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BreedTimer

BreedTimer

by dennis.thegamer96 β€’ Downloads: 0 β€’ Followers: 0
Description
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Changelog
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BreedTimer

Always know when your animals and villagers are ready to breed!

This lightweight client-side mod for Fabric and NeoForge displays floating timers above breedable animals and villagers, showing exactly when they can breed again, how long babies take to grow up β€” and, when they can't breed right now, why.

Features

Breed Cooldown Timers

  • Floating labels β€” Clear countdown timers displayed directly above each animal or villager
  • Baby growth timers β€” See exactly when baby animals, baby villagers and tadpoles will grow up
  • Love mode indicator β€” Visual feedback when animals are in love mode
  • Ready indicator β€” Instantly see which animals and villagers are ready to breed
  • Blocked reasons β€” An animal or villager that can't breed right now says why instead of falsely reading "βœ“ Ready": untamed, hurt, ridden, sitting, asleep, busy, or unable to breed at all (a mule, for example)
  • Optional food hints β€” Turn on "Show Breeding Food" to add a line under each label naming what the animal or villager needs to eat next

Villager Support

  • Adult villagers show βœ“ Ready by default
  • Breed cooldown starts after villagers stop showing heart particles β€” 5-minute timer identical to animals
  • Baby villager growth countdown β€” 20 minutes until adult
  • Sleeping villagers are marked "Asleep" instead of a false "Ready", and courting with no free bed nearby no longer starts a fake cooldown
  • Food hints name what a villager still needs to eat before it will breed, when the setting is on
  • Compact HUD shows a dedicated villager line, including how many are asleep: Villagers X ready Y cooldown Z babies W asleep

Egg & Block Tracking

  • Turtle eggs β€” Floating labels above turtle egg blocks showing the current hatch stage β€” Fresh (cyan), Cracking (orange), Hatching! (green)
  • Sniffer eggs β€” The same three-stage label; an egg placed on a moss block hatches in half the time, and the label says "(boosted)" while that applies
  • Dried ghasts (1.21.6+) β€” Ripens through hydration stages while waterlogged: "Dried Ghast" β†’ "Soaking" β†’ "Ready to hatch!"
  • Beehives β€” Honey level 0–5 on the label, plus whether a lit campfire underneath makes harvesting safe right now
  • Torchflower and pitcher crops β€” A growth-stage label on both, the pitcher plant turning green once ripe
  • Chicken egg & armadillo scute windows (optional, off by default) β€” After hearing the drop sound once, a narrowing time window for the next one β€” never an exact countdown, since the mod only ever hears a sound, not a synced timer
  • Compact HUD shows a dedicated line for each kind of egg or block that's actually nearby

Allays

  • Duplication tracking β€” An allay duplicates instead of breeding, on a flat five-minute cooldown the mod can't see the start of on its own. It reads "Not ready" until the mod has watched it duplicate once, then carries an exact countdown like any other timer
  • "Needs a jukebox" β€” A ready allay that isn't currently dancing near a jukebox says so, instead of a "βœ“ Ready" it can't act on

Dolphins and Sulfur Cubes

  • Dolphin growth timers β€” Baby dolphins get the same growth countdown as any other young animal; adults get no label, since dolphins do not breed. Not on mc1.21-1.21.1
  • Sulfur cube growth timers (mc26.2 only) β€” Tracked the same way as any other baby-growing mob
  • Exact age from a bucket β€” Bucketing a baby axolotl, tadpole or sulfur cube shows its exact remaining growth time as a tooltip on the bucket, carried into the label when released. Not on mc1.21.2-1.21.5

Smart Rendering

  • Distance-based fading β€” Timers fade out smoothly at longer distances
  • FOV culling β€” Only renders timers for entities within your field of view
  • See-through labels β€” Labels stay readable through terrain, so a whole pen reads at a glance
  • Labels through walls β€” optional β€” On by default, matching how the mod has always drawn. Switch it off and a label is hidden while terrain stands between you and the animal
  • Look-at only β€” Optional: label just the animal under your crosshair instead of the whole pen
  • State filter β€” Show or hide Ready, Cooldown, Babies, In love and Blocked labels independently, for both floating labels and the compact HUD counts, plus a master switch for every block label
  • Configurable scan radius β€” Sets how far the compact HUD, ready chime and tracked eggs/blocks look; the mod always scans at least as far as your fade-end distance too, and floating labels themselves follow the fade distances below rather than this slider
  • Split label/HUD opacity, and a HUD text scale β€” Independent background opacity for floating labels and the compact HUD panel, plus an adjustable HUD text scale
  • Optional text outline β€” A per-glyph outline for labels, for the cases a low background opacity would otherwise make hard to read
  • Colour presets β€” Default, colour-blind (red–green) or high-contrast, covering every label and HUD colour at once; the βœ“ ❀ πŸ”’ βœ– icons carry state without colour either way
  • Freely positionable HUD β€” Drag the timer overlay anywhere on screen in the built-in editor and save named position presets
  • Count only what is in view β€” Optional setting for the compact HUD; restores the old behaviour of counting only what is inside the view cone and fade range, instead of everything loaded nearby (the compact HUD counts everything loaded by default, even off-screen)
  • "Next ready in m:ss" β€” The compact HUD shows the soonest cooldown across everything tracked

Player-Friendly

  • Compact mode β€” A minimal HUD with lines shown only when relevant: Animals, Allays, Turtle Eggs, Sniffer Eggs, Dried Ghasts, Beehives, Crops, Villagers and Next Ready
  • Sound notifications β€” Optional audio alert that fires once, right when an animal or villager actually becomes ready β€” not every time you look at it again β€” with adjustable volume and pitch
  • Action-bar feedback β€” Both keybinds show a brief confirmation of what they just did
  • Separate toggles β€” Enable or disable animals and villagers independently
  • Timer sync β€” Timers speed up correctly when using /tick sprint
  • In-game config β€” Full YACL config screen via ModMenu, with a description on hover for every option
  • Keybinds β€” Dedicated "Breed Timer" category in controls
  • Client-side only β€” No server installation required

Supported Animals

All breedable animals are covered:

Cow, Mooshroom, Sheep, Pig, Chicken, Rabbit, Horse, Donkey, Mule, Llama, Wolf, Cat, Ocelot, Fox, Panda, Goat, Camel, Sniffer, Bee, Turtle, Axolotl, Frog, Strider, Hoglin, Armadillo, Nautilus, Dolphin, Sulfur Cube

Plus Villagers with full breed cooldown and baby tracking, Tadpoles with a growth timer, and Allays with duplication tracking.

Customization

Configure everything in-game via ModMenu β€” every option shows a description on hover:

General

  • Toggle mod on/off
  • Show Animals (toggle independently)
  • Show Villagers (toggle independently)
  • Show Breeding Food β€” adds a food-hint line under labels
  • Enable compact mode
  • Count only what is in view (compact HUD)
  • HUD Background Opacity, HUD Text Scale
  • Edit HUD position… β€” opens the drag-and-drop HUD editor with position presets

Filter

  • Show Ready / Cooldown / Babies / In love / Blocked labels β€” each independently, for both floating labels and the compact HUD
  • Show egg & scute timers β€” the chicken/armadillo drop windows (opt-in, off by default)
  • Show block labels β€” master switch for turtle eggs, sniffer eggs, dried ghasts, beehives and crops

Keybinds (Controls > Breed Timer)

  • N β€” Toggle mod on/off (with action-bar confirmation)
  • B β€” Toggle compact mode (with action-bar confirmation)

Rendering

  • Scan radius (4–32 blocks)
  • Fade start/end distance
  • Label cone angle
  • Label only what you look at (optional)
  • Labels through walls (on by default)
  • Colour Preset β€” Default, Colour-blind, High contrast
  • Label Background Opacity
  • Text outline (optional)

Notifications

  • Play sound when an animal or villager becomes ready to breed
  • Sound Volume, Sound Pitch

Requirements

BreedTimer 1.6.0 is available for Minecraft 1.21 through 26.2, across six version-matched builds:

mc26.2 mc26.1 mc1.21.11 mc1.21.6-1.21.8 mc1.21.2-1.21.5 mc1.21-1.21.1
Minecraft 26.2 26.1–26.1.2 1.21.9–1.21.11 1.21.6–1.21.8 1.21.2–1.21.5 1.21–1.21.1
Java 25+ 25+ 21+ 21+ 21+ 21+

Some features are version-gated: age lock (Golden Dandelion) is mc26.1/mc26.2 only; nautilus is mc26.1/mc26.2 only (the entity class does not exist on Minecraft 1.21.9/1.21.10, which the mc1.21.11 branch's single jar also covers); camel husk is mc26.1, mc26.2 and mc1.21.11; sulfur cube is mc26.2 only; dolphin is not on mc1.21-1.21.1; bucket ages are not on mc1.21.2-1.21.5; dried ghast and happy ghast are 1.21.6 and up. See the GitHub repository's docs/PORTING.md for the full table.

  • Mod Loader: Fabric (0.19.2+, requires Fabric API) or NeoForge
  • YACL: Optional (for in-game config screen)
  • ModMenu (Fabric only): Optional (for in-game config screen)

Perfect For

  • Breeders β€” Efficiently manage large animal farms and villager trading halls
  • Farmers β€” Track breeding cooldowns across multiple pens at a glance
  • Speedrunners β€” Know exactly when animals are ready without guessing
  • Everyone β€” Anyone who breeds animals or villagers in Minecraft!

Links

License

This mod is open-source and licensed under the MIT License.


Made with love by Dennis_thegamer

All Versions

+ Add Version
Name Game version Platforms Published Downloads Actions
1.21.x
Neoforge
1mo ago 1
1.21.x
Neoforge
1mo ago 1
1.21.x
Neoforge
1mo ago 1
1.21.x
Neoforge
1mo ago 1
1.21.x
Neoforge
1mo ago 1
26.1.2
Neoforge
1mo ago 1
26.3
Neoforge
1mo ago 1
1.21.x
Fabric
1mo ago 1
1.21.x
Fabric
1mo ago 1
1.21.x
Fabric
1mo ago 1
1.21.x
Fabric
1mo ago 1
26.1.x
Fabric
1mo ago 1
26.2
Fabric
1mo ago 1
26.3
Fabric
1mo ago 1
1.21.x
Neoforge
2mo ago 1
1.21.x
Neoforge
2mo ago 1
1.21.x
Neoforge
2mo ago 1
1.21.x
Neoforge
2mo ago 1
1.21.11
Neoforge
2mo ago 1
26.1.2
Neoforge
2mo ago 1
26.2
Neoforge
2mo ago 1
1.21.x
Fabric
2mo ago 1
1.21.x
Fabric
2mo ago 1
1.21.x
Fabric
2mo ago 1
1.21.x
Fabric
2mo ago 1
26.1.x
Fabric
2mo ago 1
26.2
Fabric
2mo ago 1
1.21.x
Neoforge
2mo ago 1
1.21.x
Neoforge
2mo ago 1
1.21.x
Neoforge
2mo ago 1
1.21.x
Neoforge
2mo ago 1
1.21.11
Neoforge
2mo ago 1
26.1.2
Neoforge
2mo ago 1
26.2
Neoforge
2mo ago 1
1.21.x
Fabric
2mo ago 1
1.21.x
Fabric
2mo ago 1
1.21.x
Fabric
2mo ago 1
1.21.x
Fabric
2mo ago 1
26.1.x
Fabric
2mo ago 1
26.2
Fabric
2mo ago 1
1.21.x
Neoforge
3mo ago 1
1.21.x
Neoforge
3mo ago 1
1.21.x
Neoforge
3mo ago 1
1.21.11
Neoforge
3mo ago 1
26.1.2
Neoforge
3mo ago 1
26.2
Neoforge
3mo ago 1
1.21.x
Fabric
3mo ago 1
1.21.x
Fabric
3mo ago 1
1.21.x
Fabric
3mo ago 1
1.21.x
Fabric
3mo ago 1
26.1.x
Fabric
3mo ago 1
26.2
Fabric
3mo ago 1
26.2
Fabric
4mo ago 1
26.1.x
Fabric
4mo ago 1
1.21.11
Fabric
4mo ago 1
26.2
Fabric
4mo ago 1
1.21.11
Fabric
5mo ago 1
26.1.x
Fabric
6mo ago 1
26.1.x
Fabric
6mo ago 1
26.1.x
Fabric
7mo ago 1
### Fixed

  • Bees leaving a hive no longer reset their timer.** A bee that went into a hive or bee nest came
back out as a brand new creature as far as the game is concerned, so the mod lost track of it: a
baby's growth timer jumped back up to the full 20 minutes, and an adult still on its breeding
cooldown read "Ready". The mod now recognises the bee that comes out as the one that went in, and
counts the time it spent inside β€” which the game charges it too. (Thanks for the report!)
  • Bee farms no longer bloat the save file.** Every hive visit used to leave a dead entry behind,
and the ones belonging to baby bees were never cleaned up. They are now dropped as the bee enters.
### Fixed

  • Bees leaving a hive no longer reset their timer.** A bee that went into a hive or bee nest came
back out as a brand new creature as far as the game is concerned, so the mod lost track of it: a
baby's growth timer jumped back up to the full 20 minutes, and an adult still on its breeding
cooldown read "Ready". The mod now recognises the bee that comes out as the one that went in, and
counts the time it spent inside β€” which the game charges it too. (Thanks for the report!)
  • Bee farms no longer bloat the save file.** Every hive visit used to leave a dead entry behind,
and the ones belonging to baby bees were never cleaned up. They are now dropped as the bee enters.
### Fixed

  • Bees leaving a hive no longer reset their timer.** A bee that went into a hive or bee nest came
back out as a brand new creature as far as the game is concerned, so the mod lost track of it: a
baby's growth timer jumped back up to the full 20 minutes, and an adult still on its breeding
cooldown read "Ready". The mod now recognises the bee that comes out as the one that went in, and
counts the time it spent inside β€” which the game charges it too. (Thanks for the report!)
  • Bee farms no longer bloat the save file.** Every hive visit used to leave a dead entry behind,
and the ones belonging to baby bees were never cleaned up. They are now dropped as the bee enters.
### Fixed

  • Bees leaving a hive no longer reset their timer.** A bee that went into a hive or bee nest came
back out as a brand new creature as far as the game is concerned, so the mod lost track of it: a
baby's growth timer jumped back up to the full 20 minutes, and an adult still on its breeding
cooldown read "Ready". The mod now recognises the bee that comes out as the one that went in, and
counts the time it spent inside β€” which the game charges it too. (Thanks for the report!)
  • Bee farms no longer bloat the save file.** Every hive visit used to leave a dead entry behind,
and the ones belonging to baby bees were never cleaned up. They are now dropped as the bee enters.
### Fixed

  • Bees leaving a hive no longer reset their timer.** A bee that went into a hive or bee nest came
back out as a brand new creature as far as the game is concerned, so the mod lost track of it: a
baby's growth timer jumped back up to the full 20 minutes, and an adult still on its breeding
cooldown read "Ready". The mod now recognises the bee that comes out as the one that went in, and
counts the time it spent inside β€” which the game charges it too. (Thanks for the report!)
  • Bee farms no longer bloat the save file.** Every hive visit used to leave a dead entry behind,
and the ones belonging to baby bees were never cleaned up. They are now dropped as the bee enters.
[1.6.2+mc26.1.2] BreedTimer 1.6.2+mc26.1.2 by dennis.thegamer96 on Sep 27, 2026
Download
### Fixed

  • Bees leaving a hive no longer reset their timer.** A bee that went into a hive or bee nest came
back out as a brand new creature as far as the game is concerned, so the mod lost track of it: a
baby's growth timer jumped back up to the full 20 minutes, and an adult still on its breeding
cooldown read "Ready". The mod now recognises the bee that comes out as the one that went in, and
counts the time it spent inside β€” which the game charges it too. (Thanks for the report!)
  • Bee farms no longer bloat the save file.** Every hive visit used to leave a dead entry behind,
and the ones belonging to baby bees were never cleaned up. They are now dropped as the bee enters.
[1.6.2+mc26.3] BreedTimer 1.6.2+mc26.3 by dennis.thegamer96 on Sep 27, 2026
Download
###26.3 Support
### Fixed

  • Bees leaving a hive no longer reset their timer.** A bee that went into a hive or bee nest came
back out as a brand new creature as far as the game is concerned, so the mod lost track of it: a
baby's growth timer jumped back up to the full 20 minutes, and an adult still on its breeding
cooldown read "Ready". The mod now recognises the bee that comes out as the one that went in, and
counts the time it spent inside β€” which the game charges it too. (Thanks for the report!)
  • Bee farms no longer bloat the save file.** Every hive visit used to leave a dead entry behind,
and the ones belonging to baby bees were never cleaned up. They are now dropped as the bee enters.
### Fixed

  • Bees leaving a hive no longer reset their timer.** A bee that went into a hive or bee nest came
back out as a brand new creature as far as the game is concerned, so the mod lost track of it: a
baby's growth timer jumped back up to the full 20 minutes, and an adult still on its breeding
cooldown read "Ready". The mod now recognises the bee that comes out as the one that went in, and
counts the time it spent inside β€” which the game charges it too. (Thanks for the report!)
  • Bee farms no longer bloat the save file.** Every hive visit used to leave a dead entry behind,
and the ones belonging to baby bees were never cleaned up. They are now dropped as the bee enters.
### Fixed

  • Bees leaving a hive no longer reset their timer.** A bee that went into a hive or bee nest came
back out as a brand new creature as far as the game is concerned, so the mod lost track of it: a
baby's growth timer jumped back up to the full 20 minutes, and an adult still on its breeding
cooldown read "Ready". The mod now recognises the bee that comes out as the one that went in, and
counts the time it spent inside β€” which the game charges it too. (Thanks for the report!)
  • Bee farms no longer bloat the save file.** Every hive visit used to leave a dead entry behind,
and the ones belonging to baby bees were never cleaned up. They are now dropped as the bee enters.
### Fixed

  • Bees leaving a hive no longer reset their timer.** A bee that went into a hive or bee nest came
back out as a brand new creature as far as the game is concerned, so the mod lost track of it: a
baby's growth timer jumped back up to the full 20 minutes, and an adult still on its breeding
cooldown read "Ready". The mod now recognises the bee that comes out as the one that went in, and
counts the time it spent inside β€” which the game charges it too. (Thanks for the report!)
  • Bee farms no longer bloat the save file.** Every hive visit used to leave a dead entry behind,
and the ones belonging to baby bees were never cleaned up. They are now dropped as the bee enters.
[1.6.2+mc26.1-26.1.2] 1.6.2+mc26.1-26.1.2 by dennis.thegamer96 on Sep 27, 2026
Download
### Fixed

  • Bees leaving a hive no longer reset their timer.** A bee that went into a hive or bee nest came
back out as a brand new creature as far as the game is concerned, so the mod lost track of it: a
baby's growth timer jumped back up to the full 20 minutes, and an adult still on its breeding
cooldown read "Ready". The mod now recognises the bee that comes out as the one that went in, and
counts the time it spent inside β€” which the game charges it too. (Thanks for the report!)
  • Bee farms no longer bloat the save file.** Every hive visit used to leave a dead entry behind,
and the ones belonging to baby bees were never cleaned up. They are now dropped as the bee enters.

[1.6.2+mc26.2] 1.6.2+mc26.2 by dennis.thegamer96 on Sep 27, 2026
Download
### Fixed

  • Bees leaving a hive no longer reset their timer.** A bee that went into a hive or bee nest came
back out as a brand new creature as far as the game is concerned, so the mod lost track of it: a
baby's growth timer jumped back up to the full 20 minutes, and an adult still on its breeding
cooldown read "Ready". The mod now recognises the bee that comes out as the one that went in, and
counts the time it spent inside β€” which the game charges it too. (Thanks for the report!)
  • Bee farms no longer bloat the save file.** Every hive visit used to leave a dead entry behind,
and the ones belonging to baby bees were never cleaned up. They are now dropped as the bee enters.

[1.6.2+mc26.3] 1.6.2+mc26.3 by dennis.thegamer96 on Sep 27, 2026
Download
### 26.3 Support
## [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 β€” 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 β€” chime included β€” 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 β€”
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.
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