Difficulty
Difficulty is an option in Minecraft that has a direct impact on the ease of gameplay, allowing the game's challenges to be tailored to the player's skill level.

World settings


There are four difficulty levels in the game: Peaceful, Easy, Normal, and Hard. These can be changed when creating a world, in the pause menu options, as well as with the /difficulty
command.
While the difficulty settings modify the challenge in Survival mode, they also affect hostile mobs in Creative mode the same as in Survival; for example:
- Hostile mobs cannot spawn naturally in Creative Peaceful.
- Zombies have the same difficulty-dependent chances as in Survival to convert villagers into zombie villagers (0% in Creative Easy, 50% in Creative Normal, 100% in Creative Hard).
- Hostile mobs killed by mob grinders in farms drop higher-value items in Creative Hard.
Survival mode is affected by difficulty as described in the sections below.
Peaceful
No hostile mobs can spawn naturally, except for shulkers, hoglins, piglin brutes[BE only], and the ender dragon. No spiders, cave spiders, zombified piglins, endermen, or drowned – neutral rather than hostile mobs – can spawn naturally. When any of these mobs attempt to spawn (whether naturally, through monster spawners, spawn eggs, or commands), they are removed from the game instantaneously. Skeleton horses are also not able to spawn naturally.[1] All mobs that can spawn (such as shulkers, piglins, or wolves) are completely peaceful and unable to harm the player - with the exception of the ender dragon. Additionally, sculk shriekers do not give the Darkness effect because it can't spawn the warden. When the difficulty is switched from any other setting to Peaceful, all mobs that are not allowed to spawn on Peaceful are removed from the world. Players regain health rapidly over time. Despite this, it is still possible to die if damage is received quickly enough. TNT deals no direct damage to the player, but it does give knockback still, meaning a player can be killed by it if it launches them too far upward. The hunger bar never depletes; in Java Edition, players therefore cannot eat anything except golden apples, chorus fruits, milk buckets, honey bottles, and suspicious stew, unless the player switched to Peaceful when their hunger bar was below the maximum. Players can eat normally in Bedrock Edition. Additionally, if the hunger bar is below the maximum, it regenerates quickly.
If a player is in a village with Raid Omen and the effect ends, raids cannot be triggered at all as illagers (including evokers and vindicators) cannot spawn in peaceful difficulty.
Because of the gameplay changes and the absence of many mob types, many blocks and items are unavailable to the player. A list can be found at Non-renewable resource#Peaceful difficulty. In addition, the player is unable to get many advancements and achievements.
Dispensers are unable to place wither skeleton skulls even if the required blocks for summoning a wither are available.
One major effect of the lack of certain resources is that end portals cannot be activated by the player in Peaceful difficulty, because it is impossible to acquire the eyes of ender necessary to activate an end portal.[note 1] However, it is possible to switch to a non-Peaceful difficulty, let blazes spawn, kill enough for crafting eyes of ender, and switch back to Peaceful. It is also possible for an end portal to be activated by naturally generating with an eye of ender already embedded within all 12 end portal frames. For any given end portal, there is a 1 in a trillion chance of this happening.[note 2] However, because of the huge number of possible seeds, over 8 million seeds are known to generate such end portals.[2]
Easy
Hostile mobs spawn, but they deal 1⁄2 of the damage they would on Normal difficulty plus 1HP or the same damge they would on Normal difficulty, whichever is lower. The hunger bar can deplete, damaging the player until 10HP remain if it drains completely. Cave spiders and bees cannot poison players on Easy difficulty, and the wither does not cause the Wither effect, although wither skeletons do. Lightning sets only the struck block on fire, not surrounding blocks. Zombies do not break down doors, and do not turn villagers into zombie villagers. Zombies and skeletons do not wear full sets of armor. Hostile mobs like zombies, skeletons, spiders, husks, and strays deal about 1HP or 2HP damage.
If a player is in a village with Raid Omen and the effect ends, it triggers a raid that consists of 3 waves (4 waves if a player with a Raid Omen effect that is higher than one level enters a village.)
Normal
Hostile mobs spawn and deal standard damage. The hunger bar can deplete, damaging the player until 1HP remains if it drains completely. Zombies do not break down doors, but villagers killed by zombies have a 50% chance of turning into zombie villagers. Zombies and skeletons rarely wear sets of enchanted armor. Vindicators can break doors.
If a player is in a village with Raid Omen and the effect ends, it triggers a raid that consists of 5 waves (6 waves if a player with a Raid Omen effect that is higher than one level enters a village.)
Hard
Hostile mobs deal approximately 11⁄2 times the damage they would deal on Normal difficulty, and in some cases drop higher-value items when killed. The hunger bar can deplete, not only damaging but also killing the player if it drains completely. Zombies and zombified piglins[JE only] can break through wooden doors and can spawn reinforcements when attacked. In Java Edition, spiders can spawn with a beneficial status effect (Speed, Strength, Regeneration, or Invisibility), with these effects having an infinite duration. Villagers killed by zombies always turn into zombie villagers. Pillagers spawn near the player, with their attacks dealing 4HP damage. In Bedrock Edition, if the world type is infinite, they deal 5HP damage.
If a player is in a village with Raid Omen and the effect ends, it triggers a raid that consists of 7 waves (8 waves if a player with a Raid Omen effect that is higher than one level enters a village.)
Hardcore mode
-
Icon for Hardcore mode.
While in the world creation screen, selecting Hardcore from among the game mode options causes the player to spawn in Hard difficulty, does not allow it to be changed, and allows the player only one life. In a single player world, a player who dies can choose to respawn in Spectator mode or return to the title screen. In multiplayer, upon death, the player's game mode is automatically set to Spectator mode.
The only way to change the difficulty of Hardcore is to use the Open to LAN feature in the pause menu to enable commands, or to use an .NBT editor on the world's .NBT file.[JE only]
Moon phase
The phase of the moon has effects on the spawning of slimes in swamp biomes, and contributes to the calculation of regional difficulty. The fuller the moon is, the greater the effect.
The moon does not actually have to be in the sky for this effect to take place, since the moon exists in daytime and across dimensions.
Moon phase | Value | Percentage | |
---|---|---|---|
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Full | 1.0 | 100% |
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Gibbous | 0.75 | 75% |
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Quarter | 0.5 | 50% |
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Crescent | 0.25 | 25% |
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New | 0.0 | 0% |
Regional difficulty

Regional difficulty or local difficulty is a value between 0.00 and 6.75 that the game calculates by considering the world difficulty setting, the inhabited time of a chunk, the total daytime in the world, and the phase of the moon. This value is shown on the debug screen as the first value listed after the heading "Local Difficulty". This value determines several aspects of the difficulty of gameplay (see below).
The inhabited time of a chunk increases for each tick a player spends with the chunk loaded. This is a cumulative measure of time—if 50 players spend a single hour in a chunk, it counts the same as if one player spent 50 hours there. The effect of inhabited time on regional difficulty is capped at 50 hours.
The total daytime in the world is the value from /time query daytime
added to the "Day" on the F3 debug screen converted to ticks, i.e. daytime + (dayNumber * 24,000)
. This is not the same as the actual playtime in the world (the value from /time query gametime
). It affects the regional difficulty after the first 3 in-game days, and has no additional effect after 63 in-game days.
In pseudocode, the calculation of regional difficulty is:
# DaytimeFactor, ChunkFactor, and RegionalDifficulty are floating-point variables # MoonPhase is as in the table above. if (difficulty is Peaceful) return 0 if (TotalDaytime > 63 in-game days) DaytimeFactor = 0.25 else if (TotalDaytime < 3 in-game days) DaytimeFactor = 0 else DaytimeFactor = (TotalDaytimeInTicks − 72,000) / 5,760,000 if (ChunkInhabitedTime > 50 hours) ChunkFactor = 1 else ChunkFactor = ChunkInhabitedTimeInTicks / 3,600,000 if (difficulty is Normal or Easy) multiply ChunkFactor by 0.75 if (MoonPhase ÷ 4 > DaytimeFactor) add DaytimeFactor to ChunkFactor else add (MoonPhase ÷ 4) to ChunkFactor if (difficulty is Easy) multiply ChunkFactor by 0.5 RegionalDifficulty = 0.75 + DaytimeFactor + ChunkFactor if (difficulty is Normal) multiply RegionalDifficulty by 2 if (difficulty is Hard) multiply RegionalDifficulty by 3 return RegionalDifficulty
The raw regional difficulty therefore is always 0.0 on Peaceful and ranges from 0.75 to 1.5 on Easy, 1.5 to 4.0 on Normal, and 2.25 to 6.75 on Hard.
Clamped regional difficulty

The clamped regional difficulty (also known as special multiplier) also is a value between 0.00 and 1.00 based on regional difficulty. This value is shown on the debug screen as the second value listed after the heading "Local Difficulty". This is yet another value that affects the difficulty of gameplay (see below).
The regional difficulty value is clamped as follows:
if (RegionalDifficulty < 2.0) value = 0.0; else if (RegionalDifficulty > 4.0) value = 1.0; else value = (RegionalDifficulty − 2.0) / 2.0;
Thus, on Easy, where regional difficulty is never higher than 1.5, the clamped value is always zero. On Normal, where regional difficulty is between 1.5 and 4.0, the clamped value can be anywhere from 0.0 to 1.0. On Hard, where the regional difficulty is never lower than 2.25, the clamped value is always at least 0.125.
On Normal, the effects reach the maximum after 63 in-game days (1512000 game ticks) in a fully-inhabited chunk on a full moon; and on Hard after 63 in-game days the effects reach the maximum in chunks inhabited 4 1⁄6 hours during a full moon and remain at maximum in chunks inhabited over 16 2⁄3 hours.[verify]
Effects
Mob damage
The damage mobs deal to players is affected by the difficulty setting of the world they are in. The values below represent the amount of damage taken per hit.
- For most attacks, the damage is scaled as follows: if a mob deals D damage on Normal difficulty, then it deals 1.5D on Hard difficulty and min(D, 0.5D+1) on Easy difficulty.
- A mob attacking another mob always deals its Normal difficulty damage regardless of the current difficulty setting.
- The values for a creeper, ghast, and wither assume the player is directly adjacent to the respective explosion.
- The damage of slimes and magma cubes depends on their size. Tiny slimes, while hostile, are unable to inflict damage directly.
- Mobs deal no damage to players on Peaceful difficulty.
Mob | Difficulty | Status effect(s) | ||
---|---|---|---|---|
Easy | Normal | Hard | ||
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5HP | No | ||
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2HP | No | ||
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2HP | 2HP | 3HP | ![]() |
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4HP | 6HP | 9HP | No |
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5HP + fire for 5 seconds | No | ||
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3HP to 5HP | Normally: ![]() If holding a tipped arrow or a spectral arrow in its off-hand: The effect of the arrow | ||
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2HP | 3HP | No | |
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1HP | 1.5HP × 0.75 | No | |
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3HP | No | ||
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2HP | 2HP | 3HP | ![]() |
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2.5HP × 1.25 | 3HP | 4.5HP × 2.25 | No |
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22.5HP × 11.25 | 43HP × 21.5 | 64.5HP × 32.25 | When exploding: No
If having a potion effect when exploding, it leaves an effect cloud with the effect, like a lingering potion. |
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43.5HP × 21.75 | 85HP × 42.5 | 127.5HP × 63.75 | |
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2.5HP × 1.25 | 3HP | 4.5HP × 2.25 | No |
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No | |||
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7HP | 9HP | 12HP × 6 | No |
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6HP | 11HP × 5.5 | 16HP × 8 | No |
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5HP | 8HP | 12HP × 6 | Inflicts ![]() |
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2HP | 3HP | ||
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2HP | |||
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6HP | 10HP | 15HP × 7.5 | No |
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3HP | 5HP | 7HP | No |
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3HP per second | Area effect cloud of ![]() | ||
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6HP per second | |||
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4.5HP × 2.25 | 7HP | 10.5HP × 5.25 | No |
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2HP | 3HP | No | |
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4HP | 6HP | 9HP | No |
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6HP | No | ||
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2HP | 3HP | No | |
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Target despawns after being pulled | No | ||
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4HP | 6HP | 9HP | No |
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9.5HP × 4.75 | 17HP × 8.5 | 25.5HP × 12.75 | No |
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26HP × 13 | 50HP × 25 | 75HP × 37.5 | No |
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2HP | 3HP | No | |
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1HP | 1.5HP × 0.75 | No | |
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4HP | 6HP | 9HP | No |
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2HP | 3HP | No | |
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2.5HP to 5 × 1.25HP | 3HP to 8HP | 4.5HP to 12 × 2.25HP × 6 | No |
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3HP | 6HP | 9HP | No |
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0.5HP × 0.25 | 0.75HP × 0.375 | No | |
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2.5HP × 1.25 | 3HP | 4.5HP × 2.25 | ![]() |
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2HP to 5HP | 3HP to 5HP | Throws ![]() | |
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4.75HP to 11.75 × 2.375HP × 5.875 | 7.5HP to 21.5 × 3.75HP × 10.75 | 11.25HP to 32.25 × 5.625HP × 16.125 | No |
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5HP | 8HP | 12HP × 6 | No |
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1HP | 1.5HP × 0.75 | No | |
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4HP | 6HP | 9HP | No |
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3HP | 4HP | 6HP | No |
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2.5HP × 1.25 | 3HP | 4.5HP × 2.25 | No |
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3HP | No | ||
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2.5HP × 1.25 | 3HP | 4.5HP × 2.25 | No |
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4HP | 6HP | 9HP | No |
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2HP | 3HP | No | |
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4HP | 6HP | 9HP | No |
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2HP to 5HP | 3HP to 5HP | No | |
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2HP - 4HP | 2HP to 5HP | No | |
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5HP | 8HP | 12HP × 6 | No |
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5HP | 9HP | 13HP × 6.5 | No |
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3.5HP × 1.75 | 5HP | 7.5HP × 3.75 | No |
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7.5HP × 3.75 | 13HP × 6.5 | 19.5HP × 9.75 | No |
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6HP | 10HP | 15HP × 7.5 | No |
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4.5HP × 2.25 | 7HP | 10.5HP × 5.25 | No |
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3.5HP × 1.75 | 4HP | 5HP | No |
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2HP | 3HP | 5HP | No |
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4HP | 6HP | 9HP | No |
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2HP | 3HP | ![]() | |
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2.5HP × 1.25 | 3HP | 4.5HP × 2.25 | ![]() |
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2HP | 3HP | ![]() | |
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7HP | 12HP × 6 | 18HP × 9 | No |
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4HP | 6HP | 9HP | No |
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3HP | 4HP | 6HP | ![]() |
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1HP | 1.5HP × 0.75 | No | |
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2HP to 4HP | 3HP to 4HP | 4HP to 5HP | Normally: No
If holding a tipped arrow or a spectral arrow in its off-hand: The effect of the arrow |
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1HP to 4HP, varies with proximity | 1HP to 5HP, varies with proximity | No | |
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2HP | 3HP | No | |
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3HP | 4HP | 6HP | No |
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2HP | 3HP | No | |
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0HP | No | ||
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3HP to blazes | No | ||
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2HP | 3HP | No, but can spawn with effects | |
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3HP to 5HP | Normally: ![]() If holding a tipped arrow or a spectral arrow in its off-hand: The effect of the arrow | ||
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Damage varies with proximity | |||
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2HP | 3HP | No | |
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1HP | 1.5HP × 0.75 | No | |
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5.5HP × 2.75 | 9HP | 13.5HP × 6.75 | No |
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3HP | 4HP | 5HP | No |
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5HP | 8HP | 12HP × 6 | No |
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7.5HP × 3.75 | 13HP × 6.5 | 19.5HP × 9.75 | No |
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3.5HP × 1.75 | 5HP | 7.5HP × 3.75 | No |
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16HP × 8 | 30HP × 15 | 45HP × 22.5 | No |
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6HP | 10HP | 15HP × 7.5 | No |
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Deals damage by throwing potions | Throws splash potions of ![]() ![]() ![]() ![]() | ||
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5HP | 8HP | 12HP × 6 | ![]() |
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2HP | 2HP | 3HP | ![]() |
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2HP to 4HP + fire for 5 seconds | 3HP to 4HP + fire for 5 seconds | 4HP to 5HP + fire for 5 seconds | Normally: No
If holding a tipped arrow or a spectral arrow in its off-hand: The effect of the arrow |
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35.5HP × 17.75 | 69HP × 34.5 | 103.5HP × 51.75 | No |
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5HP | 8HP | 12HP × 6 | ![]() |
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5HP | No | ||
![]() [BE only] |
15HP × 7.5 | No | ||
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3HP | 4HP | 6HP | No |
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3HP to 5HP | 3HP to 8HP | 4.5HP to 12 × 2.25HP × 6 | No |
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0.5HP × 0.25 | 0.75HP × 0.375 | No | |
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2.5HP × 1.25 | 3HP | 4.5HP × 2.25 | No |
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5HP | 8HP | 12HP × 6 | No |
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3HP | 5HP | 7HP | No |
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2.5HP × 1.25 | 3HP | 4.5HP × 2.25 | No |
Other effects
Attribute | Notes | Condition | |||
---|---|---|---|---|---|
World difficulty | Regional difficulty (RD) | Clamped regional difficulty (CRD) | Moon phase only | ||
HP Mobs and explosions do higher damage to players. | Peaceful: No damage Easy: 1⁄2 of Normal damage + 1 (never higher than Normal damage) Hard: 1 1⁄2 times Normal damage |
Yes | No | No | No |
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Hard: + 2HP, added before calculating the difficulty-scaled mob damage | Yes | No | No | No |
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Easy/Normal/Hard: starvation brings health down to 10/1/0 HP | Yes | No | No | No |
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Easy & Normal: 75%/56%/42% of having 2/3/4 pieces; Hard: 90%/81%/73% of having 2/3/4 pieces |
Yes | No | No | No |
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1% on Easy and Normal, 5% on Hard |
Yes | No | No | No |
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Hard only | Yes | No | No | No |
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A zombie having the ability to break a door: (10×CRD)% The door actually breaking: Hard only |
Yes | No | Yes | No |
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0% on Easy, 50% on Normal, 100% on Hard |
Yes | No | No | No |
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1⁄2000 per block tick on Easy, 1⁄1000 on Normal, 3⁄2000 on Hard |
Yes | No | No | No |
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Easy/Normal: 2s cooldown Hard: 1s |
Yes | No | No | No |
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Easy/Normal: 3.5s cooldown Hard: 2.5s |
Yes | No | No | No |
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Easy/Normal/Hard "inaccuracy" value is 10/6/2 | Yes | No | No | No |
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Easy/Normal/Hard damage bonus = +0.11 / +0.22 / +0.33 | Yes | No | No | No |
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A spawn attempt succeeds if the local difficulty is greater than a random value between 0.0 and 3.0. | No | Yes | No | No |
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Easy: 1-2 Normal: 1-3 Hard: 1-4 |
Yes | No | No | No |
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Hard (10×CRD)% |
Yes | No | Yes | No |
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Normal/Hard: 7s/15s | Yes | No | No | No |
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Normal/Hard: 10s/18s | Yes | No | No | No |
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Normal/Hard: 10s/40s | Yes | No | No | No |
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Normal/Hard only | Yes | No | No | No |
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Normal/Hard only | Yes | No | No | No |
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Normal/Hard only | Yes | No | No | No |
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The raw encouragement value of blocks surrounding fire gets a bonus of (Easy/Normal/Hard) +47 / +54 / +61, before being adjusted for fire age, humidity and rain. | Yes | No | No | No |
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Easy: 33% + 8HP Normal: 33% + 4HP Hard: 33% |
Yes | No | No | No |
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Chance = (RD)% (0.75–1.5% on Easy, 1.5–4% on Normal, 2.25–6.75% on Hard) |
No | Yes | No | No |
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Chance = (30×RD)% Burn time = 2 × RD seconds |
No | Yes | No | No |
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Effect time = 7 × RD seconds | No | Yes | No | No |
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If RD > 2. | No | Yes | No | No |
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Having the ability: (55×CRD)% | No | No | Yes | No |
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If (random # in range 0–1.5) × CRD is greater than 1, that becomes a bonus multiplier on the follow distance. Therefore, this is impossible when the CRD is less than 0.67[note 4]; when the CRD is 1.0, there is only a 1⁄3 chance of it happening. | No | No | Yes | No |
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Any given zombie being a "leader": (5×CRD)% | No | No | Yes | No |
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Chance of getting any armor at all: (15×CRD)% | No | No | Yes | No |
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Chance for the main hand item = (25×CRD)% | No | No | Yes | No |
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Chance per armor item = (50×CRD)% | No | No | Yes | No |
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Level = 5 + randInt(0,18)×CRD where randInt(0,18) is a random integer between 0 and 17. So, the level is 5 when CRD is 0.0, and it can be as high as 22 when CRD is 1.0. | No | No | Yes | No |
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Small: ((33×(1-CRD)/2)+16.5)% Medium: 34% Big: ((33×(1+CRD)/2)+16.5)% in other words: Small/Medium/Big: 16.5%–33% / 34% / 33%–49.5% |
No | No | Yes | No |
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See above | No | No | No | Yes |
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Easy: 3 waves Normal: 5 waves |
Yes | No | No | No |
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RD + 1 illagers (rounded up) | No | Yes | No | No |
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Easy and Normal: 100% pillager Hard: 80% pillager, 20% vindicator |
Yes | No | No | No |
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Easy: Light level 0-7 Normal and Hard: Any light level |
Yes | No | No | No |
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Normal: 65% chance Hard: 80% chance |
Yes | No | No | No |
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Peaceful and Easy: unable to break door Normal and Hard: can break door |
Yes | No | No | No |
Video
History
[hide]Java Edition Classic | |||||||
---|---|---|---|---|---|---|---|
May 21, 2009 | Difficulty modes were mentioned including: "Walk in the Park" being the easiest, "Easy" which was added, and "Armageddon" being hard even with 32 people. | ||||||
June 14, 2009 | Notch discussed how his vision for Survival mode would incorporate the concept of difficulty: "When generating a new level or loading a creative mode level, you also select a difficulty. Difficulty levels will probably vary from 'challenging' to 'impossible', since I want the game to be difficult. If it's not fun to always be challenged, I'll add easier difficulties." | ||||||
[hide]Java Edition Indev | |||||||
0.31 | 20100205 | Added the option to change difficulty to Peaceful, Easy, Normal, or Hard. | |||||
[hide]Java Edition Alpha | |||||||
October 22, 2010 | Notch tweets stating that he is "changing 'difficulty' to 'realism'". Lowest setting = Creative. Highest setting = starve". This was never implemented; however, a "Hardcore" mode was added along with a Creative gamemode. | ||||||
[hide]Java Edition | |||||||
1.0.0 | Beta 1.9 Prerelease 2 | Hardcore mode added. | |||||
1.6.1 | 13w16a | Regional difficulty added. | |||||
1.8 | 14w02a | Difficulty is now saved per-world, instead of globally; difficulty can no longer be changed from the title screen. | |||||
Difficulty defaults to Normal instead of Easy. | |||||||
Difficulty can now be locked. | |||||||
Added /difficulty . | |||||||
1.16 | 20w17a | Difficulty can now be chosen on world creation. | |||||
[hide]Pocket Edition Alpha | |||||||
v0.4.0 | Added Peaceful difficulty. | ||||||
v0.12.1 | Added Easy and Hard difficulties. | ||||||
v0.16.0 | Difficulty is now saved on a per-world basis instead of globally, and is now controlled via world settings. | ||||||
[hide]Pocket Edition | |||||||
1.0.5 | alpha 1.0.5.0 | Added /difficulty | |||||
[hide]Bedrock Edition | |||||||
? | Added regional difficulty. | ||||||
1.21.40 | Hardcore mode added | ||||||
[hide]Legacy Console Edition | |||||||
Xbox 360 | Xbox One | PS3 | PS4 | PS Vita | Wii U | Switch | |
TU1 | CU1 | 1.00 | 1.00 | 1.00 | Patch 1 | 1.0.1 | Difficulty added. |
TU11 | Added a message when the player tries to spawn a hostile mob from a spawn egg in Peaceful difficulty. | ||||||
TU19 | CU7 | 1.12 | 1.12 | 1.12 | Regional difficulty added. | ||
TU25 | CU14 | 1.17 | 1.17 | 1.17 | It is now possible to change the difficulty via the host options menu if host privileges are enabled. |
-
First image of the difficulty lock.
Issues
Issues relating to "Difficulty" are maintained on the bug tracker. Issues should be reported and viewed there.
Java Edition
- MC-272872 – Constantly teleported players have difficulty placing blocks
- MC-155269 – Villagers have difficulty pathfinding to workstations that have blocks located above them
- MC-1788 – Ocelots do not spawn naturally on peaceful difficulty in jungle and bamboo jungle biomes
- MC-227168 – Shulkers don't attack back in peaceful difficulty
- MC-229347 – Untamed cats, ocelots & foxes no longer run away on peaceful difficulty
- MC-255898 – Damage by evoker fangs is unaffected by difficulty
- MC-257814 – Axolotls occasionally have difficulty entering water from corners
- MC-267587 – Some mobs attached to fences via leads don't pathfind or have difficulty pathfinding to players that are tempting them
- MC-272624 – Locked difficulty and difficulty lock cannot be narrated
- MC-73881 – Summoning monsters in peaceful difficulty spawns monster for 1 tick
- And 15 other open issues.
Bedrock Edition
- MCPE-187794 – Wither effect duration is 40 seconds instead of 10 in Normal difficulty
- MCPE-55270 – Phantoms are not despawning in Peaceful Difficulty
- MCPE-83247 – Shooting yourself with a tipped arrow gives no effects in peaceful difficulty
- MCPE-89170 – Having a repeating command block set the game difficulty, causes extreme entity lag (Nintendo Switch)
- MCPE-135446 – Pufferfish do damage in Peaceful difficulty
- MCPE-180945 – Wolves have difficulty attacking
- MCPE-187734 – Hard difficulty summary in Turkish is incorrect
- MCPE-189535 – Certain mobs can have difficulty inflicting recurring hits on non-moving or too-close players
Notes
- ↑ An eye of ender requires blaze powder to craft, which can be crafted only from blaze rods; but a blaze rod can be obtained only as a drop from a blaze, which is a hostile mob that cannot spawn in Peaceful.
- ↑ Since each end portal frame has a 1⁄10 chance of being filled, there is a (1⁄10)12 = 1⁄1 trillion chance of all 12 end portal frames being filled.
- ↑ Mobs accept fall damage if their health would not be reduced below 33% of their maximum health (rounded up to the nearest 1HP), plus a constant reserve based on difficulty. This even applies to ground-based mobs immune to fall damage.
- ↑ This value is actually1⁄3.
References
- ↑ MC-230843 — resolved as "Invalid".
- ↑ https://github.com/hube12/SSGOutput/releases/tag/1.1
See also
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General mechanics | |
Survival |
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Combat | |
Environment | |
Movement | |
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Visuals | |
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