1.5.1-Summer
Compatibility
Changes
bbyj's Pet Bunny 1.5.1 Release Notes
Due to a conflict with the Carry On mod, bunny commands now use the F key by default. You can freely rebind it in the Controls settings.
Update Overview
Some parts of the previous release were admittedly rough, so 1.5.1 includes a large-scale rework focused on bug fixes, polish, and improvements to many small details. Progress was slower than originally planned because I have recently been under pressure from my studies and job search. Thank you for your patience and understanding. If you encounter any bugs or other unexpected behavior, please report them in the comments so I can investigate them promptly.
This update primarily focuses on debugging and improving the overall experience. It strengthens the existing bunny recall system, adds Carry On compatibility (pick up your bunny, look at a Bunny Hutch, and press F to bind it quickly), overhauls the Giant Summer Parasols, introduces Bunny Balls and the Bunny Handbook, reworks Curious and Lucky rabbits, upgrades Brave, Lazy, and Weird rabbits, and further improves compatibility with other mods.More versions are being ported and are on the way.

Bunny Balls
- Added placeable, kickable, and throwable Bunny Balls. Small and large balls are each available in six color schemes: Ocean, Coral, Sunshine, Sunset, Watermelon, and Lavender, for a total of 12 items.
- Bunny Balls have dedicated 3D world models, inventory icons, and rolling animations. Small and large balls differ in size, weight, force response, and bounce behavior.
- Tap Use to place a ball on the targeted block. Sneak-use a block to place it immediately. Hold Use for 10 to 60 ticks and release to throw it; longer charging produces a stronger throw.
- Placed balls can be kicked through player contact or struck by hand. Strike strength affects both ball speed and the volume and pitch of the kick sound. Sneak-interact to retrieve the exact corresponding ball item.
- Balls physically collide with players, rabbits, other entities, and other balls. Nearby rabbits can play with small balls, while they will not hit large balls.
- Added four slightly varied kick sounds that play in rotation and respond to the actual strength of the hand strike.
- Added surface- and environment-specific ball behavior:
- Passable vegetation such as grass, ferns, vines, flowers, crops, Wild Alfalfa, and moss carpets slows balls down. Cobwebs cause much stronger slowing.
- Sand, gravel, mud, soul sand, soul soil, snow, and powder snow are treated as rough surfaces, while ice has lower friction.
- Slime blocks preserve horizontal and vertical bounce. Honey blocks make balls stick to the contacted surface. Balls float in water and are affected by water resistance.
- Lava, fire, soul fire, campfires, cacti, magma blocks, and hazardous blocks in the
petrabbit:ball_hazardtag destroy balls and produce a bursting sound and particles.
- Added environment block tags for balls, allowing modpacks and data packs to extend vegetation, rough surfaces, ice surfaces, bouncy surfaces, sticky surfaces, and hazardous surfaces.
- Crafting: surround a slimeball with four wool blocks for a small ball, or eight wool blocks for a large ball. The base Ocean ball can be combined with red, purple, orange, yellow, or lime dye to craft the other five color schemes.

Summer Parasols
Giant Summer Parasols
- Completely rebuilt all six existing Giant Summer Parasols with a centered vertical pole, compact two-tier base, eight fabric panels, and connected ribs, forming a thinner and more realistic parasol approximately four blocks tall.
- Added closed and open states. Right-click the parasol body or any part of its canopy area to toggle it. Opening and closing use 16 animation stages with render interpolation.
- Canopy collision now changes with the current pose and follows the actual rounded outline instead of occupying a full square area.
- An open canopy blocks vanilla skylight and updates environmental lighting as its pose changes, creating a real state-dependent shadow beneath the parasol.
- Placement and opening both validate the canopy reservation area. A Giant Summer Parasol cannot open if its canopy would overlap another Giant Summer Parasol, preventing visual overlap when parasols are placed close together.
- Breaking a Giant Summer Parasol removes bindings to that parasol from remotes.
Small Summer Parasols and Item Presentation
- Reworked the physical outlines and collision shapes of all six existing Small Summer Parasols to match their canopy and pole. Ordinary rabbits are not blocked by Small Summer Parasol collision.
- Bunny Toilets, Bunny Hutches, small and large Bunny Balls, small and Giant Summer Parasols, and the remote now use dedicated inventory icons while retaining their corresponding physical models when held or placed in the world.
- Updated the Giant Summer Parasol models, canopy textures, and trim textures. Also updated textures for the Watermelon Cooling Mat, Wild Alfalfa, White-Gray Rabbit, four Bunny Fur variants, and Bunny Poop.
Giant Summer Parasol Remote
- Added the Giant Summer Parasol Remote. Sneak-right-click a Giant Summer Parasol to bind or unbind it. Right-click a bound parasol normally, or use the remote in the air, to toggle all loaded bound parasols.
- A single remote can bind up to 64 parasols. Bindings store the dimension, position, and unique parasol instance identifier, and invalid or destroyed targets are removed.
- When opening a group of parasols, the remote first checks the entire group for overlap with one another and with nearby parasols. Parasols that do not have enough space will not open.
- The number of bound parasols appears in the remote tooltip. A remote with active bindings has an enchantment glint and an 8-tick use cooldown.
- The control display on a Giant Summer Parasol pole reflects its binding state: it lights up blue when at least one remote is bound and remains black when there is no binding.
Bunny Handbook
- Added the Bunny Handbook when Patchouli is installed. Players receive one the first time they enter a world, and it can also be crafted with a book, a carrot, and a dandelion.
- The handbook covers first-time taming, all eight personalities, Starbond growth, homes and care, equipment and backpacks, utility items, summer items, commands, and reference information.
- When Patchouli is not installed, the handbook is not granted and its recipe is disabled. Patchouli is not a required dependency for this mod.

Curious Rabbit Reward Pools and Lucky Rabbits
Manageable Curious Rabbit Reward Pools
- Replaced the hard-coded Overworld, Nether, and End Curious Rabbit reward tables from 1.5.0 with a persistent, editable dimension-and-biome reward pool system.
- Added an Open Curious Rabbit Reward Pool Manager keybind. Administrators can view, search, enable, or disable pools; edit entries and probabilities; and create, delete, copy, reset, or restore pools.
- Search supports Chinese names, pinyin, pinyin initials, and English item IDs. The system includes a default-pool fallback toggle and supports up to 256 custom pools, 256 entries per pool, and five Luck-level variants per pool.
- The probabilities of all enabled entries must total 100%. Luck I through V can each be mapped to a different pool variant.
Lucky Rabbits
- Changed the Lucky aura range from the Starbond-dependent 10 to 14 blocks used in 1.5.0 to 3 to 8 blocks. Its targets now include all non-spectator players and tamed rabbits in range rather than only the owner.
- Multiple nearby Luck sources can stack. Normal stacking is capped at Luck IV, while the presence of a Starbond Level 10 Lucky Rabbit raises the cap to Luck V.
- Luck levels now provide corresponding dodge chances of 2%, 5%, 8%, 12%, and 20%.
- Luck now affects loot. It provides a minimum Looting level from I to III. Stackable items from block drops and generated containers gain a chance to receive one extra item at 10%, 20%, 40%, 60%, and 100%, respectively. Existing enchanted books in containers gain an additional non-curse enchanted book at chances of 10%, 20%, 30%, 40%, and 50%, respectively.
- Luck levels also determine which Curious Rabbit reward pool variant is used.
- Added Lootr compatibility. When Lootr is installed, Lucky bonuses operate on that mod's per-player containers, and the same personal loot is not enhanced more than once.
Personalities and Combat Abilities
Lazy Rabbits
- Crop support range now scales with Starbond level: 7 to 10 blocks horizontally, 2 to 3 blocks vertically for normal crops, and 2 to 5 blocks vertically for amethyst-related targets.
- The number of targets handled per action increased from one to as many as five. The action interval was reduced from 160 ticks to 100 ticks, and success chance increased from 55% to 100%.
- Added support for growing Nether Wart and advancing the growth of Small Amethyst Buds, Medium Amethyst Buds, Large Amethyst Buds, and Amethyst Clusters on Budding Amethyst.
- Added a Crop Support toggle for Lazy Rabbits to the rabbit equipment screen.
Brave Rabbits
- Reduced the Starbond level required to unlock Berserk from Level 5 to Level 3.
- Replaced the previous explosion-style presentation with a charged laser and burst effect, including new audio and visual effects.
- While Berserk is active, hostile targets take damage and knockback. The ability also applies Slowness, Weakness, resistance to allies, and resistance to the Brave Rabbit itself, with range and knockback strength increasing with Starbond level.
- Transformation lasts 28 ticks. Levels 3 and 4 receive protection phases lasting approximately 8 and 9 seconds. Levels 5 through 10 maintain Berserk for 11 to 21 seconds. Cooldown decreases with level from 720 seconds to 480 seconds.
- The spirit's visual size and laser range scale with level. Laser range is 6 blocks at Levels 3-4, 7 blocks at Levels 5-7, 8 blocks at Levels 8-9, and 10 blocks at Level 10, which also has a unique maximum spirit form.
Weird Rabbits and Guards
- Disabling Attack Mode now immediately clears targets and stops pursuit for Weird Rabbits and their guards.
- Guards track attackers that damaged their owner or rabbit within the previous 40 ticks, including projectile attackers. Recent threats to the owner take priority over threats to the rabbit. Guards only select sufficiently close targets that are visible or reachable by pathfinding, and immediately switch when a more appropriate current threat appears.
- Replaced the previously visual-only vanilla lightning with a dedicated tracking lightning entity. It follows its target until the strike resolves, deals 6 magic damage to the primary target and 3 magic damage to nearby valid enemies, and uses a distinct lightning style at Starbond Level 10.
- Added a unique glasses model for the White-Gray Weird Rabbit. Weird Zombie, Skeleton, and Wither Skeleton guards now use renderers that correctly display held equipment and armor.
- Added Epic Fight animation patches for Weird Zombie, Iron Golem, and Wither Skeleton guards.
- Added Attack Mode toggles for Brave, Aggressive, and Weird Rabbits to the rabbit equipment screen.
Rabbit Management, Compatibility, and Rule Adjustments
- Renaming a rabbit now synchronizes its name across the rabbit entity, rabbit index, bound Bunny Hutch display name, Starfluff Tuft recall list, and client-side Starbond data. Name Tag renaming uses the same synchronization path.
- Formation members are now stored by rabbit UUID instead of name, with migration support for existing name-based formations. Renamed rabbits can still be recalled by their original formation.
- Strengthened the existing bunny recall system. Recall always searches for the original rabbit by UUID across all loaded dimensions, then checks the indexed area and the Bunny Hutch location recorded in its snapshot before widening the search within a strict finite range. A full snapshot is restored only after the original entity cannot be found and only after validating both taming state and ownership. Cross-chunk searches are batched, globally capped, deduplicated, and promptly released, with unfinished jobs also cleaned up when the server stops.
- Only a tamed rabbit's owner can now rename it with a Name Tag or shear its fur.
- Adjusted rabbit interaction priority. Items with rabbit-specific interactions now perform their item action first. Main-hand interaction also yields to applicable off-hand item actions, preventing the equipment screen from intercepting them.
- Feeding a full-health rabbit no longer consumes the food and now reports that the rabbit is already at full health. Using another backpack on a rabbit that already has one no longer consumes the item and instead reports the existing backpack and opens the equipment screen.
- Rabbit equipment slots are exposed through the standard entity armor interface for recognition by other mods. Added compatibility with
xfoxmod:xfox_collar, allowing the collar to tame an untamed rabbit. - Increased the vertical range used by rabbits when searching for a Bunny Toilet from 3 blocks above and below to 10 blocks above and below.
- Added cross-mod companion recognition. Following, guard targeting, and ally protection now recognize common ownership interfaces, owner data, and the
petrabbit:friendly_companionsentity tag, preventing attacks against companion creatures that share the same owner. - Added Carry On compatibility. Rabbits bound to a Bunny Hutch while sleeping cannot be picked up by Carry On. Rabbits that are merely sleeping or lying down first return to a state that can be carried safely. After picking up your own bunny with Carry On, look at a Bunny Hutch within 6 blocks and press the โBind Carried Bunny to Hutchโ key (
Fby default, configurable under Controls) to bind it instantly. - Changed the Cleaner Rabbit's large-area target search to scan the work area in batches across multiple ticks instead of checking the entire area at once.
- Added corresponding taming advancements for all eight rabbit variants.
- When Wild Alfalfa is broken by hand without shears, the chance to drop Alfalfa Seeds has increased from 12.5% to 30%.

Optional dependencies
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:o7h5jZ8q:DRVTnWKv"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:o7h5jZ8q:DRVTnWKv"
}

