creepers on the surface?
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Posted Jan 15, 2013What do you mean by "cool explosions" in the 2.1 and 2.3 changelogs?
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Posted Jan 15, 2013maybe a beacon block? :P its hard to get as is..
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Posted Jan 15, 2013Hey guys I need ideas.
1. How can I make the enderdragon more interesting to fight?
2. I'm planning to add an option to respawn the ender dragon. What can I give players who slay the dragon to prove to other players they did it? It should be something they won't get otherwise, and can put on display in their houses. My first thought was the dragon egg, but there are ways to get it without slaying the dragon.
@MrMightyGnome
You can disable the land claims in Grief Prevention, or you can keep them and allow theft (opening containers).
@CreepCraft
Yep, I have that fixed over here already. It's just the wrong message being shown. :)
@Diemex
Okay, I'll work on reducing the message frequency. You could also fix this by reading the message and not trying to place blocks that way.
Unfortunately, I don't think I can fix that particular half slab issue. It seems like Bukkit is lieing to me about what block is underneath you. :\
For limiting the TNT damage from creepers, please consider adding some anti grief plugin which limits the damage done to your world's surface by explosions.
Yep, if you're on fire, you're blinded. The fire resist potion doesn't stop you from catching on fire, it just reduces the damage.
Whether it rains all day or once a week, the solution for players is the same - put torches where they won't get rained on.
@iorunner
Sorry, I don't want to do that because in my opinion, that is too extreme. Players want to play minecraft, so if they're going to die a lot, the least you can do is let them keep dieing (in my opinion). There are several plugins available which will temporarily ban players upon death. :) I also like gnome's variation - you could suggest it to the developers of those temp ban plugins.
@MrMightyGnome
On principle, I do like the idea because it sounds cool. :) However thinking of the gameplay impact, I think animals are already too hard to find due to Mojang's animal spawning rules, and this would make it worse. Besides, everyone already fences in their animals to keep them from wandering off or being stolen by other players, so it won't change the way players play.
@N1T3SLAY3R
I can't do a percentage of total health, because Bukkit doesn't tell me what total health is. So I have these set to actual health numbers. This way if Mojang changes total health to 30 in a patch, you can continue to run my plugin with an updated config file instead of waiting for me to update the code.
If you're running another plugin which changes gameplay significantly, it's likely that you'll have at least some conflicts. I hope you won't have a problem, but if you do, I doubt there's anything I can do about it (at least in this case, due to the lack of information from Bukkit). :\
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Posted Jan 14, 2013Hey for this part of the code, PlayerDeath: ItemStacksForfeitPercent: 0 RespawnHealth: 20 RespawnFoodLevel: 20 is there any way to disable this? Because use my own health system that frequently changes called ancient rpg, and i dont know if this conflicts with it or not. any thoughts? An idea tho, is you could spawn with a percent of your max life and food which may help a bit :P
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Posted Jan 14, 2013just thought of a new idea, making zombies go hungry, they eat animals they see around? :P might be cool to see how people react to that and see more animal farms around to keep them safe :D
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Posted Jan 14, 2013@iorunner well in a reply to this, i think it would be cool to add like a hardcore spawning system where if you were killed in the normal world, you get teleported to a different world (lobby) for few minutes (5 minutes ideal) and when time passes, you return back to the normal world :) some hardcore plugins just ban you for 5 minutes, which is annoying since you would have to rejoin and really encourages "banned" players to join back after 5 minuted compared to when you just get teleported to a lobby after death, you can just walk around and chill out and talk with people before spawning back
and it would be a nice feature he mentioned :) should be added
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Posted Jan 14, 2013Oh Great and Powerful BigScary!
Would you please add the feature to prevent people from reentering the map after death for a configurable amount of time?
iorunner
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Posted Jan 14, 2013Please add config options to turn of the errormessages, they are spamming the chat. Or add something so that they get displayed to new players only and then can be turned of by a command or something. I really think that I dont need to see those messages after 2 months of playing.
Returning to the halfslab bug. It seems that if you are on a platform made out of halfslabs and you are on the corner between two blocks or not standing completely on one block that you can't build.
The damage done by creepers dropping tnt is kinda insane. I sometimes hear random explosions and then I see these huuuuge holes on the surface. I don't want to disable explosions though. Cant you drop tnt that is more like the tnt from the last version or comparable to the explosion of charged creepers?
Being on fire while having a fire resist potion still shows the blindness2 potion effect.
1. Cool, nice to make more use of the mobs that are in minecraft already
2. Silverfish, hmpf those guys are just annoying and chew through your armor. But if its not excessive okay. What would be cool if there would be random silverfish blocks. But if you spawn silverfish there will be random silverfish blocks in any case.
3. In light? That might be confusing for players used to vanilla spawning mechanics. But okay.
4. It rains all day long on my server, so that will be turned of asap. Sorry.
5. I have only been tunneling in the nether, so that is kinda cool.