Rabbit

Rabbits (or bunnies) are mostly harmless, passive mobs.

Spawning
Rabbits naturally spawn in plains, extreme hills, forest, taiga, swamp, jungle, birch forest, roofed forest, cold taiga, mega taiga, and savanna biomes. They usually spawn in groups of three; one adult and two babies.

In, rabbits naturally spawn in deserts, flower forests, taiga, mega taiga, cold taiga, ice plains, ice mountains, ice spikes, and the "hills" and "M" variants of these biomes. They spawn in groups of two or three; one adult and one or two babies.

Killer bunnies do not spawn naturally, and must instead be spawned using commands.

Drops
Rabbits will drop 0–1 rabbit hide and 0–1 raw rabbit upon death. The maximum amount of rabbit hide can be increased by 1 per level of Looting used, up to a maximum of 4. If the rabbit dies while on fire, its meat will be cooked.

Rabbits also have a 2.5% chance of dropping a rabbit's foot upon death when killed by the player. The chance can be increased by 1 percentage point per level of Looting used, up to a maximum chance of 5.5%.

In, rabbits have a 10% chance of dropping a rabbit's foot upon death when killed by the player. The chance can be increased by 3 percentage points per level of Looting used, up to a maximum chance of 19%.

Behavior
Rabbits hop around aimlessly instead of walking. They will approach players holding carrots or dandelions, and will turn to look at players from a much farther distance than other mobs. Like other passive mobs, they will panic and randomly run around if struck. Rabbits will also jump off of cliffs to reach carrots, but will not go into lava for them. In, all non-hostile rabbits will avoid players within 8 blocks and avoid most hostile mobs within 4 blocks (except slimes, magma cubes, and ghasts). They will also avoid wolves within 10 blocks.

Rabbits will find and eat mature carrot crops. When eaten, the crops will not drop anything. In, eating of carrot crops will reduce the growth stage by one, only removing the crop completely if the growth stage is 0.

Wild wolves will track down and kill any rabbits, and in turn rabbits will flee from all nearby wolves. In, rabbits will also flee players and most hostile mobs (exceptions being slimes, magma cubes, and ghasts).

Breeding
Rabbits can be bred with carrots, golden carrots, or dandelions. Until, rabbits will continue to follow the player and ignore being under the breeding effect as long as the player is holding one of these items.

Baby rabbits will have the same type of fur as one of the parents (50% chance of each). In, there is a 5% chance that the baby will instead have the fur type matching the current biome instead. Baby rabbits will grow up after 20 minutes, although its growth can be slowly accelerated using carrots; each use reduces 10% of the remaining time to grow up.

Despite its hostile nature, Killer Bunnies can breed with other rabbits, and with each other.

Variations


Rabbits will typically spawn using one of six different skins. Skins include regular brown fur, black mottled fur, white fur with red eyes (albino), black and white spotted fur, salt and pepper fur, and gold (cream) fur.

In, the biome determines the skin used:
 * Snowy biomes will have 80% white fur and 20% black and white fur.
 * Deserts will have 100% gold fur.
 * Other biomes have 50% brown fur, 40% salt & pepper fur, and 10% black fur.

There are two special variants of rabbits:

The Killer Bunny
The killer bunny (previously known as killer rabbit of Caerbannog) is a variant of the rabbit that is hostile to all players. Its fur is pure white with blood-red eyes that are horizontal, compared to a normal rabbit's vertical eyes. It can only be spawned using the command.

If the killer bunny finds any player within a 16-block radius, it will hop very quickly towards the player, much faster than a normal rabbit. It moves in a style similar to that of a spider. Once it closes in, it will lunge at the player, dealing a fair amount of damage. If the player strikes at the killer bunny, it will run away for a brief moment, then return to lunging at the player. Killer rabbits are also immune to the Thorns enchantment.

If it cannot find a player, the killer bunny will actively seek out and attack any wolves as well, including tamed dogs. These wolves will, in turn, attack the killer bunny, leading to a vicious fight.

On peaceful difficulty, the killer bunny will not despawn, despite its hostile nature. It will still attack wolves and pet dogs.



Toast
Naming a rabbit "Toast" (using either a name tag or a renamed spawn egg) will turn it into "Toast". Toast is textured like a black dutch, with a large black & white patch and more black fur around the face than the natural black & white spotted rabbit. Other than its name and skin, Toast behaves exactly like it would if it were unnamed. Like the Killer Bunny, Toast can only be spawned using the command.

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

Data values
Rabbits have entity data associated with them that contain various properties of the mob. Their entity ID is.

When using the command to spawn a rabbit, the NBT value RabbitType will determine which variation to use. For example, the Killer Bunny can be summoned with the command. Likewise, a baby Killer Bunny can be spawned by typing.

Toast does not have a data value; its texture is likely only activated when named.

Trivia

 * Rabbits can also be fed dandelions, possibly because Ryan Holtz fed a rabbit dandelion leaves while mini-golfing.
 * The Killer Bunny is a reference to the Killer Rabbit of Caerbannog from the British comedy film Monty Python and the Holy Grail.
 * The Killer Bunny was suggested by Twitter user @88bully
 * If you rename The Killer Bunny to Toast, its texture will be changed, but it will still be hostile.
 * The Killer Bunny's texture is referred to as "caerbannog.png" in the jar file.
 * In the Pocket Edition, they are much smaller than they are in the PC version.