Shambling death, the returned, those who hunger, husks, zombies ... these mobs have many names, however, little academic study into their origins exists.
More accurately, little has survived since the cataclysm. I have no doubt that the technologists of the previous era could and probably did analyze these entities, however after the cateclysm, as always we must rebuild.
Standing 2 blocks tall, with skin that is generally pallid, and green as putrid meat, zombies are believed to be remnants of past players that have been slain.
Zombies have existed since the first night of awakening for Provenance, and many myths exist to explain them, but only by scientific examination can we be confident what they REALLY are.
I have procured a number of Zombies from the spawning rooms, the inventory is as follows:
- 5 Zombies (1 is a "Nitwit Villager")
- 2 "Baby" Zombies (1 "Chicken Jockey" Variant)
- 1 Deep Walker
- 1 Husk
Zombies resemble players and many believe that they are slain players.
Upon microblock examination to the smallest pixel, zombies do seem to share the same structures as players on a microscopic level.
In order to test the propagation of zombies, I have tasked p0lln8r to attempt to induce their creation.
The following are a list of collected results:
Through trial and error, it is noted that in areas where there is an absence of light, zombies spontaneously generate (this is not new knowledge). However, it does seem that zombies share a similar spawning method to players that do not have a bed, spontaneously generating in the wilds.
All efforts to get a zombie to sleep in a bed have proved fruitless.
To further test the substance of zombie propagation, several subjects including myself, were killed in order to test respawn effects on the local zombie generation, and microblock saturation levels.
The zombies formed after deaths in an area had microblock residue common with the individuals who died, however this residue was common to multiple players not just one.
Using sophisticated redstone-based dark-room technology, we have been able to visualize the Zombie "Birth" process through our newly upgraded observer block/pressure plate scanner.
First, a dark room is left abandoned, players must not be within 24 blocks of space or zombies do not propegate.
Second, microblock particles coalesce onto a block that is below a light intensity of 8 and with 2 blocks of air.
Third, the zombie "pops" into existence as the collection of microblocks reaches critical mass and can no longer be contained in the dimensional code.
It must be noted that a similar process of generating in the world is followed when a player is spawned, the viral agent responsible for it seems to propagate into the ender and provides an anchor for spawns to occur at certain locations.
Our findings indicate that:
Zombies seem to be a corrupted version of a full respawn, and take discarded particulate matter from previously slain players. This recombination of discarded, respawnable matter, creates an entity that is essentially mindless or at minimum only capable of moderate pathfinding.
Players seem to naturally absorb free-radical microblocks, rendering spawns within a 24 block radius impossible. This also explains why Players are such a large collection of microblock data, and generate larger experience orbs on average than normal entites.
Zombies, by contrast, "despawn" as the imbalance that spawned their creation eventually dissipates, and their constituent microblocks become absorbed by other entities.
Zombies are dead players, just not specific dead players (however, to the degree that a zombie is comprised of specific players, similarities can be noted). It seems that the blessing of player respawn, has also created the curse of zombie generation, perhaps the generation of all playernoid entities.
...
A few insights into the nature of life, death, and respawn have been revealed in my search for knolwedge on our oldest enemy. It can be fairly said, that if the Owner on high, or the Coder above him blessed us with respawn, he also cursed us with zombies.
What may seem to be a mistake of excess microblock data, may in fact be a dimensional way to self-correct an imablance of free-radical player data. It is unknown if restricting the spawnable area for zombies, by illuminating an area, will have any adverse effects on the ender-layer that permiates our dimension. It does seem to increase the spawn rates in our mob spawner labratories, and because zombies and other hostile entites have useful resources to extract ... I don't prioritize probing this question too deeply at the expense of our production effort.
Perhaps I can obtain data from a willing partner in another nation-state.
Additional Notes:
Injured Zombies are a walking instability and can generate additional entities through locally saturating the enderfield with microblocks and forcing a spawn, this will often come in the form of another zombie spontaneously generating.
Zombies will spontaneously combust in sunlight, unless wearing a hat (I have procured pumpkins to protect our specimens), submerged in water, or are a "husk" variant.
Zombies have the unique ability to infect Villagers with corrupted microblock data and turn them into other zombies. These corrupted Villagers were curable at one time, however the disease has mutated since, and all attempts to replicate a cure have failed.
Zombies can carry equipment, and be equipped with armour.
Zombies will attack other mobs if they are attacked, and will attempt to fight Golems and Villagers above all else, Zombies, however, will ignore Withces and Illagers.
The "Baby" Zombies are second generation zombies that are bred from two compatible lines of zombies. Inducing breeding is not possible by player hands, and the process for zombie breeding is currently unknown, however these entites seem to exhibit a hybridized vigor that overcomes the limitations of the respawn corruption and makes them quicker, smarter, and more threatening.
Villager Zombie, and Husk variants are slightly taller than average.
Deep Walkers have increased player tracking abilities, speed, endurance, and strength. These corruptions have mutated in such a way that their structures have actually improved during the failed respawn process. Though cognitively lacking, they are the pinnacle of physical specimens. Efforts to utilize this have not been fruitful, as they unfortunately have a shorter half-life and decay very rapidly.
Zombies ignore the presence of eachother, and even when their bounding boxes collide, they simply just continue to press against each-other.
Zombies also seem to lack the ability to discern shapes through glass, however paradoxically, they have an uncanny ability to track Villagers through soild blocks!
At the sight of a player, zombies emit an "aggressive" moan and pursue the player, even when line of sight is obstructed.
Zombies are persistent (though still subject to despawn xD) and will eventually break the reinforcement on wooden doors to get at a player.
Zombies can be stabilized with a nametag, this creates a zombie that will not degenerate into its' base microblocks as the tag provides a central focus for the microblocks to gravitate to.
The destructive power of a zombie seems to be solely limited to wooden doors, while many have been shown to be tool-wielding, it seems that none are properly able to utilize them.
It should be noted that, while edible, the flesh that falls from these monsters has little nutritional value to players. In emergencies, it will suffice, but some substance in it causes those who consume it to become ravenous with a hunger which is not easily sated. It is possible this is a result of concentrated corrupted microblocks, interacting with player metabolism. Dogs have shown to be immune to these effects, so including it in their diet should be no problem at all.
I will be submitting this document for peer review, and look forward to amending it as new information becomes available.
TL:DR (OOC) Zombies are incorrectly respawned people, just not specific ones. Ask me anything and I'll try to develop an ingame answer using the game mechanics.
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