Talk:Horse/Archive 2

Confirm
Jeb has confirmed horses for 1.6. The template says something other. ILeon 16:11, 6 April 2013 (UTC)


 * For some reason, I thought there was no template for middle ground between presented and snapshot. I completely forgot about future lol.  16:21, 6 April 2013 (UTC)
 * I thought that too, I've changed it on the dutch wiki too :)
 * Ftwgameshd 17:58, 6 April 2013 (UTC)


 * Does hinting at something qualify it as confirmed? He may well be trolling, especially as both Dinnerbone and Notch have clearly stated that horses will not be added. Sedrick Stevenson 23:53, 6 April 2013 (UTC)


 * Since it's not April Fools' and it was a rather special occasion (10m sales), I see no reason for Jeb, who is the head of the dev team, to be joking.  23:55, 6 April 2013 (UTC)


 * I really don't think he was trolling since he has released another picture of him on a horse, also he tweeted that he has been talking with the maker of the mo' creatures mod all day, because he is going to assist him with that. Ftwgameshd 23:57, 6 April 2013 (UTC)


 * Giving Apples to small horses make them grow. BRDominik 20:28, 18 April 2013 (UTC)

pig horse and cow horse?
why has jeb added in limited edition 2.0 a cow which looks like a horse but cannot be ridden and a pig which looks like a small horse and can be ridden both with similar textures? –Preceding unsigned comment was added by 94.192.11.220 (Talk) 16:37, 7 April 2013 (UTC). Please sign your posts with
 * Minecraft 2.0 was an april fools joke.
 * And don't forget to sign your messages.
 * Ftwgameshd 16:39, 7 April 2013 (UTC)

Jeb didn't have time to make a whole new Horse model.

Mavik 16:41, 7 April 2013 (UTC)
 * Who says that? ILeon 17:29, 7 April 2013 (UTC)
 * The magical unicorn did --Ftwgameshd 17:31, 7 April 2013 (UTC)

I think Jeb did. I don't know. Just roll with it Mavik 17:33, 7 April 2013 (UTC)

It looks like the armoured horse is updated anyway. I wonder if string will be used to tie up horses or a new item. It also looks like the saddle is updated (or can be dyed) it is now 3D. I wonder if you will have to craft horse armor and if is can be diamond. -- | Atlas |   Talk  02:47, 11 April 2013 (UTC)

Speculation
On this page you will see this line "Based on the two screenshots released by Jeb it seems like there will be different breeds of horses, similar to the different breeds of cats, though this has not been confirmed yet."

This is a speculation so does this belong on the page? or only on the talkpage Ftwgameshd 18:54, 11 April 2013 (UTC)


 * It's borderline; I think the first part is okay, since it's a logical conclusion drawn from looking at the released screenshots. Might be worth poking Jeb on Twitter to see if we can get official confirmation of this. -- Orthotope 19:20, 11 April 2013 (UTC)

It could be they just changed the texture

Mavik 00:59, 12 April 2013 (UTC)

Oblivion Reference?
Not sure at what point this would be added, or if I'm just the only one to think of it, but isn't the whole horse armor think a bit of a shameless plug at Oblivion's horse armor DLC? 04:07, 18 April 2013 (UTC) ArcHorizon 22:05, 17 April 2013


 * Parthians and Byzantines used heavy armored horses 2000 years before Oblivion's DLC release date. Plagiarism anyone? --190.173.223.134 20:12, 18 April 2013 (UTC)
 * Horse armor was not invented by Bethesda Softworks. --87.82.207.195 22:04, 18 April 2013 (UTC)


 * Everything anyone ever does is a remotely vague reference to everything else. Have you seen that one Jim Carrey movie, The Number 23? You see references everywhere. Buzz Lightyear also mentions references, references everywhere.  22:19, 18 April 2013 (UTC)
 * ^I see what you did there. Zoythrus 20:11, 19 April 2013 (UTC)

Undead horses
seeing as there seems to be no way to tame these, I'd like to share my speculation that mobs will spawn riding them. Just a thought as to what they could be for. Firebastard 03:06, 19 April 2013 (UTC)


 * Would be neat. Time will tell. - DarkAuk 03:23, 19 April 2013 (UTC)


 * zombie horses are shown in the mo'creatures mod, but the texture for the zombie horse 1.6 update slightly differs from the zombie horse from the mod. I have my doubts that they will spawn with zombies riding on them, and i doubt they will be tamed with the "essence of undead," and all that crazy stuff. In fact, i don't think they would be tameable at all. After all, they are dead-right? they do not have artificial intelligence and they only eat your farm animals, right? -solid_snake420,70.198.193.117 17:47, 20 April 2013 (UTC)


 * I've yet to have one eat a farm animal. Firebastard 09:46, 4 May 2013 (UTC)

Horses, Donkeys, Undead Steeds; Articles for Each
While information is rather scarce at the moment, I do suggest we make separate articles for the three (four?) different varieties down the road. Technically, horses have breeds like cats (different skin textures), but the donkeys and undead seem to be different altogether. Thoughts? - DarkAuk 03:22, 19 April 2013 (UTC)


 * Horses and donkeys (and mules) share enough behavior (spawning, taming, riding, breeding) that I think it makes sense for them to share a page. The only differences so far are the ability to wear armor and (currently useless) chests. If the undead varieties are used as hostile mobs, they could be split into another article. -- Orthotope 03:43, 19 April 2013 (UTC)


 * The undead variants are technically still the same as the other horse entities. Even if mobs are to ride them, they are essentially the same exact thing. Firebastard 09:56, 19 April 2013 (UTC)


 * They are leftovers from the conversion from Dr. Zhark's "Mo' Creatures" mod into the base game. Given the fact that normal horses do not spawn yet, it is too early to say whether or not Mojang intends to have the hostile horse mobs spawn or not. - 66.232.192.235 16:09, 19 April 2013 (UTC)
 * And ditto for the donkeys and mules. The fact that chests do not give them an inventory could be either that it's not implemented yet or that they are not fully deleted yet. Again, it's too early to say either way. - 66.232.192.235 16:12, 19 April 2013 (UTC)
 * The fact that donkeys spawn from the horse spawn egg and mules can be bred by breeding a horse and donkey makes me think that they will probably be in the game. But then again, I would be inclined to think that because the undead variants are in the game they would stay; if they weren't going to why import the textures? Firebastard 08:22, 20 April 2013 (UTC)


 * Looking at the code, there's a reference to a 'chrystal' armor, which I'm guessing is leftover from the mod; the corresponding texture file is not present. The skeleton and zombie horses are named in the language files, so I think they are intended to be in the game. Of course, almost everything about them is speculation at this point. Until a snapshot is released in which they can be spawned in-game and behave differently from regular horses, I think they should remain on this page. -- Orthotope 08:35, 20 April 2013 (UTC)


 * I agree with that. I didn't know much of how they worked in the original mod, so I looked into it. I doubt "Essence of Undead" will make it into vanilla, but I'm sure they'll have a use for the undead horses. At least in the mod, both skeleton and zombie textures are actually the same mob, just in different states of decay, and the bonus you get from having one is that hostile mobs ignore you. Kinda excited now. - DarkAuk 19:15, 20 April 2013 (UTC)
 * The crystal code armor is a leftover that probably won't make it into the game. Even the mod doesn't have it obtainable without creative, so it is extremely unlikely Minecraft Crystal armor will make it. I haven't tested it though. And the zombie version drops rotten flesh, and the skeleton drops bones. I don't know if they drop it in the snapshot, because I don't know how to edit them in. I think we should wait to see if they are officially added. --152.27.30.77 15:41, 23 April 2013 (UTC)


 * I was wondering about that hidden armor; I had applied it to one of my horses using an NBT editor and it just fucked up the texture a lot. It does strike me as odd that it has a value for it in NBT even though they never ported the texture into the game.  But then again, maybe he was debating it and decided against it.  Firebastard 07:05, 21 May 2013 (UTC)

Horses!!!!
Horses!!! Yay!!! I've been waiting forever! I can't wait!!!! 70.181.68.226 04:10, 19 April 2013 (UTC) 70.181.68.226 09:51, 19 April 2013 (UTC)


 * By the way, Aerbunny (:D), if you get version 13w16a from the Development versions page, you can actually play Minecraft with horses. :P (But you can't play Project Ares). -- Numbermaniac  - T  - C 07:37, 20 April 2013 (UTC)


 * Wow! Cool! But I guess I can wait until May. 70.181.68.226 14:04, 20 April 2013 (UTC)

Breeding
People keep talking about horses/donkeys breeding. How exactly do we start this procedure? Zoythrus 14:09, 19 April 2013 (UTC)
 * I didn't play with the horses during the brief period of time I played the snapshot, but it's likely mushroom soup or a pumpkin to get them into breeding mode. These are p. much the horses from Dr. Zhark's popular "Mo' Creatures" mod with a few changes at this point and that is how you get them to breed in that mod. Other things of note, all from the mod:
 * The horses need to be left alone for half of a Minecraft day
 * The horses need to be within 4(?) blocks of each other
 * The horses need to be at least 8 blocks away from other horses.
 * I know it seems obtuse and strange, but the breeding system was in place LONG before Mojang officially added a breeding system to the game, and although Zhark did update it a bit it's still not in the same style as the breeding that was added to Minecraft. -66.232.192.235 16:07, 19 April 2013 (UTC)
 * I've tried, and apparently you can only breed unarmored horses. They enter their "breeding mode" when you feed them wheat while riding them. 80.35.86.27 17:55, 19 April 2013 (UTC)


 * Click them with wheat while riding them. That's it. You have to dismount from both, or they won't do anything. Firebastard 08:17, 20 April 2013 (UTC)

Anyway, here’s a flow chart, of Horse Breeding, for use in SP, if ever I get to it: Horses that can be Bred (i.e. no-point in breeding Donkeys and Horses, unless not-all results are Mules, though I’d Guess Donkeys-and-Donkeys, would be fine, which’d -then have their Own, separate, since no Armor-wearable but possibly Chest-containing storage of Inventor[y][ies] - similar one would have to assume to a Storage Minecart - pens - not sure how Horse /Donkey Speed /Jump /Hearts’ characteristics inter-Breed, and /or are Bred-into Mules, to whatever-degree [though really, one would assume the same for Mules, and just the only-issue is to have a Third, pen, for Mules, as-opposed to for Donkeys, or Horses]), Horses already-Bred, then different-degrees of further selective Breeding of essentially a Venn Diagram, arrangement, of pens. Say Jump at the “top,” Speed say lower-Right, and Hearts say lower-Left.. feeder pens, coming-in, of lesser-degrees, of each, with a Central pen, of a-combination, of the Three, with edge interfaces of both-characteristics (with of course their own, feeder pens).

Essentially, then, that Venn Diagram would be 7 pens, with at least 6-total more (X intervals of 6, if going-equally, for lesser-degrees, of the other characteristics), any-additional feeding-in pens, being simply a factor of Which characteristics, a given Player desires and /or desires to segregate, more. To get a Horse Out of a pen, of course, all one must do, is Ride it, and have it Jump, out, especially-easy to see where one’s going if using Fences, also to see the Horses more clearly (this pattern can also be used for Donkeys, and /or Mules). Yilante, 9:48 am 4 /21 /2013 108.228.150.192 16:50, 21 April 2013 (UTC) 108.228.150.192 17:03, 21 April 2013 (UTC)

Zombie, and Skeleton Horse by NBT Editor?
Hi, can some one tell me how to add/edit the Zombie and Skeleton horse textures into 13w16a? I want to try them out. 76.0.98.183 15:58, 20 April 2013 (UTC)


 * I suggest you look up a texture pack and download it on this one. Or if your that advanced, hack into the jar files and swap the horse skins from the original breed to a zombie texture or skeleton texture and you should see their texture, but it's not the same as the ones in the NBT editors. My suggestion for you is to first use the texture pack for now. -solid_snake420,70.198.193.117 17:51, 20 April 2013 (UTC)


 * If you're comfortable modifying region files with an NBT editor, set the Type tag to 3 or 4, and Variant to 0. See Chunk format for more details. -- Orthotope 19:48, 20 April 2013 (UTC)


 * Oh, I can use a Texture pack? I thought NBT Edit was the only way. Never mind NBT. I looked, and I can't find any 13w16a packs (I might have missed one). P.S. Can any one tell me how to accuse the textures? I don't know how with that stupid new launcher. :/ 76.0.98.183 16:22, 21 April 2013 (UTC)


 * Go into .minecraft/versions/13w17a and open the archive "13w17a.jar" with a program like 7-Zip. This is where the resources are being kept for each version installed through the new launcher. Cultist O 19:06, 25 April 2013 (UTC)


 * The the texture pack won't actually change the horse into an undead one - it will just make all the horses look that way. NBT will actually change a specific horse, but you can't ride it unless you also set the saddle tag to true.  It can't be tamed in-game. Firebastard 09:02, 4 May 2013 (UTC)

horses do they spawn natrauly
i found some stray horses in a plains biome in creative mode single player anyone who has seen also this plz give me a note --76.92.217.137 21:17, 20 April 2013 (UTC)tcboy10


 * Yup, I've seen some horses spawn in a plains biome. According to the source, horses only spawn in plains. --mgr 23:32, 20 April 2013 (UTC)


 * I have seen them spawn too, but only after searching at least 10 different plains, so they are probably a rare spawn. –Preceding unsigned comment was added by RyumaruBorike (Talk&#124;Contribs) 17:45, 21 April 2013 (UTC). Please sign your posts with


 * Has anybody encountered them in old chunks? I've been travelling my (fairly large) world without ever seeing one. --137.226.158.159 14:14, 21 April 2013 (UTC)


 * Yup. I've created a superflat world covered with dirt, then made 128x128 patch of grass, waited about 10 minutes and BAM! free horses :) --mgr 14:34, 22 April 2013 (UTC)


 * Couldn't there be any differences between worlds that were created pre-13w16a and those that were created under 13w16a? I ask because I have not even encountered one single horse. Either the spawn rates are very low or they spawn only after staying in one place for longer periods of time or (which I don't hope) they do not spawn in old worlds (mine was created under 1.1) --137.226.158.159 09:48, 23 April 2013 (UTC)


 * Just like every other update that adds new things, the new things tend to not appear in old chunks. This happens with generated blocks, but there could be an issue that prevents horses from spawning in old chunks, since new mobs/spawns shouldn't be affected. Try traveling to a bunch of new areas to see if they spawn. If not, report it to the issue tracker. New entities that spawn under certain conditions should spawn regardless of old or new chunks.  17:54, 23 April 2013 (UTC)


 * Walking through the code, I've found that horses DO spawn in existing biomes. In net/minecraft/server/WorldServer.java you'll find doTick which will exec spawnEntities on its SpawnerCreature object. This function will then walk through the different enumCreatureTypes and chunks containing their specific BiomeBase.java... And specifically in the Plains class (BiomePlains.java) you'll find a BiomeMeta entry added for horses, which the spawnEntities function mentioned before uses to randomly spawn some entities. Horses have a weighted randomness of 5, while cows are at 8, pigs at 10 and sheeps at 12. So horses are in fact a bit more rare.
 * > https://github.com/Bukkit/mc-dev/blob/master/net/minecraft/server/WorldServer.java
 * > https://github.com/Bukkit/mc-dev/blob/master/net/minecraft/server/SpawnerCreature.java
 * > https://github.com/Bukkit/mc-dev/blob/master/net/minecraft/server/BiomeBase.java
 * > https://github.com/Bukkit/mc-dev/blob/master/net/minecraft/server/BiomePlains.java
 * DerFlash 20:36, 4 July 2013 (UTC)
 * Yes, but - all animals do spawn very aggressively to fill the limit and almost never despawn. That means old chunks are already filled with other animals to their full capacity, leaving no room for horses to spawn, and horses spawn relatively rarely, so even if you go on a killing spree against pre-existing animals, they may take long to spawn at last. RandomBlank 10:11, 24 July 2013 (UTC)

I cant find horses naturally, why arent they spawning like other animals? 6:46 PM,July 9,2013Drago139static 22:49, 9 July 2013 (UTC) User:Drago139static
 * Travel far and wide, through chunks not explored so far - plains biomes. It took me six plains biomes to explore before I found the horses. RandomBlank 10:11, 24 July 2013 (UTC)

Further Testing for Horse Jump Distance
"A player can jump a distance of 8 blocks while riding some horses as long as the jump bar charged up at least to the beginning of the orange part of it. (A distance of 9 blocks still needs more testing, but it has not been possible up to now)"

My best horse from testing can jump somewhere between 4.5 and 5 blocks up, and has a fairly decent run speed. Curious about jumping distance I dug a pit 3 blocks deep, 5 blocks wide and 11 blocks long. I am able to clear the entire 11 block pit when my timing is good (bar in the orange at the edge of the pit)... Should this part of the page be amended or will some sort of proof be needed? --24.235.179.221 01:41, 21 April 2013 (UTC)


 * All the other distances/stats have been determined either through testing or looking through the game files. Updated this stat into the main body of the article - "As each horse has different statistics, it is difficult to gauge the maximum distance but testing has revealed that certain horses can jump 11 blocks." –  Goandgoo ᐸ  Talk  Contribs  Edit count 03:07, 21 April 2013 (UTC)


 * The horse is over 2 blocks long. That means 7 blocks of jump distance + 2 blocks overhanging over the gap before jump + 2 blocks overhanging after the jump. I built a testing rig of tripwires, and my fastest horse can jump over six tripwires without triggering them. OTOH, my fastest horse has a pathetic jump height, so likely one that can jump higher at the same speed could cover 7 blocks. It all boils down to how you measure distance: largest gap that can be crossed will be two horse lengths longer than the largest distance you can jump over without touching, and the quoted "9" sounds like "distance from horse's nose before the jump to nose after the jump", right in the middle of the above bracket. RandomBlank 10:19, 24 July 2013 (UTC)

Food table
What is the "Taming factor" column in the food table? What does "factor"? Where the values ​​come from? Thanks and sorry for my bad English level Itouchmasterpro 13:12, 21 April 2013 (UTC)


 * To be honest, I don't really know what the taming factor is, I put in a hidden note next to that column requesting more info. Also the values are either from players testing out different items or decompiling the source code. –  Goandgoo ᐸ  Talk  Contribs  Edit count 13:18, 21 April 2013 (UTC)


 * These values are from the source. I couldn't come up with a better name (English isn't my native language). "Taming factor" is the amount of horse's "temper" this item removes. The less "temper" a horse have the faster it will be tamed.
 * The exact mechanics are (if I understand the source correctly): Every horse starts with 100% temper = 100% chance that you will be thrown off when you climb on top of it. Every failed attempt of taming removes 5 temper. That means the first attempt has 0% chance of success; second - 5%; third - 10% etc. Food helps by removing some temper = increasing the chance of success. --mgr 13:49, 21 April 2013 (UTC)
 * Ok but how long does the growth of the foal? Itouchmasterpro 06:00, 22 April 2013 (UTC)


 * As with the other animals, it takes exactly 20 minutes. --mgr 14:36, 22 April 2013 (UTC)
 * Ah! ok thanks Itouchmasterpro 15:25, 22 April 2013 (UTC)

Can someone confirm if the golden carrots make horse enter love mode or not? The table says they do, the text says only golden apples do. Eight nuggets versus eight ingots is a significant difference. RandomBlank 08:41, 3 July 2013 (UTC)

The golden carrot works for love mode. I use only this, since golden apples are far more expensive. 178.40.112.63 11:34, 25 July 2013 (UTC)

Spawn rare
So rare, in fact that I have not found them going thousands of blocks into different plains. Have not tried superflat, but they must be super rare. --209.188.57.125 18:27, 25 April 2013 (UTC)

Yeah, they're super-rare, though as someone else says above, we hope that they Do appear in old, not just new chunks (even new-created Grass block areas), as there's really no "real" reason for them not, to. Meanwhile, until the spawn frequencies are calc'ed. most-accurately, I suppose that on MP Servers, in which Horses can't just be Spawned via Spawn Eggs, there'll be a need to super-Protect them, from Animal-Griefing (which to me is definable as not-Breeding to at-least have the same-amount, there were before, before you leave [an] Animal[s]'[s] moving-place[s]), and /or make no-killing, immune-to damage, public stables for Horses to be Bred, Tamed, and even Armored-from (if most-likely Iron is somehow available, of course). Leaving again the rest behind for further public consumption. Yilante 4 /26 /13 2:35 pm 108.228.150.192 21:40, 26 April 2013 (UTC)


 * They definitely spawn in plains biomes, just had a batch spawn there. The fact that they no longer despawn leads me to believe they will not be found spawning in old chunks, in the same manner as other passive mobs. Firebastard 08:54, 4 May 2013 (UTC)


 * Further testing seems to suggest they are just slightly more common than cows; at least as far as plains biomes are concerned. Firebastard 09:08, 4 May 2013 (UTC)


 * I Tried to search for horses in both survival and creative. In creative I found 7 horse groups and 2 donkey groups. I recreated the same world for survival and found no horses and donkeys. I searched many other plains with similar results. This I conclude horses do not spawn or rarely spawn naturally in survival compared to creative where they are abundant. (Shadow24)

Horse health not working?
Is there some way to get the health bar on horses? Its not working for me. If there is, please add in the page! 90.219.19.94 16:19, 25 April 2013 (UTC)


 * If you are using a texture pack designed before horses were added, the icons.png will not have the new icons. The default version of that file can be accessed by going into .minecraft/versions/13w17a and opening the archive "13w17a.jar" with a program like 7-Zip. The icons.png file is in the gui folder. You should also be able fix the problem by deleting or renaming your texture pack's icons.png to revert ALL your icons to default textures. Keep in mind you will want both the horse health part and the jump bar part. Cultist O 19:02, 25 April 2013 (UTC)


 * It also isn't shown in Creative mode. -- Orthotope 19:51, 25 April 2013 (UTC)

Breed testing (Health of breed)
I have been testing the breeds to find a correlation between breed and health of the 35 types of horses. I quickly found that the heath varies, so the health doesn't seem to have a correlation, and neither does jump and speed on breed type. I then went on to look for a correlation between a horse's health, jump height, and speed (to see if a higher health decreases speed or jump height to see if each horse is equally as "strong"). No correlation found. So does each horse randomly get assigned these strengths? Androo123 00:52, 28 April 2013 (UTC)
 * Yes. These values are totally independent. Also see: User:Mgr/Sandbox. --mgr 22:56, 28 April 2013 (UTC)
 * Thanks for the link. Also, the armour spawn stats on your page for zombies and skeletons is very interesting to me. I was actually looking for these stats a while back, why are they not on any page on the wiki? Androo123 02:50, 29 April 2013 (UTC)
 * I don't know where to put them. But feel free to use them anywhere if you like. --mgr 09:06, 29 April 2013 (UTC)
 * I bred 2 horses with 10 hearts twice, and the offspring both got 10 hearts. It may be just coincidence, but i think there is a correlation.--Shadow Robin 20:24, 12 July 2013 (UTC)

Feeding?
How do you feed them Hay blocks? I don't get it. -- Numbermaniac  - T  - C 07:23, 29 April 2013 (UTC)


 * The same way you feed them other items — right click. Note that a hay block will only be consumed if the horse is damaged or not fully grown. --mgr 09:04, 29 April 2013 (UTC)


 * That makes sense. I was confused because it is a block and not an item like Wheat or Carrot for example. I tried feeding it Hay blocks before you posed this, now I understand why nothing happened. Thanks! -- Numbermaniac  - T  - C 09:30, 29 April 2013 (UTC)


 * They will also continue to eat the hay blocks after they are fully grown but not tamed, so be careful not to click to fast. --Insectlopedia 02:36, 15 May 2013 (UTC)

Donkeys and Mules
Whats the difference between donkeys and mules (ingame)? How many diffirent colors do they have? 80.196.11.138 09:07, 10 May 2013 (UTC)
 * Donkeys and mules in the game are very similar both in appearance and function. They do have some differences though. Donkeys can breed with other donkeys to create donkey offspring. They can also be bred with a horse to create a mule. Just like in real life mules cannot be bred with anything. That and the coloration seem to be the only differences. The coloring I have no idea about. However after breeding six mules in my survival world and having them all turn out the same color, I'm going to guess one for now. --Insectlopedia 04:00, 16 May 2013 (UTC)


 * Looking in the snapshot minecraft.jars, there is only one skin each for donkeys and mules (and zombie and skeleton horses). -- Orthotope 08:38, 16 May 2013 (UTC)

Will there be horse riding mobs?
Seeing as how horses are being implemented and how there are some undead versions of horses, it would seem logical to have a horse-related enemy, IE some boss riding a horse (Skeleton on bone horse [kinda mean to spider jockeys] or zombies with swords on zombie horses or even some other mob that could make this a powerful boss). Will there be any? Is there any planned? -- Anonymous 69.35.200.187 21:53, 10 May 2013 (UTC)
 * I'm curious about this as well, but I don't think they have even made them spawn-able yet. You're right though, it would seem logical to have there humanoid counterparts riding them. Also, seeing as to how much they've been working on the zombies (holding items/armor, villager zombies, ect...) I would say its fairly likely this is the direction they are headed in.--Insectlopedia 02:43, 15 May 2013 (UTC)


 * Compare that to Spider Jockeys; which are skeletons or wither skeletons riding spiders. --70.181.68.226 03:24, 15 May 2013 (UTC)

Well they did say that skeleton horses and zombie horses wouldn't be implemented in vanilla MineCraft, but that they would be included in the files for any modders that would want to make a mod out of that. --74.244.42.57 01:48, 22 July 2013 (UTC)

How to find horses
I've looked in a plain and I can't see any horses. How rare are they?71.7.249.252 22:43, 18 May 2013 (UTC)


 * Naturally, they are very rare. ×Meeples10× 23:55, 18 May 2013 (UTC)


 * Next time, when you add a section, just click "Add topic" at the top of the page. Much easier than editing an existing section. -- (T) Numbermaniac (C) 00:53, 19 May 2013 (UTC)


 * They are not rare at all. They are just as common as pigs, sheep, or cow. Every test world I have started in the recent snapshots, there's small groups of horses everywhere in plains.  02:49, 19 May 2013 (UTC)


 * This plain (and the world) was created in 1.4.7. So horses create in the world seed, but can also spawn on opaque blocks, in plains, when the light level is 9 or higher (like pigs and cows).71.7.249.252 08:53, 19 May 2013 (UTC)


 * I am anly going by what the other people say, users, of course, but when I play MinecraftDev, they are definetly not rare. Pig.png ×Meeples10× ᐸ Talk Contribs 11:07, 19 May 2013 (UTC)


 * 1.6 official, and they are very rare. I went outside previously explored area and explored (thoroughly, searching) five new plains biomes and found two herds (spawn groups) so far, one of 2 horses, one of 5. RandomBlank 08:36, 3 July 2013 (UTC)


 * I might have to say they are rarer than what people are saying... I created my world in 1.6.2 and i have been in almost 10 plain biomes and have found absolutely ZERO horses... nothing but sheep, cows, and pigs... 50.89.122.153 00:01, 20 July 2013 (UTC)

Horse Editing
I saw a video on youtube that showed horses being edited using multipal programs including MC Edit. Can we make a section about this? Or put a link to a tutorial on the wiki? --204.83.92.114 17:00, 19 May 2013 (UTC)


 * That would be under the category " ". Pig.png ×Meeples10× ᐸ Talk Contribs 17:31, 19 May 2013 (UTC)


 * What category?

--70.64.219.174 19:47, 19 May 2013 (UTC)


 * Something was wrong with the wiki at the time, and it wouldn't do links. this category. Pig.png ×Meeples10× ᐸ Talk Contribs 20:19, 19 May 2013 (UTC)


 * It still won't do it! Category:Mods. Pig.png ×Meeples10× ᐸ Talk Contribs 20:20, 19 May 2013 (UTC)

You have to put a colon at the beginning, otherwise you added the page to the mods category! Category:Mods. Nothing was wrong with the wiki. -- (T) Numbermaniac (C) 21:44, 19 May 2013 (UTC)


 * Links weren't working on my computer on this page earlier for some reason. It's fixed now. Pig.png ×Meeples10× ᐸ Talk Contribs 23:31, 19 May 2013 (UTC)


 * No silly. You have to type :Category:Mods, including the beginning colon. It would be still broken, but Orthotope fixed it with this edit . -- (T) Numbermaniac (C) 08:04, 20 May 2013 (UTC)


 * HOW IS ANY OF THIS HELPING!? HE ASKED FOR A VIDEO LINK AND PERHAPS A SECTION!

--70.64.219.174 22:06, 11 July 2013 (UTC)


 * Only mcspotlights videos are allowed, so chances are it wouldn't be accepted. — t numbermaniac  c 02:32, 12 July 2013 (UTC)

Horse spawning?
Will horses spawn in already generated chunks in a world that is older than this snapshot/upcoming update? Or will you have to walk very long to create new chunks to find horses?AngelOfAtheism 15:14, 29 May 2013 (UTC)


 * From what I've seen using MinecraftDev, snapshot 13w19a, yes. Pig.png ×Meeples10× ᐸ Talk Contribs 15:25, 29 May 2013 (UTC)
 * But... it's likely to be tough: First, there's a very low cap for how many passive mobs can be near a player, before cutting off all spawning of passive mobs.  That cap is about 11 for a 15x15 chunk area around wherever you are at the moment.  So, you'll probably need to kill off all the farm animals in an even bigger radius, then camp in the middle, with occasional patrols to look for horses and kill off any other passives that spawned instead,  And you'll need to do that for quite a while, because passive mobs only get a spawn check every 20 seconds, instead of 20 times a second for hostiles.  I actually did that in a taiga for wolves, and got one solitary wolf -- when I finally went exploring for new chunks, I got a lot more wolves much more quickly.  On the other hand, plains are probably easier to patrol than taiga!  --Mental Mouse 03:01, 22 June 2013 (UTC)
 * PS: If you can find an ocean, it's much easier to find new biomes by sea.  Bring a few map blanks and a stack or two of paper to zoom out your new maps.  That said, I did find my wolves by walking.  --Mental Mouse 10:32, 22 June 2013 (UTC)

Skel/Zombie Horses: Info
I've used an NBT editor to spawn the two undead horses. As known, they can't be tamed. But, I can use the editor to make them spawn already tamed and saddled. So, I've found out that they can't wear armor or a chest at all, but the saddle slot is there and works properly. Both of them seem to spawn with 26 hearts. I can't manage to feed them, so I think that is not possible too. I don't know if this info is useful to anyone, but anyway, here it is =p --X 18:49, 4 June 2013 (UTC)
 * I worked the info into the article. --Mental Mouse 10:43, 22 June 2013 (UTC)

Tamed horse and multiple users/players
I read the page and am still unsure whether multiple players can ride a tamed horse (ie. Player One tames a horse, Player Two is able to ride and interact with the horse). I know for wolves and ocelots, another player cannot interact/use another player's already tamed wolf/ocelot.

I tested this with horses on LAN with two accounts, and each player was able to ride the same horse. Is this the same for multiplayer? Androo123 01:16, 22 June 2013 (UTC)


 * If you can in LAN, you should be able to in multiplayer. –  Numbermaniac Talk  - Contribs 04:15, 22 June 2013 (UTC)

Leads
Do we know if you can make a "horse train" say by attaching leads from one horse to another? This seems useful to bring along a horse, find another wild one, and take it back to your base to safely tame. It could also be used to attach a mule or donkey with chest to your horse and setting off with all you need to build a new base. Obviously this may slow you down, depending on how fast mules and donkeys are compared to horse, or wild horses might fight against it. It just seems a very useful aspect to me.--50.92.61.137 17:41, 23 June 2013 (UTC)Arryu


 * This is not possible, however you could get more than one lead and attach it to every animal you want to bring along. This means that the animals will follow you even after you get off your horse/donkey/mule. Meeples10 signature.png ᐸ <small style="display:inline-block;line-height:1em;vertical-align:-0.4em">Talk Contribs 19:21, 23 June 2013 (UTC)


 * This could result in you holding multiple leads, each taking a different horse. But horses cannot be linked to each other. – <small style="display:inline-block;line-height:110%;vertical-align:-0.3em"> Numbermaniac Talk  - Contribs 06:11, 24 June 2013 (UTC)


 * Confirmed that you can ride one horse and lead others at the same time. Worth noting that leads tend to break if the horse you're riding gets too far from the horses you're leading, or if they get stuck somewhere. I have screens of leading 2 mules and a donkey while riding a horse. Reverendsteveii 06:27, 25 June 2013 (UTC)
 * I prefer to ride mules/donkeys and lead horses; donkeys and mules travel slower than horses in my experience (I assume because their legs are shorter?) so by riding the slower animal and leading the faster one, I tend to use fewer leads. (That or my mule in particular likes to break leads :P)--Springacres 03:15, 6 August 2013 (UTC)
 * I believe you can do this through NBT editing, but it is not possible in-game. Firebastard 08:05, 9 August 2013 (UTC)

Interface screen
Could someone write more about the horse inventory/interface screen? What is the big blank area right from the horse image for?RandomBlank 08:48, 3 July 2013 (UTC)


 * It's used for donkey/mule inventory; see File:Donkey UI.png. -- Orthotope talk 09:50, 3 July 2013 (UTC)

Walled enclosure
I've removed the following section:


 * One of the more efficient ways to try and tame a horse is to build walls around it, making the space within no more than 10x10, don't let the horse have too much space. Should you fail to tame the horse, you can always come back later, provided the enclosure contains the horse (i.e. don't put blocks near the edge, etc.). Also. a lead can work to get the horse into the walls you might have made. Another tactic is to use water, since it will limit the horses ability to move, allowing you a better chance to tame it.

From my experience, taming the horses was really easy. Once the horse throws you off, it's easy to catch up and there is nothing to keep you from mounting again. At worst lead it away from any dangers like cliffs, lava or deep water, using a lead, but seriously, constructing a whole enclosure just to tame it? RandomBlank 12:33, 3 July 2013 (UTC)

Bugs and glitches
-Fowls seem to take suffocating damage from 1 block high materials. It just walks into them and starts taking the damage but it doesn't happen very often. I observed and tested it with dirt and a workbench. It seems to take damage from the bench more often than from dirt. It happens to both bred and egg spawns.

-If a horse climbs down onto a fence block it will start spinning around like a disk and pausing to look around or move about until it climbs down off the fence.

-I found a saddled horse sunk halfway in the ground (it was dirt) it did not take suffocation damage. I mounted it and it showed me on top of the ground as normally would. After i dismounted it, it sunk again. This happened near roses, maybe the glitch is linked to them. I managed to correct it (i hope) by taking a short swim. (Aria230 17:33, 3 July 2013 (UTC))


 * The majority of mobs seem to do that second one, spinning on fences.
 * The third one is a bug; see . — t numbermaniac  c 01:17, 4 July 2013 (UTC)

Special horse specie: the blank horse
I got to report you a bug I made using Dynamic In-Game NBT Editor (using a bukkit plugin called: CubeGenetics) on a server:

1) I spawn a Horse with an egg, that my friend tames before to ride it with a saddle. 2) While he is riding (originally that was to troll him) I converted the Horse into a skeleton horse, and as far as I know you can't ride skeleton horses (I tried before and it failed, so the point of this troll was to eject my friend from the horse while riding). 3) HE STAYED ON THE HORSE, WHICH MADE A BUG IN THE GAME!

Actually, the MODEL of the horse became completely WHITE, BLANK, without any texture, and it was classical model of the horse: But more! Remember he had a saddle ? Instead of just the skin becoming white: The saddle became white too! I haven't got screenshots yet but I'm going to take some! Everyone on the server seen the horse completely blank, and this even if they wasn't logged on when the horse spawned! This means it really changed the horse into something else, and wasn't only a graphical bug, but a real bug in the game instead.

Later, I tried to make the bug again (I've lost the horse after cheating his movement speed through the NBT Editor...) we did the same procedure in the same order, but instead that just made a skeleton horse with a saddle: ride-able and bug free.

So here is my conclusion: The first horse I converted and the second Horse wasn't from the same specie, and since the only data I have to change to convert the mob is: "Type" (Skeleton horse is Type = 4 The Type is a byte tag if I remember well) It means that the original data of the original specie of horse is conserved.(BTW, since you can spawn a donkey or mule from a HORSE egg, I consider donkeys and mules as species of horse in Minecraft) I also remember that it has been possible (but I'm not sure) that on the first try, where the bug worked, the horse was wearing an armor.

If you could re create this horse and post a screenshot.

I report this bug that helped me understand a lot of mechanics of the horses, and get a new look to what that horses are in Minecraft. I consider this not really an important bug, but more like an experience with horses that we can continue.

The NBT Editor I used (CubeGenetics, bukkit plugin) is easy to use, and is the best to understand mechanics behind the game. I'm going to make more posts on the Wiki about experiences, other posts won't be as confused and as long as this one. I will only report unknown things or interesting things.

--82.247.80.208 09:08, 4 July 2013 (UTC) Chaeris

---

UPDATEE! New Horse! WITH SCREENSHOT!

The invisible horse: Everything is said: it is invisible.

I done this editing the Variant TAG in NBT. Only the shadow of the horse appears, and it has no other bugs than this graphical one.

Actually the Variant defines in the horse the type of the horse, it means this: http://www.minecraftwiki.net/wiki/File:HorseBreeds.png

So I changed the Variant to something that doesn't exist: and it made me this: http://i.imgur.com/uUvY5aM.jpg http://i.imgur.com/5HInPTt.jpg --82.247.80.208 09:08, 4 July 2013 (UTC) Chaeris

Offspring Superior Qualities
"In all cases, the offspring may possess qualities superior to its parents, such as having more health, better speed, or greater jump strength"

thats a quote from the article. Does that mean that the offspring will always have stats that are equal to or better than its parents so that with successive breeding you can make the ultimate horse? Or is it just random and luck based?


 * I've been trying to figure this out from the code, but it's tricky stuff. Here's my findings so far. I'm not 100% sure about any of it but this is how it appears to be from what I've examined so far.


 * First to knock a myth out of the way, feeding a horse anything doesn't appear to affect any of its stats other than to increase it's current (not max) health, make it easier to tame if it is not already tamed, and make it grow up faster if it's still a foal. No other stats are affected by feeding.


 * When breeding them, the new foal's speed (and I assume also its jump height and max health, but this is complicated) is calculated based on the parents' speeds and a random factor. If I'm interpreting the code correctly, it adds the parents' speeds and a random value, the same random value used to give a new horse its speed, then it is divided by three. So effectively by breeding two horses, you create one with the average stats of the two parents and of a third, random set of horse stats.


 * If that's accurate, that's very disappointing. It means on average, breeding horses will trend toward the most average possible horse. If you have two faster than average horses and want one that's faster still, you're actually worse off breeding them then you are just finding a freshly spawned horse. The only advantage of breeding in this case would be as a way to get a new horse, since spawning new passive animals is rather difficult. Each attempt would eat up almost two gold ingots.


 * If anyone can help confirm this, that would be great.
 * --Sostratus 10:05, 11 July 2013 (UTC)


 * You're right. See also: User:Mgr/Sandbox. --mgr 10:51, 11 July 2013 (UTC)


 * Of course that's what selective breeding is all about. The foal will most likely be slower than the parents but faster than average, but with enough luck and tries you are going to get a faster one, with potential to produce even faster... though the "random factor" limits how far you can go that way. Short on gold for such an endeavor? Build a zombie pigmen farm.


 * It should have a random element, and there should be a chance the foal could be worse, but the odds should not be weighted in such a way that you're better off looking for a new horse than breeding one. All that has to be chanced is distributing the random variance around the parents' average rather than the middle of the whole stat range.
 * --Sostratus 13:12, 15 July 2013 (UTC)

Spawn Numbers/'Spawning'
I've been working on the 'Spawning' section for the last couple of days (The original author did a terrible job and the writing was choppy). Everything so far has worked out fine, although the exact numbers in which horses spawn is still unknown to me. I'm fairly sure the minimum number is 4, and that's about all I know. Anyone have a reliable source to use? ZulwayGodOfMercy 15:58, 17 July 2013 (UTC)


 * Usually these sections have more than author, and multiple edits combined can make it a bit messy. You could always test it out Minecraft. — <sup style="font-weight:normal">t  numbermaniac  c 22:11, 17 July 2013 (UTC)


 * I've found single horses on several occasions...

--2.25.236.4 20:20, 18 July 2013 (UTC)
 * In vanilla minecraft? — <sup style="font-weight:normal">t  numbermaniac  c 22:05, 18 July 2013 (UTC)
 * I can't answer for the above poster, but I found what appeared to be a lone horse in vanilla Minecraft myself today. However, on re-creating the seed, I found at least 2 in the same area, so the single spawn may have been a glitch?  (was seed # -3749709240652372132, horse spawn is at approx. x6 y64 z510)--Springacres 01:14, 9 August 2013 (UTC)
 * It seems to me that the number and type of mobs that spawn are randomly picked during world generation and hence vary each time. — <sup style="font-weight:normal">t  numbermaniac  c 05:31, 9 August 2013 (UTC)

Can horses even have different patterns than either parent?
In the article it says that in rare cases a foal can have a different pattern or colour than either of its parents. I have bred a large number of horses and have often encountered a newborn having a different colour than both parents but never a different pattern. Looking at other peoples breeding experiments seems to confirm that a foal must have the pattern of one of the parents but can have a different colour. Could be wrong thought if them having a new pattern was extremely rare. Can anyone verify this and edit the article accordingly? Ninon 00:23, 21 July 2013 (UTC)
 * Yes, it's unclear... Itouchmasterpro 10:05, 25 July 2013 (UTC)
 * I just bred a sooty dark bay and a spotted grey (I don't know the official name colors, sorry if I got it wrong) and got an unspotted, unsooty white horse. It's possible. 173.88.222.158 20:31, 29 July 2013 (UTC)
 * No, horses can't get a new pattern due to a bug. There's code that tries to do it, but it doesn't request a random value in the right range. Note that some base colors mask certain patterns. White is especially prone to that because most patterns are white. Look very closely. --Jonathan2520 20:39, 16 August 2013 (UTC)

Donkeys spawning tame with equipment?
I found a tamed donkey with a saddle and chests while riding around on my horse, using the only saddle I had found so far. It this a glitch? ZulwayGodOfMercy 04:38, 21 July 2013 (UTC)


 * In single player vanilla?! — <sup style="font-weight:normal">t  numbermaniac  c 06:06, 21 July 2013 (UTC)


 * Yeah, weird, right? The seed is -5800317740083929622, found the donkey at X: -246 Y: 64 Z: -1882. ZulwayGodOfMercy 15:18, 21 July 2013 (UTC)


 * In default world generation, those coordinates are in the middle of a jungle. In a Large Biomes world, it's at least a plains biome, but there are no horses in sight. Either you have mods installed, or it's a remnant from a previous world with the same name. -- Orthotope talk 19:56, 21 July 2013 (UTC)

Horse missing after world load
After a long and arduous expedition to find new plains biomes with horses, I finally found a herd and tamed them. I only had one saddle, so took one of the them to take back. I was using MCedit (properly mind you, never opening both programs at once) to make my way to a pyramid I took over. I was wary of logging off while riding the horse, for fear of some sort of glitch, but when I determined my path and logged back in my horse was gone! I feel that I should mention this here so that someone can know about glitch, and I hope it can be replicated and then fixed.--173.59.33.153 18:42, 22 July 2013 (UTC)

Horses occasionally can't be tamed
Thank you in advance. I'm breeding some MC horses for strength and I'm on the second generation; everything's going smoothly until this grey horse I've been riding it for almost half an hour now - it has space to move around in - but it will not decide one way or another about me. It won't buck me off or show hearts. I've fed it probably a few stacks of wheat by now (I'm in creative mode).

PS - this is a bug I've encountered several times and have found no fix for. 173.88.222.158 20:33, 29 July 2013 (UTC)

I've encountered this bug once as well. I don't yet have any idea why it happened or if there's any way to fix the horse. --Sostratus 15:03, 30 July 2013 (UTC)
 * Never encountered this bug yet, but I have (in survival mode) sometimes had horses give off hearts right before they buck me off, like maybe the code didn't finish a buck sequence correctly or something? Could be related.

And are you sure the horse isn't tamed? (ie, you can't access its inventory) I did have something happen where I somehow missed seeing the horse give off hearts but it wasn't bucking anymore, so I went into the inventory screen and voila, it was tamed and let me saddle it.--Springacres 03:25, 6 August 2013 (UTC)

I'm sure. I just tested it with another horse with said behavior. I let my computer run for an hour, still riding it, and it would not buck me nor love me. I can't access its inventory, so it must still be wild. Again, this has happened a few times... 173.88.222.158 00:52, 19 August 2013 (UTC)

My Horses de-spawned
Okay, so I wanted to see what would happen if I went onto my 1.6.2 server using 1.5.2, then when I went back on using 1.6.2 my horses were all gone, and I can't find any horses anywhere. Is there a way to fix that? please HELP!! –Preceding unsigned comment was added by Athene (talk • contribs)&#32;07:11, 30 July 2013&#32;(UTC). Please sign your posts with


 * Because horses are not implemented in 1.5.2 changing the version de-spawned all the horses. There's not way to get them back. --mgr 08:11, 30 July 2013 (UTC)

Well, will horses ever spawn back on that server?


 * You can find more horses if you explore new terrain, causing it to generate along with some horses. It is possible to cause new horses to spawn in existing terrain, but you really have to know what you're doing. You would need to kill every passive mob within a 17x17 chunk area surrounding spawn, remove all the grass so no new animals can spawn there (except in any plains biomes if there are any), then find a plains biome somewhere and do the same thing, and hope a horse spawns. It's much much much easier to just explore to new terrain.
 * --Sostratus 15:02, 30 July 2013 (UTC)

Speed
Highest confirmed speed by now: 14,1 (beats 13,6 in the wiki page).

That from a wild horse, and (mostly) Vanilla server.

--83.63.243.1 07:43, 3 August 2013 (UTC)


 * Where the few mods you had intended to modify horse behaviour in any way? — <sup style="font-weight:normal">t  numbermaniac  c 23:15, 3 August 2013 (UTC)


 * Not that I know of, but I'm no server admin. Although I think it's 100% unmodded in terms of raw game mechanics.

--81.36.158.118 00:48, 6 August 2013 (UTC)


 * . — <sup style="font-weight:normal">t  numbermaniac  c 02:35, 6 August 2013 (UTC)

How to easily tell a horse's stats?
I've been wanting a really good horse fast but I have no idea how to know what its jump height and speed are... Any help?


 * Speed could always be tested by seeing how far the horse can go in a set amount of seconds.
 * Jump height could be tested by stacking blocks on top of each other and trying to get your horse to get over it. — <sup style="font-weight:normal">t  numbermaniac  c 02:32, 4 August 2013 (UTC)

Buckskin vs. Palomino
Aren't the "Buckskin" horses really palominos? The coat colors are roughly the same, but a buckskin has a dark mane and tail, while a palomino has a light-colored mane and tail. Since the Minecraft breed has a light mane and tail, isn't it a palomino, not a buckskin?

Horse spawning and attributes. Including top speed.
Decompiling 1.6.2 Sever jar in MCP and referencing EntityHorse.java Lines 1474 - 1500 have the mechanics of horse spawning.

Horse's spawn with [ 15.0 + rand(0,8) + rand(0,9) ] (reference line 1568) random health.

Horse's spawn with [ 0.4000000059604645D + rand(0,1) * 0.2D + rand(0,1) * 0.2D + rand(0,1) * 0.2D ] (reference line 1565) random jump strength.

Horse's spawn with [ (0.44999998807907104D + rand(0,1) * 0.3D + rand(0,1) * 0.3D + rand(0,1) * 0.3D) * 0.25D ] (reference line 1570) random movement speed.

Zombies and Skeleton horses are spawned with 15.0D health, horse random jump strength (read above), and 0.20000000298023224D movement speed.

Donkeys and mules are spawned with 0.17499999701976776D movement speed and 0.5D jump strength

Using this formula one can come up with the fastest Internal horse speed (this.landmovementfactor of the entity) as 0.3374999970197678. Applying this speed to a horse and setting yaw and pitch to 0 and outputting the this.motionZ of the horse entity yields a speed of 0.72852423999144 blocks per tick, or 14.5704847998288 blocks per second.

This is further demonstrated in my video: http://www.youtube.com/watch?v=4IqLZpXbG5M

Update: It should be noted that on SMP all speed values are multiplied by 0.98 as indicated in lines 1863 - 1865. This effects all living entities.

--0pteron 20:53, 25 August 2013 (UTC)
 * That jump strength is clearly in some internal units, as the average result is 0.55. Can you explain how it relates to how high or long they can actually jump? ETA:  Ditto for the movement speed -- in particular, is that a fixed multiplier, or something more complex?  Also, what about the health of donkeys and mules?  It that the same as for regular horses?  --Mental Mouse 22:12, 25 August 2013 (UTC)


 * All the stats besides health are internal attributes that are modified seemingly based on something complex such as friction. When I get time over the next few days I'll look at the exact mathematics of how an internal speed of 0.3375 translate to 14.57 blocks per second and also do the same for how the internal jump attribute translates to blocks. Horses, donkeys and mules all use the random health formula. It is only zombie and skeleton horses which have a fixed health of 15. --0pteron 10:32, 26 August 2013 (UTC)


 * It seems a bit more than just a linear relationship but a formula of (internal speed) * (1457/675) * (20) = blocks per second. This is not exact though as a player internal speed when walking is 0.1 and when applying this formula you get 4.317037037037038 and not the exact 4.317180778680964. --0pteron 11:01, 26 August 2013 (UTC)


 * When spawning horses/donkeys/mules from spawn eggs (using SMP) they use default values. On line 590 of EntityHorse.java you see move speed is set to a default of 0.22499999403953552 and maxhealth of 53.0. The 53 health seems to translate to 27 hearts. From testing it would seem the default internal jump strength is 3.5 (but not yet confirmed via source but instead by HorseModifer plugin that views stats). This is very weird because in the spawning code the max is 32 health or 16 hearts and also because the speed and health is very high for donkeys and mules. In single player the horse spawning from egg seems and goes by the random values --0pteron 20:28, 26 August 2013 (UTC)


 * The horse health uses nextInt (http://docs.oracle.com/javase/6/docs/api/java/util/Random.html#nextInt) which apparently does NOT use the last number in its generation, which threw me off because I am not sure why Java would do it this way (most languages I use don't). This means the horse health is generated [ 15.0 + rand(0,7) + rand(0,7) ] notice that my pseudocode rand(0,7) = nextInt(8). What this means is that yes, maxhealth is 30!


 * Thanks for the self-correction and new info. I see you put in the former, and I've now added the latter.  Still wondering about the jumping.  --Mental Mouse 22:33, 26 August 2013 (UTC)


 * I have figured out the ground no-fly formula for speed: http://www.minecraftwiki.net/wiki/Talk:Transportation#Speed_formula This applies to horses as well. The relationship to internal movement to blocks per second tries to be linear but the floats make it not, however using a formula of BPS (blocks per sec) = (landMovementSpeed) * (4274/99) will yield accurate results up to 4 significant figures. See transportation talk for more info on this  --0pteron 02:12, 27 August 2013 (UTC)

Horse Breeding.
Horse breeding and the attributes a new horse gets from their parents are found in the HorseEntity.java around line 1428 as of 1.6.2.

If you reference my talk topic about horse attributes you will know where the "random" comes into play.

The health, jump, and hearts of new horses are in fact an average of the both parents and a randomness. For example, The pseudocode for hearts is as follows:

NewHorseHealth = (MaleHouseHealth + FemaleHouseHealth + 15.0 + rand(0,8) + rand(0,9)) / 3.0

This adding of all 3 horses and then dividing by 3.0 (average mean) is used for all attributes.

On lines 1365 it is confirmed that Horses can only mate with the same type or if one or the other is a donkey or horse. Zombie and skeletons cannot mate.

I will NOT be updating this on the wiki because of time, hopefully someone takes this information and applies it.

--0pteron 20:53, 25 August 2013 (UTC)

Horse name
The horses' name in the code is "entityHorse" like how ocelots' are named "ozelot". Shall this be mentioned on the page? J192 04:15, 26 August 2013 (UTC)


 * Already in the infobox. –ultradude25 ᐸ <small style=display:inline-block;line-height:9px;vertical-align:-3px>Talk Contribs – 04:56, 26 August 2013 (UTC)

As someone inexperienced in programming...
Quick question. I don't know quite how to interpret the algorithms for determining horse stats. Are there only a certain number of possible running speeds and jumping strengths for naturally spawned horses, or are these values selected from a whole range of real numbers? Fruitfriut 04:37, 4 September 2013 (UTC)


 * Cleared the text a bit. Is it better now? --mgr 07:06, 4 September 2013 (UTC)


 * I still don't quite understand. For naturally spawned horses, are there numerous possible speed and jump stats spanning the entire range, or are there only a couple of intermediate values? Fruitfriut 18:23, 4 September 2013 (UTC)
 * I should assume it could be anywhere in between the minimum and maximum values, creating many possible combinations of stats. -- <sup style="font-weight:normal; color:#00E">t  numbermaniac  <sup style="color:#00E">c  21:34, 4 September 2013 (UTC)
 * Awesome, thanks! Fruitfriut 23:46, 4 September 2013 (UTC)