Από Minecraft Wiki
Μετάβαση σε: πλοήγηση, αναζήτηση
Mobs in full armor are a common sight in higher difficulty levels.

Difficulty is an option in Minecraft that has a direct impact on the ease of gameplay.

General difficulty[επεξεργασία | επεξεργασία κώδικα]

There are currently four difficulty settings in the game:


Peaceful: No hostile mobs can spawn naturally, except shulkers and the ender dragon, which do not deal damage. Also, no spiders, cave spiders, zombie pigmen or endermenneutral rather than hostile mobs – can spawn naturally. When any of these mobs attempt to spawn (whether naturally, through mob spawners, spawn eggs, or commands), they are removed from the game instantaneously. Switching from any other difficulty setting to Peaceful removes existing hostile mobs and the neutral mobs listed above, except for shulkers and the ender dragon, and except for neutral mobs currently hostile to the player such as polar bears, wolves, iron golems. Wolves and polar bears will still remain hostile to the player, though will be unable to inflict damage; llamas can still damage the player. Players regain health over time. Despite regaining health over time, it is still possible to die if damage is received quickly enough. The hunger bar never depletes and players cannot eat anything except golden apples, unless the player has switched to Peaceful when their hunger bar was below the maximum. Additionally, If the hunger bar is below the maximum, it quickly regenerates.

Easy: Hostile mobs spawn, but they deal less damage than on Normal difficulty. The hunger bar can deplete and will leave the player with 10 (Heart.svgHeart.svgHeart.svgHeart.svgHeart.svg) if it drains completely. Cave spiders cannot poison players on Easy difficulty, and the Wither won't cause the wither effect, although wither skeletons will. Lightning only sets the struck block on fire, not surrounding blocks.

Normal: Hostile mobs spawn, and will deal standard damage. The hunger bar can deplete and will leave the player with 1 (Half Heart.svg) if it drains completely.

Hard: Hostile mobs spawn, and deal greater damage than on Normal difficulty. The hunger bar can deplete and the player will starve to death if it drains completely. Zombies can break through wooden doors and can spawn reinforcements when attacked. Spiders can spawn with status effects.

Hardcore gamemode[επεξεργασία | επεξεργασία κώδικα]

Hardcore Heart.svg

Hardcore causes the player to spawn in Hard difficulty and does not allow it to be changed. In single player, if the player dies, the player can choose to respawn in spectator mode or delete the world. In Multiplayer, if a player dies they are automatically banned from the server.

Mob damage[επεξεργασία | επεξεργασία κώδικα]

The damage mobs deal to players is affected by the difficulty of the game. The below values represent the amount of damage taken per hit.

  • This only applies to mobs attacking the player. Mobs attacking other mobs (wolves, iron golems, etc.) always deal the 'Normal' damage listed, regardless of difficulty.
  • Values for the creeper and ghast assume the player is directly adjacent to the explosion.
  • The damage of slimes and magma cubes depends on their size. Tiny-sized slimes, while hostile, are unable to do damage directly.
  • In contrast, the damage for an iron golem just has a large random factor.
  • Mobs deal no damage on peaceful, apart from the wolf.
Mob Difficulty
Easy Medium Hard
Blaze 4 (Heart.svgHeart.svg) 6 (Heart.svgHeart.svgHeart.svg) 9 (Heart.svgHeart.svgHeart.svgHeart.svgHalf Heart.svg)
Blaze's fireball 5 (Heart.svgHeart.svgHalf Heart.svg) 5 (Heart.svgHeart.svgHalf Heart.svg) 5 (Heart.svgHeart.svgHalf Heart.svg)
Cave spider 2 (Heart.svg) 2 (Poisoned Heart.svg) 3 (Poisoned Heart.svgPoisoned Half Heart.svg)
Creeper's explosion 25 (Heart.svg × 12.5) 49 (Heart.svg × 24.5) 73 (Heart.svg × 36.5)
Charged creeper's explosion 49 (Heart.svg × 24.5) 97 (Heart.svg × 48.5) 145 (Heart.svg × 72.5)
Elder guardian 5 (Heart.svgHeart.svgHalf Heart.svg) 8 (Heart.svgHeart.svgHeart.svgHeart.svg) 12 (Heart.svgHeart.svgHeart.svgHeart.svgHeart.svgHeart.svg)
Ender dragon 6 (Heart.svgHeart.svgHeart.svg) 10 (Heart.svgHeart.svgHeart.svgHeart.svgHeart.svg) 15 (Heart.svgHeart.svgHeart.svgHeart.svgHeart.svgHeart.svgHeart.svgHalf Heart.svg)
Enderman 4 (Heart.svgHeart.svg) 7 (Heart.svgHeart.svgHeart.svgHalf Heart.svg) 10 (Heart.svgHeart.svgHeart.svgHeart.svgHeart.svg)
Endermite 2 (Heart.svg) 2 (Heart.svg) 2 (Heart.svg)
Evoker's fangs 6 (Heart.svgHeart.svgHeart.svg) 6 (Heart.svgHeart.svgHeart.svg) 6 (Heart.svgHeart.svgHeart.svg)
Ghast's fireball impact 6 (Heart.svgHeart.svgHeart.svg) 6 (Heart.svgHeart.svgHeart.svg) 6 (Heart.svgHeart.svgHeart.svg)
Ghast's fireball explosion 9 (Heart.svgHeart.svgHeart.svgHeart.svgHalf Heart.svg) 17 (Heart.svgHeart.svgHeart.svgHeart.svgHeart.svgHeart.svgHeart.svgHeart.svgHalf Heart.svg) 25 (Heart.svg × 12.5)
Giant (unused) 26 (Heart.svg × 13) 50 (Heart.svg × 25) 75 (Heart.svg × 37.5)
Guardian 4 (Heart.svgHeart.svg) 6 (Heart.svgHeart.svgHeart.svg) 9 (Heart.svgHeart.svgHeart.svgHeart.svgHalf Heart.svg)
Iron golem 4 (Heart.svgHeart.svg)11 (Heart.svgHeart.svgHeart.svgHeart.svgHeart.svgHalf Heart.svg) 7 (Heart.svgHeart.svgHeart.svgHalf Heart.svg)21 (Heart.svg × 10.5) 10 (Heart.svgHeart.svgHeart.svgHeart.svgHeart.svg)31 (Heart.svg × 15.5)
The Killer Bunny 5 (Heart.svgHeart.svgHalf Heart.svg) 8 (Heart.svgHeart.svgHeart.svgHeart.svg) 12 (Heart.svgHeart.svgHeart.svgHeart.svgHeart.svgHeart.svg)
Llama's spit 1 (Half Heart.svg) 1 (Half Heart.svg) 1 (Half Heart.svg)
Magma cube (big) 4 (Heart.svgHeart.svg) 6 (Heart.svgHeart.svgHeart.svg) 9 (Heart.svgHeart.svgHeart.svgHeart.svgHalf Heart.svg)
Magma cube (small) 3 (Heart.svgHalf Heart.svg) 4 (Heart.svgHeart.svg) 6 (Heart.svgHeart.svgHeart.svg)
Magma cube (tiny) 2 (Heart.svg) 3 (Heart.svgHalf Heart.svg) 4 (Heart.svgHeart.svg)
Polar bear 4 (Heart.svgHeart.svg) 6 (Heart.svgHeart.svgHeart.svg) 9 (Heart.svgHeart.svgHeart.svgHeart.svgHalf Heart.svg)
Shulker's bullet 4 (Heart.svgHeart.svg) 4 (Heart.svgHeart.svg) 4 (Heart.svgHeart.svg)
Silverfish 1 (Half Heart.svg) 1 (Half Heart.svg) 1 (Half Heart.svg)
Skeleton's arrow 1 (Half Heart.svg)4 (Heart.svgHeart.svg) 1 (Half Heart.svg)4 (Heart.svgHeart.svg) 1 (Half Heart.svg)5 (Heart.svgHeart.svgHalf Heart.svg)
Slime (big) 3 (Heart.svgHalf Heart.svg) 4 (Heart.svgHeart.svg) 6 (Heart.svgHeart.svgHeart.svg)
Slime (small) 2 (Heart.svg) 2 (Heart.svg) 3 (Heart.svgHalf Heart.svg)
Slime (tiny) 0 (Empty Heart.svg) 0 (Empty Heart.svg) 0 (Empty Heart.svg)
Spider 2 (Heart.svg) 2 (Heart.svg) 3 (Heart.svgHalf Heart.svg)
Vex 5 (Heart.svgHeart.svgHalf Heart.svg) 9 (Heart.svgHeart.svgHeart.svgHeart.svgHalf Heart.svg) 13 (Heart.svgHeart.svgHeart.svgHeart.svgHeart.svgHeart.svgHalf Heart.svg)
Vindicator 7 (Heart.svgHeart.svgHeart.svgHalf Heart.svg) 13 (Heart.svgHeart.svgHeart.svgHeart.svgHeart.svgHeart.svgHalf Heart.svg) 19 (Heart.svgHeart.svgHeart.svgHeart.svgHeart.svgHeart.svgHeart.svgHeart.svgHeart.svgHalf Heart.svg)
Wither skeleton 4 (Withered Heart.svgWithered Heart.svg) 7 (Withered Heart.svgWithered Heart.svgWithered Heart.svgWithered Half Heart.svg) 10 (Withered Heart.svgWithered Heart.svgWithered Heart.svgWithered Heart.svgWithered Heart.svg)
Wither skull 5 (Heart.svgHeart.svgHalf Heart.svg) 8 (Withered Heart.svgWithered Heart.svgWithered Heart.svgWithered Heart.svg) 12 (Withered Heart.svgWithered Heart.svgWithered Heart.svgWithered Heart.svgWithered Heart.svgWithered Heart.svg)
Wolf (tamed) 3 (Heart.svgHalf Heart.svg) 4 (Heart.svgHeart.svg) 6 (Heart.svgHeart.svgHeart.svg)
Wolf (hostile) 2 (Heart.svg) 2 (Heart.svg) 3 (Heart.svgHalf Heart.svg)
Zombie 2 (Heart.svg) 3 (Heart.svgHalf Heart.svg) 4 (Heart.svgHeart.svg)
Zombie pigman 5 (Heart.svgHeart.svgHalf Heart.svg) 9 (Heart.svgHeart.svgHeart.svgHeart.svgHalf Heart.svg) 13 (Heart.svgHeart.svgHeart.svgHeart.svgHeart.svgHeart.svgHalf Heart.svg)

Moon phase[επεξεργασία | επεξεργασία κώδικα]

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. Note that the moon does not actually have to be out for this effect to take place—the effect of the moon's phase exists even at daytime.

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[επεξεργασία | επεξεργασία κώδικα]

Regional difficulty is a variation in difficulty calculated based on several factors, including the “inhabited time" of the current chunk, the total play time in the world, the phase of the moon, and the current difficulty setting. The current regional difficulty is shown on the Debug screen as “Local Difficulty".

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.

Total play time in the world also contributes to regional difficulty. This effect doesn't begin until after the first hour of play time and is capped at 21 hours.

In pseudocode, the calculation of regional difficulty is:

TotalTimeFactor, ChunkFactor, and RegionalDifficulty are floating-point variables
MoonPhase is as in the table above.

 if ( TotalPlayTime > 21 hours )
     TotalTimeFactor = 0.25
 else if ( TotalPlayTime < 1 hour )
     TotalTimeFactor = 0
     TotalTimeFactor = ( TotalPlayTimeInTicks - 72,000 ) / 5,760,000

 if ( ChunkInhabitedTime > 50 hours )
     ChunkFactor = 1
     ChunkFactor = ChunkInhabitedTimeInTicks / 3,600,000
 if (difficulty is not Hard)
     multiply ChunkFactor by 3/4

 if ( MoonPhase / 4 > TotalTimeFactor )
     add TotalTimeFactor to ChunkFactor
     add MoonPhase / 4 to ChunkFactor

 if ( difficulty is Easy )
     divide ChunkFactor by 2

 RegionalDifficulty = 0.75 + TotalTimeFactor + ChunkFactor

 if (difficulty is Normal)
     multiply RegionalDifficulty by 2
 if (difficulty is Hard)
     multiply RegionalDifficulty by 3

 return RegionalDifficulty

The regional difficulty ranges from 0.75–1.5 on easy, 1.5–4.0 on normal, and 2.25–6.75 on hard.

When actually used in the game, this raw number is usually converted to a value in the range 0.0–1.0 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, regional difficulty will have no effect; on normal the effects will reach the maximum after 21 hours of play time in a fully-inhabited chunk on a full moon; and on hard after 21 hours of play time the effects will reach the maximum in chunks inhabited only 4 16 hours during a full moon and will remain at maximum in chunks inhabited over 16 23 hours.

Attributes affected by difficulty conditions[επεξεργασία | επεξεργασία κώδικα]

Attribute Probability value Condition
Higher difficulty setting Regional difficulty Moon phase
Mobs are more likely to spawn with armor. 0–15% Yes Yes Yes
Mobs that spawn with weapons are more likely to have enchantments. 0–25% Yes Yes Yes
Mobs that spawn with armor are more likely to have enchantments. 0–50% Yes Yes Yes
Mobs that spawn with enchanted equipment will have higher levels of enchantments. Level 5–22 Yes Yes Yes
Skeletons and zombies are more likely to have the ability to pick up dropped items. 0–55% Yes Yes Yes
Zombies are more likely to have the ability to break wooden doors. 0-10% Yes Yes Yes
Zombies are more likely to have a greater follow distance. Multiplier of 1–1.5 Yes Yes Yes
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). 0-5% Yes Yes Yes
Slimes are more likely to be big. 33–50% for Big,
33–16% for Tiny
Yes Yes Yes
Spiders are more likely to have status effects. 0–10% Hard Only Yes Yes
Lightning strikes are more likely to spawn a skeleton trap horse 3.75–7.5% on Easy
7.5–20% on Normal
11.25–33.75% on Hard
Yes Yes Yes
Zombies are more likely to spawn with weapons. 1% on Easy and Normal,
5% on Hard
Yes No No
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
Yes No No
Villagers killed by a zombie have a greater chance of becoming zombies. 0% on Easy,
50% on Normal,
100% on Hard
Yes No No
Explosion damage to players is higher. Damage is 50% on Easy, 150% on Hard Yes No No
Zombie Pigmen spawn from Nether Portals in the Overworld more often. 12000 on Easy,
22000 on Normal,
32000 on Hard
Yes No No
Mobs are more willing to take fall damage when pursuing a target.[note 1] Easy: 33% + 8 (Heart.svgHeart.svgHeart.svgHeart.svg)
Normal: 33% + 4 (Heart.svgHeart.svg)
Hard: 33%
Yes No No
Burning zombies are more likely to set their target on fire, and the burn duration is longer. Easy: 30% chance for 2 seconds
Normal: 60% chance for 4 seconds
Hard: 90% chance for 6 seconds
Yes No No
Withers will spawn 3–4 wither skeletons when brought below half health.[Pocket edition only] Normal difficulty and above Yes No No
Slimes are more likely to spawn in swamp biomes. See above No No Yes
  1. Mobs will accept fall damage as long as it won't bring their health below 33% of their maximum health (rounded up to the nearest 1 (Half Heart.svg)), plus a constant reserve based on difficulty. This even applies to ground-based mobs immune to fall damage.

Video[επεξεργασία | επεξεργασία κώδικα]

History[επεξεργασία | επεξεργασία κώδικα]

October 22, 2010Notch made a tweet on October 22, 2010, stating that he's “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.
Official release
1.0.0Beta 1.9-pre2Hardcore mode added.

Issues[επεξεργασία | επεξεργασία κώδικα]

Issues relating to “Difficulty” are maintained on the issue tracker. Report issues there.

See also[επεξεργασία | επεξεργασία κώδικα]