Hey, all. So I'm sure you're familiar with the Peaceful difficulty, in which your hunger won't deplete, you constantly regenerate health, there are no hostile enemies (with a few exceptions), etc. So it's basically the 'very easy' mode. Now, as great a mode as this is for beginners or casual players who just want a fun game of Minecraft every now and then, it's undoubtedly a form of cheating. I personally find it odd how you can still gain achievements in this mode, when getting them is so much easier here than in Easy, Normal or Hard. I just find it slightly unfair how someone who doesn't go through half the effort can get the same achievements and recognision as people who had to care about hunger and enemies and basically everything non-existent in Peaceful mode. So I suggest that loading a world on Peaceful at any point should disable achievements, simply because I feel like it's a form of cheating.
1. Achievements / Advancements are intended more toward guiding players towards specific goals because there isn't really a tutorial or clearly defined goals for the game which is confusing for new players. That is why they are stored per world, not per account.
2. I couldn't possibly care less if someone gets these Achievements / Advancements in a way that is different from me. They have exactly zero value and I'm far too old to get into contests measuring my "1337 gamer skills" (TM) against some random person.
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Hey, all. So I'm sure you're familiar with the Peaceful difficulty, in which your hunger won't deplete, you constantly regenerate health, there are no hostile enemies (with a few exceptions), etc. So it's basically the 'very easy' mode. Now, as great a mode as this is for beginners or casual players who just want a fun game of Minecraft every now and then, it's undoubtedly a form of cheating. I personally find it odd how you can still gain achievements in this mode, when getting them is so much easier here than in Easy, Normal or Hard. I just find it slightly unfair how someone who doesn't go through half the effort can get the same achievements and recognision as people who had to care about hunger and enemies and basically everything non-existent in Peaceful mode. So I suggest that loading a world on Peaceful at any point should disable achievements, simply because I feel like it's a form of cheating.
Yeah, that's pretty much all I have to say.
See ya.
I wish normal mode had starving to death
easy could have been the mode where hunger takes your health all the way down to half a heart, hunger still depletes and would injure you a bit, and it would let players know what they're in for if they decide to create a world on a higher difficulty but at the same time not be too punishing for the casuals, experienced players who have done their training could then move away from both the peaceful difficult and the easy one and they should be ready for normal at the bare minimum.
Like seriously this is about the only reason I chose hard difficulty over normal with the world I am currently on with a friend, because this way food has a purpose and there are all the survival elements functioning within the game.
Anyway I agree, at the very least some achievements should be disabled on peaceful.
You shouldn't be able to earn all the achievements unless you are playing on normal or hard difficulty, imo.
Also bedrock edition achievements are extremely flawed and do not function the same way as Java versions achievements,
the achievements should depend on the following:
difficulty
game mode
the world you are playing on.
In bedrock edition there is no separate achievements per world, due to the Xbox Live system it's all in one unless in creative mode, which is wrong.
Anyway I agree, at the very least some achievements should be disabled on peaceful.
You shouldn't be able to earn all the achievements unless you are playing on normal or hard difficulty, imo.
There are a number of advancements you can't earn in Peaceful in Java 1.16. (Bold lines refer to obtaining them via cheating in items.)
Return to Sender: ghasts don't spawn
Uneasy Alliance: ghasts don't spawn
Spooky Scary Skeletons: Wither Skeleton Skulls drop from Wither Skeletons which don't spawn in peaceful. One could be cheated in, however.
Withering Heights: Can't spawn Wither due to no skulls. Cheating does nothing since Withers can't be spawned in Peaceful.
"Bring Home the Beacon" and "Beaconator" are only possible if you cheat in a Nether Star/Beacon or switch to Peaceful after killing the Wither, neither of which are legitimate and peaceful-only.
Into Fire: Blazes can't spawn in Peaceful.
"Local Brewery" and "A Furious Cocktail" are only obtainable after cheating in blaze powder to fuel a brewing stand from a village. After that, it can be obtained due to the necessary spider eyes being obtainable in desert temple chests. "How Did We Get Here?" is unobtainable in Peaceful mode due to the following effects being impossible to obtain:
Haste: Requires a beacon
Mining Fatigue: Elder Guardians cannot exist in Peaceful
Nausea: Player cannot eat in Peaceful, therefore, player cannot eat a pufferfish for Nausea
Hunger: Above, but also applies to eating rotten flesh / cooked chicken. There are also no Husks to be damaged by in Peaceful.
Levitation: Shulkers do not attack in Peaceful, and they are the only source
Bad Omen / Hero of the Village: Pillagers cannot spawn in Peaceful, therefore preventing Raids from starting and barring both
Voluntary Exile / Hero of the Village: Pillagers do not spawn, preventing the player from killing any
A Throwaway Joke: Drowned do not spawn, so they cannot drop tridents
Sniper Duel: Skeletons do not spawn
Monsters Hunted: The only Peaceful mob from the list I noticed were Slimes, Shulkers, Piglins and the Ender Dragon (hence why I left "Monster Hunter" off the list), but most of / the rest of them do not spawn in Peaceful.
Postmortal: Evokers do not spawn, so they cannot be killed for Totems of Undying. This can be circumvented by cheating a Totem in.
Two Birds, One Arrow: Phantoms do not spawn in Peaceful.
Who's the Pillager Now?: Pillagers do not spawn in Peaceful.
The End?: Cannot craft Eyes of Ender, so the End Portal can be filled. It is possible to complete this one in Peaceful due to End Portals technically being capable of spawning already filled, but the odds of that are over 1 in a trillion. So it's not something the average player could complete without using what is likely one of the only filled portal seeds that have been found since 1.12. (95148563599334434)
The Entirety of the End advancement page cannot be unlocked without first obtaining an Eye of Ender which requires Blaze Rods, technically disqualifying them all. However, for the sake of this list, I will only count the ones directly affected by difficulty.
Great View From Up Here: Shulkers do not attack in Peaceful.
The End... Again: Ghasts do not spawn, preventing Ghast Teams from being crafted into the End Crystals needed to respawn the Ender Dragon. This can be circumvented by cheating ghast tears/End Crystals in.
A Balanced Diet: Although Husbandry can be unlocked by eating a Golden Apple, the rest of the foods cannot be eaten in Peaceful, with the exception of Chorus Fruit. However, the End is inaccessible in pure-Peaceful.
Zombie Doctor: Zombie Villagers despawn in Peaceful, so they can't be cured.
(I likely messed up some of these, so correct me if I'm wrong.)
Total advancements: 80
Total obtainable in Peaceful (only direct disqualification): 57 (71.3%)
Total obtainable in Peaceful if items are cheated in: 67 (83.8%)
Total obtainable in Peaceful (no cheating in items, full disqualification): 49 (61.3%)
So there you have it. Only about 60% of advancements are possible in the Peaceful difficulty. That number jumps up 10% if you are able to find a naturally filled End Portal, which is a 1-in-a-trillion chance.
What's my point? All of these advancements are balanced around difficulties involving hostile mobs. That's an entirely different thing compared to adding an advancement solely to ruin the progression of Peaceful difficulty players. The only way I'd support an advancement for higher difficulties is by following what Badprenup stated. Advancements give a path of progression to the game, and they teach about new mechanics. So find an already-existing Hard-exclusive thing and make it an advancement. The most reasonable one would be killing a zombie that has broken down a door in order to teach new Hard players that zombies can do that.
Badprenup's also right about advancements not being a competition. If a player really wanted to, they could type "/advancement grant [name] everything" and earn them all at the same time. That is cheating. But that doesn't hold the same level of merit as earning them legitimately, even if half of them were in Peaceful.
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Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
Uhhhh... No it really isn't. Playing a very easy difficulty the way it's designed is uh... not cheating.
I personally find it odd how you can still gain achievements in this mode, when getting them is so much easier here than in Easy, Normal or Hard. I just find it slightly unfair how someone who doesn't go through half the effort can get the same achievements and recognision as people who had to care about hunger and enemies and basically everything non-existent in Peaceful mode.
If people are truly caring about achievement in this game, they need to get their brains checked. Achievements hold absolutely no value in this game except to give hints on how to play the game. I seriously never came across a single person who cared about Minecraft achievements.
Like seriously this is about the only reason I chose hard difficulty over normal with the world I am currently on with a friend, because this way food has a purpose and there are all the survival elements functioning within the game.
I play on Normal and I can attest to the fact that food certainly has a purpose, I'd die dozens of times per day and be unable to make much progress at all if I didn't eat at all - not because I starved but because I wasn't able to regenerate health lost from mobs and environmental damage. Also, there is absolutely no reason to ever starve in any case; food is ridiculously easy to come by (maybe not so much on Bedrock due to different mechanics but on Java the game spawns 100+ passive mobs in the spawn chunks alone, one pack of 4 every 10 chunks, which never despawn. Crops grow 3 times faster since the default random tick speed is 3 instead of 1, and in any case you can simply make a bigger farm - an 8x8 plot of potatoes gives me enough food to last for a week when harvested with Fortune; without Fortune an 8x16 plot or harvesting twice as often would have the same effect). The only times I come even remotely close to starving is when I don't play enough attention to my hunger and it drops all the way down to 0 since I didn't need to eat in order to heal or sprint, and I have a stack of food on hand so I can stop it right away.
This is also in 1.6.4, where you lose hunger far faster than in more recent versions - in fact, you don't lose hunger at all from just walking (they even nerfed the Hunger status effect, rotten flesh used to deplete 3.75 hunger, nearly as much as it gives you (4, plus 0.8 saturation), but now it only depletes 0.75 hunger)! Sheep also do not drop mutton in 1.6.4, making it harder to obtain food from animals (they are the most common passive mob) but I've always been able to find other animals within a 100 or so block radius of spawn (I do not explore further until I search for a stronghold, then start caving after the end-game). Note also that the numbers shown in the link are "exhaustion", where 4 exhaustion is equal to one hunger point, thus you can jump 80 times per hunger point lost (or only 20 times in 1.6.4 - which is quite a big difference, for example, if I make a staircase going down 60 blocks I'll lose 3 hunger points when coming back up, compared to 0-1 in modern versions, 0 by using stair blocks).
Examples of how easy it is to obtain food:
This was spawn in TMCWv3, right in the middle of a pack of pigs, a couple of which were killed for food before I got a wheat farm set up from all the tall grass everywhere:
Spawn in TMCWv4, with pigs visible on a hill in the distance and cows off the screen to the left, as seen in the second screenshot:
An analysis of the spawn chunks in a random world created in 1.6.4, with 179 passive mobs:
Maybe you say, what about if you spawn in a desert? Well, the game actually has measures to try to prevent that - it searches for one of several "spawn biomes" to set world spawn in and failing that, it searches for an exposed grass block in a random pattern which can end up thousands of blocks away from the origin. Either way, you can walk indefinitely without losing hunger so it isn't that hard to find a different biome.
In any case, there are many reasons to eat food besides just not starving, so hunger in Peaceful would still give food a purpose even if you didn't lose any health whatsoever, but still needed to keep hunger up in order to heal and sprint.
I play on Normal and I can attest to the fact that food certainly has a purpose, I'd die dozens of times per day and be unable to make much progress at all if I didn't eat at all - not because I starved but because I wasn't able to regenerate health lost from mobs and environmental damage. Also, there is absolutely no reason to ever starve in any case; food is ridiculously easy to come by (maybe not so much on Bedrock due to different mechanics but on Java the game spawns 100+ passive mobs in the spawn chunks alone, one pack of 4 every 10 chunks, which never despawn. Crops grow 3 times faster since the default random tick speed is 3 instead of 1, and in any case you can simply make a bigger farm - an 8x8 plot of potatoes gives me enough food to last for a week when harvested with Fortune; without Fortune an 8x16 plot or harvesting twice as often would have the same effect). The only times I come even remotely close to starving is when I don't play enough attention to my hunger and it drops all the way down to 0 since I didn't need to eat in order to heal or sprint, and I have a stack of food on hand so I can stop it right away.
This is also in 1.6.4, where you lose hunger far faster than in more recent versions - in fact, you don't lose hunger at all from just walking (they even nerfed the Hunger status effect, rotten flesh used to deplete 3.75 hunger, nearly as much as it gives you (4, plus 0.8 saturation), but now it only depletes 0.75 hunger)! Sheep also do not drop mutton in 1.6.4, making it harder to obtain food from animals (they are the most common passive mob) but I've always been able to find other animals within a 100 or so block radius of spawn (I do not explore further until I search for a stronghold, then start caving after the end-game). Note also that the numbers shown in the link are "exhaustion", where 4 exhaustion is equal to one hunger point, thus you can jump 80 times per hunger point lost (or only 20 times in 1.6.4 - which is quite a big difference, for example, if I make a staircase going down 60 blocks I'll lose 3 hunger points when coming back up, compared to 0-1 in modern versions, 0 by using stair blocks).
Examples of how easy it is to obtain food:
This was spawn in TMCWv3, right in the middle of a pack of pigs, a couple of which were killed for food before I got a wheat farm set up from all the tall grass everywhere:
Spawn in TMCWv4, with pigs visible on a hill in the distance and cows off the screen to the left, as seen in the second screenshot:
An analysis of the spawn chunks in a random world created in 1.6.4, with 179 passive mobs:
Maybe you say, what about if you spawn in a desert? Well, the game actually has measures to try to prevent that - it searches for one of several "spawn biomes" to set world spawn in and failing that, it searches for an exposed grass block in a random pattern which can end up thousands of blocks away from the origin. Either way, you can walk indefinitely without losing hunger so it isn't that hard to find a different biome.
In any case, there are many reasons to eat food besides just not starving, so hunger in Peaceful would still give food a purpose even if you didn't lose any health whatsoever, but still needed to keep hunger up in order to heal and sprint.
Food can be easy to come by in bedrock edition, but usually when you have farms set up because the spawn rates of passive mobs aren't very good on bedrock edition. This design is entirely intentional because you are expected to shepherd livestock into the pens yourself and breed them, or travel a long distance to find more.
Having only 2 or 3 sheep spawn in your local area per cycle in a plains biome and on grass blocks makes sense otherwise, if the spawn rates were 100+ per day it would be ridiculously easy to get wool, mutton, leather and all sorts off the farm animals.
On normal difficulty all that happens to you is your health goes down to half a heart, it leaves you in a vulnerable state yes, but the hunger doesn't outright kill you. You are killed by a secondary damage type, the hunger itself doesn't kill, so theoretically you can get away with not eating if you are in a secure area with no monsters spawning in due to lighting, glass and half slabs arranged appropriately.
When you leave your sanctuary all you have to do is kill a few animals per day, or eat 2 or 3 rotten flesh per night you scrounged off the zombies you killed and you're sorted.
In hard difficulty you don't get away with not eating, not unless you're standing still and doing nothing while your hunger bar was already full, and this affects more than just your regeneration and your total amount of health, hunger can take your health all the way down to zero if you're not careful. This encourages players to set up crop fields, the necessities to keep on going.
Food can be easy to come by in bedrock edition, but usually when you have farms set up because the spawn rates of passive mobs aren't very good on bedrock edition. This design is entirely intentional because you are expected to shepherd livestock into the pens yourself and breed them, or travel a long distance to find more.
Having only 2 or 3 sheep spawn in your local area per cycle in a plains biome and on grass blocks makes sense otherwise, if the spawn rates were 100+ per day it would be ridiculously easy to get wool, mutton, leather and all sorts off the farm animals.
On normal difficulty all that happens to you is your health goes down to half a heart, it leaves you in a vulnerable state yes, but the hunger doesn't outright kill you. You are killed by a secondary damage type, the hunger itself doesn't kill, so theoretically you can get away with not eating if you are in a secure area with no monsters spawning in due to lighting, glass and half slabs arranged appropriately.
When you leave your sanctuary all you have to do is kill a few animals per day, or eat 2 or 3 rotten flesh per night you scrounged off the zombies you killed and you're sorted.
In hard difficulty you don't get away with not eating, not unless you're standing still and doing nothing while your hunger bar was already full, and this affects more than just your regeneration and your total amount of health, hunger can take your health all the way down to zero if you're not careful. This encourages players to set up crop fields, the necessities to keep on going.
Show me some examples of people playing on Normal or Easy and not bothering to eat just because they can't starve to death; I've never seen this myself except when I watched somebody play on a custom map like Sky Block; food is one of my first priorities when starting out in a new world and I can't imagine ever just not eating. Also, mob spawning is vastly different on Java and Bedrock - on Java passive mobs basically never respawn once you've killed all of the mobs that spawned during world generation (much like how trees only generate during world generation unless you plant more, though passive mobs can respawn naturally but with a mob cap of only 10, which includes all loaded chunks, while on Bedrock they spawn much like hostile mobs do, which also used to be the case on Java until Beta 1.8, which is when breeding was added).
In any case, hunger must be different on Bedrock if you need to constantly eat unless standing still since on Java you do not lose hunger from just walking, only when jumping or sprinting (albeit most players do both all the time), and even in 1.6.4 you can walk 10,000 blocks from the hunger you have when first spawning (20 hunger + 5 saturation, with each point lasting for 400 blocks). Likewise, you can mine 4,000 blocks, 20,000 in newer versions - twice the number I mined in this branch-mine which yielded 91 diamond ore (in other words, you can easily get full diamond gear without ever eating from first spawn and not starve - just make sure you don't jump up and down too much, e.g. use stairs or ladders to get up/down from the mine). The most strenuous activities are dealing and taking damage, regenerating health, sprinting, and jumping while sprinting (you lose one hunger point for every 20 jumps, 80 if not sprinting, which by itself costs 1 hunger every 40 blocks in both 1.6.4 and newer versions, so even in 1.6.4 sprinting is 10 times more costly than walking, all for a 30% speed increase).
Hey, all. So I'm sure you're familiar with the Peaceful difficulty, in which your hunger won't deplete, you constantly regenerate health, there are no hostile enemies (with a few exceptions), etc. So it's basically the 'very easy' mode. Now, as great a mode as this is for beginners or casual players who just want a fun game of Minecraft every now and then, it's undoubtedly a form of cheating. I personally find it odd how you can still gain achievements in this mode, when getting them is so much easier here than in Easy, Normal or Hard. I just find it slightly unfair how someone who doesn't go through half the effort can get the same achievements and recognision as people who had to care about hunger and enemies and basically everything non-existent in Peaceful mode. So I suggest that loading a world on Peaceful at any point should disable achievements, simply because I feel like it's a form of cheating.
Yeah, that's pretty much all I have to say.
See ya.
Hard disagree for two reasons:
1. Achievements / Advancements are intended more toward guiding players towards specific goals because there isn't really a tutorial or clearly defined goals for the game which is confusing for new players. That is why they are stored per world, not per account.
2. I couldn't possibly care less if someone gets these Achievements / Advancements in a way that is different from me. They have exactly zero value and I'm far too old to get into contests measuring my "1337 gamer skills" (TM) against some random person.
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I wish normal mode had starving to death
easy could have been the mode where hunger takes your health all the way down to half a heart, hunger still depletes and would injure you a bit, and it would let players know what they're in for if they decide to create a world on a higher difficulty but at the same time not be too punishing for the casuals, experienced players who have done their training could then move away from both the peaceful difficult and the easy one and they should be ready for normal at the bare minimum.
Like seriously this is about the only reason I chose hard difficulty over normal with the world I am currently on with a friend, because this way food has a purpose and there are all the survival elements functioning within the game.
Anyway I agree, at the very least some achievements should be disabled on peaceful.
You shouldn't be able to earn all the achievements unless you are playing on normal or hard difficulty, imo.
Also bedrock edition achievements are extremely flawed and do not function the same way as Java versions achievements,
the achievements should depend on the following:
difficulty
game mode
the world you are playing on.
In bedrock edition there is no separate achievements per world, due to the Xbox Live system it's all in one unless in creative mode, which is wrong.
There are a number of advancements you can't earn in Peaceful in Java 1.16. (Bold lines refer to obtaining them via cheating in items.)
Return to Sender: ghasts don't spawn
Uneasy Alliance: ghasts don't spawn
Spooky Scary Skeletons: Wither Skeleton Skulls drop from Wither Skeletons which don't spawn in peaceful. One could be cheated in, however.
Withering Heights: Can't spawn Wither due to no skulls. Cheating does nothing since Withers can't be spawned in Peaceful.
"Bring Home the Beacon" and "Beaconator" are only possible if you cheat in a Nether Star/Beacon or switch to Peaceful after killing the Wither, neither of which are legitimate and peaceful-only.
Into Fire: Blazes can't spawn in Peaceful.
"Local Brewery" and "A Furious Cocktail" are only obtainable after cheating in blaze powder to fuel a brewing stand from a village. After that, it can be obtained due to the necessary spider eyes being obtainable in desert temple chests.
"How Did We Get Here?" is unobtainable in Peaceful mode due to the following effects being impossible to obtain:
Voluntary Exile / Hero of the Village: Pillagers do not spawn, preventing the player from killing any
A Throwaway Joke: Drowned do not spawn, so they cannot drop tridents
Sniper Duel: Skeletons do not spawn
Monsters Hunted: The only Peaceful mob from the list I noticed were Slimes, Shulkers, Piglins and the Ender Dragon (hence why I left "Monster Hunter" off the list), but most of / the rest of them do not spawn in Peaceful.
Postmortal: Evokers do not spawn, so they cannot be killed for Totems of Undying. This can be circumvented by cheating a Totem in.
Two Birds, One Arrow: Phantoms do not spawn in Peaceful.
Who's the Pillager Now?: Pillagers do not spawn in Peaceful.
The End?: Cannot craft Eyes of Ender, so the End Portal can be filled. It is possible to complete this one in Peaceful due to End Portals technically being capable of spawning already filled, but the odds of that are over 1 in a trillion. So it's not something the average player could complete without using what is likely one of the only filled portal seeds that have been found since 1.12. (95148563599334434)
The Entirety of the End advancement page cannot be unlocked without first obtaining an Eye of Ender which requires Blaze Rods, technically disqualifying them all. However, for the sake of this list, I will only count the ones directly affected by difficulty.
Great View From Up Here: Shulkers do not attack in Peaceful.
The End... Again: Ghasts do not spawn, preventing Ghast Teams from being crafted into the End Crystals needed to respawn the Ender Dragon. This can be circumvented by cheating ghast tears/End Crystals in.
A Balanced Diet: Although Husbandry can be unlocked by eating a Golden Apple, the rest of the foods cannot be eaten in Peaceful, with the exception of Chorus Fruit. However, the End is inaccessible in pure-Peaceful.
Zombie Doctor: Zombie Villagers despawn in Peaceful, so they can't be cured.
(I likely messed up some of these, so correct me if I'm wrong.)
Total advancements: 80
Total obtainable in Peaceful (only direct disqualification): 57 (71.3%)
Total obtainable in Peaceful if items are cheated in: 67 (83.8%)
Total obtainable in Peaceful (no cheating in items, full disqualification): 49 (61.3%)
So there you have it. Only about 60% of advancements are possible in the Peaceful difficulty. That number jumps up 10% if you are able to find a naturally filled End Portal, which is a 1-in-a-trillion chance.
What's my point? All of these advancements are balanced around difficulties involving hostile mobs. That's an entirely different thing compared to adding an advancement solely to ruin the progression of Peaceful difficulty players. The only way I'd support an advancement for higher difficulties is by following what Badprenup stated. Advancements give a path of progression to the game, and they teach about new mechanics. So find an already-existing Hard-exclusive thing and make it an advancement. The most reasonable one would be killing a zombie that has broken down a door in order to teach new Hard players that zombies can do that.
Badprenup's also right about advancements not being a competition. If a player really wanted to, they could type "/advancement grant [name] everything" and earn them all at the same time. That is cheating. But that doesn't hold the same level of merit as earning them legitimately, even if half of them were in Peaceful.
Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
Uhhhh... No it really isn't. Playing a very easy difficulty the way it's designed is uh... not cheating.
If people are truly caring about achievement in this game, they need to get their brains checked. Achievements hold absolutely no value in this game except to give hints on how to play the game. I seriously never came across a single person who cared about Minecraft achievements.
I play on Normal and I can attest to the fact that food certainly has a purpose, I'd die dozens of times per day and be unable to make much progress at all if I didn't eat at all - not because I starved but because I wasn't able to regenerate health lost from mobs and environmental damage. Also, there is absolutely no reason to ever starve in any case; food is ridiculously easy to come by (maybe not so much on Bedrock due to different mechanics but on Java the game spawns 100+ passive mobs in the spawn chunks alone, one pack of 4 every 10 chunks, which never despawn. Crops grow 3 times faster since the default random tick speed is 3 instead of 1, and in any case you can simply make a bigger farm - an 8x8 plot of potatoes gives me enough food to last for a week when harvested with Fortune; without Fortune an 8x16 plot or harvesting twice as often would have the same effect). The only times I come even remotely close to starving is when I don't play enough attention to my hunger and it drops all the way down to 0 since I didn't need to eat in order to heal or sprint, and I have a stack of food on hand so I can stop it right away.
This is also in 1.6.4, where you lose hunger far faster than in more recent versions - in fact, you don't lose hunger at all from just walking (they even nerfed the Hunger status effect, rotten flesh used to deplete 3.75 hunger, nearly as much as it gives you (4, plus 0.8 saturation), but now it only depletes 0.75 hunger)! Sheep also do not drop mutton in 1.6.4, making it harder to obtain food from animals (they are the most common passive mob) but I've always been able to find other animals within a 100 or so block radius of spawn (I do not explore further until I search for a stronghold, then start caving after the end-game). Note also that the numbers shown in the link are "exhaustion", where 4 exhaustion is equal to one hunger point, thus you can jump 80 times per hunger point lost (or only 20 times in 1.6.4 - which is quite a big difference, for example, if I make a staircase going down 60 blocks I'll lose 3 hunger points when coming back up, compared to 0-1 in modern versions, 0 by using stair blocks).
Examples of how easy it is to obtain food:
Spawn in TMCWv4, with pigs visible on a hill in the distance and cows off the screen to the left, as seen in the second screenshot:
An analysis of the spawn chunks in a random world created in 1.6.4, with 179 passive mobs:
Maybe you say, what about if you spawn in a desert? Well, the game actually has measures to try to prevent that - it searches for one of several "spawn biomes" to set world spawn in and failing that, it searches for an exposed grass block in a random pattern which can end up thousands of blocks away from the origin. Either way, you can walk indefinitely without losing hunger so it isn't that hard to find a different biome.
In any case, there are many reasons to eat food besides just not starving, so hunger in Peaceful would still give food a purpose even if you didn't lose any health whatsoever, but still needed to keep hunger up in order to heal and sprint.
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Food can be easy to come by in bedrock edition, but usually when you have farms set up because the spawn rates of passive mobs aren't very good on bedrock edition. This design is entirely intentional because you are expected to shepherd livestock into the pens yourself and breed them, or travel a long distance to find more.
Having only 2 or 3 sheep spawn in your local area per cycle in a plains biome and on grass blocks makes sense otherwise, if the spawn rates were 100+ per day it would be ridiculously easy to get wool, mutton, leather and all sorts off the farm animals.
On normal difficulty all that happens to you is your health goes down to half a heart, it leaves you in a vulnerable state yes, but the hunger doesn't outright kill you. You are killed by a secondary damage type, the hunger itself doesn't kill, so theoretically you can get away with not eating if you are in a secure area with no monsters spawning in due to lighting, glass and half slabs arranged appropriately.
When you leave your sanctuary all you have to do is kill a few animals per day, or eat 2 or 3 rotten flesh per night you scrounged off the zombies you killed and you're sorted.
In hard difficulty you don't get away with not eating, not unless you're standing still and doing nothing while your hunger bar was already full, and this affects more than just your regeneration and your total amount of health, hunger can take your health all the way down to zero if you're not careful. This encourages players to set up crop fields, the necessities to keep on going.
Show me some examples of people playing on Normal or Easy and not bothering to eat just because they can't starve to death; I've never seen this myself except when I watched somebody play on a custom map like Sky Block; food is one of my first priorities when starting out in a new world and I can't imagine ever just not eating. Also, mob spawning is vastly different on Java and Bedrock - on Java passive mobs basically never respawn once you've killed all of the mobs that spawned during world generation (much like how trees only generate during world generation unless you plant more, though passive mobs can respawn naturally but with a mob cap of only 10, which includes all loaded chunks, while on Bedrock they spawn much like hostile mobs do, which also used to be the case on Java until Beta 1.8, which is when breeding was added).
In any case, hunger must be different on Bedrock if you need to constantly eat unless standing still since on Java you do not lose hunger from just walking, only when jumping or sprinting (albeit most players do both all the time), and even in 1.6.4 you can walk 10,000 blocks from the hunger you have when first spawning (20 hunger + 5 saturation, with each point lasting for 400 blocks). Likewise, you can mine 4,000 blocks, 20,000 in newer versions - twice the number I mined in this branch-mine which yielded 91 diamond ore (in other words, you can easily get full diamond gear without ever eating from first spawn and not starve - just make sure you don't jump up and down too much, e.g. use stairs or ladders to get up/down from the mine). The most strenuous activities are dealing and taking damage, regenerating health, sprinting, and jumping while sprinting (you lose one hunger point for every 20 jumps, 80 if not sprinting, which by itself costs 1 hunger every 40 blocks in both 1.6.4 and newer versions, so even in 1.6.4 sprinting is 10 times more costly than walking, all for a 30% speed increase).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?