Extra Hard Mode

extra hard mode icon

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.

Important Info

  • You can enable specific features only for specific worlds, Check here
  • 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

  • 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.


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


Development builds of this project can be acquired on the projects github page. These builds have not been approved by the BukkitDev staff. Use them at your own risk. Please report bugs in the ticket section :)!



Donations are welcome and show me that you value my efforts. Remember to give back to the people that make your server possible.

Credits and Thanks

BigScary for creating this project
Mitsugaru for implementing awesome utility classes
MrYFory for the first donation
WoodenAxeServer - For Adults and Casual Players
JerryFord for testing and reporting bugs like a champ

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  • Avatar of CmdrSocks CmdrSocks Jul 13, 2014 at 19:51 UTC - 0 likes

    Quick observation about the hardened stone tool durability issue.

    I was looking at the source on Github and noticed that the tool durability is a short value. Short should be enough for durability up to 32k blocks or so, so why doesn't it work?

    Well the old problem of byte value for number of blocks is fixed, but there is still a bug with this code as the durability is reducing by 2 or 4 each time a block breaks, even when number of blocks is set to vanilla levels.

    I am guessing that the code to damage tools needs rewriting as it seems to be doing additional damage.

    The only way to use durability effectively would require that the vanilla max durability be overridden and replaced with a new value, easy with a forge mod but can it be done with a plugin?. This is because durability peversely counts up to max not down to zero.

    Why not use NBT data to tag tools with the remaining number of uses and recalculate durability as an absolute amount each use? Would need to do something to adjust when items are repaired.

    With this solution you could also do things like: Gold picks last longer in the Nether (same as vanilla iron) but break super fast in the overworld, while the reverse is true for stone/iron/diamond (using wood in the Nether should catch fire and set the player alight) by adjuting the remaining uses at different rates (-1 for correct use, -8 in the wrong dimension). Gives gold a use and fits in with zombie pigmen using it as their material of choice.

  • Avatar of erik1988 erik1988 Jul 12, 2014 at 14:35 UTC - 0 likes

    I have a request that might make it easier rather than harder but I still think it would be a good addition for this plugin.

    I would like to be able to specify a percentage chance of keeping some items after death(respawn with the item), and that that only works on certain items. For instance that every time you die you have 1% chance of keeping your diamond sword on death.

  • Avatar of crash2323 crash2323 Jul 03, 2014 at 15:41 UTC - 0 likes

    From what I have read it is still a feature but is very rare, only certain Zombies will do it now or something but the chance of that is slim. Is this not true?

    If you start up 1.7.2 and put zombies in front of a door they will try to break it? Zombies do as expected in Minecraft 1.6.4 with all the same mods I used for 1.7.2 and the zombies act properly but if I try 1.7.2, they do not. I do not use world guard and I was on hard mode.

    Last edited Jul 03, 2014 by crash2323
  • Avatar of spazmonkey777 spazmonkey777 Jul 02, 2014 at 12:03 UTC - 0 likes

    @crash2323: Go

    This is a vanilla Minecraft feature, and still exists when your world is set to Hard difficulty. If they still aren't breaking down doors, then you may have a plugin blocking it, like WorldGuard.


  • Avatar of crash2323 crash2323 Jun 27, 2014 at 11:40 UTC - 1 like

    Please add the ability for Zombies to break down doors again. I really miss that in Minecraft and from what I understand this was nerfed in Minecraft. (I use 1.7.2 on Hard). How can we have ExraHardMode and not even have that as an option? Takes a lot out of nighttime survival in the earlier stages.

    Last edited Jun 27, 2014 by crash2323
  • Avatar of Intangir Intangir Jun 17, 2014 at 22:41 UTC - 0 likes

    lol i just saw it fly out of the exit portal! thats whats happening, its flying out of the exit portal

  • Avatar of Intangir Intangir Jun 17, 2014 at 20:10 UTC - 0 likes

    dragon keeps spawning at my house (at 0,0 in world)

    its happened 3 or 4 times now

    it didn't happen for a long time after i killed it, but someone killed it in the end the other day.. and it dropped a NEW portal, with the egg, then he left, and went back and the dragon immediately was already back.. then he left and went back, and the dragon was gone

    now the dragon is spawning at my house again

    fortunately i made a dragon kill script so i can remove it from my house.. but i think it screws up the way extra hard mode recognizes it or something

    also are the ender crystals supposed to respawn? because they never did

  • Avatar of crash2323 crash2323 Jun 15, 2014 at 15:17 UTC - 0 likes

    Report error: Using Cauldron 1.7.2-1.1112.04.24-server.

    I am getting a lot of errors on my server that involve Extra Hard Mod. Could you tell me what is wrong? Seems to start when hitting a creature and started spamming once when walking around. I use Mo' Creatures as well.

    For example: 10:51:20 AM [javastacktrace] Caused by: java.lang.NullPointerException 10:51:20 AM [javastacktrace] at com.extrahardmode.module.PlayerModule.playerBypasses(PlayerModule.java:76) [?:?] 10:51:20 AM [javastacktrace] at com.extrahardmode.features.HardenedStone.onBlockBreak(HardenedStone.java:100) [?:?] [11:13:07 AM] com.extrahardcoremode

    Here is a full list of errors on my log: http://pastebin.com/JP811USc

  • Avatar of Mr_Simba Mr_Simba Jun 15, 2014 at 04:38 UTC - 0 likes

    I'm using this plugin on my server in conjunction with CustomMobs (http://dev.bukkit.org/bukkit-plugins/custom-mobs/). None of the mobs from that plugin can drop their custom drops. I also tried a way through vanilla /summon methods to get custom drops (a way that I know for sure works because I copied the exact command from a mob that has custom drops in an SSP world of mine), and it also won't drop its custom drop.

    I'm fairly sure it's a conflict with Extra Hard Mode, seeing as it supposedly messes with the drop tables a lot. Is there something in the config I'm missing that will let me turn off the modifications to the drop tables? If not, is there any chance of that being added in the future, or are the custom drops too integrated to ever be configurable?

  • Avatar of Intangir Intangir Jun 03, 2014 at 16:42 UTC - 0 likes

    Falling blocks that land on a non solid block don't drop anything

    even if they have nothing to do with whats going on with your addon, place sand on a wall, let it fall on a torch.. nothing drops..

    sand and gravel shouldn't even need to be effected by EHM yet they are

    if your in creative it works fine

    Last edited Jun 03, 2014 by Intangir


Date created
Sep 17, 2012
Last update
Jan 17, 2014
Development stage
GNU Affero General Public License version 3 (AGPLv3)
Curse link
Extra Hard Mode
Recent files
  • R: 3.4.2 for CB 1.7.2-R0.2 Jan 17, 2014
  • B: 3.4.2-SNAPSHOT-#71 for CB 1.7.2-R0.2 Dec 23, 2013
  • R: 3.4.1 for CB 1.6.4-R2.0 Dec 06, 2013
  • R: 3.4 for CB 1.6.4-R2.0 Dec 01, 2013
  • R: 3.3.3 for CB 1.5.2-R0.1 Jun 10, 2013