I could see them as a nuisance mob. One that does not aggro you directly, but does things that are unfavorable.
Rabbits:
Spawn in most Biomes, except overly "moist" ones (Jungles, swamps, ocean, beach, etc), slightly more commonly in the newest biomes. (roofed forest, mega taiga, flower forest, messa) with white variants spawning in cold biomes (but this would be rare as spawns in cold biomes would also be rare).
Drops: Rabbit Pelt 0-1 This is a Villager trading item, used to "fill in" when you don't *q-u-i-t-e* have the required items for a trade, or to unlock the next trade early if certain conditions are met (I.e., your popularity is in good standing, you have made at least one trade with that villager already. etc.) It can also be used with wool to craft a "stuffed toy" which you can give to villager children to increase A: your popularity with the village, and B: chances that that villager will have more rare trades/better deals when they become an adult, and C: grants the achievement "EarthBound Miner". This is actually a hint that you can place it in the world and hostile mobs will occasionally aggro/attack it instead of you if you remain nearby it while fighting. (It will merely attract a creeper, not activate it, and if an enderman picks one up, it will de-aggro, and won't "notice" if you look at it. an easter egg (no pun intended) would be that if an enderman pick one up, and is not killed by morning, it will teleport away, but you will find that the toy will have mysteriously appeared next to the last bed you slept in) White pelt variants can be dyed, and the color will transfer to the crafted toy, so the toy can be personalized, or used as a team flag on CTF maps.
Pelts can be added to any tier of boots in the anvil to acquire the "Silent Step" enchantment, which, among other things allows you to walk up to occelots with out them running away. (but mostly, it just reduces the volume on the movement sounds, still, somewhat useful I guess...)
Rabbits foot (rare) 0-1 Used as a reagent in a Thick Potion to make a "Lucky Potion." Various effects, such as increased drops from farmed crops, causing ores to drop multiples of them selves occasionally (up to 5 for a Lucky II Potion!), randomly causing monster attacks to cause no damage, and while under it's effects, you'll be able to connect on Endermen with ranged attacks. Lucky II also cures the "Whither" status, but at total cost of all of it's ancillary effects, and duration (also it's not a vaccination. you can get affected with the status again directly after taking the potion if you are careless. F.Y.I. The inverse of this potion (add fermented spider eye) is "Potion Of Anguish" and this causes (as one would expect) pretty much the opposite effects of the Lucky Potion. In addition, while under it's effects normal sources of healing will have little or no effect (healing potions and golden apples will still work however), and food will restore only 30-50% of it normal value (on hardcore mode, it won't restore ANY) damage taken will be increased by up to 15% and all tools used will wear at 150% their normal rate. If poisoned, damage per tick will be doubled, (In hard and above, this will be quadrupled,) and drowning, falling more than 10 meters, and falling into lava are instant death scenarios. (and on hard mode your held items don't drop on death; they are just wiped from your inventory.) lastly, dropped items will despawn 25% faster while under the Potion Of Anguish's effects (One Final note, the Enderdragon would be immune to this potion, for obvious balance reasons)
The foot can also add the looting enchantment to any undamaged tool when combined in an anvil.
Whats wrong with them just dropping rabbit meat? More food sources are never bad and maybe they could be fast but die in two hits with a bow so hunting becomes a fun challenge.
I really don't think we need more foods. It's bad enough over half of the food in the game never gets used because of how easy it is to get mass amounts of steak or pork. (Seriously. When was the last time you've seen anyone eat Pumpkin Pie or something?)
I had to go to bed so this is part two of my post.
Behavior, Spawning Conditions, and Appearance
Rabbits will spawn in the second lowest light level of any passive mob, Level 5, and won't spawn in light levels higher than 13. They will venture into lighter or darker areas however, but prefer and gravitate toward lit, but shady spots. As a spawn condition, they will not spawn anywhere with an unobstructed view of the sky. Further, they only spawn above layer 30, but can be found in deep caves, as they do wander after spawning. Rabbits spawn in groups of 2-8, but multiple groups may spawn next to each other, so groups may appear larger than they actually are.
Rabbit behavior is similar to sheep in that they "forage" for food. They will eat naturally spawning sugar canes, all flower types, and tall grass. If a rabbit wanders into a very lit area, and there are no shady spots to gravitate to in a 32 block radius they will dig a small burrow of about 3-10 blocks diagonally down and then a 2x2x2 "room" at the end. They will also do this at dusk if they haven't despawned by then, and then stay inside until morning. This makes rabbits also the first mob to make constructions of any sort on purpose. Interestingly when dug in sand, the rabbit won't cause block updates to the surrounding sand, this is because the rabbit is not actually "digging," rather it's replacing the dirt, gravel, or sand with air blocks directly. In addition, because of this behavior, these "bunny holes", make excellent rabbit spawning zones, and so it may appear as if the same rabbit(s) are occupying the same burrow in player frequented areas. Rabbits will freeze when within the FOV of the player at a radial distance of 48 blocks horizontally centered on the rabbit and 24 block radius vertically. If the player comes with in striking distance of the rabbit, the mob will bounce off rapidly in a zig zag pattern away from the player until it is out side the range where it would normally freeze, breaks line of sight, or discovers an enclosed area such as a surface cave to hide in (which ever comes first). If the rabbit has dug a burrow, or there is an unoccupied one with in 10 blocks of its escape vector, it will hide there instead. Rabbits can swim, but gravitate away from large bodies of water, unless actively feeding. Rabbits can be hunted by Wild Wolves and Wild Ocelots, however ocelots are usually more successful as they can almost match rabbits' speed, and more importantly, are able to fit down rabbit burrows to make the kill. Wolves will hunt sheep over rabbits given the choice, and sheep are easier prey.anyway. When hunted, they do not show their bounding behavior as much, but still escape in a zig zag pattern along an escape vector. (A note about this vector: It is randomly chosen from a range of 108 degrees to either side of the straight ahead vector of line of sight of the attacking mob. Also, once calculated, it will not be deviated from but for the following exceptions: 1. To path around an obstacle, such as a tree, or steep incline,( the fleeing rabbit will path through up to 16 blocks of water if necessary, any more and it will path around, then reacquire, the vector,) 2. the vector suddenly intersects with another antagonistic mob, (at which point the vector may be recalculated) or 3. as stated before, a suitable rabbit hole is with in a ten block radius of any point along the escape vector) This makes hunting them with tamed wolves a viable option.
Rabbits come in all the same colors that sheep do except the pink variation is replaced with light blue for rabbits, and white is the rarest color while tan, brown and grey are more common, additionally, desert and mesa spawning rabbits may spawn yellow or orange. Rabbits cannot be dyed directly unlike sheep, and besides, the rabbit must be killed for it's pelt anyway. However, rabbits of the same color will always produce the same color off spring. If the parents are different colors, the offspring will either be the same color of one of the parents, or more commonly a "middle" tone. (I.e., a yellow rabbit and a black rabbit will produce yellow, black, or brown offspring,whereas two grey rabbits will always produce grey offspring.) this makes producing large quantities of any color pelt quite possible assuming a line of white rabbits can be started.
Breeding, Nuisance Behaviors, and Farming
Rabbits enter love mode naturally based on population density, much like villagers. if there are fewer than 10 rabbits within the surrounding 8 chunks (all layers are checked, regardless of a rabbits ability to spawn there) of the rabbits' current chunk, and assuming that another one of them is nearby, the rabbit(s) will enter love mode. This cap goes up by 3 for every 1 predator present with in that range, but the range never changes. (and the player does not count as a "predator") Rabbits, unlike other mobs, generate 1-4 offspring per lovemode, and will not exit love mode until the areas cap (which is factored at the beginning) is met or exceeded. Since the check is performed independently per rabbit, if 8 of those rabbits are in the same chunk, with no other rabbits in the surrounding 8 chunks and they are pared off they will all enter love mode and produce at least 2 offspring. If they all have the maximum litter size, 8 rabbits would suddenly become 40. Add a few wolves to the mix and suddenly you would be knee deep in rabbits. Fortunately rabbits spawn in large enough numbers that "natural" population explosions would most certainly be a rare occurrence, if at all, and any that did occur would more than likely be player caused. Further, predation, and attrition would more than iron out any rogue population booms before they go to crazy.
Due to the skittish behaviour of Rabbits, farming them becomes problematic, but not impossible. Rabbits are attracted to any low laying vegetation, and while in "the wild" they will feed on any naturally spawning plant types, this won't stop them from seeking out and eating:
-planted saplings
-leaf blocks
-melons
-mushrooms
-hay bales
-vines
-lily pads
-pumpkins
-jack-o-lanterns (they actually eat every thing but the torch!)
-All flower types
-netherwart
-wheat
-carrots
-beets
-potatoes
-sugar cane
-anything potted
-And EVEN CACTUS.
They won't eat cocoa pods. Chocolate is poison to rabbits.
Basically, they can and will decimate your crops. (posting a wolf though is sufficient deterrent for a small garden, more permanent solutions may be needed for large fields.) This can work to your advantage as a decoy planting can allow you to entrap them, and then you can use careful building to move them around. Containment will be the biggest issue as rabbits can path under walls by quickly digging tunnels beneath them if there is no other means of escape, and fences are useless as rabbits can jump a full 2 blocks into the air vertically, and 4 horizontally. Further, as they are about the size of chickens, any 1x1 spaces are easy escape routes. Rabbits will also "eat" plants that are item drops.
-Seeds of all types
-saplings
-melon slices
-glistering melon
-vines
-lily pads
-apples(golden and enchanted)
-and all crops. (except coco beans)
Rabbits can be induced to enter lovemode if they are provided with a golden carrot, but this still causes the normal checks to occur, they are just done at the end of the process instead of the beginning. The most effective farming method would be to build a box 16x16x3 and then plant a 4x4 garden in the center to attract rabbits, with some type of piston door so it can be closed remotely. Then fill the surrounding 8 chunks with wolves and quardden off the area. Finally, sit back and watch the box fill like a bowl of popcorn.
Heath Rabbits have 6 hp.
Dimensions: height 0.9m width 0.8m length1.1m
Speed
Rabbits, when un-accosted, actually have the slowest movement speed of any mob next to slimes, and ambulate in much the same way; short low hops. When fleeing they can clock in at 16-20 meters per second though, depending on if it was the player or another mob that startled them.
Trivia
-Rabbits are very light and won't activate gold or iron pressure plates.
-Rabbits seem to have an odd effect on endermen and creepers; When around rabbits these hostile mobs won't aggro the player (unless attacked by the player). However as rabbits hide when night falls, and flee from the vicinity of the player, it's rather difficult to see the effect in the wild.
Well that's my rundown on what I want rabbits to be like. Hope that people like my ideas!
This is a good idea and I would enjoy it a lot in the game. Birds and fish would be just as good as rabbits in my opinion though. I really hope this gets added
Not every god damn mob has to do something. This game is in desperate need of some ambience.
The game is also in desperate need of properly-balanced hostile mobs. The only one that's well-balanced enough is the cave spider, but only because poison pierces armor.
Of course, a bunny won't do a good job of fitting the "properly-balanced hostile mob" bill without being either ridiculous or a Monty Python reference.
Rollback Post to RevisionRollBack
Did something happen to you in your childhood to give you this unreasonable fear of rutabaga?
The game is also in desperate need of properly-balanced hostile mobs. The only one that's well-balanced enough is the cave spider, but only because poison pierces armor.
Of course, a bunny won't do a good job of fitting the "properly-balanced hostile mob" bill without being either ridiculous or a Monty Python reference.
GUYS IDEA: LETS MAKE THE RABBIT THE ANTICH-- im going to stop myself before i say something controversial, well at least to peope who have not experianced Monty Python.
Rabbits would be an awesome addition to the game. The more mobs, the merrier Maybe they can drop Rabbit fur or the like to make some new type of armor?
GUYS IDEA: LETS MAKE THE RABBIT THE ANTICH-- im going to stop myself before i say something controversial, well at least to peope who have not experianced Monty Python.
Nahh. I'm Christian and I wouldn't be offended.
Anyways, I really hope that:
Rabbits don't overpopulate
If they do drop anything, it's a rare drop that helps with jump boost potions
Why always things for potions? Since those things are present, everyone with not that much creativity, lets almost every suggested mob item to be something for a potion.
I just hope that they are not Unreal rabbits, so that you can jump on them to squash them.
Because about half of the potion effects that exist in the game are currently unused in Vanilla as a potion, which gives room for ideas on how to make them brewable.
Bunnies. Hm . . . ok, add the cute bunnies I guess. I have no problem with adding ambient mobs to make things more interesting. I just hope they don’t spend a lot of time on this development. I’d suspect bunnies could be added as a weekend quick project for them. Now, if the bunnies where to play a key role in some weird way, ok, go wild. But . . . Hope they stay focused on the bigger more serious additions that need to happen to this game. Hm . . .
Maybe a bunny swarm eats all your crops one night. They can get through fences and under walls. No barrier can prevent them. Guard your crops with wolves or something. That could be interesting.
I think it would be cool if they could not be tamed. It would be more cool if they were faster than a sprinting player, but perhaps the player could hunt them using bows or even a small pack of wolves.
The game is also in desperate need of properly-balanced hostile mobs. The only one that's well-balanced enough is the cave spider, but only because poison pierces armor.
Of course, a bunny won't do a good job of fitting the "properly-balanced hostile mob" bill without being either ridiculous or a Monty Python reference.
I am all for a monty python themed bunny-boss that would be faster then a sprinting player and harder then the wither. Simply because that would be amazingly hilarious.
Rabbits:
Spawn in most Biomes, except overly "moist" ones (Jungles, swamps, ocean, beach, etc), slightly more commonly in the newest biomes. (roofed forest, mega taiga, flower forest, messa) with white variants spawning in cold biomes (but this would be rare as spawns in cold biomes would also be rare).
Drops:
Rabbit Pelt 0-1 This is a Villager trading item, used to "fill in" when you don't *q-u-i-t-e* have the required items for a trade, or to unlock the next trade early if certain conditions are met (I.e., your popularity is in good standing, you have made at least one trade with that villager already. etc.) It can also be used with wool to craft a "stuffed toy" which you can give to villager children to increase A: your popularity with the village, and B: chances that that villager will have more rare trades/better deals when they become an adult, and C: grants the achievement "EarthBound Miner". This is actually a hint that you can place it in the world and hostile mobs will occasionally aggro/attack it instead of you if you remain nearby it while fighting. (It will merely attract a creeper, not activate it, and if an enderman picks one up, it will de-aggro, and won't "notice" if you look at it. an easter egg (no pun intended) would be that if an enderman pick one up, and is not killed by morning, it will teleport away, but you will find that the toy will have mysteriously appeared next to the last bed you slept in) White pelt variants can be dyed, and the color will transfer to the crafted toy, so the toy can be personalized, or used as a team flag on CTF maps.
Pelts can be added to any tier of boots in the anvil to acquire the "Silent Step" enchantment, which, among other things allows you to walk up to occelots with out them running away. (but mostly, it just reduces the volume on the movement sounds, still, somewhat useful I guess...)
Rabbits foot (rare) 0-1 Used as a reagent in a Thick Potion to make a "Lucky Potion." Various effects, such as increased drops from farmed crops, causing ores to drop multiples of them selves occasionally (up to 5 for a Lucky II Potion!), randomly causing monster attacks to cause no damage, and while under it's effects, you'll be able to connect on Endermen with ranged attacks. Lucky II also cures the "Whither" status, but at total cost of all of it's ancillary effects, and duration (also it's not a vaccination. you can get affected with the status again directly after taking the potion if you are careless. F.Y.I. The inverse of this potion (add fermented spider eye) is "Potion Of Anguish" and this causes (as one would expect) pretty much the opposite effects of the Lucky Potion. In addition, while under it's effects normal sources of healing will have little or no effect (healing potions and golden apples will still work however), and food will restore only 30-50% of it normal value (on hardcore mode, it won't restore ANY) damage taken will be increased by up to 15% and all tools used will wear at 150% their normal rate. If poisoned, damage per tick will be doubled, (In hard and above, this will be quadrupled,) and drowning, falling more than 10 meters, and falling into lava are instant death scenarios. (and on hard mode your held items don't drop on death; they are just wiped from your inventory.) lastly, dropped items will despawn 25% faster while under the Potion Of Anguish's effects (One Final note, the Enderdragon would be immune to this potion, for obvious balance reasons)
The foot can also add the looting enchantment to any undamaged tool when combined in an anvil.
Exp. 1-4 (white variants 2-5)
I really don't think we need more foods. It's bad enough over half of the food in the game never gets used because of how easy it is to get mass amounts of steak or pork. (Seriously. When was the last time you've seen anyone eat Pumpkin Pie or something?)
What did you think I meant?
Behavior, Spawning Conditions, and Appearance
Rabbits will spawn in the second lowest light level of any passive mob, Level 5, and won't spawn in light levels higher than 13. They will venture into lighter or darker areas however, but prefer and gravitate toward lit, but shady spots. As a spawn condition, they will not spawn anywhere with an unobstructed view of the sky. Further, they only spawn above layer 30, but can be found in deep caves, as they do wander after spawning. Rabbits spawn in groups of 2-8, but multiple groups may spawn next to each other, so groups may appear larger than they actually are.
Rabbit behavior is similar to sheep in that they "forage" for food. They will eat naturally spawning sugar canes, all flower types, and tall grass. If a rabbit wanders into a very lit area, and there are no shady spots to gravitate to in a 32 block radius they will dig a small burrow of about 3-10 blocks diagonally down and then a 2x2x2 "room" at the end. They will also do this at dusk if they haven't despawned by then, and then stay inside until morning. This makes rabbits also the first mob to make constructions of any sort on purpose. Interestingly when dug in sand, the rabbit won't cause block updates to the surrounding sand, this is because the rabbit is not actually "digging," rather it's replacing the dirt, gravel, or sand with air blocks directly. In addition, because of this behavior, these "bunny holes", make excellent rabbit spawning zones, and so it may appear as if the same rabbit(s) are occupying the same burrow in player frequented areas. Rabbits will freeze when within the FOV of the player at a radial distance of 48 blocks horizontally centered on the rabbit and 24 block radius vertically. If the player comes with in striking distance of the rabbit, the mob will bounce off rapidly in a zig zag pattern away from the player until it is out side the range where it would normally freeze, breaks line of sight, or discovers an enclosed area such as a surface cave to hide in (which ever comes first). If the rabbit has dug a burrow, or there is an unoccupied one with in 10 blocks of its escape vector, it will hide there instead. Rabbits can swim, but gravitate away from large bodies of water, unless actively feeding. Rabbits can be hunted by Wild Wolves and Wild Ocelots, however ocelots are usually more successful as they can almost match rabbits' speed, and more importantly, are able to fit down rabbit burrows to make the kill. Wolves will hunt sheep over rabbits given the choice, and sheep are easier prey.anyway. When hunted, they do not show their bounding behavior as much, but still escape in a zig zag pattern along an escape vector. (A note about this vector: It is randomly chosen from a range of 108 degrees to either side of the straight ahead vector of line of sight of the attacking mob. Also, once calculated, it will not be deviated from but for the following exceptions: 1. To path around an obstacle, such as a tree, or steep incline,( the fleeing rabbit will path through up to 16 blocks of water if necessary, any more and it will path around, then reacquire, the vector,) 2. the vector suddenly intersects with another antagonistic mob, (at which point the vector may be recalculated) or 3. as stated before, a suitable rabbit hole is with in a ten block radius of any point along the escape vector) This makes hunting them with tamed wolves a viable option.
Rabbits come in all the same colors that sheep do except the pink variation is replaced with light blue for rabbits, and white is the rarest color while tan, brown and grey are more common, additionally, desert and mesa spawning rabbits may spawn yellow or orange. Rabbits cannot be dyed directly unlike sheep, and besides, the rabbit must be killed for it's pelt anyway. However, rabbits of the same color will always produce the same color off spring. If the parents are different colors, the offspring will either be the same color of one of the parents, or more commonly a "middle" tone. (I.e., a yellow rabbit and a black rabbit will produce yellow, black, or brown offspring,whereas two grey rabbits will always produce grey offspring.) this makes producing large quantities of any color pelt quite possible assuming a line of white rabbits can be started.
Breeding, Nuisance Behaviors, and Farming
Rabbits enter love mode naturally based on population density, much like villagers. if there are fewer than 10 rabbits within the surrounding 8 chunks (all layers are checked, regardless of a rabbits ability to spawn there) of the rabbits' current chunk, and assuming that another one of them is nearby, the rabbit(s) will enter love mode. This cap goes up by 3 for every 1 predator present with in that range, but the range never changes. (and the player does not count as a "predator") Rabbits, unlike other mobs, generate 1-4 offspring per lovemode, and will not exit love mode until the areas cap (which is factored at the beginning) is met or exceeded. Since the check is performed independently per rabbit, if 8 of those rabbits are in the same chunk, with no other rabbits in the surrounding 8 chunks and they are pared off they will all enter love mode and produce at least 2 offspring. If they all have the maximum litter size, 8 rabbits would suddenly become 40. Add a few wolves to the mix and suddenly you would be knee deep in rabbits. Fortunately rabbits spawn in large enough numbers that "natural" population explosions would most certainly be a rare occurrence, if at all, and any that did occur would
more than likelybe player caused. Further, predation, and attrition would more than iron out any rogue population booms before they go to crazy.Due to the skittish behaviour of Rabbits, farming them becomes problematic, but not impossible. Rabbits are attracted to any low laying vegetation, and while in "the wild" they will feed on any naturally spawning plant types, this won't stop them from seeking out and eating:
-planted saplings
-leaf blocks
-melons
-mushrooms
-hay bales
-vines
-lily pads
-pumpkins
-jack-o-lanterns (they actually eat every thing but the torch!)
-All flower types
-netherwart
-wheat
-carrots
-beets
-potatoes
-sugar cane
-anything potted
-And EVEN CACTUS.
They won't eat cocoa pods. Chocolate is poison to rabbits.
Basically, they can and will decimate your crops. (posting a wolf though is sufficient deterrent for a small garden, more permanent solutions may be needed for large fields.) This can work to your advantage as a decoy planting can allow you to entrap them, and then you can use careful building to move them around. Containment will be the biggest issue as rabbits can path under walls by quickly digging tunnels beneath them if there is no other means of escape, and fences are useless as rabbits can jump a full 2 blocks into the air vertically, and 4 horizontally. Further, as they are about the size of chickens, any 1x1 spaces are easy escape routes. Rabbits will also "eat" plants that are item drops.
-Seeds of all types
-saplings
-melon slices
-glistering melon
-vines
-lily pads
-apples(golden and enchanted)
-and all crops. (except coco beans)
Rabbits can be induced to enter lovemode if they are provided with a golden carrot, but this still causes the normal checks to occur, they are just done at the end of the process instead of the beginning. The most effective farming method would be to build a box 16x16x3 and then plant a 4x4 garden in the center to attract rabbits, with some type of piston door so it can be closed remotely. Then fill the surrounding 8 chunks with wolves and quardden off the area. Finally, sit back and watch the box fill like a bowl of popcorn.
Heath Rabbits have 6 hp.
Dimensions:
height 0.9m
width 0.8m
length 1.1m
Speed
Rabbits, when un-accosted, actually have the slowest movement speed of any mob next to slimes, and ambulate in much the same way; short low hops. When fleeing they can clock in at 16-20 meters per second though, depending on if it was the player or another mob that startled them.
Trivia
-Rabbits are very light and won't activate gold or iron pressure plates.
-Rabbits seem to have an odd effect on endermen and creepers; When around rabbits these hostile mobs won't aggro the player (unless attacked by the player). However as rabbits hide when night falls, and flee from the vicinity of the player, it's rather difficult to see the effect in the wild.
Well that's my rundown on what I want rabbits to be like. Hope that people like my ideas!
The game is also in desperate need of properly-balanced hostile mobs. The only one that's well-balanced enough is the cave spider, but only because poison pierces armor.
Of course, a bunny won't do a good job of fitting the "properly-balanced hostile mob" bill without being either ridiculous or a Monty Python reference.
No, because there likely isn't going to be a snapshot today.
Nahh. I'm Christian and I wouldn't be offended.
Anyways, I really hope that:
http://www.minecraft...d-mob-spawning/
Because about half of the potion effects that exist in the game are currently unused in Vanilla as a potion, which gives room for ideas on how to make them brewable.
Maybe a bunny swarm eats all your crops one night. They can get through fences and under walls. No barrier can prevent them. Guard your crops with wolves or something. That could be interesting.
Praise be to Spode.