Extra Hard Mode

Extra Hard Mode

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Infertile Deserts set to false does not seem to work?

gerardvanschip opened this issue ยท 3 comments

commented

I have several users in Savanne biomes with farms and they get the random tumbleweed in their farms even though I have infertile deserts set to false.

commented

paste config.yml?

commented
####################################################################################################
#                                       ExtraHardMode Config                                       #
#                                                                                                  #
# 1. The config cleans itself, so if something resets you probably did something wrong             #
# 2. Generally if you can specify a block you can add meta after an @                              #
#    F.e: STEP@3 = cobblestone slab. STEP@3,11 matches normal&upside cobble slabs                  #
#    If you specify meta it will only match cobble slabs and not the other slabs.                  #
#    If you don't specify meta it matches all slabs.                                               #
#    You can use numerical block ids as well, they will be converted to bukkit names               #
# 3. If your empty lists reset, put [] instead                                                     #
# 4. This config changes regularly, so you might want to revisit it after an update.               #
# 5. Lots of the configuration is user requested so if you need something just ask                 #
# 6. Remember to use /ehm reload after you changed the config instead of /reload                   #
#                                                                                                  #
# Happy Configuring!                                                                               #
####################################################################################################
ExtraHardMode:
  Config Type: MAIN
  # If the big text on top of the config should be printed
  Print Config Header: true
  # If comments like this should be printed
  Print Comments: true
  # Set the worlds you want ehm active here. F.e. [world, world_nether]. "@all" enables ehm for all worlds
  Enabled Worlds:
  - Proteus
  Bypassing:
    # Disabling this disables all checks for bypass permissions.
    Check For Permission: true
    # Disable ehm for creative mode players. Useful for building.
    Creative Mode Bypasses: true
    # If activated ops automatically bypass. Disable if you want your ops to be able to play with ehm.
    Operators Bypass: false
  World Rules:
    Mining:
      # Hardened blocks require certain tools to be broken and will wear those tools down quicker
      # This is to encourage caving, by making branch mining unprofitable
      Inhibit Tunneling:
        # If hardened blocks can only be broken by specific tools
        Enable: false
        # These blocks will be treated as hardened
        Hardened Blocks:
        - STONE
        # Block players from placing ore next to stone to soften the stone when mining the ore.
        Block Placing Ore Next To Stone Exploit: true
        # Block sneaky players from trying to tunnel using pistons. This will block movement of stone and ore blocks with pistons.
        Block Moving Of Stone Blocks With Piston Exploit: false
        # List of tools that can mine stone. If a tool isn't in the list it can't mine stone.
        # F.e. DIAMOND_PICKAXE@100 = Mine 100 stone blocks -> pick broken
        Amount of Stone Tool Can Mine (Tool@Blocks):
        - IRON_PICKAXE@32
        - DIAMOND_PICKAXE@64
      Breaking Blocks Softens Surrounding Stone:
        # Cave-ins are a persistent threat. Mining ore softens the stone around it, which can then fall and injure the careless player.
        # Dirt and grass, which is often compacted into a solid mass in cavern ceilings and floors, will also come crashing down when disturbed.
        Enable: false
        # If the softened stone blocks should fall. They do not have to be in additional falling blocks section for this.
        Apply Physics To Weakened Stone: false
        # Ore blocks that will soften surrounding stone blocks.
        Blocks (Block@id,id2):
        - COAL_ORE
        - EMERALD_ORE
        - LAPIS_ORE
        - DIAMOND_ORE
        - REDSTONE_ORE
        - GLOWING_REDSTONE_ORE
        - GOLD_ORE
        - IRON_ORE
        # Here you can specify custom stone blocks or change what stone softens into.
        Stone Blocks (Stone@data-Cobble@data):
        - STONE-COBBLESTONE
    Torches:
      # No placement of torches below Defined Value. Makes for scarier caves on the lower levels. Y: 0 to disable
      No Placement Under Y: 10
      # Soft materials include sand and dirt. Idea is that players don't litter the landscape with torches.
      No Placement On Soft Materials: false
      # When it rains there is a chance that torches will be removed in a chunk.
      # Any kind of block above the torch is enough to protect the torch
      Rain Breaks Torches: false
    Play Sounds:
      # A lava fizz when a torch's placement has been blocked.
      Torch Fizzing: true
      # A Ghast shriek when a creeper drops tnt.
      Creeper Tnt Warning: true
    # Tunneling in the nether will randomly set a fire. Players have to be careful
    # to not set themselves on fire.
    Breaking Netherrack Starts Fire Percent: 5
    # Blocks jumping and placing a block directly beneath you and branching out with no blocks to support
    Limited Block Placement: false
    # The trunk and branches of a tree will fall and potentially injure you.
    # It makes it easier to chop trees, but you have to watch out a little for the falling logs.
    # Also by making logs of branches fall down most treetops should decay naturally.
    Better Tree Felling: true
  Player:
    # Apply effects and damage multipliers to players
    # Bukkit effect names: http://jd.bukkit.org/rb/apidocs/org/bukkit/potion/PotionEffectType.html
    # or effect ids: http://minecraft.gamepedia.com/Status_effects
    Enhanced Environmental Injuries:
      Enable: true
      Fall:
        Dmg Multiplier: 1.1
        Potion Type: SLOW
        Duration (ticks): 80
        Amplifier: 2
      Explosion:
        Dmg Multiplier: 0.0
        Potion Type: CONFUSION
        Duration (ticks): 300
        Amplifier: 3
      Suffocation:
        Dmg Multiplier: 0.0
        Potion Type: NONE
        Duration (ticks): 0
        Amplifier: 0
      Lava:
        Dmg Multiplier: 0.0
        Potion Type: NONE
        Duration (ticks): 0
        Amplifier: 0
      Burning:
        Dmg Multiplier: 0.0
        Potion Type: BLINDNESS
        Duration (ticks): 20
        Amplifier: 1
      Starvation:
        Dmg Multiplier: 0.0
        Potion Type: NONE
        Duration (ticks): 0
        Amplifier: 0
      Drowning:
        Dmg Multiplier: 0.0
        Potion Type: NONE
        Duration (ticks): 0
        Amplifier: 0
    # Set the player on fire when he tries to extinguish fire with his bare hand.
    Extinguishing Fires Ignites Player: true
    # On death, a small portion of the player's inventory disappears forever,
    # discouraging players from killing themselves to restore health and hunger.
    # After respawn, the player won't have a full health and food bar.
    Death:
      Loose Items On Death:
        Enable: false
        # Percentage of all of the players items that will get lost on death.
        Percentage: 0
        # Damage some tools from the list instead of completely removing them.
        # Encourages players to use more valuable tools as they won't completely loose them on death.
        Damage Tools By Percentage: 0
        # If an already heavily damaged tool should be kept or completely destroyed.
        Keep Heavily Damaged Tools: true
        # Tool settings apply only to these tools
        Tools:
        - DIAMOND_SWORD
        - DIAMOND_SPADE
        - DIAMOND_PICKAXE
        - DIAMOND_AXE
        # These items will never be removed on death.
        Blacklisted Items: []
      Override Respawn Health:
        Enable: false
        # Percentage of total health that the player will spawn with. Works with custom max health.
        Percentage: 75
      # How many food hunches a player will spawn with
      Respawn Foodlevel: 15
    # Adds a weight system to your inventory. If your inventory exceeds the weight you will be pulled down 
    # and eventually drown. This is to encourage players to use boats and make swimming up waterfalls harder.
    No Swimming When Too Heavy:
      Enable: true
      # Set to false if you want to exempt players from drowning when swimming up 1x1 water streams.
      Block Elevators/Waterfalls: false
      # The maximum inventory weight you can have before starting to drown.
      Max Points: 22.0
      # One piece of worn armor would add 2.0 weight. So full set of armor adds 8.0
      One Piece Of Worn Armor Adds: 2.0
      # A stack of any item adds 1.0, half a stack add 0.5 so it calculates fractions
      One Stack Adds: 1.0
      # A tool is any item that doesn't stack, swords, axes, not worn armor, shears etc
      One Tool Adds: 0.5
      # Basically an esoteric percentage of how fast you drown. 35 actually doesnt really make you drown. 50 would make you drown
      Drown Rate: 25
      # If your inventory weight exceeds the max weight every weightpoint will add 2 to the drownrate.
      # Weight = 25 => (base) + (exceeding) * (modifier) = 35 + 7 * 2 = 49 (new drown rate)
      Overencumbrance Adds To Drown Rate: 2
    Armor Changes:
      # Enables slowdown of players wearing armor.
      Enable: true
      # Player speed with no armor. Minecraft default is 0.2.
      # Slightly increased to 0.22 to give players with no armor an advantage.
      Basespeed: 0.28
      # How much percent players wearing a full diamond armor will be slowed down.
      # This is the maximum slow down, the amount of armor points determines how much a player will be slowed down.
      Slowdown Percentage: 40
  General Monster Rules:
    # This is an advanced anti monster grinder module. It will block drops if the monster
    # spawned on an unnatural block, took too much damage from natural causes (falldmg etc.)
    # cant reach a player or can not easily reach a player f.e. monster is in water.
    Inhibit Monster Grinders: true
    More Monsters:
      Max Y: 55
      # A simple multiplier to increase spawns under ground by increasing the packspawning size.
      Multiplier: 2
    Monsters Spawn In Light:
      Max Y: 50
      # 0-3: bats spawning, 0-7 normal mob spawning, 8-11 mobs are hostile but don't burn, 12+ mobs burn
      Max Light: 10
      # Spawns monsters at locations where player has been previously.
      Percentage: 70
  Horses:
    Block Usage Of Chest Below: 55
  # Instead of speeding Zombies up, a Zombie will slow a player down for a few seconds when the player is hit by a zombie.
  # Zombies may resurrect when slain. They will respawn after a few seconds and might ambush a player.
  Zombies:
    Slow Players:
      Enable: true
      # Effect to apply to the player when he is hit.
      Effect:
        Potion Type: SLOW
        Duration (ticks): 100
        Amplifier: 1
      Stack Effect:
        # If the effect strength should be increased when a player is hit in succession
        Enable: true
        # Maximum strength of the effect that can be achieved.
        Max Strength: 3
    Reanimate:
      # If zombie heads should be placed at the location where a zombie will resurrect
      # Breaking the head will result in the zombie not resurrecting.
      Place Skulls: false
      # What percentage of the placed skulls should drop as an item, when broken before the zombie respawns.
      Placed Skulls Drop Percentage: 0
      # Percentage for the 1st respawn to occur. To reduce the amount of consecutive respawns the percentage reduced by 1/n respawns.
      # F.e 1: 50%, 2: 1/2 of 50% = 25%, 3: 1/3 of 25% = 7.5% and so on
      Percent: 50
  Skeletons:
    Shoot Snowballs:
      Enable: true
      Percent: 10
      Blind Player (ticks): 100
    Shoot Fireworks:
      Enable: true
      Percent: 10
      Knockback Player Velocity: 1.0
    Shoot Fireballs:
      Enable: true
      Percentage: 10
      Player Fireticks: 40
    Shoot Silverfish:
      Enable: false
      Percent: 20
      Kill Silverfish After Skeleton Died: true
      Limit To X Spawned At A Time: 5
      Limit To X Spawned In Total: 15
    Deflect Arrows Percent: 100
    Spawn in End Percent: 10
  Silverfish:
    Cant enter blocks: true
    Drop Cobble: true
    Show Particles To Make Better Visible: true
  Spiders:
    Bonus Underground Spawn Percent: 20
    Drop Web On Death: true
  Creepers:
    Charged Creeper Spawn Percent: 5
    Drop Tnt On Death:
      Percent: 0
      Max Y: 0
    Charged Creepers Explode On Damage: true
    Fire Triggers Explosion:
      Enable: true
      Firework Count: 3
      Launch In Air Speed: 0.5
  Blazes:
    Near Bedrock Spawn Percent: 50
    Block Drops In Overworld: true
    Bonus Nether Spawn Percent: 20
    Drop Fire On Damage: true
    Bonus Loot: true
    Nether Split On Death Percent: 25
  MagmaCubes:
    Spawn With Nether Blaze Percent: 100
    Grow Into Blazes On Damage: true
  PigZombies:
    Always Angry: false
    # This simple multiplier allows you to reduce the damage of PigZombies. They are a bit too tough otherwise.
    Dmg to players percent: 50
    # Add netherwart to the drops of pigzombies.
    Always Drop Netherwart In Fortresses: true
    Percent Chance to Drop Netherwart Elsewhere In Nether: 25
    Spawn on Lighting Strikes:
      Enable: true
  Ghasts:
    # Reduce the damage arrows do to Ghasts to make fights with Ghasts more challenging.
    Arrows Do % Damage: 20
    Exp Multiplier: 10
    Drops Multiplier: 5
  Endermen:
    # No more easy killing by standing under a 3 high roof! An enderman may teleport a Player. Makes fights with enderman challenging and dangerous.
    May Teleport Players: true
  Witches:
    # Includes spawning of baby zombies, explosions and teleporting
    Additional Attacks: true
    Bonus Spawn Percent: 5
  KillerBunny:
    Bonus Spawn Percent: 1
  Vindicator:
    Bonus Spawn Percent: 20
  CaveSpider:
    Bonus Spawn Percent: 5
  Guardians:
    Bonus Spawn Percent: 20
  Vex:
    Bonus Spawn Percent: 5
  EnderDragon:
    Respawns: true
    Drops Dragonegg: true
    Drops 2 Villager Eggs: true
    # Dragon summons minions including blazes and zombies. Can also aggro nearby endermen!
    Harder Battle: true
    # More diverse mobs are summoned (blazes, zombies, and skeletons). Harder Battle must be set to true, or this option has no effect.
    Alternative Minions: false
    # Announces in chat when someone is challenging the dragon or has beaten her.
    Battle Announcements: true
    # Block building in the end to prevent players from building big protective structures.
    No Building Allowed: true
    # Sets the health of the Ender Dragon
    Health: 800
  Farming:
    Weak Crops:
      Enable: true
      Loss Rate: 25
      Infertile Deserts: false
      Snow Breaks Crops: true
    Cant Craft Melonseeds: false
    No Bonemeal On Mushrooms: true
    No Farming Nether Wart: false
    Sheep Grow Only White Wool: false
    Squid Only Spawn In Ocean: true
    Buckets Dont Move Water Sources: false
    Animal Experience Nerf: true
    Iron Golem Nerf: true
    Animal Overcrowding Control:
      Enable: true
      # Maximum amount of animals allowed in a small area before they start dying
      Threshold: 10
  Additional Falling Blocks:
    Enable: false
    Break Torches: true
    # Whether a falling block that is broken by an obstructing block should drop as an item
    Drop As Items: false
    # When a falling block lands it checks if the blocks around it should fall as well. Can cascade downwards infinitely.
    Landed Blocks Can Cause Blocks To Fall: true
    # Should a falling block damage players when it lands on them.
    Dmg Amount When Hitting Players: 2
    Turn Mycel/Grass To Dirt: false
    Enabled Blocks:
    - MOSSY_COBBLESTONE
    - GRASS
    - DIRT
    - COBBLESTONE
    - DOUBLE_STEP@3
    - STEP@3,11
    - MYCEL
  Explosions:
    # When enabled explosions will turn surrounding stone into cobblestone 
    Turn Stone To Cobble: true
    Physics:
      # Makes explosions uber cool by throwing blocks up into the air
      Enable: true
      Enable For Plugin Created Explosions: false
      # How many of the blocks that would have been destroyed should go flying instead
      Blocks Affected Percentage: 20
      # Following 2 variables basically determine the angle and speed in what the blocks go flying
      Up Velocity: 2.0
      Spread Velocity: 3.0
      # Blocks exceeding this radius will no be placed in the world to avoid explosions uglying the landscape.
      # Set to 0 if you want blocks to not be placed at all
      Exceed Radius Autoremove: 10
    # Determines where your surface is located. You can have seperate settings for the surface and caves.
    Border Y: 55
    Creeper:
      Enable Custom Explosion: false
      Below Border:
        # 3 = default creeper, 4 = default tnt, 6 = default charged creeper
        Explosion Power: 3
        Set Fire: false
        World Damage: true
      Above Border:
        Explosion Power: 3
        Set Fire: false
        # Disabling worlddamage allows you to have explosions that damage players above ground, but doesn't make a mess.
        World Damage: true
    Charged Creeper:
      Enable Custom Explosion: true
      Below Border:
        Explosion Power: 4
        Set Fire: false
        World Damage: true
      Above Border:
        Explosion Power: 4
        Set Fire: false
        World Damage: true
    Tnt:
      Enable Custom Explosion: false
      # Creates 3 explosions at random locations close to the original tnt
      # Makes for more natural looking craters.
      Enable Multiple Explosions: true
      # Change recipe to yield 3 tnt instead of 1
      Tnt Per Recipe: 3
      Below Border:
        Explosion Power: 5
        Set Fire: false
        World Damage: true
      Above Border:
        Explosion Power: 3
        Set Fire: false
        World Damage: true
    Blazes Explode On Death:
      Enable: true
      Below Border:
        Explosion Power: 4
        Set Fire: true
        World Damage: true
      Above Border:
        Explosion Power: 4
        Set Fire: true
        World Damage: true
    Ghasts:
      Enable Custom Explosion: true
      Below Border:
        Explosion Power: 2
        Set Fire: true
        World Damage: true
      Above Border:
        Explosion Power: 2
        Set Fire: true
        World Damage: true

commented

So as confirmed by a user on spigot (unless this is you?) the dry bush appearing in farms is not because of the infertile deserts node, but rather the weak crops.loss rate node. https://www.spigotmc.org/threads/extra-hard-mode.129354/page-18#post-2999092