Villagers are the most important thing you will need to advance quickly. Once a villager finds a job site block and converts to that type of villager they will lose that type if you go 128 blocks away or if the job site block is destroyed. To lock the trade in so neither of these things reset it just trade once with the villager.
Priorities
- Villager breeder
- Carrots, potatoes, pumpkins or melons to level up farmer villagers to get to golden carrots for food
- Wool for beds for breeding villagers
- A bucket either from savannah house chests or iron
- Pointed dripstone for a lava farm
- Sugarcane for paper trades and books
- Leather for books or you can get a librarian who sells bookshelves that you can chop up for books
- Sand for glass for bottles for curing villagers
- A few spider eyes
- A few brown mushrooms from swamps or the nether for the fermented spider eye
- Blaze rods for brewing. A brewing stand can be found inside village churches
- Librarians that are selling all armor and weapon enchantmented books (preferably for 21 or fewer emeralds). Most of your time will be spent on this.
- Rotten flesh to level up cleric villagers to get ender pearls to create eyes of ender to find and activate end gateways to get elytra
Villager Breeder
A villager breeder is the first priority when getting started. Note the target blocks in the screenshot which have been placed to block access to the beds to prevent breeding. Remove them to start the farm. Use 4 beds to maximize breeding of 2 babies per day. Make sure there is a gap of 1 block between the pit and the beds or the babies can access them. If built above ground remember to add a lightning rod at least 3 blocks above to protect the villagers from turning into witches if lightning strikes near them. The open trap door placed on the side with the villagers, causes villagers to think they can get to the beds but a trap door placed at head level (either open or closed) blocks their hit boxes from getting through the 2 block tall gap. The babies can fit though and will fall into the pit. Make sure you use 2 torches per wall placed on the 3rd block in since crops need 9 light to grow. Each farmer needs at least 12 carrots to start breeding. More if you want a chance at a second round per day. You may want to grow your crops in alternating rows to speed growth to get enough carrots to start. Then just switch to all carrots or all potatoes before you add the villagers.
Pumpkin and Melon Farm (Emeralds, XP, Golden Carrots for food)
To get golden carrots for food, you will need to trade pumpkins and melons with farmer villagers. Once you trade with them for a few days they will reduce their prices to 1 each, no need to cure them so long as you trade with them daily. This is also an easy way to get XP to restore your item's durability. You only need 6 or so farmer villagers to refill an unbreaking diamond pickaxe. Plant your pumpkins and melons in rows so you can easily harvest them with an axe and plant them next to another crop so they grow faster. You could make a flying machine harvest the pumpkins and melons (and sugarcane for paper) or use pistons.
Lava Farm
My #3 priority farm. Useful for smelting and cooking since chopping trees or mining coal is tedious. Its burn time is 1000 seconds compared to 80 for coal or 15 for planks. You can get pointed dripstone from the wandering trader (1.8% chance as of 1.21.4) or mine it with any tool in a dripstone cave. A lava cauldren fills in 19 minutes (about 1 minecraft day). Note that blast furnaces and smokers smelt and cook twice as fast as a regular furnace.
Leather Farm for Books (Lecturns)
You'll need lecturns in order to get all the enchantments. Video Tutorial. Place a chest with a hopper going into it from the top, then a water source block and surround it with 2 high walls. Push a cow in then right click it with some wheat and right click another cow to make it walk in and start breeding. They can breed again after 5 minutes. The water makes them each bounce up randomly so you can breed them otherwise it would be impossible to select them. Once you have 24 in there entity cramming auto kills them and their meat and hides drop. You could also setup a system to drop the babies into a chamber and then auto cook them when they grow up but golden carrots are probably the better food option.
Sugarcane Farm for Paper
Sugarcane needs to be planted next to water. It can be flowing water so a single water source block yields 30 (+2 for the ends) sugarcane. It is most commonly planted on dirt, grass, sand, podzol, mycelium, or mud. Plant it in rows for easy harvesting. Only break the top portion so it grows faster.
Iron Farm
Next you will want to make an iron farm to level up your toolsmiths, weaponsmiths, and armorers. You will need 3 villagers, 3 beds, 3 slabs, and a zombie.
Auto Pumpkin and Melon Farm
Requires 410 iron for hoppers, 71 redstone (+15 for melon clock). No slimeballs or nether quartz required. No annoying rail noises or ticking. The mud blocks are needed since you cannot use farmland since pistons revert it to dirt and hoppers (as opposed to hopper minecarts) do not pick up items through full blocks except for mud. The pistons fire every 12 seconds and can only be heard from 8 blocks away. Those are jack o'lanterns for light. Shown below is the melon farm with a crafter to craft the melons slies into melons. The redstone repeater clock is not needed for the pumpkin farm. You get about 54 pumpkins or 22 melons out of each of these farms daily (every 20 minutes).
Villager Trading for XP for Mending
Villagers are the most important thing you will need to advance quickly. Once a villager finds a job site block and converts to that type of villager they will lose that type if you go 128 blocks away or if the job site block is destroyed. To lock the trade in so neither of these things reset it just trade once with the villager. All villager trades give 3-6 experience. If you hold a mending tool in your hand when you trade, it will be repaired by 2 for every 1 experience. Villagers can do 10 trades of each item per day so on average that is 90 durability per item trade. Since potatoes and carrots yield 2-5 each harvest (more if using a Fortune tool) and wheat and beetroot only produce 1 even though beetroot grows twice as fast but has no bonus for a fortune tool, carrots and potatoes grown in rows are the optimal trades. Potatoes have a 2% chance of also dropping a Poison Potato. Crop growth is significantly increase if you alternate crops in rows and if you place beehives on one side of the farm and flowers on the other as bees drop pollen particles that increment the growth stage. Bee Nests have a 5% chance to spawn on oak, birch, and cherry trees that are grown within 2 blocks of a flower on the same Y level so on average that is 1 bees nest every 14 trees. They have a 1% chance to spawn on mangrove trees without any flower needed. If you have a silk touch tool you can find them in a Meadow biome 100% of the time, plains, sunflower plains, or cherry grove 5%, flower forest 2%, mangrove swamp 1%, forest, birch forest, old growth birch forest 0.2%. Most crops reach maturity within 31 minutes (1.5 minecraft days) if planted in rows in hydrated soil which is half the non-row time to maturity. Not sure how much the pollen increases it beyond that. Once pumpkins have been unlocked trade those until melons get unlocked since they provide more villager XP and fewer are required. They can also be destroyed with a silk touch axe so you do not need to combine the melon slices. Once you get a farmer villager to Expert you have the best food source: golden carrots.
Farmer (Job Block: composter) | |||||
---|---|---|---|---|---|
Level | Slot | Probability | Item wanted | Item given | Villager XP |
Novice | 1 | 40% | 20 × |
2 | |
40% | 26 × |
2 | |||
40% | 22 × |
2 | |||
40% | 15 × |
2 | |||
2 | 40% | 6 × |
1 | ||
Apprentice (10XP) | 3 | 67% | 6 × |
10 | |
4 | 67% | 4 × |
5 | ||
67% | 4 × |
5 | |||
Journeyman (70XP) | 5 | 100% | 4 × |
20 | |
6 | 100% | 3 × |
18 × |
10 | |
Expert (150XP) | 7 | 29% | 15 | ||
29% | 15 | ||||
29% | 15 | ||||
29% | 15 | ||||
29% | 15 | ||||
29% | 15 | ||||
8 | 29% | 15 | |||
Master (250XP) | 9 | 100% | 3 × |
3 × |
30 |
100% | 4 × |
3 × |
30 |
Type | Durability |
---|---|
Diamond Tool | 1561 |
Netherite Tool | 2031 |
Diamond Unbreaking 3 | 6248 |
Netherite Unbreaking 3 | 8128 |
Elytra | 432 |
Elytra Unbreaking 3 | 1728 |
Diamond Helmet | 363 |
Diamond Helmet Unbreaking 3 | 519 |
Diamond Chestplate | 528 |
Diamond Chestplate Unbreaking 3 | 755 |
Diamond Leggings | 495 |
Diamond Leggings Unbreaking 3 | 707 |
Diamond Boots | 429 |
Diamond Boots Unbreaking 3 | 613 |
Netherite Helmet | 407 |
Netherite Helmet Unbreaking 3 | 582 |
Netherite Chestplate | 592 |
Netherite Chestplate Unbreaking 3 | 846 |
Netherite Leggings | 555 |
Netherite Leggings Unbreaking 3 | 793 |
Netherite Boots | 481 |
Netherite Boots Unbreaking 3 | 687 |
Toolsmith, Weaponsmith, Armorers, and Librarians
Then you will want to start making toolsmiths (smithing table) for pickaxes, shovels, axes, weaponsmiths (grindstone) for swords and axes, armorers (blast furnace) a single armorer can supply helmets, chestplates, leggings, and boots, and librarian villagers. You can get up to level 3 enchantments on items from villagers so it is best to seek Unbreaking 3 on your diamond items. You will need coal (15 at 2XP each) and iron (4 at 10XP each) and sugarcane for paper paper to level up the librarian as well as for books for trading and as part of the lecturn recipe. You can either place the lecturn down in front of a villager and then chop it with an axe if it has a book selling for more than 21 emeralds (so when it is cured it will only be 1 emerald) or you can put it on a piston and toggle a lever to reset the trades if you want to save axe durability and some time. If a villager does not accept a job site it may be night time or there may be some issue with another villager accepting the job block so seal off the job site from other villagers.
Books of any enchantment type and level can be sold by Librarian villagers so Mending has the same chance as Efficiency 5. After a curing, non-regular items like tools, weapons, armor, books are discounted by 20 emeralds so a level 5 trade at 64 only goes down to 44 but a level 5 trade at 21 or less goes down to 1.
Level | Emeralds | Chance to sell for 21 emeralds or less |
---|---|---|
1 | 5-19 (10-38 for treasure enchantments)* | 100% (25% for treasure enchantments)* |
2 | 8-32 | 58.5% |
3 | 11-45 | 32.3% |
4 | 14-58 | 18.2% |
5 | 17-64** | 9.2%** |
* For treasure enchantments such as Mending, Frost Walker, Soul Speed (which is a treasure enchantment but is not available by Librarians), Curse of Binding, Curse of Vanishing the cost is doubled so 10-38 or a 25% chance of getting one being 21 or less.
** Actual range is 17-71 but capped at 64.
Curing Villagers
- In order to make trades affordable (ideally 1 emerald) you will want to cure villagers. The chance for a zombie to convert a villager into a zombie villager is 100% for Hard difficulty, 50% for Normal, and 0% for Easy meaning in Easy difficulty you will have to pay full price for enchantments. As of 1.20.2 villagers no longer offer additional permanent discounts if cured more than once but can apparently be cured up to 8 times for temporary discounts. After a curing, non-special items such as coal, paper, potatoes are reduced by 5 emeralds while special items such as tools, weapons, armor, books are discounted by 20 emeralds. Once villagers are attacked by a zombie they will turn into zombie villagers and you have 3 options to cure them. They need to be weakened and then right clicked on with a golden apple. Witches throw potions of weakness at you but they have to be within a certain distance or they will throw poison so this can be hazardous although it saves you from having to brew potions of weakness. Another way is to get a fletcher villager who sells arrows of weakness (2.7% chance). Don't use your enchanted bow or you might kill the villagers. You can even use a crossbow with Piercing in order to cure 3 at once. The most common way requires building a portal, entering the nether, finding a nether fortress, and killing blazes (50% chance to drop a Blaze Rod and 0-1 rods with non-looting or 0-4 with Looting 3) to get blaze rods so you can make and use a brewing stand to make splash potions of weakness. Brewing stands can sometimes be found in villages as well. Each Blaze Rod gives 2 Blaze Powder and each Blaze Powder can brew 20 batches of potions and the Brewing Stand can hold 3 potions at a time so one Blaze Rod yields 13 Splash Potions of Weakness. You may want to place your villagers on a piston that can be lifted to put them into contact with a back coridoor that has a zombie if you need players other than yourself to also cure them since discounts are only given to players who have cured the villager.
-
Witch - Splash Potions of Weakness
- Might be hard to find or dangerous to lure a witch to where you need them to be although you could try to create a witch via lightning and a villager within 4 blocks of it.
- Requires a Name Tag to keep the witch from despawning but can be bought from Master Librarian villagers or are common in Mineshafts, Monster Rooms, Buried Treasure, or Fishing (0.8% per attempt).
- Witches throw a Splash Potion of Slowness (Level 1) if the player is 8-10 blocks away and is not already slowed.
- Witches throw a Splash Potion of Poison (Level 1) if the player's health is at least 4 hearts and is not already poisoned.
- Witches have a 25% chance of throwing a Splash Potion of Weakness if the player is 3 or fewer blocks away and is not already weakened.
- If none of the above conditions are true, witches use a Splash Potion of Harming which does 3 hearts of damage.
- There are other cases when witches use potions that aren't relevent here.
-
Fletcher - Arrows of Weakness
- Hard to level up a Fletcher villager and be lucky enough (2.7% chance) to have them sell you a Weakness arrow.
- Can also receive it as a gift from a Fletcher villager when you have the Hero of the Village status effect.
- Only need 1 arrow since it's retrievable if shot via dispenser or infinity bow.
- Use a non-enchanted bow so as not to kill the villagers.
- Use a crossbow with Piercing 3 to weaken up to 3 villagers at once.
-
Brewing - Splash Potions of Weakness
Requires a trip to the Nether and a lot of ingredients. To make 13 Splash Potions of Weakness which is what 1 Blaze Rod translates into:
- 13 × Brown Mushroom
- 13 × Spider Eye
- 13 × Sugarcane → Sugar
- Combine: Sugar, Brown Mushroom, Spider Eye → 13 × Fermented Spider Eye
- 39 × Sand → Glass → Bottles
- 2 × Blaze Rod (1 if you find a village with a church and Brewing Stand)
- 13 × Apple → 104 × Gold Ingot → 13 × Golden Apple
The wandering trader sells brown mushrooms and sugarcane (1.8% chance each as of 1.21.4). There is an experimental feature that gives a 20% chance for the wandering trader to sell a Fermented Spider Eye so this may be implemented soon. It also increases brown mushroom and sugarcane chance to 3.5%. Find a brown mushroom in a taigo or swamp biome or the nether, turn some sugarcane into sugar, and kill a spider to get its eye. Then make a fermented spider eye. Turn a blaze rod into blaze powder and put that into a brewing stand along with the fermented spider eye and 3 glass bottles filled with water (right click them on a water source). Put the blaze rod in the brewing stand along with the 3 glass bottles and put the fermented spider eye in the top. To turn it into a splash potion brew it again with gunpowder. You can throw a splash potion of weakness into a spot with 4 zombie villagers in minecarts and cure them all at once by right clicking on them with golden apples. Make sure the zombies do not have direct sky above them or they will burn in the sun. Make sure you stand nearby because they revert at different times (3-5 minutes) and the zombie ones will target the cured villagers unless they have line of sight on you. Having iron bars or beds speeds up curing 4.2% for 14 iron bars or beds so not worth it.
Applying Enchantments In Order
To get all the enchantments onto a sword before it reaches a cap you need to combine books rather than applying them all directly. The enchantment calculator allows you to optimize your enchantments for least number of levels required.
Levels | Item 1 | Item 2 | |
---|---|---|---|
6 | Sword | + | Looting 3 |
4 | Sweeping Edge 3 | + | Fire Aspect 2 |
12 | Sword | + | Combined book |
3 | Sharpness 5 | + | Unbreaking 3 |
3 | Combined book | + | Mending |
16 | Sword | + | Combined book |
Levels | Item 1 | Item 2 | |
---|---|---|---|
6 | Sword | + | Looting 3 |
3 | Sweeping Edge 3 | + | Unbreaking 3 |
11 | Sword | + | Combined book |
2 | Sharpness 5 | + | Mending |
11 | Sword | + | Combined book |
2 | Fire Aspect 2 | + | Knockback 2 |
14 | Sword | + | Combined book |
Levels | Item 1 | Item 2 | |
---|---|---|---|
6 | Boots | + | Depth Strider 3 |
3 | Feather Falling 4 | + | Unbreaking 3 |
9 | Boots | + | Combined book |
2 | Protection 4 | + | Mending |
10 | Boots | + | Combined book |
Levels | Item 1 | Item 2 | |
---|---|---|---|
6 | Helmet | + | Respiration 3 |
2 | Protection 4 | + | Mending |
8 | Helmet | + | Combined book |
2 | Unbreaking 3 | + | Aqua Affinity |
9 | Helmet | + | Combined book |
Levels | Item 1 | Item 2 | |
---|---|---|---|
4 | Leggings | + | Protection 4 |
2 | Unbreaking 3 | + | Mending |
7 | Leggings | + | Combined book |
Levels | Item 1 | Item 2 | |
---|---|---|---|
5 | Bow | + | Power 5 |
2 | Punch 2 | + | Mending |
8 | Bow | + | Combined book |
2 | Unbreaking 3 | + | Flame |
9 | Bow | + | Combined book |
Levels | Item 1 | Item 2 | |
---|---|---|---|
6 | Pickaxe | + | Fortune 3 |
2 | Unbreaking 3 | + | Mending |
7 | Pickaxe | + | Combined book |
8 | Pickaxe | + | Efficiency 5 |
Levels | Item 1 | Item 2 | |
---|---|---|---|
5 | Pickaxe | + | Efficiency 5 |
2 | Unbreaking 3 | + | Mending |
7 | Pickaxe | + | Combined book |
7 | Pickaxe | + | Silk Touch |
How Protection Works
The Protection enchantment reduces damage taken from all damage types but only gives you 64% reduction with Protection 4 on 4 armor pieces and 48% if using an Elytra and Protection 4 on 3 armor pieces. If you switch out one piece of Protection 4 armor with another type you can get 80% protection for that damage type but at the cost of only 48% protection for other damage types. Thorns, Soul Speed, and Frost Walker are usually kept off armor since they reduce armor durability each activation.
Armor Enchantments | Projectile Protection Damage Reduction | Fire Protection Damage Reduction | Blast Protection Damage Reduction |
---|---|---|---|
4x Protection 4 | 64% | 64% | 64% |
3x Protection 4 + 1x Projectile Protection 4 | 80% | 48% | 48% |
3x Protection 4 + 1x Fire Protection 4 | 48% | 80% | 48% |
3x Protection 4 + 1x Blast Protection 4 | 48% | 48% | 80% |
Vendors vs Enchanting Table
Feather Falling 4 is strange in that 30 levels gives you less of a chance to get it than lower levels like 22-23. There is a 0% chance to get Efficiency 5 with a Diamond Piackaxe and a 7% chance with Netherite and the differences in percentage chance to get a particular enchantment are only a few percent so there is not much benefit to waiting to upgrade your diamond stuff to netherite before enchanting with the enchantment table.
Efficiency 5 at 30 XP levels | Efficiency 4 at 30 XP levels | Fortune 3 at 30 XP levels | Unbreaking 3 at 30 XP levels | Silk Touch at 30 XP levels | |
---|---|---|---|---|---|
Diamond Pickaxe | 0% | 68.3% | 21% | 61% | 20.1% |
Netherite Pickaxe | 7% | 73% | 26.1% | 62.3% | 20.8% |
Sharpness 5 at 30 XP levels | Sharpness 4 at 30 XP levels | Looting 3 at 30 XP levels | Unbreaking 3 at 30 XP levels | Sweeping Edge 3 at 30 XP levels | Fire Aspect 2 at 30 XP levels | Knockback 2 at 30 XP levels | |
---|---|---|---|---|---|---|---|
Diamond Sword | 0% | 16.3% | 9.6% | 35.5% | 15.4% | 15% | 35.6% |
Netherite Sword | 0% | 22.7% | 12.1% | 36.5% | 15.7% | 16.2% | 35.4% |
Feather Falling 4 at 22 XP levels | Feather Falling 4 at 23 XP levels | Feather Falling 4 at 30 XP levels | Depth Strider 3 at 30 XP levels | Unbreaking 3 at 30 XP levels | Protection 4 at 30 XP levels | |
---|---|---|---|---|---|---|
Diamond Boots | 32% | 34.1% | 2.7% | 38.8% | 61.4% | 21.2% |
Netherite Boots | 34% | 32.2% | 1.6% | 39.8% | 63.4% | 21.3% |
Aqua Affinity at 30 XP levels | Respiration 3 at 30 XP levels | Unbreaking 3 at 30 XP levels | Protection 4 at 30 XP levels | |
---|---|---|---|---|
Diamond Helmet | 28.4% | 26.8% | 53% | 20.3% |
Netherite Helmet | 29.5% | 28.5% | 54.6% | 28.4% |
Netherite
A netherite pickaxe has 2031 durability vs 1561 for diamond and 7 damage vs 6. A netherite sword does 8 damage vs 7 for diamond. Netherite in item form does not burn in lava. A netherite sword with Sharpness 5 does 11 damage. A netherite axe does 10 damage vs 9 for diamond but it has a longer cooldown so the damage per second is less although the benefit of an axe is it can temporarily disable a player's shield in PvP. Netherite armor does not give any defense increase over diamond, just a 10% durability increase and a 10% reduced knockback.
Mob Fall Distance
Many mob grinders require that you calculate how far a mob can fall to get them to 1HP. Fall damage = # blocks - 3 (1HP = 1/2 a heart) so subtract 1 from the mob's health and add 3.
Mob | Fall Distance to 1HP |
---|---|
Wither Skeleton | 22 |
Skeleton | 22 |
Zombie | 22 |
Pillager | 26 |
Evoker | 26 |
Vindicator | 26 |
Witch | 28 |
Guardian | 32 |
Enderman | 42 |
Endportal Stronghold Triangulation
Make some eyes of ender with blaze powder and ender eyes because they have a 20% chance of breaking each use and throw one. It will fly up and out 12 blocks so do it in an open area. Look at it with your screen recticle and press F3+C to copy your location and facing direction to the clipboard. Use the Stronghold Locator and paste it into the notepad on the side. You might need to zoom out. It has various color options like #Blue or #Red you can specify to colorize the path if you put them before the pasted text. Turn 90 degrees from the direction your eye of ender flew and run a thousand blocks or so and throw another. F3+C and paste into the tool and this will give you two rays and where they cross is the stronghold.
Hotkeys and Game Settings
F3+G displays chunk borders. F3+H shows item durability. F3+B shows hitboxes which is useful to see items, players, and mobs easier. I also recommend going into the game settings and setting item Entity Distance to 500% since by default you cannot see items farther than 18 blocks away. Turn off auto-jump and turn on subtitles so you can see footsteps approaching or monsters underground. Since version 1.19 editing the options.txt file to set your gamma to 1000 so caves are bright requires more work. As of 1.19 the game resets gamma to 1.0 every time it launches. You could change the file to read only, set gamma to 1000, start up minecraft, then change it back to read/write though to bypass this.
Distances
A Beacon's beam is visible 1343 blocks away.
Iron Golems will make up to 10 attempts to spawn a golem within a 17×13×17 box centered on a villager. Villagers can summon iron golems, either when they are gossiping or panicking and the following criteria are met:
- The villager has slept in the last 20 minutes
- The villager has not detected an iron golem in the last 30 seconds
- An iron golem is detected when it is within 16 blocks of the villager (±16X ±16Z ±16Y axis)
- The villager scans for golems once every 10 seconds
- The villager has not been near a summoning in the last 30 seconds
- A villager is near a summoning when it is within 10 blocks of a villager (±10X ±10Z ±10Y axis) who successfully summons an iron golem
- There are enough participants within 10 blocks of the villager, including the villager itself; participating villagers need to fulfill the previous 3 conditions:
- When gossiping, 5 or more participants are needed
- When panicking, 3 or more are needed
- A valid spawn point for the golem is found
% Chances
Enchanted Golden Apple | |
Monster Room | 3.1% *1.9+ |
Mineshaft | 1.4% *1.9+ |
Desert Pyramid | 2.6% *1.9+ |
Woodland Mansion | 3.1% *1.11+ |
Ruined Portal | 1.5% *1.16+ |
Bastion Remnant | 5.9% *1.16.2+ |
Ancient City | 8.4% *chance to find 2, 1.19+ |
Trial Chambers | 22.5% *1.21 |
Large Fern (item) | |
Taiga house chest | 18.6% *1.14+ |
Trident | |
Drowned | 6.25% *increased by 1% for each level of looting, 1.13+ |
Trial Chambers (Ominous Vault) | 2.1% *1.20+ |
Heavy Core | |
Trial Chambers (Ominous Vault) | 7.5% *1.20+ |
Music Disc "Creator" | |
Trial Chambers (Ominous Vault) | 7.5% *1.20+ |
Music Disc "Creator (Music Box)" | |
Trial Chambers (Decorated Pot) | 1.4% *1.20+ |
Music Disc "Precipice" | |
Trial Chambers (Ominous Vault) | 3.6% *1.20+ |
Music Disc "Relic" | |
Trial Ruins | 8.3% *1.20+ |
Music Disc "5" | |
Ancient City | 29.8% *as 1/9 disc fragment |
Music Disc "otherside" | |
Monster Room | 3.1% |
Stronghold | 2.5% |
Ancient City | 8.4% |
Music Disc "Pigstep" | |
Bastion Remnant | 5.6% *1.16+ |
Music Disc "13, cat, blocks, chirp, far, mall, mellohi, stal, strad, ward, 11, wait" | |
Skeleton, Wither Skeleton, Stray, or Bogged kills a Creeper with a bow and arrow | 100% |
On hard difficulty, zombified piglins have a 5% chance to spawn as leaders. Leader zombified piglins can spawn other zombified piglins as reinforcements.
In Normal and Hard difficulties, up to 55% of zombified piglins pick up any armor pieces and swords better than their golden one, which they always drop when killed. This also prevents them from despawning.
Zombified piglins try to destroy any turtle eggs they see within 23 blocks away horizontally and 3 blocks away vertically, not counting the block they are standing in.
Zombified piglins are not initially hostile, but all zombified piglins within a 67×22×67 to 111×22×111 area centered on an attacked zombified piglin become aggressive and converge on the attacker (another mob or player, except goats and ghasts) if any individual is attacked, unless the zombified piglin attacked is killed in one hit. A hostile zombified piglin "sounds an alarm", spreading the aggro to all zombified piglins within a 67×22×67 area whenever the targeted player is within their follow range (33 to 55 blocks) and has a constant line-of-sight with its target, then it does the same every 4–6 seconds (80-120 game ticks), recruiting any formerly-neutral peers. They pursue players even if they have the Invisibility effect.