Rabbit

A rabbit is an uncommon passive mob and is a source of rabbit's foot, rabbit hide and raw rabbit.

Spawning
Rabbits spawn above grass, snow blocks or sand. They generate individually after the generation of the world.

Rabbits of the following colors spawn in the following biomes:
 * Yellow:
 * White, Black & White:
 * Black, Brown, Brown & White:
 * Black, Brown, Brown & White:
 * Black, Brown, Brown & White:
 * Black, Brown, Brown & White:
 * Black, Brown, Brown & White:
 * Black, Brown, Brown & White:
 * Black, Brown, Brown & White:
 * Black, Brown, Brown & White:
 * Black, Brown, Brown & White:

Creamy rabbits are the most common rabbit color and are found only in deserts and its variants. White and black and white rabbits are also quite common and spawn in snowy biomes such as snowy taigas, snowy plains, groves and snowy slopes. Default rabbit colors such as brown, black and salt and pepper spawn naturally in flower forests, taigas and meadows, but can also spawn in any other non-snowy biome via spawn eggs, commands, spawners or breeding. In all these places, groups of an adult and one to two babies spawn.

In Bedrock Edition, up to three kits spawn in flower forests and rabbits can also spawn in frozen aquatic biomes: snowy beaches, frozen oceans, and frozen rivers.

In Java Edition, rabbits can also be found in giant tree taigas.

In taigas, wolves and foxes are also found. If left alone, these may quickly kill rabbits, so rabbits are generally more plentiful in the desert, flowery or icy biomes.

The «evil» variant of rabbit does not spawn naturally and must instead be spawned using the command, although it is exclusive to.

In Bedrock Edition, giant rabbits can be spawned by using the command as follows:.

Drops
When killed, an adult rabbit drops:


 * 0–1 . The maximum is increased by 1 per level of Looting, for a maximum of 0-4 with Looting III.
 * 0–1 ( if killed while on fire). The maximum amount is increased by 1 per level of Looting, for a maximum of 0-4 with Looting III.
 * 1 ( if killed while on fire). The maximum amount is increased by 1 per level of Looting, for a maximum of 1-4 with Looting III.
 * There is a 10% chance of dropping a upon death when killed by the player or a tamed wolf. The chance can be increased by 3% per level of Looting, up to a maximum chance of 19% with Looting III.
 * upon player kills.
 * Upon successful breeding, is dropped.

Behavior
Rabbits hop around aimlessly instead of walking. They can jump up almost 2 blocks in height. They slowly approach players holding carrots, golden carrots or dandelions within 8 blocks. They don't follow the players that hold carrot on a stick although pigs do. Rabbits also jump off of cliffs to reach carrots but do not go into lava for them. They randomly flee around if attacked. All non-hostile rabbits avoid players within 8 blocks and avoid most hostile mobs within 4 blocks (except slimes, magma cubes, and ghasts). They also avoid wolves within 10 blocks.

If is , rabbits find and eat mature carrot crops / carrot crops with growth stage greater than 1. This reduces the growth stage by one, removing the crop completely when the growth stage reaches 0.

Wild wolves, foxes, and stray cats track down and kill any rabbits.

Breeding
Rabbits can be bred using carrots, golden carrots or dandelions.

Baby rabbits usually inherit the same type of fur as one of the parents (47.5% chance of each), but there is a 5% chance for the baby to have the fur type matching the current biome. Baby rabbits grow to adulthood after 20 minutes, although their growth can be slowly accelerated using carrots, golden carrots or dandelions; each use reduces 10% of the remaining time to grow up.

Despite their hostile nature, evil rabbits can breed with other rabbits and with each other, having the unusual chance of creating a baby evil rabbit.

A rabbit does not produce a Toast rabbit baby, however.

Only and  baby rabbits follow their parents. This is because the behavior of parent following is not intended to occur in.

Variations


Rabbits typically spawn using one of six different skins. Skins include regular brown fur, white fur with red eyes (albino), black mottled fur, black and white spotted fur, gold (cream) fur, and salt and pepper fur. The biome determines the skin used:


 * Rabbits in snowy biomes have 80% white fur and 20% black and white fur.
 * Rabbits in deserts have 100% gold fur.
 * Rabbits in other biomes have 50% brown fur, 40% salt & pepper fur, and 10% black fur.
 * Rabbits with specific skins can be spawned using or.
 * While it is possible to go above 5, this results in rabbits with skins identical to, with the exception of  , the Killer Bunny.

There are two special variants of rabbits:

Evil rabbit
The evil rabbit is an aggressive variant of the rabbit exclusive to that is hostile toward players, foxes, and wolves. Its fur is pure white with blood-red eyes that are horizontal, compared to a normal rabbit's vertical eyes. It can be spawned only by using the command. It appears with a nameplate over its head reading "The Killer Bunny".

If evil rabbit finds any player within a 16-block radius, it hops toward the player much faster than a normal rabbit. It moves in a style similar to that of a spider. Once it closes in, it jumps at the player, dealing damage on Normal difficulty. If the player strikes at evil rabbit, it runs away for a brief moment, then returns to lunging at the player. Evil rabbits are immune to the Thorns enchantment.

If they cannot find a player, evil rabbits actively seek out and attacks any foxes or wolves, including tamed wolves. These mobs, in return, attack evil rabbits, leading to a vicious fight.

On peaceful difficulty, evil rabbit does not despawn, despite its hostile nature. It still attacks wolves and tamed wolves, but not the player.

Evil rabbit can be bred and leashed and follows players holding carrots, despite its hostile nature.

Toast


Naming a rabbit Toast (using either a name tag or a renamed spawn egg) re-textures it to have the appearance of a black dutch, with a large black and white patch and more black fur around the face than the natural black and white spotted rabbit. Other than its name and skin, Toast behaves exactly like it would if it were unnamed. When Toast rabbits are bred, whether with each other or with regular rabbits, their offspring do not have the Toast pattern; they have a pattern consistent with the parents' original coloring prior to renaming. If the player renames an evil bunny to Toast, it still attacks players and wolves. Like the «evil» variant, Toast does not spawn naturally.

This rabbit is the skin of user xyzen420's girlfriend's missing rabbit, which Ryan Holtz implemented as a memorial.

Sounds
Regular rabbits use the Friendly Creatures sound category for entity-dependent sound events. Unlike regular rabbits, the killer bunny use the Hostile Creatures sound category for all of its sounds and entity-dependent sound events.



ID




Entity data
Rabbits have entity data associated with them that contain various properties.




 * See Bedrock Edition level format/Entity format.
 * See Bedrock Edition level format/Entity format.

Video
Note: this video is outdated as rabbits can no longer be tamed, rabbits are smaller now, and the killer rabbit is now called the killer bunny.

Trivia

 * Evil rabbits are the reference to the Killer Rabbit of Caerbannog from the British comedy film Monty Python and the Holy Grail, which it was formerly named.
 * The «evil» variant was suggested by Twitter user @88bully.
 * The death sound for the rabbit is called.