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Mob conversion

Mob conversion is a game mechanic where under specific circumstances certain mobs can convert to mobs of a different type, or to a different variant of the same mob.

In these instances, a mob converts to a different mob, with a different identifier. In Java Edition, data is transferred according to § Data transfer.

In these instances, a mob converts to a different variant of the same type of mob. Only one top-level data field is modified.

Villagers converting to witches is an example of mob conversion.

Mob conversion is a game mechanic where under specific circumstances certain 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 mob, with a different identifier. In Java Edition, data is transferred according to § Data transfer.

From To Method
Husk Zombie Drowning in water
Zombie Drowned
Mooshroom Cow Shearing
Zombie Villager Villager Fed golden apple while afflicted by Weakness
Old Villager[Bedrock Edition only] Automatically converted when the world is updated
Old Zombie Villager[Bedrock Edition only] Zombie Villager
Villager Killed by either zombies, zombie villagers, husks, drowned, or zombified piglins[JE only][note 1]
Witch Lightning strike
Pig Zombified Piglin
Piglin Being outside the Nether for 300 game ticks (15 seconds)
Piglin Brute
Hoglin Zoglin
Skeleton Stray Freezing in powder snow
Tadpole Frog Aging naturally (20 minutes)

Mob variant conversions

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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
Ageable babies (32) An adult Aging naturally
Bogged A sheared bogged Shearing
Copper golem A more oxidized variant Oxidation
A less oxidized variant Scraping with an axe
Creeper A charged creeper Lightning strike
Goat A goat with one fewer horn Ramming certain blocks (#snaps_goat_horn). See Goat § Goat horns
Iron golem A more cracked variant Taking damage
A less cracked variant Being healed, including being repaired by a player using iron ingots
Mooshroom The other variant (red or brown) Lightning strike
NPC One of their skins Changing their skins in their menu
Rabbit A toast rabbit, or a regular rabbit Naming the rabbit "Toast", or renaming from "Toast" to something else, respectively
Snow golem The sheared variant 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.[note 2]
Sheep 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 Shearing
A woolly sheep Eating grass
Shulker A different-colored shulker Dyeing[Bedrock Edition only] They can only be dyed in Creative mode.
Villager A villager with a different profession See Villager § Professions Not relevant to zombie villagers, as they cannot change professions without first converting to a villager.
  1. The chance of conversion is dependent on the difficulty setting.
  2. See also MC-301192 – Snow Golem pumpkin is stored as a boolean, rather than a head equipment slot – resolved as "Invalid".

Data transfer

This feature is exclusive to Java Edition.
 

A mob which converts to another mob retains the following entity data, provided that the new mob is able to make use of said data:[note 1]

  • AbsorptionAmount
  • active_effects
  • Age
  • angry_at
  • anger_end_time
  • Brain.memories.minecraft:angry_at.ttl[needs testing]
  • Brain.memories.minecraft:angry_at.value[needs testing]
  • CanBreakDoors
  • CanPickUpLoot
  • CustomName
  • CustomNameVisible
  • drop_chances
  • fall_distance
  • FallFlying
  • Fire
  • ForcedAge
  • HurtTime
  • Invulnerable
  • IsBaby
  • leash
  • LeftHanded
  • Motion
  • NoAI
  • NoGravity
  • OnGround
  • Passengers
  • PersistenceRequired
  • PortalCooldown
  • Position
  • RootVehicle
  • Rotation
  • Silent
  • sleeping_pos
  • Tags
  • Team

Notably, the following fields are not retained:

  • attributes
  • Brain, except for the sub-fields mentioned above[needs testing]
  • Gossips
  • Health[note 2]
  • Loot tables
  • UUID
  • VillagerData
  • Xp

Additionally, equipment.saddle is not retained when a saddled pig converts to a zombified piglin.[1]

Mobs that split into several upon death (slimes and magma cubes) are treated as a conversion in game. The following fields are not transferred:

  • drop_chances
  • equipment
  • fall_distance
  • FallFlying
  • HurtTime
  • leash
  • Motion
  • OnGround
  • Passengers
  • Position
  • Rotation
  • sleeping_pos

See also

Notes

  1. The initial version of this list was provided by Mojang in the 24w37a changelog.
  2. The health of the converted mob is set to the same percentage of max health as the original mob had before conversion.

References