Zombie pigmen are common neutral mobs that live in the Nether.
Spawning[edit | edit source]
Zombie pigmen can spawn in the Nether, from Nether portals, or from pigs. They have a 5% chance of spawning as a baby zombie pigman, and a baby zombie pigman has a 5% chance of spawning as a pigman jockey.
All zombie pigmen spawn with a golden sword, which may randomly be enchanted. This chance increases at higher difficulties, and the sword's enchantment will more commonly be of a higher level.
Nether[edit | edit source]
Zombie pigmen spawn in groups of 4 in the Nether at any light level.
Nether portals[edit | edit source]
When a Nether portal block in the Overworld receives a block tick, there is a small chance (1/2000 on Easy, 2/2000 on Normal, and 3/2000 on Hard) it will spawn a zombie pigman on the portal frame beneath it. If a zombie pigman spawned in this way does not leave the portal it spawns on, it will never be teleported to the Nether.
Pigs[edit | edit source]
A zombie pigman will spawn when lightning strikes within 4 blocks of a pig. If the player is riding the pig when lightning hits it, a zombie pigman will appear on top of the player. Even if the pig is a baby, the zombie pigman will still be full sized.
Drops[edit | edit source]
Zombie pigmen have a 2.5% chance to drop a gold ingot and a 8.5% chance to drop their sword when their death is registered as a player kill. That chances of each can be increased by 1% per level of Looting used, up to a 5.5% chance for a gold ingot and a 11.5% chance for a golden sword at Looting III.
Zombie pigmen drop 5 experience, or 12 if they are a baby zombie pigman, when their death is registered as a player kill. Since 1.8, deaths of hostile pigmen will always be registered as kills by the player they are targeting, regardless of whether that player ever touched that pigman.
All items zombie pigmen have picked up after spawning will be dropped upon death.
Halloween[edit | edit source]
If a zombie pigman wearing a pumpkin or jack o'lantern is killed using a tool enchanted with Looting, there will be a chance equivalent to the level of Looting used to drop the pumpkin or jack o'lantern, up to a maximum of a 3% chance at Looting III.
Behavior[edit | edit source]
Zombie pigmen tend to move relatively slowly. They can drown, but are immune to fire and lava damage. Baby zombie pigmen are faster than adult zombie pigmen.
Like zombies, some zombie pigmen will sometimes bang on wooden doors, and in Hard difficulty, they even break them.
Some zombie pigmen have the ability to pick up items. They will even pick up a weapon if they feel it is better than their golden sword, dropping their golden sword with the same chance as if killed with Looting I.
Combat[edit | edit source]
When aggravated, their speed will significantly increase to faster than the player's walking speed. They will also make an aggressive noise between 0 to 39 ticks after they are attacked. The pigmen will crowd around and try to overwhelm the player by ganging up on them. Each pigman can deal 5 () on Easy, 9 () on Normal, or 13 () on Hard per hit.
In addition, some zombie pigmen will have the ability to spawn reinforcements when attacked, including when killed in a single hit. Due to a bug, the spawned reinforcement will sometimes be a regular zombie.
Hostility[edit | edit source]
Zombie pigmen are not initially hostile, but all zombie pigmen within a 67×67×21 to 111×111×21 area centered on the attacked pigman will become aggressive and converge on the player if any individual is attacked, unless the pigman attacked is killed in one hit. This applies to any hit registered as coming from the player, including deflecting ghast fireballs. This only applies to the player; mobs that provoke zombie pigmen will only be attacked by that specific individual.
Zombie pigmen will remain hostile for 20 to 39.95 seconds, although they will continue to pursue an already-targeted player after this time until the player escapes their 40 block pursuit radius. Approaching within 35 blocks of an already hostile zombie pigman causes it to sound an alarm call, angering other zombie pigman in a 40-block radius. The forgiveness timer does not advance for zombie pigmen in unloaded chunks. Thus, if the player enters a Nether portal and returns, any provoked zombie pigmen in the area will still be aggressive unless another player was nearby to keep the chunks loaded. Dying will not cause zombie pigmen to become neutral towards the player, regardless of whether they killed you. Furthermore, they will still pursue even if the player is under the effects of Invisibility.
Data values[edit | edit source]
- See also: Chunk format
Zombie pigmen have entity data associated with them that contain various properties of the mob. Their entity ID is
- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
IsVillager: 1 or 0 (true/false) - true if this zombie is an infected villager. May be absent.
IsBaby: 1 or 0 (true/false) - true if this zombie is a baby. May be absent.
ConversionTime: -1 when not being converted back to a villager, positive for the number of ticks until conversion back into a villager. The regeneration effect will parallel this.
CanBreakDoors: 1 or 0 (true/false) - true if the zombie can break doors (default value is 0).
VillagerProfession: Used to determine what profession the zombie is represented as, as well as what profession it will become when cured.
Anger: Ticks until the zombie pigman becomes neutral. -32,768 to 0 for neutral zombie pigmen; 1 to 32,767 for angry zombie pigmen. Value depletes by one every tick if value is greater than 0. When the value turns from 1 to 0, the zombie pigman does not stop tracking the player until the player has exited the zombie pigman's detection radius. When hit by a player or when another zombie pigman within 32 blocks is hit by a player, the value is set to a random number between 400 and 800.
HurtBy: The UUID of the last player that attacked the zombie pigman.
Video[edit | edit source]
History[edit | edit source]
|?||Zombie pigmen were originally presented as unarmed passive creatures in a preview before the Halloween Update. The green liquid in the zombie pigman skin was originally blood red, but this was changed for an unknown reason, probably because it looked too gory. The skin file has "THX XAPHOBIA" written on it as a credit by Notch to the skin's original creator, XaPhobia.|
|1.2.0||Added zombie pigmen in the Halloween Update. Zombie pigmen never forgive the player once attacked and drop 0-2 cooked porkchops. They were erroneously referred to as "Pig Zombie" in the language file.|
|1.5||Pigs struck by lightning in the Overworld will change into zombie pigmen.|
|1.8||Zombie pigmen no longer drop cooked porkchops, and now drop rotten flesh.|
|1.0.0||Beta 1.9-pre1||Zombie pigmen drop gold nuggets in addition to rotten flesh.|
|Beta 1.9-pre2||Zombie pigmen have 2 armor points, like zombies. It prevents 8% of damage.|
|Beta 1.9-pre5||Zombie pigmen, skeletons and zombies can be damaged by splash potions of healing, and will be healed by splash potions of harming. In addition, a sword enchanted with Smite will do extra damage to zombie pigmen.|
|1.2.1||12w06a||Zombie pigmen have a rare chance of dropping gold ingots, golden helmets or their own golden swords, which may be enchanted. The sword will be enchanted with a random level 5 enchantment.|
|?||Zombie pigmen had their name fixed from "Pig Zombie" to "Zombie Pigman".|
|1.3.1||12w22a||Zombie pigmen can now spawn in the Overworld from Nether portals.|
|1.4.2||12w32a||Zombie pigmen could rarely carry enchanted swords and wear any type of armor. Also, the sword they're carrying now increases damage.|
|Some zombie pigmen can now pick up dropped items.|
|12w34b||In the Overworld, zombie pigmen are eager to get back in the Nether Portal.|
|12w36a||The zombie and zombie pigman models and textures have an addition 32 pixels of empty space below the texture.|
|?||On Halloween, zombie pigmen have a chance of spawning with a pumpkin or jack o'lantern on its head.|
|1.6.2||Baby Zombie Pigman now spawn naturally.|
|1.7.2||13w36a||When struck by lightning, zombie pigmen now spawn with golden swords.|
|1.7.4||13w49a||Added chicken jockeys. Since zombie pigmen share some of the zombie .class files there are also pigman jockeys - a rare version of the baby zombie pigman.|
|1.8||14w03a||Now only drop gold nuggets/gold swords when killed by the player, either through combat or potions, or player-activated mechanisms such as manually lit TNT. If killed without player intervention, only drops rotten flesh. This makes automatic gold farms impossible.|
|14w04a||The above change was reverted.|
|14w06a||Zombie pigmen use the new mob AI, allowing them to navigate obstacles.|
|Zombie pigmen will forgive after 20 to 39.95 seconds, although they will continue to attack until the player gets outside their aggressive distance.|
|14w07a||Baby zombie pigmen will no longer forgive.|
|14w11a||Now run away from creepers that are about to explode.|
|1.8-pre1||Baby zombie pigmen forgive again.|
|1.8.1||1.8.1-pre1||No longer runs away from creepers that are about to explode.|
|1.9||15w34a||Now have an attack animation without weapons.|
|Pocket Edition Alpha|
|0.5.0||Added Zombie pigmen, which only spawn in nether reactors. They are hostile to all players, but have a shorter sight range. Finally, their drops are different than PC: 0-1feathers and/or a gold ingot.|
|0.7.2||Added new sounds for the zombie pigmen.|
|0.8.1||Zombie pigmen no longer damage when they are burning in the daylight.|
|0.9.0||Zombie pigmen can now be spawned via spawn egg.|
|0.9.2||Now rarely drops carrots and potatoes.|
|Zombie pigman now have attacking animation.|
|0.9.4||Now have 2 () armor points, which reduces 8% of damage.|
|0.10.0||The Zombie pigmen sword will turn orange when they are burning in the day light.|
|0.11.0||build 1||Zombie Pigman can now spawn 3 Zombie pigmen instead of one in nether reactors.|
|Zombie Pigmen are smarter than they were before.|
|Zombie pigmen now have the hat layer.|
|Zombie pigmen no longer have the player arms.|
|Zombie pigmen now have the Zombie arms.|
|Zombie pigmen no longer burn in the sunlight.|
|build 2||Zombie pigmen can now spawn as babies|
|0.12.1||build 1||Zombie pigmen now spawn in the nether.|
|Zombie pigmen now use the new AI.|
|Zombie pigmen are no longer hostile.|
|Zombie pigmen are now neutral.|
|Zombie pigmen can now wear armor.|
|build 11||Have a chance to spawn with enchanted swords.|
|build 12||Now attack iron golems.|
|TU1||CU1||1.0||Patch 1||Added zombie pigmen.|
|TU12||Zombie pigmen have a rare chance of dropping gold ingots, golden helmets or their own golden swords which can be enchanted. The sword will be enchanted with a random level 5 enchantment.|
|TU14||1.04||Zombie pigmen can spawn in the Overworld from Nether portals.|
|TU19||CU7||1.12||Added baby zombie pigmen. Zombie pigmen can also now wear armor or weapons.|
|TU31||CU19||1.22||Patch 3||Zombie pigmen will forgive after 20 to 39.95 seconds, although they will continue to attack until the player gets outside their aggro distance.|
Issues[edit | edit source]
Issues relating to “Zombie Pigman” are maintained on the issue tracker. Report issues there.
Gallery[edit | edit source]
A baby zombie pigman riding a chicken.
A zombie pigman seen in-game from the Pocket Edition (before 0.11.0).