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VOOZH | about |
| Health points | 15HP👁 ❤️ × 7.5 to 30HP👁 ❤️ × 15 |
|---|---|
| Armor points | 0 (👁 🛡 ) See horse armor |
| Behavior | Passive |
| Mob type | 👁 Image Animal |
| Hitbox size | In Java Edition: Adult: |
| Spawn | 👁 Image Plains 👁 Image Sunflower Plains 👁 Image Savanna 👁 Image Savanna Plateau 👁 Image Windswept Savanna 👁 Image Villages |
| Usable items |
{
"extratext": "[[#Renders|View all renders]]",
"title": "Horse",
"images": [
"White Horse.png",
"White Horse BE3.png",
"Baby White Horse JE5.png",
"White Horse (Saddle).png",
"White Horse (Saddle) BE3.png",
"Black Horse (Iron Armor).png",
"Chestnut Horse (Saddle and Iron Armor).png"
],
"rows": [
{
"field": "15<span class=\"hidden-alt-text\">HP</span><span class=\"nowrap mc-hearts\"><span class=\"iconbar pixel-image nowrap\" style=\"--icon-offset:-1px;\" title=\"1 mob heart\">(link to File:Mob Heart (icon).png article, displayed as 9px|link=|alt=❤️)</span> × 7.5</span> to 30<span class=\"hidden-alt-text\">HP</span><span class=\"nowrap mc-hearts\"><span class=\"iconbar pixel-image nowrap\" style=\"--icon-offset:-1px;\" title=\"1 mob heart\">(link to File:Mob Heart (icon).png article, displayed as 9px|link=|alt=❤️)</span> × 15</span>",
"label": "(link to Health article, displayed as Health points)"
},
{
"field": "0 (<span class=\"iconbar pixel-image nowrap\" style=\"--icon-offset:-1px;\" title=\"0 armor points\">(link to File:Empty Armor (icon).png article, displayed as 9px|link=|alt=🛡)</span>) <br>\nSee (link to horse armor article, displayed as horse armor)",
"label": "(link to Armor#Natural armor article, displayed as Armor points)"
},
{
"field": "Passive",
"label": "Behavior"
},
{
"field": "<span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:EntitySprite animal.png article, displayed as 16x16px|link=Animal|alt=|class=pixel-image|)</span>(link to Animal article, displayed as <span class=\"sprite-text\">Animal</span>)</span>",
"label": "(link to Mob type article, displayed as Mob type)"
},
{
"field": "'''In (link to Java Edition article, displayed as ''Java Edition''):'''<br>\n'''Adult:'''<br>Height: 1.6 blocks<br>Width: 1.3965 blocks<br>\n'''Foal:'''<br>Height: 0.8 blocks<br>Width: 0.6982 blocks<br>\n'''In (link to Bedrock Edition article, displayed as ''Bedrock Edition''):'''<br>\n'''Adult:'''<br>Height: 1.6 blocks<br>Width: 1.4 blocks<br>\n'''Adult grown up from a baby:'''<br>Height: 1 block<br>Width: 1 block<br>\n'''Foal:'''<br>Height: 1.12 blocks<br>Width: 0.98 blocks",
"label": "(link to Hitbox article, displayed as Hitbox size)"
},
{
"field": "(values exceeds 1000 characters...)",
"label": "(link to Mob spawning article, displayed as Spawn)"
},
{
"field": "(values exceeds 1000 characters...)",
"label": "Usable items"
}
],
"invimages": [
"Horse Spawn Egg"
]
}
A horse is a passive mob that can be ridden when tamed and saddled, and can wear horse armor. Different horses have different run speeds, jump heights and health points, and these attributes can be inherited and improved through breeding.
Horses spawn in plains and savannas in herds of 2–6. For horses, all combinations of color and markings are equally likely. All members of the herd have the same color, but markings may vary. 20% of all individual horses spawn as babies. In Java Edition, all individual horses spawn as adults when using spawn eggs.[3]
Villages naturally generate with stables and animal pens containing horses.
| Category: Creature | Java Edition | Bedrock Edition | |||
|---|---|---|---|---|---|
| Spawn area | Spawn weight | Spawn chance | Group size | Spawn weight | Group size |
| 👁 Image Plains | 5⁄46 | 10.87% | 2–6 | 4 | 2–6 |
| 👁 Image Sunflower Plains | 5⁄46 | 10.87% | 2–6 | 4 | 2–6 |
| 👁 Image Windswept Savanna | 1⁄52 | 1.92% | 2–6 | 1 | 2–6 |
| 👁 Image Savanna | 1⁄52 | 1.92% | 2–6 | 1 | 2–6 |
| 👁 Image Savanna Plateau | 1⁄68 | 1.47% | 2–6 | 1 | 2–6 |
Each horse variant has unique features and markings, and a foal. Adult horses are 1.4 blocks wide and long, and 1.6 blocks high. Foals start at half the size of adults. Unlike wolves and cats, horses do not change appearance once they have been tamed, although tamed horses may be differentiated by giving them equipment.
Horses can have 1 of 7 base colors: white, creamy, chestnut, brown, black, gray, and dark brown; and 1 of 5 marking patterns: no markings, white stockings and blaze, white field, white spots and black dots. In total, there are 35 possible horse coat combinations.
| Markings (identifier) |
Colors | ||||||
|---|---|---|---|---|---|---|---|
Whitewhite
|
Creamycreamy
|
Chestnutchestnut
|
Brownbrown
|
Blackblack
|
Graygray
|
Dark browndarkbrown
| |
| None | 👁 Image 👁 Image |
👁 Image 👁 Image |
👁 Image 👁 Image |
👁 Image 👁 Image |
👁 Image 👁 Image |
👁 Image 👁 Image |
👁 Image 👁 Image |
| White stockings and blaze
|
👁 Image 👁 Image |
👁 Image 👁 Image |
👁 Image 👁 Image |
👁 Image 👁 Image |
👁 Image 👁 Image |
👁 Image 👁 Image |
👁 Image 👁 Image |
| White field
|
👁 Image 👁 Image |
👁 Image 👁 Image |
👁 Image 👁 Image |
👁 Image 👁 Image |
👁 Image 👁 Image |
👁 Image 👁 Image |
👁 Image 👁 Image |
| White spots
|
👁 Image 👁 Image |
👁 Image 👁 Image |
👁 Image 👁 Image |
👁 Image 👁 Image |
👁 Image 👁 Image |
👁 Image 👁 Image |
👁 Image 👁 Image |
| Black dots
|
👁 Image 👁 Image |
👁 Image 👁 Image |
👁 Image 👁 Image |
👁 Image 👁 Image |
👁 Image 👁 Image |
👁 Image 👁 Image |
👁 Image 👁 Image |
1–7XP upon successful breeding.
| Item | Quantity / Chance / Average | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | ||||||||||
| 👁 Image | Leather | 0–2 | 66.67% | 1.00 | 0–3 | 83.33% | 1.50 | 0–4 | 91.67% | 2.00 | 0–5 | 94.44% | 2.50 |
| Item | Quantity / Chance / Average | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | ||||||||||
| 👁 Image | Leather | 0–2 | 2⁄3 | 1 | 0–3 | 5⁄6 | 3⁄2 | 0–4 | 11⁄12 | 2 | 0–5 | 17⁄18 | 5⁄2 |
| Item | Amount | Probability | ||||
|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | |||
| 👁 Image | Leather | 0 | 1⁄3 (33.33%) | 1⁄6 (16.67%) | 1⁄12 (8.33%) | 1⁄18 (5.56%) |
| 1 | 1⁄3 (33.33%) | 1⁄3 (33.33%) | 1⁄4 (25.00%) | 1⁄6 (16.67%) | ||
| 2 | 1⁄3 (33.33%) | 1⁄3 (33.33%) | 1⁄3 (33.33%) | 5⁄18 (27.78%) | ||
| 3 | 0 | 1⁄6 (16.67%) | 1⁄4 (25.00%) | 5⁄18 (27.78%) | ||
| 4 | 0 | 0 | 1⁄12 (8.33%) | 1⁄6 (16.67%) | ||
| 5 | 0 | 0 | 0 | 1⁄18 (5.56%) | ||
| Average | 1 (1.00) | 3⁄2 (1.50) | 2 (2.00) | 5⁄2 (2.50) | ||
| Item | Quantity / Chance / Average | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | ||||||||||
| 👁 Image | Leather | 0–2 | 66.67% | 1.00 | 0–3 | 66.67% | 1.33 | 0–4 | 66.67% | 1.67 | 0–5 | 66.67% | 2.00 |
| Item | Quantity / Chance / Average | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | ||||||||||
| 👁 Image | Leather | 0–2 | 2⁄3 | 1 | 0–3 | 2⁄3 | 4⁄3 | 0–4 | 2⁄3 | 5⁄3 | 0–5 | 2⁄3 | 2 |
| Item | Amount | Probability | ||||
|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | |||
| 👁 Image | Leather | 0 | 1⁄3 (33.33%) | 1⁄3 (33.33%) | 1⁄3 (33.33%) | 1⁄3 (33.33%) |
| 1 | 1⁄3 (33.33%) | 1⁄6 (16.67%) | 1⁄12 (8.33%) | 1⁄18 (5.56%) | ||
| 2 | 1⁄3 (33.33%) | 1⁄3 (33.33%) | 1⁄4 (25.00%) | 1⁄6 (16.67%) | ||
| 3 | 0 | 1⁄6 (16.67%) | 1⁄4 (25.00%) | 2⁄9 (22.22%) | ||
| 4 | 0 | 0 | 1⁄12 (8.33%) | 1⁄6 (16.67%) | ||
| 5 | 0 | 0 | 0 | 1⁄18 (5.56%) | ||
| Average | 1 (1.00) | 4⁄3 (1.33) | 5⁄3 (1.67) | 2 (2.00) | ||
Killing a foal yields neither items nor experience.
Horses wander aimlessly, occasionally stopping to rear, flick their tails, or lower their heads as though eating the grass. Unlike sheep, the eating animation does not actually cause any grass to be consumed. If a player comes near, the horses may turn to look at them. Any horse, even a wild or undead horse, can be attached to a lead without protest. Horses remain passive, even when hit.
Horses make neighing and whinnying sounds.
Adult horses cannot ride a boat, though babies can.
Horses can safely fall 7 blocks before they begin to accumulate fall damage, unlike most mobs, which can only safely fall 3 blocks. Horses also take half of the normal fall damage (rounded down) that most other mobs take (0.5HP👁 ❤️
× 0.25 damage per block over the safe distance instead of 1HP👁 💔
). If an entity is riding a horse, they take fall damage as normal, counting from the entity's safe fall distance; however, they also safely fall 7 blocks without taking damage.
Horses have a 1⁄900 chance to regenerate 1HP👁 💔
health point each game tick.
Horses can be led by a player holding a golden carrot, golden apple, or enchanted golden apple. Foals follow adult horses.
A horse with a rider can be pulled by a lead, and can even be lifted into the air.
Taming a horse is required to breed it, to give it equipment, or to control it while riding.
In Java Edition, a player mounts a horse by pressing use on it with an empty hand. In Bedrock Edition, the player can also hold an object that cannot be used on a horse. An adult horse can be tamed by repeatedly mounting it until the horse stops bucking the player off. Taming depends on the horse's "temper". Horses begin with a temper of 0 out of 100. When a player first mounts the horse, a random taming threshold 0–99 is chosen. The horse becomes tame if the temper exceeds this threshold. Otherwise, the player is bucked off and the temper is increased by 5, to be compared against the threshold the next time the player mounts the horse. Temper can also be increased by feeding the horse.
After repeated mountings, hearts appear above the horse, indicating that it is tamed.
In Bedrock Edition, like all tame animals, a death message is displayed to every player when a horse is killed.
Feeding two tamed horses golden apples or golden carrots activates love mode, causing them to mate and produce a foal. The foal appears more spindly than adult horses. The foal can be fed to make it mature faster.
Depending on the variations of the parent horses, the offspring can be one of several types.
This is a table representing the probabilities of the color and markings of the foal when breeding two horses A and B.
| Color of A | Color of B | Random color | Total | |
|---|---|---|---|---|
| Markings of A | 17.78% | 17.78% | 4.44% | 40% |
| Markings of B | 17.78% | 17.78% | 4.44% | 40% |
| Random markings | 8.89% | 8.89% | 2.22% | 20% |
| Total | 44.44% | 44.44% | 11.11% |
Feeding a horse food can alter its behavior, increase its temper (if untamed), cause it to grow (if it is not yet an adult; foals normally take 20 minutes to fully mature if not fed), and/or restore its health. The table below lists the effects of the various foods horses can eat.
To feed a horse, hold a valid food item and press Use on the horse.
| Food | Heals | Speeds growth by | Increases temper | Notes |
|---|---|---|---|---|
| 👁 Image Sugar |
1HP👁 💔 |
30 sec (600 ticks) | +3 | |
| 👁 Image Wheat |
2HP👁 ❤️ |
20 sec (400 ticks) | +3 | |
| 👁 Image Apple |
3HP👁 💔 👁 ❤️ |
1 min (1200 ticks) | +3 | |
| 👁 Image Carrot |
||||
| 👁 Image Golden carrot |
4HP👁 ❤️ 👁 ❤️ |
1 min (1200 ticks) | +5 | Activates love mode in tamed horses. |
| 👁 Image Golden apple |
10HP👁 ❤️ 👁 ❤️ 👁 ❤️ 👁 ❤️ 👁 ❤️ |
4 min (4800 ticks) | +10 | Activates love mode in tamed horses. |
| 👁 Image Enchanted golden apple | ||||
| 👁 Image Hay bale |
20HP👁 ❤️ × 10 |
3 min (3600 ticks) | N/A | In Bedrock Edition, untamed adult horses with full health cannot be fed. |
In Java Edition, tamed horses cannot be fed when at full health, but they can be fed in Bedrock Edition.
In Bedrock Edition, the health of foals cannot be restored by feeding.
In Bedrock Edition, while temper is at max value, untamed horses with full health can be fed any food except hay bales.
In Java Edition, tamed horses with full health cannot be mounted while holding a food item.
15% of nearby baby zombies, husks, or drowned may ride an adult untamed horse to form a jockey.
All horses have three "equine stats" that vary from horse to horse: health, (maximum) movement speed, and jump height. These stats are created once the horse is born or spawned, and are not affected by food.
When spawned in any way except breeding – for instance, using commands, spawning naturally, or using spawn eggs – horses are assigned their stats within certain ranges.
Horse's health points range from 15HP👁 ❤️
× 7.5 to 30HP👁 ❤️
× 15, with an average of 22.5HP👁 ❤️
× 11.25. A horse with an odd number of health points does not show the last half-heart. So if a horse has 15 health (👁 💔
👁 ❤️
👁 ❤️
👁 ❤️
👁 ❤️
👁 ❤️
👁 ❤️
👁 ❤️
), its health bar will only display 14 health (👁 ❤️
👁 ❤️
👁 ❤️
👁 ❤️
👁 ❤️
👁 ❤️
👁 ❤️
). And if the horse took 3HP👁 💔
👁 ❤️
damage, it would have 12 health left 👁 🖤
👁 ❤️
👁 ❤️
👁 ❤️
👁 ❤️
👁 ❤️
👁 ❤️
, but it would seem like it only took 2HP👁 ❤️
, since the bar only shows 2 points of damage.
A horse's movement speed ranges from 0.1125–0.3375 in internal units, with an average of 0.225. For reference, the player's normal walking speed is 0.1. The speed listed does not include any status effect that affects the speed of the horse or the player.
The conversion factor between internal units and blocks/sec is roughly 43.17, putting the best horse's maximum speed at about 14.57 blocks/second, and the average horse's speed at about 9.71 blocks/sec.
See also transportation methods to compare the speeds of various transportation methods.
Horse's jump strength ranges from 0.4–1.0, with an average of 0.7 in internal units.
The minimum jump strength of 0.4 is enough to clear 1.153 blocks, while the maximum of 1.0 is enough to clear 5.9197 blocks. The calculation, however, is not linear with the average jump strength of 0.7 favoring the lower side with the value of 3.124 blocks.[4]
When breeding two horses, or a horse and a donkey, the baby's stats are determined by the following formula, run for each stat individually:
If the resulting value is
the difference towards that allowed extreme is respectively subtracted/added from/to the value.
Although the game performs these operations on the internal attribute values, they can just as well be applied to the in-game values for movement speed and jump height.
A pseudocode implementation might look like this, wherein MIN and MAX represent the extremes Minecraft allows the attribute to assume. Additionally, x and y represent the values the parents hold.
base = (| x - y | + (MAX - MIN) * 0.3) * ((rand(0,1) + rand(0,1) + rand(0,1)) / 3 - 0.5) + (x + y) / 2 if base > MAX: base = 2 * MAX - base if base < MIN: base = 2 * MIN - base return base
A foal has an 11% chance to be a random base color and a 20% chance to have random markings. Otherwise, it chooses the values from one of its parents.
Tamed and saddled horses can be used as a means of transportation. When ridden, they are able to move faster and jump higher than a normal player. Horses can be used to climb hills and jump fences, as some can jump high enough to clear up to five block heights, versus the player's maximum of about one (without jump boost).
Horses can be pulled along and tied up using a lead. They can be towed behind a boat by using a lead.
Tamed horses have two equipment slots:
Foals cannot be equipped, as they cannot be ridden.
Equipment can be placed on a horse by holding it and then using on the horse, or by accessing its inventory. A horse’s inventory can be accessed by mounting the horse and using inventory control, or by sneaking and then using or pressing the "open inventory" button[Bedrock Edition only] on the horse. The player cannot open their inventory while on an untamed horse, though they can open containers.
The equipment can be removed by two methods:
Once a horse is tamed and saddled, the player can control it with standard directional controls, jump, and the mouse. The player dismounts using the dismount control. Like riding other entities, it is impossible for a player to use a nether portal or end portal while on a horse.[Bedrock Edition only]
A ridden saddled horse automatically runs up any one block high slope. The horse and rider can safely fit through a space as low as 2.75 blocks high. Lower clearance risks suffocating the rider if the rider's head enters a non-transparent block. The horse itself can enter gaps as low as 1.625 blocks high, but may itself take suffocation damage when clearance is less than 1.75 blocks. Horses cannot fit through a 1-block-wide gap.
The maximum speed of horses varies between 4.86 blocks/second and 14.57 blocks/second (compared to the player's walking speed, which is about 4.317 blocks/second). About 82% of horses are able to go faster than a minecart. Horses move backward slowly, about as fast as the player when moving sideways. A horse’s speed can also be affected by potions. Speed has no relation to a horse’s outward appearance. However, how fast a horse walks on its own while not being ridden can be an indication of its Speed. This can be useful to determine whether or not a horse is fast without first having to tame it.
A ridden saddled horse can be made to jump by pressing the jump control. Holding the jump control fills a jump charge bar allowing for a higher jump when released relative to how much the bar was filled. In Java Edition, when the player rides a horse, the experience bar on HUD is replaced by a jump bar and the player's hunger bar is replaced by the horse's health bar. In Bedrock Edition, the player's health bar and hunger bar are displayed while riding a horse and the player's experience bar is replaced by the horse's jump bar when the jump control is activated. During the jump control activation the number denoting the player's experience level is still displayed above the jump bar. Horses are not affected by jump boost beacons.
| Sounds | ||||||||
|---|---|---|---|---|---|---|---|---|
| Sound | Closed captions | Source | Description | Identifier | Translation key | Volume | Pitch | Attenuation distance |
| Horse neighs | Friendly Mobs | Randomly | entity.horse.ambient | subtitles.entity.horse.ambient | 0.8 | 0.8–1.2 | 16 | |
| Horse neighs angrily | Friendly Mobs | When a player is bucked off a horse or fails to interact with an untamed horse | entity.horse.angry | subtitles.entity.horse.angry | 0.8 | 0.8–1.2 | 16 | |
| Horse armor equips | Friendly Mobs | When armor is equipped to a horse | entity.horse.armor | subtitles.entity.horse.armor | 0.5 | 1.0 | 16 | |
| Horse breathes | Friendly Mobs | Randomly while a horse is galloping | entity.horse.breathe | subtitles.entity.horse.breathe | 4×Block-Dependent[sound 1] | Block-Dependent[sound 1] | 16 | |
| Horse dies | Friendly Mobs | When a horse dies | entity.horse.death | subtitles.entity.horse.death | 0.8 | 0.8–1.2 | 16 | |
| Horse eats | Friendly Mobs | When a horse eats an item | entity.horse.eat | subtitles.entity.horse.eat | 1.0 | 0.8–1.2 | 16 | |
| Horse gallops | Friendly Mobs | While a horse is galloping | entity.horse.gallop | subtitles.entity.horse.gallop | Block-Dependent[sound 1] | Block-Dependent[sound 1] | 16 | |
| Horse hurts | Friendly Mobs | When a horse is damaged | entity.horse.hurt | subtitles.entity.horse.hurt | 0.8 | 0.8–1.2 | 16 | |
| Horse jumps | Friendly Mobs | When a horse begins a leap | entity.horse.jump | subtitles.entity.horse.jump | 0.4 | 1.0 | 16 | |
| Something fell | Friendly Mobs | When a horse falls from more than 1 block | entity.horse.land | subtitles.entity.generic.big_fall | 0.4 | 1.0 | 16 | |
| Footsteps | Friendly Mobs | While a horse is walking | entity.horse.step | subtitles.generic.block.footsteps | Block-Dependent[sound 1] | Block-Dependent[sound 1] | 16 | |
| Footsteps | Friendly Mobs | While a horse is walking on wood or is being ridden | entity.horse.step_wood | subtitles.generic.block.footsteps | Block-Dependent[sound 1] | Block-Dependent[sound 1] | 16 | |
| Saddle equips | Friendly Mobs | When a saddle is equipped to a horse | entity.horse.saddle | subtitles.entity.horse.saddle | 0.5 | 1.0 | 16 | |
| Saddle snips away | Friendly Mobs | When saddle is removed from a horse using shears | item.saddle.unequip | subtitles.item.saddle.unequip | 0.5 | 1.0 | 16 | |
| Horse armor snips away | Friendly Mobs | When armor is removed with shears | item.item.horse_armor.unequip | subtitles.item.horse_armor.unequip | 1.0 | 1.0 | 16 | |
| Sounds | |||||||
|---|---|---|---|---|---|---|---|
| Sound | Closed captions | Source | Description | Identifier | Translation key | Volume | Pitch |
| Horse neighs | Friendly Mobs | Randomly | mob.horse.idle | subtitles.entity.horse.ambient | 0.8 | 0.8–1.2 | |
| Horse neighs | Friendly Mobs | When a player is bucked off a horse | mob.horse.angry | subtitles.entity.horse.ambient | 0.8 | 0.8–1.2 | |
| Horse armor equips | Friendly Mobs | When armor is equipped to a horse | mob.horse.armor | subtitles.entity.horse.armor | 0.6 | 1.0 | |
| Horse armor equips | Friendly Mobs | Unused sound event[sound 1] | mob.horse.armor | subtitles.entity.horse.armor | 1.0 | 0.8–1.2 | |
| Horse breathes | Friendly Mobs | Randomly while a horse is galloping | mob.horse.breath | subtitles.entity.horse.breathe | 0.7 | 1.0 | |
| Horse dies | Friendly Mobs | When a horse dies | mob.horse.death | subtitles.entity.horse.death | 0.8 | 0.8–1.2 | |
| Horse eats | Friendly Mobs | When a horse eats an item | mob.horse.eat | subtitles.entity.horse.eat | 0.5–1.5 | 0.8–1.2 | |
| Horse gallops | Friendly Mobs | While a horse is galloping | mob.horse.gallop | subtitles.entity.horse.gallop | 0.45 | 0.9–1.1 | |
| Horse hurts | Friendly Mobs | When a horse is damaged | mob.horse.hit | subtitles.entity.horse.hurt | 0.8 | 0.8–1.2 | |
| Horse jumps | Friendly Mobs | When a horse begins a leap | mob.horse.jump | subtitles.entity.horse.jump | 0.4 | 1.0 | |
| Something fell | Friendly Mobs | When a horse falls from more than 1 block | mob.horse.land | subtitles.entity.generic.big_fall | 0.4 | 1.0 | |
| Footsteps | Friendly Mobs | While a horse is walking | mob.horse.soft | subtitles.block.generic.footsteps | 0.45 | 0.9–1.1 | |
| Footsteps | Friendly Mobs | While a horse is walking on wood[sound 2] or is being ridden | mob.horse.wood | subtitles.block.generic.footsteps | 0.45 | 0.9–1.1 | |
| Horse breathes | Friendly Mobs | When a saddle is equipped to a horse | mob.horse.leather | subtitles.entity.horse.breathe | 0.6 | 1.0 | |
| None[sound 3] | Friendly Mobs | When saddle is removed from a horse using shears | mob.unsaddle | None[sound 3] | 1.0 | 1.0 | |
| Horse armor snips away | Friendly Mobs | When armor is removed with shears | mob.horse.horse_armor_unequip | subtitles.item.horse_armor.unequip | 1.0 | 1.0 | |
| Sounds | ||||||||
|---|---|---|---|---|---|---|---|---|
| Sound | Closed captions | Source | Description | Identifier | Translation key | Volume | Pitch | Attenuation distance |
| Foal neighs | Friendly Mobs | Randomly | entity.baby_horse.ambient | subtitles.entity.baby_horse.ambient | 1.0 | 0.75 | 16 | |
| Foal neighs | Friendly Mobs | When a player fails to interact with a foal | entity.baby_horse.angry | subtitles.entity.baby_horse.angry | 1.0 | 0.75 | 16 | |
| Foal breathes | Friendly Mobs | Randomly while a foal is galloping (unused without commands) | entity.baby_horse.breathe | subtitles.entity.baby_horse.breathe | 1.0 | 1.0 | 16 | |
| Foal hurts | Friendly Mobs | When a foal is damaged | entity.baby_horse.hurt | subtitles.entity.baby_horse.hurt | 1.0 | 0.75 | 16 | |
| Foal dies | Friendly Mobs | When a foal dies | entity.baby_horse.death | subtitles.entity.baby_horse.death | 1.0 | 0.75 | 16 | |
| Foal eats | Friendly Mobs | When a foal eats an item | entity.baby_horse.eat | subtitles.entity.baby_horse.eat | 1.0 | 0.75 | 16 | |
| Something falls on a block | Friendly Mobs | When a foal falls enough to take fall damage | entity.baby_horse.fall | subtitles.block.generic.fall | 1.0 | 0.75 | 16 | |
| Foal lands | Friendly Mobs | When a foal falls from more than 1 block | entity.baby_horse.land | subtitles.entity.baby_horse.land | 1.0 | 0.75 | 16 | |
| Footsteps | Friendly Mobs | While a foal is walking | entity.baby_horse.fall | subtitles.block.generic.footsteps | 1.0 | 0.75 | 16 | |
| Sounds | |||||||
|---|---|---|---|---|---|---|---|
| Sound | Closed captions | Source | Description | Identifier | Translation key | Volume | Pitch |
| None[sound 1] | Friendly Mobs | Randomly | mob.baby_horse.ambient | None[sound 1] | 1.0 | 0.0 | |
| None[sound 1] | Friendly Mobs | When a player fails to interact with a foal | mob.baby_horse.angry | None[sound 1] | 1.0 | 0.0 | |
| None[sound 1] | Friendly Mobs | Randomly while a foal is galloping (unused without commands) | mob.baby_horse.breathe | None[sound 1] | 1.0 | 0.0 | |
| None[sound 1] | Friendly Mobs | When a foal is damaged | mob.baby_horse.hurt | None[sound 1] | 1.0 | 0.5 | |
| None[sound 1] | Friendly Mobs | When a foal dies | mob.baby_horse.death | None[sound 1] | 1.0 | 0.5 | |
| None[sound 1] | Friendly Mobs | When a foal eats an item | mob.baby_horse.eat | None[sound 1] | 1.0 | 0.0 | |
| None[sound 1] | Friendly Mobs | When a foal falls from more than 1 block | mob.baby_horse.land | None[sound 1] | 1.0 | 0.0 | |
| Name | Identifier | Entity tags | Translation key |
|---|---|---|---|
| 👁 EntitySprite horse.png: Sprite image for horse in Minecraft Horse | horse | can_equip_saddlecan_wear_horse_armordismounts_underwaterfollowable_friendly_mobs |
entity.minecraft.horse |
| Name | Identifier | Numeric ID | Family | Translation key |
|---|---|---|---|---|
| 👁 EntitySprite horse.png: Sprite image for horse in Minecraft Horse | horse | 23 |
horsemob | entity.horse.name |
Horses have entity data associated with them that contain various properties.
variant | (markings << 8). Unused values lead to white horses. The encoded variant field represents the minecraft:horse/variant component.| White | Creamy | Chestnut | Brown | Black | Gray | Dark Brown | |
|---|---|---|---|---|---|---|---|
| None | 0 | 1 | 2 | 3 | 4 | 5 | 6 |
| White | 256 | 257 | 258 | 259 | 260 | 261 | 262 |
| White Field | 512 | 513 | 514 | 515 | 516 | 517 | 518 |
| White Dots | 768 | 769 | 770 | 771 | 772 | 773 | 774 |
| Black Dots | 1024 | 1025 | 1026 | 1027 | 1028 | 1029 | 1030 |
Variant names taken from the names of the texture file they correspond to.
Summoning a horse without specifying the Variant value results in a white horse. Summoning a horse with a correct color byte but an incorrect marking byte results in a horse of the corresponding color but no markings. Summoning a horse with a correct marking byte but an incorrect color byte results in a white horse with the corresponding markings.
| Icon | Achievement | In-game description | Actual requirements (if different) | Gamerscore earned | Trophy type (PS) | ||
|---|---|---|---|---|---|---|---|
| PS4 | Other | ||||||
| 👁 Image | 👁 Image | Cow Tipper | Harvest some leather. | Pick up leather from the ground or via fishing. | 15 | Bronze | |
| 👁 Image | 👁 Image | Artificial Selection | Breed a mule from a and a donkey. | — | 30 | Bronze | |
| 👁 Image | 👁 Image | Saddle Up | Tame a . | — | 20 | Bronze | |
| 👁 Image | 👁 Image | It Spreads | Kill a mob next to a catalyst | Kill any mob that drops experience near a sculk catalyst, with the sole exception of the ender dragon. Mobs that drop no experience are ignored for this achievement. | 10 | Bronze | |
Achievements that apply to all mobs:
| Icon | Achievement | In-game description | Actual requirements (if different) | Gamerscore earned | Trophy type (PS) | ||
|---|---|---|---|---|---|---|---|
| PS4 | Other | ||||||
| 👁 Image | 👁 Image | Overkill | Deal nine hearts of damage in a single hit. | Damage can be dealt to any mob, even those that do not have nine hearts of health overall. | 30 | Bronze | |
| 👁 Image | 👁 Image | Over-Overkill | Deal 50 hearts of damage in a single hit using the Mace | Damage can be dealt to any mob, even those that do not have 50 hearts of health overall. | 20 | Silver | |
| 👁 Image | 👁 Image | Mob Kabob | Hit five mobs in the same Charge attack using the Spear. | Armor stands and players also count for this achievement as they are technically mobs. | 10 | Bronze | |
Advancements that apply to all mobs:
| Icon | Advancement | In-game description | Actual requirements (if different) |
|---|---|---|---|
| 👁 Image 👁 Image | Adventure | Adventure, exploration and combat | Kill any mob, or be killed by any living entity. |
| 👁 Image 👁 Image | A Throwaway Joke | Throw a Trident at something. Note: Throwing away your only weapon is not a good idea. | Hit a mob with a thrown trident. |
| 👁 Image 👁 Image | Take Aim | Shoot something with an Arrow | Using a bow or a crossbow, shoot a mob with an arrow, tipped arrow, or spectral arrow. |
| 👁 Image 👁 Image | Mob Kabob | Hit five mobs in the same Charge attack using the Spear. | 👁 Image Armor Stand and 👁 Image Mannequin also count for this advancement. |
| 👁 Image 👁 Image | Arbalistic | Kill five unique mobs with one crossbow shot | 👁 Image Armor Stand and 👁 Image Mannequin also count for this advancement. This is a hidden advancement, meaning that it can be viewed by the player only after completing it, regardless of if its child advancement(s), if any, have been completed. |
| 👁 Image 👁 Image | Over-Overkill | Deal 50 hearts of damage in a single hit using the Mace | Damage can be dealt to any mob, even those that do not have 50 hearts of health overall. |
| April 4, 2013 | Jeb hinted at adding horses when Minecraft hit 10,000,000 sales. | ||||||
|---|---|---|---|---|---|---|---|
| Java Edition | |||||||
|---|---|---|---|---|---|---|---|
| 1.6.1 | 13w16a | 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image | |||||
| Horses have been assisted by DrZhark (John Olarte), creator of the Mo' Creatures mod, whose horses are a baseline for Minecraft's horse models.[6] | |||||||
| Unlike other baby animals, baby horses' models change continuously as they approach adulthood. | |||||||
| 👁 Image There appears to exist no lower bound for the age parameter with respect to how it affect the shape of horses, leading to outright bizarre models at extreme negative values.[7] | |||||||
| 13w16b | Horses are now slower. | ||||||
| The gliding of horses has been reduced. | |||||||
| 13w18a | Horse saddles have been removed. Horses are now controlled using saddles. | ||||||
| 13w21a | A new GUI for horses has been added, to control saddles/armor/inventory. | ||||||
| 13w22a | New sound effects have been added to horses. | ||||||
| Untamed horses can now be leashed. | |||||||
| release | Horses can now be fed with golden carrots in addition to both types of golden apples. | ||||||
| 1.7.2 | 13w36a | Horses now spawn in savannas. | |||||
| 1.8 | 14w26c | Horses can no longer be fed bread for taming, healing, or growing. | |||||
| Wheat's acceleration of baby horse growth has been reduced. | |||||||
| 14w28b | Baby horses appear adult sized. | ||||||
| 1.8.1 | pre1 | Baby horses no longer appear adult sized unless they are fed. Reloading the world makes them appear as babies again. | |||||
| There now appears to exist a proper lower bound for horse ages, as those with ages below the minimum do not have a deformed model. | |||||||
| 1.9 | 15w47a | Feeding baby horses no longer makes them appear adult sized. | |||||
| Horses now no longer gradually grow in size as they age, apparently as a direct result of the above. | |||||||
| 15w47b | Sounds for horses eating food given by a player have been added. | ||||||
| 1.11 | 16w39a | Horses no longer rear when a player interacts with a horse with an item. | |||||
| 1.13 | 17w45a | 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image | |||||
| Horses (and all variants) no longer open their mouth when emitting sounds. | |||||||
| 17w46a | 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image The new models of horses have been slightly tweaked. The position of the nose has moved up to one pixel. | ||||||
| 18w03a | 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image The models of horses have been changed, once again. The texture has also been slightly altered and their nose height has been increased by one pixel, they can also rear when angry again. | ||||||
| 18w22a | The texture of creamy horses has been changed, which has changed the texture from 👁 Image to 👁 Image . | ||||||
| 1.14 | 18w43a | The textures of horses have been changed. | |||||
| 19w08a | Horses can now wear leather horse armor. | ||||||
| Horse armor no longer flashes red when the horse takes damage. | |||||||
| Horse armor no longer turns invisible when the horse has the Invisibility effect. | |||||||
| Horses can now use the Thorns, Feather Falling, Depth Strider, Respiration, Protection, Fire Protection, Projectile Protection and Blast Protection enchantments are via horse armor if the enchantments were added using an anvil in creative mode. | |||||||
| 1.15 | 19w37a | Horses no longer drop their horse armor if it was enchanted with Curse of Vanishing using an anvil in creative mode. | |||||
| 1.16 | 20w15a | Tamed horses can now be saddled by dispensers. | |||||
| Dispensers can now put horse armors on tamed horses. | |||||||
| 1.18 | experimental snapshot 6 | Horses now follow players that are holding golden carrots, golden apples, or enchanted golden apples. | |||||
| 1.19.3 | 22w45a | Horses can no longer suffocate in the obsidian frame after going through nether portals.[8] | |||||
| 1.19.4 | 23w07a | When breeding horses and the like, the babies' speed, jump height, and health are now a variation of the average of the parents' stats. Previously, it was an average of the parents' stats plus a random imaginary horse's stats, which caused babies' stats to be biased toward the average.[9] | |||||
| 1.20.5 | 24w05a | Horses can no longer use the Depth Strider and Respiration enchantments via horse armor. | |||||
| 1.21 | 24w18a | Players in survival or adventure mode no longer remove horse armor with the Curse of Binding enchantment from horses. | |||||
| 1.21.2 | 24w36a | Horse armor now shows the enchantment glint on the horse when enchanted.[10] | |||||
| 1.21.5 | 25w03a | The horse's saddle is now an overlay texture, split from the horse main texture. | |||||
| Saddles now show up on invisible horses.[11] | |||||||
| Saddles now show the enchantment glint on the horse when enchanted. | |||||||
| The unused saddlebag of the horse's texture has been removed. | |||||||
| 1.21.6 | 25w20a | Saddles and horse armor can now be removed from horses using shears. | |||||
| 25w21a | Horses can now be fed carrots for taming, healing, and growing. | ||||||
| 1.21.11 | 25w44a | Horses no longer sink in water when ridden by a player. | |||||
| 25w46a | Horses no longer panic if controlled by other mobs. | ||||||
| pre3 | Tamed horses no longer run into cactus or sweet berry bushes. | ||||||
| 26.1 | snap4 | 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image The model and textures of baby horses have been changed. | |||||
| Added new baby sounds for horses. | |||||||
| Increased the bounding box of baby horses to better fit the new model. | |||||||
| Saddles and horse armor on baby horses no longer render. | |||||||
| snap5 | Added golden dandelions, which can be used to prevent baby horses from growing up. | ||||||
| snap8 | 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image The adult horse's blackdot markings have been updated to be visually closer to the new baby horse markings. | ||||||
| pre2 | Baby horses are no longer scaled up slightly to match Bedrock Edition. | ||||||
| Pocket Edition Alpha | |||||||
|---|---|---|---|---|---|---|---|
| v0.15.0 | build 1 | 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image Added horses. | |||||
| v0.16.0 | build 1 | Horses can now be fed using enchanted golden apples. | |||||
| Bedrock Edition | |||||||
| 1.2.5 | release | Horses no longer follow players that are holding food. | |||||
| 1.2.6 | beta 1.2.6.2 | 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image The models of horses have been changed to the (Java Edition 17w45a) models. | |||||
| 1.2.9 | Horses no longer open their mouths when bucking the player off or taking damage. | ||||||
| 1.10.0 | beta 1.10.0.3 | 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image The model and textures of horses have been changed. | |||||
| 1.11.0 | beta 1.11.0.1 | Horses now spawn in village stables and animal pens. | |||||
| 1.13.0 | beta 1.13.0.16 | The horses no longer use the old models. Prior, old horses sometimes appeared. | |||||
| 1.19.70 | Preview 1.19.70.23 | When breeding horses and the like, the babies' speed, jump, height, and health are no longer biased toward the average. | |||||
| 1.20.10 | Preview 1.20.10.20 | Horses now follow players that are holding golden carrots, golden apples, or enchanted golden apples. | |||||
| 1.21.90 | Preview 1.21.90.25 | Saddles and horse armor can now be removed from horses using shears. | |||||
| Preview 1.21.90.26 | A sound now plays when removing a saddle or horse armor from an horse using shears. | ||||||
| Horses can now be fed carrots for taming, healing, and growing. | |||||||
| 1.21.120 | Preview 1.21.120.24 | The horse's saddle is now an overlay texture, split from the horse main texture.[is this the correct version?] | |||||
| The unused saddlebag of the horse's texture has been removed. | |||||||
| 1.21.130 | Preview 1.21.130.24 | Horses no longer sink in water while being ridden by a player. | |||||
| To make horses not sink, they are now server-authoritative, which introduces a slight delay when turning, moving, or jumping. This was originally intentional.[12] | |||||||
| Preview 1.21.130.26 | Horses can now be equipped with the new netherite horse armor. | ||||||
| 26.0 | Preview 26.0.23 | Horses now no longer gradually grow in size as they age, matching Java Edition, and to prepare for Tiny Takeover. | |||||
| 26.10 | Preview 26.10.20 | 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image The model and textures of baby horses have been changed. | |||||
| Increased the bounding box of baby horses to better fit the new model. | |||||||
| Added new baby sounds for horses. | |||||||
| Horses are now more responsive as they were before 1.21.130. | |||||||
| Preview 26.10.21 | Added golden dandelions, which can be used to prevent baby horses from growing up. | ||||||
| Preview 26.10.23 | 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image The adult horse's blackdot markings have been updated to be visually closer to the new baby horse markings. | ||||||
| 26.30 | Preview 26.30.29 | Horses ridden by players can no longer be pushed by sulfur cubes with blocks absorbed. | |||||
| Legacy Console Edition | |||||||
|---|---|---|---|---|---|---|---|
| Xbox 360 | Xbox One | PS3 | PS4 | PS Vita | Wii U | Switch | |
| TU19 | CU7 | 1.12 | 1.12 | 1.12 | Patch 1 | 1.0.1 | 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image Added horses. |
| TU22 | CU10 | 1.15 | 1.15 | 1.15 | Quick move has been added to the horse inventory. | ||
| TU31 | CU19 | 1.22 | 1.22 | 1.22 | Patch 3 | Baby horse growth can now be accelerated using wheat. | |
| TU43 | CU33 | 1.36 | 1.36 | 1.36 | Patch 13 | Sounds for horses have been added. | |
| TU60 | CU51 | 1.64 | 1.64 | 1.64 | Patch 30 | 1.0.11 | 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image The models of horses have been changed. |
| 1.90 | The textures of horses have been changed. | ||||||
| New Nintendo 3DS Edition | |||||||
|---|---|---|---|---|---|---|---|
| 0.1.0 | 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image 👁 Image Added horses. | ||||||
| Java Edition | |||||||
|---|---|---|---|---|---|---|---|
| 1.11 | 16w32a | The NBT HasReproduced, Type and Saddle has been removed
| |||||
Horses now have different IDs: horse, donkey, mule, zombie_horse and skeleton_horse Note: Unused Variant IDs now result in a white horse rather than an invisible one. | |||||||
| 1.13 | 17w47a | Numeric IDs for entities were presumably deprecated in this version.[more information needed] | |||||
| 1.20.5 | 24w05a | Replaced ArmorItem tag with body_armor_item. | |||||
| 1.21.5 | 25w03a | Replaced body_armor_item tag with equipment.body.
| |||||
Unified the NBT SaddleItem into the new equipment.saddle slot. | |||||||
Issues relating to "Horse" or "Foal" are maintained on the bug tracker. Issues should be reported and viewed there.
horse.json file, in the minecraft:horse_baby component group, it has the minecraft:collision_box component. However the adult's collision box is in the base components list, rather than the minecraft:horse_adult component group. And when a component group with a component that's also in the base components list or another group gets removed, it also removes the same component from the said locations, resulting in adult horses grown from babies having a default collision box of a block.