How to put shark teeth on horses
Under the term Horses Minecraft brings together all creatures that are modeled on real horses.
These include five variants: Horses, ass, Mules, Skeleton horses and Zombie horses.
This article uses between horse as a generic term and Variant horse differentiated in particular.
- Horses are passive creatures, i.e. they flee from attacks without defending themselves. You avoid dangers such as abysses and lava, and can climb into carts.
- Unlike other passive creatures, they regenerate their health over time. By feeding certain foods you can accelerate healing (not skeletal and zombie horses).
- They randomly roam the landscape, rear up, move their tails and bow their heads as if they were grazing. Unlike sheep, they do not consume grass. Every now and then they make characteristic sounds (see section Noises).
- Horses cannot be attracted by the player.
- All horses (except the zombie horse) can also be leashed untamed.
- Horses will not fit through openings 1 block wide.
Special features of the variants 
The five horse variants (sometimes also as Races are different both in their appearance and in some of their other properties.
Health, jumping power and speed
Health, jumping power and maximum speed are the basic physical characteristics of a horse that are particularly relevant for the player when used as a mount. They are set individually during spawning.
Through a targeted selection and pairing of specimens with certain characteristics, horses with certain characteristics can be bred. Skeleton horses and zombie horses cannot be bred, but they have a set health and maximum speed anyway. Only their bounce varies with each occurrence. For more details on horse breeding, see instructions / horse breeding.
|health||15 () to 30 ( × 15)||22 ( × 11)|
|Jump height[Note 1]||1 block to 5 blocks|
In internal units: 0.4 to 1.0
|about 3.5 blocks|
In internal units: 0.7
|speed[Note 1][Note 2]||4.8 to 14.5 blocks / second|
In internal units: 0.1125 to 0.3375
|9.7 blocks / second|
In internal units: 0.225
- ↑ abA formula for converting the internal units can be found under Attributes.
- ↑ For comparison: A player has an internal speed of approx. 0.1 internal units, which corresponds to approx. 4.3 blocks / second.
Usable items 
Horses spawn only in plains and savannahs in herds of up to six animals. Donkeys can also be found in the biomes mentioned. They are much rarer than horses and only occur in herds of up to three animals on the plains, while they appear individually in the savannah. 1⁄5 (20%) of all animals in a herd are spawned as foals. While donkeys always have a gray coat, the coat of horses is determined from a random combination of coat color and coat characteristics, which is discussed in more detail in the Horse section. The coat color does not depend on the biome, as is the case with other animals, and is largely uniform within a herd. Other physical characteristics are also determined randomly during spawning.
While all three physical characteristics are determined randomly in horses spawned in nature, in donkeys this is only the case for health. Speed and jumping power are determined from the start and are therefore the same for every donkey spawned in nature. However, this does not have to stay that way. By breeding donkeys with one another or even with horses, all three values can be improved as far as possible.
Skeletal horses can rarely appear in thunderstorms when lightning strikes. It is then a trap that is triggered as soon as the player approaches it. Specific information on the occurrence is described under Skeleton Rider. Mules can only be created through breeding and zombie horses cannot be obtained in survival mode.
Livestock breeding gives an overview of the reproduction of other animals.
Basically only the variants horse and ass - also mixed - can be paired. To do this, the desired parent animals must first be tamed and then made ready to mate. The willingness to mate is triggered by feeding the tamed animals with (also enchanted) golden apples or with golden carrots and indicated by ascending hearts. The parent animals turn to each other and after a while a foal appears with them. The player receives experience points for this.
Mules arise when the parents each consist of a horse and a donkey. Descendants of the variant horse mostly have the fur characteristics of their parents, only about 11.11% (1⁄9) of all offspring have purely coincidental coat characteristics. Donkey foals are always gray, mule foals are always dark brown. Other physical characteristics such as life points are calculated at random from the characteristics of the parent animals.
All foals are lankier and smaller than their parents. Foals are not yet tame, and they can only be tamed as adults. After about 20 minutes real time (a Minecraft day) the foal grows into an adult animal. This time can be shortened by feeding them certain foods. Feeding foals to accelerate growth also increases the likelihood of successfully taming them.
Horses, donkeys and mules drop 0 to 2 leather after their death, skeleton horses 0 to 2 bones and zombie horses 0 to 2 rotten meat. All horse variants drop a saddle if they were already equipped with it before their death. The same goes for horses that have been wearing a horse harness. If donkeys and mules have been equipped with a chest, they will also drop this, including its contents. If the animal was killed by the player, he receives 1-3 experience points. A foal drops No way something.
After a horse has been tamed, the player can join ascend and descend again with. If the horse is in more than two blocks of water, the player dismounts automatically. When riding, the player's hunger display is replaced by the horse's life display; the jump bar takes the place of the experience bar. In order to be able to control the horse, the player must insert a saddle in the horse inventory in the upper left slot. The horse inventory opens with when the player is mounted or with + when he's next to it. The control takes place with the usual control buttons , , , , , .
If you hold down the jump button, the jump bar fills up in blue. The fuller it is, the further and higher the horse will jump when it is released. The ridden horse overcomes gradients one block high and one block wide gaps on its own. Horses can jump between 1.2 and 5.1 blocks high. Beacons or potions that increase jump strength have no effect on horses.
- To run
The maximum speed of horses varies between approx. 4.8 and 14.5 blocks per second (for comparison: the player's walking speed is 4.3 blocks per second). Speed potions can make horses even faster. If you also travel through the Nether, you can increase the effective speed in the overworld to up to 130 blocks per second. This is one of the fastest ways to get around in Minecraft. However, ridden horses do not enter the nether portal, the player must dismount.
Horses are very slow when running backwards, and almost as fast as the player when running sideways.
On a horse you can still interact with the environment, e.g. using potions, activating mechanisms, interacting with blocks (the breaking down of blocks is slowed down by a factor of 5 as on a ladder), fighting with a sword and a bow.
Horse and rider fit securely through an opening 2.75 blocks high. At lower altitudes, the rider risks suffocation if his head gets into a nontransparent block. Riding through a nether portal is not possible as it cannot transport riding objects.
After a horse has been tamed, it can be equipped. Saddles can be put on and removed from all horse variants. Horse armor can only be worn by horses, donkeys or mules cannot wear horse armor. If you right-click on a donkey / mule with a chest, the animal receives its own inventory in which you can put objects. To put on the equipment, you right-click on the animal with it. Saddle or armor are also placed in the slots provided in the horse inventory.
Horse armor comes in three quality levels, which give the horse a protection of 22% -40%. They never wear out and can be put down again. Chests expand the inventory of a donkey or a mule by 15 additional fields that can be used like a normal chest. A chest can be used as desired, but can only be removed by killing the animal.
Leashes can be attached to all horses, even untamed ones (with the exception of zombie and skeleton horses) by right-clicking. This can be used to lead horses around or tie them to a fence.
Adult horses, donkeys and mules can be tamed, i.e. they become accessible for further interactions with the player (breeding, riding, equipping, healing). To do this, the player repeatedly climbs on the animal by clicking on it with an empty hand. When it no longer rears up and hearts rise, it is tamed. Internally, taming is based on a "temperament" value:
Every tame but still untamed horse has one to begin with temperament with the internal value 0. When the player tries to get on the horse, a random value from 0 to 99 is determined. If this value smaller is than the current temperament value of the horse, the horse is tamed. If the value is not smaller, the current temperament value is increased by 5 units. In practice, this approach means that a successful taming is 5% more likely with each attempt. At the same time, feeding certain foods can increase the likelihood of success.
Skeleton horses are tamed in the first place, and tame zombie horses can only be spawned by command.
Certain foods can heal horses, accelerate their growth, tame them more quickly and / or make them ready to mate. Skeleton horses and zombie horses generally cannot be fed, even if they are tamed.
Feeding to shorten the growth time increases the chances of success in taming the foal. For example, a foal that has been given sugar to grow 34 times and then grown will be successfully tamed on the first attempt.
NBT data 
- horse has the object ID "horse"
- Donkey has the object ID "donkey"
- Mule has the object ID "mule"
- Skeleton horse has the object ID "skeleton_horse"
- Zombie horse has the object ID "zombie_horse"
- Lama has the object ID "llama"
- Händlerlama has the object ID "trader_llama"
- General object properties
- General characteristics
- General creature traits
- General mating characteristics
- ArmorItem: Optional and only for horses. The item data of the armor the horse wears without slot.
- Bred: 1 or 0 (true / false) - currently not used. Always 0.
- ChestedHorse: 1 or 0 (true / false) - true if the creature is carrying chests (only for donkeys, mules and llamas).
- DecorItem: Optional and only for llamas. The item data of the carpet the Lama is wearing without slot.
- EatingHaystack: 1 or 0 (true / false) - true if the creature is grazing.
- Items: Only for donkeys, mules and llamas and only if Chested Horse true is: List of item data that the creature carries with it slot. The slots are numbered 2 through 16.
- An item in the creature's saddlebag.
- Owner: The UUID of the player who owns this creature.
- SaddleItem: Optional and only for horses, donkeys and mules. The item data of the saddle the creature wears, without slot.
- SkeletonTrap: For skeleton horses only: 1 or 0 (true / false) - if true, the horse will spawn three skeleton riders and transform itself into one if a player is within 10 blocks. Then the value is automatically set to false.
- SkeletonTrapTime: For skeleton horses only: time in ticks, as long as SkeletonTrap is true. When the value reaches 18,000 (15 minutes), the skeleton horse despawns.
- Strength: Only for llamas: multiplied by 3 this is the number of slots the llama has in a chest. The maximum is 5 (= 15 slots).
- Tame: 1 or 0 (true / false) - true if the creature is tamed.
- Temper: Mood of the creature from 0 to 100. Increases when the creature is fed. A higher value makes the creature easier to tame.
- Variant: Color and stain variants for horses: Colors: 0 = white, 1 = light brown, 2 = red-brown, 3 = dark brown, 4 = black, 5 = gray, 6 = black-brown. Spots by adding: +256 = white feet, +512 = large white spots, +768 = small white spots, +1024 = iridescent. For llamas: 0 = cream, 1 = white, 2 = brown, 3 = gray.
- DespawnDelay: Only for dealer llamas and only available if Tame is false. Time in ticks until the creature despawns, which is counted down. At 0 the merchant llama despawns.
|adventure||Adventure, exploration and combat||—||Kill any creature or get killed by any creature|
|A joke to throw away||Throw your trident at something.|
Note: Throwing away your only weapon is a bad idea.
|Monster hunter||Hit any creature with a trident|
|Target exercises||Shoot something with a bow and arrow||Monster hunter||Hit any creature with a bow and arrow or a crossbow. Progress is also achieved using spectral arrows or effect arrows.|
|The chickens and the flowers||Raise two animals||Agriculture|
Other mating animals, if any, do not count towards this advance.
Propagate one of these animals at least once:
Bee, donkey, fox, hoglin, chicken, rabbit, cat, cow, llama, mule, moss room, ocelot, panda, horse, Sheep, turtle, strider, pig, wolf
New with version 1.17: axolotl, goat.
|All best friends||Tame an animal||Agriculture||—|
|In pairs||Increase all animal species!||The chickens and the flowers|
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