Horses are passive mobs that can be tamed. There are three different in-game Horse variants: Horses, Donkeys, and Mules. Zombie and Skeleton horse variants also exist, but are currently obtainable only through commands.
Horses and Donkeys spawn naturally in plains and savannas, while Mules must be created by breeding a Horse with a Donkey. Mules themselves are not capable of breeding. The variants can appear in one of several different breeds that exhibit different visual styles.
Once tamed, all horse variants can be saddled. Unlike tamed ocelots or wolves, tamed horses will not automatically follow the player, and can wander away unless kept on a lead or ridden. Ordinary Horses can additionally be armored. Tamed Donkeys and Mules cannot be armored, but can be fitted with chests for added mobile item storage. Once any tamed horse is saddled, it can be mounted and controlled with standard player movement controls. Tamed horses can also jump.
Unlike most mobs, horses have their own statistics that vary. These include health, speed, and jump strength (though these cannot be checked easily in-game). When breeding, the statistics of the parents influence the statistics of the offspring. Horses and Donkeys are bred using Golden Apples or Golden Carrots. Foal (young horse) growth can be accelerated via apples, wheat, sugar, golden apples, hay bales, carrots, and golden carrots.
| Id | Type | Spawn prob. | Can breed | Saddle | Armor | Chest |
|---|---|---|---|---|---|---|
| 0 | Horse | 90% | Yes | Yes | Yes | No |
| 1 | Donkey | 10% | Yes | Yes | No | Yes |
| 2 | Mule | 0% | No | Yes | No | Yes |
| 3 | Undead Horse | 0% | No | No | No | No |
| 4 | Skeleton Horse | 0% | No | No | No | No |
Spawning
Unlike most other passive mobs, horses can only spawn in plains and savannas. Because of this, horses are seemingly rarer than other passive mobs, although within those biomes they spawn just as frequently as any other. Horses spawn in herds, ranging from a minimum of 2 to a maximum of 6. All members of any given herd will have the same base coat color, although individual markings can vary. All skin pattern variations of horses, including donkeys, have an equal chance of spawning, although donkeys are less common. Mules do not spawn naturally, and can only be spawned in survival mode by cross-breeding a horse with a donkey.
If a spawn egg is used, the pattern of the spawned horse is completely random and cannot be controlled; this variation includes donkeys, who do not have their own unique spawn egg. Mules cannot be spawned via spawn eggs at all. In creative mode, just like in survival, mules cannot be found naturally or spawned via a spawn egg; they must be bred from horses and donkeys.
Zombie and Skeleton Horses
Zombie and Skeleton Horses do not spawn naturally and cannot be spawned via gameplay, but can be spawned using commands when cheats are enabled, or by operators in multiplayer games.
Zombie and Skeleton Horses each have two spawnable versions: a tamed and untamed version. The untamed version cannot be tamed. The tamed versions can be saddled and ridden, but not armored. Leads also cannot be attached to any version, and they cannot be fed or bred. They all spawn with 52
× 26 health, which is much higher than other horse variants.
- Commands
- Tamed Zombie Horse:
/summon EntityHorse ~ ~ ~ {Type:3,Tame:1} - Untamed Zombie Horse:
/summon EntityHorse ~ ~ ~ {Type:3} - Tamed Skeleton Horse:
/summon EntityHorse ~ ~ ~ {Type:4,Tame:1} - Untamed Skeleton Horse:
/summon EntityHorse ~ ~ ~ {Type:4}
Usage
Tamed and saddled horses can be used as one of the fastest means of transportation in the game, though they are unable to fit through single block-wide openings. They can also be used to climb hills, as some horses can jump high enough to clear up to five block heights, versus the player's maximum of one. Donkeys and mules can be equipped with chests and used as pack animals.
Appearance
All 35 breeds of horses.
Each horse variant has unique features and markings, and a foal (baby) version. A plain buckskin horse is currently unable to be spawned/bred in Minecraft 1.7.9 presumably due to a glitch. Unlike wolves and ocelots, the appearances of horses do not change once they have been tamed, though tame horses may be differentiated by giving them equipment.
Horse creation was assisted by DrZhark (John Olarte), creator of the Mo' Creatures mod, whose horses were a baseline for Minecraft's Horse models.[1]
- Horses feature a stocky build. They can have 1 of 7 base colors: white, buckskin, dark bay, bay, black, dapple gray, and flaxen chestnut; and 1 of 5 marking patterns: no markings, stockings and blaze, snowflake appaloosa, paint and sooty. In total, there are 35 possible horse coat combinations. (For entity data values, see Horse Variants.)
- Donkeys are smaller all around than the normal horses and sport long, erect ears. Their manes do not protrude, but rather are drawn directly on the back of their heads and necks. All donkeys have grey-brown coats with darker ankles, ears, manes, and tails. Donkeys cannot be equipped with horse armor, but can be equipped with chests to store up to 15 items.
- Mules are the offspring of interbred Horses and Donkeys, and are closer to (but not quite) the size of a normal Horse. Their ears, coats, and manes are like those of a Donkey, though mules’ coats are darker and reddish-brown. Like Donkeys, Mules cannot be equipped with armor, but can be equipped with chests. Mules cannot breed.
- Undead Horses, or Zombie Horses, appear to be the counterpart of zombies. Like zombies, undead horses are green-skinned, and their eyes are completely black. Undead horses make a low-pitched screaming noise when killed.
- Skeleton Horses are comprised of white bones, reminiscent of skeletons, but in the shape of a horse. Skeleton horses make the same noise as a normal horse when killed, but lower-pitched.
- HorseInv.png
Horse
- Undeadhorse.png
Undead Horse
- Skeletonhorse.png
Skeleton Horse
Taming
Adult horses, donkeys, and mules can be tamed. Foals, skeleton horses, and zombie horses cannot. It is necessary to tame a horse in order to breed it, give it equipment, or ride it for any length of time.
To tame a wild horse, approach it and right click on it with an empty hand. You will climb on top of it, and will likely be thrown off. After a few attempts, it will allow you to remain on it and will give off heart animations. At this point you can dismount it by pressing the sneak key and place a saddle on it, or you can place a saddle without using the sneak key at all by right-clicking on the horse with the saddle in hand. Horses can also be saddled by opening your inventory while mounted and moving the saddle to the appropriate slot in the horse's inventory. Without a saddle, you will not be able to properly control the horse while riding it.
The chance of successful taming on the first try is less than 1%, yet it can be done. After the first attempt without taming the horse, the chances increase by about 5%, and usually one can then tame a horse after about 5-6 attempts. Taming can be sped up by feeding the horse any of the approved foods when you are standing next to it - see column "Taming prob." in the table below.
Breeding
Feeding tamed horses golden apples or a golden carrot will activate love mode.[2] Depending on the variations of the parent horses, the offspring can be one of several types. The offspring will be more spindly than their adult versions and will grow progressively larger with time until they reach their full size.
The offspring will not automatically belong to the player who owns its parents. Rather, it will be born as an untamed horse and will need to be tamed. It will not be tamable until it has grown into an adult, a process which takes approximately 20 minutes. The foal can be fed to make it mature faster (Golden Apples mature the offspring faster than Golden Carrots). See table below.
A foal has an attachment to its birth-mother, unless she is killed (in which case it will move to another available horse).
- Horse: Breeding two horses produces a horse foal. Usually the new foal has the color of either of its parents. One out of nine times it will take on an uncorrelated color (this color could still be the same as the parents', slightly reducing the probability of the new color being different). Markings work likewise.
- Donkey: Breeding two donkeys creates a donkey foal. Since all donkeys have the same texture, the offspring will look exactly like its parents when it is fully grown.
- Mules: Cannot be found in the wild, and cannot breed. Mules can only be spawned by breeding a horse with a donkey.
Foods
Feeding a horse food can alter its behavior, cause it to grow (if it is not yet an adult; foals normally take 20 minutes to fully mature if not fed), and/or restore its health. The table below lists the effects of the various foods horses will take. The two undead horses cannot be fed, even if spawned tame with commands or an editor. Horses can only be fed when their health is low or are untamed by holding the feed and right clicking (similar to other animals). If a horse does not need feeding or if the food is invalid, the player will just mount the horse instead of feeding it.
| Food | Heals | Speeds growth by | Increases taming prob. | Notes |
|---|---|---|---|---|
| Sugar | 1 |
30 sec | +3% | |
| Wheat | 2 |
20 sec | +3% | |
| Apple | 3 |
1 min | +3% | |
| Golden Carrot | 4 |
1 min | +5% | Activates love mode in tamed horses. |
| Golden Apple | 10 |
4 min | +10% | Activates love mode in tamed horses. Enchanted Golden Apples also work. |
| Hay Bale | 20 |
3 min | – |
Equipment
Donkey UI
Tamed horses can be equipped with saddles, horse armor (normal horses only), or chests (donkeys or mules only). Foals cannot be equipped with anything. Skeleton horses and zombie horses cannot be tamed, but if spawned tame with an editor they can be equipped with saddles only.
Equipment can be placed on a horse by holding it and then right clicking on the horse, or by accessing its inventory. A horse’s inventory can be accessed by mounting the horse and opening the player inventory or by holding down shift and then right-clicking on the horse. (Note that right-clicking without holding down shift will cause the player to mount the horse.) A normal horse’s inventory will only have 2 slots, 1 for a saddle and 1 for horse armor. A donkey or mule will only have a saddle slot originally, but if it is given a chest, it will acquire 15 more inventory slots that can hold anything the player wishes.
Chests can only be given to a donkey or a mule by right-clicking on the donkey or mule with the chest in hand, and afterwards the chest cannot be removed, except by killing the donkey or mule. Upon death, the donkey or mule will drop the attached chest and its contents.
Even a wild horse can be attached to a lead, which can then be tied to a fence post to keep the horse from wandering. Leads are attached by holding it in hand and then right-clicking on the horse.
Riding
Once you have tamed a horse and put a saddle on it, you can control it with standard directional controls and the mouse (Please note that a horse can be mounted without a saddle, but can not be controlled, similarly to how a pig with a saddle can not be controlled without a Carrot on a Stick).
Horses can be made to jump, and holding the jump key allows you to charge your jump. Horses are not affected by Jump Boost beacons. Sneaking causes you to dismount, as does going in water deeper than two blocks.
Horse jump bar
When you mount a horse, the hunger bar and oxygen bar are replaced by the horse's health in survival or adventure mode. It uses a slightly different heart texture than the player's health bar. The experience bar is replaced by the horse jump bar, which gauges how high you jump. The maximum jumping height, which is reached when the bar is fully charged as you release the spacebar, depends on the horse you ride. It seems to range from about 1.2 to 5.5 blocks high. As each horse has different statistics, it is difficult to gauge the maximum distance, but testing has revealed that certain horses can jump distances of 12 blocks.
You can use any item while riding a horse, including drinking or throwing potions, activating doors or redstone devices, or using chests, crafting tables, and furnaces. You can also break and place blocks, use a sword, and fire arrows.
When running forward, you will start at a slow walk and build to a speed faster than sprinting. You will automatically run up any one block high slope. You are three blocks tall while on a horse, but you can ride under 2 block tall areas, causing your head to pass through blocks. This causes suffocation damage, except when passing through non-solid blocks. You are slightly wider than one block, and are unable to walk through one block wide gaps. However, due to the horse's length, you can run over any one block gap. It also appears you can run across a two block gap at high speeds, but this does not seem to work all of the time.
Virtually all horses appear to be able to go faster than a minecart when both are moving at full speed. Some seem to be quite dramatically faster than a minecart. This can be combined with speed potions and the Nether to make the horse easily the fastest practical way to travel in Minecraft (around 130 m/s Overworld-equivalent in The Nether). The speed of a horse is irrespective of its outward appearance. In order to find a fast horse, you have to tame multiple individuals and compare them.
Horses are very slow moving backwards, and about as fast as the player when moving sideways. Therefore, turning around is quite preferable to moving backwards or sideways.
When dismounting underground, for example in a two-wide, three high tunnel, one must be careful because it is possible to appear in a dark cave if the cave is separated from the tunnel by a one block thick wall. If there are any blocks in the tunnel, either on the floor or ceiling the horse can climb onto, or pass under them suffocating the riding player.
Health, Jump Height, Speed
All horses have three "equine stats" which vary from horse to horse: health, jump height and (maximum) speed. The stats are created once the horse is born and are not affected by food. The different horse types use different formulas for each:
- Health runs from 15 to 30, with most around the average of 22.5.
- Jump strength is from 0.4 to 1.0 in internal units (but tending toward the average of 0.7.)
- Maximum speed is from 0.1125 to 0.3375 (but tending toward the average of 0.225.) This is in internal units. By comparison, the player's walking speed is 0.1 in the same units.
- The speed in blocks/second is a bit over 43 times the internal value, but can be affected by various conditions.
- Donkeys are spawned with 15 to 30 health, 0.175 movement speed and 0.5 jump strength.
The above applies to naturally spawned horses. When breeding two horses, the foal's stats are determined by averaging both parent's stats with a third set, randomly determined as above. (That is, add both parents' stats with the random value, and divide by 3).
On multiplayer, it is possible to easily figure out which of two horses (owned and ridden by different players) is faster. Each rider needs to apply a lead to the other horse, then play 'tug of war'. The stronger horse will be faster. This can be seen in this video, along with a simple horse garage, and the world's slowest horse.
Behavior
Horses in herds spawned by the game will usually all be the same color.
Horses and donkeys spawn in plains and savannas in the Overworld in herds of as few as 2 individuals. Horse herds seem to be somewhat rarer than groups of other passive animal mobs such as cows or sheep. Donkey herds are even more uncommon. There is little variation within naturally spawned herds; foals may spawn alongside adult horses, but coat types all tend to be similar. For normal horse herds, the animals will have the same base coat color, though markings may differ.
Mules, skeleton horses, and undead horses do not spawn naturally. Mules can be acquired through breeding. Currently, undead horses and skeleton horses can only be brought into the game with the /summon command.
All horses will roam idly, occasionally stopping to rear, swish their tails, or lower their heads as though eating the grass. Unlike sheep, the eating animation does not actually cause any grass to be consumed. If a player comes near, the horses may turn to look at them. Any horse, even a wild one, will allow itself to be attached to a lead without protest. However, if the player attempts to saddle an untamed horse, it will rear and flail its front hooves, though this causes no damage to the player. Horses remain passive even when hit. The appearances of the undead and skeleton horses suggest that they could possibly be intended as hostile mobs, but at this time they are completely passive if spawned.
Horses will also open their mouths and make noises that depend on the particular horse’s variation. Normal horses make neighs and whinnies, while donkeys and mules, which use the same audio, emit brays. Skeleton horses make various metallic sounds. Zombie horses make several ominous moaning sounds.
Horses are hydrophobic, will throw the rider off if swimming in water deeper than 2 blocks, and then will be difficult to coax back onto land or water shallow enough to remount. Players can build a few blocks underneath the horse to get it on dry land, or try to push it. But the player swimming in deeper water while leading a horse is no problem; keep that in mind as a solution when having to cross deep water rivers.
In some respects horses, even tamed and equipped ones, can be oblivious to certain dangers in the environment. If not restrained by a lead fastened to a fence post or under the control of a rider it is possible for a horse to enter a surface pool of lava and destroy itself.
Effects can be placed on any tame horses by using splash potions. Effects can only be seen on the horses through the particles, not through accessing the inventory of a horse, like effects would appear in a player's inventory menu. Like any other mob, horses cannot drink milk, so horses are unable to be cured.
Video
Horse/video
History
| r | |||||
|---|---|---|---|---|---|
| 4 April 2013 | |||||
| Jeb hints at adding horses when Minecraft hit 10,000,000 sales. | |||||
1.6.1{{Extension DPL}}<ul><li>[[Minecart with TNT|Minecart with TNT]]<br/>{{ItemEntity
|image=Minecart with TNT.png
|renewable=Yes
|stackable=No
|size=Height: 0.7 Blocks<br>Width: 0.98 Blocks
|networkid='''[[JE]]:''' 10
|drops=
;If not exploded
: 1 {{ItemLink|Minecart with TNT}}
|health={{hp|6}}
}}
A '''minecart with TNT''' is a block of [[TNT]] inside a [[minecart]]. Unlike normal TNT it can detonate instantly under certain conditions and its damage and blast radius is increased by its speed when it detonates.
== Obtaining ==
=== Crafting ===
{{Crafting
|Output= Minecart with TNT
|type= Transportation
|TNT|Minecart}}
Minecarts with TNT can be retrieved by attacking them, and by doing so it drops as an [[item]].
== Usage ==
[[File:TNT minecart and powered activator rail.png|thumb|right|When the TNT minecart passes over the powered activator rail, it explodes after four seconds.]]
[[File:Simple TNT minecart detonator setup.png|thumb|right|Placing two TNT minecarts on the rail and powering it (here, by flicking the lever) creates an instant explosion.]]
[[File:TNT minecart roof trap.png|thumb|right|Destroying the gold block causes the TNT minecart to fall down and instantly explode.]]
A minecart with TNT detonates after a delay on these conditions:
* It moves over a powered [[activator rail]].
* It is destroyed while in motion (except by a player in Creative mode).
* It is destroyed by fire, lava, or an explosion.
*{{IN|java}}, it is hit by a [[fire charge]].
The delay is {{convert|4|seconds|ticks}} for an activator rail, like the TNT block. For other causes there is a random delay between 0 and 1.9 seconds, but more likely to be close to 1.
It detonates instantly on these conditions:
* It hits the ground with a downward velocity of it falling more than three blocks, unless landing on any form of rail.
* It turns on a curved track too fast, with a solid block or entity located beside the track (in the previous movement direction).
* It is hit by a flaming arrow.
* It is pressed into a block or entity and has velocity.
Upon detonation it acts as normal TNT, [[exploding]] and damaging nearby blocks, players, and entities. Upon detonation after activating on activator rail, it does not destroy its rails and the blocks the rail is on, however other nearby carts can.{{only|java}} More than one minecart can be placed on the same rail block, allowing many of them to fit into a single block. They explode when touched, dealing large amounts of damage.
The explosion has a base [[Explosion#Explosion strength|power]] of 4, the same as regular TNT, but the game also adds a random bonus value up to 1.5 times velocity, but no higher than 7.5. This means that with a speed of 5 or higher the power will be a random value between 4 and 11.5. When triggered by an activator rail or by damage, the bonus value is calculated using the horizontal velocity of the minecart. When hit by a flaming arrow the velocity of the arrow is used instead. When triggered by fall damage, the fall distance divided by 10 is used.
Minecarts with TNT bounce off of other minecarts and cannot be linked to [[minecarts with furnace]]s.
== Sounds ==
{{Edition|Java}}:<br>
Minecarts with TNT use the Friendly Creatures sound category for entity-dependent sound events.<ref group=sound name=rollsource>{{bug|MC-42132}}</ref>
{{Sound table
|sound=Minecart rolling.ogg
|subtitle=Minecart rolls
|source=Friendly Creatures <ref group=sound name=rollsource/>
|overridesource=1
|description=While a minecart with TNT is moving
|id=entity.minecart.riding
|translationkey=subtitles.entity.minecart.riding
|volume=0.0-0.35 <ref group=sound>Relates linearly with horizontal velocity (max 0.5)</ref>
|pitch=0.0-1.0 <ref group=sound>Will increase by 0.0025 per tick if the minecart's horizontal velocity is more than 0.01</ref>
|distance=16}}
{{Sound table
|sound=Fuse.ogg
|subtitle=TNT fizzes
|source=block
|description=When a minecart with TNT is primed
|id=entity.tnt.primed
|translationkey=subtitles.entity.tnt.primed
|volume=1.0
|pitch=1.0
|distance=16}}
{{Sound table
|sound=Explosion1.ogg
|sound2=Explosion2.ogg
|sound3=Explosion3.ogg
|sound4=Explosion4.ogg
|subtitle=Explosion
|source=block
|description=When a minecart with TNT explodes
|id=entity.generic.explode
|translationkey=subtitles.entity.generic.explode
|volume=4.0
|pitch=0.56-0.84
|distance=16
|foot=1}}
{{Edition|Bedrock}}:<ref group=sound>{{Bug|MCPE-35778||Minecart with tnt does not have the sound of tnt being ignited when we use flint and steel, fire charge or activator rail}}</ref>
{{Sound table
|type=bedrock
|sound=Minecart rolling.ogg
|source=neutral
|description=While a minecart with TNT is moving
|id=minecart.base}}
{{Sound table
|sound=Explosion1.ogg
|sound2=Explosion2.ogg
|sound3=Explosion3.ogg
|sound4=Explosion4.ogg
|source=block
|description=When a minecart with TNT explodes
|id=random.explode
|volume=4.0
|pitch=1.0
|foot=1}}
== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|firstcolumnname=Item
|showforms=y
|generatetranslationkeys=y
|displayname=Minecart with TNT
|spritetype=item
|nameid=tnt_minecart
|form=item
|foot=1}}
{{ID table
|edition=java
|firstcolumnname=Entity
|generatetranslationkeys=y
|displayname=Minecart with TNT
|spritetype=entity
|nameid=tnt_minecart
|foot=1}}
{{edition|bedrock}}:
{{ID table
|edition=bedrock
|firstcolumnname=Item
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Minecart with TNT
|spritetype=item
|nameid=tnt_minecart
|id=525
|form=item
|foot=1}}
{{ID table
|edition=bedrock
|firstcolumnname=Entity
|shownumericids=y
|generatetranslationkeys=y
|displayname=Minecart with TNT
|spritetype=entity
|nameid=tnt_minecart
|id=97
|foot=1}}
=== Entity data ===
Minecarts with TNT have entity data associated with them that contain various properties of the entity.
{{el|java}}:
{{main|Entity format}}
{{/ED}}
{{el|bedrock}}:
: See [[Bedrock Edition level format/Entity format]].
== Video ==
<div style="text-align:center">{{yt|1yNgY913tps}}</div>
== History ==
{{History|java}}
{{History||1.5|snap=13w02a|[[File:Minecart_with_TNT_JE1_BE1.png|32px]] [[File:Minecart_with_TNT_(item)_JE1_BE1.png|32px]] Added minecart with TNT.}}
{{History|||snap=13w03a|Minecart with TNT no longer destroys nearby [[rail]]s and rail supports during [[explosion]].<ref>{{bug|MC-6833}}</ref>}}
{{History||1.8|snap=14w11a|Minecart with TNT explosions no longer stack.<!--reverted in 17a like other changes in 11a?-->}}
{{History|||snap=14w26a|Minecart with TNT can now be detonated using [[arrow]]s on fire.}}
{{History||1.11|snap=16w32a|The [[entity]] ID for minecart with TNT has been changed from <code>MinecartTNT</code> to <code>tnt_minecart</code>.}}
{{History||1.12|snap=1.12-pre6|No longer instantly explode when hit with [[fire charge]]s; instead, they explode as if primed by an [[activator rail]].}}
{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 407.}}
{{History||1.14|snap=18w43a|[[File:Minecart with TNT JE2 BE2.png|32px]] [[File:Minecart with TNT (item) JE2 BE2.png|32px]] The textures of minecart with TNT have been updated.}}
{{History|||snap=19w11a|Minecart with TNT explosions now have a 100% drop rate.}}
{{History||1.15|snap=19w38a|[[File:Minecart with TNT 19w38a.png|32px]] The TNT now appear dark, same as suffocating mobs.}}
{{History|||snap=19w39a|The TNT texture now colored correctly.}}
{{History||1.15|snap=Pre-release 1|[[File:Minecart with TNT JE3.png|32px]] The [[model]] of minecart with TNT has been changed.<ref>{{bug|MC-165971}}</ref>}}
{{History|||snap=Pre-release 3|[[File:Minecart with TNT JE2 BE2.png|32px]] The model of minecart with TNT has been changed back to the [[Java Edition 18w43a|18w43a]] model.}}
{{History||1.19|snap=22w13a|The crafting recipe for a minecart with TNT is now shapeless.
|Breaking a minecart with TNT will now drop the item instead of the minecart and TNT separately.<ref>{{bug|MC-249493|||Fixed}}</ref>}}
{{History|pocket alpha}}
{{History||v0.14.0|snap=build 1|[[File:Minecart with TNT JE1 BE1.png|32px]] [[File:Minecart with TNT (item) JE1 BE1.png|32px]] Added minecart with TNT.}}
{{History|pocket}}
{{History||1.1.0|snap=alpha 1.1.0.0|The [[entity]] ID has been changed from <code>minecarttnt</code> to <code>tnt_minecart</code>.}}
{{History|bedrock}}
{{History||1.10.0|snap=beta 1.10.0.3|[[File:Minecart with TNT JE2 BE2.png|32px]] [[File:Minecart with TNT (item) JE2 BE2.png|32px]] The textures of minecart with TNT have been updated.}}
{{History||1.19.0|snap=beta 1.19.0.30|Breaking a minecart with TNT will now drop the item instead of the minecart and TNT separately.}}
{{History|console}}
{{History||xbox=TU19|xbone=CU7|ps=1.12|wiiu=Patch 1|switch=1.0.1|[[File:Minecart with TNT JE1 BE1.png|32px]] [[File:Minecart with TNT (item) JE1 BE1.png|32px]] Added minecart with TNT.}}
{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Minecart with TNT JE2 BE2.png|32px]] [[File:Minecart with TNT (item) JE2 BE2.png|32px]] The textures of minecart with TNT have been updated.}}
{{History|new 3ds}}
{{History||0.1.0|[[File:Minecart with TNT JE1 BE1.png|32px]] [[File:Minecart with TNT (item) JE1 BE1.png|32px]] Added minecart with TNT.
|Minecart with TNT emits smoke [[particle]]s when destroyed.}}
{{History|foot}}
== Issues ==
{{issue list}}
== Trivia ==
* A direct hit from three merged [[minecart]]s with [[TNT]] can reduce a fully [[diamond]] [[armor]]ed player to half a heart.<ref>{{tweet|dinner|289532985340993536|Haha, oops... Nuclear minecarts! (mature language)|January 10, 2013}}</ref> However, if the TNT minecarts explode, they do not destroy any [[rail]]s.
== Gallery ==
<gallery>
File:First TNT Minecart Image.jpg|The first image of minecarts with TNT, released by Dinnerbone.<ref>{{tweet|dinner|288302629803683840|Those blasted pigs have taken the village. We've ran out of options; we must stop them from spreading further!|January 7, 2013}}</ref><ref>{{tweet|dinner|288304442560880643|(Mirror: <nowiki>[imgur link])|January 7, 2013}}</ref> (One can be seen in the lower-left corner.)
File:First TNT Minecart Image ZOOM.jpg|A more zoomed in image.
File:Minecart-with-tnt.png|Minecart with TNT and activator rail for detonation.
File:13w02a Banner.png|The 13w02a banner, with a minecart with TNT and a [[hopper]].
File:Dinnerbone safe boom1.jpg|Dinnerbone showing how minecarts with TNT have controlled explosions.<ref>{{tweet|dinner|291212723755307009|What's the point of properly activating TNT carts if they just blow up your tracks? Let me answer that with an album!|January 15, 2013}}</ref>
File:Dinnerbone safe boom 2.png|Primed minecart with TNT.
File:Dinnerbone safe boom 3.jpg|Explosion from a minecart with TNT. (The "bridge" of rails is left undestroyed by the explosion.)
</gallery>
== References ==
{{reflist}}
{{items}}
{{entities}}
[[Category:Mechanics]]
[[cs:Vozík s TNT]]
[[de:TNT-Lore]]
[[es:Vagoneta con dinamita]]
[[fr:Wagonnet à TNT]]
[[it:Carrello da miniera]]
[[ja:TNT付きのトロッコ]]
[[ko:TNT가 실린 광산 수레]]
[[nl:Mijnkar met TNT]]
[[pl:Wagonik z TNT]]
[[pt:Carrinho de mina com dinamite]]
[[ru:Вагонетка с ТНТ]]
[[uk:Вагонетка з динамітом]]
[[zh:TNT矿车]]</li><li>[[Beetroot|Beetroot]]<br/>{{about|the basic food item|the seeds|Beetroot Seeds|the soup|Beetroot Soup}}
{{Item
| title = Beetroot
| image = Beetroot.png
| heals = {{hunger|1}}
| renewable = Yes
| stackable = Yes (64)
}}
A '''beetroot''' is a food and [[dye]] ingredient.
== Obtaining ==
=== Farming ===
Beetroots are obtained from harvesting a fully grown [[beetroots|crop block]], which drops 1 beetroot and 1-4 seeds ({{frac|2|5|7}} seeds per plant harvested on average). Seed yield can be increased using a tool enchanted with [[Fortune]], with Fortune III harvesting an average of {{frac|5|3|7}} seeds per plant.
These crops can be found growing in [[village]]s or can be grown from planted [[beetroot seeds]].<!-- Do not add locations for finding seeds. Where to find seeds is described in the article about the seeds. -->
== Usage ==
=== Food ===
A beetroot can be eaten to restore {{hunger|1}} [[hunger]] and 1.2 hunger [[Hunger#Mechanics|saturation]]. Six beetroots can be crafted into [[beetroot soup]], which restores six times the hunger and saturation of a single beetroot.
=== Crafting ingredient ===
{{crafting usage}}
=== Breeding ===
Beetroots can be used to [[breeding|breed]] [[pig]]s. Pigs also follow a player who is holding beetroot.
[[Villager]]s can pick up beetroot items to become willing, allowing them to breed. Villagers need 12 beetroots before they can breed.
=== Composting ===
Placing beetroot into a [[composter]] has a 65% chance of raising the compost level by 1.
=== Trading ===
Novice-level Farmer villagers have a 25%{{only|bedrock}} or 40%{{only|java}} chance to buy 15 beetroots for an emerald.
== Sounds ==
{{Sound table/Entity/Food}}
== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showforms=y
|generatetranslationkeys=y
|displayname=Beetroot
|spritetype=item
|nameid=beetroot
|form=item
|foot=1}}
{{edition|bedrock}}:
{{ID table
|edition=bedrock
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Beetroot
|spritetype=item
|nameid=beetroot
|id=285
|form=item
|foot=1}}
== Advancements ==
{{load advancements|Husbandry;A Balanced Diet}}
== History ==
{{History|java}}
{{History||1.9|snap=15w31a|[[File:Beetroot JE1 BE1.png|32px]] Beetroots have been added, along with its [[beetroot seeds|seeds]] and [[beetroot soup]]. Beetroot can also be used to craft [[rose red]] dye.}}
{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 434.}}
{{History||1.14|snap=18w43a|[[File:Beetroot JE2 BE2.png|32px]] The texture of beetroot has been changed.}}
{{History|||snap=19w03a|Placing beetroot into the new [[composter]] has a 50% chance of raising the compost level by 1.}}
{{History|||snap=19w05a|Beetroot now has a 65% chance of increasing the compost level in a composter by 1.}}
{{History|||snap=19w11a|Farmer [[villager]]s now [[trading|buy]] beetroots.}}
{{History||1.17|snap=21w13a|The model of the [[crop]] for the beetroot crops has been tweaked that the backside textures are mirrored.}}
{{History|pocket alpha}}
{{History||November 13, 2013|link=http://instagram.com/p/gnkWOlJMB3/|[[Jeb]] announces on [[wikipedia:Instagram|Instagram]] that [[Johan Bernhardsson]] is working on a surprise feature for 0.8.0 alongside a picture of the [[player]] holding beetroot.}}
{{History||November 14, 2013|link={{tweet|jbernhardsson|400902957782147072}}|Johan posts another image of beetroot, confirming that the image previously posted by Jeb was indeed beetroot.}}
{{History||v0.8.0|snap=build 2|[[File:Beetroot JE1 BE1.png|32px]] Added beetroots. They are not obtainable in the Creative inventory.}}
{{History||v0.9.0|snap=build 1|Beetroot can now be used to lead and [[breeding|breed]] [[pig]]s.}}
{{History||v0.12.1|snap=build 1|Beetroot now restore [[hunger]], rather than [[health]].
|Beetroot can now generate in [[village]]s as [[crop]]s.}}
{{History||v0.13.1|Added beetroot to the Creative inventory.<ref name="missing beetroot item">https://bugs.mojang.com/browse/MCPE-10497</ref><!---{{info needed}}, the bug tracker has very little information. It's not in the Creative inventory in v0.12.1 or v0.13.0 initial release, but is in v0.14.0--->}}
{{History||v0.16.0|snap=build 1|Beetroot can now be used to craft [[rose red]] dye.}}
{{History||v0.16.2|Beetroot can now be found in [[chest]]s inside large houses in [[snowy taiga]] and [[snowy tundra]] [[village]]s.}}
{{History|pocket}}
{{History||1.0.4|snap=alpha 1.0.4.0|[[Villager]]s can now can pick up beetroot to become willing.}}
{{History|bedrock}}
{{History||1.10.0|snap=beta 1.10.0.3|[[File:Beetroot JE2 BE2.png|32px]] The texture of beetroot has been changed.}}
{{History||1.11.0|snap=beta 1.11.0.1|Beetroot can now be used to fill up [[composter]]s.}}
{{History|||snap=beta 1.11.0.4|Beetroot can now be sold to farmer villagers.}}
{{History|console}}
{{History||xbox=TU43|xbone=CU33|ps=1.36|wiiu=Patch 13|switch=1.0.1|[[File:Beetroot JE1 BE1.png|32px]] Added beetroots.}}
{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Beetroot JE2 BE2.png|32px]] The texture of beetroot has been changed.}}
{{History|new 3ds}}
{{History||0.1.0|[[File:Beetroot JE1 BE1.png|32px]] Added beetroots.}}
{{History|foot}}
== Issues ==
{{Issue list}}
== Gallery ==
<gallery>
File:Beetrootstwitpic.png|The image released by [[Johan Bernhardsson]] on [[Wikipedia:Twitter|Twitter]].
File:Pigs following beetroot holder.png|Pigs following the [[player]].
File:Village Wheat Beetroot Farm.png|Beetroots generated in a [[village]].
File:Beetroot farm.png|A beetroot garden.
</gallery>
== References ==
{{Reflist}}
{{Items}}
[[Category:Plants]]
[[Category:Food]]
[[Category:Renewable resources]]
[[cs:Červená řepa]]
[[de:Rote Bete]]
[[es:Remolacha]]
[[fr:Betterave]]
[[hu:Cékla]]
[[it:Barbabietola]]
[[ja:ビートルート]]
[[ko:비트]]
[[nl:Biet]]
[[pl:Burak]]
[[pt:Beterraba]]
[[ru:Свёкла]]
[[th:บีทรูท]]
[[uk:Буряк]]
[[zh:甜菜根]]</li></ul></nowiki> | 13w16a | Added horses. | |||
| 13w16b | Made horses slower and reduced horses from gliding so much. | ||||
| 13w18a | Removed horse saddles. | ||||
| 13w19a | Enabled access to the donkey & mule inventories by sneaking and interacting. | ||||
| 13w21a | Added new GUI for horses, to control saddle/armor/inventory. | ||||
| 13w22a | Added new sound effects for horses, donkeys, mules, skeleton horses, and zombie horses. | ||||
1.8{{Extension DPL}}<ul><li>[[Raw Mutton|Raw Mutton]]<br/>{{Distinguish|Cooked Mutton}}
{{Item
| title = Raw Mutton
| image = Raw Mutton.png
| heals = {{hunger|2}}
| renewable = Yes
| stackable = Yes (64)
}}
'''Raw mutton''' is a [[food]] item dropped by [[sheep]] when killed.
== Obtaining ==
=== Mob loot ===
An adult [[sheep]] drops 1–2 raw mutton when killed. The maximum amount is increased by 1 per level of [[Looting]], for a maximum of 1–5 with Looting III. If killed while on fire, a sheep drops [[cooked mutton]] instead.
=== Chest loot ===
{{LootChestItem|raw-mutton}}
== Usage ==
=== Food ===
To eat raw mutton, press and hold {{control|use}} while it is selected in the [[hotbar]]. Eating one restores {{hunger|2}} [[hunger]] and 1.2 [[Hunger#Mechanics|saturation]].
=== Smelting ingredient ===
{{Smelting
|showname=1
|Raw Mutton
|Cooked Mutton
|0.35
}}
=== Wolves ===
Raw mutton can be used to [[breed]] and heal tamed [[wolves]], lead them around, and make baby tamed wolves grow up faster by 10% of the remaining time.
=== Trading ===
Journeyman-level butcher [[villager]]s have a 50% chance to buy 7 raw mutton for an [[emerald]] as part of their trades.{{only|bedrock}}
Journeyman-level butcher villagers always offer to buy 7 raw mutton for an emerald.{{only|java}}
==Sounds==
{{Sound table/Entity/Food}}
== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showforms=y
|generatetranslationkeys=y
|displayname=Raw Mutton
|spritetype=item
|nameid=mutton
|form=item
|foot=1}}
{{edition|bedrock}}:
{{ID table
|edition=bedrock
|showaliasids=y
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Raw Mutton
|spritetype=item
|nameid=mutton
|aliasid=muttonraw
|id=550
|form=item
|translationkey=item.muttonRaw.name
|foot=1}}
== Advancements ==
{{load advancements|Husbandry;A Balanced Diet}}
== Video ==
<div style="text-align:center">{{yt|PXlW-sZygTs}}</div>
== History ==
{{History||September 23, 2011|link={{tweet|jeb|117313469900009472}}|Mutton is mentioned by [[Jeb]].}}
{{History||September 11, 2012|link={{tweet|jeb|245503714167750656}}|Jeb again mentions the possibility of mutton as well as calamari being added into the game.}}
{{History|java}}
{{History||June 30, 2014|link=https://twitter.com/TheMogMiner/status/483636993780232192|[[Ryan Holtz]] tweets images of raw mutton and some other new items.}}
{{History||1.8|snap=14w27a|[[File:Raw Mutton JE1.png|32px]] Added raw mutton.}}
{{History||1.8|snap=14w33b|[[File:Raw Mutton JE2 BE1.png|32px]] The texture of raw mutton has been changed. The new texture was created by [[wikipedia:Reddit|Reddit]] user [http://www.reddit.com/u/zeldahuman zeldahuman].<ref>{{reddit|2bjzes/a_reminder_of_the_blocks_and_items_added_in_18_so|cj69zie|context=3}}</ref><ref>{{reddit|2c5f35/minecraft_snapshot_14w31a_has_been_released|cjct7gb}}</ref>}}
{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 423.}}
{{History||1.14|snap=18w43a|[[File:Raw Mutton JE3 BE2.png|32px]] The texture of raw mutton has been changed.}}
{{History|||snap=18w49a|Raw mutton can now be found in [[chest]]s in [[village]] butcher shops.}}
{{History|||snap=19w11a|Butcher villagers now [[trading|buy]] raw mutton.}}
{{History|pocket alpha}}
{{History||v0.15.0|snap=build 1|[[File:Raw Mutton JE2 BE1.png|32px]] Added raw mutton.}}
{{History|bedrock}}
{{History||1.10.0|snap=beta 1.10.0.3|[[File:Raw Mutton JE3 BE2.png|32px]] The texture of raw mutton has been changed.}}
{{History||1.11.0|snap=beta 1.11.0.1|Raw mutton can now be found in [[village]] butcher [[chest]]s.}}
{{History|||snap=beta 1.11.0.4|Raw mutton can now be [[trading|sold]] to butcher [[villager]]s.}}
{{History||1.16.0|snap=beta 1.16.0.57|Trading has been changed; journeyman butcher villagers now buy 7 raw mutton for an emerald instead of 8.}}
{{History||1.16.100|snap=beta 1.16.100.56|The ID of raw mutton has been changed from <code>muttonraw</code> to <code>mutton</code>.}}
{{History||1.16.210|snap=beta 1.16.210.51|Raw mutton is [[drops|dropped]] by [[goats]].}}
{{History||1.17.0|snap=beta 1.17.0.52|Goats no longer drop raw mutton.}}
{{History|console}}
{{History||xbox=TU31|xbone=CU19|ps=1.22|wiiu=Patch 3|[[File:Raw Mutton JE2 BE1.png|32px]] Added raw mutton.}}
{{History|PS4}}
{{History||1.90|[[File:Raw Mutton JE3 BE2.png|32px]] The texture of raw mutton has been changed.}}
{{History|3ds}}
{{History||0.1.0|[[File:Raw Mutton JE2 BE1.png|32px]] Added raw mutton.}}
{{History|foot}}
== Issues ==
{{issue list}}
== Gallery ==
<gallery>
Rabbit Items 3 Ryan Holtz.png|First image of the item by [[Ryan Holtz]].
Pocket Edition Mutton.jpg|First image of the item in ''Bedrock Edition'' by [[Jason Major]].
</gallery>
== References ==
{{reflist}}
{{items}}
[[de:Rohes Hammelfleisch]]
[[es:Cordero crudo]]
[[fr:Mouton cru]]
[[ja:生の羊肉]]
[[ko:익히지 않은 양고기]]
[[nl:Rauw schapenvlees]]
[[pl:Surowa baranina]]
[[pt:Carneiro cru]]
[[ru:Сырая баранина]]
[[zh:生羊肉]]
[[Category:Food]]
[[Category:Renewable resources]]</li><li>[[3D|3D]]<br/>{{about|the edible item|the April Fools' snapshot itself|Java Edition 3D Shareware v1.34}}
{{Joke feature}}
{{Item
| image = 3D (item).png
| renewable = Yes
| stackable = Yes (64)
}}
'''3D''' was a joke item from [[Java Edition 3D Shareware v1.34]]. Eating it shows a picture of the developer cast.
== Obtaining ==
=== Mob drops ===
3D was dropped by a creeper summoned by the cheat code "NEEEERD".
== Usage ==
Eating the 3D item when the hunger bar was not full shows a picture of the developer cast of Minecraft.
== Data values ==
=== ID ===
{{ID table
|showforms=y
|generatetranslationkeys=java
|displayname=3D
|spritetype=item
|nameid=3d
|form=item
|foot=1}}
== History ==
{{History|java}}
{{History||3D Shareware v1.34|[[File:3D (item).png|32px]] Added the 3D item.}}
{{History|foot}}
== Gallery ==
<gallery>
File:3D Shareware Mojang Team.png|The developer cast of Minecraft.
File:Tasty 3D Item.gif|The "Tasty!" 3D Item lore.
</gallery>
{{Items}}
{{Jokes}}
[[Category:Non-renewable resources]]
[[Category:Joke items]]</li></ul> | 14w26c | Horses can no longer be fed bread for taming, healing, or growing. | |||
| Wheat's acceleration of baby horse growth was reduced. | |||||
Issues
Issues relating to "Horse", "Foal", "Donkey", "Mule", "Skeleton horse", or "Zombie horse" are maintained on the bug tracker. Report issues there.
Trivia
- Just like other baby mobs, you can spawn foals with the spawn egg by right-clicking on a horse. The foal will be the same breed as the horse.
- Every foal spawned this way follows the horse you spawned it from like a normal baby mob.
- If you ride just beside a tree causing your head to be within a block of leaves, it will cause certain parts of textures of some blocks to disappear. This can be used to have "X-Ray vision" as you can essentially see through nearby trees.
- An interesting trick you can do while riding a horse is to get on your horse, press F1 on your keyboard, drink a potion of invisibility, and press F5. It will look like you are the horse, instead of riding on the horse.
- This can be used to trick other players into thinking that you are a horse, making this a great mob disguise.
- This also works with pigs, but you can only control it with a carrot on a stick, which other players can see you holding when you are invisible.
- It is possible to jump over wooden fences and stone walls while riding a horse.
- It is possible to "double jump" by falling off of a block above the ground, and then jumping before landing.
- Even though the skeleton and zombie horses look like undead versions of their counterparts, they are not treated as undead. For example, they can be poisoned even though normal undead mobs are immune to poison, the Smite enchantment will not affect them, hitting them with splash potions of Harming and Healing will have the same effects as on living mobs, and Withers will attack them as if they were any other living mob.
- Running over a TNT Minecart landmine will result in the horse dying, but the player being undamaged until they land on the ground.
- Horses are quite possibly the best method of traveling long distances overland; they can attain speeds of at least 11 meters/second (660 blocks per minute, nearly 40 km/hour), navigate hilly terrain very easily, jump ravines with near-100% consistency, and require no infrastructure except at the end (they are not good in jungles or some forests though.)
- A horse, like most mobs, can ride in a minecart. You can get full grown horses out. A horse can be released by riding the horse and punching the cart.
- It is impossible to enter a Nether portal while on a horse. It is possible however, to sometimes enter the portal on the horse and then press shift to escape, sending the horse to the nether on its own, like dogs. Additionally, you can dismount, walk the horse into the portal with a lead, and remount, or you can just nudge the horse into the Nether. Note that horses, like all other mobs, have a cooldown of about a minute after going through a portal before they can come back. They must be clear of the portal during that time in order to go through again.
- In the Minecraft credits it gives credit to Dr. Zhark for the Horse.
- The Buckskin colored horse is the only horse that has a white blaze no matter what markings it receives.
- If you open the horse's panel while it is leashed, the leash will overflow outside of the horse model.
- Foals can be spawned from foals using Spawn Eggs.
- The resulting foals will not follow an adult horse, except occasionally it will choose a random adult horse.
- Foals have the ability to walk into vertical blocks and suffocate, making raising foals in hilly terrain very difficult.
- Spawning a horse on a vertical surface causes the horse's back half to protrude into it, dealing the horse damage. This is probably because of its size.
- If an adult horse is killed and drops leather, you may receive the "Cow Tipper" achievement even though you got it from a horse rather than a cow. This appears to be intended behavior.[3]
- Although it is very difficult to tell due to their base coat color, white horses DO show markings besides sooty if you look closely.
- Horses are the only passive mob that can naturally regenerate health.
- If you summon a horse with an age lower than -24000, the horse will invert itself, its body parts will separate, and at highly negative levels it will grow huge.
- If you summon a horse with variant 7, it will be invisible.
Gallery
- Horse Hint.jpg
The image Jeb released on Twitter which hinted the release of horses.[4]
Image posted by Jeb on Instagram. Note the saddle usage.[5]
Horses can wear armor and can be bound to fence posts.[6]
- Pony.png
A spotted foal.
- Donkey Chest.png
A donkey with an attached chest.
- Donkey Saddle Chest.png
A donkey with an attached chest and saddle.
Jeb and Dinnerbone Riding horses, as seen on the 1.6 prerelease banner.
See also
References



![Image posted by Jeb on Instagram. Note the saddle usage.[5]](https://static.wikia.nocookie.net/minecraft_gamepedia/images/9/91/Horse_jeb.jpg/revision/latest/scale-to-width-down/120?cb=20130407121433)
![Horses can wear armor and can be bound to fence posts.[6]](https://static.wikia.nocookie.net/minecraft_gamepedia/images/0/09/Armored_Horse.png/revision/latest/scale-to-width-down/120?cb=20130410180016)

![The First image of the Donkey chest inventory.[7]](https://static.wikia.nocookie.net/minecraft_gamepedia/images/1/1a/1st_image_of_donkey_chest.png/revision/latest/scale-to-width-down/120?cb=20130511191632)







