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Licensed MIT
Published 5 months ago
Updated 3 weeks ago
All versions
1.6.1+mc26.2
Release
BreedTimer 1.6.1+mc26.23 weeks ago 64
Compatibility
Minecraft: Java Edition
26.2
Platform
NeoForge
Supported environments
Client-side
Required content
Changes
[1.6.1] - 2026-08-31
Fixed
- Breeding a whole pen at once no longer scrambles the timers. Feeding several animals of the same kind together could pin a breeding on the wrong partner, so the one that really bred read "Ready" while the game still had it on a five-minute cooldown. The mod now waits for the newborn and identifies the partner by where the animal was looking, because the game aims an animal's head at the one it is about to breed with. (Thanks for the report!)
- Timers no longer jump back up to five minutes. When two pairs bred a few seconds apart, an animal suspected by the first birth was suspected again by the second and its countdown restarted from the top — with four animals in a pen, three of them visibly reset. Naming the partner removes the cause, and animals long out of sight are now forgotten properly instead of being dragged into later breedings.
- A fed animal's countdown no longer jumps backwards. Offering food to an animal already on a known cooldown could replace the measured time with an older, shorter estimate, dropping the timer by up to a minute. The longer of the two is now kept.
- Villagers show that they are courting. A pair agreeing to breed read "Ready" for a quarter of a minute — chime included — and then jumped straight to five minutes. They now show "In Love!" like animals do.
- Villager cooldowns are credited to the pair that earned them. The birth is now read from the newborn's own arrival, which the game announces where its parents are standing, rather than from a search for any baby villager that looked recent enough. That search went wrong both ways: one birth could hand cooldowns to villagers with no part in it, while a pair whose child arrived early got none at all.
- Timers follow the world instead of the installation. Singleplayer state now lives in the world folder rather than the mod's config directory, which filed it under the world's folder name — unique within one installation but not across several, so instances sharing a config directory loaded each other's timers. State now travels with the world, and an existing save is carried over the first time the world is opened.
- "In Love!" no longer sticks after a pair has bred. The label could keep showing love mode for up to half a minute, because the mod's own love countdown outlived the game's. A known cooldown now takes precedence over it.
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:iXtO8tbC:bBhvG10G"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:iXtO8tbC:bBhvG10G"
}


