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Disambig color.svg Este artículo trata sobre el mob que habita el Nether y es el resultado de la zombificación de los piglins. Para ver a la versión viva, véase Piglin. Para ver a la versión viva encontrada en los bastiones, véase Piglin bruto. Para ver a la criatura de la superficie, véase Cerdo.

Los piglins zombificados son entidades que habitan en el Nether.

[editar]Piglin zombificado
Piglin zombificado.png
Piglin zombificado bebé.png
Puntos de salud

20 (Heart.png × 10)

Puntos de armadura

2 (Armor.svg)

Fuerza de ataque

Fácil: 5 (Heart.pngHeart.pngHalf Heart.png)
Normal: 8 (Heart.pngHeart.pngHeart.pngHeart.png)
Difícil: 12 (Heart.pngHeart.pngHeart.pngHeart.pngHeart.pngHeart.png)

Generación
  • Desiertos del nether
  • Bosque carmesí
  • Cuando cae un rayo cerca de 4 bloques de un cerdo
  • Cerca a un portal del Nether en la Superficie
  • Cuando un piglin está en la Superficie o en el End por 15 segundos
Objetos equipados
ID de red

JE: 57
BE: 36

ID del savegame

zombified_piglin

Sumario

AparienciaEditar

Un piglin zombificado tiene la misma apariencia que un piglin común, con la diferencia de que partes de su cuerpo son de color verde, simulando carne putrefacta. Además llevan un taparrabos marrón como vestimenta y portan una espada de oro. También existe probabilidad de que lleven piezas de armadura de cualquier material.

GeneraciónEditar

Los piglins zombificados aparecen en el Nether, cerca a los portales del Nether, o cuando a un cerdo le cae un rayo. Los piglins zombificados tienen una probabilidad del 5% de aparecer como piglins zombificados bebés. Los bebés tienen además una probablilidad el 5% de aparecer como jinetes avícolas[solo Edición Java].

Todos los piglins zombificados aparecen con una espada de oro, las cuales tienen probabilidad de estar encantadas en las dificultades Normal y Difícil, con una probabilidad máxima del 25%. Esto varía dependiendo de la dificultad regional dado al valor de encantabilidad de la espada que sube de 5 a 23 niveles.

Cada Halloween (31 de Octubre), los piglins zombificados tienen una probabilidad del 22.5% de aparecer con una calabaza tallada y una probabilidad del 2.5% de aparecer con una calabaza iluminada como equipo de cabeza[solo Edición Java].

NetherEditar

Aparecen en grupos de 4 a cualquier nivel de luz. Aparecen normalmente en las ruinas del Nether y raramente en los bosques carmesís. Además, en los océanos de lava pueden aparecer montando un lavagante.

Portales del NetherEditar

Cuando un bloque de portal del Nether recibe un tick de bloque, hay una probabilidad del 12000 (0.05%) en Fácil, 22000 (0.1%) en Normal y 32000 (0.15%) en Difícil de que haga aparecer un piglin zombificado.

En la Edición Java, aparecen dentro de uno de los bloques del portal en la parte inferior.

En la Edición Bedrock, se generan un bloque al este o al sur del portal (dependiendo de la dirección que esté mirando el portal) y ni las losas ni la iluminación lo impiden.

Si aparece de esta forma, pero no sale del portal, hay una probabilidad de que se teletransporte al Nether.

CerdosEditar

También se puede aparecer uno cuando a un cerdo le cae un rayo y no lo mata, o si cae un rayo 4 bloques cerca de uno. Si el cerdo es bebé, entonces el piglin zombificado aparecerá como un piglin zombificado bebé.

PiglinsEditar

Un piglin o piglin bruto[futuras ediciones Java 1.16.x y Bedrock 1.16.x.x] que entra a la Superficie o al End se transforma en un piglin zombificado después de 15 segundos. Cuando los piglins bebés se transforman en zombis, no tienen armas, a diferencia de los piglins zombificados bebés que aparecen naturalmente.

Un piglin zombificado mantiene cualquier armadura, herramienta o arma recolectada antes de ser zombificado, incluso si era bebé[Solo Edición Java].

Los piglins zombificados bebés además tienen un 5% de posibilidades de convertirse en un jinete avícola[Solo para JE].

ComportamientoEditar

Los piglins zombis se mueven a 2.2843 m/s y son inmunes al fuego y a la lava. Cuando se les provoca, su velocidad aumenta a 3.3845 m/s o más rápido si son bebés.

Al igual que los zombis, los piglins zombificados golpean puertas de madera y pueden romperlas en la dificultad Difícil.

En las dificultades Normal y Difícil, hasta el 55% de los piglins zombificados recogen piezas de armadura y espadas que sean mejores que las suya, la que luego arrojan con la misma probabilidad que si fueran asesinados con Saqueo I, 9.5%.

Los piglins zombificados intentan destruir cualquier huevo de tortuga que vean a 23 bloques de distancia horizontalmente y a 3 bloques de distancia verticalmente (10 bloques horizontalmente y 2 bloques verticalmente en la Edición Bedrock), sin contar el bloque en el que se encuentren. Cuando se genera, siempre detecta los huevos de tortuga cercanos después de exactamente 2 segundos. Sin embargo, si el huevo de tortuga se coloca después de la generación del piglin zombificado, el piglin zombificado tarda un tiempo en notar el huevo de tortuga e intentar romperlo.

Aunque los piglins zombificados son inmunes a los bloques de magma, evitan caminar sobre ellos. Sin embargo, si son generados o empujados a bloques de magma, entonces encontrarían el camino normalmente en ellos.

Tipo de mobEditar

No muerto, ellos son:

HostilidadEditar

Los piglins zombificados no son inicialmente hostiles, pero todos los piglins zombificados dentro de un área de 67×21×67 a 111×21×111 centrada en el piglin zombificado atacado se vuelven agresivos y atacan al atacante (otro mob o al jugador) si un individuo es atacado, a menos que el piglin zombificado atacado sea asesinado de un solo golpe[solo Edición Java]. Además, algunos piglins zombificados tienen la capacidad de generar refuerzos cuando son atacados (similar a los zombis, y que rara vez pueden incluir de hecho zombis). Esto se aplica a cualquier golpe registrado como proveniente del jugador u otros mobs, incluidas bolas de fuego de un ghast desviadas, ataques de barrido, bolas de nieve y huevos, o una flecha de esqueleto. Esto no incluye fuegos artificiales disparados desde ballestas o flechas disparadas por un dispensador.

Los piglins zombificados permanecen hostiles de 20 segundos a 27 minutos (limitado por el tipo de etiqueta Anger NBT). Acercarse dentro del rango de seguimiento del jugador (35 bloques +/- 5%) de un piglin zombificado ya hostil hace que alarme y enoje a todos los piglins zombificados cercanos en un radio de 40 bloques. Tener una línea de visión constante con un piglin zombificado hostil hace que alarme a los piglins zombificados neutrales (dentro de un radio de 40 bloques) cada 100 tics de juego, o 5 segundos solo si está fuera del rango de seguimiento de su jugador. Un piglin zombificado permanece hostil indefinidamente si está dentro de las áreas de procesamiento de la entidad y tiene una línea de visión directa con el jugador. Romper la línea de visión directa hace que un piglin zombificado hostil se vuelva neutral si su temporizador de perdón (de 20 segundos a 27 minutos) expira. El temporizador de perdón no avanza para piglins zombificados en chunks descargados. Por lo tanto, si el jugador ingresa a un portal del Nether y regresa, cualquier piglin zombificado provocado en el área permanece agresivo a menos que otro jugador esté cerca para mantener cargados los chunks. Morir hará que los piglins zombificados se vuelvan neutrales hacia el jugador si la regla de juego ForgiveDeadPlayers está activada. Persiguen a los jugadores incluso si tienen el efecto Invisibilidad.

Los piglins zombificados neutrales no previenen que un jugador duerma[solo Edición Java].

Los piglins zombificados hostiles tienen un hallazgo de ruta ligeramente diferente al de cuando son neutrales. Por ejemplo, se caerían de los bordes que les causarían daños por caída en un intento de alcanzar al atacante donde la mayoría de los otros mobs no lo harían.

Cuando un piglin zombificado es atacado, los piglins normales no se enojan y viceversa.

Valores de datosEditar

Los piglins zombificados tienen una entidad de datos asociada con ellos y que contienen varias propiedades del mob.

  • Entidad de datos
    • Tags comunes para toda entidad [esconder]
    • id (Identificación): Representación de string de la entidad. No existe para la entidad del jugador.
    • Pos: 3 TAG_Doubles (Doble_Tag) describiendo la posición actual X, Y y Z.
    • Movimiento: 3 TAG_Doubles (Doble_Tag) describiendo la velocidad en dX, dY y dZ de la entidad en ticks por segundo.
    • Rotación: Dos TAG_Floats (Tag_Flotantes) representa rotación en grados.
      • La rotación de la entidad a la dirección de las manecillas del reloj alrededor del eje Y (llamado Yaw). Sur es 0. No excede los 360 grados.
      • La declinación de la entidad desde el horizonte (llamado Pitch). Horizontal es 0. Valores positivos hacia abajo. No excede los 90 grados positivos y/o negativos.
    • FallDistance (Distancia de caída): Distance the entity has fallen. Larger values cause more damage when the entity lands.
    • Fire: Number of ticks until the fire is put out. Negative values reflect how long the entity can stand in fire before burning. Default -20 when not on fire.
    • Air: How much air the entity has, in ticks. Fills to a maximum of 300 in air, giving 15 seconds submerged before the entity starts to drown, and a total of up to 35 seconds before the entity dies (if it has 20 health). Decreases while underwater. If 0 while underwater, the entity loses 1 health per second.
    • OnGround: 1 or 0 (true/false) - true if the entity is touching the ground.
    • NoGravity: 1 or 0 (true/false) - if true, the entity does not fall down naturally. Set to true by striders in lava.
    • Invulnerable: 1 or 0 (true/false) - true if the entity should not take damage. This applies to living and nonliving entities alike: mobs should not take damage from any source (including potion effects), and cannot be moved by fishing rods, attacks, explosions, or projectiles, and objects such as vehicles and item frames cannot be destroyed unless their supports are removed. Invulnerable player entities are also ignored by any hostile mobs. Note that these entities can be damaged by players in Creative mode.
    • PortalCooldown: The number of ticks before which the entity may be teleported back through a nether portal. Initially starts at 300 ticks (15 seconds) after teleportation and counts down to 0.
    • UUID: This entity's Universally Unique IDentifier. The 128-bit UUID is stored as four 32-bit integers, ordered from most to least significant.
    • CustomName: The custom name JSON text component of this entity. Appears in player death messages and villager trading interfaces, as well as above the entity when the player's cursor is over it. May not exist, or may exist and be empty.
    • CustomNameVisible: 1 or 0 (true/false) - if true, and this entity has a custom name, the name always appears above the entity, regardless of where the cursor points. If the entity hasn't a custom name, a default name is shown. May not exist.
    • Silent: 1 or 0 (true/false) - if true, this entity is silenced. May not exist.
    • Passengers: The data of the entity that is riding this entity. Note that both entities control movement and the topmost entity controls spawning conditions when created by a mob spawner.
      • See this format (recursive).
    • Glowing: 1 or 0 (true/false) - true if the entity has a glowing outline.
    • Tags: List of scoreboard tags of this entity.
    • Tags common to all mobs [hide]
    • Health: Amount of health the entity has.
    • AbsorptionAmount: Amount of extra health added by Absorption effect.
    • HurtTime: Number of ticks the mob turns red for after being hit. 0 when not recently hit.
    • HurtByTimestamp: The last time the mob was damaged, measured in the number of ticks since the mob's creation. Updates to a new value whenever the mob is damaged, then updates again 101 ticks later for reasons unknown. Can be changed with commands, but the specified value does not affect natural updates in any way, and is overwritten if the mob receives damage.
    • DeathTime: Number of ticks the mob has been dead for. Controls death animations. 0 when alive.
    • FallFlying: Setting to 1 for non-player entities causes the entity to glide as long as they are wearing elytra in the chest slot. Can be used to detect when the player is gliding without using scoreboard statistics.
    • SleepingX: The X coordinate of where the entity is sleeping, absent if not sleeping.
    • SleepingY: The Y coordinate of where the entity is sleeping, absent if not sleeping.
    • SleepingZ: The Z coordinate of where the entity is sleeping, absent if not sleeping.
    • Brain: Everything this entity has to keep in mind.
      • memories: Empty for all but villagers.
        • minecraft:meeting_point: Where this villager's meeting point is.
          • value: The value of this memory.
            • pos: The X Y and Z values of the meeting point.
            • dimension: The dimension ID of the meeting point.
        • minecraft:home: Where this villager's bed is.
          • value: The value of this memory.
            • pos: The X Y and Z values of the bed.
            • dimension: The dimension ID of the bed.
        • minecraft:job_site: Where this villager's job site block is.
          • value: The value of this memory.
            • pos: The X Y and Z values of the job site block.
            • dimension: The dimension ID of the job site block.
        • minecraft:last_slept: The tick that the villager last slept in a bed.
          • value: The value of this memory.
        • minecraft:last_woken: The tick that the villager last woke up from a bed.
          • value: The value of this memory.
        • minecraft:last_worked_at_poi: The tick that the villager last worked at their job site.
          • value: The value of this memory.
        • minecraft:angry_at: The target of this piglin.
          • value: Universally Unique IDentifier of the entity that the piglin targets, stored as four ints.
          • ttl: The amount of ticks before this memory is removed.
        • minecraft:admiring_item: If the piglin is admiring an item.
          • value: 1 or 0 (true/false) - true if admiring an item.
          • ttl: The amount of ticks before this memory is removed, the piglin throws back another item when this reaches 0, if it held a gold ingot.
        • minecraft:admiring_disabled: If the piglin can admire an item at this moment, set when being converting, when hurt or after just admiring an item.
          • value: 1 or 0 (true/false) - true if admiring is disabled.
          • ttl: The amount of ticks before this memory is removed.
        • minecraft:hunted_recently: If the piglin just hunted, and as such, won't for a while. Set after hunting or spawning in a bastion remnant.
          • value: 1 or 0 (true/false) - true if the piglin just hunted and cannot hunt.
          • ttl: The amount of ticks before this memory is removed.
    • Attributes: A list of Attributes for this mob. These are used for many purposes in internal calculations, and can be considered a mob's "statistics". Valid Attributes for a given mob are listed in the main article.
      • An individual Attribute.
        • Name: The name of this Attribute.
        • Base: The base value of this Attribute.
        • Modifiers: A list of Modifiers acting on this Attribute. Modifiers alter the Base value in internal calculations, without changing the original copy. Note that a Modifier never modifies Base to be higher than its maximum or lower than its minimum for a given Attribute.
          • An individual Modifier.
            • Name: The Modifier's name.
            • Amount: The amount by which this Modifier modifies the Base value in calculations.
            • Operation: 0, 1, or 2. Defines the operation this Modifier executes on the Attribute's Base value. 0: Increment X by Amount, 1: Increment Y by X * Amount, 2: Y = Y * (1 + Amount) (equivalent to Increment Y by Y * Amount). The game first sets X = Base, then executes all Operation 0 modifiers, then sets Y = X, then executes all Operation 1 modifiers, and finally executes all Operation 2 modifiers.
            • UUID: This modifier's Universally Unique IDentifier, stored as four ints. Used to identify the modifier so that the correct modifier can be added or removed.
    • ActiveEffects: The list of potion effects on this mob. May not exist.
      • A potion effect
        • Id: The numerical effect ID.
        • Amplifier: The potion effect level. 0 is level 1.
        • Duration: The number of ticks before the effect wears off.
        • Ambient: 1 or 0 (true/false) - true if this effect is provided by a Beacon and therefore should be less intrusive on screen.
        • ShowParticles: 1 or 0 (true/false) - true if particles are shown (affected by "Ambient"). false if no particles are shown.
        • ShowIcon: 1 or 0 (true/false) - true if effect icon is shown. false if no icon is shown.
        • HiddenEffect: Lower amplifier effect of the same type, this replaces the above effect when it expires. (The duration of the effect still decreases in here too)
          • HiddenEffect: The same as the above compound, recursively.
          • Amplifier: The potion effect level. 0 is level 1.
          • Duration: The number of ticks before the effect wears off.
          • Ambient: 1 or 0 (true/false) - true if this effect is provided by a Beacon and therefore should be less intrusive on screen.
          • ShowParticles: 1 or 0 (true/false) - true if particles are shown (affected by "Ambient"). false if no particles are shown.
          • ShowIcon: 1 or 0 (true/false) - true if effect icon is shown. false if no icon is shown.
    • HandItems: The list of items the mob is holding, in the following order: Main hand, Off hand.
      • : The item being held in the mob's main hand.
        • Tags common to all items [hide]
        • Count: Number of items stacked in this inventory slot. Any item can be stacked, including tools, armor, and vehicles. Range is -128 to 127. Values of 1 are not displayed in-game. Values below 1 are displayed in red.
        • id: Item/Block ID. If not specified, Minecraft changes the item to stone when loading the chunk or summoning the item.
        • tag: Additional information about the item, discussed more in the subsections of the item structure section. This tag is optional for most items.
      • : The item being held in the mob's off hand.
        • Tags common to all items [hide]
        • Count: Number of items stacked in this inventory slot. Any item can be stacked, including tools, armor, and vehicles. Range is -128 to 127. Values of 1 are not displayed in-game. Values below 1 are displayed in red.
        • id: Item/Block ID. If not specified, Minecraft changes the item to stone when loading the chunk or summoning the item.
        • tag: Additional information about the item, discussed more in the subsections of the item structure section. This tag is optional for most items.
    • ArmorItems: The list of items the mob is wearing as armor, in the following order: feet, legs, chest, head.
      • : The item in the feet armor slot.
        • Tags common to all items [hide]
        • Count: Number of items stacked in this inventory slot. Any item can be stacked, including tools, armor, and vehicles. Range is -128 to 127. Values of 1 are not displayed in-game. Values below 1 are displayed in red.
        • id: Item/Block ID. If not specified, Minecraft changes the item to stone when loading the chunk or summoning the item.
        • tag: Additional information about the item, discussed more in the subsections of the item structure section. This tag is optional for most items.
      • : The item in the legs armor slot.
        • Tags common to all items [hide]
        • Count: Number of items stacked in this inventory slot. Any item can be stacked, including tools, armor, and vehicles. Range is -128 to 127. Values of 1 are not displayed in-game. Values below 1 are displayed in red.
        • id: Item/Block ID. If not specified, Minecraft changes the item to stone when loading the chunk or summoning the item.
        • tag: Additional information about the item, discussed more in the subsections of the item structure section. This tag is optional for most items.
      • : The item in the chest armor slot.
        • Tags common to all items [hide]
        • Count: Number of items stacked in this inventory slot. Any item can be stacked, including tools, armor, and vehicles. Range is -128 to 127. Values of 1 are not displayed in-game. Values below 1 are displayed in red.
        • id: Item/Block ID. If not specified, Minecraft changes the item to stone when loading the chunk or summoning the item.
        • tag: Additional information about the item, discussed more in the subsections of the item structure section. This tag is optional for most items.
      • : The item in the head armor slot.
        • Tags common to all items [hide]
        • Count: Number of items stacked in this inventory slot. Any item can be stacked, including tools, armor, and vehicles. Range is -128 to 127. Values of 1 are not displayed in-game. Values below 1 are displayed in red.
        • id: Item/Block ID. If not specified, Minecraft changes the item to stone when loading the chunk or summoning the item.
        • tag: Additional information about the item, discussed more in the subsections of the item structure section. This tag is optional for most items.
    • HandDropChances: List of float values representing the chance for a handheld item to drop.
      • : Chance to drop the item being carried in the main hand.
      • : Chance to drop the item being carried in the off hand.
    • ArmorDropChances: List of float values representing the chance for a worn armor item to drop.
      • : Chance to drop the item being worn in the feet slot.
      • : Chance to drop the item being worn in the legs slot.
      • : Chance to drop the item being worn in the chest slot.
      • : Chance to drop the item being worn in the head slot.
    • DeathLootTable: Optional. Loot table to be used for the items that drop when the entity is killed.
    • DeathLootTableSeed: Optional. Seed for generating the loot table. If 0 or omitted, a random seed is used.
    • CanPickUpLoot: 1 or 0 (true/false) - true if the mob can pick up loot (wear armor it picks up, use weapons it picks up).
    • NoAI: 1 or 0 (true/false) - Setting to true disables the mob's AI. The mob does not and cannot move, to the extent of not falling when normally able.
    • PersistenceRequired: 1 or 0 (true/false) - true if the mob must not despawn naturally.
    • LeftHanded: 1 or 0 (true/false) - true if the mob renders the main hand as being left.
    • Team: This tag is actually not part of the NBT data of a mob, but instead used when spawning it, so it cannot be tested for. It makes the mob instantly join the scoreboard team with that name.
    • Leash: Either contains a UUID int array, if this leash connects to another entity, or an X, Y, Z int trio if this leash connects to a fencepost. Does not exist if the entity is not leashed.
      • UUID: The Universally Unique IDentifier of the entity this leash connects to, stored as four ints.
      • X: The X coordinate of the fence this leash connects to.
      • Y: The Y coordinate of the fence this leash connects to.
      • Z: The Z coordinate of the fence this leash connects to.
    • IsBaby: 1 or 0 (true/false) - true if this zombie is a baby. May be absent.
    • CanBreakDoors: 1 or 0 (true/false) - true if the zombie can break doors (default value is 0).
    • DrownedConversionTime: The number of ticks until this zombie converts to a drowned, or husk to zombie. (default value is -1, when no conversion is under way).
    • InWaterTime: The number of ticks this zombie or husk has been under water, used to start the drowning conversion. (default value is -1, when no conversion is under way).
    • AngerTime: Ticks until the zombified piglin becomes neutral. -2,147,483,648 to 0 for neutral zombified piglins; 1 to 2,147,483,647 for angry zombified piglins. Value depletes by one every tick if value is greater than 0. When the value turns from 1 to 0, the zombified piglin does not stop tracking the player until the player has exited the zombified piglin's detection radius. When hit by a player or when another zombified piglin within 32 blocks is hit by a player, the value is set to a random number between 400 and 800.
    • AngryAt: The UUID of the last player that attacked the zombified piglin, stored as four ints.

ProgresosEditar

Icono Advancement In-game description Parent Actual requirements (if different) Namespaced ID
Adventure Adventure, exploration, and combat Kill any entity, or be killed by any entity. adventure/root
Monster Hunter Kill any hostile monster Adventure Kill one of these 33 mobs. Other mobs, if any, may be killed, but are ignored for this advancement. adventure/kill_a_mob
Monsters Hunted Kill one of every hostile monster Monster Hunter Kill each of these 33 mobs. Other mobs, if any, may be killed, but are ignored for this advancement. adventure/kill_all_mobs

CuriosidadesEditar

  • The pre-Texture Update zombie pigman skin file has "THX XAPHOBIA" written on the unused section as a credit by Notch to the skin's original creator.
  • Deaths of hostile zombified piglins always register as kills by the player they are targeting, regardless of whether that player ever touched that zombified piglin.‌['JE only]
  • The old zombie pigman was the only mob to have a "baby" variant that is texture is significantly different than its adult counterpart, with baby zombie pigmen missing the outer layer of their head and showing their skull. It instead appears inside of its head, which is a bug.
    • This is actually the same case with baby zombies and their variants, which is visible only via Texture Packs.
    • However, after the Nether Update, when the zombie pigmen became zombified piglins, and since they no longer have a different layer on their head, their head texture is now the same like their adult counterpart.
  • El sonido de enfado del piglin zombificado se reproduce al doble de velocidad del archivo de sonido original.‌['JE only]
  • In some beta versions, when Texture or Behavior Packs are applied, the Zombified Piglin's texture would go back to the Zombie Pigman's.
  • En Bedrock Edition, si se aplica el Classic Texture Pack (paquete de texturas clásico), se revertirá el modelo y texturas del piglin zombificado a su aspecto original.

HistoriaEditar

Alfa
v1.2.025 de octubre de 2010 Notch twittea que se está trabajando en un segundo monstruo del Nether, diciendo que será menos peligroso que los Ghasts y "algo inútiles" ("kind of pointless")
previewx53px Los hombrecerdos zombis se presentan como criaturas neutrales desarmadas en una vista previa en la versión de Halloween.
x53px Los hombrecerdos zombis son añadidos al juego.
El líquido verde de la piel de los hombrecerods zombis era originalmente de color rojo,[1] pero se cambió dado que Notch consideró que era demasiado gore, llegado a decir que "es más divertido si da miedo sin usar sangre" ("it's more fun to be scary without blood."[2]
Con este cambio, los hombrecerdos zombis permanecerán hostiles para siempre si el jugador golpea a uno de ellos.
The drops of zombie pigmen are 0–2 cooked porkchops.
Zombie pigmen are referred to as a "Pig Zombie" in the language file.
Beta
1.5Pigs struck by lightning in the Overworld now change into zombie pigmen.[3]
1.8Pre-releaseZombie pigmen no longer drop cooked porkchops and now drop 0-2 rotten flesh instead.
1.0.0Beta 1.9 PrereleaseZombie pigmen now drop 0-1 gold nuggets and 0-1 rotten flesh.
x53px All humanoid mobs have the bottom texture of the face flipped, resulting in a change in the model.
Beta 1.9 Prerelease 2Zombie pigmen now naturally have 2 armor points, as zombies. The armor points prevent 8% of damage taken.
Beta 1.9 Prerelease 5Zombie pigmen, along with other undead mobs, can now be damaged by splash potions of healing, and can be healed by splash potions of harming.
A sword enchanted with Smite now does extra damage to zombie pigmen.
1.2.112w06aZombie pigmen now have a rare chance of dropping gold ingots, golden helmets, or their own golden swords, which may be dropped with an enchantment. The sword is enchanted with the equivalent of roughly a level 5 enchantment.
Zombie pigmen are now referred to as their real name, "Zombie Pigman," in the language file, rather than "Pig Zombie".
1.3.112w22aZombie pigmen can now spawn in the Overworld from nether portals.
1.4.212w32aZombie pigmen may spawn with enchanted swords and have the capacity to wear any type of armor.
The sword that a zombie pigmen is carrying now increases the damage it deals.
Zombie pigmen may pick up dropped items.
12w34bZombie pigmen now try to get back into the Nether portal they came from when in the Overworld.
12w36aThe zombie and zombie pigman models and textures now have an additional 32 pixels of empty space below the texture.
x53px On Halloween, zombie pigmen now have a chance of spawning with a pumpkin or jack o'lantern on its head.
1.6.2Baby zombie pigmen now spawn naturally.
1.7.213w36aWhen struck by lightning, zombie pigmen now spawn with golden swords.
1.7.413w49aAdded chicken jockeys. Since zombie pigmen share some of the zombie .class files, there are also now zombie pigman jockeys - a rare version of the baby zombie pigman.
x32px Baby zombie pigmen with the "villager" tag now have skulls. Prior to this update, they looked like this: x32px.
1.814w03aThe only way to obtain gold nuggets and gold ingots from zombie pigmen, is now for the player to kill them, whether through combat, potions, or player-activated mechanisms such as manually lit TNT.
If killed without player intervention, zombie pigmen now drop only rotten flesh, rendering fully-automatic gold farms impossible.
14w04aThe above change has been partially reverted; zombie pigmen now drop gold nuggets no matter how they are killed.
14w06aZombie pigmen now use a different AI.
An aggravated zombie pigman now become passive after 20 to 39.95 seconds, although they continue to attack until the player gets outside their aggressive distance.
Zombie Pigmans now use their attack animation like they did in Survival Test. This shows only when a zombie pigmen is holding a weapon. When a zombie pigman holds a weapon the damage it does is equal to the damage the player would do with the weapon added to the normal damage of the zombie pigmen.
14w07aBaby zombie pigmen are now always hostile to players who have ever attacked them.
14w11aZombie pigmen now run away from creepers that are about to explode.
14w30ax53px x32px The weapon holding position of zombie pigmen has been changed.
pre1Baby zombie pigmen, like adults, now become passive after 20 to 39.95 seconds.
1.8.1pre1Zombie pigmen no longer run away from creepers that are about to explode.
1.915w34aZombie pigmen now have an attack animation without weapons.
1.1116w32aThe entity ID has been changed changed from PigZombie to zombie_pigman.
The zombie pigmen's in-game name is now "Zombie Pigman" instead of "Zombie" in their name tag when they have CustomNameVisible enabled.
1.1217w06aNon-hostile zombie pigmen no longer prevent a player from sleeping in a bed.
1.1318w07aZombie pigmen now seek out turtle eggs and intentionally trample them.
18w19aZombie pigmen now sink in water.
Zombie pigmen no longer drown in water.
1.1418w43ax53px   The textures of zombie pigmen and baby zombie pigmen have been changed.
[[Plantilla:Article|September 28, 2019]]At MINECON Live 2019, it was announced that zombie pigmen are to be renamed to zombified piglins, as their unzombified counterpart, piglins, were announced as a new mob to be added in the Nether Update.
February 9, 2020x53px A new design for zombie pigmen is revealed.
1.1620w07aArchivo:Unused Zombified Piglin Texture.png An unused Plantilla:Cd texture file has been added to the client.jar.
Added piglins, which can be converted into zombie pigmen in the Overworld.
20w09a"Zombie Pigman" has been renamed to "Zombified Piglin".
x53px x32px The textures and models of zombified piglins and baby zombified piglins have been changed. Currently, however, the texture of their skirts is not displayed correctly.
The ID of zombified piglins has been changed from Plantilla:Cd.
The texture of zombified piglins has been renamed from Plantilla:Cd to Plantilla:Cd.
20w13ax53px x32px The textures of zombified piglins and baby zombified piglins have been changed.
20w14ax53px x32px The textures and models of zombified piglins and baby zombified piglins have been changed. The overlay textures on their skirts now displayed correctly. Also, baby zombified piglins are no longer armed. The texture size has been changed from 128x64 to 64x64, and the layout of the parts of the ears has been changed.
20w19aPiglins now become zombified piglins when in the End.
20w22ax53px x32px The textures and models of zombified piglins and baby zombified piglins have been changed. They have now both arms raised, and baby zombified piglins are armed again.
pre1Zombified piglins no longer attack innocent bystanders unless /gamerule universalAnger is set to true.
Zombified piglins now stop being angry if the targeted player dies nearby unless /gamerule forgiveDeadPlayers is set to false.
Zombified piglins will no longer drop experience orbs and rare drops when killed by something else than a player while in angered state.
pre3Zombified piglins will again drop experience orbs and rare drops when killed by something else than a player while in angered state.
pre6Changed the subtitle for zombified piglins angry grunts from "Zombified Piglin angers" to "Zombified Piglin grunts angrily".
Pocket Edition alfa
0.5.0x53px Added zombie pigmen.
Zombie pigmen spawn only in nether reactors.
Zombie pigmen are hostile to all players, but have a shorter sight range.
Zombie pigmen are missing their head layer.
Zombie pigmen's drops are different than in Java: 0-1 feathers and/or a gold ingot.
0.7.2Added new sounds for the zombie pigmen.
0.8.1Zombie pigmen no longer take damage when they are burning in the daylight.
0.9.0build 1Zombie pigmen can now be spawned using a spawn egg.
0.9.2Zombie pigmen now rarely drop carrots and potatoes.
Zombie pigmen now have an attacking animation.
0.9.4Zombie pigmen now have 2 ( ) armor points, which reduces 8% of damage.
0.11.0build 1Zombie pigmen can now spawn with three at once instead of one in nether reactors.
x53px Zombie pigmen now have a head layer.
Zombie pigmen now have their arms out like regular zombies.
Zombie pigmen no longer burn in sunlight.
Zombie pigmen now drop rotten flesh, which was previously a feather and also now drop rarely a gold ingot, instead of a carrot or potato.
build 2x32px Zombie pigmen can now spawn as babies.
Added chicken jockeys
0.12.1build 1Zombie pigmen now spawn in the Nether.
Zombie pigmen now use the new mob AI.
Zombie pigmen are now neutral.
Zombie pigmen can now wear armor.
Pigs struck by lightning now turn into zombie pigmen.
Zombie pigmen can now drop gold nuggets.
Zombie pigmen can now spawn from Nether portals in the Overworld.
build 11Zombie pigmen now have a chance of spawning with enchanted swords.
Zombie pigman have a chance to spawn armored and with enchanted armor.
build 12Zombie pigmen now attack iron golems.
0.14.0build 1Replaced chicken jockeys: baby zombie pigmen now have 15% chance of becoming a jockey when angered.
Adult zombie pigmen can now be ridden by baby zombie variants.
0.15.0build 1Zombie pigmen are now faster when angered.
0.16.0Baby zombie pigmen no longer can mount mobs.
Zombie pigmen no longer may spawn armored.
1.1.0alpha 1.1.1.0The entity ID has been changed from pig_zombie to zombie_pigman.
Adult zombie pigmen are no longer rideable by their baby variants.
1.5.0beta 1.5.0.0Zombie pigmen now sink underwater.
Zombie pigmen no longer drown in water.
beta 1.5.0.4Zombie pigmen now seek out turtle eggs and intentionally trample them.
1.10.0beta 1.10.0.3x53px x32px The textures of zombie pigmen and baby zombie pigmen have been changed.
1.13.0beta 1.13.0.9Adult zombie pigmen can now be ridden again by baby zombie, baby zombie villager and baby husk variants.
1.16.0beta 1.16.0.51Added piglins, which can be converted into zombie pigmen in the Overworld or the End.
x53px x32px The textures and models of zombie pigman have been changed.
"Zombie Pigman" has been renamed to "Zombified Piglin".
Zombified piglins now sometimes pick up dropped armor pieces and swords.
Zombified piglins now burn in sunlight again.[4]
Zombified piglins now take damage from lava and fire.
1.16.0beta 1.16.0.57Zombified piglins once again no longer burn on sunlight.
beta 1.16.0.59Zombified piglins are now immune to fire damage again.
beta 1.16.0.63x53px x32px The models of zombified piglins and baby zombified piglins have been changed. The head scale is now slightly smaller. The textures of zombified piglins have been changed to match as Java Edition 20w13a's.
1.16.20beta 1.16.20.50Added piglin brutes, which can be converted into zombified piglin in the Overworld or the End.
Edición de consolas
[[Historial de versiones/Xbox 360#pigmen.|x53px Added zombie pigmen.]]
[[Historial de versiones/Xbox 360#enchantment.|Zombie pigmen now have a rare chance of dropping gold ingots, golden helmets, or their own golden swords, which can be enchanted with a random level 5 enchantment.]]
Historial de versiones/Xbox 360#portals.|Zombie pigmen can now spawn in the Overworld from Nether portals.]]
[[Historial de versiones/Xbox 360#pigmen.|x32px Added baby zombie pigmen.]]Zombie pigmen can now wear armor or weapons.
[[Historial de versiones/Xbox 360#distance.|Zombie pigmen now become neutral again toward the player in 20 to 39.95 seconds after provocation, although they continue to attack until the player gets outside their aggressive distance.]]
[[Historial de versiones/Xbox 360#changed.|x53px x32px The textures of zombie pigmen and baby zombie pigmen have been changed.]]
0.1.0x53px x32px Added zombie pigmen and baby zombie pigmen.