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Horsemanship#1138

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TheThanathor wants to merge 26 commits intoGamemode4Dev:update-26.1from
TheThanathor:horsemanship
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Horsemanship#1138
TheThanathor wants to merge 26 commits intoGamemode4Dev:update-26.1from
TheThanathor:horsemanship

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@TheThanathor
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Level up your horses by using them to improve their health, speed and jump strength

Full module description will be added soon once the design is more finalized

@misode misode added the submission A new community submitted module, not yet concept-accepted label Jun 9, 2025
@TheThanathor TheThanathor marked this pull request as ready for review November 4, 2025 21:16
@misode misode added the needs-testing Requires in-game testing label Nov 4, 2025
@TheThanathor
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Ready for review, but needs textures and the pack.png before merging

@runcows
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runcows commented Nov 4, 2025

Also probably want to update the README to not be shapeless portals copy 😅

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Partial Review. I didn't get through a lot of the functions, but I figured something is better than nothing :D

"heart_canisters": 15,
"helious_shamir": 69,
"holographic_tags": 94,
"horsemanship": 122,
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@runcows runcows Jan 22, 2026

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122 is taken by lavish livestock right now.
On main branch currently, "__next__": 124

@runcows runcows mentioned this pull request Jan 22, 2026
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I've just had a go testing this module in-game. I don't think this is mergeable right now.

  • There doesn't seem to be any documentation of its features (wiki, readme, guidebook) meaning you have to read the code in order to know what to feed your horse.
  • From some quick survival testing, it doesn't seem very fun? The initial speed of your horse is reduced a ton meaning you have to spend a lot of time just slowly riding your horse before it becomes useful.
  • The level and stamina systems are not very visible, I had to cheat and look at the scoreboards to make any sense of it.

@TheThanathor TheThanathor changed the base branch from master to update-26.1 February 22, 2026 10:34
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Full review. I mostly found some minor format issues.

# schedule from horse_processing/graze/start
# schedule from here

execute as @e[type=#gm4_horsemanship:trainable,tag=gm4_horse.grazing,nbt={EatingHaystack:0b}] at @s run function gm4_horsemanship:horse_processing/graze/complete
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So as I understand this you start a 1t clock the moment you detect a grazing horse until it stops grazing. I guess that is the only way to detect that, but the nbt check on a 20Hz is making me uncomfortable.

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This PR currently does not merge due to an issue with Guidebook:
If a recipe defines a non-vanilla item tag or a non-required entry in an item tag, the Guidebook can not generate the recipe for it.

The clean way to fix this is to make PR which fixes the Guidebook logic. The dirty way is to just show a single, specific, horse armor in the horse wing recipe for now.

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With #1276 merged this no longer errors. (once rebased)

"shearing_sound": "minecraft:item.horse_armor.unequip",
"slot": "body"
},
"minecraft:custom_model_data": "item/horse_wings",
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Since this PR has been retargeted at 26.1, this is no longer valid.

Suggested change
"minecraft:custom_model_data": "item/horse_wings",
"minecraft:custom_model_data": {"strings":["gm4_horsemanship:item/horse_wings"]},

"icon": {
"id": "minecraft:elytra",
"components": {
"minecraft:custom_model_data": "item/horse_wings"
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Same issue here

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4 participants