Mob-Pig

= = A pig is a common passive mob found in most grassy biomes. Pigs are a source of porkchops and can be equipped with a saddle to be driven.

Spawning
Most pigs are adults but 5% of pigs spawn as baby pigs.

Villages
A pig spawns in animal pens, stables and in butcher house backyards.

Java Edition
Pigs spawn in groups of 4 above grass blocks at a light level of 9 or more in any grassy Overworld biome except in snowy tundras and wooded badlands plateaus. Individuals rarely may spawn on grass after the world generation.

Bedrock Edition
Pigs spawn in groups of 1-3 above grass blocks at a light level of 7 or more in any grassy Overworld biome except in snowy tundras and wooded badlands plateaus. Individuals regularly spawn on grass after the world generation.

Drops
An adult pig drops:


 * 1–3 or  if killed while on fire. The maximum amount is increased by 1 per level of Looting, for a maximum of 1-6 with Looting III.
 * 1 if saddled
 * if killed by a player or tamed wolf
 * upon breeding

Killing a baby pig yields no items nor experience.

Behavior
Pigs oink and typically roam the Overworld in small groups avoiding hazards and cliffs high enough to cause falls. A pig flees for some seconds when harmed.

When a pig or piglet is struck by lightning, it transforms into a zombified piglin or baby zombified piglin, respectively. If the pig was equipped with a saddle, the saddle is lost and the player dismounts. If lightning strikes a pig in peaceful difficulty, the pig does not transform but takes normal damage from the strike.

Breeding
Pigs follow players within six blocks and breed using carrots, potatoes and beetroots.

It takes 5 minutes before the parents can breed again. The piglets mature in 20 minutes and stay near their parents; feeding them reduces the remaining time to maturity by 10%.

Driving
It is possible to ride a pig by using a saddle on it. When a saddle is used on a pig, the pig might stare at the player for a few seconds. Saddled pigs are controllable with a carrot on a stick. They start slow but accelerate to 5.20 blocks/s. Pigs can be controlled through 1-block-high bodies of water with a carrot and stick, but deeper water causes the player to dismount. the carrot on a stick while riding a pig makes it run faster at the cost of 7 durability. Fall damage is taken by the pig, without causing any knockback or slower movement speed. Baby pigs cannot be saddled and ridden.

ID




Entity data
Pigs have entity data associated with them that contain various properties.

Trivia



 * The pig is the oldest existing passive mob in the game.
 * The player can travel through a space with a 1 block height by riding a pig.
 * When Notch was designing the pig, he accidentally mixed up some dimensions; this created what is now known as the creeper.
 * The Pig appears as a DLC costume for the Mii Brawler in the crossover fighting game Super Smash Bros. Ultimate.
 * Regular Minecraft pigs somewhat resemble the Yorkshire, which is a common, pink breed of pigs.

Piglin
A piglin is a neutral mob found in the Nether. They attack players on sight unless the player is equipped with at least one piece of golden armor. Players can use gold ingots to barter with them for various items.

Spawning
Piglins spawn in groups of 2-4 in nether wastes and crimson forest biomes, and within bastion remnants, at a light level of 11 or less $$, or 7 or less $$ on most blocks other than nether wart blocks or magma blocks. $$, they can naturally spawn even in Peaceful difficulty. Each piglin has a 20% or 5% chance of spawning as a baby.

Drops
Adults have an 8.5% chance of dropping the held item (a or  with random durability). Each Looting level increases this chance by 1%.

Babies spawn without equipment.

$$, a picked-up item always drops with the same durability as when picked up. $$, armor picked up by piglins can lose durability and even break depending on how much damage the piglin takes. Piglins do not drop gold ingots, raw porkchops, or cooked porkchops that they have earlier picked up.

Armor
Adults sometimes spawn with 1-4 normal or enchanted pieces of armor, which may be:



These are dropped with an 8.5% chance and random durability.

They can also pick up other types of armor.

Experience
Adults drop and an additional  per armor piece if killed by a player or tamed wolf. Baby piglins drop.

Behavior
Piglins snort enviously while watching players holding a gold-related item.

Piglins can open and close wooden doors, like villagers, however, they are unable to open gates, trapdoors, iron doors, and iron trapdoors.

Piglins cannot swim and drown if submerged; this is intentional behavior. They are not naturally immune to fire or lava.

Piglins pick up raw porkchops and cooked porkchops that are within 1 block from them, unless they've done so within the last 10 seconds.

Idle piglins retreat from zombified piglins, zoglins, soul fire, soul torches, soul lanterns, and lit soul campfires. Piglins ignore soul fire items when pursuing the player, but still run from zombified piglins and zoglins. Baby piglins additionally retreat from wither skeletons and withers.

Crossbow piglins do not reload their crossbows when spawned, unlike pillagers. They only reload when provoked.

Baby piglins are passive and play with baby hoglins, running around and riding upon them. Up to 3 baby piglins may stack on top of each other while riding a baby hoglin.

Baby piglins can be given gold, but they do not give anything in return and run away. Baby piglins can also pick up and wear armor as well as hold gold tools or weapons. They can also pick up dropped fungi.

Baby piglins never grow up; this is intentional behavior.

Aggravation
Adult piglins are neutral if the player is wearing at least one piece of golden armor. Piglins are provoked by any player who:


 * Is not wearing any piece of gold armor.
 * Short range, light aggravation
 * Attacks a piglin or piglin brute, regardless if the player kills it in one hit or not.
 * Long range, heavy aggravation to damaged piglin, medium aggravation to other piglins
 * Opens or breaks a, , , , , , or.
 * Opening is short range, medium aggravation
 * Breaking is mid range, medium aggravation
 * Breaks a, , , , or.
 * Mid range, medium aggravation

Aggravation range

 * Short range: When a piglin has been aggravated by a player not wearing gold armor, or opening a container, piglins from up to around 15 blocks centered around the player become aggravated by the player if there is a straight line of sight to the player.
 * Mid range: When a piglin has been aggravated by a player breaking a golden block or a container, piglins from up to 16 blocks from the player’s feet become aggravated. No line of sight is required.
 * Long range: When a piglin has been aggravated by a player damaging a piglin or piglin brute, piglins from up to 16 blocks from the damaged piglin (rather than the player) become aggravated. No line of sight is required.

Light aggravation

 * Light aggravation occurs when a piglin has been aggravated by a player not wearing gold armor.
 * The piglin can de-aggravate when the player puts on gold armor, distracts the piglin with gold, or the piglin loses a line of sight with the player.

Medium aggravation

 * Medium aggravation occurs when a piglin has been aggravated by a player opening/breaking a container or breaking a golden block, or when a piglin witnesses a piglin brute or another piglin getting damaged by a player.
 * Piglins under medium aggravation can be distracted with gold.
 * A piglin already under light aggravation does not re-aggravate to medium aggravation. This means that if a piglin knows a player broke a golden block near them after already going after them due to them not wearing gold armor, the player can de-aggravate that piglin by putting on gold armor or losing the line of sight despite the fact that the player broke the golden block.

Heavy aggravation

 * Heavy aggravation occurs if a piglin is damaged.
 * The piglin cannot be distracted by gold and is unable to barter while under heavy aggravation.

Other

 * If the player is under the influence of the effect, they can open containers in front of piglins without aggravating them (short range), although breaking containers or golden blocks still angers them (mid/long range).

Piglins do not react to the opening or breaking of s, s, s, s, s, or s. Opening or breaking a does not provoke the piglins. Breaking a does not provoke them either, despite piglins admiring them as gold.

Attacking
When a piglin is attacking, it holds its dominant arm and sword in front of it, similar to a vindicator.

Adult piglins are hostile toward wither skeletons and withers.

Adult piglins congregate within 16 blocks and attack in hordes.

When attacking with a crossbow, piglins shoot arrows every 2 seconds. $$, they walk backward (stopping if at the edge of a drop) as soon as the target is close. Their crossbows can break if it runs out of durability, making the piglins use their fists. Unlike mobs armed with bows, they do not strafe from left to right while shooting. Piglins with swords and other items rush at the player.

If a group of piglins successfully defeat their target, they gather at the site of their target's demise and emit "celebration sounds". However, piglins do not have a chance of dancing unless their target was a hoglin.

When a mob attacks a piglin or piglin brute with no AI, the piglin around that no AI piglin or piglin brute do not attack the mob that attacked it.

Iron golems attack both adult and baby piglins; however, piglins do not attack iron golems without provocation.

Hunting
Piglins sometimes attack hoglins, causing other piglins and piglin brutes in that area to attack the targeted hoglin as well.

Adults do not immediately attack adult hoglins on sight, but a piglin has a random chance to make the decision to hunt a hoglin (this decision almost never happens if the piglin recently hunted, but other piglins can still start a hunt). Once that piglin attacks the hoglin, all other piglins and piglin brutes in that area become hostile to the hoglin. If outnumbered by hoglins, the piglins flee, making "retreat" sounds. After defeating a hoglin, piglins have a 10% chance to do a "victory dance" by bobbing their heads and sticking out their arms like a T-pose.

The more piglins there are, the bigger chance of a hunt might happen (because a lot of piglins that saw the hoglin has a 10% chance of starting a hunt).

After a hunt, any nearby piglins pick up the porkchops or cooked porkchops the hoglin dropped but not the leather. Piglin brutes never pick up any porkchops or leather.

Piglins that spawned as part of a bastion remnant during world generation do not hunt.

Piglin brutes also join in hunts started by piglins, but do not start a hunt themselves.

Being distracted
Piglins briefly stop attacking when given gold items. If the player offers a gold ingot, bartering then takes place as it normally would. They resume attacking once the barter is complete. If the player distracts them with a gold item and equips a piece of gold armor while the piglin is examining the item, then the piglin ceases hostility. They may also cease hostility if distracted enough times. If the player breaks any gold-related block or hurt/kill a piglin and then distracts the piglin up to 5 times with a piece of gold armor equipped, the piglin ceases hostility entirely.

Bartering
Adult piglins can trade gold ingots for certain items, when a gold ingot is dropped near them or the player uses it while looking at them. The piglin "examines" the ingot for six or eight seconds, then drops a random item from the chart. However, baby piglins examine the ingot and then run away without dropping an item. Piglins can also pick up items dropped by a dispenser or dropper. The pool for what piglins can barter may be modified in a Data Pack.

Piglins can still barter while riding another mob.

Picking up items
Piglins can pick up and equip any items they come across, preferring gold-related items, which they actively seek out. A piglin inspects any gold-related item before equipping, holding or putting that item in its inventory for six seconds after picking it up. However, items not related to gold are held or equipped (if the piglin does not have any gold equipment) instantly. Piglins do not pick up any items if the MobGriefing gamerule is set to false.

Piglins have eight hidden inventory slots in which they can stack items. Piglins with full inventories do not attempt to pick up gold-related items, except gold ingots. Baby piglins attempt to pick up any item and do not give the player any items in exchange for gold ingots. Adult piglins can pick up gold nuggets (which do not help to obtain better items from bartering but will be immediately placed in their inventory), porkchops and cooked porkchops (they do not actively seek out and contemplate porkchops). Piglins drop any of these items upon death aside from gold ingots, raw porkchops, and cooked porkchops.

If a piglin is killed in one hit while admiring a gold ingot, the ingot does get dropped upon the piglin’s death.

When a piglin is admiring a gold ingot while bartering, it does not run away from nearby zoglins or nearby zombified piglins.

Piglins with crossbows can pick up normal or enchanted crossbows and equip them.

Like other mobs capable of picking up items, piglins pick up armor and weapons. Piglins pick up armor that is better than the armor they are already wearing, although they prefer gold over stronger armor. For example, a piglin does not pick up leather boots if it is already wearing diamond boots, but may discard a netherite chestplate to pick up a golden chestplate. However, they cannot unequip and discard armor with Curse of Binding.

Piglins that spawned in a bastion remnant during world generation, or that have picked up items or equipment do not despawn naturally.

Items picked up by a piglin do not drop when the piglin is killed.

Items piglins want
These items are listed in the. •

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• (piglins barter something else in return)

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•  (worn after being examined)

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•  (worn after being examined)

•  (worn after being examined)

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•  (worn after being examined)

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•  (equipped if piglin is using a non-gold weapon or crossbow, or does not already have one)

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Zombification
When in the Overworld or the End, piglins transform into zombified piglins after 15 seconds, retaining their armor but does not lose their name. However, they cannot shoot a crossbow, using it instead as a melee weapon. Upon transformation, the spawned zombified piglin has the Nausea effect for 10 seconds; this is just a cosmetic effect. When a piglin transforms into a zombified piglin, it drops anything except equipped weapons and armor in its inventory; other items in its inventory disappear. In Bedrock Edition, if the game is set to Peaceful difficulty, the piglin despawns instead of transforming because hostile mobs do not exist in Peaceful difficulty. A piglin that returns to the Nether before 15 seconds remain unchanged.

Piglins summoned in the overworld with no AI do not zombify, nor they pick up armor, weapons, or gold items.

In Java Edition, if a piglin is inspecting/admiring a gold ingot or a gold-related item and then gets zombified while inspecting, it drops the gold ingot or the gold-related item.

Entity data
Piglins have entity data associated with them that contains various properties.

Trivia

 * In the banner pattern "snout", there is a piglin snout. This is the same in the chiseled blackstone.
 * In Bedrock Edition, baby piglins make angry noises when any piglin gets angry.
 * Piglin sounds were made by blending sounds of a Swedish domestic pig known as a "Linderödssvin".
 * In Bedrock Edition, a baby piglin can be made to wear armor and wield a sword, but not a gold sword.