Mods / [Legacy] Equus: Wild Horses

Tags:
Mount Horses Genetics Mounts Jaunt Genelib Creatures
Authors:
Shintharo12, sekelsta, Freakyuser396, safwyl
Side:
Both
Created:
May 27th 2025 at 5:51 PM
Last modified:
Jun 9th at 11:43 AM
Downloads:
166133
Latest release (for Vintage Story 1.22.0 - 1.22.3, potentially outdated):
equus_1.4.0.zip  1-click install

New Equus: Wild Horses mod can be found here: https://mods.vintagestory.at/equusferus

Hi there!


This mod adds a fictional breed of horses inspired by the eurasian wild horses and some feral horses :3
They're compatible with elk medallions, saddles, bridles, blankets, lanterns and bedrolls, but also with the tack from my unicorn mod and Tack and Equipment

As of v1.1.2 you can now name your horses using the N button.

As of v1.2.0-rc.4 wilder horses has been integrated and is no longer required

As of v1.2.0 the 'tobiano' gene has been added to the possible genes a horse can have

If you're playing on 1.21 please use a version suited for that, using a version for 1.20 on 1.21 will not work as intended

 

This mod requires Genelib and (since version 1.1.5) Jaunt.

The latest update separates Gaits/Stamina/Riding behaviors into a new library mod called Jaunt, this is necessary or the game will fail to load any horses. Please make sure you install this alongside Equus on both server and client

Equus version 1.1.7 requires Genelib v1.1.5 and Jaunt v1.1.6 or higher
Equus version 1.1.5 requires Genelib v1.1.3 and Jaunt v1.1.0 or higher

Optionally it also supports Biomes and Configlib

DISCLAIMER: When upgrading your mod version please make sure you fully remove previous versions of the mod and fully close the game or you may find horses disappearing. 

 

1.1.2 is here with Gait and Stamina behaviors!

Gait System

With version 1.1.0 we've added a custom gait system that more closely matches how real horses move compared to the vanilla mount system.

Horse gaits are as follows:

  • Walkback
  • Idle
  • Walk
  • Trot
  • Canter
  • Gallop

 

They are progressive in that you must move through each gait to get to the next, cycling gait up is done via the Sprint Key (see controls section for more details). Cycling down can be done with the S key or by releasing the forward key when using the snaffle bit.

Walk / Walkback / Idle Walk Icon
Trot Trot icon
Canter Canter Icon
Gallop Gallop Icon

 

 

Stamina System

All horses have stamina, at this time the amount of stamina is fixed and consistent but we may evaluate extending the genelib utilization for stamina based attributes at some point.

Max Stamina is currently set to 100, galloping and swimming both drain stamina. Stamina is regenerated when not in either of those situations, but a regen penalty is applied if the horse is mounted or injured (below 70% health).

All aspects of the stamina system are configurable in the ModConfig (equus.json) including, max stamina, fatigue costs, regen rates, and regen penalties.

When a horse's stamina is below 50% there is a chance that the horse will stop galloping that is quadratically proportional (chance increases more dramatically as the stamina decreases) to the stamina percentage below 50%.

(i.e. At 50% stamina, 0% chance; at 0% stamina, 100% chance)

If the horse stops galloping it will reduce to a canter if remaining stamina is greater than 10%, or to a trot if below 10%.

If stamina fully drains while swimming, nothing will occur (don't worry about drowning) but it signficantly reduces your ability to gallop upon exiting the water.

 

HUD Items

With the addition of the Gait System and Stamina Behavior for Horses you'll find that when mounted there are two additional HUD items visible.

 

Gait Indicator: This icon is a dynamic image that changes with your horse's gait to help give a visual indicator of your current gait.

Stamina Bar: The stamina bar shows your horse's current stamina level, if the stamina level drops below 30% the bar will flash



The placement for the gait indicator and stamina bar are fully configurable from the mod config file. 

StaminaBarLocation can be any of the following:

  • "AboveHealth"
  • "AboveHunger"
  • "AboveTemporal"

 

StaminaBarOffsets are then applied as x/y values from that location.

Please be aware other mods may share this location and offsets may need to be applied when working with mods such as Hydrate or Diedrate or Rustbound Magic.

 

Default Locations:

HUD Items

 

Controls

Snaffle Bit:

W: Hold to move forward, release to stop

A/D: Left/Right

S: Press without releasing W to decrease gait -OR- from idle walk back

Sprint Key (Default Ctrl): Increase gait, when galloping this key will also swap back and forth between canter and gallop

 

Curb Bit:

W: Press to move forward

A/D: Left/Right

S: Decrease gait -OR- from idle walk back

Sprint Key (Default Ctrl): Increase gait, when galloping this key will also swap back and forth between canter and gallop

 

Config
The config file is automatically generated at runtime in VintagestoryData/ModConfig/equus.json. 

Default Config File Below:
{
    "EnableStamina": true,
    "GlobalMaxStaminaMultiplier": 1.0,
    "GlobalStaminaRegenMultiplier": 1.0,
    "GlobalSwimStaminaCostMultiplier": 1.0,
    "GlobalSprintStaminaCostMultiplier": 1.0,
    "HideStaminaOnFull": false,
    "StaminaBarLocation": "AboveHealth",
    "StaminaBarWidthMultiplier": 1.0,
    "StaminaBarXOffset": 0.0,
    "StaminaBarYOffset": 0.0,
    "ShowHudIcon": true,
    "IconOffsetX": -400.0,
    "IconOffsetY": -99.0,
    "IconSize": 42.0,
    "DebugMode": false
}​

 

Spawn Conditions
"climate": {
    "minTemp": -10,
    "maxTemp": 40,
    "minRain": 0.1,
    "maxRain": 0.8,
    "minForest": 0.0,
    "maxForest": 0.6,
    "maxShrubs": 0.9				
}

 

Biomes Mod Locations
Central paleartic, atlantic paleartic, eastern paleartic, pacific neartic, atlantic neartic

 

FAQ (1.20)

Q: Are they tamable?
A: I'm waiting on the elk taming mechanic for this, so currently they're ridable from the get go. As with most creatures domestication does make them more tame.

Q: I'm getting a json patch error on load related to the bedroll?

Patch 2 (target: game:blocktypes/wood/bed.json) in equus:patches/attachment-patch.json failed because supplied path /attributesByType/bed-hay-*/attachableToEntity/attachedShape is invalid: The json path /attributesByType/bed-hay-*/attachableToEntity/attachedShape was not found. Could traverse until /attributesByType/bed-hay-*/attachableToEntity, but then 'attachedShape' does not exist. Full json at this path: {
"categoryCode": "bedroll"
}
A: This error is expected and ok to ignore, we are working on finding a workaround for this.

Q: The horse keeps moving when using the curb bit even after I let off the controls!
A: This is the intended behavior of the curb bit for both vanilla elk and horses, think of it like autorun :)

FAQ (1.21)

Q: Are they tamable?
A: Yes! they use the saddlebreak mechanic the vanilla elk now uses, except any horse can be tamed (instead of only "partially tamed" ones like the elk)

Q: My dragon/horse/unicorn/elk disappeared what do I do?
A: 
Copying from (this message) with adjustments:

Browse to VintagestoryData/Logs and check the client-audit.log file (not server-audit), looking for something like this:
[Audit] tRead closed held bag inventory mountedbaginv-6-882040812 on entity 882040812/Tamed Elk (male)
I use Ctrl+F to search for "tamed".
If it's empty, check the Archive subfolder too: VintagestoryData/Logs/Archive

If you find the elk's entity ID, ask an admin of the server to teleport that entity to you, like so:
/tp e[id=882040812] tRead
If not, see step below.

If the logs yield no entity ID, ask a server admin if they're willing to check the server logs.


Server logs:
Browse to VintagestoryData/Logs and check the server-audit.log file, looking for something like this:
[Audit] tRead dismounts/disembarks from a tameddeer-elk-male-adult at 536375, 131, 511375
I use Ctrl+F to search for "tamed".

Teleport to that location. Note that coordinates in the 500k range are not relative to World Spawn, so it's important to use = in the tp command. Example:
/tp =536375 =131 =511375

 

 

We're aware it throws an error for the bedroll, it should still work though. (let me know if it doesn't though)

I'd love to hear y'all's thoughts and feedback as well as any screenies, preferrably on the mod's thread on discord. 


Special thanks to:

  • sekelsta
  • safwyl
  • Freakyuser396
  • puditto
  • Hydromancerx
  • Wolfsfeld
  • and everyone else who offered ideas, advice and suggestions <3

 

Attribution List:

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.4.0 equus
1.22.0 - 1.22.3
34819 Jun 9th at 11:43 AM equus_1.4.0.zip 1-click install
  • updated for the new texture overlay system in genelib 3.1.1, there's a lot more variety for horses with leopard, roan and tobiano genes now
  • adjusted turn speeds
  • stamina no longer regenerates during canter (to bring it in line with our upcoming destrier mod)
  • russian translation by MrGoose

 

as always please make a backup before updating

1.3.0-rc.1 equus
1.22.0-rc.5 - 1.22.0
22892 Apr 22nd at 8:07 PM equus_1.3.0-rc.1.zip 1-click install

initial release for 1.22

  • fixed the runtime spawns not being configurable with configlib

 

I assume there's gonna be some patches that are gonna be outdated but it should be fine to play with, lemme know if you run into any issues ^^
Don't forget to install the right version of the dependencies though XD, this one needs at least genelib 3.0.1 and jaunt 3.0.0-rc.3

And please backup your games when updating/installing/removing mods!

genelib 3.0.0 was causing issues on multiplayer, so use genelib 3.0.1 instead ^^

1.2.0 equus
1.21.2 - 1.21.6
50264 Oct 22nd 2025 at 12:22 PM equus_1.2.0.zip 1-click install

added the tobiano gene which includes 2 new patterns, making for about 50 ish new coat possibilities
sped up the follow lead holder gait to trot instead of walk
added support for the Kevin's Furniture fur bed roll

1.2.0-rc.8 equus 15381 Sep 27th 2025 at 8:12 AM equus_1.2.0-rc.8.zip 1-click install

fixed the eating and naming related issues for the tamed horses

1.2.0-rc.7 equus 2506 Sep 24th 2025 at 7:22 PM equus_1.2.0-rc.7.zip 1-click install

Upped spawn rate a little, updated configlib configs, make sure to reset it to default or you'll see a bunch of horses lol

Added support for butchering bags (and backpacks) in the bedroll slot. Can be disabled with configlib.

1.2.0-rc.6 equus 2314 Sep 20th 2025 at 2:44 PM equus_1.2.0-rc.6.zip 1-click install

Removed old (inactive and unused) entity json, restored growth times back to what it was before

1.2.0-rc.5 equus 3347 Sep 14th 2025 at 1:14 PM equus_1.2.0-rc.5.zip 1-click install

fixed the bedroll issue pointed out by Mackiwoo, ty for reporting it ^^

1.2.0-rc.4 equus 1438 Sep 13th 2025 at 1:30 PM equus_1.2.0-rc.4.zip 1-click install

integrated wilder horses patch, wild and feral horses now flee from the player.

Removed saddlebreak cooldown and added configlib support for configuring saddlebreak values

1.2.0-rc.3 equus 2248 Sep 5th 2025 at 7:28 AM equus_1.2.0-rc.3.zip 1-click install

Fixed an issue where tamed horses could not be bound to the jaunt flute

1.2.0-rc.2 equus 615 Sep 4th 2025 at 4:21 PM equus_1.2.0-rc.2.zip 1-click install

added followleadholder behaviour, fixed the elk saddle patch, increased spawn rate.

1.2.0-rc.1 equus 521 Sep 3rd 2025 at 6:47 PM equus_1.2.0-rc.1.zip 1-click install

updated for 1.21
introduced saddlebreak mechanic

all existing horses should become feral and require taming though less than new wild horses

1.1.11 equus 5748 Aug 15th 2025 at 9:04 AM equus_1.1.11.zip 1-click install

updated configlib patch

1.1.10 equus 1505 Aug 13th 2025 at 7:50 AM equus_1.1.10.zip 1-click install

Reduced spawn rates to hopefully help with any potential overspawn issues

1.1.9 equus 9441 Jul 12th 2025 at 5:50 AM equus_1.1.9.zip 1-click install
  • Fix swim crash, again...
1.1.8 equus 729 Jul 10th 2025 at 10:11 AM equus_1.1.8.zip 1-click install

Fix special character appearance in lang for equipment selection boxes and make multiply behavior settings readable by client.

1.1.7 equus 1229 Jul 6th 2025 at 2:37 PM equus_1.1.7.zip 1-click install

fixed the swimming crash

1.1.6 equus 310 Jul 5th 2025 at 7:31 PM equus_1.1.6.zip 1-click install

changed diet, updated dependencies and added compat for upcoming addon

1.1.5 equus
1.20.11 - 1.20.12
3797 Jun 19th 2025 at 9:10 PM equus_1.1.5.zip 1-click install
  • Equus now uses Jaunt for riding systems, when updating you will need to install Jaunt 1.1.4 alongside this as it provides all the gait and rideable behaviors.
  • Adjusted pregnancy length to 85 days
1.1.4 equus
1.20.11 - 1.20.12
3241 Jun 6th 2025 at 1:45 AM equus_1.1.4.zip 1-click install
  • Remove test elk patch that shouldn't have been released yet 😅
1.1.3 equus 676 Jun 4th 2025 at 9:36 PM equus_1.1.3.zip 1-click install
  • Remove despawn when below light level 5 and greater than 8 blocks from player
1.1.2 equus 197 Jun 4th 2025 at 4:42 PM equus_1.1.2.zip 1-click install

Reworked horse model to fix medallion animation bug, added lantern and bridle animations, added naming support with GeneLib

1.1.1 equus 969 Jun 3rd 2025 at 9:26 PM equus_1.1.1.zip 1-click install
  • Fix mortally woundable being incorrectly applied to foals which are not rideable
1.1.0 equus 176 Jun 3rd 2025 at 6:30 PM equus_1.1.0.zip 1-click install
  • Add stamina system
  • Add multiple gaits
  • Fine tune animations
1.0.6 equus 1770 May 27th 2025 at 5:58 PM equus_1.0.6.zip 1-click install

First public release. Only tested on 1.20.10 and 1.20.11


487 Comments (oldest first | newest first) (threaded | flat)

HelloApollo, Aug 18th at 3:20 AM

Tamed a second horse and the only thing I can remove is the bridle. Any suggestions? Or is it bugged 

SpartaPw, Aug 13th at 9:11 PM (modified Aug 13th at 9:50 PM)

anyone have issues with the black flute not calling your horse over? 

nvm its a juant mod

Xeroxel, Aug 6th at 5:54 PM

My mares are all stuck on "might be pregnant" - is there a fix for this that I can do?

Xeroxel, Aug 13th at 4:43 PM
@Shintharo12: What do you mean with stuck?

I apologize, I am new to the game and it turns out I just was not waiting long enough. Working as its supposed to, thank you!

arz, Jul 22nd at 3:58 PM

Is there an up-to-date tutorial for the mod somewhere? I can't ride a tamed horse or even equip it with a saddle, saddle pad, etc.

Shintharo12 , Jul 22nd at 6:59 PM
@arz: Is there an up-to-date tutorial for the mod somewhere? I can't ride a tamed horse or even equip it with a saddle, saddle pad, etc.

Do you have any issues with the tamed elk?
having the interaction help overlay on can certainly help too if you haven't got it enabled already (Ctrl + N by default) it shows you what you can equip where on the horse

Esti_8_8, Jul 21st at 5:56 AM (modified Jul 21st at 5:59 AM)

Hi everyone! :)
What exactly is *Equus destrier*?
I also wanted to say that we absolutely love your mod—we talk about it with enthusiasm every day. We’re probably the only ones (or among the very few) really diving into the genetics side of things. Please don't forget about your most loyal fans—could you add the Silver gene? Especially silver black!
By the way, it would make sense for wild horses not to have the pinto pattern; maybe you could move those variants to your new mod?

Oh, and here’s a great idea: how about distinguishing between medieval-style horses and wild horses? 

Thanks in advance for the reply!

Shintharo12 , Jul 21st at 6:42 AM (modified Jul 21st at 6:43 AM)
@Esti_8_8: Hi everyone! :)What exactly is *Equus destrier*?I also wanted to say that we absolutely love your mod—we talk about it with enthusiasm every day. We’re probably the only ones (or among the very few) really diving into the genetics side of things. Please d

Equus destrier is Equus: medieval horses which adds the medieval war horse aka destrier
the destrier already has silver (and grey as well)

I have no intention of removing tobiano from the wildhorse, little odd of you to request that as it was added on community request and a lot of people really like it ^^;
The wildhorse in this mod is a fictional breed inspired by, but not a faithful recreation of, eurasian wild horses. As such artisitic liberties were taken.

The destrier on the other hand does not have tobiano or leopard as solid coloured horses were prefered in the time period I'm taking inspiration from for that type of horse

Very confused about that last comment, what further distinguishing do you need between them? They are already quite different :(

Esti_8_8, Jul 21st at 7:24 AM
@Shintharo12: Equus destrier is Equus: medieval horses which adds the medieval war horse aka destrierthe destrier already has silver (and grey as well)I have no intention of removing tobiano from the wildhorse, little odd of you to request that as it was added on commu

I’m so sorry—I accidentally put a question mark in my last comment. What I actually meant to say was that it’s cool how you’ve distinguished between wild and domestic horses.

As for the tobiano pattern in horses—I understand now. I certainly didn't mean to cause any offense; I was just asking. I've got it all sorted out.
Thanks a lot.

Esti_8_8, Jul 20th at 6:39 AM

Hello! I have a few questions about the genetics.
Regarding the "flaxen" coat color—what genes are needed to get it? Is the Flaxen (F) gene included in the mod, and if so, is it passed down just like in real life?
Also, do the horses experience genetic mutations? Can a random gene just appear in a horse, or do we have to work strictly with the existing gene pool?
And do you have a Discord channel or Twitter account where I could ask more questions about the mods?
Thanks in advance for the reply!

Shintharo12 , Jul 20th at 8:51 AM
@Esti_8_8: Hello! I have a few questions about the genetics.Regarding the "flaxen" coat color—what genes are needed to get it? Is the Flaxen (F) gene included in the mod, and if so, is it passed down just like in real life?Also, do the horses experience genetic muta

Hi there ^^
We don't have the Flaxen gene, but we do have mealy which when on a chestnut base I decided to give blonde manes
I'm not entirely sure how the passing on of genes works in the background as that's handled by Genelib

You'll find me on discord under the same username ^^

SmashleePotato, Jul 19th at 1:09 AM

Hello! We have been using this mod for a bit and some of the horses saddles/tack won't come off. Is there anything I can do to duplicate the mob for the players to not lose their horses that are bugged like this?

Thank you
-Smashy

tempestinateacup, Jul 17th at 4:31 AM

Hi! I really like this mod, but for some reason the horse hoofbeat sounds are missing for me. any idea what I can do to get them working?

Rezcom, Jul 15th at 6:22 PM (modified Jul 15th at 6:22 PM)

Did you see the latest post on their Instagram? It looks like they're expanding their mountables, including horses.

While their models are still a work in progress, I love the Equus models and genetics with genelib! (We still don't know the VS team's full implementation).

When "vanilla horses" come out, do you intend to continue supporting the mod? Maybe making them compatible/breedable with the vanilla horses? Just wanted to know your thoughts! 

Shintharo12 , Jul 16th at 4:47 PM (modified Jul 16th at 4:48 PM)
@Rezcom: Did you see the latest post on their Instagram? It looks like they're expanding their mountables, including horses. While their models are still a work in progress, I love the Equus models and genetics with genelib! (We still don't know the VS team's full

I did see the vanilla horse on discord yeah, I highly doubt we'll be seeing more than a handful of textures for it let alone genetics ^^; So don't worry I don't intend of abandoning my horse mods any time soon :P

I'm currently working on a new equus mod, pretty much the 2.0 version of this one with updated models (in the style of the new Destrier), new textures and some more behaviours etc
So this version won't be getting new content beyond bug fixes, but I'll continue to support it for as long as I can

Vanilla horses should hopefully be compatible in the sense that you can use both just fine, but I don't think I'll be patching the vanilla horse to have all the stuff equus does

Rezcom, Jul 14th at 11:39 AM

Hi, thank you for the amazing mod.

Can wild fillies/colts turn into mares/stallions? I've caught a wild filly and have been feeding it hay with the trough (it eats out of it), but I'm not sure if it will ever grow up to be tamed. Am I just wasting my time? Thank you

Randompug, Jul 10th at 8:47 PM

I think when standing still their turning speed should be much faster (;

tempestinateacup, Jul 4th at 11:49 PM

Hi there! for some reason all my horses cluster in one corner of their pen, sometimes even clipping into one another so that you can't reach the one you're looking for. there is no trough in that corner, so that has nothing to do with it. it would be cool if the horses had a bit more variation in their behavior so they don't all hang out in the same place!

Lisanna, Jul 10th at 5:24 AM
@tempestinateacup: Hi there! for some reason all my horses cluster in one corner of their pen, sometimes even clipping into one another so that you can't reach the one you're looking for. there is no trough in that corner, so that has nothing to do with it. it would be cool

Hey, I had this issue as well on my last world because they were in range to sense the trough in my goat barn (also had turnips which the horses eat). Double check that there aren't any other food sources that they may be looking at longingly! Once the goats ate their food the horses wandered around their pen normally. If this is the issue, you can pull one horse out of the pen and it will lead you right to whatever its trying to eat.

PrimaryScreech, Jul 3rd at 1:11 AM

I'm having an issue with the horse's textures changing. I know you stated that theres something with the new overlay system and when you add something to the horse it updates, but I had a pure black horse that I added a saddle, saddle bags, and saddle blanket to that didn't change. However, when I started my server up, he randomly changed texture to a dapple. This hadn't happened before, is there a way to fix it?

Esti_8_8, Jul 1st at 3:52 PM

Hi everyone! I work with horses in real life and know a bit about their genetics, but I have a quick question: how do I check a horse's genes? As I understand it, many wild horses carry the dun gene, right? And the big question is: why on earth did I get a *red dun* (sorrel dun) foal from two black parents? Also, does the Silver gene exist in the game? And how do I get a solid chestnut (red) horse? Mine all keep turning out red dun.

Could you also tell me what color the horse in the photo is?
Thanks in advance!

image

Shintharo12 , Jul 1st at 5:26 PM
@Esti_8_8: Hi everyone! I work with horses in real life and know a bit about their genetics, but I have a quick question: how do I check a horse's genes? As I understand it, many wild horses carry the dun gene, right? And the big question is: why on earth did I get

That's a palomino in the picture (a pretty pale one, based on my irl pony)

We do not have the silver gene in this mod

We're currently working on an addon which'll have a gene checker of sorts, which might help with stuff like that

The best way to get a chestnut would be to either find one in the wild or breed out the dun, not all the horses have D/D or D/d, some spawn as d/d too 

Esti_8_8, Jul 4th at 2:45 PM
@Shintharo12: That's a palomino in the picture (a pretty pale one, based on my irl pony) We do not have the silver gene in this mod We're currently working on an addon which'll have a gene checker of sorts, which might help with stuff like that The best way to get a ch

Thanks for the reply, but I have a couple more questions. :)
Do you plan to update the mod for game version 1.21.6?
Also, the mod really lacks varied stats for horses—for instance, having some run faster, jump higher, or have more health, with these traits being passed down to foals.
Another question: do you plan to add new coat colors and genes for the horses in the future?
And one last question: I gather the mod includes the "Gray" gene, but I can't figure out what horses with this gene look like.
Thanks in advance for the answer.

Shintharo12 , Jul 5th at 12:46 PM
@Esti_8_8: Thanks for the reply, but I have a couple more questions. :) Do you plan to update the mod for game version 1.21.6? Also, the mod really lacks varied stats for horses—for instance, having some run faster, jump higher, or have more health, with these trait

Gray is only used by the destrier from "Equus: medieval horses" atm, these horses carry that gene as well so in the future we might be able to allow crossbreeding between the 2 breeds
I don't intend on backporting the newer updates to 1.21, a lot changed between those 2 version so it's not feasible for me to support both
I don't have immediate plans for gene based stats

I also currently don't plan on adding any more textures to this mod, I'm currently in the progress of updating the wildhorse model, but as quite a few people expressed wanting to keep these models I might turn this into the legacy version and release the new ones seperately.

the new ones will probably get more varied textures, but I don't really have any set plans atm

PoalaBear, Jun 30th at 12:08 PM

hi! just a quick question, does the bone flute mechanic work on this mod? im worried that if my horse falls in a hole that i cant get it out ;-; im from a public server so i dont have admin commands and cant just tp them out 

Shintharo12 , Jun 30th at 2:35 PM
@PoalaBear: hi! just a quick question, does the bone flute mechanic work on this mod? im worried that if my horse falls in a hole that i cant get it out ;-; im from a public server so i dont have admin commands and cant just tp them out

You need to use the Jaunt flute instead, you first bind (using the toolmode, F by default) it to a horse that's wearing a medallion then you can use it to call that horse

kunchboy, Jun 23rd at 6:17 PM

hi, is there a way to increase the spawn rate? thanks :)

Shintharo12 , Jun 24th at 7:45 AM
@kunchboy: hi, is there a way to increase the spawn rate? thanks :)

Yeah we have compat for Configlib which allows you to adjust the runtime and worldgen spawn rates if you have Configlib installed

wolfix777, Jun 22nd at 2:39 PM

hey, i was wondering if anyone else is having issues with horses changing textures? i tamed a bay paint and then it turned into a bay appy right as it was fully tamed, and then once saddled, it tunrned into a solid bay? and i had a solid black horse and after about 15 hours of gameplay he turned into a black paint? im so confused on why its acting this way. i was so sad to see him changed out of nowhere

Shintharo12 , Jun 22nd at 7:06 PM
@wolfix777: hey, i was wondering if anyone else is having issues with horses changing textures? i tamed a bay paint and then it turned into a bay appy right as it was fully tamed, and then once saddled, it tunrned into a solid bay? and i had a solid black horse and a

there currently seems to be a visual bug with genelib's new overlay system that we switched to in the latest update where some horses are spawning with leopard or tobiano overlays when they shouldn't and then reverting to their actual texture when tamed or equipped with stuff

Shintharo12 , Jun 29th at 6:59 PM
@wolfix777: oooooh ok! good to know! thank you

We're currently working on a little addon mod that will allow you to check what genes your horse has, which should help a bit as well with breeding for certain coats

Sirenne, Jun 22nd at 3:32 AM

Just a heads up, we do occasionally get the following error when peeps disconnect or crash on top of horses - only real fix is to delete the mount, which allows them to reconnect. This might be default elk error code (there are some bug tickets about it) but I wanted to give ya'll a heads up in case you could find a fix.

Crash Report
Running on 64 bit Windows 10.0.26200.0 with 16221 MB RAM
Game Version: v1.22.3 (Stable)
6/21/2026 8:15:13 PM: Critical error occurred
Loaded Mods: uruguayan1800sweaponry@2.1.4, walkingstick@3.0.0, akarisimpletweaks@1.3.7, altarmor@1.2.2, americanfrontiersman@1.8.5, bedrespawnerz1@1.0.1, bettercrates@1.10.0, woodlogstack64@1.2.1, biggerpockets@1.0.6, riffzbreakdownhides@1.0.1, buffberries@1.0.0, catchledge@0.7.1, charlottesclothes@1.4.1, chickenfeed@1.1.12, cbr@2.0.1, chiseltools@1.17.3, coppercoldforging2@1.2.0, craftablecompanion@1.5.4, crawlanddive@0.2.4, crockmod@2.1.1, eggpatch@1.0.1, elstoneforge@1.0.5, elghal@1.0.3, elreikland@1.1.1, elsynthetic@1.0.0, eldraken@1.1.0, eltrench@1.0.3, eternalstew@1.4.1, extrafurniture@1.0.0, farmingrevamped@2.1.0, fitnshard@0.7.1, fadynasties@1.2.8, fagothic@1.3.4, fagreenwich@1.4.5, fahussar@1.1.6, fajousting@1.0.5, falandsknecht@1.2.5, fatemplar@1.4.6, faviking@1.1.6, machairodontinae@1.1.9, pantherinae@1.2.13, fuelbriquettes@1.0.1, geodesandgemstonesforked@1.0.0, hangingvessels@1.1.1, hardcorewaterforked@1.4.4, hidearmor@0.0.3, horperfopt@1.0.3, hydrateordiedrate@2.4.10, istchests@0.0.4, interestingoregen@2.3.8, jackschisels@1.0.2, jsonpatcheslib@1.5.2, lakulsenhancedvanillatrees@1.1.1, lichen@1.6.4, longtermfood@0.6.6, millwright@1.3.3, moreashlarblocks@1.1.1, morebanners@1.3.3, moreflooringpatterns@1.0.4, moremeadoptions@2.0.4, morepolishedrocks@1.0.2, morefat@1.5.3, necessitiesvintagestory@1.1.0, nightwatcher@2.3.0, overhaulliblegacycompat@1.1.36, overhaullib@2.0.9, pinkplastervariants@1.1.0, primitivesurvival@5.0.6, racialequality@0.1.28, saddleblanketbeds@0.0.5, savetheelks@1.0.0, scrolled@1.1.7, soapandlyecontinued@2.1.2, specializedclasses@3.0.0-rc.1, spinningwheel@1.2.0, spoofxlibandxskillsmodid@1.0.1, sticksfromfirewoodmallow@2.0.1, stonequarryrepckfipil@3.6.1, tankardsandgoblets@1.4.3, toneddownpredatorsfork@1.2.0, trashbinned@0.4.2, usefultraders@2.5.2, valkyrjahair@3.0.0, veganmilksimplified@1.0.1, game@1.22.3, vsimgui@1.2.5, arthursjournal@2.0.4, wstabletpatch@1.0.0, wetlandharvest@0.0.3, zoombuttonreborn@2.0.2, aculinaryartillery@2.0.0-dev.21, admirableattire@1.1.0, advancedgeology@0.9.6, alchemy@2.1.0-rc.74, animalcages@5.0.0, animationslib@0.0.2, attributerenderinglibrary@3.1.5, egocaribautomapmarkers@5.0.1, baconbaconbacon@1.2.2, bathtime@1.4.1, beamtweaksmod@2.1.0, bettererprospecting@3.3.3, betternails@2.0.2, betterruins@0.6.3, billposting@2.0.0, blushlibrary@1.0.11, bowsbykanahaku@1.0.0, bradycrudebuilding@1.5.4, butchering@1.13.4, candcserverpatch@1.24.0, canjewelry@0.6.17, canspawnconditions@1.2.1, carryon@1.14.1, cartwrightscaravan@1.9.1, cavespawning@0.1.0, chickensitreloaded@1.1.2, chuteablequernv2@2.0.0, claimsradar@1.1.1, clothinganyslot@2.0.0, coffeeandtea@0.0.22, coinage@2.1.9, composter@1.2.2, configlib@1.11.1, bell@1.0.4, critcherscalculator@1.1.1, dairyplus@2.0.0-pre.1, danatweaks@4.0.0, deathcorpses@2.7.1, dressedtokillredux@1.0.1, dresstoimpress@1.0.0, dumbwaiter@0.1.0, dusiulkaspinboard@1.0.1, eggpiemod@0.1.0, emotes@2.0.5, entitynametag@2.6.0, envelopes@3.8.4, tackandequipment@1.0.0, expandedbeekeepingfork@0.2.0, extendedcreation@1.2.5, extrainfo@2.2.1, fieldsofcranberries@0.0.1, foodshelves@3.0.4, genelib@3.1.1, grassroots@0.4.0, hanfu@1.1.1, haveasmoke@1.0.0, hideplayerinfo@1.3.1, hudclockpatch@4.2.3, hunterbackpackprogression@1.0.1, icecycle@1.0.1, iceiscellar@2.1.0, ironcrates@1.0.3, itempickuphighlighter@1.3.0, ithaniacannedgoods@2.0.6, jaunt@3.0.0-rc.3, juicyores@1.0.2, kevinsfurniture@1.9.0, knapster@4.0.0, kodasrevisedwoodcolors@1.0.1, kscartographytable@1.0.4, maketeaforked@0.9.42, manifest@1.2.2, mealrevariation@3.1.3, medievalexpansionpatch@1.4.1, metallurgy@1.2.1, metalpots@1.7.10, mightywalnut@1.2.1, moldsexpanded@1.0.0, morehudbars@1.2.0, multisignpost@0.4.0, naturalfertilizer@1.5.1, ndlflowergrowth@2.0.0, ndlmushroomgrowth@2.1.0, ndltreegrowth@2.0.1, nofoodhealing@2.1.0, noholdfruitpress@0.1.3, noticeboard@2.0.1, opineuponpine@1.0.8, optitime@1.5.11, pandahearth@0.1.0, panningmachine@1.0.10, pipeleaf@2.6.0, placeonslabs@1.0.5, playerlistrevived@2.3.8, playermodellib@1.21.4, progressionframework@1.0.0, purposefulstorage@2.0.1, realisticwater@0.3.0, recyclablecopperspearandarrowheads@1.0.2, reelmower@1.4.8, regalia@1.5.0, roomtools@2.0.0, saltandsands@1.3.0, scaffolding@1.3.1, scarecrow@1.8.2, seamlessrapids@1.0.1, searchable@2.4.0, sendplayerpositionpacketfix@1.0.0, smashmetalparts@1.1.0, soldierspycraftworks@1.3.4, stablesurface@0.0.3, stackedtemporalgear@1.0.0, stackscoolslower@1.1.1, corpsestarchfork@1.0.0, steepandbrew@0.7.0, stonebakeoven@1.3.0, tanningredux@1.0.2, th3dungeon@1.0.1, improvedmetallurgy@1.1.8, tinkertailorclockworks@1.4.4, tinkertailorpatchworks@1.6.3, tinkertailorscriptoria@1.0.0, tradernotes@1.0.7, traitacquirermoddedclasses@0.9.15, translocatorpaths@1.1.0, treeshaker@1.1.0-rc.1, unconscious@2.1.0-rc.1, vanityslotsfork@0.0.8, vinconomy@5.3.0, creative@1.22.3, vsroofing@1.5.2, survival@1.22.3, waterfall@1.2.3, watersheds@6.3.2, wayfinder@1.1.0, weaponpackalphaunoff@1.8.2, wildvinegrow@1.0.6, woodenfortifications@2.0.11, woodenshuttersandmore@1.3.3, woodstain@1.3.2, xlib@1.0.19, blushandbins@1.3.0, blushandblacksmith@1.0.10, canjewelryxskill@0.1.4, rlldtco0001@2.3.0, crossbowsfork@1.9.13, equus@1.4.0, expandedfoods@2.0.0-dev.12, fotsabutcheringcompat@0.1.0, obsidiancraft@1.6.0, quiversfork@0.9.21, saucealot@1.3.1, scoopofjammod@1.2.0, seafarer@0.5.12, shearlib@1.3.0, storagetweaks@1.3.2, tabletopgames@4.0.0-pre.2, thebasics@5.7.0, underwaterhorrors@0.6.3, wwaymarkers@1.0.4, windowstoragelib@1.2.1, xinvtweaksfork@1.9.0, xskills@1.0.65, zombpspatch@2.0.1, efchefstricks@1.0.0-dev.3, efmealsmodule@1.0.0-dev.5, xskillstailoring@0.1.2, vanillapanestorage@1.8.0, honseofholding@1.2.0, windowstorage@1.7.2, wool@1.9.1, xskillsgilded@1.3.36, regaliawoolpatch@1.0.3, shearregret@1.0.1
Involved Harmony IDs: scaffolding, com.zaldaryon.optitime
System.ArgumentException: Given pos contained NaN: XYZ: NaN/NaN/NaN, YPR 6.112287/-1.4305115E-07/-1.4305115E-07, Dim 0 for entity equus:tamedwildhorse-adult-male-ferus
   at Vintagestory.GameContent.EntityBehaviorControlledPhysics.ApplyTests_Patch1(EntityBehaviorControlledPhysics this, EntityPos pos, EntityControls controls, Single dt, Boolean remote)
   at Vintagestory.GameContent.EntityBehaviorControlledPhysics.OnPhysicsTick(Single dt) in VSEssentials\Entity\Behavior\BehaviorControlledPhysics.cs:line 590
   at Vintagestory.GameContent.EntityBehaviorPlayerPhysics.OnRenderFrame(Single dt, EnumRenderStage stage) in VSEssentials\Entity\Behavior\BehaviorPlayerPhysics.cs:line 390
   at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 257
   at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 858
   at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 910
   at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 782
   at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173
   at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 742
   at Vintagestory.Client.ScreenManager.OnNewFrame_Patch1(ScreenManager this, Single dt)
   at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame_Patch1(ClientPlatformWindows this, FrameEventArgs e)
   at OpenTK.Windowing.Desktop.GameWindow.Run()
   at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354
   at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
   at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95

Event Log entries for Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 6/20/2026 1:16:07 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.22.3.0, time stamp: 0x691d0000
Faulting module name: KERNELBASE.dll, version: 10.0.26100.8655, time stamp: 0x9e0ffa42
Exception code: 0xe0434352
Fault offset: 0x00000000000c1b6a
Faulting process id: 0x22a4
Faulting application start time: 0x1dd00dd80954ffb
Faulting application path: F:\Vintagestory\Vintagestory.exe
Faulting module path: C:\WINDOWS\System32\KERNELBASE.dll
Report Id: 3cc75988-9c10-44ea-9771-57f3960e5c1d
Faulting package full name: 
Faulting package-relative application ID:  }
--------------
{ TimeGenerated = 6/19/2026 9:31:28 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.22.3.0, time stamp: 0x691d0000
Faulting module name: KERNELBASE.dll, version: 10.0.26100.8655, time stamp: 0x9e0ffa42
Exception code: 0xe0434352
Fault offset: 0x00000000000c1b6a
Faulting process id: 0xa8c8
Faulting application start time: 0x1dd005a5a0b6df7
Faulting application path: F:\Vintagestory\Vintagestory.exe
Faulting module path: C:\WINDOWS\System32\KERNELBASE.dll
Report Id: 1d2eba1e-dcb7-4ffa-a5c3-112e7a46d998
Faulting package full name: 
Faulting package-relative application ID:  }
--------------
{ TimeGenerated = 6/19/2026 4:01:02 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.22.3.0, time stamp: 0x691d0000
Faulting module name: ntdll.dll, version: 10.0.26100.8521, time stamp: 0xccc028d4
Exception code: 0xc0000374
Fault offset: 0x0000000000112265
Faulting process id: 0xa680
Faulting application start time: 0x1dd003c9d1e663d
Faulting application path: F:\Vintagestory\Vintagestory.exe
Faulting module path: C:\WINDOWS\SYSTEM32\ntdll.dll
Report Id: bfa91f10-5442-42c4-acea-77f65007341e
Faulting package full name: 
Faulting package-relative application ID:  }
Shintharo12 , Jul 12th at 1:14 PM
@Tess_Prince: hiya! also getting this same issue on our server, hoping to find either a fix or at least determine whats causing it, its a bit of a strange one!

It seems to happen to other mounts outside of this mod as well so I fear it might be a vanilla issue 

Sirenne, Jul 12th at 9:30 PM
@Shintharo12: It seems to happen to other mounts outside of this mod as well so I fear it might be a vanilla issue

We've actually made a custom hook that detects when someone is considered NaN and teleports them and their mount to spawn - thankfully, it hasn't really popped up lately, so I'm hoping (FINGERS CROSSED) that it's working!

amaranthinos, Jun 19th at 7:12 PM

Hey, I was wondering if there was a way to bring back a dead horse?  I had 4 that I check on periodically, fenced off on a peninsula, and I just noticed one at half health and another dead.  I checked client and server-audit (standard and archive) and didnt see any mention of an entity death (not sure if it would mention it there tho).  I dont actually know when it happened either, if it was even this play session or a different one (I have issues with the game freezing and crashing, so it was probably earlier or last play session.)

 

It's a bit of a cheesy ask, apologies.

yurajoh, Jun 18th at 8:41 AM (modified Jun 18th at 8:42 AM)

We have this mod on a decently sized server with a large mod list, and players have been reporting that wild/tamed horses are losing their coats and get reverted to the default ones you'd see on a horse spawned from creative. We're not really sure what to do about this, has this been an issue you've seen before?

Game and mod versions are latest.

Shintharo12 , Jun 20th at 7:01 AM
@yurajoh: We have this mod on a decently sized server with a large mod list, and players have been reporting that wild/tamed horses are losing their coats and get reverted to the default ones you'd see on a horse spawned from creative. We're not really sure what to

there currently seems to be a visual bug with genelib's new overlay system that we switched to in the latest update where some horses are spawning with leopard or tobiano overlays when they shouldn't and then reverting to their actual texture when tamed or equipped with stuff

Ales1918, Jun 15th at 9:22 PM

I'm absolutly love this mod. But i wish to propose some copability suggestions. Roll-up bed (mattresses) are workable, but not visually on horses. And also some mod backpacks (from butchering or book backpack) have this issue.
P.S. DO NOT TELEPORT sitting on your boat with horses ever. Horses will dissappear((

Irulana, Jun 15th at 8:36 AM

We added new version of Equus Horses to our 1.22.2 server and we have problem with bone flute after thatt, used on elk it breaks and disappers, Previously worked fine.

Shintharo12 , Jun 15th at 9:22 AM (modified Jun 15th at 9:23 AM)
@Irulana: We added new version of Equus Horses to our 1.22.2 server and we have problem with bone flute after thatt, used on elk it breaks and disappers, Previously worked fine.

what version of jaunt are you using?
Equus itself does nothing in regards to flutes

Irulana, Jun 15th at 10:03 AM
@Shintharo12: what version of jaunt are you using?Equus itself does nothing in regards to flutes

Lastest, ok I will write comment there. I couldn't figure out which mode changes it. Thanks for quick response.

PrimaryScreech, Jun 14th at 11:54 PM

Is it possible we can get a silder or something for the horse clopping? I really like the loud clops, they were really satisfying to listen to on long cross country trips on roads

Tittymcswaggy, Jun 11th at 7:15 AM

Is this mod safe to add mid-save ?

Tittymcswaggy, Jun 11th at 11:35 AM
@Shintharo12: Yes! ^^

Ah nice, I did added it to my save but I haven't seen the horses spawn yet after 2-3 in-game days (?). Probably need to bump up spawnrate in the config or maybe it because of my "slightly bloated" modlist

cheeesetoastie, Jun 11th at 5:44 AM

thank you! the models especially are lovely :)

AlteOgre, Jun 8th at 11:47 AM

Hello Shintharo12, thanks for this wonderful mod!

A player on our server reported "accidental rope dupe" and "ropes and horses have an awkward relationship" you may wish to check and fix.
Here's a copy-paste of their quotes in the related bug reports:

1) "I tamed a horse ... and he keeps wandering out of his pen somehow, so I tied him down with ropes. Now he still wanders off, but when I get close the rope snaps and also doesn't, causing it to snap multiple times. Each time it snaps, rope falls to the ground."

2) "A prior bug I reported included duping, but ropes do not agree with horses all-together. I have removed all ropes from my horse and it gets randomly rubberbanded back towards the pen, sometimes with great power (and damage). this is not lag related, each time it happens I hear the "rope snap" sound. I have since removed all ropes, and fences any rope could have been tied to and it's STILL happening. randomly when the horse is in it's pen, I hear the snap sound and rope spawns out of no where. My horse was launched in the air (with me on his back) and took like 20 damage, which it is now healing from. The modpage says nothing about a bug like this, so I'm asking here first if anyone else is experiencing horse issues like mine, because I know I'm not the only one with one."

If we can gather more info on reproducibility by other players/staff or just similar experiences, I will report them here.

Freakyuser396, Jun 8th at 6:14 PM
@AlteOgre: Hello Shintharo12, thanks for this wonderful mod!A player on our server reported "accidental rope dupe" and "ropes and horses have an awkward relationship" you may wish to check and fix.Here's a copy-paste of their quotes in the related bug reports:1) "I

Hello, those rope problems seem to be vanilla issues.

 

From what I´ve seen and heard ropes should currently only be used when actively leading or tying a mount to a boat for travel, since the game seems to have problems with mounts tied to fenceposts during a restart for instance. 

and regarding the pen escaping, no animals should be able to climb fences, though they can step over more than 2 block high normal walls.

Javidac, Jun 8th at 11:21 AM (modified Jun 8th at 11:24 AM)

Hello!

I wish there was some kind of way to lasso other horses from horseback; so they could be brought home to a pen to be broken for riding. This would be a very helpful feature for this mod! :)

I would also suggest thinking about combining this addon-mod into the core equus mod; its one of the few things that ive been thinking of when it comes to using horses.
https://mods.vintagestory.at/honseofholding

Kienna, Jun 6th at 3:39 PM (modified Jun 6th at 3:43 PM)

Voicing my support for the addition of some kind of taming-progress counter.

My server (v1.21.5) uses 30-day months and I log on every 2-4 in-game days. Typically I ride my horses 2-3 times per login, with all rides at least 12 hrs apart. I caught these horses back in early June (server-time) and it's now mid-December. They're just as wild as they were in June, and it's really disheartening not knowing how much longer I'll have to keep doing this.

Thanks!

Shintharo12 , Jun 6th at 4:46 PM
@Kienna: Voicing my support for the addition of some kind of taming-progress counter. My server (v1.21.5) uses 30-day months and I log on every 2-4 in-game days. Typically I ride my horses 2-3 times per login, with all rides at least 12 hrs apart. I caught these h

By default (if you didn't change the configs) horses don't have a cooldown unlike the elk which has a cooldown of 24h, so you can just keep riding it until it becomes tame, takes around 20 ish tries. There should be a saddlebreak counter in the info box at the top, but it might need something like the extra info mod or dev mode enabled (not sure since it's been visible for me as long as I've had the taming system)

Mara_Flame, Jun 6th at 3:29 PM

Я обожаю лошадок :3 Автор прошу тебя сделать две вещи. 1. Больше видеов лошадок и скрещивание их между собой и 2 повозки :3 любым способом :3. Спасибо в заранее чмок.😻

KittyBee, Jun 3rd at 7:29 AM

hey, this is probably my favourite mod for vintage story, its really neat. was wondering do you plan to do any sounds for the horses? would love to hear some snorts or grunts at least similar to the base game sheep. also i noticed these horses are always hungry and moving to my crops all the time same for the unicorn mod. they recently made a patch to fix this with the elk i think, do you plan on doing somthing similar? thanks love this mod ❤️ hope to see more fun updates 

Shintharo12 , Jun 6th at 4:53 PM
@KittyBee: hey, this is probably my favourite mod for vintage story, its really neat. was wondering do you plan to do any sounds for the horses? would love to hear some snorts or grunts at least similar to the base game sheep. also i noticed these horses are always

Hi there, I'm glad to hear that ^^

horses always wanting to eat is actually intentional (people had some trouble getting their horses to eat for breeding prior to this)
more sounds aren't currently planned but I might do it in the future

I'm currently working on a new horse breed that'll be in a standalone mod so there'll be a bit of delay on updates for the other mods until that is ready

Bratwurstinator, May 30th at 4:17 PM

Crashes on 1.22.3 with

Crash Report
30.5.2026 18:03:19 [Server Error] Exception: Cannot deserialize the current JSON array (e.g. [1,2,3]) into type 'Vintagestory.AP
I.Datastructures.FastSmallDictionary`2[Vintagestory.API.Common.EnumHabitat,System.String[]]' because the type requires a JSON ob
ject (e.g. {"name":"value"}) to deserialize correctly.
To fix this error either change the JSON to a JSON object (e.g. {"name":"value"}) or change the deserialized type to an array or
 a type that implements a collection interface (e.g. ICollection, IList) like List<T> that can be deserialized from a JSON array
. JsonArrayAttribute can also be added to the type to force it to deserialize from a JSON array.
Path 'rideableGaitOrder'.
   at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateList(JsonReader reader, Type objectType, JsonContract con
tract, JsonProperty member, Object existingValue, String id)
   at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.Deserialize(JsonReader reader, Type objectType, Boolean checkAd
ditionalContent)
   at Newtonsoft.Json.Linq.JToken.ToObject(Type objectType, JsonSerializer jsonSerializer)
   at Vintagestory.API.Datastructures.JsonObject.AsObject[T](T defaultValue) in VintagestoryApi\Datastructures\JsonObject.cs:lin
e 98
   at Vintagestory.GameContent.EntityBehaviorRideable.Initialize(EntityProperties properties, JsonObject attributes) in VSSurviv
alMod\Entity\Behavior\BehaviorRideable.cs:line 208
   at Vintagestory.API.Common.Entities.Entity.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) in Vin
tagestoryApi\Common\Entity\Entity.cs:line 614
   at Vintagestory.API.Common.EntityAgent.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) in Vintage
storyApi\Common\Entity\EntityAgent.cs:line 164
   at Vintagestory.Server.ServerMain.SpawnEntity_internal(EntityProperties type, Entity entity) in VintagestoryLib\Server\Server
Main.cs:line 2614
   at Vintagestory.Server.ServerMain.SpawnEntity(Entity entity, EntityProperties type) in VintagestoryLib\Server\ServerMain.cs:l
ine 2588
   at Vintagestory.Server.ServerMain.SpawnEntity(Entity entity) in VintagestoryLib\Server\ServerMain.cs:line 2572
   at Vintagestory.GameContent.ItemCreature.OnHeldInteractStart(ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, En
titySelection entitySel, Boolean firstEvent, EnumHandHandling& handHandling) in VSSurvivalMod\Item\ItemCreature.cs:line 177
   at Vintagestory.API.Common.CollectibleObject.OnHeldUseStart_Patch1(CollectibleObject this, ItemSlot slot, EntityAgent byEntit
y, BlockSelection blockSel, EntitySelection entitySel, EnumHandInteract useType, Boolean firstEvent, EnumHandHandling& handling)
 
   at Vintagestory.Server.ServerSystemInventory.HandleHandInteraction(Packet_Client packet, ConnectedClient client) in Vintagest
oryLib\Server\Systems\Inventory.cs:line 450
   at Vintagestory.Server.ServerMain.HandleClientPacket_mainthread(ReceivedClientPacket cpk) in VintagestoryLib\Server\ServerMai
nNetworking.cs:line 275
   at Vintagestory.Server.ServerMain.ProcessMain() in VintagestoryLib\Server\ServerMain.cs:line 964

which is caused by rideableGaitOrder in wildwildhorse.json being an array. I believe there may be some other errors.

Shintharo12 , May 30th at 8:25 PM
@Bratwurstinator: Crashes on 1.22.3 with Crash Report 30.5.2026 18:03:19 [Server Error] Exception: Cannot deserialize the current JSON array (e.g. [1,2,3]) into type 'Vintagestory.AP I.Datastructures.FastSmallDictionary`2[Vintagestory.API.Common.EnumHabitat,System.String[]

I'm unable to recreate this issue on 1.22.3 using equus 1.3.0-rc.1, jaunt 3.0.0-rc.3 and genelib 3.0.2,
Please make sure you're not accidentally running a version of the mod or any of its dependencies meant for 1.21 as those do not work on 1.22

_Reed_, May 29th at 12:46 PM

Does the bone flute work to call your tamed horse with a medallion on? I have been trying and they never spawn near me even if I am a far ways away.

Shintharo12 , May 29th at 4:14 PM
@_Reed_: Does the bone flute work to call your tamed horse with a medallion on? I have been trying and they never spawn near me even if I am a far ways away.

Nope, you need to use a Jaunt flute (bind it to the horse using the toolmode first, by default this is F to bring up the toolmodes with the flute in hand)

Shintharo12 , May 28th at 8:04 AM (modified May 28th at 8:04 AM)

D4ngrs

This mod does nothing in regards to ropes, for the most part rope bugs are just vanilla bugs (unless you're using a mod that changes ropes) and you can report those in the issue tracker: https://github.com/anegostudios/VintageStory-Issues/issues

D4ngrs, May 28th at 10:07 AM
@Shintharo12: D4ngrs This mod does nothing in regards to ropes, for the most part rope bugs are just vanilla bugs (unless you're using a mod that changes ropes) and you can report those in the issue tracker: https://github.com/anegostudios/VintageStory-Issues/issues

Yeah I figured. Never had that happen until I roped a horse to a fence post, so my first assumption was that it is something with the interaction between rope and horse.
Did some research in the meantime and yeah, seems to be vanilla. 

D4ngrs, May 27th at 10:04 PM (modified May 27th at 10:04 PM)

Noticed a weird bug:
I once used a rope on my horse and bound it to a fence post. Now, even if it's not bound, the rope will respawn and snap 30, 40 times, leaving that amount of ropes on the ground.

And this happens EVERYTIME I leave and enter the chunk. I even removed the fencepost, the rope will just respawn and dangle from the horse, not attched to anything. And I cant remove it, either. 

Zelascelar, May 24th at 8:59 AM

This mod is amazing but dunno if this is a bug with latest version:

 

There's no difference between the bridles? The short distance one turns extremely slowly too now. Not sure if there's a mod collision, Jaunt is on the same version. Using 1.3.0 RC

Shintharo12 , May 28th at 8:07 AM
@Zelascelar: This mod is amazing but dunno if this is a bug with latest version: There's no difference between the bridles? The short distance one turns extremely slowly too now. Not sure if there's a mod collision, Jaunt is on the same version. Using 1.3.0 RC

I think some changes happened with the turn speed between 1.21 and 1.22 in jaunt so I'll have to go over them again and adjust them when I have the time
But there's never been a turn speed difference between bridles, they only change the control scheme

Zelascelar, Jun 2nd at 8:50 PM
@Shintharo12: I think some changes happened with the turn speed between 1.21 and 1.22 in jaunt so I'll have to go over them again and adjust them when I have the timeBut there's never been a turn speed difference between bridles, they only change the control scheme

Ah ok, thanks for telling! I've never tried long distance bridle so I thought "is this long distance bridle turning speed?" and was also worried that turn speed got decreased for realism sake, but good to know that it's not intended. It was smooth and nice before, now I can barely turn. 

 

It's a nice mod and I like that it's balanced, horse means early mount but no second seat like the elk mount so there's still value with that one. So no stress! it's still playable until it gets patched

Dumblore, May 18th at 8:00 AM

Hello, Im encountering an issue in our Multiplayer server with audio artifacts. I can hear the horse galloping audio even if the horse is no longer in the area (mounted tamed horse). The audio seems to be left behind as an artifact in a single spot.

Dumblore, May 18th at 9:45 AM
@Dumblore: Hello, Im encountering an issue in our Multiplayer server with audio artifacts. I can hear the horse galloping audio even if the horse is no longer in the area (mounted tamed horse). The audio seems to be left behind as an artifact in a single spot.

Upon further testing, this happens when we dismount while the horse is moving on full gallop (4 bars). Coming to a full stop before dismounting seems to prevent the audio issue from happening.

Monoral, May 17th at 11:25 AM

This mod is awesome, love the horses :)

Shintharo12 , May 12th at 7:46 AM

Zennol

Hi there ^^
They will spawn in both new chunks and already discovered chunks given that it's the right climate. 
For 1.22 you'll want to use Equus v1.3.0-rc.1, make sure you also install the latest versions of Jaunt and Genelib (you can see all versions of each mod in the files tab of their respective modpage)
Also if you'd like more saddle and bridle options consider installing Tack and Equipment as well :3

Zennol, May 10th at 10:22 PM

Hi there! I'm new to the game and would love to add this mod to make travelling easier, Will the horses spawn in my current world or should I start a new one?
Also does this mod work with the current version of the game, 1.22.2? I see it says 1.21.2 - 1.21.6, I just want to make sure!
Thanks for your time!

Ajohhh, May 7th at 3:59 AM

I can't spawn a horse when trying in creative mode, the horse remains in the hotbar.

Does anyone have a solution for this? Will horses appear in survival mode when I create a new world?

Shintharo12 , May 6th at 7:58 AM

Swagnificence Malfiros

After testing with those versions I was only able to recreate the issue when the accesibility option "toggle sprint" in the settings menu was enabled, try disabling it

Swagnificence, May 6th at 12:42 AM

I have the same mod versions as Malfiros and have the exact same issue, snaffle wont go higher than trot, curb works fine

Shintharo12 , May 5th at 8:11 AM

Malfiros

What version of the game are you on and what version of Equus and Jaunt are you using?

Malfiros, May 5th at 3:32 PM
@Shintharo12: MalfirosWhat version of the game are you on and what version of Equus and Jaunt are you using?

Running game version 1.22.2, Equus version "equus_1.3.0-rc.1", and Jaunt version "jaunt_3.0.0-rc.3"

Malfiros, May 5th at 8:04 AM (modified May 5th at 8:04 AM)

Seem to be having a problem with the snaffle bit: it won't allow me to go faster than a trot. While holding W to move forward I press CTRL to sprint, increasing from walk to trot, but further presses of CTRL do nothing. The curb bit works fine. Any ideas what's wrong?

Shintharo12 , May 3rd at 3:55 PM
Sleepy_Wisteria, May 3rd at 3:08 PM

Shintharo12 sekelsta Freakyuser396 safwyl are 2 people able to ride together on the horse?

😔

Shintharo12 , May 2nd at 10:59 AM

GoldApple Soupalicious

Check out our addon mod "Tack and Equipment" ^^

Soupalicious, May 2nd at 3:54 AM

GoldApple i second this that would be awesome

GoldApple, May 1st at 9:54 PM

Hi, just a small idea for ealygame.
Could it be possible to add earlygame bridles made out of rope (also called War Bridle.)

TeslaToils, Apr 26th at 3:21 AM

I have also been experiencing the issue with the horse gait. I have the latest jaunt (3.0.0 i think?) installed, and the horse moves at the faster paces when being saddle broken or running from the player; it is only when mounted and using either bit it only has two speeds. I tried spawning in a new horse, and a couple other things in creative. Looks like the turning off toggle sprint does work to fix it as a workaround though!

 

Minor note as well (less a bug report to fix and more a heads up): When updating to 1.22, all horses keep their stats and didn't despawn but all changed to the default bay horse model like the one you can spawn in creative. Wild horses are fine and the next generation of babies were fine too, but it's something to be aware of. 

Spelt, Jul 14th at 3:15 AM
@TeslaToils: I have also been experiencing the issue with the horse gait. I have the latest jaunt (3.0.0 i think?) installed, and the horse moves at the faster paces when being saddle broken or running from the player; it is only when mounted and using either bit it o

Hello, i'm here to confirm this is still an issue for me as well on the latest version. I have toggle on and it only have me the level 1 and level 2 speed. But once I removed toggle sprint off it fixed the issue. 

Lead_Sled, Apr 26th at 2:18 AM

Hello! I'm not sure if anyone else has reported this - I've noticed a few times that my tamed horse appears to phase through blocks. I've returned to my base to find he has somehow ended up inside my house or storage shed haha. My entire base is surrounded by a 2 block high stone and maple fence so he wanders around the perimeter freely. So far he hasn't managed to get through that though.

FabGast, Apr 25th at 1:55 PM (modified Apr 25th at 1:58 PM)

i have the same bug like Rithynei horses can't galop only can trot and bridle with Curb Bit or Snaffle Bit work the same i need hold W using the new version Jaunt(3.0.0-rc.3) , GeneLib(3.0.1) and Equus(1.3.0-rc.1) eaven if i create word only with this 3 horses can't galop 

EDIT: I fix it just you can't have turn on "toggle sprint"  (settings/Accessibilit/Toggle Sprint)

Rithynei, Apr 25th at 12:25 AM

Love this mod so far! My grandpa loves horses so much and can't move around much anymore so he was thrilled when I put this on our server.

I am having a bug where the horses cannot gallop. I can get to a canter, but no gallop. I looked through the comments here and I did try spawning a horse in creative, setting my keybindings to default and back again, and no dice yet. Any help is much appreciated!!! I am using the 1.22 version. <3

mitsoki, Apr 24th at 8:43 PM

Is there any way to make a tamed horse follow? I tried using the bone flute, but it didnt work.

Shintharo12 , Apr 25th at 9:02 AM
@mitsoki: Is there any way to make a tamed horse follow? I tried using the bone flute, but it didnt work.

mitsoki

the boneflute only works for elks and modded creatures that use the same ownable group as the elk, our horses have their own group (so you can own both a horse and an elk)
So that does mean you need to use the jaunt flute and bind it to the horse using the binding toolmode

Shintharo12 , Apr 24th at 7:43 AM

Kunling

since that part is actually decided by the version number that would require a new version to be uploaded, I'm gonna wait a few more days (maybe a week) for issues to pop up before doing a "stable" release

Kunling, Apr 24th at 1:57 AM

Shintharo12
Would it be possible to shift the most recent update into the Latest release section instead of the For testers?

AngelAyline, Apr 24th at 12:56 AM

For some reason there's 0 horses spawning, worked before 1.22.x can't find the entity code either not sure if there's an issue on my end or on the mod since the update. Tried reinstalling dependencies aswell.

AngelAyline, Apr 24th at 1:23 AM
@AngelAyline: For some reason there's 0 horses spawning, worked before 1.22.x can't find the entity code either not sure if there's an issue on my end or on the mod since the update. Tried reinstalling dependencies aswell.

Took some time to fix it and it finally worked! Clearing cache was the issue and appearently the ID for me at least was /entity spawn equus:wildwildhorse-adult-female-ferus 1 alternatively male and adult/baby to be interchanged as you want.

Shintharo12 , Apr 23rd at 7:26 PM

ApatheticCosmos

Ty very much, I let sekelsta know and she released an update for genelib, which should hopefully fix the issue

Sirenne Jadesy

Give genelib 3.0.1 a try, it seems to be working on my own server

lambo6123

Not that I know of

lambo6123, Apr 23rd at 3:06 PM

Hi is there a way to remove a medilion from another player off of a horse by chance? im in creative and it wont let me remove it.

ApatheticCosmos, Apr 23rd at 1:40 AM

Shintharo12 Sirenne Jadesy
I just posted an issue report with a possible fix on the genelib github page.

https://github.com/sekelsta/genelib/issues/8

Shintharo12 , Apr 22nd at 8:38 PM

Sirenne Jadesy

Yeah I'm gonna contact the genelib mod dev and see what's up

Sirenne, Apr 22nd at 8:36 PM

I had this exact same issue as well, with the same error message. :( I have fresh downloads of all three required mods.

Jadesy, Apr 22nd at 8:17 PM (modified Apr 22nd at 8:19 PM)

Shintharo12 I installed this mod and its 2 dependencies - gene and jaunt. It caused an exception that locked up the server. This is the server console output https://imgur.com/a/26YHaBO

It looks to me as if one of the mods was compiled with a fixed local directory and ofc the server can't see that ...

Jadesy, Apr 22nd at 8:13 PM

If this is added after initial worldgen, will horses still spawn in the already loaded chunks?

Shintharo12 , Apr 22nd at 6:01 PM (modified Apr 22nd at 6:03 PM)

Hlelh
They should yeah

Queerwolf

What version of the game and the mod (both equus and genelib) are you on?

DuskDemonpaws

I'm aiming to have a 1.22 version out this weekend :3
Having horses in a game is also a main motivator for me so I get it XD So much so that I learnt modding to have horses in VS

Hlelh, Apr 22nd at 3:31 PM

Do they give milk?

Queerwolf, Apr 21st at 11:15 PM (modified Apr 22nd at 6:04 AM)

Open animal profile does indeed appear to be bound to N, but it just plain doesn't work. Dunno why.

Also came across another weirdness in that the default saddle, bridle and saddle bags don't show up on the horse, their faces get weirdly distorted. The ones marked specifically ie colour: black metal: copper show up perfectly, but not the default brown leather ones. 

DuskDemonpaws, Apr 21st at 8:54 PM

I am staff on a long running server currently running 1.22 stable, and I am extremely excited to nag the heck out of upper administration to add this mod once its updated!

 

It is the only way I can convince my horse loving, Star Stable playing wife to play Vintage Story, lol.

 

Love this mod!

EnderGamer2007m, Apr 20th at 12:58 PM

Will there ever be a genetics system? i'd love for my horses to have varied speeds, staminas, jump heights etc

 

Shintharo12 , Apr 20th at 6:48 PM
@EnderGamer2007m: Will there ever be a genetics system? i'd love for my horses to have varied speeds, staminas, jump heights etc

EnderGamer2007m

Well there is already a genetics system :P it just only affects the texture of the horse atm
We're considering stat related genes in the future but not atm

Jenpai, Apr 19th at 9:36 PM

Would love to see some Grays/Blues, as well as zebra print/patterns!

Queerwolf, Apr 19th at 5:02 AM

I'm having trouble with the name feature. I've been playing on 1.21.6 now .7, I'm close to the creature, N does nothing. I have tried checking my keybinds but there's nothing tied to that and I don't know why. 

Additionally - is there a way to make the horse follow you similar to what Feverstone's does? 

Shintharo12 , Apr 20th at 8:44 AM (modified Apr 20th at 8:47 AM)
@Queerwolf: I'm having trouble with the name feature. I've been playing on 1.21.6 now .7, I'm close to the creature, N does nothing. I have tried checking my keybinds but there's nothing tied to that and I don't know why. Additionally - is there a way to make the hor

Queerwolf
it's called "open animal profile" in your keybinds, make sure that's bound to a key

I don't intend on adding petAI compat for the time being

Overthemoon, Apr 18th at 10:00 PM

Hi! I have a question about the mares, I have a mare that has good weight but I dont' see the 'ready to mate' thing in the description when I look at her. Is there a way to fix this or am I just doing something wrong?

 

Shintharo12 , Apr 20th at 8:46 AM
@Overthemoon: Hi! I have a question about the mares, I have a mare that has good weight but I dont' see the 'ready to mate' thing in the description when I look at her. Is there a way to fix this or am I just doing something wrong?

Overthemoon

Only tamed horses can be bred, the wild ones don't have breeding behaviour, I'm assuming that's the reason?
if it's not please let me know what version of the game you're on and what version of the mod you're using 

EnderGamer2007m, Apr 18th at 1:47 PM

Hello, i can't seem to remove the saddle and briddle on some horses

Shintharo12 , Apr 20th at 8:42 AM
@EnderGamer2007m: Hello, i can't seem to remove the saddle and briddle on some horses

@Endergamer2007m Might be a good idea to check your keybinds, maybe there's something odd there. by default it's ctrl right click to detach attachments from entities

Shintharo12 , Apr 18th at 8:32 AM (modified Apr 18th at 8:34 AM)

Orladdin

I can't do anything about the creature behaviour being weird, that's purely vanilla/basegame
but we'll look into the tack not being recoverable, though I don't think we're doing anything different from the elk there either :/

Orladdin, Apr 17th at 7:03 PM

I took my horse off of my boat, and she ran off at full speed to the bottom of the ocean. She didn't surface to breathe and simply drowned down there for no discernable reason. None of her bridle, saddle, or equipment dropped or could be recovered.

You need to fix this.

Shintharo12 , Apr 14th at 7:50 AM

Droks03

Maybe in the future ^^

Shintharo12 , Apr 14th at 7:50 AM

MGThevenot

you can find me as shintharo12 on discord, that link is just to the mod thread the official vs discord so if you're already in that discord you can just find it under mods but dming me is fine too ^^

MGThevenot, Apr 13th at 7:45 PM (modified Apr 13th at 8:07 PM)

Shintharo12 I would love to chat about a mod I'm working on to bring wagons driven by Equus horses to VS. Is there a place I can contact you more privately? The discord link doesn't seem to be working for me.

 

Droks03, Apr 13th at 6:47 PM

great mod i can t play whitout it but can we get armors for the horses meaby ? (put them in place of blankets)

Shintharo12 , Apr 13th at 11:47 AM

Mapnyw

I reckon the call range is limited by render distance anyway so not too sure how useful it'd be

Rykkiel
You don't even need a saddle, but yeah you just gotta ride em until they're tamed. Getting bucked off can hurt you so be mindful of your healthbar, they can also jump pretty high during this process so make sure your pit or fence has high enough walls (3 but preferably more)

Rykkiel, Apr 13th at 10:16 AM

Horses started appearing around my base some in-game months ago, I captured a male and a female. They don't seem like they're going to mate but that's not my problem. I wanna know how exactly I tame them. Is it correct that I just have to saddlebreak them enough times with a saddle on them or is it more complicated than that?

Mapnyw, Apr 12th at 9:09 PM

Sup! Is there somewhere a config or mod to change the flute's call range, preferably to unlimited?

Shintharo12 , Apr 8th at 7:33 PM

ToR_

Me ^^

ToR_, Apr 8th at 2:36 PM

Hi! Who can I contact to work on potential add-ons for this mod together? :)
TY!

Jayoen, Apr 5th at 4:50 AM

Is there a way to keep my horses from eating me out of house and home? They are insatiably hungry, they'll crowd the fence and immediately rush through any opened gates if there is a trough with any sort of food in it, or any morsel dropped on the ground on the other side. They key in on food/troughs that are clear across a field, and more than once my personal horse has disappeared on me only to be found trying to steal the food from livestock I'm trying to tame in a pen over 30 blocks away. The horses cannot be allowed into group pastures because they will immediately eat every single portion placed in a trough less than a minute after I've filled it. Mare, Stallion, Foal, it matters not.

A single stallion will stand there and eat all 8 portions from a trough one after another. Mares rack up eaten portions into the triple digits, my friend's mare is currently at 60 something portions eaten, when she only requires 10 to mate. Pregnant, not pregnant, they still eat. I have to make sure they're all locked up before I try harvesting grass or crops, because the brats will rush over and inhale it almost as fast as I can harvest it. 

I absolutely love this mod and it's depth, but this single issue is incredibly frustrating. I feel like I'm in a constant state of crate management.

My only other issue (which is minor in comparison) is that they refuse to hold still, constantly moving around, either walking or lifting/lowering their head. It makes it difficult to add/remove tack and access saddle bags, but the bigger issue is that if you've stopped to rest/mine/visit a trader for longer than a moment, you're likely to have to hunt down your mount. This is made worse by their appetite, if a raccoon dropped a berry across the river, you can bet they'll go after it.
I've even tried tethering them to fence posts and they'll still wander, pulling the rope until it breaks. If it's possible, maybe something like the ability to command them to wait, or some sort of hitching spot might help remedy this?

Shintharo12 , Mar 30th at 7:43 PM

amaranthinos

you'd probably need to add a * behind it since the entity code doesn't end with tamedwildhorse

amaranthinos, Mar 29th at 11:52 PM

Hi!  I was wondering how one would go about adding them to the mobs radar?  Specifically the tamed horses.  I tried adding *-tamedwildhorse and it hasn't worked as of yet.  (I did restart, but not sure if I need to do it a few times based on another person's comment.)

Shintharo12 , Mar 26th at 5:46 PM

ItzDibbz

Just like everything else in this game lol, that's just the vanilla entity behaviour

Jayoen

It is indeed a vanilla requirement. Though in our addon mod "Tack and Equipment" we do have a neck rope as a bridle option if you wanna go bitless

ItzDibbz, Mar 25th at 7:13 PM

constantly walking into the fence.. 

Jayoen, Mar 22nd at 8:10 PM

Is there any way to toggle needing a saddle to ride? Or is that a vanilla requirement? I really wish we could ride bareback or with just a saddle.

Shintharo12 , Mar 21st at 8:48 PM

Clownbread

That crash is caused by the version of Jaunt you're using (2.2.0-rc2), updating that to 2.2.0 should fix it

Clownbread, Mar 20th at 2:40 PM

hey, i play on a server that has this mod - love it! but we've been encountering an interesting error

 

so if we ride horses around and end up in water, there's a small chance we'll end up in a crash loop. i don't know if its something from this mod, other than it being on the horses when it happens, but the wet horse crash error has been an interesting one and we still don't fully even know how to fix it though the afflicted players have had their server access restored in most occasions (working on the latest incident as i type this)

also i'm so sorry i don't know how to collapse text in a comment on here but here's a crash log from one of our players:
(oh! oh the website makes it collapsable for me! is it weird i wanna give the website a treat and pat it's head? what a good website)

Crash Report

Running on 64 bit Windows 10.0.26200.0 with 15478 MB RAM
Game Version: v1.21.6 (Stable)
3/19/2026 6:19:44 PM: Critical error occurred
Loaded Mods: walkingstick@1.0.18, americanfrontiersman@1.8.5, blackguardadditions@1.1.8, cavesymphony@1.2.1, chiseltools@1.16.2, craftablesnowgoggles@1.0.0, darcesdriftersredone@1.2.8, darkvision@1.2.0, fieldsandplateaus@1.0.9, fagothic@1.3.1, fagreenwich@1.4.2, falandsknecht@1.2.2, fatemplar@1.4.3, faviking@1.1.1, bovinae@0.3.5, capreolinae@2.0.9, cervinae@0.1.13, dinornithidae@1.0.22, elephantidae@1.0.17, felinae@0.2.13, iniidae@0.1.6, machairodontinae@1.1.7, pantherinae@1.2.11, sirenia@1.0.26, spheniscidae@1.0.16, heatproofbricks@1.0.1, ithaniabackpacks@0.4.5, logicalclothingwarmth@1.4.0, millwright@1.3.1, moreiconscs@1.1.1, moreashlarblocks@1.0.1, morepolishedrocks@1.0.1, overhaullib@1.20.10, pipeleaf@2.5.1, plainsandvalleys@1.0.12, playermodellib@1.9.16, primitivesurvival@4.0.3, purpleblackbronze@1.0.0, shelfobsessed@1.9.5, tankardsandgoblets@1.3.4, temporalsymphony@2.2.2, terratag@0.3.0, toolbelt@0.3.4, translocatorengineeringredux@1.6.3, vanillapanestorage@1.5.2, vintageengineering@0.5.0, game@1.21.6, vsimgui@1.1.16, wooltoflaxtowool@1.1.0, aculinaryartillery@2.0.0-dev.11, alchemy@1.8.2, allclasses@2.0.9, attributerenderinglibrary@2.8.1, bedspawnv2@1.6.4, betterjonasdevicesfixed@2.1.4, betterruins@0.5.6, bettertraders@0.1.0, bloodtrail@1.1.8, bloomerytiers@1.0.2, butchering@1.11.0, canadditionalmetals@1.0.11, carryon@1.12.1, cartwrightscaravan@1.8.0, combatoverhaul@0.15.2, commonlib@2.8.0, configlib@1.10.14, durablebetterprospecting@21.2.0, electricalprogressivecore@2.6.4, envelopes@2.5.2, extrainfo@1.11.2, foodshelves@2.3.3, footprints@1.1.2, genelib@2.1.6, hudclockpatch@1.1.2, hydrateordiedrate@2.3.7, jaunt@2.2.0-rc.2, kevinsfurniture@1.8.1, knapster@3.0.2, liquidcontainers@1.3.1, maltiezcrossbows@1.8.1, maltiezfirearms@1.6.2, mannequinstand@1.0.7, meteoricsteel@1.0.7, mossterpiece@0.0.3, ndlberrygrowth@1.0.2, ndlcoralgrowth@1.0.0, ndlflowergrowth@1.0.5, ndltreegrowth@1.2.0, noindoorfog@3.1.0, nutslib@3.0.9, orekiwoofsbeehives@1.2.0, papierspeints@1.0.1, petai@4.0.3, placeonslabs@1.0.3, playerlistrevived@2.3.7, postsandbeams@1.5.0, primitivebackpacks@1.1.0, purposefulstorage@1.5.1, regalia@1.3.1, riverfish@1.0.3, simplefootstepsredux@1.0.4, smithingplus@1.8.3, somethinginthewater@1.2.7, terraprety@7.8.0, toolsmith@1.2.14, tradernotes@1.0.3, trailmodupdated@1.3.6, vanity@2.4.6, coffee@1.0.5, vsairshipmod@1.0.0, creative@1.21.6, vsroofing@1.2.1, survival@1.21.6, warmarmor@2.0.0, windchimes@1.4.1, armory@1.10.2, draconis@1.2.3, electricalprogressivebasics@2.6.4, equus@1.2.0, expandedfoods@2.0.0-dev.7, em@3.4.2, mannyextrafirearms@0.7.7, foxtaming@1.7.3, fueledwearablelights@1.1.4, heraldry@1.0.2, justchairs@0.1.0, mineraljewelry@1.2.0, monoceros@1.3.2, pegasus@1.0.3, playercorpse@1.12.0, quiversandsheaths@0.8.7, seraphleveling@1.10.2, shearlib@1.2.0, stonequarry@3.5.1, tabletopgames@3.0.4, temporaltechnology@1.2.3, tradernotestogether@0.0.6, wwaymarkers@1.0.3, wolftaming@4.1.4, bricklayers@3.1.6, butcheringseraphlevelingcompatibility@1.1.0, electricalprogressiveqol@2.6.7, heraldrybanners@1.0.1, capes@1.0.0, tailorsdelight@2.1.2, veep@2.3.2, wool@1.8.2, dressmakers@1.7.5
System.ArgumentException: Position is not a number
at Vintagestory.Client.NoObf.NetworkAPI.SendPlayerPositionPacket() in VintagestoryLib\Client\API\NetworkAPI.cs:line 245
at Vintagestory.GameContent.EntityBehaviorPlayerPhysics.OnRenderFrame(Single dt, EnumRenderStage stage) in VSEssentials\Entity\Behavior\BehaviorPlayerPhysics.cs:line 399
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 257
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 827
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 879
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 751
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 172
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 719
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 347
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95

Event Log entries for Vintagestory.exe, the latest 2
==================================
{ TimeGenerated = 2/24/2026 8:21:02 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.21.6.0, time stamp: 0x67fe0000
Faulting module name: coreclr.dll, version: 8.0.1325.6609, time stamp: 0x6789557c
Exception code: 0xc0000005
Fault offset: 0x00000000001894ff
Faulting process id: 0x66dc
Faulting application start time: 0x1dca60e0b21e21f
Faulting application path: C:\Users\Admin\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Program Files\dotnet\shared\Microsoft.NETCore.App\8.0.13\coreclr.dll
Report Id: b2a18aa7-e223-4844-aa5d-247122a33ecb
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 2/20/2026 5:44:07 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.21.6.0, time stamp: 0x67fe0000
Faulting module name: coreclr.dll, version: 8.0.1325.6609, time stamp: 0x6789557c
Exception code: 0xc0000005
Fault offset: 0x00000000001894ff
Faulting process id: 0x41c8
Faulting application start time: 0x1dca2b23b512139
Faulting application path: C:\Users\Admin\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Program Files\dotnet\shared\Microsoft.NETCore.App\8.0.13\coreclr.dll
Report Id: 37dae367-39f6-48ad-a766-4d6a242e6aa0
Faulting package full name:
Faulting package-relative application ID: }

Dracomancer, Mar 19th at 1:30 AM

Shintharo12

It managed to fix itself, I don't know how. Maybe one of the client sided mods I had was interfering with it

Syoshogos, Mar 18th at 5:06 PM

AND THE WINGED HUSSARS ARRIVED.

Shintharo12 , Mar 18th at 10:26 AM

STX_Shame

Not currently, maybe in the future ^^

Shintharo12 , Mar 18th at 10:25 AM

Dracomancer

One other person reported the issue but I wasn't able to recreate it on my end, does it also happen with only equus/jaunt/genelib loaded?

Dracomancer, Mar 18th at 2:52 AM

Hello! That's an awesome mod btw and I loved to play with it on a server.

That being said I am having difficulty spawning the horses on a creative world to check their skins. I grab the animal on the menu and, with it on hand, right click on the ground. Doing it with vanilla animals spawns them on the world, but I wasn't able to do it with this mod horses. Is that a known bug?

STX_Shame, Mar 13th at 7:08 PM

Any plans to make other types of horses (Eg, variable sizes, ponies, draft hoses, etc)?

Shintharo12 , Mar 11th at 8:10 PM

Sizerg

Open up the toolmodes menu on the flute (F by default) select the binding mode, use it on a horse, congrats now you have a flute that works on horses. Now you just need to equip your horse with a medallion and then you can use the play toolmode to use the flute to call it.

Lionion

Make sure you're close enough to the horse, check your keybinds as well. I use it on a dedicated server myself and it works fine

Svitor

I might add a few sounds in the future, but its not high on my priority list right now. In my experience with my own horses irl they're not super vocal creatures outside of a few specific occasions

Svitor, Mar 11th at 10:37 AM

it would be lovely to have vocalisations added to the horses... right now they are completely silent, eerily so, so i believe they'd feel much more alive if they gained the ability to vocalize!

Lionion, Feb 23rd at 8:37 AM

How do I name a horse? I tried N but it didn't work. Does it just not work on a dedicated server?

Sizerg, Feb 21st at 2:53 PM

How to bound a horse to a jaunt flute?

Shintharo12 , Feb 19th at 10:54 PM

Annabruh

Yes, once 1.22 goes stable or atleast release candidate
I'm dependent on other mods updating before I can do that though (like Jaunt)

But no worries, I'm also looking forward to playing 1.22. it might just take a lil bit for us to be able to update everything ^^

Annabruh, Feb 19th at 9:14 PM

Do you have plans to update this mod to 1.22.x?

Shintharo12 , Feb 19th at 11:25 AM

GhostieDaGhost

Yes, I might add more sounds in the future

DeterminedBun

Sounds like somekind of server/client desync issue. Does it also occur with the vanilla elk?

Baffo_Sudato
Not currently, maybe in the future

GhostieDaGhost, Feb 18th at 3:20 PM

Hi, I have noticed that the horses never make any sounds... is this normal?

 

DeterminedBun, Feb 14th at 7:31 PM

When having the server up for a time, my horse simply stops being able to move and when i ride it around it'll teleport itself and my back to our initial spot. It wont be able to move at all. Is there any way to fix this?

Baffo_Sudato, Feb 13th at 1:58 PM

Oh yes, another question: will there be a way to have different speed or stamina stats between horses in the future,

so as to perhaps have better horses than others and find or produce through breeding the "genetically perfect horse"?

Shintharo12 , Feb 13th at 8:58 AM

BigFloppa

You can rope tie em like you can the elk, but the ropes in game currently are a bit finicky and can break. By default though a tamed horse will wait 1 ingame day for you after you dismount unless they spot a snack nearby

BigFloppa, Feb 12th at 7:38 PM

is there a way to hitch or tether a horse to stop it from wandering when there is no stable / pen?

Shintharo12 , Feb 11th at 8:18 PM

Kolumbina

Generally yes, though it's never a bad idea to make a backup when adding or removing mods

Kolumbina, Feb 11th at 2:04 PM

Are you able to add this mod to a pre-existing save?

Baffo_Sudato, Feb 11th at 12:41 PM

Shintharo12 
Awesome, I can't wait.
It would be great if you collaborated with the modder who made "Quivers And Sheaths" to make the weapon sheaths that fit into the horse's side.
Keep up the great work, fantastic mods.

Shintharo12 , Feb 9th at 10:03 PM

Baffo_Sudato

We are looking into horse armor for a future update for our tack addon mod "Tack and Equipment"

Shintharo12 , Feb 9th at 10:00 PM

Yukari_75

They are just the vanilla saddlebags, so yes they are functional

Yukari_75, Feb 9th at 10:42 AM

Do the saddle bags work or are they just for show?

TheCatDied, Feb 9th at 3:37 AM

Does this mod work for 1.21.6?

Baffo_Sudato, Feb 9th at 1:21 AM

Hey man, awesome mod, I love horses.
Will there be a chance in the future of seeing plate or scale armor for horses?
I don't know if you've been asked this question before.

Shintharo12 , Feb 7th at 9:49 AM

Puppypuppypuppy

I'll look into it

Shintharo12 , Feb 7th at 9:49 AM

sketeton

No you need to bind a jaunt flute to horses, the bone flute is for elks

sketeton, Feb 7th at 8:33 AM

does the bone flute work with the horses ive tried it and it doesnt seem to especially the teleporting 

Puppypuppypuppy, Feb 3rd at 4:39 PM

Is there any chance of allowing them to wear the leather butchering bag from Butchery in the backpack slot? I love the feature so much and would love if I was able to use my horse to transport heavy corpses!

Shintharo12 , Feb 1st at 1:24 PM

Kirknay

Roll back to the previous version of jaunt, that should fix your issue

Kirknay, Jan 31st at 8:05 PM

When riding, the game will crash if you touch water. Pls fix asap, as I'm hardlocked out of my save file. This also occurs as soon as saddlebreaking is complete, which you have no control over whether they run into water or not.

Shintharo12 , Jan 28th at 3:06 PM

Irulana

it's just rng, some people find a bunch of stallions instead. Horses can spawn as either bigger herds with mostly females (which sounds like what you found) or smaller herds with only stallions. You'll run into stallions eventually don't worry

Irulana, Jan 28th at 2:16 PM

I think it may be some spawn bug, as I playing new world in 21.6 and I see only mares, I checked 10-15 horses. Previosly in 21.1 I didn't have problem finding stalion.

Shintharo12 , Jan 28th at 1:33 PM

PvtCuteMuffin

Horses will spawn on already generated chunks, the spawn rate is just pretty low so it'll take a while, you'll find them quicker on new chunks
(assuming the mod is loaded and all its dependencies are installed)

PvtCuteMuffin, Jan 27th at 11:58 PM

Hey, cant find any horses, anyone can point me towards a solution? Note that i made the map before installing the mod.

 

Sozzky, Jan 24th at 9:35 PM

Dimmestvariable Jaunt mod says "KNOWN CRASH: If using a Jaunt entity from a mod that hasn't been updated for this version, do not enter water while mounted. This will crash the game, and you will be unable to rejoin the server until the mod is updated for this version unless the entity is moved out of water."

So we just need to wait for the mod author to update.

Dimmestvariable, Jan 23rd at 9:21 AM

Hey, having an issue with Jaunt that causes the game to crash and horse to despawn if it falls into water. is there a fix to this?

Shintharo12 , Jan 20th at 9:15 AM

Steele_Rex

1 is one ingame day so the same value as the elk yes

Steele_Rex, Jan 17th at 8:59 PM

Nvm i found the config file after i was code digging and somehow entirely missed it when setting up configs for SP. I am a dumbbutt.

What does the saddlebreak cooldown equate to? Is a value of one the same time an elk cooldown would be?

Steele_Rex, Jan 17th at 8:25 PM

Is there any way to make the horse taming process more involved, through configs or addon mods? More in line with vanilla elk taming and adding on domestication reducing the need for saddle breaks? So if you put time into breeding horses then youre rewarded with easy to tame horses in the colors you want.

I'm playing singleplayer and just reached winter, realized that it was incredibly easy to tame a horse if youre crafty and have access to a saddle, and was hoping it would be a more involved process. I just don't feel like I've earned it.

Shintharo12 , Jan 12th at 11:42 AM

ArcadianEcho

Hi there, I'm sorry to hear that your horse despawned. They're not set up on my end to despawn at all (unlike some vanilla animals) so it's most likely a bug caused by VS itself (since it also happens to other entity mods I'm not involved with)
Pure Winter made a mod that's supposed to help with this by making it so you can recover a lost entity by saving it beforehand https://mods.vintagestory.at/entityguard
Maybe that'll be helpful in preventing such loss in the future

ArcadianEcho, Jan 12th at 2:18 AM (modified Jan 12th at 3:47 AM)

Spent forever taming a horse. Used a lot of materials to fully gear it up. Had it for 3 days and it despawned in its stable. Any reason for this? Im tempted to say the developer just hates us out of frustration but I know thats not the case. Would like to know how to avoid this happeneing so I dont waste a bunch of materials again.

Edit: Please tell me it isnt because I didnt have a medallion that I just discovered is used to claim horses

Aldi, Jan 11th at 12:15 PM

Shintharo12 heyo! Do you think we could talk about a popular colaboration idea sometime? People love the horses and the stuff they bring with them and yearn for a character class that has an edge over the others. It's about better taming, breeding better horses etc. I'd love to have a chat, you can contact me on discord :)

Roggle, Jan 7th at 11:09 PM

horse with/without talisman

dreamsofhazy Can confirm that bug. It appears to be visual only.

Avondrood, Jan 3rd at 6:48 AM

Is there a way somehow to see what genes your horse has? somewhere i read ;  to trigger the menu for this. but that doesnt do anything for me. 
or is there a complete list with all the coats / colors including screenshots? 

Cera, Jan 2nd at 4:48 PM

Hello! Just wanted to say that i love the mod! One minor thing is after saddlebreaking the horse running sound persists in the location where you jumped on, currently playing o1.21.6 server with mod version 1.2.0.

SilverCosmos, Jan 1st at 11:17 PM

Hello again! Sorry I've been busy with work!

 

Ah I'm using game version 1.21.6, that might be the issue! The mod version is 1.20 with GeneLib 2.14.6 and Jaunt 2.1.1.

I've been trying to feed dry grass, grains, and fruit with no results. The mare has 'ready to mate' on her and I checked the make sure neither have the 'prevent breeding' checked. The only other animal mods I use are Detailed Animals and Catch Livestock.

Kibbycake, Jan 1st at 8:35 PM

Kind of insane how long it took to figure out how to actually use the jaunt flute. I found out about it having a pairing mode (pressing F while having the flute equipt) from someone else's comment, not even from info provided by the mod author.

Really should consider putting that information somewhere easily accessible. 

Shintharo12 , Dec 30th 2025 at 8:13 PM

Ineshr

I don't have plans to make a wiki for the time being but I can answer some questions:

Spawn climate conditions
                "climate": {
                    "minTemp": -5,
                    "maxTemp": 30,
                    "minRain": 0.1,
                    "maxRain": 0.7,
                    "minForest": 0.0,
                    "maxForest": 0.5,
                    "maxShrubs": 0.9
                },

They can either spawn in small bachelor herds with only stallions, or bigger herds with mostly mares and like 1-2 stallions
Certain genes are more common in certain climates

Ineshr, Dec 29th 2025 at 9:25 PM

Hi! First of all, I absolutely love this mod. I just wanted to ask if there are any plans to make a wiki for it. I’m mainly trying to figure out how spawning works. I know where they spawn, but I’m curious whether they always spawn in a herd with a stallion, or if it can sometimes be just mares. I’d also like to learn about all the different variants, because in my world I’ve only seen two different colors so far. Are the colors dependent on the specific biome they spawn in, or is it just random?

Shintharo12 , Dec 28th 2025 at 5:01 PM

SilverCosmos

In theory only the tamed mare needs to eat for breeding to occur, it should also say "ready to mate"
I tested just now on my own machine and did not run into any issues, it might just take a bit before they start eating?

Just to be sure what version of the game, the mod (and its dependencies) are you running?
What are you trying to feed them?
Are you using any mods that might affect animals?

SilverCosmos, Dec 28th 2025 at 4:34 AM

Hey! I had a quick question: how exactly do you breed horses? I've had a tamed mare and stallion in the same pen for days, but nothing has happened. I seem to be unable to feed them, as in I can't feed them by hand and they won't eat from troughs. Am I doing something wrong? Thanks! :)

Shintharo12 , Dec 23rd 2025 at 7:29 PM

LEONIDASLOFURRY

They are compatible in the sense that the game runs fine with both mods installed. Yes they're both horses, but they're completely seperate entities and there's no interaction between them.

Shintharo12 , Dec 23rd 2025 at 7:27 PM
Shintharo12 , Dec 23rd 2025 at 7:26 PM

Campbell_Owens

Just a visual error caused by a compat patch with another mod that also patches the bedroll, I'll fix it eventually

LEONIDASLOFURRY, Dec 19th 2025 at 10:09 PM

Hi, is this compatible with the feverstone wilds mod? like this and that mod have horses, so like what happens? Are there just two kinds of horses? One with jaunt and one without? jsjsjsjs it's like having an automatic horse and a manual now that I think

Coues, Dec 15th 2025 at 6:49 AM

Do these horses have an equipment slot like the elk?

Campbell_Owens, Dec 15th 2025 at 1:18 AM

When i attack a bedroll to the horse i can see it visually it functions properly but nothing shows on the horse ?

Shintharo12 , Dec 12th 2025 at 7:29 PM

Monkeylord

Yeah you need to use the jaunt flute and bind it to horses first

Monkeylord, Dec 12th 2025 at 9:45 AM

My tamed horse doesn't respond to the bone flute. Is this normal?

Shintharo12 , Dec 11th 2025 at 6:07 PM

sgustok

Hi there, yes they can ^^

sgustok, Dec 11th 2025 at 3:39 PM

Hello, can horses spawn if the mod was added after the world was generated?

Shintharo12 , Dec 9th 2025 at 7:49 PM

Lazerz101

They have the same mortally woundable behaviour as the elks yes

Lazerz101, Dec 9th 2025 at 7:37 PM

When a horse reaches 0 hp, can you revive them with a poultice?

Shintharo12 , Dec 7th 2025 at 2:35 PM

Okunek

Personally I use the animal cages mod, but yeah some people build a temporary taming pen/pit and then ride/lead them back home when tamed, others make a funnel. 
There's no lasso or anything yet, though that would be cool

Okunek, Dec 7th 2025 at 6:43 AM

How do you tame those horses? Can you catch them with a rope and lead them to base or do I need to make a funnel for 1k blocks back to base?

Freakyuser396, Dec 6th 2025 at 7:11 PM

Lazerz101 You can attach bedrolls, backpacks, and the butcherung mod bags.

Lazerz101, Dec 6th 2025 at 12:06 PM

Is there anything other than backpacks you can put in the backpack slot?

Shintharo12 , Dec 5th 2025 at 9:19 PM

SalahadDin

Only if you wanna breed them

SalahadDin, Dec 5th 2025 at 8:11 PM

Do the horses need to be fed?

 

Shintharo12 , Dec 4th 2025 at 7:17 PM

dreamsofhazy

That's an interesting bug, I'll look into it when I get the time, ty for reporting ^^

dreamsofhazy, Dec 4th 2025 at 3:47 AM

I just found a little bug with sturdy leather saddlebags on the horse models. When a medallion is on the head of a horse, the sturdy saddlebag appears like it's a normal leather saddlebag, but when you take off the medallion, it looks normal. Just thought I'd point that out, unfortunately I cannot link the picture here. 

Shintharo12 , Dec 2nd 2025 at 1:37 PM

Kyrios34

I don't plan on it, this breed is a bit too small for 2 seraphs. I'm considering allowing it in the future for smaller races though

Kyrios34, Dec 1st 2025 at 9:25 PM

any chance you'll make these work with the cusion item so I can haul my buddie around too ?

Tee_Executive, Nov 30th 2025 at 4:04 PM

What are the entity names for both Dragons I need it for another mod to be compatible with it

Shintharo12 , Nov 29th 2025 at 12:03 PM

TitanGuard

I don't have any plans to add more horse breeds in the near future at least.
Horse pulled carriages is something we really want to do (and have been wanting to do before this mod even existed), we just need to figure out how to make it work properly XD 

TitanGuard, Nov 28th 2025 at 10:18 PM

Any plan to add large horses? like Clydesdales, Shire Horses, Belgium Draft Horse, Perchions? maybe they could pull a wagon, if possible, or have a saddlebag chest inventory or something?

Shintharo12 , Nov 28th 2025 at 8:36 PM

Lamatu

That is correct

Lamatu, Nov 27th 2025 at 6:33 PM

We cant use leather pillon cushion on equus.Handbook says it only for elk.

Shintharo12 , Nov 26th 2025 at 6:49 PM

Beastmaw

Apologies for the delayed response.
I'm not sure why that happened but try redownloading the mod from the moddb and reinstalling it on the server if you haven't already, perhaps try clearing your mod cache too

SpectrumArray, Nov 26th 2025 at 12:53 AM

sheesh1991

When looking at a horse will have an info box saying "Sadle Breaks Remaining: X" you need to right click the horse with an empty hand to mount it until the horse kicks you off X times then the horse will be tamed. You will need a sadle and bridle to control the horse once it is tamed.

I think the entry your reading is for Feverstone Horses.

sheesh1991, Nov 25th 2025 at 11:02 PM

Sooo, really stupid question.  But how do you tame a wild horse?  The guide says to simply have the horses preferred food in hand and right clicking on them...but that doesn't do anything for me.  The horse just runs away while I'm holding dried grass.  That, and right clicking on it while empty handed mounts the horse, but it spazzes out and won't let you do anything before kicking you off it.  So...how do I get the horse to eat dried grass?

SpectrumArray, Nov 24th 2025 at 1:40 AM

Probably a silly question but how often should Sadle breaks remaining reset?

For me it seems to reset everytime a horse is loaded in, either by reloading the world or walking far away and back again. I keep reseting my progress trying to do stuff while healing.

Beastmaw, Nov 23rd 2025 at 10:55 PM

I just tried updating my server's Equus version from rc.3 to rc.8, the server game version was unchanged and stayed at 1.21.0, and the Jaunt and Genelib are updated enough, but when i entered the server itself, all the tamed horses we had became incorporeal, they exist but with no model, i tried updating my client's version and it still didnt work, and when i went to the server log i saw this. Seeing as i was updating the server, it was definitely completely closed while updating, and i had removed the previous version before starting it up again. Im curious as to what couldve caused it to not recognize the shape json data, i can see in the mod folder itself that its still there. Any help appreciated!

23.11.2025 17:21:01 [Notification] Received server assets
23.11.2025 17:21:03 [Notification] Received 5249 item types from server
23.11.2025 17:21:03 [Notification] Loaded 34354 block types from server
23.11.2025 17:21:03 [Error] Entity shape for entity equus:wildhorse-adult-female-ferus not found or errored, was supposed to be at equus:shapes/entity/land/ferus/adult.json. Entity will be invisible!
23.11.2025 17:21:03 [Error] Entity shape for entity equus:wildhorse-baby-female-ferus not found or errored, was supposed to be at equus:shapes/entity/land/ferus/baby.json. Entity will be invisible!
23.11.2025 17:21:03 [Error] Entity shape for entity equus:wildhorse-adult-male-ferus not found or errored, was supposed to be at shapes/equus:entity/land/ferus/adult.json. Entity will be invisible!
23.11.2025 17:21:03 [Error] Entity shape for entity equus:wildhorse-baby-male-ferus not found or errored, was supposed to be at shapes/equus:entity/land/ferus/baby.json. Entity will be invisible!
23.11.2025 17:21:03 [Error] Entity shape for entity equus:tamedwildhorse-adult-female-ferus not found or errored, was supposed to be at shapes/equus:entity/land/ferus/adult.json. Entity will be invisible!
23.11.2025 17:21:03 [Error] Entity shape for entity equus:tamedwildhorse-baby-female-ferus not found or errored, was supposed to be at shapes/equus:entity/land/ferus/baby.json. Entity will be invisible!
23.11.2025 17:21:03 [Error] Entity shape for entity equus:tamedwildhorse-adult-male-ferus not found or errored, was supposed to be at shapes/equus:entity/land/ferus/adult.json. Entity will be invisible!
23.11.2025 17:21:03 [Error] Entity shape for entity equus:tamedwildhorse-baby-male-ferus not found or errored, was supposed to be at shapes/equus:entity/land/ferus/baby.json. Entity will be invisible!
23.11.2025 17:21:03 [Error] Entity shape for entity equus:wildwildhorse-adult-female-ferus not found or errored, was supposed to be at shapes/equus:entity/land/ferus/adult.json. Entity will be invisible!
23.11.2025 17:21:03 [Error] Entity shape for entity equus:wildwildhorse-baby-female-ferus not found or errored, was supposed to be at shapes/equus:entity/land/ferus/baby.json. Entity will be invisible!
23.11.2025 17:21:03 [Error] Entity shape for entity equus:wildwildhorse-adult-male-ferus not found or errored, was supposed to be at shapes/equus:entity/land/ferus/adult.json. Entity will be invisible!
23.11.2025 17:21:03 [Error] Entity shape for entity equus:wildwildhorse-baby-male-ferus not found or errored, was supposed to be at shapes/equus:entity/land/ferus/baby.json. Entity will be invisible!

Shintharo12 , Nov 23rd 2025 at 10:57 AM

Bish97

Tack and equipment is mainly intended to be used with our horses and unicorns and we don't have any immediate plans to make it elk compatible
I think there are some other mods that add stuff for the elk specifically though

Shintharo12 , Nov 23rd 2025 at 10:43 AM

dreamsofhazy

So for the coats we use a genetics system based on real horse genetics (albeit a bit simplified)
To explain it simply we have the 3 'base' colours: bay, chestnut and black (which are the agouti and extension genes working together)
We also have the pangere modifier, cream and dun dilutions. We also have roan, leopard and tobiano. All of those combined give about a hundred different gene combinations (though not all of them are visually distinct)

Bish97, Nov 23rd 2025 at 9:34 AM

Is there any plans to have the fancy saddles be able to be put on elks or are they planned to stay seperate?

 

dreamsofhazy, Nov 23rd 2025 at 4:54 AM

Is there any way to see all of the coat colors available for this mod? And is there a genetics randomizer for breeding different horses?

 

Shintharo12 , Nov 22nd 2025 at 7:34 PM

Two_Byte

I'd recommend just building a pen with fences. but you can bind a jaunt flute to horses and use that if your horse has a medallion on

Snarts

Check the 1.21 FAQ section in the description, hopefully the steps in there help

Two_Byte, Nov 22nd 2025 at 4:14 PM

Any chance you could add something like a flute from tamable animals, so we can summon the horse? I mostly want it because my base is on a lake, and in winter, my horse wanders due to the frozen water.

Snarts, Nov 21st 2025 at 6:38 AM

my horse is missing, is there a way to teleport them to me?

Shintharo12 , Nov 18th 2025 at 8:00 PM

BeshariaSilmari

Yes, it's fine to add and remove whenever, just make sure to install the dependencies too!

BeshariaSilmari, Nov 17th 2025 at 6:17 AM

Can this be added to a world in progress?

Freeflier, Nov 16th 2025 at 6:44 PM

Shintharo12

I was honestly struggling to find detailed information about that as well.

Shintharo12 , Nov 16th 2025 at 10:00 AM

Freeflier

This is correct for the most part, but our horses don't have a cooldown in the more recent versions of the mod. (since 1.2.0-rc4)

Saddlebreaking is a vanilla mechanic so I assumed it needed no explanation since it isn't a new thing added by the mod, but I guess not that many people engage with the elk/vanilla taming?

Freeflier, Nov 15th 2025 at 9:40 PM

There is next to no info about saddle breaking. I think it's assumed that certain info is obvious when it really isn't. What info there is, is fairly confusing. 

The term "saddle break" makes it seem like a saddle is necessary. The UI also makes it seem as if a saddle is necessary - "A saddle is required to ride." At least in my case, the UI does not tell you how many attempts you have until taming.

 

So, is this correct:

Find a wild horse, and herd it into a pen (two high blocks/fences so it doesn't jump them) 

Attempt to ride them once a day (saddle not required for taming) (attempting more than once per day gives you no progress)

Try to get a saddle in the meantime, but you won't need it until the horse is tamed anyway.

 

Clarifying this could have saved me a lot of time, and hopefully it helps someone else...

Shintharo12 , Nov 15th 2025 at 9:48 AM

Sameal

Because the mod depends on it to work properly :P

We use it for the coat genetics which are based on real horse genetics

Sameal, Nov 15th 2025 at 6:41 AM

Shintharo12 why is genelib a dependency?

 

Shintharo12 , Nov 10th 2025 at 10:21 AM

Two_Byte

So basically to 'saddlebreak' a horse you need to mount it x amount of times (it'll say in the infobox), but since wild horses flee from the player I recommend building a pen of sorts to put them in while you're taming them. They can jump fences when they buck you so make sure to build the pen high enough

Shintharo12 , Nov 10th 2025 at 10:18 AM

Jannetfenix

their runtime spawn conditions by default are very low (to avoid them overpopulating servers as they don't naturally despawn), their spawn rate on new chunks is a bit higher and those are the ones you'll see most often. You can use Configlib to increase their spawn rate either through the yaml file or the ingame mod settings menu

Two_Byte, Nov 10th 2025 at 6:54 AM

Sorry if a dumb question, but I can't find anything about saddle breaking.

 

Does that mean building a saddle, and running up to a wild horse, throwing it on them, and jumping on their back, and wait for them to buck or accept you? If not, can someone tell me what to do? Because there's been a really beautiful horse in the forest right near my house that I would love to take home!

Jannetfenix, Nov 10th 2025 at 12:38 AM (modified Nov 10th 2025 at 1:00 AM)

I reinstalled mod on my server following the instructions and the horses just.. refuse to spawn at all. Not "completely", there's been ONE, but its been a week and none of us 10 people cant find a single other horse, let alone a stallion to breed one we have. I flew on creative around, north pole to desert, nothing, nada. They cannot possibly be more rare than an ebon tree, so there HAS to be something wrong in the file.

I burnt down trees where they spawned last time to see them clear, killed all other animals to cull entity crowding, checked every cave to see if they're not stuck there. Nothing worked.

 

Is there any way we can tinker the spawn conditions? I'd rather avoide planting some for people to tame in creative mode.

 

 

Shintharo12 , Nov 7th 2025 at 7:12 PM

zombii

There should be nothing stopping you from putting a medallion on another tamed horse and thus claiming it as yours (just verrified this rq in game so I know that it works)
When you do get a new horse make sure to get their entity id from the logs or with the .edi command (it'll show in the info box afterwards) and write it down somewhere so you know what it is incase it happens again

zombii, Nov 6th 2025 at 10:33 PM

Shintharo12 i can't seem to find their entity id. they disappeared after server restart so even though they seem to be 'alive' (i.e. their minimap pip is still there and they are still considered my tamed horse [i cant get another one, i tried]), they aren't actually loaded and don't seem to have an id.

Shintharo12 , Nov 6th 2025 at 7:19 PM

zombii

Can you tp them to you with their entity id?
the whole mount dissapearing thing is unfortunatly a vanilla bug that we can't fix on our end

zombii, Nov 6th 2025 at 6:19 AM

howdy, i'm having a similar issue to CaptainGlenn. i went on a mining expedition and dismounted my horse at the surface. while i was in the mineshaft, the server restarted. upon reloading my horse was nowhere to be found on the surface and their marker is back at my base, but they aren't anywhere to be found, and their entity doesn't seem to be loaded by searching using /e find e[type=tamedwildhorse*].

i looked in the logs and found their last coordinates, but they aren't there, and the flute doesn't seem to summon them.

Shintharo12 , Nov 5th 2025 at 7:33 PM

CaptainGlenn

Hi there, you might wanna give this a try ^^

Q: My dragon/horse/unicorn/elk disappeared what do I do?
A: 
Copying from (this message) with adjustments:

Browse to VintagestoryData/Logs and check the client-audit.log file (not server-audit), looking for something like this:
[Audit] tRead closed held bag inventory mountedbaginv-6-882040812 on entity 882040812/Tamed Elk (male)
I use Ctrl+F to search for "tamed".
If it's empty, check the Archive subfolder too: VintagestoryData/Logs/Archive

If you find the elk's entity ID, ask an admin of the server to teleport that entity to you, like so:
/tp e[id=882040812] tRead
If not, see step below.

If the logs yield no entity ID, ask a server admin if they're willing to check the server logs.


Server logs:
Browse to VintagestoryData/Logs and check the server-audit.log file, looking for something like this:
[Audit] tRead dismounts/disembarks from a tameddeer-elk-male-adult at 536375, 131, 511375
I use Ctrl+F to search for "tamed".

Teleport to that location. Note that coordinates in the 500k range are not relative to World Spawn, so it's important to use = in the tp command. Example:
/tp =536375 =131 =511375

Nut_Torquer, Nov 3rd 2025 at 7:44 PM

What all can you put on a horse, and how does it differ from an elk? Anyone know?

CaptainGlenn, Nov 3rd 2025 at 12:18 PM

I'm playing on a server with my friends, and I traveled on a boat with my horse. On the return journey, my horse disappeared from the boat, leaving his map marker behind where he disappeared. This had happened several times before, but this time he never reappeared on the boat, and his mark is still there. I tried the flute, but that didn't work. I hope there's a way to get him back, along with the hefty amount of loot that was in his saddlebags.

Pompompeii, Nov 2nd 2025 at 8:06 PM

Is there anything special i have to to do get them to breed? Or do i just leave em alone for a while with some food. 

Limbobinho, Nov 2nd 2025 at 4:29 AM

Here
This is what appears in my server's console.

It happens when I try to put something inside the saddlebag.

Crash Report
2.11.2025 05:26:39 [Server Notification] Client 1 disconnected: An action you (or your client) did caused an unhandled exception
2.11.2025 05:26:39 [Server Debug] [vigor] Player Limbobinho disconnected, cleaning up sync state
2.11.2025 05:26:39 [Server Notification] Last player disconnected, compacting large object heap...
2.11.2025 05:26:42 [Server Notification] UDP: client disconnected Limbobinho
2.11.2025 05:26:42 [Server Event] Player Limbobinho got removed. Reason: Threw an exception at the server
2.11.2025 05:26:42 [Server Error] Exception: Object reference not set to an instance of an object.
at Vintagestory.Server.ServerWorldMap.GetChunk(BlockPos pos) in VintagestoryLib\Server\ServerWorldMap.cs:line 208
at Vintagestory.Common.BlockAccessorBase.GetBlockEntity(BlockPos position) in VintagestoryLib\Common\API\BlockAccessorBase.cs:line 646
at raitheshackles.src.util.InventoryOwnerUtil.TryGetOwningBlockEntity(ICoreServerAPI sapi, IInventory inv) in C:\Users\beauf\source\repos\raitheshackles\raitheshackles\raitheshackles\src\util\InventoryOwnerUtil.cs:line 42
at raitheshackles.src.harmonypatching.Patch_TakeOutWhole_ItemStack.Postfix(ItemSlot __instance, ItemStack __result) in C:\Users\beauf\source\repos\raitheshackles\raitheshackles\raitheshackles\src\harmonypatching\Patch_TakeOutWhole_ItemStack.cs:line 19
at Vintagestory.API.Common.ItemSlot.TakeOutWhole_Patch1(ItemSlot this)
at Vintagestory.API.Common.ItemSlot.TakeOut_Patch1(ItemSlot this, Int32 quantity)
at Vintagestory.API.Common.ItemSlot.TryPutInto_Patch1(ItemSlot this, ItemSlot sinkSlot, ItemStackMoveOperation& op)
at Vintagestory.API.Common.ItemSlot.ActivateSlotLeftClick(ItemSlot sourceSlot, ItemStackMoveOperation& op) in VintagestoryApi\Common\Inventory\ItemSlot.cs:line 339
at Vintagestory.API.Common.ItemSlot.ActivateSlot(ItemSlot sourceSlot, ItemStackMoveOperation& op) in VintagestoryApi\Common\Inventory\ItemSlot.cs:line 292
at Vintagestory.API.Common.InventoryBase.ActivateSlot(Int32 slotId, ItemSlot sourceSlot, ItemStackMoveOperation& op) in VintagestoryApi\Common\Inventory\InventoryBase.cs:line 461
at Vintagestory.Common.InventoryNetworkUtil.HandleClientPacket(IPlayer byPlayer, Int32 packetId, Packet_Client packet) in VintagestoryLib\Common\GameContent\Inventory\InventoryNetworkUtil.cs:line 134
at Vintagestory.Common.InventoryNetworkUtil.HandleClientPacket(IPlayer byPlayer, Int32 packetId, Byte[] data) in VintagestoryLib\Common\GameContent\Inventory\InventoryNetworkUtil.cs:line 83
at Vintagestory.GameContent.AttachedContainerWorkspace.OnReceivedClientPacket(IServerPlayer player, Int32 packetid, Byte[] data, ItemSlot bagSlot, Int32 slotIndex, EnumHandling& handled) in VSEssentials\CollectibleBehavior\CollectibleBehaviorHeldBag.cs:line 398
at Vintagestory.GameContent.CollectibleBehaviorHeldBag.OnReceivedClientPacket(ItemSlot bagSlot, Int32 slotIndex, Entity onEntity, IServerPlayer player, Int32 packetid, Byte[] data, EnumHandling& handled, Action onRequireSave) in VSEssentials\CollectibleBehavior\CollectibleBehaviorHeldBag.cs:line 215
at Vintagestory.GameContent.EntityBehaviorAttachable.OnReceivedClientPacket(IServerPlayer player, Int32 packetid, Byte[] data, EnumHandling& handled) in VSSurvivalMod\Entity\Behavior\BehaviorAttachable.cs:line 486
at Vintagestory.API.Common.Entities.Entity.OnReceivedClientPacket(IServerPlayer player, Int32 packetid, Byte[] data) in VintagestoryApi\Common\Entity\Entity.cs:line 1579
at Vintagestory.Server.ServerMain.HandleEntityPacket(Packet_Client packet, ConnectedClient client) in VintagestoryLib\Server\ServerGeneralPacketHandler.cs:line 467
at Vintagestory.Server.ServerMain.HandleClientPacket_mainthread(ReceivedClientPacket cpk) in VintagestoryLib\Server\ServerMainNetworking.cs:line 280
at Vintagestory.Server.ServerMain.ProcessMain() in VintagestoryLib\Server\ServerMain.cs:line 934
2.11.2025 05:26:42 [Server Event] Client 1 disconnected.
Ruina, Nov 1st 2025 at 9:37 AM

can this mount have a rider and passenger?

Shintharo12 , Nov 1st 2025 at 9:03 AM

Limbobinho

This mod doesn't add any saddlebags, it just uses the vanilla one. Mind sending me your crash log and client main logs over on discord so I can take a look at what the issue you're experiencing might be?

Limbobinho, Oct 31st 2025 at 11:45 PM

The saddlebag is crashing the client.

Shintharo12 , Oct 30th 2025 at 8:20 PM

KrystianMajster

Neither a medallion or saddle are needed in the taming process. To tame a horse you should chase one into a pit or a pen so it can't flee as easily. Then you just mount it, it'll run around trying to buck you off, repeat that until it's tamed. then you can equip it with a saddle and bridle to ride it properly. Medallions are used to see your horse on the map and to call it with the jaunt flute. Though you need to bind the jaunt flute to horses first (using the binding tool mode) to use it for horses.

 

KrystianMajster, Oct 30th 2025 at 7:52 PM

Shintharo12 Hi, can you descibe how to tame wild horse ? im new player, and im learning a base mechanick of the game and mods. In your desctription i read that tame is the same like a taming default elk, but i dont understand how to do it, in internet i read thad tame elk need special medallion, can i do it without this ? only using saddle ? 

Shintharo12 , Oct 30th 2025 at 7:22 PM

Emerald_Inc

Male animals in this game (not just this mod) generally don't actually need to eat to mate, the stallions don't either. You just need to have a tamed stallion close to a tamed mare and have her eat the required portions ^^

Aren_Lennister

I'm glad to hear you're enjoying the mod. I don't intend on adding taxidermy to any of my mods unless it's specifically requested as part of a commision or something

Aren_Lennister, Oct 30th 2025 at 1:56 AM

Great mod! Question: The "Fauna of the Stone Age" mods also have stuffed animals as decoration. Is there any chance you would do something like that with your horse mod?

Emerald_Inc, Oct 30th 2025 at 1:41 AM (modified Oct 30th 2025 at 1:41 AM)

Hey there, I've just updated my game, this mod, and its dependencies, all to their latest versions, then cleared by game cache and started a fresh creative world to test out how the new tobiano patterms do when breeding. I'm not running any other mods.

It seems tamed stallions can't gain food portions, either from a trough or commands, and therefore can't mate. Is this a known issue and I should downgrade, or am I missing something lol?

Shintharo12 , Oct 27th 2025 at 8:55 PM

Limbobinho HeavyHandedDame

Okay so current vanilla ropes aren't exactly suited for long term tying, it's more so for leading for short periods of time. Ropes aren't really within the scope of this mod either ^^;
for long term storing horses I'd recommend building a lil pen or stable. When dismounting horses they will also stop wandering for a day 

HeavyHandedDame, Oct 27th 2025 at 2:56 PM

Hello! This is a great a mod but I'm constantly dealing with tamed horses disappearing after tying it to a fence and leaving the area and coming back. Is there a command to summon tamed horse? I just lost a lot of gear and supplies on the horse that went missing.

Limbobinho, Oct 24th 2025 at 10:35 PM

Could you add a better way to tether the horses? At least with the ropes not working, the horse walks on its own even when tethered.

Shintharo12 , Oct 20th 2025 at 8:21 AM

Hotbread100

There are black horses yeah ^^

Ghaashaath

The saddlebags are just the vanilla ones patched with a different shape so they fit on the horse, we haven't changed any of its functionality but I'll look into it

Hotbread100, Oct 20th 2025 at 4:38 AM

really hoping there is an all black horse so i can name it sleipnir! after odin's steed!

Ghaashaath, Oct 19th 2025 at 6:43 PM

Hello! I'm playing on a server with a stable 50-70 players active at all time and I recently discovered everyone has access to my saddlebaggs, even on a claimed horse. Is there a way to secure this storage? If not, could you change it in the next update? Pretty please. 

Shintharo12 , Oct 18th 2025 at 7:57 AM

Werka Rage4556 RyothStormsEdge

I don't plan on adding pillion support to the horses as they're a bit too small to in my opinion comfortably carry 2 seraphs. Though if anyone wants to make a patch mod for equus (not a reupload) to allow this then feel free to do so.

Karsius

They should, it might just take a while till you see any since the game's spawning system likes to bully people 

eerino

Fair point I'll add that to the FAQ when I can

wojtek16

I don't see why not. They won't break eachother, you just can't breed them together and I don't recommend trying to use equus only gear on feverstone horses or vice versa

AzureBlue

This seems to be a vanilla issue unfortunately. I highly advice against being mounted during restarts or things like teleportation through vanilla or modded means

Rage4556, Oct 16th 2025 at 6:08 AM

are cushions on the back of horses not possible? seems there's no spot to put them on.

Karsius, Oct 14th 2025 at 5:49 PM

will horses spawn with conquest landform installed?

RyothStormsEdge, Oct 14th 2025 at 3:04 AM

Any plans to let the horse use the new passenger seat? Would love to see it implimented. 

eerino, Oct 11th 2025 at 11:19 PM

I figured out why my flute wasn't working. The Jaunt Flute has to be bound. I had no idea it had two modes (pressing F) I assumed any directions for it would be on this page or in the handbook and since there wasn't anything I was confused when it wasn't simply working after crafting. Maybe there are directions and I missed them. But if there aren't I think adding it even if only to this page would be helpful. 

wojtek16, Oct 11th 2025 at 8:45 PM

does anymore know if this runs well along with feverstone horses? 

eerino, Oct 9th 2025 at 11:03 PM

I have tried that one. I'll try it again.

AzureBlue, Oct 9th 2025 at 12:19 AM

Playing with this mod on a server, we have experienced players who are riding horses completely losing their horse when the server does an automated restart. Players join back in the same position without a horse, it appears they just disappear. All clients are running the same version of the mod as the server, which is the 1.2.0-rc.8 version on game version 1.21.4

Werka, Oct 7th 2025 at 9:55 PM

Hi, is it possible for two people to ride on a one horse?

Shintharo12 , Oct 7th 2025 at 6:42 PM

Potke

Spawning in this game can be a bit silly sometimes,like you could spend hours traveling thousands of blocks only to find some a few hundred blocks away from your base when you get back. Depending on what kind of climate you're in they might also just not live there.

Shintharo12 , Oct 7th 2025 at 6:40 PM

eerino 

the bone flute doesn't work on horses, you need the jaunt flute

eerino, Oct 7th 2025 at 12:41 AM

NemNem you got it working? I can't seem to use the bone flute with my tamed horse. Likely another mod conflict or user stupidity 

Potke, Oct 6th 2025 at 10:14 AM

Hellooooo, I wanted to ask how much time has to pass for horses to start spawning. You mentioned in the comments the spawning is "time based" and wanted to ask what you meant by this. We installed the mod on our existing world and played for a few hours but couldn't find any horsie fellas. It's my first install of the mod with no prior versions in the folder and I can spawn the horses in creative so it seems to be functioning correctly

Shintharo12 , Oct 4th 2025 at 9:52 AM

JinxxYouOweMe

Currently from Equus's side at least we don't patch any other entities vanilla or otherwise to attack horses but they do flee from bears and wolves etc. In the future this might change with the changes to vanilla ai task mechanics

Shunte Mallina

Horses are tamed through the saddlebreak mechanic (aka you get one till it bucks you off, repeat till tamed), wild horses require about 20-25 attempts, feral ones only like 4-6. Only adult horses can be saddlebroken. prior to rc4 this had a cooldown of about half a day but has since been removed

JinxxYouOweMe, Oct 3rd 2025 at 8:32 PM

Hello! I'm trying to plan the layout for my barn and plan for future horseback exploration, and want to know how much I need to plan for safety. Do animals like bears or wolves attack horses? What about monsters like drifters and bowtorn?

Shunte, Oct 3rd 2025 at 5:31 PM

Hi there!
How do you tame a feral baby horse? My horse gave birth and the baby is feral and I wanted to know how you tame it.

Mallina, Oct 3rd 2025 at 12:41 PM

Hi there guys, Im kinda new to taming animals all around. And would love some advice as to how to do it.
So what do I need to tame a horse? 
Do I just need to sit on him long enought for him to start liking me? or do I need to feed him?(hand or feeder). Do I need saddle or some other things for taming or are they needed only for being able to manage where he drives me to.

Also maybe the problem was that, I was trying it in creative so I was wondering if the problem could be with the type of horse I spawned wild horse and tried it on him.

Thanks in advance!

MadameJojo, Oct 1st 2025 at 12:19 PM

BurgerTown You have to keep going until it says tamed and you will then stay on the back on the horse instead of getting thrown around

Catttails, Sep 30th 2025 at 11:32 PM

heyo! wondering if there was a way to tell when the horse is broken in on the 1.21 version since theres no counter for the days needed on breaks.

FatherSarge, Sep 30th 2025 at 8:50 PM

Shintharo12
Oh my bad! Idk why but I thought that's what you all were going for (been testing another backpack mod so I must have crossed my wires)
Would be a cool feature though for sure

Shintharo12 , Sep 30th 2025 at 7:55 PM

FatherSarge

Being able to attach filled containers to things is not vanilla behaviour so not technically a bug... But we'll see if we can add carryon compat

Yelb

We don't have any known compat issues with other entity mods as far as I know

FatherSarge, Sep 30th 2025 at 7:12 PM

Hey all! Small bug... can't attach a backpack to the bedroll slot if it has anything in the inventory

Yelb, Sep 30th 2025 at 3:31 PM

Hi, can it run next to Feverstone, or they are exclusive to each other ?

Shintharo12 , Sep 29th 2025 at 7:29 AM

Werka

in 1.21 wild horses need to be saddlebroken to turn into tamed horses (new mechanic introduced with the elk in vanilla) so this is intentional ^^

MadameJojo

Last I checked you should be able to use poultices on wounded tamed horses, but let me know if it doesn't work

pimblokto

We don't plan to allow our current horse breed to carry more than one player, they're a bit too small for that imo

pimblokto, Sep 28th 2025 at 8:02 PM

Will you add support for the new pillion from 1.21?

MadameJojo, Sep 28th 2025 at 12:00 AM

Hey so the last update fixed most of the things ! I do however wonder if we can heal the horses?

Werka, Sep 27th 2025 at 9:16 PM

Shintharo12 I have horses in trouble, I feed them all the time but they run around like crazy and I can't ride them or control them

 

Shintharo12 , Sep 27th 2025 at 8:23 AM

Centerion

It's probably not something I'd include in the main mod for the time being, but if anyone wants to write a patch mod/addon they're welcome to do so ^^

Shintharo12 , Sep 27th 2025 at 8:20 AM

Werka

I'd suggest trapping it in a fenced pen or a pit

Shintharo12 , Sep 27th 2025 at 8:19 AM

MadameJojo

This should be fixed in rc8 ^^

MadameJojo, Sep 27th 2025 at 4:10 AM

Hey so I got my horse now! But they can't eat through the.. well, big through. Is this intended?

Werka, Sep 26th 2025 at 4:38 PM

How can I catch and tame a horse? They run like crazy, fleeing, and there's nothing I can do.

Centerion, Sep 25th 2025 at 8:02 PM

would it be possible to have animals need water similar to HoD? love the stam requirement i actually swapped to this one because of it

Shintharo12 , Sep 25th 2025 at 5:46 PM

Bigoy

I'll look into it, thanks for reporting

Shintharo12 , Sep 25th 2025 at 5:35 PM

BoredEngineer

You could use the animal cages mod if you add them to the config I guess? Equus itself doesn't include any tools to make transporting wild horses easier though

Shintharo12 , Sep 25th 2025 at 5:33 PM

Diarko

Make sure the mod is actually loading properly, clear your mod cache and reinstall the mod if needed

Shintharo12 , Sep 25th 2025 at 5:32 PM

cwombat

it was a vanilla bug unrelated to what we do in the mod itself so I honestly have no idea

BoredEngineer, Sep 25th 2025 at 5:14 PM

Is there are a way to "laso" horses? I've captured almost a dozen, that were not too far from my house, but they are all stallions. Planning to travel a bit to find at least one mare, but have no idea how to "bring it back" without something like a laso.

Scarrying it to run in the direction of home is always an option but I feel this will take too long.

 

Btw, had bunch of horses spawn after leaving a chunk by changing elevation (went on the mountain plato), before that, just leaving chunk didn't seam to do anything. Probably changing elevation had to push chunk out of the cache.

Diarko, Sep 25th 2025 at 4:55 PM

Cant spawn in horses in creative with latest update.

Bigoy, Sep 25th 2025 at 10:42 AM (modified Sep 25th 2025 at 10:42 AM)

Hello, after the last update 1.2.0. rc 7 i get this error, it didnt happen on the previous version.

Spoiler
25.9.2025 13:38:09 [Error] Patch 0 (target: game:itemtypes/wearable/bag/backpack.json) in equus:patches/seraphbags.json failed because supplied path /attributes/attachableToEntity/attachedShape is invalid: The json path /attributes/attachableToEntity/attachedShape was not found. Full json at this path: {
"backpackByType": {
"*-normal": {
"quantitySlots": 6
},
"*-sturdy": {
"quantitySlots": 8
}
}
}
25.9.2025 13:38:09 [Error] Patch 1 (target: game:itemtypes/wearable/bag/backpack.json) in equus:patches/seraphbags.json failed because supplied path /attributes/attachableToEntity/attachedShapeBySlotCode is invalid: The json path /attributes/attachableToEntity/attachedShapeBySlotCode was not found. Full json at this path: {
"backpackByType": {
"*-normal": {
"quantitySlots": 6
},
"*-sturdy": {
"quantitySlots": 8
}
}
}
25.9.2025 13:38:09 [Error] Patch 2 (target: game:itemtypes/wearable/bag/backpack.json) in equus:patches/seraphbags.json failed because supplied path /attributes/attachableToEntity/attachedShapeBySlotCode is invalid: The json path /attributes/attachableToEntity/attachedShapeBySlotCode was not found. Full json at this path: {
"backpackByType": {
"*-normal": {
"quantitySlots": 6
},
"*-sturdy": {
"quantitySlots": 8
}
}
}
cwombat, Sep 25th 2025 at 9:45 AM

is the bug with taming resetting after a restart fixed or is it still on as ive got a few horses in a pen and i dotn want to start trying only to have it reset

 

Wolfsfeld, Sep 24th 2025 at 12:51 AM (modified Sep 24th 2025 at 2:24 AM)

Am I insane or tamed horses refusing to actually eat? They will go up to troughs but won't actually eat. Wild and Feral will actually get updated portions but tamed don't seem to eat.

MadameJojo, Sep 23rd 2025 at 12:59 PM

Shintharo12 I do use Tera Prety, The mod loads succesfully yes ! I play in 1.21.1, the latest version. I can try changing the spawnrates, but maybe my worldgen mod does make them harder to spawn?

Shintharo12 , Sep 23rd 2025 at 8:14 AM (modified Sep 23rd 2025 at 8:17 AM)

ciceqi

The yaml is the configlib config file so that's the one you need if you're not using the ingame mod settings gui, the json file is for the jaunt related config and thus is unrelated to spawning
I'll look into upping the range for the spawnrates config in the next update so you can recreate that 1.20 feel ^^

Due to how spawning works (being time based) it can take a while before any actually start spawning. It's rare to see large amount of spawns upon creating a new world and flying around unless the spawn rate is really really high

ciceqi, Sep 23rd 2025 at 2:19 AM

Hello!  I'm also having trouble with horses not spawning in the latest build (they were working fine in 1.20).  I usually use Vanilla Plus (and a whole host of other mods), but I've also tested in a vanilla-vanilla world.

I am noticing an odd discrepency--the instructions above regarding the config file says there should be a VintagestoryData/ModConfig/equus.json, but I'm not getting that file--I have equus.yaml instead, no equus.json, though I've deleted the yaml several times with fresh installs hoping it just needed to regenerate.

As for the spawning, I finally gave in and set both worldgen and runtime spawn rates to 10 in configlib, and while I expected a ludicrous number of horses, I got one single herd of 5 horses in Vanilla Plus and one herd of 4 horses in vanilla.  After flying around for a while in each, no other horses spawned.  If they're that rare with the spawn rates turned all the way up, could there be a problem with the base spawn rates making them so rare they effectively don't spawn at all?

Either way, thanks so much for this awesome mod--I'm honestly tempted to go back to 1.20, because I miss seeing the wild horses wandering around!

Shintharo12 , Sep 22nd 2025 at 8:56 PM (modified Sep 22nd 2025 at 9:04 PM)

MadameJojo

They do spawn more rarely than in the 1.20 version but they should still spawn. Is the mod loading succesfully? What worldgen related mods are you running?
Also you can use configlib to increase the spawn rates

 

Shintharo12 , Sep 22nd 2025 at 8:55 PM

crockadile

Most likely not, to give the elk its own niche. Besides maybe weapons once those get their own category code. Not sure yet tho

MadameJojo, Sep 22nd 2025 at 7:28 PM

Cannot find a single horse... is this a known bug? Or is this n ormal?

crockadile, Sep 22nd 2025 at 5:02 PM

Support for attaching cooking pots, weapons, etc to the Horses - is this planned to bring them in line with vanilla elk?

Shintharo12 , Sep 21st 2025 at 12:16 PM

Echowl

There was apparently a bug in 1.21.0 that reset the counter when the server restarts

Echowl, Sep 21st 2025 at 4:10 AM

Does the saddlebreak progress reset after a while? I've been trying to tame a horse on a server and I feel like I'm losing my mind because I've probably made 30/40 attempts to saddlebreak it and it just doesn't want to work.

Shintharo12 , Sep 20th 2025 at 2:26 PM

kimbapae

Hi there, the current mod description still reflects the 1.20 version of the mod, in the latest versions (for 1.21) the need to be saddlebroken first just like the elk ^^ the horse takes about 20-25 saddlebreaks for wild horses and 4-6 for feral ones

Shintharo12 , Sep 20th 2025 at 2:24 PM (modified Sep 20th 2025 at 2:25 PM)

Setej

the wildhorse.json is not actually being used/enabled and was just a left over from the older versions, curious that it would have any effect on the other files. I'll probs remove it in the next update
(Might just have been a coincidence as they were spawning fine on my own tests even with those mods enabled, it just takes a while)

kimbapae, Sep 20th 2025 at 9:57 AM

I've put a saddle and a bridle on a wild horse to ride it and it wouldnt let me steer it. I'm wondering if im just a noob or did i misunderstood something when in the FAQ said they are ridable from the get go?

Setej, Sep 19th 2025 at 10:24 PM

I seem to have found a fix for horses not spawning in the latest version (after confirming they were definitely not spawning even without other mods installed)!

In the entities folder, you need to remove the spawn conditions section in wildhorse.json- the *only* json in that folder that should have spawn conditions info is wildwildhorse.json

For anyone wanting to do that manually before an official fix: while the game is completely closed, the json can be edited with Notepad and the section in question is down at the bottom of the file. Use a brackets checker to make sure you deleted enough (but not too many) braces and that should do it! 

DarkMagiAkiro, Sep 19th 2025 at 9:06 AM

1.21.0 - No horses spawning (also please add config for the spawn conditions as I would like to restrict them to spawning in temperate plains only)

Cestel, Sep 16th 2025 at 5:36 PM

1.21.0 no horses too

 

Skyland3r, Sep 15th 2025 at 2:41 PM

Hi

 

I am playing on the same mods as Werka, and I do not see any horses either, I was playin previously with Terra Prety: Coastlines & Continents and Floral Zones and I had horses so it can be new version of terra prety or just rivers mod is causing problem with spawn.

Werka, Sep 15th 2025 at 1:15 PM

Hi, The mod works with other mods, including:

  • Rivers
  • Terra Prety: Coastlines & Continents
  • Floral Zones ?

I've been walking around for a few hours now, looking for horses in different coordinates and climat, and I don't see any, it's as if they don't spawn at all

 

animatiV, Sep 14th 2025 at 1:26 PM

Do the horses in this mod have an advantage over elks? I'm worried about disrupting the balance. Elks are difficult to find and tame.

DarkMagiAkiro, Sep 14th 2025 at 9:05 AM (modified Sep 14th 2025 at 9:05 AM)

Hi, it's not generating a config file on externally hosted server.

Mackiwoo, Sep 13th 2025 at 9:00 PM

attachment-point.json uses "item/wearable/hooved/strawbed" instead of "block/hay/strawbed-inventory" for the hay bed making it invisible

Sianks, Sep 13th 2025 at 4:37 PM

FINALLY we got Fleeing horses!

Shintharo12 , Sep 13th 2025 at 11:46 AM

KashaDatWolf

I'll have to look into that, but we do have our own saddle/bridle mod lined up with a couple of different tack styles which imo look really nice, so look forward to that ^^

KashaDatWolf, Sep 13th 2025 at 2:39 AM

Was curious if there was ever a chance of making the Riding Equipment mod compatible with horse? Would be nice to deck them out in different color saddles. uwu

Shintharo12 , Sep 11th 2025 at 8:26 PM

Kerynean

Yeah that's a Jaunt related issue, but it's on our to do list

Shintharo12 , Sep 11th 2025 at 8:24 PM

Wixard

Yeah I need to update the mod description as it works differently in the 1.21 version. The wild horses use the elk saddlebreak mechanic now it's a 20-25 saddlebreaks with a cooldown of 12 ingame hours (this is half the time it takes to tame an elk in vanilla)

Kerynean, Sep 11th 2025 at 3:07 PM (modified Sep 11th 2025 at 3:07 PM)

Is there a way to see, or perhaps add to the UI a saddlebreak attempts counter for taming? I've spent so long trying to saddle break two horses I am convinced it's way past the 20-25 attempts mark, but without a way to see what numbers I'm on I can't confirm whether this is a bug or not.

Wixard, Sep 11th 2025 at 8:02 AM

Hello, So in the FAQ it is stated that Wild horses are rideble from the get go But in the comments it was mentioned that it takes more tries to tame them now. My question is, how does the Taming work now? How do you tame a wild horse to ride it and enable breeding? Thank you in advance! 

Shintharo12 , Sep 10th 2025 at 7:59 PM

KalmiaLatifolia

Yes

Ryilo

they also spawn on exisiting chunks but more rarely. it might be that it takes a while for any to show up if you have a lot of entity mods installed

ReaperPlays

in the latest version only tamed horses can be bred iirc

 

KalmiaLatifolia, Sep 10th 2025 at 12:14 PM

Does the horse drop meat?

Ryilo, Sep 8th 2025 at 8:06 AM

Does this work only on new generated chunks? I'm yet to see any horses in my world

ReaperPlays, Sep 8th 2025 at 12:15 AM

Breeding not working?

Forko, Sep 7th 2025 at 7:43 PM

@Shintharo12

Ah my mistake, I wasn't aware that was also a vanilla change. It seems almost all my gripes are actually vanilla things funnily enough.

Sianks, Sep 7th 2025 at 1:49 PM

The difference between Horse Vs Elk is the fact you can make Mobile Base out of Elk and with Horse you're limited with stuff you can put on it?

Shintharo12 , Sep 7th 2025 at 8:13 AM

Forko

we'll look into adding configlib support for stamina cost and saddlebreak attempts. The gait system is part of vanilla as of 1.21 though so even if we don't use the Jaunt one we'd still need to use the vanilla one.
if you're experiencing any issues with the camera like snapping forward and the horse running in place try using the mountcamerafix mod https://mods.vintagestory.at/show/mod/25755

I'm not sure what else you might mean with 'less responsive', it hasn't really changed much between 1.20.12 and 1.21.0 besides maybe the turn radius a little bit?

Shintharo12 , Sep 7th 2025 at 8:00 AM (modified Sep 7th 2025 at 8:02 AM)

Kawsiphek

try using the 1.2.0-rc.3 version ^^

Forko, Sep 7th 2025 at 2:03 AM

It seems like the config option to disable stamina doesn't actually disable its effects, my horse keeps dropping out of gallop and canter, with increasing frequency as I ride it.

I would also like to humbly ask for an option to disable the gait system in general, I'm finding that the less responsive controls on top of the new elk taming mechanics has killed the utility this mod used to have for me.

Kawsiphek, Sep 6th 2025 at 11:57 PM (modified Sep 7th 2025 at 12:18 AM)

On 1.21 Saddles appear inside of the horse, and bridles appear that they are pointed up in the air.

Also is there anyway to remove the nametag feature since I use a different mod for that, and adjust how quick the horses turn? They turn way faster than the elk, almost too fast.

Cornvus, Sep 5th 2025 at 3:46 PM

Shintharo12 Thank you so much! 

Shintharo12 , Sep 5th 2025 at 7:14 AM

Cornvus

Just like with the elk there's a cooldown between attempts for them to actually count. for wild horses there's a 12 ingame hour cool down (which is half of the 1 day cooldown the elk has) and feral horses have a 1 hour cooldown
it takes around 20 - 25 attempts to tame a wild horse and cosiderably less to tame a feral one

Cornvus, Sep 5th 2025 at 3:01 AM

Apologies in advance, I may be missing something very obvious here. On the latest mod version, I've spent a good hour trying to saddle break one mare to drag back to my homestead with no luck. She's still panicking and bucking me off. Even in creative she wants nothing to do with me. Is this a bug or am I being an idiot? Apologies in advance again. I don't know where the discord is or I'd ask there.

Rexxia, Sep 4th 2025 at 9:16 PM

Dang

Shintharo12 , Sep 4th 2025 at 8:50 PM

Rexxia

because it uses genelib for somewhat realistic coat genetics amongst other things

Rexxia, Sep 4th 2025 at 5:30 PM

Why does this require GeneLib?

Shintharo12 , Sep 4th 2025 at 4:23 PM

Joenemba

Good catch, it should be working in rc2 now ^^

Jackmano

I did confirm they were spawning previously (though rarely), but I've increased the spawn rate in rc2 so they should be easier to find now ^^

Valkyo, Sep 4th 2025 at 3:00 PM

Shintharo12 Well, I must have been playing with the old versions because I remember litters of 5 or 6 foals. I laughed when I saw that, but I was a little sad.Thank you for your reply !

RedRockG, Sep 4th 2025 at 1:43 AM

There is a bug with the left leg of the brown horse, as its hoof is separated. I tried to upload the photo, but I don't know how to do it.

Sianks, Sep 4th 2025 at 12:25 AM (modified Sep 4th 2025 at 12:25 AM)

What new Modification of mod brings to the table? Also, when are you planning to realse update with Taming?

Joenemba, Sep 3rd 2025 at 11:16 PM

Seems to break the saddle placement on Elks, visually

Jackmano, Sep 3rd 2025 at 8:33 PM

hello thank you for the update ! do i need to re create a world to find them ? I added them in my current game but I can'T find them. I can manually spawn them but can't find them in the wild

crockadile, Sep 2nd 2025 at 8:49 PM

Running on 1.20.12 - on an existing save, I cannot get the horses to spawn naturally. I have explored far enough that I've generated new chunks, but still haven't seen a single one. Have double checked climate conditions and I'm definitely in the right region. Any ideas how to fix?

Shintharo12 , Sep 2nd 2025 at 4:37 PM

Richten

In the latest versions their spawn chance was significantly reduced as people reported they were too common. it's very possible that it'll just take a long time before you'll start seeing them especially on already existing chunks. 

You can increase this spawn rate with Configlib if you so desire :3
I'm glad to hear you guys are enjoying the mod though!

 

Richten, Sep 2nd 2025 at 9:25 AM

Hi, me and my gf love this mod! But we've encountered an issue with wild horses not spawning naturally on the map. We've traveled a lot and not seen a single horse. I have all the dependancies, and manually spawned horses work perfectly well. I have a couple of mods but I don't think any of them should be conflicting. Any advice?

Shintharo12 , Sep 1st 2025 at 5:29 PM

Valkyo

How many are you getting? it should only be 1 with a rare chance for twins
in older versions of Equus + Genelib we did have a bug that caused more to spawn but that's not intentional by any means

 

Valkyo, Sep 1st 2025 at 2:37 PM

Hello, would it be possible to add a configuration option for the maximum number of foals per birth ? This would allow players who wish to do so to lower the number of foals per “litter” to one, for greater realism. Thank you in advance, great mod in any case !

PureWinter, Aug 25th 2025 at 8:27 PM

Team is currently working on 1.20.21 update, stay tuned.
{Genelib needs to be ready for the new update as it is a dependency.}

@_Ale1ster
They are fully tame at generation 3, although you can slap stuff on wild ones they aren't fully tame, especially when foals are about.

SlabOfBrick
Yes, but probably for the dragons first. (Same team that works on draconis. We also have pegasus in late production.)
In the future Jaunt may receive attack/combat capability so things may fall more together. Loosely, "yes."

RockSowe
Lol oh my gosh, okay. Well. I noted it and sent it to the team to look into. No not intended. 

Sianks
See shin's other mods, there is a patch for that! 

_Ale1ster, Aug 22nd 2025 at 4:24 PM

Any time the horse takes fall damage it attacks me when I dismount. just thought I would mention it because holy fuck is it not fun. i do have a medalion on too. thx for the mod.

SlabOfBrick, Aug 19th 2025 at 5:34 PM (modified Aug 19th 2025 at 5:34 PM)

Any plans for horse armor?

RockSowe, Aug 18th 2025 at 6:49 PM

I've run into an exploit where hitting an already spooked (hit by melee until fleeing) horse with a sling at a distance will lead the horse to not flee or react to the damage, allowing for easy kills and resources. Due to the plentyfulness of horses I kinda have way too much food. is this intended?

Sianks, Aug 16th 2025 at 6:33 PM

Keep up the good work then! Sooner or later this will be best Animal mod in vintage story. Just a quick question, do horses run away from you in wild? Or is there a patch for it 

Shintharo12 , Aug 15th 2025 at 9:02 AM

Sianks 

You are by no means obligated to use this mod, if you'd rather wait till more sounds are added that's fine ^^

Charleston

I'm currently working on updating our configlib patch so that should be up soon ^^

Sianks, Aug 15th 2025 at 2:05 AM (modified Aug 15th 2025 at 2:05 AM)

So Horses do not produce any sound when Hit? Seems like early Alpha mod to me

Charleston, Aug 8th 2025 at 11:46 PM

Is there any way in a config to lower the spawn rate? Not necessarily the spawn regions.

 

After loading this (amazing) mod up I have literally 30 horses within a 100 meter radius of my home. Not sure if that's intended or pure chance but I'm hoping they don't start spawning like crazy haha.

mikeydmc, Aug 7th 2025 at 5:44 AM

Does the bone flute not work? Got my horse stuck in a pit 

_Ale1ster, Aug 6th 2025 at 2:13 AM (modified Aug 10th 2025 at 5:40 PM)

I've encountered a strange issue where the horse will go from walk to trot when pushing sprint key, but it will not canter or gallop no matter how much I press the key. Any idea what's up? I have tried switching my sprint keybind from shift back to ctrl to no effect.

Edit: The problem stopped, I'm not sure what fixed it. once I spawned a new horse in creative, gave it a saddle and bit that horse was able to canter and gallop. After that my horse was galloping just fine. In case anyone else has the same experience.

Nyaaa_Natchi, Aug 3rd 2025 at 5:53 PM

Working beautiful with the new mod. Thank you again. To reiterate my issue was jittery preformance and horse stopping uncontrollably. This mod fixed it https://mods.vintagestory.at/show/mod/25755 

Shintharo12 , Aug 3rd 2025 at 1:01 PM

Bloodwood

That's something that can happen when the game can't load the mod. I'd suggest checking that you've got the required dependencies installed and restarting your game

Shintharo12 , Aug 3rd 2025 at 12:58 PM

Tiigra

try this mod https://mods.vintagestory.at/show/mod/25755

What you're describing is caused by the watched attributes being resynched, something which is only really noticeable when there's a lot mods that add those. The mod I linked ups the limit before that resynch happens which mittigates the issue. 
We use it on our own server too ^^

Tiigra, Aug 3rd 2025 at 12:23 AM

Also having horses come to a dead stop every few seconds.

Bloodwood, Aug 2nd 2025 at 12:37 PM

Is there a way to make dissappearing horses visible again? Mine seems to have vanished after updating all my mods

Shintharo12 , Aug 2nd 2025 at 8:53 AM

Nyaaa_Natchi
try this mod https://mods.vintagestory.at/show/mod/25755

What you're describing is caused by the watched attributes being resynched, something which is only really noticeable when there's a lot mods that add those. The mod I linked ups the limit before that resynch happens which mittigates the issue. 
We use it on our own server too ^^

Nyaaa_Natchi, Aug 1st 2025 at 10:57 PM

Hello guys, Great mod, Just wanted to ask if anyone else has reported the horses coming to a dead stop every few blocks while in all speeds. I do have a decent amount of mods so i assume there is some sort of conflict. I can provide logs or whatnot if needed. Thank you!

 

EKLIP53, Jul 28th 2025 at 3:30 AM

Hey!! will you accept volunteer work to texture more patterns and color genetics? I worked on Realistic horse genetics and SWEM for minecraft, I would love to contribute to your mod too!! my discord is EKLIP53 :>

Shintharo12 , Jul 25th 2025 at 8:27 AM

MidOrange

Hi there, which versions of Equus and its dependencies were you using? Does it also crash when you're only using equus (and jaunt/genelib)?

Shintharo12 , Jul 25th 2025 at 8:25 AM

_Ale1ster

We'll look into it ^^

Stamina related config can be found in the jaunt.json if I recall correctly

Shintharo12 , Jul 25th 2025 at 8:21 AM

Rotty

Hi there, from the logs it looks like you don't have genelib loaded which would cause it to crash.

Rotty, Jul 24th 2025 at 11:27 PM

hello! it seems that the horses are crashing wgen pretty consistently. ive attempted to make a handful of normal survival files as well as a couple of creative worlds. creative worlds generate just fine but as soon as i attempt to place in a horse it crashes completely. 

 

this is the report i get upon adding a horse into a creative world

Crash Report: add horse to creative
Running on 64 bit Windows 10.0.26100.0 with 7531 MB RAM
Game Version: v1.21.0-rc.1 (Unstable)
2025-08-17 5:17:32 PM: Critical error occurred
Loaded Mods: game@1.21.0-rc.1, jaunt@1.1.7, statushudcont@3.2.7, creative@1.21.0-rc.1, survival@1.21.0-rc.1, equus@1.1.9
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.GameContent.EntityBehaviorRideable.updateAngleAndMotion(Single dt) in VSSurvivalMod\Entity\Behavior\BehaviorRideable.cs:line 289
at Vintagestory.GameContent.EntityBehaviorRideable.OnRenderFrame(Single dt, EnumRenderStage stage) in VSSurvivalMod\Entity\Behavior\BehaviorRideable.cs:line 273
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 872
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 172
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 719
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 113
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 337
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95

and here is the report i get attempting to reopen a world that has crashed due to Horse

Crash Report: reopen world with horse
Running on 64 bit Windows 10.0.26100.0 with 7531 MB RAM
Game Version: v1.21.0-rc.1 (Unstable)
2025-08-17 5:24:54 PM: Critical error occurred
Loaded Mods: game@1.21.0-rc.1, jaunt@1.1.7, statushudcont@3.2.7, creative@1.21.0-rc.1, survival@1.21.0-rc.1, equus@1.1.9
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.GameContent.EntityBehaviorRideable.updateAngleAndMotion(Single dt) in VSSurvivalMod\Entity\Behavior\BehaviorRideable.cs:line 289
at Vintagestory.GameContent.EntityBehaviorRideable.OnRenderFrame(Single dt, EnumRenderStage stage) in VSSurvivalMod\Entity\Behavior\BehaviorRideable.cs:line 273
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 204
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 820
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 872
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 744
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 172
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 719
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 113
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 337
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
_Ale1ster, Jul 24th 2025 at 6:48 PM

Also, and this is kind of a pipe dream, but if anyone could make a patch for the fur roll bed from kevin's furniture to have a visual model on the horse like there is on the elk, now that would look cool. The mod is working great.

_Ale1ster, Jul 24th 2025 at 6:08 PM

First off, sweet mod. I was attempting to adjust the stamina values in the modconfig but all I could find in that folder is equus.yaml. I also tried through the modsettings from configlib but there are only the 2 values that are present in the .yaml file: WorldGenSpawnRateFerus and RuntimeSpawnRateFerus. I'm having fun either way, but it would be cool to get an answer back if there is one. thanks for this gem.

RemiDeLaFaye, Jul 21st 2025 at 9:15 PM

Not sure if I have done something wrong, I've installed this as well as genelib and jaunt on my server and there's no indication the mod is installed when I search the handbook or creative menu for horses, foals, or stallions... 

MidOrange, Jul 17th 2025 at 7:52 AM

Hello there.

I just find out about this mod crashing my worldgen. 

Is it any way to fix this?

I wanted to say that this mod is awesome and i love horses in game. 

I really want to keep enjoying it.

Thanks in advance, this is a beautiful mod. 

(Edited)

I updated the mod equus, genelib and jaunt. Still crashes the game. 

 

Any incompatibility with other mods? Maybe? 
Would like to know a way to make it work.
Thanks for your job!
Crash Report
Exception System.Exception: Don't know how to instantiate entity of type 'EntityMount' did you forget to register a mapping?
at Vintagestory.Common.ClassRegistry.CreateEntity(String className) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\ClassRegistry.cs:line 405
at Vintagestory.ServerMods.GenCreatures.CreateEntity(EntityProperties entityType, Vec3d spawnPosition) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\93.GenCreatures.cs:line 299
at Vintagestory.ServerMods.GenCreatures.TrySpawnGroupAt(BlockPos origin, Vec3d posAsVec, EntityProperties entityType, EntityProperties[] grouptypes) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\93.GenCreatures.cs:line 187
at Vintagestory.ServerMods.GenCreatures.OnChunkColumnGen(IChunkColumnGenerateRequest request) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\93.GenCreatures.cs:line 116
at Vintagestory.Server.ServerSystemSupplyChunks.runGenerators(ChunkColumnLoadRequest chunkRequest, Int32 forPass) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 1853
Amarillo, Jul 17th 2025 at 1:00 AM

I did not updated yet, I was using equus 1.1.4 so I will update now and if I face the same situation I will get logs and share it to you. Thank you

Shintharo12 , Jul 16th 2025 at 8:49 AM

Amarillo

Has it occured since updating to the latest versions of both Equus and Genelib?
this is a bug we've been trying to fix as ofc 7 foals are definitely not intended.

if it does I'd love to get the logs on discord so we can try and pinpoint what's causing the issue

Amarillo, Jul 15th 2025 at 10:47 PM

I want to follow  PureWinter comment, I am not using "fast breeding mod" nor anything that changes vanilla breeding and horses had 7 foals per pregnancy. Is this intended? there any way to edit this to be just 1 foal per pregnancy?

Thanks for such a beautiful and great mod.

Dantesluck, Jul 15th 2025 at 5:53 PM

Hey there,

I wanted to report something strange that happened. I’ve had a wild horse stallion for about 1.5 in-game years, kept it inside an enclosure with zero issues. It would roam freely around my courtyard while I AFK’d, and it was always calm.

But suddenly, out of nowhere, it turned aggressive. I was standing nearby, and it came up and bit me. I stepped aside, it left me alone, but as soon as I moved closer again, it locked onto me, chased me down, and killed me. Even after respawning, it was still aggroed. I mounted it, it calmed down. I dismounted, it went after me again.

I've now put it in a pen so it can sit and think about its behavior, because I’ve done nothing but treat it well and ride it around.

My only theory is that it might have taken some environmental damage, maybe from Riftblooms (Rustbound Magic) or Dogrose bushes that I’ve planted nearby in said courtyard, or possibly even from a stray Bowtorn hit a while back, and redirected that aggro to me.

Redumulis, Jul 15th 2025 at 5:07 PM

Shintharo12 Ah, I see. Strangely enough, when I go back to look at my config.json for animecages, the changes I made are gone anyway... There is not a lot about this I understand. I think I will just have to accept moving the horses via bridle.

KeenBTF, Jul 15th 2025 at 3:42 PM

This whole section here looks off as well. But yeah, wrong mod

Shintharo12 , Jul 15th 2025 at 1:26 PM

Redumulis

Yeah that config isn't going to work for equus, it might for feverstone though
Our horses follow this naming convention: "wildhorse-adult-female-ferus", replace adult with baby for foals and ofc female with male for stallions

ChaoticSixXx, Jul 14th 2025 at 7:20 PM

Hey so love this mod but i am having an issue where whenever i stop cantering on the horse, my game gets super jittery? even once off the horse its like super framey. It does it with both bridles and all the gait speeds. i havent seen any other mentions of this. 

Redumulis, Jul 14th 2025 at 4:36 PM

KeenBTF This is my config file for it.

Spoiler

{
"smallCatchableEntities": [
{
"name": "sheep-bighorn-lamb",
"scale": 0.85
},
{
"name": "deer-fawn",
"scale": 0.85
},
{
"name": "chicken-*",
"scale": 1.0
},
{
"name": "hare-*",
"scale": 1.0
},
{
"name": "pig-wild-piglet",
"scale": 1.0
},
{
"name": "wolf-pup",
"scale": 1.0
},
{
"name": "fox-pup-*",
"scale": 1.0
},
{
"name": "raccoon-*",
"scale": 1.0
},
{
"name": "hyena-pup",
"scale": 1.0
},
{
"name": "deer-*-baby",
"scale": 0.7
},
{
"name": "goat-*-baby",
"scale": 1.0
},
{
"name": "dog-*-pup",
"scale": 1.0
},
{
"name": "cat-*",
"scale": 1.0
},
{
"name": "foal-*",
"scale": 1.0
},
{
"name": "pheasant-*",
"scale": 1.0
},
{
"name": "goldenpheasant-*",
"scale": 1.0
},
{
"name": "capercaillie-*",
"scale": 1.0
},
{
"name": "wildturkey-*",
"scale": 1.0
},
{
"name": "gazelle-calf",
"scale": 0.8
},
{
"name": "crab-*",
"scale": 1.0
},
{
"name": "aurochs-lamb",
"scale": 1.0
}
],
{"name": "foal-female-draft","scale": 1.0},
{"name": "foal-female-arabian","scale": 1.0},
{"name": "foal-male-draft","scale": 1.0},
{"name": "foal-male-arabian","scale": 1.0},[/quote]
"mediumCatchableEntities": [
{
"name": "wolf-*",
"scale": 0.9
},
{
"name": "pig-*",
"scale": 1.0
},
{
"name": "sheep-*",
"scale": 0.9
},
{
"name": "hyena-*",
"scale": 0.9
},
{
"name": "fox-*",
"scale": 1.0
},
{
"name": "goat-*",
"scale": 1.0
},
{
"name": "deer-*",
"scale": 0.9
},
{
"name": "tameddeer-*",
"scale": 0.85
},
{
"name": "bear-*",
"scale": 0.7
},
{
"name": "dog-*",
"scale": 0.9
},
{
"name": "horse-*",
"scale": 0.7
},
{
"name": "gazelle-*",
"scale": 1.0
},
{
"name": "white-hart",
"scale": 0.8
},
{
"name": "aurochs-*",
"scale": 0.75
}
],
{"name": "horse-female-draft","scale": 0.7},
{"name": "horse-female-arabian","scale": 0.7},
{"name": "horse-male-draft","scale": 0.7},
{"name": "horse-male-arabian","scale": 0.7},

"mustBeBelowHpInPercent": 0.5
}

Moonbyes, Jul 13th 2025 at 12:38 AM

Shintharo12 oh yesss, i am SO excited for a tack mod. can't wait to decorate the heck out of my horses!!!

sekelsta, Jul 10th 2025 at 10:35 AM

Updates on the baby boom bug:
 - Updating to Genelib 1.1.7 MIGHT fix it. (Make sure to also update Equus to 1.1.9)

 - If it still happens on 1.1.7, please send us a server-main.log from the session where the birth happened. If possible, also send server-main.log from the session where the affected mare became pregnant. Additional logging was added in 1.1.7 to help pin down this bug.

Shintharo12 , Jul 10th 2025 at 7:34 AM

Moonbyes

Hi there :3 I'm very glad you're enjoying the mod. I'm not entirely sure what our plans are regarding compatibility with vanilla variants atm.
What I can say though is that Freaky from Cartwright has joined our team and has been working on a tack expansion mod that supports both Equus and Monoceros which'll add a variety of saddle and bridle styles in a bunch of different colours 👀
We sometimes post WIP screenies over on our threads on the VS discord if you're curious ^^

KeenBTF

They do flee from predators like wolves, bears and some of FOTSA's large carnivores but we haven't patched those to attack our horses

Kurokasi

This can sometimes happen if the right version of the dependencies (Jaunt and Genelib) aren't installed or enabled, make sure to restart the game after installing and enabling mods as well.

PureWinter

This is a known bug I've affectionally been calling the "baby boom" bug, one of our wonderful coders sekelsta from detailed animals and Genelib has been hard at work trying to find and fix the issue. My apologies for the surplus of cute babies for the time being XD

FluffyDiceDragon

Hi there, our horses don't have any intentionally different behaviour based on gender. Is this something that occurs with all the stallions in your world or only a select few?


KeenBTF, Jul 10th 2025 at 2:42 AM

Redumulis Yes, I use it just fine! Maybe post a screen capture of what you have and someone can help out?

Redumulis, Jul 9th 2025 at 8:54 PM

I'm trying to edit the config files of Animal Cages to make the horses moveable. Has anyone had any luck with this?

KeenBTF, Jul 9th 2025 at 3:47 PM

Do the horses have predators, or can I make an actual nice-looking pen for them lol

 

I absolutely love this mod! I am now catching all the pretty ponies XD

Moonbyes, Jul 9th 2025 at 2:50 AM

i LOVE the horses in this mod, they are modeled and animated beautifully! wonderful work!
the mod Vanilla Variants adds different craftable color variants for saddles which aren't compatible with your horses! i would love to see work with the mod eventually!
here's my pretty pair, High Stakes and Lovestruck. i was so happy to find the leucistic mare. hoping i can find an all-black melanistic one too. :)

 

Kurokasi, Jul 8th 2025 at 2:01 PM

Has anyone had this mod completly crash their game? 

 

PureWinter, Jul 7th 2025 at 4:07 AM

I love this mod so much, it feels like it's part of the game. 

Just sharing a hilarious moment where I turned around and my mare (I had just the female and male penned) had finally foaled like..a dozen foals!! Ha ha ha. Usually they have twins but this time she had a whole litter. I'm dying. 😂🤣
(I think the 'fast breeding' mod is to blame. It's supposed to just make things go a little quicker but this time it just made her have more I guess.)

 

I can count 20 in the screenshot loool. I guess..I'll have a wild horse herd nearby? I'm NEVER leaving them penned together ever again haha!

FluffyDiceDragon, Jul 3rd 2025 at 4:10 PM

Hello, love this mod (really love the genetics aspect to it especially) but I do have a question... I have some horses (4 stallions, and 8 mares) and while the mares are cool and calm and chill... the stallions will NOT stop going absolutely insane and seem to be able to teleport off of ropes and out of pens... is this a known issue or something?

There's no predators nearby (though I do have some on base as pets, they're far from the horses), I am still managing drifter spawns in my base but they're fewer all the time, they have food (which they ignore), they continue going wild even while trying to get gear on/off of them, they're constantly eating up their entire stamina bars and then napping and then continuing on.  If it matters at all they seem to mostly be trying to go east, east, north.

NemNem, Jul 3rd 2025 at 6:27 AM

Thank you so much for this mod! I love it so far!

 

I do have one suggestion - being able to use a post w/ a rope to tether your horse to so it doesn't wander off while exploring.

Nevermind, I discovered thw Medallion and bone flute. 

 

 

Steele_Rex, Jul 1st 2025 at 7:02 PM

Shintharo12 I would not worry /too much/ about the quantum entanglement unless other people start reporting it. Our server is doing all kinds of weird things with people dissapearing and ghosts of players showing up completely unrelated. We have accepted the madness and are all pretty patient people. 
And thanks for the hard work! We just updated our whole modlist so hopefully you won't see me back.

Shintharo12 , Jul 1st 2025 at 8:05 AM

Steele_Rex

Hi Steele! Yeah the baby boom issue is something we're aware of. We think we might've found a solution for it in the latest genelib release (1.1.5) 
So I'd highly recommend updating genelib to that version. Please let us know if you encounter that bug again after that.

The first issue you mentioned is something I haven't had reported nor encountered personally yet, but I'll definitely relay it to the team. Though without logs there's not a whole lot we can do to figure out the cause.

Steele_Rex, Jun 30th 2025 at 2:23 PM

Hello! I have encountered two very funny and very strange bugs while in a multiplayer server, running all the horse extension content. Wilder horses, Jaunt, Jaunt elk integration, and of course genelib.

The first one I am calling Quantum Entanglement. Occasionally, due to either server madness or the horses themselves, one horse will get stuck on an block or object (this first happened twice with baby horses getting stuck under a two block tall fence with a one block gap to seperate them from adults.), be stuck for a while, and a friend observed me T-posing (A-posing?) while running off from the horse pen. About a minute later, I teleported back to the horse that was stuck, and the horse was suddenly unstuck.
This happened twice, and was remembered through a game restart to try and shake the effect. The second time, it lasted longer before teleporting. It happened a third time later, lasting a full 5 minutes without me even being aware to suddenly teleport about 6 chunks to my horse pens.
This is hilarious, the horses are a quantum hazard. It's probably more due to server issues, but i have not had it happen with other entities.

The second bug is more likely an issue with multiplayer, genelib, or the way the horse genetics are set up. (I'm blaming multiplayer). This seems to be genetic, but my horses seem to be carrying a "12 identical babies at a time" gene, because it only happens with select pairs and sometimes they have the normal 1 or 2 babies. Horse explosions, figurative and literal, have been happening with people breeding horses and then trying to clean up the uneeded extra 11 colts. I havent counted the exact baby number, but it seems around 12.
For the identical-ness, i believe it also works with twins, so you will get 24 babies, 12 of them being identical to eachother, as well as the other 12.

I do not have access to server logs, but i thought I would share in case anyone else encounters this or if our server is just cursed.
Edit: We are running 1.20.12 with quite a few other mods, i can comment a list for you if you'd like.

Shintharo12 , Jun 28th 2025 at 7:58 AM

Khana

the 1.21.0 taming mechanic isn't in yet, horses still function the same as before ^^

Shintharo12 , Jun 28th 2025 at 7:57 AM

Huw
I went and checked on Jaunt's mod page and safwyl mentioned something about having to check "Mouse click modifiers locked to sneak/sprint keys" in order for the remap to work. So maybe you could try that?

Khana, Jun 27th 2025 at 12:31 PM

ok so im guessin the tamin is now installed... how the hell do u do tame?

 

 

Huw, Jun 26th 2025 at 3:08 PM

Is there anyway to change which button to press to increase gait? i use SHIFT for sprinting and CTRL for sneaking normally which just dismounts from the horse with this mod. cheers

Skyland3r, Jun 22nd 2025 at 8:54 PM

Hi, the mod is amazing, one of the best for sure! I wanted to ask if someone have issues when youre riding a horse and he is randomly stopping and running in place until you will press 'w' again, maybe it is caused by other mod

Cowent1n, Jun 22nd 2025 at 11:08 AM

safwyl I feel so stupid. I misread and thought it was either jaunt or genelib. I am sorry I wasted your time and thanks for helping me out!

safwyl, Jun 21st 2025 at 4:23 PM

Cowent1n make sure you installed the new dependency library "Jaunt" both server and client side (server may not automatically grab it like the client)

Sihg, Jun 21st 2025 at 8:44 AM

Hi! The mod is amazing, and I was wondering if it would be possible to add support for a second player on the horse. For roleplay servers, it would be great to go on adventures together riding the same horse.

Noctisvah, Jun 21st 2025 at 2:39 AM

Hmmm tasty horse meat.

Cowent1n, Jun 20th 2025 at 11:04 AM

Hey there, I absolutely love your mod. It's been a blessing, especially when Feverstone's devs have been sadly so quiet lately.
I promise I followed the instructions: yet after I backed up my save before updating equus and genelib, I launched it to find that horses were completely gone.
I tried to set up again the back up map, horses have disappeared again. I am playing on a private server with friends, is there anything I am missing here? Does that mean I simply can't play with the newer version of this mod on this map?

Bobosaw, Jun 20th 2025 at 10:44 AM

Shintharo12

Super. I am definitely looking forward to the taming process too. Hopefully all goes well. Thanks for the reply.

Shintharo12 , Jun 20th 2025 at 7:23 AM

Bobosaw
Hi there, we did this to bring them more in line with the vanilla timings (the previous 36 days was a miscalculation on my part). 85 days is about 1/4th of irl time. A horse pregancy lasts on average about 340 days.

Ofc you're more than welcome to use mods like faster breeding to speed things up to your own liking

In the meantime we'll be working on getting horses ready for 1.21.0 where they'll have a proper taming mechanic ^^

Bobosaw, Jun 20th 2025 at 5:44 AM

I think an 85 day pregnancy is way too long. You cannot resonably get a generation 10 horse while they're pregnant for most of the Vintage Story year. 

ThePogdra, Jun 19th 2025 at 2:13 PM

Horses are great, well done. Only thing they need is an option to configure the step-up-speed. These cubes are a blessing, and a curse... 

BlackMoonHowling, Jun 18th 2025 at 3:05 AM

Thanks for the amazing mod, great attention to detail! Now I just need stuff to make a medieval tack room lol!!

FriedFlounder, Jun 15th 2025 at 12:24 AM

I LOVE THIS MOD!!! So beautifully done! Even the horse sounds and riding sounds are amazing! Wonderful work!

I was wondering, how does the jumping work? Is it a flat "always jumps a set height when space is pressed", or is it a "hold space to charge a bigger jump" type deal? I can't tell for sure in-game. Feels like a set jump height. And if so, is there a way to increase the horse's jump height via a config option or part of the json I could edit? They can step up 2 blocks, so I'd like mine to be able to jump up at least 3 blocks.

Any help would be appreciated. Thank you all so much for this mod and all the love and care you all have clearly put into it!

Kudamas, Jun 10th 2025 at 2:11 PM

Hello! Just wanted to say thank you for making this fun mod! My daughter and I are enjoying it immensely

Vari_Ares, Jun 9th 2025 at 8:20 PM

Shintharo12 Yes done ! 

ScatteredA, Jun 9th 2025 at 7:23 PM

It might just be rng, but I've only seen lone males spawning and in the 30 or so horses that have wandered through the valley I'm based in on this server they were all lone males! I might just try to readd the mod and see if that helps at all. 

 

EDIT:

Reinstalled and finally saw some females a few days later :)

Shintharo12 , Jun 9th 2025 at 5:11 PM

Vari_Ares

Are you on the VS discord? There's a mod thread for Equus, you could send it to me there. Or dm it to me that's good too.

Vari_Ares, Jun 9th 2025 at 3:39 PM

Shintharo12 Thx ! Where can I send you the lang file ? ^^

Shintharo12 , Jun 9th 2025 at 7:06 AM

ScatteredA

I think it's probably just RNG, male and female horses both have an equal chance to spawn, but males almost always spawn in groups with other males (think bachelor herds) while the females spawn in a group of females with typically only one male.

Vari_Ares

Hi there! I'm more than happy to include lang files for other languages if anyone wants to make any ^^

ScatteredA, Jun 8th 2025 at 8:27 PM

Slightly weird thing happening, there are horses spawning but they are all male. The only mare I have is one I spawned in

Vari_Ares, Jun 8th 2025 at 4:50 PM

I love your mod, do you need help for French Translation ? I can help  ! I would love to see a French one for this mod and your others like the Unicorn (if this is not yet) ! <3

MRGOOSE, Jun 6th 2025 at 11:34 AM

elks should be buffed when this mod is installed, otherwise there is no reason to buy a tamed elk from a trader. like maybe having faster speed, or the saddlebag having less storage on a horse than an elk.

safwyl, Jun 6th 2025 at 1:51 AM

MRGOOSE that was a test patch that we hadn't finalized and shouldn't have been pushed to the released version. My apologies, I've pushed an updated version (1.1.4) without it. Although since they don't in fact respect stamina there should be no problem with using the previous version other than the visible hud bar

SparkStorm reported on the official discord for vanilla, "I'm experiencing an issue on the official Vintage Story server where my animals, which are fully enclosed inside a barn (surrounded by blocks), somehow manage to escape. My base is located at Y 110. When I travel down to Y 10 (directly below my base) and then return to the surface, my animals appear to have escaped their enclosure."

SparkStorm, Jun 5th 2025 at 10:43 PM

@Shintharo12 

Do you have any more information about this bug? It's the first i've heard of it. I've had several generations of chickens grow in my barn without issue, im up to gen 8 now and none of them have escaped. The only thing I had changed recently was installing the 2 mods so i'd find it hard to believe they're unrelated

MRGOOSE, Jun 5th 2025 at 6:12 PM

is it intended for elks to also have stamina system? it drains when sprinting but once it is drained it doesnt stop sprinting.

Shintharo12 , Jun 5th 2025 at 8:41 AM

Fearadach I'm happy to hear that :D

Oniiyon No worries! XD

ScatteredA I'll eventually get to adding genetics and the gait system to the monoceros mod as well yes :3 Granted the unicorn genetics will be a bit less expansive colourwise. I want to mainly stick to grey coats for the scottish unicorns and dun for the indian ones.

Vari_Ares I was already aware of this yes ^^ but thanks for telling me anyway 

Shintharo12 , Jun 5th 2025 at 8:36 AM

SparkStorm
Hmmm this sounds a lot like the "Animals escaping enclosed barns when moving vertically in height" bug that's been in vanilla since 1.20.6
This mod doesn't change anything in regards to how other animals spawn.

Fearadach, Jun 5th 2025 at 6:01 AM

While I love your mod as a whole, that horse ears animation during swimming is the best. :D

SparkStorm, Jun 5th 2025 at 1:13 AM

After installing this mod and genelib, my pigs and chickens started spawning outside of the barns i set up for them. I am having to roll back my server because of this. 

Oniiyon, Jun 5th 2025 at 1:11 AM

omg I am so sorry you are so right, they dont get out of fences haha-- 
they were just climbing over my castle walls https://imgur.com/a/TAHZCAG but I hadnt tried an actual fence until you suggested it haha 
so sorry for wasting your time!

ScatteredA, Jun 4th 2025 at 10:51 PM

So excited to see that this is out!! I hope these colors will be coming to your unicorn mod as well :)

Vari_Ares, Jun 4th 2025 at 4:58 PM

Hi, I LOVE your mod !!! I also see on your "To Do" you want to add a taming mechanism, that great ! But I want to inform you than the next update (1.21) have BIG chances to have a new taming mecanism for Elks and futures animals, and that really cool, so if I were you I would wait this ! <3

Shintharo12 , Jun 4th 2025 at 4:38 PM

Moby_

No, sorry. We're technically using texture alternatives, they're not all seperate entities (per coat I mean)

Shintharo12 , Jun 4th 2025 at 4:35 PM

Harrwea

If you're on discord then there would probably be the easiest.
If not then in a comment here I suppose. You could add a spoiler thingy and copy paste it in there I think?

Spoiler!
like this
Harrwea, Jun 4th 2025 at 4:20 PM

Shintharo12 i have just had another one. i have checked all the logs and there is nothing there with the time stamp that it happened. i am happy to send you the logs. but i dont know what information you will get out of it, as it is not crashing the game, gust closing everything as if someone went into task maneger and clict end task. how would you like me to send the logs?

Moby_, Jun 4th 2025 at 2:36 PM

Shintharo12 ooh, nice! I thought it was for speed and other attributes like in MC x)

Is there a way to spawn them from creative mode with specific coats?

Shintharo12 , Jun 4th 2025 at 2:28 PM

Harrwea

Hi there, I'm sorry to hear that happened to you :(
Could you go to the VintagestoryData/Logs folder and send us the log when it does this again?
That way we can look into what might be causing the issue ^^

Shintharo12 , Jun 4th 2025 at 2:22 PM

Moby_

Hi there, that's uh exactly what we're already using GeneLib for
There's currently like 50 coats but I've got a few more to add later on ^^

Moby_, Jun 4th 2025 at 12:26 PM

Amazing mod, love it!

Would love to see more coats, maybe even with genetic transmission of coats using GeneLib? x)

Harrwea, Jun 4th 2025 at 10:13 AM

hi iv been having some trobel with the mod. if i jump to mutch the game will closs, it dosen't crash because it dosen't bring up the error meseg to say it has crashed. this has never hapend to me befor i downloded this mod. if there is any advis on how to fix this or even if it could be fixed in a patch that would be brilient. other than that the mod is realy good.

Shintharo12 , Jun 3rd 2025 at 8:00 AM

Oniiyon

Hi! Honestly I'm very curious what fence you used because I have not been able to get them to go over any in my tests :0

As for walls they can climb up to 2 blocks high ^^ 

Oniiyon, Jun 3rd 2025 at 4:24 AM

Hiiii I'm a little dumb, and was wondering how I get the horses to stay together long enough to breed? since they stay wild, they just scatter in opposite directions when climbing off them... and my stallion can clean walk over fences and walls so he 100% never sticks around long enough to make tiny hims  😭

Shintharo12 , Jun 2nd 2025 at 7:33 AM

Hi calicosocks
I've got some good news for you, gaits (the ability to cycle between walk, trot, canter and gallop) are coming in the next update which'll be soon™

As for the other 2 things I'll look into it, but I can't make any promises
I think I'll be able to fix the heigh at which they start swimming, but the sound thing would require me to either find royalty free audio to use or have someone with experience in regards to audio help us make some?

calicosocks, Jun 2nd 2025 at 4:26 AM

hi! i've been playing with this mod for the past few days and i've absolutely fallen in love with it!

 

i do have a couple of suggestions / feedback based on my gameplay:

  • when going through a body of water that is one block deep, the horse's animations switch from the standard land animations to deep water swimming, even though they are definitely tall enough to be able to walk through one block deep water just as the player does. because the horse is swimming in shallow water, their body kind of goes through the ground because they're too low. the hoofbeat sounds also still play in one block deep water while the deep swimming animation is ongoing, but they do not play in deeper water, so it seems like the horse is not supposed to be swimming in shallow water? i'm not sure on that one, it could just be coincidence.
  • a different set of hoofbeat sounds for when walking through water would also be really neat, so that it doesn't sound like they're still walking on dry land!
  • a way to toggle gaits would be amazing, ie. switching from trot to gallop and back down from gallop to trot without having to fully stop while the horse is galloping to then start trotting again. how this would be best implemented i am not sure, but one way could be a toggle that cycles through gaits, from slowest to fastest once the other gaits are added, ie. walk > trot > canter > gallop, and perhaps in addition having separate specific keybinds that will give a cue to have the horse shift to a specific gait, so that there is a higher degree of control as the rider.
Shintharo12 , May 31st 2025 at 4:06 PM

Hi LivCi!

1:We're adding the head turn animation for the idle turn in the text update, but it won't be more than that for now. (So it's the same as the elk)
2: Yes that is completely normal

3:Selection slots are always a bit of an issue, I'll look into it but I don't think we'll have a fix for it in the near future
4: Yes this is the error I talked about in the description above, it's fine. Until we find a better way to patch in the bedroll it'll stay there but it shouldn't affect gameplay.

LivCi, May 30th 2025 at 3:38 PM

Hi, love the mod! I have some things to report after testing:

  • the horse has no animation for turning around while standing still
  • is it normal for the horse to keep moving forward on its own once I press the W key once without holding it down? This only happens for the bridle with curb bit, so I assume it's a feature, since it says it's meant for long distance travel.. maybe?
  • left clicking the bags slot opens the saddlebags inventory instead of counting as a hit to the horse
  • I get this error upon joining my singleplayer world:

 

Patch 2 (target: game:blocktypes/wood/bed.json) in equus:patches/attachment-patch.json failed because supplied path /attributesByType/bed-hay-*/attachableToEntity/attachedShape is invalid: The json path /attributesByType/bed-hay-*/attachableToEntity/attachedShape was not found. Could traverse until /attributesByType/bed-hay-*/attachableToEntity, but then 'attachedShape' does not exist. Full json at this path: {
"categoryCode": "bedroll"
}

Shintharo12 , May 30th 2025 at 9:45 AM

Tenko_Shim

Have you double checked that both mods are also enabled on client and are loading correctly on both server and client?
I had a similar issue yesterday and it turned out that the game had disabled the mod on my client for whatever reason but after enabling it again my horses were back on the server.

Let me know if that doesn't help though

Shintharo12 , May 30th 2025 at 9:42 AM

JustaKobold

Stallions have a chance to spawn as little bachelor herds, so it sounds like you've been encountering those, which is normal

Tenko_Shim, May 30th 2025 at 9:23 AM

found a bug, caused on a server gameplay.

After riding a horse and server restart, horse will dissapear, even with medalion, it will disappear.

 

JustaKobold, May 29th 2025 at 9:13 PM

I seem to only find stallions. ive come across over a dozen horses in my area and every single one has been a stallion... bug maybe?

safwyl, May 29th 2025 at 9:06 PM

HugoTaiga this is expected and ok to ignore, has to do with managing bedroll patches for third party mods but shouldnt impact gameplay

Hugomir, May 29th 2025 at 8:00 PM

When I try to load a world with equus_1.0.6 and genelib_1.0.3.zip the following error appears on console:

 

29.5.2025 22:55:45 [Server Error] Patch 2 (target: game:blocktypes/wood/bed.json) in equus:patches/attachment-patch.json failed because supplied path /attributesByType/bed-hay-*/attachableToEntity/attachedShape is invalid: The json path /attributesByType/bed-hay-*/attachableToEntity/attachedShape was not found. Could traverse until /attributesByType/bed-hay-*/attachableToEntity, but then 'attachedShape' does not exist. Full json at this path: {
  "categoryCode": "bedroll",
  "attachedShapeBySlotCode": {
    "lowerback": {
      "base": "item/wearable/hooved/strawbed"
    },
    "lowerback-megalocerosgiganteus": {
      "base": "cervinae:item/wearable/megalocerosgiganteus/strawbed"
    }
  }
}

AgentOfChaos, May 29th 2025 at 7:07 PM

odd beacuse everytime they take any damage or i try to heal them they instant aggro onto me.

 

Shintharo12 , May 29th 2025 at 9:03 AM

AgentOfChaos

Hi there, they've got like a 10% chance to attack when hurt (even when you're not necessarily the one to hurt them)
As for the healing, I don't think you can actually heal them yet in v1.0.6 but we're working on introducing the woundable/healing mechanic in a later update
Currently they heal over time though, so if your hooved friend gets hurt give them some time to recover in the pasture or stable ^^

As with most other animals in the game the fleeing and attacking behaviours stop when fully domesticated.
There's a link in the FAQ section that goes to the wiki page for domestication in case people were wondering how it works

AgentOfChaos, May 29th 2025 at 4:40 AM

is it meant for them to attack you when you heal them or when they take any type of damage?

 

 

JustaKobold, May 29th 2025 at 2:39 AM

Thanks for the info, ill go ahead and give it a shot and see how it goes and if i dont like it well ill check out the configs

MamaCrow, May 28th 2025 at 7:59 PM

Sekelsta Thank you for taking my constructive comments gracefully, I second guessed myself because I never wanna be a yumyucker. People should play how they want to play, period. Realistic breeding and animal husbandry is something people can defiitely be passionate about. Wanting something like this and not wanting it are equally valid. I will definitely give it a try when I have the time. Thank you again.

sekelsta, May 28th 2025 at 7:47 PM

MamaCrow and @JustaKobold I'd recommend actually trying it; I think you'll find that it's implemented in a non-frustrating way. But if you'd rather not, genelib also has a config setting to reduce the impact of inbreeding or disable the effect almost entirely. This setting applies to horses at spawn-time and won't change for existing horses, but you can make the horses in newly spawned chunks be about 99.9999% inbreeding-proof. More info about the config is now linked from its mod page.

Also I seem to have given a misimpression of what genelib is on it's description page, the inbreeding stuff is actually just a very tiny part of it. I'll see about updating that.

Shintharo12 , May 28th 2025 at 7:34 PM

ElusiveEnigma

I'd like that, are you on discord?

Shintharo12 , May 28th 2025 at 7:32 PM

CrusadingPriest

You can already breed them! they even have colour genetics :D

CrusadingPriest, May 28th 2025 at 7:24 PM

Love the mod! I've been looking for a Horse mod for awhile now. I wish you could tame and breed them but this works for now. Have you ever thought of utilizing the PetAI mod to add taming and Breeding?

 

ElusiveEnigma, May 28th 2025 at 6:53 PM

Shintharo12

If you would like a hand doing the Butchering compatibility, let me know. I have already done one for the Aurochs of Medieval Expansion. Am happy to lend you assistance. 👍

JustaKobold, May 28th 2025 at 6:34 PM

I gotta second Mamacrow on this one, breeding and capturing and domestication is already tedious enough that addding inbreeding issues into the mix makes its very unfun. Please make genelib voluntary 

MamaCrow, May 28th 2025 at 5:14 PM

Love this but I'm not interested in using Genelib. Breeding is already way too difficult a process without introducing inbreeding. Though realistic, it just makes things unfun. 

Evoken, May 28th 2025 at 4:18 PM

+1 Having that on 1.20.7 would be really great

MikaMi, May 28th 2025 at 3:42 PM

yipee horse time! they look so cute <3

wojtek16, May 28th 2025 at 1:59 PM

Does anyone know if this works in 1.20.7? Omg I would LOVE to install it in our server world, we have been missing the previous horses mod, and this would be so amazing to have added!

Beautiful Mod!

Vilderos, May 28th 2025 at 12:46 PM

Great work with this mod! These ponies are so beautiful <3

Shintharo12 , May 28th 2025 at 12:23 PM

B0YAR

It's been added to my to do list, will try to include it in one of the next updates.

Same with the unicorns though that'll take longer.

B0YAR, May 28th 2025 at 11:46 AM

Shintharo12

Please add compatibility with Butchering mod. We love hunt on the horses and cook them! Yammy!

Hydromancerx, May 28th 2025 at 7:55 AM

Congrats on getting this mod released! Great job! Proud of you!