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
@beanssprout
@bigscary
Thanks, I wasn't wanting to disable it. I just wanted to understand it more.
Is it possible to disable the fire setting? For example, it is a little to hard for some of my players in the nether, since water doesn't work well in the nether.
It would be nice to keep the other settings and be able to set the fire settings to false, so I can turn them true in the future.
Hey Bigscary, Been enjoying your mod for a few weeks and have been thoroughly impressed. I am operating a server for the family and friends but found that our enjoyment was stiffled by the hard stone so i have disabled after the current map wipe. perhaps i would re enable it because i liked the additional difficulty but everyone else just stopped playing because of it. They discovered that by placing an ironore and breaking it with a stone pick again it would weaken the surrounding stone permitting the exploit weakening any stone needing to be mined at the expense of only one durability additional to the stone pick. also diamond tools seemed pretty nerfed and useless. We set a server rule to not exploit this ironore use, but as a result my players have decided to play elsewhere. Maybe if the mere mining of stone with a iron pick will create the weakened stone (cobblestone) in adjacent blocks then the need for exploit wont be neccessary. Hope that made sense, Great mod
@Jemrada
Beansprout is right about what it does. If you disable it, it will detract from the difficulty and "scary" factor. But you can disable it by setting it to zero.
@beanssprout
Making mobs take longer to kill doesn't make combat more interesting, it just drags it out so that it takes longer. Other changes like having blazes split in two or explode when killed does actually change the way players respond to different monsters, which is a more interesting kind of difficulty.
For another example, I'm thinking about having the zombies have a slowing effect when they attack. :) I would prefer something like a partial blindness, but unfortunately that player effect has been removed from the game.
I just wish mobs stay alive a little longer like if they have a little bit more configurable HP to make the combat a little more interesting.
@Jemrada
I think after level 30 you can not use anymore torches. you will have to use alternative lights such as red stone torches.
Hello,
What does the setting below mean and what do changing the number do?
Can it be disabled?
Please tell me your thoughts!
Problems:
1. Players aren't going to the nether because the risks outweigh the rewards (Vanilla problem, exacerbated by this plugin).
2. Players complain that glowstone is too difficult to find (Vanilla problem).
3. Players complain that nether wart is too difficult to find (Vanilla problem).
4. Players complain that glowstone is too difficult to collect (specific to this plugin).
5. One nether wart is enough, there's no need to return to the nether again (Vanilla problem).
Proposed Solution:
1. In the nether, except for blaze spawners in fortresses which (already) offer no loot due to predictability, blazes will now drop either gunpowder or glowstone when slain. Players can use these to make lots more tnt and no-risk, bright, permanent lighting for deep underground in the normal world, getting them access to more diamonds. This also solves the "glowstone is too hard to collect because I can't place blocks beneath myself" and "the local nether is all out of glowstone because it's already been overcollected" problem.
2. Reduce nether wart payout to always 1 wart when broken, eliminating farming as an infinitely-growing, single-player source of nether wart. Now when zombie pigmen are slain in nether fortress areas, they will drop nether wart. So server has a steady source of nether wart which doesn't multiply itself as farming would, and players have to take risks to get wart for their potions. This also solves the "nether wart is too hard to collect because it's already been overcollected" problem.
Now players have good reasons to go to the nether. In addition to the experience already available, they can also get more gunpowder (for tnt) there versus the normal world, and can always find glowstone, which together are very effective diamond mining tools. Further, players have a reason to brave the additional risk of the nether fortresses, which are now the only source of nether wart (and a very dependable one).
1.6 Updates!
@UrNowKoed
Unfortunately no, Bukkit doesn't give me the option to make mining slower for specific materials, as far as I can tell. Besides, players will take slow over risky any day. Even if tunneling is very slow, they will do it to avoid the other adjustments (more monsters, etc). We want them to face their fears. :)
I absolutely love the plugin! Great idea, great execution. I have an idea for one thing that you could possibly implement. For the stone mining, would you be able to make an option where you can mine stone with any pickaxe, but it just breaks extremely slow? Basically just make stone act like obsidian. That would be ideal for the server I'm making :)
If not, it's fine. I like the current way as well. Once again, great work on the plugin!
@wowlxe
I wasn't offended, I just wanted you to know the reasons for my leaving it as is. :)
Although he didn't say it, Vaughan's bug report is I think for spawning chickens via eggs indoors (as opposed to on grass, for example). Vaughan, I believe I have the fix for that coded now. I just need to test it.
@bigscary
I apologize if i offended you in any way that wasn't the intent, I was afraid the the players on my server would have a problem with it and I was wrong. Although personally I think that every change should be an option, I realize that until I decide to learn to code for myself that it's not really up to me. I really like how your plugins are simple to implement and offer so much added enjoyment to the game without the hassle of remembering too many new commands. Keep up the good work I'll keep all future feature request to myself.
FYI
@vaughandevine
I spawned a chicken with 14 eggs.
Cheers
@vaughandevine
Thanks for the heads-up. I will review the code there again. I may just simplify by limiting only the "natural" spawns. I don't think the non-natural spawns are exploitable anyway.
After poking around for a bit more, I think chickens are not currently spawning from thrown eggs. It might be the same issue that we were having with the breeding, or simply that I was unlucky; but after about 64 eggs, I think something may not be working. Going to look into it some more, then will try and get back with you about it.
@wowlxe
If we put realism over gameplay, the whole game would suck. We'd only be able to carry one block at a time, an arrow would make us bleed to death, a creeper explosion would always be fatal, the slightest touch of lava would be lethal.
It's true that in real life, a melon has lots of seeds which can each grow into a melon. But that doesn't mean that (as in Minecraft) one can start with a melon seed and some bonemeal, and then have an entire field of melons in a couple of hours. :)
Don't let realism get in the way of fun and challenge. This plugin is about observing realism when it makes the game more interesting, and ignoring realism when it makes the game too easy to be challenging.
Having read all that, do you still want the seed recipe back?
Thanks for the update. Cant say it enough this is a great plug-in as are grief prevention and population density, I have recently installed them all on my server.
I like that you incorporated fewer seeds but was wondering if it is possible to separate wheat from melons in the config? so I can enable the fewer seeds option without disabling the melon seed recipe? I know the goal of the plug-in is to make the game more challenging but to me it seems unrealistic that you cannot obtain seeds from a slice of melon.
Many Thanks :)
@DreamPhreak1
Must have been a skeleton, because pvp is off on the test server. Sorry you had trouble - sometimes Minecraft is a little slow to render monsters and players, especially since the 1.3 update.
Thanks for the test server, but its bad that i wasnt able to test out a feature like pillaring in a protected area because of some invisible spawn-camper shooting two-arrows-at-a-time at me while i was trying to get dirt (and testing the dirt falling feature).
@Tobyz28 Didn't say it but was actually looking for a configurable timed ban not a permanent ban, maybe a scaled system like die once no ban, die a second time 5 min ban, die a third time and it's 20 min. But no worries I've found an alternate solution.
1.5 Updates!
@wisesurviver
Actually the feature is now that those block types fall. I will consider making it configurable in the future. For now, I have a long list of new features to code, and I've been slacking off. :)