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undead saddled horses

I've noticed something going on behind the scenes here. if you look at the history, you can see that people, including me, have constantly edited the part where it says that undead horses can/cannot be saddled.

so let me make this clear: if you get yourselfes a saddle, use commands to summon a undead, tame horse, ride it, press E, you can give it a saddle. note that ANY horse, undead, donkey, or normal, can NOT be saddled without being tamed.

using commands, you can get a untamed saddled horse.

when tamed, ANY horse can be saddled, even if taming them requires commands –Preceding unsigned comment was added by (talk) at 11:50, 8 November 2014 (UTC). Please sign your posts with ~~~~

Since the undead horses always spawn already tamed in survival, you can always saddle them if you take out their rider. Not sure if it is a bug, but figured it was relevant. -- 05:48, 22 April 2016 (UTC)
You're replying to a comment from 2014, though. All of that stuff has changed since then, and the fact you just mentioned made this whole issue moot anyway. Nyerguds (talk) 08:33, 22 April 2016 (UTC)

Tamed horses despawning

I have the PS4 version of the game and I found a horse and brought it back to my house, I used a lead to secure it to a post and then went about working on the area surrounding my house. But after a while, the horse vanished from my house. I was under the impression that a tamed horse wouldn't despawn especially considering I secured to a fence post and have given it a saddle. Did I do something wrong, or is the PS4 version buggy when it comes to horses? 21:01, 21 December 2014 (UTC)

PS4 Edition bug reports go here. Thank you. --ToonLucas22 (talk) 21:12, 21 December 2014 (UTC)

How do splash potions of leaping affect the horse's jump height?

I noticed that splash potions of leaping affect weaker jumpers more than stronger ones. For example the horse with the jump strength 1.0 can jump 5.91m without potion effects and with leaping II about 8.2m, which is an increase of about 39%. I tested another horse, that can jump about 2.0m without effects and with leaping II about 3.5m, which is an increase of 75%. –Preceding unsigned comment was added by (talk) at 0:15, 28 December 2014 (UTC). Please sign your posts with ~~~~


Is it possible to equip a horse (not a donkey or mule) with a chest? I play pocket edition, so I can't test it out. 22:52, 12 March 2015 (UTC)

Only donkeys and mules can be given chests, see the sections Usage and Equipment. KnightMiner t/c 03:46, 13 March 2015 (UTC)

Space needed for horses?

Can't find this on the wiki page, and it probably should be there.

How much space (length, width, height) do horses take up, and how much space is needed for riding? Is it possible to ride in a 1-wide corridor? What about in a 2-high space? 2.5 high? 3 high?--Katerine459 (talk) 21:42, 18 June 2015 (UTC)

Adults are 1.4 blocks wide and long, and 1.6 blocks high. You can safely ride through a space as short as 2.75 blocks; any shorter and your head will be in a block, causing suffocation damage if it isn’t transparent. In creative mode (or if you’re reckless), the horse can fit through a 1.75 block space. It will go into a 1.625 block space, but takes suffocation damage if the block above isn’t transparent. They are unable to enter a 1.5 block high space.
Foals start at half the size of adults and get progressively bigger as they age. — Orthotopetalk 11:01, 19 June 2015 (UTC)
The article really needs to mention how riding into a cave or enclosing space can kill you with suffocation damage, sometimes with no way to back out. I lost 42 levels of progress in survival mode because of this glitch. After working so hard to be careful for so long and reading about things before they could kill me, it was a big letdown that I could die so easily and quickly just exploring on the back of a donkey and there was no mention of it in the wiki. The page mentions suffocation damage, but needs to explain how easy it is to die quickly. –Preceding unsigned comment was added by (talk) at 8:20, 14 August 2015 (UTC). Please sign your posts with ~~~~

Untextured horse

Untextured Horse is a horse without an texture. Can be only obtain using /entitydata command. when you riding on any horse with a horse armor. type /entitydata @e[type=EntityHorse] {Type:4} or /entitydata @e[type=EntityHorse] {Type:3}. –Preceding unsigned comment was added by (talk) at 06:08, 19 September 2015 (UTC). Please sign your posts with ~~~~

Okay? I say it's not notable as it is a bug caused by supplying unused data to the game. You can do the same with nearly any item and it provides a missing texture. KnightMiner t/c 17:08, 19 September 2015 (UTC)
Everything in Minecraft has a texture. The BlobsPaper.png 22:23, 19 September 2015 (UTC)


I found a horse and tamed it and brought back with me. I tied the horse to a fence using a lead. Then I went to bed. The next day in the morning the lead was not on the fence and was lying on the ground as a item. There was no crater or anything so it was not a creeper explosion. I did not turn mob briefing off. My horse was not there. Then I travelled to the nearby mountains and found my horse. I play the PC version. This was also in 1.7.5. Is there a glitch for the lead or something? --Theneonracer137 (talk) 23:23, 28 December 2015 (UTC)

Use == Text == or the 'add topic' button to add a new section. –LauraFi - talk 23:33, 28 December 2015 (UTC)
It is a bug with leads. I searched the bug tracker for 'lead' and yes, there is a bug with leads breaking when chunks reload or when the game reloads, which was fixed in the 1.9 snapshots, so it won't be an issue any longer when 1.9 is released. – Sealbudsman talk/contr 13:09, 29 December 2015 (UTC)

Skeletal / zombie horse health

The article says "For skeletal and zombie horses, health is always 15". This doesn't seem to be correct anymore; skeleton horses spawned from a skeleton trap seem to have random health just like any other horse. A skeleton trap event netted me four skeletal horses, with health ranging from 12 to 26 (full hearts, that is). -Nyerguds (talk) 20:55, 22 March 2016 (UTC)

MC-89218 Anomie x (talk) 23:39, 22 March 2016 (UTC)
Says "Resolved - Works As Intended". Looks like the article needs to be adjusted then. -Nyerguds (talk) 08:57, 23 March 2016 (UTC)
Wait, that bug report isn't even relevant to what I said; as I mentioned, it acts differently in the current release version. Unlike what that bug report says, they do get varied health now. So it seems that despite the bug's resolution, they did fix it, then. -Nyerguds (talk) 09:03, 23 March 2016 (UTC)
The initially-spawned trap horse always has 53♥ × 26.5. The 3 that are spawned when the trap is triggered have 15♥ × 7.5–30♥ × 15, the same as normal horses or donkeys. This is already described in Horse#Statistics, BTW. Anomie x (talk) 10:19, 23 March 2016 (UTC)
Ah, I missed the note at the bottom of that bug report; "Skeletal horses spawned by lightning" kind of looks like it refers to all four. -Nyerguds (talk) 13:15, 23 March 2016 (UTC)
Hmm, I could have sworn that didn't say WAI yesterday, but I must have just missed it. It still feels like a bug to me though. Anomie x (talk) 10:19, 23 March 2016 (UTC)
Seems they just want to include one "boss horse", then, I guess. but yeah, that's quite a gigantic amount of health. -Nyerguds (talk) 11:07, 23 March 2016 (UTC)
I don't have a problem with giving the trap horse ridiculous health if they want, but I find it strange they have that as the default when (what MCP calls) "onInitialSpawn()" isn't called and then they neglect to call that for the trap horse, instead of calling that initializer method then resetting the health to 53 after the horse is properly initialized. Anomie x (talk) 15:33, 23 March 2016 (UTC)
I did the (erroneous) edit of the skeletal horse health, and want to add that *all* skeletal horses spawned on the realms server on which I'm playing have exactly 26 hearts (i.e. 26 visible hearts when riding them), without exception (whether they were the initial trap horse or not); and we get a lot of them, as we're playing on a seed which is essentially "waterworld" (huge vast stretches of ocean, with the appropriate biome, and only a few islands of varying size here and there, and any "mainland" being far, far away), and they spawn on what little land-area there is around us players even if there aren't actually horses there; they just spawn in anyway, and they all have exactly that amount of health. 12:38, 30 April 2016 (UTC)

Skeleton Horse spawning mobspawning=false

I have a world, and have turned off the gamerule mobspawning, but still had 3 skeleton horses in one thunderstorm.

I don't know if this is a bug or some.

Will try put up some youtube vid later on to show...

Skeletal horse not reacting to lead in 1.10

Not sure if this is a bug or not, but suddenly I'm finding (PC edition) that I can't attach skeletal horses with a lead. R-clicking while holding a lead just makes me ride the horse. Has it always been like this, or is this new, or is it something specific going weird with me? –Preceding unsigned comment was added by ChapnCrunch (talkcontribs) at 04:59, 10 June 2016 (UTC). Please sign your posts with ~~~~

It appears to have always been like this. Anomie x (talk) 11:16, 10 June 2016 (UTC)
I think this should deserve special mention on the main Page (not just a single parenthetical "non-Undead"). In parentheses, right after "can Spawn in the middle of the Ocean," due to it taking a Loong time to "nudge" them out of all that Water, to where Mounting /Riding them actually Means something. Yilante 19:25, 18 September 2016 (UTC)

Bit of a paradox in the page.

"It is impossible to enter a Nether portal while on a horse. It is possible however, to enter the portal on the horse and then dismount, sending the horse to the Nether on its own."

If it's impossible to enter the portal on the horse, how does the second sentence work out? --DarkShinyLugia (talk) 04:48, 23 June 2016 (UTC)

I think it means that you can't be transported to the Nether while riding a horse, but you can ride it into the middle of a portal block and dismount, at which point the horse and player will be transported to the Nether separately. -- Orthotopetalk 06:52, 23 June 2016 (UTC)

Variant Values

"Giving a Type 0 horse entity a Variant value not in this chart will result in a white horse. Using a value that is not a true ID (all true IDs are displayed on the chart above) will result in an invisible horse."

So if all the "true IDs" are in the chart, what is the difference between "a value that is not a true ID" and "a Variant value not in this chart"?

--MCweb 16:59, 16 July 2016 (UTC)

I changed it now so it reflects possibly what it was meant to say. – Sealbudsman talk/contr 04:06, 18 July 2016 (UTC)

Hay bales affect baby horses?

The article says a hay bale can be fed to a horse to add 3 min to the growth time (presuming it's a baby), however it also says that hay bales can't be fed to untamed horses. Baby horses count as untamed...so which is right? - 15:11, 1 August 2016 (UTC)

It was not specific enough. Hay bales cannot be fed to untamed adult horses. Good catch, thanks! – Sealbudsman talk/contr 17:24, 1 August 2016 (UTC)

Actually, in creative mode i fed some injured untamed horses hay bale multiple times. 13:58, 31 March 2017 (UTC)

Donkey Jump Strength

I have noticed that donkeys do not have a uniform jump strength. I have tested that one of my donkeys maximum jump height is 27 pixels (by using snow blocks) whereas another could jump 43 pixels. –Preceding unsigned comment was added by UmbraErr0r404 (talkcontribs) at 1:23, 25 August 2016 (UTC). (minor edit) UmbraErr0r404 (talk) 16:28, 26 August 2016 (UTC)

I just looked at NBT of several command-spawned and egg-spawned donkeys. The jump strength are all 0.7 when spawned in 1.10.2 and all 0.5 when spawned in 1.11 snapshots. Also I'm not getting any variation in in-game play-tested jump height. Can you identify whether your donkeys were spawned with commands, by an egg, or by breeding? – Sealbudsman talk/contr 14:44, 26 August 2016 (UTC)
The donkey with the better stats was breed from two donkeys that spawned in survival wild in minecraft 1.10.2. Both parents had the same speed and jump stat. For my testing I used snow and paved dirt to measure jump to the nearest pixel. I tested speed with a red stone binary timer. The default speed I found for spawned donkeys was 28 and default jump to be 27. The breed donkey I found has a jump of 43 and a speed of 25. UmbraErr0r404 (talk) 16:28, 26 August 2016 (UTC)

Player Jump Strength?

What is correct?


internal units blocks
0.432084373616155 1.250 (player's jump height)


internal units blocks
0.4 1.250
player 1.125

  HorseHead.png MarkusRost (talk) 00:10, 5 November 2016 (UTC)

I remember going through and making corrections to the Horse page sometime in the last few months, so I vouch for that. I can't vouch for the Tutorial page. The numbers are double-checkable so please feel free. The player jump height should be easily checkable, at least. – Sealbudsman talk/contr 00:54, 5 November 2016 (UTC)
Player#History indicates that the player's jump height was increased about a year ago; the tutorial page probably wasn't updated. -- Orthotopetalk 00:59, 5 November 2016 (UTC)
In my test I jumped 1 block and 3 snow layer, this would be 1.375 blocks. So both are wrong or my test failed?   HorseHead.png MarkusRost (talk) 01:05, 5 November 2016 (UTC)
Found my fail, the player can jump 1.250 blocks!   HorseHead.png MarkusRost (talk) 01:07, 5 November 2016 (UTC)

Savanna missing from history

Just recently I started playing Minecraft version 1.7 again because it's so much less laggy. Exploring savanna, I've been surprised to find no horses. Thinking back to when 1.7 was current, I did a lot of exploring, starting a game just to see the new biomes. I saw nothing but savannah and desert for quite a long time, but I didn't see any horses! At least, I don't think I did, it was a long time ago now. This lack of horses in savanna is not mentioned in the history section. In contrast, horses seemed quite common in savannas as soon as I started playing 1.8. Maybe they were there but very much rarer overall. There were no horses in the first plains biome I found, I just loaded up to check, but there were in the second larger plains.

I have to limit my playing time these days so I don't think I could find exactly when horses were introduced to savanna, or when they were made more common. They were there in 1.8.3 but not in 1.7.10. eekee/derdiggermunster -- 08:41, 8 March 2017 (UTC)

 Done I marked it as 1.8. The BlobsPaper.png 15:13, 8 March 2017 (UTC)
Thanks! I'm wondering, are horses proportionately rarer in large biomes? I've been exploring plains for about 3 hours in a 1.7 game with large biomes & have only seen 3 horse herds. It made me wonder if horses were just rarer in 1.7, but then i thought about the large biomes. -- eekee/derdiggermunster 14:44, 12 March 2017 (UTC)
...And then I found 3 more herds in the next half hour! Maybe horses didn't spawn in sunflower plains either in 1.7, because most of those 3 hours were spent in sunflower plains. -- eekee/derdiggermunster 15:06, 12 March 2017 (UTC)

Mules vs Donkey Differences: Myth or Fact?

This Wiki currently has Mules and Donkeys as being exactly the same stats-wise. However, many current guides on youtube and Reddit and the fan wiki say that mules have a range of speeds and jump heights similar to but slightly worse than horses. If all these guides are wrong, or were only right for certain versions of Minecraft, this should be noted in the mule section with phrasing similar to "It is a common misconception that mules have different stats from donkeys, but they do not".

Can I get some clarification? –Preceding unsigned comment was added by (talk) at 11:42, 15 March 2017 (UTC). Please sign your posts with ~~~~

The wiki only says they have exactly the same stats when naturally-spawned. It doesn't say anything about the potential stats when bred, maybe these other guides are talking about that.
That whole section could be cleaned up.. ugh.
Can you show us some links, showing these guides you are seeing, on Reddit, Youtube and the fan wiki? – Sealbudsman talk/contr 14:55, 15 March 2017 (UTC)
How do you mean when naturally-spawned? Mules can't naturally spawn. 14:10, 31 March 2017 (UTC)
I see what you mean. I did some playtesting with commands, spawn eggs and observing naturally-spawned horses, and did some basic reorganization and cleanup. Two pieces of out-of-date info, removed: nothing ever gets spawned with 53 health anymore, and there is no longer any equine-stat difference between something spawned naturally, by egg, by command, by command with NBT, or with the lightning trap.
Your observation that mules would have "a range of speeds and jump heights similar to but slightly worse than horses" – I think perhaps they must be talking about mules and horses that are 'bred'. It would make sense for a mule to never potentially have as good stats as a horse. But it is also true that mules and donkeys that are spawned have exactly the same stats. Again, can you link here to some of the guides you're talking about? If I knew exactly what they were saying, maybe that would help open up lines of questioning, or highlight areas of ambiguity in the article. Thanks! – Sealbudsman talk/contr 16:18, 31 March 2017 (UTC)

Invisible Horse Variant

As of 1.11, you can't make horses invisible by setting the Variant tag to an unused id. They'll just be white. -- 21:50, 15 May 2017 (UTC)


ArmorItem isn't a valid tag for skeleton and zombie horses. Could someone please remove it from Horse#Data values? – Fusseel 10:30, 31 August 2017 (UTC)


Im sorta a command noob i need the exact command to summon a white horse with a end rod on its head, any help will be appreciated.

Questions such as this should be asked at one of the Community Support sites, on Reddit, or on the Minecraft Discord. The wiki provides general information, not answers to specific questions. However, I'm pretty sure there is no command that can do what you want, and in fact it isn't possible to attach an end rod (or any other item that isn't a tool, weapon, or armor) to a mob. – Auldrick (talk · contribs) 20:58, 2 August 2018 (UTC)
Actually, the End Rod#Trivia confirms that there is a command in vanilla which does that. Also, some mods, like Mo' creatures, add unicorns to the game. 07:20, 3 August 2018 (UTC)

Breeding: growth time in minutes not ticks

"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)"

If the growth time is ticking internally, like everything else, then "20 minutes" is a technical misrepresentation (and misleading for MP). 20min=24000 ticks. If you can please verify that they're ticking internally then add the tick-time in brackets. VADemon (talk) 13:56, 4 September 2018 (UTC)

Split into 5 pages

I think having 5 mobs on the same page is a bit too much. Zombie and Skeleton have been recently split, and the same imho should be done here. Each variant has its own feature and differences, and having a page for each mob would improve readability.--Capopanzone (talk) 20:53, 22 November 2018 (UTC)

 Support, the current page is somewhat cluttered with information about all of the different horse variants. –Sonicwave talk 16:49, 4 December 2018 (UTC)
I aggree with the idea that there should be a split. But I think 3 pages would be better, donkey, mule, Horses (with the different types.) 02:02, 7 December 2018 (UTC)
 Support splitting either five ways, or keeping donkey, mules, and horses here and splitting skeleton and zombie horses to their own page, one for each. While I understand the above IP editor's viewpoint, skeleton and zombie horses are extremely different than horses, even more so than donkeys and mules are from them, so I don't think it would be a good idea to keep them on the same page.-- Madminecrafter12Orange Glazed Terracotta.pngTalk to meLight Blue Glazed Terracotta.png 03:06, 7 December 2018 (UTC)
 Support splitting the page (either 5 ways or some other combination; just another reminder, it's always easier to judge the split if there are drafts of the resulting pages). --AttemptToCallNil (report bug, view backtrace) 11:01, 7 December 2018 (UTC)
 Support splitting into 5 pages, the page is a mess right now. Also it would be interesting to know the differences between riding horses and donkeys for instance. Surely they aren't exactly the same, but this isn't clear on the page. And I think we need to split the skeleton and zombie horses into their own page too (similar to zombie and giant) because those variants don't spawn naturally like regular horses and donkeys, and so shouldn't clog up the page with tons of phrases like "except the zombie / skeleton variant". – Jack McKalling [ Talk Contrib ] 09:31, 11 December 2018 (UTC)
A  Support, to prevent this page cluttered. Splitting improves to find info without looking in the whole page for the needed information. --Wikipedia-logo.png psl85 (talkcontribs) 16:04, 12 December 2018 (UTC)
 Support This page is quite cluttered and it is a mix of mobs that can and cannot spawn naturally. – Nixinova Book and Quill.png Diamond Pickaxe.png 04:05, 21 December 2018 (UTC)
This is what the page will look like with only the information about the regular horse: user:Nixinova/Horse. – Nixinova Book and Quill.png Diamond Pickaxe.png 04:30, 21 December 2018 (UTC)
 Support i think 3 pages is enough (horse, donkey, mule) --Ocarina37 (talk) 12:31, 22 December 2018 (UTC)
 Support --Angrydog001 (talk) 08:11, 6 January 2019 (UTC)
 Support splitting into 5 pages, as zombie horse and skeleton horse have quite many differences from regular horses (drops, spawning conditions etc.) 12:04, 6 January 2019 (UTC)
 Support for 5 pages; just now realized I didn’t comment on this yet. I think it’s safe to say that we can go ahead and split this page up now; at least into horse donkey and mule (seeing as votes for 3 and 5 pages differ), perhaps a mockup for zombie and skeleton horse pages would give a better idea of how it’d be. FVbico (talk) 13:56, 6 January 2019 (UTC)
 Support a five-way split. - User-12316399 (talk) 23:39, 14 January 2019 (UTC)
 Support Skeleton Horses are very different from normal Horses and the split is needed. AgrastiOs (talk) 17:59, 21 January 2019 (UTC)
Split. – Nixinova Nixinova sig image 1.png Nixinova sig image 2.png 22:26, 21 January 2019 (UTC)

Horses on Boats

The page says Horses can ride in boats, this is not true in the current version of the Java edition. I don't know whether foals can ride in boats, if horses can ride in boats in other versions of the game, or whether horses can (still) ride in minecarts. -- 20:04, 8 April 2019 (UTC)

True. Foals can ride boats, even with the player boarding (then, the foal turns sideways).
The only way –except commands– to have a (grown-up) horse ride a boat is to let a foal enter a boat and let it grow up.
Although it is hard for a player to then go aboard… —DscheJOuh (talk) 22:09, 19 June 2019 (UTC)

Spawned or generated?

Aren't horses only generated, or do they really also spawn afterwards? That's nothing I have observed; usually after all horses of an area have been lead (or ridden) away, the area stays empty of (new) horses… —DscheJOuh (talk) 22:15, 19 June 2019 (UTC)

Good question. Are you using Bedrock of Java? It may not matter, but I'm curious.
In Bedrock I suspect that horses are first generated, and afterward more can spawn, rarely. In my Bedrock survival game, not counting the skeleton horse I have penned up that spawned during a thunderstorm, I have other horses in the same pen that I've collected from around my area. I've been playing in this world on and off with my son since version 1.2. Once in a great while, we see another horse near our home village. We aren't breeding them. I don't know if the new horses spawned in our area, or if they generated far away and then wandered closer (we're at the edge of a vast plains biome), or if horses we haven't penned up have been breeding and then wander closer. ~ Amatulic (talk) 22:51, 19 June 2019 (UTC)
Hmmm. I'm using Java, vanilla only. And, yes, I'm also not counting skeleton horses, which indeed get spawned during thunderstorms. *G*
I'm asking, because rabbits, for example, really do get spawned over and over again, since I discovered lots of them while playing SkyBlock2.1 even on 1.14.3…. —DscheJOuh (talk) 22:10, 25 June 2019 (UTC)
Well, horses certainly don't spawn like rabbits! As I said, if they do spawn at all, it seems rare. More likely the additional horses I've seen resulted from breeding. The spawning article uses the word "spawn" in different ways, one of which means "generated during world building". So the term is OK here. The problem is that it's ambiguous. My preference is "generate" for the world creation procedure, and "spawn" for a mob appearing as a result of the player's location, mob cap, lighting conditions, etc. Then again, on this wiki, the word "generate" seems to apply to structures, not mobs. ~ Amatulic (talk) 23:04, 25 June 2019 (UTC)
A recent edit today confirmed that horses do spawn, not just generate. ~ Amatulic (talk) 05:40, 26 June 2019 (UTC)

Horse jump height

On a world of mine on my PS4 I tamed a horse that had a jump height of 5.5 blocks. I’m not sure wether I should edit the page as it could be talking about a certain edition. Frampus39 (talk) 14:55, 13 March 2020 (UTC)

After breeding many mule and donkeys, I found some inconsistency in the wiki, at least for Bedrock edition. I checked attribute of them with Universal Minecraft Editor and found jump strength value seems similar in range but the equivalent block heights are not as described. I edited an horse to the max jump strength value of 1.0 and I get it to jump 5 and 7/8 blocks (7 layer of snow or a lectern on top...seems layer of snow in bedrock are 1/8 block each on Bedrock, another difference.
Donkey with jump strenght of 0.5 can jump 1 7/8 instead of wiki (Java?) 1 9⁄16 blocks, and interesting to note, will walk over 1 3/8 blocks.
Also, a found a bug in the "heart" display for donkey and mules
I will surely update the wiki later when I know a bit more