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Home » News » Active behavior of zombie villagers

Active behavior of zombie villagers

30/08/2022 30/09/2022 admindru


Zombie villagers act like regular zombies, with the exception that they do not turn into drowned when submerged.

In Java Edition, villagers who were turned into zombies keep their jobs and their attire, which take on a worn-out appearance. When cured, the randomly assigned profession of naturally or artificially created zombie villagers is lost; instead, they become unemployed and may pick up a new profession if a work site block is nearby. Additionally, zombie villagers with the jobless or Nitwit clothes can arise. Nitwits who become zombies after being cured continue to be nitwits.

All zombie villagers in Bedrock Edition have the same appearance, which resembles a zombie villager without a job. Villagers who are naturally created as zombies (or who are created via spawn eggs) have a random occupation that they keep after being healed. The profession is not locked, though, and the healed villager may pick up a new one if he or she lives in a community with a vacant job site block. Zombie villagers may not be nitwits, but they may be unemployed (zombified nitwit villagers become unemployed zombie villagers). Baby zombie peasants are perpetually jobless.  read more how to cure a zombie villager

Curing Tutorials/Curing a zombie villager are also available.

You can turn zombie villagers back into regular villagers by first giving them the Weakness effect, which can be done by:

a witch, a dispenser, or the player themselves may toss a splash potion of Weakness.

a lingering potion’s area effect cloud of weakness.

a creeper explosion’s area effect cloud of weakness.

(Only the Java Edition)

an arrow’s tip that had been dipped in a weakness potion.

a directive that has the Weakness effect, e.g.

The wounded zombie villager must next be treated with a golden apple that isn’t charmed. The zombie villager starts to tremble, and as the healing process progresses, its eyes turn crimson. Additionally, the color of the Weakness effects’ particle changes from black to red. The entire amount of time to cure is then being counted down by an internal timer.

In Java Edition, the time to cure is originally a random integer between 3600 and 6000 ticks (180 to 300 seconds, 3–5 minutes), while in Bedrock Edition the time to cure is initially 2000 ticks (nominally 100 seconds or 1m 40s). There is a 1% possibility that the game will search for cure accelerants on each tick. It looks for either an iron bar or a bed (either half: they are identified independently) in each block within a 9x9x9 cube centered on the villager. Up to 14, there is a 30% probability that finding one will result in one additional tick being removed from the countdown timer. Therefore, conversion is accelerated by an average of 4.2% when there are at least 14 half-beds and/or iron bars nearby.

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