See horse armor
See § History
Kill Adult: 1–3
|This page would benefit from the addition of more images.|
Please remove this notice once you've added suitable images to the article. The specific instructions are: Render other variant horses, with and without saddles, and with and without every horse armor. Some baby horses requiring rendering can be found in Category:Objects requiring isometric renders.
|“||The horse is a calm and confident compatriot out in the Minecraft wilds. Found in herds of two-to-six, they roam the plains and savanna biomes chomping on grass and swishing their swishy tails. But this life is an ambling, unfocused one, and the proud horse is a creature worthy of far greater adventure.||„|
|— Emily Richardson|
Horses are tameable mobs that can be ridden when tamed. The five types of mobs have similar overall mechanics, but differ in some aspects.
- 1 Spawning
- 2 Appearance
- 3 Drops
- 4 Usage
- 5 Behavior
- 6 Statistics
- 7 Data values
- 8 Achievements
- 9 Advancements
- 10 Video
- 11 History
- 12 Issues
- 13 Trivia
- 14 Gallery
- 15 See also
- 16 References
Horses only 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 will have the same color, but markings may vary. 20% of the individual horses will spawn as babies.
Each horse variant has unique features and markings, and a foal (baby) version. Adult horses are 1.4 blocks wide and long, and 1.6 blocks high. Foals start at half the size of adults and get progressively bigger as they age. Unlike wolves and cats, the appearances of horses do not change once they have been tamed, though tame horses may be differentiated by giving them equipment.
Horses feature a stocky build. They can have 1 of 7 base colors: white, buckskin, flaxen chestnut, bay, black, dapple gray, and dark bay; and 1 of 5 marking patterns: no markings, stockings and blaze, paint, snowflake appaloosa and sooty. In total, there are 35 possible horse coat combinations.
Upon death, horses drop:
If armored, or saddled, they will drop anything equipped.
Using a weapon enchanted with Looting increases the maximum amount of drops by 1 per level of Looting, up to a maximum of 5 at Looting III.
Tamed and saddled horses can be used as one of the fastest means of transportation in the game, though they are unable to fit through single block-wide openings. They can also be used to climb hills and jump fences, as some horses can jump high enough to clear up to five block heights, versus the player's maximum of about one (without a potion). They can be ridden in water up to 2 blocks deep. In deeper water they will separate from the player and swim uncontrolled.
Horses can be pulled along and tied up using a lead. They can be towed, swimming behind a boat by using a lead.
Tamed horses have the following two slots available:
- Horse Armor Slot: For equipping horse armor. Exclusive to horses.
- Saddle Slot: For equipping a saddle.
Foals cannot be equipped.
Equipment can be placed on a horse by holding it and then right clicking on the horse, or by accessing its inventory. A horse’s inventory can be accessed by mounting the horse and opening the player inventory or by sneaking and then right-clicking on the horse. A normal horse’s inventory will only have 2 slots, 1 for a saddle and 1 for horse armor.
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.
When riding a horse, the hunger bar is replaced by the horse's health in survival or adventure mode. In Legacy Console Edition, the horse health bar will still be visible on creative. It uses a slightly different heart texture than the player's health bar. The experience bar is replaced by the horse jump bar.
A player can use any item while riding a horse, including drinking or throwing potions; activating doors or redstone devices; using chests, crafting tables, and furnaces; breaking and placing blocks; and attacking with melee weapons or bows.
A ridden horse will automatically run 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 4.8375 blocks/second and 14.5125 blocks/second (compared to the player's walking speed, which is about 4.3 blocks/second). About 68% of horses are able to go faster than a minecart. A fast horse can be combined with speed potions and the Nether to make the horse easily the fastest practical way to travel in Minecraft (around 130 m/s Overworld-equivalent in the Nether). The speed of a horse has no relation to its outward appearance. Horses are very slow moving backwards, and about as fast as the player when moving sideways.
A ridden horse can be made to jump, and holding the control charges for a higher leap. Horses are not affected by jump boost beacons or potions. The standard dismount control dismounts from the horse, as does going in water deeper than two blocks. Like the player, horses take fall damage when falling from heights.
It is impossible for a player to use a Nether portal while on a horse. It is possible however, to enter the portal on the horse and then dismount, sending the horse through the portal on its own, or use a lead to position the horse, then push it through the portal.
All horses will roam idly, occasionally stopping to rear, swish 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 one, will allow itself to be attached to a lead without protest. However, if the player attempts to saddle an untamed horse, it will rear and flail its front hooves. Horses remain passive, even when hit.
Horses will make neighing and whinneying sounds.
Horses, like most mobs, can ride in a minecart and boat. Unlike other passive mobs, horses will slowly regenerate health.
Adult horses can be tamed: an empty hand mount the horse repeatedly; when it no longer bucks the player and shows hearts, it is tamed. It is necessary to tame a horse in order to breed it, give it equipment, or ride it for any length of time.
Taming depends on the horse's "temper". Horses begin with a temper of 0 out of 100. When a player is riding the horse, a random number 0–99 is chosen. The horse becomes tame if this number is less than the temper, otherwise the temper is increased by 5 and the player is bucked off. Temper can also be increased by feeding the horse.
While riding an untamed horse, a galloping sound can be heard, which gives a general idea of the horse's speed. It is unknown whether there is any indication of jump height before taming.
The offspring will be more spindly than their adult versions and will grow progressively larger with time until they reach their full size. The offspring will not automatically belong to the player who owns its parents. Rather, it will be born as an untamed horse and will need to be tamed after it grows into an adult. 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.
- Bred with horse: Breeding two horses produces a horse foal. Usually the new foal has the color of one of its parents. One out of nine times it will take on a random color (this color could still be the same as the parents', slightly reducing the probability of the new color being different). Markings work likewise.
- Bred with donkey: Breeding a horse and a donkey creates a mule foal.
Feeding a horse food can alter its behavior, 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 will take. Zombie and skeleton horses cannot be fed, even if tame.
To feed a horse, hold a valid food item and right click on the horse. If the food is invalid, the player will simply mount the horse. Horses can only be fed when feeding would have an effect, similar to other animals.
|Food||Heals||Speeds growth by||Increases temper||Notes|
|Sugar||1 ()||30 sec||+3|
|Wheat||2 ()||20 sec||+3|
|Apple||3 ()||1 min||+3|
|Golden Carrot||4 ()||1 min||+5||Activates love mode in tamed horses.|
|Golden Apple||10 ()||4 min||+10||Activates love mode in tamed horses. Enchanted golden apples also work.|
|Hay Bale||20 ( × 10)||3 min||N/A||Hay bales cannot be fed to untamed adult horses.|
All horses have three "equine stats" which vary from horse to horse: health, (maximum) movement speed, and jump strength. 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, spawning as part of a skeleton trap, or using spawn eggs – horses are assigned their stats within certain ranges, specific according to their horse type.
Horse's health ranges from 15–30, but tends towards the average of 22–23. Displayed hearts are health, divided by two, rounded down. A horse with an non-even number of health points (15, 17, 19, etc.) will not show the last half-heart. You may strike a horse to test this. If the horse has lost one fewer health point than the inflicted damage and did not regenerate, it has an odd number of health points, otherwise it has an even number of health points.
Horse's movement speed ranges from 0.1125–0.3375 in internal units, tending toward the average of 0.225. The player's normal walking speed is 0.1. The speed listed does not include any status effect that affects the speed of a horse or a player.
A horse's maximum speed is 14.5125 blocks/second. The average horse speed is about 9 blocks/sec.
- Minimum: 4.8375 blocks/sec.
- Player speed (walking): 4.3 blocks/sec.
- Player speed (sprinting): 5.6 blocks/sec.
See also transportation to compare the speeds of various transportation methods.
Horse's jump strength ranges from 0.4–1.0, tending towards the average of 0.7.
A jump strength of 0.5 is enough to clear 1 9⁄16 blocks, while 1.0 is enough to clear 5 1⁄4 blocks.
The following derived equation can be use to calculate a horse jump height from its jump strength attribute (with an rss of 5.510e-19). This function was fit to the data found in the table below and is therefore most accurate around these values.
JumpHeight = -0.1817584952 * x^3 + 3.689713992 * x^2 + 2.128599134 * x - 0.343930367
Where x is JumpStrength
The exact jump strengths, to 15 digits, required to clear several block heights are listed below.
|0.432084373616155||1.250 (player's jump height)|
When breeding two horses, the foal's stats are determined by averaging both parent's stats with a third set, randomly determined as above (i.e. add both parents' stats with the random value and divide by 3). Random values are used for the third set even when the value is not normally randomized for the type of horse being bred.
Horses have entity data associated with them that contain various properties of the mob.
- Entity data
- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
- Additional fields for mobs that can breed see Template:Nbt inherit/breedable/template
- Bred: 1 or 0 (true/false) - Unknown. Remains 0 after breeding. If true, causes it to stay near other horses with this flag set.
- EatingHaystack: 1 or 0 (true/false) - true if the horse is grazing.
- Tame: 1 or 0 (true/false) - true if the horse is tamed. (Non players mobs will not be able to ride a tamed horse if it has no saddle)
- Temper: Ranges from 0 to 100; increases with feeding. Higher values make a horse easier to tame.
- OwnerUUID: Contains the UUID of the player that tamed the horse. Has no effect on behavior.
- ArmorItem: The armor item worn by this horse. May not exist.
- Tags common to all items see Template:Nbt inherit/item/template
- SaddleItem: The saddle item worn by this horse. May not exist.
- Tags common to all items see Template:Nbt inherit/item/template
- Variant: The variant of the horse. Determines colors. Stored as
baseColor | markings << 8. Unused values lead to invisible horses.
Horse entities have variant fields that determine the markings on the horse. Below is a list of Variant values that determine the variant of horses.
Variant names taken from the names of the texture file they correspond to.
Summoning a horse entity without specifying the Variant value, or using a Variant value that is not a true ID (all true IDs are displayed on the chart above), will result in a white horse.
|Icon||Achievement||In-game description||Actual requirements (if different)||Availability||Xbox points earned||Trophy type (PS)|
|Saddle Up||Tame a horse.||Yes||Yes||Yes||Yes||20G||Bronze|
|Artificial Selection||Breed a mule from a horse and a donkey.||Yes||No||Yes||New 3DS||30G||—|
|Icon||Advancement||In-game description||Parent||Actual requirements (if different)||Internal ID|
|The Parrots and the Bats||Breed two animals together||Husbandry||Breed a pair of one of these 11 mobs. Other breedable mobs, if any, are ignored for the advancement.[until JE 1.14].|
Breed a pair of one of these 12 mobs. Other breedable mobs, if any, are ignored for the advancement.[upcoming: JE 1.14]
|Best Friends Forever||Tame an animal||Husbandry||Tame one of the 5 types of mob that are tamable.[until JE 1.14]|
Tame one of the 5 types of mob that are tamable.[upcoming: JE 1.14]
|Two by Two||Breed all the animals!||The Parrots and the Bats||Breed pairs of each of these 11 mobs. Other tamable mobs, if any, are ignored for the advancement.[until JE 1.14]|
Breed pairs of each of these 13 mobs. Other tamable mobs, if any, are ignored for the advancement.[upcoming: JE 1.14]
|This page would benefit from the addition of more images.|
Please remove this notice once you've added suitable images to the article. The specific instructions are: Didn't donkeys/mules/etc. also have model changes? Also, note the texture change that resulted from 18w22a.'s fix. Additionally, it would be nice to have the texture of the creamy horse in
|4 April 2013||Jeb hinted at adding horses when Minecraft hit 10,000,000 sales.|
|1.6.1||13w16a||Added horses, assisted by DrZhark (John Olarte), creator of the Mo' Creatures mod, whose horses were a baseline for Minecraft's horse models.|
|13w16b||Made horses slower and reduced horses from gliding so much.|
|13w18a||Removed horse saddles. Horses are now ridden using the saddle|
|13w19a||Enabled access to the donkey and mule inventories by sneaking and interacting.|
|13w21a||Added new GUI for horses, to control saddle/armor/inventory.|
|13w22a||Added new sound effects for horses.|
|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 was reduced.|
|1.9||15w38a||Added "skeleton trap" horses.: there is a chance (depending on regional difficulty) that a lightning strike will spawn a "skeleton trap" skeleton horse.|
|15w43a–44b||Drops changed several times. The end result is that undead horses now always drop 1 of their item (bone or rotten flesh), not affected by Looting.|
|15w47b||Added sounds for horses eating food given by a player.|
|1.11||16w32a||Horses now have different IDs: |
|Unused Variant IDs now result in a white horse rather than an invisible one.|
|Skeleton trap horses' chance to spawn during lightning strikes is reduced to 1⁄5 of what it was.|
|1.13||17w45a||Added a new model for horses.|
|17w46a||The new model was slightly tweaked.|
|18w03a||Updated the horse model again, also slightly altered the texture.|
|18w22a||Changed the creamy horse texture.|
|Pocket Edition Alpha|
|0.15.0||build 1||Added horses.|
|1.2.6||beta 22.214.171.124||Added the new (Java Edition 1.13) model for horses.|
|1.2.9||Horses will no longer open their mouths when bucking the player off or taking damage.|
|Legacy Console Edition|
|TU19||CU7||1.12||Patch 1||Added horses.|
|TU22||CU10||1.15||Added quick move to the horse inventory.|
|TU31||CU19||1.22||Patch 3||Baby horse growth can be accelerated using wheat.|
|TU43||CU33||1.36||Patch 13||Added sounds for horses.|
|TU46||CU36||1.38||Patch 15||Added "skeleton trap" horses.|
|TU60||CU51||1.64||Patch 30||Added the new horse model.|
|New Nintendo 3DS Edition|
- Dr. Zhark appears in the credits after the End Poem as the creator of the horses.
- If a player picks up leather dropped by an adult horse, they will receive the “Cow Tipper" achievement. This is due to the achievement being given when a player picks up any piece of leather instead of being given when one kills a cow.
- If a player pulling a horse with a lead enters a boat, the horse will swim after them at the same speed as the boat.
- A player riding a horse will be dragged along if their horse is being pulled by a lead, and can even be lifted up in the air in the same way.
- On multiplayer, it is possible to easily figure out which of two horses (owned and ridden by different players) is faster. Each rider needs to apply a lead to the other horse, then play 'tug of war'. The stronger horse will be faster.
- In Bedrock Edition horses can be transported in a boat by riding the horse and jumping into the boat then dismounting (leaving the horse behind in the boat) and activating the boat from underneath/underwater. Attempting to activate the boat in order to pilot it from above will result in the player being mounted on the horse again rather than being placed inside the boat to pilot it.
Image posted by Jeb on Instagram. Note the saddle usage.
Horses can wear armor and can be bound to fence posts.
A "horse" (retextured cow) from 2.0.
The horse model in 17w45a.