Piglin

Piglins are neutral mobs found in the Nether. Players can barter using gold ingots to receive various items.

Spawning
Piglins spawn in groups of 4 in nether wastes and crimson forest biomes, and within bastion remnants, at a light level of 11 or less $$, or 7 or less $$, even in Peaceful mode. 5% of piglins spawned are babies.

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 without changing the durability.

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

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

Experience
Adults drop five points and more 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.

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

Idle piglins retreat from zombified piglins, zoglins, soul fire, soul torches, soul lanterns, and lit soul campfires.

Baby piglins are passive and play with baby hoglins, running around and playing with 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 cannot barter anything.

Baby piglins never grow up; this is intentional behavior.

Aggravation
Adult piglins are hostile, but if the player is wearing at least one piece of gold armor, they become neutral. Piglins are provoked when players (with or without gold armor) attack them or when a nearby chest, trapped chest, ender chest, barrel or shulker box is opened or broken. Hoppers can be used to extract items from chests without aggravating them, and opening or dismantling a minecart with chest does not anger them either. Breaking gold blocks, gold ore, gilded blackstone, and nether gold ore also provokes them. Piglins remain hostile for 30 seconds if the player provokes a piglin in these ways.

Piglins can detect the breaking and opening of blocks within a range of 16 blocks in a straight line from the player (this can be altered with the Invisibility effect). The block interacted with does not require a line of sight to anger the piglin.

Breaking a bell does not provoke the piglins, despite piglins admiring them as gold.

Attacking
$$, when a piglin is attacking, it holds its dominant arm and sword in front of it, similar to a vindicator. $$, a piglin holds both of its arms in front of it, similar to a zombie.

Adults attack wither skeletons, withers, and adult hoglins. If outnumbered by hoglins, they flee. 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."

Adult piglins group together within 16 blocks and attack in hordes.

When attacking with a crossbow, piglins shoot arrows every two seconds. $$, they walk backward (stopping if at the edge of a drop) as soon as the player is close. Their crossbow 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.

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

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 if given a gold ingot. 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.

Bartering
Piglins trade gold ingots for certain items, when a gold ingot is dropped or the player uses it while looking at them. The piglin "examines" the ingot for six or eight seconds, then drop a random item from the chart. However, baby piglins examine the ingot and then run away without dropping an item.

Picking up items
Piglins can pick up and equip any items on their way, and prefers gold-related items by actively seeking out them. 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 equipments) 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 can steal from players. Adult piglins can pick up gold nuggets (which do not help to obtain better items from bartering) and porkchops (they do not actively seek out and contemplate porkchops) and if either of those items is nearby, they instantly place it in their inventory. 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.

Like other mobs capable of picking up items, piglins pick up armor and weapons. However, unlike other mobs, they prefer items in the gold tier or armor material, and throw away stronger items to equip these.


 * Items piglins want: (These items are listed in the .)
 * (piglins barter something else in return, see Bartering)
 * (worn after being examined)
 * (worn after being examined)
 * (worn after being examined)
 * (worn after being examined)
 * (equipped if piglin is using a non-gold weapon or crossbow, or does not already have one)
 * (piglins barter something else in return, see Bartering)
 * (worn after being examined)
 * (worn after being examined)
 * (worn after being examined)
 * (worn after being examined)
 * (equipped if piglin is using a non-gold weapon or crossbow, or does not already have one)
 * (worn after being examined)
 * (worn after being examined)
 * (worn after being examined)
 * (equipped if piglin is using a non-gold weapon or crossbow, or does not already have one)
 * (worn after being examined)
 * (equipped if piglin is using a non-gold weapon or crossbow, or does not already have one)
 * (equipped if piglin is using a non-gold weapon or crossbow, or does not already have one)
 * (equipped if piglin is using a non-gold weapon or crossbow, or does not already have one)
 * (equipped if piglin is using a non-gold weapon or crossbow, or does not already have one)


 * Other items related to gold that piglins are not interested in:

Zombification


When in the Overworld or the End, piglins transform into zombified piglins after 15 seconds, retaining their armor and held items. However, they cannot shoot a crossbow and only melee-fight the player with it. Upon transformation, the spawned zombified piglin has the Nausea effect for 10 seconds; this is just a cosmetic effect. When piglins transform into zombified piglins, they drop anything except equipped arms and armor in their inventories and their inventories disappear.

ID




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

Trivia

 * Piglins can put on any type of head or skull from the ground, including carved pumpkins.
 * In the banner pattern "snout", there is a piglin snout. This is the same in the chiseled blackstone.
 * If a piglin drops a charged crossbow, the dropped crossbow includes the loaded arrow.
 * Similarly to how elder guardians and guardians are found in ocean monuments, piglin brutes and regular piglins are found in bastion remnants.