Mods / Equus: Wild Horses 2.0
- Tags:
- Authors:
- Shintharo12, Freakyuser396
- Side:
- Both
- Created:
- Jul 22nd at 8:12 PM
- Last modified:
- Aug 25th at 6:46 PM
- Downloads:
- 36610
-
Recommended download (for Vintage Story 1.22.0 - 1.22.7):
equusferus_1.0.6.zip 1-click install
Equus: Wild Horses 2.0
This mod is pretty much my successor for the original Equus: Wild Horses mod,
After the release of the Destrier I wanted to update the wildhorse model as well, but we ended changing so many things accross the whole mod that I decided to make it a seperate mod. Yes you can technically use this and the original equus (they're fully separate) at the same time, but I recommend switching over to this version alone when you can (but note that these horses do not replace the existing equus horses)
This mod combines what you know and love from Equus with some of the new improvements and QoL changes we made in Equus: Medieval Horses ^^
Now a bit more about the horses in this mod;
The Ferus horse is a fictional species of wild horse based on eurasian wild and feral horses (both living and extinct), I especially drew inspiration from the Przewalski's horse and mongolian horses hence the larger head and stout body (with some artisitic liberties taken as well of course :3)
These horses spawn in herds, these can either be regular herds or smaller bachelor herds. They can be pretty skittish so you might need to lure them with food into a fenced pen or pit or chase them into one. Once trapped you can tame them by riding them repeatedly.
Once tame you can equip them with a ferus saddle and bridle to ride them. If you've equipped them with a medallion you can also call them with a Jaunt Flute, not the regular bone flute.
If you're unsure where stuff is equipped on the horse make sure you've got the interaction help overlay enabled (CTRL N), it'll show you where what goes and what keybinds to press
Currently includes:
- The Ferus horse (with genelib coat genetics and different age stages)
- Ferus specific saddles and bridles (they can use vanilla saddleblankets and saddlebags)
Roadmap:
- A gene checker of sorts
- Crossbreeding
- More variants for roan and tobiano
- Biomes support
Known issues (not necessarily caused by this mod):
- Any mount or vehicle entity has a chance to be despawned by the game when the game crashes or a chunk loads too quickly, the ownership marker does sometimes survive even if the entity doesn't (this doesn't stop you from claiming a new one)
- If you're using the sprint toggle setting then the snaffle bit bridle won't work as intended, consider either using a curb bit bridle or disabling sprint toggle
- Since 1.22.4 large lanterns are attachable to entities again instead of only the small lantern. Only the small lantern is currently supported.
Dependencies
To use this mod you need to have the following installed:
if you want to use the config you need to have configlib and its dependencies installed (on both server and client in multiplayer)
Recommended mods
- Tack and Equipment (adds a bunch of new saddles and bridles that also work on the Ferus horse starting with version 1.3.0)
- Footprints (adds lil hoofprints)
- Natural fertilizer (if you feed your horse it'll make manure that you can turn into fertilizer for your farm)
- Elk Physics (adds smoother stepup and allows you to ride through leaves)
Found a bug?
When reporting a bug please list the following in your comment:
- What version of equusferus, jaunt and genelib you have installed
- What version of the game you're on
- What events led up to the issue occuring, can you recreate the issue, if yes then how?
- Does it occur when only equusferus, jaunt and genelib are installed?
- Does anything weird pop up in the client-main and server-main logs?
Comments that just say "this doesn't work" without any additional information do not help me
Please remember that I work on this mod in the limited free time that I have outside of my fulltime job, it can take me a while to find and fix bugs
FAQ
- Can you use a boneflute for the horse?
- No you have to use the Jaunt flute and bind it to the horse first using the relevant toolmode
Special thanks
- sekelsta
- foxcry
-
cams_sten8351
- safwyl
- dinolord919
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.0.6 | equusferus | 19534 | Aug 25th at 6:46 PM | equusferus_1.0.6.zip | 1-click install | ||
|
fixed the forlorn hope blanket not displaying correctly | |||||||
| 1.0.5 | equusferus | 527 | Aug 25th at 7:07 AM | equusferus_1.0.5.zip | 1-click install | ||
|
possible fix for the issue where you could tie 2 horses together and get stuck | |||||||
| 1.0.4 | equusferus | 9464 | Aug 2nd at 12:29 PM | equusferus_1.0.4.zip | 1-click install | ||
| |||||||
| 1.0.3 | equusferus | 1601 | Jul 31st at 7:26 AM | equusferus_1.0.3.zip | 1-click install | ||
| |||||||
| 1.0.2 | equusferus | 1953 | Jul 28th at 7:44 PM | equusferus_1.0.2.zip | 1-click install | ||
| |||||||
| 1.0.1 | equusferus | 2330 | Jul 24th at 7:37 AM | equusferus_1.0.1.zip | 1-click install | ||
| |||||||
| 1.0.0 | equusferus | 1201 | Jul 22nd at 8:33 PM | equusferus_1.0.0.zip | 1-click install | ||
|
initial release, let me know if you run into any issues | |||||||








Hey I was thinking, would it be possible to get a compat with the butchering mod where youre able to store animal corpses on the back of the horses to bring back to base like in red dead redemption 2? I don't know how possible that would be but that would be a huge bonus
We have compat for the butchering bags, but unless the butchering mod adds that feature to the elk it's unlikely we'll be able to do so for our horses
Is the Ferus horse compatiable with the pillion seat or has an equilvant? I've read the Destrider from Medieval Horses have that functionality, but I don't see it mentioned here.
No they don't. Someone did make a mod for that but ferus horses are not intended to carry 2 seraphs
I got a stallion saddled and bridled up, brought him to my base and went inside to grab a medalian, and when I came back out he was gone? I went into creative mode to look all around and unless he just sprinted off into the distance I think he despawned. This is a problem I've had with Elk and your previous horses, so not exclusive to these dudes mostly just mounts that you put saddles on in general. Idk hoping maybe someone could shed some light on whatever's happening here
I'd assume it's this issue which affects quite a few entities both vanilla and modded: https://github.com/anegostudios/VintageStory-Issues/issues/9697#issuecomment-5291446700
it should hopefully be fixed in 1.23
https://mods.vintagestory.at/elkmaterializer you might find this mod helpful though
hello! is this working on the new version of the game? we've found the medivial horse traders however even after going around 10k blocks in all directions havent found a single ferus horse in the wild. we've tried reloading the mod but its still not spawning horses. additonally the jaunt and gene mod show as grey in the mod manager however it will spawn horses in creative. is this a bug or are there any fixes we can try? <3
I've been running it on my 1.22.7 server without issue, so yes
It might just take a while before any start spawning if you have confirmed that this mod and its dependencies are properly loaded on your server
You could, to be safe, remove those mods, clear your cache and redownload&reinstall them then confirm they're loaded in your client or server-main log files or the console
You could also increase the spawnrate using the config (which requires configlib or configkit)
thank you so much! we'll try those tonight and let you know! :D
Bug: Rope Dupe
Possable Cause: I tied a horse to a tree and the server got restarted. Came back and there was a lot of snapping sounds and over 30 ropes of the ground as a pile of items. I used a vote restart command to restart the server after moving the horse away from the tree and have cut it down. It wasn't wearing a saddle or any items. It had already been pacifyed so it wont run away when we get near it and even after tieing another rope to it and leading it away it kept tring to reattach the rope. I think it was still occuring even after the tree was cut down. Looks like it also persists across restart even with the tree gone?
Equus: Wild Horses 2.0 | 1.0.6
Jaunt | 3.3.1
genelib | 3.2.1
No sus logs that I can see.
Edit: I think its stopped? I havent heard snaping in a while.
Edit: NVM. It looks like the horse needs to be moving for it to keep duping? Its quite intermitent.
Edit: Happens more often if you walk between the horse and the spot the rope was ment to be anchored.
Fastest way to contact me is on discord if you need more info / want to see it happen on the server. Same username as shown on this post.
This is a vanilla bug, supposedly fixed in 1.23
https://github.com/anegostudios/VintageStory-Issues/issues/9443
Hello and thank you for this amazing mod!
I didn't find an answer for my question so i hope to find it here. Is there a way for me to ride my friend's horse? My friend had many tamed horses around our base, but recently left our server and I need to move them somehow in a different place - how can i do this?
Since only one horse can be claimed by a person at a time you should be able to most of them by either rope or riding them. As for the one that they did put a medallion on, you could either use the entity mover tool or use something like animal cages to move it? I don't think there's a vanilla command to change ownership of a mount currently
Hello thanks for this nice mod.
On a server with a friend. After 5 months we didnt see any horses.
Should we look for specific biomes ?
They tend to spawn in temperate plains and forests
but if you're not seeing any after that long I'd try reinstalling the mod and its dependencies to make sure it's properly loaded
Hellooo! I am playing on a server where some of us planning to build a desert trading city and I was wondering are you planning to make like camels and other rideables as well? All in all great mod btw looking forward for any updates in the future! :3
I do believe camels are planned for vanilla so probably won't be tackling that myself, but we do have some other mounts planned after we finish the draconis update we're currently working on ^^
Glad to hear you like the mod though :3
It would be really cool if the saddles from this mod, and/or the Tack and Equipment were compatible/exchangable with the vanilla saddles, even if it was just done with a universal saddle of some kind that you could enable in the config.
Right now having so many different saddles across all the various mount mods it's been difficult, and using a lot of leather on the wrong saddle in the early game on tougher servers is devestating lol. I really hope that it could be added somehow for general quality of life improvements.
Because of course, I absoultely love this mod, and the new models in 2.0 are amazing!! I got a cream colored horse with blue eyes out in the wilderness and it made my day, I love being able to horse girl in my survival task simulator game lol, and your model quality and coat options is awesome!♥️ Thank you so much for all your hard work thus far! It is a must have in all of my saves :)
I'm not entirely sure what a "compatible/exchangable with vanilla saddle" saddle would entail, do you mean being able to turn a vanilla saddle into a ferus saddle through a recipe?
All of the saddles in tack and equipment can be used on both ferus and destrier horses (the ancient fur saddle is pretty cheap too, no leather required), but I can't really do much about saddles from other mods (outside of equus)
hello! it seems no one else has been commenting about this, so i thought i would! in what seems to be the latest update still (2.22.7- mod versiod 1.08) there is an issue with horses and boats. basically, the player gets on the horse while its on the boat, and will no longer be able to get off of the horse. its gotten so bad the server this is happening on (otter creek new horizons) has had to ban on putting horses on boats :( the server is seven days old and has everything up to date so i dont think its a dependancy problem. thank you for your hard work!
Hi there, we'll look into this, thanks for reporting
Should be fixed in today's Jaunt update
Hi; first and foremost amazing mod keep up the good work! :)
I played now around 11 hours in a new world, and changed the standard word map generation.
Not to drastically, just to make the world more flatten out a bit. But I cant find any horses, is that somehow correlated?
Might just take a while for them to spawn, or you might not be in their spawn climate range
Attached a rope to my horse and tied him to a fence. Undid the rope and try to ride away with the horse. We can get quite far but a non-existent rope keeps pulling us back to the spot where the fence is and then the rope snaps. Ropes get duplicated on the floor around this area, and we can not ride further away than an x amount of blocks from the fence. Also when I break the fence the invisible ropes keep pulling us back to that spot and duplicating items on the floor.
Vanilla rope bug it sounds like
hello I don't know if anyone have the same issue but I cannot change the speed of my horse anymore, I can go from walk to trot but I cannot go higher to galop. I don't know why, like normally (like the week before it was working well) I press one time "sprint button" to go trot and one more to go galop, but the galop doesn't work. I uninstall/install the mod and even the game nothing change. I am lost I don't know what to do. Does anyone have the same issue?
I had this same issue for some time, after some experimentation i found that pressing the sprint button whilst holding Alt allows them both to canter and gallop
Quoting from the mod discription above under the section "Known issues":
" If you're using the sprint toggle setting then the snaffle bit bridle won't work as intended, consider either using a curb bit bridle or disabling sprint toggle"
This refers to the issue you're experiencing, hopefully that helps ^^
How do i bound the flute with the horse?
i put medalion but it doesn't say anything about bounding
you need a jaunt flute and then press F to open up the toolmodes and switch to binding there
Thank you so much i was confused to how to switch to Bind mode, since it wasn't in here desc and handibook!
No problem, the FAQ does mention toolmodes and I assumed people would know how toolmodes work since it's used for clayforming, smithing and prospecting in vanilla as well
I saw in another mod about Trains and railroads that you can fuel trains using any kind of liquid. Drawing on my time playing Schedule 1 i wish to ask. Is it possible to milk horses?
it should be
If I replace this on world that had the equss wild horses 1.0 will despawn the previous tamed horses?
Yes, it does say so in the mod description:
"I recommend switching over to this version alone when you can (but note that these horses do not replace the existing equus horses)"
Hello! I tried to spawn the horse in creative mode but i'm not able to put them on the field, is this normal?
also I update my game from legacy to current 2.0 but unfortunately my horse despawn is that also normal?
No, please check if you have all the dependencies installed, if you do, then try clearing cache and try redownloading the mods and installing them
But yes if you remove Equus and install Equus 2.0, all Equus horses will despawn
This is my favorite mod, it and the legacy version are a staple in all my modpacks and it's genuinely what got me into vintage story. I have a couple critiques though if you don't mind:
- The footstep audio is jarring when most of the time the horse is walking and running on grass, it sounds more suited for walking on cobblestone or roads.
- Vanilla creatures like wolves and bears do not attack horses, so you're never at risk of loosing them to predation. I'm not sure if this is possible to change but it would be neat.
Thanks for making this amazing mod!
Honestly, yeah a softer sound for walking on grass or sand would be nice.
Also I didn't know about Wolves and Bears not going after the horses... Still keeping my horses in a paddock tho cause they wander off eventually ;-;
Hello! I wanted to ask if there is any possibility to make the horse smaller? As in, if I can do it somewhat easily with config or VS model editor, as I don't want to bother you with silly requests. It's just my personal preference for the horses to be elk-sized or slightly smaller
Easily? probably not, you could go into the mod's files and change it directly in the entity files (not shape files) but that would break a few other things like rider offset and movement/animation speeds. Changing it in the shapes themselves would make it so the attachments no longer fit plus all the beforementioned issues
I got it, thank you so much for replying! I might tinker with that, but for now I'm just going to enjoy the mod as I've loved the legacy version and the improvements in behavior sound exciting
Hi, I think there's a bug.
The rope? Yeah not sure what's up with that, in general I don't recommend using the rope to tie your horse to anything atm, it's pretty buggy even in vanilla
got this warning in log:
26.8.2026 08:29:20 [Server Warning] Step parented shape game:item/wearable/hooved/lantern-small-elk defined in Block game:lantern-small-up requires step parent element with name LANTERNPARENT, but no such element was found in parent shape equusferus:entity/ferus/horseadult. Will not be visible.
Yeah a different mod seems to be messing with our lantern patch, someone on discord said it might be immersive lanterns? Do you also have that mod?
Nope
is horses going into corners and staying there forever intentional? i cannot get my horses out of corners at all once theyre there, it's the only place the wanna go in their pastures lol
Do you happen to have any food in that direction?
but in general the behaviour that we use for the horses is mostly the same as the vanilla animals, except for the fact that they won't wander indoors or near hitchingpost items
in my older pasture, no there was no food nor trough making them go there, the trough was behind them against a wall. we put all the troughs in the middle of the field now and they stay around there instead, ty though!
Is the fact that horses dont need to be tamed and can be staddle broken directly without cooldowns intentional? I just wanna know if its a bug or a feature.
We do have 0 cooldown on saddlebreaking by default yes, this is configurable using the config (requires configlib to be installed). This was mainly due to how buggy saddlebreaking was/is (even for the vanilla elk)
I'm not sure what you mean by "Don't need to be tamed" though, as they do need to be tamed via saddlebreaking.
We decided not to follow the exact elk taming process (trapping a baby) because irl even adult feral horses can be tamed/gentled in a fairly short time
Yeah I was reffering to the elk taming process, thank you for letting me know! Personally l like it this way because saddlebreaking and taming in vanilla is such a slog.
Tamed a second horse and equipped it with saddle, bridle, and a blanket and the only thing it's letting me remove is the bridle. Any suggestions or is it bugged?
Strange, if taking off one item works the others should too.
Could you enable Block Interaction Help (Crtl+N) to make sure you´re looking at the right spots?
do we need to use the ferus saddle? the normal saddle doesnt work?
Exactly
How do I ride them when I was near I didnt saw the option
just right clicking them somewhere on the body when close enough should work
Getting a server warning that spams the console
12.8.2026 10:20:16 [Server Warning] Step parented shape game:item/wearable/hooved/lantern-small-elk defined in Block game:lantern-small-up requires step parent element with name LANTERNPARENT, but no such element was found in parent sha
pe equusferus:entity/ferus/horseadult. Will not be visible.
Anybody else having a problem where they try to put a lantern on the horses from this mod, only to have the lantern stuck horizontally in the horses shoulder instead of hanging from the neck like usual? (edit: the smaller lanterns seem to be inside the horses model.)
I write it here... but i don't know if it is issue with Equus but maybe someone had something similliar.. I play on server with many mods including equus, equus: tack & Rquipment, Draconis, petai, wolf taming.. and well i have issue as when i put any equipment on animal saddle/collar on dog/bags or anything I can't take it off the animal.. like clicking ctrl & right click mouse.. doesn't nothing.. like i can put with that equipment on animals and pets but i can't retrive it..
My question is moslty if someone know what may be the issue..
do you use the pick up baby animals mod or whatever? i believe it's bindings conflict with the mount equipment stuff
I have Catch Livestock mod
yeah it's that one, people on the discord said there's issues because the keybinds conflict, that's why you can't take it off, its the same keybind, i imagine you can maybe rebind one or you'll just have to disable the catch livestock mod im ot sure, there might be another solution someone knows but i do think this is why
I'm trying to adjust the Horses stamina use rate on my server, and its not working.
Works fine on my singleplayer.
I do have the mod that gives the ingame mods settings button, thats where ive been changing it both on my singleplayer and the server.
The settings for your Draconis mod seemingly dont change back to default, the settings are still the same from when i set them, its just the 2 horse mods (Wild Horses, Medieval Horses)
Even restarting the server hasnt fixed the issue.
Thank your for your time!
Hi! I'm not the mod author of course, but I was curious if you are using a dedicated or local server? I use both this and Medival Horses on my locally hosted server without issues, so I'm wondering if it has to do with server type or your modlist. I've also noticed that, in order to see the alterations, I have to restart Vintage completely. There are .yaml's in the modconfig (in the vintagestorydata folder on your pc) to fine tune values, if that's an option for you! I opt for the latter as I'm able to be more precise with the results I want. I hope this info may be helpful to you. c:
We are on a Dedicated Server with HostHavoc, this is the first time I have run a server for VS, I've run Modded MC and ARK servers before.
I've not had any luck even changing the actual config file itself on the server.
As for what mods, Its less mods than I use on my singleplayer, and no new ones.
and I still am able to change the settings on my singleplayer just fine.
Just the server gives me trouble.
Are there any plans on adding the white horse with the black striped legs in that was in the previous horse mod? :0 Love all the options in this mod! But I had one from the previous mod and I'm kind of sad to see her go. '^^
Huge fan of the legacy equus mod, now this one, and the destriers! <3 I had a quick question about the current genes being used, if that's okay! Is there a specific gene that's related to causing a dark bay coat to appear over other forms of nondun bays (such as sooty)? Or is it purely by chance? Thank you for taking the time and effort to reboot the mod and work on an additional breed! As a genetics enthusiast, I love seeing the phenotypes of the parents influence what patterns and colors we get in our world (and discovering some of the genotypes based on what the foals express)! The growth stages are fun to observe as well. c:
Hi there! I'm glad you've been enjoying the mods <3
currently I've got dark bay set up like this:
so no new genes involved for now ^^ (though that'll probably change in the future when I have a lot of time and motivation XD)
outside of these, which we originally had in legacy equus as well:
Oh, interesting, thank you for your response! If I'm reading the code line correctly, dark bay is expressed in E/E bays only? I assume that occurs 100% of the time in E/E bays, or is there some chance to it? For example, if I bred two E/E A/A parents, would their foals be dark bay 100% of the time, or would there be other shades of bay sprinkled in there too?
That's super exciting! If you ever need someone to talk genetics over with outside of your knowledge/your team, I'd be honored! Genetics are my passion, hehe.
I like the way the new code reads over the legacy code! I don't know much about coding, but it looks like the new code allows for less chance and more predictability in coat genetics, giving players a better understanding of which parents to breed to get the coats they want. Thanks again for your hard work on these mods! By far my and my sister's favorite out of our modlist! <3
I guess in theory if you had 2 horses with those genes (though it'd be hard to tell visually) then yeah it's pretty likely their foal will be dark bay, but I'm not 100% sure how genelib (the library that allows us to have genetics) handles that under the hood
I see! I will do some experimenting and will let you know how it's being handled on the player's end! Thank you again!
I had another question, but this time about the destrier's inheritance! I figured it would be simpler to ask here rather than playing tag across two mod pages, I hope that is okay! I'm curious if the specific head marking overlay is directly passed down to the foals, or if there's a bit of RNG. For instance, my stallion has a star snip and my mare doesn't have any head markings. Their foal had a blaze, but then it changed to match the stallion's star snip once it aged up into a yearling. I presume it was always intended to be star snip and the overlay fixed itself once the foal aged up; however, I'm still curious about the possibility of my stallion throwing a blaze or different head marking! Like my second mare has four socks, but her foal has two and it didn't change when aging up. Thanks again! <3
Update: the foal changed again after aging up! She got the blaze back, and now my second foal that had two socks has four now haha. I'll just wait until they're fully grown for them to assume their final forms. XD
If you need or would prefer me to move this question to the destrier's mod page, I'd be happy to do so.
we have a single gene for facial markings (and another for socks), which has a few different variants, so if the gene is expressed in that horse then it picks one randomly from the variants. However it changing when growing up does sound like a bug, are you on the latest version of genelib?
Perfect, thank you for clarifying! That's pretty awesome. I am on the latest release for genelib, 3.2.0! I don't have any other entity mods that may be interfering, either.
Update: It seems the traits are rerolled every time the foal ages up! The foal with the blaze only has a star now as an adult. The second foal maintained the four socks it got from growing into a juvenile, and also got a star snip as an adult! I have two more, of which both head markings and socks are being rerolled when they age up!
Update 2: After a bit of extra playtime and rerolling the world back to when the foals were juveniles again, I think I can confirm that the overlays are indeed rerolled when they age up. I played until the same foals were adults again, checked, and they all have different overlays than the first time! The blaze foal that got a star the first time, now has a snip this second time as an adult. The socks foal didn't keep four socks like the first time, instead she's back to having two socks now as an adult! The other two foals seemingly lost their marking overlays as they aged up from fillies to yearlings, and now have no markings at all! As far as I have observed, this doesn't seem to happen with the ferus foals! They keep the same overlays up to adulthood! I hope this information may prove useful! <3
Update 3: After further testing and observation, it seems that ferus foals that have both Leopard and Tobiano randomize overlays as they age up as well! I haven't found that foals with only Lp or To to do this, but foals with both genes!
Hi! Haven't seen any horses or traders in my world, but I'm using Terra Prety. Def can spawn the horsies in creative mode, just not in my survival. Do they only spawn in specific areas or is this perchance a conflict? :)
I'm also running tera pretty on my own server, so no conflict there. They have a fairly wide spawn range (mainly around the temperate starting zone) but the spawn rates are a bit on the low side, you can increase it with the config (requires configlib)
But if you can see them in your handbook/creative inventory then they should be spawning at least
I don't know if I am missing something, but I've been playing this mod for a while but I have never seen a horse, are they really reare or something?
if you can see them in the handbook/creative inventory then they should be spawning, might just take a bit before you find any, you can use the config (requires configlib) to increase the spawn rates if you want
Possible patch conflict with shipwright:
vs-server | "categoryCode": "bedroll",
vs-server | "attachedShapeBySlotCode": {
vs-server | "BoatBedroll*": {
vs-server | "base": "shipwright:item/boatbedroll"
vs-server | }
vs-server | }
vs-server | }
hey so found a bug, i had my horse in my boat and then when I left and came back it despawned she reappeared when i closed and reopened the game and got into the boat
This sounds like a vanilla/basegame bug, it can happen to the elk too
So I could/should use this, and medieval horses, but not the original Equus if I were to start theoretically from scratch?
Ideally yes
Hey, a lot of horses just turn invisible at a distance. Something about the coats I guess. Same for Destriers.
I'm aware, unfortunately it's also very inconsistent and a horse that has it can be completely fine after a reload of the world (and vice versa) so I haven't been able to pin down what the cause is or how to fix it
will in the future horses be more vocal?
it is something we'd like to do in the future yes, but not like the elk's random screaming
i noticed that when you pull a horse with a rope, it glitches it, if you have many horses nearby they get pulled as well and in some rare cases a horse will act like in a rope even when its not and when wandering it will act like breaking a rope generating ropes out of thin air lol, while funny, it generates ropes for free, becoming a rope generating machine. When i go explore the world and return home i find sometimes even 30 ropes under the horse. Not 100% sure how to replicate the problem, but my guess it is when you tie a rope holding a horse in a fence far from the horse. Other issue is that if you try to place ropes in fences, even when the horse is miles away, it gets tied tot he horse breaking the rope the instant you try to place it in the fence.
Rope issues are entirely vanilla/basegame and not caused by this mod, hopefully they'll fix it soon but in general I don't recommend you use ropes outside of like putting a mount on a boat or something like that.
https://github.com/anegostudios/VintageStory-Issues/issues?q=is%3Aissue%20state%3Aopen%20rope here's the issue tracker with all the rope related bug reports
ohh, since i never used ropes before i didnt realize it was a vanilla issue, i only was forced to use ropes to move a horse lol. thanks for letting me know :D
Is the hitching post included here? I want my horse to stop wandering off :,,))
There's no hitching post in this mod, but there is in this one: https://mods.vintagestory.at/equusdestrier
And the ferus horses are compatible with that one
does this work with butchery like the old mod or is it being planned to?
We didn't do anything in regards to butchery compat in the legacy version, so if it worked there then the compat was probably done from butchery's side
It's not something I have any desire adding myself
Why does it depend on genelib?
Because without that, all the textures would just be randomly assigned, instead of depending on genes.
Random observation, but in your screenshots are those Eco Machina trees? Love that mod too.
They are! :D
Would it be safe to remove the legacy version in a existing world to migriate to this mod? I haven't tamed any horses yet, just have found some horse traders, do you know if there would be any problems, or should I just turn off the legacy spawns if I want to stay in the existing world?
I assume the legacy horses would disappear, but I am more worried about potential crashing from the already found trading posts
The horse traders are from Equus: Medieval horses which is a separate (standalone but compatible) mod from Equus: Wild Horses (legacy or 2.0)
Stupid question: is it safe to add to an existing world? Will the horses still spawn in the wild?
Cheers, thank you!
Yes!
Animals in this game typically spawn either on world generation (when a new chunk is first loaded) or during runtime (when you are in a chunk)
Our horses are no different ^^
Fabulous thank you!
are you planning asses making asses or mules
Curries are you ever going to do any other breeds? I would love to see a Friesian or a pony in your style or some draft horses or my personal favorite the kladruber horse. Or are you planning to more so focused on mythical "breeds" like kelpie or hippocampus or updating the unicorn mod (honestly wouldn't be mad if you just slap a horn on your new horse model lol).
Not sure, might do a monoceros overhaul in the future, anything else I haven't a clue about yet
My next project isn't gonna be horse related at least, but not much to share about it yet
That's absolutely fine i was just curries, Honestly any mod from you and your team is a treat and always makes me excited.
What is the difference between just having the two mods and this one?
This mod doesn't have anything to do with Equus: medieval horses, so regardless if you use 2.0 or legacy of Equus: Wild horses you wouldn't get any of that content if you don't use Equus: Medieval Horses
As for the the difference between 2.0 and legacy I'll copy paste what I replied to the comment which kinda asked the same thing below:
So besides the obvious (models and textures),
They've got some of the new behaviours we initially introduced with the Destrier in Equus: Medieval horses like being revivable, staying near hitchingpost items (like the one included in Equus: medieval horses) and not wandering indoors
They also have utility slots at the shoulders for crocs/pots/bows/falxes etc
Their behavior in the wild is also a bit more refined as well, they'll try and keep their distance from you by trotting away and speed up to a canter or gallop if you get too close
There's also wild babies. There's also new age stages each with their own model so instead of baby -> adult they go through baby -> yearling -> juvenile -> adult instead so it's more gradual
Great to see new stuff from you! I'd love to include these cute horses, but as a server owner whose players have already tamed a couple beloved horses from your 1.0 mod, would the simplest solution be to simply run both mods to ensure those initial horses don't get deleted?
Thanks
Yes, I'd recommend setting the spawnrates in equus's config (configlib required) to 0 so no new horses from the legacy mod spawn
Cool solution! Sounds like these horses should be treated as a direct upgrade, then. If I may ask, what exactly makes this new species of horse stand out? What are some of the improvements? Thank you for your response
So besides the obvious (models and textures),
They've got some of the new behaviours we initially introduced with the Destrier in Equus: Medieval horses like being revivable, staying near hitchingpost items (like the one included in Equus: medieval horses) and not wandering indoors
They also have utility slots at the shoulders for crocs/pots/bows/falxes etc
Their behavior in the wild is also a bit more refined as well, they'll try and keep their distance from you by trotting away and speed up to a canter or gallop if you get too close
There's also wild babies. There's also new age stages each with their own model so instead of baby -> adult they go through baby -> yearling -> juvenile -> adult instead so it's more gradual
If I want to just "update" the existing horses with these new ones, is the only way to spawn one in through creative or is there some sort of migration command for entities, much like block ID get remapped on version changes? Also, what exactly are the differences between the two version in terms of stats, or is it just the model and that this one comes with custom equipment?
There's a slight difference in stats and they have different behaviours as well
I looked into the remapper but couldn't find a way to turn entities from one mod into entities from another unfortunately, so creative spawning would be the way to go
New horse mod get, sorry old Equus:Wild Horses mod you served me well all this time but its maybe time to retire you to the old glue factory.
GOD DAMN
Woo!
so, free the horse is not needed anymore?
Free the Horse is for the Destriers from the Equus: Medieval Horses mod. This is a different breed of horse which is a upgrade/replacement to the old horses from Equus: Wild Horses which always spawned in the wild.
arent the horses functionally the same, tho
Not quite
While yes they're both horses they still have differences between them:
Destrier is a larger horse with more health and stamina, they can carry 2 people, have more storage and can wear armor and by default can only be gotten from traders (unless you're using that free the horse mod I guess)
Ferus is a smaller breed and thus can carry less, but it spawns naturally and is thus far more easy to get
They also differ in available coats/genes
Ferus has the following genes: agouti & extension, dun, cream, roan, tobiano, leopard, pangere/mealy
While destrier has: agouti & extension, cream, roan, grey, silver, socks, star/stripe/snip
So texture wise they can be quite different as well
interesting
You know i gotta ask. Is it Biomes mod suported?
Not yet, will follow in the next update