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 settings, as well as with the 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 Overworld 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, zoglins, piglin brutes, evokers, vindicators, and the ender dragon. Llamas are the only mob that are able to do damage in this difficulty. No spiders, cave spiders, zombified piglins or endermen – 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. 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; , players therefore cannot eat anything except golden apples, chorus fruits, milk buckets, honey and suspicious stew, unless the player switched to Peaceful when their hunger bar was below the maximum. Players can eat normally . Additionally, if the hunger bar is below the maximum, it regenerates quickly.
End portals cannot be activated by the player in Peaceful difficulty, because it is impossible to acquire the twelve eyes of ender necessary to activate an end portal by killing endermen.
An eye of ender requires a blaze rod to craft; but a blaze rod can be obtained only as a drop from a blaze, which is a hostile mob that cannot spawn in Peaceful.
 However, it is 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 only a 1 in a trillion chance of this happening.Since each end portal frame has a chance of being filled, there is a ()12 = chance of all 12 end portal frames being filled.
However, because of the huge number of possible seeds, over 8 million seeds are known to generate such end portals.
https://github.com/hube12/SSGOutput/releases/tag/1.1
Also, not all advancements / achievements can be completed in Peaceful difficulty.
=== Easy ===
Hostile mobs spawn, but they deal of the damage they would on Normal difficulty plus . The hunger bar can deplete, damaging the player until 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 don't wear full sets of armor. Hostile mobs like zombies, skeletons, spiders, husks and strays deal about or damage.
=== Normal ===
Hostile mobs spawn and deal standard damage, about or . The hunger bar can deplete, damaging the player until 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.
=== Hard ===
Hostile mobs deal approximately 1 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 can break through wooden doors and can spawn reinforcements when attacked. Spiders can spawn with a beneficial status effect (speed, strength, regeneration, and invisibility), with these effects having a nearly infinite duration . Villagers killed by zombies always turn into zombie villagers. Pillagers spawn near the player, with their attacks dealing damage. , if the world type is infinite, they deal damage.
=== Hardcore mode ===
, at 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.
This difficulty is currently not available in Realms.
== 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
	Full 	1.0 	100%
	Gibbous 	0.75 	75%
	Quarter 	0.5 	50%
	Crescent 	0.25 	25%
	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 not just the world difficulty setting, but also 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 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 ). 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, the effects reach the maximum after 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 hours during a full moon and remain at maximum in chunks inhabited over hours.
== Effects ==
=== Mob damage ===
=== Other effects ===
Attribute 	Notes 	Condition 	Condition 	Condition 	Condition
Attribute 	Notes 	World difficulty	Regional difficulty (RD)	Clamped regional difficulty (CRD)	Moon phase only
Mobs and explosions do higher damage to players. 	Peaceful: No damageEasy: of Normal damage + 1 (never higher than Normal damage)Hard: times Normal damage 	 	 	 	
Guardians (both types) have higher laser magic damage. 	Hard: + , added before calculating the difficulty-scaled mob damage 	 	 	 	
Starvation more harshly affects health. 	Easy/Normal/Hard: starvation brings health down to 10/1/0 HP 	 	 	 	
Mobs that spawn with armor are more likely to have more armor. 	Easy & Normal: 75%/56%/42% of having 2/3/4 pieces;Hard: 90%/81%/73% of having 2/3/4 pieces 	 	 	 	
Zombies are more likely to spawn with weapons. 	1% on Easy and Normal,5% on Hard 	 	 	 	
Zombies are able to spawn reinforcements. 	Hard only 	 	 	 	
Zombies are more likely to be able to break wooden doors. 	A zombie having the ability to break a door: (10×)%The door actually breaking: Hard only 	 	 	 	
Villagers killed by zombies have a greater chance of becoming zombie villagers. 	0% on Easy,50% on Normal,100% on Hard 	 	 	 	
Zombified piglins spawn from nether portals in the Overworld more often. 	per block tick on Easy, on Normal, on Hard 	 	 	 	
A skeleton or stray does not wait as long between bow & arrow attacks. 	Easy/Normal: 2s cooldownHard: 1s 	 	 	 	
A skeleton or stray is more accurate in ranged attacks with its bow. 	Easy/Normal/Hard "inaccuracy" value is 10/6/2 	 	 	 	
Damage from arrows slightly increases. 	Easy/Normal/Hard damage bonus = +0.11 / +0.22 / +0.33 	 	 	 	
Phantoms spawn more frequently. 	A spawn attempt succeeds if the local difficulty is greater than a random value between 0.0 and 3.0. 	 	 	 	
Phantoms spawn in larger groups. 	Easy: 1-2Normal: 1-3Hard: 1-4 	 	 	 	
Spiders can naturally spawn with status effects. 	Hard(10×)% 	 	 	 	
The Poison effect given by a cave spider lasts longer. 	Normal/Hard: 7s/15s 	 	 	 	
The Poison effect given by a bee lasts longer. 	Normal/Hard: 10s/18s 	 	 	 	
The Wither effect given by a wither skull lasts longer. 	Normal/Hard: 10s/40s 	 	 	 	
A wither shoots wither skulls when idle. 	Normal/Hard only 	 	 	 	
A wither spawns 3–4 wither skeletons when brought below half health. 	Normal/Hard only 	 	 	 	
Lightning can cause fires in the surrounding blocks, not just the block struck. 	Normal/Hard only 	 	 	 	
Fire lingers for a bit longer. 	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.	 	 	 	
Mobs are more willing to take fall damage when pursuing a target.Mobs accept fall damage if their health would not be reduced below 33% of their maximum health (rounded up to the nearest ), plus a constant reserve based on difficulty. This even applies to ground-based mobs immune to fall damage.	Easy: 33% + Normal: 33% + Hard: 33% 	 	 	 	
Lightning strikes are more likely to spawn a skeleton trap horse. 	Chance = ()%(0.75–1.5% on Easy, 1.5–4% on Normal, 2.25–6.75% on Hard) 	 	 	 	
Burning zombies are more likely to set their target on fire, and the burn duration is longer. 	Chance = (30×)%Burn time = 2 × seconds 	 	 	 	
The Hunger effect caught from being attacked by a husk lasts longer. 	Effect time = 7 × seconds 	 	 	 	
s can cast blindness. 	If > 2. 	 	 	 	
s can shoot flaming arrows. 	If > 3. 	 	 	 	
Skeletons and zombies are more likely to have the ability to pick up dropped items. 	Having the ability: (55×)% 	 	 	 	
Zombies are more likely to have a greater follow distance. 	if (random # in range 0–1.5) × is greater than 1, that becomes a bonus multiplier on the follow distance. 	 	 	 	
Zombies are more likely to be "leader zombies" (gaining a bonus to max HP, a bonus to the chance to spawn reinforcements, and the ability to break doors). 	Any given zombie being a "leader": (5×)% 	 	 	 	
Mobs are more likely to spawn with armor. 	Chance of getting any armor at all: (15×)% 	 	 	 	
Mobs that spawn with weapons are more likely to have enchantments. 	Chance for the main hand item = (25×)% 	 	 	 	
Mobs that spawn with armor are more likely to have enchantments. 	Chance per armor item = (50×)% 	 	 	 	
Mobs that spawn with enchanted equipment have higher levels of enchantments. 	Level = 5 + randInt(0,18)×where randInt(0,18) is a random integer between 0 and 17. 	 	 	 	
Slimes are more likely to be bigger. 	Small: ((33×(1-)/2)+16.5)%Medium: 33%Big: ((33×(1+)/2)+16.5)%in other words:Small/Medium/Big: 17%–33% / 33% / 33%–50% 	 	 	 	
Slimes are more likely to spawn in swamp biomes. 	See above 	 	 	 	
Raid has more waves 	Easy: 3 waves
Normal: 5 waves
Hard: 7 waves 	 	 	 	
Illager patrol size 	+ 1 illagers (rounded up) 	 	 	 	
Illager patrol can spawn vindicator 	Easy and Normal: 100% pillager
Hard : 80% pillager, 20% vindicator 	 	 	 	
Illager patrol can spawn on any light level 	Easy: Light level 0-7
Normal and Hard: Any light level 	 	 	 	
and spawn from raids having higher chance to drop special loot. 	Normal: 65% chance
Hard: 80% chance 	 	 	 	
are able to break down Wooden Door 	Peaceful and Easy: unable to break door
Normal and Hard: can break door 	 	 	 	
== Video ==
== History ==
Difficulty Lock.png|First image of the difficulty lock.
== Issues ==
== See also ==
*Health
*Hunger
*Gameplay
*Tutorials/Gathering resources on peaceful difficulty
== Notes ==
== References ==
Category:Rewritten gameplay
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de:Schwierigkeitsgrad
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ko:난이도
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