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
How do I turn off "Grow Into Blazes On Damage: true" world damage?
@tremor77 Thanks for the tip! You seem to manage a good amount of interesting plugins. I will be browsing them through.
@Diemex Sad to hear that the development has stopped but thanks for sharing with the community! Even though I am a new Minecraft user, I seem to be in a similar position where you once were. I am hosting a server for friends but instead of having to write my own plugins I can actually browse through the vast database of existing ones and sometimes even find what I need. :-)
Your work is impressive and inspiring. Maybe someday you return to continue it but until that - good luck with your other projects!
@Adirete
https://github.com/Di3mex/ExtraHardMode
@tremor77
Before I started spending time on ehm I usually played on one world till I got bored. I would then not play for half a year and start a new world. When I was working on ehm I was playing mc for about a year straight and I guess now is the time to take a break again. I haven't spend any time on ehm in about half a year. My main motivation for ehm came from my own server and playing with my friends. So I would add things as we played to give us new challenges. I don't have a server anymore and my friends and me have moved on to playing counterstrike. I can't tell if I will ever return to really develop on this anymore. I got really fed up with bukkit and it's limitations to an extend where I didn't want to spend any time on it anymore. There are a few bigger features that I had planned to implement and had already started on. But sadly I always hit a brick wall where using the API was unfeasable and I would have had to resort to native minecraft classes. I have moved on to developing android applications and am working on my first large app which is a huge timesink.
@Templari0n For farming and the water source portions of this plugin, take a look at my plugins PwnPlantGrowth (and pwnbuckets for the water source standalone).
I really loved this plugin, is it still being activle developed?
Is the source open? Does anybody know how to get to it? I'd love to tweak a couple things and maybe add something specifically requested by the players on my server.
People who are interested in this plugin probably want to take a look at Landslide.
I wonder if someone could rewrite or split this plugin in smaller parts and/or add more details to it. Some parts I really like in it but some would be nice to disable wholly.
Personally, I would really like to mess around more with tools durability and their capabilities to break different materials. Also, the farming section is interesting and could have more options (crop growing old, insects eating crop etc.). However, I have other plugins that take care of mob spawning, mob abilities, explosions, blocks falling, weight system and torches.
@Imm0rt41
The tutorial messages appear automatically for players when the situation warrants it. For example, the blazes message would probably appear the first time the player encounters a blaze.
Ok so, I was looking at messages.yml and there were a few messages in there that said stuff like
But when I did /ehm help there wasn't any sort of tutorial command. Am I missing it for some reason? Or are these tutorial messages just differently implemented features?
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.
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.
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.
@crash2323
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.
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.
lol i just saw it fly out of the exit portal! thats whats happening, its flying out of the exit portal
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
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
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?
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
I tryed with 1.7.9 At first, with the old config it just gave a whole bunch of errors, then after i removed that it just said Extra Hard Mode enabled, and i was deoped, and nothing was happening.