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
@Jemrada
Do your players really notice the environmental damage for mobs thing? In a recent update, I made it so that the loot/exp disappears only when the environmental damage is at least half the total health. So unless monster grinding, definitely not losing loot.
Okay, I'll reconsider the skeleton thing. You're very persistent. :)
Yes, there's a warning about that in your logs, if you look. Leaving the list empty will give you a warning message, and suggest that you put something in there like DIAMOND_SWORD, which is never a block.
@bigscary
Ok found it. I was thinking that was for bukkit not you... rofl
Ok, in the config I just put SAND and it finally saved. If you remove the default listed, it will re-add them all.
Additional questions/request.
True/False options for:
Environmental damage on mobs (Our server is private and only for a select few. So we would like to be able disable this and allow loot as normal)
Arrows Pass through Skeleton (Can we have a option not only to turn this on or off, but a percentage chance of it going through)
If not, I understand. I still love this plug-in.
@xBladeM6x
Monsters don't spawn in locations which appear to be not natural. If the monster takes more than half its damage from environmental sources, it will not drop loot and exp. Any monster which spawns from a spawner block will not drop loot or exp. If a monster dies next to water (often used as a conveyor in monster grinders), it will not drop loot. Exception: squid.
Given all the details of these rules, players could find workarounds. So I use the word "inhibited", and only give the details when admins ask for them, rather than publishing them in the documentation above. :)
@roelmb
I'm aware of the reason for the WorldGuard bug, and you're correct about it. But it's still a WorldGuard bug. WG and GP can be used together - doing so would result in much better anti grief (from GP) and a workaround for the explosions issue in WG, and would keep the non-anti-grief features of WG.
@jwmpine
No sorry, it's either always go through or always hit.
@Jemrada
The true/false config option is obsolete, no longer used. Just use the falling blocks list. Unfortunately, bukkit doesn't give me a good way of removing no-longer-needed lines in your config file. :\
@anasuelli
I have no idea, I haven't tested at all because I'm waiting for a bukkit beta build. My guess is that you will not have issues with EHM, but I know that grief prevention and other anti grief, for example, will not work with new issues like the wither explosions, based on user bug reports.
@Mushroomkngwasmo
Very glad you like it. :)
@Jemrada
Blue link in the upper right corner.
@imaxorz
I will consider it, but it feels like splitting hairs in the config to me.
Me too, I got my ass kicked many times, as you can see in the above video. Many embarassments were not included, as that is not the goal of the video. :)
Would it be a big burden for you to separate enhanced environmental damages and effects?
I'm referring to this "Environmental damage like falling, explosions, and suffocation reduces health more, and often applies temporary effects like slowing, blindness, or dizziness."
Would be nice if you chose to have regular falling/suffocation damage, and are still able to have the extra temporary effects on damage.
Awesome plugins by the way. Made me as an admin play Minecraft again.
I think the donate button is gone or am I over looking it?
Amazing plugin! Paired with monster apocalypse makes this game much tougher!
Hey BigScary,
First CraftBukkit 1.4.x devs are coming out. What do you think of possibile problems of ExtraHardMode (before you update I mean, so using your v.1.8)? I am asking so that I know if I can risk hosting a server this afternoon, to play with my friends 1.4.x first hand. =)
Has falling blocks changed in the way you turn it on and off? In the past it was in config as follows.
Now all I see is:
It says Additional, so I was looking for the setting for true or false and it is gone. If I remove all blocks under "AdditonalFallingBlocks" does that disable it?
When I remove them, they get added back automatically.
I havn't looked in the config file but is there a way to set it up so that it's a chance to hit a skeleton with an arrow instead of just full out missing? If not I think i'll set up my one plugin to do as I plan to do right now, which is to deal half dmg with peircing objects like arrows.
@bigscary
I think BlaZE_CrystaL means that worldguard can't cancel the world block damage for creepers anymore because your plugin overrides it. (To adapt the power of the blast)
And GriefPrevention is in many ways diffrent then worldguard so just using that won't solve the problem at all. Not that your plugin isn't a good one but it probably doesn't have what he wants to use.
I'm curious as to how this works -> Monster grinders are inhibited, meaning that most designs simply won't work. Players should take risks if they want rewards.
Hey guys, somebody gave me a good idea for making endermen more interesting. When far away from their target and teleporting, they have a chance to instead teleport their target to them, which can be very disorienting. Also a chance on death to randomly teleport its target somewhere within 25 blocks or so of the death location.
For witches, I'm considering having them explode into a small cloud of hostile bats on death, if that's possible. I have to wait and see.
Thoughts?
@BlaZE_CrystaL
I can't fix a bug in another developer's plugin. Either complain to those developers so that they will fix the issue, or upgrade your server to a better anti grief plugin like GriefPrevention.
To bigscary.
it is obviously good plug-in indeed. good work in my custom server. and i wanna thank you for developing this plug-in. forgive my english. but here one problem that you may know. creeper explosion. i cant control creeper explosion by worldguard nor essentials. so i have wait 1.8 and there is! but still cant cant control. any plans?
@anasuelli
The problem is that when a plugin changes the world, it doesn't have to say which player is making the change, the change is done anonymously. So GriefPrevention wouldn't know what to do unless I took major steps, for example ensuring that EHM always says that the zombie's target player is the one who is changing the blocks. Thus, the zombie would not be allowed to break blocks in an area where the player he's chasing doesn't have permission. This would be difficult for me to do (technically speaking), and would result in an easy fix for the zombie problem - just hide in somebody else's house, where you'll be 100% safe. So given the difficulty coupled with the simple workaround, I don't think it's worth implementing.
I'm not sure, but I think you were asking me if I plan to continue this plugin into 1.4? Yes of course, I've just released it very recently, it would be a shame to put in all that work and then quit a couple of weeks after finishing the todo list. :) I'm uncertain whether I will do anything for the new monsters - that will depend on my play experience. If they seem too easy, I will consider adjustments. For example, maybe the bats can be made hostile, or the witch could throw fireballs or reflect arrows. Maybe the wither boss could be adjusted so that you can only damage him with fire - flint and steel, enchanted weapons. Just some ideas.
I need an idea for endermen, by the way. They're still same-as-vanilla. So are wolves, but wolves are very rare. Maybe they talk to wolves... chance to summon angry wolf on hit? I dunno.
@jwmpine
Unless you toggle it off in the config file, arrows will always go through skeletons. This makes them very interesting as the only monster you MUST engage in melee (ghasts are also impervious to arrows, but you can reflect their fireballs back).
So do arrows hurt the skeletons or is it a chance that it will go through them?
@bigscary
Me and my friends already use this mod on our custom server. I'm telling you: I'm sure that this plugin is going to continue through Minecraft 1.4.x, and in that case dude, you are going to get a donation from me sooner or later. Really, best Minecraft modder in the community. And I mean by far.
You are right, with the zombie attacking blocks the grieving problem can be real... but isn't your other awesome GriefPrevention mod just able to make properties off-limits for other players, by claiming a rectangular zone and placing iron doors? What's the problem then?
Ha! Guys, as a prank, I've enabled only the monster changes on my "Vanilla" server for Halloweek week. LoLs have ensued, especially due to reviving zombies. I caught my friend on video yelling OH SHIT when one popped up right in front of him. xD
@anasuelli
Thank you very much for your kind comments. :) Please tell your friends or post about the plugin on your favorite server administration forums to help me get the word out!
It's a cool idea, but the potential for griefing is too high, I think. Imagine griefers intentionally hiding in other players' builds just to bait the zombies into tearing down the walls or doing other damage. If you have a suggestion for making monsters more interesting without changing the world (I've made spiders dropping web the only exception so far, because web is very easy to remove, and doesn't destroy blocks), please share!
EDIT: Explosions are safe grief-wise because good anti grief plugins know how to handle them. But I think I'm close to over-doing it with explosions already. I want to avoid placing blocks which could damage builds, and removing/replacing blocks.
First of all, I really need to make a praise to the author: this mod is the peak of awesomeness
- it is the ONLY ONE mod in the entire minecraft-modding-community, that actually makes sense in terms of survival gameplay. - it is serious. And by that I mean that is constantly updated, upgraded and re-evaluated in a meaningful and precise way (observation). - configuration is clear and easy. And that's not a common feat for minecraft mods. - the author provides a constant flow of information to the users, and actually takes in the flow of feedback from them.
You sir, are a terrific modder. Kudos.
That said, I add my idea: an option for making zombies attack blocks would be awesome. You know, something like Monster Apocalypse, in terms of concept. But well done. =) Zombie Apocalypse is a mess in every conceivable way, very buggy, and with too many things (customizable spawns and spawn ticks, nightmare mode, customizable monster stats, new types of spawn mechanism... awww too many things, it's a mess). You should take the fundamental idea of zombies trying to kill the players through blocks, and implement it in a smart way.
I love your plugin!, Is a great job that you are doing ...
A greeting.