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Giant

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[edit]Giant
Zombie.png
Health points

100 (Heart.svg × 50)

Attack strength

Easy: 26 (Heart.svg × 13)
Normal: 50 (Heart.svg × 25)
Hard: 75 (Heart.svg × 37.5)

Spawn

Light level greater than 11 and less than 8

First appearance

Classic 0.30 (December 22, 2009) and Indev 0.31 (December 23, 2009)

Experience

5

Network ID

53

Savegame ID

Giant

Giants are over-sized mobs that have no purpose other than decoration. They are not used, and do not spawn naturally - the only way to spawn a giant is to use /summon Giant. They are twelve blocks tall and use a six times enlarged Zombie model. Using /give @p spawn_egg 1 53, the player may give themselves a spawn egg for the giant. However, the egg is not usable and will not spawn a giant when right clicked. If you name a Giant using a name tag, its name will appear inside its head.

Giants are implemented into the Xbox 360 Edition, although they require external modifications for their egg to be placed in the player's inventory.

Contents

[edit] History

Giants were added in the last version of Survival Test. They had the sounds of the player. Like Zombies, Giants' only method of attack was to charge into the player. Unlike normal zombies, Giants did not burn in the daylight and can be dangerous all the time although there is a glitch where they do not attack after a while.

Giants when spawned in the game were hostile. They can see a player from up to 16 blocks away. They use the same skin as zombies yet share almost no similar behaviors. The only exception would be their style of attack; Giants attack by simply ramming the player repeatedly, in the same manner as zombies. They also only jump one block high, which, in comparison to their massive size, makes them appear to lack the ability to jump. Giants have a difficult time attacking players unless the player pushes themselves into their legs. Unlike zombies, Giants were not able to be set on fire by sunlight (although they are not immune to fire damage), and also do not have any idling sounds. They make the same sound as the player when hit, and drop 5 experience orbs upon death.

Giants inflicted huge amounts of damage. However, they had the tendency to get stuck in thick biomes with many trees. This is the perfect opportunity for the player to attack it, since it can no longer move. Even though the Giant won't take damage if you hit it above the legs area while it's standing, it will still take damage if you shoot it both in the legs and above.

Prior to 1.0, arrows fired at Giants would stick in them, but the size was not proportioned properly, giving the stuck arrows a giant sized appearance.

Classic
0.30_03 Added Giants.
Indev
0.31 (December 23, 2009) Giants no longer spawn.
Official release
1.7.2 13w36a Giants can be spawned without mods by using the new /summon command
Upcoming
1.8 14w06a Armor on Giants is now rendered. This originated from a bug in 14w05a which caused all mobs to render worn armor. In repairing this bug, Grumm allowed Giants to render armor.
Giants no longer move

[edit] Issues

Issues relating to "Giant" are maintained on the issue tracker. Report issues there.
Note: keep in mind this is not a supported mob.

[edit] Trivia

  • Giants can be considered the least visually detailed mob. One pixel is 3/8th the size of a block.
  • Iron Golems and Snow Golems will attack a giant, as if it were a hostile mob.
  • Despite using the same skin as Zombies, Giants are not considered an undead mob, so they are damaged by Potions of Harming and healed by Potions of Healing.
  • In the code, giants need to have a light level both less than 8 and greater than 11 to spawn, but since that can't happen, they don't spawn from monster spawners. However, this spawn condition can be bypassed with a custom spawner, if it attempts to spawn an entity with valid spawn conditions riding a giant.
  • The giant has the highest hitpoints of any hostile mob, of any non-boss, and of any removed mob.

[edit] Gallery