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
oooh, seems to be very nice plugin ^_^
I like the idea with spider who drop webbing around ....
seems very funny :-)
should not be only when dying but also when they attack us, trying to catch us ^_^;;
@bigscary
Thank you :)
1.3 Updates!
Due to the bigger TNT booms in this version and the last, I recommend an anti grief plugin like GriefPrevention which only allows TNT to destroy blocks under sea level. Otherwise, your world may soon look like the surface of the moon.
@Iaintee
Okay, I'll add it to the idea list. :)
@ArttuJarvinen
Possibly in the future. But right now, I want to get all the other cool features in. Then I'll think about adding more tweaks to the current feature set.
@ArttuJarvinen
I can, but wouldn't that be weird? Stone is harder under sea level than it is above sea level? Would probably be confusing for players.
No, they can still get everything. As I mentioned, breaking coal or other ores fractures adjacent stone into cobble, which the player can then mine. So he can make stone tools to mine iron ore, then use iron to get the rest. :)
That losing your inventory was not intended. It's fixed in the new version.
Bug report:
Players lose their entire inventories upon death. Please fix this, and also add an option to disable this. And maybe make it configurable to be enabled for player kills, mob kills or both
Can I have it only for a specific world? I will try this plugin in a few mins. Setting up a test server. Cheers~
Okay you can specific per world in the config. Thanks this is awesome!
Can you apply a level at which stone breaks tools faster? So, say that stone blocks under level 30 will break tools faster, but everything above will not break tools faster?
Oh and as for the 1.2 update: "Only iron and diamond pickaxes may break stone", doesn't this make iron, gold, lapis, redstone, diamonds and emeralds unobtainable? Considering that iron tools is needed to break them, and stone tools is needed to break iron. And since stone can now only be broken by iron tools, means that iron is unobtainable?
Can you make the amount of stone you break with tools before it depletes one visible 'tick' on the condition bar? So a config for iron picks, another for diamond picks etc.
@bigscary
I run a hardcore server and I don't want my players being able to eat every food that they find. I'd rather only certain foods can be eaten and heal a certain amount. I'd also like it so they cannot regenerate health if they are combat tagged.
1.2 Updates!
@Iaintee
Hmm, possibly. What would you want to do with that option, and how would it make the game more difficult in an intersting way?
@Tealk123
Yes and yes.
@TheMagicPostman
Yep, there's a world list in the config file.
@MrCreamsicle
I'm very glad you like it. :)
Oh does this ever look amazing! I've been looking for a plugin with most of these features for a long time, I have the last piece to my zombie-survival server.
I'm about to reopen a prison server, this seems awesome to have. Is it possible to turn off the features in certain worlds (the end)?
Is it possible to set up the high that a torch run?
and edit the message?
This plugin looks good! You should add an option where if the player eats certian foods, it doesn't heal them and/or if they do it eat them, it only heals a very small amount. I.E It could be set in the config that an apple heals 1 food level whereas zombieflesh heals 5.
1.1 Updates!
I'm still trying to figure out how to update the TNT recipe to produce more TNT. When I do, I'll reduce the bonus boom by a bit, and increase the yield from the recipe (so, smaller booms but more of them).
Please see PM about needing a server :)
1.0.1 fixes the log spam. :) Hopefully will have a new release this weekend with more features.
My bad, will fix tomorrow. I should have removed those log lines and simply forgot. :\ I agree with you on customizable configuration options, and will keep it in mind for new features.
@Joymo
The anti-mob-farm is designed to be very efficient. Basically there are two considerations:
Monsters can only spawn on "natural" blocks, which vary by world type. This actually improves performance overall because many monster grinders will fail to spawn monsters at all, saving CPU cycles for monster AI. This has the additional benefit of preventing rooftop monster spawns on player builds, which most view as an annoyance (hence the popularity of rooftop torches).
Monsters which take any environmental damage (common in grinders) or which spawn from spawners (exception: blazes) will not drop loot or experience. The side effect of this is overall less loot, since sometimes non-grinder monsters to take environmental damage. But I think it won't be a big hit, and will add a little to overall difficulty. Note that this only covers monsters, so animals will still always drop food.
You can see where it's still possible to design a grinder which will "work". But I think these simple, CPU-cheap rules will shut most designs down (that's why I call it "inhibiting" instead of "stopping" or "banning"). I'll continue to think on it, but I doubt there's any 100% solution which is also efficient. I'm deliberately avoiding any features at all which would require the server to do a lot of thinking. :)
Agreed - Had to disable this mod due to excessive console spam.. debug true/false option in config?
Like all the planned features, as with any good plugin tho, a good config file is a must. ie: Turn features on and off, levels of change (such as rare charged creeper spawn rate as % etc)
Great stuff - Unique too! Keep at it!
Some cool stuff in here, would like some more info on what exactly the anti-mobfarm does however, that has a chance of being resource intensive.
Also please add a debug config flag for this spam:
12:27:57 [INFO] ExtraHardMode: after 978
12:27:58 [INFO] ExtraHardMode: DIAMOND_PICKAXE
12:27:58 [INFO] ExtraHardMode: before 979
12:27:58 [INFO] ExtraHardMode: after 1001
12:27:59 [INFO] ExtraHardMode: DIAMOND_PICKAXE
12:27:59 [INFO] ExtraHardMode: before 1002
12:27:59 [INFO] ExtraHardMode: after 1024
12:28:00 [INFO] ExtraHardMode: DIAMOND_PICKAXE
12:28:00 [INFO] ExtraHardMode: before 1025
12:28:00 [INFO] ExtraHardMode: after 1047
12:28:00 [INFO] ExtraHardMode: DIAMOND_PICKAXE
12:28:00 [INFO] ExtraHardMode: before 1048
12:28:00 [INFO] ExtraHardMode: after 1070
12:28:01 [INFO] ExtraHardMode: DIAMOND_PICKAXE
12:28:01 [INFO] ExtraHardMode: before 1071
12:28:01 [INFO] ExtraHardMode: after 1093
12:28:01 [INFO] ExtraHardMode: DIAMOND_PICKAXE
12:28:01 [INFO] ExtraHardMode: before 1094
12:28:01 [INFO] ExtraHardMode: after 1116
12:28:02 [INFO] ExtraHardMode: DIAMOND_PICKAXE
12:28:02 [INFO] ExtraHardMode: before 1117
12:28:02 [INFO] ExtraHardMode: after 1139
12:28:03 [INFO] ExtraHardMode: DIAMOND_PICKAXE
12:28:03 [INFO] ExtraHardMode: before 1140