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
@Nederlandhc
Sure, here's the info needed to fix the issue:
"plugins calling world.createExplosion() trigger an EntityExplodeEvent where event.getEntity() == null"
Ehmm ok,
Well I'll ask over there at the worldguard page.. And see what he thinks of it.. And do you mind if I quote your reaction? To the worldguard page that is..
@Nederlandhc
I could, but I don't want to start adding features which are already built into most anti grief plugins. And the anti grief plugins can do selective protection - for example allowing damage outside of land claims but not inside (apparently WG tries to do this, but has a small bug with plugin-generated explosions), which I can't do from my end.
As I have noticed your comment about the creeper damage to protected stuff with worldguard, you are recommending to use Grief Prevention.
Can't you make a simple boolean with just that single thing (mob damage to blocks) in the config file?
The only thing we look for is that mobs (ghasts, creepers and such) don't do any damage to the world itself..
Anyway, My players are very happy about this plugin! Great work!
1.7 Updates!
@MikeC2103
I decided against the fire on melee because the result would be that players would ignore them, or always shoot them with a bow - we already have wolves for the first, and charged creepers for the second. :) Extra durability damage on hitting a green slime would have a similar impact on player strategy.
Unfortunately, having them turn into blazes when caught on fire didn't work because surprise - they're fire proof. :( So instead, I'm having them explode into blazes when they take damage. Since you can ignore them, the only real danger is if they catch a stray ghast fireball or arrow, I think.
I don't think I can make the slimes (green or red) actually attack players. The green ones already try to attack actually, they just don't do damage. I like your idea of turning the into lava or water, but there's a major downside in that changing blocks with a plugin in a way that players can control (by leading the monster to the right spot first) could give griefers a new way to work around anti grief plugins.
@rythar
I hadn't heard of that plugin before. I'll have a look at it and see if there's anything that can be done.
EDIT: So the issue is that most of the monsters come from monster spawners rather than natural spawns. Because monster spawners are predictable spawn points for monsters which players can then (ordinarily) build a safe grinder around, those monsters don't drop loot. I don't think it's possible to fix without creating an explicit link between our plugins, which I suspect neither of us want to do for future maintenance reasons. I'll keep thinking about it and let you know if I come up with something better.
Do consider that the point of a dungeon is to find the treasure, not to get loot from monsters. :) So then, maybe not getting loot from monsters adds to the experience, since you know you will get rewards only if you succeed, and that there are no consolation prizes.
@Jemrada
World Guard needs an update because it protects against tnt and creepers, but not plugin-generated explosions. You could use GriefPrevention instead which doesn't have that problem, but you would have to re-create your protection zones.
If you decide to log a bug with the WG developer, tell him that plugins calling world.createExplosion() trigger an EntityExplodeEvent where event.getEntity() == null. :)
@Q2Lummox
Yep, I've promised to do that eventually. Maybe soon now, since I'm out of ideas for major features.
@TheMagicPostman
Sure, thanks very much for linking to the plugin! More servers running this means more players having more fun. :)
@TheMagicPostman
See response to Jemrada, the only fix available on my end would be to make the explosions standard size. WG has a bug what needs fixing, because many plugins create explosions, I'm sure there are many other plugins which may have this issue with WG. :)
@Jemrada
This happens to me to, a fix would be great!
Would it be okay if I use the opening description of the plugin on my server thread (mcf)? Link to this page will be along side the description.
EDIT: Will remove with your request. bit.ly/planexthread
You can add an option in "MoreFallingBlocks" to indicate which blocks are "affected by physics" for his "ID":
Example:
MoreFallingBlocks: true - 2 - 3 - 4
I love this plugin!, great job!!.
@bigscary
Thanks, I really appreciate all you have considered.
I was talking with some players and I pointed out to them about the Potion of Fire Residence. They didn't know it existed. So if you don't add the option to control the fire. I won't be bothering you again. But if you do, it is a nice option to have.
One other thing I learned today. Your creepers override world guard. I have a few protected areas and with your mod disabled. Creepers can't damage anything, with it enabled. It does damage to the buildings I have protected. I am not worried about the players. Just the buildings.
I really love this plugin but its a bummer I just realized that having InhibitMonsterGrinders: true removed all the xp from mobs in in catacombs ( http://dev.bukkit.org/server-mods/catacombs/ ) . I was really hoping that disabling the grinders would make people do catacombs more. Edit: Maybe you and Blockhead2 could talk and find a fix for this?
@bigscary
Hmm, a quick burning fire for the lava slime in melee might be good. Some other debuff for a normal slime maybe? If its possible, make melee weapons take more durability hits and only do 1/2 damage. Arrows should maybe not damage it at all. Maybe dropping water on the lava slime or throwing snowballs hurts it and turns it into obsidian/lava spring? Fire kills the normal slime eventually maybe turning it into gravel/water spring?.
I like your pokemon idea. Would it maybe be possible to reverse the slime splitting up? So maybe after like 5-10 seconds if there are enough pieces it combines back into a larger slime?
@MikeC2103
Hmm, I could make them set the player on fire when attacked via melee, or when they attack the player? I don't know if this would make them all that different from blazes and charged creepers, though... hm. Players would just shoot arrows at them. I like the idea of them leaving fire wherever they go, but tracking movement is a huge no-go for performance, unfortunately. :\ That's why I have blazes just leave fire behind when they get hit.
I'm fairly certain I can't change their movement mechanics at that level (stopping them from hopping). I'll check on it.
EDIT: Here's an idea. For the flame slimes, what if catching on fire (they can wander into flames), they trigger a fiery explosion and grow into a blaze, pokemon style? Now you have to rush to kill them when you see them, before shit gets real. I can make them more common by spawning them alongside other blazes or zombie pigmen.
@bigscary
Oh, thats too bad about the speed. Your slow and resurrection mechanics seem like a pretty good alternative. Fire is a cool way of killing them. They might need another way to die.. like maybe attacking with an axe, to simulate chopping off its head/limbs?
No offence taken. I understand. But everyone loves more options ;)
Yea, hostile at night might be cool. I guess I'm just an evil admin.. I have a wonderous vision of one of my players fumbling and getting slain by a chicken. :P
Ok I understand your issue with moving blocks. That can be a real hassle when it doesn't work with protection setups we use. Maybe they could just 'soak' through blocks, not affecting them.. Almost no jumping. They just slide over and through everything. Relentlessly stalking the player. maybe they are immune to some weapons? Damages the player just by touching them, also poisoning the player with some debuff as if it is trying to digest them.. Maybe larger slimes could spit smaller slimes once in a while as projectiles?
@MikeC2103
My first thought was to make zombies move faster, but it's unfortunately not possible to apply a speed potion effect. So my other option would be to rapidly run a task which teleports zombies in tiny increments to make them seem faster, which would be hacky and probably introduce some performance issues... and may result in zombies jumping to their deaths when ordinarily they'd be smart enough to avoid steep drops. Also making zombies faster just makes them spiders without climbing, which isn't doing much for variety and uniqueness.
The slow idea has some merits of its own - since you're slowed, you now have to fight the zombies (same as if they were fast)... plus you may have just become more vulnerable to nearby more-dangerous monsters like creepers, for example, which you could ordinarily outmaneuver. Now you'll have to quickly consider other options, like getting out your bow or using your dash + attack for knockback.
Okay, I understand why you'd want that option... I will consider it. I don't know that I want to develop for the "odd" server case, though. :) No offense intended.
I'll reconsider the hostile animals. Maybe only when attacked at night?
I really like that idea for slimes, but the downside is that having monsters place or remove blocks makes me worry about potential for griefing by leading monsters around someone else's build, so I probably won't do that. I'll keep thinking... let me know if you come up with something else. :) I need to decide what they should drop, and they need a combat mechanic which makes them very different from other monsters in terms of how players react to them.
@bigscary
Hey, thanks for the reply! I like the sound of all the new options :D
I'm very excited to announce some very cool features coming this week! :) This is your chance to get your feedback in when it's most actionable. Please tell me what you think. I have most of this coded but not tested, so features may change slightly before release.
@Jemrada
1. It seems like something that should be implemented in a permissions plugin. Are there none which have this kind of option? To do it from my end, I'd have to learn how each permissions plugin stores its permissions, and write special code for each permissions plugin I want to support. So I probably won't do it.
2. I would REALLY like to do this, especially under sea level, but I don't think this is doable. There's no option to just flip a switch for this, so the only way to do it would be to implement my own monster spawning algorithm to imitate Mojang's, and then disable Mojang's. It would be very difficult, and probably full of bugs for many weeks to come. However I will keep it in mind for a possible future feature. :)
3. Okay, I can see you're adamant about the fire option. I'll add it.
4. There's already a couple of options for this. There's one option to disable blazes near bedrock, and one to disable blazes all over the nether.
@MikeC2103
See above on monster spawning. I can make some adjustments, but proximity to players and light levels aren't doable, I think.
Also can't adjust monster range of vision, I had already looked into it.
Hostile animals I could do, but have you played with the current options? It seems like making a brand new player (who may be armed with only his fist or a wooden sword) additional fight for his beginner food might be too much. :)
I like the dieing plants idea. Let me think on it.
There are already blazes. Ghasts won't fit in caves. Zombie pigmen I could do, but let's save something for the nether. :) The lava slimes seem to be only decoration, let me know if you have ideas for those guys.
Sorry to both of you to seem like a killjoy, but unfortunately I have to work within the boundaries of Bukkit. Client modders can do a lot more to change the game mechanics, but then you can't play multiplayer with the changes. :\
Nice plugin! I've been looking for something to make the survival world on our server more difficult. This seems to do it in a pretty interesting way. I would make a couple suggestions. :D
@bigscary
Thanks, I appreciate the feedback. I do have a couple requests. It would be ideal to provide a few more options in your config. This would make your plug-in even more flexible and customizable.
To encourage the additions. I would be happy to donate if these are added.
true or false options
@Trigeno
Thanks for the heads up on the workaround. I will think about how to fix that. If your players won't play without tunneling, then they're not appropriate players for this plugin. It's just not for everyone - if you turn it off, most of the other important features become useless, because it's too easy to avoid monsters by tunneling. But if that's what your players want, that's what they get I guess. :)
@Jemrada
Your players just haven't figured out that they can destroy the block the fire is on to remove the fire. :) Give them that hint, and then they will share it among themselves, keeping the difficulty without making them rage quit. Keeping it on even in the nether has the benefit of making players dodge fire instead of putting it out during combat. Otherwise, players just put out the fire in their way as needed, and it's mostly a non-obstacle.