Zombie Pigman

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Zombie Pigman
Zombie Pigman.png
Baby Zombie Pigman.png
Health points

20 (Heart.svgHeart.svgHeart.svgHeart.svgHeart.svgHeart.svgHeart.svgHeart.svgHeart.svgHeart.svg)

Armor points

2 (Armor.svg)

Attack strength

Easy: 5 (Heart.svgHeart.svgHalf Heart.svg)
Normal: 8 (Heart.svgHeart.svgHeart.svgHeart.svg)
Hard: 12 (Heart.svgHeart.svgHeart.svgHeart.svgHeart.svgHeart.svg)

Size

Height: 1.95 Blocks
Width: 0.6 Blocks

Spawn

Any 2 block high space in any light level in the Nether
When lightning strikes within 3-4 blocks of a pig in the Overworld
Near a Nether portal in the Overworld

First appearances

See History

Drops

See Drops

Natural equipment
Experience

Adult: 5
Baby: 12

Sounds Idle Hurt Angry Death
Internal ID

JE: 57
BE: 36

Entity ID

zombie_pigman

Zombie pigmen are common undead humanoid neutral mobs that live in the Nether.

Spawning[edit]

Zombie pigmen can spawn in the Nether, from nether portals, or from pigs struck by lightning. 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[Java and Legacy Console editions only], although this seems to be broken in more recent updates, where only the chicken spawns.

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]

Zombie pigmen spawn in groups of 4 in the Nether at any light level.

Nether portals[edit]

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, there is a possibility it will teleport to the nether.

Pigs[edit]

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 an adult.

Drops[edit]

Zombie pigmen drop:

Common drops[edit]

  • 0–1
    rotten flesh
  • 0–1
    gold nugget
    s
    .
  • The maximum amount of each can be increased by 1 per level of Looting used, up to a maximum of 4 each at Looting III.

Rare drops[edit]

  • 2.5% chance to drop a
    gold ingot
    if killed by a player
  • 8.5% chance to drop their
    golden sword
    when their death is registered as a player kill.
  • The chances of each can be increased by 1% per level of Looting.

Experience[edit]

Zombie pigmen drop 5 experience (12 if baby), 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.[1]

All items zombie pigmen have picked up after spawning will be dropped upon death.

Halloween[edit]

On Halloween (October 31), zombie pigmen have a 22.5% chance of spawning with a pumpkin or a 2.5% chance of spawning with a jack o'lantern equipped as headgear.

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]

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. When provoked, their speed will increase to the player's walking speed. They will also make an aggressive noise between 0 to 39 ticks after they are attacked, crowding around and will try to overwhelm the player. In addition, some zombie pigmen will have the ability to spawn reinforcements when attacked, including when killed in a single hit.

Like zombies, zombie pigmen will usually bang on wooden doors, and on Hard difficulty, they even break them.[2]

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.

Zombie pigmen actively seek out and try to destroy turtle eggs.[upcoming 1.13]

Zombie pigmen are undead mobs, and are damaged by the status effect Instant Health and healed by the status effect Instant Damage. They are unaffected by the status effects Regeneration and Poison.They are ignored by Wither and affected by Smite Enchantment.

Hostility[edit]

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 or other mobs, including deflecting ghast fireballs and from sweep attacks.

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 pigmen 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.

Non-hostile zombie pigmen will not prevent a player from sleeping in a bed.[Java and Legacy Console editions only]

In Bedrock Edition when a baby zombie pigman is provoked, it has 15% chance to become a jockey when trying to attack the player or golem. Mobs which are mountable by baby zombie pigmen are:

    • Cow
    • Ocelot
    • Wolf
    • Mooshroom
    • Adult chicken (can only spawn naturally in the Overworld)
    • Pig
    • Sheep
    • Polar bear
    • Horse
    • Donkey
    • Mule
    • Zombie horse (unused jockey variant)
    • Skeleton horse
    • Llama
    • Adult zombie
    • Adult zombie villager
    • Adult zombie pigman
    • Adult Husk
    • Spider
    • Cave spider
  • Due to baby zombie pigmen only wanting to become a jockey if provoked by a player or golem, and most mountable mobs spawn in the Overworld, these baby zombie pigmen jockey variants are the rarest type of jockey.
  • Although baby zombie pigmen want to be a jockey when provoked, it stills keeps riding the mountable mob even after becoming neutral again.
  • Mobs being ridden by baby zombie pigmen can no longer be ridden by the player.

Data values[edit]

See also: Chunk format

Zombie pigmen have entity data associated with them that contain various properties of the mob. Their entity ID is zombie_pigman.


  • Entity data
    • Tags common to all entities see Template:Nbt inherit/entity/template
    • Tags common to all mobs see Template:Nbt inherit/mob/template

    •  IsBaby: 1 or 0 (true/false) - true if this zombie is a baby. May be absent.

    •  CanBreakDoors: 1 or 0 (true/false) - true if the zombie can break doors (default value is 0).

    •  DrownedConversionTime:[upcoming 1.13] For a non-drowned zombie, the number of ticks until it converts to a drowned. (default value is -1, when no conversion is under way).

    •  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.

Advancements[edit]

Icon Advancement In-game description Parent Actual requirements (if different) Internal ID
Advancement-plain-raw.png
AdventureAdventure, exploration, and combatKill any entity, or be killed by any entity.minecraft:adventure/root
Advancement-plain-raw.png
Monster HunterKill any hostile monsterAdventureKill one of these 24 mobs (2 added in 1.13[upcoming]). Other mobs are ignored for this advancement.minecraft:adventure/kill_a_mob
Advancement-fancy-raw.png
Monsters HuntedKill one of every hostile monsterMonster HunterKill each of these 24 mobs (2 added in 1.13[upcoming]). Other mobs may be killed, but are ignored for the advancement.minecraft:adventure/kill_all_mobs

Video[edit]

History[edit]

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Alpha
v1.2.0 October 25, 2010Notch tweets that he is working on a second mob for the Nether, stating that they are less dangerous than ghasts and are "kind of pointless."
v1.2.0-preview Zombie pigmen were originally presented as unarmed neutral creatures in a preview before the Halloween Update.
The green liquid in the zombie pigman skin was originally blood red,[3] but this was changed because Notch considered it too gory, stating that "it's more fun to be scary without blood."[4]
Halloween UpdateAdded zombie pigmen in the Halloween Update. At this time, they would remain hostile for eternity if the player hit one, and they dropped 0-2 cooked porkchops. They were erroneously referred to as "Pig Zombie" in the language file.
Beta
1.5 Pigs struck by lightning in the Overworld will now change into zombie pigmen.[5]
1.8 ?Zombie pigmen no longer drop cooked porkchops, and now drop rotten flesh instead.
Official release
1.0.0 Beta 1.9 Prerelease Zombie pigmen drop gold nuggets in addition to rotten flesh.
Beta 1.9 Prerelease 2 Zombie pigmen have 2 armor points, like zombies. The armor points prevent 8% of damage taken.
Beta 1.9 Prerelease 5 Zombie pigmen, along with other undead mobs, 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 the equivalent of roughly a level 5 enchantment.
?Zombie pigmen are now referred to as their real name, "Zombie Pigman," in the language file, rather than "Pig Zombie"
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 the damage they can deal.
Zombie pigmen will now sometimes pick up dropped items.
12w34b Zombie pigmen now try to get back in the Nether Portal they came from when in the Overworld.
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.
?Baby zombie pigmen with the Villager tag now have skulls. Prior to this update, they looked like this: Baby pigman no skull.png
1.8 14w03a The only way to obtain gold nuggets and gold ingots from zombie pigmen, is for the player to kill them, whether it's through combat, potions, or player-activated mechanisms such as manually lit TNT. If killed without player intervention, zombie pigmen only drop rotten flesh. This made fully-automatic gold farms impossible.
14w04a The above change was reverted; zombie pigmen now drop gold nuggets and ingots no matter how they are killed.
14w06a Zombie pigmen use the new mob AI, allowing them to navigate obstacles.
An aggravated zombie pigman will become passive after 20 to 39.95 seconds, although they will continue to attack until the player gets outside their aggressive distance.
14w07a Baby zombie pigmen are always hostile to players who have ever attacked them.
14w11a Now run away from creepers that are about to explode.
pre1 Baby zombie pigmen, like adults, now become passive after 20 to 39.95 seconds.
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.
1.11 16w32a The entity ID is changed from PigZombie to zombie_pigman.
Their in-game name is now "Zombie Pigman" instead of "Zombie" in their name tag when they have CustomNameVisible enabled.
1.12 17w06a Non-hostile zombie pigmen no longer prevent a player from sleeping in a bed.
Upcoming Java Edition
1.13 18w07a Zombie pigmen will now seek out turtle eggs and intentionally trample them.
18w19a Zombie pigmen now sink in water.
Zombie pigmen no longer drown in water.
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. They are also missing their hat layer, and their drops are different than in Java Edition: 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.svg) armor points, which reduces 8% of damage.
0.11.0 build 1 Zombie pigmen can now spawn with 3 at once instead of one in nether reactors.
Zombie pigmen now have the hat layer.
Zombie pigmen now have their arms out like regular zombies.
Zombie pigmen no longer burn in the sunlight.
Zombie pigmen now drop rotten flesh, which was previously a feather, and rarely drop a gold ingot instead of a carrot or potato.
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 now neutral.
Zombie pigmen can now wear armor.
Pigs struck by lightning will turn into zombie pigmen.
Zombie pigmen can now drop gold nuggets.
Zombie pigmen can spawn from Nether portals in the Overworld.
build 11 Have a chance to spawn with enchanted swords.
build 12 Now attack iron golems.
0.14.0 build 1 baby zombie pigman have 15% chance to want to be jockey when angered.
Adult zombie pigman can be ridden by baby zombie variants.
0.15.0 build 1 Zombie pigmen have faster speed when angered.
Pocket Edition
1.1 build 1 The entity ID is changed from pig_zombie to zombie_pigman.
Bedrock Edition
1.4 build 10 Zombie Pigman now sink underwater.
Zombie pigman now can breath underwater.
Legacy Console Edition
TU1CU11.0Patch 1Added zombie pigmen.
TU12Zombie 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.
TU141.04Zombie pigmen can spawn in the Overworld from Nether portals.
TU19CU71.12Added baby zombie pigmen. Zombie pigmen can also now wear armor or weapons.
TU31CU191.22Patch 3Zombie pigmen will become neutral again towards the player in 20 to 39.95 seconds after provocation, although they will continue to attack until the player gets outside their aggro distance.

Issues[edit]

Issues relating to "Zombie Pigman" are maintained on the issue tracker. Report issues there.

Trivia[edit]

  • The zombie pigman skin file has "THX XAPHOBIA" written on the unused section as a credit by Notch to the skin's original creator, XaPhobia.

Gallery[edit]

See also[edit]

References[edit]

Promotional Content