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[SOURCE: https://minecraft.wiki/w/File:Baby_Polar_Bear_JE6.png] | [TOKENS: 84] |
File:Baby Polar Bear JE6.png Summary Render of a Baby Polar Bear mob. Minecraft's textures No information available. Please correct this! File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following 22 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Llama#White] | [TOKENS: 1562] |
Llama Adult Baby[until First Drop 2026] Baby[upcoming First Drop 2026] Adult Baby[until First Drop 2026] Baby[upcoming First Drop 2026] Adult Baby[until First Drop 2026] Baby[upcoming First Drop 2026] Adult Baby[until First Drop 2026] Baby[upcoming First Drop 2026] 15HP × 7.5 to 30HP × 15 Neutral Animal Easy and Normal: 1HPHard: 1.5HP × 0.75 Adult:Height: 1.87 blocksWidth: 0.9 blocks Baby:Height: 0.935 blocks Width: 0.45 blocks 0.175 Windswept HillsWindswept ForestWindswept Gravelly HillsSavanna PlateauSavanna[BE only]Windswept Savanna[BE only] A llama is a tameable neutral mob that can be equipped with a chest to transport items, and can also wear carpets. If attacked, it will retaliate using its spit. Contents Spawning A llama spawns above on grass blocks in savanna plateau, savanna[BE only] or windswept savanna[BE only] biomes in herds of 4 llamas, and in windswept hills, windswept forest, and windswept gravelly hills biomes in herds of 4 to 6 llamas, coming in four coat colors: brown, cream, white or gray. 10% of llamas spawn as baby llamas. Drops 1–7XP upon successful breeding. Java Edition: Bedrock Edition: Like other baby animals, killing a baby llama yields no item or experience. Behavior Llamas are neutral mobs that retaliate when attacked by a player or another mob. Occasionally, their spit can miss its intended target and accidentally hit another llama, causing them to fight each other. Llamas are hostile toward wolves and spit without provocation, but they don't attack tamed wolves unless provoked. Wolves are fearful of llamas of strength 4 or 5 and always run away, and won't attack unless provoked by their spit. Wolves flee from weaker llamas less often. Llamas are completely passive in Peaceful difficulty. Llamas float when in water deeper than two blocks. Llamas can safely fall 6 blocks before they begin to accumulate fall damage, unlike most mobs, which can only safely fall 3 blocks. Llamas also take half of the normal fall damage (rounded up) that most other mobs take (0.5HP × 0.25 damage per block over the safe distance instead of 1HP). If an entity is riding a llama, they receive the same fall damage as the llama. Llamas have a 1⁄900 chance to regenerate 1HP health point each game tick. Unlike other neutral mobs, llamas don't count towards the AngryAt tag. Llamas attack other mobs by spitting at them, dealing 1HP damage. Llama spit is not flammable. In Bedrock Edition, like other projectiles, it can be thrown back at the llama. Llamas can be tamed by repetitively riding them until hearts are displayed, done by pressing use on the llama while holding nothing. Taming success depends on the llama's Temper value. Temper is a positive trait, with higher values increasing the chance of successful taming. Llamas begin with a Temper value of 0 and a maximum of 30. When a player rides an untamed llama, a random number from 0 to 29 is chosen. The llama gets tamed successfully if this number is less than the Temper value, otherwise, the Temper is increased by 5 and the player is bucked off. Temper can also be increased by feeding the llama. Tamed llamas do not spit at mobs that attack its owner, although it spits at any mob that attacks the llama. Tamed llamas can still retaliate at players should the player hit them. Feeding a llama food can alter its behavior, increasing its temper value if untamed, restoring lost health or making a baby grow faster (babies ordinarily take around 20 minutes to mature to adults). The table below lists the effects of the 2 food items llamas accept. A llama can be fed by holding a valid food item and pressing use while facing the llama. Llamas can be fed only when feeding would have an effect, similar to other animals. If the food is invalid, the player mounts the llama instead. Adult tamed llamas can be bred by being fed a hay bale. The baby llama takes on the coat color of one parent at random. Its strength is chosen as a random integer between 1 and the strength of the stronger parent, inclusive. 3% of the time the resulting strength is increased by 1, but it is capped at 5. Stronger parent's strength Select a row based on the stronger parent. The column shows the probability of the resulting offspring having a given strength. A llama's base health (15HP × 7.5 to 30HP × 15) is calculated based on that of its parents, in the same way as a horse's. Color variant of llama is randomly selected between parents. When breeding a trader llama with a normal llama, the offspring will always be a normal llama. The offspring of a pair of trader llamas will be a trader llama. Llamas form a caravan when one of them is leashed by a player. Leashing a llama causes up to nine nearby llamas that are not already in a caravan to follow it, forming a caravan of up to ten llamas. When multiple llamas are leashed, each leashed llama can lead its own caravan of up to ten llamas. A caravan cannot contain more than one leashed llama, and there is no limit to the number of caravans a player can lead. A tamed llama can be equipped with a chest by pressing the use control on it while holding a chest. The chest gives the llama 3 to 15 slots of inventory space, depending on its strength (see table below). Once equipped, its contents can be accessed by pressing the use control on the llama while sneaking, or by opening the inventory while riding the llama. The chest itself cannot be retrieved without killing the llama. A tamed llama can be equipped with a wool carpet in its carpet slot. Each carpet color shows as a different patterned rug when on the llama's back. This can be useful for color-coding the llamas as storage containers, like dyed shulker boxes. When given carpets, all types of llamas look the same, except for their fur colors. In Java Edition, a llama's carpet decoration, including the default blue rug of a trader llama, remains visible when the llama is under the effect of Invisibility; in Bedrock Edition, it becomes invisible. For the purposes of the /item command, a llama carries its carpet in the armor.body slot. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Llamas have entity data associated with them that contain various properties. Bedrock Edition: Achievements Achievements that apply to all mobs: Advancements Advancements that apply to all mobs: History Issues Issues relating to "Llama" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References External links Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Baby_Brown_Trader_Llama.png] | [TOKENS: 65] |
File:Baby Brown Trader Llama.png Licensing File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following 12 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Baby_Gray_Trader_Llama.png] | [TOKENS: 65] |
File:Baby Gray Trader Llama.png Licensing File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following 12 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Baby_White_Trader_Llama.png] | [TOKENS: 65] |
File:Baby White Trader Llama.png Licensing File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following 12 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Trader_llama#Gray] | [TOKENS: 1698] |
Trader Llama Adult Baby[until First Drop 2026] Baby[upcoming First Drop 2026] Adult Baby[until First Drop 2026] Baby[upcoming First Drop 2026] Adult Baby[until First Drop 2026] Baby[upcoming First Drop 2026] Adult Baby[until First Drop 2026] Baby[upcoming First Drop 2026] 15HP × 7.5 to 30HP × 15 Neutral Animal Easy and Normal: 1HPHard: 1.5HP × 0.75 Adult:Height: 1.87 blocksWidth: 0.9 blocks Baby:Height: 0.935 blocks Width: 0.45 blocks 0.175 See Wandering Trader A trader llama is a llama variant that spawns in pairs leashed to wandering traders. It behaves similarly to a regular llama, but becomes hostile if the wandering trader is attacked, and will despawn when the trader does unless the lead is removed. Contents Spawning Every wandering trader spawns with two leashed trader llamas. Drops 1–7XP upon successful breeding. Java Edition: Bedrock Edition: Like other baby animals, killing a baby trader llama yields no item or experience. Behavior Trader llamas are neutral, retaliating when it or the associated wandering trader is attacked by a player or mob. Sometimes their spit can miss their target and hit another (trader) llama, starting a fight within a group of (trader) llamas. Trader llamas are hostile toward wolves and spit without provocation, but they don't attack tamed wolves unless provoked. Wolves are fearful of trader llamas of strength 4 or 5 and always run away, and won't attack unless provoked by their spit. Wolves flee from weaker trader llamas less often. Trader llamas are also hostile towards zombies, husks, drowned, zombie villagers, pillagers, vindicators, evokers, and illusioners [Java Edition only]. Trader llamas are completely passive on Peaceful difficulty. Trader llamas float when in water deeper than one block. Trader llamas can safely fall 6 blocks before they begin to accumulate fall damage, unlike most mobs, which can only safely fall 3 blocks. They also take half of the normal fall damage (rounded up) that most other mobs take (0.5HP × 0.25 damage per block over the safe distance instead of 1HP). Trader llamas have a 1⁄900 chance to regenerate 1HP health point each game tick. Unlike other neutral mobs, trader llamas don't count towards the AngryAt tag. Trader llamas attack other mobs by spitting at them, dealing 1HP damage. Trader llama spit is not flammable. A trader llama lead by a wandering trader is untamable and cannot be ridden. It becomes tamable[JE only] or immediately tamed[BE only] and does not despawn once it is unleashed from the wandering trader. Trader llamas can be tamed by repetitively riding them until hearts are displayed, done by pressing use on the llama while holding nothing. Tamed trader llamas do not despawn. Taming success depends on the trader llama's Temper value. Temper is a positive trait, with higher values increasing the chance of successful taming. Llamas begin with a Temper value of 0 and a maximum of 30. When a player rides an untamed trader llama, a random number from 0 to 29 is chosen. The trader llama gets tamed successfully if this number is less than the Temper value, otherwise, the Temper is increased by 5 and the player is bucked off. Temper can also be increased by feeding the llama. Tamed trader llamas do not spit at mobs that attack its owner, although it spits at any mob that attacks the llama. Tamed trader llamas can still retaliate at players should the player hit them. Feeding a trader llama food can alter its behavior, increasing its temper value if untamed, restoring lost health or making a baby grow faster (babies ordinarily take around 20 minutes to mature to adults). The table below lists the effects of the 2 food items llamas accept. A trader llama can be fed by holding a valid food item and pressing use while facing the llama. Llamas can be fed only when feeding would have an effect, similar to other animals. If the food is invalid, the player mounts the llama instead. Adult tamed trader llamas can be bred by being fed a hay bale. The baby trader llama takes on the coat color of one parent at random. Its strength is chosen as a random integer between 1 and the strength of the stronger parent, inclusive. 3% of the time the resulting strength is increased by 1, but it is capped at 5. When two trader llamas are bred, the offspring wears the same unique rug to all trader llamas. Select a row based on the stronger parent. The column shows the probability of the resulting offspring having a given strength. A llama's base health (15HP × 7.5 to 30HP × 15) is calculated based on that of its parents, in the same way as a horse's. Color variant of llamas is randomly selected between parents. When breeding a trader llama with a normal llama the offspring will always be a normal llama. Trader llamas form a caravan when one of them is leashed by a player. Leashing a trader llama signals up to 9 nearby llamas that are not already in a caravan to follow each other, forming a caravan of up to ten llamas. When multiple llamas are leashed, each leashed llama can form a separate caravan of up to ten separate llamas. Each caravan cannot have two or more leashed llamas in it, and there is no limit to the number of caravans a player can lead. A tamed trader llama can be equipped with a chest by pressing the use control on it while holding a chest. The chest gives the trader llama 3 to 15 slots of inventory space, depending on its strength (see table below). Once equipped, its contents can be accessed by pressing the use control on the llama while sneaking, or by opening the inventory while riding the llama. The chest itself cannot be retrieved without killing the trader llama. A trader llama can be equipped with a wool carpet in its carpet slot. Each carpet color shows as a different patterned rug when on the llama's back. This can be useful for color-coding the llamas as storage containers, like dyed shulker boxes. A trader llama that does not have a carpet wears a unique blue rug design. This design can be replaced with a carpet but never removed. When given carpets, all types of (trader) llamas look the same, except for their fur colors. In Java Edition, a trader llama's carpet decoration remains visible when the llama is under the effect of Invisibility; in Bedrock Edition, it becomes invisible. For the purposes of the /item command, a trader llama carries its carpet in the armor.body slot. Trader llamas often[more information needed] despawn one tick before their trader does, because a trader llama has its DespawnDelay set to 47999 ticks. This value is decremented each tick that the llama is untamed, unleashed[more information needed], and not being ridden by a player, and is reset to one tick less than the trader's own DespawnDelay if leashed to a trader. The llama despawns when its DespawnDelay reaches zero ticks. Sounds Trader llamas share the same sound as normal llamas. Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Llamas have entity data associated with them that contain various properties. Bedrock Edition: Achievements Achievements that apply to all mobs: Advancements Breeding a pair of trader llamas is not required in order to complete the Two by Two advancement. Advancements that apply to all mobs: History Issues Issues relating to "Trader Llama" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Trader_llama#Creamy] | [TOKENS: 1698] |
Trader Llama Adult Baby[until First Drop 2026] Baby[upcoming First Drop 2026] Adult Baby[until First Drop 2026] Baby[upcoming First Drop 2026] Adult Baby[until First Drop 2026] Baby[upcoming First Drop 2026] Adult Baby[until First Drop 2026] Baby[upcoming First Drop 2026] 15HP × 7.5 to 30HP × 15 Neutral Animal Easy and Normal: 1HPHard: 1.5HP × 0.75 Adult:Height: 1.87 blocksWidth: 0.9 blocks Baby:Height: 0.935 blocks Width: 0.45 blocks 0.175 See Wandering Trader A trader llama is a llama variant that spawns in pairs leashed to wandering traders. It behaves similarly to a regular llama, but becomes hostile if the wandering trader is attacked, and will despawn when the trader does unless the lead is removed. Contents Spawning Every wandering trader spawns with two leashed trader llamas. Drops 1–7XP upon successful breeding. Java Edition: Bedrock Edition: Like other baby animals, killing a baby trader llama yields no item or experience. Behavior Trader llamas are neutral, retaliating when it or the associated wandering trader is attacked by a player or mob. Sometimes their spit can miss their target and hit another (trader) llama, starting a fight within a group of (trader) llamas. Trader llamas are hostile toward wolves and spit without provocation, but they don't attack tamed wolves unless provoked. Wolves are fearful of trader llamas of strength 4 or 5 and always run away, and won't attack unless provoked by their spit. Wolves flee from weaker trader llamas less often. Trader llamas are also hostile towards zombies, husks, drowned, zombie villagers, pillagers, vindicators, evokers, and illusioners [Java Edition only]. Trader llamas are completely passive on Peaceful difficulty. Trader llamas float when in water deeper than one block. Trader llamas can safely fall 6 blocks before they begin to accumulate fall damage, unlike most mobs, which can only safely fall 3 blocks. They also take half of the normal fall damage (rounded up) that most other mobs take (0.5HP × 0.25 damage per block over the safe distance instead of 1HP). Trader llamas have a 1⁄900 chance to regenerate 1HP health point each game tick. Unlike other neutral mobs, trader llamas don't count towards the AngryAt tag. Trader llamas attack other mobs by spitting at them, dealing 1HP damage. Trader llama spit is not flammable. A trader llama lead by a wandering trader is untamable and cannot be ridden. It becomes tamable[JE only] or immediately tamed[BE only] and does not despawn once it is unleashed from the wandering trader. Trader llamas can be tamed by repetitively riding them until hearts are displayed, done by pressing use on the llama while holding nothing. Tamed trader llamas do not despawn. Taming success depends on the trader llama's Temper value. Temper is a positive trait, with higher values increasing the chance of successful taming. Llamas begin with a Temper value of 0 and a maximum of 30. When a player rides an untamed trader llama, a random number from 0 to 29 is chosen. The trader llama gets tamed successfully if this number is less than the Temper value, otherwise, the Temper is increased by 5 and the player is bucked off. Temper can also be increased by feeding the llama. Tamed trader llamas do not spit at mobs that attack its owner, although it spits at any mob that attacks the llama. Tamed trader llamas can still retaliate at players should the player hit them. Feeding a trader llama food can alter its behavior, increasing its temper value if untamed, restoring lost health or making a baby grow faster (babies ordinarily take around 20 minutes to mature to adults). The table below lists the effects of the 2 food items llamas accept. A trader llama can be fed by holding a valid food item and pressing use while facing the llama. Llamas can be fed only when feeding would have an effect, similar to other animals. If the food is invalid, the player mounts the llama instead. Adult tamed trader llamas can be bred by being fed a hay bale. The baby trader llama takes on the coat color of one parent at random. Its strength is chosen as a random integer between 1 and the strength of the stronger parent, inclusive. 3% of the time the resulting strength is increased by 1, but it is capped at 5. When two trader llamas are bred, the offspring wears the same unique rug to all trader llamas. Select a row based on the stronger parent. The column shows the probability of the resulting offspring having a given strength. A llama's base health (15HP × 7.5 to 30HP × 15) is calculated based on that of its parents, in the same way as a horse's. Color variant of llamas is randomly selected between parents. When breeding a trader llama with a normal llama the offspring will always be a normal llama. Trader llamas form a caravan when one of them is leashed by a player. Leashing a trader llama signals up to 9 nearby llamas that are not already in a caravan to follow each other, forming a caravan of up to ten llamas. When multiple llamas are leashed, each leashed llama can form a separate caravan of up to ten separate llamas. Each caravan cannot have two or more leashed llamas in it, and there is no limit to the number of caravans a player can lead. A tamed trader llama can be equipped with a chest by pressing the use control on it while holding a chest. The chest gives the trader llama 3 to 15 slots of inventory space, depending on its strength (see table below). Once equipped, its contents can be accessed by pressing the use control on the llama while sneaking, or by opening the inventory while riding the llama. The chest itself cannot be retrieved without killing the trader llama. A trader llama can be equipped with a wool carpet in its carpet slot. Each carpet color shows as a different patterned rug when on the llama's back. This can be useful for color-coding the llamas as storage containers, like dyed shulker boxes. A trader llama that does not have a carpet wears a unique blue rug design. This design can be replaced with a carpet but never removed. When given carpets, all types of (trader) llamas look the same, except for their fur colors. In Java Edition, a trader llama's carpet decoration remains visible when the llama is under the effect of Invisibility; in Bedrock Edition, it becomes invisible. For the purposes of the /item command, a trader llama carries its carpet in the armor.body slot. Trader llamas often[more information needed] despawn one tick before their trader does, because a trader llama has its DespawnDelay set to 47999 ticks. This value is decremented each tick that the llama is untamed, unleashed[more information needed], and not being ridden by a player, and is reset to one tick less than the trader's own DespawnDelay if leashed to a trader. The llama despawns when its DespawnDelay reaches zero ticks. Sounds Trader llamas share the same sound as normal llamas. Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Llamas have entity data associated with them that contain various properties. Bedrock Edition: Achievements Achievements that apply to all mobs: Advancements Breeding a pair of trader llamas is not required in order to complete the Two by Two advancement. Advancements that apply to all mobs: History Issues Issues relating to "Trader Llama" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Baby_Drowned_JE1.png] | [TOKENS: 118] |
File:Baby Drowned JE1.png Summary Isometric picture of baby drowned with transparency Licensing File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following 14 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Metadata This file contains additional information, probably added from the digital camera or scanner used to create or digitize it. If the file has been modified from its original state, some details may not fully reflect the modified file. Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Taiga_Villager_Base_JE2.png] | [TOKENS: 67] |
File:Taiga Villager Base JE2.png Licensing File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following 29 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Snowy_Villager_Base_JE2.png] | [TOKENS: 67] |
File:Snowy Villager Base JE2.png Licensing File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following 29 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Swamp_Villager_Base_JE2.png] | [TOKENS: 69] |
File:Swamp Villager Base JE2.png Villager Licensing File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following 29 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Snowy_Baby_Zombie_Villager_Base.png] | [TOKENS: 67] |
File:Snowy Baby Zombie Villager Base.png Licensing File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following 5 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Jungle_Baby_Zombie_Villager_Base.png] | [TOKENS: 67] |
File:Jungle Baby Zombie Villager Base.png Licensing File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following 5 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Zombie_Villager#Desert] | [TOKENS: 3033] |
Zombie Villager Adult Baby[until First Drop 2026] Baby[upcoming First Drop 2026] Adult Baby[until First Drop 2026] Baby[upcoming First Drop 2026] Adult Baby[until First Drop 2026] Baby[upcoming First Drop 2026] Adult Baby[until First Drop 2026] Baby[upcoming First Drop 2026] Adult Baby[until First Drop 2026] Baby[upcoming First Drop 2026] Adult Baby[until First Drop 2026] Baby[upcoming First Drop 2026] Adult Baby[until First Drop 2026] Baby[upcoming First Drop 2026] 20HP × 10 40HP × 20 to 100HP × 50 (leaders)[JE only][upcoming JE 26.1] 2 () Hostile UndeadMonster Easy: 2.5HP × 1.25Normal: 3HPHard: 4.5HP × 2.25 In Java Edition: Adult:Height: 1.95 BlocksWidth: 0.6 Blocks Baby:Height: 0.975 BlocksWidth: 0.3 Blocks In Bedrock Edition: Adult:Height: 1.9 BlocksWidth: 0.6 Blocks Baby:Height: 0.95 BlocksWidth: 0.3 Blocks 0.23 0%–5% Light level of 0When a zombie kills a villager, see § Spawning for more information. When another zombie villager spawns a reinforcement.[JE only] Abandoned villagesIgloo A zombie villager is a variant of the zombie that can be cured into a normal villager using a golden apple while it is under the effect of Weakness. Contents Spawning In Java Edition, when zombies spawn during the normal cycle, there is a 5% chance that one of them will be replaced with a zombie villager. This chance increases to 20% in old growth pine taiga biomes. In Bedrock Edition, when zombies spawn during the normal cycle, there is a 5% chance that 2–4 of them will be replaced with zombie villagers. Additionally, if any type of zombie kills a villager, that villager has a chance of turning into a zombie villager depending on the game difficulty. In Java Edition, a converted zombie villager does not despawn if the player has traded with it at least once prior to its conversion, but unlike all other persistent mobs it still counts toward the hostile mob cap. If the zombie villager picks up any item however, it remains persistent but is excluded from the mob cap. In Bedrock Edition all converted zombie villagers are persistent. Zombie villagers may also spawn as part of abandoned villages during world generation, the number of which depends on the buildings in that village, as some buildings generate zombie villagers inside and some do not. Like villagers, the zombie villagers’ biome outfits are based on the type of village. These zombie villagers are persistent and do not despawn. A zombie villager appears alongside a cleric villager in every igloo basement (a normal zombie villager in Bedrock Edition and a cleric zombie villager in Java Edition), both locked in small cages behind iron bars. One of them transforms into a leatherworker, due to the workstation (a cauldron). The zombie villager is persistent and does not despawn. On Hard difficulty, all zombie villagers have a 0-10% chance to spawn other zombie villagers as reinforcements when receiving damage while targeting an entity. Additionally, up to 5% of zombie villagers spawn as leaders, getting a 50-75% boost to that chance. Variants Baby zombie villagers make up 5% of zombie villager spawns. They have big heads, unlike normal baby villagers in Java Edition. They behave similarly to regular zombie villagers, with the following differences: Baby zombie villagers are spawned when a zombie kills a baby villager, the chance of infection being the same as adult zombie villagers. Baby zombie villagers also spawn naturally, but the combined chance (5% villagers × 5% babies) is low at 0.25% (or 1 in 400 chance) of all newly spawned zombies. In Bedrock Edition, 15% of naturally spawned baby zombie villagers can start riding a mob and become a jockey when it tries attacking. A jockey mob ridden by a baby zombie villager will adapt to the speed of its rider. When cured, the baby villager will dismount the mob. A baby zombie villager can ride: Along with skeletons and regular zombies, some zombie villagers are capable of picking up dropped items. These zombie villagers automatically pick up and hold any item that they come across (except jack o'lanterns[Java Edition only], mob heads and pumpkins, as these are worn on their heads), and use any armor, weapons, or tools picked up. If they encounter another similar item, they pick it up and drop their previous item: 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 zombie villagers is not damaged from most damage sources, which means it cannot "wear out" the way player armor does. Helmets (not blocks like pumpkins) on zombie villagers can wear away and break if the zombie villager is exposed to daylight, or has an anvil or other falling block dropped on its head. Zombie villagers also have a natural armor rating of 2 (), which gives 1.6 - 8% damage reduction from most sources. Some zombie villagers that are capable of picking up items spawn already in possession of such items, and those items may also be enchanted. The chances of that event are listed below. If a zombie villager spawns wearing multiple pieces of armor, the armor is never mismatched (i.e. all pieces are made of the same material). If a zombie villager does spawn with armor, the chances of specific armor are as follows: The chances of particular materials are: Any zombie villager that spawns with equipment[Java Edition only] (picked-up items don't count) drops 1–3 extra experience per item. A zombie villager retains its biome outfit and profession after zombification from a villager. They also retain their trades. Zombie villagers with a profession cannot work at a job site block. Below is a table listing the various biome outfits and professions, along with the specific job site block that each profession requires: A zombie villager has variants depending on what biome it had spawned in, a Plains variant spawning in Sunflower Plains is an example. Plains variant Taiga variant Jungle variant Savanna variant Snowy variant Swamp variant Desert variant Drops Java Edition: Bedrock Edition: Any picked-up equipment has a 100% chance of dropping on death or when cured and drops with the same damage level it had when picked up. Zombie villagers do not spawn with equipment in Bedrock Edition. In Java Edition, a zombie villager can spawn with any of the following: Adult zombie villagers drop 5XP and an additional 1–3XP per naturally-spawned equipment. Baby zombie villagers drop 12XP experience. Behavior Zombie villagers behave as ordinary zombies, except that they do not convert to drowned when submerged. Zombie villagers that were converted from villagers retain their professions and clothes, which gain a tattered appearance. Naturally spawned zombie villagers (or ones spawned with spawn eggs) have a random profession, and can also spawn with unemployed or nitwit outfits. In Bedrock Edition, baby zombie villagers are always unemployed. In Java Edition, zombie villagers are never spawned as part of a zombie siege, but if a zombie villager naturally spawns nearby, it will join the siege and behave like all other zombies. Being an undead mob, they are: Zombie villagers can be cured (converted to normal villagers) by first giving them the Weakness effect, which can be applied by: The weakened zombie villager must then be healed by using a (non-enchanted) golden apple on it. The zombie villager begins to shudder to signal that curing is in progress. Also, the Weakness effect is removed, replaced by Strength for the duration of the curing process. An internal countdown timer is then started, counting down the total time to cure. Time to cure is initially a random integer between 3600 and 6000 ticks (180 to 300 seconds, 3-5 minutes). On each tick, there is a 1% chance for the game to look for cure accelerants. It checks each block within a 9×9×9 cube centered on the villager for either iron bars or a bed (either half of a bed, detected separately; copper bars are ignored). For each one found up to 14, there is a 30% chance of decreasing the countdown timer by 1 more tick. Therefore, having at least 14 half-beds and/or iron bars within range speeds up conversion by an average of 4.2%. During the curing process, the zombie villager behaves like a normal zombie except that it gains Strength (with a potency that doesn't depend on the difficulty level). Thus, a zombie villager is more dangerous during curing than at other times. At the end of the curing process, the zombie villager transforms into a villager and gains the Nausea effect for 10 seconds (which has no effect on the villager's behavior). If it was holding any item it picked up, that item is dropped (unless it was enchanted with Curse of Binding, in which case it remains in the villager's inventory but is not worn and does not drop if the villager is killed). If it was a baby before it was transformed into a zombie villager, it remains a baby after the cure. If it had traded with a player at least once, it recovers its former profession and inventory of trades. Otherwise, it recovers its profession but might immediately change it if it finds and claims a workstation block for a different profession. A newly-cured villager, if it had a profession prior to being zombified, offers a trading discount to the player who administered the cure. These discounts are permanent. If a villager is cured more than once, no additional discounts are applied. Villagers near the cured villager are also affected but offer fewer, smaller discounts. Zombie villagers that are in the process of converting do not despawn if the player moves far away from them, but like all monsters, they despawn if the difficulty is changed to Peaceful. 15% of nearby baby zombies, husks, zombie villagers, drowned, or zombified piglins may ride an adult zombie villager to form a jockey. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Zombie villagers have entity data associated with them that contains various properties. Bedrock Edition: Java Edition: Achievements Achievements that apply to all mobs: Advancements Advancements that apply to all mobs: Videos History Added desert zombie villagers, which all have unique textures for that biome. These zombie villagers also spawn in badlands biomes. Added jungle zombie villagers, which all have unique textures for that biome. However, jungles do not contain villages, so these zombie villagers spawn only after the player has a jungle village. Added plains zombie villagers, which all have unique textures for that biome. Added savanna zombie villagers, which all have unique textures for that biome. Added snowy zombie villagers, which all have unique textures in snowy biomes. These zombie villagers spawn in any snowy biome, including frozen rivers, frozen oceans (and their variants) and snowy beaches. Added swamp zombie villagers, which all have unique textures for that biome. However, swamps do not contain villages, so these zombie villagers spawn only after the player has created a village in a swamp. Added taiga zombie villagers, which all have unique textures for the biome. These zombie villagers also spawn in giant tree taiga and mountains biomes. Added baby zombie villagers to desert, jungle, plains, savanna, snowy, swamp and taiga biomes. However, jungles and swamps do not contain villages, so these zombie villagers spawn only after the player has created a village in those biomes. Added desert zombie villagers, which all have unique textures for that biome. These zombie villagers also spawn in badlands biomes. Added jungle zombie villagers, which all have unique textures for that biome. However, jungles do not contain villages, so these zombie villagers spawn only after the player has created a jungle village. Added plains zombie villagers, which all have unique textures for that biome. Added savanna zombie villagers, which all have unique textures for that biome. Added snowy zombie villagers, which all have unique textures in snowy biomes. These zombie villagers spawn in any snowy biome, including frozen rivers, frozen oceans (and their variants) and snowy beaches. Added swamp zombie villagers, which all have unique textures for that biome. However, swamps do not contain villages, so these zombie villagers spawn only after the player has created a village in a swamp. Added taiga zombie villagers, which all have unique textures for the biome. These zombie villagers also spawn in giant tree taiga and mountains biomes. Added baby zombie villagers to desert, jungle, plains, savanna, snowy, swamp and taiga biomes. However, jungles and swamps do not contain villages, so these zombie villagers spawn only after the player has created a village in those biomes. Added desert zombie villagers, which all have unique textures for that biome. These zombie villagers also spawn in badlands biomes. Added jungle zombie villagers, which all have unique textures for that biome. However, jungles do not contain villages, so these zombie villagers spawn only after the player has a jungle village. Added plains zombie villagers, which all have unique textures for that biome. Added savanna zombie villagers, which all have unique textures for that biome. Added snowy zombie villagers, which all have unique textures in snowy biomes. These zombie villagers spawn in any snowy biome, including frozen rivers, frozen oceans (and their variants) and snowy beaches. Added swamp zombie villagers, which all have unique textures for that biome. However, swamps do not contain villages, so these zombie villagers spawn only after the player has created a village in a swamp. Added taiga zombie villagers, which all have unique textures for the biome. These zombie villagers also spawn in giant tree taiga and mountains biomes. Issues Issues relating to "Zombie Villager" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Baby_Panda_JE3.png] | [TOKENS: 64] |
File:Baby Panda JE3.png Licensing File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following 17 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Zombie_Villager#Jungle] | [TOKENS: 3033] |
Zombie Villager Adult Baby[until First Drop 2026] Baby[upcoming First Drop 2026] Adult Baby[until First Drop 2026] Baby[upcoming First Drop 2026] Adult Baby[until First Drop 2026] Baby[upcoming First Drop 2026] Adult Baby[until First Drop 2026] Baby[upcoming First Drop 2026] Adult Baby[until First Drop 2026] Baby[upcoming First Drop 2026] Adult Baby[until First Drop 2026] Baby[upcoming First Drop 2026] Adult Baby[until First Drop 2026] Baby[upcoming First Drop 2026] 20HP × 10 40HP × 20 to 100HP × 50 (leaders)[JE only][upcoming JE 26.1] 2 () Hostile UndeadMonster Easy: 2.5HP × 1.25Normal: 3HPHard: 4.5HP × 2.25 In Java Edition: Adult:Height: 1.95 BlocksWidth: 0.6 Blocks Baby:Height: 0.975 BlocksWidth: 0.3 Blocks In Bedrock Edition: Adult:Height: 1.9 BlocksWidth: 0.6 Blocks Baby:Height: 0.95 BlocksWidth: 0.3 Blocks 0.23 0%–5% Light level of 0When a zombie kills a villager, see § Spawning for more information. When another zombie villager spawns a reinforcement.[JE only] Abandoned villagesIgloo A zombie villager is a variant of the zombie that can be cured into a normal villager using a golden apple while it is under the effect of Weakness. Contents Spawning In Java Edition, when zombies spawn during the normal cycle, there is a 5% chance that one of them will be replaced with a zombie villager. This chance increases to 20% in old growth pine taiga biomes. In Bedrock Edition, when zombies spawn during the normal cycle, there is a 5% chance that 2–4 of them will be replaced with zombie villagers. Additionally, if any type of zombie kills a villager, that villager has a chance of turning into a zombie villager depending on the game difficulty. In Java Edition, a converted zombie villager does not despawn if the player has traded with it at least once prior to its conversion, but unlike all other persistent mobs it still counts toward the hostile mob cap. If the zombie villager picks up any item however, it remains persistent but is excluded from the mob cap. In Bedrock Edition all converted zombie villagers are persistent. Zombie villagers may also spawn as part of abandoned villages during world generation, the number of which depends on the buildings in that village, as some buildings generate zombie villagers inside and some do not. Like villagers, the zombie villagers’ biome outfits are based on the type of village. These zombie villagers are persistent and do not despawn. A zombie villager appears alongside a cleric villager in every igloo basement (a normal zombie villager in Bedrock Edition and a cleric zombie villager in Java Edition), both locked in small cages behind iron bars. One of them transforms into a leatherworker, due to the workstation (a cauldron). The zombie villager is persistent and does not despawn. On Hard difficulty, all zombie villagers have a 0-10% chance to spawn other zombie villagers as reinforcements when receiving damage while targeting an entity. Additionally, up to 5% of zombie villagers spawn as leaders, getting a 50-75% boost to that chance. Variants Baby zombie villagers make up 5% of zombie villager spawns. They have big heads, unlike normal baby villagers in Java Edition. They behave similarly to regular zombie villagers, with the following differences: Baby zombie villagers are spawned when a zombie kills a baby villager, the chance of infection being the same as adult zombie villagers. Baby zombie villagers also spawn naturally, but the combined chance (5% villagers × 5% babies) is low at 0.25% (or 1 in 400 chance) of all newly spawned zombies. In Bedrock Edition, 15% of naturally spawned baby zombie villagers can start riding a mob and become a jockey when it tries attacking. A jockey mob ridden by a baby zombie villager will adapt to the speed of its rider. When cured, the baby villager will dismount the mob. A baby zombie villager can ride: Along with skeletons and regular zombies, some zombie villagers are capable of picking up dropped items. These zombie villagers automatically pick up and hold any item that they come across (except jack o'lanterns[Java Edition only], mob heads and pumpkins, as these are worn on their heads), and use any armor, weapons, or tools picked up. If they encounter another similar item, they pick it up and drop their previous item: 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 zombie villagers is not damaged from most damage sources, which means it cannot "wear out" the way player armor does. Helmets (not blocks like pumpkins) on zombie villagers can wear away and break if the zombie villager is exposed to daylight, or has an anvil or other falling block dropped on its head. Zombie villagers also have a natural armor rating of 2 (), which gives 1.6 - 8% damage reduction from most sources. Some zombie villagers that are capable of picking up items spawn already in possession of such items, and those items may also be enchanted. The chances of that event are listed below. If a zombie villager spawns wearing multiple pieces of armor, the armor is never mismatched (i.e. all pieces are made of the same material). If a zombie villager does spawn with armor, the chances of specific armor are as follows: The chances of particular materials are: Any zombie villager that spawns with equipment[Java Edition only] (picked-up items don't count) drops 1–3 extra experience per item. A zombie villager retains its biome outfit and profession after zombification from a villager. They also retain their trades. Zombie villagers with a profession cannot work at a job site block. Below is a table listing the various biome outfits and professions, along with the specific job site block that each profession requires: A zombie villager has variants depending on what biome it had spawned in, a Plains variant spawning in Sunflower Plains is an example. Plains variant Taiga variant Jungle variant Savanna variant Snowy variant Swamp variant Desert variant Drops Java Edition: Bedrock Edition: Any picked-up equipment has a 100% chance of dropping on death or when cured and drops with the same damage level it had when picked up. Zombie villagers do not spawn with equipment in Bedrock Edition. In Java Edition, a zombie villager can spawn with any of the following: Adult zombie villagers drop 5XP and an additional 1–3XP per naturally-spawned equipment. Baby zombie villagers drop 12XP experience. Behavior Zombie villagers behave as ordinary zombies, except that they do not convert to drowned when submerged. Zombie villagers that were converted from villagers retain their professions and clothes, which gain a tattered appearance. Naturally spawned zombie villagers (or ones spawned with spawn eggs) have a random profession, and can also spawn with unemployed or nitwit outfits. In Bedrock Edition, baby zombie villagers are always unemployed. In Java Edition, zombie villagers are never spawned as part of a zombie siege, but if a zombie villager naturally spawns nearby, it will join the siege and behave like all other zombies. Being an undead mob, they are: Zombie villagers can be cured (converted to normal villagers) by first giving them the Weakness effect, which can be applied by: The weakened zombie villager must then be healed by using a (non-enchanted) golden apple on it. The zombie villager begins to shudder to signal that curing is in progress. Also, the Weakness effect is removed, replaced by Strength for the duration of the curing process. An internal countdown timer is then started, counting down the total time to cure. Time to cure is initially a random integer between 3600 and 6000 ticks (180 to 300 seconds, 3-5 minutes). On each tick, there is a 1% chance for the game to look for cure accelerants. It checks each block within a 9×9×9 cube centered on the villager for either iron bars or a bed (either half of a bed, detected separately; copper bars are ignored). For each one found up to 14, there is a 30% chance of decreasing the countdown timer by 1 more tick. Therefore, having at least 14 half-beds and/or iron bars within range speeds up conversion by an average of 4.2%. During the curing process, the zombie villager behaves like a normal zombie except that it gains Strength (with a potency that doesn't depend on the difficulty level). Thus, a zombie villager is more dangerous during curing than at other times. At the end of the curing process, the zombie villager transforms into a villager and gains the Nausea effect for 10 seconds (which has no effect on the villager's behavior). If it was holding any item it picked up, that item is dropped (unless it was enchanted with Curse of Binding, in which case it remains in the villager's inventory but is not worn and does not drop if the villager is killed). If it was a baby before it was transformed into a zombie villager, it remains a baby after the cure. If it had traded with a player at least once, it recovers its former profession and inventory of trades. Otherwise, it recovers its profession but might immediately change it if it finds and claims a workstation block for a different profession. A newly-cured villager, if it had a profession prior to being zombified, offers a trading discount to the player who administered the cure. These discounts are permanent. If a villager is cured more than once, no additional discounts are applied. Villagers near the cured villager are also affected but offer fewer, smaller discounts. Zombie villagers that are in the process of converting do not despawn if the player moves far away from them, but like all monsters, they despawn if the difficulty is changed to Peaceful. 15% of nearby baby zombies, husks, zombie villagers, drowned, or zombified piglins may ride an adult zombie villager to form a jockey. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Zombie villagers have entity data associated with them that contains various properties. Bedrock Edition: Java Edition: Achievements Achievements that apply to all mobs: Advancements Advancements that apply to all mobs: Videos History Added desert zombie villagers, which all have unique textures for that biome. These zombie villagers also spawn in badlands biomes. Added jungle zombie villagers, which all have unique textures for that biome. However, jungles do not contain villages, so these zombie villagers spawn only after the player has a jungle village. Added plains zombie villagers, which all have unique textures for that biome. Added savanna zombie villagers, which all have unique textures for that biome. Added snowy zombie villagers, which all have unique textures in snowy biomes. These zombie villagers spawn in any snowy biome, including frozen rivers, frozen oceans (and their variants) and snowy beaches. Added swamp zombie villagers, which all have unique textures for that biome. However, swamps do not contain villages, so these zombie villagers spawn only after the player has created a village in a swamp. Added taiga zombie villagers, which all have unique textures for the biome. These zombie villagers also spawn in giant tree taiga and mountains biomes. Added baby zombie villagers to desert, jungle, plains, savanna, snowy, swamp and taiga biomes. However, jungles and swamps do not contain villages, so these zombie villagers spawn only after the player has created a village in those biomes. Added desert zombie villagers, which all have unique textures for that biome. These zombie villagers also spawn in badlands biomes. Added jungle zombie villagers, which all have unique textures for that biome. However, jungles do not contain villages, so these zombie villagers spawn only after the player has created a jungle village. Added plains zombie villagers, which all have unique textures for that biome. Added savanna zombie villagers, which all have unique textures for that biome. Added snowy zombie villagers, which all have unique textures in snowy biomes. These zombie villagers spawn in any snowy biome, including frozen rivers, frozen oceans (and their variants) and snowy beaches. Added swamp zombie villagers, which all have unique textures for that biome. However, swamps do not contain villages, so these zombie villagers spawn only after the player has created a village in a swamp. Added taiga zombie villagers, which all have unique textures for the biome. These zombie villagers also spawn in giant tree taiga and mountains biomes. Added baby zombie villagers to desert, jungle, plains, savanna, snowy, swamp and taiga biomes. However, jungles and swamps do not contain villages, so these zombie villagers spawn only after the player has created a village in those biomes. Added desert zombie villagers, which all have unique textures for that biome. These zombie villagers also spawn in badlands biomes. Added jungle zombie villagers, which all have unique textures for that biome. However, jungles do not contain villages, so these zombie villagers spawn only after the player has a jungle village. Added plains zombie villagers, which all have unique textures for that biome. Added savanna zombie villagers, which all have unique textures for that biome. Added snowy zombie villagers, which all have unique textures in snowy biomes. These zombie villagers spawn in any snowy biome, including frozen rivers, frozen oceans (and their variants) and snowy beaches. Added swamp zombie villagers, which all have unique textures for that biome. However, swamps do not contain villages, so these zombie villagers spawn only after the player has created a village in a swamp. Added taiga zombie villagers, which all have unique textures for the biome. These zombie villagers also spawn in giant tree taiga and mountains biomes. Issues Issues relating to "Zombie Villager" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Zombie_Villager#Swamp] | [TOKENS: 3033] |
Zombie Villager Adult Baby[until First Drop 2026] Baby[upcoming First Drop 2026] Adult Baby[until First Drop 2026] Baby[upcoming First Drop 2026] Adult Baby[until First Drop 2026] Baby[upcoming First Drop 2026] Adult Baby[until First Drop 2026] Baby[upcoming First Drop 2026] Adult Baby[until First Drop 2026] Baby[upcoming First Drop 2026] Adult Baby[until First Drop 2026] Baby[upcoming First Drop 2026] Adult Baby[until First Drop 2026] Baby[upcoming First Drop 2026] 20HP × 10 40HP × 20 to 100HP × 50 (leaders)[JE only][upcoming JE 26.1] 2 () Hostile UndeadMonster Easy: 2.5HP × 1.25Normal: 3HPHard: 4.5HP × 2.25 In Java Edition: Adult:Height: 1.95 BlocksWidth: 0.6 Blocks Baby:Height: 0.975 BlocksWidth: 0.3 Blocks In Bedrock Edition: Adult:Height: 1.9 BlocksWidth: 0.6 Blocks Baby:Height: 0.95 BlocksWidth: 0.3 Blocks 0.23 0%–5% Light level of 0When a zombie kills a villager, see § Spawning for more information. When another zombie villager spawns a reinforcement.[JE only] Abandoned villagesIgloo A zombie villager is a variant of the zombie that can be cured into a normal villager using a golden apple while it is under the effect of Weakness. Contents Spawning In Java Edition, when zombies spawn during the normal cycle, there is a 5% chance that one of them will be replaced with a zombie villager. This chance increases to 20% in old growth pine taiga biomes. In Bedrock Edition, when zombies spawn during the normal cycle, there is a 5% chance that 2–4 of them will be replaced with zombie villagers. Additionally, if any type of zombie kills a villager, that villager has a chance of turning into a zombie villager depending on the game difficulty. In Java Edition, a converted zombie villager does not despawn if the player has traded with it at least once prior to its conversion, but unlike all other persistent mobs it still counts toward the hostile mob cap. If the zombie villager picks up any item however, it remains persistent but is excluded from the mob cap. In Bedrock Edition all converted zombie villagers are persistent. Zombie villagers may also spawn as part of abandoned villages during world generation, the number of which depends on the buildings in that village, as some buildings generate zombie villagers inside and some do not. Like villagers, the zombie villagers’ biome outfits are based on the type of village. These zombie villagers are persistent and do not despawn. A zombie villager appears alongside a cleric villager in every igloo basement (a normal zombie villager in Bedrock Edition and a cleric zombie villager in Java Edition), both locked in small cages behind iron bars. One of them transforms into a leatherworker, due to the workstation (a cauldron). The zombie villager is persistent and does not despawn. On Hard difficulty, all zombie villagers have a 0-10% chance to spawn other zombie villagers as reinforcements when receiving damage while targeting an entity. Additionally, up to 5% of zombie villagers spawn as leaders, getting a 50-75% boost to that chance. Variants Baby zombie villagers make up 5% of zombie villager spawns. They have big heads, unlike normal baby villagers in Java Edition. They behave similarly to regular zombie villagers, with the following differences: Baby zombie villagers are spawned when a zombie kills a baby villager, the chance of infection being the same as adult zombie villagers. Baby zombie villagers also spawn naturally, but the combined chance (5% villagers × 5% babies) is low at 0.25% (or 1 in 400 chance) of all newly spawned zombies. In Bedrock Edition, 15% of naturally spawned baby zombie villagers can start riding a mob and become a jockey when it tries attacking. A jockey mob ridden by a baby zombie villager will adapt to the speed of its rider. When cured, the baby villager will dismount the mob. A baby zombie villager can ride: Along with skeletons and regular zombies, some zombie villagers are capable of picking up dropped items. These zombie villagers automatically pick up and hold any item that they come across (except jack o'lanterns[Java Edition only], mob heads and pumpkins, as these are worn on their heads), and use any armor, weapons, or tools picked up. If they encounter another similar item, they pick it up and drop their previous item: 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 zombie villagers is not damaged from most damage sources, which means it cannot "wear out" the way player armor does. Helmets (not blocks like pumpkins) on zombie villagers can wear away and break if the zombie villager is exposed to daylight, or has an anvil or other falling block dropped on its head. Zombie villagers also have a natural armor rating of 2 (), which gives 1.6 - 8% damage reduction from most sources. Some zombie villagers that are capable of picking up items spawn already in possession of such items, and those items may also be enchanted. The chances of that event are listed below. If a zombie villager spawns wearing multiple pieces of armor, the armor is never mismatched (i.e. all pieces are made of the same material). If a zombie villager does spawn with armor, the chances of specific armor are as follows: The chances of particular materials are: Any zombie villager that spawns with equipment[Java Edition only] (picked-up items don't count) drops 1–3 extra experience per item. A zombie villager retains its biome outfit and profession after zombification from a villager. They also retain their trades. Zombie villagers with a profession cannot work at a job site block. Below is a table listing the various biome outfits and professions, along with the specific job site block that each profession requires: A zombie villager has variants depending on what biome it had spawned in, a Plains variant spawning in Sunflower Plains is an example. Plains variant Taiga variant Jungle variant Savanna variant Snowy variant Swamp variant Desert variant Drops Java Edition: Bedrock Edition: Any picked-up equipment has a 100% chance of dropping on death or when cured and drops with the same damage level it had when picked up. Zombie villagers do not spawn with equipment in Bedrock Edition. In Java Edition, a zombie villager can spawn with any of the following: Adult zombie villagers drop 5XP and an additional 1–3XP per naturally-spawned equipment. Baby zombie villagers drop 12XP experience. Behavior Zombie villagers behave as ordinary zombies, except that they do not convert to drowned when submerged. Zombie villagers that were converted from villagers retain their professions and clothes, which gain a tattered appearance. Naturally spawned zombie villagers (or ones spawned with spawn eggs) have a random profession, and can also spawn with unemployed or nitwit outfits. In Bedrock Edition, baby zombie villagers are always unemployed. In Java Edition, zombie villagers are never spawned as part of a zombie siege, but if a zombie villager naturally spawns nearby, it will join the siege and behave like all other zombies. Being an undead mob, they are: Zombie villagers can be cured (converted to normal villagers) by first giving them the Weakness effect, which can be applied by: The weakened zombie villager must then be healed by using a (non-enchanted) golden apple on it. The zombie villager begins to shudder to signal that curing is in progress. Also, the Weakness effect is removed, replaced by Strength for the duration of the curing process. An internal countdown timer is then started, counting down the total time to cure. Time to cure is initially a random integer between 3600 and 6000 ticks (180 to 300 seconds, 3-5 minutes). On each tick, there is a 1% chance for the game to look for cure accelerants. It checks each block within a 9×9×9 cube centered on the villager for either iron bars or a bed (either half of a bed, detected separately; copper bars are ignored). For each one found up to 14, there is a 30% chance of decreasing the countdown timer by 1 more tick. Therefore, having at least 14 half-beds and/or iron bars within range speeds up conversion by an average of 4.2%. During the curing process, the zombie villager behaves like a normal zombie except that it gains Strength (with a potency that doesn't depend on the difficulty level). Thus, a zombie villager is more dangerous during curing than at other times. At the end of the curing process, the zombie villager transforms into a villager and gains the Nausea effect for 10 seconds (which has no effect on the villager's behavior). If it was holding any item it picked up, that item is dropped (unless it was enchanted with Curse of Binding, in which case it remains in the villager's inventory but is not worn and does not drop if the villager is killed). If it was a baby before it was transformed into a zombie villager, it remains a baby after the cure. If it had traded with a player at least once, it recovers its former profession and inventory of trades. Otherwise, it recovers its profession but might immediately change it if it finds and claims a workstation block for a different profession. A newly-cured villager, if it had a profession prior to being zombified, offers a trading discount to the player who administered the cure. These discounts are permanent. If a villager is cured more than once, no additional discounts are applied. Villagers near the cured villager are also affected but offer fewer, smaller discounts. Zombie villagers that are in the process of converting do not despawn if the player moves far away from them, but like all monsters, they despawn if the difficulty is changed to Peaceful. 15% of nearby baby zombies, husks, zombie villagers, drowned, or zombified piglins may ride an adult zombie villager to form a jockey. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Zombie villagers have entity data associated with them that contains various properties. Bedrock Edition: Java Edition: Achievements Achievements that apply to all mobs: Advancements Advancements that apply to all mobs: Videos History Added desert zombie villagers, which all have unique textures for that biome. These zombie villagers also spawn in badlands biomes. Added jungle zombie villagers, which all have unique textures for that biome. However, jungles do not contain villages, so these zombie villagers spawn only after the player has a jungle village. Added plains zombie villagers, which all have unique textures for that biome. Added savanna zombie villagers, which all have unique textures for that biome. Added snowy zombie villagers, which all have unique textures in snowy biomes. These zombie villagers spawn in any snowy biome, including frozen rivers, frozen oceans (and their variants) and snowy beaches. Added swamp zombie villagers, which all have unique textures for that biome. However, swamps do not contain villages, so these zombie villagers spawn only after the player has created a village in a swamp. Added taiga zombie villagers, which all have unique textures for the biome. These zombie villagers also spawn in giant tree taiga and mountains biomes. Added baby zombie villagers to desert, jungle, plains, savanna, snowy, swamp and taiga biomes. However, jungles and swamps do not contain villages, so these zombie villagers spawn only after the player has created a village in those biomes. Added desert zombie villagers, which all have unique textures for that biome. These zombie villagers also spawn in badlands biomes. Added jungle zombie villagers, which all have unique textures for that biome. However, jungles do not contain villages, so these zombie villagers spawn only after the player has created a jungle village. Added plains zombie villagers, which all have unique textures for that biome. Added savanna zombie villagers, which all have unique textures for that biome. Added snowy zombie villagers, which all have unique textures in snowy biomes. These zombie villagers spawn in any snowy biome, including frozen rivers, frozen oceans (and their variants) and snowy beaches. Added swamp zombie villagers, which all have unique textures for that biome. However, swamps do not contain villages, so these zombie villagers spawn only after the player has created a village in a swamp. Added taiga zombie villagers, which all have unique textures for the biome. These zombie villagers also spawn in giant tree taiga and mountains biomes. Added baby zombie villagers to desert, jungle, plains, savanna, snowy, swamp and taiga biomes. However, jungles and swamps do not contain villages, so these zombie villagers spawn only after the player has created a village in those biomes. Added desert zombie villagers, which all have unique textures for that biome. These zombie villagers also spawn in badlands biomes. Added jungle zombie villagers, which all have unique textures for that biome. However, jungles do not contain villages, so these zombie villagers spawn only after the player has a jungle village. Added plains zombie villagers, which all have unique textures for that biome. Added savanna zombie villagers, which all have unique textures for that biome. Added snowy zombie villagers, which all have unique textures in snowy biomes. These zombie villagers spawn in any snowy biome, including frozen rivers, frozen oceans (and their variants) and snowy beaches. Added swamp zombie villagers, which all have unique textures for that biome. However, swamps do not contain villages, so these zombie villagers spawn only after the player has created a village in a swamp. Added taiga zombie villagers, which all have unique textures for the biome. These zombie villagers also spawn in giant tree taiga and mountains biomes. Issues Issues relating to "Zombie Villager" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Zombie_Villager#Taiga] | [TOKENS: 3033] |
Zombie Villager Adult Baby[until First Drop 2026] Baby[upcoming First Drop 2026] Adult Baby[until First Drop 2026] Baby[upcoming First Drop 2026] Adult Baby[until First Drop 2026] Baby[upcoming First Drop 2026] Adult Baby[until First Drop 2026] Baby[upcoming First Drop 2026] Adult Baby[until First Drop 2026] Baby[upcoming First Drop 2026] Adult Baby[until First Drop 2026] Baby[upcoming First Drop 2026] Adult Baby[until First Drop 2026] Baby[upcoming First Drop 2026] 20HP × 10 40HP × 20 to 100HP × 50 (leaders)[JE only][upcoming JE 26.1] 2 () Hostile UndeadMonster Easy: 2.5HP × 1.25Normal: 3HPHard: 4.5HP × 2.25 In Java Edition: Adult:Height: 1.95 BlocksWidth: 0.6 Blocks Baby:Height: 0.975 BlocksWidth: 0.3 Blocks In Bedrock Edition: Adult:Height: 1.9 BlocksWidth: 0.6 Blocks Baby:Height: 0.95 BlocksWidth: 0.3 Blocks 0.23 0%–5% Light level of 0When a zombie kills a villager, see § Spawning for more information. When another zombie villager spawns a reinforcement.[JE only] Abandoned villagesIgloo A zombie villager is a variant of the zombie that can be cured into a normal villager using a golden apple while it is under the effect of Weakness. Contents Spawning In Java Edition, when zombies spawn during the normal cycle, there is a 5% chance that one of them will be replaced with a zombie villager. This chance increases to 20% in old growth pine taiga biomes. In Bedrock Edition, when zombies spawn during the normal cycle, there is a 5% chance that 2–4 of them will be replaced with zombie villagers. Additionally, if any type of zombie kills a villager, that villager has a chance of turning into a zombie villager depending on the game difficulty. In Java Edition, a converted zombie villager does not despawn if the player has traded with it at least once prior to its conversion, but unlike all other persistent mobs it still counts toward the hostile mob cap. If the zombie villager picks up any item however, it remains persistent but is excluded from the mob cap. In Bedrock Edition all converted zombie villagers are persistent. Zombie villagers may also spawn as part of abandoned villages during world generation, the number of which depends on the buildings in that village, as some buildings generate zombie villagers inside and some do not. Like villagers, the zombie villagers’ biome outfits are based on the type of village. These zombie villagers are persistent and do not despawn. A zombie villager appears alongside a cleric villager in every igloo basement (a normal zombie villager in Bedrock Edition and a cleric zombie villager in Java Edition), both locked in small cages behind iron bars. One of them transforms into a leatherworker, due to the workstation (a cauldron). The zombie villager is persistent and does not despawn. On Hard difficulty, all zombie villagers have a 0-10% chance to spawn other zombie villagers as reinforcements when receiving damage while targeting an entity. Additionally, up to 5% of zombie villagers spawn as leaders, getting a 50-75% boost to that chance. Variants Baby zombie villagers make up 5% of zombie villager spawns. They have big heads, unlike normal baby villagers in Java Edition. They behave similarly to regular zombie villagers, with the following differences: Baby zombie villagers are spawned when a zombie kills a baby villager, the chance of infection being the same as adult zombie villagers. Baby zombie villagers also spawn naturally, but the combined chance (5% villagers × 5% babies) is low at 0.25% (or 1 in 400 chance) of all newly spawned zombies. In Bedrock Edition, 15% of naturally spawned baby zombie villagers can start riding a mob and become a jockey when it tries attacking. A jockey mob ridden by a baby zombie villager will adapt to the speed of its rider. When cured, the baby villager will dismount the mob. A baby zombie villager can ride: Along with skeletons and regular zombies, some zombie villagers are capable of picking up dropped items. These zombie villagers automatically pick up and hold any item that they come across (except jack o'lanterns[Java Edition only], mob heads and pumpkins, as these are worn on their heads), and use any armor, weapons, or tools picked up. If they encounter another similar item, they pick it up and drop their previous item: 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 zombie villagers is not damaged from most damage sources, which means it cannot "wear out" the way player armor does. Helmets (not blocks like pumpkins) on zombie villagers can wear away and break if the zombie villager is exposed to daylight, or has an anvil or other falling block dropped on its head. Zombie villagers also have a natural armor rating of 2 (), which gives 1.6 - 8% damage reduction from most sources. Some zombie villagers that are capable of picking up items spawn already in possession of such items, and those items may also be enchanted. The chances of that event are listed below. If a zombie villager spawns wearing multiple pieces of armor, the armor is never mismatched (i.e. all pieces are made of the same material). If a zombie villager does spawn with armor, the chances of specific armor are as follows: The chances of particular materials are: Any zombie villager that spawns with equipment[Java Edition only] (picked-up items don't count) drops 1–3 extra experience per item. A zombie villager retains its biome outfit and profession after zombification from a villager. They also retain their trades. Zombie villagers with a profession cannot work at a job site block. Below is a table listing the various biome outfits and professions, along with the specific job site block that each profession requires: A zombie villager has variants depending on what biome it had spawned in, a Plains variant spawning in Sunflower Plains is an example. Plains variant Taiga variant Jungle variant Savanna variant Snowy variant Swamp variant Desert variant Drops Java Edition: Bedrock Edition: Any picked-up equipment has a 100% chance of dropping on death or when cured and drops with the same damage level it had when picked up. Zombie villagers do not spawn with equipment in Bedrock Edition. In Java Edition, a zombie villager can spawn with any of the following: Adult zombie villagers drop 5XP and an additional 1–3XP per naturally-spawned equipment. Baby zombie villagers drop 12XP experience. Behavior Zombie villagers behave as ordinary zombies, except that they do not convert to drowned when submerged. Zombie villagers that were converted from villagers retain their professions and clothes, which gain a tattered appearance. Naturally spawned zombie villagers (or ones spawned with spawn eggs) have a random profession, and can also spawn with unemployed or nitwit outfits. In Bedrock Edition, baby zombie villagers are always unemployed. In Java Edition, zombie villagers are never spawned as part of a zombie siege, but if a zombie villager naturally spawns nearby, it will join the siege and behave like all other zombies. Being an undead mob, they are: Zombie villagers can be cured (converted to normal villagers) by first giving them the Weakness effect, which can be applied by: The weakened zombie villager must then be healed by using a (non-enchanted) golden apple on it. The zombie villager begins to shudder to signal that curing is in progress. Also, the Weakness effect is removed, replaced by Strength for the duration of the curing process. An internal countdown timer is then started, counting down the total time to cure. Time to cure is initially a random integer between 3600 and 6000 ticks (180 to 300 seconds, 3-5 minutes). On each tick, there is a 1% chance for the game to look for cure accelerants. It checks each block within a 9×9×9 cube centered on the villager for either iron bars or a bed (either half of a bed, detected separately; copper bars are ignored). For each one found up to 14, there is a 30% chance of decreasing the countdown timer by 1 more tick. Therefore, having at least 14 half-beds and/or iron bars within range speeds up conversion by an average of 4.2%. During the curing process, the zombie villager behaves like a normal zombie except that it gains Strength (with a potency that doesn't depend on the difficulty level). Thus, a zombie villager is more dangerous during curing than at other times. At the end of the curing process, the zombie villager transforms into a villager and gains the Nausea effect for 10 seconds (which has no effect on the villager's behavior). If it was holding any item it picked up, that item is dropped (unless it was enchanted with Curse of Binding, in which case it remains in the villager's inventory but is not worn and does not drop if the villager is killed). If it was a baby before it was transformed into a zombie villager, it remains a baby after the cure. If it had traded with a player at least once, it recovers its former profession and inventory of trades. Otherwise, it recovers its profession but might immediately change it if it finds and claims a workstation block for a different profession. A newly-cured villager, if it had a profession prior to being zombified, offers a trading discount to the player who administered the cure. These discounts are permanent. If a villager is cured more than once, no additional discounts are applied. Villagers near the cured villager are also affected but offer fewer, smaller discounts. Zombie villagers that are in the process of converting do not despawn if the player moves far away from them, but like all monsters, they despawn if the difficulty is changed to Peaceful. 15% of nearby baby zombies, husks, zombie villagers, drowned, or zombified piglins may ride an adult zombie villager to form a jockey. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Zombie villagers have entity data associated with them that contains various properties. Bedrock Edition: Java Edition: Achievements Achievements that apply to all mobs: Advancements Advancements that apply to all mobs: Videos History Added desert zombie villagers, which all have unique textures for that biome. These zombie villagers also spawn in badlands biomes. Added jungle zombie villagers, which all have unique textures for that biome. However, jungles do not contain villages, so these zombie villagers spawn only after the player has a jungle village. Added plains zombie villagers, which all have unique textures for that biome. Added savanna zombie villagers, which all have unique textures for that biome. Added snowy zombie villagers, which all have unique textures in snowy biomes. These zombie villagers spawn in any snowy biome, including frozen rivers, frozen oceans (and their variants) and snowy beaches. Added swamp zombie villagers, which all have unique textures for that biome. However, swamps do not contain villages, so these zombie villagers spawn only after the player has created a village in a swamp. Added taiga zombie villagers, which all have unique textures for the biome. These zombie villagers also spawn in giant tree taiga and mountains biomes. Added baby zombie villagers to desert, jungle, plains, savanna, snowy, swamp and taiga biomes. However, jungles and swamps do not contain villages, so these zombie villagers spawn only after the player has created a village in those biomes. Added desert zombie villagers, which all have unique textures for that biome. These zombie villagers also spawn in badlands biomes. Added jungle zombie villagers, which all have unique textures for that biome. However, jungles do not contain villages, so these zombie villagers spawn only after the player has created a jungle village. Added plains zombie villagers, which all have unique textures for that biome. Added savanna zombie villagers, which all have unique textures for that biome. Added snowy zombie villagers, which all have unique textures in snowy biomes. These zombie villagers spawn in any snowy biome, including frozen rivers, frozen oceans (and their variants) and snowy beaches. Added swamp zombie villagers, which all have unique textures for that biome. However, swamps do not contain villages, so these zombie villagers spawn only after the player has created a village in a swamp. Added taiga zombie villagers, which all have unique textures for the biome. These zombie villagers also spawn in giant tree taiga and mountains biomes. Added baby zombie villagers to desert, jungle, plains, savanna, snowy, swamp and taiga biomes. However, jungles and swamps do not contain villages, so these zombie villagers spawn only after the player has created a village in those biomes. Added desert zombie villagers, which all have unique textures for that biome. These zombie villagers also spawn in badlands biomes. Added jungle zombie villagers, which all have unique textures for that biome. However, jungles do not contain villages, so these zombie villagers spawn only after the player has a jungle village. Added plains zombie villagers, which all have unique textures for that biome. Added savanna zombie villagers, which all have unique textures for that biome. Added snowy zombie villagers, which all have unique textures in snowy biomes. These zombie villagers spawn in any snowy biome, including frozen rivers, frozen oceans (and their variants) and snowy beaches. Added swamp zombie villagers, which all have unique textures for that biome. However, swamps do not contain villages, so these zombie villagers spawn only after the player has created a village in a swamp. Added taiga zombie villagers, which all have unique textures for the biome. These zombie villagers also spawn in giant tree taiga and mountains biomes. Issues Issues relating to "Zombie Villager" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Aggressive_Baby_Panda_JE3.png] | [TOKENS: 66] |
File:Aggressive Baby Panda JE3.png Licensing File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following 10 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Snifflet_JE2_BE1.png] | [TOKENS: 67] |
File:Snifflet JE2 BE1.png Licensing File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following 10 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Commands/fetchprofile] | [TOKENS: 105] |
/fetchprofile 2 None Fetches the contents of a player profile from Minecraft servers. Contents Usage Fetches the profile of the target. It works asynchronously as the operation might take some time. After successful completion, a message will be printed that lets users copy the contents of a fully resolved minecraft:profile component or /give @s minecraft:player_head with said component. Syntax Arguments <name>: string <id>: uuid <target>: entity[upcoming JE 26.1] Result Output History Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Strider#Shivering] | [TOKENS: 1722] |
Strider Adult Baby[until First Drop 2026] Baby[upcoming First Drop 2026] AdultJava Edition AdultBedrock Edition Baby in Java Edition[until First Drop 2026] Baby in Bedrock Edition[until First Drop 2026] Baby[upcoming First Drop 2026] Java Edition Bedrock Edition 20HP × 10 Passive Animal Adult:Height: 1.7 blocksWidth: 0.9 blocks Baby:Height: 0.85 blocksWidth: 0.45 blocks 0.175 Lava seaDeltaNether WastesCrimson ForestWarped ForestSoul Sand ValleyBasalt Deltas A strider is a passive mob found in the Nether. It can walk on lava and be saddled by the player, being directed via a warped fungus on a stick. Contents Spawning Striders can spawn in every Nether biome. Groups of 2 to 4 striders spawn on spaces of lava that have an air block above. In Java Edition, striders are the only passive mob in the Nether, so spawning attempts are made every 400 game ticks. In Bedrock Edition, striders share the animal population cap with hoglins, and their spawn rate depends on the biome, being impacted by the ability of other mobs to spawn at a given coordinate. For every strider that spawns, there is a 1 in 10 chance for an additional baby strider to spawn riding on top of the previous strider. This behavior is limited to one strider. A baby strider on the adult strider continues to grow, although it does not dismount the adult strider once it has grown up. Adult striders also have a 1 in 30 chance of spawning being ridden by a zombified piglin, forming a strider jockey. When this happens, the strider spawns with a saddle and the zombified piglin spawns wielding a warped fungus on a stick instead of a golden sword or spear. The zombified piglin does not despawn naturally and does not count toward the mob cap. On Peaceful difficulty, the zombified piglin despawns immediately, leaving a saddled strider. If a strider spawns under lava, it rises out of the lava. In Bedrock Edition, baby striders spawn more commonly than adult striders do, including when spawned by a spawn egg. Drops Java Edition: Bedrock Edition: Striders wearing a saddle always drop the saddle upon death, regardless of if they spawn wearing it or if a player puts it on them. The saddle can be removed by using shears on the strider. When an adult strider is killed by a player or tamed wolf, 1–3XP experience is dropped. Killing a baby strider yields no items or experience. Behavior Lava does not damage striders, and they can walk on top of it without sinking. Upon being harmed by another mob, striders attempt to flee for a few seconds while making "retreat" noises. Striders are damaged by water, rain, and splash water bottles, which deal damage by 1HP per splash water bottle or half-second in water or rain. While in water, they slowly sink while taking damage. Striders still take damage from rain even if they are in lava. However, they are not harmed when standing in a filled cauldron as a baby. They also cannot be harmed by snowfall or snowballs. They take extra damage from freezing in powder snow. Unlike piglins and hoglins, striders can exist safely in the Overworld, as long as they are kept away from water and rain. Striders outside of lava change to a dull purple color, change their expression to more of a frown, shiver, and their legs become slightly shorter. They also move slower when outside of lava. If a strider has the Speed effect applied to it, it moves faster on both land and lava (though its land speed is still considerably slower). If a zombified piglin is riding a strider, the strider pursues the player if the zombified piglin is angered. Due to a bug, striders that fall from a height take fall damage when landing in lava.[JE only] A baby strider on an adult strider still grows into an adult. Apart from this, adult striders riding other adult striders do not spawn naturally. Baby striders not riding on an adult follow the closest adult strider. The player can ride on an adult strider using a saddle. Similar to how pigs are controlled using a carrot on a stick, striders move forward automatically while their direction is influenced using a warped fungus on a stick, at a speed of 4.24 m/s[JE only] / 3.71 m/s[BE only] if on a flat lava surface (such as the Nether lava sea) or 1.78 m/s[JE only] / 1.64 m/s[BE only] if on land. They walk especially slowly against the lava flow direction. When a warped fungus on a stick is used, the strider enters a boost for a random duration between 140 to 980 game ticks (7 to 49 seconds)[JE only] / 320 game ticks (16 seconds)[BE only]. Each boost takes 1 point of durability from the warped fungus on a stick. If the durability of the warped fungus on a stick reaches 0, it turns into a fishing rod. While boosted, the strider gradually accelerates to its peak speed of 9.12 m/s [JE only] / 7.98 m/s[BE only] until halfway through the boost, and then decelerates to its default speed by the end of the boost. Specifically, the speed of the strider increases by 1+1.15×sin(tt0π) times the original speed, where t is the time already passed since the start of the boost, and t0 is the total duration of the boost. No matter how many ticks the boost lasts, the average speed of the strider during a full boost cycle is roughly 7.34 m/s [JE only] / 6.42 m/s[BE only]. Striders also follow players holding a warped fungus or a warped fungus on a stick. Unlike underwater boats, players riding striders are not dismounted if the strider submerges in lava, and striders rise back up to the surface if this happens. However, players risk getting burned by the lava while submerged. In Bedrock Edition, players can start riding a strider that is fully submerged in lava. A strider ridden into flowing lava slowly rises to the top. Fall damage does not affect striders that have dropped onto flowing lava, unlike the bug for lava source blocks. When ridden over land, striders automatically walk up any one block high slope. They also cross any 1-wide block gap or air space that is only one block higher - diagonally up - when ridden directly upward and not completely sideways to the slope. To safely dismount from a strider, a player who does not have Fire Resistance may face a solid block within reach before dismounting to dismount onto that block, instead of at the strider's location (which is usually in lava).[JE only] A strider can still be equipped with a saddle while another mob is riding it. If striders are given warped fungus, they breed to create baby striders, granting the player 1–7 experience orbs. The parent striders have a cooldown of about 5 minutes before they can breed again. All babies obtained through breeding take 20 minutes to grow up. The growth of baby striders can be accelerated using warped fungus; each use takes 10% off of the remaining time to grow up. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Striders have entity data associated with them that contains various properties. Java Edition: Bedrock Edition: Achievements Achievements that apply to all mobs: Advancements Advancements that apply to all mobs: Videos History Issues Issues relating to "Strider" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References External links Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Foxes] | [TOKENS: 2247] |
Fox Adult Baby[until First Drop 2026] Baby[upcoming First Drop 2026] Adult Baby[until First Drop 2026] Baby[upcoming First Drop 2026] 10HP Passive (wild or trusting) Neutral (trusting a different player) Animal Easy and Normal: 2HPHard: 3HP Adult:Height: 0.7 blocksWidth: 0.6 blocks Baby:Height: 0.35 blocksWidth: 0.3 blocks 0.3 Grove Snowy Taiga Old Growth Pine Taiga Old Growth Spruce Taiga Taiga A fox is a neutral mob found in taigas and similar biomes. It hunts small animals, can carry items in its mouth and will eat anything that is edible. A fox will trust and defend a player that spawned it through breeding, but will run away from non-sneaking players in any other circumstance. Contents Spawning Foxes spawn in groups of two to four, and can spawn on grass blocks, coarse dirt, podzol, snow blocks, and snow. In Bedrock Edition, they can spawn on any block. 5% of them spawn as babies. Foxes have two color variants, red and snow, which depend on the biome they spawn in. Red foxes spawn in taigas, old growth pine taigas, and old growth spruce taigas, while snow foxes spawn in groves and snowy taigas. When bred, the color of the baby fox that is spawned depends on the color of its parents, regardless of the biome it is born in. Foxes have a 20% chance to spawn (via spawn egg or naturally) with one of the following items in their mouth: Drops An adult fox drops 1–3XP experience orbs when killed by a player or tamed wolf. Upon successful breeding, 1–7XP are dropped. Killing a baby fox yields no experience. Foxes always drop any item they pick up and are still holding (they cannot drop food that they have eaten, for example) and drop items they spawn with naturally with a 100% chance, so: If a fox is killed while holding a totem of undying, then the fox consumes the totem and revives itself instead of dropping the totem. Behavior Foxes occasionally make loud screeches during nighttime, unless a trusted player is near them. Baby foxes follow adult foxes. During the night, foxes sometimes go to nearby villages. Foxes flee from nearby wolves, polar bears or players unless the player is trusted or approaches them while sneaking. They take no damage or speed reduction while moving through sweet berry bushes. Foxes attack chickens, rabbits, cod, salmon and tropical fish, and baby turtles while they are on land. Foxes don't attack players, wolves, polar bears, zoglins, "Johnny" vindicators, wardens or goats even if they are being attacked by them. Foxes attack either by running against or by pouncing. Like rabbits and goats, foxes can pounce more than one block high without status effects or player input. Similar to goats, they do not attack the player when hit. A fox prepares to pounce by tilting and lowering its head and lowering its body to become shorter. Then it leaps up to four blocks[verify] into the air, jumping over fences and walls if needed. If the target mob moves from its location during this sequence, the pounce misses the target. In Bedrock Edition, foxes also shake side to side before pouncing and their legs wave while in midair. Foxes can safely fall 5 blocks before they start to accumulate fall damage, unlike most mobs, which can only fall 3 blocks safely. While foxes are capable of jumping over fences and walls, they cannot see through them. A fox does not try to attack a mob on the same y-level if there is a fence between them. Red foxes prefer to attack chickens, rabbits and baby turtles, all of which are on land, over cod, salmon, and tropical fish; conversely, snow foxes prefer to attack cod, salmon and tropical fish over land-dwelling creatures. A fox that pounces into a snow layer becomes momentarily stuck, remaining face-down, emitting particles while shaking, and returning to normal shortly after. Foxes swim to attack fish in water for food. Baby foxes following adults into the water cannot swim and may eventually drown. Foxes attempt to run toward the closest attackable mob, even if attached to a lead, but do not attempt to break the lead. A fox wakes up from sleeping to attack a mob. Wild wolves are aggressive toward foxes when within 18[JE only]/16[BE only] blocks. In Java Edition, adult polar bears also sneak toward foxes to attack them; in Bedrock Edition adult polar bears attack foxes within 16 blocks. In Java Edition, baby polar bears, though normally passive to players, also attempt to attack foxes within 16 blocks or when their adult polar bear attacks one. Foxes are one of the few mobs in the game that can sleep, along with cats, villagers and bats. During the day, if a thunderstorm is not occurring, foxes attempt to find a space with a sky light level of 14 or less and sleep. Block light has no effect on this. While it sleeps, it slowly moves its head up and down. A fox wakes if approached by a player or mob. Foxes do not flee if a player approaches while sneaking until the player gets on an adjacent block. If the sky light at the fox's position becomes 15 or above, either due to a block above being destroyed or the fox being moved, the fox wakes up. Foxes can drop and pick up items in their sleep. Trusting foxes can fall asleep even if attached to a lead. They can also be moved with leads while sleeping. Foxes do not sleep if they are within 12 blocks of an armor stand, or a camera in Minecraft Education. A fox sits down sometimes if the fox cannot find a shaded area to sleep. The fox sits for a short time, then hops back up. Foxes sit down even when attached to a lead or in a boat. Foxes that have not been bred by the player always sit while in the Nether, even while attached to a lead. If any item is on the ground near a fox, it travels to the item and picks it up, and the item appears in the fox's mouth. However, usually a fox chooses to attack a mob over picking up an item. This behavior is not limited to food and animal products; a fox can pick up any item that the player can pick up. However, they prefer to pick up food items, and if they have already picked up non-food items, they drop the non-food items to pick up food instead. A fox can also swap a food item it is holding for a different food item. A fox eats any food item it picks up (besides cake) after 30 seconds and the fox is affected by any side effects from the food, such as poison or teleportation. For example, if a fox eats an enchanted golden apple, it obtains the Absorption, Resistance, Fire Resistance and Regeneration. If a fox eats any type of soup or stew, an empty bowl is dropped. If a fox eats a chorus fruit, it teleports accordingly. If there is a stage 3 or 4 sweet berry bush within a 16 block radius of a fox, it sprints toward the bush and eats the sweet berries, dropping the item it was holding. However, if the fox stands on a solid block directly above the sweet berry bush and is already holding an item, the fox will harvest the sweet berries, making them drop, but will not eat them nor drop the item it was holding. Foxes are not damaged or slowed by sweet berry bushes. Although visually holding items in its mouth, they are functionally being held in its main hand; therefore, the fox is affected by any effects of a given held item. A sword increases its damage, and a totem of undying saves it from death, for instance. If a fox picks up a weapon or an item with enchantments, such as Looting and Fire Aspect, these items affect the fox's attack as if the fox is wielding the weapon in its main hand, although the item retains its durability when used by the fox. If a fox is holding a totem of undying, it receives the effects after taking fatal damage. In Bedrock Edition, if a fox wields a sword with the Fire Aspect enchantment while attacking a mob on a campfire or a soul campfire, it ignites the campfire and does critical damage to the entity. Foxes do not pick up items when gamerule mobGriefing is set to false. When sweet berries or glow berries are used on two foxes, the foxes breed, producing a baby fox. If a red fox is bred with a snow fox, the baby has a 50% chance of being either a red or snow fox. Breeding two adults with sweet berries or glow berries produces a baby fox that trusts the player that bred it and does not flee from that player as it grows up; however, because baby foxes also follow nearby adult foxes, an adult running away from the player may cause the baby to do the same. Naturally spawned baby foxes do not trust players. Foxes attack specific mobs that hurt a player they trust. When attacking phantoms, foxes do not jump to attack. In Bedrock Edition, foxes that trust a player attack any mob that harms their trusted player, including other players. In Java Edition, foxes defend the player from the following damage sources: Foxes do not retaliate against players who harm them, but they still attack players who damage players they trust. Trusting foxes retreat from polar bears and wolves but not tamed wolves. A tamed wolf whose owner attacks a trusting fox also attacks the fox. The player can summon a neutral fox in singleplayer with the command /summon fox ~ ~ ~ {Trusted:[I;<player UUID>]}, where <player UUID> is the UUID of the player as an int-array, with commas separating the 4 integers. Like other neutral mobs, foxes are passive in Peaceful difficulty. Unlike other neutral mobs, a neutral fox is not aggravated by firework damage. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Foxes have entity data associated with them that contain various properties. Java Edition: Bedrock Edition: Achievements Achievements that apply to all mobs: Advancements Advancements that apply to all mobs: History Issues Issues relating to "Fox" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References External links Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Special:TalkPage/Java_Edition_26.1] | [TOKENS: 291] |
Talk:Java Edition 26.1 Contents Fact This would be 25w51a Thecoolmantv2 (talk) 18:36, 18 December 2025 (UTC)Reply Feedback (Wed, 24 Dec 2025 20:06:36 UTC) Feedback (Thu, 25 Dec 2025 18:14:41 UTC) A way to reference First Drop 2026 It's a bit hard to word out "Drop 1 of 2026" nor "the first drop of 2026" for the article itself, however, I found a better wording for this: Since Java Edition 26.1 is one of the First Drop 2026 releases, the second one is Bedrock Edition 26.10, I think it'd be better to call it "an upcoming 2026 game drop" rather than, for example, "26.1 is the first drop of 2026 ..." etc. Outrowed (talk) 05:05, 14 January 2026 (UTC)Reply List of currently unchanged baby entity models What baby forms have yet to receive a model change, and more importantly, would a list of these be relevant to include at all (or would it fall afoul of speculative or comparative trivia guidelines)? - User-12316399 (talk) 01:13, 4 February 2026 (UTC)Reply Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Talk:Java_Edition_26.1] | [TOKENS: 291] |
Talk:Java Edition 26.1 Contents Fact This would be 25w51a Thecoolmantv2 (talk) 18:36, 18 December 2025 (UTC)Reply Feedback (Wed, 24 Dec 2025 20:06:36 UTC) Feedback (Thu, 25 Dec 2025 18:14:41 UTC) A way to reference First Drop 2026 It's a bit hard to word out "Drop 1 of 2026" nor "the first drop of 2026" for the article itself, however, I found a better wording for this: Since Java Edition 26.1 is one of the First Drop 2026 releases, the second one is Bedrock Edition 26.10, I think it'd be better to call it "an upcoming 2026 game drop" rather than, for example, "26.1 is the first drop of 2026 ..." etc. Outrowed (talk) 05:05, 14 January 2026 (UTC)Reply List of currently unchanged baby entity models What baby forms have yet to receive a model change, and more importantly, would a list of these be relevant to include at all (or would it fall afoul of speculative or comparative trivia guidelines)? - User-12316399 (talk) 01:13, 4 February 2026 (UTC)Reply Navigation menu |
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