i'm starting a gaming server that requires me to make certain things quickly so i'm wondering is it possible to start it in creative and change it into survival. i'd only do it for this because i need an obundance of certain resources and to make vast amounts of a certain terrain (desert mostly) and because i'm making a "sky palace" so to speak so i need flight again only time i'd do it it's a pvp kind of multiplayer server
I haven't but, Ive been SOOOO tempted after two of my worlds became corrupt. 1st world I lost 2 stacks of 64 Diamonds, 3 stacks of Iron, a small chest full of coal, a notch apple and a perfectly placed Nether Portal that put me right near a Blaze Spawner. The second one I lost wasn't that important. Just lost a spider spawner but, it's still a loss. I just wanna be made whole again. :'(
ok let me revrase what i mean the point of the server is to conquer terrain and to find a hidden shrine which will contain a **** ton of diamond but is coverd in and surrounded buy five layers of obsidian and the sky temple is for a faction thats competeing none of the changes i'm making will benefit me because the chest and **** will be hid buy someone else so even i wouldn't know where it was.
What's the point of survival at that point your op might as well give yourself fully maxed out diamond and never fight mobs!
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I play MC, no I do not have a fancy signature like 99.9% of the rest of the world. Yes, I realize that a fancy signature is cool but I am a noob who doesn't know how to make a fancy signature, and yes, I would like a fancy signature. If anyone even bothers to read my signature and knows how to make a signature... I would really appreciate a FANCY SIGNATURE!
It depends on if you have will power or not.
If you do, then popping into creative from survival is "cheating" and defeats the purpose of survival.
But if you don't, why bother with survival at all? It's so easy to give in and get all the diamond swords, armor, redstone, etc. you want. Once you give in, you keep finding it easier and easier to pop into creative. It's like potato chips- you can't eat just one. And you can do everything quicker. (Flying is cool!)
Personally, Since I have no will power, I gave up on survival. No point.
I do sometimes, but not on the survival worlds I care about, only on the the joke worlds, and I find myself doing it less often. I only do it to make sure things work in survival really. The only other time I do it is when I build mini-games for me and my friends, like Hunger Games. So, I don't really do it for real, just for jokes and mini-games.
When I first started playing MC on the 360, Creative wasn't in the game yet. So, when it was added to the game, I went to the first world I had made and switched it to Creative for two reasons:
Reason 1 was to add cactus to the world because there were none in it and that prevented me from making green dye.
Reason 2 was to recover some diamonds that had been taken from me (before calling me a cheater, hear me out). At the time this happened, I was on-line with my cousin and we were out screwing around. Then someone on my friends list popped into my my game, along with two other people that I didn't know (this was before I discovered the settings that allow you to control whether or not random strangers can just drop into your game. After discovering these settings, I set it to Invite Only and disabled everything else). The kid sent me an audio message asking me not to kick him out, and I thought that very odd and didn't think anything of it. The next day when I loaded up my world, I went to put away some gold I had just smelted, and discovered that I was missing some diamonds ( I had written down the amount I had found). I had found 25 diamonds since starting that world, now I had 15. Don't know about anyone else, but I was really mad. Then I remembered the message. I pulled up the kid's name in my friends list, blocked and removed him.
Don't get me wrong. I've long been an advocate of not having the ability to switch. I think that's a major flaw in MC. Play in one or the other. But the ability to switch? That's just wrong and takes the challenge of survival out of it. As I said, (if you have no will power), survival is meaningless.
I think you misunderstood. I don't think you should be able to switch at all. Puts things in a different perspective when you know you can't switch. Survival becomes about survival instead of whenever you get in danger, just switch modes and fly away.
I think you misunderstood. I don't think you should be able to switch at all. Puts things in a different perspective when you know you can't switch. Survival becomes about survival instead of whenever you get in danger, just switch modes and fly away.
Don't forget those people that ay they build something in survival and in reality they built it in creative.
Sorry to revive an old thread! Generally if I make a world to be a survival world, I stick to survival mode - however out of curiosity, how do people feel about this?
After a couple of crashed worlds, I decided to find a nice seed online for a new survival world. Found one I really liked, started it etc etc but after searching for ages following the given directions, I couldnt find a lovely part that was one of the main reasons I chose the seed (extreme jungle biome). So after getting increasingly annoyed and a bit worried that I had typed the seed in wrong, I made another world with the same seed but in creative mode, and flew to find where the extreme hills in the jungle were. I found them and now have every intention of going back to the survival mode world, keeping it in survival mode, and not switching to creative to get tools/items as I feel like it defeats the purpose of survival mode. However I've never done this before, do you guys feel like this is "cheating"? Feeling like a bit of a survival mode traitor haha
I really believe it is up to the individual to decide what is and is not cheating in their own world. If they play with others, then it is up to the group or that group's leadership to decide the same thing. The proviso is that nothing is done to circumvent the "securities" that the developer have put in place. That is, if somehow the disabling of the leader boards in creative worlds is somehow stopped from happening, this would be, in my opinion, universally cheating because the Microsoft and developer obviously consider it cheating.) Now, what you're describing can, theoretically, be used to get around that disabling of the leader boards... by finding all sorts of stuff in your creative world and then just going directly to it in your survival world where the leader boards are still active. However, it's a really impractical method if that is your intention... since the time one spends looking for stuff in the creative world could be used to mine blocks in the survival world and you'd probably come out about even after you take into account the additional time it takes to load and switch between the two worlds. Also, this same sort of activity could go on by simply continually re-using seeds where you have already discovered good stuff or simply using seeds from the Seeds section of the forums where the locations of lots of things are listed.
However, to repeat, what matters is where YOU draw your "cheating" lines. If you feel like you're cheating, then you are at the very least "cheating yourself"... regardless of what anyone else says. If you're a degree of survival puritan that demands that you find everything the hard way, then you should follow your conscience and play in a way consistent with your standards... and you'll appreciate the achievement more whenever you succeed.
As for myself, I set different standards for different worlds... i.e. I make "rules" for that world at the outset (i.e. before creating that world)... and then I stick with those rules. If it's a strictly survival world, then I know at the outset that I'm risking not having some of the biomes and therefore doing without whatever aspects of the game that might be "biome specific" for whatever biomes that seed is missing... and then I just keep playing (surviving) by making do without those items... and I actually enjoy playing surivival island worlds the most... and doing without things like jungle wood, etc. I even played on one seed for some time that had no trees whatsoever and it was good to see how far I could survive into the game without a renewable supply of wood. Likewise, I have no qualms about setting up challenges in a world in creative with different sets of rules and then subsequently playing it in survival mode.
I'm surprised I didn't comment in this thread earlier. Honestly, I don't understand the angst about the subject. My philosophy on the subject of cheating in general is this:
Nothing a game allows you to do is cheating. Games define their rules internally. Externally added rules or restrictions are artificial, and only apply to the players devising them. If someone figures out a way to go beyond the intended bounds of a game, using nothing but gameplay or other game functionality, it is up to the developers to close the gap via a mandatory update, or accept the unintended consequences as an integral part of the game. All hacks and save-file edits are cheating.
If players want to check out their survival worlds in creative mode, there are two ways to do it. One is to use the same world seed in creative mode. The other is to make a copy of the survival world and use the copy in creative mode. I have no problem with either one, as long as once a world has gone creative, it can't be used for leaderboards or achievements. If a player takes one of these creative shortcuts, then he should have to redo everything in the legitimate original survival world to get any official props from XBL.
I read most of the thread, so .... am I understanding that (and I don't know how you do it) if you switch from survival to peaceful you can then transport whatever of the unlimited materials available in creative back to your survival world? This would thereby null and void the need to mine for one's needed materials in survival?
Again, I didn't even know you could do that. (Edit: I see Cobra951 explains it above.) I have not done a creative world yet. I visited the tutorial for my "Lion Tamer" achievement as I got tired of not finding ocelots in the dozen seeds/worlds I have. I do on occasion, when building big project switch the difficulty to "peaceful" to negate Creepers.
Bettie Mae Page "Queen of Pinups" April 22, 1923 - Dec. 11, 2008
“We’re all going to die, all of us, what a circus! That alone should make us love each other but it doesn’t. We are terrorized and flattened by trivialities, we are eaten up by nothing. ” -- Charles Bukowski
I read most of the thread, so .... am I understanding that (and I don't know how you do it) if you switch from survival to peaceful you can then transport whatever of the unlimited materials available in creative back to your survival world? This would thereby null and void the need to mine for one's needed materials in survival?
Again, I didn't even know you could do that. (Edit: I see Cobra951 explains it above.) I have not done a creative world yet. I visited the tutorial for my "Lion Tamer" achievement as I got tired of not finding ocelots in the dozen seeds/worlds I have. I do on occasion, when building big project switch the difficulty to "peaceful" to negate Creepers.
You seem to be confusing "difficulty level" with "mode". Switching difficulty around (peaceful - easy - normal - hard) does nothing to your inventory and does not allow you to access everything available in creative mode. You can switch difficulty without affecting the "survival mode" status of your world and you can get some of the achievements in any difficulty level. For example, you can certainly get the On a Rail achievement by riding a minecart 500 blocks in a straight line in Peaceful. Of course you won't be able to get the Monster Hunter achievement in Peaceful since hostile mobs won't spawn, but it doesn't matter if the world has been in Peaceful before.
The moment you open/load a world in creative mode, it disables all achievements and leaderboards for that world... forever. It doesn't matter if you switch it back to Survival and up the difficulty to even Hard, you won't get any achievements any more in that world. In addition, any of the pre-created Mash-Up pack worlds already have "creative mode" status (so no achievements can be obtained using one of those worlds even when you first generate them in survival). The sole exception to a prebuilt world having "survival mode" status is the Tutorial World (which has lots of stuff already made by 4J, but does allow people to still get achievements and their activities do still get added to the leaderboards). So, yes, you can obtain the Lion Tamer achievement using the tutorial world in any difficulty level (peaceful - easy - normal - hard) UNLESS you have opened that tutorial world in creative mode even once. Once you do that, it switches even that world over to "creative mode" status.
I'm surprised I didn't comment in this thread earlier. Honestly, I don't understand the angst about the subject. My philosophy on the subject of cheating in general is this:
Nothing a game allows you to do is cheating. Games define their rules internally. Externally added rules or restrictions are artificial, and only apply to the players devising them. If someone figures out a way to go beyond the intended bounds of a game, using nothing but gameplay or other game functionality, it is up to the developers to close the gap via a mandatory update, or accept the unintended consequences as an integral part of the game. All hacks and save-file edits are cheating.
If players want to check out their survival worlds in creative mode, there are two ways to do it. One is to use the same world seed in creative mode. The other is to make a copy of the survival world and use the copy in creative mode. I have no problem with either one, as long as once a world has gone creative, it can't be used for leaderboards or achievements. If a player takes one of these creative shortcuts, then he should have to redo everything in the legitimate original survival world to get any official props from XBL.
I agree... I've never understood the angst over this and, iMO, it makes even less sense for people to fuss over it once they've acquired all the achievements. Since you can't get achievements more than once regardless of the status of the world and the leaderboards a shear crap anyways, what does it matter, really? Also, I mostly play using an offline only, local profile (i.e. not Live enabled)... so essentially none of my activity gets recorded on the leaderboards anyways. If I don't care myself, then no one should really care if I pop into creative mode or not to find things or load up my inventory, or build a scale model of the White House or whatever. What is important is that I live up to my own expectations for myself (which I set when I first create a world - I set a goal, a difficulty level, a mode, and whatever other "rules" I want to add in. If I stick to my rules and complete my goal - I am rewarded with own sense of achievement. If I "cop out" (and yes it does happen) then I feel like I have "cheated" - but the only one I've cheated is Me (unless I'm playing in a world with others).
That's it. If you play solo, and you cheat in any way, you are only cheating yourself. So why the arguments? If leaderboards or achievements are involved, then I get it--but even then, it's not the kind of unfairness that should get anyone riled up. Not that big a deal.
What bugs me is just the opposite. I want no rain or mob spawns on my redstone creations in worlds that have always been creative only. So why do I have to get a warning about using host options, and need a second button press every time I load one of them up? I know there will be no leaderboards and achievements. I knew that when I created those worlds, from Day One.
That's it. If you play solo, and you cheat in any way, you are only cheating yourself. So why the arguments? If leaderboards or achievements are involved, then I get it--but even then, it's not the kind of unfairness that should get anyone riled up. Not that big a deal.
What bugs me is just the opposite. I want no rain or mob spawns on my redstone creations in worlds that have always been creative only. So why do I have to get a warning about using host options, and need a second button press every time I load one of them up? I know there will be no leaderboards and achievements. I knew that when I created those worlds, from Day One.
The warnings shouldn't be a big deal either. The warnings are there for people like me, who may have difficulty remembering just what it was they were doing with a particular world; for people who may have just accidentally moved the slider without being aware of it; and for other, perhaps new, people who may not understand the consequences. I never understood why people take the warning as a "slap in the face" about cheating (which was a feeling expressed in several of the threads on this issue when creative mode was first introduced). I don't think an extra button press should be too big of a deal if it spares someone else getting angry about "accidentally" moving an intended "survival only" world into creative mode (... and don't forget that just because a world was created or built up in creative mode doesn't me that the player doesn't decide at some point that their "game" is to be played from that point on only in survival mode). So, why every time... well it's just like you get a warning every time to go to overwrite a save, etc Computers have no way of knowing when you're actually doing what you really intend to and when you're just about to make a mistake (and I can't count the number of times that warnings on computers have saved me from making critical errors). Unlike many of the younger kids I play with, I always read them, I never get "insulted" by them, and I don't mind an extra button press. To rewrite an old saying - "An extra button press at the right time can save nine (redoing lost work).
No, you misunderstand. The warning very much belongs on a world tagged as survival. I have no problem with it in that case. However, it does not belong at all on a world tagged as creative (which would include any originally survival world which was used in creative mode). Once it's a creative world, the warning is no longer needed, and it is a nuisance.
The game very much knows which worlds are survival and which are creative. It can certainly keep inapplicable warnings out of creative worlds.
No, you misunderstand. The warning very much belongs on a world tagged as survival. I have no problem with it in that case. However, it does not belong at all on a world tagged as creative (which would include any originally survival world which was used in creative mode). Once it's a creative world, the warning is no longer needed, and it is a nuisance.
The game very much knows which worlds are survival and which are creative. It can certainly keep inapplicable warnings out of creative worlds.
It still can serve a purpose as a reminder IF a person has devised a world in creative that, subsequently, they only want to play in survival (they can expect see the reminder, if they don't see, they've loaded in creative mode). Yes, they could put in a differently worded reminder and only put it up ONLY if someone has changed the mode from the previous time they loaded the world. I also wouldn't mind if they slid in a similar reminder if one has changed the difficulty from the previous time they loaded the world. I get frustrated because the world will load in whatever difficulty I used last, not just what I used last in that world... and I have worlds that I've designated as hard only and sometimes, forgetting to check, they wind up getting loaded in a lower difficulty level because I happened to have been playing in a different world prior to it at that lower difficulty level. So, to incorporate a reminder that's based solely on a change from the previous time that world was loaded would probably require some additional tracking added (because I don't think the game saves that info with each world save right now; probably saves it with the player info instead). Maintaining a self-imposed "standard" for worlds isn't necessarily related to whether or not the world still functions with leaderboards and achievements.
I play MC, no I do not have a fancy signature like 99.9% of the rest of the world. Yes, I realize that a fancy signature is cool but I am a noob who doesn't know how to make a fancy signature, and yes, I would like a fancy signature. If anyone even bothers to read my signature and knows how to make a signature... I would really appreciate a FANCY SIGNATURE!
It depends on if you have will power or not.
If you do, then popping into creative from survival is "cheating" and defeats the purpose of survival.
But if you don't, why bother with survival at all? It's so easy to give in and get all the diamond swords, armor, redstone, etc. you want. Once you give in, you keep finding it easier and easier to pop into creative. It's like potato chips- you can't eat just one. And you can do everything quicker. (Flying is cool!)
Personally, Since I have no will power, I gave up on survival. No point.
Reason 1 was to add cactus to the world because there were none in it and that prevented me from making green dye.
Reason 2 was to recover some diamonds that had been taken from me (before calling me a cheater, hear me out). At the time this happened, I was on-line with my cousin and we were out screwing around. Then someone on my friends list popped into my my game, along with two other people that I didn't know (this was before I discovered the settings that allow you to control whether or not random strangers can just drop into your game. After discovering these settings, I set it to Invite Only and disabled everything else). The kid sent me an audio message asking me not to kick him out, and I thought that very odd and didn't think anything of it. The next day when I loaded up my world, I went to put away some gold I had just smelted, and discovered that I was missing some diamonds ( I had written down the amount I had found). I had found 25 diamonds since starting that world, now I had 15. Don't know about anyone else, but I was really mad. Then I remembered the message. I pulled up the kid's name in my friends list, blocked and removed him.
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Curse PremiumDon't forget those people that ay they build something in survival and in reality they built it in creative.
I really believe it is up to the individual to decide what is and is not cheating in their own world. If they play with others, then it is up to the group or that group's leadership to decide the same thing. The proviso is that nothing is done to circumvent the "securities" that the developer have put in place. That is, if somehow the disabling of the leader boards in creative worlds is somehow stopped from happening, this would be, in my opinion, universally cheating because the Microsoft and developer obviously consider it cheating.) Now, what you're describing can, theoretically, be used to get around that disabling of the leader boards... by finding all sorts of stuff in your creative world and then just going directly to it in your survival world where the leader boards are still active. However, it's a really impractical method if that is your intention... since the time one spends looking for stuff in the creative world could be used to mine blocks in the survival world and you'd probably come out about even after you take into account the additional time it takes to load and switch between the two worlds. Also, this same sort of activity could go on by simply continually re-using seeds where you have already discovered good stuff or simply using seeds from the Seeds section of the forums where the locations of lots of things are listed.
However, to repeat, what matters is where YOU draw your "cheating" lines. If you feel like you're cheating, then you are at the very least "cheating yourself"... regardless of what anyone else says. If you're a degree of survival puritan that demands that you find everything the hard way, then you should follow your conscience and play in a way consistent with your standards... and you'll appreciate the achievement more whenever you succeed.
As for myself, I set different standards for different worlds... i.e. I make "rules" for that world at the outset (i.e. before creating that world)... and then I stick with those rules. If it's a strictly survival world, then I know at the outset that I'm risking not having some of the biomes and therefore doing without whatever aspects of the game that might be "biome specific" for whatever biomes that seed is missing... and then I just keep playing (surviving) by making do without those items... and I actually enjoy playing surivival island worlds the most... and doing without things like jungle wood, etc. I even played on one seed for some time that had no trees whatsoever and it was good to see how far I could survive into the game without a renewable supply of wood. Likewise, I have no qualms about setting up challenges in a world in creative with different sets of rules and then subsequently playing it in survival mode.
I'm surprised I didn't comment in this thread earlier. Honestly, I don't understand the angst about the subject. My philosophy on the subject of cheating in general is this:
Nothing a game allows you to do is cheating. Games define their rules internally. Externally added rules or restrictions are artificial, and only apply to the players devising them. If someone figures out a way to go beyond the intended bounds of a game, using nothing but gameplay or other game functionality, it is up to the developers to close the gap via a mandatory update, or accept the unintended consequences as an integral part of the game. All hacks and save-file edits are cheating.
If players want to check out their survival worlds in creative mode, there are two ways to do it. One is to use the same world seed in creative mode. The other is to make a copy of the survival world and use the copy in creative mode. I have no problem with either one, as long as once a world has gone creative, it can't be used for leaderboards or achievements. If a player takes one of these creative shortcuts, then he should have to redo everything in the legitimate original survival world to get any official props from XBL.
I read most of the thread, so .... am I understanding that (and I don't know how you do it) if you switch from survival to peaceful you can then transport whatever of the unlimited materials available in creative back to your survival world? This would thereby null and void the need to mine for one's needed materials in survival?
Again, I didn't even know you could do that. (Edit: I see Cobra951 explains it above.) I have not done a creative world yet. I visited the tutorial for my "Lion Tamer" achievement as I got tired of not finding ocelots in the dozen seeds/worlds I have. I do on occasion, when building big project switch the difficulty to "peaceful" to negate Creepers.
Bettie Mae Page "Queen of Pinups" April 22, 1923 - Dec. 11, 2008
“We’re all going to die, all of us, what a circus! That alone should make us love each other but it doesn’t. We are terrorized and flattened by trivialities, we are eaten up by nothing. ” -- Charles Bukowski
You seem to be confusing "difficulty level" with "mode". Switching difficulty around (peaceful - easy - normal - hard) does nothing to your inventory and does not allow you to access everything available in creative mode. You can switch difficulty without affecting the "survival mode" status of your world and you can get some of the achievements in any difficulty level. For example, you can certainly get the On a Rail achievement by riding a minecart 500 blocks in a straight line in Peaceful. Of course you won't be able to get the Monster Hunter achievement in Peaceful since hostile mobs won't spawn, but it doesn't matter if the world has been in Peaceful before.
The moment you open/load a world in creative mode, it disables all achievements and leaderboards for that world... forever. It doesn't matter if you switch it back to Survival and up the difficulty to even Hard, you won't get any achievements any more in that world. In addition, any of the pre-created Mash-Up pack worlds already have "creative mode" status (so no achievements can be obtained using one of those worlds even when you first generate them in survival). The sole exception to a prebuilt world having "survival mode" status is the Tutorial World (which has lots of stuff already made by 4J, but does allow people to still get achievements and their activities do still get added to the leaderboards). So, yes, you can obtain the Lion Tamer achievement using the tutorial world in any difficulty level (peaceful - easy - normal - hard) UNLESS you have opened that tutorial world in creative mode even once. Once you do that, it switches even that world over to "creative mode" status.
I agree... I've never understood the angst over this and, iMO, it makes even less sense for people to fuss over it once they've acquired all the achievements. Since you can't get achievements more than once regardless of the status of the world and the leaderboards a shear crap anyways, what does it matter, really? Also, I mostly play using an offline only, local profile (i.e. not Live enabled)... so essentially none of my activity gets recorded on the leaderboards anyways. If I don't care myself, then no one should really care if I pop into creative mode or not to find things or load up my inventory, or build a scale model of the White House or whatever. What is important is that I live up to my own expectations for myself (which I set when I first create a world - I set a goal, a difficulty level, a mode, and whatever other "rules" I want to add in. If I stick to my rules and complete my goal - I am rewarded with own sense of achievement. If I "cop out" (and yes it does happen) then I feel like I have "cheated" - but the only one I've cheated is Me (unless I'm playing in a world with others).
That's it. If you play solo, and you cheat in any way, you are only cheating yourself. So why the arguments? If leaderboards or achievements are involved, then I get it--but even then, it's not the kind of unfairness that should get anyone riled up. Not that big a deal.
What bugs me is just the opposite. I want no rain or mob spawns on my redstone creations in worlds that have always been creative only. So why do I have to get a warning about using host options, and need a second button press every time I load one of them up? I know there will be no leaderboards and achievements. I knew that when I created those worlds, from Day One.
The warnings shouldn't be a big deal either. The warnings are there for people like me, who may have difficulty remembering just what it was they were doing with a particular world; for people who may have just accidentally moved the slider without being aware of it; and for other, perhaps new, people who may not understand the consequences. I never understood why people take the warning as a "slap in the face" about cheating (which was a feeling expressed in several of the threads on this issue when creative mode was first introduced). I don't think an extra button press should be too big of a deal if it spares someone else getting angry about "accidentally" moving an intended "survival only" world into creative mode (... and don't forget that just because a world was created or built up in creative mode doesn't me that the player doesn't decide at some point that their "game" is to be played from that point on only in survival mode). So, why every time... well it's just like you get a warning every time to go to overwrite a save, etc Computers have no way of knowing when you're actually doing what you really intend to and when you're just about to make a mistake (and I can't count the number of times that warnings on computers have saved me from making critical errors). Unlike many of the younger kids I play with, I always read them, I never get "insulted" by them, and I don't mind an extra button press. To rewrite an old saying - "An extra button press at the right time can save nine (redoing lost work).
No, you misunderstand. The warning very much belongs on a world tagged as survival. I have no problem with it in that case. However, it does not belong at all on a world tagged as creative (which would include any originally survival world which was used in creative mode). Once it's a creative world, the warning is no longer needed, and it is a nuisance.
The game very much knows which worlds are survival and which are creative. It can certainly keep inapplicable warnings out of creative worlds.
It still can serve a purpose as a reminder IF a person has devised a world in creative that, subsequently, they only want to play in survival (they can expect see the reminder, if they don't see, they've loaded in creative mode). Yes, they could put in a differently worded reminder and only put it up ONLY if someone has changed the mode from the previous time they loaded the world. I also wouldn't mind if they slid in a similar reminder if one has changed the difficulty from the previous time they loaded the world. I get frustrated because the world will load in whatever difficulty I used last, not just what I used last in that world... and I have worlds that I've designated as hard only and sometimes, forgetting to check, they wind up getting loaded in a lower difficulty level because I happened to have been playing in a different world prior to it at that lower difficulty level. So, to incorporate a reminder that's based solely on a change from the previous time that world was loaded would probably require some additional tracking added (because I don't think the game saves that info with each world save right now; probably saves it with the player info instead). Maintaining a self-imposed "standard" for worlds isn't necessarily related to whether or not the world still functions with leaderboards and achievements.