Minecraft:Mob conversion
More actions
Mob conversion is a game mechanic where under specific circumstances certain Minecraft:mobs can convert to mobs of a different type, or to a different variant of the same mob.
List of mob conversions
Mob type conversions
In these instances, a mob converts to a different Minecraft:mob, with a different identifier. Template:IN, data is transferred according to Template:Slink. Data transfer for the Template:Cd tag specifically is detailed below.
Mob variant conversions
Template:Work in progress In these instances, a mob converts to a different variant of the same type of mob. Only one top-level data field is modified.
| Mob type | Converts to | Method | Notes |
|---|---|---|---|
| Template:EntityLink (32) | An adult | Aging naturally | |
| Template:EntityLink | A sheared bogged | Minecraft:Shearing | |
| Template:EntityLink | A more Minecraft:oxidized variant | Minecraft:Oxidation | |
| A less Minecraft:oxidized variant | Scraping with an Minecraft:axe | ||
| A non-waxed variant | |||
| A waxed variant | Waxing with Minecraft:honeycomb | ||
| Template:EntityLink | A charged creeper | Minecraft:Lightning strike | |
| Template:EntityLink | A goat with one fewer horn | Ramming certain blocks. See Template:Slink | |
| Template:EntityLink | A more cracked variant | Taking damage | |
| A less cracked variant | Being healed, including being repaired by a player using Minecraft:iron ingots | ||
| Template:EntityLink | The other variant (red or brown) | Minecraft:Lightning strike | |
| Template:EntityLink | One of their skins | Changing their skins in their menu | |
| Template:EntityLink | A toast rabbit, or a regular rabbit | Minecraft:Naming the rabbit "Toast", or renaming from "Toast" to something else, respectively | |
| Template:EntityLink | The sheared variant | Minecraft:Shearing | Although canonically a simple change of equipment, this "conversion" is included here because sheared and unsheared snow golems are considered different variants by the game.<ref>Template:Bug</ref> |
| Template:EntityLink | A different color of sheep | Dyeing or an evoker's conversion spell | |
| A rainbow sheep, or a fixed-color sheep | Naming the sheep "jeb_", or renaming "jeb_" to something else, respectively | ||
| A sheared sheep | Minecraft:Shearing | ||
| A woolly sheep | Eating grass | ||
| Template:EntityLink | A different-colored shulker | Minecraft:DyeingTemplate:Only | They can only be dyed in Minecraft:Creative mode. |
| Template:EntityLink | A villager with a different profession | See Template:Slink | Not relevant to Minecraft:zombie villagers, as they cannot change professions without first converting to a villager. |
Data transfer
Template:Exclusive A mob which converts to another mob retains the following entity data, provided that the new mob utilizes said data:Template:Note
AbsorptionAmountactive_effectsAgeangry_atanger_end_timeBrain.memories.minecraft:angry_at.ttlTemplate:Needs testingBrain.memories.minecraft:angry_at.valueTemplate:Needs testingCanBreakDoorsCanPickUpLoot, except in the cases of zombie villager → villager and villager → witch<ref group="note">Villagers converted from zombie villagers always have this value set to Template:Cd, and witches converted from villagers always have it set to Template:Cd.</ref>CustomNameCustomNameVisibledatadrop_chances, except in the cases of zombie villager → villager and villager → witch<ref group="note">In both cases, the tag is removed. This is presumably to prevent players from obtaining the main-hand item of a villager or witch created via conversion, which they would otherwise be able to do by following the steps below:
1. Zombify a naturally-spawned villager to obtain a zombie villager which can pick up loot
2. Hand the zombie villager a sword to set its Template:Cd value to Template:Cd
3. Cure the zombie villager
4. Get the villager to hold the desired item in its hand
5. Obtain the villager's held item by either:
a. Killing it outright
b. Converting it to a witch (which you can later kill to obtain its held item)
c. Re-zombifying it and either killing the resulting zombie villager or handing it a sword again</ref>
equipment, in some cases; see Template:Slinkfall_distanceFallFlyingFireForcedAgeHurtTimeInvulnerableinvulnerable_timeIsBabyleashLeftHandedMotionNoAINoGravityOnGroundPassengersPersistenceRequiredPortalCooldownPositionRootVehicleRotationSilentsleeping_posTagsTeamVillagerDataXp
Notably, the following fields are not retained:
attributesBrain, except for the sub-fields mentioned aboveTemplate:Needs testingGossipsHealth<ref group=note>The health of the converted mob is set to the same percentage of max health as the original mob had before conversion.</ref>- Loot tables
UUID
Mobs which split into several upon death
When a Minecraft:slime or Minecraft:magma cube splits into several smaller ones upon death, the smaller ones inherit their progenitor's data as if the event were a mob conversion, with the exception of the following fields:
drop_chancesequipmentfall_distanceFallFlyingHurtTimeleashMotionOnGroundPassengersPositionRotationsleeping_pos
See also
Notes
References
Template:Navbox gameplay Minecraft:pt:Conversão de criatura Minecraft:zh:生物转化