UltraHardcore
100% server side mod, no client mod needed!
UltraHardcore v2.5.1 - 11/11/13
UltraHardcore v2.5.1 - 11/11/13
Health Changes
Health Changes
Health no longer regenerates from having an almost full hunger bar, health can only be regained with golden apples and health potions.
Does not use the gamerule for stopping regeneration to allow for permission based regeneration
Playerlist shows players health level using scoreboards, player health also shown under their name ingame.
Vanilla 0 health bug fixed
Red name for low health
Yellow name for middle health
Green name for high health
Blue name for players with non player list health permissions


Recipe Changes
Recipe Changes
Golden apple recipe is now the default recipe in Minecraft!
Notch apple recipe disabled by default and ghast tears do not drop (stops regeneration potions)
Harder recipe for glistering melon and golden carrot
Brewing of splash potions and tier 2 potions disabled by default
Can craft a golden head that heals for 4 hearts instead of the usual 2 hearts for a golden apple, amount regen configurable
Absorption from golden apples removed

Drops
Drops
Ghasts drop golden ingots in replacement of ghast tears, makes regen potions uncraftable
Players drop their head on death, PvP only flag available. Tries to place the head in the world on a fence but will drop as an item if it can't

Other Features
Other Features
Enderpearls cause no damage on teleport (can still take fall damage from bad throws)
Starting a message with 'P ' will make your chat anonymous to everyone on the server that doesn't have permission to see names (default op)
e.g. Saying 'P This message is anonymous!' will show up like this:

Admin Features
Admin Features
Allows the world to generate with a bedrock wall to contain players within a certain distance
(Use of WorldBorder still recommended in conjunction with the borders if necessary), different shapes available

Commands /heal and /feed for resetting a player/players health/hunger
Command /ci for clearing a player/players inventory
Command /feature for listing enabled features and changing enabled features on the fly without restart
Can scatter a player/players with set parameters (radius, centre coords, world and scatter type) with configurable delay between sequential teleports. Can teleport people as a team (for more info check the commands page)
Command /freeze that will give all players without a specific permission specified
potion effects from the config file making it very difficult for them to move/do anything.
Command /tpp that can teleport a player/players to a specific coordinate/player
Team based commands to join/create/remove teams e.t.c. for more info check the commands page
Permissions based death bans with configurable length/message
Can give a player/players items from the deathdrops list via commands
Features disabled by default
Features disabled by default
Dead players get struck by 'fake' lightning
Add a prefix/suffix with formatting to death messages, defaults to making the message red with coordinates.
Can remove death messages altogether, uses permissions
Add any items to a player's drops when they die. Configurable with ranged amount and % chance to drop
Players leave 'footprints' behind them as they travel, disabled if ProtocolLib is not found
Hardcore hearts are shown instead of normal hearts for players, disabled if ProtocolLib is not installed
Commands/Permissions/Configuration
Commands/Permissions/Configuration
Youtubes
Youtubes
Metrics
Metrics
This plugin uses metrics which can be found here
To opt out of metrics you can edit the config.yml file in the PluginMetrics folder inside your plugins folder

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Posted Aug 17, 2012I hosted my second game last night and preloaded the map for about 1300 radius with visible borders being set at 800 and I have to say that there was only a very small amount of lag compared to last game. It was hardly noticeable to be honest and didn't interfere with PVP at all. The next bukkit update should resolve all issues but preloading the map a little further does seem to help. I'm loving the visible borders it makes a big difference, good job! :)
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Posted Aug 16, 2012@tshelton1232
Yeah it will have an occasional block's width missing in the wall (due to how I generate the wall) and very rare 3x3 holes in it (due to minecraft world gen overwriting the wall).
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Posted Aug 16, 2012<<reply 881747
@ghowden
Also, I generate the border at 400 and the wall has 1 to 2 block spaces missing every so often. Is this normal and is there a fix for this? Its not really a huge deal bc the edge is clearly defined.
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Posted Aug 16, 2012@ghowden
Thanks man, I had my world name something other than "world". After I changed it, all went just as it should. Great job on the mod its loads of fun. Keep up the good work.
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Posted Aug 16, 2012@tshelton1232
Try using border sizes of 300+ as bukkit generates 10 chunks before the plugin even loads. If you set the config to go around 0,0 it'll generate the borders at a circle origin at 0,0, it wont change the spawn. Yes, there is only 1 config file for the Suite right now and thats for the border. Make sure your world name is 'world' or your config reflects the right world name
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Posted Aug 16, 2012I am having a few issues getting the borders to spawn. I am using a brand new world each time and whether i set it to use the default spawn at a 250 radius or go to the config and use 0,0 i cannot ever find the borders. also the only config file i have is for the borders, not sure if that is correct or not. Also if I set it to use 0,0 as the spawn shouldn't it spawn me there? And if so should it spawn me there only after death or initially as well? I am using CraftBukkit1.3.1-R1.0 (Build #02317) and your UHC suite 1.2
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Posted Aug 16, 2012This is awesome, nice work!
Anyway to make it so players freeze until someone starts the game? Such as when you start the scatter, it will freeze all players until you give the command /hcstart Maybe even have it automatically timed? After scattered, it starts in 3 minutes automatically?
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Posted Aug 16, 2012@Jerbo06
Bukkit is constantly working on trying to improve bugs and the lag issue, hopefully the next RB will be as good as 1.2.5 was. As for making it void the other side of the border, the chunks people load the other side of the border would be minimal compared to the chunks inside. It would cause more lag making those chunks all air than it would solve in loading/unloading chunks. If you're getting lag as people generate chunks just use worldborder to pregenerate all the land + a little extra before playing and the server wont need to generate the chunks when you are playing
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Posted Aug 16, 2012Also, I was wondering if it would be possible to make it so that on the other side of the border there was nothing, as in the void... This would prevent loading of un-needed chunks and reduce lag...
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Posted Aug 16, 2012Do you know when this mod/bukkit will be more stable, with less lag?
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Posted Aug 15, 2012@xXCalwinsXx
Use WorldBorder to pregenerate the land (you can also use the knockback borders if you want to stop people getting through the occasional holes in the walls)
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Posted Aug 15, 2012How would i pre generate the chunks with borders? Thanks
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Posted Aug 15, 2012@Blaikie
I just looked up that AMIDST thing, that's pretty cool, never heard of it before. Very helpful!
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Posted Aug 15, 2012@Blaikie
The current one uses the same method to scatter players as 1.2.5, just on command instead of when entering a server. It chooses a random radius between 0 and the radius and a random angle between 0 and 2 pi and teleports you to it. I just removed the minimum radius from players as well as the block spawn check (which I think failed if the chunk they were teleporting into wasn't generated yet anyway)
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Posted Aug 15, 2012@tjb0607
No need for this biome option, just do what I do and find a suitable seed using AMIDST before each game. I generally avoid ocean and try my best to find a seed that has an even amount of biomes, but avoiding ocean is the more important factor.
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Posted Aug 15, 2012@ghowden
I think the current scatter plugin you use is better than what you had in 1.2.5 because I switched to using the scatter plugin (struck by lightning) very late on in the last update and not as many players were meeting up so early at the beginning of the match.
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Posted Aug 14, 2012@tjb0607
There's an update still under review for scattering that allows for everyone to spawn on the edge of the scatter circle evenly spaced. In the old version I had the spawning with a minimum player radius, it might be added back in for random spawns sometime in the future. As for biome generation, I can't really avoid ocean biomes. To pregenerate the chunks before playing (I assume thats what you mean about generating biomes first) then I highly recommend using worldborder to do it, it can also stop people from getting through the occasional small hole in the bedrock wall that happens sometimes.
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Posted Aug 14, 2012Scattering shouldn't be completely random, there should be a minimum radius around each player where another player can't spawn.
Also, you could maybe have an option generate biomes first and avoid oceans. That would be neat if possible.
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Posted Aug 14, 2012@jso017
A 'hardcore' plugin for it is in the works, I might add this in later on
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Posted Aug 14, 2012@xXCalwinsXx
Try pregenerating all your chunks with worldborder, it'll cut down on server generating the chunks whilst playing. Some people say that issuing /save-off and running /save-all manually or with a plugin can take some of the natural bukkit lag off too