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
Sponsors:
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is there a way to make the mob tweaks ignore spawners so the harder mobs only spawn in the wild and not in grinders?
feature request, wearing iron armor increases chance of getting struck by lightning during a thunder storm. Each iron armor piece you are wearing increases the chances.
EHM is similar to monster apocalypse in some ways, I like how it focuses on the gameplay aspects & makes it more challenging in a good way. I under-estimated this plugin at one point, definitely worth adding to your survival server! Keep up the great work! :-)
It's spamming my console trying to find the distance between two worlds for some reason.
10:39:37 PM CONSOLE: ERROR]: Could not pass event CreatureSpawnEvent to ExtraHardMode v3.6.4 10:39:37 PM CONSOLE: java.lang.IllegalArgumentException: Cannot measure distance between spawn and Monde 10:39:37 PM CONSOLE: Source) [?:?]
I have a server i would like to add. http://www.planetminecraft.com/server/ber-ultra-hard-survival/ ip: minecraft.botono.dk
Awesome plugin, keep up the great work :)
@Diemex
i tried previous build of spigot, then warning spam is disappeared. thx :D
@Diemex
can you tell me which spigot build is okay to use this plugin?
@lee3kfc
my code looks fine to me, must be a spigot bug.
The code measures the distance of all players to a specific location. So I don't know how an error can come up that says that I'm measuring the distance between the overworld and nether. I guess getPlayers also returns players from the nether now. Not my bug to fix.
like everyone said, its spamming warning. :S
spams my console:
http://pastebin.com/VGeR3peX
I would also be happy if you could deactivate the touch listner and some of the toturials since they gives bad results in the spigot timings even when they are deactivated.
Getting this error on the few latest spigot builds.
http://pastebin.com/EjRN2zi5
Must be something they have done lately.
@erdrickk
Some plugin must be blocking the explosion.
thank you for the recent fixes. Can you toss in a quick fix for the Charged Creepers? They start to blow up / flash but then just disappear causing no damage, they just vanish.
nice thank you sir
the plugin is great. Really gives goals and purpose to minecraft.
@Moonknight8877
DERP. I removed the debugging stuff but forgot to make a new jar. Uploaded my debugging version. sry
the updated version spams " = " equal sign in chat
when you sprint and jump.
Regarding armor slowing players down:
The more armor a player wears the more he is slowed down. Leather armor slows you down less than iron armor. Sadly setting a players walkspeed doesn't change the speed when jumping. I tried a few approaches of manually reducing the players speed in the air, but couldn't get it to work. Either the player wasn't affected at all and could jump 5 blocks or he could only jump barely 2 blocks far.
@chozo4 The tasks are scheduled when the weather changes to rain. There is one task for every loaded chunk. It checks the surface for torches exposed to rain. The tasks are scheduled so that only a few tasks are run per second. So it may take some time to process all the tasks, but the load is spread over a longer period of time and shouldnt affect performance.
ETA on the lava bug?
I've been hunting down some sources of full server tick use and came across something that stuck out rather strongly. For some strange reason there are roughly 1.4k pending synchronous tasks consisting of purely of 'com.extrahardmode.task.RemoveExposedTorchesTask'. I came across this when issuing a report via worldguard as I was tracking down the reasoning behind 20% server tick use from tasks alone.
You can view the log via the following link (due to size):
http://rwinds.no-ip.org/~archive/wg_report_EHM.txt
Am I correct in assuming you're assigning a task to every torch? It may be more resource friendly to log the torches and then check the sunlight level accordingly on a configurable timer.