Mods / Feverstone's Horses
Author: Ahrondus
Side: Both
Created: Feb 12th 2022 at 9:22 PM
Last modified: Mar 24th at 9:21 PM
Downloads: 50243
Follow Unfollow 470
Latest file for v1.19.5:
FeverstoneHorses-v1.6.1-1.19.x.zip
1-click install
Horses are finally here!
If you want to try taming, breeding, and riding horses, look no further.
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. Link Here
Issues;
Horse when mounted has a difficult time getting out of water, be wary!
Near Goals:
Add more 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
Discord:
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 | 1-click mod install* |
---|---|---|---|---|---|---|
v1.6.1 | 13320 | Mar 24th at 9:21 PM | Show | FeverstoneHorses-v1.6.1-1.19.x.zip | Install now | |
v1.6.0 | 6096 | Jan 18th at 8:52 AM | Show | FeverstoneHorses-v1.6.0-1.19.0.zip | Install now | |
v1.6.0-rc.2 | 1530 | Dec 22nd 2023 at 7:11 PM | Show | FeverstoneHorses-v1.6.0rc.2-1.19.0rc.1.zip | Install now | |
v1.6.0-rc.1 | 218 | Dec 21st 2023 at 5:49 PM | Show | FevestoneHorses-v1.6.0rc.1-1.19.0.zip | Install now | |
v1.5.5 | 1458 | Dec 21st 2023 at 4:09 PM | Show | FeverstoneHorses-v1.5.5-1.18.10.zip | Install now | |
v1.5.0 | 10801 | Apr 27th 2023 at 2:09 AM | Show | FeverstoneHorses-v1.5.0-1.18.x.zip | Install now | |
v1.4.1 | 2064 | Feb 15th 2023 at 11:22 PM | Show | FeverstoneHorses-v1.4.1-1.17.x.zip | Install now |
Fantastic mod, except sometimes my horses completely disappear if I get too far away from them. Is this intended? While digging out of a cave my horse+saddle with all my stuff in it just poofed out of existence. I even went into spectator looking around everywhere trying to find the horse (this time) and its just gone. Is there a way to locate? Or summon?
I downloaded this mod as I like horses and looked forward for better exploration but unfortunately, it is so much worse on a horse so I rather travel by foot anyway. Most of the time, I can`t see where I am going if it is not on a plains, which is almost all the time and the commands to stay on place doesnt work, so I can´t just hop off and explore a cave. Is there anything I can do or download to make it better?
I am using the Feverstone wilds mod currently (not this one) but as the issue im having pertains entirely to the horses I am posting it here.
Currently everything works fine, I can tame the horse, get it to 100% obediance and everything.
My issue is my horse never stays 100% obediant. I keep feeding and feeding and it keeps falling. I keep food in the stables and he just eats entire stacks within a day or so and the obediance still falls. Belike feeding my pigs past pregnant for the giggles. This is particularly problematic (in my mind) as I hoped once obediant it would stay obediant and I wouldn't have to worry that it would simply one day decide to run off to nowhere because it can.
Is it supposed to drop so fast?
It is supposed to be something you have to maintain constantly?
Is it really worth it when feeding from a trough does little more then seeming to prevent it from falling off to 0% within a day?
I check my animal about every day and even still its a struggle to keep the obediance up. If i go any length without riding my horse it drops and if i spend any length of time mining it will drop. All in all it cuts the feasibility of horses down quite alot for me without having to bring enclosures everywhere I go as a precation against unrully horses.
Is there something im missing like a need to breed to horse to maintain its obediance ?
Hello, how can I send you the translation into Latin Spanish?
oh cool so I'm not the only one having issues with giving commands to horses, I asked in the feverstone's wild pack about horses roaming after full obedience
You can ride them using that pack so if you're having issues with being able to ride them in this one I guess try the full wild pack and then build pens to keep them from roaming when you "park" until mod author has a chance to try and fix behaviors
I have a fully tamed horse with full obedience, saddle and all, I mount it and am unable to move it at all. It just roams around.
@Giordy492 Same here
the horses do not follow commands even with 100% obedience, am I the only one having this problem? I'm using the latest version.
Ahrondus Hello! I have made a translation for this mod, I would be grateful if you could add it
drive.google.com/file/d/1P47AyotHbvRpz1Q8F0ynwdE86rPDbFJo/view?usp=sharing
while riding the horse if you go into any deep water it stops moving, and sorta just tries to go back to where it was first found or to the nearest landmass i don't know, but it makes it near impossible to get a horse back to your home base and it is very frustrating. Horses can move in and even swim in deep water, if this is a game limitation, probably need to be able to move them via a raft or something then
Lhosson That would be a great implementation, honestly. G3rste's PetAI handles the commands given to the animals. I will see if there's a way he can implement automatically giving a follow command upon mounting, and automatically giving a stay command upon dismount.
Wouldn't it make more sense to reset the "stay" passively every time someone get off the horse. Then all you need is to tell it to follow. Seems odd to have a lock on the previous location when obviously the rider doesn't want their mount to run off back to wherever it was they were before. I can't imagine a single scenario where that would be useful.
Just a suggestion - I don't know how difficult it would be to implement, so sorry if it's an unreasonable request.
Before you mount up, tell your horse to follow. After dismount, tell it to stay.
If you have given your horse a "stay" command, then ride it somewhere, it will try to return to the last spot you told it to stay at. Always tell horse to follow, then ride, then dismount and command stay. It will roam in a small area around the "stay" point, but should never just leave if the proper obedience is maintained.
Same issue like skam. My horse has 90%+ Obidience and the horse still runs around, despite telling it to stay put. Maybe a lead/leash which you could attach to a hitch post.
It would really be helpful, because i don't really want to lose my horse with the filled saddle bags.^^
I want my horse to stay put, but it run away with saddle, and i never see it after that.
Hello! Loving the mod and models so far. Was jw if the follow/stay commands are having issues atm or if it is just me. Also I cannot seem to find a lead, bridle, or something similar to tie horse up. Tia for any answers. :)
Idk if it will hold for generation 6, 8, 10, and etc but gen 2 and 4 both lose their obedience over time. And gen 4 loses it faster than gen 2, like the multiplier is in reverse.
Mazie I've never had an issue with that. I just feed them one more piece of food and they're tamed. I believe you can access the name any time you want after feeding them at least one piece of food. Just right click and it opens up the follow/stay panel. Right click the little collar icon and you can name them or abandon them.
Novabella You can feed them one piece of grass I believe to ride them out of the area you. Then right click with an open hand, click the little icon that looks like colar in the upper right of the box click the check box to abandon pet and click accept/ok. You can ride them as far away as you like.
every time I try to tame a horse, its taming percentage goes above 100% and I'm never able to reach the naming screen :[
Yea I'd also love a way to decrease spawning. After enabling this mod, my berry moat was instantly filled with horses and I have no non-violent way to get rid of them.
So the way to get the horse to stay where ever you want is to first have it follow you and then give it the command to stay.
Dnd no worries i think we did something liek turn off their wild spawnin?... not sure.. but my tamed horse disapeared but oh well.
iv put another 1 out manually. seein how it goes from there.
Khana I am not very experienced at coding, but I am pretty sure they spawn on runtime. If you open the zip file in the entities folder there are 2 files for horses of foals. Maybe test on a fresh world the line that says "chance": 0.000035 and lower it. Sorry, I honestly can't tell you if that is right or not.
how do i configure LESS to spawn? there are too many
Allstar13521 Thank you, that sorted matters simply. I was about to start tearing my hair out. As for Block Interaction, this is the first time it's ever been an issue, but I will definitely keep that in mind, thanks. :)
Though this confusion/frustration could be avoided if here on the mod page, or better yet in the handbook info, it mentioned "you can issue commands, to do this Shift+RClick on your horse". Perhaps an addition to a future version?
Would it be possible to attach horse turning to keybindings as well as mouse look? At the moment it seems like the only way to direct your horse while mounted is with W/S (forward/backward) and to use mouse look to turn left and right... which I have a lot of trouble with. Ideally I'd love to see A/D functionally for left/right turning as an option.
Sunchaser The macro you're looking for is Shift+RClick. In future you may want to have Block Interaction Help turned on (toggle in the options under Interface or by using the Ctrl+N macro by default) since most mods seem to assume you have it on.
Maybe I'm missing something incredibly obvious, but as much as the mod and commenters talk about issuing command to horses like follow or stay, I cannot for the life of me figure out how you do this. There is no tool-style interaction on F while mounted, nor anything on other keys I've tried, and Ctrl-Right Clicking just immediately mounts and dismounts me. The guidebook mentions you can issue commands, but does not tell me how. I've even looked at the mod code in desperation for an answer, and while I see the commands there, I still have no idea how to use them. Help?
(Edit: I wondered if it was a matter of my having rebound Sneak to Ctrl, but changing that off did not alter. Ctrl-click now just mounts me without the dismount.)
LadyEdain I've found that once you find the direction the horse wants to move you only need the 2 sides of the fence. But your way works as well. And leaving the fencing in the saddles is a great idea. Though a lead and just one fence would be perfect.
@Pervy_Sage No leads. That would indeed be helpful, as my first day out with my horse, it wandered away and I like to have never found it! I did pack fencing in my saddlebags, though, so when I stayed the night anywhere after that, I fenced him in (which could sometimes be tricky, even when I had him set to "follow"--which seems to be the better option, BTW). But I left the fences up and marked them on my map (as well as leaving a basic bed), so I have little camps to stay at the next time I go that way.
It would make horses really useful if you can just pick them up or at the very least tether them to a tree or something with a rope/lead. Otherwise they're pretty limited, you have to incase them in a fence make actually stay where you want them. Incasing them in a fence and removing the fence each time takes a lot of time you've have saved by using the horse for the faster movement speed.
LadyEdain Thank you. Also you know of a way to put a horse on a lead? And maybe tie the lead to a fence like in Minecraft? The stay command doesn't work and I have like a 100% obedience.
LadyEdain That was not the issue. I opened a bug report at PetAI's bug tracker and he fixed the animation within hours.
Pervy_Sage Yes, the saddlebags are functional. I believe you press UP while clicking on the horse to access them.
DarkThoughts Did you find the setting that allows you to lower your arms? Thanks to the 1.19 update, the arms are indeed in the way, but there's a setting that allows you to lower them so they're not in front of your face when you're riding.
Are the bags on the saddle just for show? If not, how do we access them?
You could always use the Mobs Radar mod akroeze
I got off of my horse to do something and he wandered away despite being told "Stay".... now I can't find him
Can we have him show up on the mini map at least??
I'd like to ask something, is it possible to make the horse normal walk speed just a little bit faster (maybe the normal seraph walking speed) because the difference in speed between the sprinting and walking is massive and its faster to just walk on foot than to walk normaly with the horse
also is it possible to make so when I'm mounted on my horse for them be immune to demage? because I wanted to try hunting on horse back but my spears and arrows keep hitting the horse and hurting them making me never able to hit my prey
Yeah, pretty much unplayable with the animations at the moment. The arms are right in front of your camera. lol
Ahrondus I'll have to try the double dismount thing but I can confirm that I already tried setting a new stay point, the horse kept trying to return to the original point some couple hundred blocks away.
I can also mostly confirm that I couldn't replicate the issue on the "v1.6.0-rc.2" update (different world, after updating to 1.19.0). I never got the horse to a high enough Obediance to give it a stay command that time but it didn't get stuck eating forever and it didn't keep trying to wander "home" at least.
Will update you on wehther the double dismount thing works once I re-install the right version of the game.
Edit: Tried double tapping the sneak key, no dice. Horse continued trying to return "home" and remains stuck in the eating animation.
Decided to see if it was a fluke and began taming a new horse, will let you know if issue reappears.
Update: New horse is fully tamed and I got its obidience high enough to use both commands. Issues did not reappear, so it's looking like the first one was the result of a weird fluke.
Attention all riders! A release for 1.19.0 has been deployed, please report any bugs you encounter and as always, drop a line with some feedback! We're looking into a few highly requested features, but please remember we also have other obligations to work and family.
As always, we appreciate every message! Ride safe! And we'd love to see some screenshots of your beautiful horses and homes!
CrusadingPriest Certainly will be. We've been doing quite a bit of testing to ensure everything is ready for the 1.19 update, and it came a bit sooner than anticipated. Fear not, a 1.19 update for FSWilds will be coming as soon as we can get our updates complete.
False_Chicken Thanks for your feedback! The riding animation was added by Gerste in PetAI. I can bring up the topic and see if we can get some adjustments.
Allstar13521 A couple things to address here. Sometimes when the movement gets stuck, the dismount code doesn't properly check and clear. Double-tapping sneak has a tendency to fix this issue. If your horse is wandering back to a previous "stay" point, give it another command, then tell it to stay again. This tends to help establish a new position for the horse to stay near. They will wander in an area around that point, but they will not roam off entirely.
Is there going to be an update to the Feverstone Wilds mod now that 1.19 is stable?
In the latest RC for 1.19 when riding a horse your arms take up most of the view. Is this intended? Looks cool in thrid person but is nearly unusable in first.
Allstar13521 Yeah, weirdly enough yours did notify me as well. That's the first time I've experienced that though, despite having seen people tagging me before. Not sure what that's about.
DarkThoughts Well yours notified me
Allstar13521 That doesn't actually notify the person anyway.
Ahrondus Messed up the @ in my first comment
Whilst I have encountered the issue with the movement keys getting stuck as well, my issue was that the horse keeps trying to return to the specific location where I finished taming it whenever I dismount and doesn't listen when I command it to stay where it is.
The movement keys often get stuck, making the horse run / walk into one direction without any input. Also, I feel they should have a certain taming threshold before they allow you to mount & ride them instead of that just working after the first feeding.
@Ahrondus Having a bit of an issue with a tamed horse not following commands and constantly trying to return to the spot I tamed it. Also of note is that it got stuck permanently eating some grain I gave it, even after I closed and reopened the save.
I spotted some warnings and other weirdness in the logs but I'm not sure if it's all related. Should I post logs here or somewhere else?
tech tree for horse riding should be like this if you want to stay realistic: bareback horse riding -> wagons/chariots -> saddles
For those adventurous enough, I've added a 1.19 release candidate with updates formatted for the new API rework to creature diets. Survive, prosper, and ride into to a new dawn!
Toudi Thank you for your reports. I've released a fix for the issue, and apologies to all who this affected.
saddles are not craftable in v1.5.2 (they were ok in v1.5.0) checked on game 1.18.15
@Marlim The textures are currently limited because the game's texture atlas is also limited. Utilizing large textures would overpopulate the texture atlas and begin causing many issues for other item textures as well. I believe they're updating the texture atlas to be nearly unlimited in size, at least I've heard. After that, we can incorporate more detailed texures for our horse models.
Also wondering this. Have you figured it out?
EDIT: you have to have the horse fully tamed before you can place a saddle on it.
Snapkaitkat
The mod is cool, and the models are also good, but the horse's texture could be better, it seems to have low rendering.
Does anyone know how to equip the saddle I cant find anywhere that says how too...
GravityGradient Hey there, go to your mod folder AppData\Roaming\VintagestoryData\Mods\FeverstoneHorses-v1.5.0-1.18.x.zip\assets\feverstonehorses\entities\land\, open a test file called horse in land folder, scroll to the end of the text and you'll find a idle horse sound frequecny modifier (idle sound change), I changed it to 0.01
I also was wondering about the horse walking and galloping sounds, the sound files are present in the mod but they are not played ingame
Ahrondus extremely well done mod, just some error feedback for consideration
17.9.2023 16:45:16 [Error] Missing mapping for texture code null during shape tesselation of item feverstonehorses:creature-horse-male-arabian using shape feverstonehorses:entity/land/horse-arabian
17.9.2023 16:45:16 [Error] Missing mapping for texture code null during shape tesselation of item feverstonehorses:creature-horse-male-arabian using shape feverstonehorses:entity/land/horse-arabian
17.9.2023 16:45:16 [Error] Missing mapping for texture code null during shape tesselation of item feverstonehorses:creature-horse-male-arabian using shape feverstonehorses:entity/land/horse-arabian
17.9.2023 16:45:16 [Error] Missing mapping for texture code null during shape tesselation of item feverstonehorses:creature-horse-male-arabian using shape feverstonehorses:entity/land/horse-arabian
17.9.2023 16:45:16 [Error] Missing mapping for texture code null during shape tesselation of item feverstonehorses:creature-horse-female-arabian using shape feverstonehorses:entity/land/horse-arabian
17.9.2023 16:45:16 [Error] Missing mapping for texture code null during shape tesselation of item feverstonehorses:creature-horse-female-arabian using shape feverstonehorses:entity/land/horse-arabian
17.9.2023 16:45:16 [Error] Missing mapping for texture code null during shape tesselation of item feverstonehorses:creature-horse-female-arabian using shape feverstonehorses:entity/land/horse-arabian
17.9.2023 16:45:16 [Error] Missing mapping for texture code null during shape tesselation of item feverstonehorses:creature-horse-female-arabian using shape feverstonehorses:entity/land/horse-arabian
17.9.2023 16:45:16 [Error] Missing mapping for texture code null during shape tesselation of item feverstonehorses:creature-foal-arabian using shape feverstonehorses:entity/land/horse-arabian
17.9.2023 16:45:16 [Error] Missing mapping for texture code null during shape tesselation of item feverstonehorses:creature-foal-arabian using shape feverstonehorses:entity/land/horse-arabian
17.9.2023 16:45:16 [Error] Missing mapping for texture code null during shape tesselation of item feverstonehorses:creature-foal-arabian using shape feverstonehorses:entity/land/horse-arabian
17.9.2023 16:45:16 [Error] Missing mapping for texture code null during shape tesselation of item feverstonehorses:creature-foal-arabian using shape feverstonehorses:entity/land/horse-arabian
Is there a way to reduce the frequency and volume of the horses sound? Having a couple of them in a stable anywhere close to my house results in extremely regular loud neighing that gets very annoying
Installed the mod
Arabian Horse Spawns infront of my house
10/10
I think xD
I apologize for my absolute lack of awareness in responding to your posts and questions. I've had my hands full recently, moving and getting a new job that's honestly a bit more than I was capable of and I'm neck-deep in research and study to get myself up to speed.. I thank you all for your valuable feedback, and as I am able to get my feet under me again I will be able to look at putting more love into this mod. I will happily add the translation request Xandoria. That will come soon. I will also look into adjusting spawn rates a little better, to create a better cap for spawns after a certain number have been reached.
Gikame Horses will spawn in already generated terrain if you've run the world generation then added the mod after. It could take a little while, but if the conditions are favorable for their spawning then they will turn up. Draft horses like the more temperate regions with a bit more rainfall and forestry, and our Arabians are suited to larger plains, warmer climates, and less rain.
@Gikame In my experience, I loaded this into a world my friends and I were playing on and horses turned up not soon after. It seemed to me they would come as a large group and then disappear/leave as a large group, but they did appear in lands we had already explored.
I understand you said to reach out via discord but I hope, as I dont use it much, that reaching out here still works out.
One question I have and its simple: Where would we be able to find the horses? Obviously Plains and the like, but would they spawn in primarily newly generated terrain or also spawn more as you play in old terrain?
My world is now quite old, Im in Year 3 (just entered) and I would love to add a few horses to my homestead for traveling! But if they spawn in only newly generated terrain I might have a problem as I explored all 8 directions for quite a bit now for new trees lol
as an equestian,i love this
will you guys add more gaits? like trot and canter in the future? <3
there's also a bug where when swimming in deep water the horse strafes towards closest land which is quite annoying qwp
great mod! a more fleshed out version should be base game eventually. but this is seriously fantastic for now
Love the horses, love the mechanics, but I walk faster than they do. Is there a run button I haven't discovered in the 1 day I've had the mod?
Hello, could you please create a new language file in the mod for the French translation (fr.json) with the following text:
{
// Draft
"item-creature-horse-male-draft": "Cheval de trait (Étalon)",
"item-dead-creature-horse-male-draft": "Étalon mort",
"itemdesc-creature-horse-male-draft": "Un destrier fiable et costaud.",
"item-creature-horse-female-draft": "Cheval de trait (Jument)",
"item-dead-creature-horse-female-draft": "Jument morte",
"itemdesc-creature-horse-female-draft": "Un destrier fiable et costaud.",
"item-creature-foal-draft": "Cheval de trait (Poulain)",
"item-dead-creature-foal-draft": "Poulain mort",
"itemdesc-creature-foal-draft": "Un jeune cheval de trait.",
// Arabian
"item-creature-horse-male-arabian": "Cheval arabe (Étalon)",
"item-dead-creature-horse-male-arabian": "Étalon mort",
"itemdesc-creature-horse-male-arabian": "Un coursier fiable et rapide, trouvé dans les climats arides.",
"item-creature-horse-female-arabian": "Cheval arabe (Jument)",
"item-dead-creature-horse-female-arabian": "Jument morte",
"itemdesc-creature-horse-female-arabian": "Un coursier fiable et rapide, trouvé dans les climats arides.",
"item-creature-foal-arabian": "Cheval arabe (Poulain)",
"item-dead-creature-foal-arabian": "Poulain mort",
"itemdesc-creature-foal-arabian": "Un jeune cheval arabe.",
// Donkey
"item-creature-horse-male-donkey": "Âne",
"item-dead-creature-horse-male-donkey": "Âne mort",
"itemdesc-creature-horse-male-donkey": "Une monture robuste mais lente.",
"item-creature-horse-female-donkey": "Ânesse",
"item-dead-creature-horse-female-donkey": "Ânesse morte",
"itemdesc-creature-horse-female-donkey": "Une monture robuste mais lente.",
"item-creature-foal-male-donkey": "Ânon (Mâle)",
"item-dead-creature-foal-male-donkey": "Ânon mort",
"itemdesc-creature-foal-male-donkey": "Un jeune âne.",
"item-creature-foal-female-donkey": "Ânon (Femelle)",
"item-dead-creature-foal-female-donkey": "Ânon mort",
"itemdesc-creature-foal-female-donkey": "Une jeune ânesse.",
// Taming Foods
"item-carrotbundle": "Bouquet de carottes",
"itemdesc-carrotbundle": "Un petit bouquet de carottes pour apprivoiser ! Les chevaux les aiment !",
"item-haybundle": "Paquet de foin",
"itemdesc-haybundle": "Un paquet d'herbe sèche utilisé pour l'apprivoisement. Les chevaux vont en manger !",
// Saddles
"item-horsesaddle-draft": "Selle de cheval de trait",
"itemdesc-horsesaddle-draft": "Une selle en cuir robuste pour votre destrier, avec des sacoches !",
"item-horsesaddle-arabian": "Selle de cheval arabe",
"itemdesc-horsesaddle-arabian": "Une selle en cuir robuste pour votre destrier, avec des sacoches !",
"item-horsesaddle-donkey": "Selle d'âne",
"itemdesc-horsesaddle-donkey": "Une selle en cuir robuste pour votre destrier, avec des sacoches !",
// Guide
"horsetamingguide-title": "Apprivoiser les chevaux",
"horsetamingguide-text": "<strong>Guide pour apprivoiser les chevaux :\n-----par Verlia</strong>\n\nApprivoiser un cheval est assez simple !\nD'abord, vous devrez trouver de la nourriture que les chevaux apprécieront ! L'herbe sèche est un bon début, mais d'autres aliments seront préférés.\nEssayez en une variété !\n\nCliquez avec le bouton droit sur un cheval sauvage avec un aliment compatible pour lancer le processus d'apprivoisement.\nChaque aliment augmentera le pourcentage d'apprivoisement jusqu'à ce que le processus soit terminé. Vous pouvez maintenant donner un nom à votre nouveau cheval !\nLe nourrir une fois l'apprivoisement terminé augmentera son obéissance. Ainsi, lorsque vous lui donnerez un ordre, il sera plus enclin à écouter.\n\n<strong>--Maintenant, vous êtes prêt pour l'aventure !--</strong>\nMontez sur votre nouveau cheval en faisant un clic droit dessus ! Une main vide est nécessaire.\nDescendez de votre cheval en vous accroupissant.\n\nLes chevaux peuvent manger dans les mangeoires et se reproduire comme les autres animaux domestiques.\nCertains de leurs aliments préférés sont les carottes, les pommes et les céréales, et chacun les affectera différemment !\n\n\n<strong>Gardez un œil sur d'autres selles, sacoches et accessoires à l'avenir !</strong>",
// Game Messages
"deathmsg-horsemale-1": "Le joueur {0} a été piétiné par un cheval.",
"deathmsg-horsemale-2": "Le joueur {0} est mort d'un coup de pied.",
"deathmsg-horsefemale-1": "Le joueur {0} a été piétiné par un cheval.",
"deathmsg-horsefemale-2": "Le joueur {0} est mort d'un coup de pied",
// Creature Kill Descriptions
"deadcreature-horsetrampled": "Semble avoir été piétiné par un cheval."
}
is there a way to reduce the spawn rates so they are much more rare of a spawn? or is that something we can't do on our end?
Hi! After sucessful taming, a dialogue opened, where I could choose a name for my horse. But I pressed 'Cancel' (skipped this) at this point - is there any way to re-open this?
edit: Ctrl+Right Click will open the window. Thanks @DarkPaapi
Runehawk Feverstone Wilds will be updated with the donkies as well, once we get the saddles implemented and testing proves successful. 😄
Hey, I use Feverstone's Wilds rather than this mod since it includes horses as well. Will that be updated with the donkeys as well or should I install both?
A fresh release for 1.18 compatibility is finally available! Also introducing, donkies! Our newest breed, donkies are a bit slower than their larger kin, but sturdy carriers! They've been used as pack animals for many years, and our goal was to bring this hardy worker to life in Vintage Story!
Currently, saddles for the donkies are WIP (Work-in-progress), however be on the lookout for an upcoming release to bring them to your capable hands.
Ride swiftly! ... or not.
Seconding the request to please update this to 1.18 as well. I want to play in a world without any fantasy animals/monsters this time (also using the no monsters mod) so while I do like the Feverstone Wilds mod it adds a lot of critters I don't need. Would really like access to horses though.
when will this be updated to stable 1.18?
It's like being like a wild boar or a bighorn sheep. I understand.
But in the case of wild boars and bighorn sheep, there are generations, and they become less hostile as they go through those generations, but in the case of horses, it is the degree of nostalgia, right?
Are you saying that automatic feeding from troughs does not affect Obedience?
macoto_hino -- The horses eat from troughs as a passive way to increase their portions eaten, or you can hand-feed them. They have proper breeding mechanics now, and will produce offspring (foals) according to their type (draft or arabian).
Mommacera -- What mod conflict issue? Maybe there's something I can look at to better our mod's compatibility with other mods.
In v1.4.1, horses can now eat feed from troughs, but what are the effects of eating feed from troughs?
Is there any maintenance or increase in nostalgia?
I have run into an issue I cant seem to tame the horses I right-click with dry grass but nothing happens it doesn't even remove one of the grasses I am not sure if its a bug or maybe a mod conflict of mine any ideas on how to fix it? or am i doing it wrong
Nvm its a mod conflict issue
Forgive me for excluding the language files before installing the mod and checking it out.
Sorry for spoiling the game for those who have not played it.
macoto_hino You're correct. Caught me setting up the code for a new addition! The donkey is currently not available so you won't yet see it in game. I'll be combing through the code and making adjustments, and I've corrected those already for the upcoming release of this new creature! Stay tuned!
Thanks for the long awaited update!
I'm translating the language for the additions and corrections as soon as possible. The description of the newly added donkey colt is wrong about it being an Arabian horse, right?
Thank you all for your graciousness, bug reports, patience, and support. 1.4.1 is released for your riding pleasure which should fix quite a few issues. Please continue providing that wonderful feedback!
Greetings all! I apologize for the time away from this project. With our release of Feverstone Wilds and the many adjustments there, my attention to the dedicated horses mod has been put on pause. That, and I've been having to handle some recent disruptions with work. I plan on visiting this mod very soon with some updates, and thank you all for your patience in the meantime. Safe travels!
So I've read in the comments that you already adjusted the spawn conditions, but horses keep Spawning inside my Buildings which was funny at first but it's getting a bit annoying because every day there's a horse somewhere in my buildings. Is it possible to set it, so they don't spawn inside?
Are there any gates that allow my horses to pass through? Would be nice if my draft could fit thorugh the double doors.
Since this runs on PetAI, can you set things like the dogbeds as a respawn point for your horse if it dies?
for some reason i cant mount my horse or any horse for that matter ?!?
So it should be compatible?
Essentially, if you put food in the feed container that can be used as horse feed, the horse should eat it on its own, right?
For some reason, they don't eat it in my environment.
Is there some other mod that is affecting it in some way?
Is the Arabian horse saddle supposed to be untextured white?
Bonjour, j'ai un soucis avec le mod quand je regar dans gestionnaire de mods le mod me dit "Impossible de résoudre les dépendances du "mod". Vérifiez le journal".
Je joue sur la version 1.17.9 du jeu et avec la version 1.3.9-rc.2 du mod.
Cordialement
macoto_hino -- Yes, the troughs should still hold compatibility in vanilla and Vanilla Varients in the most recent update.
fipil -- I will look into the code. Look for an update soon! As for the horse colors, we currently do not have a system for the game to recognize the current horse skin and to keep it similar when the foals grow up. It is an intended feature, however.
Stejer -- Currently, crossbreeding is disabled. In a future update, we will implement crossbreeding as well as additional attributes to be bred for and to obtain through a bit of taming luck and domestication. There's many ideas we have for the horse mod, including donkeys, pullable carts/farming tools/etc, which might be implemented in separate compatible mods for users to pick and choose which features they would like to implement.
Thank you all for your continued support and feedback!
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.
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
41>:0
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
48ba8693d95fd255ff41>:0
at Vintagestory.Server.CoreServerEventManager.TriggerGameTick (System.Int64 ellapsedMilliseconds, Vintagestory.API.Common.IWorldAccessor world) [0x00000] in <f8
e7e0ea709348ba8693d95fd255ff41>:0
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
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
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
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
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:
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 :-).
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 😋
For the most recent version, please update to 1.3.9-rc.2!
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!
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 😀
Thanks!
Fipil
Few bugs pertaining to Arabian horse saddles and mount height, will be hot fixed shortly.
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!
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
Fixed/Added compatibility with Vanilla Varient Troughs. Fixed some animation issues with the new Arabian horse breed.
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!
@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 :-).
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!
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?
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!
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.
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.
Thanks for fixing it :)
TheNiteFox Thanks for the catch. Fixing it now.
Edit: Should be fixed now.
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.
OmegaHaxors No, they don't. lol
Do they poop in real time?
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)?
Pretty much love your mod man, but sorry i could not wait for satchels :)
https://www.dropbox.com/s/px4ayvqi6lr25r0/2022-07-27_21-03-54.jpg?dl=0
Hey there, a friend of mine produced a German translation for you to include into your next update. It's here on Pastebin.
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!
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.
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.
Hey!
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?
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:
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).
BR
I have Vanilla Varients, and the horse won't eat out of the troughs from that mod.
Herd behaviour would be cool!
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!
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?
Russian translation on pastebin
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.
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.
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.
@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?
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. :)
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!! 😀
Just a bit of feedback, the horses are too large and it makes them extremely awkward and hard to direct
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!
Hi,
if I gut a dead horse with a knife, the game crashes. This happened to me twice in a row.
Much needed mod. Thanks
Edit: Lag spikes have been solved.
@Ahrondus Pls make head model lesser a bit
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!
Hay not present in mod, but lang string exists.
Russian translation here
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!
The animation on these looks great. Are you planning on adding things like horseshoes and such later for upgrades?