Zombie: Difference between revisions
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== Trivia == |
== Trivia == |
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* The rarest mob {{in|bedrock|lc=y}} is a baby zombie riding a brown [[panda]], which has a 2.88×10<sup>−13</sup> chance (one in 3.47<span style="text-decoration:overline">2</span> trillion) of spawning. |
* The rarest mob {{in|bedrock|lc=y}} is a baby zombie riding a brown [[panda]], which has a 2.88×10<sup>−13</sup> chance (one in 3.47<span style="text-decoration:overline">2</span> trillion) of spawning. |
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*Zombies have more mob variants than any other mob. |
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*If wearing a helmet, Zombies will not burn in sunlight. |
*If wearing a helmet, Zombies will not burn in sunlight. |
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Revision as of 22:19, 12 February 2019
Health points |
20HP × 10 |
---|---|
Armor points |
2 ( ) |
Attack strength |
Easy: 2HP |
Hitbox size |
Adult: |
Spawn |
See Spawning |
Natural equipment |
|
{ "title": "Zombie", "rows": [ { "field": "20<span class=\"hidden-alt-text\">HP</span><span class=\"nowrap mc-hearts\"><span class=\"iconbar pixel-image nowrap\" style=\"--icon-offset:-1px;\" title=\"1 heart\">(link to File:Heart (icon).png article, displayed as 9px|link=|alt=♥)</span> × 10</span>", "label": "(link to Health article, displayed as Health points)" }, { "field": "2 (<span class=\"iconbar pixel-image nowrap\" style=\"--icon-offset:-1px;\" title=\"1 armor point\">(link to File:Armor (icon).png article, displayed as 9px|link=|alt=🛡)</span>)", "label": "(link to Armor article, displayed as Armor points)" }, { "field": "Easy: 2<span class=\"hidden-alt-text\">HP</span><span class=\"nowrap mc-hearts\"><span class=\"iconbar pixel-image nowrap\" style=\"--icon-offset:-1px;\" title=\"1 heart\">(link to File:Heart (icon).png article, displayed as 9px|link=|alt=♥)</span></span><br>Normal: 3<span class=\"hidden-alt-text\">HP</span><span class=\"nowrap mc-hearts\"><span class=\"iconbar pixel-image nowrap\" style=\"--icon-offset:-1px;\" title=\"1.5 hearts\">(link to File:Heart (icon).png article, displayed as 9px|link=|alt=♥)(link to File:Half Heart (icon).png article, displayed as 9px|link=|alt=♥)</span></span><br>Hard: 4<span class=\"hidden-alt-text\">HP</span><span class=\"nowrap mc-hearts\"><span class=\"iconbar pixel-image nowrap\" style=\"--icon-offset:-1px;\" title=\"2 hearts\">(link to File:Heart (icon).png article, displayed as 9px|link=|alt=♥)(link to File:Heart (icon).png article, displayed as 9px|link=|alt=♥)</span></span>", "label": "Attack<br/>strength" }, { "field": "'''Adult:'''<br>Height: 1.95 Blocks<br>Width: 0.6 Blocks</br>\n'''Baby:'''<br>Height: 0.975 Blocks<br>Width: 0.3 Blocks", "label": "(link to Hitbox article, displayed as Hitbox size)" }, { "field": "See (link to #Spawning article, displayed as Spawning)", "label": "(link to Mob spawning article, displayed as Spawn)" }, { "field": "(values exceeds 1000 characters...)", "label": "(link to Drops#Equipped items article, displayed as Natural<br/>equipment)" } ], "invimages": [ "Zombie Spawn Egg" ], "images": [ "Zombie.png", "Baby Zombie.png" ] }
Zombies are common undead humanoid hostile mobs.
Spawning
Naturally
In the Overworld, zombies spawn in groups of 4 at a light level of 7 or less. In desert biomes, all zombies exposed to the sky will have an 80% chance to be replaced by husks, a zombie variant. Zombies that are not husks have a 5% chance to spawn as a zombie villager while all zombie variants also have a 5% chance to spawn as a baby zombie type. Baby zombies have an additional 5% chance of spawning as a chicken jockey.
A normal zombie can spawn when a husk drowns in water.
Sieges
If a player is in a village with at least 10 doors and 20 villagers at midnight, up to 20 zombies may be spawned near the edge of the village regardless of light level or transparent blocks. It can happen in any biome, even if it is Mushroom Island. Zombies spawned as a part of a siege will always be normal zombies; zombie villagers or husks will never spawn as a part of a siege.
Monster spawners
Zombies can spawn from monster spawners inside dungeons.
Variants
Baby zombies

Baby zombies make up 5% of zombie spawns. They behave similar to regular zombies, with the following oddities:
- They are 30% faster than the normal zombies, yet they have the same HP as normal zombies. This makes the baby zombies more dangerous than their bigger counterparts.
- The noises they make are higher-pitched than normal zombie sound effects.
- in Bedrock and Legacy Console editions, they can ride:
- Cows
- Ocelots and Cats (LCE)
- Wolves
- Mooshrooms
- Adult chickens
- Pigs
- Pandas
- Sheep
- Polar bears
- Horses
- Donkeys
- Mules
- Zombie horses (unused jockey variant)
- Skeleton horses
- Llamas
- Adult zombies
- Adult zombie villagers
- Adult zombie pigmen
- Adult husk
- Adult drowned
- Spiders
- Cave spiders:
- Will use the baby zombie speed instead of the mob speed.
- If a baby zombie is riding a mob that is also rideable by a player, that mob will no longer be rideable by a player.
- A baby zombie has a 15% chance to become a jockey when it tries attacking a villager, player, or golem.
- Baby zombie villagers will turn into baby villagers if cured.
- Worn armor shrinks to fit their body size.
- They are able to fit through 1×1 block gaps.
- They give 12 experience points when killed by the player or a tamed wolf instead of 5.
- Unlike all other baby mobs in the game, they will stay as babies indefinitely, and never grow into "adult" zombies.
- They have a decreased hitbox size.
- Prior to Update Aquatic, they did not burn in daylight.
Armed zombies

Along with skeletons, some zombies are capable of picking up dropped items. These zombies will automatically hold any item they come across (except that jack o'lanterns[Java Edition only], mob heads, and pumpkins will be worn on their heads), but if those items happen to be armor, weapons or tools, the zombie will use them. If they encounter another similar item, they will pick it up and drop their previous item:
- if the new item is armor or a sword and the old item was not (for example, zombies prefer swords to pickaxes, and helmets to pumpkins),
- if both items are armor/swords and the new item is better damage-wise (reduces more damage for armor, or inflicts more damage for swords),
- if both items are armor/swords with the same damage reduction/infliction, the new item has NBT tags while the old does not or the new item is more damaged than the old item, or
- if both items are bows and the new item has NBT tags while the old does not.
Items dropped by mobs in exchange for another cannot be picked up by players or mobs for 10 game ticks (0.5 seconds, barring lag), but can be picked up by hoppers.

Armor worn by zombies is not damaged from most damage sources, which means it cannot "wear out" the way player armor does. Helmets (not blocks like pumpkins) on zombies can wear away and break if the zombie is exposed to daylight or has an anvil or other falling block dropped on its head. Zombies also have a natural armor rating of 2 (Java Edition only]/8%[Bedrock Edition only] damage reduction from most sources.
), which gives 1.6 - 4%[Some zombies which can pick up items spawn already in possession of such items, and those items may also be enchanted. The chances of that event are listed below. Zombie villagers can also spawn naturally with armor, weapons or tools. If a zombie spawns wearing multiple pieces of armor, the armor will never be mismatched (i.e. all pieces will be made of the same material).
Easy | Normal | Hard | |
---|---|---|---|
Can Pick Up Loot | 0% | 0%-55%[note 1] | 6.875%-55%[note 1] |
Armor | 0% | 0%-15%[note 1] | 1.875%-15%[note 1] |
Armor Enchantment[note 2] | 0% | 0-50%[note 1] | 6.25%-50%[note 1] |
Weapon[note 3] | 1% | 1% | 5% |
Weapon Enchantment[note 2] | 0% | 0%-25%[note 1] | 3.125%-25%[note 1] |
- ↑ Jump up to: a b c d e f g h i Value is based on the regional difficulty.
- ↑ Jump up to: a b Enchantment is the same as on an enchantment table at level 5–22.[note 1]
- ↑ 1⁄3 chance of an iron sword, 2⁄3 chance of an iron shovel
If a zombie does spawn with armor, the chances of specific armor are as follows:
Armor | Easy & Normal | Hard |
---|---|---|
Helmet | 100% | 100% |
Helmet & Chestplate | 75% | 90% |
Helmet & Chestplate & Leggings | 56.25% | 81% |
Full set | 42.19% | 72.9% |
The chances of it being of a particular material are:
Armor Type | Chance |
---|---|
Leather | 37.06% |
Gold | 48.73% |
Chain | 12.90% |
Iron | 1.27% |
Diamond | 0.04% |
Any zombie that spawns with equipment (picked-up items don't count) will give 1–3 extra experience points per item.
Drops
When they die, zombies drop:
- 0–2
Rotten Flesh.
- Iron ingots, carrots and potatoes (0.8% chance each, 1.2% chance with Looting I, 1.5% chance with Looting II and 1.8% chance with Looting III).
- A
Zombie Head if it is killed by a charged creeper.
- Any picked-up equipment has 100% chance of dropping and will drop with the same damage level it had when picked up.
Naturally-spawned equipment
Pumpkin [note 1]
Jack o'Lantern[Java Edition only][note 1]
Iron Shovel
Iron Sword
Random Armor
- Zombies have an 8.5% chance of dropping their naturally-spawned equipment, and will drop it with a random durability. Each level of Looting will increase the chance 1 percentage point (11.5 % with Looting III).
A zombie has a 0.04% chance to spawn with diamond armor and a 0.02% chance to spawn as a diamond armored baby zombie chicken jockey.
- ↑ Jump up to: a b Zombies, zombie villagers and husks spawn only with pumpkins and jack o'lanterns[Java Edition only] in Halloween.
Experience
Adult zombies will drop 5 experience and an additional 1–3 experience per naturally-spawned equipment. Baby zombies will drop 12 experience.
Halloween
If a zombie wearing a pumpkin or jack o'lantern[Java Edition only] is killed using a weapon 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 of a drop.
Behavior
Attacking the player

Zombies spawn in groups of 4 and will pursue the player on sight from 40 blocks away, as opposed to 16 blocks in other hostile mobs. The detection range of zombies is reduced to half of their normal range (20 blocks) when the player is wearing a zombie mob head.[Java Edition only] Zombies will periodically make groaning sounds, which can be heard up to 16 blocks away. Zombies will attempt to avoid obstacles, including sheer cliffs and lava, and will try to find the shortest path towards the player.[1] Unlike skeletons, zombies do not try to avoid being hit, and continue to pursue the player even when being attacked. Zombies can sometimes deal damage through a closed door, as shown in the picture to the right. Zombies will sink in water, which facilitates their transformation into drowned.
Burning under daylight
At dawn, generally when the sun is 15 degrees or more above the ground (that is, when the moon can no longer be seen), most zombies will catch fire and burn once exposed to direct sunlight. They won't burn if they're:
- in a sufficiently shaded area: a sunlight level of 11 or less;
- in water;
- or wearing head armor (but the armor will take damage).
Zombies may make some attempt to seek out shade during the day, or enter bodies of water to protect themselves from burning up, but will exit protective areas to chase a nearby player or villager.
If they attack an entity while burning, they may set it on fire, with a (30 × regional difficulty)% chance, and with a 2 × floor (regional difficulty) second duration. If wearing armor enchanted with Thorns while burning they may set players attacking them on fire with thorns damage alone.
Undead
Zombies are undead mobs, harmed by the status effect Healing, healed by the status effect Harming and are unaffected by Regeneration and Poison. The Wither will not attack Zombies. Zombies are affected by the Smite Enchantment.
Picking up items
A zombie holding an item it picked up will not despawn when left alone. On easy mode, zombies have a 1% chance of picking up an item. On normal mode, zombies have a 7% chance and on hard, they have a 20% chance.
Attacking villagers

Zombies will attack villagers within 42 blocks, and they can always see villagers through walls. Once a zombie has focused on a villager, the zombie will ignore any other villagers and the player, until its target is dead or the zombie is attacked.
Attacking wandering traders
Zombies will attack wandering traders within 35 blocks, and can see traders through walls. The zombie will focus solely on the trader unless it's attacked, or either it or the target is killed or moved out of range.
Breaking doors
Up to 14.5% of zombies (depending on regional difficulty) in pursuit of a target can bang on closed wooden doors, and on Hard (and Hardcore) difficulty can succeed in breaking them down. Otherwise, the door will crack, but not break. Iron doors are always safe.
Attacking iron golems
Zombies will attack iron golems within 42 blocks. Iron golems and snow golems will attack zombies without provocation.
Reinforcements
On all difficulty levels, damaged zombies will also call all other zombies within a 67×67×21 to 111×111×21 area[n 1] centered on the attacked zombie to target the attacking player, like zombie pigmen.
On Hard difficulty, zombies can spawn additional zombies to “help” when damaged. Each zombie has a "likeliness to call reinforcements" statistic which ranges from 0–10%, and "leader" zombies (0–5% depending on regional difficulty) get a bonus of 50–75 percentage points to the stat. When the zombie is damaged by an entity or is damaged while targeting an entity, up to 50 attempts will be made to randomly choose a spawn location (0 or ±7–40 blocks away in all three axes) that is above a block with a solid top surface, has light level 9 or lower, has no players within 7 blocks, and has no colliding entities or blocks at which to spawn the reinforcement. Both the damaged zombie and the new zombie will have a 5 percentage point penalty to their "likeliness to call reinforcement" stat, preventing infinite zombies from spawning this way.
These effects can be negated by killing the zombie in as few hits as possible, by using environmental damage such as cactus or lava, or by avoiding them completely.
Attacking turtles
Zombies will attack baby turtles and actively seek out and destroy turtle eggs, by jumping on them until they crack and break.
Becoming drowned
If a zombie is in water, and not in a boat, for 30 seconds it will begin converting into a drowned. The zombie will start to shake, similar to a zombie villager being cured, and after 15 seconds the zombie will be converted to a drowned. Once this process starts, it cannot be stopped.
If the zombie is holding or wearing any items, the converted drowned will keep those items. In Bedrock Edition, an empty-handed zombie converted to drowned has a small chance of holding a nautilus shell or a trident after conversion.
Only normal zombies can become drowned, zombie villagers and husks cannot be converted.[2] Husks however will convert into zombies if underwater, and then convert into a drowned some time later like a normal zombie does.
Data values
Zombies have entity data associated with them that contain various properties of the mob. Their entity ID is zombie
.
- [NBT Compound / JSON Object] Entity data
- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
- Tags common to all zombies see Template:Nbt inherit/zombie/template
Achievements
[hide] | |||||||
---|---|---|---|---|---|---|---|
Icon | Achievement | In-game description | Actual requirements (if different) | Gamerscore earned | Trophy type (PS) | ||
PS4 | Other | ||||||
![]() | ![]() | Monster Hunter | Attack and destroy a monster. | Kill a hostile mob or one of the following neutral mobs: an enderman, a piglin, a zombified piglin, a spider, or a cave spider. | 15 | Bronze |
Advancements
Video
History
[hide]classic | |||||||
---|---|---|---|---|---|---|---|
August 14, 2009 | Teased zombies.
{"type": "classic", "version": "August 14, 2009", "exp": "", "snap": "", "content": "Teased zombies."} | ||||||
0.24_SURVIVAL_TEST | ![]() {"type": "classic", "version": "0.24_SURVIVAL_TEST", "exp": "", "snap": "", "content": "(link to File:Zombie.png article, displayed as 50px) Added zombies. They are the second mob to be added to ''Minecraft''. They can run as fast as the (link to player article, displayed as player). Zombies will occasionally appear wearing (link to armor article, displayed as armor), but this has no protective effect on their (link to health article, displayed as health). When killed, zombies will give 80 points each to the (link to player article, displayed as player), but they will not drop their armor. They also have arm swinging animations when they attack."} | ||||||
[hide]indev | |||||||
0.31 | Zombies' armor has been removed, as well as their arm swinging attack animations.
{"type": "indev", "version": "0.31", "exp": "", "snap": "", "content": "Zombies' (link to armor article, displayed as armor) has been removed, as well as their arm swinging attack animations."} | ||||||
February 14, 2010, 1 | Zombies will now catch on fire when exposed to sunlight.
{"type": "indev", "version": "(February 14, 2010, 1)", "exp": "", "snap": "", "content": "Zombies will now catch on (link to fire article, displayed as fire) when exposed to sunlight."} | ||||||
February 18, 2010 | The chances of zombies catching on fire in sunlight have been tweaked.
{"type": "indev", "version": "(February 18, 2010)", "exp": "", "snap": "", "content": "The chances of zombies catching on fire in sunlight have been tweaked."} | ||||||
Zombies will now only burn when the sunlight level is greater than 7, and not due to torches at night[verify].
{"type": "indev", "version": "(February 18, 2010)", "exp": "", "snap": "", "content": "Zombies will now only burn when the sunlight level is greater than 7, and not due to (link to torch article, displayed as torches) at night<sup class=\"noprint nowrap Inline-Template \" title=\"\">[<i>[https://minecraft.wiki/w/Talk:Zombie <span title=\"There was a code change to check what seems to be the world sunlight level, but I haven't actually verified in game. The game checked whether it was exposed to sunlight, and the entity's current light level, though. \" style=\"border-bottom: 1px dotted\">verify</span>]</i>]</sup>(link to Category:Verify article, displayed as Category:Verify)."} | |||||||
February 19, 2010 | Zombies will now drop 0–2 feathers upon death. Before chickens were added in Minecraft, Notch confessed[4] that he made zombies drop feathers because he had no idea what they should have dropped when killed.
{"type": "indev", "version": "(February 19, 2010)", "exp": "", "snap": "", "content": "Zombies will now drop 0–2 (link to feather article, displayed as feathers) upon death. Before (link to chicken article, displayed as chickens) were added in ''Minecraft'', (link to Notch article, displayed as Notch) confessed that he made zombies drop feathers because he had no idea what they should have dropped when killed."} | ||||||
[hide]beta | |||||||
1.8 | Zombies will now drop rotten flesh instead of feathers.
{"type": "beta", "version": "1.8", "exp": "", "snap": "", "content": "Zombies will now drop (link to rotten flesh article, displayed as rotten flesh) instead of (link to feather article, displayed as feathers)."} | ||||||
[hide]Java Edition | |||||||
1.0.0 | Zombies can now be harmed by splash potions of healing, and healed by splash potions of harming.
{"type": "java", "version": "1.0.0", "exp": "", "snap": "", "content": "Zombies can now be harmed by (link to splash potion article, displayed as splash potions) of healing, and healed by splash potions of harming."} | ||||||
Zombies have now become immune to poison and regeneration.
{"type": "java", "version": "1.0.0", "exp": "", "snap": "", "content": "Zombies have now become immune to poison and regeneration."} | |||||||
1.2.1 | The zombies' AI has been improved, giving them a much better sense of direction when pursuing the player, allowing them to navigate obstacles, and even small mazes if constructed, to get to the player.
{"type": "java", "version": "1.2.1", "exp": "", "snap": "", "content": "The zombies' AI has been improved, giving them a much better sense of direction when pursuing the (link to player article, displayed as player), allowing them to navigate obstacles, and even small mazes if constructed, to get to the player."} | ||||||
Zombies have now been given the ability to 'see' through windows, the first mob able to do so intelligently (not counting spiders, who are able to see through all blocks).
{"type": "java", "version": "1.2.1", "exp": "", "snap": "", "content": "Zombies have now been given the ability to 'see' through windows, the first (link to mob article, displayed as mob) able to do so intelligently (not counting (link to spider article, displayed as spiders), who are able to see through all (link to block article, displayed as blocks))."} | |||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | The zombies' AI has been improved again to cope with catching fire in sunlight. If a zombie is exposed to sunlight and bursts into flames, it will search for a body of water to douse the flames, or at least a shelter to hide from sun.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "The zombies' AI has been improved again to cope with catching (link to fire article, displayed as fire) in sunlight. If a zombie is exposed to sunlight and bursts into flames, it will search for a body of (link to water article, displayed as water) to douse the flames, or at least a shelter to hide from (link to sun article, displayed as sun)."} | ||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | Zombies will now chase and attack villagers, attack doors (breaking them on Hard and Hardcore difficulties).
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Zombies will now chase and attack (link to villager article, displayed as villagers), attack (link to door article, displayed as doors) (breaking them on Hard and (link to Hardcore article, displayed as Hardcore) (link to difficulty article, displayed as difficulties))."} | ||||||
Zombies will now sometimes drop iron ingots, helmets, shovels and swords as a rare drop.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Zombies will now sometimes drop (link to iron ingot article, displayed as iron ingots), (link to helmet article, displayed as helmets), (link to shovel article, displayed as shovels) and (link to sword article, displayed as swords) as a rare drop."} | |||||||
Zombies will now sometimes attack villagers in preference to the player, and always chose the shortest way to the target, even if there is a door in the way.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Zombies will now sometimes attack villagers in preference to the (link to player article, displayed as player), and always chose the shortest way to the target, even if there is a (link to door article, displayed as door) in the way."} | |||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | The drop rate of rare drops for zombies have been reduced.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "The drop rate of rare drops for zombies have been reduced."} | ||||||
1.4.2 | ![]() {"type": "java", "version": "1.4.2", "exp": "", "snap": "", "content": "(link to File:Baby Zombie.png article, displayed as 50px) Added baby zombies. They cannot spawn naturally and can only be spawned through map editors and NBT editing."} | ||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | Zombie armor has now been added back into the game, and they can now wear any type of armor.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Zombie armor has now been added back into the game, and they can now wear any type of armor."} | ||||||
Zombies can now hold an iron sword or iron shovel.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Zombies can now hold an iron (link to sword article, displayed as sword) or iron (link to shovel article, displayed as shovel)."} | |||||||
Zombies will now have a chance of dropping these items, if they have them.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Zombies will now have a chance of dropping these (link to item article, displayed as items), if they have them."} | |||||||
Iron helmets, swords and shovels have now been removed as rare drops from zombies.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Iron (link to helmet article, displayed as helmets), (link to sword article, displayed as swords) and (link to shovel article, displayed as shovels) have now been removed as rare drops from zombies."} | |||||||
Zombies will now use their attack animation like they did in Survival Test. This only shows when a zombie is holding a weapon. When a zombie holds a weapon the damage it does is equal to the damage the player would do with the weapon added to the normal damage of the zombie.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Zombies will now use their attack animation like they did in (link to Survival Test article, displayed as Survival Test). This only shows when a zombie is holding a (link to weapon article, displayed as weapon). When a zombie holds a weapon the damage it does is equal to the damage the (link to player article, displayed as player) would do with the weapon added to the normal (link to damage article, displayed as damage) of the zombie."} | |||||||
Armor worn by zombies will now work the same as it does for the player, each piece gives a certain amount of armor points, where each 1 ( ) gives 4% damage reduction, but the total damage reduction is limited to 80%.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "(link to Armor article, displayed as Armor) worn by zombies will now work the same as it does for the player, each piece gives a certain amount of armor points, where each 1 (<span class=\"iconbar pixel-image nowrap\" style=\"--icon-offset:-1px;\" title=\"0.5 armor points\">(link to File:Half Armor (icon).png article, displayed as 9px|link=|alt=🛡)</span>) gives 4% damage reduction, but the total (link to damage article, displayed as damage) reduction is limited to 80%."} | |||||||
![]() ![]() {"type": "java", "version": "", "exp": "", "snap": "", "content": "(link to File:Zombie Villager.png article, displayed as 50px)(link to File:Baby Zombie Villager.png article, displayed as 50px) Added (link to zombie villager article, displayed as zombie villagers). 5% of zombies spawned will now be zombie villagers."} | |||||||
Villagers will now become infected when killed by a zombie.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "(link to Villager article, displayed as Villagers) will now become infected when killed by a zombie."} | |||||||
When a zombie infects a baby villager, it will now create a baby zombie villager, which is faster than a normal zombie and does not age.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "When a zombie infects a baby villager, it will now create a baby (link to zombie villager article, displayed as zombie villager), which is faster than a normal zombie and does not age."} | |||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | Zombies will now have two new rare drops – carrots and potatoes.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Zombies will now have two new rare drops – (link to carrot article, displayed as carrots) and (link to potato article, displayed as potatoes)."} | ||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | Zombies can now pick up and equip dropped items.[5][6] If killed, the zombie drops the item it is holding.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Zombies can now pick up and equip dropped (link to item article, displayed as items). If killed, the zombie drops the item it is holding."} | ||||||
Zombies can now survive in sunlight, if they are wearing a helmet or a pumpkin.[7]
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Zombies can now survive in sunlight, if they are wearing a (link to helmet article, displayed as helmet) or a (link to pumpkin article, displayed as pumpkin)."} | |||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | The zombie and zombie pigmen models and texture layouts have now been changed (no visual change, but breaks texture packs).
{"type": "java", "version": "", "exp": "", "snap": "", "content": "The zombie and (link to zombie pigmen article, displayed as zombie pigmen) models and texture layouts have now been changed (no visual change, but breaks (link to texture pack article, displayed as texture packs))."} | ||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | Zombies have now been given new sounds.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Zombies have now been given new (link to sound article, displayed as sounds)."} | ||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | On Halloween, zombies can now spawn wearing pumpkins or jack o'lanterns.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "On (link to wikipedia:Halloween article, displayed as Halloween), zombies can now spawn wearing (link to pumpkin article, displayed as pumpkins) or (link to jack o'lantern article, displayed as jack o'lanterns)."} | ||||||
1.5 | Zombies are now able to set the player on fire, if they are on fire and they attack the player.
{"type": "java", "version": "1.5", "exp": "", "snap": "", "content": "Zombies are now able to set the (link to player article, displayed as player) on (link to fire article, displayed as fire), if they are on fire and they attack the player."} | ||||||
Zombies can now call other zombies from the nearby area (radius dependent on difficulty) to attack the player, making packs of zombies approach shortly after damaging the zombie.
{"type": "java", "version": "1.5", "exp": "", "snap": "", "content": "Zombies can now call other zombies from the nearby area (radius dependent on (link to difficulty article, displayed as difficulty)) to attack the (link to player article, displayed as player), making packs of zombies approach shortly after (link to damage article, displayed as damaging) the zombie."} | |||||||
Zombies will now cause more damage when their health is lower.
{"type": "java", "version": "1.5", "exp": "", "snap": "", "content": "Zombies will now cause more (link to damage article, displayed as damage) when their (link to health article, displayed as health) is lower."} | |||||||
1.6.1 | When damaged, zombies will now have a low chance to spawn more zombies.
{"type": "java", "version": "1.6.1", "exp": "", "snap": "", "content": "When (link to damage article, displayed as damaged), zombies will now have a low chance to spawn more zombies."} | ||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | Zombie damage increasing with decreasing health has now been removed.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Zombie damage increasing with decreasing health has now been removed."} | ||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | Zombie AI and mechanics have been changed – this has now made them much more horde-like.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Zombie AI and mechanics have been changed – this has now made them much more horde-like."} | ||||||
Zombies are now able to detect the player up to 40 blocks.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Zombies are now able to detect the (link to player article, displayed as player) up to 40 blocks."} | |||||||
1.6.2 | Baby zombies will now spawn among regular zombies. They will now have the same percentage of spawning as zombie villagers.
{"type": "java", "version": "1.6.2", "exp": "", "snap": "", "content": "Baby zombies will now spawn among regular zombies. They will now have the same percentage of spawning as (link to zombie villager article, displayed as zombie villagers)."} | ||||||
1.7.2 | Baby zombies will now drop loot and experience.
{"type": "java", "version": "1.7.2", "exp": "", "snap": "", "content": "Baby zombies will now drop loot and (link to experience article, displayed as experience)."} | ||||||
1.7.4 | Added chicken jockeys – a rare version of the baby zombie.
{"type": "java", "version": "1.7.4", "exp": "", "snap": "", "content": "Added (link to chicken jockey article, displayed as chicken jockeys) – a rare version of the baby zombie."} | ||||||
1.8 | Zombies will now run away from creepers that are about to explode.
{"type": "java", "version": "1.8", "exp": "", "snap": "", "content": "Zombies will now run away from (link to creeper article, displayed as creepers) that are about to explode."} | ||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | Zombies will now drop their head when killed by a charged creeper.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Zombies will now drop their (link to mob head article, displayed as head) when killed by a (link to charged creeper article, displayed as charged creeper)."} | ||||||
1.8.1 | Zombies will now no longer run away from creepers that are about to explode.
{"type": "java", "version": "1.8.1", "exp": "", "snap": "", "content": "Zombies will now no longer run away from (link to creeper article, displayed as creepers) that are about to explode."} | ||||||
1.9 | The detection range of zombies will now be halved when the player is wearing a zombie mob head.
{"type": "java", "version": "1.9", "exp": "", "snap": "", "content": "The detection range of zombies will now be halved when the (link to player article, displayed as player) is wearing a zombie (link to mob head article, displayed as mob head)."} | ||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | The detection range for players wearing the zombie mob head has now been adjusted, now 37.5% of the normal range.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "The detection range for players wearing the zombie (link to mob head article, displayed as mob head) has now been adjusted, now 37.5% of the normal range."} | ||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | Zombies will now have an attack animation similar to the one they had in Survival Test, even without weapons.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Zombies will now have an attack animation similar to the one they had in (link to Survival Test article, displayed as Survival Test), even without (link to weapon article, displayed as weapons)."} | ||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | The detection range for players wearing the zombie mob head has been changed to 50% of the normal range again.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "The detection range for (link to player article, displayed as players) wearing the zombie mob head has been changed to 50% of the normal range again."} | ||||||
1.10 | The chance of a zombie setting its target on fire when burning, and the duration of the effect, will now depend on raw regional difficulty.
{"type": "java", "version": "1.10", "exp": "", "snap": "", "content": "The chance of a zombie setting its target on (link to fire article, displayed as fire) when burning, and the duration of the effect, will now depend on raw regional (link to difficulty article, displayed as difficulty)."} | ||||||
1.11 | Entity ID Zombie is now zombie , zombie_villager and husk for those respective mobs.
{"type": "java", "version": "1.11", "exp": "", "snap": "", "content": "Entity ID <code>Zombie</code> is now <code>zombie</code>, <code>zombie_villager</code> and <code>husk</code> for those respective mobs."} | ||||||
Removed the ZombieType tag, added the Profession tag to zombie_villager only, and made ConversionTime apply to zombie_villager only.
{"type": "java", "version": "1.11", "exp": "", "snap": "", "content": "Removed the <code>ZombieType</code> tag, added the <code>Profession</code> tag to <code>zombie_villager</code> only, and made <code>ConversionTime</code> apply to <code>zombie_villager</code> only."} | |||||||
1.13 | Zombies will now intentionally stomp on turtle eggs and attack baby turtles.
{"type": "java", "version": "1.13", "exp": "", "snap": "", "content": "Zombies will now intentionally stomp on (link to turtle egg article, displayed as turtle eggs) and attack baby (link to turtle article, displayed as turtles)."} | ||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | Baby zombies will now burn in the sun.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Baby zombies will now burn in the (link to sun article, displayed as sun)."} | ||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | Zombies will now sink underwater.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Zombies will now sink underwater."} | ||||||
Zombies will now convert into a drowned instead of dying from drowning.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Zombies will now convert into a (link to drowned article, displayed as drowned) instead of dying from (link to Damage#Drowning article, displayed as drowning)."} | |||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | Husks will now convert into zombies when drowning.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "(link to Husk article, displayed as Husks) will now convert into zombies when (link to Damage#Drowning article, displayed as drowning)."} | ||||||
[hide]Upcoming Java Edition | |||||||
1.14 | Zombies will attack the new trader llamas.
{"type": "java upcoming", "version": "1.14", "exp": "", "snap": "", "content": "Zombies will attack the new trader (link to llama article, displayed as llamas)."} | ||||||
[hide]Pocket Edition Alpha | |||||||
0.2.0 | Added zombies.
{"type": "pocket Alpha", "version": "0.2.0", "exp": "", "snap": "", "content": "Added zombies."} | ||||||
0.4.0 | Zombies can now drop feathers.
{"type": "pocket Alpha", "version": "0.4.0", "exp": "", "snap": "", "content": "Zombies can now drop (link to feather article, displayed as feathers)."} | ||||||
0.5.0 | Zombies will now have new animations.
{"type": "pocket Alpha", "version": "0.5.0", "exp": "", "snap": "", "content": "Zombies will now have new animations."} | ||||||
0.8.0 | Zombies will now spawn more frequently.
{"type": "pocket Alpha", "version": "0.8.0", "exp": "", "snap": "", "content": "Zombies will now spawn more frequently."} | ||||||
Zombies will now have rare drops of carrots and potatoes.
{"type": "pocket Alpha", "version": "0.8.0", "exp": "", "snap": "", "content": "Zombies will now have rare drops of (link to carrot article, displayed as carrots) and (link to potato article, displayed as potatoes)."} | |||||||
0.9.0 | Zombie AI and mechanics have been changed – this will now make them much smarter.
{"type": "pocket Alpha", "version": "0.9.0", "exp": "", "snap": "", "content": "Zombie AI and mechanics have been changed – this will now make them much smarter."} | ||||||
0.9.4 | Zombies will now have 2 (damage.
{"type": "pocket Alpha", "version": "0.9.4", "exp": "", "snap": "", "content": "Zombies will now have 2 (<span class=\"iconbar pixel-image nowrap\" style=\"--icon-offset:-1px;\" title=\"1 armor point\">(link to File:Armor (icon).png article, displayed as 9px|link=|alt=🛡)</span>) armor points, preventing 8% of (link to damage article, displayed as damage)."} | ) armor points, preventing 8% of ||||||
0.11.0 | Added baby zombies and chicken jockeys.
{"type": "pocket Alpha", "version": "0.11.0", "exp": "", "snap": "", "content": "Added baby zombies and (link to chicken jockey article, displayed as chicken jockeys)."} | ||||||
Zombies will now drop rotten flesh.
{"type": "pocket Alpha", "version": "0.11.0", "exp": "", "snap": "", "content": "Zombies will now drop (link to rotten flesh article, displayed as rotten flesh)."} | |||||||
0.12.1 | Zombies can now spawn wearing armor.
{"type": "pocket Alpha", "version": "0.12.1", "exp": "", "snap": "", "content": "Zombies can now spawn wearing (link to armor article, displayed as armor)."} | ||||||
Zombies will now have the ability to pick up items.
{"type": "pocket Alpha", "version": "0.12.1", "exp": "", "snap": "", "content": "Zombies will now have the ability to pick up (link to item article, displayed as items)."} | |||||||
Zombies can now break down doors.
{"type": "pocket Alpha", "version": "0.12.1", "exp": "", "snap": "", "content": "Zombies can now break down (link to door article, displayed as doors)."} | |||||||
Zombies are now able to detect the player from up to 40 blocks.
{"type": "pocket Alpha", "version": "0.12.1", "exp": "", "snap": "", "content": "Zombies are now able to detect the (link to player article, displayed as player) from up to 40 blocks."} | |||||||
0.14.0 | Baby zombies and baby zombie villagers will have a 15% chance of becoming a jockey. Before becoming a jockey, upon nearing the player, they will check for one of the following to mount prior attacking: adult chickens, adult ocelots, adult wolves, adult zombies, adult zombie villager, adult zombie pigmen, cows, pigs, sheep, cave spiders or spiders.
{"type": "pocket Alpha", "version": "0.14.0", "exp": "", "snap": "", "content": "Baby zombies and baby (link to zombie villager article, displayed as zombie villagers) will have a 15% chance of becoming a (link to jockey article, displayed as jockey). Before becoming a jockey, upon nearing the (link to player article, displayed as player), they will check for one of the following to mount prior attacking: adult (link to chicken article, displayed as chickens), adult (link to ocelot article, displayed as ocelots), adult (link to wolves article, displayed as wolves), adult zombies, adult (link to zombie villager article, displayed as zombie villager), adult (link to zombie pigmen article, displayed as zombie pigmen), (link to cow article, displayed as cows), (link to pig article, displayed as pigs), (link to sheep article, displayed as sheep), (link to cave spider article, displayed as cave spiders) or (link to spider article, displayed as spiders)."} | ||||||
[hide]Pocket Edition | |||||||
1.0 | Baby zombie variants can now mount polar bears.
{"type": "pocket", "version": "1.0", "exp": "", "snap": "", "content": "Baby zombie variants can now mount (link to polar bear article, displayed as polar bears)."} | ||||||
1.1 | Baby zombies can now mount llamas.
{"type": "pocket", "version": "1.1", "exp": "", "snap": "", "content": "Baby zombies can now mount (link to llama article, displayed as llamas)."} | ||||||
[hide]Bedrock Edition | |||||||
1.4 | Baby zombies will now burn in daylight.
{"type": "bedrock", "version": "1.4", "exp": "", "snap": "", "content": "Baby zombies will now burn in daylight."} | ||||||
1.5 | Zombies will now sink underwater.
{"type": "bedrock", "version": "1.5", "exp": "", "snap": "", "content": "Zombies will now sink underwater."} | ||||||
Husks will now transform into zombies, instead of dying from drowning.
{"type": "bedrock", "version": "1.5", "exp": "", "snap": "", "content": "(link to Husk article, displayed as Husks) will now transform into zombies, instead of dying from (link to Damage#Drowning article, displayed as drowning)."} | |||||||
Zombie will now transform into drowned when drowning.
{"type": "bedrock", "version": "1.5", "exp": "", "snap": "", "content": "Zombie will now transform into (link to drowned article, displayed as drowned) when (link to Damage#Drowning article, displayed as drowning)."} | |||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | Zombies will now attack baby turtles and stomp on turtle eggs.
{"type": "bedrock", "version": "", "exp": "", "snap": "", "content": "Zombies will now attack baby (link to turtle article, displayed as turtles) and stomp on (link to turtle egg article, displayed as turtle eggs)."} | ||||||
1.8 | baby zombie can mount adult stray cats and panda.
{"type": "bedrock", "version": "1.8", "exp": "", "snap": "", "content": "baby zombie can mount adult stray (link to cat article, displayed as cats) and (link to panda article, displayed as panda)."} | ||||||
[hide]Upcoming Bedrock Edition | |||||||
1.10 | zombie now attack new wandering trader.
{"type": "bedrock upcoming", "version": "1.10", "exp": "", "snap": "", "content": "zombie now attack new (link to wandering trader article, displayed as wandering trader)."} | ||||||
[hide]Legacy Console Edition | |||||||
Xbox 360 | Xbox One | PS3 | PS4 | PS Vita | Wii U | Switch | |
TU1 | CU1 | Patch 1 | Added zombies.
{"type": "console", "xbox": "TU1", "xbone": "CU1", "ps3": "", "ps4": "", "psvita": "", "wiiu": "Patch 1", "switch": "", "content": "Added zombies."} | ||||
TU5 | Zombies will now drop rotten flesh, instead of feathers.
{"type": "console", "xbox": "TU5", "xbone": "CU1", "ps3": "", "ps4": "", "psvita": "", "wiiu": "", "switch": "", "content": "Zombies will now drop (link to rotten flesh article, displayed as rotten flesh), instead of (link to feather article, displayed as feathers)."} | ||||||
TU12 | The zombies' AI has been improved, which gives them a much better sense of direction when pursuing the player, allowing them to navigate obstacles, and even small mazes if constructed, to get to the player.
{"type": "console", "xbox": "TU12", "xbone": "CU1", "ps3": "", "ps4": "", "psvita": "", "wiiu": "", "switch": "", "content": "The zombies' AI has been improved, which gives them a much better sense of direction when pursuing the (link to player article, displayed as player), allowing them to navigate obstacles, and even small mazes if constructed, to get to the player."} | ||||||
Zombies have now been given the ability to 'see' through windows.
{"type": "console", "xbox": "TU12", "xbone": "CU1", "ps3": "", "ps4": "", "psvita": "", "wiiu": "", "switch": "", "content": "Zombies have now been given the ability to 'see' through windows."} | |||||||
If a zombie is exposed to sunlight and bursts into flames, it will now search for a body of water to douse the flames.
{"type": "console", "version": "The zombies' AI has been improved, which gives them a much better sense of direction when pursuing the [[player]], allowing them to navigate obstacles, and even small mazes if constructed, to get to the player.", "exp": "", "snap": "", "content": "If a zombie is exposed to sunlight and bursts into flames, it will now search for a body of (link to water article, displayed as water) to douse the flames."} | |||||||
Zombies will now chase and attack villagers and will now attack doors (breaking them on Hard difficulty).
{"type": "console", "version": "The zombies' AI has been improved, which gives them a much better sense of direction when pursuing the [[player]], allowing them to navigate obstacles, and even small mazes if constructed, to get to the player.", "exp": "", "snap": "", "content": "Zombies will now chase and attack (link to villager article, displayed as villagers) and will now attack (link to door article, displayed as doors) (breaking them on Hard (link to difficulty article, displayed as difficulty))."} | |||||||
Zombies will now attack villagers in preference to the player, and always chose the shortest way to the target, even if there is a door in the way.
{"type": "console", "version": "The zombies' AI has been improved, which gives them a much better sense of direction when pursuing the [[player]], allowing them to navigate obstacles, and even small mazes if constructed, to get to the player.", "exp": "", "snap": "", "content": "Zombies will now attack villagers in preference to the (link to player article, displayed as player), and always chose the shortest way to the target, even if there is a door in the way."} | |||||||
Zombies will now sometimes drop iron ingots, helmets, shovels and swords as rare drops.
{"type": "console", "version": "The zombies' AI has been improved, which gives them a much better sense of direction when pursuing the [[player]], allowing them to navigate obstacles, and even small mazes if constructed, to get to the player.", "exp": "", "snap": "", "content": "Zombies will now sometimes drop (link to iron ingot article, displayed as iron ingots), (link to helmet article, displayed as helmets), (link to shovel article, displayed as shovels) and (link to sword article, displayed as swords) as rare drops."} | |||||||
TU15 | Zombies' rare loot drops have been changed to be carrots, potatoes or iron ingots.
{"type": "console", "xbox": "TU15", "xbone": "CU1", "ps3": "", "ps4": "", "psvita": "", "wiiu": "", "switch": "", "content": "Zombies' rare loot drops have been changed to be (link to carrot article, displayed as carrots), (link to potato article, displayed as potatoes) or (link to iron ingot article, displayed as iron ingots)."} | ||||||
TU19 | CU7 | Zombies can now pick up items.
{"type": "console", "xbox": "TU19", "xbone": "CU7", "ps3": "", "ps4": "", "psvita": "", "wiiu": "", "switch": "", "content": "Zombies can now pick up (link to item article, displayed as items)."} | |||||
Zombies will now occasionally spawn with armor and/or weapons.
{"type": "console", "xbox": "TU19", "xbone": "CU7", "ps3": "", "ps4": "", "psvita": "", "wiiu": "", "switch": "", "content": "Zombies will now occasionally spawn with (link to armor article, displayed as armor) and/or (link to weapon article, displayed as weapons)."} | |||||||
Added baby zombies.
{"type": "console", "version": "Zombies can now pick up [[item]]s.", "exp": "", "snap": "", "content": "Added baby zombies."} | |||||||
TU31 | CU19 | Patch 3 | Baby zombies will now drop experience.
{"type": "console", "xbox": "TU31", "xbone": "CU19", "ps3": "", "ps4": "", "psvita": "", "wiiu": "Patch 3", "switch": "", "content": "Baby zombies will now drop (link to experience article, displayed as experience)."} | ||||
Zombies will now drop their skull when killed by a charged creeper.
{"type": "console", "xbox": "TU31", "xbone": "CU19", "ps3": "", "ps4": "", "psvita": "", "wiiu": "Patch 3", "switch": "", "content": "Zombies will now drop their (link to mob head article, displayed as skull) when killed by a (link to charged creeper article, displayed as charged creeper)."} | |||||||
TU60 | CU51 | Patch 30 | Baby zombies will now have a 15% chance of becoming a jockey. Before becoming a jockey, upon nearing the player, they will check for one of the following to mount prior attacking: adult chickens, adult ocelots, adult wolves, adult zombies, cows, pigs, sheep, spiders or cave spiders.
{"type": "console", "xbox": "TU60", "xbone": "CU51", "ps3": "", "ps4": "", "psvita": "", "wiiu": "Patch 30", "switch": "", "content": "Baby zombies will now have a 15% chance of becoming a (link to jockey article, displayed as jockey). Before becoming a jockey, upon nearing the (link to player article, displayed as player), they will check for one of the following to mount prior attacking: adult (link to chicken article, displayed as chickens), adult (link to ocelot article, displayed as ocelots), adult (link to wolves article, displayed as wolves), adult zombies, (link to cow article, displayed as cows), (link to pig article, displayed as pigs), (link to sheep article, displayed as sheep), (link to spider article, displayed as spiders) or (link to cave spider article, displayed as cave spiders)."} | ||||
TU69 | Patch 38 | Baby zombies will now burn in sunlight.
{"type": "console", "xbox": "TU69", "xbone": "", "ps3": "", "ps4": "", "psvita": "", "wiiu": "Patch 38", "switch": "", "content": "Baby zombies will now burn in sunlight."} | |||||
Zombies will now sink in water.
{"type": "console", "xbox": "TU69", "xbone": "", "ps3": "", "ps4": "", "psvita": "", "wiiu": "Patch 38", "switch": "", "content": "Zombies will now sink in water."} | |||||||
Zombies will now convert into drowned, instead of dying from drowning.
{"type": "console", "version": "Baby zombies will now burn in sunlight.", "exp": "", "snap": "", "content": "Zombies will now convert into (link to drowned article, displayed as drowned), instead of dying from (link to Damage#Drowning article, displayed as drowning)."} | |||||||
Husks will now convert into zombies when drowning.
{"type": "console", "version": "Baby zombies will now burn in sunlight.", "exp": "", "snap": "", "content": "(link to Husk article, displayed as Husks) will now convert into zombies when (link to Damage#Drowning article, displayed as drowning)."} | |||||||
[hide]New Nintendo 3DS Edition | |||||||
0.1.0 | Added zombies.
{"type": "new3ds", "version": "0.1.0", "exp": "", "snap": "", "content": "Added zombies."} |
Issues
Issues relating to "Zombie" are maintained on the bug tracker. Issues should be reported and viewed there.
Java Edition
- MC-295944 – [Fixed] Reloading a professionless zombie villager causes it to gain random profession clothing
- MC-175294 – Persistent zombies will build up over periods of time
- MC-279793 – Mounting horses, donkeys, mules, zombie horses, skeleton horses, and camels no longer forces you to face forward
- MC-91283 – The clothing of zombie villagers renders through chestplate, leggings and boots
- MC-280142 – Baby villager zombie types no longer have chance to ride nearby chickens
- MC-114016 – Reinforcement zombies are not centered on a block
- MC-129575 – Drowned zombies that live in ruins will place water in their spawn position
- MC-170472 – An unzombified plains house can be found in other types of zombie villages
- MC-185597 – Crack texture still remains on doors when the zombie/husk/drowned is interrupted while breaking it, even after the door being broken afterwards
- MC-215920 – Baby zombie villagers from spawn eggs always have plains coat
- And 77 other open issues.
Bedrock Edition
- MCPE-165390 – Skeleton/Zombie Horse's & Donkey/Mule's saddles and chests are outdated or errors
- MCPE-190147 – Parrot plays sounds of zombie when imitating drowned
- MCPE-29986 – Zombie Villager Curing Sped Up After Exiting to Menu And Re-Entering The Game
- MCPE-31169 – Baby zombie riding an adult cancels fall damage
- MCPE-33140 – Zombies with armor and tools drop their items when transformed into drowned
- MCPE-37425 – Humanoid model used on zombie-type mobs when they have an item in their offhand
- MCPE-50328 – Summon command gives speedy zombies & husks
- MCPE-51004 – Zombie Villagers do not target villagers through blocks
- MCPE-62030 – Zombie villagers do not count toward monster population caps
- MCPE-80614 – Identifier for zombified piglin is still "zombie_pigman"
- And 28 other open issues.
Gallery
The specific instructions are: Zombies wearing "plate.png" in Classic, Husks, zombie villagers, baby zombies, etc. wearing a full set of each armor tier
-
A zombie emerging from a dark cave.
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Dying zombie mob in Bedrock Edition.
-
Dying zombie mob in Java Edition.
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Zombie trap using a spawner. 97 zombies have been trapped already.
-
Three chicken jockeys near each other.
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A height comparison between the player and the zombie. Note the zombie being slightly higher than the player.
-
The swinging arms animation.
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Size comparison between a husk and a normal zombie, the husk being 2 pixels taller, but have the same hitbox.
-
A baby zombie standing next to a baby husk.
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A zombie spawned in a jungle temple.
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A large horde of zombies and an iron golem.
Armor
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First image of armed and armored zombies released by Dinnerbone.
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A player armored zombie.
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Naturally armored zombies.
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A zombie in full leather armor.
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A zombie in full chain armor.
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A zombie in full iron armor.
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A zombie in full gold armor.
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A zombie in full diamond armor.
Tools
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An armored zombie that picked up a bookshelf as a melee weapon.
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A zombie wielding an iron shovel doing its attack animation.
Hats
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Zombies wearing pumpkins on Halloween.
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A baby zombie "wearing" a jack o'lantern on its head on Halloween. This glitch no longer happens.
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A zombie wearing a player head.
In other media
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Zombie micromob (middle) on official LEGO Minecraft.
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Zombie minifigure on official LEGO Minecraft.
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A Zombie as it appears in Minecraft: Story Mode.
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Punched zombie from a minecraft.net insider "How to Minecraft".
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Official 8.5-inch Baby Zombie Plushie made by JINX.
Trivia
- The rarest mob in Bedrock Edition is a baby zombie riding a brown panda, which has a 2.88×10−13 chance (one in 3.472 trillion) of spawning.
- If wearing a helmet, Zombies will not burn in sunlight.
Notes
- ↑ The inradius is based on the
followRange
stat: base value is 35, ±5% random spawn bonus, then plus 0–50% random zombie-spawn bonus
See also
References
- ↑ https://youtube.com/watch?v=3aDYJZLmtxQ
- ↑ MC-127298
- ↑ https://youtube.com/watch?v=ubDJT1KamSE&t=144s
- ↑ https://twitter.com/notch/status/21723172931895296
- ↑ https://twitter.com/jeb_/status/240381873480687616
- ↑ http://www.reddit.com/r/Minecraft/comments/yrjp8/zombies_can_pick_up_items_from_the_ground_in_the/c5y7uma
- ↑ https://twitter.com/Dinnerbone/status/243645556872855552
- ↑ https://twitter.com/jeb_/status/240381873480687616
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