100 zombies minecraft 100 zombies minecraft.
Zombie
Zombies are general and aggressive undead mob, damaging in shor t-range battles, and usually attacks in groups.
Contents
- 1 spawn
- 1. 1 Natural outbreak
- 1. 2 Siege
- 1. 3 Monster Sponer
- 1. 4 hat
- 2. 1 Baby zombie
- 2. 1 Binghevia
- 3. 1 Normal drop
- 3. 2 exceptional posts
- 3. 3 Removed ammunition
- 3. 4 ammunition made under natural conditions
- 3. 5 Skills
- 4. Attack on 1 player
- 4. 2 Attacks against turtles
- 4. 3 Attack against the mob for the purpose
- 4. 4 Working aggressive attacks on villagers
- 4. 5 Working aggressive attack on travel merchants
- 4. Burnt down during 6 days
- 4. 7 Undead
- 4. 8 Select items
- 4. 9 door hacking
- 4. 10 Reinforcement
- 4. 11 Drowning
- 6. 1 Personal number
- 6. 2 Entity data
- 13. 1 Rendering
- 13. 1. 1 Chil d-like zombie riding a creature
- 13. 1. 2 Armor
- 13. 1. 3 Including items
Spawning [ ]
Natural generation [ ]
The zombies are likely to appear in up to four groups on the ligh t-level 0 hard block, except for the mushroom and solid black biome. The zombies that spawns in the desert biome and touched the outside air are 80%[JE only]/70%[BE only]. Rice hell zombies and drowned zombies are reborn as zombie villagers with a 5 % probability.
Zombie varieties are born as a baby with a 5 % probability. The zombie baby is reborn as a chicken jockey with a 5 % probability in the Java version.
All zombies (including babies) require a 2-block height field.
Zombies are born with a maximum of 5 % hit resistance.
Baby zombies are produced when zombies are produced using eggs.
Sieges [ ]
This function is only Java version. Main Note: Zombie SponIf the player spawn near the village late at night, up to 20 zombies may appear according to the rules of Mob Spawn. Also, if the spawn player is in the adjacent biom, spawns may occur in mushroom field biomes. Zombie villagers, Husks, and droners are not spawned in siege.
Monster spawners [ ]
Zombies spawned by Monster Spona are not considered zombie villagers in Java Edition, but Bedrock Edition's zombie monster spores are likely to spawn zombie villagers. In the 50%monster room, you can see zombies from monster sporas.
Husks [ ]
When Husk's head is soaked in water for more than 30 seconds, Husk begins to transform into zombies and receives a new UUID from the essence. Husk's uniform remains in the zombie after the transformation. [JE only] The zombie transforms into a drowned person if his head remains in the water.
Variants [ ]
Baby zombies [ ]
See MCD: Baby Zombie for mobes of Minecraft Dungeons.A baby zombie on a chicken.
Behavior [ ]
The cubzombie decorates 5 % of the total zombie. For example, they behave like ordinary zombies, but there is a correct difference:
- They are more ordinary zombies, but they have the same good.
- The sounds they make are higher than the sound effects of adult zombies.
- When they deal with zombie children, they turn into a zombie child.
- Those on their scale are small in the volume of their body.
- They have the chance to climb a 1x1 block volume slot.
- When the player is killed by either of the wolves tamed, they identify 12 skill points in exchange for 5.
- Unlike most of the other mobs, they are infinite babies and do not turn into adult zombies.
- The height caste decreases.
In the Bedrock version, 10 % of the naturally generated zombie baby switches to mob with any probability, and turns into Zhokey when he wants to attack. Mob-jockey, who was sad by the servant of the zombie, adjusts the speed of his rider. In Bedrock Edition, Zombie Detten has a chance to ride a horse:
- Adult chicken
- Round waist Ocelot
- Cats on a round waist
- Round waist wolf
- Adult zombies
- Adult enchanter
- Adult zombies
- Adult zombie s-pigs
- cattle
- Adult pig
- sheep
- Adult untrainless horse
- Adult unarmed donkey
- Unligible rubber for adults
- Adult horse skeleton
- Adult horse zombies
- Large group of flies
- Spider that was not generated as a mount jockey
- Cave spider that was not generated as a mount coat
- Panda
Zombie villagers [ ]
Basic note: zombie cellZombie-Selian, with 5%abilities, is attracting attention in the zombie space and appears from zombies that have been killed in any probability. When killing a zombie-cell, the probability of a village resident to reincarnate to zombie-cell depends on the meaning of difficulty.
When a simple SPAVNA cycle group generates zombies, the Zombie-Cierian Group is generated with a 5 % probability [Bedrock Edition only], or the first zombie-cierian [Java edition only in the case of Java Edition ].
If the image of zombies destroys the village tenants, it may actually transform into a village zombie-living aua.
Complexity chance easy 0% usually 50% Complexity 100% All residents of the village, dead zombies, have the chance to transform into zombies with armor at normal or difficult difficulty.
Zombie-Rivers (transform into ordinary residents) can be cured, and the effect of neutralization is first applied and can be used with support:
- Incavenous potion left by players, distributors, and sorceres.
- A helpless cloud with a muddy effect of love.
- A helpless cloud due to howl's explosion. [Java version only).
- A sharp arrow immersed in a helpless drug.
The weak zombie villagers must recover with the support of the golden apple (not enchanted).
Husks [ ]
Basic information: HuskHusk is witnessed with a 80 % chance instead of zombies in a desert biome. It attacks in the same way as a normal zombie, but induces a certain number of seconds appetite and does not burn under the sunlight.
Drowned [ ]
Key Note: DrowningDrowned gangs are seen when the ruins of the sea, most places in the river, the sea, or when ordinary zombies are drowned. They can not only walk around on land, but also swim underwater. Most of the drowned zombies use melee attacks, but some zombies have a trident and thrown when they are attacked.
The zombies in the water and diving in the water continue to wear armor even if they transform into drowns, but tools and weapons are lost. [JE only].
The zombie transformed into a drowning has absolute power, keeps the existing spells, and throws out all the ammunition and all the ammunition. [BE only].
Geared zombies [ ]
In Halloween, there is a high probability that zombies have pumpkin and lantern sculptures [Java version only]. Even if you are killed by the support of looting, you will not drop them.
Some zombies wear armor and tools that are likely to be enchanted. In addition, zombies can be found with all probability and can choose prey rolling on the ground. The probability of occurrence is as follows. Zombie villagers may see armor, weapons and tools. Even if you see the zombie wearing multiple armor, it is not compatible (that is, all parts are made of the same material). It is unlikely that zombies are born and have Netherlight armor.
The possibility that zombies may wear armor and choose each difficulty level
easy Fine heavy You can choose your prey 0% 0% -55% [about 1] 6, 875%to 55%[Note 1 Armor 0% 0%to 15%[Note 1 1, 875%to 15%[Note 1 Enchard Armor [Note 2 0% 0-50% [Note 1] 6, 25%-50%[Note 1 Weapons [Note 3 1% 1% 5% Enchantment on weapons [Note 2 0% 0% to 25% [Note 1] 3, 125% -25% [Note 1] Enchant the weapon. - ↑ ABCDEFGHI meaning based on regional difficulty.
- ↑ AB Enchantment is compatible with level 5 to 22 enchantments. Note 1
- ↑ 1 ⁄3Get a metal sword with the probability of.3Get a metal shovel with the probability of.
If you look at the zombies wearing armor, the probability of getting the armor is as follows:
Java version:
There is a chance to get all kinds of armor at any difficulty level.
Armor Light and normal heavy boots 100% 100% Boots and leggings 75% 90% Boots, leggings, chest signals 56, 25% 81% Set 42, 19% 72, 9% Rockwock version:
There is a chance to get all kinds of armor at any difficulty level.
Armor Light and normal heavy helmet 100% 100% Helmet and chest chest 75% 90% Helmet, bib, leggings 56, 25% 81% Set 42, 19% 72, 9% Probability made with specific materials
Power type type probability
Kind of armor chance leather 37, 06% gold 48, 73% chain 12, 90% iron 1, 27% diamond 0, 04% Zombie armor is not damaged by most damage sources. The zombie helmet (not a pumpki n-like block) may wear over time, and when zombies are exposed to sunlight, or when the peaks and other falls fall into the zombie head, they may break. The zombies also have 2 () natural armors, which provide 1, 6, and 8 % damage to most sources. The zombies can also carry the mob's head, but they must be dropped by the player before the zombies pick up and equip them.
Drops [ ]
Common drops [ ]
At the time of death, the zombie drops two rotten meat pieces. The maximum reset will increase by one for each level of loot level, and increase from 0 to 5 in the loot III. When the zombie is killed by the charged creeper, the zombie heads.
Rare drops [ ]
If a zombie kills a player or a wolf, it may drop any of the following items:
- 1 piece of iron bar
- One carrot
- One potato (potato expanded if killed by fire)
The drop probability of this item is 2, 5%, increasing by 1%for each rate level. The drop rate of individual items is as follows:
- 5 ⁄600(Approximately 0, 83%)
- 7 ⁄600(Approximately 1, 17%)
- 9 ⁄600(1, 5%) Inspector II
- 11⁄600(1, 83%) At the time of looting III
Taken equipment [ ]
The equipment picked up falls with a 100%probability, and the accumulated damage falls as it is.
Naturally-spawned equipment [ ]
The zombie drops equipment generated naturally with a probability of 8 or 5 %, and drops with a random durability. As the level of the loot increases, this probability increases by 1 % (11, 5 % for looting III). Such items include the following:
- Iron shovel (sometimes enchanted)
- Iron Sword (may be enchanted)
- Random armor (may be an enchantment, leather, gold, chain cross, iron, or diamond).
Experience [ ]
Defeating the zombies spawned with equipment will add 1 to 3 experience points for each item. Adult zombies give 5 points and children zombies have 12 points.
Behavior [ ]
Attacking the player [ ]
Zombies chase the player with their hands raised from a distance of 35 blocks in Java Edition and 16 blocks in Bedrock Edition. [JE only] If the player is planted with a horde of zombies, the detection range of the zombies is reduced to 50% of the normal range (17, 5 blocks). If the zombies see the player and a villager together, they want to arrest the player first. The zombies are already looking for the villager and will keep making this until the player attacks him, including if the player is nearby. Occasionally, the zombies emit a moan, which can be heard at a distance of up to 16 quarters. Zombies try to ignore traps, fire, lava, magma - barriers that cover the loss of blocks and cacti, and try to find the shortest path to the player. [1] The difference with skeletons is that zombies do not try to avoid attacks and will continue to chase the player even in the storm.
Attacking turtles [ ]
Zombies attack turtles, actively seek and destroy seed balls within a range of 24 blocks horizontally and 3 blocks vertically, jumping until the blocks crack and break.
Attacking utility mobs [ ]
Hunt zombies within a range of 42 blocks, and raid mobs required for golems. Steel golems and snow golems raid zombies without provocation, but snow golems only torment zombies with snowballs.
Attacking villagers [ ]
Zombies hunt residents within a radius of 35 to 52, 5 quarters (depending on the complexity of the region) [Java Edition only] or 16 quarters [Bedrock Edition only], and have time to see residents through walls each time. If a zombie raids a village tenant and sees the player, it will stop attacking the village tenant and attack the player in return, even if the player is not raiding [JE Edition only]. If a zombie attacks a village tenant, it will ignore the other villagers and the player until the mission dies or the zombie is no longer attacked [JE only].
Each version of zombies has the ability to reincarnate a village tenant into a village zombie-dweller. The chance of this depends on the difficulty:
- 0% chance on Peaceful (no zombies appear) and Minor
- 50% chance on Normal
- 100% chance on Tough.
Attacking wandering traders [ ]
Zombies guard nomadic merchants within a 35 quarter radius and can see the merchant through walls. Zombies focus most on merchants when they are not being attacked, are task-killed, are out of range, or the merchant is "invisible".
Zombies break down oak doors. Zombies can only break down the top half of a door, not the bottom half.
Burning under daylight [ ]
If the sun is more than 15 degrees from the territory, the zombie will burn when it hits direct sunlight. If the zombie is in the shade, burns can be reduced.
- Where to be in the shade moderately: Sunshine degrees 11 or less (even if the sunshine 14 is 14, the necessary protection is guaranteed if the roof is on e-block);
- Water;
- When a harness is attached to the head (helmets absorb light loss, but complete mounting requires a certain cycle a day).
- Under the influence of fire resistance.
- Check the state online. [2]
Transparent and translucent blocks covering glass and ice do not prevent them from shining [JE only].
If a burning creature is attacked, it burns with a probability (30 x regional difficulty)%and a duration (2 x regional difficulty) seconds. If you are equipped with a grenade with a nail in a burning state, you may burn a player who is attacking only with claw damage.
Undead [ ]
The zombies are undead, are damaged by the effects of Heal, recovered by the effects of Instant Damage, and are not affected by regeneration and poison. Wither does not attack zombies. SMITE spells work for zombies.
Picking up items [ ]
Some zombies choose mechanically collapsed objects. Mob's head and pumpkin sculptures are mechanically placed on the zombie head. The zombies are equipped with armor, weapons and tools with all probability. If a zombie encounters other similar items, there is an option to discard the previous item and select a new item:
- New items are considered armor or knife, but old items are not (for example, zombies use a knife as picking up and helmets for pumpkin sculptures).
- Both items are regarded as armor / sword, new items are more damaged than other items (reducing damage in armor and giving bigger damage in the case of swords).
- Both items are armor/ sword, and the damage is reduced/ distributed, but new items have NBT tags, they are not in old items, or new items are damaged or more damage than old items.
- Both items are snares, new items contain NBT tags, but old items are not included.
Mobs have been thrown in exchange for something. The probability of being picked up by players and mobs within 10 games (0, 5 seconds, delay) is low, but the probability of being picked up by the jumper is high.
The zombies that have the selected items do not describe even if you leave them alone.
In difficulty, zombies make it easier to select items.
Unlike the equipment that has been picked up naturally, killing a zombie does not increase skills.
Breaking doors [ ]
Up to 10 % of zombies (due to local complexity) knock the closed wooden door, and they can break them with hard (and hardcore) difficulty. If you are unpleasant, the door will break but will not break.
The zombie breaks the door and chooses a different path.
The zombie still breaks the door, if the door blocks the road. The zombie has a chance to break only the upper half of the door, that is, if the zombie is in front of the lower half of the door, there is no chance to break the door.
Reinforcements [ ]
This function is only Java version.In all difficulty levels, mob's zombies (including chaf, drowning, zombiebell [3]) are in the center of the attacked zombies in the range from 67 × 21 × 67 to 111 × 21 × 111 [n 1]. All zombies are attacked.
The difficulty of the hard zombie has any chance to generate additional zombies for the "help" that deals. Each zombie includes a statistical "chance to call reinforcements" within a 0-10 % range, and the "leader" zombie (0-5 % depending on the local complexity) is 50-75 % points. Receive the prize money. The zombie is damaged by a creature or when it is damaged when hovering it, the SPAVN space where up to 50 is located on the block (0 or ± 7-40 blocks along all three axes). The hard top is completed by increasing the selection, the degree of lighting contains zero, which does not include a player within the 7-block restriction, does not encounter creatures or blocks, and spell reinforcements on it. Is possible. As a collapsed zombie, for example, a fresh zombie warns infinite products of zombies in this methodology, effectively, "a chance to call reinforcements" to receive 5-percentage penalties on their indicators. Zombie-reinforcements can be noticed in a space where zombies may naturally occur, for example, mushroom fields, edges and internal organs [4], but other items, for example, red-knap dust and pressure plate are placed. There is no possibility that you will be noticed in the blocks you are.
These effects are that after deciding that zombies may have the minimum hit, for example, to use a loss from, for example, cactus or lav a-like environment, or to completely avoid them. You can convert it so that you do nothing. In other words, if zombie-moving is capable, there is a chance to produce reinforcements. Apart from this, if the DOMOBSPAWNNING game rule is set to False, reinforcements, including the difficulty level, are generally found.
The zombie leader spins a zombie image, and reinforcements appear with a 50-75 % chance. The possibility of a zombie leader appears with the appearance of regional difficulty, up to 5 %.
The zombie of the fortress is autonomous against the aggressive mob. They are still beautiful on the northwest corner of the specified block, and are not in the center of the block, as happened in the natural spa of mob. [5] The zombies generated as reinforcements may be the inhabitants of the zombies, but they may be children.
Becoming drowned [ ]
The rice hooked in the water turns into a zombie.
The zombie clogged in the water turns into a drowned man.
When the zombie head is sinked into water for 30 seconds, the zombie begins to turn into a drowned man. The zombie trembles as if healed and turned into a drowned man for 15 seconds. Once this process starts, the zombie will or will not come out of the water, but it will not be interrupted. At this time, the spell of "breathing" or the effect of "water breathing" does not affect this time.
Only the converted drowning person contains absolute happiness, including when it changes from a collapsed zombie.
When the zombie becomes a drowning person, the objects they have or wore are naturally generated from such a thing, including 100 % loss, regardless of whether they are selected or naturally occurring. The only ammunition is [become an orphan] falling with an absolute fortress.
Only ordinary zombies have the chance to freeze with the drowning people; there is no chance of turning the zombies in the village zombie. [6] However, if the shell is drowned, it becomes a zombie, and this zombie becomes a drowned person like a normal zombie.
The bad guys who have transformed into a zombie will definitely include good, including if the drowned bad guys are damaged.
Sounds [ ]
Java Edition: Zombies uses the sound category of enemy creatures for sound measures.
sound subtitle sauce explanation Source location Translation key volume Step Decay distance https: // minecraft. Fandom. Com/Wiki/File/File: Zombie_idle3. zombie Hostile creature Accidentally Entity Zombie Ambient Subtitle Entitity. Ambient 1.0 0. 8-1. 2 (Child: 1, 3-1. 7) 16 https: // minecraft. com/wiki/file: zombie_hit_wood1. Ogg https: // minecraft. Minecraft. Fan Dom/Wiki/File: Zombie_hit_wood3. The door shakes Hostile creature When zombies break the wooden door Entiti Zombie. TTACK_WOODEN_DOOR Subtitle. Entiti Zombie. Attack_ Wooden Door 2.0 0. 8-1. 2 16 https: // minecraft. com/wiki/file: zombie_hit_metal1. Ogg https: // minecraft. // Minecraft. Fandom. Com/Wiki/File: zombie_hit_metal3. OGG Block collapse [Sound 1 no Unused sound event [Sound 2] Entitity. Iron_door_attack Subtitle. Block Generic Break [Sound 1] no no no https: // minecraft. Fandom. com/wiki/file: zombie_breaks_door. Ogg door Hostile creature When zombies break the wooden door Entiti. Break_wooden_door Subtitle. Entiti. Break_wooden_door 2.0 0. 8-1. 2 16 https: // minecraft. com/wiki/file: zombie_convert_drowned1. Ogg https: // minecraft. Ned2. Ogg https: // Minecraft. Fandom. com/wiki/file: zombie_convert_to_Drowned3. OGG Transform into a man whose zombie drowned Hostile creature When a zombie turns into a man who drowned Sento. Zombie. Convert to a drowned person Subtitle. Entiti. Drowning 2.0 0. 8-1. 2 16 https: // minecraft. Fandom. com/wiki/file: zombie_death. Ogg Zombie dies Hostile creature When zombies die Essence. Zombie. Death Subtitles. Future. Zombie. Death 1.0 0. 8-1. 2 (Child: 1, 3-1. 7) 16 https: // minecraft. Fandom. com/wiki/file: zombie_hurt1. Ogg https: // minecraft. Fandom. com/wiki/file: zombie_hurt2. Ogg Zombie wound Hostile creature When the zombies are damaged Senthe. Zombie. Wounded Subtitles. Future. Zombies. 1.0 0. 8-1. 2 (Child: 1, 3-1. 7) 16 https: // minecraft. com/wiki/file: turtle_egg_jump1. Ogg https: // minecraft. com/wiki/file ecraft. Fandom. com/wiki/file: turtle_egg_jump3. ogg https: // minecraft. Fandom. com/wiki/file: turtle_egg_jump4. Ogg Turtle eggs that can be stepped on Hostile creature When a zombie jumps into the turtle egg Sendo. Zombie. Destroyed _ egg Subtitles. Future. Zombie. Destroy_ Eggs 0.5 0, 9-1, 1 16 https: // minecraft. Fandom. com/wiki/file: zombie_infect. Ogg The zombie is infected Hostile creature When zombies are infected with the villagers Sento. Zombie. Infection Subtitles. Future. Zombie. Infection 2.0 0. 8-1. 2 16 https: // minecraft. com/wiki/file: zombie_step1. Ogg https: // minecraft. Fandom. com/wiki/file Fandom. Com/Wiki/File: Zombie_step3. ogg https: // minecraft. Fandom. com/wiki/file: zombie_step4. Ogg https: // Minecraft. Fandom. com/wiki/file: zombie_step5. Ogg Step Hostile creature Zombie walks Entiti Zombie Step Subtitles. Block. General. Step 0, 15 1.0 16 - ↑ ABMC-226770
- ↑ "[M C-218122] Unused Sound Event: Entity. Zombie. Attack_iron_doo r-Jira" --Mojira, 8 MARCH 2021.
sound sauce explanation Source location volume Step https: // minecraft. Fandom. Com/Wiki/File/File: Zombie_idle3. Hostile creature Accidentally mafia. 1.0 0. 8-1. 2 (Child: 1, 3-1. 7) https: // minecraft. com/wiki/file: zombie_hit_wood1. Ogg https: // minecraft. Minecraft. Fan Dom/Wiki/File: Zombie_hit_wood3. Hostile creature When zombies break the wooden door Mob. 1.0 1.0 https: // minecraft. Fandom. com/wiki/file: zombie_breaks_door. Ogg Hostile creature When zombies break the wooden door Mob. Zombie. Wood Break 1.0 1.0 https: // minecraft. com/wiki/file: zombie_convert_drowned1. Ogg https: // minecraft. Ned2. Ogg https: // Minecraft. Fandom. com/wiki/file: zombie_convert_to_Drowned3. OGG Hostile creature Unused sound event [Sound 1]. Sento. Zombie. Convert to a drowned person 1.0 1.0 no no Unused sound event [Sound 1]. Mob. Zombie. Convert to brown 1. 0-2. 0 0. 3-1. 0 https: // minecraft. Fandom. com/wiki/file: zombie_death. Ogg Hostile creature When zombies die Mob. 1.0 0. 8-1. 2 (Child: 1, 3-1. 7) https: // minecraft. Fandom. com/wiki/file: zombie_hurt1. Ogg https: // minecraft. Fandom. com/wiki/file: zombie_hurt2. Ogg Hostile creature When the zombies are damaged Mob 1.0 0. 8-1. 2 (Child: 1, 3-1. 7) https: // minecraft. com/wiki/file: turtle_egg_jump1. Ogg https: // minecraft. com/wiki/file ecraft. Fandom. com/wiki/file: turtle_egg_jump3. ogg https: // minecraft. Fandom. com/wiki/file: turtle_egg_jump4. Ogg Player When a zombie jumps into the turtle egg value 0.5 0. 9-1. 0 https: // minecraft. com/wiki/file: zombie_step1. Ogg https: // minecraft. Fandom. com/wiki/file Fandom. Com/Wiki/File: Zombie_step3. ogg https: // minecraft. Fandom. com/wiki/file: zombie_step4. Ogg https: // Minecraft. Fandom. com/wiki/file: zombie_step5. Ogg Hostile creature Zombie walks Mob. 0, 45 1. 0 (child: 1. 5) Data values [ ]
ID [ ]
name identification Translation key zombie zombie Entiti. Minecraft. Zombie Villager
The zombie is a kind of zombie, and can be cured by making the village a simple tenant with the support of gold apples under the effect of helplessness.
Contents
- 1 spawn
- Two types
- 2. 1 Baby zombie
- 2. 2 Armed zombies-Ceria
- 2. 3 Options for farmers residents
- 3. 1 Ammunition formed naturally
- 3. 2 Skills
- 4. 1 Cure
- 4. 2 Java Edition Singularity
- 4. 3 Rock Edition Singularity
- 6. 1 Personal number
- 6. 2 Entity data
- 6. 2. 1 Zombie Village Tenant Image
- 6. 2. 2 Sierian Zombie Singularity
- 13. 1 Rendering
- 13. 1. 1 Halloween
Spawning [ ]
A mundane zombie therian with an enchanted steel knife.
When a group of simple spavna cycles spawns zombies, there is a 5% chance of spawning a group of zombie therians [bedrock edition only] or spawning the 1st zombie therian [Java Edition only].
If the image of zombies destroys the village tenants, it may actually transform into a village zombie-living aua.
Complexity chance easy 0% usually 50% Complexity 100% In Java Edition, the zombie-dweller in the village does not depot, if the player only swaps with him once until death, but with the difference from all other unchanging mobs, he is all the same aggressive mob count. If the zombie rivean chooses something, it remains unchanged, but is excluded from the mob count. In Bedrock Edition, all zombie-dwellers are unchanged.
In each basement, the needle can be seen as a zombie ciel (normal zombie ciel in Bedrock Edition [up to 1. 20. 30], cleric zombie in Java Edition [soon:Be Be:1. 20. 30]), along with the cleric. Because they turn into leather thanks to the workspace (cauldron). They still generate as part of the abandoned village. The zombie-therians generated in both structures do not descend naturally.
Variants [ ]
Baby zombies [ ]
All mobs, there is a chance to swap zombies on them.
Babu-zombies distinguish 5% of the combined zombie-divine spawners. Their gigantic heads contrast with normal babies. They behave like normal zombies, with the right differences, for example:
- They are 30% instead of normal zombies, but in this one, they have the same placed evidence, like normal zombies. This prepares the zombies less safe than their bigger siblings.
- The sound they make is higher than the adult zombie sound effects.
- In Java edition, zombie babies have a chance to be born disguised in a chicken coat.
- In Bedroc k-edition, 10% of generated zombie babies have a chance to freeze their asses off by riding on a mob if they want to wax tenants, players or golems. They have a chance to ride horses:
- Adult chicken
- Round waist Ocelot
- Cats on a round waist
- Round waist wolf
- Adult zombies
- Adult enchanter
- Adult Zombie
- Adult zombie s-pigs
- cattle
- Adult pig
- sheep
- Adult untrainless horse
- Adult unarmed donkey
- Unligible rubber for adults
- Adult horse skeleton
- Adult horse zombies
- Large group of flies
- Spider that was not generated as a mount jockey
- Cave spider that was not generated as a mount coat
- Panda
The child zombie occurs when the zombie kills the zombie, and the probability of infection is the same as a zombie. Although the child of the hozobi naturally occurs, the overall probability (5 % of the villagers x 5 % of the baby) is small, 0, 25 % (or 1-400) of the newly generated zombies.
Armed zombie villagers [ ]
Along with skeleton and ordinary zombies, some zombies can select the falling ones. These zombies automatically select and hold the encountered objects (excluding the lantern [Java version only], except mob's head and pumpkin are placed on the head), and the encountered armor, weapon and tools are used. do. Also, use all the encountered armor, weapons and tools:
- If the new item is armor or sword, and the old items are not (for example, zombie native people prefer a kirkum sword and a pumpkin helmet)
- Both items are armor or sword, and new items are more damaged (if armor will reduce damage, if the sword will do more damage)
- Both items are armor/ sword with the same decrease/ damage, but new items have NBT tags and do not have old items, or new items can get more damage than old items.
- Both items are arc, new items have NBT tags, but old items are not available.
Mobs have been thrown in exchange for something. The probability of being picked up by players and mobs within 10 games (0, 5 seconds, delay) is low, but the probability of being picked up by the jumper is high.
The armor worn by Celia zombies does not take damage in most damage sources, that is, "exhausted" like a player's armor. The zombie helms (not a pumpki n-like block) can be broken, and when zombies are exposed to sunlight, or when the water floor and other falling blocks fall into the head, it can be broken. The zombie-lever also has a natural armor display 2 (), which gives 1, 6-8 % of the damage from most sources.
Some of the zombie seren that can pick up things, some of them have such items, and such items may be magical. The probability is as follows. If the zombie book is born in a different armor, the armor is not compatible (that is, all parts are made of the same material).
The possibility that the dawn of zombies will be applied or selected with armor due to complexity
easy Fine heavy You can choose prey 0% 0% -55% [about 1] 6, 875%to 55%[Note 1 Armor 0% 0%to 15%[Note 1 1, 875%to 15%[Note 1 Enchant Armor [note 2 0% 0-50% [Note 1] 6, 25%-50%[Note 1 Weapons [Note 3 1% 1% 5% Enchant Weapon [note 2 0% 0% to 25% [Note 1] 3, 125% -25% [Note 1] Enchant the weapon. - ↑ ABCDEFGHI meaning based on regional difficulty.
- ↑ AB Enchantment is compatible with level 5 to 22 enchantments. Note 1
- ↑ 1 ⁄3Get a metal sword with the probability of.3Get a metal shovel with the probability of.
If you look at the zombies wearing armor, the probability of getting the armor is as follows:
There is a chance to get all kinds of armor at any difficulty level.
Armor Light and normal heavy helmet 100% 100% 75% 75% 90% 56, 25% 56, 25% 81% Set 42, 19% 72, 9% Probability made with specific materials
Power type type probability
Kind of armor chance leather 37, 06% gold 48, 73% chain 12, 90% iron 1, 27% diamond 0, 04% In Java Edition [Coming soon: BE 1. 20. 30], zombie villagers keep their personal biome and profession after reincarnating as a villager. They still keep their profession. Below is a table showing the variations and the workplaces required before zombification. Zombie villagers cannot work in block workspaces. In Bedrock Edition, zombie villagers do not reflect their profession, but after healing, they remain in the same profession as before zombification. They use the texture of the unemployed inhabitant of the corresponding biome.
Villager variants [ ]
Below is a table of all profession types and the workspace blocks required for each profession:
Profession
Workspace Block Biome Desert Jungle Plains Savannah Snow Swamp Taiga Unemployed [Note 1] Gunsmith N/A Blast Furnace Butcher Smoker Cartographer Drafting Mental Brewing Standards Farmer Punch Fisherman Loop Fletcher Gunner Tanner Boiler Librarian Teacher Bricklayer Mason Silly Shepherd N/A Lum Tool Shop Blacksmith Gunsmith Grindstone ↑ In Bedrock Edition [BE 1. 20. 30 and earlier], all naturally spawning zombie villagers use the unemployed texture. - Upon death, zombie villagers roll 0-2 rotten flesh. The maximum reset increases by 1 per loot, up to 0-5 for the third loot.
Drops [ ]
When killed by a player or tamed wolf, they also have a chance to drop a metal bar, carrot, or potato. The chance of dropping these items is 2. 5%, increasing by 1% with each loot level. The drop rate for individual items is decent:
(approximately 0. 83%)
- 1 ⁄120(Approximately 0, 83%)
- 7 ⁄600(Approximately 1, 17%)
- 9 ⁄60011 ⁄
- 11⁄600(1, 83%) At the time of looting III
Pumpkin Carving [about 1]
Naturally-spawned equipment [ ]
- Jack O'Fonner [Java Edition only] [Note 1]
- Iron Bidder
- Iron Knife
- Random Scale
- Zombie Seliants with 8, 5% ability are discarded with natural ammo (except Halloween pumpkins) and random fortresses. This chance increases by 1% each time they are plundered (11, 5% in Pillage III).
- ↑ AB Zombie Seliants Spawn only during Halloween with pumpkins and lanterns [Java Edition only].
- Adult zombie salt gives 5 skill, naturally occurring ammo gives an additional 1-3 skill. Baby zombies give 12 skill.
Experience [ ]
Basic Notes: Zombie § Behavior
Behavior [ ]
Zombie therians behave like normal zombies, but do not become drowned if submerged in water.In Java Edition, zombies transformed from villagers keep their profession and the clothes that buy them a torn appearance.
Zombie therians that spawn naturally (or from eggs) have a random profession, and that profession is not saved with healing afterwards; instead, they become unemployed and have a chance to gain a new profession if there is a block with a workspace nearby.
Zombie therians still have a chance to be noticed with the image of an unemployed or nitbit.
Curing [ ]
Zombie-Rivers (transform into ordinary residents) can be cured, and the effect of neutralization is first applied and can be used with support:
- Incavenous potion left by players, distributors, and sorceres.
- Of course, spawned zombie therians (or spawned with egg support) had a random profession and retained healing from it.
- However, feats are not blocked, and healing dwellers have a chance to gain a new profession if they are in a village with an easily accessible block of workspaces. Sombs have a chance to become unemployed, but not Nitvites (Zombie Nitvis are created by unemployed zombie skeletons). Babu zombies always remain unemployed.
- It is possible to cure a zombie-liver (turning them into a normal resident), allowing them to use the incapacitation effects first:
Incapacitation potions left by players, distributors and sorceresses.
Incapacitation clouds from Cryper [Java Edition only] and love potion explosions.
Incapacitation arrows.
Team/effects if cheats are integrated.
After this, use a golden zombie or liver with a golden apple (not enchantment) to recover. The zombies on the farm have begun to collapse, indicating that the healing process is actually ongoing. Apart from this, during the healing process, the helplessness is removed and turns into strength. After this, the internal setting timer starts and counts the continuous time until healing.
The time to start healing is counted in any unit between 2000 ticks (nominal, 100 seconds or 1m40c) in the rock version and 3600 to 6. 000 ticks (180 to 300 seconds, 3-5 minutes) in the Java version. Each TIC has a 1%probability, and the game actually finds healing accelerators. It is inspected each block in the end of the 9x9 × 9 cube, which has the center of the village of the village, for a rod or bed (both are in a separate direction). For each half (up to 14) discovered, a 30 % probability can reduce the circulation settings by one tic. In this way, although it is in the radius of the exposure, half of 14 birds and steel ingots will be an average of 4, 2 % reincarnation. [1]
Specific to Java Edition [ ]
- During the healing, the village zombie Riviere behaves like a normal zombie, but actually receives power (with power that does not depend on the value of complexity). Thus, Zombie Livier is not safer than other times during healing.
- When healing is completed, Zombie Livivien turns into a village resident and receives the effect of "nausea" for 10 seconds (does not affect the behavior of residents in the village). If he had what he picked up in his hand, this thing would be dropped (unless it was enchanted for the curse of the binding, he was killed in the village, even if the resident of the village was killed. It remains in the inventory, but does not walk and is not withdrawn). If the villager is a baby before reincarnation on the zombie, he will be the baby later. If anyone else trades with the player, he resumes the profession and transaction catalog. If he is unpleasant, he resumes his profession, but has the ability to replace it as soon as he finds the workspace block of other occupations.
Specific to Bedrock Edition [ ]
- A newly healing village resident will be discounted with his healing player if he has a special skill before becoming a zombie. This bonus is constant. If the residents of the village are treated more than once, the bonuses will increase and will continue to reach the minimum number of emeralds. The residents of the nearby village with healing residents also have this effect, but the bonus is the minimum.
- Zombie villagers in the transformation do not disappear even if the player leaves, but disappears when the difficulty is changed in peace, like other monsters.
- If a zombie villager is seen as a nichit, or if it is a nichit before reincarnation as a zombie villager, it will remain Nichit even if it is cured.
- After healing the villagers, spread a small positive rumor in the village's rumor system.
Sounds [ ]
Former Nichitz Mombie becomes an unemployed villager and has a chance to get a profession after healing.
sound subtitle sauce explanation Source location Translation key volume Step Decay distance Translation key volume Hostile creature Accidentally https: // minecraft. com/wiki/file: zombie_villager_idle1. Ogg https: // minecraft. Fandom. com/wiki/file: zombie_villager_idle2. https: // minecraft. Fandom. com/wiki/file: zombie_villager_idle3. OGG Zombie villagers' overwhelming voice 1.0 A hostile creature 16 https: // minecraft. com/wiki/file: zombie_hit_wood1. Ogg https: // minecraft. Minecraft. Fan Dom/Wiki/File: Zombie_hit_wood3. The door shakes Hostile creature 0, 8-1, 2 (Child: 1, 8-2, 2) Entiti Zombie. TTACK_WOODEN_DOOR Subtitle. Entiti Zombie. Attack_ Wooden Door 2.0 0. 8-1. 2 16 https: // minecraft. com/wiki/file: zombie_hit_metal1. Ogg https: // minecraft. // Minecraft. Fandom. Com/Wiki/File: zombie_hit_metal3. OGG Block collapse [Sound 1 no Unused sound event [Sound 2] Entitity. Iron_door_attack Subtitle. Block Generic Break [Sound 1] no no no https: // minecraft. Fandom. com/wiki/file: zombie_breaks_door. Ogg door Hostile creature no Entiti. Break_wooden_door Subtitle. Entiti. Break_wooden_door 2.0 0. 8-1. 2 16 When zombies break the wooden door Entitity. Destroy the wooden door Hostile creature 0. 8-1. 2 https: // minecraft. Fandom. com/wiki/file: zombie_remedy. Ogg Zombie's Celia's cry 1. 0-2. 0 0. 3-1. 0 16 Entitity. Zombie_villager. Treatment Subtitle. Zombie_ Villager. Cure Hostile creature 0. 3-1. 0 https: // minecraft. Fandom. com/wiki/file: zombie_unfect. Ogg Zombie poisonous snake voice 2.0 0. 8-1. 2 16 Коathда зом --............................................................... Entity. Zombie_villager. Converted Hostile creature 0. 8-1. 2 https: // minecraft. Fandom. com/wiki/file: zombie_villager_death. Ogg Zombie dies 1.0 A hostile creature 16 When zombies die Entiti. Zombie_villager. Hostile creature 0. 8-1. 2 (Child: 1, 8-2. 2) https://minecraft. fandom. com/wiki/file:zombie_villager_hurt1. ogg https://minecraft. fandom. com/wiki/file:zombie_villager_hurt2. ogg Zombie consumers are damaged 1.0 A hostile creature 16 https: // minecraft. com/wiki/file: turtle_egg_jump1. Ogg https: // minecraft. com/wiki/file ecraft. Fandom. com/wiki/file: turtle_egg_jump3. ogg https: // minecraft. Fandom. com/wiki/file: turtle_egg_jump4. Ogg Turtle eggs that can be stepped on Hostile creature 0. 8-1. 2 (Child: 1, 8-2. 2) Sendo. Zombie. Destroyed _ egg Subtitles. Future. Zombie. Destroy_ Eggs 0.5 0, 9-1, 1 16 https: // minecraft. com/wiki/file: zombie_step1. Ogg https: // minecraft. Fandom. com/wiki/file Fandom. Com/Wiki/File: Zombie_step3. ogg https: // minecraft. Fandom. com/wiki/file: zombie_step4. Ogg https: // Minecraft. Fandom. com/wiki/file: zombie_step5. Ogg Step Hostile creature 0. 9-1. 1 https: // minecraft. com/wiki/file: zombie_step1. Ogg https: // minecraft. Fandom. com/wiki/file Fandom. Com/Wi Ki/File: Zombie_step3 . Step 0, 15 1.0 16 sound sauce explanation Source location volume Step Translation key Hostile creature Accidentally tone 1.0 0. 8-1. 2 (Child: 1, 3-1. 7) https: // minecraft. com/wiki/file: zombie_hit_wood1. Ogg https: // minecraft. Minecraft. Fan Dom/Wiki/File: Zombie_hit_wood3. Hostile creature 0, 8-1, 2 (Child: 1, 8-2, 2) Mob. 1.0 1.0 https: // minecraft. Fandom. com/wiki/file: zombie_breaks_door. Ogg Hostile creature no Mob. Zombie. Wood Break 1.0 1.0 When zombies break the wooden door Hostile creature 0. 8-1. 2 mob . zombie . wood 1. 0-2. 0 0. 3-1. 0 Entitity. Zombie_villager. Treatment Hostile creature 0. 3-1. 0 0, 3-1, 0 1. 0-2. 0 0. 3-1. 0 Коathда зом --............................................................... Hostile creature 0. 8-1. 2 0, 3-1, 0 1.0 0. 8-1. 2 (Child: 1, 3-1. 7) When zombies die Hostile creature 0. 8-1. 2 (Child: 1, 8-2. 2) 0, 8-1, 2 (children: 1, 3-1, 7) 1.0 0. 8-1. 2 (Child: 1, 3-1. 7) https: // minecraft. com/wiki/file: zombie_step1. Ogg https: // minecraft. Fandom. com/wiki/file Fandom. Com/Wiki/File: Zombie_step3. ogg https: // minecraft. Fandom. com/wiki/file: zombie_step4. Ogg https: // Minecraft. Fandom. com/wiki/file: zombie_step5. Ogg Hostile creature 0. 9-1. 1 Mob. 0, 45 1. 0 (child: 1. 5) Data values [ ]
ID [ ]
name identification Translation key 1, 0 (child: 1, 5) Name Identification name identification Zombie Villager Translation key Name Name 44 Numeric Identifier Translation Key Zombie Villager (old) 116 Zombie Villager Entity data [ ]
Zombie Villager Name
Zombie Villager (new)- Zombie Villager
- Entity, zombie_villager_v2. name
- These entities related to zombie villagers contain different properties.
- Main Article Entity Format
- Entity Data
- Tags that apply to all entities
- Tags that apply to all mobs
Zombie villager type
Tags that apply to all villagersZombie villager profession
Tags that apply to all zombiesAchievements [ ]
Conversion Time: -1 if not reverted to villager, positive number of ticks until reverted to villager. Regeneration effect is similar to this. ConversionPlayer: UUID of player who started zombie treatment stored as 4 ints. Main Article Zombie Villager/DV Main Article Zombie Villager/DV2 Icon Achievement Game Description Actual Conditions (if different) Game Time Earned Trof a-Image- (PS4) PS4 others Monster Bolantia Attack and defeat the monster. Defeat the aggressive mob, or the right neutral mob (endman, kegin, zombie gagin, spider, cave spider). 15 g bronze gold Advancements [ ]
Conversion Time: -1 if not reverted to villager, positive number of ticks until reverted to villager. Regeneration effect is similar to this. Zombie-Throw a neutral potion to the farmer and give a golden apple (stand on a zombie, hold the golden apple in your hand and press the "use" button). Main Article Zombie Villager/DV gold Main Article Zombie Villager/DV2 Promotion Attack and defeat the monster. parent Actual request (if different) Resource location Zombieideter Release and treat residents I need to dig into — Use a golden apple for zombies-Ciel for a "weakening" effect. If Zombie-Ciel reincarnates into a village tenant, promotion is obtained. In this IRG E-MULTIPLAYER, only the players who eat Golden Apple are promoted. Healed_zombie_villager Game Time Earned Adventure, research, battle Kill all creatures or at least killed by all creatures. Adventure/ Route Video [ ]
Apply for monstersHistory [ ]
Kill all aggressive monsters adventure Kill the first one of the data 34 mob Note: Zombie-Rivers-the Village has a new texture and sound, like a village or a loot. Java version 1. 4. 2 12W32A Added zombie-Celia. Added zombies. The 5 % of the generated zombies are the native of the zombie-Celia, and the rural indigenous people are now sick when they kill zombies. When you are infected with a farmer's child, you have a simple zombie child and you are not old. Zombie-Seri-indigenous people are unlikely to be cured if they apply to the golden apple due to the impact of a neutralized drug. 12W34A Carrots and potatoes have fallen with two new Rairdro p-Zombie Cerian. 12W34B Zombie residents have now selected uniforms with falling items and have all opportunities. [twenty three] 1.5 When killing the zombie-cells, I started throwing what I had in my hand. Zombie-Lever has all the opportunities to delete any hardships under sunlight if they are wearing helmets and pumpkins. [4] 12W37A With Halloween-zombies wearing pumpkins and lanterns, they came to be seen with any probability. 13W03A When the zombie burned the player and caused a storm, it began to attack with any probability. Zombie Selans has a close circle (the radius depends on complexity) to attack the player, and has all the opportunities to call other zombies, and the zombies are approaching SLEAN and the next zombie is the next zombie. It will do damage. If you have less physical strength, the damage will be larger. 1. 6. 1 13W17A After being damaged, zombi e-cone began to increase zombies with a low probability. 13W21A Damage due to zombie structures increases when welfare is reduced. 13W23B The mechanism of the AI of the zombie village has been changed. Zombie Village has a chance to identify players at a distance of up to 40 blocks. 1. 6. 2 On Zombie babies have come to be seen in ordinary residents. The number of zombie babies has become comparable to the number of zombies. 1. 7. 2 13W36A 1.8 Zombie babies have dropped their loot and skills. 1. 7. 4 13W49A Zombie Village Chicken Jockey has been adde d-The rare version of the child zombie village. 14W11A The zombie villagers have escaped from plants that are likely to explode. 14W30A 1.9 When the loaded creeper was killed, the zombie head began to fall from the zombie village. 1. 8. 1 for1 The zombie in the village did not escape even after climbing a explosive plant. 15W32A If the zombie mob's head is mounted on the player, the zombiezombie detection range has been reduced by half. 15W33C The detection range of zombie villagers by the player wearing a zombie head has been adjusted to 37, 5 % of the usual. 15W34A Zombie Hillbilly has now had attack animations similar to survival tests, even if they do not have weapons. 15W35A Zombie villagers have protected their profession and worn out clothes. Before this version, the body texture of the zombie villagers was the same texture as simple zombies and Steve corpses. Children's zombie villagers have begun to protect their occupations and dressed clothes. Added a new tag VillagerProfession to define the occupation and the profession of zombie villagers. 15W36A The discovery range of zombie villagers by the player wearing zombie heads has once again reached 50 %. 15W43A It is now possible to find the zombie priest in an underground cage. The zombie villagers have escaped from plants that are likely to explode. 16W20A For example, a "general" zombie villager in greenish clothes has been deleted because the new ZombieEtype tag does not allow the occupation of the invalid villagers. Zombie villagers are now available in abandoned villages. for1 Zombie villagers are more likely to ignite tasks while they are burning, and the duration of the effect has relyed on wet regional difficulties. Even if zombie farmers appeared in the abandoned village, they no longer describe. 1. 11 16W32A Added eggs that spawn zombie villagers. The zombie entity ID has been changed to zombies, Zombie_villager, and shell. ZombieEtype tags and ISVILLAGER tags have been deleted, and Profession tags for Zombie_villager have been added. Set the "occupation" tag to 5, and villagers in green clothes have appeared. Zombie villagers in the game have been changed to "zombie villagers" instead of "zombies". Zombie villagers stopped dropping zombie heads even if they were killed by the charged creeper. The zombie villagers are no longer visible from the zombie spor. [5] 16W32B A joint zombie village has been added. 16W39A A personal sound has been added to the zombie villagers. 1. 12 17W14A Added a tag of Conversion PlayerLeast and Conversion Playermost so that zombie villagers apply trigger minecraft: cured_zombie_villager to increase values. 1. 13 18W07A The zombie villagers intentionally stepped on turtles and attacked turtles. 18W10D The baby zombie has begun to sunburn.
1. 14
18W50A
Issues [ ]
Zombie villagers have seen fresh skin that suits the biome and occupation.
Trivia [ ]
- For this biome, a resident of the zombie desert with an original texture has been added. These zombie villagers can still be viewed on Badlands biome. Added a tropical lo w-wood zombie villager with an original texture for this biome. There is no village in the tropical trees, but as a result, these zombie villagers are noted only after the player has won the village in the tropical shrine. Added zombie residents of the plain with this original texture for biome. He has added a zombie resident of the Savanna and has the original biom's original texture. Added snow zombie villagers with original textures to snow biome. These zombie villagers are spawned on all snow biomes, spreading on frozen rivers, frozen seas (and their variations), and snow beaches. Added zombie villagers in the swamp with this original texture for biome. However, there is no village in the swamp, so this zombie villager is noted only after the player creates a village in the swamp. Added Taiga zombie villagers with this original texture for biome. These zombie residents can also see them on Taiga and mountain biomes with large trees. Zombie residents have been added to the desert, tropical rainforest, plains, savanna, snowfall, swamps, and Taiga biomes. However, there are no villages in the tropical shrubs and swamps, so the residents of these zombies only notice after the player creates a village in these biomes.
- Added desert zombies, with the original texture for this biome. These zombie-therians also spawn in the badlands biome. Added tropical shrub zombies, with the original texture for this biome. Tropical scrub zombies do not have villages, but these zombie-therians are only noted because players build villages in tropical scrub. Added zombie river plain, with the original texture for this biome. Added savanna zombies, with the original texture for this biome. Added snow zombies. These zombie slates spawn in all snowy biomes, and cover frozen rivers, frozen oceans (and their varieties), and snowy beaches. Added swamp zombie slates, with the original texture for this biome. However, swamps do not have villages, so as a result these zombie-therians are only noted because players build villages in swamps. Added taiga zombies, with the original texture for this biome. These zombies can be found in taiga biomes and in mountains with large trees. In the desert biomes, Tropical Shrub, Plains, Savanna, Snowy, Swamp, and Taiga have been added. Tropical Thicket and Swamp do not have villages, but as a result, these Zombie Rivers are only noticed when the player gets a village in these biomes.
- Added desert zombies, with the original texture for this biome. These Zombie-Therians also spawn in the Badlands biome.
- Added Tropical Shrub Zombies, with the original texture for this biome. Tropical Thicket does not contain villages, but as a result, these Zombie-Therians are only noticed when the player gets a village in Tropical Thicket.
- Added Zombie-Rivers Plains, with the original texture for this biome.