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VOOZH | about |
{
"title": "Rabbit",
"rows": [
{
"field": "3<span class=\"hidden-alt-text\">HP</span><span class=\"nowrap mc-hearts\"><span class=\"iconbar pixel-image nowrap\" style=\"--icon-offset:-1px;\" title=\"1.5 hearts\">(link to File:Heart (icon).png article, displayed as 9px|link=|alt=β€οΈ)(link to File:Half Heart (icon).png article, displayed as 9px|link=|alt=π)</span></span>",
"label": "(link to Health article, displayed as Health points)"
},
{
"field": "'''The Killer Bunny only:'''<br>8 (<span class=\"iconbar pixel-image nowrap\" style=\"--icon-offset:-1px;\" title=\"8 armor points\">(link to File:Armor (icon).png article, displayed as 9px|link=|alt=π‘)(link to File:Armor (icon).png article, displayed as 9px|link=|alt=π‘)(link to File:Armor (icon).png article, displayed as 9px|link=|alt=π‘)(link to File:Armor (icon).png article, displayed as 9px|link=|alt=π‘)</span>)",
"label": "(link to Armor#Natural armor article, displayed as Armor points)"
},
{
"field": "Passive (normal)<br>Hostile (killer bunny) β<sup class=\" nowrap Inline-Template \" title=\"\">[<i><span title=\"This statement only applies to Java Edition\">(link to Java Edition article, displayed as JE) only</span></i>]</sup>",
"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": "(values exceeds 1000 characters...)",
"label": "Attack<br/>strength"
},
{
"field": "'''In (link to Java Edition article, displayed as ''Java Edition''):'''<br>\n'''Adult:'''<br>Height: 0.5 blocks<br>Width: 0.4 blocks<br>\n'''Baby:'''<br>Height: 0.25 blocks<br>Width: 0.2 blocks<br>\n'''In (link to Bedrock Edition article, displayed as ''Bedrock Edition''):'''<br>\n'''Adult:'''<br>Height: 0.6 blocks<br>Width: 0.49 blocks<br>\n'''Baby:'''<br>Height: 0.4 blocks<br>Width: 0.24 blocks",
"label": "(link to Hitbox article, displayed as Hitbox size)"
},
{
"field": "0.3",
"label": "(link to Attribute#Movement_speed article, displayed as Speed)"
},
{
"field": "(values exceeds 1000 characters...)",
"label": "(link to Mob spawning article, displayed as Spawn)"
},
{
"field": "(values exceeds 1000 characters...)",
"label": "Usable items"
}
],
"invimages": [
"Rabbit Spawn Egg"
],
"images": [
"Brown Rabbit.png",
"Baby Brown Rabbit.png",
"White Rabbit.png",
"Baby White Rabbit.png",
"Black Rabbit.png",
"Baby Black Rabbit.png",
"White Splotched Rabbit.png",
"Baby White Splotched Rabbit.png",
"Gold Rabbit.png",
"Baby Gold Rabbit.png",
"Salt Rabbit.png",
"Baby Salt Rabbit.png",
"Killer Bunny.png",
"Baby Killer Bunny.png",
"Toast Rabbit.png",
"Baby Toast Rabbit.png"
]
}
A rabbit is a passive mob found in many snowy and forested biomes, as well as deserts. It runs away from players that are not holding its food, and is able to jump over fences. Rabbits are a source of raw rabbit, rabbit hide and rabbit's feet.
The Killer Bunny is a hostile rabbit variant exclusive to Java Edition that can only be spawned using commands.
Rabbits spawn above grass, snow blocks or sand in specific biomes. They spawn in small groups of 1 adult and 1β2 babies.β[more information needed]
They can generate individually after the generation of the world.
| Category: Creature | Java Edition | Bedrock Edition | |||
|---|---|---|---|---|---|
| Spawn area | Spawn weight | Spawn chance | Group size | Spawn weight | Group size |
| π Image Desert | 12β13 | 92.31% | 2β3 | 4 | 2β3 |
| π Image Snowy Plains | 10β11 | 90.91% | 2β3 | 4 | 2β3 |
| π Image Ice Spikes | 10β11 | 90.91% | 2β3 | 4 | 2β3 |
| π Image Grove | 8β13 | 61.54% | 2β3 | 8 | 2β3 |
| π Image Snowy Slopes | 4β9 | 44.44% | 2β3 | 8 | 2β3 |
| π Image Meadow | 2β5 | 40% | 2β6 | 2 | 2β6 |
| π Image Cherry Grove | 2β5 | 40% | 2β6 | 2 | 2β6 |
| π Image Flower Forest | 4β44 | 9.09% | 2β3 | 4 | 2β3 |
| π Image Dappled Forest | 4β52 | 7.69% | 2β4 | 4 | 2β4 |
| π Image Old Growth Spruce Taiga | 4β60 | 6.67% | 2β3 | β | β |
| π Image Old Growth Pine Taiga | 4β60 | 6.67% | 2β3 | β | β |
| π Image Taiga | 4β60 | 6.67% | 2β3 | 4 | 2β3 |
| π Image Snowy Taiga | 4β60 | 6.67% | 2β3 | 4 | 2β3 |
| π Image Frozen River | β | β | β | 4 | 2β3 |
| π Image Frozen Ocean | β | β | β | 4 | 2β3 |
| π Image Jagged Peaks | β | β | β | 4 | 2β3 |
| π Image Snowy Beach | β | β | β | 4 | 2β3 |
| π Image Deep Frozen Ocean | β | β | β | 4 | 2β3 |
| π Image Frozen Peaks | β | β | β | 4 | 2β3 |
Rabbits can naturally spawn as one of 6 variants: brown, white, black, white splotched, gold, and salt.
Rabbits of the following colors spawn in the following biomes:
Gold rabbits are the most common rabbit color and are found only in deserts. White and white splotched rabbits are also quite common and spawn in some snowy biomes. Default rabbit colors such as black, brown and salt can also spawn in any other non-snowy biome via spawn eggs, commands, monster spawners or breeding.
In Java Edition, rabbits can also be found in old growth taigas.
In Bedrock Edition, up to three baby rabbits spawn in flower forests and rabbits can also spawn in frozen aquatic biomes: snowy beaches, frozen oceans, and frozen rivers.
The wolves and foxes found in taigas and mountainous biomes may kill rabbits, so rabbits are generally more plentiful in the desert, flowery, or icy biomes.
The killer bunnyβ[Java Edition only] does not spawn naturally and must instead be spawned using the command /summon minecraft:rabbit ~ ~ ~ {RabbitType:99}.
| Desert | Forest | Taiga | Frozen | Snowy plains | Mountain | |
|---|---|---|---|---|---|---|
| Biome | π Image Desert |
π Image Flower Forest |
π Image Taiga π Image Old Growth Taigaβ[JE only] π Image Snowy Taiga |
π Image Frozen River π Image Legacy Frozen Oceanβ[BE only] π Image Snowy Beachβ[BE only] π Image Frozen Oceanβ[BE only] |
All π Image snowy plains variants |
π Image Meadow π Image Grove π Image Snowy Slopes π Image Jagged Peaksβ[BE only] π Image Frozen Peaksβ[BE only] |
Upon successful breeding, 1β7XP is dropped.
| Item | Quantity / Chance / Average | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | ||||||||||
| π Image | Rabbit Hide | 0β1 | 50.00% | 0.50 | 0β2 | 75.00% | 1.00 | 0β3 | 87.50% | 1.50 | 0β4 | 91.67% | 2.00 |
| π Image | Raw Rabbit | 1 | 100.00% | 1.00 | 1β2 | 100.00% | 1.50 | 1β3 | 100.00% | 2.00 | 1β4 | 100.00% | 2.50 |
| π Image | Cooked Rabbit[A] | 1 | 100.00% | 1.00 | 1β2 | 100.00% | 1.50 | 1β3 | 100.00% | 2.00 | 1β4 | 100.00% | 2.50 |
| π Image | Rabbit's Foot[B] | 0β1 | 10.00% | 0.10 | 0β1 | 13.00% | 0.13 | 0β1 | 16.00% | 0.16 | 0β1 | 19.00% | 0.19 |
| Item | Quantity / Chance / Average | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | ||||||||||
| π Image | Rabbit Hide | 0β1 | 1β2 | 1β2 | 0β2 | 3β4 | 1 | 0β3 | 7β8 | 3β2 | 0β4 | 11β12 | 2 |
| π Image | Raw Rabbit | 1 | 1 | 1 | 1β2 | 1 | 3β2 | 1β3 | 1 | 2 | 1β4 | 1 | 5β2 |
| π Image | Cooked Rabbit[A] | 1 | 1 | 1 | 1β2 | 1 | 3β2 | 1β3 | 1 | 2 | 1β4 | 1 | 5β2 |
| π Image | Rabbit's Foot[B] | 0β1 | 1β10 | 1β10 | 0β1 | 13β100 | 13β100 | 0β1 | 4β25 | 4β25 | 0β1 | 19β100 | 19β100 |
| Item | Amount | Probability | ||||
|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | |||
| π Image | Rabbit Hide | 0 | 1β2 (50.00%) | 1β4 (25.00%) | 1β8 (12.50%) | 1β12 (8.33%) |
| 1 | 1β2 (50.00%) | 1β2 (50.00%) | 3β8 (37.50%) | 1β4 (25.00%) | ||
| 2 | 0 | 1β4 (25.00%) | 3β8 (37.50%) | 1β3 (33.33%) | ||
| 3 | 0 | 0 | 1β8 (12.50%) | 1β4 (25.00%) | ||
| 4 | 0 | 0 | 0 | 1β12 (8.33%) | ||
| Average | 1β2 (0.50) | 1 (1.00) | 3β2 (1.50) | 2 (2.00) | ||
| π Image | Raw Rabbit | 1 | 1 (100.00%) | 1β2 (50.00%) | 1β4 (25.00%) | 1β6 (16.67%) |
| 2 | 0 | 1β2 (50.00%) | 1β2 (50.00%) | 1β3 (33.33%) | ||
| 3 | 0 | 0 | 1β4 (25.00%) | 1β3 (33.33%) | ||
| 4 | 0 | 0 | 0 | 1β6 (16.67%) | ||
| Average | 1 (1.00) | 3β2 (1.50) | 2 (2.00) | 5β2 (2.50) | ||
| π Image | Cooked Rabbit[A] | 1 | 1 (100.00%) | 1β2 (50.00%) | 1β4 (25.00%) | 1β6 (16.67%) |
| 2 | 0 | 1β2 (50.00%) | 1β2 (50.00%) | 1β3 (33.33%) | ||
| 3 | 0 | 0 | 1β4 (25.00%) | 1β3 (33.33%) | ||
| 4 | 0 | 0 | 0 | 1β6 (16.67%) | ||
| Average | 1 (1.00) | 3β2 (1.50) | 2 (2.00) | 5β2 (2.50) | ||
| π Image | Rabbit's Foot[B] | 0 | 9β10 (90.00%) | 87β100 (87.00%) | 21β25 (84.00%) | 81β100 (81.00%) |
| 1 | 1β10 (10.00%) | 13β100 (13.00%) | 4β25 (16.00%) | 19β100 (19.00%) | ||
| Average | 1β10 (0.10) | 13β100 (0.13) | 4β25 (0.16) | 19β100 (0.19) | ||
| Killed | 1 | ||||
|---|---|---|---|---|---|
| Item | Expected Drops | ||||
| Default | Looting I | Looting II | Looting III | ||
| π Image | Rabbit Hide | 0.50 | 1.00 | 1.50 | 2.00 |
| π Image | Raw Rabbit | 1.00 | 1.50 | 2.00 | 2.50 |
| π Image | Cooked Rabbit[A] | 1.00 | 1.50 | 2.00 | 2.50 |
| π Image | Rabbit's Foot[B] | 0.10 | 0.13 | 0.16 | 0.19 |
| Item | Quantity / Chance / Average | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | ||||||||||
| π Image | Rabbit Hide | 0β1 | 50.00% | 0.50 | 0β2 | 50.00% | 0.75 | 0β3 | 50.00% | 1.00 | 0β4 | 50.00% | 1.25 |
| π Image | Raw Rabbit | 0β1 | 50.00% | 0.50 | 0β2 | 50.00% | 0.75 | 0β3 | 50.00% | 1.00 | 0β4 | 50.00% | 1.25 |
| π Image | Cooked Rabbit[A] | 0β1 | 50.00% | 0.50 | 0β2 | 50.00% | 0.75 | 0β3 | 50.00% | 1.00 | 0β4 | 50.00% | 1.25 |
| π Image | Rabbit's Foot[B] | 0β1 | 10.00% | 0.10 | 0β1 | 13.00% | 0.13 | 0β1 | 16.00% | 0.16 | 0β1 | 19.00% | 0.19 |
| Item | Quantity / Chance / Average | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | ||||||||||
| π Image | Rabbit Hide | 0β1 | 1β2 | 1β2 | 0β2 | 1β2 | 3β4 | 0β3 | 1β2 | 1 | 0β4 | 1β2 | 5β4 |
| π Image | Raw Rabbit | 0β1 | 1β2 | 1β2 | 0β2 | 1β2 | 3β4 | 0β3 | 1β2 | 1 | 0β4 | 1β2 | 5β4 |
| π Image | Cooked Rabbit[A] | 0β1 | 1β2 | 1β2 | 0β2 | 1β2 | 3β4 | 0β3 | 1β2 | 1 | 0β4 | 1β2 | 5β4 |
| π Image | Rabbit's Foot[B] | 0β1 | 1β10 | 1β10 | 0β1 | 13β100 | 13β100 | 0β1 | 4β25 | 4β25 | 0β1 | 19β100 | 19β100 |
| Item | Amount | Probability | ||||
|---|---|---|---|---|---|---|
| Default | Looting I | Looting II | Looting III | |||
| π Image | Rabbit Hide | 0 | 1β2 (50.00%) | 1β2 (50.00%) | 1β2 (50.00%) | 1β2 (50.00%) |
| 1 | 1β2 (50.00%) | 1β4 (25.00%) | 1β8 (12.50%) | 1β12 (8.33%) | ||
| 2 | 0 | 1β4 (25.00%) | 1β4 (25.00%) | 1β6 (16.67%) | ||
| 3 | 0 | 0 | 1β8 (12.50%) | 1β6 (16.67%) | ||
| 4 | 0 | 0 | 0 | 1β12 (8.33%) | ||
| Average | 1β2 (0.50) | 3β4 (0.75) | 1 (1.00) | 5β4 (1.25) | ||
| π Image | Raw Rabbit | 0 | 1β2 (50.00%) | 1β2 (50.00%) | 1β2 (50.00%) | 1β2 (50.00%) |
| 1 | 1β2 (50.00%) | 1β4 (25.00%) | 1β8 (12.50%) | 1β12 (8.33%) | ||
| 2 | 0 | 1β4 (25.00%) | 1β4 (25.00%) | 1β6 (16.67%) | ||
| 3 | 0 | 0 | 1β8 (12.50%) | 1β6 (16.67%) | ||
| 4 | 0 | 0 | 0 | 1β12 (8.33%) | ||
| Average | 1β2 (0.50) | 3β4 (0.75) | 1 (1.00) | 5β4 (1.25) | ||
| π Image | Cooked Rabbit[A] | 0 | 1β2 (50.00%) | 1β2 (50.00%) | 1β2 (50.00%) | 1β2 (50.00%) |
| 1 | 1β2 (50.00%) | 1β4 (25.00%) | 1β8 (12.50%) | 1β12 (8.33%) | ||
| 2 | 0 | 1β4 (25.00%) | 1β4 (25.00%) | 1β6 (16.67%) | ||
| 3 | 0 | 0 | 1β8 (12.50%) | 1β6 (16.67%) | ||
| 4 | 0 | 0 | 0 | 1β12 (8.33%) | ||
| Average | 1β2 (0.50) | 3β4 (0.75) | 1 (1.00) | 5β4 (1.25) | ||
| π Image | Rabbit's Foot[B] | 0 | 9β10 (90.00%) | 87β100 (87.00%) | 21β25 (84.00%) | 81β100 (81.00%) |
| 1 | 1β10 (10.00%) | 13β100 (13.00%) | 4β25 (16.00%) | 19β100 (19.00%) | ||
| Average | 1β10 (0.10) | 13β100 (0.13) | 4β25 (0.16) | 19β100 (0.19) | ||
| Killed | 1 | ||||
|---|---|---|---|---|---|
| Item | Expected Drops | ||||
| Default | Looting I | Looting II | Looting III | ||
| π Image | Rabbit Hide | 0.50 | 0.75 | 1.00 | 1.25 |
| π Image | Raw Rabbit | 0.50 | 0.75 | 1.00 | 1.25 |
| π Image | Cooked Rabbit[A] | 0.50 | 0.75 | 1.00 | 1.25 |
| π Image | Rabbit's Foot[B] | 0.10 | 0.13 | 0.16 | 0.19 |
Killing a baby rabbit yields no items or experience.
Rabbits hop around aimlessly instead of walking. They can jump up to almost 2 blocks in height. They slowly approach players holding carrots, golden carrots or dandelions within 8 blocks. They do not follow players holding a carrot on a stick.[1] Rabbits also jump off of cliffs to reach carrots[no longer the case for BE, requires checking for JE] but do not go into lava for them. They randomly flee around if attacked.
Rabbits can survive up to 4.5 blocks of fall damage[needs checking for JE] and will not jump more than they can survive for food.
All non-hostile rabbits avoid players within 8 blocks and wolves within 10 blocks. They also avoid most monsters within 4 blocks except ghastsβ[JE only], hoglins, magma cubesβ[JE only], phantomsβ[JE only], shulkersβ[JE only], slimesβ[JE only], undead mounts (camel husks, skeleton horses, zombie horses and zombie nautilusesβ[JE only]), and the ender dragon.[2] Notably, rabbits do not try to avoid foxes and cats, and only run from them when attacked.
If mob_griefingβ[JE only] or mobgriefingβ[BE only] is true and [Int] MoreCarrotTicks is less than or equal to 0, rabbits have a chance to find and eat mature carrot cropsβ[Java Edition only] / carrot crops with growth stage greater than 1β[Bedrock Edition only]. This reduces the growth stage by one, removing the crop completely when the growth stage reaches 0.
Wild wolves, foxes, and stray cats are hostile to rabbits.
Rabbits can be bred using carrots, golden carrots or dandelions.
Baby rabbits usually inherit the same type of fur as one of the parents (47.5% chance of each), but there is a 5% chance for the baby to have the fur type matching the current biome. Baby rabbits grow to adulthood after 20 minutes, although their growth can be slowly accelerated using carrots, golden carrots or dandelions; each use reduces 10% of the remaining time to grow up.
Despite their hostile nature, killer bunnies can breed with other rabbits and with each other, having the unusual chance of creating a baby killer bunny.
A Toast rabbit does not produce a Toast rabbit baby, however.
In Bedrock Edition and Minecraft Education, baby rabbits follow their parents.[3]
Rabbits typically spawn using one of six different skins. Skins include regular brown fur, white fur with red eyes (white), black mottled fur, black and white spotted fur, gold fur, and salt and pepper fur. The biome determines the skin used:
/summon minecraft:rabbit ~ ~ ~ {RabbitType: (Number from 0 - 5)}β[Java Edition only] or /summon rabbit ~ ~ ~ in_desert (gold)/in_snow (white)β[Bedrock Edition only].RabbitType: 0, except for RabbitType: 99, the Killer Bunny.There are two special variants of rabbits:
The killer bunny is an unused hostile variant of the rabbit exclusive to Java Edition that is hostile toward players and wolves. It is a reference to the Killer Rabbit of Caerbannog from the British comedy film Monty Python and the Holy Grail.[4] It has pale pinkish white fur, reddish pink ears and horizontal red eyes, compared to a normal rabbit's vertical eyes. It can only spawned be spawned by the /summon minecraft:rabbit ~ ~ ~ {RabbitType:99} command. It appears with a nameplate over its head reading "The Killer Bunny".
If the killer bunny finds any player within a 16-block radius, it hops toward the player much faster than a normal rabbit. It moves in a style similar to that of a spider. Once it closes in, it jumps at the player, dealing 8HPπ β€οΈ
π β€οΈ
π β€οΈ
π β€οΈ
damage on Normal difficulty. If the player strikes at the killer bunny, it runs away for a brief moment, then returns to lunging at the player.
If it cannot find a player, the killer bunny actively seeks out and attacks any wolves, including tamed ones.
On Peaceful difficulty, the killer bunny does not despawn, despite its hostile nature. It still attacks wolves, but not the player.
Like hoglins, the killer bunny can be bred and leashed and follows players holding carrots, despite its hostile nature.
Naming a rabbit Toast (using either a name tag or a renamed spawn egg) re-textures it to have the appearance of a black dutch, with a large black and white patch and more black fur around the face than the natural white splotched rabbit. Other than its name and skin, Toast behaves exactly like a normal rabbit. When Toast rabbits are bred, whether with each other or with regular rabbits, their offspring do not have the Toast pattern; they have a pattern consistent with the parents' original coloring prior to renaming. If the player renames a killer bunny to Toast, it still attacks players and wolves. Like the killer bunny, Toast does not spawn naturally.
This rabbit is based on user xyzen420's girlfriend's missing rabbit, which Ryan Holtz (TheMogMiner) implemented as a memorial.[5]
| Sounds | ||||||||
|---|---|---|---|---|---|---|---|---|
| Sound | Closed captions | Source | Description | Identifier | Translation key | Volume | Pitch | Attenuation distance |
| βRabbit squeaks | Friendly Mobs(regular) Hostile Mobs(killer bunny) | Randomly | entity.rabbit.ambient | subtitles.entity.rabbit.ambientβ | 0.25 | 0.8β1.2 (Baby: 1.3β1.7) | 16 | |
| βRabbit attacks | Hostile Mobs | When the killer bunny attacks something | entity.rabbit.attack | subtitles.entity.rabbit.attackβ | 1.0 | 0.8β1.2 | 16 | |
| βRabbit dies | Friendly Mobs(regular) Hostile Mobs(killer bunny) | When a rabbit dies | entity.rabbit.death | subtitles.entity.rabbit.deathβ | 0.5 | 0.8β1.2 (Baby: 1.3β1.7) | 16 | |
| βRabbit hurts | Friendly Mobs(regular) Hostile Mobs(killer bunny) | When a rabbit is damaged | entity.rabbit.hurt | subtitles.entity.rabbit.hurtβ | 0.5 | 0.8β1.2 (Baby: 1.3β1.7) | 16 | |
| βRabbit hops | Friendly Mobs(regular) Hostile Mobs(killer bunny) | When a rabbit hops | entity.rabbit.jump | subtitles.entity.rabbit.jumpβ | 0.1 | 0.64β0.96 | 16 | |
| Sounds | |||||||
|---|---|---|---|---|---|---|---|
| Sound | Closed captions | Source | Description | Identifier | Translation key | Volume | Pitch |
| βRabbit squeaks | Friendly Mobs | Randomly | mob.rabbit.idle | subtitles.entity.rabbit.ambientβ | 0.2 | 0.8β1.2 (Baby: 1.3β1.7) | |
| βRabbit dies | Friendly Mobs | When a rabbit dies | mob.rabbit.death | subtitles.entity.rabbit.deathβ | 0.4 | 0.8β1.2 (Baby: 1.3β1.7) | |
| βRabbit hurts | Friendly Mobs | When a rabbit is damaged | mob.rabbit.hurt | subtitles.entity.rabbit.hurtβ | 0.4 | 0.8β1.2 (Baby: 1.3β1.7) | |
| βRabbit hops | Friendly Mobs | Unused sound event | mob.rabbit.hop | subtitles.entity.rabbit.jumpβ | 0.1 | 1.0 | |
| Name | Identifier | Entity tags | Translation key |
|---|---|---|---|
| π EntitySprite rabbit.png: Sprite image for rabbit in Minecraft Rabbit | rabbit | followable_friendly_mobspowder_snow_walkable_mobs |
entity.minecraft.rabbit |
| Name | Identifier | Numeric ID | Family | Translation key |
|---|---|---|---|---|
| π EntitySprite rabbit.png: Sprite image for rabbit in Minecraft Rabbit | rabbit | 18 |
lightweightmobrabbit | entity.rabbit.name |
Rabbits have entity data associated with them that contain various properties.
minecraft:rabbit/variant component.| Variant | Numerical ID | Identifier |
|---|---|---|
| π Image Brown |
0
|
brown
|
| π Image White |
1
|
white
|
| π Image Black |
2
|
black
|
| π Image White Splotched |
3
|
white_splotched
|
| π Image Gold |
4
|
gold
|
| π Image Salt |
5
|
salt
|
| π Image The Killer Bunny |
99
|
evil
|
| π Image Toast |
none | none |
| Icon | Achievement | In-game description | Actual requirements (if different) | Gamerscore earned | Trophy type (PS) | ||
|---|---|---|---|---|---|---|---|
| PS4 | Other | ||||||
| π Image | π Image | Rabbit Season | Cook and Eat Rabbit Meat | β | 15 | Bronze | |
| π Image | π 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 | ||||||
| π Image | π 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 | |
| π Image | π 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 | |
| π Image | π 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) |
|---|---|---|---|
| π Image π Image | Adventure | Adventure, exploration and combat | Kill any mob, or be killed by any living entity. |
| π Image π 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. |
| π Image π 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. |
| π Image π Image | Mob Kabob | Hit five mobs in the same Charge attack using the Spear. | π Image Armor Stand and π Image Mannequin also count for this advancement. |
| π Image π Image | Arbalistic | Kill five unique mobs with one crossbow shot | π Image Armor Stand and π 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. |
| π Image π 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. |
| May 19, 2009 | Bunnies were originally an idea for a mob in Survival Test. They would spawn randomly and jump around. When attacked, they would pop into many pieces and start bleeding. | ||||||
|---|---|---|---|---|---|---|---|
| May 20, 2009 | Bunnies were ultimately rejected at the time due to negative feedback. | ||||||
| May 17, 2014 | Screenshots of rabbits were released by Ryan Holtz. | ||||||
| June 5, 2014 | Rabbits are revealed as a feature to be added to Minecraft. | ||||||
| June 6, 2014 | Twitter user @xyZenTV asks Ryan Holtz to add Toast to the game. | ||||||
| Ryan Holtz accepts the Toast suggestion, and reveals he is planning for rabbits to have multiple skins, similar to horses and cats. | |||||||
| June 30, 2014 | Holtz uploaded a "video"[dead link] showcasing the mob's path-finding and animation. | ||||||
| Holtz reveals a preview of the rabbit's drops. | |||||||
| July 1, 2014 | π Image Holtz reveals a hostile variant of rabbits, the "Killer Rabbit of Caerbannog". | ||||||
| July 2, 2014 | Holtz tweets a screenshot of all six natural rabbit types as well as naming them, just prior to their introduction. | ||||||
| Java Edition | |||||||
|---|---|---|---|---|---|---|---|
| 1.8 | 14w27a | π Image π Image π Image π Image π Image π Image π Image π Image Added rabbits. | |||||
| π Image π Image π Image π Image π Image π Image π Image π Image Added baby rabbits. | |||||||
| 14w28a | The spawn rate of killer rabbits has been reduced from 1/1000 to 1/2500. | ||||||
| 14w29a | Killer rabbits no longer spawn in Peaceful difficulty. | ||||||
| 14w31a | Rabbits now have sounds. | ||||||
| π Image Rabbits now have a revised model that includes a tail. | |||||||
| Rabbits can now take fall damage. | |||||||
| 14w34a | Rabbits can no longer be tamed and do not flee from players. | ||||||
| π Image π Image The texture of killer rabbits has been changed. | |||||||
| "Killer Rabbit" has been been renamed to "The Killer Bunny". | |||||||
| The Killer Bunny now ignores Creative mode players. | |||||||
| The Killer Bunny no longer spawns without the use of commands. According to a later comment by Jeb, The Killer Bunny was removed from normal gameplay because "it's a tired joke and it's been referenced in so many games", another reason being "they're basically a random death event".[4] | |||||||
| π Image π Image The white splotched rabbit's eye color has been changed from pink to black. | |||||||
| pre1 | π Image π Image The textures of The Killer Bunny has been changed, removing the blood. | ||||||
| 1.8.1 | pre1 | Rabbits now follow players holding dandelions or golden carrots. | |||||
| 1.9 | 15w46a | Rabbits are now smaller. | |||||
| The drop chance of rabbit's foot from rabbits has been increased from 2.5% to a 10% chance. | |||||||
| Rabbits no longer spawn in all "usual" passive mob biomes. They now only spawn in deserts, flower forests, taiga, mega taiga, cold taiga, ice plains, ice mountains, ice plains spikes, and "hills" and "M" variants of these biomes. | |||||||
| Rabbit spawn groups are now smaller and more sparse (weight 4 out of 44β52 rather than 10 out of 50β58). | |||||||
| The speed of rabbits has been increased when they're panicking. | |||||||
| Rabbits now avoid all players within 8 blocks and most hostile mobs within 4 blocks. | |||||||
| The rabbit's avoidance range for wolves has been reduced from 16 blocks. | |||||||
| Rabbits no longer prefer begging for food to mating. | |||||||
| The health of rabbits has been reduced from 10HPπ β€οΈ π β€οΈ π β€οΈ π β€οΈ π β€οΈ to 3HPπ β€οΈ π π . | |||||||
| The speed of rabbits has been generally increased. | |||||||
| The skins of rabbits now depend on their spawning biome. There is now a 5% chance a bred baby matches the biome rather than the parents. | |||||||
The crop eating of rabbits is now less destructive (used to completely destroy the crop block regardless of growth), but MoreCarrotTicks is now reduced and ignored. | |||||||
| 15w47b | Added The Killer Bunny attack sounds. | ||||||
| 1.14 | 18w43a | Added illager beasts, which flee from rabbits. | |||||
| π Image π Image π Image π Image π Image π Image π Image π Image The textures of rabbits have been changed. | |||||||
| π Image π Image π Image π Image π Image π Image π Image π Image The textures of baby rabbits have been changed. | |||||||
| 18w44a | Illager beasts no longer flee from rabbits.[6] | ||||||
| 1.18 | Experimental Snapshot 1 | Rabbits now spawn in the newly added meadow, grove and snowy slopes biomes. | |||||
| experimental snapshot 2 | Rabbits now spawn more frequently in meadows. | ||||||
| 21w37a | Rabbits can now spawn on snow blocks. | ||||||
| 1.19.3 | 22w42a | Rabbits now have a 100% chance to drop raw rabbit when killed.[7] | |||||
| 1.19.4 Experiment | 23w07a | Rabbits now spawn in cherry groves. | |||||
| 1.20.2 | 23w32a | Carrots being eaten by rabbits now emit a block_change vibration of frequency 11. | |||||
| 1.21.4 | 24w46a | Rabbits no longer get stuck when trying to jump.[8] | |||||
| 26.1 | snap2 | π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image The models, textures and animations of rabbits have been changed. | |||||
| The hitbox size has been adjusted to match the new model. | |||||||
| The Programmer Art textures of rabbits have been removed. | |||||||
| snap5 | Added golden dandelions, which can be used to prevent baby rabbits from growing up. | ||||||
| snap10 | π Image π Image π Image π Image π Image π Image π Image π Image The adult rabbits' heads are now tilted upward.[9] | ||||||
| snap11 | π Image π Image π Image π Image π Image π Image The textures of brown, gold and salt rabbits have been changed to be consistent with the other textures. | ||||||
| Pocket Edition Alpha | |||||||
|---|---|---|---|---|---|---|---|
| v0.13.0 | build 1 | π Image π Image π Image π Image π Image π Image Added rabbits. They have all the changes that were later ported to Java Edition 1.9. | |||||
| π Image π Image π Image π Image π Image π Image Added baby rabbits. | |||||||
| The spawn rate of rabbits has weight 20, while usual passive mobs have a weight of 100. | |||||||
| v0.15.0 | build 1 | π Image π Image Rabbits named as "Toast" now use the Toast texture. | |||||
| Bedrock Edition | |||||||
| 1.8.0 | beta 1.8.0.8 | Added stray cats, which try to attack and kill rabbits. | |||||
| 1.10.0 | beta 1.10.0.3 | π Image π Image π Image π Image π Image π Image π Image The textures of rabbits have been changed. | |||||
| π Image π Image π Image π Image π Image π Image π Image The textures of baby rabbits have been changed. | |||||||
| 1.13.0 | beta 1.13.0.1 | Added foxes, which attack rabbits. | |||||
| 1.16.220 Experiment | beta 1.16.220.50 | Rabbits now spawn in groves. | |||||
| 1.17.40 Experiment | beta 1.17.40.20 | Rabbits now spawn in meadows and snowy slopes. | |||||
| 1.19.80 Experiment | Preview 1.19.80.20 | Rabbits now spawn in cherry groves. | |||||
| 1.20.80 | Preview 1.20.80.21 | Rabbits now spawn more frequently in groves. | |||||
| 26.0 Experiment | Preview 26.0.27 | π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image The models, textures, and animations of rabbits have been changed. | |||||
| Tweaked the bounding box of both adult and baby rabbits to align with Java Edition and the new model. | |||||||
| 26.10 | Preview 26.10.20 | All features behind the "Drop 1 of 2026" experimetal toggle are fully implemented. | |||||
| Preview 26.10.21 | Added golden dandelions, which can be used to prevent baby rabbits from growing up. | ||||||
| Preview 26.10.25 | π Image π Image π Image π Image π Image π Image The textures of brown, gold and salt rabbits have been changed to be consistent with the other textures. | ||||||
| New Nintendo 3DS Edition | |||||||
|---|---|---|---|---|---|---|---|
| 0.1.0 | π Image π Image π Image π Image π Image π Image π Image Added rabbits. | ||||||
| π Image π Image π Image π Image π Image π Image π Image Added baby rabbits. | |||||||
| Java Edition | |||||||
|---|---|---|---|---|---|---|---|
| 1.11 | 16w32a | The entity ID of rabbits has been changed from Rabbit to rabbit. | |||||
| 1.13 | 17w47a | Numeric IDs for entities were presumably deprecated in this version.β[more information needed] | |||||
Issues relating to "Rabbit" are maintained on the bug tracker. Issues should be reported and viewed there.
caerbannog.png.
bunnymurder.ogg.| Desert | |
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