The Drowned appears to use the same model and AI as the zombie, so it probably should be a variant. Also the Drowned drop rotten flesh, and rarely a gold ingot or a trident, so it's drops seem to follow the logic of the stray dropping tipped arrows even though it is a skeleton variant. jjlr (talk) 09:51, 14 March 2018 (UTC)
Based on what I know, I think drowned has enough differences from a zombie to have its own page. However, we do need to come to a decision quick, because right now drowned is both its own page and on the zombie page.--👁 Image Madminecrafter12T • C13:02, 14 March 2018 (UTC)
👁 Image Agreed. They have different spawning conditions, different drops, can spawn with a different weapon and have the ability to throw that weapon. Wither skeletons have their own page as well, if drowned do not deserve one neither do wither skeletons imo. --Pepijn (talk) 00:12, 15 March 2018 (UTC)
Although strays have different spawn conditions compared to skeletons, use tipped arrows instead of regular ones, and drop tipped arrows rather than regular ones and they are considered a skeleton variant. With that being considered Drowned are not really that much more different from zombies as strays are from skeletons. jjlr (talk) 02:34, 15 March 2018 (UTC)
They do not have any different behavior from skeletons however, while drowned do (different targeting conditions, different behavior during the day, they can throw tridents). Which is a big deal, including them in Zombies will need a lot of exceptions everywhere, which is not what you want on a page (it's messy). –Preceding unsigned comment was added by PepijnMC (talk • contribs) at 12:37, 15 March 2018 (UTC). Please sign your posts with ~~~~
I've removed the part about drowned from the zombie page, but if the community decides to include it on that page, we can easily revert it back. Before the edit, the drowned information was duplicated onto this page and the zombie page, and I felt that the community overall was leaning slightly towards having drowned as a separate page; but like I said, we can easily change it.--👁 Image Madminecrafter12T • C00:34, 15 March 2018 (UTC)
The Drops section is incorrect, the Drowned can drop a trident regardless of whether it spawned with one or not. this sometimes actually allows for them to drop two, one they are holding and one from the loot table, though i am unsure what the percentage is from the loot table. jjlr (talk) 11:16, 14 March 2018 (UTC)
Have you actually tested that? Because I did when they came out and I'm pretty sure they do not chase villagers and villagers do not run away from them.–Preceding unsigned comment was added by PepijnMC (talk • contribs) at March 14, 2018 (UTC). Please sign your posts with ~~~~
Ah yes, they won't get out of the water to target something during the day (unlike zombies). I got confused with that. Still, this is behavior they don't share with zombies. --Pepijn (talk) 11:32, 15 March 2018 (UTC)
Latest comment: 9 April 20194 comments3 people in discussion
The Drowned is able to drop a Trident even if it has not spawned with one. Though i am unsure what the percentage chance is from getting it from the loot table. Also it is possible to get two Tridents from one Drowned if the Drowned drops the one it spawned with and you get one from the loot table. jjlr (talk) 03:03, 15 March 2018 (UTC)
What is the source for ("naturally spawned") Drowned being able to drop a trident even when not spawning with one? This is the first time I see any source mention that as being possible, or, in fact, mob drops differing by mob origin rather than just mob type. RealWormbo (talk) 19:24, 9 April 2019 (UTC)
Looks to be "Baby Drowned." Sounds better than the reverse (or even "Child Drowned," somehow). Yilante 5 /23 /17 12:12 p.m. 108.215.209.20119:13, 23 May 2018 (UTC)
Latest comment: 22 March 20186 comments4 people in discussion
We cannot define the translation of this new mob, that's terrible. Someone says that's taken from Wizard III and some one says that's just "the drowning zombie". So please, can someone here can define this new drowned mob? Thanks! --Lxazl5770zh.admin(论 • 功) 10:26, 19 March 2018 (UTC)
It does not matter what anyone here thinks the developers might have had in mind when they designed this mob. The wiki is only meant for documenting the game, as long as there is no official statement or a hint somewhere there is nothing we can do. You should contact Mojang about this, they'll be able to help out. Btw, I think you mean Witcher III not Wizard. – Fuzs11:02, 19 March 2018 (UTC)
If it helps with translation, you might choose to use "Drowned Zombie" instead of just the official "Drowned" name. Not "drowning" though, as the zombie is not drowning anymore, but has completed drowning before to become its current existent form. It is a zombie that has gone through the change of being affected by water when trying to breathe in it (judging by the game mechanics, not just the name they gave it). And being an undead creature already, it could not die because of it, but had to change anyway and is therefore now an altered zombie with different properties than the regular one. I really hope this helps you, because I don't know anything about the chinese language. – Jack McKalling [ 👁 User page 👁 Talk page 👁 Contributions ] 11:12, 19 March 2018 (UTC)
If the adjective "drowned" (like "a drowned zombie") can be translated to a Chinese adjective, and if it sounds awkward or wrong to use that word as a mob name, I wouldn't worry about it, it sounds awkward in English too. – Sealbudsmantalk/contr15:35, 19 March 2018 (UTC)
I've asked Helen Angel about this in the meantime. I've posted everything she told me in the discussion section on the drowned translation page on Crowdin for all translators to see. Please check it out. – Fuzs21:12, 19 March 2018 (UTC)
Latest comment: 5 May 20182 comments2 people in discussion
Will these drop if there is no player action taken? For example in an auto farm where zombies drop into water to be converted and then dropped onto Magma block to die. Will they ever drop a trident or only if killed by a player? –Preceding unsigned comment was added by 70.31.29.103 (talk) at 19:12, 4 May 2018 (UTC). Please sign your posts with ~~~~
About spawning depth - would be very helpful to understand what "They spawn throughout a body of water at surface floor." actually means. Is that throughout the body of water or only on the surface of the floor of the river/ocean? (Asking because I don't see any spawn in a (Java / Realms 1.14) bedrock-deep column of water I've built under a river biome. –Preceding unsigned comment was added by 92.234.185.76 (talk) at 22 August 2019 (UTC). Please sign your posts with ~~~~
Latest comment: 25 May 20181 comment1 person in discussion
I might be wrong, but i was sure there was a render of a baby drowned at some point. Although now i cannot even find the file, does anyone know what happened to it, or did it never exist? jjlr (talk) 10:37, 25 May 2018 (UTC)
Latest comment: 9 June 20188 comments3 people in discussion
Either I am misunderstanding something, or the page is wrong;
I've killed over 1,500 drowned that were converted from zombies from a spawner, using Loot 3, but none have dropped a trident.
I think the Wiki page is saying that only naturally-spawned drowned have a chance to be equipped with a trident (or carry a nautilus shell), but it still indicates that ALL drowned have a chance to drop a trident - even those not carrying one. It says that with looting III there is a 4% chance; as that is 4 in 100, it seems ridiculously unlikely to get none from 1,500.
Ok, I'm on 18w21a (I'm going to check with 1.13-pre1 soon), and looking at the drowned.json file, you may be right. I don't see any mention of drowned dropping a trident. I don't know much about files like these, but to me it looks like drowned only drop 0 - 2 rotten flesh and 1 gold ingot, but no tridents. I'm going to launch 1.13-pre1 so that I can look at the loot tables for that - and if anybody knows of some other way drowned can drop tridents when they're not equipped with them, please correct me.--Madminecrafter12👁 Image Talk to me👁 Image 15:42, 9 June 2018 (UTC)
I'm looking at the 1.13-pre1 loot table for drowned now. No mention of dropping a trident. So unless I'm reading it incorrectly, you're right - they do not drop a trident unless they're equipped with it. In that case, I'll look at the drowned loot table file for previous versions to see if maybe they only drop a trident in earlier snapshots. Thanks for pointing that out.--Madminecrafter12👁 Image Talk to me👁 Image 16:02, 9 June 2018 (UTC)
Thanks for responding, it's good to know it's not just me - and maybe it'll save other people hours trying for a "rare" drop that can never happen.
I'm off to deep ocean, to find some natural drowned to get tridents. Sorry, I don't have bedrock, so I've no idea about that. –Preceding unsigned comment was added by 86.20.193.222 (talk) at 17:16, 09 June 2018 (UTC). Please sign your posts with ~~~~
"do they still drop tridents from the loot table in Bedrock Edition?" Yes. I redid the drops and natural spawned gear section on here a while ago with verified information from loot tables and the code. Seems like people have been messing with it afterwards, but I think it's all corrected now. --Pepijn (talk) 17:59, 9 June 2018 (UTC)
Oh thanks "Madminecrafter12", I just had a bad internet connection and couldn't see it. -CGS –Preceding unsigned comment was added by Coolguysans777 (talk • contribs) at 15:25, 10 June 2018 (UTC). Please sign your posts with ~~~~
👁 Image Oppose. Personally, I would actually split all the similar mobs into different pages (zombie, zombie villager, husk; skeleton, stray; horse, donkey, mule, skeleton horse, zombie horse; cod, salmon, pufferfish, tropical fish) --185.36.129.4310:59, 4 July 2018 (UTC)
I personally 👁 Image Disagree with the merge, they seem about as distinct as the zombie pigmen, which I should add also extend the zombie. The husk is more similar as its just a zombie that inflicts hunger, but these have more unique spawning, AI, and equipment. –KnightMinert/c17:23, 4 July 2018 (UTC)
👁 Image Oppose for the same reason as in Minecraft Wiki talk:Community portal#Drowned and Zombie: It's pretty clear that they are different mobs. Also, merging all entities that could fit under the term "zombie" doesn't help much with adding more information to the wiki, but only clutters it up with so much information that it gets confusing. (Hence I also disagree with Husk and Zombie villager being part of the Zombie article. They aren't real zombies either and have their own special properties.) | violine1101(Talk)17:35, 5 July 2018 (UTC)
I'd have to oppose since No other Mobs have a dropped-item attack as powerful as the Trident. Nor can pick-up Tridents (I think?) and actually use them.
Then again, I Also wish(ed, even) that Zombie Villagers had been given their own distinction in the Wiki. And now that Under-Water, Zombie Villagers, Don't - Convert - into Drowned (and get Stuck on the Water-bottom, unmovably), it's just 1 more way they're different from other Zombies (can't recall if Husks Convert to Drowned, though). Yilante 7 /6 /18 10:25 pm 108.215.209.20105:26, 7 July 2018 (UTC)
Thanks for pointing that out - I've removed most of it, e.g. the infobox stuff, drowned behavior, etc. Not sure why it was ever on there. I've kept the part showing the differences between drowned and zombies, though, as I do think that's helpful.--Madminecrafter12👁 Image Talk to me👁 Image 13:10, 11 July 2018 (UTC)
Latest comment: 6 August 20182 comments2 people in discussion
I have been playing 1.13 java release version (multiplayer, on a server I run) for many hours and killed hundreds (maybe more than a thousand) of naturally spawned Drowned and I still have zero trident drops. The percentage that spawn with fishing rods is listed as 2% yet I've seen dozens. The percentage that spawn with a nautilus shell is listed as 3% and I've also seen dozens. I've even killed probably 100 that spawned with a trident and still no drop. I'm using a Looting III sword too. It seems like something is wrong with the trident drop.
67.188.234.12920:26, 29 July 2018 (UTC)
I'll just give my #'s, too: about a dozen or-more (honestly, never pay attention to Fishing, heh) Fishing Rods (it's relatively-good drop rate, compared to number I see holding them, at least)
2 1 /2 Conduits' worth, so 28 Nautilus Shells (again, I'm Sure that This drop rate is about 100% yay)
And 0 Tridents-dropped (out of about 2 or-more dozen seen, killed).
(All with Looting 3 D Sword, of course)
Let's just not forget that "Java" /"Bedrock" "Edition(SSS)" of late, have been especially-specific, in the notations, of stuff. Persnickety, I'd say. 8 /6 /18 1:51 pm Yilante 108.215.209.20120:52, 6 August 2018 (UTC)
It says that on bedrock edition that drowned will always drop the item in their offhand, but this is untrue. I killed a drowned with a nautilus shell in its offhand on bedrock edition, and it didn't drop it.73.208.227.10100:08, 10 February 2019 (UTC)
Can be talk about the difference between an equipment and a drop, please?
Latest comment: 13 April 20192 comments2 people in discussion
There seem to be quite some editing around whether or not something counts as a drop. Drops are determined at the time the mob is killed, not when it spawns. The fact that some drowned spawn with a nautilus shell in their off-hand does not make that a drop. Yes, the shell drops all the time when it's in the drowned's off-hand, but that should be covered in the sections about spawned equipment and noted as a guaranteed equipment drop, not as a random drop. The same goes for trident drops, for which I still haven't seen any confirmation that they actually happen on Java edition. If they do, you should be able to get a double drop from drowned equipped with a trident. RealWormbo (talk) 06:01, 13 April 2019 (UTC)
Feel free to clean it up while retaining the probabilities. Maybe present it as a table of equipment with columns for chance of spawning with the equipment and chance of dropping the item when killed? ~ Amatulic (talk) 06:37, 13 April 2019 (UTC)
We should add they pick up Armor (and wear it; equip items, so on)
Latest comment: 16 April 20191 comment1 person in discussion
So Drowned - both on Land and in Water - pick up and wear Armor (as opposed to Spawn with it, already in article that only Converted-from-Zombies Drowned, do). As opposed to Break down Doors (unlike Zombies), I'd gotten that wrong (and that Vindicators both Open and Break down Doors, unlike Pillagers, which only did in 1 Snapshot). Yilante 4 /15 /19 11:13 p.m. 76.209.248.19206:13, 16 April 2019 (UTC)
In 1.14.1, only drowned with tridents can drop a trident
Latest comment: 30 May 20197 comments4 people in discussion
I haven't tested in 1.13, but in 1.14.1 Java Edition, a drowned without a trident cannot drop a trident (or the chance is really low because I killed about 50 drowned with looting 100 and got no tridents.) ShadowCooper78 (talk) 20:32, 29 May 2019 (UTC)
Things have not changed since 1.13 in that regard. It doesn't matter if they are converted, if they don't have a trident, they can't drop one. (And converted drowned also never have a trident, obviously.) RealWormbo (talk) 06:49, 30 May 2019 (UTC)
@RealWormbo: I think ShadowCooper78's question was about the validity of probabilities stated in the article. It says that naturally spawned drowned have an 11% chance to drop a trident, increasing by 2% with each level of Looting. If he changed Looting to 100 then every drowned should drop a trident, no? Even without looting, killing 50 drowned should give you about 5 tridents if each drowned has an 11% chance to drop one. That's why I asked if these were naturally spawned drowned. I don't use Java Edition, I'm a Bedrock player, so I don't know how Java works.
Maybe the probability should be interpreted like this: if a drowned spawns with a trident then it has an 11% chance of dropping it? That is, 6.25% of drowned spawn with a trident and 11% of those can drop them? I have no idea. In any case, I think some clarification is needed in the article. ~ Amatulic (talk) 17:18, 30 May 2019 (UTC)
IMHO that entire list should be rewritten to match e.g. the Zombie drops list. Weapons, tools and nautilus shells are not a regular drop, but an equipment drop. They should not be listed in the general drops section at all, but instead have their drop chances listed under the section that describes the chance drowned spawn with those items.
FYI: Java edition does not differentiate between "naturally spawned" and "converted". Drowned don't drop tridents, period. Drowned (like many other mobs) *may* drop equipment they spawned with. RealWormbo (talk) 17:23, 30 May 2019 (UTC)
I made some changes in the article based on loot table files from Java 1.14.2 and Bedrock 1.11.3 (assuming I read them correctly). Drowned not holding anything can only drop rotten flesh and a golden ingot in Java, and the chance to drop equipment is 8.5% (according to Drops#Equipped_items); however it seems that in Bedrock, drowned can drop a trident as a normal (non-equipment) drop (and indeed has an 11% chance as was stated in the article). –Sonicwavetalk20:25, 30 May 2019 (UTC)
I made some further rearrangements, removing the contradictions and hopefully clarifying things. So in Java Edition, 6.25% of drowned spawn naturally equipped with a trident, 8.5% of those will drop its trident when killed, and no converted drowned is equipped with a trident. There were conflicting statements about Bedrock (11% vs 8.5%) so I fixed that. ~ Amatulic (talk) 20:43, 30 May 2019 (UTC)
I edited the conversion section to say that husks that have transformed into zombies may not convert. I am not sure if this is true and feel free to correct me if I am wrong.--Delibirda (talk) 07:16, 19 September 2019 (UTC)
Ideally, the article needs to include verified claims or observations, not speculation or other things you aren't sure about. I'll revert the change; feel free to add it back if you can confirm that husks transformed into zombies might not convert to drowned if the stated conditions are met. ~ Amatulic (talk) 16:49, 19 September 2019 (UTC)
Okay. I will try to test it. I use Bedrock though, so even if it is verified, someone have to add a Bedrock edition only tag if my claim was right.--Delibirda (talk) 10:01, 20 September 2019 (UTC)
I use Bedrock too, and I daresay so do the majority of readers nowadays. I'd leave off a "Bedrock only" tag unless someone confirms a different outcome in Java. ~ Amatulic (talk) 06:38, 21 September 2019 (UTC)
In the most recent video of the “Ten Things you probably didn’t know about Minecraft”, a photo of a early Drowned design was added. Can someone add this to the gallery please? Here’s the picture:
Latest comment: 14 July 20202 comments2 people in discussion
The article says that drowned do not target players during the daytime unless the players are in water. This 'mostly' matches my experience, but it seems that drowned with tridents can sometimes target the player out of water during the day. Is this a bug I should report to the bug tracker, or should I edit the wiki to clarify? DHouck (talk) 09:59, 29 March 2020 (UTC)
@DHouck: The only times drowned (in Bedrock) have attacked me during the day are when (a) I attack them first and they come out of the water after me, or (b) there is sufficient shade from an overhanging tree for the drowned to emerge from the water and attack, or (c) the drowned was already wandering around in a dark oak forest during the night and the forest protected it when the sun rose, so it was free to continue roaming around on the surface during the day. ~ Amatulic (talk) 16:02, 14 July 2020 (UTC)
I have updated drops section to Bedrock 1.16, only naturally-spawned drowned that hold trident can drop trident. Drowned can also spawn with fishing rod, but the chance is very low which is 1% for converted drowned and 0.85% for naturally-spawned drowned. Additionaly converted drowned still can spawn with nautilus shell. ImakerB (talk) 06:21, 16 July 2020 (UTC)
Drowned also drop clay, can someone add this? I don't know the percentage unfortunatelly.
Latest comment: 20 January 20212 comments2 people in discussion
There's no mention in this article about armor dropped by drowned when they die. In my Bedrock drowned farm, I get a lot of gold armor, especially helmets. I know zombies spawn with these things, but there doesn't seem to be a relationship between what the zombie spawned with and what the drowned drops after the zombie is converted. Amatulic (talk) 16:46, 30 November 2020 (UTC)
There is this line, which is true before and after 1.16:
In Bedrock Edition only, an item being held or worn by a zombie when it becomes drowned, whether it was picked up or naturally spawned, has a 100% drop rate, which includes any naturally spawned equipment dropping with full durability.
What changed in 1.16 is that many mob types now pick up and equip weapons and armor. About 25% of zombie variants spawn with the ability to do so. Drowned that have that ability can immediately pick up the armor that they dropped in conversion. However, they will also exchange weaker armor for stronger. Since not all drowned can pick up armor, some will be left floating, and drowned that can pick up armor will pick it up selectively if it's stronger than what they have. This can result in some of the drowned in a zombie-spawner based farm wearing mixed sets, e.g. iron helmet, gold chest plate, and leather pants. --72.182.216.23608:44, 20 January 2021 (UTC)
The spawning section mentions that "this restriction does not apply to rivers." It is not clear if this is referring to the height requirement or the water depth requirement.
Actually both, because they are the same requirement. Y < 58 basically means "at least 6 blocks below sea level", since sea level is at Y = 63. Windwend (talk) 02:54, 8 September 2021 (UTC)
okay, when become hostile while touched water, light 7-, during nighttime, being hurt by mob in daytime, player, villager, wandering trader, and iron golem touched water, when become neutral mob, I'll not touched water and light 7+ during daytime. – Unsigned comment added by Sryoelhgo2008 (talk • contribs) at 00:50, 28 September 2021 (UTC). Sign comments with ~~~~
It is difficult to understand your English usage. Maybe try writing your text in your own language and run it through https://translate.google.com to get English.
However, I have never seen a drowned to be neutral in Bedrock edition. They may seem neutral when they are completely submerged, but if you give them an opportunity to attack you, they do so. A skeleton that is completely submerged also does not attack you if you are not in the water with it. A drowned or a skeleton that is standing in water 1 block deep always tries to attack you. Amatulic (talk) 13:31, 28 September 2021 (UTC)
I cleaned up the Drops section to at least somewhat resemble the format of other mob pages. We currently appear to need droprates for fishing rods for both versions, but I hope this is at least more legible than the previous version. Ryk3ld368 (talk)
Light level needed to spawn a drowned is said to be "at light level 0" when it is not
Latest comment: 18 January 20222 comments2 people in discussion
I've tested it multiple times (Java Edition) and Drowned can spawn at light level 0-7 from my experience, so I don't know why it is written "light level 0" in the wiki when it is clearly false and misleading – Unsigned comment added by Gbasire (talk • contribs) at 16:08, 3 January 2022 (UTC). Sign comments with ~~~~
Latest comment: 17 January 20222 comments1 person in discussion
About equipment in natural spawns, article currently says: "Main hand (mutually exclusive): 6.25% spawn with a trident [...] 3.75% spawn with a fishing rod [...] Offhand: 3% of spawn with a nautilus shell". Does anyone know what is the probability for a naturally spawned drowned to hold both a fishing rod and a nautilus shell? Same question for trident+shell combination. —andrybak (talk) 20:05, 17 January 2022 (UTC)
With my very basic knowledge of probability theory, I think that chance is 0.03×0.0375 = 0.001125 = 0.1125%, but I would like someone else to confirm or deny this. —andrybak (talk) 20:08, 17 January 2022 (UTC)
At time of this post, page says a 16 block range. I noticed on a Youtube video discussing a drowned farm build that they can detect at 24 blocks (video), so I wanted to see if that was a 1.18 change or not. I tested on 1.16.5 Java then 1.14.4 Java, and they still detected at 24 blocks (turtle egg placement block + 23 distance) away.
Usually what people do when they conduct a test is to update the article, and include an edit summary like "tested in Java 1.18".
This needs to be confirmed in Bedrock Edition, however. I could do that. But can you tell me how that test was conducted? In the picture it looks like the turtle egg is way up high in the air with no way for a drowned to pathfind to it. Amatulic (talk) 01:12, 21 February 2022 (UTC)
I was in creative mode to test pathfinding for the Drowned in a Drowned Farm scenario rather than a natural Drowned spawn in the wild with a turtle egg nearby. The video link I provided links directly to the timestamp of the explanation for the path finding of the Drowned in this scenario. This video's detection range conflicted with the Wiki. As such, I did nothing more than generate a brand-new creative world in Java 1.16.5, pulled different building materials out of Creative inventory, built the patterns as in my screenshot, and used a Drowned Spawn Egg on each block from farthest away from the egg to nearest the egg until a Drowned would start to path find over to the turtle egg. The blocks across the top are to prevent burning during the day only. When the turtle egg detection worked, I marked the tile with a different type of block (the nether gold block in the screenshot), then tested diagonally. When I confirmed it worked on a square box design instead of circular radius, I then loaded a new creative world in 1.14.4 Java and repeated the test, which demonstrated that the same radius was available in that version.
I did additional tests to check natural turtle egg on shore and a Drown in the water. The 23 tile radius also applies to Drowned in water, though they will not exit the water during the day. Clarence2001 (talk) 06:57, 21 February 2022 (UTC)
What you're seeing is for Java Edition only. I'm doing some tests in Bedrock, and the drowned don't seem to notice the turtle egg beyond a dozen blocks. I'll need to do some more tests to see whether the range is taxicab distance, Euclidean distance, or a square area. Amatulic (talk) 18:33, 21 February 2022 (UTC)
More testing in Java 1.18.1, and it appears to be square, with a y+4 (Drowned feet are standing on egg block + 3 y-distance) and y-3 (Drowned feet are located 2 below egg block, standing on the 3rd block down) vertical distance check.
If the turtle egg is present when the Drowned spawns, detection of the egg happens at 3 seconds. If the turtle egg is placed after the Drowned is spawned, detection appears to have a chance of detection every few seconds, with increasing probability of success after each failed check. (based on my limited observation). I'm digging more in to itClarence2001 (talk) 01:47, 22 February 2022 (UTC)
Code digging in 1.18.1 Java, and I found it! Zombie and all sub-classes (Drowned, Husk, Zombified Piglin) use the .class ZombieAttackTurtleEggGoal, which is a sub-class of the .class RemoveBlockGoal. RemoveBlockGoal() has a built-in limit of 24 blocks for x and z, which is applicable to mob that deliberately targets a block to destroy it. ZombieAttackTurtleEggGoal additionally sets a y variance of 3. However, the findNearestBlock() uses < symbols for the horizontal distance, so it is 0 to 23 blocks from the mob, and <= for y checks, meaning 0 to 3 blocks from the mob. So, for Java edition, it is definitely a 47x7x47 search box centered around the mob's feet and thus, for a Farm arrangement, also around the empty air block above the turtle egg since the zombie has to be able to path to that location and fit there. It is a square search pattern. Clarence2001 (talk) 13:46, 23 February 2022 (UTC)
I confirmed that in Bedrock 1.18.12, drowned can detect turtle eggs from 10 blocks away Euclidean distance (a circle around the egg). It also doesn't matter which way the drowned faces when it sapwns — if a turtle egg is in range, the drowned immediately goes for it, even if it was initially facing away from the egg. I thought that drowned had to look at an egg before noticing it, but that isn't the case. Amatulic (talk) 06:38, 3 March 2022 (UTC)
Latest comment: 23 February 20223 comments2 people in discussion
I noticed a weird behavior. While testing turtle egg detection range in Bedrock (see above), I observed that drowned can jump over open trapdoors! I have a turtle egg surrounded by a deep moat 1 block wide with lava at the bottom, and open trapdoors on top. Some drowned managed to get to the egg. I raised the egg 1 block higher, and the drowned could jump over the trapdoors to reach the egg one block higher. It seems that when a drowned gets near a turtle egg, it jumps onto the egg from 1 block away. If they jump in one of the cardinal directions, they make it. It looks like if they jump diagonally, they don't make it and fall into the lava. Amatulic (talk) 18:33, 21 February 2022 (UTC)
This behavior is likely entirely related to the 'jump' action that needs taken in order to start crushing the turtle egg; I figure you knew that already, just putting here for thoroughness. Testing in Java 1.18.1, I noticed that they can intermittently jump a 1-block open trapdoor. Out of 200 adult Drowned (I made sure to only test adults since they have a larger hitbox size and, to me, thus more likely to be able to make the jump), 16 made the jump while on a cardinal direction. None made it on a diagonal. If you think I should make a filter to test just baby Drowned, I can do that. Size of the turtle egg placement (1 solo or 2+) did not matter much. I say this because 1 turtle egg hitbox is 9px by 9px on the block in the north-west corner (3px from edge in north and west, 4px from edge in east and south) no matter where on the block the egg itself appears, while 2 or more turtle eggs are a 14px by 14px hitbox centered on the block (1px from edge on all directions).
.
5/50, or 10%, 2+ eggs
6/68, or 8.8%, 1 egg, nearest pixel approach
5/82, or 6.1%, 1 egg, farthest pixel approach.
.
With the small sample size, the variation based on size/orientation of the turtle eggs could also just be RNG since a couple of numbers in either direction could move it to 8% for each difference. But they have a weighted average of 8% (16/200). Can you check the Bedrock values to see if we can say an exact percent? Or were all of your cardinal direction jumps successful and only diagonals failed?
.
Additionally, two things we should consider:
1. Is this the same since release (1.13 Java / 1.5 Bedrock), or a behavior change across versions?
2. Can Zombified Piglins and Zombies can also perform the same stunt since they also path towards turtle eggs for the same reason? (This would obviously need to be carried over to the respective mob pages for discussion and documentation) Clarence2001 (talk) 23:53, 21 February 2022 (UTC)
Code digging in 1.18.1 Java for the turtle egg detection range, and it appears that the Zombie .class ZombieAttackTurtleEggGoal overrides the default acceptedDistance() of 1.0 blocks and replaces it with 1.14 blocks. Every tick, there is a check to determine the distance between the mob position compared to it's target goal. If distance is too far, it says to keep moving by 0.5 blocks. Zombie movement speed is 0.23 default, but ZombieAttackTurtleEggGoal applies a speed modifier of 1.0. I'm having a hard time tracking down if that means speed +1.0 or speed +100%. I suspect this is "blocks per second" (I'll use B/S) and +100% since a 0.23 + 1.0 would be a 1.23 / 0.23, or a 5.34x increase and they do not go that fast. So, if they are traveling a 0.46 B/S and each tick says a 0.5 coordinate change, then it provides a discrepancy of 0.04 B/S between their speed and their pathfinding updates. With a 1.14 acceptable range to jump, that means there's a chance of a Zombie variant being capable of making the jump. Where I'm falling short here is do we compare the 0.04 gap against the 0.50 path update (0.04 / 0.50 would equal my data of 8%), or is the 0.04 gap to be compared against the acceptable range somehow? Clarence2001 (talk) 14:20, 23 February 2022 (UTC)
Latest comment: 14 March 20222 comments2 people in discussion
I tested in java 1.18.2 while making farm. Below Y 60 in the night, drowned not moving by the flow, but above Y 60 it cant resist flow like during day. It would saved me couple of hours, if i found this information here – Unsigned comment added by Hadsome (talk • contribs) at 21:24, 13 March 2022 (UTC). Sign comments with ~~~~
In Bedrock Edition they resist flow always, elevation or time of day doesn't matter. The only way to make them go with the flow is to put a target downstream, like a turtle egg, villager, or yourself. Amatulic (talk) 07:29, 14 March 2022 (UTC)
Latest comment: 30 October 20221 comment1 person in discussion
I notice we don't have model renders for (Baby) Drowned with pumpkins/jack o' lanterns (see gallery on the pumpkin page). If someone with the know-how could add those, that'd be great. WOLKsite (talk) 21:59, 30 October 2022 (UTC)
Latest comment: 25 February 20252 comments2 people in discussion
Drowned spawn naturally at light level of 0 in all ocean biomes, aquifiers in the dripstone caves biome, and river biomes.
In ocean biomes, drowned spawn at Y < 58, or at least 6 blocks below sea level; this restriction does not apply to rivers.
The dripstone cave biome is not mentioned in the second line above, so it's unclear to me where Drowned can spawn there. They can spawn in aquifers, but is this at any Y coordinate? Does the technical definition of an aquifer include a specific range of coordinates? Cave#Aquifer doesn't seem to suggest that, at least. If the player introduces water to a dripstone cave at Y >= 58, could Drowned spawn in that? If not, perhaps it should say "In dripstone cave and ocean biomes, drowned spawn at Y < 58"
--PhDDocGriffin (talk) 04:59, 23 April 2023 (UTC)
Latest comment: 28 July 202414 comments3 people in discussion
I vaguely remember Drowned having a slightly different texture on their heads that meant they would always drop gold (before it was copper). Is this true or am I not remembering correctly? If I am right, does this other texture still apply to Drowned that drop copper? SquebbyNICO (talk) 13:46, 27 July 2024 (UTC)
You say that, before 1.17, some drowned had some sorry of thingy on their heads to mark which ones dropped gold? Well, the history section doesn't say so, but it sounds like you might be the first to notice it. I don't know.... (Might have been useful though.) -~- Nerdyguy2000talkedits14:00, 27 July 2024 (UTC)
I doubt it. Well, I think it's worth looking into. If you play Java then that might be good to look into there too. But I only said that there was a yellowish-gold thing, not that it meant anything. But it could mean something. -~- Nerdyguy2000talkedits15:54, 28 July 2024 (UTC)
It most likely is, there's a lot of bugs with them using a 3D model in Bedrock, such as their heads being much bigger than on Java Laiba (talk) 16:31, 28 July 2024 (UTC)
We have solved the mystery of the gold on its head. Now we should look into the original question: is there a slightly different texture for whether or not it drops copper? -~- Nerdyguy2000talkedits16:39, 28 July 2024 (UTC)
Yeah, probably not. But I just found out that the golden bits on a drowned head doesn't just apply to gold armor. You can put diamonds on a drowned (kind of). You can even use armor trims. Oh, and, if you give it a turtle shell then it just looks like it patches the gaps with "algae". Cool! Well, I don't see any more point to this discussion, but if you'd like to add something, go on. -~- Nerdyguy2000talkedits17:03, 28 July 2024 (UTC)
Latest comment: 14 October 20244 comments3 people in discussion
drowned don't knockback the player normally? They seem to hit the player downwards underwater, or just push them unlike zombies, who knock players slightly upwards like most mobs. Is this already in the page or something? I've been seeing this in Minecraft: Bedrock Edition. Mineifications (talk) 20:42, 13 October 2024 (UTC)
If this difference in knockback is described in other articles, then yes. I've never noticed anything unusual about knockback underwater myself. Are there any other underwater mobs that knock back the player? Do drowned knock back players normally on land? ~Anachronist (talk) 21:29, 13 October 2024 (UTC)
No, I don't think any other mobs do that. When drowned hit the player on land, it just pushes them slightly, unlike other mobs, who knock players in the air a bit. Mineifications (talk) 01:56, 14 October 2024 (UTC)
Must be a Bedrock thing. Just tested on Java; drowned and zombie attacks appear to do the same knockback on land and underwater. The only time I get downward knockback underwater is when the attack is coming from above. Rampage455 (talk) 02:07, 14 October 2024 (UTC)
Latest comment: 11 April 20251 comment1 person in discussion
Resolved
Can someone check the maths for the amount of drowned for a 50% chance without looting on bedrock?
(Under drops>equipment>bedrock edition)
I might just be being dumb here, but I don't see why it should be different than Java's without looting. Both are stated to be an 8.5% chance to drop.
Latest comment: 12 April 20252 comments2 people in discussion
Resolved
I shared feedback about an error in the drops earlier, after investigating I believe the issue is that bedrock has a 25% chance of dropping a trident, not 8.5. see the drops article, under types of drops > equipped gear.
There also appears to be an error with the maximum percentage with looting 3 being 20.5%, I think that's based off the 8.5% rather than 25%.
I could be wrong about this, but hopefully it helps nonetheless.
Latest comment: 17 July 20251 comment1 person in discussion
The outer layer is a lot farther from the main model and the texture on the left leg is flipped. Do they actually appear like this in-game? The Dab Master (talk) 00:53, 17 July 2025 (UTC)
Latest comment: 18 December 20253 comments3 people in discussion
Hey,
I noticed hat the spawn height limit for Drowned in Ocean biomes is no longer mentioned. I always thought Drowned can only spawn below sea level in ocean biomes and Rivers are the only biome where that limit doesn't exist. I tried it by generating a ocean biome in a test world high up with water and total darkness, but it seems like I don't get any drowned spawning. Is it really confirmed that this limit no longer exists? StefanBR462 (talk) 04:27, 18 December 2025 (UTC)