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
Players can't place dirt, cobble, or grass unless there's a block underneath to support it, since those are "loose" materials.
Very good feature, but please allow configurable set of materials.
@Chaett
Yes, already done. See config file.
MultiVerse worlds support? I would love this on another world off our main one.
@mPicart
You could turn off additional falling blocks, or tell your players to put stone foundations under their yards.
Set it to zero. :)
Is there a way to protect the surface areas from mining below? I'm using Towny and it's kind of annoying when underground digging causes plots of land to fall into a cave underneath!
Also, what if I don't want to use the limiting torch affect underground? What value do I use for the line "StandardTorchMinYCoord" ?
Nice mod.
Thanks.
@Tobyz28
That's a very good point. :)
@Adondriel
@Mushr00m
Yes to Multiverse, no to Tekkit. Even if I went through the trouble of releasing a backward-compatible version, some of the important features (like more falling blocks) were not possible in the earlier versions of Bukkit which were compat with Minecraft 1.2.5. Further, I'm not sure this plugin is a good fit for tekkit - if you leave the hardened stone on, players could work around it with lots of Tekkit tools, but machines wouldn't be able to break stone. If you turn that feature off, machines start breaking stone again, but it's a critically important feature because once players start tunneling, almost all monster spawns are eliminated.
Me and my friends have been playing minecraft for years, and once you get the hang of it, you get to the "end game" really quickly when you start a new map up.
So, my friend recently set up a server with this plugin, and it really changes the rules, you're rewarded for taking risks, and not sitting in the safety of your "base" all the time.
My only "complaint" so far (we've just found iron), is that you state that wheat will drop fewer seeds, but we've not really experienced this at all: We already have a huge wheat farm, and a farm of every animal and the wheat is just pouring in, maybe you should make the seeds drop even less often since we already have a huge supply of food and we've barely scratched the surface (quite literally).
Anyway, it's a great "mod", I would definetely recommend it to my friends.
Any chance for a tekkit compatible version? Tekkit is based on a older version of bukkit (1.2.5) i think.
This sounds extremely innovative, but i have a few questions does it work with multiverse? does it work with tekkit?
@bigscary
I think with the deathban the server admin can just set the server to hardcore mode :)
@wowlxe
I'm not planning to add a death ban. That would be just punishing players more for their mistakes, not actually giving them a new challenge. Of course you can add this with any one of the million "hardcore mode" plugins available.
It would be very tough for me to make a list of all non-solid blocks, which is what I'd have to do to prevent this workaround. But I could add just the torch, since it's probably the most obvious choice for players who want to ruin their own fun.
I'm very glad you like it. :) Please consider posting on an administrative forum somewhere to help me get the word out!
@QuarterAnimal
I don't understand you, but I like you.
@bigscary
"Q.v." is "quod vide," Latin for "check that one out, too." My other three quarters I'm spending on a cup of coffee.
First off thank you for this plug-in it adds some needed realism/challenge to minecraft.
Thanks again loving the plug-in.
@QuarterAnimal
That sounds like a very good idea, I'll do that second thing.
What's "q.v."? And what's going on with the other three quarters of you?
@darkphan
That is a very solid point. I need to remember to disable those and also flint and steel on top of netherrack. They're too easy - if players want a permanent light source, I want them to either live with the dimmer redstone torches, spend time collecting rare lighting sources like glowstone, or dare to play with lava.
Jack-o-lanterns work where torches don't ... can we get an option to enable/disable this?
Regarding your planned features...I like the idea of tempering the seed drop rate for wheat, but I don't know that I'm too keen on the strictly deterministic one per. Might you consider 0-2? That still gives an average drop of 1, but throws a little interesting boom/bust uncertainty into the mix.
Better yet, if the probability distribution doesn't have to be uniform, I'd rather something like 50% chance for 1, 20% for 2, and 30% for 0. That way the average is a little less than 1, so players will need to occasionally scavenge for new seeds to sustain their farms. It also puts more of a burden on large and frequently-harvested farms where it belongs (as opposed to a simple uniform 0-2, which potentially hits small farms harder due to fewer "draws").
Either way, this is quickly shaping up to be another (Grief Prevention, q.v.) terrific plugin.
1.4 Updates!
All these new features are tweakable in the config file.
Hey guys, sorry no updates in a few days. I've been coding the monster-related features, and now I have to test them. Some new ideas I want to run by you all:
1. Blazes will not only explode and toss fire in random directions, the explosion itself will set the ground on fire, and also will launch a large fireball (like ghasts shoot) straight up, almost guaranteeing a small cave-in in normal worlds.
2. I'm looking into whether I can make some zombies faster and/or regenerate health.
3. I decided not to make all creepers have a chance to explode on death, which seems unfair to players who may have to depend on luck for those situations. Instead, all charged creepers will always explode when they first take damage. This is a little better for players, because they can tell visually whether or not the creeper will explode in combat. I will consider expanding it even more, but not until I've addressed some other items on my todo list.
@Mannollo
That's an interesting idea, let me think and see if I can make it work without spending too many CPU cycles on it. :)
@Hoolean
The stone cave-ins are already in. Remember that when tnt explodes near stone or the player breaks an ore block next to stone, that stone turns into cobble, which causes it to fall. This also applies to other types of explosions, like those that can happen when you fight creepers underground. In the next version, charged creepers and blazes will make cave-ins even more frequent, because keeping them from exploding won't be possible.
@beanssprout
Sorry no, I'm guessing that the developer of that plugin is directly placing the torches with his code instead of checking with other plugins first. There's nothing I can do on my end to prevent another plugin from doing what it wants to do.
Greetings Mr.BigScary
I have a plugin running called ThrowTorch. Now, I have your plugin setup in a way where you cant place torches deeper in the mines. The thing is with ThrowTorch (http://dev.bukkit.org/server-mods/throwtorch/) it still lets me place the torches down by throwing them on to the ground. Will you be able to look into this and do not allow that method to place torches when your in a certain depth.
Thank You,
Great idea! May I recommend that you add the possibility of stone cave-ins as well? If you don't know how to do probabilities (you probably do) then ask me as I am a dev also.