Mods / Equus: Wild Horses

Tags: #Creatures
Authors: Shintharo12, sekelsta, Freakyuser396, safwyl
Side: Both
Created: May 27th at 5:51 PM
Last modified: 2 days ago
Downloads: 11213
Follow Unfollow 318

Recommended download (for Vintage Story 1.20.12):
equus_1.1.9.zip  1-click install


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

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

 

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

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 :)

 

To do

- Add a taming mechanism

- Add the missing color combinations (mealy, cream, leopard combinations)

 

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
  • and everyone else who offered ideas, advice and suggestions <3

 

Attribution List:

Mod Version For Game version Downloads Release date Changelog Download 1-click mod install*
1.1.9 652 2 days ago equus_1.1.9.zip 1-click install
  • Fix swim crash, again...
1.1.8 558 4 days ago 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.

1.1.7 883 Jul 6th at 2:37 PM equus_1.1.7.zip 1-click install

fixed the swimming crash

1.1.6 215 Jul 5th 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
1.20.11 - 1.20.12
2688 Jun 19th 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
1.20.11 - 1.20.12
3020 Jun 6th at 1:45 AM equus_1.1.4.zip 1-click install
  • Remove test elk patch that shouldn't have been released yet 😅
1.1.3 578 Jun 4th 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
1.1.2 116 Jun 4th 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

1.1.1 791 Jun 3rd 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 99 Jun 3rd at 6:30 PM equus_1.1.0.zip 1-click install
  • Add stamina system
  • Add multiple gaits
  • Fine tune animations
1.0.6 1613 May 27th 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


89 Comments (oldest first | newest first)

💬 Redumulis, 2 hours ago

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, 1 day ago

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

💬 sekelsta, 4 days ago

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 , 4 days ago

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, 4 days ago

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

💬 Redumulis, 4 days ago

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

💬 KeenBTF, 5 days ago

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, 5 days ago

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, 6 days ago

Has anyone had this mod completly crash their game? 

 

💬 PureWinter, Jul 7th 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 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 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 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 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 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 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 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 at 12:31 PM

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

 

 

💬 Huw, Jun 26th 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 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 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 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 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 at 2:39 AM

Hmmm tasty horse meat.

💬 Cowent1n, Jun 20th 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 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 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 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 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 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 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 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 at 8:20 PM

Shintharo12 Yes done ! 

💬 ScatteredA, Jun 9th 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 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 at 3:39 PM

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

💬 Shintharo12 , Jun 9th 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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

💬 HugoTaiga, May 29th 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 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 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 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 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 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 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 at 7:34 PM

ElusiveEnigma

I'd like that, are you on discord?

💬 Shintharo12 , May 28th at 7:32 PM

CrusadingPriest

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

💬 CrusadingPriest, May 28th 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 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 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 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 at 4:18 PM

+1 Having that on 1.20.7 would be really great

💬 MikaMi, May 28th at 3:42 PM

yipee horse time! they look so cute <3

💬 wojtek16, May 28th 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 at 12:46 PM

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

💬 Shintharo12 , May 28th 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 at 11:46 AM

Shintharo12

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

💬 Hydromancerx, May 28th at 7:55 AM

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

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