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Husbandry mechanic for vanilla farm animals — cows, pigs, sheep, chickens, rabbits, and mooshrooms gain a 0–8 weight value that responds to how well they're kept and scales their drops and XP.

Description

Animal Weights

A husbandry mechanic for vanilla farm animals. Every cow, pig, sheep, chicken, rabbit, and mooshroom carries an integer weight (0–8) that responds to how well they're kept — and that weight scales the meat, leather, and XP they drop when killed.

Suddenly your farm layout matters. Cramped pens of starving animals drop less. Roomy, well-lit, well-watered pastures with grass to graze produce fat, valuable animals.

Original concept: u/Axoladdy on Reddit.

How it works

Every in-game day at dawn, each target-species adult is evaluated against four living conditions in its surroundings:

Condition What satisfies it
Light A block within 8 of the mob has brightness ≥ 14 (torch, lantern, full daylight).
Water A water source or filled water cauldron (bucket-filled or rain-filled) is reachable from the mob — horizontally adjacent (or one block below) a cell it can walk to. Fences and walls block reachability.
Grazing A grass or moss block is directly below a cell it can walk to.
Stretching The mob has at least 6 walkable cells reachable around it (no fences or other farm animals blocking).

The number of conditions met determines the daily weight change:

Conditions met Weight change
4 +1 (thriving)
3 0 (plateau)
2 −1 (slipping)
0–1 −2 (suffering)

Weight is clamped to [0, 8]. New mobs spawn at weight 1.

Drop scaling

When a target-species mob is killed, its primary drops and XP are scaled by its weight using an accelerating curve:

Weight Drop bonus
1 +0 (vanilla)
2 +1
3 +2
4 +3
5 +4
6 +6
7 +8
8 +11 (peak payoff)

Primary drops by species:

  • Cow / Mooshroom — beef (raw or cooked), leather
  • Pig — porkchop (raw or cooked)
  • Sheep — mutton (raw or cooked), any-colour wool
  • Chicken — raw / cooked chicken, feathers
  • Rabbit — raw / cooked rabbit, hide (rabbit's foot is not scaled — it stays rare)

Sick state (weight 0)

A mob whose weight falls to 0 is sick:

  • Slowness I is applied continuously.
  • Breeding is blocked — both parents' love state is reset if either is sick.
  • Drops are penalised — each primary drop has a 50% chance of being removed entirely, and any stack that does drop is capped to a single item.

Babies

Baby animals are skipped from all of the above — no weight evaluation, no slowness, no drop scaling. Babies grow up in ~20 real minutes; the mechanic is meant for the long-term husbandry signal of an adult animal.

Compatibility

  • Minecraft: 26.1.x
  • Loader: NeoForge 26.1.x
  • Required on: client and server (both sides need the mod installed)

Source & licence

GitHub: joseph-osullivan/animal-weights — MIT licensed.

Bug reports and PRs welcome.