Mods / Feverstone's Horses
Authors: Ahrondus, Verlia
Side: Both
Created: Feb 12th 2022 at 9:22 PM
Last modified: Nov 18th at 11:42 PM
Downloads: 83044
Follow Unfollow 836
Recommended download (for Vintage Story 1.21.2 - 1.21.5):
FeverstoneHorses-v2.3.0-1.21.2+.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.
This mod is compatible with PetAI. --> PetAI by Gerste
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 Saddlebags -> Small/Medium/Large Saddlebags.
Further Out Plans:
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
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 2.3.0 | feverstonehorses | 2391 | Nov 18th at 11:42 PM | FeverstoneHorses-v2.3.0-1.21.2+.zip | 1-click install | ||
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Fix jaunt-horse disappearing after being fully tamed through PetAI due to an incorrect patch application. Reordered jaunt:rideable gaits to recommended ride order Added a skip for applying patches to files that didn't need it. | |||||||
| 2.3.0-rc.2 | feverstonehorses | 304 | Nov 14th at 9:14 PM | FeverstoneHorses-v2.3.0-rc.2-1.21.2+.zip | 1-click install | ||
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Updated Jaunt Compatibility file Updated PetAI Compatibility file Updated horse bridle using incorrect version | |||||||
| 2.3.0-rc.1 | feverstonehorses | 197 | Nov 12th at 1:01 AM | FeverstoneHorses-v2.3.0-rc.1-1.21.2+.zip | 1-click install | ||
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| 2.2.0 | feverstonehorses | 2369 | Nov 5th at 12:40 AM | FeverstoneHorses-v2.2.0-1.21.2+.zip | 1-click install | ||
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THIS IS A 1.21.2+ MOD VERSION, DO NOT USE IF ON 1.21.1 Fixed Typo in fshorsewearables bridle codebytype Added invisible "Head" cube so the medallion straps had a cube to bind to, and hid it in the model. (This will prevent server spam when medallions are placed on the horses) | |||||||
| 2.1.0 | feverstonehorses | 163 | Nov 5th at 12:31 AM | FeverstoneHorses-v2.1.0-1.21.1.zip | 1-click install | ||
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EXPLICITLY A 1.21.1 RELEASE Contains up-to-date code and configs for all entities, formatted for 1.21.1 game version.
Known issue: Pillions stopped working and would crash the game in this backported version of FSHorses. I have removed them for this version of the mod to prevent hard crashes. | |||||||
| 2.0.11-rc.1 | feverstonehorses | 1011 | Oct 21st at 10:31 PM | FeverstoneHorses-v2.0.11-rc.1-1.21.x.zip | 1-click install | ||
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"Backport" release that undoes the typecast changes to horse wearables, after multiple complaints that horses aren't rideable anymore. Only for people that are having mounting issues. | |||||||
| 2.0.10 | feverstonehorses | 4857 | Oct 17th at 12:21 AM | FeverstoneHorses-v2.0.10-1.21.x.zip | 1-click install | ||
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Removed unnecessary files Fix for rideableaccessories code mismatch that was preventing attaching items to the shoulders of horses. sorry | |||||||
| 2.0.9 | feverstonehorses | 381 | Oct 16th at 5:51 AM | FeverstoneHorses-v2.0.9-1.21.x.zip | 1-click install | ||
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| 2.0.8 | feverstonehorses | 325 | Oct 15th at 4:11 PM | FeverstoneHorses-v2.0.8-1.21.x.zip | 1-click install | ||
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Fix for Quarter-Horse saddlebags being place-able, but invisible on the entity. Initial writeup for %@**^^* compatibility | |||||||
| 2.0.7 | feverstonehorses | 895 | Oct 13th at 6:17 AM | FeverstoneHorses-v2.0.7-1.21.x.zip | 1-click install | ||
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Horse Pillions, for your Horse Passengers!
Ride on, with friends! 🐎 | |||||||
| 2.0.6 | feverstonehorses | 850 | Oct 11th at 10:26 AM | FeverstoneHorses-v2.0.6-1.21.x.zip | 1-click install | ||
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Updated PetAI compatibility to overwrite various behaviors, and fixed a couple bugs.
KNOWN ISSUE There seems to be a problem with XSkills and Feverstone Horses. There are a couple variants of horses (Percheron and Arabian) that aren't yet implemented due to undergoing model reworks. I've added a "skipVariant" for these entities, and XSkills doesn't seem to like it very much. I've gotten reports of various bugs with XSkills functionality as a result. Please forward these concerns over to the XSkills page as well. | |||||||
| 2.0.5 | feverstonehorses | 2204 | Oct 5th at 10:12 PM | FeverstoneHorses-v2.0.5-1.21.x.zip | 1-click install | ||
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Slightly reduce horse weight to help keep them from breaking ropes when hitched to a post. | |||||||
| 1.6.1 | feverstonehorses | 20220 | Mar 24th 2024 at 9:21 PM | FeverstoneHorses-v1.6.1-1.19.x.zip | 1-click install | ||
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Reduce horse spawns by a significant amount (over 50% less should spawn). | |||||||
Thank you for the info, I appreciate that!
Honeebunny Unfortunately, this has been a request for PetAI for a long time. You have to tell your horse to follow, then stay, to register a new "stay" location. Otherwise, telling the horse to "stay" again (if that's what its previous command was), doesn't update the "stay" location and it attempts to go back to its previously commanded "stay" location. You can try to head over here and tell Gerste to update it! --> PetAI by Gerste
I don't know if it's a bug, or if I don't understand how the mod works; however, telling my horse to stay doesn't make him stay. Ended up losing my 100% obedient horse because he wandered off while I was sleeping away the darkness on an attempted adventure, and I couldn't see any sign of him despite searching for an entire in game day.
Nasty crash when you finish taming a donkey, seems to be a jaunt thing
Totally understandable ya didn't know, I legitimately only bothered finding out for the sake of your mod lol, there's a config option for disabling stamina that doesn't work alongside a few others that can modify the stamina of critters, their decay, etc. with jaunt (UNRELATED TO CRASH REPORT BELOW INVOLVING DONKEY TAMING)
MissLadyDeath When you update the mod manually, the old mod version will remain in your Mods folder. Make sure to delete the old version when you add in the updated version. There are a few mod updaters on the ModDB that work well, and will automatically remove the old version of a mod when installing an update.
SparrowOfRealms I honestly didn't even know there were Jaunt configs.
Jaunt configs don't seem to work for the horses at all if adjusted
When you update the mods do you have to uninstall and reInstall the mod or does it update itself? New to the game and was wondering since I have this mod?
2.3.0 Stable has been Released, here's the details (since the last stable release):
YAY Jaunt compatability!!!!!
2.3.0-rc.2 is released, here's the details:
Thanks for your patience, I've been sick the past few days so release for a fix was slow.
This is a release candidate version for testing.
Encountering the exact same issue word for word as Krieger01
With the newest version I lose access to the folllow/stay command and my horse no longer has a name. The horse cannot swim and I cannot use a shire bridle it has to be a vanilla one. If im missing something please let me know ty.
Version 2.3.0-rc.1 Released! Here's the details:
This is a release candidate version to ensure there's no new issues! I believe it's stable, but test at your discretion!
GeneralSykes Yes, the vanilla method is to get a foal, and feed it to adulthood. It will become semitamed, and then you have to saddlebreak it. The PetAI method would be to find any horse, capture it, and hand feed them until they're tamed.
NotAdolf2003 Hand feeding is a PetAI compatible behavior. If you want to feed them using vanilla methods, just toss the food on the ground, or put it in a trough.
I'm right clicking the horses with the bundles of food but it won't do anything, I tried with fouls as well. I don't know what's going on but it won't let me tame them.
How do i tame horses im assumeing i get a male and a female they do stuff a fowl hapends and i feed the fowl and it tames im hour 208 in this world and havnt found one single mare but every stallion and donkey you could imagine and was wondering if im doing somthing wrong
SparrowOfRealms If the horse has a medallion on it and they use the bone flute, it will teleport to them.
There a way to re-summon/tp horses like how we can with elk? My bud's horse fell down a really deep hole.
Feverstone Horses v2.2.0 ---------- THIS IS A 1.21.2+ MOD VERSION, DO NOT USE IF ON 1.21.1
Fixed Typo in fshorsewearables bridle codebytype
Added invisible "Head" cube so the medallion straps had a cube to bind to, and hid it in the model. (This will prevent server spam when medallions are placed on the horses)
Feverstone Horses-v2.1.0 ----- EXPLICITLY A 1.21.1 RELEASE
Fixed Typo in fshorsewearables bridle codebytype
Added invisible "Head" cube so the medallion straps had a cube to bind to, and hid it in the model. (This will prevent server spam when medallions are placed on the horses)
Known issue: Pillions stopped working and would crash the game in this backported version of FSHorses. I have removed them for this version of the mod to prevent hard crashes.
So if I wanted to have this on 1.21.1 I'd use the version 2.0.11-rc.1 and not the 2.0.8? Thanks
Hey everyone! Got an update here regarding some oddities surrounding Feverstone Horses in recent versions, and I finally found the cause.
In game version 1.21.2, the VS Team made an API tweak regarding categoryCodes. I updated the horse entitiyCode to include these tweaks, however, it then made them incompatible with any game version prior to 1.21.2, and you could no longer mount your horse unless it was unsaddled.
I then published mod versions that contained this update, without regard to the API tweak, and in my oversight I listed them all as compatible with prior versions. I am updating those right now, to their proper compatible game versions.
Wow I don't remember installing that one. I must have boobooed when updating.
BlueFuryDragon Those are Feverstone Wilds creatures, not Feverstone Horses.
Stason4ikRU and Unh0lyPriest This is because I'm using the Elk Medallion for the horses, and the shapes for the Elk Medallion have a "strap" cube that doesn't fit the horse model. The medallion shapes have two separate step-parented elements, the "strap" is attached to the "Head" cube, and the actual medallion is attached to the "Nose". The "strap" cube isn't needed for the horses, and so I simply didn't add a valid cube for them to attach to. I didn't realize it would spam the server with warnings, but the medallions work perfectly normally otherwise. I'll look into seeing if I can fix that in the future, but I can't adjust the shape file of the elk medallion without affecting the shape and placement of the medallion on the actual elks. I'll either add my own medallions, or something else.
Sorry to post here again, this time I was just curious what this error was that was being thrown in our server log:
"[Server Warning] Step parented shape game:item/wearable/hooved/face/face2-elk defined in Item game:hoovedwearables-face-face2 requires step parent element with name Head, but no such element was found in parent shape feverstonehorses:entity/land/horse-shire. Will not be visible."
A very long time ago, such errors began to pop up in the server console. It used to be with other subjects. Now only with a medallion.
Hell boar and a Bison? Anything else to scare the crap out of me...
On another note, can you get the horse on the boat like you can the Elk?
ElsieMeraki There isn't currently a genetics system. That is a planned feature.
Xiaoce You can fit elk medallions on their noses, and that will claim them and let them appear on your map.
i been playing with the mod for a while but is there a way to claim said horses so they show up on map?
Is there a genetic system ?
Is there a way to move or lead a partially tamed horse?
@Ahrondus we attempted to spawn in new horses with creative before i posted the first time I can 100% confirm that that solution will not work. Horses become broken when using the new update when we downgraded the mod everything went back to normal there must be something with the new files.
2.0.11-rc.1 is a "backport" release that undoes the typecast changes to horse wearables, after multiple complaints that horses aren't rideable anymore.
Only for people that are having mounting issues.
I hope this helps some people regain their companions.
Hey everyone. The issue most people are having is stemming from mod versions 2.0.9 and 2.0.10, where I made changes to the categoryCodes for horse wearables and the attachment point codes in the horses entity file. The changes were made to help prevent incompatible equipment from going on the wrong breed of horse (can't fit donkey saddles or bridles on shire horses, etc..).
I'm trying to identify and resolve the issue, however, I can't replicate the problem. Everything is working as intended for me, so pinning down the source issue is proving challenging. There are no issues in logs to go by either..
I'm running game/server version 1.21.5, with mod version 2.0.10.
I'm starting to consider that the update to the horse wearables didn't apply to existing items, and so there's a chance you'll have to remake saddles for the code update to be applied to them.
If this doesn't work for you, I'm sorry. I'll release a 2.0.11 Release candidate version that undoes the changes to the horse wearables and the category codes, for those that are having issues.
Same issue as Eliwood407 has
Coincidentally I am having the same 'unable to mount' issue from the first horse (donkey) we tamed.
No errors show when trying to mount the horse, and mounting is only possible when the horse does not have a saddle.
We have had the mod installed since 16 October (V2.0.9-1.21.x) on our Local Hosted VT server v1.21.1 (stable)
Here is a Pastebin with the list of mods we use, and a link to a .zip of the mods folder.
https://pastebin.com/3uKmteP9
TipsyTipsyTipsy It sounds like you're having a different issue, so I cannot be certain and won't point blame to one side or another until I know more about it. Unfortunately, I haven't been having any mounting issues, and I cannot replicate circumstances where others are having mounting issues. Without logs to go by, I can't move forward implementing fixes. It could be an incompatibility with other server mods that change behaviors, or something from our mod, but I won't know unless I can re-create the issue or have someone give me an error log.
Our server added the mod a fue days ago so no one had a horse tamed atm, the saddle problem is with new tamed horse as well. So this is a PetAi issue correct?
So it looks like in the most recent update, there was a weird with PetAI. It allowed taming processes to be completed, but never converted the entity to a "tamed" creature. This would be why you were able to "tame" a horse, but never mount the saddle seat, only the rear pillion. Unfortunately, there is not a way around the issue that I've found, aside from taming a new horse. I apologize for the inconvenience, but I don't know how to go about fixing it because the issue is technically from an outside source.
There are special items in the creative inventory that can help you quickly acquire a new horse: In the "Special" tab, there is a Magic Bone and a Reskinner provided by PetAI. Spawn a new horse, tame it with the Magic Bone, and change the texture with the Reskinner until you've got your desired skin. Those options are available to you, if you don't want to go through the taming process again.
I'm sorry again, I'm not really sure how the issue came about, but it hopefully shouldn't be in issue going forward.
Ahrondus I'm the server host for Brekky's situation, if you'd like to see logs or get the servers modlist, feel free to ping me on Discord if you have it, my name is the same there. Would love to help you fix this issue. If you aren't replicating it we probably need to drill down in to what the incompatibility is.
Unable to mount with a saddle either on our server, at all :(
We are haveing the same issue with not being able to mount with saddle, im assuming it has someing to do with our server being an older version?
jeffredrose Are you sure? I can ride everything, interact with saddlebags, and mount rear pillions. I cannot replicate an issue on my end.
Noticed on latest update v2.0.10-1.21.x cannot ride anything anymore can only hop on rear seats.
killerskull676 Yes, you can add it to an existing world. Expect horses to be found in unexplored regions, and after a few days they will begin to populate in already discovered areas!
Tyrnn Feverstone Wilds is in the process of being updated. I'm going to be slowing progress on FS Horses in the meantime so I can focus my attention on getting FS Wilds up-to-date, unless there is a breaking issue that needs resolving ASAP.
The description says that this is unneded if using Feverstone Wilds.. but that mod is outdated. Is it still a working mod?
I want horses, but I enjoy what I read in FS Wilds description.
Can I add this to my existing world?
Another day, another update. This one's on me.. 2.0.10 Released, here's the details:
Removed unnecessary files
Fix for rideableaccessories code mismatch that was preventing attaching items to the shoulders of horses. sorry
Another update hits the ModDB. Thank you all for your support while we iterate through these changes and continue to improve! I know it's been a lot, and there's still more to do. Bear with me..
Update 2.0.9 Released, here's the details:
2.0.8 released, here's the details:
Fix for Quarter-Horse saddlebags being place-able, but invisible on the entity.
Initial writeup for %@**^^* compatibility
AdamC Hey! Looks like the VS team changed the code for the shoulder attachment points. I'll give it a look and update here soon. Currently working on a compatibility request, so once that's complete I'll update the rest.
Kripteekz Entity names for horses are "feverstonehorses:horse-(wild|tamed)-(male|female)-(percheron|arabian|donkey|shire|quarter)" Examples: "feverstonehorses:horse-wild-male-shire", or "feverstonehorses:horse-tamed-female-quarter"
Lexattica You can tame adult horses, if you have PetAI. Otherwise, you follow the vanilla saddlebreaking route, which requires that you start at the foal stage.
Ahrondus Yea went on a hunting/animal collecting expedition and she says 3 days left. Was just impatient lmao, thanks for the help anyway :)
Also just checking has the entity names for the horses changed? Trying to add them to animal cages (the entity names listed in the compat section there) but keep getting "custom mod settings not valid, reverting to default setttings" or something to that effect
I am no longer able to attach Cooking Pots to Quarter Horses nor Shire Horses, and the Shire Horse seems to have no slots for Temporal Gears..
Hi, is it possible to tame an adult horse? The handbook says specifically foals. Thanks.
Release 2.0.7 hits the ModDB! Here's the details:
-----Horse Pillions, for your Horse Passengers!-----
Ride on, with friends! 🐎
TheStupidMe Shires are thicc. They can actually fit through a 2 wide walkway, but the collision boxes from the trapdoors is squeezing the space just too much.
Kripteekz The breeding timer is minimum 21 game days. Give it some time. If you're still having an issue after that, let me know!
Hey, think I've got a bug going on. Tamed a donkey recently and have been feeding it for obedience. It hasn't changed from "several days before ready to mate" to "ready to mate" at all, and has been... well several days lmao. Not looking to breed horses quite yet luckily but thought I'd let you know.
made a nice little stable for my shires but they cant get in or out of the doors (two vertical trapdoors facing each other like a double door cut horizontally) i imagine the hitbox is just bigger than the actual model
Speaking of updates, here's a new release! 2.0.6, details below:
Updated PetAI compatibility to overwrite various behaviors, and fixed a couple bugs.
KNOWN ISSUE
There seems to be a problem with XSkills and Feverstone Horses. There are a couple variants of horses (Percheron and Arabian) that aren't yet implemented due to undergoing model reworks. I've added a "skipVariant" for these entities, and XSkills doesn't seem to like it very much. I've gotten reports of various bugs with XSkills functionality as a result. Please forward these concerns over to the XSkills page as well.
BlueFuryDragon I would recommend updating to the most recent mod release version. You might find the fixes you're looking for there! The medallions do work for the horses, and when a medallion is placed on them you can teleport them by using the bone flute.
Ahrondus I'm on 2.0.0-rc.10. I'm running 1.21 VS. If you goto the HB it only shows the Saddlebags but there is no recipe. You can take one from creative and use it though. Also, are the medallions for the horses in my version? Mine fell in a hole and it was a pain to get out, had to make a 2 wide and 5 high stairway mining him out.
BlueFuryDragon I'm not having any issue seeing the Shire horse saddlebag recipe. What mod version are you running?
Mountainmanmad If you have a medallion on your horse, it will come to you if you play the bone flute. If you're a certain distance away, they will teleport. Otherwise, there isn't a way to teleport your tames to you.
Is there a way to teleport your horse to you? I accidentially fell into a huge pit and im struggling to get it out.
I'm in 1.21, I see the saddlebags listed for the Shire horse but it doesn't have a crafting recipe so who can I get them? Also, is there a way to call a tamed and obident horse to you?
Unfortunately, the Quarter-Horse and Shire do not seem to spawn by hand when I put their item in my hand in creative and attempt to spawn them! I've tried all varients of the Quarter-Horse and Shire :(. I've tried the entity spawn commands as well, though I will admit I'm not super well versed in spawning with a command so that could be something on my end. I can confirm however, at least in my game, that they will not spawn from their item in creative.
Edit: I feel so silly, there was a mod conflict. I had an outdated version of PetAI, which I guess prevented them from spawning. I apologize!
Unh0lyPriest If you're trying to spawn the Percheron or Arabian, they're disabled even in creative mode. Both those models are undergoing a rework before being reintroduced.
Hey! I dunno if I'm doing something wrong, but when I try and use the horse item in creative the horses cannot be placed. Works with all vanilla mobs, but the modded horses do not drop for some reason. Just figured I'd let you know or see if I'm somehow doing something wrong!
Ahrondus Unfortunately my horse is still snapping the rope and escaping. Is there a way to temporarily disable wandering while they are hitched?
Update 2.0.5 Released, here's the details:
How can I make my horse stay in one place? I tried using a rope but it just snaps when the horse moves away..
Do not the horse.
Mountainmanmad You can use the large reinforced crates to trap foals, or dig a pit and run them into it.
Is there any way to trap or bring the horses/donkeys to you? I'm trying to tame them, but I can't ever catch up to them
Update 2.0.4 Released, here's the details:
Please add a zebra!
Thanks for all the updates. You're a star!
Update 2.0.3 released, here's the details:
Awesome, thanks : ) you're a star~
Wasn't aware of the saddlebreaking mechanic, I've never tried to tame an elk and there's no much documentation on it yet, I'm assuming this just involves slapping a saddle on a fenced horse and riding til it bucks you off or is tamed? I was chasing donkeys with carrots for an hour before resorting to Pet AI.
Shyral The mod does not require PetAI to function. There is a compatibility now with PetAI to offer an alternative taming solution and introduce simple commands, but these are not required to tame a horse using vanilla saddlebreaking methods, and also not required to rope-tie a horse to follow you or hitch it to a post, both also vanilla mechanics introduced to elks as of 1.20.0.
I've already made adjustments to the ride height for the donkeys, and that should be introduced in the next patch.
Hey there!
the donkey ride height seems to inherit the Shire horse ride height, so the player is hovering a good foot or two off the donkeys back.
It also seems like the mod DOES require PetAI to function?
Ravielle That's because, while the Quarter Horse bridle will go on the Shire horse, it's not meant to. Each breed has their own bridle, saddle, and saddlebags. Make sure you're crafting the correct version of the equipment for your horse's breed!
Hello! We love this mod on our server, thank you for updating the saddle graphic path :) One minor issue with shire horse bridles we've also been experiencing is:
1.10.2025 05:11:19 [Server Warning] Step parented shape feverstonehorses:item/equipment/head/bridle-quarter defined in Item feverstonehorses:fshorsewearables-quarter-head-bridle requires step parent element with name JowlLower, but no such element was found in parent shape feverstonehorses:entity/land/horse-shire. Will not be visible.
StatsBloke Nuh-uh, Nuh-uh. (Quickly corrected, it was just the filename, the mod version and everything else was correct)
JustaKobold I'll look at it, we'll see. I have a list of compatibility requests, but I'd like to finish the core mod first by updating the remaining breeds.
2.0.2's filename includes "2.0.0", and is the same as the 2.0.0 release's filename
any chance of making your horse compatable with the Jaunt system?
Ahh looking good now, thanks!
Update 2.0.2 released, here's the details:
Peridot Looks like I accidentally removed the texture path from the shire horse saddle's shape file in the last update, after I made some adjustments. I'll have that fixed in the next update.
Yelb I don't think there would be any issues with using both, but I've not tested using both mods at once.
I've never used Equus before, and I do understand that there can be differences between Feverstone Horses and Equus. To anyone asking if you should use one or the other, or use both: Try both, pick your favorite, or use both if you can't decide. You're not going to hurt my feelings if you pick Equus over Feverstone Horses. Play the game your way.
Hi, does it work with Equus, or it should be one of them and not both ?
Ahrondus So I'm pretty sure this must just be on my end given theres no other reports and I have an extensive mod list, but my shire horse saddle lost its textures at some point, both the item I made and in the guidebook. Its still totally functional and nothing else from the mod is textureless for me that I can see. It was working totally fine before, and I've been having a hard time figuring out what caused it or how to fix it. Just wondering if you'd have any ideas for getting to the bottom of it.
Update 2.0.1 released, here's the details:
Nyx204 xSkills has an entire Feverstone patch for husbandry related skills that is compatible with Feverstone Horses, but the patch file needs to be updated on their end (xskills:patches/husbandry/feverstone.json). I've never used any "extra HUD info" mods, so I don't know what you're talking about unfortunately. What errors are you getting with our mod that are preventing you from loading the game? I'm not encountering any critical errors.
it is not compatible with xskills or extra HUD info mods, i spent a while going through my mods folder because i kept getting errors when loading the game and they went away when i tried loading without this mod, i hope it can be solved because i love playing with the horses
Centerion I have not written a compatibility with Butchery, and I'm not sure if they have written one for us either. I'll look into it!
would this be compatable with butchery mod?
Thanks!
Gank You can open extract the ZIP file, open the modinfo.json file, and change the game dependency to whatever version you need. Keep in mind, in 1.20 and 1.21 they added major changes with the new mounting system, and there are elements in the entitycode that might not be backwards compatible. DO THIS AT YOUR OWN RISK! MAKE BACKUPS!
Thanks for the audio crash update. Is there anyway for me to mod it so I can use it with the previous version of the game? I can't run the new one for some reason and I'm not in the mood to find out why at the moment :)
If not, no worries, thanks for your work.
RELEASE VERSION -- 2.0.0 has been deployed, here are the details:
-------------------------
An audio related crash on the client occurs any time any kind of horse takes damage:
i dont see the mod for 1.21.1. i am playing on a mac
Ahrondus - rc10 doesn't count on the presence of tamed horses and the game removes them. From logs: "[Warning] Couldn't load entity class Vintagestory.API.Common.EntityAgent saved type code feverstonehorses:horse-tamed-male-shire - its Type is null! Will remove from chunk, sorry!"
You do not need this if you have the Feverstone Wilds ? that mod has not been updated does it work with 1.21?
rc. 10 Released, here's the details:
Updated info to reflect compatibility with 1.21.0 and 1.21.1.
Hello i cant find the recipes for the horse saddlebags :/
Can you make a command to make them stay completely still? Mine wandered off after I told it to stay and I lost it.
And/or can you make them respond to the Bone Flute?
ShyishHazard We do have a breed that is made for that, yes. The arabian horses spawn in max 35C temp and rare/uncommon rainfall areas. HOWEVER; they're currently not implemented while they get a model rework and update.
any horses from this spawn in 30c+ and uncommon or lower rainfall climate? playing on a desert world and an elk isn't very fitting to the scenery
rc.9 Released, here are the details:
WEREWOLFSKUMM Snow shouldn't harm or kill them, but they might look a little frosty!
rc.8 Released! Here's the details:
Tested in 1.21.1-rc.1 and -rc.2, and worked fine, but not tested in 1.21.1 stable.
That said, I don't see why it wouldn't work as expected. Make a backup just in case!
sorry to pester, just wondering if snow harms them or will kill them? winter just kicked in first time with the horses and built a temporary shelter around my paddock, but will upgrade if need be
Thank you for the absolute brillant mod
rc.7 Released, here's the details:
Ahrondus Ahh, it makes sense now. Thanks for explaining that and for your work!
Everything is working now, thanks for the quick fix!
Hojny Quick hotfix released. Amazing what an extra comma will do.. Very sorry for that, and thanks for the quick report!
After updating the mod all horses dissapeared and when trying to spawn them I just get a "No such entity loaded" error message. Foals still can be spawned but some of them dont have textures.
Thank you for the update and your hard work!
We had some trouble catching horses because of the high wall jumping, so I'm glad for this change.
FS Horses rc.5 has been released! Here's the changes:
BY POPULAR DEMAND:
Horses can now breed between species, and it doesn't matter if they are wild or tamed to breed them! (Example: A wild quarter horse stallion can breed with a tamed shire horse mare.)
WEREWOLFSKUMM Yes, essentially saddle breaking is just riding them until you get bucked off.
Peridot With the PetAI compatibility, your horse will attempt to wander back to it's last "stay" command point. So if you get home from a trip, tell your horse to Stay at home, then ride off the next day and dismount, it will slowly try to return back home. Every time you ride, I would recommend putting the horse on Follow, then telling it to Stay at your new location after dismounting. Now, the Stay command tells the horse to stay in an area. It is allowed to wander some, but it will generally remain in a 20 block radius of where you told it to stay. The horse "followleadholder" has been fixed and should work as intended. And yes the bridles are only meant to take tin bronze nails and strips.
Small bummer that I'll lose my horse when Wilds is updated and I switch to that, but still worth it in my opinion. Out of curiosity, is the shire bridle meant to only take tin bronze for the nails and strips?
Edit: Also, while I can attach a rope to my horse no problem, it doesn't really follow it (not really a problem since I can just tell him to follow) but he also tends to just.. walk off and break the rope when I try to leave him attached somewhere for a second on the stay command. With the stay command in general, it seems like they just wander off?
EditEdit: I have a lot of mods so maybe its just an issue for me but in case anyone else has a similar problem, it seemed to work after I switched between the follow and stay command a few times. Before that, my horse seemed to just be walking in one direction forever if I didn't interrupt him.
Is Saddle breaking just riding them till they buck you off in an enclosure?
BigBoy_pants Foals don't have to be trapped to be tameable. You can fence them in the wild and feed them to partially tamed horses, then saddle break them in an enclosure.
Wixard FS Horses uses a different modid, and if you replace FS Horses with FS Wilds, the current horse tames will disappear. I don't know of a way to be able to change that right now, so I'm sorry.
Zesus I haven't personally looked at the Equus mod at all, so I can't speak about what the differences are. So I would say, I'm sure there are particulars that make each mod a little different. Up to you to decide which you like more!
Really mean no disrespect.
But what are the core differences and arguments to pick this over Equus other than this being the OG? :)
I really like your mods as horses are dearly needed in the game by default. Just cant make the choice of the one or another of the two!
Hello, i have a question regarding this mod and the feverstone wilds mod. If i install just the Feverstone Horses now and then replace it with the stable 1.21 Wilds version when it comes out later, will the captured horses be affected or can i replace this mod with the Feverstone Wilds without any repercussions? I know Horses are included in wilds and i wonder if they will be affected after the mod switch or not.
Do the foals have to be trapped to be tameable or can i just fence them in in the wild?
Found a version control issue that undid some of the existing code. Horse breeding wasn't working properly, and should be fixed now with rc.4.
New release candidate: Fixed crash related to putting cooking pots on tamed elks. Thanks BruvaLad
Sianks The only naturally spawning horse breeds should be Shire, Quarter Horse, and Donkey. Percheron and Arabian have been disabled for now while they get a model update and if you see them in creativeinventory they'll be entirely white. I've been advised already to make the horses flee players, and for a greater distance.
BruvaLad Can we bring this over to our Discord thread? I'm having a hard time uploading pictures and gifs here on this thread. --> Vintage Story Official Discord - Feverstone Horses Mod Thread
Ahrondus Crashes both when I put the pot on first and if there are already other things on the elk
Am i the only one with these problems?
Certain breed of horse is ALL white, not even eyes are present, cause of missing textures.
Donkeys and Horses do not run away from player in wildness, which is weird cause its dead easy to catch horse like that
Horses and dokeys freeze in place and do nothing, even when you're hitting them.
Horses and animals are running away from player only when you hit them.
Turning around with Horses feels really slow, i would boot it by 10%
My ONLY mods are Client Side mods, like Zoom in, HUD etc, 5 in total. So it's not the issue of mod conflict
BruvaLad Do you have anything else attached to the elk? Trying to recreate the issue.
Ahrondus I made sure that I had up to date versions of Vintage Story and the mod and it still crashes when I put a pot on an elk. Also realized that I forgot to provide the crash log
Running on 64 bit Windows 10.0.26100.0 with 65461 MB RAM
Game Version: v1.21.0 (Stable)
9/1/2025 11:46:12 AM: Critical error occurred
Loaded Mods: game@1.21.0, feverstonehorses@2.0.0-rc.2, creative@1.21.0, survival@1.21.0
System.ArgumentNullException: Value cannot be null. (Parameter 'source')
at System.Linq.ThrowHelper.ThrowArgumentNullException(ExceptionArgument argument)
at System.Linq.Enumerable.TryGetLast[TSource](IEnumerable`1 source, Boolean& found)
at System.Linq.Enumerable.Last[TSource](IEnumerable`1 source)
at Vintagestory.GameContent.BlockCookingContainer.Vintagestory.GameContent.IAttachableToEntity.CollectTextures(ItemStack itemstack, Shape intoShape, String texturePrefixCode, Dictionary`2 intoDict) in VSSurvivalMod\Systems\Cooking\BlockCookingContainer.cs:line 34
at Vintagestory.GameContent.EntityBehaviorContainer.addGearToShape(Shape entityShape, ItemStack stack, IAttachableToEntity iatta, String slotCode, String shapePathForLogging, String[]& willDeleteElements, Dictionary`2 overrideStepParent) in VSEssentials\Entity\Behavior\BehaviorContainer.cs:line 328
at Vintagestory.GameContent.EntityBehaviorAttachable.addGearToShape(Shape entityShape, ItemSlot gearslot, String slotCode, String shapePathForLogging, Boolean& shapeIsCloned, String[]& willDeleteElements, Dictionary`2 overrideStepParent) in VSSurvivalMod\Entity\Behavior\BehaviorAttachable.cs:line 449
at Vintagestory.GameContent.EntityBehaviorContainer.addGearToShape(Shape& entityShape, String shapePathForLogging, Boolean& shapeIsCloned, String[]& willDeleteElements) in VSEssentials\Entity\Behavior\BehaviorContainer.cs:line 217
at Vintagestory.GameContent.EntityBehaviorContainer.OnTesselation(Shape& entityShape, String shapePathForLogging, Boolean& shapeIsCloned, String[]& willDeleteElements) in VSEssentials\Entity\Behavior\BehaviorContainer.cs:line 195
at Vintagestory.API.Common.Entities.Entity.OnTesselation(Shape& entityShape, String shapePathForLogging, Boolean& shapeIsCloned)
at Vintagestory.API.Common.Entities.Entity.OnTesselation(Shape& entityShape, String shapePathForLogging) in VintagestoryApi\Common\Entity\Entity.cs:line 1230
at Vintagestory.GameContent.EntityShapeRenderer.TesselateShape(Action`1 onMeshDataReady, String[] overrideSelectiveElements) in VSEssentials\EntityRenderer\EntityShapeRenderer.cs:line 231
at Vintagestory.GameContent.EntityShapeRenderer.TesselateShape() in VSEssentials\EntityRenderer\EntityShapeRenderer.cs:line 195
at Vintagestory.GameContent.EntityShapeRenderer.BeforeRender(Single dt) in VSEssentials\EntityRenderer\EntityShapeRenderer.cs:line 350
at Vintagestory.Client.NoObf.SystemRenderEntities.OnBeforeRender(Single dt) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 50
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 872
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 172
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 719
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 113
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Event Log entries for Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 8/31/2025 10:40:57 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.21.0.0, time stamp: 0x68760000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x395c
Faulting application start time: 0x1dc1ae9832db677
Faulting application path: C:\Users\Giddy\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\Giddy\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: 254e87f1-a62b-42b1-a969-d2e524d925f6
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 8/31/2025 10:34:11 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.21.0.0, time stamp: 0x68760000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x6624
Faulting application start time: 0x1dc1ae89aa07c30
Faulting application path: C:\Users\Giddy\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\Giddy\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: 4186d0cc-536c-4ebf-93f4-1cf4348088ff
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 8/31/2025 12:32:50 AM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.21.0.0, time stamp: 0x68760000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x26a8
Faulting application start time: 0x1dc1a3000c86cea
Faulting application path: C:\Users\Giddy\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\Giddy\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: 6b0a255b-7b6b-416b-b2be-f967277bcfbd
Faulting package full name:
Faulting package-relative application ID: }
Ahrondus Thank you so much, I got very confused XD
Mattais I've got a fix for this coming shortly.
Ahrondus they're refering to the Handbook Guide in-game. That hasn't changed so I can undestand the confusion.
I just looked in my Server-Main Logs and found several warnings like this...
31.8.2025 19:42:26 [Error] Patch 1 in feverstonehorses:patches/entities/petaicompat.json failed because it is missing the target file property
31.8.2025 19:42:26 [Error] Patch 2 in feverstonehorses:patches/entities/petaicompat.json failed because it is missing the target file property
31.8.2025 19:42:26 [Error] Patch 3 in feverstonehorses:patches/entities/petaicompat.json failed because it is missing the target file property
31.8.2025 19:42:26 [Error] Patch 4 in feverstonehorses:patches/entities/petaicompat.json failed because it is missing the target file property
31.8.2025 19:42:26 [Error] Patch 5 in feverstonehorses:patches/entities/petaicompat.json failed because it is missing the target file property
31.8.2025 19:42:26 [Error] Patch 6 in feverstonehorses:patches/entities/petaicompat.json failed because it is missing the target file property
31.8.2025 19:42:26 [Error] Patch 7 in feverstonehorses:patches/entities/petaicompat.json failed because it is missing the target file property
31.8.2025 19:42:26 [Error] Patch 8 in feverstonehorses:patches/entities/petaicompat.json failed probably because it is an add each operation and the value property is not set or misspelled
31.8.2025 19:42:26 [Error] Patch 9 in feverstonehorses:patches/entities/petaicompat.json failed probably because it is an add each operation and the value property is not set or misspelled
BruvaLad I don't have any issues placing cooking pots on tamed elks. Can anyone else verify this issue?
Faeldray I've got a fix for that inbound. I tried to condense the patch file and had to adjust it.
Otsana Check the changelog notes, and I put an expanded post below about the changes as well including the new taming method (similar to elk, capture a foal, feed it to partially tamed adult, and saddlebreak to fully tame).
It seems that the PetAI compat has some errors:
31.8.2025 19:28:25 [Error] Patch 1 in feverstonehorses:patches/entities/petaicompat.json failed because it is missing the target file property
31.8.2025 19:28:25 [Error] Patch 2 in feverstonehorses:patches/entities/petaicompat.json failed because it is missing the target file property
31.8.2025 19:28:25 [Error] Patch 3 in feverstonehorses:patches/entities/petaicompat.json failed because it is missing the target file property
31.8.2025 19:28:25 [Error] Patch 4 in feverstonehorses:patches/entities/petaicompat.json failed because it is missing the target file property
31.8.2025 19:28:25 [Error] Patch 5 in feverstonehorses:patches/entities/petaicompat.json failed because it is missing the target file property
31.8.2025 19:28:25 [Error] Patch 6 in feverstonehorses:patches/entities/petaicompat.json failed because it is missing the target file property
31.8.2025 19:28:25 [Error] Patch 7 in feverstonehorses:patches/entities/petaicompat.json failed because it is missing the target file property
31.8.2025 19:28:25 [Error] Patch 8 in feverstonehorses:patches/entities/petaicompat.json failed probably because it is an add each operation and the value property is not set or misspelled
31.8.2025 19:28:25 [Error] Patch 9 in feverstonehorses:patches/entities/petaicompat.json failed probably because it is an add each operation and the value property is not set or misspelled
The donkies textures aren't complete just an fyi to peeps, it'll be done next update.
Mattais Oh! I didn't kno you had to capture the babies, it says you can tame them by just giving them the grass, didn't know if it was the babies
Otsana did you trap the baby horse??? It sounds like you're going after adults.
So, I downloaded this, and for some reason, there are question marks on a few items, a couple of saddles and even a few bridles, and I cannot tame the horses. I tried, and they just stand there. Are there compatibility clashes I might not know of?
Putting a cooking pot on a tamed elk with this mod crashes the game in 1.21
Taming horses now requires you to catch a wild foal using the large reinforced trap, baiting it with proper horse foods (like dry grass, carrots, turnips, just to name a few). After catching your foal, bring it home and feed it until it grows into a Partially Tamed Horse. From there, saddle it up and include a bridle, and you'll have to saddle break it! Once you've finished that process, you'll have a fully tamed horse!
**** This is a beta release, please help me test for bugs and new "features" alike!
I have not tested attempting to take a horse on a boat. Attempt at your own risk.
KNOWN ISSUES:
Would be cool to see it with Jaunt addon
Nice, thanks for your work!!
no faking way
👀
I miss this mod and the wilds
Game crashes when I try spawning a horse in 1.20.10
1.20?
Have had this mod for some time now. Still haven't had any horses spawn yet.
any know how to craft the black hunter items? cannot find recipe
I've been trying this mod on 1.20 and while it's presence hasn't caused any crashs, I haven't seen any horses spawn either - nor do I appear to be able to craft their saddles.
update please
Has anyone tried this with 1.20x?
Will this mod be updated to 1.20?
@Nectere Your horse probably died because it was in the dark for too long. I lost a horse that way and couldn't figure out what happened until I put my Bighorn sheep in a barn with no windows and the warning showed up in the description. Lost my saddle and everything else the horse was carrying. I just leave my horse in a tiny stable I built outside the mine now and I haven't had a problem since.
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
https://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?
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.
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 :)

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: -osWFo&t=1s
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.%20(85)%20Sonny%20L%20&%20Cher%20R.jpg)
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?