If broken without the enchantment, pushed by a piston, a gravity-affected block falls into its space, or a player or item falls onto it from a higher block, the egg breaks without dropping anything. Block Turtle Egg Hardness 0.5 Breaking time Default 0.75 After two turtles are bred with seagrass, one of them travels back to its home beach, digs in the sand, and lays an egg block with 1–4 eggs after several seconds.
Turtle eggs can be trampled by living entities (players, mobs, livestock, etc.) Zombies and their variants seek out and trample turtle eggs that have 2 blocks of air above them unless briefing is false.
The range of detection is a 47×7×47 area (counted from the block the mob is standing on) on Java Edition. Turtle eggs do not require a supporting block below and unlike dragon eggs are not affected by gravity.
This is due to the egg's chunk not being loaded and not receiving random ticks. Name Default valueAllowed valuesDescription turtle _egg_count one_eggfour_eggone_eggthree_eggtwo_egg Number of eggs.
Cracked_state no_crackscrackedmax_crackedno_cracks Determines how close an egg is to hatching; starts at no cracks and is randomly incremented. 18w11a Added drowned, which like zombies and their variants, seek out and trample turtle eggs.
18w22a If the player is inside the hatbox of one turtle egg, and another is attempted to be placed, the placement fails. Turtle eggs now make placement sounds when the amount in a stack is increased. More turtle eggs than normal can now be placed in one stack by aiming at adjacent blocks.
1.1419w03c Turtle egg clusters now use correct cull face arguments, except four turtle eggs, which still renders a redundant face. Legacy Console EditionTU69 1.76 Patch 38 Added sea turtle eggs.
Issues relating to Turtle Egg” are maintained on the bug tracker. The different numbers of turtle eggs that can fit in one block.
SpawnNatural equipment In the Over world, zombies can spawn in groups of 4 at a light level of 7 or less. Baby zombies have a 15% chance to want to be a jockey, and if they do, then upon nearing the player and before attacking, they check for one of the following and mount it: adult zombies, chickens, sheep, cows, pigs, llamas, ocelots, foxes, pandas, mushrooms, untamed cats, untamed wolves, horses and variants, spiders and cave spiders.
This makes baby zombies more dangerous than their adult counterparts. The noises they make are higher-pitched than adult zombie sound effects.
Worn armor shrinks to fit their body size. They give 12 experience points when killed by the player or a tamed wolf instead of 5.
The jockey mobs ridden by the baby zombie adapt the speed of its rider. For example, chickens ridden by baby zombies move much faster and aggressively toward the player.
Husks often spawn in desert biomes in place of zombies. They attack like regular zombies, but inflict hunger for several seconds and do not burn in sunlight.
In Java Edition, zombies that are wearing armor and go underwater continue wearing the armor when converted to a drowned, although tools and weapons are lost. In Bedrock Edition, zombies that convert to drowned drop all worn or held equipment with full durability.
Some zombies spawn wearing armor and holding tools, which may be enchanted. Zombie villagers can also spawn naturally with armor, weapons or tools.
Chances of zombies wearing or picking up armor, per difficulty Easy Normal Hard Can Pick Up Loot 0% 0%-55%6.875%-55%Armor 0% 0%-15%1.875%-15%Armor Enchantment 0% 0-50%6.25%-50%Weapon 1% 5% Weapon Enchantment 0% 0%-25%3.125%-25% Value is based on the regional difficulty. Helmets (not blocks like pumpkins) on zombies can eventually wear away and break if the zombie is exposed to daylight or has an anvil or other falling block dropped on its head.
Geared zombies that drown (including variants like husks, which first transform into zombies before suffocating) drop the gear they were holding or wearing at full durability with enchantments intact, when they transform into drowned. Any zombie that spawns with equipment gives 1–3 extra experience points per item when killed.
This drop has a 2.5% chance of occurring, increasing by 1% per level of looting. Adult zombies drop 5 and an additional 1–3 per naturally-spawned equipment if killed by player or tamed wolf.
Baby zombies drop 12 and an additional 1–3 per naturally-spawned equipment if killed by player or tamed Wolf. If a zombie wearing a pumpkin or jack o'lantern is killed using a weapon enchanted with Looting, there is a chance equivalent to the level of Looting used to drop the pumpkin or jack o'lantern, up to a maximum of a 3% chance of a drop.
Zombies and other hostile mobs can inflict damage through closed doors. The detection range of zombies is reduced to half of their normal range (20 blocks) when the player is wearing a zombie mob head. Zombies periodically make groaning sounds, which can be heard up to 16 blocks away.
Zombies attempt to avoid obstacles, including sheer cliffs and lava, and try to find the shortest path toward the player. Unlike skeletons, zombies do not try to avoid being hit and continue to pursue the player even when being attacked.
Zombies can sometimes deal damage through a closed door, as shown in the picture to the right. Zombies sink in water, facilitating their transformation into drowned.
At dawn, generally when the sun is 15 degrees or more above the ground (that is, when the moon can no longer be seen), zombie variants except for husks and combined Higgins burn once exposed to direct sunlight. In a sufficiently shaded area: a sunlight level of 11 or less (a 1 block roof overhang provides sufficient protection even if it would have a sunlight level of 14); in water; wearing head armor (the helmet absorbs the damage from light but may take several day cycles to wear out completely).
Zombies may make some attempt to seek out shade during the day, or enter bodies of water to protect themselves from burning up, but they leave protective areas to chase a nearby player or villager. If they attack an entity while burning, they may set it on fire, with a (30 × regional difficulty)% chance, and with a 2 × floor (regional difficulty) second duration.
Similar to skeletons, some zombies are capable of automatically picking up dropped items that they come across. 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.
Picked-up items do not cause the zombie to drop more experience when killed, unlike naturally-spawned gear. A zombie choosing to break the door down instead of taking an alternative path.
The zombie focuses solely on the trader unless it's attacked, or either it or the target is killed or moved out of range, or under the invisibility status effect. On all difficulty levels, damaged zombie mobs (including husks, drowned and combined Higgins) also call all other zombies within a 67×67×21 to 111×111×21 area centered on the attacked zombie to target the attacking player, like combined Higgins.
Each zombie has a “likeliness to call reinforcements” statistic ranging from 0–10%, and “leader” zombies (0–5% depending on regional difficulty) get a bonus of 50–75 percentage points to the stat. These effects can be negated by killing the zombie in as few hits as possible, by using environmental damage such as cactus or lava, or by avoiding them completely.
That is, if the combined mob drops experience, it has a chance to spawn reinforcements. Additionally, reinforcements do not spawn at all, even on Hard difficulty, if /game rule doMobSpawning is set to false.
Zombies attack baby turtles and actively seek out and destroy turtle eggs within 24 blocks horizontally and 3 blocks vertically, by jumping on them until they crack and break. If a zombie's head is submerged in water for 30 seconds, it begins converting into a drowned.
A newly-converted drowned always has full health even if converted from a damaged zombie. The converted drowned keeps any items worn or held when it was a zombie.
In Bedrock Edition, an empty-handed zombie converted to drowned has a small chance of holding a nautilus shell after conversion. Also in Bedrock Edition, an item being held or worn by a zombie when it becomes drowned, whether it was picked up or naturally spawned, has a 100% drop rate, which includes any naturally spawned equipment dropping with full durability.
0.25 SURVIVAL TEST Zombies are now more dangerous, respawn, DeShawn, and fight skeletons that shoot them. Java Edition Indev0.31February 1, 2010, 2 Zombies armor has now been removed, as well as their arm swinging attack animations.
February 14, 2010, 1 Zombies now catch on fire when exposed to sunlight. February 18, 2010, The chances of zombies catching on fire in sunlight have been tweaked.
Zombies now burn only when the sunlight level is greater than 7, and not due to torches at night . Java Edition Beta1.8Pre-release Zombies now drop rotten flesh instead of feathers.
Java Edition1.0.0Beta 1.9 Prerelease All mobs have the bottom texture of the face flipped, resulting in a change in the model. 1.2.112w03a The zombies AI has been improved, giving them a much better sense of direction when pursuing the player, allowing them to navigate obstacles, and even small mazes if constructed, to get to the player.
Zombies have now been given the ability to 'see' through windows, the first mob able to do so intelligently (not counting spiders, who are able to see through all blocks). 12w04a The zombies AI has been improved again to cope with catching fire in sunlight.
Zombies now sometimes attack villagers in preference to the player, and always chose the shortest way to the target, even if there is a door in the way. Armor worn by zombies now work the same as it does for the player, each piece gives a certain amount of armor points, where each 1 () gives 4% damage reduction, but the total damage reduction is limited to 80%.5% of zombies now spawn as zombie villagers.
Zombies can now survive in sunlight, if they are wearing a helmet or a pumpkin. 12w36a The zombie and zombie pigment models and texture layouts have now been changed (no visual change, but breaks texture packs).
14w30a Zombies now drop their head when killed by a charged creeper. 15w34a Zombies now have an attack animation similar to the one they had in Survival Test, even without weapons.
1.10pre1 The change of a zombie setting its target on fire when burning, and the duration of the effect, now depend on raw regional difficulty. 1.1318w07a Zombies now intentionally stomp on turtle eggs and attack baby turtles.
1.8.0beta 18.104.22.168 Baby zombies can now mount adult stray cats and pandas. TU12 The zombies AI has been improved, which gives them a much better sense of direction when pursuing the player, allowing them to navigate obstacles, and even small mazes if constructed, to get to the player.
Zombies now attack villagers in preference to the player, and always chose the shortest way to the target, even if there is a door in the way. TU15 1.05 Zombies rare loot drops have been changed to be carrots, potatoes or iron ingots.
Zombies now drop their skull when killed by a charged creeper. PlayStation 4 Edition1.83 Baby zombies can now ride adult stray cats and pandas.
A baby zombie “wearing” a jack o'lantern on its head on Halloween. Issues relating to “Zombie” are maintained on the bug tracker.
A zombie horde that spawned outside a village hammering at a door. A zombie wielding an iron shovel doing its attack animation.
The zombie's official render from Super Smash Bros. Zombies, along with skeletons and creepers, are the oldest hostile mobs in the game that have not been removed.