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.
As stated earlier in the article, Zombie Pigmen are extremely difficult enemies to overcome. The best strategy to carry out when a zombie pigman is sighted is to simply walk away and ignore them, as they are neutral and will not become angry unless harmed. When doing battle with a Zombie Pigman, it is best advised to attack one single mob at a time and seclude them from the others. This being a reliant strategy, as nearby Zombie Pigmen will become angry and will swarm the player, closing off any escapes.
Another efficient way of tackling zombie pigman is from afar with a Bow. A regular bow works, but enchanted bows are preferred, as the extra perks will become useful in the situation that you are not far enough away. The player should be advised that they should still manage a single pigman at a time instead of shooting multiples. They should also be wary of their distance, and should remain at least 15 blocks away and out of the potential sight of a Zombie Pigman. Note that another excellent strategy is to attack zombie pigmen with another player to increase survival chances and to add extra damage.
Alternatively, you could pillar-jump, making sure the Zombie₠Pigmen can`t reach you, and then just finish them off with a bow or Sword.
Zombie Pigmen are difficult enemies when in groups, and can easily overwhelm a player. An effective strategy (that also proves to damage-free) is to build a small tower that is three blocks above the surface. One single block of space is efficient, but it is cautioned that the Zombie Pigmen may not be able to attack you, but will still overlap your model, causing you to move. It is best advised to build a 2x2x3 or 3x3x3 tower so that the player will have no risk in falling into a swarm of angered Zombie Pigmen and have the optimal safety.
The player should stay away from Ghasts when battling Zombie Pigmen. When a Ghast`s fireball hits a group of Zombie Pigmen, they will turn hostile and blame the player for their suffering.
- The green liquid in the Zombie Pigman skin was originally red, to resemble blood, but was changed because players expressed a want for the lack of blood and gore in Minecraft. The game may have also received a higher rating from the ESRB if this was present.
- Zombie Pigmen were originally passive, unarmed mobs in a preview before the Halloween update. After Alpha 1.2, they were changed to neutral and held gold swords.
- Despite wielding gold swords, a Zombie Pigman`s attack is increasingly strong.
- This is due to the fact that they deal damage in the same way that a Zombie does in which they add normal damage to weapon damage.
- Despite wielding gold swords, a Zombie Pigman`s attack is increasingly strong.
- Before, Zombie Pigmen would live forever; after the November 10, 2010 update, they Despawned after a long time and then got replaced by more Pigmen.
- If a pig is struck by lightning, it will turn into a Zombie Pigman without the Golden Sword.
- Prior to the 1.8 Beta update, Zombie Pigmen used to drop cooked porkchops (regardless of how they are killed), because Rotten Flesh did not exist yet (Zombies dropped feathers that time).
- Zombie Pigmen share the same body frame as₠Zombies₠and₠The Player.
- Zombie Pigmen burn in daylight, but they don`t take damage since they are immune to fire. As a result, they burn for a small moment and then back to normal without damage.
- If the player is sitting on a saddled pig and the pig is struck by lightning, the player will still be sitting on the Zombie Pigman.
- Zombie Pigmen are zombie version of the original Pigman.
- In Pocket Edition, Zombie Pigmen are also neutral as of the 0.12.0 update
- In the Nether, there is an extremely rare glitch where a regular₠Zombie₠will spawn instead of a Zombie Pigman.
- In the Pocket Edition, Zombie Pigmen used to drop golden ingots instead of nuggets. This changed in Update 0.12.1, so now they drop gold nuggets.
- Zombie Pigmen got "HAT LAYERS" in PE, in Update 0.11.0
- In Multiplayer, when a player provokes a group of
Zombie pigmen are common neutral mobs "Monster" redirects here. For the mob called "monster" in the code, see Human. Mobs are living, moving game entities. The term "mob" is short for "mobile". 1] Contents 1 Spawning 2 Behavior 3 List of that live in the Nether A view of the Nether. The Nether is a hell-like dimension, filled with fire, lava, and dangerous mobs. Contents 1 Accessing 2 Environment 2.1 Mobs 3 Generation 3.1 Naturally generated 3.2 Naturally created 3.3 Structures .
- 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.
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 Chicken Jockey Health points Baby Zombie: 20 () Chicken: 4 () Armor points Baby Zombie: 2 () Attack strength Chicken Jockey: Easy: 2 () Normal: 3 () Hard: 4 () Pigman Chicken Jockey: Easy: 5 () .
All zombie pigmen spawn with a golden sword Sword Type Combat Durability Wooden: 60 Golden: 33 Stone: 132 Iron: 251 Diamond: 1562 Renewable Yes Stackable No Data values See Data values Name See Data values Swords are melee weapons that are mainly used , which may randomly be enchanted. This chance increases at higher difficulties, and the sword`s enchantment will more commonly be of a higher level.
Zombie pigmen spawn in groups of 4 in the Nether A view of the Nether. The Nether is a hell-like dimension, filled with fire, lava, and dangerous mobs. Contents 1 Accessing 2 Environment 2.1 Mobs 3 Generation 3.1 Naturally generated 3.2 Naturally created 3.3 Structures at any light level.
When a Nether portal block Nether Portal Transparency Yes Luminance Yes, 11 Blast resistance 0 Tool None Renewable No Stackable N/A Flammable No Drops Nothing Data value dec: 90 hex: 5A bin: 1011010 Name portal See the block that makes in the Overworld The Overworld, as seen in an extreme hills and a forest biome The Overworld is the dimension in which all players begin their Minecraft journey. Contents 1 Creation 1.1 Seeds 2 Environment 2.1 Biomes 2.2 receives a block tick Nearly all video games (including Minecraft) are driven by one big program loop. Just as every gear in a clock is synchronized with the pendulum, every task involved in advancing a game simulation is synchronized , 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.
A zombie pigman will spawn when lightning Lightning during a thunderstorm. A lightning bolt strikes a tree. A creeper can be seen hopping about in the woods. If it had been closer to the strike, it would have become charged. Thunderstorms are strikes within 4 blocks of a pig Pig Health points 10 () Size Adult: Height: 0.9 Blocks Width: 0.9 Blocks Baby: Height: 0.45 Blocks Width: 0.45 Blocks Spawn Opaque blocks with a (Minimum) two block space above them. First appearances See History . 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.
Zombie pigmen drop 0⃢₀ₓ1 rotten flesh Rotten Flesh Type Food Restores 4 () 80% chance of Hunger for 0:30 Cookable No Renewable Yes Stackable Yes (64) First appearances See History Data value dec: 367 hex: 16F bin: 101101111 Name rotten_flesh Rotten flesh is a and 0⃢₀ₓ1 gold nuggets. 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.
Zombie pigmen have a 2.5% chance to drop a gold ingot and an 8.5% chance to drop their sword when their death is registered as a player kill. The chances of each can be increased by 1% per level of Looting used, up to a 5.5% chance for a gold ingot and an 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.
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.
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. 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.
Zombie pigmen are not initially hostile, but all zombie pigmen within a 67⃗67⃗21 to 111⃗111⃗21 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.
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.
- 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
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).
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.
|Icon||Advancement||In-game description||Parent||Actual requirements (if different)||Internal ID|
|Adventure||Adventure, exploration, and combat||⃢₀ₔ||Kill any entity, or be killed by any entity.|| |
|Monster Hunter||Kill any hostile monster||Adventure||Kill one of these 22 mobs. Other mobs are ignored for this advancement.|| |
|Monsters Hunted||Kill one of every hostile monster||Monster Hunter||Kill each of these 22 mobs. Other mobs may be killed, but are ignored for the advancement.|| |
|1.2.0||Oct. 25, 2010||Notch 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."|
|Oct. 29, 2010||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, but this was changed because Notch considered it too gory, stating that "it`s more fun to be scary without blood."|
|Halloween Update||Added zombie pigmen in the Halloween Update. Zombie pigmen never forgave 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 Rotten Flesh Type Food Restores 4 () 80% chance of Hunger for 0:30 Cookable No Renewable Yes Stackable Yes (64) First appearances See History Data value dec: 367 hex: 16F bin: 101101111 Name rotten_flesh Rotten flesh is a .|
|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 now 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.|
|?||Baby zombie pigmen with the Villager tag now have skulls. Prior to this update, they looked like this:|
|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.|
|1.11||16w32a||The entity ID is changed from |
|Their in-game name is now "Zombie Pigman" instead of "Zombie" in their name tag when they have |
|1.12||17w06a||Non-hostile zombie pigmen no longer prevent a player from sleeping in a bed.|
|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. At long last, 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.|
|0.11.0||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 now have their arms out like regular zombies.|
|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 now neutral.|
|Zombie pigmen can now wear armor.|
|build 11||Have a chance to spawn with enchanted swords.|
|build 12||Now attack iron golems.|
|1.1||build 1||The entity ID is changed from |
|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 relating to ⃢₀ₜZombie Pigman⃢₀ are maintained on the issue tracker. Report issues there.
A baby zombie pigman riding a chicken.
A zombie pigman riding a minecart.
Two zombie pigmen wearing wither skeleton skulls.
A zombie pigman seen in-game from the Pocket Edition (before 0.11.0).
Attacking one Zombie Pigman causes the whole group of nearby Zombie Pigmen to become hostile and attack all₠the players if you are in multiplayer mode, like wolves. Zombie Pigmen won`t become neutral again unless they`re killed. They won`t become neutral even if the player dies, regardless whenever the death was caused by the pigman or not. They are faster than a walking player (speed of .95 Blocks Per Second is the enraged Zombie Pigman`s speed). Setting the game mode to "Peaceful" removes all Zombie Pigmen, unlike wolves. If the player is attacked by a group of Zombie Pigmen, escapes through a Portal, and returns to the Nether soon afterward, the Zombie Pigmen will remain hostile. Since Update 1.4, Zombie Pigmen have the ability to pick up weapons and armor of any defeated players.
In Minecraft: Pocket Edition, Zombie Pigmen characteristics are the same as PC, except that they run slightly slower.
Zombie Pigmen are incredibly strong, which gives them an unfair advantage to an unprepared player. If the player is in Multiplayer, a Zombie Pigman that has been harmed will be aggressive towards all players (even players that did not harm the pigman). Zombie Pigmen spawn in the Nether and the Overworld, near any active Nether Portals, or when a pig is struck by lightning. If a Zombie Pigman is harmed by another mob, the Zombie Pigman that was harmed will become hostile towards the mob that harmed it, but the rest of the group will remain neutral. If you kill a pigman in one hit, the others will not become hostile.
If an Iron Golem attacks a Pigman, only that Zombie Pigman will be hostile.
Baby Zombie Pigman
The Baby Zombie Pigman is a rare mob. It is the baby counterpart of the adult Zombie Pigman. Unlike the adult variant, they possess great speed, much like Baby Zombies. They can become a great hazard if a player mistakenly attempts to attack a herd of Zombie Pigman with a Baby Zombie Pigman present within the group. They also have a chance to be in Chicken Jockey form, due to being a baby-counterpart and they are undead.
|Baby Zombie Pigman|
|Health Points:||20HP₠(10x )|
As an Entity
Like all mobs, Zombie Pigmen are classified in a group of objects called entities. All entities can be summoned with commands or external editors. They can also keep their names given to them, unlike blocks. All mobs also have the possibilities of holding Items, as well as wearing Armor. The model for Zombie Pigmen shows the Pigman itself wielding a sword. The mob itself does not actually hold a sword and does not deal the damage that a sword would. Zombie Pigmen are able to equip different items, but only with external editors. Even at that, their wielded item will still appear as a gold sword and not the attributed item. Enchantments on gear and potion effects still affect Zombie Pigmen.