Animal Husbandry
This page contains content on features that will be included in a future update. These features are confirmed, but not yet added to the game.
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Contents
Livestock
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Chickens, Cows, Horses, Pigs and Sheep are all livestock.
Food
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Livestock will follow any type of refined grain, as well as maize ears in a similar way that vanilla animals will follow wheat, carrots and seeds. Rope also behaves the same way as the vanilla leads in wrangling up livestock.
Pets
Wolves are initially familiarized through the vanilla method of giving bones until heart particles appear. After initial familiarization, the animal will recognize the player as its owner and follow it around, but it is not completely obedient, and therefore will not accept commands to sit or stand, and will continue to kill livestock when it is hungry. Disobedient dogs can be forced to sit by tying them to a fence using rope, and forced to stand by tying them to a player. If a dog is angry, the owner can calm it through leashing with a rope. When a dog has reached a high enough familiarization level through petting, it will become fully tame and obedient, signified by the addition of a collar.
Food
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Dog food is only used for breeding, and fulfilling the animals hunger so that it can regenerate health. Wolves and dogs will not follow non-owner players who are holding food.
Ownership
Ownership of dogs can be transferred to another player using the command /transfer <username> when the player is near a tamed animal. If no characters are entered after the command (i.e. "/transfer" verbatim), the animal will be set free. Players cannot transfer animals to themselves, transfer animals they do not own, or if they have more than one transferrable animal within range.
Wild Animals
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Bear, Deer, and Pheasants are wild, and cannot be bred. Wild animals will spawn and despawn in the world, with the exception of animals that have been named, or roped at least once, which won't despawn.
Familiarization
All animals have a familiarity value which needs to be increased in order to interact in certain ways such as milking cows, shearing sheep, riding horses, breeding animals, and naming animals. The specific values for each of these interactions varies from species to species, with some requiring more work than others. Familiarity can be increased by performing a particular action at least once every 24 in-game hours. For animals that are familiarized through feeding, the player must offer the food while sneaking (Default: ⇧ Shift) as to not spook the animal.
Animal | Action | ||
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Bear | Feed Fish | ![]() ![]() |
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Chicken | Feed Grain | ![]() ![]() ![]() ![]() ![]() ![]() |
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Cow | Milk (Female Only) or Feed Grain | ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Deer | Feed Salt | ![]() |
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Horse | Feed Grain until ridable, then ride for at least 30 seconds. | ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Pig | Feed Grain | ![]() ![]() ![]() ![]() ![]() ![]() |
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Sheep | Shear or Feed Grain | ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Wolf/Dog | Feed Bones until claimed, then right click while sneaking to pet | ![]() ![]() |
Familiarity will decrease slightly each day if it hasn't reached at least 30% and the animal hasn't been interacted with in the past 24 hours. Adult animals have a limit of how tame they can become through familiarization, with only baby animals having the ability to become fully domesticated, gaining familiarity much faster than adults. Baby animals retain 50% of their mother’s familiarity when born, unless she is close to maximum familiarity, in which case they will retain 90% of it.
Familiarity Indicator
Sneaking and looking directly at an animal will display a familiarity indicator. The indicator will fill with red as familiarity increases, turning gold when it has reached 100%. A white border around the indicator means that the animal has reached at least 30%, and that the familiarity will no longer decrease.
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Percentage | 0 - 8 | 9 - 16 | 17 - 25 | 26 - 29 | 30 - 33 | 34 - 41 | 42 - 50 | 51 - 58 | 59 - 66 | 67 - 75 | 76 - 83 | 84 - 91 | 92 - 99 | 100 |
Gender
Animals (excluding squid) have different genders (male or female), which is determined randomly at the time that the animals spawns. Other than bears, horses and wolves, these animals have visual cues to easily determine the gender such as antlers, horns, tusks, udders and different feather colors. For mobs that do not have visual cues, the animal can be right-clicked on for a chat message stating the gender.
Animal | Male Traits | Female Traits | |
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Bear¹ | N/A | |
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Chicken | Red Feathers, Stands Upright | White Feathers, Vanilla Posture |
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Cow | Long Horns, No Udder | Shorter Horns, Udder |
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Deer¹ | Long Antlers | No Antlers |
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Horse | N/A | |
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Pheasant¹ | Brightly Colored Feathers | Brownish Colored Feathers |
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Pig | Long Tusks | No Tusks |
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Sheep | Large Horns | No Horns |
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Wolf/Dog | N/A |
¹While Bears, Deer, and Pheasants have different genders, they cannot be bred.
Breeding
All breedable animals with the exception of chickens are bred by bringing two of the same familiarized animal of opposite genders relatively close together, and feeding both of them until they are full, and heart particles start appearing. The animals will consume 5 ounces of grain each time they are fed, until they are full. If both animals have heart particles, they will move to be close together for a few seconds, before the particles disappear. A successful breeding can be confirmed by right-clicking on the female animal, which will result in a chat message stating, "Pregnant".
Chickens
Chickens are bred through the use of a Nest Box. Hens will lay eggs once a day, and if there's a rooster within 5 blocks of the nest box, the egg will be fertilized. A fertilized egg is noted with a "Fertilized" tool-tip on the item.
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Pregnancy and Babies
For all breedable animals other than chickens, the female will become pregnant directly after breeding. Once a female animal has become pregnant, the gestation time must pass before she is able to give birth. Note: This calculation is based on months, not days. So a world with a longer yearLength configuration will result in longer pregnancies, because there are more days in each month.
When the pregnancy time is complete, the female will give birth. The gestation time, age until adulthood, and the number of offspring that are born is dependent on the type of animal.
Animal | Gestation Time | Babies | Adult Age | |
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Chicken | 0.75 Months | 1 | 4.14 Months |
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Cow | 9 Months | 1 | 36 Months |
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Horse | 11.17 Months | 1 | 30 Months |
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Pig | 3.7 Months | 8 to 12 | 15 Months |
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Sheep | 5 Months | 1 to 3 | 12 Months |
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Wolf/Dog | 2.25 Months | 1 to 2 | 9 Months |
Baby Chicks
After a fertilized egg has been sitting in a nest box for 3/4th of a month, the egg will hatch into a baby chick. Note: This calculation is based on months, not days. So a world with a longer yearLength configuration will result in longer incubation, because there are more days in each month.
Genetic Traits
Each animal has a size modifier which is randomized when they spawn into the world, that determines how big it is. The size of an animal is inheritable, and determines how much meat and the size of the hide that is dropped on death. When two animals mate, the resulting offspring have a size which is partially randomized, but also affected by the sizes of its parents (specifically, how its parent's sizes compare to the average for the species). In other words, breeding two animals which are larger than average will produce babies that have a statistically larger average size, and could possibly be larger in size than any animal that could spawn in the wild naturally.
Other genetic traits that are currently in the code, but not fully implemented include: strength, aggression, obedience, color, climate and hard. It is currently unknown what is planned for the use of these trait modifiers.
Resources
Animal | Butchery Products | Harvestable Products | Notes | |
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Bear | ![]() ![]() Raw Hide, Bones |
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Chicken | ![]() ![]() ![]() Raw Poultry, Feathers, Bones |
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If the hens have a Nest Box nearby, they will lay eggs once a day. Right click while sneaking with an open hand to pluck feathers. Plucking hurts the bird, and too much can kill it. |
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Cow | ![]() ![]() ![]() Raw Beef, Raw Hide, Bones |
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Female Cows can be milked once a day.¹ |
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Deer | ![]() ![]() ![]() Venison, Raw Hide, Bones |
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Horse | ![]() ![]() ![]() Raw Horse Meat, Raw Hide, Bones |
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Pheasant | ![]() ![]() ![]() Raw Poultry, Feathers, Bones |
![]() Feathers |
Right click while sneaking with an open hand to pluck feathers. Plucking hurts the bird, and too much can kill it. |
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Pig | ![]() ![]() ![]() Raw Pork, Raw Hide, Bones |
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Sheep | ![]() ![]() ![]() Raw Mutton, Sheepskin, Bones |
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Right click with shears or a knife on adult sheep to get Wool.¹ Use a knife on the Sheepskin to get Wool and Raw Hide. |
¹Requires high familiarity.
History
Beta | ||
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v2 Build 48f | Animals give birth to the correct number of animals as they would in real life. This should give more incentive to breed animals. | |
0.78.11 | Breeding animals consumes 5 oz of the specific food, not the entire item. | |
0.79.0 | Removed chat gender message for all animals with visual gender differences. | |
All animals now have a familiarity value. | ||
Added command to transfer ownership of an animal to another player. | ||
Adjusted pregnancy times for animals and the length of time for them to reach adulthood. | ||
Deer, bears, and wolves are considered wild, and will despawn and respawn. | ||
Any animal that has been roped at least once will not despawn. | ||
0.79.9 | Deer no longer run from players if familiarized enough. | |
Bears no longer attack players if familiarized enough. Bears should still attack players if attacked first. | ||
Added familiarity indicator to animals. | ||
0.79.11 | Tweaked wolf litter sizes to be one to two puppies. | |
0.79.13 | The owner of a wolf can now leash it to remove its anger toward a target. Note: This is still wonky when wolves are angry at other wolves. | |
0.79.14 | Chickens will follow all livestock food instead of just wheat grain. | |
Livestock will follow maize ears in addition to grains. | ||
Adjusted familiarity indicator display to better indicate progress. |