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 Dec 5, 2012@bigscary
I can't replicate problem. I just trying to ged rid of console errors and make plugins work as they should...
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Posted Dec 5, 2012@bigscary: I was wondering if you are planning on adding my idea of possible cave-ins while mining?
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Posted Dec 5, 2012@Bluffer17
Thanks, I'll check into it. No in-game functionality problems, right?
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Posted Dec 5, 2012Sometimes plugin spams with error: http://pastebin.com/R1rhcbTE server 1.4.5-R0.2
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Posted Dec 3, 2012@OriginalMadman
Yep, there's a worlds list in the config file.
@Undust4able
I can't fix WG bugs (and it's definitely a WG bug, I've already reported the issue to them and even given them the code to fix it). You can either wait for them to fix it, upgrade to a better anti grief plugin like Grief Prevention, or stop using this plugin (sadface).
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Posted Dec 2, 2012Bigscary! Have a look at this! Is this can fix WG bug? "This"
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Posted Nov 30, 2012This plugin looks awesome. Can it be configured for just a single world or select worlds with Multiverse? I see no info on that. If not, consider it an immediate feature request :)
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Posted Nov 30, 2012@An___Idiot
Very glad you like it. :)
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Posted Nov 29, 2012Great plugin!
It needs more config, like the ability to adjust the damage done by something, or the ability to enable Stone Pickaxes working on stone, lava damage, etc...
I have also experienced impact glitches in boats or minecarts that result in instant death, usually when rounding a corner. (or when in a 2-block wide area with a boat)
Thanks,
An___idiot-
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Posted Nov 28, 20122.0.3 Fix
@lukecfairchild
Thanks I'll check those out. :)
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Posted Nov 28, 2012@sansho88
look at this: http://dev.bukkit.org/server-mods/realchop/
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Posted Nov 28, 2012@bigscary I think my idea can interested the owners of RP servers, andmy modder is only a newbie in the coding :/
But, if you doesn't want make this (and the fall damage formule configurable, I understand :(
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Posted Nov 27, 2012@bigscary
Will do, and seriously I am so freaking stoked. Also there might be one thing you want to add to this. Check out these two plugins: http://dev.bukkit.org/server-mods/realistic-torches/ http://dev.bukkit.org/server-mods/realchop/
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Posted Nov 27, 2012@Bluffer17
Actually I think I understand that error. :) I will fix it.
@sansho88
No sorry, if you want to customize to that extent, please consider modifying the source code (or asking someone else to do it for you). I think you have a very rare ask there that most other users won't be interested in.
BTW, the fall damage is already a multiplier per block, it's just not configurable. :)
@lukecfairchild
Very glad you like the idea! Please tell me what you think once you've had a chance to use it.
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Posted Nov 27, 2012Dear goodness bigscary, this plugin looks AWESOME. I am currently planning a faction server where i will have this.
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Posted Nov 27, 2012I have an other idea! :)
If possible, do you can make the falls damages configurables per blocks? ( 2 bloks = 1/x heart, 3 cubes = x hearts, etc) or by a formule configurable: x*(0.25+1) ( x=heart) for exemple.
And, add the damage where the player fall configurable (if he fall on leaves, he lost: x*(0.1+1)
Thank you! ♥
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Posted Nov 27, 2012I have an idea!
I have put this plugin on my server, but a big conflict has been created:
I add the logs and the leaves at the "additionals gravity blocs", so the woodcutteurs are more or less happy (because it's more difficult now), but the architects ( only people who can build batiments) want to use the logs for make wooden beams (and they doesn't like the wooden beam make with woods).
So, the idea is : Ensure that a tree is subjected to gravity and the blocks we place (log, cobble, etc. ..) is not subjected to gravity.
Can you make this? If you can, you are my love! ♥
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Posted Nov 27, 2012Some weird error in console... http://pastebin.com/PjeYhQgx (ver. 2.0.1)
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Posted Nov 26, 2012@Nimblefoot
If it's working, sheep will turn back to white at the time they regrow their wool (not when they're sheared).
@Undust4able
The bug is in WG. It's been thoroughly investigated and reported to the WG team, but they have not yet fixed it.
@Jemrada
Thanks very much, I'm glad you and your players are benefiting from my work!
@Zombiemold
I can see where the cobblestone thing would be a benefit for your server, but probably very few servers are in the same situation, since most of the time administrators who make a major change in mechanics expect their player base to mostly reset anyway. You could remove the cobblestone physics while leaving the dirt/grass/etc in place by modifying the config file?
I will check on the TNT and cobble issue. It seems odd to me. Could it be that the cobble isn't destroyed because it's falling (in motion) at the time of the explosion? Have you tried simply putting some cobble on the ground around TNT to see if it explodes?
If you allow your players to tunnel, all of the increased difficulty goes out the window because now they don't have to fight monsters and search for natural caverns. Having considered that, do you still want an adjuster?
Sure, please send me the details of your suggestion. I'm not sure reducing drops would really help, though, because players can always enlarge their fields to compensate. So the only adjustment that makes sense is to reduce the size of fields, which is why the current system is set up around seed availability (by the way, the seed reduction for wheat seeds is currently broken due to a bukkit issue, see known issues/caveats for recent versions).
@jaaaaaaaaaaack
Like typical_name mentioned, ops bypass a lot of the rules. Try /deop yourself if you want to experience the plugin the way a player would.
@spblat
Yep, slimes. Blech. :) Overall I think it's an improvement, since the previous slime mechanics were forcing players to think about chunks and coordinates and spawn rates, which is taking a hatchet to player immersion. Nasty stuff.
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Posted Nov 26, 2012@spblat
My mistake. Apparently Swamp biomes spawn slimes now. Blechh.