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BreedTimer project artwork

CurseForge · Minecraft mod

BreedTimer

BreedTimer shows countdown timers above animals and villagers so you know when they can breed again.

Choose a version Pick your version below, then grab the matching file.

Quick answer

Which BreedTimer release should I use?

Updated today
Latest stable file breedtimer-neoforge-1.6.0+mc1.21-1.21.1.jar
Game version 1.21, 1.21.1
Loader NeoForge

breedtimer-neoforge-1.6.0+mc1.21-1.21.1.jar targets 1.21, 1.21.1 with NeoForge. The project page does not say whether this file belongs on the client, dedicated server, or both. No extra mods listed for this file.

Where it goes

Is BreedTimer required on the client, server, or both?

The project page does not say whether this file belongs on the client, dedicated server, or both.

Client Source doesn’t say
Dedicated server Source doesn’t say
Loader for this release NeoForge
Required install it here Optional supported, not mandatory Not supported do not install here Source doesn’t say do not assume

The source does not explicitly classify this release as client-only or server-only.

What else does breedtimer-neoforge-1.6.0+mc1.21-1.21.1.jar need?

breedtimer-neoforge-1.6.0+mc1.21-1.21.1.jar. Change the file and its required mods may change too.

No extra mods listed for this file

This file does not list any required mods. Do not add a library just because a different file uses it.

This file does not list any required or optional mods.

Before you install it

Add BreedTimer without breaking your instance.

Built for breedtimer-neoforge-1.6.0+mc1.21-1.21.1.jar. Pick another file and the loader, install side or required mods may change.

  1. 01

    Stick to this file

    Use breedtimer-neoforge-1.6.0+mc1.21-1.21.1.jar. It targets 1.21, 1.21.1 with NeoForge; another release may have different loader, side or dependency requirements.

  2. 02

    Bring the mods it needs

    This file does not list any required mods. Do not add a library just because a different file uses it.

  3. 03

    Put it on the correct side

    The project page does not say whether this file belongs on the client, dedicated server, or both.

  4. 04

    Pick the file you checked

    Use the “Get this file” button beside breedtimer-neoforge-1.6.0+mc1.21-1.21.1.jar. It opens that exact file at the source.

About this project

What does BreedTimer add?

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 — and, when they can't breed right now, why.

Features

Breed Cooldown Timers

  • Floating labels — Clear countdown timers displayed directly above each animal or villager
  • Baby growth timers — See exactly when baby animals, baby villagers and tadpoles will grow up
  • Love mode indicator — Visual feedback when animals are in love mode
  • Ready indicator — Instantly see which animals and villagers are ready to breed
  • Blocked reasons — An animal or villager that can't breed right now says why instead of falsely reading "✓ Ready": untamed, hurt, ridden, sitting, asleep, busy, or unable to breed at all (a mule, for example)
  • Optional food hints — 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 ✓ Ready by default
  • Breed cooldown starts after villagers stop showing heart particles — 5-minute timer identical to animals
  • Baby villager growth countdown — 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 — Floating labels above turtle egg blocks showing the current hatch stage — Fresh (cyan), Cracking (orange), Hatching! (green)
  • Sniffer eggs — 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+) — Ripens through hydration stages while waterlogged: "Dried Ghast" → "Soaking" → "Ready to hatch!"
  • Beehives — Honey level 0–5 on the label, plus whether a lit campfire underneath makes harvesting safe right now
  • Torchflower and pitcher crops — A growth-stage label on both, the pitcher plant turning green once ripe
  • Chicken egg & armadillo scute windows (optional, off by default) — After hearing the drop sound once, a narrowing time window for the next one — 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 — 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" — A ready allay that isn't currently dancing near a jukebox says so, instead of a "✓ Ready" it can't act on

Dolphins and Sulfur Cubes

  • Dolphin growth timers — 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) — Tracked the same way as any other baby-growing mob
  • Exact age from a bucket — 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 — Timers fade out smoothly at longer distances
  • FOV culling — Only renders timers for entities within your field of view
  • See-through labels — Labels stay readable through terrain, so a whole pen reads at a glance
  • Labels through walls — optional — 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 — Optional: label just the animal under your crosshair instead of the whole pen
  • State filter — 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 — 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 — Independent background opacity for floating labels and the compact HUD panel, plus an adjustable HUD text scale
  • Optional text outline — A per-glyph outline for labels, for the cases a low background opacity would otherwise make hard to read
  • Colour presets — Default, colour-blind (red–green) or high-contrast, covering every label and HUD colour at once; the ✓ ❤ 🔒 ✖ icons carry state without colour either way
  • Freely positionable HUD — Drag the timer overlay anywhere on screen in the built-in editor and save named position presets
  • Count only what is in view — 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" — The compact HUD shows the soonest cooldown across everything tracked

Player-Friendly

  • Compact mode — 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 — Optional audio alert that fires once, right when an animal or villager actually becomes ready — not every time you look at it again — with adjustable volume and pitch
  • Action-bar feedback — Both keybinds show a brief confirmation of what they just did
  • Separate toggles — Enable or disable animals and villagers independently
  • Timer sync — Timers speed up correctly when using /tick sprint
  • In-game config — Full YACL config screen via ModMenu, with a description on hover for every option
  • Keybinds — Dedicated "Breed Timer" category in controls
  • Client-side only — 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 — every option shows a description on hover:

General

  • Toggle mod on/off
  • Show Animals (toggle independently)
  • Show Villagers (toggle independently)
  • Show Breeding Food — 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… — opens the drag-and-drop HUD editor with position presets

Filter

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

Keybinds (Controls > Breed Timer)

  • N — Toggle mod on/off (with action-bar confirmation)
  • B — 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 — 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 — Efficiently manage large animal farms and villager trading halls
  • Farmers — Track breeding cooldowns across multiple pens at a glance
  • Speedrunners — Know exactly when animals are ready without guessing
  • Everyone — 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

Project description from CurseForge.

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BreedTimer by Minecraft version and loader

Choose the version and loader you play, then open the matching release.

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Showing the newest 12 of 16 game versions. Older files are in the list below.

Check the dependencies, then try the file in a copied instance before changing a world you care about.

Recent files

BreedTimer versions and loaders

33 of 33 releases match

Looking for an older file? The official CurseForge project page is in Resources.