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undead saddled horses[edit source]

I've noticed something going on behind the scenes here. if you look at the history, you can see that people, including me, have constantly edited the part where it says that undead horses can/cannot be saddled.

so let me make this clear: if you get yourselfes a saddle, use commands to summon a undead, tame horse, ride it, press E, you can give it a saddle. note that ANY horse, undead, donkey, or normal, can NOT be saddled without being tamed.

using commands, you can get a untamed saddled horse.

when tamed, ANY horse can be saddled, even if taming them requires commands –Preceding unsigned comment was added by (talk) at 11:50, 8 November 2014 (UTC). Please sign your posts with ~~~~

Since the undead horses always spawn already tamed in survival, you can always saddle them if you take out their rider. Not sure if it is a bug, but figured it was relevant. -- 05:48, 22 April 2016 (UTC)
You're replying to a comment from 2014, though. All of that stuff has changed since then, and the fact you just mentioned made this whole issue moot anyway. Nyerguds (talk) 08:33, 22 April 2016 (UTC)

Tamed horses despawning[edit source]

I have the PS4 version of the game and I found a horse and brought it back to my house, I used a lead to secure it to a post and then went about working on the area surrounding my house. But after a while, the horse vanished from my house. I was under the impression that a tamed horse wouldn't despawn especially considering I secured to a fence post and have given it a saddle. Did I do something wrong, or is the PS4 version buggy when it comes to horses? 21:01, 21 December 2014 (UTC)

PS4 Edition bug reports go here. Thank you. --ToonLucas22 (talk) 21:12, 21 December 2014 (UTC)

How do splash potions of leaping affect the horse's jump height?[edit source]

I noticed that splash potions of leaping affect weaker jumpers more than stronger ones. For example the horse with the jump strength 1.0 can jump 5.91m without potion effects and with leaping II about 8.2m, which is an increase of about 39%. I tested another horse, that can jump about 2.0m without effects and with leaping II about 3.5m, which is an increase of 75%. –Preceding unsigned comment was added by (talk) at 0:15, 28 December 2014 (UTC). Please sign your posts with ~~~~

Chests[edit source]

Is it possible to equip a horse (not a donkey or mule) with a chest? I play pocket edition, so I can't test it out. 22:52, 12 March 2015 (UTC)

Only donkeys and mules can be given chests, see the sections Usage and Equipment. KnightMiner t/c 03:46, 13 March 2015 (UTC)

Space needed for horses?[edit source]

Can't find this on the wiki page, and it probably should be there.

How much space (length, width, height) do horses take up, and how much space is needed for riding? Is it possible to ride in a 1-wide corridor? What about in a 2-high space? 2.5 high? 3 high?--Katerine459 (talk) 21:42, 18 June 2015 (UTC)

Adults are 1.4 blocks wide and long, and 1.6 blocks high. You can safely ride through a space as short as 2.75 blocks; any shorter and your head will be in a block, causing suffocation damage if it isn’t transparent. In creative mode (or if you’re reckless), the horse can fit through a 1.75 block space. It will go into a 1.625 block space, but takes suffocation damage if the block above isn’t transparent. They are unable to enter a 1.5 block high space.
Foals start at half the size of adults and get progressively bigger as they age. — Orthotopetalk 11:01, 19 June 2015 (UTC)
The article really needs to mention how riding into a cave or enclosing space can kill you with suffocation damage, sometimes with no way to back out. I lost 42 levels of progress in survival mode because of this glitch. After working so hard to be careful for so long and reading about things before they could kill me, it was a big letdown that I could die so easily and quickly just exploring on the back of a donkey and there was no mention of it in the wiki. The page mentions suffocation damage, but needs to explain how easy it is to die quickly. –Preceding unsigned comment was added by (talk) at 8:20, 14 August 2015 (UTC). Please sign your posts with ~~~~

Untextured horse[edit source]

Untextured Horse is a horse without an texture. Can be only obtain using /entitydata command. when you riding on any horse with a horse armor. type /entitydata @e[type=EntityHorse] {Type:4} or /entitydata @e[type=EntityHorse] {Type:3}. –Preceding unsigned comment was added by (talk) at 06:08, 19 September 2015 (UTC). Please sign your posts with ~~~~

Okay? I say it's not notable as it is a bug caused by supplying unused data to the game. You can do the same with nearly any item and it provides a missing texture. KnightMiner t/c 17:08, 19 September 2015 (UTC)
Everything in Minecraft has a texture. The BlobsPaper.png 22:23, 19 September 2015 (UTC)

Leads[edit source]

I found a horse and tamed it and brought back with me. I tied the horse to a fence using a lead. Then I went to bed. The next day in the morning the lead was not on the fence and was lying on the ground as a item. There was no crater or anything so it was not a creeper explosion. I did not turn mob briefing off. My horse was not there. Then I travelled to the nearby mountains and found my horse. I play the PC version. This was also in 1.7.5. Is there a glitch for the lead or something? --Theneonracer137 (talk) 23:23, 28 December 2015 (UTC)

Use == Text == or the 'add topic' button to add a new section. –LauraFi - talk 23:33, 28 December 2015 (UTC)
It is a bug with leads. I searched the bug tracker for 'lead' and yes, there is a bug with leads breaking when chunks reload or when the game reloads, which was fixed in the 1.9 snapshots, so it won't be an issue any longer when 1.9 is released. – Sealbudsman talk/contr 13:09, 29 December 2015 (UTC)

Skeletal / zombie horse health[edit source]

The article says "For skeletal and zombie horses, health is always 15". This doesn't seem to be correct anymore; skeleton horses spawned from a skeleton trap seem to have random health just like any other horse. A skeleton trap event netted me four skeletal horses, with health ranging from 12 to 26 (full hearts, that is). -Nyerguds (talk) 20:55, 22 March 2016 (UTC)

MC-89218 Anomie x (talk) 23:39, 22 March 2016 (UTC)
Says "Resolved - Works As Intended". Looks like the article needs to be adjusted then. -Nyerguds (talk) 08:57, 23 March 2016 (UTC)
Wait, that bug report isn't even relevant to what I said; as I mentioned, it acts differently in the current release version. Unlike what that bug report says, they do get varied health now. So it seems that despite the bug's resolution, they did fix it, then. -Nyerguds (talk) 09:03, 23 March 2016 (UTC)
The initially-spawned trap horse always has 53 (Heart.svg × 26.5). The 3 that are spawned when the trap is triggered have 15 (Heart.svgHeart.svgHeart.svgHeart.svgHeart.svgHeart.svgHeart.svgHalf Heart.svg)30 (Heart.svg × 15), the same as normal horses or donkeys. This is already described in Horse#Statistics, BTW. Anomie x (talk) 10:19, 23 March 2016 (UTC)
Ah, I missed the note at the bottom of that bug report; "Skeletal horses spawned by lightning" kind of looks like it refers to all four. -Nyerguds (talk) 13:15, 23 March 2016 (UTC)
Hmm, I could have sworn that didn't say WAI yesterday, but I must have just missed it. It still feels like a bug to me though. Anomie x (talk) 10:19, 23 March 2016 (UTC)
Seems they just want to include one "boss horse", then, I guess. but yeah, that's quite a gigantic amount of health. -Nyerguds (talk) 11:07, 23 March 2016 (UTC)
I don't have a problem with giving the trap horse ridiculous health if they want, but I find it strange they have that as the default when (what MCP calls) "onInitialSpawn()" isn't called and then they neglect to call that for the trap horse, instead of calling that initializer method then resetting the health to 53 after the horse is properly initialized. Anomie x (talk) 15:33, 23 March 2016 (UTC)
I did the (erroneous) edit of the skeletal horse health, and want to add that *all* skeletal horses spawned on the realms server on which I'm playing have exactly 26 hearts (i.e. 26 visible hearts when riding them), without exception (whether they were the initial trap horse or not); and we get a lot of them, as we're playing on a seed which is essentially "waterworld" (huge vast stretches of ocean, with the appropriate biome, and only a few islands of varying size here and there, and any "mainland" being far, far away), and they spawn on what little land-area there is around us players even if there aren't actually horses there; they just spawn in anyway, and they all have exactly that amount of health. 12:38, 30 April 2016 (UTC)

Skeleton Horse spawning mobspawning=false[edit source]

I have a world, and have turned off the gamerule mobspawning, but still had 3 skeleton horses in one thunderstorm.

I don't know if this is a bug or some.

Will try put up some youtube vid later on to show...

Skeletal horse not reacting to lead in 1.10[edit source]

Not sure if this is a bug or not, but suddenly I'm finding (PC edition) that I can't attach skeletal horses with a lead. R-clicking while holding a lead just makes me ride the horse. Has it always been like this, or is this new, or is it something specific going weird with me? –Preceding unsigned comment was added by ChapnCrunch (talkcontribs) at 04:59, 10 June 2016 (UTC). Please sign your posts with ~~~~

It appears to have always been like this. Anomie x (talk) 11:16, 10 June 2016 (UTC)
I think this should deserve special mention on the main Page (not just a single parenthetical "non-Undead"). In parentheses, right after "can Spawn in the middle of the Ocean," due to it taking a Loong time to "nudge" them out of all that Water, to where Mounting /Riding them actually Means something. Yilante 19:25, 18 September 2016 (UTC)

Bit of a paradox in the page.[edit source]

"It is impossible to enter a Nether portal while on a horse. It is possible however, to enter the portal on the horse and then dismount, sending the horse to the Nether on its own."

If it's impossible to enter the portal on the horse, how does the second sentence work out? --DarkShinyLugia (talk) 04:48, 23 June 2016 (UTC)

I think it means that you can't be transported to the Nether while riding a horse, but you can ride it into the middle of a portal block and dismount, at which point the horse and player will be transported to the Nether separately. -- Orthotopetalk 06:52, 23 June 2016 (UTC)

Variant Values[edit source]

"Giving a Type 0 horse entity a Variant value not in this chart will result in a white horse. Using a value that is not a true ID (all true IDs are displayed on the chart above) will result in an invisible horse."

So if all the "true IDs" are in the chart, what is the difference between "a value that is not a true ID" and "a Variant value not in this chart"?

--MCweb 16:59, 16 July 2016 (UTC)

I changed it now so it reflects possibly what it was meant to say. – Sealbudsman talk/contr 04:06, 18 July 2016 (UTC)

Hay bales affect baby horses?[edit source]

The article says a hay bale can be fed to a horse to add 3 min to the growth time (presuming it's a baby), however it also says that hay bales can't be fed to untamed horses. Baby horses count as which is right? - 15:11, 1 August 2016 (UTC)

It was not specific enough. Hay bales cannot be fed to untamed adult horses. Good catch, thanks! – Sealbudsman talk/contr 17:24, 1 August 2016 (UTC)

Donkey Jump Strength[edit source]

I have noticed that donkeys do not have a uniform jump strength. I have tested that one of my donkeys maximum jump height is 27 pixels (by using snow blocks) whereas another could jump 43 pixels. –Preceding unsigned comment was added by UmbraErr0r404 (talkcontribs) at 1:23, 25 August 2016 (UTC). (minor edit) UmbraErr0r404 (talk) 16:28, 26 August 2016 (UTC)

I just looked at NBT of several command-spawned and egg-spawned donkeys. The jump strength are all 0.7 when spawned in 1.10.2 and all 0.5 when spawned in 1.11 snapshots. Also I'm not getting any variation in in-game play-tested jump height. Can you identify whether your donkeys were spawned with commands, by an egg, or by breeding? – Sealbudsman talk/contr 14:44, 26 August 2016 (UTC)
The donkey with the better stats was breed from two donkeys that spawned in survival wild in minecraft 1.10.2. Both parents had the same speed and jump stat. For my testing I used snow and paved dirt to measure jump to the nearest pixel. I tested speed with a red stone binary timer. The default speed I found for spawned donkeys was 28 and default jump to be 27. The breed donkey I found has a jump of 43 and a speed of 25. UmbraErr0r404 (talk) 16:28, 26 August 2016 (UTC)