NBT Tags for Zombie Pigman in Minecraft (Java Edition 1.10)

This Minecraft tutorial explains the NBT tags (formerly called data tags) that you can use for a zombie pigman in Minecraft Java Edition (PC/Mac) 1.10.

TIP: If you are not running Minecraft Java Edition (PC/Mac) 1.10, find NBT tags for zombie pigman in another version of Minecraft:

Background

In Minecraft Java Edition 1.10, the entity value for a zombie pigman is PigZombie. The PigZombie entity has a unique set of data tags that can be used in Minecraft commands such as: /summon, /entitydata, /give, /fill, /setblock, /testfor.

zombie pigman

What are NBT tags (formerly called Data Tags)?

NBT tags allow you to set certain properties of an entity (such as PigZombie). The NBT tag is always surrounded in {} such as {CustomName:Destroyer}. If there is more than one NBT tag used in a game command, the NBT tags are separated by a comma such as {CustomName:Destroyer, IsBaby:1}.

List of NBT Tags

Here is a list of the NBT tags that you can use for PigZombie in Minecraft Java Edition (PC/Mac) 1.10:

NBT Tag Value (Description)
IsBaby

0 (The zombie pigman will be a full grown adult)
1 (The zombie pigman will be a baby)

Example
{IsBaby:1}

CanPickUpLoot

0 (The zombie pigman can not pick up loot off the ground)
1 (The zombie pigman can pick up loot off the ground)

Example
{CanPickUpLoot:0}

CanBreakDoors

0 (The zombie pigman can not break down wooden doors or iron doors)
1 (The zombie pigman can break down wooden doors but still can not break down iron doors)

Example
{CanBreakDoors:0}

ConversionTime

time (The number of game ticks until the zombie pigman is converted back to a pig. If the ConversionTime is -1, the zombie pigman is not undergoing the process of converting back to a pig)

Example
{ConversionTime:60}

Anger

number (Specifies how aggressive the zombie pigman is to a player. The higher the value, the more aggressive. A value of 0 means the zombie pigman is not aggressive towards a player)

Example
{Anger:0}

HurtBy

UUID (The UUID of the last player that attacked and damaged the zombie pigman)

Example
{HurtBy:"6e45c7b7-ec14-4ecc-ae0b-bf8a753a1ac1"}

CustomName

name (The name to assign to the zombie pigman. If the name has spaces, you need to surrounded the name value in "".)

Example
{CustomName:Destroyer}
{CustomName:"The Destroyer"}

Health

number (The number of health points the zombie pigman has)

Example
{Health:20.0f}

AbsorptionAmount

number (The number of absorption health points the zombie pigman has)

Example
{AbsorptionAmount:2.0f}

Invulnerable

0 (The zombie pigman will take damage like normal)
1 (The zombie pigman will not take any damage from attacks or physical surroundings)

Example
{Invulnerable:1}

PersistenceRequired

0 (The zombie pigman will despawn naturally)
1 (The zombie pigman won't despawn)

Example
{PersistenceRequired:1}

NoAI

0 (The zombie pigman will have artificial intelligence and will move/behave like normal)
1 (The zombie pigman will have no artificial intelligence and will appear motionless)

Example
{NoAI:1}

Silent

0 (The zombie pigman will make its usual noises in the game)
1 (The zombie pigman will not make any noise in the game)

Example
{Silent:1}

Fire

ticks (The number of game ticks until the zombie pigman is no longer on fire - there are 20 ticks in a second)

Example
{Fire:60}

PortalCooldown

ticks (The number of game ticks until the zombie pigman can go through a portal again - there are 20 ticks in a second)

Example
{PortalCooldown:120}

Air

ticks (The number of game ticks the zombie pigman has air left for)

Example
{Air:120}

HandItems

Items that the zombie pigman is holding in its hands, listed in this order: right hand, left hand

Syntax
HandItems:[{Count:1,id:item}, {Count:1,id:item}]

Example
{HandItems:[{Count:1,id:golden_sword}, {Count:1,id:shield}]}

HandDropChances

The drop chances for each of the 2 items listed in HandItems. A value of 1.0f means 100% chance of the item being dropped when the zombie is killed, 0.5f means 50%, 0.2f means 20%, and so on.

Example
{HandDropChances:[1.0f,1.0f,1.0f,1.0f]}

ArmorItems

Items of armor that the zombie pigman is wearing, listed in this order: boots, leggings, chestplate, helmet

Syntax
ArmorItems:[{Count:1,id:item}, {Count:1,id:item}, {Count:1,id:item}, {Count:1,id:item}]

Example
{ArmorItems:[{Count:1,id:diamond_boots}, {Count:1,id:diamond_leggings}, {Count:1,id:diamond_chestplate}, {Count:1,id:diamond_helmet}]}

ArmorDropChances

The drop chances for each of the 4 items listed in ArmorItems. A value of 1.0f means 100% chance of the item being dropped when the zombie pigman is killed, 0.5f means 50%, 0.2f means 20%, and so on.

Example
{ArmorDropChances:[1.0f,1.0f,1.0f,1.0f]}

UUIDLeast

A number that specifies the right half of the UUID for the zombie pigman (use UUIDLeast and UUIDMost to target/find a particular zombie pigman in the game)

Example
{UUIDLeast:-6645587150281567948L}

UUIDMost

A number that specifies the left half of the UUID for the zombie pigman (use UUIDLeast and UUIDMost to target/find a particular zombie pigman in the game)

Example
{UUIDMost:4420078606457655279L}

id

PigZombie (The entity value used to represent a zombie pigman in the EntityTag or Passengers tag)

Example
{id:PigZombie}

Passengers

The mob that is riding on the zombie pigman. Use the entity value for the passenger mob

Example of skeleton as passenger
Passengers:[{id:Skeleton}]

NBT Tag Examples

To summon a zombie pigman that is named Destoyer:

/summon PigZombie ~ ~ ~ {CustomName:Destroyer}

To summon a baby zombie pigman that is named Tiny:

/summon PigZombie ~ ~ ~ {CustomName:Tiny, IsBaby:1}

To summon a zombie pigman that is named "The Killer" who is wearing a set of full diamond armor. Use a command block to run this command:

/summon PigZombie ~ ~1 ~ {CustomName:"The Destoyer", ArmorItems:[{id:diamond_boots}, {id:diamond_leggings}, {id:diamond_chestplate}, {id:diamond_helmet}], ArmorDropChances:[1.0f,1.0f,1.0f,1.0f]}

To give the closest player a zombie pigman spawn egg in Minecraft Java Edition (PC/Mac) 1.10:

/give @p spawn_egg 1 0 {EntityTag:{id:PigZombie}}

Target Selectors

Before we finish discussing data tags, let's quickly explore how to use the @e target selector. The @e target selector allows you to target entities in your commands. If you use the type=PigZombie value, you can target zombie pigman:

@e[type=PigZombie]

You can also add a radius value to target zombie pigman within a certain radius of blocks (for example, r=5 lets you target zombie pigman within a 5 block radius of where the command is run):

@e[type=PigZombie,r=5]

Target Selector Examples

To change all zombie pigman to baby zombie pigman within a 5 block radius:

/entitydata @e[type=PigZombie,r=5] {IsBaby:1}

To test for all zombie pigman within a 50 block radius:

/testfor @e[type=PigZombie,r=50]

To summon a lightning bolt at all zombie pigman:

/execute @e[type=PigZombie] ~ ~ ~ /summon LightningBolt

To kill all zombie pigman:

/kill @e[type=PigZombie]

Next, learn how to use the game commands in Minecraft.

Command Examples

Here are some game command examples for a zombie pigman in Minecraft:

Command Generators

If you need help, you can use these tools to automatically generate commands for you: