Wolf
Health points |
Wild: 8 |
---|---|
Behavior |
Neutral (wild, except Peaceful difficulty) |
Attack strength |
Easy: 3 |
Hitbox size |
In Java Edition: |
Spawn | |
Items usable on |
|
Wolves are neutral mobs that can be tamed.
Contents
Spawning[edit]
Wolves spawn naturally in forests, taigas, giant tree taigas and snowy taigas, along with all variants of these biomes (with the exception of flower forests), in packs of 4, where 10% spawn as puppies.
Naturally-spawned wolves are untamed and become hostile if attacked by the player.
Drops[edit]
Adult wolves drop 1–3 when killed by a player or tamed wolf.
Upon successful breeding, 1–7 are dropped.
Like other baby animals, killing a baby wolf yields no experience.
Behavior and appearance[edit]
Wolves exhibit three different states depending on how the user interacts with them:
- Wild wolves have gray fur, a drooping tail, and their eyes consist of a white pixel and a black pixel for the pupil (on each side). They are neutral toward the player. Wolves attack sheep, rabbits, foxes, baby turtles, and skeletons without provocation. They avoid llamas, although wolves may attack a llama that spits on them. They do not despawn, even if they are in an unloaded chunk, or 32 blocks away from the player.
- Angry wolves have a constant growling and fearsome appearance. They become angry when they are either attacked by a player or mob, or when they see a mob they want to eat. Their tail is held out straight, their eyes become blood red, their mouth is raised in a slight snarl, and they have angry eyebrows. Angry wolves are hostile only to mobs that attack them, or the mobs which they are hunting. They can see attackers even if they are under the invisibility effect, but they cannot track the attacker down, if they get out of their render distance, or the attacker was able to unload the chunk where the wolves were. Angry wolves cannot be leashed, but a wild wolf may become angry while it is still leashed without dropping the lead.
- Tamed wolves have friendlier looking eyes. They have a default red collar around their neck, which can be dyed using any color of dye on the wolf. Pressing use on the wolf makes it sit and remain in place and not follow the player around. Tamed wolves that are not sitting attack players or mobs that their owner attacks, or those that injure their owner unless the target has the same owner or is on the same team. They do not attack creepers, ghasts, tamed horses, or tamed cats, regardless of owner. Standing tamed wolves attack skeletons and their variants without provocation, but not sheep, baby turtles, passive rabbits, or foxes. Tamed wolves are always passive to the player, even if the player hits them.
A wolf becomes hostile to a player or other mob that attacks it unless the attacker is the wolf's owner or is otherwise on the same team. It also causes wild wolves and standing tamed wolves in a 33×33×21 cuboid centered on the attacked wolf to become hostile to the attacker, allowing coordination for attacks, and team hunts (only in Wild Wolves).
Skeletons and their variants, foxes, baby turtles, and passive rabbits actively avoid both tamed and wild wolves. Killer rabbits[JE only] attack wolves actively. Sheep ignore wolves, but flee when attacked by one.
When the player holds meat or bones near a wolf, the wolf tilts its head as if to 'beg' for the food.
The behavior of puppies is the same as tamed wolves. Puppies have larger heads, similar to other animal babies.
Wolves are 0.85[JE only] or 0.8[BE only] blocks tall, and baby wolves are 0.425[JE only] or 0.4[BE only] blocks tall. The textures of the wolves are tinted dark gray once submerged in water
In peaceful difficulty, aggravated wild wolves deal no damage to the player.
Movement[edit]
Standing tamed wolves wander randomly when near their owner, but follow if more than 10 blocks away, and teleport to a nearby free block (if any) if more than 12 blocks away. Besides making travel easier, teleportation can be used to rescue them from lava, water or pits, as they immediately teleport to a safe area.
- Wolves can be told to "sit" by pressing use on them and made to stand again with another press of use.
- A wolf automatically sits when first tamed.
- While sitting, they do not follow the player. However, if their owner fights a mob near them, they are still likely to join the fight. When the fight is over, they go back to sitting (if in water, they do not sit until they are on dry land). They sit at their new location instead of returning to wherever they were previously.
- Wolves stand up and follow the player if it is pushed into water or injured while sitting.
- Wolves find paths to their targets if attacking, even in difficult terrain. They also navigate along the edges of cliffs, and occasionally fall far enough to take damage.
- Wolves attack their targets running at player's walking speed and by leaping at them in exactly the same manner as spiders, but cause no damage while in midair. Tamed wolves attack any animal the player starts to attack. They also can navigate and turn around in 1 × 1 horizontal tunnels.
- After emerging from water, a wolf shakes the water off their fur. This is represented by an animation and water particles.
Teleportation[edit]
Tamed wolves teleport to their owner, if they are more than 12 blocks away, with a few caveats.
- Teleporting resets the focus of a tamed wolf, so if a wolf is attacking a mob and teleports beside a player, it resumes following the player, as its tracking has been reset.
- It is possible for tamed wolves to teleport to an inaccessible location (e.g. under ice) and be injured or die of suffocation as a result. This happens when the wolf considers transparent blocks, like glass, or half-blocks, to be open.
A wolf does not teleport:
- If the wolf has been ordered to sit.[1]
- Exception: The wolf is likely to teleport if it is injured while sitting (it no longer sits after teleporting). An example is if a wolf that is sitting is hit by another player, it teleports to their owner.
- Exception: If the wolf is in a loaded chunk, and the player gets damaged by a mob, there's a chance for the wolf to stop sitting, causing them to teleport if the player is far away, then attacking the player's attacker and sitting down afterward.
- If the wolf is chasing after a skeleton. This can lead to wolves standing and jumping in one place, such as over a cavern if a skeleton is near. The wolf teleports once the skeleton is killed.
- If the wolf is in a minecart or a boat.
- If the wolf has been attached to a fence post with a lead.
- If the wolf is in an unloaded chunk.
- If none of the blocks on the edge of a 5×1×5 region centered on the player are transparent blocks with a solid block below and another transparent block above.
- If the player is in another dimension; a wolf remains in its current dimension until the player returns. However, wolves can be transported to another dimension by pushing them into the portal first.
- If the owner is not directly touching the ground (e.g. using elytra, flying, in a boat).
Wolf teleportation is completely silent; this is not an oversight.[2]
Taming, health and feeding[edit]
A wolf can be tamed by feeding it bones. Once tamed, a wolf does not accept any more bones. Note that the number of bones required is random – each bone has a 1⁄3 chance of taming the wolf.[3] If the wolf is tamed, it receives a red collar and, in Java Edition, sits if not swimming. There is no limit[4] to the number of wolves the player can tame.
A wolf's tail rises and lowers depending on its health. The exact health of an individual wolf can be determined by measuring the angle between its hind legs and tail. The angle indicates the percentage of health that the wolf has. Tamed wolves whine when they have low health (below 10). Wild wolves have a maximum health of 8
, so their tails always remain significantly lower than those of tamed wolves. Tamed wolves can be healed by feeding them any sort of meat other than fish; listed below, this restores as much of the wolf's health as the same food would restore hunger points when eaten by the player.[Bedrock Edition only].
Food | Heals (Java Edition) | Heals (Bedrock Edition) | Notes |
---|---|---|---|
Raw Cod Raw Salmon |
2![]() |
[Bedrock Edition only] | |
Pufferfish Tropical Fish |
1![]() |
Pufferfish can be fed to wolves without making them get the Hunger, Poison and Nausea status effects.[Bedrock Edition only] | |
Cooked Cod | 5![]() ![]() ![]() |
[Bedrock Edition only] | |
Raw Chicken | 1![]() |
2![]() |
Raw chicken can be fed to wolves without making them get the Hunger status effect. |
Cooked Chicken | 1![]() |
6![]() ![]() ![]() |
|
Raw Porkchop Raw Beef Raw Rabbit |
2![]() |
3![]() ![]() |
|
Cooked Porkchop Steak |
2![]() |
8![]() ![]() ![]() ![]() |
|
Rotten Flesh | 2![]() |
4![]() ![]() |
Rotten flesh can be fed to wolves without making them get the Hunger status effect. |
Raw Mutton | 2![]() |
2![]() |
|
Cooked Mutton | 2![]() |
6![]() ![]() ![]() |
|
Cooked Rabbit | 2![]() |
5![]() ![]() ![]() |
|
Cooked Salmon | 6![]() ![]() ![]() |
[Bedrock Edition only] | |
Rabbit Stew | 10![]() ![]() ![]() ![]() ![]() |
[Bedrock Edition only] |
Note that wolves do not get food poisoning, so they can freely eat rotten flesh, pufferfish or raw chicken. Feeding a tamed wolf that is already at full health usually starts the "love mode" animation.
A tamed wolf's collar color can be changed by using a dye on the wolf.
Breeding[edit]
Tamed wolves at full health can be bred with any type of meat, including rotten flesh and raw chicken without causing the Hunger effect.
The growth of baby wolves can be slowly accelerated using any type of meat. Each use takes 10% off the remaining time to grow up. Unlike healing, breeding and speed growth cannot use rabbit stew or any type of fish.
Breeding two wolves that recognize someone else as an owner causes the pup to also be owned by the owner of the original two wolves. If two tamed wolves with different owners are bred, the owner of the pup is the owner of the older parent wolf.
Sounds[edit]
Sound | Subtitle | Source | Description | Namespaced ID | Translation key | Volume | Pitch | Attenuation distance |
---|---|---|---|---|---|---|---|---|
Wolf pants[sound 1] | ? | Randomly | entity.wolf.ambient | subtitles.entity.wolf.ambient | ? | ? | 16 | |
Wolf dies | ? | Dying | entity.wolf.death | subtitles.entity.wolf.death | ? | ? | 16 | |
Wolf growls | ? | Randomly when angry | entity.wolf.growl | subtitles.entity.wolf.growl | ? | ? | 16 | |
None[sound 2] | None | Unused sound event | entity.wolf.howl | None[sound 2] | None | None | None | |
Wolf hurts | ? | Getting hit | entity.wolf.hurt | subtitles.entity.wolf.hurt | ? | ? | 16 | |
Wolf pants | ? | Randomly when tamed | entity.wolf.pant | subtitles.entity.wolf.ambient | ? | ? | 16 | |
Wolf shakes | ? | Shaking off water | entity.wolf.shake | subtitles.entity.wolf.shake | ? | ? | 16 | |
Footsteps | ? | Walking | entity.wolf.step | subtitles.block.generic.footsteps | ? | ? | 16 | |
Wolf pants[sound 1] | ? | Randomly when on low health | entity.wolf.whine | subtitles.entity.wolf.ambient | ? | ? | 16 |
Data values[edit]
ID[edit]
Name | Namespaced ID | Translation key |
---|---|---|
Wolf | wolf | entity.minecraft.wolf |
Name | Namespaced ID | Numeric ID | Translation key |
---|---|---|---|
Wolf | wolf | 14 | entity.wolf.name |
Entity data[edit]
Wolves have entity data associated with them that contain various properties.
- Entity data
- Additional fields for mobs that can become angry see Template:Nbt inherit/angerable/template
- Additional fields for mobs that can be tamed by players see Template:Nbt inherit/tameable/template
- Additional fields for mobs that can breed see Template:Nbt inherit/breedable/template
- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
- CollarColor: The color of the wolf's collar. Present even for wild wolves (but does not render); default value is 14.
Achievements[edit]
Icon | Achievement | In-game description | Actual requirements (if different) | Gamerscore earned | Trophy type (PS) | |
---|---|---|---|---|---|---|
![]() | Leader Of The Pack | Befriend five Wolves. | This does not have to be in a single game, so multiple games or reloading old saves does count toward this achievement. | 20G | Bronze |
Advancements[edit]
Icon | Advancement | In-game description | Parent | Actual requirements (if different) | Namespaced ID |
---|---|---|---|---|---|
![]() | The Parrots and the Bats | Breed two animals together | Husbandry | Breed pairs of one of these 19 mobs:
| husbandry/breed_an_animal
|
![]() | Best Friends Forever | Tame an animal | Husbandry | — | husbandry/tame_an_animal
|
![]() | Two by Two | Breed all the animals! | The Parrots and the Bats | Breed pairs of each of these 19 mobs:
| husbandry/bred_all_animals
|
Videos[edit]
- Wolves when they were in development uploaded by Jeb as shown below.
History[edit]
The specific instructions are:
- 12w34a tame wolf (all collars) textures.
- 18w43a tamed baby wolf.
- 19w45a sitting wolf legs changes.
Java Edition Beta | |||||
---|---|---|---|---|---|
March 2, 2011 | Notch confirmed the addition of wolves after having breakfast with an idol of his (likely Peter Molyneux). | ||||
March 15, 2011 | ![]() | ||||
March 16, 2011 | ![]() ![]() | ||||
March 18, 2011 | ![]() ![]() | ||||
1.4 | ![]() ![]() ![]() | ||||
Wolves can be tamed. When wolves are hit by the player or the player's tamed wolves, they become angry. A glitch is currently encountered where if the player's wolf isn't sitting when the player logs off, it becomes wild and the player must tame it again. This problem was fixed a couple of updates after wolves were first introduced. | |||||
1.5 | Prior to this update, wolves would continuously made whimpering noises, even when they were at full health in multiplayer because Jeb accidentally used client-side health instead of synced health.[5] Wolves no longer do this. | ||||
1.6 | Test Build 3 | Players hurting themselves with arrows no longer causes all of their tamed wolves to attack them. | |||
1.8 | Pre-release | Just like farm animals, wolves no longer despawn, and they now spawn rarely. | |||
Most wolves now generate with the world. | |||||
Java Edition | |||||
1.1 | ? | Wolves now despawn only when hostile; passive and tamed wolves do not. | |||
1.2.1 | 12w03a | Prior to this update, breeding wolves with wheat caused a bug that made them sit forever. This has been fixed. | |||
Wolves can now be bred through the use of any type of meat such as chicken (raw or cooked), pork (raw or cooked), beef (raw or cooked), and rotten flesh if tamed and at full health. | |||||
1.4.2 | 12w34a | Tamed wolves can now have dye-able collars.[6] | |||
1.4.4 | pre | Added baby untamed wolves, which can be spawned only in creative using a spawn egg. | |||
1.6.1 | ? | Passive untamed wolves now despawn, but only after at least two minutes. | |||
1.6.2 | release | Wolves, along with zombies, creepers and skeletons, no longer turn hostile to the player when attacked in creative mode.[is this the correct version?] | |||
1.8 | 14w02a | Baby wolves growth can now be accelerated using raw or cooked chicken, raw or cooked porkchop, raw or cooked beef and rotten flesh. | |||
14w05b | Tamed wolf collars are no longer visible when they have the Invisibility effect. | ||||
14w10a | Wolves (both wild and tamed) now chase and attack both regular skeletons and wither skeletons. | ||||
Tamed wolves named using a name tag now display death messages to the owner. | |||||
14w18a | A tamed wolf's collar color now defaults to orange rather than red.[7] | ||||
1.9 | 15w38a | All tamed wolves – even unnamed ones – now display death messages to their owner. | |||
15w39a | Wolves are now slightly taller (0.85 blocks tall rather than 0.8, with babies 0.425 blocks tall rather than 0.4). | ||||
15w46a | A tamed wolf's collar color now once again defaults to red. | ||||
1.10 | 16w21a | Wild wolves no longer despawn. | |||
1.11 | 16w32a | The entity ID of wolves has been changed from Wolf to wolf . | |||
1.13 | 18w07a | Wild wolves now attack baby turtles. | |||
1.14 | 18w43a | ![]() ![]() | |||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | |||||
The texture of tamed baby wolves has been changed. | |||||
![]() ![]() | |||||
19w07a | Wild wolves now attack foxes. | ||||
1.15 | 19w37a | Now have a 5% chance to spawn as babies. | |||
1.16.2 | Pre-release 3 | Wolves are now properly rendered in dark places. | |||
Pocket Edition Alpha | |||||
v0.9.0 | build 1 | ![]() ![]() | |||
![]() ![]() | |||||
![]() ![]() | |||||
build 2 | Wolves now have sounds. | ||||
build 9 | Wolves now have interact buttons at the bottom of the screen to tame and sit them. | ||||
v0.11.0 | build 1 | Wolves' collars are now dyeable. | |||
v0.12.1 | build 11 | Tamed wolves now attack targets when hit with a bow. | |||
v0.13.0 | build 1 | Wolves now naturally attack skeletons and rabbits. | |||
v0.14.0 | build 1 | Baby zombie jockeys now check for nearby adult wolves to mount prior to attacking the player, villager, or golem. | |||
v0.15.0 | build 1 | Baby husks can now mount wolves. | |||
Wolves now attack strays. | |||||
v0.16.0 | build 4 | Wolves now damage the player in peaceful difficulty.[verify] | |||
Pocket Edition | |||||
1.1.0 | alpha 1.1.0.0 | Wolves now run away from llamas. | |||
Bedrock Edition | |||||
1.5.0 | beta 1.5.0.4 | Wild wolves now attack baby turtles. | |||
1.10.0 | beta 1.10.0.3 | ![]() ![]() | |||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | |||||
The texture of tamed baby wolves has been changed. | |||||
![]() ![]() | |||||
1.13.0 | beta 1.13.0.1 | Wild wolves now attack foxes. | |||
1.16.0 | beta 1.15.0.51 | Wolves now spawn in forests, wooded hills and giant tree taigas. | |||
Legacy Console Edition | |||||
TU1 | CU1 | 1.0 | Patch 1 | ![]() ![]() | |
![]() ![]() | |||||
![]() ![]() | |||||
TU14 | 1.04 | Tamed wolves can now have dyeable collars. | |||
TU31 | CU19 | 1.22 | Patch 3 | A tamed wolf's collar color now defaults to orange rather than red. | |
The growth of baby wolves can now be accelerated using raw or cooked chicken, raw or cooked porkchop, raw or cooked beef and rotten flesh. | |||||
New Nintendo 3DS Edition | |||||
0.1.0 | ![]() ![]() | ||||
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Issues[edit]
Issues relating to "Wolf", "Wolves", or "Dog" are maintained on the bug tracker. Report issues there.
Trivia[edit]
- If a tamed wolf is named with a name tag, its name is shown in the chat when killed.
- Wolves can teleport into transparent blocks.
- If the player attacks a wolf and then give the aggressive wolf food that it can eat (like rotten flesh), hearts appear as animals do when entering breeding mode, however, the wolf does not breed and continues attacking the player.
- In singleplayer, if the player punches a wild wolf and leaves its field of vision, it stares at the player and does not move at all. Going back into its range causes it to continue pursuing the player.
- An aggressive wolf can path-find like most mobs, but may sometimes try to jump across a 1–2 block gap to get to a player. A wolf cannot scale a two-block gap, so it falls, but may still manage to damage the player.
- If an owner kills their tamed wolf, the wolf still drops experience.
- Untamed wolves use their hostile appearance when they are attacking sheep, skeletons, foxes, baby turtles or rabbits. They change back once the targeted mob dies or gets out of their range.
- Attacking a wild wolf in Peaceful Mode aggravates it and it's group, however they do no damage.
- A wild baby wolf's head grows significantly when attacked.
- If the player attacks a wolf, but then moves a large distance away (e.g. 70 blocks), the wolf still appears hostile, but exhibits neutral behavior.[Java Edition only]
- Wolves that are tamed by the same player can accidentally attack each other while attacking another mob, leading to a fight.
- Wolves chase bats despite being unable to reach them.[8]
- In Bedrock Edition, a glitched "red wolf" can be spawned using the command "/summon wolf ~ ~ ~ minecraft:tame_on" or “/summon wolf ~ ~ ~ minecraft:entity_born” (1st example spawns an adult “red wolf”, 2nd example spawns a “baby red wolf.” This has practical use, because “red wolves” cannot be bred). The wolf cannot be tamed or fed, though it's model color can be altered by using various dyes.
- In Bedrock Edition, a tamed wolf tilts its head toward the player when the player is holding bones, despite them no longer being able to accept bones.
- If a player feeds a sitting wolf and a standing wolf, the sitting one slides toward the standing one to breed. The sitting one remains in its new spot until moved.
- If a player uses the /effect command to give a tamed wolf with max health health boost 255, absorption 255 and Regeneration 255, the tamed wolf’s tail may begin spinning all the way around constantly, or it just points directly up. This is likely caused by an integer overflow.
Gallery[edit]
The first screenshot of wolves.[9]
Tamed wolves with dyed collars.
A wolf killing a sheep.
A hostile wolf looking and running at the player.
In other media[edit]
Lego Minecraft Wolf.
References[edit]
- ↑ " No, but they can teleport =)" – @jeb_, March 30, 2011
- ↑ MC-166291
- ↑ "No it's random" – @jeb_, March 18, 2011
- ↑ "We haven't decided how to limit the amount of wolves yet, currently it's unlimited" – @jeb_, March 18, 2011
- ↑ "Wolves whimper in SMP because I accidentally used the client-side health value instead of the synched one" – @jeb_, April 1, 2011
- ↑ "Nope, but they have dyable collars instead!" – @Dinnerbone, August 17, 2012
- ↑ MC-54109
- ↑ MC-9925
- ↑ "Ok don't laugh, I just tried to make it white to non-bear'ify it, didn't turn out well =)" – @jeb_, March 15, 2011
- ↑ "Wolf progress (yes it knows "SIT!")" – @jeb_, March 16, 2011