Mods / Feverstone's Horses

Category: #Creatures #Utility
Author: Ahrondus
Side: Both
Created: Feb 12th at 9:22 PM
Last modified: Nov 15th at 2:47 PM
Downloads: 10985
Follow Unfollow 102

Horses are finally here!
If you wanna try taming, breeding and riding horses, feel free to download our mod.
We'll be listening and watching avidly for bugs and feedback alike.

This mod requires PetAI. --> PetAI by Gerste
Please be sure to have updated versions.

You do not need this if you have the Feverstone Wilds mod. (Pending)

Horse when mounted has a difficult time getting out of water, be wary!

Near Goals:
Add different breeds, subject to their own unique models and biome diversity.
Create upgradeable saddles: Base Saddle -> Small/Medium/Large Saddlebags.

Further Out Plans:
More Sounds!
Saddles, saddlebags and horse attachments!
Horse statistics and generational stats!

These plans are subject to change.


Contributors: Ahrondus, Verlia, Gerste

We are in the official Vintage Story discord! Please drop in, say hello, and feel free to reach out to us on our Feverstone Horses mods thread if you have any questions/concerns/bugs!

If you'd like to support or donate, come by here; Verlia's Ko-Fi

Version For Game version Downloads Release date Changelog Download
v1.3.9-rc.2 745 Nov 15th at 2:47 PM Show
v1.3.8 109 Nov 14th at 5:41 PM Show
v1.3.7 81 Nov 14th at 2:00 AM Show
v1.3.6 249 Nov 11th at 11:18 PM Show
v1.2.9 1971 Jul 19th at 1:37 AM Show

55 Comments (oldest first | newest first)

💬 macoto_hino, 4 days ago

It is listed as adding Vanilla Variant troughs compatibility in v1.3.8, but it is still compatible in v1.3.9-rc.2, right?
However, I have a feeling that the horses will not feed on troughs made from any kind of wood.
I notice that the horse's nostalgia level is always low.

💬 fipil, 4 days ago

Hi @Ahrondus, unfortunatelly, it seems tha the latest version v1.3.9-rc.2 introduces a bug. The mares stopped giving birth to foals, A mare is pregnant and after some time it isn't pregnant and no foal around.
I also noticed the following errors in server log:

26.11.2022 17:37:05 [Fatal] System.NullReferenceException: Object reference not set to an instance of an object
at Vintagestory.Common.ClassRegistryAPI.CreateEntity (Vintagestory.API.Common.Entities.EntityProperties entityType) [0x00000] in <f8e7e0ea709348ba8693d95fd255ff
at Vintagestory.GameContent.EntityBehaviorMultiply.CheckMultiply (System.Single dt) [0x00151] in <3f5e746b61cb45608a2d6835722267bd>:0
at Vintagestory.Common.EventManager.TriggerGameTick (System.Int64 ellapsedMilliseconds, Vintagestory.API.Common.IWorldAccessor world) [0x001be] in <f8e7e0ea7093
at Vintagestory.Server.CoreServerEventManager.TriggerGameTick (System.Int64 ellapsedMilliseconds, Vintagestory.API.Common.IWorldAccessor world) [0x00000] in <f8
at Vintagestory.Server.ServerMain.Process () [0x0020d] in :0

Maybe it's not related with the bug, maybe it is?
MAybe the mod is going to spawn a foal and this bug prevents it? Just an idea.

Please, can you fix it?
Thanks! Fipil

💬 Stejer, 5 days ago

question! Can the arabian and draft horses crossbreed? and if so the offspring will be any different or will it be the species of the mother or father?

Also some sugestions, make the normal walking speed of the horses a bit faster, the sprinting is too fast for a lot of terrain (i keep hitting trees and moutains) and the walking speed is slower than if you were on foot.

could you also add donkey and mules, like make the donkey a bit rarer on the wild but way better in carryweight than draft horses and the mule a bit of both (i dunno if the program/code would let you crossbreed two different mobs that arent from the same species so its just an idea). 

could you make so when you are riding the horse you cant hit them, like make so weapons pass through them and make them unable to take damage from the player while mouted, i was wanting to hunt while on horse back but I keep hitting my horse with the spears and arrows, as you can imagine this isnt very good.

could you also make, maybe for the late to mid game, drafting tools and the like, you could make those big plowers thingies to plow more soil, maybe give the soil some small boosts to fertility cause you are mixing more the soil, carriages so you can transport a lot of goods at once or make so you can use the horses like a slightly worse windmill. you can make so only the draft horses are capable of using those.

just throwing some ideas but my priority is the first question, thnx

💬 InkedWolf, Nov 21st at 6:39 PM

Does anyone happen to have old versions?  Im trying to join a public server and they have 1.3.4 but its not available on the Downloads page.


Thanks in Advance

💬 fipil, Nov 20th at 8:35 PM

Hi @Ahrondus again, there is some bug. Maybe it's bug of PetAI, but I'll write it here as well, so you know about it.
When player slammed a horse by axe, the client was disconnected. I found the following exception in the server log:

20:26:15 [Server Warning] Exception at client 30. Disconnecting client.
20:26:15 [Server Event] Player Johny got removed. Reason: Threw an exception at the server
20:26:15 [Server Error] System.NullReferenceException: Object reference not set to an instance of an object
at PetAI.EntityPet.applyPetArmor (System.Single dmg, Vintagestory.API.Common.DamageSource dmgSource) [0x0003f] in <86f8329c9be849d7848cf9287e447ead>:0
at PetAI.EntityPet.<Initialize>b__4_0 (System.Single dmg, Vintagestory.API.Common.DamageSource dmgSource) [0x00000] in <86f8329c9be849d7848cf9287e447ead>:0
at Vintagestory.GameContent.EntityBehaviorHealth.OnEntityReceiveDamage (Vintagestory.API.Common.DamageSource damageSource, System.Single& damage) [0x00021] in <3f5e746b61cb45608a2d6835722267bd>:0
at Vintagestory.API.Common.Entities.Entity.ReceiveDamage (Vintagestory.API.Common.DamageSource damageSource, System.Single damage) [0x00047] in <c45f8f9ae2e44e27810185f8d4839e5f>:0
at Vintagestory.API.Common.EntityAgent.ReceiveDamage (Vintagestory.API.Common.DamageSource damageSource, System.Single damage) [0x00000] in <c45f8f9ae2e44e27810185f8d4839e5f>:0
at Vintagestory.API.Common.EntityAgent.OnInteract (Vintagestory.API.Common.EntityAgent byEntity, Vintagestory.API.Common.ItemSlot slot, Vintagestory.API.MathTools.Vec3d hitPosition, Vintagestory.API.Common.EnumInteractMode mode) [0x0032f] in <c45f8f9ae2e44e27810185f8d4839e5f>:0
at PetAI.EntityMount.OnInteract (Vintagestory.API.Common.EntityAgent byEntity, Vintagestory.API.Common.ItemSlot slot, Vintagestory.API.MathTools.Vec3d hitPosition, Vintagestory.API.Common.EnumInteractMode mode) [0x00044] in <86f8329c9be849d7848cf9287e447ead>:0
at Vintagestory.Server.ServerSystemEntitySimulation.HandleEntityInteraction (Packet_Client packet, Vintagestory.Server.ConnectedClient client) [0x00275] in <f8e7e0ea709348ba8693d95fd255ff41>:0
at Vintagestory.Server.ServerMain.HandleClientPacket (Vintagestory.Server.ConnectedClient client, System.Byte[] data) [0x0005a] in <f8e7e0ea709348ba8693d95fd255ff41>:0
at Vintagestory.Server.ServerMain.ProcessNetMessage (Vintagestory.Common.NetIncomingMessage msg, Vintagestory.Common.NetServer mainSocket) [0x00151] in <f8e7e0ea709348ba8693d95fd255ff41>:0

💬 fipil, Nov 20th at 5:34 PM

Hi @Ahrondus. We was using the version v1.3.6. There were some issues with horse colors. A foal had some color, for example black, and when it grew up, the color has been changed to some other color.

So we updated the mod to the latest version v1.3.9-rc.2, today. We experienced some issues:

  • Some our horses changed skin colors after update.
  • Some our horses has been respawned on slightly different locations (a couple of meters, but for example ouside the enclosure).
  • All our saddles disappeared. (Probably because you added a new arabic saddles?)

Luckily horses didn't lost their taming and obedience levels nor their names, so it's fine.
Those described issues are minor issues and we can live with them :). 

Only big issue for us is the foal/adult color issue. It'd be nice if a foal grows up to the adult with the same skin color.
Maybe this is already fixed in the v1.3.9-rc.2 version? We didn't try yet.

Anyway, thank you for the amazing mod! We enjoy horses a lot :-).


💬 fipil, Nov 16th at 8:58 PM

Thanks @Ahrondus. I'm looking forward to the described features 😀 Especially carts, that can be pulled. It would be nice that a player could be sitting in the cart 😋

💬 Ahrondus, Nov 15th at 7:10 PM

For the most recent version, please update to 1.3.9-rc.2!

💬 Ahrondus, Nov 15th at 5:30 PM

fipil Hey Fipil! The horses have varying speeds based on breed currently. There is only a size difference based on gender currently. However we are currently in research on a system to implement statistics for horses, such as HP, size, stamina, colors, etc.. It will be a goal to be able to breed horses to produce certain attributes. Horse training very well could fall into that category!  The current idea for horse breeds is to provide a baseline variety for different tasks we have planned, such as Draft horses being able to pull large carts while Arabians can only pull small ones.
---- These features however are a long ways out. So sit tight and make sure to follow us for updates! Current short-term goals are the releases of a few more breeds, then implementation of varying saddles. Check out the mod description for further details!

💬 fipil, Nov 15th at 4:57 PM

Hi @Ahrondus I've a question: is the speed of horses different for each horse? Or is it the same? It would be very nice if the speed slightly varies per horse and it plays a role when a stallion covers a mare, so it simulates some genetics behaviours, taking an attributes of parents, combining them with some little randomness etc. It would be nice if training of an horse could improve some of their attributes, such is speed or an ability to jump over an obstacles etc.
We are planning to organize races on the server. The described ideas could nicely support the horse trade.
Just an idea 😀


💬 Verlia, Nov 15th at 4:07 AM

Few bugs pertaining to Arabian horse saddles and mount height, will be hot fixed shortly.

💬 Ahrondus, Nov 15th at 1:35 AM

PeterSanderson Hi Peter. Sorry to see you're having an unresolved dependency with the mod. I have PetAI 1.5.5 on my server and client as well, and have not been able to replicate your issue. Is there a chance that your PetAI mod could be disabled in the Mod Manager? I cannot immediately think of any other resolution, but will look into it.
--- If anyone else encounters this error please let me know!

💬 PeterSanderson, Nov 14th at 11:11 PM

Reloaded my mods and this showed up in the log file (I currently have Pet AI 1.5.5 on server and client)

14.11.2022 16:08:25 [Error] [feverstonehorses] Could not resolve some dependencies:
14.11.2022 16:08:25 [Error] [feverstonehorses] petai@1.5.4 - Missing

💬 Ahrondus, Nov 14th at 5:49 PM

Fixed/Added compatibility with Vanilla Varient Troughs. Fixed some animation issues with the new Arabian horse breed.

💬 Ahrondus, Nov 14th at 3:38 PM

fipil I'm very happy to hear that you've gotten the issue resolved! Please don't hesitate to reach out should you have any further questions/comments!

💬 fipil, Nov 14th at 7:26 AM

@Ahrondus, thankyou very much for answer. I finally found the reason why it didn't work on my Singleplayer. :-) The reason was the fact that I run two different VS versions side by side. I've the old one 1.16.5, which has data stored in the default location %appdata%/VintagestoryData. The new version 1.17.9 has configured a different data folder by the Vintagestory.exe --dataPath parameter. I also had to modify the modPaths property in the clientsettings.json file in the new data folder.
But what I forgot was to modify the same modPaths property in the serverconfig.json file as well!
So the 1.17.9 server was looking for your mod into the wrong location and it didn't find one. That was the reason why it didn't work.
I hope that my explanation helps anyone else :-).

💬 Ahrondus, Nov 12th at 8:28 PM

Uthris Their spawn conditions are very particular now, and I've made them more rare. After seeing them all over the place and with multiple suggestions to reduce their spawn quantity, I've done just that. Try searching along the edge of forests and plains. They favor having few trees, but too many is unsuitable for their large hides!
- Also, they will spawn in both new and existing chunks. It might take a moment for them to appear, or just that their new spawn conditions are preventing them from appearing in chunks you'd previously find them in.

Good luck!

💬 Uthris, Nov 12th at 6:36 PM

Not sure, but no horses spawn in the wild on my server. Don't see anything in the logs that seem relevant either....Mod tab is there in creative and can spawn one in just fine

Will they only start showing up in new chunks?

💬 Ahrondus, Nov 11th at 10:59 PM

fipil I reduced the horse spawns a little bit. I will run a quick test to see if there's something more going on with the horses in creative inventory.
--Edit: Fipil, I cannot replicate the issue you're having with the horses in single-player. They show up in the creatures tab for me, and I can spawn them with the command:   /entity spawn feverstonehorses:horse-male-draft.
-------For anyone else having this issue please comment so I can look into it further!

@Tels The errors about horse entities being set to Null is because I changed the entity file, and therefore changed their entityID. The errors will appear in chunks previously rendered that the previous horses were already spawned in, and the game will remove them automatically.

The foal code has been fixed, and will be released in an upcoming fix very shortly.

Once again I thank you all for your reports so I can get these solved ASAP!

💬 Tels, Nov 11th at 8:33 PM

After updating the mod t. 1.3.5, the following appears in the log:

11.11.2022 21:13:38 [Error] Misconfigured entity. Entity with code 'feverstonehorses:horse-foal' is configured (via Grow behavior) to grow into 'feverstonehorses:horse-male', but no such entity type was registered.
11.11.2022 21:13:40 [Error] Misconfigured entity. Entity with code 'feverstonehorses:horse-foal' is configured (via Grow behavior) to grow into 'feverstonehorses:horse-female', but no such entity type was registered

There were also a bunch more errors about horse-entities being set to NULL on the first start, but they did not re-appear.

💬 fipil, Nov 11th at 7:57 PM

Please, I tried the mod in the single-player 1.17.9 but horses doesn't spawn.
The horses are not visible in the creative inventory, in the creatures.

I also tried the command: /entity spawn feverstonehorses:creature-horse-male-draft
but no success.

I've installed Feverstone Horses 1.3.5 and PetAI1.5.5 and checket on in the Mods list.

Am I doing something wrong?
Thanks, Fipil.

💬 TheNiteFox, Nov 11th at 5:55 PM

Thanks for fixing it :)

💬 Ahrondus, Nov 10th at 8:01 PM

TheNiteFox  Thanks for the catch. Fixing it now.

Edit: Should be fixed now.

💬 TheNiteFox, Nov 10th at 7:49 PM

Even after the latest patch still getting this error on servermain.txt

[Error] Patch 3 (target: game:entities/land/wolf-male.json) in feverstonehorses:patches/entities/wolfHorseFoal.json failed because supplied path /server/behaviors/10/aitasks/0/entityCodes/0 is invalid: The json path /server/behaviors/10/aitasks/0/entityCodes/0 was not found. Could traverse until /server/behaviors/10, but then 'aitasks' does not exist. Full json at this path: {
"code": "ropetieable",
"minGeneration": 2
10.11.2022 14:29:06 [Error] Patch 4 (target: game:entities/land/wolf-male.json) in feverstonehorses:patches/entities/wolfHorseFoal.json failed because supplied path /server/behaviors/10/aitasks/1/entityCodes/0 is invalid: The json path /server/behaviors/10/aitasks/1/entityCodes/0 was not found. Could traverse until /server/behaviors/10, but then 'aitasks' does not exist. Full json at this path: {
"code": "ropetieable",
"minGeneration": 2
10.11.2022 14:29:06 [Error] Patch 5 (target: game:entities/land/wolf-male.json) in feverstonehorses:patches/entities/wolfHorseFoal.json failed because supplied path /server/behaviors/10/aitasks/2/entityCodes/0 is invalid: The json path /server/behaviors/10/aitasks/2/entityCodes/0 was not found. Could traverse until /server/behaviors/10, but then 'aitasks' does not exist. Full json at this path: {
"code": "ropetieable",
"minGeneration": 2

And its causing the game to lag out, which wasn't happening before the update of the mod

I am running 1.17.8 and this does happen everytime.

💬 Ahrondus, Nov 10th at 7:28 PM

OmegaHaxors No, they don't. lol

💬 OmegaHaxors, Nov 10th at 1:06 PM

Do they poop in real time?

💬 Xarl, Sep 17th at 8:11 AM

So i was taking a ride with my horse until I eventually fund a darn cave...

After I made it out to the surface again and saved and quit the game yesterday, the horse was gone today after logging into the game.

Back at the homestead the horse was also not in its pen, though I am not sure if it was assigned to the pen.

Are there commands to spawn/find the horse(s)?

💬 Darkpaapi, Jul 27th at 8:07 PM

Pretty much love your mod man, but sorry i could not wait for satchels :)

💬 Lahee, Jul 20th at 5:02 PM

Hey there, a friend of mine produced a German translation for you to include into your next update. It's here on Pastebin.

💬 Ahrondus, Jul 19th at 1:25 AM

Apologies! I was helping someone else with a separate mod that was related to firewood, and accidentally saved the file in our folder! I have taken it out on this most recent update!

💬 Barhandar, Jul 18th at 3:38 PM

PervertChimp, yes, this is this mod doing it. You can prevent that behavior by deleting assets/feverstonehorses/patches/recipies/survival-recipes-grid-firewood.json from the archive.

Ahrodus, please be more careful next time and don't put out-of-scope changes (anything not related to horses, in this case) in a mod by accident.

💬 PervertChimp, Jul 18th at 1:08 PM

For some reason, when I use this mod along with the rest of my modlist, it makes it so that logs from trees give much more firewood when converted into firewood. Maple and some trees would give 20, while pine would give 10 firewood. Very strange.

Here is my current modlist, save for feverstonehorses. The only mod that really changes trees is wildfarming, so maybe I would look there.

💬 Vilderos, Jul 8th at 4:50 PM


Trying this mod for the first time :D Horsies looking lovely so far! Looking forward to horse gear and more horsestuff. Pehaps a slim horse and a pony model?

💬 DemonBigj781, Jun 19th at 2:11 AM

Question? Why does my honse keep on killing me and falls into pits. at least make it to a horse will not go into pits or cliffs deeper than 3 blocks while riding it. Also the owner sould not freidnly fire on the horse. Hit should be a pet instead and it slowly raises obediabnce. How do you milk a horse? This link is not safe for work:

💬 Petyr, Jun 15th at 12:14 PM

The horses deseperatly need to be milkable.

Nomadinc tribes of Asia lived of the horse blood and milk. Adding this simple feature could lead to totally new way of playing (nomadism - since then you could easily travel with your food source).

If you could provide the same features for horses the critters mod provided that would be game changing (transport bags and horses being milkable).



💬 BlueFuryDragon, Jun 12th at 9:20 AM

I have Vanilla Varients, and the horse won't eat out of the troughs from that mod.

💬 Artor, May 31st at 9:48 PM

Herd behaviour would be cool!

💬 Ahrondus, Apr 19th at 6:26 PM

Added Russian Translation, thanks Schmarotzer.
I am looking at more modding for the horses, but got a new job that is taking up a lot of my time. I am working on tweaking the movement, and will look at making the horses immune to rider damage while mounted to make hunting from horseback easier. We still have plans in the works, including a new saddle and cart system which are currently in progress. Thank you all for your continued support!

💬 Stejer, Apr 15th at 10:07 PM

I was wanting to try hunting while riding a horse but almost every time i try to throw a spear it hits the horse, is it possible to make the spear pass through the horse or something? at least make so the horse is immune to damage while you are riding it?

💬 Schmarotzer, Mar 4th at 3:26 AM
💬 wickedpersimmon, Feb 26th at 4:37 PM

Would it be possible to make them a source of mechanical work? To turn a mill or operate a pulverizer via a gearing sequence? Kind of like this sugarcane mill.Cane Mill

💬 1618, Feb 14th at 10:17 PM

Can the wild horses be made to run across a field together? Difficult to do?

Maybe they come out of the distance and run across the field and disappear back into the distance.

💬 iotid, Feb 14th at 3:49 PM

Also going to chime in that these fellas are massive at double the height and more width than a medieval expansion's aurochs, although they feel relatively right when you're looking up at them.  Maybe we should ask ME to scale their aurochs up to be a bit more true to life instead!  The horses are fun to ride on a straightaway, the animations are lovely, but the turning is indeed awkward.  Also one request--could it be possible to pick up foals with Gerste's medium animal cages?  Keep having them pushed out of a wide pen with 3x high fencing by their parents.  Locally added that to the cage config myself, but it'd be nice as a default bit of compatability.

💬 Lash, Feb 13th at 8:52 PM

@Ahrondus Oh I know horses are pretty big, grew up with them. Just in terms of gameplay they are extremely awkward and slow to turn which makes them a pain :/ Is there any way to adjust their turn radius or just how responsive they are?

💬 Verlia, Feb 13th at 8:09 PM

The horses are actually accurate to size. Horses are quite big, unless you're comparing them to ponies or Arabian horses. Which might be what you're thinking of. Mules or donkies would be smaller as well. Draft horses would be about 2-3x the size of these horses. :)

💬 Ahrondus, Feb 13th at 8:05 PM

Lash Thanks for the feedback. The horses are based on draft horses, which tower over the average person! And technically, we could have made them BIGGER, and they still would be proper size!! 😀

💬 Lash, Feb 13th at 7:27 PM

Just a bit of feedback, the horses are too large and it makes them extremely awkward and hard to direct

💬 Ahrondus, Feb 13th at 7:16 PM

Max008 I am releasing an update shortly with a potential fix for harvesting horses causing either a crash, or there being no resources when harvested. Thank you for the feedback!

💬 Max008, Feb 13th at 6:18 PM


if I gut a dead horse with a knife, the game crashes. This happened to me twice in a row.


💬 1618, Feb 13th at 3:46 PM

Much needed mod. Thanks

Edit: Lag spikes have been solved.

💬 YourCreator, Feb 13th at 9:09 AM

@Ahrondus Pls make head model lesser a bit

💬 Ahrondus, Feb 13th at 7:44 AM

YourCreator The Hay Bundle is another taming specialized item that will be implemented in a future patch. Thank you for making a translation! I will add it in an upcoming content patch!

💬 YourCreator, Feb 13th at 7:31 AM

Hay not present in mod, but lang string exists.
Russian translation here

💬 Ahrondus, Feb 12th at 11:59 PM

Amigurumi Thank you for the compliment! We're proud of our current animations, and can't wait to add others!
As for the horseshoes: We'll take that under consideration in a future update, but it would likely be purely cosmetic. The benefits of horseshoes are for horses travelling on hard surfaces frequently, and the majority of terrain in Vintage Story is soft. Things like dirt, gravel, and sand wouldn't normally require shoeing a horse for, but for travel on stone and roads horseshoes would surely be recommended!

💬 Amigurumi, Feb 12th at 11:13 PM

The animation on these looks great. Are you planning on adding things like horseshoes and such later for upgrades?

(edit comment delete)