Rabbit

Registry name

etfuturum.rabbit

Basic info

  • Health: 3 HP
  • Armor: None
  • Size: 0.4 × 0.5 (width × height)
  • Spawn conditions: Spawns in various biomes; type determined by biome dictionary:
    • Sandy biomes → Gold rabbit
    • Snowy biomes → White or white-spotted rabbit
    • Plains / Forest biomes → random of Black, Brown, or Salt rabbit
    • Other biomes → random of any type
  • Drops:
    • 1–3 rabbit hide (1–2 + fortune bonus)
    • 0–1 rabbit raw (if not burning) or cooked (if burning)
    • 10% chance (+ fortune) → rabbit’s foot

Stats

Attribute Value
Max health 3 HP
Movement speed 0.3

Movement types

Rabbits have different hop styles via EnumMoveType:

Type Speed Jump height Duration Step delay
NONE 0 0 30 1
HOP 0.8 0.2 20 10
STEP 1.0 0.45 14 14
SPRINT 1.75 0.4 1 8
ATTACK 2.0 0.7 7 8

AI tasks

  • Swimming
  • Panic (fleeing, 1.33× speed)
  • Mate (breeding)
  • Tempt (by carrot)
  • Raid farm (goto carrot crops at growth stage ≥7, break them)
  • Wander
  • Watch closest player
  • Avoid wolves and players

Farm raiding

AIRaidFarm: If mobGriefing enabled and rabbit wants carrots (carrotTicks == 0), locates a fully-grown carrot crop, breaks it, sets carrotTicks = 100 (refuses to raid again for that many ticks).

Breeding

  • Breeding items: Carrot, golden carrot, or yellow flower (Blocks.yellow_flower)
  • Baby rabbits spawn with -24000 aging (grows to adult in 20 min)

Jump mechanics

  • RabbitJumpHelper.doJump() performs a STEP type hop
  • Normal movement uses HOP
  • Sprinting uses SPRINT
  • ATTACK type available but not actively used in default AI

Notes

  • jumpTicks / jumpDuration / jumpCompletion(): smooth jump animation support
  • createRunningParticles(): overridden (empty) — no dust particles when running
  • On spawn with egg, type is deterministic based on biome
  • Sound: minecraft:entity.rabbit.jump (on hop), .ambient, .hurt, .death