Wolf

Wolves are neutral mobs that can be tamed.

Spawning
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
Adult wolves drop when killed by a player or tamed wolf.

Upon successful breeding, are dropped.

Like other baby animals, killing a baby wolf yields no experience.

Behavior and appearance


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. They attack rabbits, foxes, skeletons and their variants, llamas, sheep, and baby turtles without provocation. They may run away when spat upon by llamas, depending on the strength of the llama. However, wolves often attack the llama if spat on. 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; all leading to clear signs of aggressiveness. 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, as a sign of bad mood.
 * 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  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 wolves, tamed or wild. Killer rabbits attack wolves actively. Sheep ignore wolves other than their random running and 'meh'-ing around after being damaged by the wolves' attacks.

When the player holds meat or bones in front of the wolf, the wolf tilts its head in an pleading way, as if to 'beg' for the food. They do this for making the player consider giving the meat or bones to them, and always works!

The behavior of puppies is almost the same as tamed wolves. Puppies have larger heads, similar to other animal babies. They are of course, much more cute, and drop no experience when killed by the player.

Wolves are 0.85 blocks tall, and baby wolves are 0.425 blocks tall. The textures of the wolves are tinted dark gray once submerged in water

In peaceful difficulty, even wild wolves are passive to the player, similar to tamed wolves. This applies even when the wild wolves are hit, and they turn into angry wolves.

Movement
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 on them and made to stand again with another press of.
 * A wolf automatically sits when first tamed, showing his obedience as a faithful and cuddly friend.
 * 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. Their active tracking abilities also allows navigation along the edges of cliffs, but they occasionally fall, and the fall is mostly long enough to damage them.
 * 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, like a normal dog. This is represented by an animation and water particles.

Teleportation
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 it's 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.
 * 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.
 * 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 5×5×1 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.

Taming, health and feeding


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. If the wolf is tamed, it receives a red collar and, in Java Edition, sits if not swimming. There is no limit 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 ). Wild wolves have a maximum health of, 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..

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 a dye on the wolf.

Breeding


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 and any type of fish.

Breeding two wolves that recognize someone else as an owner causes the puppy 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 puppy is the owner of the younger parent wolf.

ID




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

Videos

 * Wolves when they were in development uploaded by Jeb as shown below.

Trivia

 * 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 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.
 * 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.
 * 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.) in Bedrock Edition. 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.