Animal Husbandry
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Contents
Livestock
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Chickens, Cows, Goats, Horses, Pigs and Sheep are all livestock. Their wild variants are Jungle Fowl, Aurochs, Ibex/Mountain Goat, Wild Horses/Wild Asses, Wild Boars, and Mouflon respectively. Currently only Horses, Goats, Pigs and Sheep ever domesticate, the jungle fowl and aurochs are always the wild version.
Food
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Jungle Fowl, Aurochs, Wild Horses/Wild Asses, and Mouflon/Sheep will follow and accept when sneaking any type of refined grain, as well as maize ears in a similar way that vanilla animals will follow wheat, carrots and seeds.
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Wild Boars will follow and accept when sneaking root vegetables and cut brown mushrooms. When domesticated into Pigs they will eat any food (even Cut Red Mushroom which is poison to yourself when uncooked).
Rope also behaves the same way as the vanilla leads in wrangling up livestock.
Pets
Wolves are initially familiarized and claimed through the vanilla method of giving bones until heart particles appear, then they are familiarized further by right-clicking them with an empty hand to pet them daily. After initial familiarization, the animal will recognize the player as its owner and follow it around, but it is not completely tamed (gold heart familiarity indicator) and not obedient, and therefore will not accept commands to sit or stand, and will continue to kill livestock when it is hungry. Disobedient wolves can be forced to sit by tying them to a Fence using Rope, and forced to stand by tying them to a player. It is important to note however that wolves tied to a fence will still stand up to attack animals that are within close range. Currently, wolves that become angry (growling with red eyes) never calm down. If the fence that the wolf is tied to is broken, the wolf will remain sitting until it gets up to attack something nearby. When a wolf has reached full familiarization level through petting (this must be done before adulthood), it will become fully tame and obedient, signified by the addition of a collar.
Food
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Wolf food is only used for breeding, and fulfilling the animal's hunger so that it can regenerate health. Wolves will not follow non-owner players who are holding food.
Ownership
Ownership of wolves can be transferred to another player using the command /transfer <username>
when the player is near a tamed wolf. If no characters are entered after the command (i.e. /transfer
verbatim), the wolf will be set free. Players cannot transfer wolves to themselves, transfer wolves they do not own, or if they have more than one transferrable wolf within range.
Wild Animals
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Bear, Deer, and Pheasants are wild, and cannot be bred. Wild animals will respawn and despawn in the world, with the exception of animals that have been named, or roped at least once, which won't despawn.
Spawning
Different animals will spawn in the wild based on the Region.
Note: Many of these regional animal variants exist in name only at this time and the generic version of the animal is used as a stand-in until the new animals are developed.
Region | Pigs![]() |
Cattle![]() |
Sheep![]() |
Goat File:Grid Goat.png |
Bears![]() |
Canines![]() |
Birds![]() |
Deer![]() |
Horses![]() |
Fish![]() |
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Americas | Peccary | Bison | Big Horn Sheep | Brown Bear Black Bear |
Wolf | White Tailed Deer Elk Caribou |
Wild Horse | Bass Trout Wahoo Pollock | ||
Europe | Wild Boar | Aurochs Bison |
Mouflon | Brown Bear | Wolf | Caribou Red Deer |
Wild Horse | Bass Trout Wahoo Pollock | ||
Asia | Wild Boar | Aurochs Buffalo Bison |
Mouflon | Brown Bear Black Bear |
Wolf | Pheasant Chicken |
Red Deer Caribou |
Wild Horse | Bass Trout Wahoo Pollock | |
Africa | Warthog | Buffalo | Mouflon | Wolf | Zebra Ass |
Bass Trout Wahoo Pollock |
Familiarization
All animals have a familiarity value which needs to be increased in order to interact in certain ways such as milking aurochs/cows and ibex/goats, shearing mouflon/sheep, riding horses/asses/mules, 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 once every in-game day, resetting at 6 AM (except for milking which resets 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. If an animal has been familiarized in the last 24 hours, the heart shown above their head will have a pinker background.
Animal | Action | ||
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Bear | Feed Raw Fish until maxed out above 80%. | ![]() |
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Jungle Fowl | Feed Grain until maxed out above 30% for adults or 100% for babies. | ![]() ![]() ![]() ![]() ![]() ![]() |
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Pheasant | Feed Grain until maxed out above 25%. | ![]() ![]() ![]() ![]() ![]() ![]() |
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Aurochs | Feed Grain until maxed out above 30% for adults or 100% for babies. | ![]() ![]() ![]() ![]() ![]() ![]() |
File:Grid Goat.png | Ibex | Feed Grain until maxed out above 30% for adults or 100% for babies. | ![]() ![]() ![]() ![]() ![]() ![]() |
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Deer | Feed Salt until maxed out above 70%. | ![]() |
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Wild Horse/Wild Ass | Feed Grain until maxed out above 30% for adults or 100% for babies. | ![]() ![]() ![]() ![]() ![]() ![]() |
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Wild Boar | Feed root vegetables until maxed out above 30% for adults or 100% for babies | ![]() ![]() ![]() ![]() ![]() |
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Pigs | Feed any food until maxed out above 30% for adults or 100% for babies | anything edible |
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Mouflon/Sheep | Shear or Feed Grain until maxed out above 30% for adults or 100% for babies. | ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Wolf | Feed Bones until claimed, then right click while sneaking to pet until maxed out above 30% for adults or 100% for babies. | ![]() ![]() |
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 day. Adult animals have a limit of how tame they can become through familiarization, and cannot be fully familiarized.
Baby animals have the ability to become fully familiarized. They 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. They also familiarize faster based on how far they are from maturity. A newborn animal gets +100% bonus familiarity per interaction and will familiarize twice as fast. An animal halfway to maturity gets +50% bonus familiarity per interaction and will familiarize 1.5x as fast.
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 either the cap for the adult animal, or 100%. A white border around the indicator means that the animal has reached at least 30%, and that the familiarity will no longer decrease if the animal is not periodically familiarized.
Indicator | ![]() |
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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 player can Right Click on the animal for a chat message stating the gender.
Animal | Male Traits | Female Traits | |
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Bear¹ | N/A | |
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Jungle Fowl | Red Feathers, Stands Upright | White Feathers, Vanilla Posture |
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Aurochs | Long Horns, No Udder | Shorter Horns, Udder |
File:Grid Goat.png | Ibex | ||
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Deer¹ | Long Antlers | No Antlers |
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Wild Horse/Wild Ass | N/A | |
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Pheasant¹ | Brightly Colored Feathers | Brownish Colored Feathers |
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Wild Boar/Pig | Long Tusks | No Tusks |
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Mouflon/Sheep | Large Horns | No Horns |
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Wolf | N/A |
¹While Bears, Deer, and Pheasants have different genders, they cannot be bred.
Breeding
All breedable animals with the exception of jungle fowl 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 food each time they are fed. 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 with a Right Click on the female animal, which will result in a chat message stating, "Pregnant".
Jungle Fowl
Jungle Fowl are bred through the use of a Nest Box. Hens will lay eggs once a every 1.5 days if there is a nest box, 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. Removing the fertilized egg from the nest box will remove the fertilized state and it will only be food then.
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Pregnancy and Babies
For all breedable animals other than jungle fowl, 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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Jungle Fowl | 0.75 Months | 1 | 4.14 Months |
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Aurochs | 9 Months | 1 | 36 Months |
File:Grid Goat.png | Ibex | |||
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Wild Horse/Wild Ass | 11.17 Months | 1 | 30 Months |
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Wild Boar/Pig | 3.7 Months | 8 to 12 | 15 Months |
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Mouflon/Sheep | 5 Months | 1 to 3 | 12 Months |
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Wolf | 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
All genetic traits are inheritable, and when two animals mate the resulting offspring will have a value for the trait that is an average of the trait of both parents, plus a third randomly chosen value (except for the jump height of bred horses/asses/mules which is currently set at 3.0 blocks). In other words, breeding two animals with a high value for a specific trait will produce babies that have a statistically higher average value, and could possibly be a value that is not found in animals that spawned in the wild naturally.
Genetic traits include modifiers for size, strength, aggression and obedience. The size of an animal determines how large the animal actually is, as well as how much meat and the size of the hide that is dropped on death. The obedience and aggression of an animal determines how much familiarity it will gain with each interaction. The aggression and strength of a hostile animal, such as bears and wolves, determines how much damage the animal will deal when attacking other entities.
Resources
Animal | Butchery Products | Harvestable Products | Notes | |
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Aurochs | ![]() ![]() ![]() ![]() ![]() Raw Beef, Raw Hide, Horns (from males), Bones, Sinew |
![]() Milk |
Female Cows with high familiarity can be milked once every 24 hours. |
File:Grid Goat.png | Ibex | ![]() ![]() ![]() ![]() Raw Beef, Raw Hide, Horns (from males), Bones, Sinew |
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Female ibex with high familiarity can be milked once every 5 days. |
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Bear | ![]() ![]() ![]() Fur, Bones, Sinew |
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Deer | ![]() ![]() ![]() ![]() Venison, Fur, Bones, Sinew |
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Horse | ![]() ![]() ![]() ![]() Raw Horse Meat, Raw Hide, Bones, Sinew |
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Jungle Fowl | ![]() ![]() ![]() ![]() Raw Poultry, Feathers, Bones, Hollow Bone |
![]() ![]() Eggs, Feathers |
If the hens have a Nest Box nearby, they will lay eggs once every 1.5 days. ⇧ Shift + ![]() Plucking hurts the bird and decreases its familiarity. The bird can be killed with the damage dealt by plucking. |
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Pheasant | ![]() ![]() ![]() ![]() Raw Poultry, Feathers, Bones, Hollow Bone |
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⇧ Shift + ![]() Plucking hurts the bird and decreases its familiarity. The bird can be killed with the damage dealt by plucking. |
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Wild Boar/Pig | ![]() ![]() ![]() ![]() Raw Pork, Raw Hide, Bones, Sinew |
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Mouflon | ![]() ![]() ![]() ![]() Raw Mutton, Fur, Bones, Sinew |
![]() Wool |
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Sheep | ![]() ![]() ![]() ![]() Raw Mutton, Sheepskin, Bones, Sinew |
![]() Wool |
![]() Use a knife on the Sheepskin to get Wool and Raw Hide. If killed while shorn before regrowing wool, drops Raw Hide instead of Sheepskin. |
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Wolf | ![]() ![]() ![]() Fur, Bones, Sinew |
Configuration
- Main article: Configuration
Option | Default Value |
Description |
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time | Options related to time. | |
animalTimeMultiplier | 1.0 | This is a global multiplier for the gestation period of animals, as well as how long it takes for them to reach adulthood. Decrease for faster times. [range: 0.01 ~ 100.0]
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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 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. | ||
0.79.15 | Familiar animals can be renamed. | |
Increased adult familiarity cap for bears, deer and pheasants as they cannot be bred. | ||
The adult familiarity cap for all animals that can be bred is below the required value for naming. | ||
Plucking decreases Chicken and Pheasant familiarity. | ||
Wolves can eat all meat except for calamari. | ||
Wolves only accept bones if they do not have an owner. | ||
0.79.16 | Breeding horses results in random variations. | |
Donkeys and horses can be bred to create mules. | ||
Feeding an animal while breeding or familiarizing replenishes hunger. | ||
0.79.19 | Added baby pheasant texture. | |
Added localisation support for "Male", "Female", and "Pregnant" chat messages. | ||
Dog tails rotate according to the animal's health, just like with vanilla dogs. | ||
Added number overlay to the health bar when riding animals. | ||
0.79.21 | Added animal time multiplier config option that changes both gestation period times and required days until adulthood. | |
0.79.22 | Added WAILA support for animals. | |
0.79.23 | Bears no longer attempt to attack players on peaceful difficulty. | |
Bears and wolves no longer attack other animals on peaceful difficulty. | ||
0.79.25 | Angry untamed claimed dogs who are tied to a fence stand up to attack nearby animals, instead of attacking while sitting down. | |
The more familiar a dog or bear is, the less likely it is to attack players or other animals. | ||
Adult animals who have reached their familiarity cap have a yellow, partially-filled heart indicator. |
Gallery
See Also
- The natural spawning of animals during world generation is based on the area's climate.