Animal Weights

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Animal Weights

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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.

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Minecraft

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Type
Mod
License
MIT License
Latest Version
animal-weights-0.1.0.jar
Authors
CurseForge
Modrinth

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About

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.

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.

Screenshots

Gallery

  • animals_without_label.png
    animals_without_label.png animals_without_label.png
  • all_animals_8.png
    all_animals_8.png all_animals_8.png
  • animals_in_pen_level_0.png
    animals_in_pen_level_0.png animals_in_pen_level_0.png
  • animals_pre_level_8.png
    animals_pre_level_8.png animals_pre_level_8.png
  • animals_become_level_8.png
    animals_become_level_8.png animals_become_level_8.png
  • mobs_wandering_around_level_1.png
    mobs_wandering_around_level_1.png mobs_wandering_around_level_1.png
  • level_8_drops_on_ground.png
    level_8_drops_on_ground.png level_8_drops_on_ground.png
  • level_8_drops.png
    level_8_drops.png level_8_drops.png
  • Default state: weight 1, vanilla drops
    Default state: weight 1, vanilla drops A freshly-spawned animal wandering the world starts at weight 1, vanilla drops, vanilla XP, no sickness. In open terrain wild animals usually plateau here
  • Cramped pens make animals sick
    Cramped pens make animals sick Stuff a herd into a tiny pen with no light, no water, and no grass and their weight ticks down every in-game day. At weight 0 they turn sick — Slowness I, no breeding, and their drops get capped and culled.
  • Good conditions push weight up
    Good conditions push weight up Give an animal light (≥ 14 brightness), water (a source block or filled cauldron it can reach), grass to graze on, and at least 6 walkable cells around it, and it gains weight every day at dawn. Three of four conditions plateaus it; all four push it to 8
  • Peak: weight 8
    Peak: weight 8 A well-kept pen converges on weight 8 and stays there. This is what "thriving" looks like.
  • The payoff, drops scale with weight
    The payoff, drops scale with weight Kill a weight-8 cow and instead of 1–3 beef you get +11 extra primary drops on top of vanilla. The curve is accelerating, so weights 7 and 8 are where the real payoff is.
  • The payoff, drops scale with weight
    The payoff, drops scale with weight You get a lot more drops
  • Gameplay screenshot
    Gameplay screenshot Note: There are no labels above the animals in the actual mod, this is what it would look like
  • Every farm animal carries a weight
    Every farm animal carries a weight Cows, pigs, sheep, chickens, rabbits, and mooshrooms all get an integer weight from 0 to 8, shown above their head. New mobs spawn at weight 1.

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