bbyj's Pet Bunny

Tame, command, and breed rabbits with unique personalities in this vanilla-friendly pet mod.
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bbyj's Pet Bunny-1.5.2-fabric+1.20.1.jar

File namebbyj-s-Pet-Bunny-1.5.2-fabric-1.20.1.jar
Uploader
BunnybbyjBunnybbyj
Uploaded
Nov 11, 2026
Downloads
24
Size
4.1 MB
Mod Loaders
Fabric
File ID
9562522
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Fabric

modImplementation "curse.maven:bbyjs-pet-bunny-1541925:9562522"

Learn more about Curse Maven

What's new

bbyj's Pet Bunny 1.5.2 Release Notes

I've spent this time fixing a lot of things I'd left unfinished, improving the bunny models and animations, adding more homes for them, and rebuilding the toilets and parasols that were pretty rough the first time around...and 1.20.1 (Forge), 1.21.7 (Fabric), 1.21.8 (Fabric), and 26.3 (Fabric) are expected to roll out over the next couple of days.

The Fabric version for Minecraft 1.20.1 will jump straight from 1.5.0 to 1.5.2, with all the content from Forge 1.5.1 included. I've been building on 1.5.1 all along. (Honestly, 1.5.1 was finished ages ago, but I wasn't happy with it, so I kept working on it...)

For the next little while, I'll keep debugging and improving the core gameplay. After that, I'll start moving forward with some of our main storyline content.

Below are the cumulative changes since 1.5.0, including the additions introduced in 1.5.1.

Bunny commands now use F by default. You can rebind this key in Controls. While carrying your own bunny with Carry On, the same key can bind it to the Bunny Hutch you are looking at.

Update Overview

Alongside the model and hutch updates, this release adds playable Bunny Balls, expands the Bunny Handbook, revises several personality abilities, strengthens bunny recall, and fixes navigation and interaction problems. More recent work has focused on everyday and combat animations, the blue rabbit's skill visuals, an updated Bunny Backpack model and item icon, and redesigned backpack and toilet screens. Thank you for your feedback and patience. Please report any bugs you encounter in the comments.

Bunny Homes and Models

  • Added 13 Bunny Hutch designs, bringing the total to 14 alongside the original Cherry Bunny Hutch. Each new design has its own model, inventory icon, and crafting recipe.
  • Bunnies sleep facing the entrance. Hutches placed at the same height require a one-block horizontal gap to reduce overlap.
  • Refreshed the rabbit body model, including the back and tail, and fixed discontinuities in the ear-scratching animation.
  • Rebuilt all seven wood variants of the Bunny Toilet with a wooden frame, cream-colored basin, grate, lower tray, and bunny-ear sign. Droppings appear beneath the grate when the toilet inventory contains them and disappear when removed.

Bunny Backpack

  • Rebuilt the backpack's worn 3D model with a detailed flap, side pocket, bunny-ear emblem, gold buckle, and fitted straps.
  • Redrew the 32×32 pixel item icon to match the worn model. The inventory, held item, and dropped item all use this single icon, with a vanilla-style flat sprite for the dropped item.
  • Kept one backpack item with its corresponding worn model. It still provides 36 storage slots and uses the original leather-and-string crafting recipe.

Redesigned Screens

  • Rebuilt the Bunny Backpack and Bunny Toilet screens with cream-colored panels, simple pixel borders, and the original Minecraft font. Reorganized equipment slots, storage, and capacity displays.
  • The backpack screen shows the actual bunny from a fixed, slightly elevated three-quarter front view without turning toward the mouse. Sleeping, waking, and everyday actions appear in the live preview. Equipping or removing the backpack also updates its appearance.
  • The toilet screen clearly separates the droppings output slot from urine storage, with both a numeric capacity display and a horizontal fill bar.
  • The backpack screen scales to fit smaller windows, with slot and button hitboxes following the layout.

Animations and Blue Rabbit Effects

  • Polished everyday and combat animations, including looking around, stretching, ear scratching, sleeping, and waking up. Improved transitions while keeping each personality's distinctive movements.
  • Fixed animations getting stuck during repeated hops, skipped takeoff motions, awkward landing recovery, overlapping sleep poses, and abrupt jumps in the tail animation loop.
  • Refined attack wind-ups and recovery for clearer animation timing during repeated attacks, without changing actual damage, attack speed, or cooldowns.
  • Reworked the blue rabbit's skill visuals.
  • The giant rabbit rises up for claw strikes in combat while retaining natural movement and hopping. A blue-and-cyan starlight ring follows it at ground level.
  • Reworked the blue rabbit's charge and burst into an upward starburst: blue-and-white beams and star fragments erupt after charging, with expanding waves across the ground. Existing activation conditions, level progression, and damage mechanics are preserved.

Bunny Balls

  • Added small and large Bunny Balls in six color schemes, for a total of 12 items. Balls have dedicated models, inventory icons, rolling animations, and kick sounds.
  • Balls can be placed, kicked, charged and thrown, or retrieved by sneaking and interacting. Nearby bunnies can play with small balls.
  • Size affects weight and bounce behavior. Balls also respond to vegetation, rough ground, ice, slime, honey, water, and hazardous blocks.

Summer Parasols

  • Rebuilt all six Giant Summer Parasols with new canopies, poles, bases, and animated opening and closing. Canopy collision follows the current pose, and open parasols block vanilla skylight.
  • Added the Giant Summer Parasol Remote. One remote can bind up to 64 parasols and toggle loaded bound parasols together. Opening still checks for overlap with other parasols.
  • Added redstone pulse control: each transition from unpowered to powered toggles the parasol once. Removing power or maintaining a signal does not repeatedly toggle it. Manual and remote controls remain available.
  • Improved collision and selection outlines, reduced nearby query overhead, and addressed animation discontinuities and rendering problems in tested configurations.
  • Fixed the Giant Summer Parasol Remote being invisible when dropped on the ground or placed in an item frame on Forge 1.20.1, and refined its item shape and side rendering.
  • Redrew the remote's 16×16 pixel icon for a consistent appearance in the inventory, in hand, on the ground, and in item frames. Reduced its held, dropped, and framed display sizes.

Bunny Handbook

  • Added the Bunny Handbook through optional Patchouli integration. With Patchouli installed, players receive a handbook on their first world entry and can also craft one.

Curious and Lucky Rabbits

  • Replaced the fixed Curious Rabbit reward tables with editable dimension- and biome-based pools. Administrators can manage entries, probabilities, and variants for different Luck levels through a dedicated interface.
  • Revised the Lucky aura's range, targets, and stacking rules. Nearby Luck sources can stack up to Luck IV, or Luck V when a Starbond Level 10 Lucky Rabbit is present.
  • Luck now contributes to dodging, mob drops, block drops, and container loot. Added Lootr integration for its personal loot containers, with protection against repeatedly applying the bonus to the same personal loot.

Personality Improvements

  • Lazy: Improved crop-support frequency, success chance, and the number of targets handled. Added support for Nether Wart and amethyst growth, plus a Crop Support toggle.
  • Brave: Berserk now unlocks at Starbond Level 3. Reworked it around a charged laser and burst effect, with level-dependent range, duration, protection, and cooldowns.
  • Weird: Improved guard targeting and response to recent threats. Tracking lightning now deals damage, the White-Gray Weird Rabbit has its own glasses model, and guards display their equipment correctly.
  • Added Attack Mode toggles for Brave, Aggressive, and Weird Rabbits, along with Epic Fight animation patches for selected guards.

Management, Compatibility, and Fixes

  • Strengthened recall to search for the original bunny before attempting snapshot recovery. Renaming now updates linked hutch information, recall lists, and Starbond data; formations retain their members after renaming.
  • Added Carry On pickup protections and quick hutch binding. Improved recognition of companion creatures that share an owner and added support for the xfox collar.
  • Improved item-interaction priority. Feeding a full-health bunny no longer consumes food, and trying to add a second backpack no longer consumes it.
  • Expanded toilet search height, added taming advancements for all eight variants, and increased the chance of obtaining Wild Alfalfa seeds without shears to 30%.
  • Fixed problems with hutch approach navigation, sleep orientation, toilet inventory appearance after loading, and related interactions. Optimized costly parasol and hutch shape construction without reducing their visible models or changing the intended gameplay.
  • Adjusted collision when bunnies move along hutch edges, fixing repeated hopping under some eaves.

Installation Notes and Known Issues

  • On Fabric 1.20.1 with Sodium 0.5.x, install a matching version of Indium to avoid broken item models or icons. Indium is unnecessary without Sodium and is incompatible with Sodium 0.6.0 or later. See the official Indium guidance. Forge does not use Indium.
  • Parasol shadows under shaders depend on the shader pack's block-entity shadow support and settings.

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