Mods / Feverstone's Horses

Category: #Creatures #Utility
Author: Ahrondus
Side: Both
Created: Feb 12th 2022 at 9:22 PM
Last modified: Jan 18th at 8:52 AM
Downloads: 33561
Follow Unfollow 359

Latest file for v1.19.0:
FeverstoneHorses-v1.6.0-1.19.0.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*
v1.6.0 3490 Jan 18th at 8:52 AM Show FeverstoneHorses-v1.6.0-1.19.0.zip Install now
v1.6.0-rc.2 1389 Dec 22nd 2023 at 7:11 PM Show FeverstoneHorses-v1.6.0rc.2-1.19.0rc.1.zip Install now
v1.6.0-rc.1 121 Dec 21st 2023 at 5:49 PM Show FevestoneHorses-v1.6.0rc.1-1.19.0.zip Install now
v1.5.5 1252 Dec 21st 2023 at 4:09 PM Show FeverstoneHorses-v1.5.5-1.18.10.zip Install now
v1.5.0 10643 Apr 27th 2023 at 2:09 AM Show FeverstoneHorses-v1.5.0-1.18.x.zip Install now
v1.4.1 1913 Feb 15th 2023 at 11:22 PM Show FeverstoneHorses-v1.4.1-1.17.x.zip Install now

133 Comments (oldest first | newest first)

💬 Pervy_Sage, 4 days ago

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.

💬 Khana, Feb 16th at 6:56 PM

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.

 

💬 Dnd, Feb 15th at 7:15 PM

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.

💬 Khana, Feb 14th at 10:47 AM

how do i configure LESS to spawn? there are too many

 

💬 Sunchaser, Feb 12th at 5:33 PM

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?

💬 Maamessu, Feb 12th at 6:58 AM

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.

💬 Allstar13521, Feb 10th at 4:14 PM

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.

💬 Sunchaser, Feb 9th at 3:01 PM

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.)

💬 Pervy_Sage, Feb 8th at 8:42 PM

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.

💬 LadyEdain, Feb 8th at 8:17 PM

@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.

💬 Pervy_Sage, Feb 8th at 5:51 PM

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.

💬 Pervy_Sage, Feb 8th at 5:39 AM

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.

💬 DarkThoughts, Feb 6th at 11:51 PM

LadyEdain That was not the issue. I opened a bug report at PetAI's bug tracker and he fixed the animation within hours.

💬 LadyEdain, Feb 6th at 11:35 PM

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.

💬 Pervy_Sage, Feb 6th at 11:23 PM

Are the bags on the saddle just for show? If not, how do we access them?

💬 SuaveDoggo, Feb 3rd at 10:13 AM

You could always use the Mobs Radar mod akroeze

💬 akroeze, Jan 31st at 1:45 AM

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??

💬 Stejer, Jan 22nd at 5:31 PM

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 

💬 DarkThoughts, Jan 21st at 8:04 PM

Yeah, pretty much unplayable with the animations at the moment. The arms are right in front of your camera. lol

💬 Allstar13521, Jan 19th at 12:16 PM

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.

💬 AhrondusAuthor, Jan 18th at 8:56 AM

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!

💬 AhrondusAuthor, Jan 18th at 8:43 AM

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.

💬 AhrondusAuthor, Jan 18th at 8:41 AM

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.

💬 AhrondusAuthor, Jan 18th at 8:40 AM

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.

💬 CrusadingPriest, Jan 17th at 8:50 PM

Is there going to be an update to the Feverstone Wilds mod now that 1.19 is stable?

💬 False_Chicken, Jan 17th at 6:07 PM

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. 

💬 DarkThoughts, Jan 17th at 9:00 AM

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.

💬 Allstar13521, Jan 17th at 1:46 AM

DarkThoughts Well yours notified me

💬 DarkThoughts, Jan 16th at 7:08 PM

Allstar13521 That doesn't actually notify the person anyway.

💬 Allstar13521, Jan 14th at 3:50 AM

Ahrondus Messed up the @ in my first comment

💬 Allstar13521, Jan 13th at 8:24 PM

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.

💬 DarkThoughts, Jan 13th at 3:06 PM

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.

💬 Allstar13521, Jan 13th at 5:45 AM

@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?

 

 

💬 mw00, Dec 22nd 2023 at 8:08 PM

tech tree for horse riding should be like this if you want to stay realistic: bareback horse riding -> wagons/chariots -> saddles

💬 AhrondusAuthor, Dec 21st 2023 at 5:39 PM

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!

💬 AhrondusAuthor, Dec 20th 2023 at 7:00 PM

Toudi Thank you for your reports. I've released a fix for the issue, and apologies to all who this affected.

💬 Toudi, Dec 20th 2023 at 9:38 AM

saddles are not craftable in v1.5.2 (they were ok in v1.5.0) checked on game 1.18.15

💬 AhrondusAuthor, Dec 14th 2023 at 9:45 PM

@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.

💬 Phoenicius, Nov 13th 2023 at 4:24 AM

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

💬 Marlim, Nov 2nd 2023 at 11:15 PM

The mod is cool, and the models are also good, but the horse's texture could be better, it seems to have low rendering.

💬 Snapkaitkat, Oct 8th 2023 at 2:20 AM

Does anyone know how to equip the saddle I cant find anywhere that says how too... 

💬 Jimzawy, Sep 28th 2023 at 4:14 AM

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

💬 NukoSan, Sep 17th 2023 at 3:49 PM

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

💬 GravityGradient, Sep 6th 2023 at 4:22 AM

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

💬 Gikame, Aug 25th 2023 at 6:35 PM

Installed the mod

Arabian Horse Spawns infront of my house

10/10

I think xD

💬 AhrondusAuthor, Aug 20th 2023 at 11:27 AM

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.

💬 Nomad7824, Aug 18th 2023 at 12:03 AM

@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.

💬 Nomad7824, Aug 18th 2023 at 12:02 AM
💬 Gikame, Aug 14th 2023 at 6:18 PM

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

💬 Sad_yst, Jul 18th 2023 at 7:36 PM

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

 

💬 Tripalink, Jul 17th 2023 at 5:42 AM

great mod! a more fleshed out version should be base game eventually. but this is seriously fantastic for now

💬 Asil, Jul 9th 2023 at 5:51 PM

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? 

💬 Xandoria, May 11th 2023 at 7:11 PM

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."
}

💬 r3lik, May 7th 2023 at 2:44 PM

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?

💬 mohmaniac, Apr 30th 2023 at 1:28 PM

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

💬 AhrondusAuthor, Apr 27th 2023 at 5:04 AM

Runehawk Feverstone Wilds will be updated with the donkies as well, once we get the saddles implemented and testing proves successful. 😄

💬 RuneScholar, Apr 27th 2023 at 4:50 AM

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?

💬 AhrondusAuthor, Apr 27th 2023 at 2:18 AM

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.

💬 Rhonu, Apr 22nd 2023 at 2:40 PM

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.

💬 Miloski, Apr 20th 2023 at 12:31 AM

when will this be updated to stable 1.18?

💬 Shannymara, Feb 23rd 2023 at 8:19 PM

I'm also having the problem with wild horses not taming. I right clicked on one with both a carrot and a carrot bundle. There was no feedback and the stack size of the carrots/carrot bundles didn't change. Here's a list of the current mods I have installed. Using latest stable version of VS. I hope this helps. Thank you!

I'm going to try to narrow down which mod(s) are conflicting and will update this if I find anything concrete. CoB, which I'm using on a private family server on my LAN, has taming dogs and cats so that's the first one I'll test.

💬 macoto_hino, Feb 21st 2023 at 8:32 AM

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?

💬 AhrondusAuthor, Feb 20th 2023 at 7:05 PM

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.

💬 macoto_hino, Feb 19th 2023 at 1:16 PM

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?

💬 Mommacera, Feb 17th 2023 at 4:31 PM

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

 

💬 macoto_hino, Feb 16th 2023 at 9:30 AM

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.

💬 AhrondusAuthor, Feb 16th 2023 at 7:15 AM

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!

💬 macoto_hino, Feb 16th 2023 at 1:46 AM

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?

💬 AhrondusAuthor, Feb 15th 2023 at 11:25 PM

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!

💬 AhrondusAuthor, Feb 7th 2023 at 11:11 AM

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!

💬 GamingToast, Jan 26th 2023 at 8:45 PM

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?

💬 BorkBiscuit, Jan 16th 2023 at 1:29 AM

Are there any gates that allow my horses to pass through?  Would be nice if my draft could fit thorugh the double doors.

💬 Katlamos, Jan 8th 2023 at 4:24 PM

Since this runs on PetAI, can you set things like the dogbeds as a respawn point for your horse if it dies?

💬 chacra, Dec 13th 2022 at 3:30 PM

for some reason i cant mount my horse or any horse for that matter ?!?

💬 macoto_hino, Dec 13th 2022 at 6:25 AM

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?

💬 RuneScholar, Dec 10th 2022 at 7:58 AM

Is the Arabian horse saddle supposed to be untextured white?

💬 Dragonwx52, Dec 7th 2022 at 8:36 PM

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

💬 AhrondusAuthor, Dec 4th 2022 at 2:00 AM

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!

💬 macoto_hino, Nov 27th 2022 at 5:50 PM

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, Nov 26th 2022 at 9:45 PM

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

💬 Stejer, Nov 26th 2022 at 1:33 PM

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 2022 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 2022 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 2022 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 2022 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 😋

💬 AhrondusAuthor, Nov 15th 2022 at 7:10 PM

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

💬 AhrondusAuthor, Nov 15th 2022 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 2022 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 😀

Thanks!
Fipil

💬 Verlia, Nov 15th 2022 at 4:07 AM

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

💬 AhrondusAuthor, Nov 15th 2022 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 2022 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

💬 AhrondusAuthor, Nov 14th 2022 at 5:49 PM

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

💬 AhrondusAuthor, Nov 14th 2022 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 2022 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 :-).

💬 AhrondusAuthor, Nov 12th 2022 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 2022 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?

💬 AhrondusAuthor, Nov 11th 2022 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 2022 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 2022 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 2022 at 5:55 PM

Thanks for fixing it :)

💬 AhrondusAuthor, Nov 10th 2022 at 8:01 PM

TheNiteFox  Thanks for the catch. Fixing it now.

Edit: Should be fixed now.

💬 TheNiteFox, Nov 10th 2022 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.

💬 AhrondusAuthor, Nov 10th 2022 at 7:28 PM

OmegaHaxors No, they don't. lol

💬 OmegaHaxors, Nov 10th 2022 at 1:06 PM

Do they poop in real time?

💬 Xarl, Sep 17th 2022 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 2022 at 8:07 PM

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

💬 Lahee, Jul 20th 2022 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.

💬 AhrondusAuthor, Jul 19th 2022 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 2022 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 2022 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 2022 at 4:50 PM

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?

💬 DemonBigj781, Jun 19th 2022 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 2022 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).

BR

 

💬 BlueFuryDragon, Jun 12th 2022 at 9:20 AM

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

💬 Artor, May 31st 2022 at 9:48 PM

Herd behaviour would be cool!

💬 AhrondusAuthor, Apr 19th 2022 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 2022 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 2022 at 3:26 AM
💬 wickedpersimmon, Feb 26th 2022 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 2022 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 2022 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 2022 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 2022 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. :)

💬 AhrondusAuthor, Feb 13th 2022 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 2022 at 7:27 PM

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

💬 AhrondusAuthor, Feb 13th 2022 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 2022 at 6:18 PM

Hi,

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

 

💬 1618, Feb 13th 2022 at 3:46 PM

Much needed mod. Thanks

Edit: Lag spikes have been solved.

💬 YourCreator, Feb 13th 2022 at 9:09 AM

@Ahrondus Pls make head model lesser a bit

💬 AhrondusAuthor, Feb 13th 2022 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 2022 at 7:31 AM

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

💬 AhrondusAuthor, Feb 12th 2022 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 2022 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)