Steffeoboy (talk) 08:37, 24 January 2015 (UTC)
- Same height as a normal mob, 1 block. That can be increased using a splash potion of leaping though. –KnightMiner (t·c) 15:03, 24 January 2015 (UTC)
- This can't be true. I'd have them jump over fences just today, regular bunnies (& babies), it may have to do with players being nearby. They also don't seem to purposely jump over fences, they just jump into & over them.
- I was in version 10.2. --83.162.224.163 08:13, 10 August 2016 (UTC)
- It seems that when agitated by a nearby player rabbits jump so quickly that they can actually walljump, jumping just after hitting a wall but before falling to the floor. Sometimes, this is enough for them to escape a fenced area. The solution is to always hold a carrot when nearing a rabbit farm. 176.193.131.255 02:18, 12 October 2017 (UTC)
- I can swear only the Baby Bunnies /Bunny, Rabbits can - as you put it - "walljump" since they seem to be the only ones which ever get out of the 1 1 /2 Block-high Fencing, around (more testing needed). I usually solve this with 2-Fences on top of each other (2 1 /2 Blocks-high), Including the Fence Gates (which can be done for other reasons - involving different neighboring within-3 or-so Block heights - too. 108.215.209.201 04:50, 6 February 2018 (UTC) Yilante.
- Tested in java singleplayer: rabbits will jump over 1 slab + 1 block + 1 trapdoor = 1.6875 blocks but not over 1 block + 1 enchanting table = 1.75 blocks. 193.32.127.231 06:15, 1 April 2022 (UTC)
on this page it says drops can be increased with the looting enchantment but the pages for raw rabbit says drop rate isnt effected by looting enchantment; which one is correct? 66.222.6.245 15:25, 6 February 2015 (UTC)
- The rabbit hide drop is affected by Looting, the rabbit meat drop isn't. Looting also affects the foot drop as usual (1 percentage point increase in chance per level). Anomie x (talk) 20:20, 6 February 2015 (UTC)
Yay! Rabbits are coming soon into the console edition! How come it is not written in the history marked as "Upcoming Console Edition"? -|Pika Party|- 98.216.47.99 13:33, 24 October 2015 (UTC)
- MCW:FUTURE. -BDJP (t|c) 13:40, 24 October 2015 (UTC)
- BDJP is right: the thing with Console Edition is they don't have development versions, so there's no way they can be put in an 'upcoming' section. If rabbits were mentioned by a dev, you can put that kind of thing in Console Edition mentioned features. That's about it! Yay for rabbits though – Sealbudsman talk/contr 13:57, 24 October 2015 (UTC)
It says on this wiki on the mob page that killer bunnies are removed, because their in the unused section, but it doesn't say anything about that here! Please help. -|Pika Party|- 98.216.47.99 13:39, 24 October 2015 (UTC)
- Good call, I put notes about Killer Bunny and Toast not spawning naturally, under their sections. Thanks, – Sealbudsman talk/contr 14:01, 24 October 2015 (UTC)
Rabbits respawning in already generated chunks
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Since the 1.9 update, I have been seeing rabbits spawning back in places they could not possibly get to, on grass tiles. Specifically, I'm building a structure in a superflat desert biome, and inside the structure is a completely enclosed garden. More than once now, rabbits have randomly spawned in this garden. I kill them and they come back. There are other rabbits in the viscinity and under the structure, but they would have to pass through lava, obsidian, and multiple layers of stone to get to the garden going vertically straight up.
Does anyone know if automatic rabbit reproduction is now a thing as of 1.9? Does this only happen when other rabbits are around, or can it happen anywhere with grass blocks? –Preceding unsigned comment was added by Thelink225 (talk • contribs) at 16:52, 14 March 2016 (UTC). Please sign your posts with ~~~~
- Passive mobs can spawn much like hostile mobs do. But since the cap is lower, the rate is slower, and they don't naturally despawn, this hardly ever comes into play because the passive mobs in the spawn chunks usually fill the cap. Anomie x (talk) 02:06, 15 March 2016 (UTC)
I think Killer Bunny should be Killer Rabbit! 22zhuyansong (talk) 08:37, 24 November 2017 (UTC)22zhuyansong
- It's the name assigned by the community (and maybe even Mojang). You can still call it so if you want. Lê Duy Quang (Make some words | Contributions) at 10h37:42 | 10/11/2018 (UTC)
Should there be the command to spawn the Killer Bunny in Java 1.13 onward? The command only works for Java 1.12.2 and before. When you don't succeed, just give up -- Doghead0307 (talk) 10:53, 29 November 2018 (UTC)
- I literally just copy pasted the command in 1.13.2 and it works fine, it's the killer bunny. You probably mistyped something. FVbico (talk) 11:29, 29 November 2018 (UTC)
I laid out a 3 X 3 floor grid amid a 6 X 3 floor-space. Got in: the Rabbits kept Jumping /bouncing around nonstop; got out (behind 2-high inner-set of Fence Gates), and they quieted.
But I couldn't see any difference between Slime - tried SoulSand, too - and the rest of Sand /Cobble(Stone). So how's this work, exactly (and does it - maybe? - require Another layer of Other-Slowing, Blocks, underneath??)?
They did not-even seem to Bounce /jiggle much because of the Slime Blocks. Is 9 not enough..?! (doubt it, of course) Yilante 12 /30 /18 8:09 a.m. 76.209.248.192 16:09, 30 December 2018 (UTC)
- Tested in latest version (1.13.2) with the same kind of setup for ease:
- Rabbits may walk onto or jump onto slime blocks.
- a regular jump will result in almost no bounce.
- luring a rabbit with a carrot has a slightly higher jump, resulting in a (single) small bounce.
- Rabbits will not jump when on a slime block.
Off topic - other reasons for them to jump on the slime block -They will also do this when not on a slime block-
in an eg. 2 block space over-crammed with entities, where they start on a non-slime block and are split onto the other block.
being pushed onto a 'dry' slimeblock by water (as the water stream is higher than the 'dry' slimeblock)
being pushed against a wall by water
being hurt...
- Rabbits will bounce on a slime block when eg. spawned with a spawn egg against a block above the slime block or when pushed onto a 'dry' slimeblock by water as they start higher than the 'dry' slimeblock.
Tested in Java 1.18.2, and rabbits currently jump on slime (and honey) just fine, sometimes even up a 1.5 block ledge. Could someone check how the jumping currently is in the bedrock version, and remove/update the Trivia section on the slime block page? 193.32.127.231 07:54, 1 April 2022 (UTC)
Is it a bug that rabbits don't hop in Bedrock Edition?
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The rabbits don't appear to hop properly in Bedrock. They just move slowly and it doesn't look normal. --Superwill771 (talk) 14:41, 1 December 2020 (UTC)
- Last time I saw rabbits in Bedrock, they scurried around pretty fast. I don't recall ever seeing them hop into the air, though. Amatulic (talk) 23:16, 3 December 2020 (UTC)
What is the translation key for the killer bunny? I'm curious -FezEmerald 👁 Image
Talk to me👁 Image
See what I've been up to 👁 Image
03:54, 5 February 2021 (UTC)
- To clarify, I mean the name tag above the mob. -FezEmerald 👁 Image
Talk to me👁 Image
See what I've been up to 👁 Image
03:56, 5 February 2021 (UTC)
- The translation key for "The Killer Bunny" is
entity.minecraft.killer_bunny -- 👁 Image
MarkusRost (talk) 23:05, 26 April 2024 (UTC)
On this page it says "The Killer Bunny does not spawn naturally and must instead be spawned using the /summon command", but the changelog for version 14w28a says: "The spawn rate of killer rabbits has been reduced from 1/1000 to 1/2500." How the killer rabbit can have "spawn rate" if it does not "spawn naturally"? – Unsigned comment added by 179.70.18.2 (contribs) at 16:27, 28 April 2021 (UTC). Sign comments with ~~~~
- It is not contradictory. Historical information is historical, and in addition, the killer bunny does not spawn naturally as of 14w34a. Keep in mind that the information you are citing is from 2014. BDJP (t|c) 16:34, 28 April 2021 (UTC)
Killing rabbits with fire aspect only drops cooked rabbit sometimes
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I am playing in Java Edition and killed 2 rabbits with a fire aspect sword, but I noticed that they drop raw rabbit instead of cooked rabbit, and I found the reference that killing rabbits with fire aspect only drops cooked rabbit sometimes. (https://bugs.mojang.com/browse/MC-137018)
Possible they always drop cooked rabbits in Bedrock Edition? 99.225.26.102 15:43, 7 September 2021 (UTC)
- In Bedrock Edition it works perfectly fine, it's only a Java bug -- MetalManiacMc at your service fellow human! (talk) 16:06, 7 September 2021 (UTC)
- Why would you kill the rabbit? Also it´s well known bug, because they have only few HP, meaning good sword would kill them instantly and the game sometimes doesn´t have to time to register the sword has Fire Aspect enchant on it. --Goro488 (talk) 16:47, 7 September 2021 (UTC)
- In Bedrock Edition it has time, and the bug can't be considered intended. -- MetalManiacMc at your service fellow human! (talk) 05:08, 8 September 2021 (UTC)
The Behavior section has the following line:
"If /gamerule mobGriefing is true, rabbits find and eat mature carrot crops [Java Edition only] / carrot crops with growth stage greater than 1 [Bedrock Edition only]. This reduces the growth stage by one, removing the crop completely when the growth stage reaches 0."
If in Java Edition, rabbits only find and eat mature crops, and in Bedrock edition they only eat crops with growth stage greater than 1 (not greater than or equal to), how would the crop growth ever be reduced to 0 through a rabbit's natural behavior? Theoretically, sure, if the growth stage ever reached 0 I would expect the crop to be removed, but given this outline of behavior that should never happen, and that sounds both intentional and like a good decision.
ESonOfAnder (talk) 21:56, 2 February 2024 (UTC)
taming was removed in 14w34a, but how did it work before its removal? how were rabbits tamed? what did tamed rabbits do?
archived talk pages only say that it doesn't work because it was removed
I also noticed that I can't breed them even though they emit love mode particles when fed a carrot/golden carrot/dandelion Kaktusmisapolak (talk) 18:04, 13 July 2025 (UTC)
- Which variants? It looks like they were all rendered correctly, maybe it's just because the images are scaled down on the page which causes blurs near the edges. 👁 Image
NmF (talk) 13:24, 5 October 2025 (UTC)
- They all seem to be the same. It's about the face shadows since ambient occlusion is mentioned, not the anti-aliasing on the edges. Isometric renders are inconsistent across the wiki when it comes to lighting. 👁 Image
QwertyLilley [talk] 00:15, 6 October 2025 (UTC)
What are the correct names for the variants?
Right now, the Bedrock and Java (1.8.9 to now) file names compared to the wiki names are:
- Brown – Brown
- White – Albino
- Black – Black
- White Splotched – Black & White
- Gold – Gold
- Salt – Salt & Pepper
- Caerbannog – The Killer Bunny
- Toast – Toast
so this means are four which are different to the game's files and to the wiki:
- White – Albino
- White Splotched – Black & White
- Salt – Salt & Pepper
- Caerbannog – The Killer Bunny
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Ayaan 18:29, 5 October 2025 (UTC)
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Support correcting those three names that are different, except the killer bunny. The Killer Bunny is based off the nametag, which is more recognizable than a file name, and it's more like a "display name". MinecraftBedrockPlayer7 (talk) (contribs) 👁 Image
18:32, 5 October 2025 (UTC)
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Support for all but the killer bunny. The killer bunny should stay as it currently is like MCBP7 said. 👁 Image
NmF (talk) 18:44, 5 October 2025 (UTC)
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Fixed. 👁 align=top
Sightnado ( talk / contribs ) 18:58, 5 October 2025 (UTC)
- can you do texture names too? 👁 Image
Ayaan 19:03, 5 October 2025 (UTC)
- You can do it. 👁 Image
NmF (talk) 19:18, 5 October 2025 (UTC)
- Yeah but im lazy on the phone 💀 (and he was already doing it so I didn't want to cause edit conflicts) 👁 Image
Ayaan 19:57, 5 October 2025 (UTC)
I think it could make since for the killer bunny to have a seperate page due to it having a relativey unique behavior. 👁 Image
Weak Support the article already explains it very well but a seperate page could be useful. CrockCraftMC (talk) 23:37, 7 January 2026 (UTC)
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Oppose. As you said, it already explains it enough. It is also the same entity as a rabbit. 👁 Image
NmF (talk) 23:51, 7 January 2026 (UTC)
- This makes no sense. The killer bunny is a rabbit variant just like the others, with a few tiny differences. Therefore it should be on the Rabbit page and not anywhere else. MinecraftBedrockPlayer7 (talk) (contribs) 👁 Image
07:37, 8 January 2026 (UTC)
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Oppose it's too small of an article to be notable. Outrowed (talk) 08:26, 8 January 2026 (UTC)
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Support, I think I've opposed this in the past, but opinions change over time. Killer rabbits only exist in one edition, don't spawn naturally, and have unique behavior. I think they are unique enough to justify splitting them, especially considering we've split trader llamas, which are arguably less different from regular llamas compared to killer rabbit vs regular rabbit. IDs are just a technical detail and shouldn't be the (only) deciding factor when considering whether to split or merge pages.--Capopanzo (talk | contribs) 17:20, 9 January 2026 (UTC)
- I would like to clarify that this page would stay the exact same, but an additional page will also be created. CrockCraftMC (talk) 17:57, 9 January 2026 (UTC)
- So what's the point of doing this then? Five rows (yes that's it) of text is not something that needs to be duplicated with all the bloat of sounds, history, and drop tables duplicated. Doing that provides more inconvenience because Killer Bunny now redirects directly to the sentences describing the differences instead of having to scroll through the mess of general rabbit stuff. MinecraftBedrockPlayer7 (talk) (contribs) 👁 Image
22:58, 9 January 2026 (UTC)
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Oppose -- 👁 Image
Dipanshu Sarkar (Talk) 10:30, 10 January 2026 (UTC)
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Oppose per MinecraftBedrockPlayer7. –LauraFi - talk 07:52, 11 January 2026 (UTC)
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Extremely strong support They should be split they're a different mob than the normal rabbit like the Villager Split. 👁 Image
---Carf--- 21:56, 12 January 2026 (UTC)
- The Villager split would make sense because for the upcoming trade rebalance, each profession is going to have a very different trade offering, just look at Armorer and Librarian. Even without the upcoming feature, there are 14 different professions and putting them all in the Villager article would get very long (that's why they also have their own dedicated page for trading). Compared to unique rabbit variants, they only have Toast and Killer Bunny, which is not that different to a normal rabbit (only retextures and AI change) and can be explained in a single paragraph. Outrowed (talk) 06:51, 13 January 2026 (UTC)
This is just a hypothetical question, but if the Killer Bunny is added in survival, how is the wiki going to classify the rabbit? As a neutral mob? Because one variant is hostile. Or treat the variant as a different mob, listing normal rabbits as passive, while killer bunnies as hostile, even though they are the same mob, just different variants. Rogerio980Pizzaa (talk) 17:13, 9 January 2026 (UTC)
- Considering that wolves are listed as neutral when untamed and passive when tamed, it will likely be clasified as killer bunnies being hostile and other variants being passive. CrockCraftMC (talk) 17:56, 9 January 2026 (UTC)
- I meant how they would be treated in the overall wiki, like in the mob page, not just in the behavior tab from the infobox. Rogerio980Pizzaa (talk) 18:18, 9 January 2026 (UTC)
- That is a good question. CrockCraftMC (talk) 18:37, 9 January 2026 (UTC)
Feedback (Mon, 30 Mar 2026 11:01:43 UTC)
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