Star Worm Equestrian Learn more about Star Worm Equestrian Mod (SWEM). Introduction Behind the Scenes Why the Mod Started SWEM started because of a stubborn, green, beautiful horse named Lucy. When family troubles meant I couldn't afford to be with her anymore, all of my love had to go somewhere. I started pouring it into work and games with horses. After crying to my roommate a few too many times about needing to reset the backups because 'Lucy' was blown up by a creeper for the 10th time, I decided to make a mod to make destriers out of Minecraft horses. I wanted to upgrade their model, animations, and enchant their armor. I did some research to see if other people have made a horse mod or if others would even want the mod I wanted to make. Turns out that there were thousands of people begging for a full-fledged, updated horse mod. After the initial additions - I started adding little things to the list like saddles, saddle/bridle racks, feeders, separators, stall doors, plans for expansions, a dimension, and a clean community on top of all that, etc. Soon the mod turned into a crusade. Here we are now, 2.5 years later with a release date and name to live up to. Star Worm Equestrian Mod. For horses. For equestrians. For Lucy.                                                                                                                                               ~ AlaharranHonor ( Hannah ) Our Pillars for Design We have pillars for our goals as well as some themes for keeping the mod within one version. Pillars are known in design as the three MAIN ideals for an addition to the project. If something doesn't have all three pillars supporting it, it won't get added in.  SWEM Phase 1 (V1) // With love for the equine // For all ages and all disciplines // Necessary and core function for future Other mantras we have for develop are used throughout, from devving to building to texture art. // Everything must be made with love. If you're not doing it with love, come back later when you can or let someone else do it. // Always care for details. You never know when something might break and the users see something they shouldn't. // Everything must make sense, even details the player might not see or even think of. We must train ourselves to think critically. Every brain comes prepacked with information. Not making sense = uncanny valley = brain unhappy = unhappy player. The player doesn't even notice it, but their brains do, especially when you show them something better. Be better. Our Belief on "Magic" in the Mod We use "magic" as the sense of wonder to the mod, fill in the little gaps of logic, and to open up an entire world of development for us to make. Our magic does have rules, however. Cloth - Like bandages and wraps, the magic of healing.  Iron - Magic protection. Resilient and protecting our warriors from evil magicks. Gold - Gold holds water magic. Given that its weak and malleable, its not very good for defense but just a little goes a long way! Diamond - Fire Magic! Or more so, protection from it. Amethyst - The power of flight. How does it feel to float? What is it like to fly? Netherite - No magic power yet. Emerald - No magic power yet. Copper - No magic power yet. Trivia SWE/M started as a lighting mod (SWLM 1.12.2) because I was sick of ruining my castle aesthetic with 1000 torches. SWEM is technically SWLM continued. SWEM started in 1.15.2 and didn't release till 1.19 was already out. That's a long time to develop! SWEM had amethyst in it long before we knew vanilla was adding it. It looks like we skipped netherite and users are confused, but when I planned it all out, neither existed yet. How To Help Volunteering September 2023: SWEM is no longer seeking volunteers and is only maintaining the project. Check Discord for updates. It takes talented people to keep everything working smoothly, and while every one of our volunteers are exceptional, we can always use more people to help lighten the load. More volunteers means getting content to you faster   To volunteer, fill out the volunteer application form  here   which will be reviewed by the Admin Team. If you have questions regarding the application or experience issues in submitting via the link above, please contact an Admin via Discord . Social Media Following and sharing helps spread the word about SWE/M. The more people we can reach, the more people in our community and the more community to help us in return!                   Pssst. You can click those... BisectHosting Discount Promo codes can be applied on checkout prior to payment. Enter FORLUCY and validate the code to receive the discount. Creating your own server? BisectHosting kindly offers SWEM support via the partner program which helps us run our Beta and VIP servers. We have an affiliate link and promo code to pass savings on to our users - you can get 25% discount on your first month of hosting. This helps the project with a little bonus for each person that uses our code: FORLUCY Donations September 2023: Donations post-shutdown will go towards maintaining and bug fix dev days. No perks can be offered. As much as we want the mod to run off of nothing but our passion and love alone ... It can't. We have to be able to pay for server hosting, art, marketing, and our ultimate goal, to be able to work on the mod full-time as a team. To do all of that and then more, we need help from our community through donations. Every bit helps and gets us closer and closer to our goal. For long term support we have a Ko-Fi linked below.     If you would like to help support the Owner directly, AlaharranHonor, directly for things like rent, soda, and stress food - please donate via PayPal to paypal.me/hannturpinswem .  Reporting Bugs Our GitHub is currently closed to the public. If you find an issue, please report it to our bugs channel on  Discord . How To Get Help Discord A lot of the things you would need help with can be found in this Wiki but if you need to ask specific questions, we are most active on Discord, link below. Website The website is no longer being maintained and is outdated. Use the wiki for the most up to date information. The website holds a lot of general information that would be helpful for answering questions or linking to wear you'd like to go! https://www.swequestrian.com/ Github Our GitHub is currently closed to the public. If you find an issue, please report it to our bugs channel on  Discord . Found a bug? You can submit an issue on Github. You help us find a bug, we help you by fixing the bug! Any questions or issues posted to our socials (YT etc) or Curseforge comments will not be seen and will receive no support. Volunteers SWEM is made possible by a large group of volunteers spanning the frame of several years. If you believe your name should be on this list, please contact an Admin on Discord and let us know something is amiss. Version 1.16.5 Volunteers Owner and Production Lead AlaharranHonor - AKA, Hannah Programming Primary Secondary Tertiary Legenden Mentions Silverwolf Mothfet Dronade TheJYT SysAdmin Primary Secondary Tertiary GrizzyBurr Legenden Mentions RileyCasper Animation Primary Secondary Tertiary Eric Brooke Raven Mentions lilCatSilly Texture Artists Primary Secondary Tertiary Cytris Eric Mothfet Mentions Shelly Golden Calileo Coats Primary Secondary Tertiary Arishant Stardust MachoMustang Mentions Hauket Cytris Everyuki Eric Model Artists Primary Secondary Tertiary AlaharranHonor Mentions Marketing Primary Secondary Tertiary Peachy Jenny Redzeal Mentions Rrrose Anonyma Administration Primary Secondary Tertiary Delphi RileyCasper Mentions Common Work Primary Secondary Tertiary Delphi Brooke Lace Mentions Evie Everyuki Data Processing Primary Secondary Tertiary Delphi RileyCasper Mentions Research and Development Primary Secondary Tertiary Delphi Lace Boatyboatman Mentions Vera Additional Mentions Rhea Whitewolf Ffensie Blue Moon Eliot Caroline CholitoBuritto Super Beta Spotlight Crystal0314 Keroa Trsom Zaliexx TheSilentHawke Wolfzy_King Toastybeans Wild_Horses HaileeByrd TwerkyCupcake Barn Cat Spotlight Emsnotfound 404_Unknown(Seven) SweetIRL PancakeDuhBird Lizardden Noah (2by2) Additional thank you to those who we couldn't put in Super-Beta spotlight or Barn-Cat spotlight because they were so dedicated to the project that they became staff. Donation List $500+ Donators NightShadeLily Ryaroar IBPixelmaur $300+ Donators XxMistSniperxX AbbyRhea MixedOpinions AlmoudMilky $200+ Donators Moo Moo OnyxButNot WorldofEmber Abigail Pinehaven barrelracing Novalux SarahLuigi "Ritzy and a Half" Donators BlueMaggot IRISLightning23 KarmenKimmei User Contributions Translations All of our translations are done by our community members! So they need some credit for helping us out. Language Credit Danish (100%) legenden, SilverHornz, IceAura, RoedSmiley, Gloomwolf145, Kryds Dutch  (100%) MeLikeToast, error 404, Lisa7780, TABEE, RynxHatake Swedish  (100%) Rationality, emsnotfound, LordEstil French (100%) Ortoxie, El kien, bitjes, Shado Polish  (100%) Penny, Kokomi, LeafHere, waikikamoocaw, czumulu, Aksiosa, Hanaxq, sc4ry_dreams, Etile German  (100%) Johanna, Jenny, Malli, Lea, Katrin, Emilie, Josefine Romanian  (100%) Julie, Ale Portuguese (BR)  (100%) Kris, Sopa, Txavierzin, Ksalo, Catto Portuguese (PT)  (100%) Sofikit, Ashiko Italian  (85%) Miry, Myra, Yureky, vividlyindigo, bobbywolf Finnish  (100%) Paahtis, Moonlintu, Nincrex, Chinsuzilla, Sagarr, RoseV Russian  (100%) Sarutoshi, SelenaTyan, Shans, Anna Spanish  (100%) Blixx, bitjes, TetsuTetsu, LxvelyMxcha, XiuSiaa, Naexi, Mario, Alice Japanese  (100%) Shadowweaver105, vividlyindigo Slovak  (61%) Minecrap, Amália, Bella Czech  (100%) eli.slav, Fishnana Hungarian  (66%) Hikory_chan, Imci, Duckling Norwegian  (44%) Bella Fishcobbler, Carmen, Klaudyna Irish (48%) x.Rebecc.x Estonian  (80%) Anna <3 Chinese (39%) unblockabl Lithuania (62%) Vilté, Phlyxia Turkish (58%) bella, DogofWar, bananaa Korean (50%) Daejung African (50%) LynnAbrWyrda Serbian (46%) slayjiafei Is this list missing your native language? Fear no more, you can make it happen! All translations are welcome, even if the language is on the list, it's always good to have an extra pair of eyes validating everything. The translations can be found here . Installing Mods Introduction Installing mods can be complicated for new and experienced users alike, so we have provided as much guidance as possible. As such, there is a lot of information here that might feel overwhelming. Use the page navigation bar to jump to sections or launcher guides - this is on the right of PC browsers, or under the info tab if viewing on mobile. About Mods Mods are .jar files and should not be extracted Mods go  directly  in the 'mods' folder - they will not work in sub-folders Mods will not load without the correct modding API (ie Forge) They are not the same as texture or shader packs and will not function in resourcepack/datapcks or shader folders! We cannot guarantee support for mod setup or non-SWEM issues in our Discord . Please seek solutions to common issues using ample resources available online.  SWEM Requirements Select the dropdown for your chosen version to see requirements and download links! Jar files are  usually safe when sourced from trusted sites like CurseForge or Modrinth. You should never download jar (or any) files from untrusted or unknown sources - doing so can introduce malware to your PC or devices! SWEM for Minecraft 1.20.1 LATEST RELEASE Requirement Version Required Minecraft Version 1.20.1 Forge 47.2.0 or higher Java Java 17 RAM (Memory) 2.5-4GB+ minimum allocated to Minecraft. 5-6GB is recommended if your PC has at least 8GB+.   Mod Requirements SWEM 1.20.1-1.5.3 Geckolib 1-4.2.3 or higher Player Animator 1.0.2-rc1+1.20   Animations should be fixed for 1.20 SWEM when using shaders thanks for fixes included in Geckolib 4 (1.19+) SWEM for Minecraft 1.18.2 LATEST RELEASE Requirement Version Required Minecraft Version 1.18.2 Forge 40.2.0 or higher Java Java 17 RAM (Memory) 2.5-4GB+ minimum allocated to Minecraft. 5-6GB is recommended if your PC has at least 8GB+.   Mod Requirements SWEM 1.18.2-1.4.6 1.4.6 has some noted issues with Horse Data files + Food Pathing . Read more via links. Geckolib 1.18-3.0.57 or higher Player Animator 0.4.0+1.18 or higher If using shaders, this version will likely have some animation render issues unless you disable entity shadows. Credits go to DC user Hichi for the shader setting suggestion/solution. This will NOT resolve the jump animation desync sometimes seen on MP servers. That is an entirely different issue. SHADER 'STABLE' VERSION There is no 'shader stable' version (a version that does not require disabling shader entity shadows) for 1.18 at present.  SWEM for Minecraft 1.16.5 LATEST RELEASE Requirement Version Required Minecraft Version 1.16.5 Forge 36.2.34 or higher Java Java 8 RAM (Memory) 2.5-4GB+   This may increase with larger mods / modpacks or shaders! Mod Requirements SWEM 5.3.21 Geckolib 3.0.99 or higher Player Animator 0.3.5+1.16.5 ONLY to avoid known issues.  If using shaders, this version will likely have some animation render issues unless you disable entity shadows. Credits go to DC user Hichi for the shader setting suggestion/solution. See below for alternate recommendations. SHADER 'STABLE' VERSION To use SWEM and shaders without disabling Entity Shadows you will need to downgrade versions. Some users have been able to use Complementary or BSL shaders on low-medium settings with newer versions of SWEM without experiencing any issues, though this has not been a reliable solution for many. The recommended 'shader safe' (little to no animation desync) version are listed here.  Requirement Version Required Minecraft Version 1.16.5 Forge 36.2.34 or higher Java Java 8 RAM (Memory) 2.5-4GB+   This may increase with larger mods / modpacks or shaders!  Mod Requirements SWEM 5.3.0 Geckolib 3.0.97   Player Animator 0.3.5+1.16.5 ONLY to avoid known issues.  This will NOT resolve the animation desync (jumps) sometimes seen on MP servers. That is an entirely different issue. Requirements Explained Java Requirement What is Java? Java is the coding language for Minecraft Java Edition. Your vanilla Minecraft game comes with a version of Java 8 installed, but sometimes modded launchers like Curseforge and MultiMC cannot automatically locate it so you may need to download this yourself. In recent years, newer versions of MC Java need updated Java versions - you can check which version is required and download below!  Minecraft Version Java Version Downloads (Select your PC system) 1.16.5 (or older) Java 8 Download Java 8 for Windows Download Java 8 for MAC 1.18.2+ Java 17 Download Java 17 for Windows Download Java 17 for MAC Note:  You do not need to remove Java 8 to use Java 17 for 1.18+. You will still need Java 8 to play older versions! How to install Download the file, run it and follow the normal installation procedure for your system. Install it somewhere you can easily locate it again if required! Note the chosen location incase you have to manually select the file in your modded launcher. You will likely need to go into your modlauncher to locate and specify the version you want to use. Troubleshooting Certain browsers might download the wrong version (x32bit) of Java - which will not work properly. Unfortunately, it is not always obvious if this is the case, or help to resolve it if it is not clear. Here are a few suggestions: Use Chrome or Firefox browsers that are most likely to recognize the correct specifications of your system. Window:  Open Command Prompt via the start menu, type  java -version  and press enter. Mac:  Open the Terminal app via finder,   type  java -version  and press enter. The responding text should specify 64-Bit and the correct version (ie 17 or 8 depending on what you have installed). If it states 32-Bit, you should uninstall Java and try again! Extracting Files Overview Some files may come in .ZIP or .RAR format - this is usually to compress the file size so it is easier to send many files at once. Understanding what to do with these files may not seem straightforward, but we are here to give some tips on what to do and when! MODPACKS If you are playing a server that provides a zipped modpack, or a friend sends you a zip of their mods, they will need to be unzipped  directly into the mods folder  to work.  WORLD FILES World files that come zipped will need to be unzipped and placed in the save folder as an unzipped folder. SHADERS & TEXTUREPACKS Shaders and TXPs come in zip format and these should NOT be unzipped. Just put them in their respective folders and leave them be unless you're confident in editing files (for TXPs more specifically, you should not ever need to unzip your shaders). File Type Instructions on Extracting (IF required) .ZIP Windows:  Right click file > 'Extract All' OR  right click file > 'Extract Here' if you have WinRar installed. Mac: Double click a compressed ZIP file.  .RAR Windows:  Install WinRar > Right click file > Extract here Mac:  .JAR Do NOT extract mod JAR files or they will no longer work. Place directly in your mods folder as they are. WinRar is a free trialware program for Windows that allows you to extract many file types. There are plenty of tutorials online on how to download use this or similar programs. Only use SAFE AND REPUTABLE download sites. Option 1: MultiMC We highly recommend using the MultiMC app - which is a popular choice amongst the staff team! Download & Information Simple straight-forward design, open source project and no annoying ads! No need to do a forge installation via external sites, select the version you want when creating instances. Create multiple instances, sort in groups, give instances icons, add and remove mods easily. Custom installation settings - default Java and RAM settings OR designate them custom to each installation! Import a complete instance from ZIP files Create instances with popular modpacks from Modrinth, ATLauncher, FTBAppImport, FTBLegacy and Technic! Download MultiMC Installing Go to the link above and download the file specific to your PC type  (Windows, Mac, Linux) 1. Once downloaded, extract the file to access the Application files. 2. You can move the folder to wherever you want it, and suggest making a shortcut or pin-to-start the MultiMC.exe application. 3. Launch the  MultiMC.exe file to open MultiMC.  4. On first launch, you will need to follow the in-app setup process, including locating your Java and Minecraft. 5. In the top right corner, drop down to  Manage Accounts  and log into your Minecraft account as instructed! Creating A New Instance  On the MultiMC App, select  Add Instance on the top menu bar, which will open a new interface to select your preferences. 1. Give your instance a  Name (such as SWEM V1) 2. Choose your preferred setup: [★] Vanilla: Select a Minecraft version to create a vanilla instance. You can add a forge installation in afterwards to play with mods. Import from zip:  Import a copy of a user's or preset instance in ZIP format which easily installs with all the settings and mods. Modrinth | ATLauncher | FTB | Technic: Browse popular preset modpacks for and install them automatically with ease. If you import from ZIP or a preset modpack, you should be ready to play once it is setup. Vanilla installations need a few extra steps! Install Forge To use mods, your new installation will require a forge installation (Forge Modding API). 1. Right click your instance icon > Edit Instance OR   click the icon and select  Edit Instance  on the right side of the app. 2. Under  Version select  Install Forge on the right side of the menu. 3. Select the version of Forge to be installed. The starred version indicates the recommended stable release. Using an incorrect version of Forge will cause loading errors - check which one your version SWEM needs (top of page)! Install Mods To install new mods, or manage existing mods: 1. Right click your instance icon > View Mods OR   click the icon and select  View Mods on the right side of the app. 2. You can do multiple things from the view mods menu: Add: Browse and add new mods to your instance. Mods  must  be .jar files Remove: Permanently remove a mod from your instance. Removing a mod deletes it from the mod folder. Enable: Enable a previously disabled (see below) mod. When enabled, a mod will be active when MC is launched.  Disable: Disable an installed mod. When disabled, mods will  not  load when MC is launched.  You can also check or uncheck the checkbox to enable/disable. Unchecked mods will not load (disabled). Disabling mods that your world actively uses (ie SWDM) can alter builds, structures, remove items and entities or even corrupt the world on load if there is no newer version enabled. Other Guides Click the dropdown to see more information on our other guides for MultiMC ! MultiMC: Allocating RAM Minecraft uses RAM (memory) to load and run the game and its assets. To a point, more RAM means you can load faster and process quicker - though that is also dependent on other elements of your PC. A few notes: Vanilla default is 2GB but requirement increases with HD texture packs, shader uses and  mods. It is generally recommended that modded Minecraft requires 3-4GB or more, depending on what you are running. Excessive RAM does not guarantee better performance, only allocate what you  NEED. 1. On the MultiMC App, select  Settings on the top menu bar, which will open a new interface. 2. Under the  Java  tab you can see current memory (RAM) allocation. 3. Set your required amount for minimum and maximum values. PermGen should be left at what it is by default. MultiMC uses megabytes (MiB) over gigabytes (GB) - 1024MB is equal to 1GB. Your PC has a set amount of RAM built-in (installed) and requires several GB of that to run background apps, etc! MultiMC: Java Versions MultiMC allows users to setup Java per Instance - which is great for players who play on multiple MC versions which need different Java.  Default Java When installing MultiMC the user will have been prompted to select their Java version. This becomes the default of all new instances created. To set or check the default Java version: Select  Settings  on the top menu bar.  A pop up menu will open, select  Java  on the left-hand list of options. Clicking  Auto-detect will search for Java installed on the PC that can be used, displaying it's version etc. Select the desired version and press okay to save it. If your version does not show up, you will need to manually locate it in your files. Once you have found the Java folder, select the version you want, open the  bin  folder and select javaw or javaw.exe ONLY. These should be an application file type. Installation-specific Java Setting an installation specific Java is useful for playing those newer (or older) releases that need a different Java version to your default - for example, wanting to play 1.18 (Java 17) though you usually play 1.16 (Java 8).  Right click your instance icon > Edit Instance Under  Settings check the tickbox next to  Java to override default Follow the same steps (2-5) as above to locate your desired Java version.  MultiMC: Accessing the .Minecraft Folder Accessing the .Minecraft folder can be useful for finding your mods, shaders, resource packs and save and config folders. Right click your instance icon > Edit Instance OR   click the icon and select  Edit Instance  on the right side of the app. 2. Under  Version select  Open .Minecraft on the right side of the menu. Folders Explained Config:  Some mods offer tweakable values that can be adjusted, enabled or disabled via txt files.  Crash reports: Logs of crashes, useful when requesting support for a crashing issue. Logs:  Similar to the above, logs provide a record of your client console logs. Latest.log is particularly useful for tech support. Mods: Stores all mods for your instance - you can add and remove mods from here too if necessary. Resourcepacks:  The folder for your texture pack files. Saves:  The location where all your world files are stored. You can copy world folders from here to backup or move them. Screenshots:  Find all your in-game photos. Shaderpacks:  The folder for your shader files if you have Optifine (or similar) installed. You might also have other files depending on your installed mods, and several that were not listed due to being defunct. MultiMC: Features Explained You can manage your instance under  Edit Instance  to use: Resource Packs: Add or remove texture packs (ZIP file) Shader Packs:  Add or remove shaders (ZIP file) Notes:  Make notes on anything you want for planning or future reference! Worlds: View your worlds - add, rename, copy, remove, use MCEdit (if installed), reset icon and copy seed. Servers:  View, add or remove saved servers. Screenshots:  View screenshots. Settings:  Edit your (instance specific) RAM allocation and java version. Other Logs:  Find your latest crash logs. You can access other features by right clicking an instance to use: Change Icon: Select from preset Minecraft themed icons, or upload your own icon. Rename: Edit the (in-app) instance name. Group:  Assign an instance to custom groups (ie by version, themes) Minecraft Folder:  View the Minecraft folder, which contains mods, saves, logs, config folders etc. Config Folder:  Open the config folder to view configs of any installed mods. Export:  Export your entire instance (settings, mods, saves, servers) to share with others or transfer to another PC. Delete:  Delete the instance. Deleting the instance will remove all mods, saves and settings. Option 2: CurseForge App CurseForge is a popular mod launcher and, if MultiMC is not for you, we would recommend using a launcher like CF. CurseForge is  not the same thing as Forge installation (below), and the app is not the same thing as the website. Download & Information Easy to use and great for first-time mod users. No need to do a forge installation via external sites, select the version you want when creating instances. Create multiple instances on multiple versions of Minecraft. Create instances with popular mods and Modpacks  direct from CurseForge within the app! Download CurseForge Installation Go to the link above and download the file specific to your PC type  (Windows, Mac, Linux) 1. Once downloaded, run the file by double clicking the installer. 2. Follow the installation instructions. 3. On first launch, you will need to follow the in-app setup process, including detecting your Java and Minecraft. 4. CurseForge uses the vanilla launcher when loading the game - you may need to log into your Minecraft account. Creating A New Instance  On the CurseForge App, select Create Custom Profile on the top bar to open a preferences menu. 1. Give your instance (profile) a Name (such as SWEM V1) 2. Choose your preferred settings: Minecraft Version:  The version of Minecraft your profile will use. Game Type: [★] Forge | Fabric | Vanilla.  Modloader Version:  Forge version 3.  Create once you have input your preferences. 4. CurseForge will take up to a few minutes to create an instance and install updates. Using an incorrect version of Forge will cause loading errors - check which one your version SWEM needs (top of page)! Worlds are saved to the instance they were created with, meaning you cannot play on worlds in one instance if the world was created while using another instance without moving the save file manually. Install Mods To install new mods, or manage existing mods: 1. Click on the Instance (Profile) image to view and edit - pressing 'Play' will launch the instance instead! 2. You can add mods two ways: Search CurseForge: Select Add More Content to browse for mods on CurseForge via the app. Add via Mod Folder:  Select  ...  next to Play and choose  Open Folder.  Drag or paste any mods into the mod folder. Other Guides Click the dropdown to see more information on our other guides for CurseForge ! CurseForge: Allocating RAM Minecraft uses RAM (memory) to load and run the game and its assets. To a point, more RAM means you can load faster and process quicker - though that is also dependent on other elements of your PC. A few notes: Vanilla default is 2GB but requirement increases with HD texture packs, shader uses and  mods. It is generally recommended that modded Minecraft requires 3-4GB or more, depending on what you are running. Excessive RAM does not guarantee better performance, only allocate what you  NEED. Open the CurseForge app and click the  Settings  icon (gear) in the bottom left corner. Select  Minecraft  under the "Game Specific" section Scroll down to  Java Settings  and edit the value as required. CurseForge uses megabytes (MiB) over gigabytes (GB) - 1024MB is equal to 1GB. CurseForge: Access the .Minecraft Folder Accessing the .Minecraft folder can be useful for finding your mods, shaders, resource packs and save and config folders. Open the profile of the installation you want to access files for. Click the  ...  next to  Play  and select 'Open Folder' Your .Minecraft folder will be opened, from here you can select whichever sub-folder you want. Folders Explained Config:  Some mods offer tweakable values that can be adjusted, enabled or disabled via txt files.  Crash reports: Logs of crashes, useful when requesting support for a crashing issue. Logs:  Similar to the above, logs provide a record of your client console logs. Latest.log is particularly useful for tech support. Mods: Stores all mods for your instance - you can add and remove mods from here too if necessary. Resourcepacks:  The folder for your texture pack files. Saves:  The location where all your world files are stored. You can copy world folders from here to backup or move them. Screenshots:  Find all your in-game photos. Shaderpacks:  The folder for your shader files if you have Optifine (or similar) installed. You might also have other files depending on your installed mods, and several that were not listed due to being defunct. CurseForge: Features Explained Profile Options: Click the  ...  next to  Play to open Profile Options and change name, forge version and RAM etc. Export Profile: Export your entire instance (settings, mods, saves, servers) to share with others or transfer to another PC. Delete Profile: Delete the instance. Deleting the instance will remove all mods, saves and settings. Update: Clicking the downward arrow to the right of an installed mod will update it to the newest release. Delete: Clicking the trash can icon to the right of an installed mod will delete the mod. Active:  Toggling the  Active button next to  Installed Mods will enable or disable loading a mod on launch. Disabling mods that your world actively uses (ie SWDM) can alter builds, structures, remove items and entities or even corrupt the world on load if there is no newer version enabled. Option 3: Minecraft Launcher + Forge We do not encourage the use of a Forge Installation to first-time modders, while simple it also: Download & Information Directs users to download via an advert site that is not discerning with its advertisements and seems sketchy. Forge installation allows for only one active modpack - mods must be manually added in and out for different packs. Forge installation increases the chance of accidentally loading a save with the wrong/missing mods, corrupting it. Download the Minecraft Launcher Installing Go to the link above and download the file specific to your PC type  (Windows, Mac, Linux) 1. Once downloaded, run the downloaded file MinecraftInstaller  and follow the installation steps. 2.  Find and open the newly downloaded application called Minecraft Launcher . 3. On the first launch, you will need to sign in with your Microsoft account, by clicking the  Microsoft Login button. Installing Forge 1. Navigate to the Minecraft Forge downloads and download either the latest or recommended  installer. 2. Open the downloaded file, and select  Install Client. 3. If the file path at the bottom is not pointing to your minecraft, click the three ...  and point it to your minecraft installation. Default installation paths 4. Click install 5. Relaunch your Minecraft Launcher  and if you click installations  it should now contain a forge installation. 6. Click the green  Play button, to setup the instance. Install Mods To install mods for the minecraft launcher, you need to open the .minecraft folder. An easy way to do that is clicking the folder icon on hovering one of the installations: When the file explorer has been opened, go back one folder so you are standing in the minecraft folder. 1. Open the folder named  mods if that folder is not present, you can create it. 2. Open the folder  mods and make sure it's empty of any files. 3. Drag all your downloaded mod files into this folder. (If you downloaded a zipped modpack, you need to unzip it and drag ONLY .jar files in here. Other Guides Click the dropdown to see more information on our other guides for Forge Installations ! Forge Installation: Allocating RAM Minecraft uses RAM (memory) to load and run the game and its assets. To a point, more RAM means you can load faster and process quicker - though that is also dependent on other elements of your PC. A few notes: Vanilla default is 2GB but requirement increases with HD texture packs, shader uses and  mods. It is generally recommended that modded Minecraft requires 3-4GB or more, depending on what you are running. Excessive RAM does not guarantee better performance, only allocate what you NEED. On the Minecraft Launcher, select Installations on the top menu bar. Click the proper forge installation. (1.16.5 and 36.2.34 or above) Click the More Options  at the bottom right. In the field JVM Arguments you should see -Xmx2G (2 being the amount of GB allocated) Change that number to the required amount. Updating Your World With the release of 1.18.2, some users may be interested in porting forward their existing SWEM worlds. Please carefully read the information here if you are unfamiliar with porting forward modded instances! Important Notes Porting forward can corrupt worlds in some (rare) instances. Always take a backup of your valued saves! Porting forward without original mods will result in missing items, blocks or entities at best, and corruption at worst. For that reason, it is not recommended to port forward any worlds that has mods which never updated to 1.18.2+ Ported worlds will NOT have newer terrain generation in any explored chunks - newly generated chunks should be fine. Ported worlds will have config files reset to default - make sure to tweak these as required. SWEM Horses (and many other modded entities) will not be carried over to the new 1.18 version. Read more on Discord . Optifine H6 or H7 crashes 1.18 unless using outdated Forge. Optifine H9 pre2 or above is recommended for Forge 40.2.0! How to Update It is recommended that you start a NEW  instance / profile and copy your world file over. It may be possible to update instances / profiles with some launchers, but this is not advisable as you cannot reverse any corruption or issues that might occur - and will not be able to go back to play your old world if you later want to do so.  Download and install Java 17 if you do not already have it. Follow the instructions above for your chosen launcher type to setup a new instance / profile / forge installation. MultiMC / Curseforge: Select the recommended forge version.  MultiMC / Curseforge:  Allocate sufficient RAM - this may not be carried over between instances.  MultiMC: Check you are using the right Java version, or setup your required version if necessary. Curseforge:  You do not necessarily need to do anything with Java, provided you have it installed. Download or install ALL essential mods from your original world in 1.18.2 versions. Open the .Minecraft folder of your original world, go to saves and copy the folder with your world(s) name. Paste it into the saves folder for your new 1.18 instance / profile / forge installation. Troubleshooting Okay... so something has gone wrong and you are stuck, or things are not doing what they ought to do. It is frustrating and it happens often, so here is a brief overview of the most common issues and how to solve them. Read First Most issue that occurs on Minecraft has been noted, asked and resolved many hundreds of times over. Often the answer is a quick google search away, or has a handful of very informative videos available on how to fix it. When you run into trouble, we ask that you first try to seek your own answer rather than defaulting to SWEM's help channels on Discord, doing so for easily resolved issues means there are fewer resources and less time to help those with more complex problems or take away from those who have consciously tried to find their own solutions. Our support for general MC modding is entirely voluntary! Types of Issues Game Crashing Your game crashing can be one of the hardest things to solve for those who are not technically minded. However, here's a few tips: If you receive an error number or text - google it first. It is most likely one someone else has had before. If you cannot find a solution, find your latest.log file (in the .minecraft > logs folder) and request someone able to interpret logs takes a look at it in our Discord or another modding community.  For crashing help, you must upload your logs or as much error info as possible, otherwise there is nothing to go on. Loading Errors If Minecraft will not load, or spends a long time or even gets stuck loading, it can be due to MANY factors: You have the wrong mods for your version, or are missing dependencies (mods that other mods need to function). In this case, read the information MC provides you carefully, and fix the mods it is telling you are wrong. Common issues here are using fabric mods with forge, or using older/newer versions of MC mods on another MC version. If you are stuck loading for a long time or endlessly, chances are you do not have enough RAM. Check the guides above for allocating RAM (specific to your mod launcher or method). If seeking help, you must upload your logs or as much error info as possible, otherwise there is nothing to go on. Lag If your game is lagging, these are the most common causes: You have too many mods for your PC to handle, or you are asking it to do too much (render or graphics too high) One or several mods are poorly optimised and are causing your PC or Minecraft to struggle Running shaders or HD texturepacks Too many entities What most of this boils down to is the RAM you have available or allocated. To a point, more RAM means you can load faster and process quicker - though that is also dependent on other elements of your PC. Allocating RAM should be a bigger consideration than just 'giving it more' though, and here's why: Excessive RAM does not always equate to better performance, too high and it can actually make it worse so you should stick to what you NEED.  PCs do not have limitless RAM , in fact many low-end PCs do not have much. Your PC requires an absolute minimum of 1-2GB free at all times to run background processes and essential functions. Since modded MC often needs 3-4GB to itself, if you have a 4GB RAM PC, you might find running even small modpacks a real challenge! So check what you actually have, work out what you can realistically afford to give and evaluate if a modpack is right for your PC.   Tips for Potato PCs that cannot allocate extra RAM: Keep your settings as low as possible to tolerate for render, simulation, graphics ETC. Close down background processes that you do not need; Discord and browsers etc are very greedy! Avoid shaders and HD Texturepacks if you can even run them at all. Avoid having or being near too many entities in game (ie keep that cow herd small!) You might get better performance on a server (depending on their modpack or settings), as SP actually requires the player to run both (solo) server + game. Use performance optimising mods such as ferritecore +/- cut out optional mods (client sides). Configs, Commands & Files This section outlines the following functions/features: CONFIGS: How to tweak configurable game settings to your liking. COMMANDS: How to run (in-game) commands relating to SWEM Horses, or allocate inbuilt permissions. FILES: How to access and interpret files aimed at assisting servers in managing SWEM features. Getting Started Cantazarite In order to obtain a SWEM horse , the player needs Cantazarite . Its ore is found underground or in the mountains, and once mined it can be used to brew a Cantazarite Potion . This potion is then used on vanilla horses by right clicking them, turning them into SWEM horses. Tack SWEM horses cannot be ridden without certain tack. A bridle , saddle blanket , saddle , and girth strap are necessary to control and stay on the horse, although there are many other pieces of optional tack. Most are crafted with refined leather among other items. Farm structure In the plains biome, broken-down farm structures spawn on occasion. These come with a house, a few stalls, and a small barn with barrels containing different SWEM items. These items include shavings , bandages , salve , rubber mats , glistening melons , friendly bars , and hitching posts . The structure also includes a well and a small plot growing wheat, oats, timothy grass, and alfalfa. The latter three are used in crafting quality bales and sweet feed for feeding horses. This structure is especially helpful for a starter home. With a little TLC, it makes a nice house to get started in your journey. Client Config The SWEM client config adds an installation-specific configurable settings for QOL settings. These are client-side, so you can adjust them to your liking and they will only affect you. These settings will be the same across all your worlds on that instance, including any servers you join.  MultiMC:  Instance > Config Folder (Right Sidebar) > swem-client.toml CurseForge:  Profile > ... (next to play) > Open Folder > config > swem-client.toml Forge (Windows): [user]/AppData/Roaming/.minecraft/config/swem-client.toml Forge (Mac): ~/Library/Application Support/minecraft/config/swem-client.toml Configs Explained General Config: Short for configuration, which means to change something to your preference.  Default: Means the one that is preset. If at any time you need to reset, the default config is always okay to return to. Lines: Configs are read by the computer in lines, like programming code. The lines staying the way they are is very important. #: Means everything in that line of the config will not be read by the computer. Changes made here will effect nothing. Remember the primary rule for configs: Do not change ANY text that is not clearly written as a change like true/false, numbers, and lists. These changeable things will be clearly defined and look like test questions. Wings Transparency [client.wings_tansparency] # || Set how visible the horse wings should be! 0 = off, 1 = 50%, 2 = 100% #Range: 0 ~ 2 wingsTransparency = 2 This says:  How visible the Amethyst Horse Armor wings should be by default. It must be 0, 1, or 2 (0 = off, 1 = 50%, 2 = 100%). Default is 2. You can always press . (period key) to toggle this in-game to your preference. Gait HUD # || Should the gait HUD be enabled? gaitHudEnabled = true This says: Turn on or off the visibility of the Gait HUD. Must be True or False. Default is True. If enabled (true) you will see text near your inventory hotbar that displays the current gait of any horse you are riding. # || How much would you like to offset the current X position? (A negative value moves the text up and a positive value down.) #Range: > -2147483648 gaitHudX = 0 This says: The left-right position of the Gait HUD. Must be a value greater than -2147483648. Default is 0. If adjusted, the positioning of your Gait HUD will be altered on the X (left to right) axis. # || How much would you like to offset the current X position? (A negative value moves the text up and a positive value down.) #Range: > -2147483648 gaitHudX = 0 This says: The up-down position of the Gait HUD. Must be a value greater than -2147483648. Default is 0. If adjusted, the positioning of your Gait HUD will be altered on the Y (up-down) axis. # || What color should the gait HUD be? #Range: > -2147483648 gaitHudColor = 16777215 This says: The color of the Gait HUD in decimal colors . Must be a value greater than -2147483648. Default is 16777215 (white). If adjusted, the color of the HUD will reflect that value's color in decimal code. Gender (1.18.2-1.4.0+) # || Should gender icons be shown before horse names? # || Icons only show if the horse is tamed and has a custom name. showGenderIcons = true This says: If name-tagged horses display a small gender icon before their name. Must be True or False. Default is True. # || What colour the male icon should appear as. # || This is a hex value, format: #A1B2C3. (Default is #18C0ED) maleIconColor = "#4CBB17" This says: The color of the Stallion gender icon (if enabled). Must be a hex color code. Default is #4CBB17 (Blue). If adjusted, the color of the hovering name (name-tag) will reflect the set hex color. # || What colour the female icon should appear as. # || This is a hex value, format: #A1B2C3. (Default is #FF4DAC) femaleIconColor = "#6F2DA8" This says: The color of the Mare gender icon (if enabled). Must be a hex color code. Default is #6F2DA8 (Pink). If adjusted, the color of the hovering name (name-tag) will reflect the set hex color. # || What colour the icon should appear as, when the horse is infertile. # || This is a hex value, format: #A1B2C3. (Default is #444269) infertileIconColor = "#444269" This says: The color of the Stallion gender icon (if enabled). Must be a hex color code. Default is #444269 (Gray). If adjusted, the color of the hovering name (name-tag) will reflect the set hex color. Full (Default) Config 1.18.2 [1.4.0 - Food System] # || =========== [Wings Transparency] =========== || [wings_tansparency] # || Set how visible the horse wings should be! 0 = off, 1 = 50%, 2 = 100% #Range: 0 ~ 2 wingsTransparency = 0 # || =========== [Gait HUD] =========== || [hud] # || Should the gait HUD be enabled? gaitHudEnabled = true # || How much would you like to offset the current X position? (A negative value moves the text up and a positive value down.) #Range: > -2147483648 gaitHudX = 0 # || How much would you like to offset the current Y position? (A negative value moves the text up and a positive value down.) #Range: > -2147483648 gaitHudY = 0 # || What color should the gait HUD be? #Range: > -2147483648 gaitHudColor = 16777215 # || =========== [Gender] =========== || [gender] # || Should gender icons be shown before horse names? # || Icons only show if the horse is tamed and has a custom name. showGenderIcons = true # || What colour the male icon should appear as. # || This is a hex value, format: #A1B2C3. (Default is #18C0ED) maleIconColor = "#4CBB17" # || What colour the female icon should appear as. # || This is a hex value, format: #A1B2C3. (Default is #FF4DAC) femaleIconColor = "#6F2DA8" # || What colour the icon should appear as, when the horse is infertile. # || This is a hex value, format: #A1B2C3. (Default is #444269) infertileIconColor = "#444269" If you notice changes you don't like but don't know how to undo the changes you made to the Config, shut down the game and replace the config with this default one and the config will be reset. If using an older release , delete the config file and relaunch to regenerate it. Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.18.2-1.4.0 Added client configurable  1.18.2 1.18.2-1.0.0 Added client configurable for gait HUD, position and color. Reorganised config template to be more logical in sections and added helpful explanations for various configurable values. 1.18.2 [1.3.0 - Food System] [client] # || =========== [Wings Transparency] =========== || [client.wings_tansparency] # || Set how visible the horse wings should be! 0 = off, 1 = 50%, 2 = 100% #Range: 0 ~ 2 wingsTransparency = 2 # || =========== [Gait HUD] =========== || [client.hud] # || Should the gait HUD be enabled? gaitHudEnabled = true # || How much would you like to offset the current X position? (A negative value moves the text up and a positive value down.) #Range: > -2147483648 gaitHudX = 0 # || How much would you like to offset the current Y position? (A negative value moves the text up and a positive value down.) #Range: > -2147483648 gaitHudY = 0 # || What color should the gait HUD be? #Range: > -2147483648 gaitHudColor = 16777215 1.16.5 ["Wings transparency"]     #Set how visible the horse wings should be! 0 = off, 1 = 50%, 2 = 100%     #Range: 0 ~ 2     WingsTransparency = 2 Common Config The SWEM common config adds an installation-specific configurable settings for world generation (effective on generation of a new world).  MultiMC:  Instance > Config Folder (Right Sidebar) > swem-common.toml CurseForge:  Profile > ... (next to play) > Open Folder > config > swem-common.toml Forge (Windows):  [user]/AppData/Roaming/.minecraft/config/swem-common.toml Forge (Mac):  ~/Library/Application Support/minecraft/config/swem-common.toml If the config file is not visible in the config file, try restarting Minecraft to generate it. If that does not work, copy and paste the full default config (drop down menu below) into a .txt file, edit the values as needed and name it swem-common.toml . Place it in the config folder to be read upon next start-up. Configs Explained General Config: Short for configuration, which means to change something to your preference.  Default: Means the one that is preset. If at any time you need to reset, the default config is always okay to return to. Lines: Configs are read by the computer in lines, like programming code. The lines staying the way they are is very important. #: Means everything in that line of the config will not be read by the computer. Changes made here will effect nothing. Remember the primary rule for configs: Do not change ANY text that is not clearly written as a change like true/false, numbers, and lists. These changeable things will be clearly defined and look like test questions. SWEM Cobble Generation # || Enable SWEMCobble ore generation? enableSWEMCobbleOre = true This says: Does SWEMCobble spawn at all? Must be True or False. Default is true.  It is recommended to turn this to False if you are using both SWLM and SWEM. It will not hurt if they are both on at the same time, but SWEMCobble produces SWEM versions of SWLM items - an unnecessary duplicate. # || SWEMCobble ore vein size #Range: > 1 swemCobbleVeinSize = 7 This says: How many blocks of SWEMCobble can spawn per vein. It must be more than 1. Default is 7. # || SWEMCobble ore vein count per chunk #Range: > 1 swemCobbleVeinCount = 12 This says: How many veins of SWEMCobble will spawn per chunk. It must be more than 1. Default is 12. # || SWEMCobble ore minimum height #Range: > 1 swemCobbleMinHeight = 50 This says: What minimum Y Level (height) SWEMCobble will spawn at. It must be more than 1. Default is 50. # || SWEMCobble ore maximum height #Range: > 1 swemCobbleMaxHeight = 128 This says: What maximum Y Level (height) SWEMCobble will spawn at. It must be more than 1. Default is 128. Cantazarite Generation # || Enable cantazarite ore generation? enableCantazariteOre = true This says: Does Cantazarite Ore spawn at all? Must be True or False. Default is true.  It is NOT recommended to turn this to False - this will prevent crafting or repairing many important SWEM items. # || Cantazarite ore vein size #Range: > 1 cantazariteVeinSize = 4 This says: How many blocks of Cantazarite Ore can spawn per vein. It must be more than 1. Default is 4. # || Cantazarite ore vein count per chunk #Range: > 1 cantazariteVeinCount = 6 This says: How many veins of Cantazarite Ore will spawn per chunk. It must be more than 1. Default is 6. # || Cantazarite ore minimum height #Range: > 0 cantazariteMinHeight = 0 This says: What minimum Y Level (height) Cantazarite Ore will spawn at. It must be more than 0. Default is 0. # || Cantazarite ore maximum height #Range: > 1 cantazariteMaxHeight = 30 This says: What maximum Y Level (height) Cantazarite Ore will spawn at. It must be more than 1. Default is 30. Amethyst Generation # || What is the spawn chance (%) for Shining Amethyst? #Range: 0 ~ 100 amethystSpawnChance = 25 This says: How likely Amethyst shards (in geodes) will grow to be Shining Amethyst Shards. It must be between 1-100. Default is 25.  Higher values will make it more likely to find Shining Amethyst Shards in Amethyst geodes. Block Of Water # || Do the hose and the spigot require a Block O Water? needBlockOWater = true This says: This turns on or off the need for a Block of Water in order to use a hose or spigot . This feature is only for life-like accuracy to require a physical source of water. Disabling it does not effect gameplay. Full (Default) Config Full Default Config 1.18.2 [1.0.0 Pre Food System] #SWEM Ore Generation Settings [oregen] # || =========== [SWEMCobble] =========== || [oregen.swem_cobble] # || Enable SWEMCobble ore generation? enableSWEMCobbleOre = true # || SWEMCobble ore vein size #Range: > 1 swemCobbleVeinSize = 7 # || SWEMCobble ore vein count per chunk #Range: > 1 swemCobbleVeinCount = 12 # || SWEMCobble ore minimum height #Range: > 1 swemCobbleMinHeight = 50 # || SWEMCobble ore maximum height #Range: > 1 swemCobbleMaxHeight = 128 # || =========== [Cantazarite] =========== || [oregen.cantazarite] # || Enable cantazarite ore generation? enableCantazariteOre = true # || Cantazarite ore vein size #Range: > 1 cantazariteVeinSize = 4 # || Cantazarite ore vein count per chunk #Range: > 1 cantazariteVeinCount = 6 # || Cantazarite ore minimum height #Range: > 0 cantazariteMinHeight = 0 # || Cantazarite ore maximum height #Range: > 1 cantazariteMaxHeight = 30 # || =========== [Shining Amethyst] =========== || [oregen.amethyst] # || What is the spawn chance (%) for Shining Amethyst? #Range: 0 ~ 100 amethystSpawnChance = 25 If you notice changes you don't like but don't know how to undo the changes you made to the Config, shut down the game and replace the config with this default one and the config will be reset. If using an older release , delete the config file and relaunch to regenerate it. Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.18.2 1.18.2-1.0.0 Added ore gen for Shining Amethyst, removing 1.16 Amethyst ore gen. Reorganised config template to be more logical in sections and added helpful explanations for various configurable values. 1.16.5 [SWEMOreGen]     #SWEMCobble ore vein count per chunk     #Range: > 1     SWEMCobbleVeinCount = 12     #SWEMCobble ore minimum height     #Range: > 1     SWEMCobbleBottomHeight = 50     #Cantazarite ore minimum height     #Range: > 0     CantazariteBottomHeight = 0     #Amethyst ore maximum height     #Range: > 1     AmethystMaxHeight = 15     #Cantazarite ore maximum height     #Range: > 1     CantazariteMaxHeight = 30     #Enable SWEMCobble ore generation?     EnableSWEMCobbleOre = false     #Amethyst ore vein count per chunk     #Range: > 1     AmethystVeinCount = 2     #Cantazarite ore vein count per chunk     #Range: > 1     CantazariteVeinCount = 6     #Enable cantazarite ore generation?     EnableCantazariteOre = false     #Amethyst ore vein size     #Range: > 1     AmethystVeinSize = 8     #Amethyst ore minimum height     #Range: > 0     AmethystBottomHeight = 0     #Cantazarite ore vein size     #Range: > 1     CantazariteVeinSize = 4     #SWEMCobble ore maximum height     #Range: > 1     SWEMCobbleMaxHeight = 128     #Enable amethyst ore generation?     EnableAmethystOre = false     #SWEMCobble ore vein size     #Range: > 1     SWEMCobbleVeinSize = 7 Server Config The SWEM server config adds world-specific configurable settings for features like needs, tack, skills etc. It can be opened and edited with a simple text editing program like Notepad. Singleplayer MultiMC:  Instance > Minecraft Folder (Right Sidebar) > Saves > [World Name] > Serverconfig > swem-server.toml CurseForge:  Profile > ... (next to play) > Open Folder > Saves > [World Name] > Serverconfig > swem-server.toml Forge (Windows): [user]/AppData/Roaming/.minecraft/saves/[world name]/serverconfig/swem-server.toml Forge (Mac): ~/Library/Application Support/minecraft/saves/[world name]/serverconfig/swem-server.toml Multiplayer (Server) [server root]/[world name]/serverconfig/ swem-server.toml If the config file is not in the folder, then try running the world again to generate it. If its still not there, copy/paste the full default config (below) into a .txt file, edit the config values as you wish, name it 'swem-server.toml', and put the .txt file into the folder. The server should read it upon next start-up. Configs Explained General Config: Short for configuration, which means to change something to your preference.  Default: Means the one that is preset. If at any time you need to reset, the default config is always okay to return to. Lines: Configs are read by the computer in lines, like programming code. The lines staying the way they are is very important. #: Means everything in that line of the config will not be read by the computer. Changes made here will effect nothing. Remember the primary rule for configs: Do not change ANY text that is not clearly written as a change like true/false, numbers, and lists. These changeable things will be clearly defined and look like test questions. Horse Care # || Do horses need to eat? (Default = True = Yes) needFood = true This says: Turn on or off the need to eat. Must be True or False. Default is True. Need for food effects horse ability. If the horse isn't fed often enough, it will not be able to gait up when riding and will lose health. Turning this off means the horse will no longer be limited by need for food. # || Do horses need to drink? (Default = True = Yes) needWater = true This says: Turn on or off the need to drink. Must be True or False. Default is True. Need for water effects horse ability. If the horse isn't fed often enough, it will not be able to gait up when riding and will lose health. Turning this off means the horse will no longer be limited by need for water. # || Enable Poop ticking on swem horses? (Default = True = Yes) poopTick = true This says: Turns on or off the need to poop. Must be True or False. Default is True. This effects nothing but horse care. If you don't want the habit of cleaning stalls, turn this to False. # || Specify range (radius) that the horses search for food/water. The larger the radius, the more lag it can cause per horse. # || We recommend "15" (30b diameter) for servers. #Range: 5 ~ 40 intakeSearchRadius = 15 This says: How far horses will search for food and water. Must be between 5 and 40 (blocks). Default is 15. This effects how easily horses find accessible food, and choose the best food (further) over available food (nearer). Having a greater search radius is ideal for pasture horses that may not have water sources nearby, however an increased radius can cause lag. Servers or players who experience significant lag should keep this value at default or lower to maximize their performance. # || Specify in seconds the interval between each poop cycle. # || We recommend '1800' (30min) for singleplayer, and '2700' (45min) for multiplayer. #Range: > 1 poopInterval = 1800 This says: How often your horses will poop. It must be more than 1. Default is 1800 (30min). This is in ticks. 20 ticks = 1 second. The higher the number, the less they poop. This time will only pass while the horse is loaded. # || Enable Pee ticking on swem horses? (Default = True = Yes) peeTick = true This says: Turns on or off the need to pee. Must be True or False. Default is True. This effects nothing but horse care. If you don't want the habit of cleaning stalls, turn this to False. # || Specify in seconds the interval between each pee cycle. # || We recommend '1500' (25min) for singleplayer, and '2700' (45min) for multiplayer. #Range: > 1 peeInterval = 1500 This says: How often your horses will pee. It must be more than 1. Default is 930. This is in ticks. 20 ticks = 1 second. The higher the number, the less they pee. This time will only pass while the horse is loaded. Servers that aim to limit overbreeding or have reproductive 'cycles' should set an extended cooldown period. # || Specify how many seconds it takes for the foal to growp up? # || We recommend '1800' (30min) for singleplayer, and '28800' (8hr) for multiplayer. #Range: > 1 foalAgeInSeconds = 1800 This says: How many seconds it takes for a foal to grow up. It must be more than 1. Default is 1800. 1800seconds = 30minutes - this time will only pass while the foal is loaded. Servers that want an extended period of foal care and growth time should extend this according to their needs. # || Specify how many minutes the Health Booster lasts for? # || We recommend '600' ~(30mc days) for singleplayer, and '10,000' ~(504mc days / 7irl days) for multiplayer. #Range: > 1 healthBoosterTime = 600 This says: How many minutes a health booster lasts. It must be more than 1. Default is 600. 600 minutes = 10 hours RL or ~30MC days - this time will only pass while the horse is loaded. Servers that offer boosters as a veterinary treatment service should increase this value to reflect the ideal duration for the price charged, factoring in that horses loaded very frequently (ie in neighbourhoods) will lose this booster quicker. Horse Breeding # || Do horses stay in love mode forever? (Default = False = No) # || If false, horses will only be in love mode for the amount of seconds specified in stallionLoveTime and mareLoveTime. permanentLoveMode = false This says: This turns on or off love mode being permanent love mode (seeking a partner). Must be True or False. Default is True. # || Specify how many seconds the stallion stays in love mode (Only has an effect if permanentLoveMode is false). # || We recommend '1800' (30min) for singleplayer, and '28800' (8hr) for multiplayer. #Range: > 1 stallionLoveTimeInSeconds = 1800 This says: How many seconds a stallion will remain in love mode (seeking a partner). It must be more than 1. Default is 1800. 1800seconds = 30minutes - this time will only pass while the horse is loaded.  Overriden if permanent love mode is enabled. # || Specify how many seconds the mare stays in love mode (Only has an effect if permanentLoveMode is false). # || We recommend '1800' (30min) for singleplayer, and '28800' (8hr) for multiplayer. #Range: > 1 mareLoveTimeInSeconds = 1800 This says: How many seconds a mare will remain in love mode (seeking a partner). It must be more than 1. Default is 1800. 1800seconds = 30minutes - this time will only pass while the horse is loaded. Overriden if permanent love mode is enabled. # || Specify how many seconds it takes for the mare to give birth # || Set to 1 to disable gestation period, and making the birth instant. # || We recommend '1800' (30min) for singleplayer, and '28800' (8hr) for multiplayer. #Range: > 1 mareGestationTimeInSeconds = 1800 This says: How many seconds a mare's gestation (pregnancy) lasts. It must be more than 1. Default is 1800. 900seconds = 15minutes - this time will only pass while the horse is loaded. # || Specify how many seconds it takes for the stallion to be able to breed again. # || We recommend '900' (15min) for singleplayer, and '14400' (4hr) for multiplayer. #Range: > 1 stallionBreedingCooldownInSeconds = 900 This says: How many seconds it takes before a stallion is fertile after breeding. It must be more than 1. Default is 1800. 1800seconds = 30minutes - this time will only pass while the horse is loaded. # || Specify how many seconds it takes for the mare to be able to breed again. # || We recommend '1800' (30min) for singleplayer, and '28800' (8hr) for multiplayer. #Range: > 1 mareBreedingCooldownInSeconds = 1800 This says: How many seconds it takes before a mare is fertile after birthing. It must be more than 1. Default is 1800. 1800seconds = 30minutes - this time will only pass while the horse is loaded. # || Specify how many times a stallion can breed before it is exhausted. # || Disable this option by setting it to '0'. #Range: > 0 maxStallionCovers = 0 This says: How many covers a stallion can have before it becomes 'infertile' (capped). It must be more than 0-1+. Default is 0. 0 = no limit. # || Specify how many times a mare can breed before it is exhausted. # || Disable this option by setting it to '0'. #Range: > 0 maxMareCovers = 0 This says: How many births a mare can have before it becomes 'infertile' (capped). It must be more than 0-1+. Default is 0. 0 = no limit. # || Can the owner geld their own horses? (Default = True = Yes) # || If false, only op's and people with the permission node (swem.horse.geld) can geld horses. ownerCanGeld = true This says: If the owner can geld their horse via command or potion. Must be True or False. Default is True. # || Specify the chance of a mare giving birth to twins (Default = 1,000 = 0.1%) # || If the value is higher than 1,000 the odds go down, if the value is lower than 1,000 the odds go up. #Range: > 1 twinBirthChance = 1000 This says: The rarity of a twin foal birth, 1 in # births resulting in twins. It must be more 1. Default is 1000. 1000 = 1 in 1000 births result in twins. The percentage is so low as viable twin births are incredibly rare and risky. Tack Dependencies # || Is the Bridle slot required before equipping a Blanket? (Default = True = Yes) needBridle = true This says: This turns on or off the need for the Bridle to equip a Saddle Blanket. Must be True or False. Default is True. This feature is only for life-like accuracy. Disabling it does not effect gameplay. # || Is the Blanket slot required before equipping a Saddle? (Default = True = Yes) needBlanket = true This says: This turns on or off the need for the Saddle Blanket to be placed first before putting the Saddle on. Must be True or False. Default is True. This feature is only for life-like accuracy. Disabling it does not effect gameplay. # || Is the Saddle slot required before equipping the Girth Strap, Breast Collar, and/or Saddlebag? (Default = True = Yes) needSaddle = true This says: This turns on or off the need for the Saddle to be placed first before putting the Girth Strap, Breastcollar or Saddlebag on. Must be True or False. Default is True. This feature is only for life-like accuracy. Disabling it does not effect gameplay. # || The Rider and Saddle should fall off if there is no Girth Strap equipped. (Default = True = Yes) needGirthStrap = true This says: This turns on or off the need for the Girth Strap to keep the Saddle on. Must be True or False. Default is True. This feature is only for life-like accuracy. Disabling it does not effect gameplay. # || Are all Tack slots required before equipping Horse Armor? (Default = True = Yes) needAll = true This says: This turns on or off the need for Horse Armor to require a full (Adventure) Tack Set - all 6 pieces. Must be True or False. Default is True. This feature is only for life-like accuracy. Disabling it does not effect gameplay. # || The Bridle is needed to steer the horse. (If disabled, you would still need a saddle). (Default = True = Yes) needBridleToSteer = true This says: This turns on or off the need for the Bridle to steer the horse. Must be True or False. Default is True. Disabling this does effect gameplay. If this is False, you will only need a Saddle to command the horse while riding. Horse Experience Levels # || Amount of XP required to max a horse's Speed stat. # || We recommend '13500' for singleplayer, and '100000' for multiplayer. #Range: > 1 maxSpeedXP = 13500 # || Amount of XP required to max a horse's Jump stat. # || We recommend '13500' for singleplayer, and '100000' for multiplayer. #Range: > 1 maxJumpXP = 13500 # || Amount of XP required to max a horse's Health stat. # || We recommend '13500' for singleplayer, and '100000' for multiplayer. #Range: > 1 maxHealthXP = 13500 # || Amount of XP required to max a horse's Affinity stat. # || We recommend '17000' for singleplayer, and '50000' for multiplayer. #Range: > 1 maxAffinityXP = 17000 This says: How much experience points are required to fully level a skill. Must be greater than 1. Default is 13500 for Speed, Jump and Health, or 17000 for Affinity. Decrease these values if you would like to spend less time training horses, or increase one/specific/all to spend longer. For multiplayer servers it is highly recommended to increase skills accordingly if the server values commitment to training a horse and/or aims to encourage server competitions being higher prestige the higher a horse's level is.  Currently the health skill can only be maxed with XP potions - this feature will be implemented in future. Server Admin Settings Settings specifically aimed at Multiplayer servers to help manage or promote survival economies, horse acquisition and population. # || Enable Coat Cycling (via lapis lazuli and redstone)? # || Do not enable if the server is multiplayer and has an economy. allowCoatCycling = true This says: Turns on or off the ability to Lapis/Redstone flip through coats. Must be True or False. Default is True. When disabled, new coats can only be acquired via converting vanilla ponies (if permitted), breeding horses selectively or summon commands. Servers that aim to encourage an economy for horse breeding and sales should disable (set to false) coat cycling. # || Can Secret Coats be obtained via Secret Items? (Default = True = Yes) # || Do not enable if the server is multiplayer and has an economy. allowSecretCoats = true This says: Turns on or off the ability to make secret coats using their special items. Must be True or False. Default is True. When disabled, secret coats can only be acquired with summon commands and normal conversion items will not work. Servers that intend to restrict all secret coats or for special rewards should disable (set to false) secret coat converting. # || Enable Breeding Tokens? This limits breeding of horses and ponies to Tokens while preventing feed from escalating foal growth time. # || Enable if the server is multiplayer and has an economy. tokensBreeding = false This says: Turns on or off the ability to breed and create SWEM horses normally. Must be True or False. Default is false. When enabled, SWEM horses can only be bred with breeding tokens or spawned by summon commands. Cantazarite potions will NOT work on vanilla ponies. Servers that aim for all horses to come via sales or rescue (without having to turn off mob spawning to prevent vanilla horses)  or  limit who can breed horses should enable (set to true) breeding tokens.  See also:  Recipe control config for breeding token crafting restrictions HERE . # || Enable the horse's food/water systems to be based off the 24 hour day? # || This is recommended for servers ONLY. serverTime = false This says: Turns on or off needs resetting on a 24hrs (RL) cycle depending on time. Must be True or False. Default is false. When enabled, needs will reset at 8AM GMT and be calculated at 9PM GMT each server day provided the horse is loaded. Servers that have food/water enabled and enforce care standards should enable this to prevent horses missing many meals or drinks based on MC days while loaded by other players. # || Should xp cost for renaming items in an cantazarite anvil be removed? removeXpRenameCost = true This says: Turns on or off cantazarite anvils allowing item renaming at no XP cost. Must be True or False. Default is true. When enabled, it will be free (requiring no XP levels) to rename items in the cantazarite anvil, permitting players to do harmless functions like set nametags, name tack items, rename their enchanted tools or armor. Full (Default) Config Full Default Config 1.18.2 [1.2.8 Food System] # || =========== [Horse Care] =========== || [horse_care] # || Do horses need to eat? (Default = True = Yes) needFood = true # || Do horses need to drink? (Default = True = Yes) needWater = true # || Enable Poop ticking on swem horses? (Default = True = Yes) poopTick = true # || Specify range (radius) that the horses search for food/water. The larger the  radius, the more lag it can cause per horse. # || We recommend "15" (30b diameter) for servers. #Range: 5 ~ 40 intakeSearchRadius = 15 # || Specify in seconds the interval between each poop cycle. # || We recommend '1800' (30min) for singleplayer, and '2700' (45min) for multiplayer. #Range: > 1 poopInterval = 1800 # || Enable Pee ticking on swem horses? (Default = True = Yes) peeTick = true # || Specify in seconds the interval between each pee cycle. # || We recommend '1500' (25min) for singleplayer, and '2700' (45min) for multiplayer. #Range: > 1 peeInterval = 1500 # || Specify how many seconds it takes for the parent to be able to breed again? # || We recommend '1800' (30min) for singleplayer, and '28800' (8hr) for multiplayer. #Range: > 1 horseInLoveInSeconds = 1800 # || Specify how many seconds it takes for the foal to growp up? # || We recommend '1800' (30min) for singleplayer, and '28800' (8hr) for multiplayer. #Range: > 1 foalAgeInSeconds = 1800 # || Specify how many minutes the Health Booster lasts for? # || We recommend '600' ~(30mc days) for singleplayer, and '10,000' ~(504mc days / 7irl days) for multiplayer. #Range: > 1 healthBoosterTime = 600 # || =========== [Tack Dependencies] =========== || [tack_dependencies] # || Is the Bridle slot required before equipping a Blanket? (Default = True = Yes) needBridle = true # || Is the Blanket slot required before equipping a Saddle? (Default = True = Yes) needBlanket = true # || Is the Saddle slot required before equipping the Girth Strap,  Breast Collar, and/or Saddlebag? (Default = True = Yes) needSaddle = true # || The Rider and Saddle should fall off if there is no Girth Strap equipped. (Default = True = Yes) needGirthStrap = true # || Are all Tack slots required before equipping Horse Armor? (Default = True = Yes) needAll = true # || The Bridle is needed to steer the horse. (If disabled, you would still need a saddle). (Default = True = Yes) needBridleToSteer = true # || =========== [Horse Experience Levels] =========== || [horse_experience_levels] # || Amount of XP required to max a horse's Speed stat. # || We recommend '13500' for singleplayer, and '100000' for multiplayer. #Range: > 1 maxSpeedXP = 13500 # || Amount of XP required to max a horse's Jump stat. # || We recommend '13500' for singleplayer, and '100000' for multiplayer. #Range: > 1 maxJumpXP = 13500 # || Amount of XP required to max a horse's Health  stat. # || We recommend '13500' for singleplayer, and '100000' for multiplayer. #Range: > 1 maxHealthXP = 13500 # || Amount of XP required to max a horse's Affinity stat. # || We recommend '17000' for singleplayer, and '50000' for multiplayer. #Range: > 1 maxAffinityXP = 17000 # || =========== [Server Admin] =========== || [server_admin] # || Enable Coat Cycling (via lapis lazuli and redstone)? # || Do not enable if the server is multiplayer and has an economy. allowCoatCycling = true # || Can Secret Coats be obtained via Secret Items? (Default = True = Yes) # || Do not enable if the server is multiplayer and has an economy. allowSecretCoats = true # || Enable Breeding Tokens? This limits breeding of horses to Tokens, prevents feed from escalating foal growth time, and limits use of canatazarite potions. # || Enable if the server is multiplayer and has an economy. tokensBreeding = false # || Enable the horse's food/water systems to be based off the 24 hour day? # || This is recommended for servers ONLY. serverTime = false # || Should xp cost for renaming items in an cantazarite anvil be removed? removeXpRenameCost = true If you notice changes you don't like but don't know how to undo the changes you made to the Config, shut down the game and replace the config with this default one and the config will be reset. If using an older release , delete the config file and relaunch to regenerate it. Troubleshooting "I cannot see the options shown here!" Check all of the following: You are using the correct version of Minecraft for the config you want (e.g., the food options will not be in the 1.16.5 config). You are using the latest release of the mod for your version of Minecraft - these values represent configs for the very latest release! If you have confirmed the above and still do not have the options listed here you will need to reload your config file. Close your world if you are currently in it Go to your server config file for that  specific  world - how to get there is shown at the top of this page Open the file and make note of any values you have set  if  you have adjusted it before (if not, there is no need) Delete the swem-server.toml file Load into your Minecraft world to regenerate the config The newly generated config file should be a fresh default config Adjust and settings you need, save the file and reload into your world again to apply the changes! Changelog 1.18.2 [1.4.0 - Gender Update] # || =========== [Horse Care] =========== || [horse_care] # || Do horses need to eat? (Default = True = Yes) needFood = true # || Do horses need to drink? (Default = True = Yes) needWater = true # || Enable Poop ticking on swem horses? (Default = True = Yes) poopTick = true # || Specify range (radius) that the horses search for food/water. The larger the  radius, the more lag it can cause per horse. # || We recommend "15" (30b diameter) for servers. #Range: 5 ~ 40 intakeSearchRadius = 15 # || Specify in seconds the interval between each poop cycle. # || We recommend '1800' (30min) for singleplayer, and '2700' (45min) for multiplayer. #Range: > 1 poopInterval = 1800 # || Enable Pee ticking on swem horses? (Default = True = Yes) peeTick = true # || Specify in seconds the interval between each pee cycle. # || We recommend '1500' (25min) for singleplayer, and '2700' (45min) for multiplayer. #Range: > 1 peeInterval = 1500 # || Specify how many seconds it takes for the foal to growp up? # || We recommend '1800' (30min) for singleplayer, and '28800' (8hr) for multiplayer. #Range: > 1 foalAgeInSeconds = 1800 # || Specify how many minutes the Health Booster lasts for? # || We recommend '600' ~(30mc days) for singleplayer, and '10,000' ~(504mc days / 7irl days) for multiplayer. #Range: > 1 healthBoosterTime = 600 # || =========== [Horse Breeding] =========== || [horse_breeding] # # || Do horses stay in love mode forever? (Default = False = No) # || If false, horses will only be in love mode for the amount of seconds specified in stallionLoveTime and mareLoveTime. permanentLoveMode = false # # || Specify how many seconds the stallion stays in love mode (Only has an effect if permanentLoveMode is false). # || We recommend '1800' (30min) for singleplayer, and '28800' (8hr) for multiplayer. #Range: > 1 stallionLoveTimeInSeconds = 1800 # # || Specify how many seconds the mare stays in love mode (Only has an effect if permanentLoveMode is false). # || We recommend '1800' (30min) for singleplayer, and '28800' (8hr) for multiplayer. #Range: > 1 mareLoveTimeInSeconds = 1800 # # || Specify how many seconds it takes for the mare to give birth # || Set to 1 to disable gestation period, and making the birth instant. # || We recommend '1800' (30min) for singleplayer, and '28800' (8hr) for multiplayer. #Range: > 1 mareGestationTimeInSeconds = 1800 # # || Specify how many seconds it takes for the stallion to be able to breed again. # || We recommend '900' (15min) for singleplayer, and '14400' (4hr) for multiplayer. #Range: > 1 stallionBreedingCooldownInSeconds = 900 # # || Specify how many seconds it takes for the mare to be able to breed again. # || We recommend '1800' (30min) for singleplayer, and '28800' (8hr) for multiplayer. #Range: > 1 mareBreedingCooldownInSeconds = 1800 # # || Specify how many times a stallion can breed before it is exhausted. # || Disable this option by setting it to '0'. #Range: > 0 maxStallionCovers = 0 # # || Specify how many times a mare can breed before it is exhausted. # || Disable this option by setting it to '0'. #Range: > 0 maxMareCovers = 0 # # || Can the owner geld their own horses? (Default = True = Yes) # || If false, only op's and people with the permission node (swem.horse.geld) can geld horses. ownerCanGeld = true # # || Specify the chance of a mare giving birth to twins (Default = 1,000 = 0.1%) # || If the value is higher than 1,000 the odds go down, if the value is lower than 1,000 the odds go up. #Range: > 1 twinBirthChance = 1000 # || =========== [Tack Dependencies] =========== || [tack_dependencies] # || Is the Bridle slot required before equipping a Blanket? (Default = True = Yes) needBridle = true # || Is the Blanket slot required before equipping a Saddle? (Default = True = Yes) needBlanket = true # || Is the Saddle slot required before equipping the Girth Strap,  Breast Collar, and/or Saddlebag? (Default = True = Yes) needSaddle = true # || The Rider and Saddle should fall off if there is no Girth Strap equipped. (Default = True = Yes) needGirthStrap = true # || Are all Tack slots required before equipping Horse Armor? (Default = True = Yes) needAll = true # || The Bridle is needed to steer the horse. (If disabled, you would still need a saddle). (Default = True = Yes) needBridleToSteer = true # || =========== [Horse Experience Levels] =========== || [horse_experience_levels] # || Amount of XP required to max a horse's Speed stat. # || We recommend '13500' for singleplayer, and '100000' for multiplayer. #Range: > 1 maxSpeedXP = 13500 # || Amount of XP required to max a horse's Jump stat. # || We recommend '13500' for singleplayer, and '100000' for multiplayer. #Range: > 1 maxJumpXP = 13500 # || Amount of XP required to max a horse's Health  stat. # || We recommend '13500' for singleplayer, and '100000' for multiplayer. #Range: > 1 maxHealthXP = 13500 # || Amount of XP required to max a horse's Affinity stat. # || We recommend '17000' for singleplayer, and '50000' for multiplayer. #Range: > 1 maxAffinityXP = 17000 # || =========== [Server Admin] =========== || [server_admin] # || Enable Coat Cycling (via lapis lazuli and redstone)? # || Do not enable if the server is multiplayer and has an economy. allowCoatCycling = true # || Can Secret Coats be obtained via Secret Items? (Default = True = Yes) # || Do not enable if the server is multiplayer and has an economy. allowSecretCoats = true # || Enable Breeding Tokens? This limits breeding of horses to Tokens, prevents feed from escalating foal growth time, and limits use of canatazarite potions. # || Enable if the server is multiplayer and has an economy. tokensBreeding = false # || Enable the horse's food/water systems to be based off the 24 hour day? # || This is recommended for servers ONLY. serverTime = false # || Should xp cost for renaming items in an cantazarite anvil be removed? removeXpRenameCost = true # || Should the perks provided by the Amethyst Armor (excluding Amethyst Riding Boots) be disabled? disableAmethystPerks = false # || List of coats ids that should not be obtainable # || Example: [0, 25, 29, 82] blacklistedCoatIds = [] 1.18.2 [1.3.0 - Food System] This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.18.2 1.18.2-1.3.0-12 Added config for booster shot duration. 1.18.2-1.3.0-x (?) Added config for 24hr feed system (re-implemented for new food/water system) 1.18.2-1.3.0 Added config for renaming items costing XP in cantazarite anvil. 1.18.2-1.2.7 Added search radius (blocks) configurable value for food and water. Removed hunger and thirst tick value - now dependent on time of day. Removed 24hr feed system - not currently possible with new food system. 1.18.2-5.3.22.2 Added server admin configurables for secret coats and breeding tokens. Added saddlebag and breastcollar to saddle configurable.  Reorganised config template to be more logical in sections and added helpful explanations for various configurable values. Full Default Config 1.18.2 [1.0.0 Pre Food System] # || =========== [Horse Care] =========== || [horse_care] # || Enable Food need ticking on swem horses? (Default = True = Yes) foodTick = true # || Enable Water need ticking on swem horses? (Default = True = Yes) waterTick = true # || Make hunger thirst system base on IRL days? ONLY recommended for hyper-realistic servers. multiPlayerHungerThirst = false # || Enable Poop ticking on swem horses? (Default = True = Yes) poopTick = true # || Specify in seconds the interval between each poop cycle. # || We recommend '1800' (30min) for singleplayer, and '2700' (45min) for multiplayer. #Range: > 1 poopInterval = 960 # || Enable Pee ticking on swem horses? (Default = True = Yes) peeTick = true # || Specify in seconds the interval between each pee cycle. # || We recommend '1800' (30min) for singleplayer, and '2700' (45min) for multiplayer. #Range: > 1 peeInterval = 930 # || Specify how many seconds it takes for the parent to be able to breed again? # || We recommend '1800' (30min) for singleplayer, and '28800' (8hr) for multiplayer. #Range: > 1 horseInLoveInSeconds = 1800 # || Specify how many seconds it takes for the foal to growp up? # || We recommend '1800' (30min) for singleplayer, and '28800' (8hr) for multiplayer. #Range: > 1 foalAgeInSeconds = 1800 # || =========== [Tack Dependencies] =========== || [tack_dependencies] # || Is the Bridle slot required before equipping a Blanket? (Default = True = Yes) needBridle = true # || Is the Blanket slot required before equipping a Saddle? (Default = True = Yes) needBlanket = true # || Is the Saddle slot required before equipping the Girth Strap,  Breast Collar, and/or Saddlebag? (Default = True = Yes) needSaddle = true # || The Rider and Saddle should fall off if there is no Girth Strap equipped. (Default = True = Yes) needGirthStrap = true # || Are all Tack slots required before equipping Horse Armor? (Default = True = Yes) needAll = true # || The Bridle is needed to steer the horse. (If disabled, you would still need a saddle). (Default = True = Yes) needBridleToSteer = true # || =========== [Horse Experience Levels] =========== || [horse_experience_levels] # || Amount of XP required to max a horse's Speed stat. # || We recommend '13500' for singleplayer, and '100000' for multiplayer. #Range: > 1 maxSpeedXP = 13500 # || Amount of XP required to max a horse's Jump stat. # || We recommend '13500' for singleplayer, and '100000' for multiplayer. #Range: > 1 maxJumpXP = 13500 # || Amount of XP required to max a horse's Health  stat. # || We recommend '13500' for singleplayer, and '100000' for multiplayer. #Range: > 1 maxHealthXP = 13500 # || Amount of XP required to max a horse's Affinity stat. # || We recommend '17000' for singleplayer, and '50000' for multiplayer. #Range: > 1 maxAffinityXP = 17000 # || =========== [Server Admin] =========== || [server_admin] # || Enable Coat Cycling (via lapis lazuli and redstone)? # || Do not enable if the server is multiplayer and has an economy. allowCoatCycling = true # || Can Secret Coats be obtained via Secret Items? (Default = True = Yes) # || Do not enable if the server is multiplayer and has an economy. allowSecretCoats = true # || Enable Breeding Tokens? This limits breeding of horses and ponies to Tokens while preventing feed from escalating foal growth time. # || Enable if the server is multiplayer and has an economy. tokensBreeding = false Full Default Config 1.16.5 [Config]     #Enable Lapis Lazuli coat cycling?     lapisCycle = true     #Specify in seconds the interval between each poop cycle.     #Range: > 1     poopInterval = 960     #Specify in seconds the interval between each pee cycle.     #Range: > 1     peeInterval = 930     #Enable Food need ticking on swem horses?     foodTick = true     #Enable Pee ticking on swem horses?     peeTick = true     #Enable Water need ticking on swem horses?     waterTick = true     #Make hunger thirst system base on IRL days? (Preferred option for servers.)     multiPlayerHungerThirst = true     #Specify how many seconds it takes for the foal to growp up? (Default is 1800 seconds = 30 minutes)     #Range: > 1     foalAgeInSeconds = 1800     #Specify how many seconds it takes for the parent to be able to breed again? (Default is 1800 seconds = 30 minutes)     #Range: > 1     horseInLoveInSeconds = 1800     #Enable Poop ticking on swem horses?     poopTick = true     [Config."Tack Dependencies"]         #Enable/Disable the halter, being needed for any other tack.         HalterDependency = true         #Enable/Disable the need of a blanket, before saddling up.         NeedBlanket = true         #Enable/Disable the rider falling off the horse, in case there is no girth strap equipped.         RiderFallingOff = true         #Enable/Disable the need of a bridle in order to steer, the horse. (If disabled, you would still need a saddle.)         NeedBridleToSteer = true         #Enable/Disable the need of putting the saddle on, before you can put a girth strap on.         NeedSaddleForGirthStrap = true SWEM Commands To use commands listed below, the following crtieria must be met: Commands (cheats) enabled User holds key(s) for specific commands. Basic Commands These are commands that are accessible to all players by default.  CHANGE OWNERSHIP Transfer ownership must be used while riding a horse to have an effect. Only the owner can run this command. Command Version Description /swem horse transfer       1.16+ Transfer a horse to a player (new owner). /swem horse transfer           Transfer a horse to another player (new owner). ADD OR REMOVE TRUSTED PLAYERS This command 'whitelists' player(s) to ride and interact with a horse that is set to Trusted only.  Trusted player commands must be used while riding a horse to have an effect. Only the owner or OP can run this command. Command Version Description /swem horse addfriend       1.16+ Add a player to the horse's trusted list. /swem horse removefriend       1.16+ Remove a player from the horse's trusted list. LIST OWNED This command is intended for servers that enforce a horse ownership limit. Command Version Description /swem horse owned list       1.18+ Displays the total # and names (if named) of owned horses. /swem horse owned search   1.18+ Displays a list of any players that  exceed  the stated # owned horses. TACK RENDERING This command sets tack to invisible, or re-renders already invisible tack. It is used to simulate 'bareback' riding or 'wild' horses (invisible rider). Server-side, so changes can be seen by all players. Tack render commands must be used while riding a horse to have an effect. Command Version Description /swem render bridle 1.16+ Toggle visibility of the bridle tack slot. /swem render blanket 1.16+ Toggle visibility of the blanket tack slot. /swem render saddle 1.16+ Toggle visibility of the saddle tack slot. /swem render girth_strap   1.16+ Toggle visibility of the girth strap tack slot. /swem render all 1.16+ Toggle visibility of all core tack slots. Additional tack slots such as leg wraps are not included as they are not required to ride a horse (cosmetic only). RRP COMMANDS These commands trigger a single or looped animation to support photos and videos for players and content creators.  This occurs server-side, so triggered animations will be seen by all players  unless it is a custom animation (pack required). Looped animations (∞) play continuously until the command is repeated, all others will play one time then stop. Single animations triggered during a looped animation will play once, then return to the original looped animation. Animations are visual only and will not have any effects such as damage from bucking or biting.  RRP commands must be used while riding a horse to have an effect. Command Version Description /swem rrp bite 1.18+ Horse will lunge forward into a bite once. /swem rrp buck 1.18+ Horse will buck once (as with taming). /swem rrp eat 1.16+ ∞ Horse will lower their head into a looped grazing animation. /swem rrp kick   1.16+ Horse will kick out with one rear leg. /swem rrp lay   1.16+ ∞  Horse will lower themselves to the ground (player floats if riding) /swem rrp rear   1.16+ Horse will rear once. /swem rrp sad   1.16+ Horse will lower it's head (sad or sick) and use sad walk animations. /swem rrp stomp   1.18+ Horse will half-rear, lunging forward to stomp their front hooves.  /swem rrp anim StatueBuck 1.20+ Horse will freeze in a bucking statue pose (no idles). /swem rrp anim StatueCanter 1.20+ Horse will freeze in a canter statue pose (no idles). /swem rrp anim StatueFloat 1.20+ Horse will freeze in a flying statue pose (no idles). /swem rrp anim StatueGallop 1.20+ Horse will freeze in a gallop statue pose (no idles). /swem rrp anim StatueGallop 2 1.20+ Horse will freeze in a gallop (v2) statue pose (no idles). /swem rrp anim StatueLaunch 1.20+ Horse will freeze in a leaping into flight statue pose (no idles). /swem rrp anim StatueLaying Down 1.20+ Horse will freeze in a lying statue pose (no idles). /swem rrp anim StatuePiaffe 1.20+ Horse will freeze in a dressage piaffe statue pose (no idles). /swem rrp anim StatueRear 1.20+ Horse will freeze in a rearing statue pose (no idles). /swem rrp anim StatueSit 1.20+ Horse will freeze in a sitting statue pose (no idles). /swem rrp anim StatueStandIdle 1.20+ Horse will freeze in a standing statue pose (no idles). /swem rrp anim StatueTrot 1.20+ Horse will freeze in a trotting statue pose (no idles). /swem rrp anim StatueWalk 1.20+ Horse will freeze in a walking statue pose (no idles). /swem rrp anim   1.20+ Horse will play the selected animation on loop. This command supports custom animations added via resource pack . Triggered anims may not visually work with riders - not all animations have a player animation (lying down etc).  [EXPAND] Full List Of Default Animations Bite Buck Canter Dive EatingHalfHeight EatingLoop ExtendedCanter FloatDown Flutter Gallop GettingUp GoingUp HalfHeightLeanIn HalfHeightLeanOut JumpLvl1 JumpLvl2 JumpLvl3 JumpLvl4 JumpLvl5 Kick Launch LayingDown LayingDownAsleepIdle LayingDownLoop LeanIn LeanOut Rear SadStandIdle SadWalk Scratch Shake SleepingIn SleepingOut SlowDown SpeedUp StandIdle StatueBuck StatueCanter StatueFloat StatueGallop StatueGallop 2 StatueLaunch StatueLaying Down StatuePiaffe StatueRear StatueSit StatueStandIdle StatueTrot StatueWalk Stomp Swim TailSwish Trot TurnLeft TurnLeftCycle TurnRight TurnRightCycle Walk WalkingBackwards RESOURCES Command Version Description /swem wiki       1.20+ Provides a link to this Wiki in chat (client side). Breeding Commands (1.18.2-1.4.0+) If configured on servers , these commands will only be usable by OPs or with relevant permissions (if enabled). Breeding commands must be used while riding a horse to have an effect. Command Version Description /swem horse breeding advance       1.18 Advance a mare's pregnancy to just before birth is due. /swem horse breeding change   1.18 Change a Stallion or Gelding ⇔ Mare 1.20 Change a Stallion ⇔ Mare or Gelding ⇔ Infertile Mare /swem horse breeding geld     1.18 Change a Stallion → Gelding /swem horse breeding fertile     1.20 Change a Gelding → Stallion or Infertile Mare → Mare (fertile) /swem horse breeding infertile     1.20 Change a Stallion → Gelding or Mare → Infertile Mare /swem horse breeding reset cooldown 1.18+ Reset the breeding cooldown timer to 0. /swem horse breeding reset pregnancy 1.18+ Reset a pregnancy (set to not pregnant). Summon & Modify Commands If configured on servers , these commands will only be usable by  TBC  . Minecraft /summon command will only summon default (white) horses as of 1.20.1-1.5.0+, use /swem summon instead! Command Version Description /swem summon LEGACY       1.20 1.5 Summon a untamed horse with a specific coat or custom coat . /swem summon random LEGACY   1.20 1.5 Summon an untamed horse with a random coat or custom coat . Random coats can only select from non-secret, non-blacklisted default coats or custom coats with lapis_cyclable: true /swem set coat   1.20 1.5 Set the horse to use a specific coat or custom coat . Minecraft Command Version Description /summon swem:swem_horse 1.16-18 Summon an untamed horse with a random coat . /summon /summon swem:swem_horse ~ ~ ~ {Age: -#} 1.16+ Summon a (untamed) foal. # is growth timer (36000 = 30 mins). 1.20-1.5.X Foals summoned with this command will look wrong as they use the  adult  white coat unless otherwise set. /summon swem:swem_horse ~ ~ ~ {HorseVariant:#} 1.16-18 Summon an untamed horse with a specific coat variant #.  TBC  1.20 Summon an untamed foal with a specific coat variant #. /summon swem:swem_horse ~ ~ ~ {NoAI: 1} 1.16-18 Summon an untamed horse with no AI*. /summon swem:wormieboi 1.16+ Summon a worm on a string. /summon swem:swem_poop 1.16+ Summon a horse poop. /data merge entity @e[type=swem:swem_horse,limit=1,sort=nearest] {HorseVariant:#} 1.16-18 Set the nearest horse to use a specific coat variant #. /data merge entity @e[type=swem:swem_horse,limit=1,sort=nearest] {NoAI:1} 1.16+ Modify the nearest horse to have no AI*. /data merge entity @e[type=swem:swem_horse,limit=1,sort=nearest] {NoAI:0} 1.16+ Modify the nearest horse to have AI*. * No AI Horses still have needs, can be ridden and led but will not move when unmounted except for idle animations. No AI Horses can be returned to normal using a data merge command without being killed + replaced /data get entity @e[type=swem:swem_horse,sort=nearest,limit=1] Behaviors[6].Coat 1.20 Find out the coat ID for the nearest horse. Filming Commands These commands will only be usable to players with the Film key unless disabled in serverconfig (1.20+). Wild mode and Max Gallop commands must be used while riding a horse to have an effect. MULTIPLAYER Wild mode is not recommended for SMPs - it sets max affinity, provides free tack and adjusts gallop limit. WILD MODE   THIS DOES NOT ACTUALLY MAKE HORSES "WILD" This command sets horses to a specific skill level and tack setup intended for quick filming-ready horses. Instantly tames a horse if it is currently untamed Instantly tacks a horse with gray western tack Set all tack items invisible Set Speed level to 1 (easier to keep up with camera) Set Jump level to 1 Set Affinity level to 12 (max) to reduce refusals   WILD MODE CANNOT BE REVERSED Tack visibility is temporary - it will revert to visible on re-log or restart and can be toggled via commands. Skills changes are permanent unless retrained or adjusted via commands. Do not use on personal horses! This command has no effect on riders - it will not make them invisible! Command Version Description /swem rrp wild       1.16+ Set a horse's tack and skills to filming 'wild' mode. /swem rrp maxgallop   1.18+ Reset the gallop cooldown and set max gallop time to 120 seconds. Moderator Commands These commands will only be usable to players with the Mod key unless disabled in serverconfig (1.20+). Commands requiring a [playername] specified will need to be run while the intended player is online to work. Command Version Description /swem horse owned list       1.18+ Displays the total # and names (if named) of owned horses. /swem horse owned search   1.18+ Displays a list of any players that  exceed  the stated # owned horses. /swem horse tame 1.18+ Instantly tame a nearby or ridden (wild) horse. /swem horse tackup   1.18+ Instantly tackup a ridden horse with white Western tack. /swem horse addfriend   1.18+ Add a player to a horse's trusted list (even if not the owner). /swem horse removefriend     1.18+ Remove a player from a horse's trusted list (even if not the owner). /swem horse transfer 1.18+ Transfer a horse to another player (even if not the owner). /swem set allNeeds <1-5> 1.18+ Set horse needs value (health, hunger, thirst) [1-5] 1 Min - 5 Max /swem set health <1-5> 1.18+ Set horse health   value   [1-5] HP: 6 / 10 / 20 / 30 / 40)  /swem set hunger <1-5> 1.18+ Set horse hunger  state [1-5] 1 Starving -  5 Fully Fed /swem set thirst <1-5> 1.18+ Set horse thirst  state [1-5] 1 Exsiccosis - 5 Quenched Admin Commands These commands will only be usable to players with the Admin key unless disabled in serverconfig (1.20+). Set level commands must be used while riding a horse to have an effect. Command Version Description /swem set level affinity <1-12>   1.18+ Set the affinity skill [1-12] /swem set level health <1-5>   1.18+ Set the health skill [1-5] /swem set level jump <1-5> 1.18+ Set the jump skill [1-5] /swem set level speed <1-5>   1.18+ Set the speed skill [1-5] /swem set level all <1-12>   1.18+ Set all skills [1-12] Choosing 12 will max all skills fully. /swem set coat     1.20+ Set the horse to use a specific coat or custom coat . Assigning Keys Keys do NOT stack - you need all the keys relevant to the desired keys (ie Admin does not inherit the commands of Mod). As shown in the above sections, some SWEM commands are linked to a role 'key' to prevent misuse of some non-survival friendly commands on servers. Please read the below information carefully: Singleplayer (SP): All keys can be assigned via the /swem key assign command. Multiplayer (MP):  Admin keys must be assigned via  console  access only. MP (Essentials): Admin keys must be assigned prior  to opening the world to other players. Players with the admin key can assign film and mod keys to other users without requiring OP. Command Version Description /swem key assign swem:film     1.18+ Give a player the film key. /swem key assign swem:mod     1.18+ Give a player the mod key /swem key assign swem:admin   1.18+ Give a player the admin key. MP: Must assign via server console. /swem key revoke swem:film   1.18+ Remove the film key from a player. MP:   Requires Admin+ Key /swem key revoke swem:mod   1.18+ Remove the mod key from a player.  MP:   Requires Admin+ Key /swem key revoke swem:admin     1.18+ Remove the admin key from a player.  /swem key list     1.18+ List the currently held keys (current player). Other Change Ownership This vanilla command should no longer be needed in 1.18 with OP overrides to horse ownership (when set to none/trusted only) but it is noted in case of any issue with accessing a restricted horse. /data modify entity @e[type=swem:swem_horse,sort=nearest,limit=1] Owner set value PLAYERSFULLUUIDHERE Stand near the target horse - move away any other nearby SWEM horses (to not accidentally edit their data instead) Find the UUID of a (OP) player, you can get it on a website like MCUUID , and edit the command Run the command. You can change the horse to All, mount it and use the normal transfer command Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! [-]  Keys override OP access and cannot be circumvented to set custom role permissions via permission plugins. Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.20.1 1.20.1-1.4.0 Removed geld command for fertile/infertile command (either gender). 1.18.2 1.18.2-1.4.0 Added /swem horse breeding commands for 1.4.0 Gender update. 1.18.2-1.3.0-15 Added /swem horse owner [player] command to list owned + named horses. 1.18.2-1.2.2 Added /swem horse set commands for needs (part of new feed/water system) 1.18.2-1.0.0 Added render command for all (render or unrender all tack). Added RRP commands for shake, scratch, buck, bit and stomp idles/animations. Merged the /swem horse setgalloptime and /swem horse resetgallop commands Changed /swem setlevel command to /swem set Changed /dev tackup and /dev tame to /swem horse category. Recipe Config The SWEM common config adds an installation-specific configurable settings for recipes of items that servers or players might want to restrict access to.    MultiMC:  Instance > Config Folder (Right Sidebar) > swem-recipe-control CurseForge:  Profile > ... (next to play) > Open Folder > config > swem-recipe-control Forge (Windows):  [user]/AppData/Roaming/.minecraft/config/swem-recipe-control.toml Forge (Mac):  ~/Library/Application Support/minecraft/config/swem-recipe-control.toml If the config file is not visible in the config file, try restarting Minecraft to generate it. If that does not work, copy and paste the full default config (drop down menu below) into a .txt file, edit the values as needed and name it swem-recipe-control.toml . Place it in the config folder to be read upon next start-up. Configs Explained General Config: Short for configuration, which means to change something to your preference.  Default: Means the one that is preset. If at any time you need to reset, the default config is always okay to return to. Lines: Configs are read by the computer in lines, like programming code. The lines staying the way they are is very important. #: Means everything in that line of the config will not be read by the computer. Changes made here will effect nothing.   Remember the primary rule for configs: Do not change ANY text that is not clearly written as a change like true/false, numbers, and lists. These changeable things will be clearly defined and look like test questions. Obtaining # || How is Amethyst Weapons and Armor (Player) obtained? 1 = Survival Crafting, 2 = Creative Menu, 3 = /give #Range: 1 ~ 3 obtainAmethystGear = 1 This says: How can players obtain Amethyst Armor or Weapons? Must be 1, 2 or 3. Default is 1 (crafting).  Survival singleplayer users can leave this at 1 if they want to craft Amethyst armor/weapons and will not have access to creative or commands. Servers that want to restrict access to Amethyst Armor for approved users or 'remove' it entirely should limit it to 2 or 3 depending on whether they permit non-staff users creative access. Useful for realistic servers where this armor may be OP.  # || How are Rosettes obtained? 1 = Survival Crafting, 2 = Creative Menu, 3 = /give #Range: 1 ~ 3 obtainRosettes = 1 This says: How can players obtain  basic tier Rosettes? Must be 1, 2 or 3. Default is 1 (crafting). Survival singleplayer users can leave this at 1 if they want to craft simple rosettes and will not have access to creative or commands.   Servers that want to restrict access to rosettes for recognized/approved events only should limit it to 2 or 3 depending on whether they permit non-staff users creative access.  # || How are Two Tailed Ribbons obtained? 1 = Survival Crafting, 2 = Creative Menu, 3 = /give #Range: 1 ~ 3 obtainTwoTailedRibbons = 2 # || How are Three Tailed Ribbons obtained? 1 = Survival Crafting, 2 = Creative Menu, 3 = /give #Range: 1 ~ 3 obtainThreeTailedRibbons = 2 # || How are Champion and Reserve Champion Ribbons obtained? 1 = Survival Crafting, 2 = Creative Menu, 3 = /give #Range: 1 ~ 3 obtainChampionshipRibbons = 2 # || How are Plaques obtained? 1 = Survival Crafting, 2 = Creative Menu, 3 = /give #Range: 1 ~ 3 obtainPlaques = 2 # || How are Trophies obtained? 1 = Survival Crafting, 2 = Creative Menu, 3 = /give #Range: 1 ~ 3 obtainTrophies = 2 This says: How can players obtain (various) Rosettes or Awards? Must be 1, 2 or 3. Default is 2 (creative or commands only).  Survival singleplayer users can change this to 1 if they want to craft rosettes etc and will not have access to creative or commands. Servers that want to restrict access to rosettes for recognized/approved events only should limit it to 2 or 3 depending on whether they permit non-staff users creative access.   # || How are Breeding Tokens obtained? 1 = Survival Crafting, 2 = Creative Menu, 3 = /give #Range: 1 ~ 3 obtainTokensBreeding = 3 This says: How can players obtain breeding tokens? Must be 1, 2 or 3. Default is 3 (commands only).  This only needs to be changed if the Server Config has breeding tokens set to true (enabled). If disabled, horses can be bred normally with sweet feed and do not require breeding tokens. Servers that want to restrict breeding to approved players or sell tokens to users as part of an economy should set breeding tokens to true in Server Config - and limit recipe to 2 or 3 depending on whether non-staff users are permitted creative access. # || How are Boosters obtained? 1 = Survival Crafting, 2 = Creative Menu, 3 = /give #Range: 1 ~ 3 obtainBoosters = 1   This says: How can players obtain booster shots? Must be 1, 2 or 3. Default is 1 (crafting).  Survival singleplayer users can leave this at 1 if they want to craft booster shots and will not have access to creative or commands.  Servers that want to offer health boosting or offer veterinary treatment as part of a restricted job role or service should limit it to 2 or 3 depending on whether they permit non-staff users creative access.  Full (Default) Config Full Default Config 1.18.2 # || =========== [Obtaining] =========== || [obtaining] # || How is Amethyst Weapons and Armor (Player) obtained? 1 = Survival Crafting, 2 = Creative Menu, 3 = /give #Range: 1 ~ 3 obtainAmethystGear = 1 # || How are Rosettes obtained? 1 = Survival Crafting, 2 = Creative Menu, 3 = /give #Range: 1 ~ 3 obtainRosettes = 1 # || How are Two Tailed Ribbons obtained? 1 = Survival Crafting, 2 = Creative Menu, 3 = /give #Range: 1 ~ 3 obtainTwoTailedRibbons = 2 # || How are Three Tailed Ribbons obtained? 1 = Survival Crafting, 2 = Creative Menu, 3 = /give #Range: 1 ~ 3 obtainThreeTailedRibbons = 2 # || How are Champion and Reserve Champion Ribbons obtained? 1 = Survival Crafting, 2 = Creative Menu, 3 = /give #Range: 1 ~ 3 obtainChampionshipRibbons = 2 # || How are Plaques obtained? 1 = Survival Crafting, 2 = Creative Menu, 3 = /give #Range: 1 ~ 3 obtainPlaques = 2 # || How are Trophies obtained? 1 = Survival Crafting, 2 = Creative Menu, 3 = /give #Range: 1 ~ 3 obtainTrophies = 2 # || How are Breeding Tokens obtained? 1 = Survival Crafting, 2 = Creative Menu, 3 = /give #Range: 1 ~ 3 obtainTokensBreeding = 3 # || How are Boosters obtained? 1 = Survival Crafting, 2 = Creative Menu, 3 = /give #Range: 1 ~ 3 obtainBoosters = 1 If you notice changes you don't like but don't know how to undo the changes you made to the Config, shut down the game and replace the config with this default one and the config will be reset. If using an older release , delete the config file and relaunch to regenerate it. Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.18.2-1.3.0-12 Added config to adjust booster shot crafting. 1.18.2 1.18.2-1.0.0 Implemented recipe enable / disable config for newly added features (awards & tokens). Horse Data The Horse Data file (1.18.2+) adds information on horses within the world and allows players or servers to reference information that would otherwise be inaccessible outside of code or NBT explorers / editors.  MultiMC: Instance > Minecraft Folder (Right Sidebar) > Saves > [World Name] > Serverconfig > swem > horsedata.json CurseForge:  Profile > ... (next to play) > Open Folder > Saves > [World Name] > Serverconfig > swem > horsedata.json Forge (Windows): [user]/AppData/Roaming/.minecraft/saves/[world name]/serverconfig/swem/horsedata.json Forge (Mac): ~/Library/Application Support/minecraft/saves/[world name]/serverconfig/swem/horsedata.json Servers:  World > Serverconfig > swem > horsedata.json Horse Data Explained Horse Data is  only  a reference source and cannot be changed to adjust entity data or remove entities in game! Horse Data can be opened via a text editor (ie Notepad) and provides the following information: Data Definition Horse ID  The horse's unique identifier (UUID) Horse name  Nametagged name or 'SWEM Horse' if N/A Owner ID  The current owner's unique identifier (UUID)  Owner Name  The name of the current owner as displayed in the horse GUI Dimension The dimension they were in (on last info save) Position The X, Y and Z coordinates they were at (on last info save) 'Is Dead' The status of a horse as either alive (false) or deceased (true) Inventory Data  The data of tack slots (air = no item in slot) Progression Data  The data of skill levels and training Jump / Speed / Affinity default = 0 (level 1), health = 1 (level 1) Days 'swiped' = Uses of desensitization items Desensitization items = ?? Data is saved routinely and may not reflect changes to information (ie location) post-save. SP worlds require a save / exit to update the data file, whereas servers can usually access info accurate to within a few minutes without a shutdown.  Uses The horse data has many potential uses - even as a reference only source: Find information on current horses in the world, search by specifics such as name / owner ID. Moderation: Investigate potential misuse of exploits or rule breaking involving SWEM horses. Management: Search by owner to ensure adherence to ownership limits. (See below) Management: Facilitate resolving issues (bugs etc) by being able to reinstate evidenced stats or data. Resurrection: Reference a deceased horse's last known stats to offer 'resurrection'. (See below) Relocation: Find the last known location of a horse to find missing entities or narrow search radius. (See below) Horse Ownership World Owners (SP) or Server staff with console access (MP) can of course search (Ctrl+F) for an owner's UUID in horse data and determine currently owned horses - alive or deceased - and information such as location and stats. This may provide useful for servers in moderation where imposed restrictions on number of owned horses exists and there is concern for misuse. However, horse data and the horse owner data entry offers the most significant feature built into the game; searching by criteria for this specific information. With adequate permissions, the following commands can be run: /swem horse owned list    List the number of owned horses (and the names if nametagged) of a  specific  player. /swem horse owned search <#>          List the names of players and # of horses owned that exceeds the limit of # owned. Resurrection Horses Data was implemented with the intention to enable in-game resurrection further into development. Horse Data does not currently offer a way to resurrect horses in game, or alter the state of a horse via file editing. However, for servers that want to offer a low exploit-risk resurrection service (free or at cost) the horse data file contains most, if not all, the required information to create a new horse and reinstate the last-known skill levels, equipment and owner.  Similarly, SP users can utilise the information in much the same way if they want to recreate a previous horse as accurately as possible. Relocation Horse Data does not save constantly, so coordinate locations may reflect the exact location of a horse on the move. Horse Data does not currently offer a way to relocate horses in game, or alter the location of a horse horse via file editing. What it can do is provide a good starting location and dimension to conduct a manual search, or to narrow down search radius for searching via Minecraft commands. This information removes the necessity of using external NBT explorers, spending time searching when location commands fail (or cannot be used due to lack of a name / unknown exact name / many entities with the same name), leaving players hoping someone will find them in the future or even futile searching for a horse that may no longer be alive.  Other The Horse Data file should be safe to delete if it become corrupted or remove outdated information on deceased horses. It will regenerate with data of  new and existing horses (provided they are loaded by a player). It will not reinstate the data of deceased horses prior to resetting the file.  Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! [~]  Saving data might occur too frequently, causing console spam and potentially lag on servers. Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.18.2 1.18.2-1.3.0-15 Horses Data logging implemented. Community Packs Community Packs are our integrated system to dynamically add custom content made by the community without the requirement for additional code. General Information [WIP] This feature is available in 1.20.1-1.5+  and will  NOT be added to outdated versions. Community Packs is a feature that allows players to add NEW assets to the mod without the use of an add-on mod. Important- Update Changes Existing worlds should be safe to update but always take a backup in case you encounter an issue! To support community packs, some changes have been made. See additional pages for feature-specific changes. Common, Client and Recipe configs now generate in config/swem Community Pack features will likely break add-on mods. PLEASE BE PATIENT AND ALLOW CREATOR'S TIME TO UPDATE THEIR MODS Supported Features Feature Mod Version Notes Coats 1.20.1-1.5 Beta + Custom coats that do not override default, and support coat cycling + breeding tags. Tack 1.20.1-1.5 Release Custom tack that does not override default tack and can be purchased via EQ Shop. Animations 1.20.1-1.5 Release Custom animations that can be triggered via command (loop).  Frequently Asked Questions [1] Community & Content Packs ⮞ WHAT IS A COMMUNITY PACK? Community Packs are folders that include all the files necessary to add NEW assets such as custom coats to SWEM. ⮞ WHAT IS A CONTENT PACK? Content Packs is also a Community Pack, but usually with less content. It will merge into any Community Packs with the same name. This allows: Creators to set a consistent pack name and release smaller 'add-ons' to their main pack(s) Creators to easily provide updated file (ie fixes or improved) that override their original files Players to have fewer individual Community Packs to sort Players to have fewer Community Packs listed in game, and easier results by Creator  Example: artist_kofi: Example: artist_fantasy: or  artist_bays:   ⮞ HOW DO I KNOW IF A PACK IS READY TO USE (PREMADE)? This depends on the source, most creators should clearly state if their content is files only or a read to use pack. Look at the file contents (unzip the file if it comes zipped) ✅ Must be a folder, not a ZIP (or any other)file ✅ Must have a lowercase name with no spaces. ✅ artist_packname ❌  Artist Pack Name ✅ Must have two folders inside it:  json and  textures ✅ Must have at least one coats or tack item with all required files.       See Creator Corner if you are making a community pack and are unsure what is required. ❌  Individual files in a single folder ❌  PNG files in json > coats or JSON files in textures > coats > legacy   ❌  Files or folders with spaces, symbols or capital letters There can still be other errors that prevent a pack working, but this criteria means the pack is structured correctly! ⮞ WHAT IF PACKS HAVE AN IDENTICAL NAME? Community Packs that do not use recommended format could have a duplicate name like free_coats or kofi_coats . Duplicate folders will merge into one with the files of both folders Files will not override or replace each other unless they have identical names   Creators  Avoid conflicting names with recommended unique format of coatname_artist in all files and packs Avoid content 'options' with the same name - if you offer variants (ie braids vs roached) give them a unique name Avoid creating packs with 'old' files that may override new versions (ie fixed or improved textures) Update or remove old packs that may have any such files. Always check that merged files maintain the correct folder structure and file names are valid (ie not coat_name_copy) ⮞ WHAT IF IT ASKS ME TO REPLACE FILES? There is no correct answer to this: Replacing existing files to update a texture error is usually safe. Replacing existing files to update coat info for breeding tags, inspiration info is usually fine. Replacing existing files with outdated files could revert changes (replace with pre-fix version) If you replace a file with a broken texture or non-functional json, you will need to fix it or re-download the original! ⮞ CAN I HAVE MULTIPLE COMMUNITY PACKS? Yes. You can install multiple Community Packs, but you should read [4] Performance if adding a lot of additional content. [2] Modifying Community Packs Always read the Creator's Terms Of Use (TOU) as significant non-private alterations or reupload may be prohibited! ⮞ CAN I REUPLOAD A COMMUNITY PACK +/- MODIFIED? ✅ JSON FILES You can edit and distribute json files or overrides freely. ❌ PNG FILES You should not modify, re-upload, distribute or monetize Creator's work without explicit consent. PNG FILES Creators have the right to set and enforce appropriate use of their content. You must not modify, re-upload, distribute or monetize Creator's work without explicit consent. JSON FILES Creators can set reasonable requests on json modification, but do not own this asset. ✅ You can provide  FREE  override files or packs. ❌ You must not create and distribute files that violate platform (ie Discord) or Community (ie SWEM) rules. ❌ You must not monetize file edits to profit off the original Creator(s) work without consent. ❌ You must not provide premade packs that include the content (pngs) of Creator(s) without consent. ❌ You must not remove artist credits, or add false credits. ❌ You must not remove artist reference, excluding reasonable modification. Esperanza from Spirit -> ✅  Palomino (Dreamwork's Spirit: "Esperanza") ❌  N/A ⮞ CAN I RENAME A PACK (AS A PLAYER / CLIENT)?  Multiplayer   No. This may prevent you from seeing any custom coats, even if you have all the correct files.  Singleplayer  Yes. This can sometimes help you organize custom content or shorten pack IDs.  You must use a unique  lowercase name with  no spaces  or  symbols You should not edit information  in use by an existing save  (will need to change coats / tack affected). ⮞ CAN I RENAME A COAT / TACK ITEM?  Multiplayer   No. This may prevent you from seeing any custom coats or tack, even if you have all the correct files.  Singleplayer  Yes, though this is not recommended . You must use a unique  lowercase name with  no spaces  or  symbols You must set this for the file names of both json ,  png , and the texture path inside the json file. You should not edit information in use by an existing save  (will need to change coats / tack affected). You should use standard naming format  coatname_artist with appropriate artist credit by name! ⮞ CAN I EDIT CUSTOM CONTENT INFORMATION (JSON)?  Multiplayer   Yes. Important information: Client-side (player) edits will only apply to your singleplayer worlds. Server-side edits will apply to all players, regardless of their individual pack settings. Texture Path Players must use the same path to avoid black horses (missing texture)  Singleplayer  Yes, depending on type: Content Variable Comments Coats ✅ Artist Credits * ✅ Inspiration * ✅ lapis_cyclable ✅ obtainable_by_breeding ✅ base_colors ❌  Model Can include capital letters, spaces and symbols inside the "" entry .   Can include capital letters, spaces and symbols inside the "" entry .   Effect will apply to future lapis/redstone changes.  Must be true/false.   Effect will apply to future breeding. Must be true/false.   Effect will apply to future breeding. Must use valid tags.   Must use Legacy until additional models are supported. Tack TBC Animations TBC You must not remove or (unreasonably) modify Artist credits +/- reference and inspiration comments. [3] Multiplayer Use ⮞ HOW TO ADD COMMUNITY PACKS TO A SERVER?  Multiplayer   Paste the community pack(s) into the server's config > swem > communitypacks folder as normal. Players (clients) must also use the exact same mod version as the server. Players (clients) must have a copy of the same community pack folder(s). Clients can have additional community packs installed for SP use. See individual pages for troubleshooting common issues for each feature. ⮞ CAN I USE THE OFFICIAL SWEM COMMUNITY PACK ON A SERVER? Yes. You can use this on a multiplayer server provided it is free to all players, not re-uploaded externally or monetized. You should not modify the contents, except to remove unwanted files or edit obtaining information (tags, breeding etc). ⮞ CAN I USE CREATOR'S COMMUNITY PACK ON A SERVER? Always read the Creator's Terms Of Use (TOU) as public multiplayer use, alterations or reupload may be prohibited! [4] Performance ⮞ WILL COMMUNITY PACKS MAKE MY GAME LAG? Performance loss with the community pack features has not been   reported, but individual results may vary.  Community Packs store text and coat files in your config file which will occupy storage space. Community Packs require your game to load and register these on load, which may marginally increase load times. Community Packs add new content into the game, similar to adding more and more mods it can impact performance. PCs with limited resources or low performance may have a limit on how much custom content it can realistically support. Using Community Packs This section explains how to use PREMADE Community Packs [1] - see Creators' Corner to create your own. Read [2] Modifying Community Packs before you edit any Community Pack files. To install your custom content, you need to download or create a Community Pack or Content Pack. You can install multiple packs if they have a unique and valid name such as artist_packname . Content packs will merge into community packs of the same name, or work as a new pack if one does not exist.  STEP ONE:  GENERATE THE CONFIG FOLDER This is only required the first time you add or update the 1.20.1-1.5+ mod file. [Optional] Backup any existing saves files (recommended) Install the latest 1.20.1-1.5 Beta file Load the game to the menu screen Exit the game  STEP TWO:  INSTALL THE COMMUNITY PACK  Download or Create your Community Pack → Free Official Community Pack can be found here ! → Free and Paid Community Packs can be found on many creators pages here ! Check the file is ready to install → See [1] Community & Content Packs above (FAQ) Copy the Community Pack Go to config > swem > community-packs Paste the Community Pack file → It should look like: config > swem > community-packs > artist_pack_name    STEP THREE:  VIEW THE CONTENT IN-GAME Load the game Load into a save or (recommended) a new test world See relevant pages: → Coats → Tack → Animations Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! - 1.20.1-1.5.2 Pasture Blankets (equipped) disappear on world reload. Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.20.1 1.20.1-1.5.2 Bug Fix: Pasture Blankets not showing up on racks. 1.20.1-1.5.0 Public Release: Added support for custom tack and animations. 1.20.1-1.5-beta-7 Bug Fix: Change JSON file formatting and fixed load errors. 1.20.1-1.5-beta-5 Public Release: Added support for custom coats. Creators' Corner [WIP]  READ ME  The Community Pack features are in development. Changes may not reflect newest release immediately. This page will be updated when possible, and information may not be correct for outdated versions! Please contact  Delphi via SWEM DC with any feedback or to contribute video resources for this guide! Note To Content Creators This update will support you in sharing your content to a wider audience, with or without coding experience. You will no longer need to create resource packs that override a limited number of default options for coat or tack. You can add limitless (within reason) options to expand the game without creating a separate mod (add-on). You can integrate your content into some existing features of the mod, such as coat cycling and breeding tags. To properly transition towards community packs, we recommend: Read this page carefully to fully understand creating community packs. Create simple, clear and easy to follow / enforce Terms Of Use (TOU) if you share or sell your content. Upload content in a player-friendly format, such as Community Pack, Content Pack or standalone files. You must read and follow the Content Creation Rules (below) to comply with SWEM's license and permitted use of assets. Content Creation Rules ⮞ YOU MUST NOT SELL (OR TRADE FOR PROFIT) ANY ASSETS CREATED AND OWNED BY SWEM EXCEPTIONS MAY BE MADE ON AN INDIVIDUAL BASIS WITH EXPLICIT CONSENT FROM SWEM (ALAHARRANHONOR) Modified versions of the horse model Modified versions of any blocks or items Modified version of any default coats Modified textures of any blocks or items Freely provided materials: → Shading layers → Rights to use standard techniques (eyes, nose, hoof etc) → Template resource packs → Template community packs → JSON files (not in a working community pack) ⮞ YOU MUST NOT SELL (OR TRADE FOR PROFIT) OR REDISTRIBUTE ASSETS OF OTHER CREATORS EXCEPTIONS MAY BE MADE WITH EXPLICIT CONSENT FROM THE CREATOR OR THEIR T.O.U Modified textures Modified .json files that remove or alter credits Free resources → Including the Official Community Pack (free) and any donated works from community artists ⮞ YOU CAN PROVIDE  FREE CONTENT THAT ACCEPTS AN  OPTIONAL DONATION COAT MODIFICATIONS ARE ONLY PERMITTED WITH WITH EXPLICIT CONSENT FROM SWEM (ALAHARRANHONOR) Modified horse model and "breed add-ons" Modified .json files  → Altered breeding tags or coat cycling information ⮞ YOU CAN SELL CONTENT THAT IS AT LEAST  90%* YOUR OWN WORK 90% ACCOUNTS FOR THE 10% FAIRLY ACCREDITED TO SIMILAR ARTISTIC STYLE, INSPIRATION, REFERENCE OR COLOR PICKING You can sell content that is at least 90%* your own work → Models for entities, blocks or items → Textures for entities, including coats using the freely provided shading layer or standard features (eyes, nose, hoof etc) → Textures for inventory icons of custom content using the default pixel outline (shape) of SWEM tack → Textures for blocks or items → Animations  Star Worm Equestrian is PG13: appropriate for users of all ages. Any content or creators that modify it to be or appear otherwise do so against the terms of use for this project. ⮞ YOU MUST NOT SELL, PROMOTE OR FEATURE SWEM IN ANY CONTENT  OR MEDIA THAT INCLUDES: Extreme violence or gore Mature (18+) themes → Including realistic gender anatomy or animations  Terms Of Use Information WARNING Creating a complicated or highly restrictive TOU will set you up for frustration when it is inevitably violated or misinterpreted. To protect your content within the very limited legal recourse for TOUs we encourage creators to share their creations in a similar way to mods; allow public or private use with minimal restrictions, provided the creator receives the download or support. If you choose to share your content publicly, it is your responsibility to clearly inform users of appropriate use. It is unreasonable to expect users to be remain informed of alterations to TOU after the time of download. It recommended to: → Post your full TOU in a public source that can be accessed by anyone without membership or sign up/in. → Include your TOU as a text file in any premade community packs. → Include your TOU as a link or summary in any location your files are hosted or downloaded. RECOMMENDATIONS Avoid requiring credit for use in media; it should be encouraged but no credits does not equal insult! → It is not standard practice to credit every creation (ie mods)  in casual images; nice if you do, but optional! → It should only be "required" to credit where appropriate (promotion, inspiration or reference), and  not falsely claim. Avoid  prohibiting  inspiration or reference; similarity is not proof of plagiarism! → It is possible for creators to have a similar idea, share the same reference, or take respectful inspiration! → It should be expected that work(s) clearly and directly referenced or inspired by your creation is fairly credited. Avoid  restrictive  use policies that are difficult to monitor and enforce. → It is an unfortunate reality that players +/- servers will violate agreements, especially if they are restrictive. → There is limited legal recourse to address this; so state what you are willing and able to action if necessary! Consider providing content in a compact format with minimal individual downloads ! → Players and servers will be less likely to distribute (or more likely to use) easily accessible files. → It is suggested to provide creator pack(s) in bundles such as 'Bays', 'Pintos', '2023 Coats' Avoid uploading to unsecure file hosting sites or encouraging users to engage in unsafe internet habits . → It is recommended to use popular sites such as Kofi, Google Drive. EXAMPLE TERMS OF USE (NOT A LEGAL CONTRACT OR LICENSE) OWNERSHIP & AGREEMENT → The creator (name) retains all rights of ownership to this content → The right to use this content is granted to you (player) in accordance with this agreement USE → This creation can /not be used in content (images, videos) - credits are optional but appreciated. → This creation can /not be used privately in singleplayer or a small private group. → This creation  can /not be used publicly in multiplayer. → This creation  can /not be used in reasonable commercial services  with/without consent.     ✅🚫 Offered as part of a service (ie random / selected coat change) requiring real money     ✅🚫 Offered as a prize or reward for activity or events requiring real money     ✅🚫 Offered as an unlock via crowdfunding or engagement (ie server cost covered -> unlock)     NOTE: Commercial services must abide by Minecraft's EULA DISTRIBUTION → This creation can /not be reuploaded  with /without consent and /or credits  and/or payment.     ✅🚫 Limited private use by friends or small groups     ✅🚫 Custom Community Packs (folder)      ✅🚫 Custom Modpacks (zip)     ✅🚫 Exceptions: Paid vs Free, Commissions (paid) or Gifts (prizes)     ✅🚫 Other: File Hosting Sites, Discord Servers etc ALTERATIONS → This creation  can /not be altered  with/ without consent and with /without  credits for public/private use.     ✅🚫 Texture     ✅🚫 Information (json: name, description, color tags etc)     ✅🚫 Other conditions  Updating A Community Pack Official Community Pack version is updated to work with SWEM 1.5.2 - please use the Beta 5 pack found here . If you have a custom coat community pack for 1.20.1-1.5-beta7, you must modify it to stay compatible in newest release. Close Minecraft Locate your community pack(s) Go inside  packname > jsons > coats Open the first coat file in a text editor Change  "legacy": "default:coats/legacy/coat_artist.png" to "legacy": "legacy/coat_artist.png" Save and close the file Repeat for all coat files +/- all outdated packs Texture Path Files (Older Versions) Beta 5 "legacy": "default:coats/legacy/coat_artist.png" Beta 7 "legacy": "default:legacy/coat_artist.png" 1.5.x "legacy": "legacy/coat_artist.png" Creating A Community Pack You can skip step 1-3 by downloading a template community pack found on our Discord . You can skip or delete any folder that will not be used for your content (ie tack folders if you will not add any tack).  READ ME:  RESOURCES [EXPAND] Recommendations ⮞ REMOVE ANY UNUSED FOLDERS Consider removing folders that do not contain any content (ie tack folder from a coat only pack). This will not prevent the pack from working, but it will be smaller, tidier and much clearer to users on the content contained within. ⮞ USE A STANDARD NAMING FORMAT This keeps your creations consistent, well organized and easy to identify as your work.  PACKS   artist_packname Example: arishant_freecoats  COATS   coatname_artist   Example:  maple_arishant  TACK  See naming format resources below. You might notice some items recommend credits before  or  after the name, this is for a few reasons!  PACKS  Sorted alphabetically in folder and in-game, so packs group by artist instead of pack name  COATS  Listed alphabetically in game once filtered by pack. Example:  apple_artist / banana_artist / coconut_artist  TACK  Listed alphabetically in game, instead of by type. Example:  midnight_bridle / midnight_halter / midnight_saddle ⮞ USE A UNIQUE NAME FOR PACKS Naming a pack koficoats will work, but if another pack shares the same name they would merge together. If you use artist_packname it significantly reduces the chance of name duplication and folder merging. ⮞ USE A UNIQUE NAME FOR FILES Naming a coat  coatname or tack item name_type without artist will work, but it increases the risk of file replacement. Pack that use the same name and coats or tack with the same name, will replace existing files of the same name. If you are an artist that offers different variations of content, always use a unique name. Example: 2 files both named  coatname_artist but one with braids and one with roached mane will replace the other if a player chooses to use both options. If you named one  coatname_braids_artist and the other  coatname_roached_artist the player can choose to have one or both without replacing the other. ⮞ USE CORE PACKS AND CONTENT PACKS If you want to make every pack unique, that's up to you. Example:  artist_pack1   artist_pack2   artist_pack3 However, if you create a lot of content this is going to be annoying for you to keep track of, and overwhelming to players. Instead of using many packs with just one of two creations inside, consider using a core pack and offering add-ons via content packs. This is explained more in a section further down! ⮞ REMOVE (OR RENAME) OUTDATED FILES If you fix and issue with a pack, file or texture it is recommended to remove the original download. If you want to keep it as a legacy version, consider renaming it (ie coatname_artist_old ). Old files using the name name may replace newer ones if accidentally downloaded, or included in an outdated pack. [EXPAND] File Structure Example 📂 config 📂swem 📂community-packs 📂artist_packname 📂jsons 📂coats 🗒️ artist_coat.json files 📂tack 📂blanket 📂breast_collar 📂bridle 📂girth_strap 📂halter 📂horse_armor 📂leg_wraps 📂pasture_blanket 📂saddle 📂saddle_bag 📂textures 📂coats 🗒️ artist_coat.png files 📂tack 📂blanket 📂breast_collar 📂bridle 📂girth_strap 📂halter 📂horse_armor 📂leg_wraps 📂pasture_blanket 📂saddle 📂saddle_bag 📂tokens 🗒️ token_name.png  files 🗒️ tokens.json Shown: The file structure for community packs, including correct placement inside  config > swem > community-packs  STEP ONE:  CREATE THE PACK FOLDER STRUCTURE Create a new folder  → It can be in config > swem > community-packs or somewhere else (move later)  Name your community pack → It must be in lowercase letters with no spaces → It is recommended to use  artist_packname such as  yourname_kofi or  yourname_bays Go inside the empty folder Create two new folders here →  jsons to store the information files →  textures to store the coat and tack files  STEP TWO:  CREATE THE JSONS FOLDER STRUCTURE Go inside the empty jsons folder Create two new folders here →  coats to store .json information files for coats →  tack to store .json information files for tack  Go inside the empty  tack folder Create 10 new folders here →  blanket →  breast_collar →  bridle →  girth_strap →  halter →  horse_armor →  leg_wraps →  pasture_blanket →  saddle →  saddle_bag  STEP THREE:  CREATE THE TEXTURES FOLDER STRUCTURE Go inside the empty  textures folder Create two new folders here →  coats   →  tack   Go inside the empty  coats folder Create one new folder here: →  legacy to store .png texture files for coats Go inside the empty  tack folder Create 10 new folders here →  blanket →  breast_collar →  bridle →  girth_strap →  halter →  horse_armor →  leg_wraps →  pasture_blanket →  saddle →  saddle_bag Creating A Content Pack If you are making a pack for personal use, you can skip this. Content packs are aimed at Creators providing expansion content. A Content Pack is exactly the same as a community pack, but differs in how and why it is used. Content Packs use the same name as a 'core' community pack. Content Packs merge into any packs with the same name, or work as a standalone if one does not exist. Content Packs usually include less content, or content bundled by theme (ie Black Coats, Bay Coats) [EXPAND] Content Packs Example If you create a lot of content, you probably do not want to provide ALL of your coats in a single bundle, or maintain lots of individually named packs. This would quickly get confusing and difficult should any packs require a fix to files or textures. Let's say you decide that your core pack will be yourname_koficoats . Each time you create a new coat, you will provide that coat in its own pack, using that name. You set it up like a normal community pack, and if a player downloads it it will work in-game when pasted into the community pack folder. If you then create another new coat, you do the same thing; make a community pack named  yourname_koficoats with just the NEW coat file and texture. If a player downloads that file and pastes it into the community pack folder,  it will merge into any pack folders that share the same name. This means you can offer optional content that players can pick and choose which files they want. They don't need to download any requirements, every pack will work on its own, or merge with others if they already exist. Unfortunately, downloads get renamed if they have the same name, ie artist_pack [1] and artist_pack [2] → There is no way to avoid this without downloading packs one at a time , or manually renaming them to merge files. Creating Content If you followed the guide above, you have a basic community pack, but it needs content to work in game. Community Packs can support custom coats, tack and animations - this can be all in one pack, or split into separate packs. Adding Custom Coats This guide will not cover how to create a coat, for information please read our resources on Discord.  STEP ONE:  CREATE OR DOWNLOAD A CUSTOM COAT Save or rename the file as artist_coatname → The file type should display as  PNG File   Paste this file into your community pack artist_packname > textures > coats > legacy > coatname_artist.png  STEP TWO:  CREATE A JSON FILE Open a blank text editor file using Notepad (Windows) or TextEdit (Mac) Paste in the coat template code (below) Edit the template to your coat →  credits the name of the coat artist(s) ✅ "credits": "Arishant",   →  inspiration optional notes on inspiration or reference ✅ "inspiration": "Esperanza from Spirit",   →  models the texture path (location) for legacy model ✅ "legacy": "legacy/esperanza_arishant_legacy.png" →  lapis_cyclable if the coat can be cycled using lapis or redstone  true or  false →  obtainable_by_breeding if the coat can appear from a (bred) foal true or  false →  base_colors which color tags the coat uses ✅ ["black","gray"]   ✅ "base_colors": ["creamy"] Save the file as a .json file by using  save as and naming the file  artist_coatname.json → The file type should display as  JSON File Paste this file into your community pack artist_packname > jsons > coats > coatname_artist.json [EXPAND] Coat Template {   "credits": "Artist(s)",   "inspiration": "N/A",   "models": {     "legacy": "legacy/coatname_artist_legacy.png"   },   "lapis_cyclable": true,   "obtainable_by_breeding": true,   "base_colors": ["black","gray","white","creamy","brown","dark_brown","chestnut"] } [EXPAND] Info & Common Mistakes ⮞ LEGACY MODEL Legacy model is the current horse model in game, but more models are planned in future. Texture must use the legacy model texture path Future model types may come pre-listed listed, but do not function in game ⮞ TEXTURE PATH Texture path is the location of the coat file placed in artist_packname > jsons > coats > legacy > coatname_artist.png Texture path must match the exact name of the coat png file → Must be a lowercase name with no spaces or symbols → Can include numbers or underscores  → Should use the format  artist_coatname or  artist_coatname_legacy to indicate it uses original model → Should share the same or similar name as the json file ⮞ COAT CYCLING Coat cycling is the function that allows a player to cycle through coat options by right clicking a horse with redstone or lapis. Cycling a coat will only work if: → Set to  "lapis_cyclable": true,  in the json file → Coat cycling is enabled in server config  allowCoatCycling = true   → Coat is not blacklisted in server config  blacklistedCoatIds → Server config is per-world; enabling settings in one world does not auto-apply it to others! Summoning a (random) coat via command will only work if: → Set to  "lapis_cyclable": true, in the json file → Coat is not blacklisted in server config  blacklistedCoatIds ⮞ BREEDING & COLOR TAGS Color tags must use at least one of 7 valid choices: → ["black","gray","white","creamy","brown","dark_brown","chestnut"] → Separate multiple tags with a comma → There must not be a comma between  " and ] Coats can appear from converting horses if: → Coat has at least one valid color tag → Coat has the same color tag as the vanilla horse (randomly chooses from coat options) → Set to  "obtainable_by_breeding": true, in the json file → Converting is enabled in server config file (default)  tokensBreeding = false → Coat is not blacklisted in server config blacklistedCoatIds → Server config is per-world; enabling settings in one world does not auto-apply it to others! Coats can appear from breeding if: → Set to  "obtainable_by_breeding": true,  in the json file → Coat is not blacklisted in server config  blacklistedCoatIds → Foals are assigned one tag from any their parents have and use one of 7 foal coats (one per tag) → Foals choose from a random adult coat with the same tag when they grow up Color tags and breeding outcomes are  very basic  and do not support realistic genetics → Setting tags you expect the horse to 'pass on' is more likely to get your coat  from  those tags. →  Example: Bay coat with "chestnut", "black", "brown" - any chestnut, black or brown foal can grow up to use it. → Setting tags for any color a coat has a small amount of will result in dramatic changes from foal to adult coats. → Example: Leopard Appaloosa with "black", "white" - a fully black foal would grow up to a mostly white coat.   RECOMMENDATION → Set one or two tag(s) for a foal color you would expect to get the coat from Example:  Black Foal -> Black Horse   STEP THREE:   TEST YOUR COMMUNITY PACK Paste the community pack file in  config > swem > community-packs → Read here if this is your first time installing a community pack. Load the game Open a test world with cheats enabled Type  /swem summon LEGACY → Your pack should be listed in the options → It may be above or below the default  swem: options → If your pack is not listed, you have made an error Select your coat and enter the command Check the coat has the expected texture. If this worked as expected, you can repeat Step 1 + 2 to add additional coats to the pack. [EXPAND] Troubleshooting Errors    COMMUNITY PACK TROUBLESHOOTING    FOLLOW EACH STEP CAREFULLY + NOTE ISSUES AS YOU GO. ONLY REQUEST HELP AFTER USING THIS! ⮞ [0] CORRECT INSTALLATION Check your community pack is correctly installed to work: → Pasted in config > swem > community-packs folder →  Unzipped folder and  not  a .zip or .rar file →  Direct inside your community pack should be folders for  jsons and textures   ✅ config > swem > community-packs > yourpackname > jsons / textures ❌ config > swem > community-packs > yourpackname > yourpackname (again) > jsons / textures ⮞ [1] MOD VERSION Double check you are using the latest 1.20.1 Beta version. →  Even if you feel sure, go and check it. It's the most common error! → Curseforge App Will not auto-install beta files, go to mod's page > versions > install →  Multiplayer Servers Check server is on latest release →   Multiplayer Users Check client + server use same version ⚠️ Community Packs are for 1.20.1-1.5 and above only. ⮞ [2] OFFICIAL COMMUNITY PACK VERSION Skip this step if you are not using the official Community Pack. →  Check you have swem_community_pack_beta_5 or above. →  Check this is the latest version posted - it may have a new release! →  Multiplayer Servers Check server has the correct pack →   Multiplayer Users Check clients have the same pack name + contents as server ⮞ [3] COMMUNITY PACK LOADING Open the game and load into a world Type  /swem summon LEGACY →  Is the pack listed?  →  Is  any  pack listed (excluding swem: ) ✅ Pack(s) are recognized ❌  Pack(s) are not recognized, specific packs are invalid or have no valid files. Go to solutions [3]. ⮞ [4] COAT REGISTERED Type  /swem summon LEGACY packname: →  Is the coat(s) you expect to see listed? Example   kofi_coats:spirit_arishant_legacy ✅ Coat(s) have registered. ❌  Coats have not registered OR specific coat(s) are invalid.  Go to solutions [4]. ⮞ [5] JSON -> TEXTURE PATH Summon coat(s) from the pack →  Do coat(s) have a texture that is correct for that horse? ✅ Coat(s) have the correct texture ❌ Black Texture Texture path or file name is invalid or missing. Go to solutions [5].       Multiplayer Player is missing the pack or no texture for that coat path. Go to solutions [5]. ❌ White Texture Coat information has been changed.  Revert changes OR change coat via lapis/command.       Multiplayer Player (client) pack is different to the server's files. Update pack to match server. ❌ Wrong Coat Texture path or file name is incorrect. Go to solutions [4]. ❌ Looks Wrong Texture or UV map error. Contact Coat Artist or request help. ⮞ [6] OTHER Lapis Cycling → If you cannot cycle  any coats using lapis or redstone, it is disabled in server config. →  If you can cycle coats, but some options are missing, it is disabled in the coat .json file. White Texture   →  If a coat is white, the pack or coat .json files were removed or renamed →  If that is not the case, information in .json may have an error (invalid format) Go to solutions [5]. Texture Error →  If a coat appears broken (color in wrong places, missing pixels, marker blocks) it needs a texture or UV fix. →  If you are not the coat artist, contact the original creator. Error On Load / Crashing   → Too many potential causes →  Paste your  latest.log  file in Tech Help in our Discord with a description of the issue(s). All files correct but some do not load →  Invalid files prevent subsequent (loaded after them alphabetically A-Z) from being loaded.  →  Note the names of coats you CAN summon or change coats of, then find the first letter you cannot. →  Sort your community pack folder by ascending name - identify the file(s) AFTER the last one that works in game. →  Check the JSON for the first coat that does not load in game.  Check solutions [3] and [4]. → Relaunch and check - you may need to fix more than one file!    SOLUTIONS & SUGGESTIONS    ALWAYS SHUT DOWN THE GAME + RELOAD AFTER MAKING CHANGES It is not recommended to modify packs from a Creator  unless you intend to customize it and solve any issues. ✅ You should follow this troubleshooting guide to identify your likely issue first. ✅ You should notify Creator's of potential problems with the  default pack (might need a fix or update). ❌  You should NOT expect Creator's to troubleshoot an issue you might have caused by altering files! ⮞ ISSUE [3] Check the community pack: → Pack is directly in  config > swem > community-packs   → Pack is a folder and not a zip file! →  Pack has a valid  lowercase  name with no spaces or symbols  ✅ artist_kofi ❌  Artist Kofi Coats (1) →  Pack includes at least one .json and .png file in the correct folder     📁 jsons > 📁 coats > JSON FILES HERE     📁 textures > 📁 coats > 📁 legacy > PNG FILES HERE If this is  ALL correct the issue is not the community pack structure.  Go back to Step [4] above. ⮞ ISSUE [4] Identify a coat that is missing in game Check the .json file for the coat → File is listed as a JSON File type → File is directly in community-packs > artist_packname > jsons > coats → File has a valid  lowercase  name with no spaces  ✅ coatname_artist ❌  Coat - Artist → File texture path uses ✅ "legacy": "legacy/coatname_artist.png" ❌   "legacy": "default:legacy/ If this is correct, the most likely issue is formatting (invalid json). → Paste the text here and validate to check it has no errors. → Compare your json to the template and note any missing " , or  { } or different indentation → If unsure, delete and rewrite the .json file using a blank template → Reload the game and repeat Step [4] above. If this is  ALL correct or changes did not work, paste your  .json file in Tech Help in our Discord ⮞ ISSUE [5] Identify a coat with a black (missing) texture Check the  .json file for the coat → File uses  legacy model line (not any for future models) → File texture path uses ✅ "legacy": "legacy/coatname_artist.png" ❌   "legacy": " default: legacy/ → File texture path has the exact name used by the coat texture .png file Check the .png file for the coat → File is listed as a PNG File type → File is directly in community-packs > artist_packname > textures > coats > legacy → File has a valid  lowercase  name with no spaces  ✅ coatname_artist ❌  Coat - Artist MULTIPLAYER SERVERS → Client (player) has community pack(s) with the same name (ID) as those on the server.  → Client (player) has .png files with the same names as those in the server pack. If you cannot check this due to permissions, you will need to contact server admins. ⮞ [6] OTHER OR NOTHING WORKED Create a post in  Tech Help in our Discord → Describe your issue(s) and what you have tried → Upload your latest.log file to provide info that may help others assist you DO NOT UPLOAD PAID/PRIVATE PACKS WITH TEXTURES FROM CREATORS WITHOUT CONSENT Adding Custom Tack This guide will not cover how to create tack, for information please read our   [RESOURCES]  on Discord. [EXPAND] Files & Naming Format This is the standard format used in the Beta pack. It is recommended to use a consistent naming format as shown here. Type Texture + Name Comment Bridle name_bridle_icon Inventory Icon name_bridle_legacy Horse Texture name_bridle_bit_legacy Horse Texture  rack_bridle_name_blanket Bridle Rack Texture Blanket name_blanket_icon Inventory Icon name_blanket_legacy Horse Texture rack_saddle_name_blanket Saddle Rack Texture rack_saddle_5_name_blanket Blanket Rack (5X) Texture Saddle name_saddle_icon Inventory Icon name_saddle_legacy Horse Texture rack_saddle_name_saddle Saddle Rack Texture rack_horse_armor_name_saddle Armor Rack Texture Girth Strap name_girth_strap_icon Inventory Icon name_girth_strap_legacy Horse Texture rack_saddle_name_girth_strap Saddle Rack Texture Breast Collar name_breast_collar_icon Inventory Icon name_breast_collar_legacy Horse Texture Leg Wraps name_leg_wraps_icon Inventory Icon name_leg_wraps_legacy Horse Texture name_leg_wraps_hoof_legacy Horse Texture (hoof) Saddlebag name_saddle_bag_icon Inventory Icon name_saddle_bag_legacy Horse Texture Horse Armor name_horse_armor_icon Inventory Icon name_horse_armor_legacy Horse Texture name_horse_armor_wings_legacy Horse Texture Optional (Default: Amethyst Tier) rack_horse_armor_name_horse_armor Armor Rack Texture Halter name_halter_icon Inventory Icon name_halter_legacy Horse Texture rack_halter_lead_name_halter Lead Rack Texture Pasture Blanket name_pasture_blanket_icon Inventory Icon Optional (One or Both) name_pasture_blanket_armored_icon Inventory Icon Optional (One or Both) name_pasture_blanket_legacy Horse Texture Optional (One or Both) name_pasture_blanket_armored_legacy Horse Texture Optional (One or Both) rack_pasture_blanket_3_short_name Pasture Blanket Rack (3X) Texture rack_pasture_blanket_5_long_name Pasture Blanket Rack (5X) Texture  STEP ONE:  CREATE OR DOWNLOAD TACK ICONS This is the icon that will display in inventory slots of when held in hand. Each tack item needs ONE icon. Save or rename the files as  name_type_icon → Use the recommended naming in Files & Naming Format above. → Name should relate to in-game name ✅  Midnight Saddle →  midnight_saddle_icon   → Type should match a valid tack type ✅   midnight_blanket_icon   midnight_girth_strap_icon → The file type should display as  PNG File → Icons should be default 16 x 16 pixels Paste this file into your community pack artist_packname > textures > tack > [type] > name_type_icon.png → Type should use the relevant folder Example Midnight Saddle →  textures > tack > saddle  STEP TWO:  CREATE OR DOWNLOAD TACK TEXTURES This is the texture for the tack on the horse. Note, there are a few optional variations: Bridles need a texture for both the 2D components and the 3D bit. Leg wraps require leg_wraps and leg_wraps_hoof for hoof rendered textures. Horse armor has horse_armor for default tiers up to diamond and horse_armor_wings for default amethyst tier → Custom armor can support wings without being amethyst tier, or non-winged armor at amethyst tier. Pasture Blanket has  pasture_blanket (cosmetic only) and pasture_blanket_armored with amethyst tier armor protection. Save or rename the files as  name_type_artist   → Name and Type means the same as in Step One. → Legacy is optional, but recommended to indicate it is for the original horse model. → The file type should display as  PNG File Paste this file into your community pack artist_packname > textures > tack > [type] > name_type_artist.png → Type means the same as in Step One.  STEP THREE:   CREATE OR DOWNLOAD RACK TEXTURES This is the texture for the tack on compatible storage racks. Not all tack supports rack storage. Bridles and halters can be stored on Bridle Racks   rack_bridle   Halters can be stored on Halter & Lead Racks rack_halter_lead Blankets (Saddle Pads) can be stored on  Blanket Racks   rack_saddle_5 Saddles, Blankets (Saddle Pads) and Girth Straps can be stored on  Saddle Racks   rack_saddle Saddles and Horse Armor can be stored on  Armor Racks   rack_horse_armor Pasture Blankets can be stored on Pasture Blanket Racks rack_pasture_blanket_3_short   rack_pasture_blanket_5_long Breast Collars, Leg Wraps and Saddle bags do not support any tack storage racks. Rack textures are default for blankets (saddle pads), girth straps and pasture blanket. They can support a premade grayscale template with a color overlay. The texture template can be copied from  assets > swem > textures > block The color code (RGB code) is specified in the tack .json file  You can make a custom texture instead; retexture the template. If you create a custom texture, use [255, 255, 255] (white) overlay in .json to disable the overlay. If you create a custom grayscale texture, use the RGB color overlay as normal. Rack textures are custom for bridles, halters, saddles and horse armor.  [TBC]  They use a modified version of the horse tack texture.  [TBC]  This can be found in... Save or rename the files as racktype_name_type → Name and Type means the same as in Step One. → Rack Type means the compatible storage type (see list above) → The file type should display as  PNG File Paste this file into your community pack  → artist_packname > textures > tack > [type] > racktype_name_type_artist.png → Type means the same as in Step One.  STEP FOUR:  CREATE JSON FILE(S) This is the information file that registers custom tack as an item in game, and specifies its properties. Open a blank text editor file using Notepad (Windows) or TextEdit (Mac) Copy the template code for your tack item (below) Edit the template to your coat → You only need to edit the BOLDED PURPLE text - leave the rest unless you know what you're doing! →  credits the name of the texture artist(s) ✅ "credits": "Arishant",   →  inspiration optional notes on inspiration or reference ✅ "inspiration": "Midnight Tack Set",   →  coin tier of coin required to purchase at EQ Shop ✅ "coin": "iron"      Note:  Valid tiers are copper  > iron > emerald  >  gold >  diamond  > netherite  > amethyst →  amount number of tokens required to purchase at EQ Shop ✅ "amount": 2 → name item name (ID) in lowercase letters ✅ "name": "midnight _bridle " → icon texture path for the inventory icon ✅ "icon": "bridle/midnight _bridle_icon .png" → type the tack type and tack slot it is equipped in ✅ "type": "bridle" → model_type if it is western or english tack (specific items) - input ONE type ✅ "model_type": "western" →  color RGB color code overlay for rack textures (specific items) ✅ "color": [0, 51, 102], <- Dark Blue      Note:  Custom rack textures should use a white overlay [255, 255, 255] to not alter colors. → tier tier of horse armor (inherits the benefits of all previous tiers) ✅  "tier": "amethyst"      Note:  Valid tiers are cloth  > iron >  gold >  diamond  > amethyst   → can_wear_armor if it supports armor equipping (specific items) - set to true or false ✅ "can_wear_armor": false → textures texture path for the horse texture ✅ "bridle": "bridle/midnight _bridle _ bit_legacy .png"      Note:    The path and textures required vary by tack type - only modify the template where shown!  → rack texture path for tack storage racks (specific items) ✅ "bridle": "bridle/ rack_bridle_ name _bridle .png"      Note:    The path and supported storage racks vary by tack type - only modify the template where shown!  Save the file as a .json file by using  save as and naming the file  name_type.json → Use the Files & Naming Format guide (above) → The file type should display as  JSON File Paste this file into your community pack artist_packname > jsons > tack > [type] > name_type.json → Type should use the relevant folder Example Midnight Bridle → textures > tack > bridle [EXPAND] Bridle Template {   "display": {     "name": " Name Bridle ",     "credits": " Artist(s) ",     "inspiration": " N/A "   },   "cost": {     "coin": " iron ",     "amount": 2   },   "meta": {     "name": " name _bridle ",     "icon": "bridle/ name _bridle_icon .png",     "type": "bridle",     "data": {       "model_type": " western / english (select one) ",       "can_wear_armor": true     },     "textures": {       "horse": {         "legacy": {           "bridle": "bridle/ name _bridle _ bit_legacy .png",           "halter": "bridle/ name _bridle_legacy .png"         }       },       "rack": {         "bridle": "bridle/ rack_bridle_ name _bridle .png"       }     }   } } [EXPAND] Blanket Template (Saddle Pad) {   "display": {     "name": " Name Blanket ",     "credits": " Artist(s) ",     "inspiration": " N/A "   },   "cost": {     "coin": " iron ",     "amount": 2   },   "meta": {     "name": " name _blanket ",     "icon": "blanket/ name _blanket_icon .png",     "type": "blanket",     "data": {       "color": [ 255, 190, 0 ],       "can_wear_armor": true     },     "textures": {       "horse": {         "legacy": {           "blanket": "blanket/ name _blanket_legacy .png"         }       },       "rack": {         "saddle": "blanket/ rack_saddle_ name _blanket .png",         "blanket_5": "blanket/ rack_blanket_5_ name _blanket .png"       }     }   } } [EXPAND] Saddle Template {   "display": {     "name": " Name Saddle ",     "credits": " Artist(s) ",     "inspiration": " N/A "   },   "cost": {     "coin": " gold ",     "amount": 4   },   "meta": {     "name": " name _saddle",     "icon": "saddle/ name _saddle_icon.png",     "type": "saddle",     "data": {       "model_type": " western / english (select one) ",       "can_wear_armor": true     },     "textures": {       "horse": {         "legacy": {           "saddle": "saddle/ name _saddle_legacy.png"         }       },       "rack": {         "saddle": "saddle/rack_saddle_ name _saddle.png",         "horse_armor": "saddle/rack_horse_armor_ name _saddle.png"       }     }   } } [EXPAND] Girth Template {   "display": {     "name": " Name Girth Strap",     "credits": " Artist(s) ",     "inspiration": " N/A "   },   "cost": {     "coin": " copper ",     "amount": 3   },   "meta": {     "name": " name _girth_strap",     "icon": "girth_strap/ name _girth_strap_icon.png",     "type": "girth_strap",     "data": {       "color": [ 255, 190, 0 ],       "can_wear_armor": true     },     "textures": {       "horse": {         "legacy": {           "girth_strap": "girth_strap/ name _girth_strap_legacy.png"         }       },       "rack": {         "saddle": "girth_strap/rack_saddle_ name _girth_strap.png"       }     }   } } [EXPAND] Breast Collar Template {   "display": {     "name": " Name Breast Collar",     "credits": " Artist(s) ",     "inspiration": " N/A "   },   "cost": {     "coin": " copper ",     "amount": 5   },   "meta": {     "name": " name _breast_collar",     "icon": "breast_collar/ name _breast_collar_icon.png",     "type": "breast_collar",     "data": {       "can_wear_armor": true     },     "textures": {       "horse": {         "legacy": {           "breast_collar": "breast_collar/ name _breast_collar_legacy.png"         }       },       "rack": {         "blanket": ""       }     }   } } [EXPAND] Leg Wraps Template {   "display": {     "name": " Name Wraps",     "credits": " Artist(s) ",     "inspiration": " N/A "   },   "cost": {     "coin": " iron ",     "amount": 1   },   "meta": {     "name": " name _leg_wraps",     "icon": "leg_wraps/ name _leg_wraps_icon.png",     "type": "leg_wraps",     "data": {       "can_wear_armor": true     },     "textures": {       "horse": {         "legacy": {           "leg_wraps": "leg_wraps/ name _leg_wraps_legacy.png",           "hoof": "leg_wraps/ name _leg_wraps_hoof_legacy.png"         }       },       "rack": {         "blanket": ""       }     }   } } [EXPAND] Saddle Bag Template {   "display": {     "name": " Name Saddle Bag",     "credits": " Artist(s) ",     "inspiration": " N/A "   },   "cost": {     "coin": " gold ",     "amount": 1   },   "meta": {     "name": " name _saddle_bag",     "icon": "saddle_bag/ name _saddle_bag_icon.png",     "type": "saddle_bag",     "data": {       "color": [ 255, 190, 0 ]     },     "textures": {       "horse": {         "legacy": {           "saddle_bag": "saddle_bag/ name _saddle_bag_legacy.png"         }       },       "rack": {       }     }   } } [EXPAND] Horse Armor Template {   "display": {     "name": " Name Horse Armor",     "credits": " Artist(s) ",     "inspiration": " N/A "   },   "cost": {     "coin": " amethyst ",     "amount": 4   },   "meta": {     "name": " name _horse_armor",     "icon": "horse_armor/ name _horse_armor_icon.png",     "type": "horse_armor",     "data": {       "tier": " amethyst "     },     "textures": {       "horse": {         "legacy": {           "armor": "horse_armor/ name _horse_armor_legacy.png",           "wings": "horse_armor/ name _horse_armor_wings_legacy.png"         }       },       "rack": {         "horse_armor": "horse_armor/rack_horse_armor_ name _horse_armor.png"       }     }   } } [EXPAND] Halter Template {   "display": {     "name": " Name Halter",     "credits": " Artist(s) ",     "inspiration": " N/A "   },   "cost": {     "coin": " emerald ",     "amount": 4   },   "meta": {     "name": " name _halter",     "icon": "halter/ name _halter_icon.png",     "type": "halter",     "data": {       "color": [ 255, 190, 0 ],       "can_wear_armor": true     },     "textures": {       "horse": {         "legacy": {           "halter": "halter/ name _halter_legacy.png"         }       },       "rack": {         "halter_lead": "halter/rack_halter_lead_ name _halter.png"       }     }   } } [EXPAND] Pasture Blanket Template {   "display": {     "name": " Name Pasture Blanket",     "credits": " Artist(s) ",     "inspiration": " N/A "   },   "cost": {     "coin": " emerald ",     "amount": 4   },   "meta": {     "name": " name _pasture_blanket",     "icon": "pasture_blanket/ name _pasture_blanket_icon.png",     "type": "pasture_blanket",     "data": {       "color": [ 255, 190, 0 ]     },     "textures": {       "horse": {         "legacy": {           "pasture_blanket": "pasture_blanket/ name _pasture_blanket_legacy.png"         }       },       "rack": {         "pasture_blanket_long_5": "pasture_blanket/rack_pasture_blanket_5_long_ name .png",         "pasture_blanket_short_3": "pasture_blanket/rack_pasture_blanket_3_short_ name .png"       }     }   } } [EXPAND] Armored Pasture Blanket Template {   "display": {     "name": "Armored Name Pasture Blanket",     "credits": " Artist(s) ",     "inspiration": " N/A "   },   "cost": {     "coin": " diamond ",     "amount": 2   },   "meta": {     "name": " name _pasture_blanket_armored",     "icon": "pasture_blanket/ name _pasture_blanket_armored_icon.png",     "type": "pasture_blanket",     "data": {       "color": [ 255, 190, 0 ],       "is_armored": true     },     "textures": {       "horse": {         "legacy": {           "pasture_blanket": "pasture_blanket/ name _pasture_blanket_armored_legacy.png"         }       },       "rack": {         "pasture_blanket_long_5": "pasture_blanket/rack_pasture_blanket_5_long_ name .png",         "pasture_blanket_short_3": "pasture_blanket/rack_pasture_blanket_3_short_ name .png"       }     }   } }  STEP FIVE:  TEST YOUR COMMUNITY PACK It is recommended to check your pack early after doing just one or two items to ensure you have followed instructions correctly. Paste the community pack file in  config > swem > community-packs → Read here if this is your first time installing a community pack. Load the game Open a test world with cheats enabled Place an EQ Shop Block Give yourself some tokens  → Choose a type that is a valid currency for your tack (as specified in .json) Place the tokens into the input slot Check your tack items display and can be purchased Check the tack item has the correct inventory icon Check the tack can be equipped and: → The tack has the expected texture → The tack has the expected features (ie supports armor if it should, armor tier, wings etc) Check the tack can be placed on supported racks (if relevant) and displays the correct texture [EXPAND] Troubleshooting Errors    COMMUNITY PACK TROUBLESHOOTING    FOLLOW EACH STEP CAREFULLY + NOTE ISSUES AS YOU GO. ONLY REQUEST HELP AFTER USING THIS!   ⮞ [1] MOD VERSION Double check you are using the latest 1.20.1 Beta version. →  Even if you feel sure, go and check it. It's the most common error! → Curseforge App Will not auto-install beta files, go to mod's page > versions > install →  Multiplayer Servers Check server is on latest release →   Multiplayer Users Check client + server use same version ⚠️ Community Packs are for 1.20.1-1.5 and above only. ⮞ [2] COMMUNITY PACK LOADING Open the game and load into a world Type  /give @p Example  /give @p artist_packname: →  Is the command valid? (displays autofill options) ✅ Pack is recognized ❌  Pack is not recognized or has failed to register at least one item.  Go to solutions [2].   ⮞ [3] ITEM REGISTERED Type  /give @p Example  /give @p artist_packname: →  Is every item you expect to see registered listed? ✅ Items are registered ❌  Item(s) have invalid or missing files. Go to solutions [3]. ⮞ [4] JSON -> TEXTURE PATH Give yourself an item from the pack →  Does it have the correct inventory texture? →  Does it have the correct horse texture (when equipped)? → Does it apply to the required parts of the horse or tack model (ie Bridle bit)? →  Does it have the correct rack texture (if supported)? ✅ Item texture paths are correct ❌ Missing Texture Texture path or file name is invalid or missing. Go to solutions [4].       Multiplayer Player is missing the pack or no texture for that coat path. Go to solutions [4]. ❌ Wrong Texture Texture path or file name is incorrect. Go to solutions [4]. ❌ Looks Wrong Texture or UV map error. Contact Coat Artist or request help. ❌  Wrong Perks / Protection / Features JSON information is incorrect.    ⮞ [5] OTHER Texture Error →  If a texture appears broken (color in wrong places, missing pixels, marker blocks) it needs a texture or UV fix. →  If you are not the texture artist, contact the original creator. Error On Load / Crashing   → Too many potential causes → Check you have no duplicate JSON files →  Check no JSON information uses the same item name as another item in the pack (ie midnight_saddle x 2) →  Paste your  latest.log  file in Tech Help in our Discord with a description of the issue(s). Pasture Blanket Rack Textures (Black or Wrong Texture) →  Check the rack texture path uses 5_long or 3_short and not long_5 or short_3 All Text Appears as ▯ in Minecraft Potentially caused by invalid packs.    SOLUTIONS & SUGGESTIONS    ALWAYS SHUT DOWN THE GAME + RELOAD AFTER MAKING CHANGES It is not recommended to modify packs from a Creator  unless you intend to customize it and solve any issues. ✅ You should follow this troubleshooting guide to identify your likely issue first. ✅ You should notify Creator's of potential problems with the  default pack (might need a fix or update). ❌  You should NOT expect Creator's to troubleshoot an issue you might have caused by altering files! ⮞ ISSUE [2] Check the community pack: → Pack is directly in  config > swem > community-packs   → Pack is a folder and not a zip file! →  Pack has a valid  lowercase  name with no spaces  ✅ artist_tackpack ❌  Artist: Tack Pack! →  Pack includes at least one .json and .png file in the correct folder     📁 jsons > 📁 tack > 📁 [type]  > JSON FILES HERE     📁 textures > 📁 tack > 📁 [type] > PNG FILES HERE If this is  ALL correct the issue is not the community pack structure.  Go back to Step [3] above. ⮞ ISSUE [3] Identify an item that is missing in game Check the .json file for the tack item → File is listed as a JSON File type → File is directly in community-packs > artist_packname > jsons > tack > [type] <- Correct folder for the tack type → File has a valid  lowercase  name with no spaces  ✅ name_type   ❌  Itemname - Type → File information uses the correct template for the tack type → Folder contains .json files only - no .pngs or any other file type If this is correct, the most likely issue is formatting (invalid json). → Paste the text  here and validate to check it has no errors. → Compare your .json to the template and note any missing " , or  { } or different indentation → If unsure, delete and repaste the .json file text from a valid template for the specific tack type → Reload the game and repeat Step [3] above.  KNOWN ISSUE  Opening or modifying a pack on a Mac creates a .DS_store file. Should be fixed in 1.5.x. → This is usually invisible to Mac users and prevents the pack from working. Discord: Bug Report If this is  ALL correct or changes did not work, paste your  .json file in Tech Help in our Discord ⮞ ISSUE [4] Identify an item with a missing or incorrect texture Check the  .json file for the coat → File uses the correct path:     "icon": for inventory textures     (horse > legacy >) "type": for horse textures       Note:    Specific items have more than one texture, such as bridles (bit = halter + bridle) and leg wraps (wraps + hoof) → File texture path has the exact name used by the coat texture .png file Check the .png file for the coat → File is listed as a PNG File type → File is directly in community-packs > artist_packname > textures > tack > [type] → File has a valid  lowercase  name with no spaces  ✅ name_type ❌  Item Name - Tack Type → File uses the correct naming format (see Files & Naming Format ) MULTIPLAYER SERVERS → Client (player) has community pack(s) with the same name (ID) as those on the server.  → Client (player) has .png files with the same names as those in the server pack. If you cannot check this due to permissions, you will need to contact server admins. ⮞ [5] OTHER OR NOTHING WORKED Create a post in  Tech Help in our Discord → Describe your issue(s) and what you have tried → Upload your latest.log file to provide info that may help others assist you DO NOT UPLOAD PAID/PRIVATE PACKS WITH TEXTURES FROM CREATORS WITHOUT CONSENT [EXPAND] Checking JSON Validity It is easy to make small errors when creating or editing JSON files. Even a simple missing { can make your pack invalid. There is a simple way to check if your JSON files have any formatting errors, using an online validator. Open an online validator like THIS Paste in the contents of your JSON file Click Validate JSON to check the file View the output below This is a valid JSON File with no formatting errors! → Packs can still fail to register or work if the files and folders are incorrect or duplicated. → Packs can still fail to register if other files have format errors, or files have invalid or missing data. This is an invalid JSON where the  { is missing after  "data": making  "color": invalid → You may not necessarily understand what it is telling you, but you can use this section to compare to examples. → If you cannot resolve your issue, sharing a screenshot of this output may assist helpers in tech help to find your issue. Adding Custom Animations It is recommended to provide a command list with Animation Packs, as they will not auto-fill in game. This guide will not cover how to create animations, for information please read our   [RESOURCES]  on Discord. Create your custom animation(s) in blockbench Create an animation resource pack → Replace  assets > swem > animations > swem_horse.json with a custom animation file → This must include all the existing animations and any new animations Install the resource pack in the resourcepack folder  Use  /swem rrp anim to trigger the animation Additional information: Animations cannot be triggered via keys (like gaits) but must use a command. → Default animations can still be replaced if you want to override gaits Animations will loop until the command is re-run to stop it. All clients (players) must install the resource pack to view triggered animations  TBC    Multiplayer Servers Resources Creating Tack Textures [WIP] Credits: Jenny   HORSE TACK TEXTURES Download a copy of the latest SWEM .jar (mod file) Unzip the .jar file to access the SWEM files Download / Open Blockbench File > Open Model → Open Horse Model: assets > swem > geo > entity > horse > swem_horse View the blocks menu on the bottom right Toggle all blocks to Off using the eye icon → This is to prevent accidental texturing of the wrong element → Each tack type renders specific blocks - ie painting neck for leg wraps will not show! Toggle on only relevant elements for your chosen tack type → This might include multiple blocks - see chart below  TBC    Create a new texture that is 512 x 512 pixels (16x) → Alternatively, import a base texture to use as a template      Note:  These are found in  assets > swem > textures > entity > horse > [type] Switch to the paint tab and texture Right click the completed texture in the texture menu > save as Save the file as  name_type or  name_type_descriptor ✅  midnight_blanket midnight_blanket_blue → Using a descriptor is useful for multiple variant sets ✅ blanket_blue blanket_red Blockbench has a search function (magnifying glass) in the outliner (blocks) menu to search by name or keyword. Tack Type Group Element(s) Bridle (Western) Front > Neck > NeckJoint1 > Head > WesternBridle > WesternBridleLeftBit WesternBridleLeftBit (5X) Front > Neck > NeckJoint1 > Head > WesternBridle > WesternBridleLeftRein WesternBridleLeftRein Front > Neck > NeckJoint1 > Head > WesternBridle > WesternBridleLeftRein1 WesternBridleLeftRein1 Front > Neck > NeckJoint1 > Head > WesternBridle > WesternBridleLeftRein2 WesternBridleLeftRein2 Front > Neck > NeckJoint1 > Head > WesternBridle > WesternBridleRightBit WesternBridleRightBit (5X) Front > Neck > NeckJoint1 > Head > WesternBridle > WesternBridleRightRein WesternBridleRightRein Front > Neck > NeckJoint1 > Head > WesternBridle > WesternBridleRightRein1 WesternBridleRightRein1 Front > Neck > NeckJoint1 > Head > WesternBridle > WesternBridleRightRein2 WesternBridleRightRein2  TBC: HEADPIECE  Bridle (English) Bridle (Adv)         Blanket Middle > BlanketMiddle Blanket Middle (2X) Saddle (Western) Middle > WesternSaddle WesternSaddle Middle > WesternSaddle > WesternSaddleMiddle WesternSaddleMiddle (10X) Middle > WesternSaddle > WesternSaddleLeftSide WesternSaddleLeftSide (3X) Middle > WesternSaddle > WesternSaddleRightSide WesternSaddleRightSide (3X) Saddle (English) Middle > EnglishSaddle > EnglishSaddleMiddle EnglishSaddleMiddle (3X) Middle > EnglishSaddle > EnglishSaddleRightSide EnglishSaddleRightSide (4X) Middle > EnglishSaddle > EnglishSaddleLeftSide EnglishSaddleLeftSide (4X) Saddle (Adv) Middle > AdventureSaddle AdventureSaddle Middle > AdventureSaddle > AdventureSaddleMiddle AdventureSaddleMiddle (6X) Middle > AdventureSaddle > AdventureSaddleLeftSide AdventureSaddleLeftSide (3X) Middle > AdventureSaddle > AdventureSaddleRightSide AdventureSaddleRightSide (3X) Girth Strap Middle > Belly > GirthStrapBelly GirthStrapBelly (2X) Middle > GirthStrapMiddle GirthStrapMiddle (2X) Breast Collar Front > BaseFront > BreastCollarBase BreastCollarBase (2X) Front > BaseFront > BreastRight > BreastCollarBreastRight BreastCollarBreastRight Front > BaseFront > BreastLeft > BreastCollarBreastLeft BreastCollarBreastLeft Front > BaseFront > FrontLeft > BreastCollarFrontLeft BreastCollarFrontLeft (3X) Front > BaseFront > FrontRight > BreastCollarFrontRight BreastCollarFrontRight (3X) Middle > BreastCollarBelly BreastCollarBelly Middle > BreastCollarMiddle BreastCollarMiddle Leg Wraps Front > FrontLeft > FrontLeftLeg > .. > .. > LegWrapsFrontLeftHoof LegWrapsFrontLeftHoof Front > FrontLeft > FrontLeftLeg > .. > .. > LegWrapsFrontLeft LegWrapsFrontLeft Front > FrontRight > FrontRightLeg > .. > .. > LegWrapsFrontRightHoof LegWrapsFrontRightHoof Front > FrontRight > FrontRightLeg > .. > .. > LegWrapsFrontRight LegWrapsFrontRight Back > BackLeft > .. > .. > .. > .. > LegWrapsBackLeftHoof LegWrapsBackLeftHoof Back > BackLeft > Bone4 > KneeLeft > Bone6 > LegWrapsBackLeft LegWrapsBackLeft Back > BackRight > .. > .. > .. > .. > LegWrapsBackRightHoof LegWrapsBackRightHoof Back > BackRight > Bone7 > KneeRight > .. > LegWrapsBackRight LegWrapsBackRight Front > Neck > NeckJoint1 > Head > Skull > LegWrapsSkull LegWrapsSkull Front > . > . > . > Skull > BridgeOfNose > LegWrapsBridgeOfNose LegWrapsBridgeOfNose Saddle Bag Back > Base > SaddleBag > SaddleBagLeft SaddleBagLeft Back > Base > SaddleBag > SaddleBagRight SaddleBagRight Back > Base > BedRoll BedRoll (7X) Horse Armor Front > FrontLeft > ArmorLeftShoulder ArmorLeftShoulder (4X) Front > FrontRight > ArmorRightShoulder ArmorRightShoulder (4X) Front > Neck > NeckJoint1> MainNeck1 > ArmorNeck > ArmorNeck1 ArmorNeck1 (3X) Front > Neck > NeckJoint1 > Head > ArmorHead > ArmorHead1 ArmorHead1 (8X) Middle > ArmorCloth > ArmorClothLeft ArmorClothLeft Middle > ArmorCloth > ArmorClothRight ArmorClothRight Back > Base > ArmorButt > 10X ArmorButt (10X) Wings Front > BaseFront > WingsScapular > LeftGROUP > WingsScapularLeft WingsScapularLeft Front > BaseFront > WingsScapular > LeftGROUP > WingsMarginalLeft WingsMarginalLeft Front > BaseFront > WingsScapular > LeftGROUP > WingsMarginalLeft2 WingsMarginalLeft2 Front > BaseFront > WingsScapular > LeftGROUP > WingsMarginalLeft2 > WingsAlulaLeft WingsAlulaLeft Front > BaseFront > WingsScapular > LeftGROUP > WingsMarginalLeft2 > WingsAlulaLeft > WingsFlightFeathersLeft WingsFlightFeathersLeft Front > BaseFront > WingsScapular > RightGROUP > WingsScapularRight WingsScapularRight Front > BaseFront > WingsScapular > RightGROUP > WingsMarginalRight WingsMarginalRight Front > BaseFront > WingsScapular > RightGROUP > WingsMarginalRight2 WingsMarginalRight2 Front > BaseFront > WingsScapular > RightGROUP > WingsMarginalRight2 > WingsAlulaRight WingsAlulaRight Front > BaseFront > WingsScapular > RightGROUP > WingsMarginalRight2 > WingsAlulaRight > WingsFlightFeathersRight WingsFlightFeathersRight Halter Front > Neck > NeckJoint1 > Head > Skull > HalterSkull HalterSkull Front > Neck > NeckJoint1 > Head > Skull > BridgeOfNose > HalterBridgeOfNose HalterBridgeOfNose Front > Neck > NeckJoint1 > Head > Skull > Cheeks > HalterCheeks HalterCheeks Front > Neck > NeckJoint1 > Head > Mouth > HalterMouth HalterMouth Pasture Blanket Front > FrontLeft > PBFrontLeft PBFrontLeft (4X) Front > FrontRight > PBFrontRight PBFrontRight (4X) Middle > PBMiddle PBMiddle (5X) Back > Base > PBBack PBBack (6X)   TACK RACK TEXTURES       TACK ICON TEXTURES Download / Open Blockbench File > New > Image → Set name as name_type_icon   ✅  midnight_blanket_icon → Set resolution as default 16x16 pixels Confirm Create an icon to represent your tack in inventory slots → Alternatively, drag a default icon texture to use as a template → Select Add Image from options      Note:  These are found in  assets > swem > textures > item [item_name]  TBC    Saving  COMING SOON  Known Issues Credits Special thanks to the following contributors: Quarris for feature documentation, example pack and wiki information support Jenny for creator resources, testing and documentation Neehra for creator resources, testing and Mac information Legend for recommending JSON validation resources Coats [NEW] This feature is available in  1.20.1-1.5+  and will NOT be backported to any outdated versions. Features Community packs add NEW custom coats in-game without overriding the default variants. Supports simple breeding "color tags" Supports lapis / redstone cycling (if enabled) Supports summon command  Supports natural spawning via compatible community datapacks Important - Update Changes This update has made changes to coat NBT data, summon commands as well as some smaller (less gameplay significant) changes.  Expand the drop-down to read more about specific changes and how that might impact you as a player or creator. [EXPAND] Changelog Feature Changes Summon Minecraft  /summon spawns white horses only (cannot randomize).    NEW  SWEM SUMMON COMMANDS /swem summon LEGACY swem:coat  Summon a default coat. EX: swem:sweetboi /swem summon LEGACY pack_name:coat_artist   Summon a custom coat. EX: kofi:hidalgo_arishant /swem summon random LEGACY Summon a random coat Coat Data Removed Variant: # NBT and changed to Behaviors[6].Coat Data values for coat must set a value using (see below for info)    NEW  SWEM COAT CHANGE COMMANDS /swem set coat Displays a list of all valid choices /swem set coat swem:coat   Change to a default coat. EX: swem:sweetboi /swem set coat pack_name:coat_artist   Change to a custom coat. EX: kofi:hidalgo_arishant   MINECRAFT COMMANDS (OP) MC Commands are exempt from role keys (ie swem:mod) - which may be useful to servers.   Identify a coat (ID)   /data get entity @e[type=swem:swem_horse,sort=nearest,limit=1] Behaviors[6].Coat     Change a coat /data modify entity @e[type=swem:swem_horse,limit=1,sort=nearest] Behaviors[6].Coat set value <"id:coat"> Note:  ID will be swem: for any swem coats.   EX: swem:sweetboi   Foals use  swem:foal_ and include white, gray, black, brown, dark_brown, chestnut and creamy. EX: swem:foal_dark_brown Model Coats and commands must state a supported model - this will be expanded in future. LEGACY Default model and the only one currently implemented. Frequently Asked Questions This section has drop-downs for FAQs and expanded information about Community Pack Coats. If your question is not answered here, check out General Information. [EXPAND] FAQs ⮞ CAN COMMUNITY PACKS ADD NEW FOAL VARIANTS? No. The current system allows for 1 foal per color tag; support for additional foals will require an expanded breeding system.  ⮞ CAN COMMUNITY PACKS MODIFY DEFAULT SWEM COATS? No. Information such as obtainable by breeding, color tags, lapis cycling is hard coded for default coats (included in SWEM). You can use a resource pack to override any coat texture if you want to replace it. ⮞ CAN COMMUNITY PACKS ADD NEW MODELS? No. It should continue to work with resource packs that override the SWEM model. This feature will support the new Destrier model (and any others) when it is released in future. ⮞ CAN CUSTOM COATS APPEAR NATURALLY ON HORSES? Yes. If the coat information (json) file allows breeding and cycling, it can occur when a horse is summoned or converted. ⮞ CAN CUSTOM COATS NATURALLY SPAWN? No. Neither default nor custom coats naturally spawn in the wild (replace MC horses) unless you use a custom datapack. This update has been modified to continue support for Ace's Datapack found  HERE in our Discord. ⮞ CAN CUSTOM COATS SUPPORT LAPIS / REDSTONE CYCLING? Yes. This must be set to true for  lapis_cycling in the coat json file, and  allowCoatCycling in the server config file. ⮞ CAN CUSTOM COATS APPEAR FROM BREEDING DEFAULT +/- CUSTOM COATS? Yes. This must be set to true for  obtainable_by_breeding in the coat json file. You must set at least one  base_colors tag - this will determine which color tags your horse can pass on if bred, as well as which foal color(s) can grow up into this coat. ⮞ CAN I MAKE A CUSTOM COAT 'SECRET'? Yes, but not in the same way as special default coats. You can set   lapis_cycling and obtainable_by_breeding to false in the coat json file, which will prevent cycling and appearance by breeding or converting. The coat will only appear if summoned via command. If you have the right kind of knowledge, you could probably create a custom datapack or redstone system loop to check for and convert horses that meet 'secret coat criteria' (ie height and name), or other crafty ways to achieve this result.  [EXPAND] Community Pack vs Content Pack ⮞ WHAT IS A COMMUNITY PACK? Community Packs are folders that include all the files necessary to add NEW assets and are ready to play once installed. ⮞ WHAT IS A CONTENT PACK? Content Packs is also a Community Pack, but usually with less content. It will merge into any Community Packs with the same name, like an 'expansion' pack or add-on. Using A Community Pack To install a Content Pack or PREMADE  Community Pack, see General Information . Information Every custom coat has a "JSON" file which contains all the information on name, texture, obtaining conditions etc. If you did not create the community pack yourself, it will include settings decided by the pack creator, or coat artist. Obtaining If lapis_cyclable is true , custom coats can occur in cantazarite potion conversion, or coats cycled with redstone/lapis. If  obtainable_by_breeding is true , custom coats can occur in bred horses when they grow up to an adult. If both of these are  false,  horses can only be obtained via commands . To summon a specific coat use /swem summon LEGACY To summon a random coat use  /swem summon random LEGACY - lapis_cyclable must be true to enable cusom coat(s). Breeding Custom coats are supported in the breeding system - your horse has a chance to "pass on" their color to foals. Read the drop down to learn more. [EXPAND] Color Tags ⮞ WHAT IS A COLOR TAG? Color tags determine which coat a horse receives when it is converted from a vanilla horse, or grows up from a foal. There are seven possible tags:  black, gray, white, creamy, brown, dark_brown, chestnut ⮞ HOW DOES CONVERTING VANILLA -> SWEM HORSES WORK? Vanilla horses are categorized so you should receive a  similar  coat color, ie a black horse stays black on conversion. ⮞ HOW DOES BREEDING SWEM HORSES WORK? The coat your horse has will have one or more color tags assigned in code.  Example If your horse is a black tobiano horse they may (depending on info file) have black and white color tags.  When breeding two horses together, the foal will be randomly assigned  one  tag from its parents and use that color foal coat. Example If the mare has white and black and the stallion has chestnut , the foal could be black, white or chestnut only. When the foal grows up, they will  randomly  roll for ALL adult coats that include their foal color. Example If the foal is  brown it will choose from any coat that includes the brown tag. If you change a horse's coat via lapis/redstone or command, any future breeding will use the new  coat's tag(s). ⮞ THESE ARE NOT REAL GENETICS - YOU DON'T GET REALISTIC RESULTS FROM BREEDING! The color tags are very simple with just seven total tags. You may get coats that make no sense for genetics such as a pure white foal growing up into a leopard appaloosa because the coat tag includes white . This system is in no way trying to be accurate to real life genetics as the current breeding code was intended to be "vanilla style" until a more complex genetics system is possible! ⮞ HOW CAN I EDIT THE COLOR TAGS A HORSE HAS? You can tweak the information for custom coats in  config > swem > community-packs > [pack_name] > jsons > coats You can add or remove color tags but be sure to use the correct format and only enter valid color values! You can edit obtaining conditions such as lapis_cyclable or obtainable_by_breeding from true / false It is not recommended to edit community packs that you require on a server - try to keep server / client files the same! Wrongly formatted JSON files can break your pack - use Creators Corner for info if you don't know what you're doing! Creating A Community Pack Coat To create or modify a Content Pack or Community pack, see Creators' Corner . Troubleshooting If you experience an issue with content packs in game, please follow this troubleshooting guide. [EXPAND] Troubleshooting Errors    COMMUNITY PACK TROUBLESHOOTING    FOLLOW EACH STEP CAREFULLY + NOTE ISSUES AS YOU GO. ONLY REQUEST HELP AFTER USING THIS! ⮞ [1] MOD VERSION Double check you are using the latest 1.20.1 Beta version. →  Even if you feel sure, go and check it. It's the most common error! → Curseforge App Will not auto-install beta files, go to mod's page > versions > install →  Multiplayer Servers Check server is on latest release →   Multiplayer Users Check client + server use same version ⚠️ Community Packs are for 1.20.1-1.5 and above only. ⮞ [2] OFFICIAL COMMUNITY PACK VERSION FOR VERSION 1.20.1-1.5 OR ABOVE, YOU NEED TO MANUALLY UPDATE THE OFFICIAL PACK. SEE  HERE (DISCORD) Skip this step if you are not using the official Community Pack. →  Check you have swem_community_pack_beta_5 or above. →  Check this is the latest version posted - it may have a new release! →  Multiplayer Servers Check server has the correct pack →   Multiplayer Users Check clients have the same pack name + contents as server ⮞ [3] COMMUNITY PACK LOADING Open the game and load into a world Type  /swem summon LEGACY →  Is the pack listed?  →  Is  any  pack listed (excluding swem: ) ✅ Pack(s) are recognized ❌  Pack(s) are not recognized, specific packs are invalid or have no valid files. Go to solutions [3]. ⮞ [4] COAT REGISTERED Type  /swem summon LEGACY packname: →  Is the coat(s) you expect to see listed? Example   kofi_coats:spirit_arishant_legacy ✅ Coat(s) have registered. ❌  Coats have not registered OR specific coat(s) are invalid.  Go to solutions [4]. ⮞ [5] JSON -> TEXTURE PATH Summon coat(s) from the pack →  Do coat(s) have a texture that is correct for that horse? ✅ Coat(s) have the correct texture ❌ Black Texture Texture path or file name is invalid or missing. Go to solutions [5].       Multiplayer Player is missing the pack or no texture for that coat path. Go to solutions [5]. ❌ Wrong Coat Texture path or file name is incorrect. Go to solutions [4]. ❌ Looks Wrong Texture or UV map error. Contact Coat Artist or request help. ⮞ [6] OTHER Lapis Cycling → If you cannot cycle  any coats using lapis or redstone, it is disabled in server config. →  If you can cycle coats, but some options are missing, it is disabled in the coat .json file. White Texture   →  If a coat is white, the pack or coat .json files were removed or renamed →  If that is not the case, information in .json may have an error (invalid format) Go to solutions [5]. Texture Error →  If a coat appears broken (color in wrong places, missing pixels, marker blocks) it needs a texture or UV fix. →  If you are not the coat artist, contact the original creator. Error On Load / Crashing   → Too many potential causes →  Paste your  latest.log  file in Tech Help in our Discord with a description of the issue(s).    SOLUTIONS & SUGGESTIONS    ALWAYS SHUT DOWN THE GAME + RELOAD AFTER MAKING CHANGES It is not recommended to modify packs from a Creator  unless you intend to customize it and solve any issues. ✅ You should follow this troubleshooting guide to identify your likely issue first. ✅ You should notify Creator's of potential problems with the  default pack (might need a fix or update). ❌  You should NOT expect Creator's to investigate issues you might have caused by altering their original files! ⮞ ISSUE [3] Check the community pack: → Pack is directly in  config > swem > community-packs   → Pack is a folder and not a zip file! →  Pack has a valid  lowercase  name with no spaces  ✅ artist_kofi ❌  Artist Kofi Coats →  Pack includes at least one .json and .png file in the correct folder     📁 jsons > 📁 coats > JSON FILES HERE     📁 textures > 📁 coats > 📁 legacy > PNG FILES HERE If this is  ALL correct the issue is not the community pack structure.  Go back to Step [4] above. ⮞ ISSUE [4] Identify a coat that is missing in game Check the .json file for the coat → File is listed as a JSON File type → File is directly in community-packs > artist_packname > jsons > coats → File has a valid  lowercase  name with no spaces  ✅ coatname_artist ❌  Coat - Artist → File texture path uses ✅ "legacy": "legacy/coatname_artist.png" ❌   "legacy": "default:legacy/ If this is correct, the most likely issue is formatting (invalid json). → Compare your json to the template and note any missing " , or  { } or different indentation → If unsure, delete and rewrite the .json file using a blank template → Reload the game and repeat Step [4] above. If this is  ALL correct or changes did not work, paste your  .json file in Tech Help in our Discord ⮞ ISSUE [5] Identify a coat with a black (missing) texture Check the  .json file for the coat → File uses  legacy model line (not any for future models) → File texture path uses ✅ "legacy": "legacy/coatname_artist.png" ❌   "legacy": " default: legacy/ → File texture path has the exact name used by the coat texture .png file Check the .png file for the coat → File is listed as a PNG File type → File is directly in community-packs > artist_packname > textures > coats > legacy → File has a valid  lowercase  name with no spaces  ✅ coatname_artist ❌  Coat - Artist MULTIPLAYER SERVERS → Client (player) has community pack(s) with the same name (ID) as those on the server.  → Client (player) has .png files with the same names as those in the server pack. If you cannot check this due to permissions, you will need to contact server admins. ⮞ [6] OTHER OR NOTHING WORKED Create a post in  Tech Help in our Discord → Describe your issue(s) and what you have tried → Upload your latest.log file to provide info that may help others assist you   DO NOT UPLOAD PAID/PRIVATE PACKS WITH TEXTURES FROM CREATORS WITHOUT CONSENT Tack [WIP] This feature is available in  1.20.1-1.5+  and will NOT be backported to any outdated versions. Features Community packs add NEW custom tack in-game without overriding the default variants. Supports in-game purchase via tokens at an EQ Shop Supports use on storage items such as tack racks (compatible items) Supports buffs on armor items, including tier-specific perks and flight Important - Update Changes This update has not made any significant changes to default tack obtaining or use. Custom tack can be purchased via the  EQ Shop Block   using craftable  coins . Frequently Asked Questions  This section has drop-downs for FAQs and expanded information about Community Pack Tack. If your question is not answered here, check out General Information. [EXPAND] FAQs ⮞ CAN COMMUNITY PACKS ADD NEW TACK SLOTS AND TYPES? No. Creators must use the same default tack types and slots, but with some creative effort they can expand on the limited set to suit almost any need.  ⮞ CAN COMMUNITY PACKS MODIFY OR REMOVE DEFAULT SWEM TACK? No. Default tack sets are hard coded. You can use a resource pack to retexture, rename or modify the crafting requirements of core tack items.  ⮞ CAN COMMUNITY PACK TACK SUPPORT REDYING FEATURES? No. This only works for core tack which has one type per discipline (English, Western) and all 16 color variants. ⮞ CAN THE EQ SHOP SUPPORT TOKEN PURCHASING OF CORE TACK? No. ⮞ CAN THE EQ SHOP EXCHANGE UNWANTED TACK FOR TOKENS (REFUND)? No. ⮞ CAN THE EQ SHOP EXCHANGE TOKENS FOR MATERIALS? No, however 4 tokens can be uncrafted into (most of) the original items in a crafting table or player inventory. Using A Community Pack To install a Content Pack or PREMADE  Community Pack, see General Information . [EXPAND] Community Pack vs Content Pack ⮞ WHAT IS A COMMUNITY PACK? Community Packs are folders that include all the files necessary to add NEW assets and are ready to play once installed. ⮞ WHAT IS A CONTENT PACK? Content Packs is also a Community Pack, but usually with less content. It will merge into any Community Packs with the same name, like an 'expansion' pack or add-on. Creating A Community Pack Tack Set To create or modify a Content Pack or Community pack, see Creators' Corner . Troubleshooting  COMING SOON  If you experience an issue with community packs in game, please follow this troubleshooting guide. [EXPAND] Troubleshooting Errors    COMMUNITY PACK TROUBLESHOOTING    FOLLOW EACH STEP CAREFULLY + NOTE ISSUES AS YOU GO. ONLY REQUEST HELP AFTER USING THIS! ⮞ COMING SOON   DO NOT UPLOAD PAID/PRIVATE PACKS WITH TEXTURES FROM CREATORS WITHOUT CONSENT Animations [WIP] This feature is available in  1.20.1-1.5+ and will NOT be backported to any outdated versions. Features This update can support adding custom animations with or without overriding the default variants. It was not possible to add animations via community pack, they require a resource pack. Animations must be triggered via the command /swem rrp anim Animations will loop (repeat) until the command is repeated Animations will not auto-fill (list possible options), creators should provide the valid options Animations will be seen by any player with the animation pack installed Important - Update Changes This update has not made any significant changes to default animations.  Frequently Asked Questions  This section has drop-downs for FAQs and expanded information about Animation Resource Packs. If your question is not answered here, check out General Information. [EXPAND] FAQs ⮞ CAN ANIMATIONS BE TRIGGERED WITHOUT COMMANDS? No. While this is not ideal for discipline specific commands (ie dressage moves), there is currently no way to support keybind(s) to trigger custom animations.  ⮞ CAN ANIMATION PACKS MODIFY DEFAULT ANIMATIONS? Yes, this was already possible and several packs exist to override specific default animations. ⮞ CAN I INSTALL MULTIPLE ANIMATION PACKS AT ONCE?  [TBC]  Yes. Animation packs must include both the default animations and any custom animations, so if you install more than one pack, you should load any that override default animations at the top. Example If you have an animation pack that adds new dressage moves and modifies default gait or jump animations, you should load this above any other packs that only add new animations. Since they include the unaltered default animations, they will override your modified defaults unless lower in the list. ⮞ WHERE CAN I SEE A LIST OF ANIMATION NAMES FOR THE TRIGGER COMMAND? Animation names will not auto-fill when using the command. Short of opening up the files, it is recommended to confirm valid options with the creator. Check their content or site(s) for a list of valid commands before contacting them directly. ⮞ CAN I INSTALL ANIMATION PACKS IN A MULTIPLAYER SERVER?  [TBC]  Animation packs should work on multiplayer servers, but all players require the resource pack to view the triggered animations. This should all work client-side, servers should not need to make any alterations to support custom animations (ie not required on the server).  ⮞ HOW DO ANIMATION PACKS WORK ON MULTIPLAYER SERVERS WITH KEYS / PERMISSIONS?  [TBC]    ⮞ HOW DO ANIMATION PACKS APPEAR IF A PLAYER IS MISSING THE RESOURCE PACK?  [TBC]    Using An Animation Resource Pack To install an animation resource pack, paste it into the  resourcepack folder. If you have multiple animation packs, put any packs that override  default  animations at the top.  Creating A Community Pack Tack Set To create an animation resource pack, see  Creators' Corner . Troubleshooting  COMING SOON  If you experience an issue with animation packs in game, please follow this troubleshooting guide. [EXPAND] Troubleshooting Errors    ANIMATION PACK TROUBLESHOOTING    FOLLOW EACH STEP CAREFULLY + NOTE ISSUES AS YOU GO. ONLY REQUEST HELP AFTER USING THIS! ⮞ COMING SOON   DO NOT UPLOAD PAID/PRIVATE PACKS WITH FILES FROM CREATORS WITHOUT CONSENT Community Packs [OLD]  READ ME  This page is OUTDATED and information is relevant to 1.20.1-1.5 Beta 7 . For 1.20.1-1.5 Public Release, please see the community pack category for updated pages. It is public to accept feedback and external input from creators prior to final additions and corrections. This page will remain public until the new category is completed. Community Packs are available for SWEM  1.20.1-1.5+ . This feature will not be backported to older releases! Update Changes - Important The community pack feature allows users to add NEW coats to the game instead of overriding existing coats (texture pack).  To support this feature, the following changes were made: Change Information Coats are named, not numbered Coats cannot be altered via Variant NBT New Command: /swem set coat   Coats appear white via /summon Coats cannot be summoned via Minecraft's /summon. New Command: /swem summon LEGACY swem:sweetboi   Default coats                               /swem summon LEGACY pack_name:coat_artist   Custom coats                               /swem summon random LEGACY   Random coat Coats apply to a specific model Continue to use legacy (original) until new models are supported. Updating An Existing World Please read this information carefully and backup your save (recommended) before updating to 1.20.1-1.5.0+.  Existing coats should be unaffected. Texture packs (swem override) should be unaffected. Datapack (fan-made) for naturally spawning horses is patched to work as normal!  Config will need to be copied (or edited again) in new folders to keep settings: → Common, Client and Recipe configs now generate in config/swem THIS UPDATE WILL PROBABLY BREAK ADD-ONS: PLEASE BE PATIENT AS CREATORS UPDATE THEIR MODS! → Reported: Tre's Tackshop, Bagek's, Blossom EQ Frequently Asked Questions (Dropdown) FAQs                                                         SUPPORT & FEATURES                                            ⮞ NEW MODELS? It is planned to expand on the models as part of development, but breeds will not be added. This update will not break texture packs that override the SWEM model. ⮞  NEW ANIMATIONS? Support for new animations is planned for a later date. ⮞ NEW TACK? Support for new tack is in progress and will be released in the near future. ⮞ NEW FOALS? Foals are limited to 7 variants, one per possible color tag inherited from breeding. Support for additional foals will require an expanded genetics system - this is planned for future development. ⮞  MODIFYING DEFAULT COAT INFO? Information such as obtainable by breeding, color tags, lapis cycling cannot be edited for default coats, only custom coats. ⮞  NATURALLY SPAWNING HORSES? Custom coats can appear on converted vanilla or RHG horses, but default  or custom coats do not naturally spawn in the wild. This update supports the community creation datapack for naturally spawning horses. ⮞ BREEDING AND LAPIS CYCLING? Custom coats can be obtained from lapis cycling or breeding if set to enabled in the coat json file. Coat cycling must be enabled in serverconfig to allow the use of lapis or redstone cycling coats.                                          USE ON SAVES & SERVERS                                                ⮞ EXISTING SAVES? Community packs should be safe to use with existing save files. ⮞ DIFFERENT SAVE FILES? Community packs apply to all saves for that instance or profile. It is not possible to have save-specific community packs without manually changing switching them each time. ⮞ MULTIPLAYER SERVERS? Community packs should work on servers, provided all players have the community pack. Please be mindful of creators and do not distribute or use content in a way that is not explicitly permitted! ⮞ MULTIPLAYER SERVERS (SERVER SIDE ONLY)? Community packs on server only may not be possible and would likely violate the terms of use for custom content. ⮞ OVERRIDE MULTIPLAYER SERVER COATS? Community packs are essentially a resource pack when you are a client. You can replace png(s) with different textures, provided they are named the same. This will only be visible to you. ⮞ MODIFY THE JSON INFO OF A CUSTOM COAT ON MULTIPLAYER SERVERS? Community packs use the data of the server or host - client side edits will only apply to your singleplayer saves. ⮞ PLAY SERVERS (NO CUSTOM COATS) WITH A COMMUNITY PACK INSTALLED? TBC. Probably fine.                                            MODIFYING A COMMUNITY PACK                                      ⮞ ADD NEW COATS (EXISTING SAVE) You can add a new coat at any time, but need to close and reload the game to apply the new coats. ⮞ MODIFY COATS (EXISTING SAVE) You can modify coats at any time, but need to close and reload the game for changes to apply.    → If you rename a coat, it will be registered as a NEW coat and any horses using it will turn white.    → If you modify the model path, any horses using it will appear fully black unless a valid texture is provided.    → If you alter json information, it will only apply to future instances (ie breeding colors to pass on).    → DO NOT REMOVE CREDITS (original creator) or falsely claim ownership (plagiarism / art theft). ⮞ REMOVE COATS (EXISTING SAVE) You can remove coats at any time, but need to close and reload the game for changes to apply.    → If you remove a coat, any horses using retains their coat ID but becomes white unless a new coat is assigned.    → If you only remove the PNG, any horses using it will appear fully black unless a texture is provided. ⮞ FIX ACCIDENTALLY REMOVED COATS (EXISTING SAVE) You can fix white horses (default coat) by re-adding community packs or coat file(s) to restore them on next reload. ⮞ REASSIGN REMOVED COATS (EXISTING SAVE) You can change coats easily with /swem set coat or cycle with lapis (if enabled). An alternative command is: /data modify entity @e[type=swem:swem_horse,limit=1,sort=nearest] Behaviors[6].Coat set value                                                              OTHER                                                                ⮞ SEE COAT NAME? It is not currently possible to find out the name or artist for a coat in-game without using a command: /data get entity @e[type=swem:swem_horse,sort=nearest,limit=1] Behaviors[6].Coat Using Community Packs To add a prepared (ready to use) community pack: STEP ONE: GENERATE THE NEW FOLDERS (FIRST TIME LOAD) Install the mod update. Load the game to the menu screen. Exit the game. STEP TWO: DOWNLOAD A COMMUNITY PACK Download a community pack. → A prepared community pack including FREE coat donations can be found here ! Unzip (if necessary) so the file is a folder. → You should have a folder with pack_name > json / textures etc → Check the folder is NOT embedded inside another ie  pack_name > pack_name   Cut or copy the pack_name  folder. Go to config > swem > community-packs and paste it. → It should look like: config > swem > community-packs > pack_name > json / textures etc   OTHER INFORMATION You can have multiple packs but they must have a unique name ie pack_1 and  pack_2 You can rename a texture pack, but you should not if it is already in use . → Community packs must be in lowercase with underscores for any spaces. → ✅ kofi_coats ❌ Kofi Coats   You can add, alter or remove from community packs - see FAQ above. You can access coats in game by the following methods: → Converting vanilla or RHG horses if  breeding tokens config is FALSE. → Cycling coats  if cycle coat in config  and  lapis_cyclable in json is  TRUE . → Breeding  if obtainable_by_breeding in json is TRUE. → Summon via /swem summon LEGACY pack_name:coat_artist If you have not altered configs already, you probably do not need to do so, these should all be DEFAULT settings. Creating & Modifying Custom Community Packs To create a new community pack: OPTION A: DOWNLOAD THE TEMPLATES (DISCORD) A downloadable (blank) Community Pack and JSON can be found HERE . OPTION B: CREATE A COMMUNITY PACK Inside config > swem > community-packs : → Create a folder with the pack name ✅ kofi_coats ❌ Kofi Coats   Inside pack_name : → Create a folder called  jsons → Create a folder called textures Inside  jsons : → Create a folder called  coats Inside  textures : → Create a folder called coats Inside  textures > coats : → Create a folder called legacy To add content to a new or existing community pack: Create or download the coat .png file → Name it using coat_artist_model format ✅ hidalgo_arishant_legacy ❌ Hidalgo Arishant-legacy   → Put this in community-packs > pack_name > textures > coats > legacy   Create or download a .json file with the coat credits and information → Name it the same as the coat .png! → Put this in community-packs > pack_name > jsons > coats   📂 config 📂swem 📂community-packs 📂pack_1 📂jsons 📂coats 🗒️coat1_artist.json 📂textures 📂coats 📂legacy 🖼️coat1_artist.png 📂pack_2 📂jsons 📂coats 🗒️coat2_artist.json   🗒️coat3_artist.json   📂textures 📂coats 📂legacy 🖼️coat2_artist.png 🖼️coat3_artist.png Shown: The file structure for community packs, this example shows 2 packs (1 + 2) with 3 total coats. File Type Location Description 🖼️ .png config > swem > community-packs > textures > coats > legacy Texture to be used for the custom coat. 🗒️ .json config > swem > community-packs > jsons > coats Information on artist(s) and obtaining. JSON files JSON is a file that contains the important information SWEM needs to integrate a custom asset into the game and systems such as coat cycling or breeding. This is essentially  code  and needs to be filled out carefully to avoid causing errors! Type within the quotations  " " unless directed to do otherwise. Keep all formatting including brackets ( ) { } [ ]   Separate coat tags by a comma (delete as applicable) until the final variable. ✅ ["white","chestnut"] ❌ ["white","chestnut",] lapis_cyclable and obtainable_by_breeding must be true or false   base_colors must use valid color tags options ✅ ["black","gray","white","creamy","brown","dark_brown","chestnut"] ❌ ["buckskin","dun"] Credits The artist(s) to credit. This can be one, or multiple separated by a comma. Inspiration The inspiration or reference, ie "Secretariat" or "Bay Roan Sabino" Models The horse model it uses, this should use  legacy model (original)  until Destrier+ is added! Lapis Cyclable Obtainable by cycling with lapis and redstone, if enabled. Obtainable By Breeding Obtained by breeding, using color tags (below). Base Colors Determines 'genetics' to pass on to foal, and selection of adult coats on growing up. Set tags you would expect to get a coat from ( IE: black foal -> black horse) and NOT the genetics the horse might  pass on . Color tags and breeding outcomes are very basic and realism ( IE: bay = red + black will result in unrealistic breeding and coat selection outcomes such as chestnut foal -> bay horse).  Default JSON {   "credits": "Artist(s)",   "inspiration": "N/A",   "models": {     "legacy": "default:coats/legacy/coatname_artist_legacy.png",     "destrier": "",     "heavy_draft": "",     "western_sport": "",     "english_sport": "",     "riding_pony": ""   },   "lapis_cyclable": true,   "obtainable_by_breeding": true,   "base_colors": ["black","gray","white","creamy","brown","dark_brown","chestnut"] } Example JSON {   "credits": "Bob Jones, Jon Bobs",   "inspiration": "Inspired by Valegro (Dressage Horse)",   "models": {     "legacy": "default:coats/legacy/valegro_bobjones_legacy.png",     "destrier": "",     "heavy_draft": "",     "western_sport": "",     "english_sport": "",     "riding_pony": ""   },   "lapis_cyclable": false,   "obtainable_by_breeding": true,   "base_colors": ["brown","dark_brown"] } PNG files To create a new coat, or edit and existing one for the SWEM horse model you will need to use a program like Blockbench. The resources for this are pinned in our blockbench channel on  Discord .  Overriding Default Coats You will still need to use a texture pack to override default SWEM coats. This has not changed with this update. Texturepack: Coat Overrides 📂 TXP_name 📂 assets 📂 swem 📂 textures 📂 entity 📂 horse 📂 coats 🖼️ coat_name.png 🖼️ pack.png 🖼️ coat_name.png 🗒️ pack.mcmeta 📂 foal (optional) Shown: The file structure for texture packs overriding default horse +/- foal coats. File Type Description Note 📂 TXP_name A folder with the name of your texture pack 🖼️ pack.png PNG image for your pack - displayed in game. This must remain named pack.png 🗒️ pack.mcmeta Info on your pack's credits, description and version(s) This is a text-type document (ie notepad) 🖼️ coat_name.png PNG for the coat to override. This must be named as in swem files Coat names in SWEM files might not accurately align to in-game values. Example: swem:sweetboi = 13_m_sweetboi Shown: Coat file names for all default SWEM coats in 1.20.1-1.5.0 Note To Content Creators This update will support you in sharing your content to a wider audience, as players no longer have to carefully pick and choose for a limited number of coats to override, and your coats can integrated into breeding and coat cycling (if enabled). To transition properly away from texture packs, we recommend: Upload your content in an appropriate format, such as a pack or individual json and png files. → Continuing to provide texture packs is up to you! Set simple, clear and easy to follow terms of use (TOU) or fair-use guidelines. TOU Info + Example WARNING By sharing your content publicly, you should acknowledge that there is very limited legal recourse to enforce appropriate use of your content, license or not. Using a highly restrictive terms of use is setting yourself up for frustration when it is inevitably violated, so for your sake and enjoyment of players we encourage sharing in a similar way to mods; allow anyone to use it for public or private use provided downloads or support goes directly to the creator (ie via Kofi).  RECOMMENDATIONS Avoid  editing an agreement or expecting users to remain informed of any minor (or major) alterations. Post your agreement where it can be easily referenced when browsing or downloading your content. → It is ideal to have a public reference (ie Kofi post) and provide it with files or included in descriptions. → It is not recommended to require access to an external source (ie Discord server) unless you host files there! Avoid requiring credit for use in media; it should be encouraged but no credits does not equal insult! → It is not standard practice to credit every creation (ie mods!) in images you upload; nice if you do, but optional! → It should only be "required" that users credit where appropriate (inspiration or reference), and not falsely claim. Avoid  prohibiting  inspiration or reference; similarity is not proof of plagiarism! → It is possible for users to have the same idea, share the same reference, or take respectful inspiration! → It should be expected that any work clearly and directly referenced or inspired by your creation is credited. Avoid  restrictive  use policies that are difficult to monitor and enforce. → It is an unfortunate reality that players +/- servers will violate agreements, especially if they are restrictive. → There is limited legal recourse to address this; so state what you are willing and able to action if necessary! Consider providing content in a compact format with minimal individual downloads ! → It is your choice, but players and servers will be less likely to distribute (or more likely to use) easily accessible files. → It is suggested to provide creator pack(s) in bundles such as 'Bays', 'Pintos', '2023 Coats' Avoid uploading to unsafe file hosting sites or encouraging users to engage in unsafe internet habits . → It is recommended to use popular sites such as Kofi, Google Drive. EXAMPLE TERMS OF USE (NOT A LEGAL CONTRACT OR LICENSE) OWNERSHIP & AGREEMENT → The creator (name) retains all rights of ownership to this content → The right to use this content is granted to you (player) in accordance with this agreement USE → This creation can /not be used in content (images, videos) - credits are optional but appreciated. → This creation can /not be used privately in singleplayer or a small private group. → This creation  can /not be used publicly in multiplayer. → This creation  can /not be used in reasonable commercial services  with/without consent.     ✅🚫 Offered as part of a service (ie random / selected coat change) requiring real money     ✅🚫 Offered as a prize or reward for activity or events requiring real money     ✅🚫 Offered as an unlock via crowdfunding or engagement (ie server cost covered -> unlock)     NOTE: Commercial services must abide by Minecraft's EULA DISTRIBUTION → This creation can /not be reuploaded  with /without consent and /or credits  and/or payment.     ✅🚫 Limited private use by friends or small groups     ✅🚫 Custom Community Packs (folder)      ✅🚫 Custom Modpacks (zip)     ✅🚫 Exceptions: Paid vs Free, Commissions (paid) or Gifts (prizes)     ✅🚫 Other: File Hosting Sites, Discord Servers etc ALTERATIONS → This creation  can /not be altered  with/ without consent and with /without  credits for public/private use.     ✅🚫 Texture     ✅🚫 Information (json: name, description, color tags etc)     ✅🚫 Other conditions  Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Community Packs not loading - fixed in swem-1.20.1-1.5-beta-5 (COMING ASAP) Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes Resource Packs [WIP] Resource Packs Resource Packs enable you to modify certain assets of Minecraft or Mods, like SWEM. Purpose You can use Resource Packs to: Modify default horse coats Modify entity animations 1.20.1-1.5+ Add new animations Modify default horse model Modify item inventory or block textures Limitations Resource packs are an  override , meaning the content a resource pack contains will  replace  the default asset. You cannot* use Resource Packs to: Add new coats* Add new entities or breeds (see section on model overrides) * There are some clever Resource Packs out there with entity variations, but this is not straightforward or simple! [EXPAND] Model Overrides Several talented Creators have created "Add On" Resource Packs with "breed" models, or custom features (ie mane variations). Packs may include one option (ie Arabian or Fjord) Packs may support multiple breeds +/- features Packs may support the default model coats (ideally) or override it entirely RELEVANT INFORMATION (USERS / SERVERS) Model Overrides are used at your own "risk" and support for issues should be sought via the Pack Creator not SWEM. How do they work? In simple terms, it works by adding extra blocks to the default model If a coat artist leaves the blocks uncolored (invisible) you will see all / some of the default horse If a coat artist colors the blocks in, you will see those additional blocks on the default horse EXAMPLE If a coat texture color in blocks added around the hoof, a horse would have "feathers" Can I use more than one model? If you install multiple model override packs, only the highest in load order will apply If you want models from different Creators, they would have to merge their packs Can I use model overrides with a community pack or coat replacement resource pack? If the model does not modify (only add on to) the default model, custom coats should work fine If not, this may 'break' default or custom coats  Example: Horses with no mane or tail using some models It might be rare to get a 'custom model coat' if you are mostly using ones designed for the default model Can I use model overrides with an animation pack (ie Dressage animations)? TBC  It is unlikely custom models will support all animation packs If you load a model pack above  an animation pack, it will override any animations they both share If you load a model pack  below  an animation pack, it may not correctly animate the custom model Can I use model overrides on a server? SERVER You may be able to install a model resource pack server-side CLIENT (PLAYER) If you install a model override in multiplayer, only you will see it → Read the section about community packs + coat replacements above (may affect what you see in game) →  TBC  Server packs may override client side unless you can opt out of using it RELEVANT INFORMATION (CREATORS) Model overrides use copyrighted SW assets and must be FREE USE ONLY → You can accept optional  donations → You can sell coat textures that require your add on, provided it is 100% your own work (no SW coat edits) You should not modify any of the core blocks involved in tack rendering You should add to (not modify where possible) the model to avoid breaking default + custom coats You will need to adjust the default animations for any additional blocks added You should be able to (optional) add support for custom animations in animation packs → Consent may be required to include a modified animation from other Creators →  TBC  If add on models can support "new" custom animations via 1.20.1-1.5+ features Creating Basic Resource Pack Files This guide covers how to create a basic resource pack folder. Alternatively, download the premade template on Discord. [EXPAND] Instructions  STEP ONE:  CREATE YOUR RESOURCE PACK FOLDER Create a new folder → It can be anywhere for now (ie Documents) Name your resource pack → This can include capitals, some symbols and spaces Go inside the folder Create a new folder here Name it  assets → This must be in lowercase exactly as shown  STEP TWO:  CREATE YOUR PACK.MCMETA FILE Open a blank text editor file using Notepad (Windows) or TextEdit (Mac) Paste in the pack template (below) Edit the template to your pack → description Any information to display in game ✅  "description": "Pack Name V1.0 By Creator Name"        Note:  Supports color + format   &l&9Pack Name V1.0 &0By &dCreator  =  Pack Name  V1.0  By Creator →  pack_format Which format (MC version) is supported  ✅  "pack_format": 15 = MC 1.20 - 1.20.1      Note:  Format gives a harmless warning when a resource pack is used in other versions (even if it works fine) Select file > save as Select the resource pack folder (not assets) Name the file pack.mcmeta in lowercase Save as the correct file type: → Windows: Save As Type: All Files (Drop down menu, change from .txt) → Mac: Check it displays as a MCMETA file type in your folder [EXPAND] pack.mcmeta Template {   "pack": {     "description": "Text Here",     "pack_format": 15   } }  STEP THREE:   CREATE YOUR PACK ICON Choose or create an icon for your pack Name it pack and save it as a .png Paste it in your resource pack folder (not assets)  STEP FOUR:  ADD YOUR CONTENT Go to the section(s) below for the content you want to add. Custom Coat Overrides This is to override one or more default coats - to add new coats use a Community Pack ! It is not permitted to modify SW mod assets for sale or re-upload.  Textures must be 100% your own work from scratch! This guide will not cover how to create a coat, for information please read our   resources on Discord. [EXPAND] Instructions  STEP ONE:  CREATE A COAT TEXTURE Create your coat texture in Blockbench Choose a coat to override from the list of default coats Save the texture as a .png file Name the texture to match the coat it will replace  STEP TWO:  CREATE ASSETS SUB-FOLDERS FOR YOUR COAT Go inside assets Create a folder called swem Inside that, create a folder called textures Inside that, create a folder called entity Inside that, create a folder called horse Inside that, create a folder called coats Paste your texture file here → If you have more than one override you can add them also  STEP THREE:  FINAL STEPS Your pack is ready and may work unzipped You can zip it so it is easier to share or keep it unzipped to add new files → If your zip does not show up in game, check your files are not too deep → ✅Pack Name (Zip)  > assets / pack.mcmeta / pack → ❌ Pack Name (Zip)  > Pack Folder > assets / pack.mcmeta / pack Load into Minecraft Open the Resource Pack menu Open the folder (button) Paste in your Resource Pack Enable the Resource Pack Check it is working in game → Summon the coat you chose to override → Confirm it uses the replacement coat, not original → Check there are no texture errors and it looks correct on the horse This page will not provide any resources for troubleshooting errors with texture files. You can look up a tutorial for texturing entities or ask for assistance with details on your issue in our Tech Help channels. [EXPAND] Default Coat Names 📂 TXP_name 📂 assets 📂 swem 📂 textures 📂 entity 📂 horse 📂 coats 🖼️ coat_name.png 🖼️ pack.png 🖼️ coat_name.png 🗒️ pack.mcmeta 📂 foal (optional) Shown: The file structure for texture packs overriding default horse +/- foal coats. File Type Description Note 📂 Pack Name A folder with the name of your resource pack 🖼️ pack.png PNG image for your pack - displayed in game. This must remain named pack.png 🗒️ pack.mcmeta MCMETA file with your pack's description and version(s) This must remain named pack.mcmeta 🖼️ coat_name.png PNG for the coat to override. This must be the name of a valid swem coat Coat names in files might not be identical to in-game names or values. Example swem:sweetboi = 13_m_sweetboi → You must use the  file names, a list of valid names can be found above Custom Animation Overrides / Additions It is not permitted to modify SW mod assets for sale or re-upload. Animations must be 100% your own work from scratch! This guide will not cover how to create animations. You can request help from other creators in our Tech-Help channel (Discord). [EXPAND] Instructions  STEP ONE [A]:  CREATE A NEW ANIMATION  Create an animation in Blockbench Save the swem_horse.json file → This should include your animation(s)  and  all default animations  STEP ONE [B]:  MODIFY AN EXISTING ANIMATION Modify one or more default animation in Blockbench Save the swem_horse.json file  STEP ONE [B]:  CREATE ASSETS SUB-FOLDERS FOR YOUR COAT Go inside assets Create a folder called swem Inside that, create a folder called animations Paste your swem_horse.json file here  STEP THREE:  FINAL STEPS Your pack is ready and may work unzipped You can zip it so it is easier to share or keep it unzipped to add new files → If your zip does not show up in game, check your files are not too deep → ✅Pack Name (Zip)  > assets / pack.mcmeta / pack → ❌ Pack Name (Zip)  > Pack Folder > assets / pack.mcmeta / pack Load into Minecraft Open the Resource Pack menu Open the folder (button) Paste in your Resource Pack Enable the Resource Pack Check it is working in game → Tame and mount a horse → Use  /swem rrp anim to trigger the animation → Confirm the animation works as expected This page will not provide any resources for troubleshooting errors with animations.  You can look up a tutorial for animating or ask for assistance with details on your issue in our Tech Help channels. 📂 Pack Name 📂 assets 📂 swem 📂 animations 🗒️ swem_horse.json 🖼️ pack.png 🗒️ swem_horse_foal.json 🗒️ pack.mcmeta Shown: The file structure for animation packs overriding default horse +/- foal coats. File Type Description Note 📂 Pack Name A folder with the name of your resource pack 🖼️ pack.png PNG image for your pack - displayed in game. This must remain named pack.png 🗒️ pack.mcmeta MCMETA file with your pack's description and version(s) This must remain named pack.mcmeta 🗒️ swem_horse.json JSON file with your new / modified animations This must remain named swem_horse.json Custom Item Texture Overrides It is not permitted to modify SW mod assets for sale or re-upload.  Textures must be 100% your own work from scratch! This guide will not cover how to create icons or how to override models. [EXPAND] Instructions    STEP ONE [A]:  EXTRACT THE MOD FILE  Download a copy of whatever version of the swem mod you intend to modify Right click the jar file in your downloads and extract it → This may require a program such as WinRar (Windows) Go inside assets > swem > textures Locate the folder for whatever you want to override →  block Includes any textures for building blocks or items that can be placed.  Example:  Wheelbarrows → entity Includes any textures for horse poop, rope knots and the wormieboi entity. → entity_icon Includes textures for entity icons named  the same as an existing coat. → gui Includes textures for jump bar and the jump creation tool → gui > container Includes textures for various inventory items Example: Saddle Bags or Tack Boxes → item Includes the textures of virtually every item you can have in your inventory (inventory icon) → models > armor Includes the textures of some armor pieces. → painting Includes the textures of any paintings added by the mod. → particle Includes the textures of any particle effects emitted by horses for various interactions or events. Locate the texture(s) for whatever asset(s) you want to override: → Note the  exact file names → Note the  exact types - some assets need multiple textures (ie for different blockstates, sides etc) → Note the  texture size  - for some blocks and items you may be able to scale textures up or down, but not for all!  STEP TWO [B]:  CREATE A NEW TEXTURE  Create an texture in your preferred painting program Save the file as a png with the  exact name for the item/block etc you are overriding (above).  STEP THREE [C]:  CREATE ASSETS SUB-FOLDERS FOR YOUR TEXTURE Go inside assets Create a folder called swem Inside that, create a folder called textures Create a folder that matches your item (step one) →  Example: If you're replacing rack_saddle from block then create a block folder Paste your png (texture) file here Repeat for any addition textures you want to override (correct folders for each item)  STEP FOUR [D]:  FINAL STEPS Your pack is ready and may work unzipped You can zip it so it is easier to share or keep it unzipped to add new files → If your zip does not show up in game, check your files are not too deep → ✅Pack Name (Zip)  > assets / pack.mcmeta / pack → ❌ Pack Name (Zip)  > Pack Folder > assets / pack.mcmeta / pack Load into Minecraft Open the Resource Pack menu Open the folder (button) Paste in your Resource Pack Enable the Resource Pack Check it is working in game → Obtain or place your item(s) and check the new texture shows → Check for any texture errors (missed pixels etc) This page will not provide any resources for troubleshooting errors with textures.  You can look up a tutorial for animating or ask for assistance with details on your issue in our Tech Help channels. 📂 Pack Name 📂 assets 📂 swem 📂 textures 📂 block 🖼️ block_name.png 🖼️ pack.png 📂 entity   🗒️ pack.mcmeta 📂 entity_icon 🖼️ coat_artist.png 📂 gui 🖼️ gui_type.png 📂 container     ->     🖼️ container_type.png 📂 item 🖼️ item_name.png 📂 models 📂 armor    ->     🖼️ armor_layer.png 📂painting 🖼️ painting_name.png 📂particle 🖼️ particle_name.png Shown: The file structure for animation packs overriding default textures - only use folders you are creating overrides for.    Alight (Magic) All of the magic in the mod! Shining Amethyst Description: A Shining Amethyst Shard is an item acquired from Shining Amethyst Clusters, and is used in crafting. Details:  Clusters Renewable: Yes Stackable: N/A Tool: Pickaxe (Any) Blast Resistance: N/A Hardness: N/A Luminant: No Transparent: No Flammable: No Flammable (Lava): No Item Rarity color: Common Renewable: Yes Stackable: Yes (64) Durability: None Obtaining Natural Generation Shining Amethyst Clusters can be found in naturally spawning  Amethyst Geodes between y-levels -58 and 30. These clusters grow on Budding Amethyst and have a small (25%) chance of becoming a Shining Amethyst variant in the final growth stage. These variants can be distinguished from the more common Amethyst shards by the blue-ish streaks on the clusters. The percentage of Shining Amethyst to Minecraft Amethyst clusters can be adjusted in common configs . This method of obtaining means they can become a slowly renewable resource over time provided the budding amethyst blocks are not broken. Amethysts, including Shining Amethyst, clusters gradually regrow provided the player is within 128 blocks of the budding amethyst.  Budding Amethyst cannot be broken with silk touch, meaning the player must return to a geode to create new clusters. Mining Shining Amethyst Shards can be obtained from clusters by breaking it with any tool. Non-pickaxe tools (including no tool) drop around 2 shards, Pickaxes will drop 4, or more with the Fortune enchantment (Fortune III drops between 4-12 on average).  Shining Amethyst shards does not have a unique growth stage like Minecraft Amethyst crystals and instead becomes a Shining Amethyst cluster in the fourth and final growth stage - therefore they have no small, medium or large bud that can be acquired using silk touch. Shown: Shining Amethyst Shards (Left) next to a normal Amethyst Cluster. Usage Crafting ingredient Shining Amethyst Shards are used in the crafting of: Amethyst Weapons: Amethyst Swords,   Scythes , Shields , Bows Amethyst Tools:  Player Armor: Amethyst Helmet , Amethyst Chestplate , Amethyst Leggings , Riding Boots (Amethyst tier) Horse Armor: Horse Armor Miscellaneous: Trackers , Horse Whistles Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! [-]  Shining Amethyst clusters cannot be obtained creatively (via commands or block picking) or survival using Silk touch.  Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.18.2 1.18.2-1.3.0 Shining Amethyst Shards are used in crafting Amethyst-tier Tools. 1.18.2-1.2.5 Shining Amethysts now drop Amethyst buds when broken with a silk touch pick. 1.18.2-1.0.0 Amethyst (item) removed and replaced with Shining Amethyst Shards, which spawn as a percentage chance from Budding Amethyst in geodes.  1.16.2 1.16.2-5.3.21 Amethyst Ore spawns naturally within normal diamond parameters. Amethysts can be obtained by breaking Amethyst Ore with a pickaxe that is iron or higher. Each amethyst ore block drops one amethyst. Data values swem:shining_amethyst_shard Cantazarite Description:  Cantazarite is a naturally generating ore - the drops can be used in crafting and smelting. Details:  Ore (Block) Renewable: Yes Stackable: Yes (64) Tool: Pickaxe (Stone+) Blast Resistance: N/A Hardness: N/A Luminant: No Transparent: No Flammable: No Flammable (Lava): No Item Rarity color: Common Renewable: Yes Stackable: Yes (64) Durability: None Obtaining Custom SWEM ore generation height is a configurable value in common configs . Cantazarite Ore cannot be mined by gold pickaxes to remain consistent with Minecraft - gold cannot mine above coal. Natural Generation (Ore) Cantazarite Ore spawns naturally throughout the world - by default it can be found around y-levels 0-30  Mining In order to pick up the ore without breaking it, it must be mined using a pickaxe with the silk touch enchantment. Without silk touch, mining a block of Cantazarite Ore with a stone-tier or higher pickaxe will yield Cantazarite - each block will drop up to a maximum of nine 'shard' shaped Cantazarite, usually yielding a minimum of 6. These values are increased with the Fortune enchantment. When mining Cantazarite ore, a small amount of XP orbs are released, similar to mining coal, lapis lazuli, Redstone, diamond, emerald, nether quartz, and nether gold. Shown:  Cantazarite Ore next to Cantazarite (mined item). Usage Smelting Cantazarite can be smelted in a furnace into Cantazarite Dye , a component in Cantazarite Potions or for use as an orange-dye substitute. Crafting ingredient Cantazarite is a component in crafting the Cantazarite Anvil , Cantazarite Block , or in an alternative recipe for Blaze Rods. Healing Cantazarite heals damage (durability) in Amethyst tier armor, tools and weapons when combined together in a Cantazarite Anvil .  Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! [-]  Cantazarite Ore does not have a deepslate variant in 1.18+ Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.21.1 1.6.5 Bug Fix: Cantazarite ore does not drop cantazarite (item). Data values swem:cantazarite swem:cantazarite_ore Cantazarite Block Description:  A block of Cantazarite is a compacted ore block equivalent to nine Cantazarite . Details:  Renewable: Yes Stackable: Yes (64) Tool: Pickaxe (Any) Blast Resistance: N/A Hardness: N/A Luminant: No Transparent: No Flammable: No Flammable (Lava): No Obtaining Crafting Cantazarite Blocks come in a single (orange) color. A Cantazarite Block can be crafted from 9 Cantazarite . Usage Crafting ingredient Cantazarite Block can be uncrafted to return 9 Cantazarite per block. Cantazarite blocks are required to craft a Cantazarite Anvil . Gallery Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.18.2 1.18.2-1.2.8 Cantazarite Anvil now requires a cantazarite block - increased cost and value. Data values swem:cantazarite_block Cantazarite Dye Description:  Cantazarite Dye is an item used in brewing and crafting. Details:  Rarity color: Common Renewable: Yes Stackable: Yes (64) Obtaining Smelting 1 Cantazarite Dye can be obtained by smelting 1 Cantazarite . Usage Brewing Cantazarite Dye and 3 Water Bottles in a brewing stand yields 3 Cantazarite Potions . Dyeing Cantazarite Dye can be used as a substitute for Orange Dye in crafting recipes. Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.18.2 1.18.2-1.0.0 Cantazarite can be used as orange dye. Data values swem:cantazarite_dye Cantazarite Potion Description:  A Cantazarite Potion is an item for spawning SWEM horses . Details:  Rarity color: Common Renewable: Yes Stackable: No Durability: None Obtaining Potion brewing uses blaze powder - use Cantazarite (+ other ingredients) to make blaze rods without visiting the nether! Brewing Cantazarite Dye and 3 Water Bottles in a brewing stand yields 3 Cantazarite Potions. Usage Cantazarite potions will not work to convert horses into SWEM horses is breeding tokens are enabled in server configs . Right-click one a compatible entity with a Cantazarite Potion  to immediately convert them. This includes: Horse (Minecraft) Horse or Pony ( Realistic Horse Genetics ) Converted horses will have a coat related to the simplified coat genetics of the vanilla horse. This coat selection can be cycled (changed) forward with Lapis or backwards with Redstone unless coat cycling is disabled in server configs .  Cantazarite potions are single use and the entire bottle will be consumed. Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.18.2 1.18.2-1.0.0 Cantazarite potions will not work if configs specify breeding tokens = true 1.16.5 1.16.5-0.5.3.4 Cantazarite potion can convert RHG horses to SWEM horses (PR by Sekelsta) Data values swem:canatazarite_potion XP Potions Description:  Experience (XP) potions improve a horse's points towards the respective skill area / levels of Horses . Details:  Rarity color: Common Renewable: Yes Stackable: Yes (64) Durability: Yes (1 use) Obtaining Loot XP Potions appear in loot containers such as in villages or dungeons, but most frequently in naturally generated SWEM structures (abandoned farmhouses).  Crafting XP Potions cannot be crafted or brewed in survival. Creative XP Potions can be acquired from the creative menu, or with commands. Jump Speed Health Affinity All Usage Right-click on a SWEM Horse with an XP Potion to immediately convert them. Each potion will increase a horse's experience points by 750 with each potion in the respective skill. If a horse's level is maxed the potion will still be consumed, but have no effect. If a horse's level has less points until maxed than the potion offers, it will be consumed and no excess carried over. If a horse is untamed, XP potions cannot be used on them (no skills/stats).  XP Potions are single use and the entire bottle will be consumed.  Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.20.1 1.20.1-1.3.2 XP potions increase skills by 750XP instead of 250 (rare and valuable). 1.18.2 1.18.2-1.0.0 XP Potions increase skills by 250XP instead of 50 (rare and valuable). Data values swem:jump_xp_potion swem:speed_xp_potion swem:health_xp_potion swem:affinity_xp_potion swem:all_xp_potion Shrimp Description:  The Shrimp is a command-only item of terrible yet awesome power. Carefully read the information and warnings below before obtaining a Shrimp to avoid accidental damage/death. Details:  Rarity color: Common Renewable: No Stackable: Yes (64) Durability: N/A Obtaining Commands The SWEM Shrimp is an item that can only be acquired via commands. It cannot be found in the world or taken from the creative inventory menu.  Usage The SWEM shrimp summons endless lightning, even if weather is disabled. This lightning will directly target any player possessing a shrimp, but may also strike a small area around them. The Shrimp's effects are active any time the item is in the player's inventory, even if not directly held. Without high-level armor, lightning is incredibly deadly from the first strike. Players' wearing full Amethyst armor can endure lightning for much longer. Lightning, when summoned, can be heard by ALL players if playing on co-op or server. The lightning will not cease until dropped from a player's inventory or placed in a container.  SWEM Horses are immune to lightning (try it!) but other players or animals nearby will be susceptible to damage. If a player dies to lightning, they will lose ALL items in their inventory unless keepInventory is enabled. Trivia The SWEM Shrimp was added in 2021 Beta-phase after Legend lost a bet (see: Battle of will and intellect) to Delphi. The item was a moderation joke, that when someone makes an 'oopsie' they receive a Shrimp. It's original function was supposed to be that the Shrimp would continuously strike the player with lightning when given, and would be retained on death to strike the player over and over until removed. Delphi (and moderators sooner or later) was supposed to be immune to it's effects... but coding the shrimp was never fully completed, so Legend gets the last laugh on that one.  SWEM Shrimps are very unforgiving and have caused a few accidental casualties. For that reason, as well as the natural occurrence of lightning during thunderstorms that resulted in the loss of several beta horses, SWEM horses were made immune to lightning strikes and have an interesting effect when directly struck by lightning. Hint: Turn your volume up. Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Data values swem:shrimp SECRET #1 Information Redacted Shh it's a secret..... Description:  Details:  Rarity color: Common Renewable: Yes Stackable: Obtaining Crafting Image Usage Words Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Data values Words SECRET #2 Information Redacted Shh it's a secret..... Description:  Details:  Rarity color: Common Renewable: Yes Stackable: Yes (64) Obtaining Natural Generation Words Crafting Image Usage Words Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Data values Words Player Player armor and weaponry! Helmets Description: The final tier of Amethyst Helmet offers unlimited water breathing. You cannot wear any SWEM Helmets until they have been fully crafted up to Amethyst tier. Amethyst Armor cannot  be crafted if the  recipe config  is set to only creative or commands (disable crafting recipe). Tiers Leather Helmet Rarity color: Common Durability: None Renewable: Yes Stackable: Yes (64) Obtaining Crafting Leather Helmets are crafted with 5 Refined Leather and 1 (Vanilla) Leather Helmet. Usage This armor piece is purely for crafting and cannot be worn. Copper Helmet Rarity color: Common Durability: None Renewable: Yes Stackable: Yes (64) Obtaining Crafting Copper Helmets are crafted with 2 Copper Rivets , 3  Copper Plates and 1 Leather Helmet. Usage This armor piece is purely for crafting and cannot be worn. Iron Helmet Rarity color: Common Durability: None Renewable: Yes Stackable: Yes (64) Obtaining Crafting Iron Helmets are crafted with 2 Iron Rivets , 3 Iron Plates and 1 Copper Helmet. Usage This armor piece is purely for crafting and cannot be worn. Gold Helmet Rarity color: Common Durability: None Renewable: Yes Stackable: Yes (64) Obtaining Crafting Gold Helmets are crafted with 2 Gold Rivets , 3 Gold Plates and 1 Iron Helmet. Usage This armor piece is purely for crafting and cannot be worn. Diamond Helmet Rarity color: Common Durability: None Renewable: Yes Stackable: Yes (64) Obtaining Crafting Diamond Helmets are crafted with 2 Diamond Rivets , 3 Diamond Plates and 1 Gold Helmet. Usage This armor piece is purely for crafting and cannot be worn. Netherite Helmet (1.18+) Rarity color: Common Armor: +5 Armor Toughness: +2 Durability: None Renewable: Yes Stackable: Yes (64) Obtaining Crafting 1.20.1 Netherite Helmets are crafted with 5 Netherite Rivets and 1 Diamond Helmet. 1.18.2 Netherite Helmets are crafted with 2 Netherite Rivets , 3 Netherite Plates and 1 Diamond Helmet. Usage This armor piece is purely for crafting and cannot be worn. Amethyst Helmet Rarity color: Common Durability: 671 Renewable: Yes Stackable: No Obtaining Crafting Amethyst Helmet are crafted with 5 Shining Amethyst Shards and 1 Netherite Helmet. Usage When this piece is worn by a player, it grants them Water Breathing . Repair The Amethyst Helmet can be repaired with Cantazarite using a Cantazarite Anvil . Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Cannot be enchanted in an enchanting table (no compatible enchantments). Bug Report Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.20.1 1.20.1-1.3.0 [Bug Fix] Armor no longer emits contact effect particles. Crafting netherite-tier requires cheaper rivets instead of plates. [Deprecated Recipe] 1.18.2 1.18.2-1.3.0 Added Leather, Copper & Netherite tier helmets as a crafting component. Updated naming scheme from type_helmet to helmet_type - existing items of this type will be lost from saves. 1.18.2-1.2.0 [Deprecated Recipe]   1.16.5 1.16.5-0.5.3.20 [Deprecated Recipe] Data Values swem:helmet_leather swem:helmet_copper swem:helmet_iron swem:helmet_gold swem:helmet_diamond swem:helmet_netherite swem:helmet_amethyst Chestplates Description:  The final tier of Amethyst Chestplate offers full knockback resistance. You cannot wear any SWEM chestplates until they have been fully crafted up to Amethyst tier. Amethyst Armor cannot  be crafted if the  recipe config  is set to only creative or commands (disable crafting recipe). Tiers Leather Chestplate Rarity color: Common Armor: +14 Armor Toughness: +2 Durability: None Renewable: Yes Stackable: Yes (64) Obtaining Crafting Leather Chestplates are crafted with 4  Refined Leather and 1 (Vanilla) Leather Tunic. Usage This armor piece is purely for crafting and cannot be worn. Copper Chestplate Rarity color: Common Durability: None Renewable: Yes Stackable: Yes (64) Obtaining Crafting Copper Chestplates are crafted with 4 Copper Rivets , 3 Copper Plates  and 1 Leather Chestplate. Usage This armor piece is purely for crafting and cannot be worn. Iron Chestplate Rarity color: Common Durability: None Renewable: Yes Stackable: Yes (64) Obtaining Crafting Iron Chestplates are crafted with 4 Iron Rivets , 3 Iron Plates and 1 Copper Chestplate. Usage This armor piece is purely for crafting and cannot be worn. Gold Chestplate Rarity color: Common Durability: None Renewable: Yes Stackable: Yes (64) Obtaining Crafting Gold Chestplates are crafted with 4 Gold Rivets , 3 Gold Plates and 1 Iron Chestplate. Usage This armor piece is purely for crafting and cannot be worn. Diamond Chestplate Rarity color: Common Durability: None Renewable: Yes Stackable: Yes (64) Obtaining Crafting Diamond Chestplates are crafted with 4 Diamond Rivets , 3 Diamond Plates and 1 Gold Chestplate. Usage This armor piece is purely for crafting and cannot be worn. Netherite Chestplate (1.18+) Rarity color: Common Durability: None Renewable: Yes Stackable: Yes (64) Obtaining Crafting 1.20.1 Netherite Chestplates are crafted with 7 Netherite Rivets and 1 Diamond Chestplate. 1.18.2 Netherite Chestplates are crafted with 4 Netherite Rivets , 3 Netherite Plates and 1 Diamond Chestplate. Usage This armor piece is purely for crafting and cannot be worn. Amethyst Chestplate Rarity color: Common Durability: 915 Renewable: Yes Stackable: No Obtaining Crafting Amethyst Chestplates are crafted using 7  Shining Amethyst Shards and 1 Netherite Chestplate. Usage When a player wears this piece they become resistant to any type of knockback. Repair The Amethyst Chestplate can be repaired with  Cantazarite  using a  Cantazarite Anvil . Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Cannot be enchanted in an enchanting table (no compatible enchantments). Bug Report Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.20.1 1.20.1-1.3.0 [Bug Fix] Armor no longer emits contact effect particles. Crafting netherite-tier requires cheaper rivets instead of plates. [Deprecated Recipe] 1.18.2 1.18.2-1.3.0 Added Leather, Copper & Netherite tier chestplate as a crafting component. Updated naming scheme from type_chestplate to chestplate_type - existing items of this type will be lost from saves. 1.18.2-1.2.0 [Deprecated Recipe] 1.16.5 1.16.5-0.5.3.20 [Deprecated Recipe] Data Values swem:chestplate_leather swem:chestplate_copper swem:chestplate_iron swem:chestplate_gold swem:chestplate_diamond swem:chestplate_netherite swem:chestplate_amethyst Leggings Description:  The final tier of Amethyst leggings offers Last Stand (enchantment).  You cannot wear any SWEM Leggings until they have been fully crafted up to Amethyst tier. Amethyst Armor  cannot  be crafted if the  recipe config  is set to only creative or commands (disable crafting recipe). Tiers Leather Leggings Rarity color: Common Durability: None Renewable: Yes Stackable: Yes (64) Obtaining Crafting Leather Leggings are crafted with 6 Refined Leather and 1 (Vanilla) Leather Leggings. Usage This armor piece is purely for crafting and cannot be worn. Copper Leggings Rarity color: Common Durability: None Renewable: Yes Stackable: Yes (64) Obtaining Crafting Copper Leggings are crafted with 4 Copper Rivets , 2 Copper Plates and 1 Leather Leggings. Usage This armor piece is purely for crafting and cannot be worn. Iron Leggings Rarity color: Common Durability: None Renewable: Yes Stackable: Yes (64) Obtaining Crafting Iron Leggings are crafted with 4 Iron Rivets , 2 Iron Plates and 1 Copper Leggings. Usage This armor piece is purely for crafting and cannot be worn. Gold Leggings Rarity color: Common Durability: None Renewable: Yes Stackable: Yes (64) Obtaining Crafting Gold Leggings are crafted with 4 Gold Rivets , 2 Gold Plates and 1 Iron Leggings. Usage This armor piece is purely for crafting and cannot be worn. Diamond Leggings Rarity color: Common Durability: None Renewable: Yes Stackable: Yes (64) Obtaining Crafting Diamond Leggings are crafted with 4 Diamond Rivets , 2 Diamond Plates and 1 Gold Leggings. Usage This armor piece is purely for crafting and cannot be worn. Netherite Leggings (1.18+) Rarity color: Common Durability: None Renewable: Yes Stackable: Yes (64) Obtaining Crafting 1.20.1 Netherite Leggings are crafted with 6 Netherite Rivets and 1 Diamond Leggings. 1.18.2 Netherite Leggings are crafted with 4 Netherite Rivets , 2 Netherite Plates and 1 Diamond Leggings. Usage This armor piece is purely for crafting and cannot be worn. Amethyst Leggings Rarity color: Common Armor: +8 Armor Toughness: +2 Durability: 976 Renewable: Yes Stackable: No Obtaining Crafting Amethyst Leggings are crafted using 6 Shining Amethyst Shards and 1 Netherite Leggings. Usage When this piece is worn by a player, it grants them Last Stand . Last Stand : Last Stand is an armor enchantment (automatically effective on Amethyst leggings) that gives the player a second chance at survival by exchanging 40XP points per fatal damage point. With enough experience, players can receive 3 hearts of health after sustaining fatal damage.  Repair The Amethyst Leggings can be repaired with Cantazarite using a Cantazarite Anvil . Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Cannot be enchanted in an enchanting table (no compatible enchantments). Bug Report Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.20.1 1.20.1-1.3.0 [Bug Fix]  Armor no longer emits contact effect particles. Crafting netherite-tier requires cheaper rivets instead of plates. [Deprecated Recipe] 1.18.2 1.18.2-1.3.0 Added Leather, Copper & Netherite tier leggings as a crafting component. Updated naming scheme from type_leggings to leggings_type - existing items of this type will be lost from saves. 1.18.2-1.2.0 [Deprecated Recipe] 1.16.5 1.16.5-0.5.3.20 [Deprecated Recipe] Data Values swem:leggings_leather swem:leggings_copper swem:leggings_iron swem:leggings_gold swem:leggings_diamond swem:leggings_netherite swem:leggings_amethyst Riding Boots Description: Riding Boots offer different perks, that increase (and stack!) with each tier from leather up to Amethyst. Amethyst Riding Boots  cannot  be crafted if the  recipe config  is set to only creative or commands (disable crafting recipe). Tiers & Perks Leather Riding Boots Rarity color: Common Armor: +2 Durability: 104 Renewable: Yes Stackable: No Obtaining Crafting  Leather Riding Boots are crafted with 1 Dried Kelp and 1 (vanilla) Riding Boots. Usage When worn this piece grants you One-Step . COMING SOON:  Vaulting One-Step : Makes it so you can walk up any one-block heights without needing to jump! Copper Riding Boots Rarity color: Common Armor: +2 Durability: 156 Renewable: Yes Stackable: No Obtaining Crafting  Copper Riding Boots are crafted with 2 Glow Worms and 1 Leather Riding Boots. Usage When worn this piece grants you the Power Of Light . Power of Light : Makes it so jumping places a piece of glow string beneath you. This provides an extra bit of light - useful when mining. Repair The Copper Riding Boots can be repaired with Copper Ingots using a Cantazarite Anvil . Iron Riding Boots Rarity color: Common Armor: +2 Durability: 299 Renewable: Yes Stackable: No Obtaining Crafting Iron Riding Boots are crafted with 2 Iron Rivets , 2 Iron Plates , 2 String and 1 Copper Riding Boots. Usage When worn this piece grants you Destrier . Destrier : Makes a combined enchantment effect including: Blast Protection II, Projectile Protection II, Protection II, Thorns Repair The Iron Riding Boots can be repaired with Iron Ingots using a Cantazarite Anvil . Gold Riding Boots Rarity color: Common Armor: +2 Durability: 351 Renewable: Yes Stackable: No Obtaining Crafting  Gold Riding Boots are crafted with 4 Gold Rivets , 2 String and 1 Iron Riding Boots. Usage When worn this piece grants you the Enhanced Frost Walker .  Gold Riding Boots also prevent Piglins from becoming hostile to players (equivalent to wearing gold boots).  Enhanced Frost Walker : Makes it so water turns to ice around you - even if standing still! Has a small AOE and will destroy waterlogged plants in your path so you never fall through holes. This effect can be toggled with middle-mouse button (default). Repair The Gold Riding Boots can be repaired with Gold Ingots using a Cantazarite Anvil . Diamond Riding Boots Rarity color: Common Armor: +2 Durability: 494 Renewable: Yes Stackable: No Obtaining Crafting  Diamond Riding Boots are crafted with 2 Diamond Rivets , 2 Diamond Plates , 2 String and 1 Gold Riding Boots. Usage When worn this piece grants you the Fire Resistance power. COMING SOON: Under-lava Sight. Fire Resistance : Makes it so you can withstand standing in fire or lava without taking damage - at the cost of item durability.  No Crop Trampling:  Farmland cannot be trampled (turned to dirt if jumped on) while wearing Amethyst boots. Repair The Diamond Riding Boots can be repaired with Diamonds using a Cantazarite Anvil . Netherite Riding Boots (1.18+) Rarity color: Common Armor: +2 Durability: 494 Renewable: Yes Stackable: No Obtaining Crafting  Netherite Riding Boots are crafted with 2 Netherite Rivets , 2 Netherite Plates , 2 String and 1 Diamond Riding Boots. Usage Netherite Riding Boots currently do not have any special abilities (planned for future). Repair Netherite Riding Boots cannot currently be repaired. Amethyst Riding Boots Rarity color: Common Armor: +5 Armor: +2 Durability: 793 Renewable: Yes Stackable: No Obtaining Crafting  Amethyst Riding Boots are crafted with 4 Shining Amethyst Shards , 2 String and 1 Netherite Riding Boots. Usage When worn, this piece grants you Slow Falling . Slow Falling : Makes it so you slow fall (gradually drift) down to the ground when jumping or falling. Hold shift to temporarily disable the effect and fall faster - let go before you hit the ground (or fall damage will occur)! Repair The Amethyst Riding Boots can be repaired with Cantazarite  using a  Cantazarite Anvil . Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! No damage from per immunity sources (does not "exchange" durability for protection). Bug Report Cannot be enchanted in an enchanting table (no compatible enchantments).  Bug Report Enchantments are lost when upgrading riding boots to the next tier. Bug Report [-] 1.18.2  Netherite Riding Boots cannot be repaired in the cantazarite anvil with a corresponding ore. [~] 1.16.5 SWEM player armor cannot be repaired via Cantazarite Anvil unless replaced.  Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.21.1 1.6.5 Bug Fix: One Step effect not working. 1.20.1 1.6.5 Bug Fix:   Amethyst Riding boots cause blocks to disappear at random. 1.3.0 Bug Fix: Constantly emits effect particles. 1.18.2 1.3.0 Tweak: Added Netherite tier and renamed Glow tier to Copper. Existing armor will be lost on update due to change in item naming format. 1.0.0 Feature: Riding boots (all tiers) are immune to powdered snow. Bug Fix:  Frost Walk toggle notification inverted (off = on). 1.16.5 0.5.3.21 Legacy Recipe Data Values swem:boots_riding_leather swem:boots_riding_copper swem:boots_riding_iron swem:boots_riding_gold swem:boots_riding_diamond swem:boots_riding_netherite swem:boots_riding_amethyst Riding Helmet Description: Riding helmet is a wearable item of head protection that offers a small armor perk. Obtaining Crafting Riding Helmets come in a single (white) color from crafting, but can be infinitely dyed after. A riding helmet can be crafted with 1 Iron Ingot, 1 Dried Kelp, 1 Leather, 1 Iron Nugget and 1 String. Dye Riding Hats Riding Helmets can be dyed almost any color you can imagine - much the same way leather armor can be dyed. However, riding helmets have a dual color slot, meaning you can dye both the main body of the helmet and the peak (brim) as well.  To dye the primary color (body) of the helmet, place dye in any of the left column slots (slot 1, 4, 7) - you can use multiple dye at any one time. When dyeing, the output item image will reflect the color changes based on combinations of dye. Additional dye can be added in stages, even after recolored the first time. To dye the secondary color (brim) of the helmet, place dye in any of the left column slots (slot 3, 4, 7) - you can use multiple dye at any one time. When dyeing, the output item image will reflect the color changes based on combinations of dye - for the secondary color this is a much subtler effect on the item outline, it is best seen when placed down. Additional dye can be added in stages, even after recolored the first time. Usage Armor As well as a functional hat that can be worn by the player, riding helmets add a small armor bonus in line with Minecraft's leather hat values (+1 armor). Like normal helmets, the hat can take damage during combat and will eventually need to be replaced or repaired by combining with a new riding hat in an anvil to keep any enchantments if required. Placement Riding Helmets can be placed into the world in a variety of ways: Placed on an armor stand Placed on a horizontal block surface (ie on top of a crafting table) Placed on a vertical block surface (ie on a wall) Once placed, helmets can be quickly picked up again with a single left click to break from their placed position, or right click to reclaim from an armor stand. In creative, using the pick block key (scroll button) will select the helmet with all its data. Remove Dyes Helmets can be wiped clean of their dye by right-clicking on a cauldron with water to wash away the current color settings. This will return the helmet to it's default (white) color, ready to be redyed.  Enchanting Riding Helmets can be enchanted like any other helmets. Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.18.2 1.18.2-1.3.0 Implemented riding helmets. Data Values swem:helmet_riding Cowboy Hats Description:  Cowboy Hat is a wearable head (helmet) item that offers a small armor perk. Obtaining Crafting Cowboy Hats come in a single (white) color from crafting, but can be infinitely dyed after. A cowboy hat can be crafted with 1 Iron Ingot, 1 Dried Kelp, 1 Leather, 1 Iron Nugget and 1 String. Dye Cowboy Hats Cowboy Hats can be dyed almost any color you can imagine - much the same way leather armor can be dyed. However, cowboy hats have a dual color slot, meaning you can dye both the main leather body of the hat and the cloth band as well.  To dye the primary color (body) of the hat, place dye in any of the left column slots (slot 1, 4, 7) - you can use multiple dye at any one time. When dyeing, the output item image will reflect the color changes based on combinations of dye. Additional dye can be added in stages, even after recolored the first time. To dye the secondary color (band) of the helmet, place dye in any of the left column slots (slot 3, 4, 7) - you can use multiple dye at any one time. When dyeing, the output item image will reflect the color changes based on combinations of dye - for the secondary color this is a much subtler effect on the item outline, it is best seen when placed down. Additional dye can be added in stages, even after recolored the first time. Usage Armor As well as a functional hat that can be worn by the player, cowboy hats add a small armor bonus in line with Minecraft's leather hat values (+1 armor). Like normal helmets, the hat can take damage during combat and will eventually need to be replaced or repaired by combining with a new riding hat in an anvil to keep any enchantments if required. Placement Cowboy Hats can be placed into the world in a variety of ways: Placed on an armor stand Placed on a horizontal block surface (ie on top of a crafting table) Placed on a vertical block surface (ie on a wall) Once placed, hats can be quickly picked up again with a single left click to break from their placed position, or right click to reclaim from an armor stand. In creative, using the pick block key (scroll button) will select the helmet with all its data. Remove Dyes Cowboy hats can be wiped clean of their dye by right-clicking on a cauldron with water to wash away the current color settings. This will return the hat to it's default (white) color, ready to be redyed.  Enchanting Cowboy hats can be enchanted like any other helmets. Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.18.2 1.18.2-1.3.0 Implemented cowboy hats. Data Values swem:hat_cowboy Amethyst Shield Description:  An amethyst shield is a defensive tool that can protect the player from attacks and if in off-hand, adds an additional health bar that heals on its own. You cannot use SWEM shields until they have been fully crafted up to Amethyst tier. Amethyst Shield cannot  be crafted if the  recipe config  is set to only creative or commands (disable crafting recipe). Tiers Leather Shield Rarity color: Common Durability: None Renewable: Yes Stackable: Yes (64) Obtaining Crafting  Leather Shields are crafted with 5 Refined Leather  and 1 (Minecraft) Shield. Usage This shield is purely for crafting and cannot be used defensively. Copper Shield Rarity color: Common Durability: None Renewable: Yes Stackable: Yes (64) Obtaining Crafting  (Amethyst) Iron Shields are crafted with 2 Copper Rivets , 3 Copper Plates and 1 Leather Shield. Usage This shield is purely for crafting and cannot be used defensively. Iron Shield Rarity color: Common Durability: None Renewable: Yes Stackable: Yes (64) Obtaining Crafting  Iron Shields are crafted with 2  Iron Rivets , 3 Iron Plates and 1 Copper Shield. Usage This shield is purely for crafting and cannot be used defensively. Gold Shield Rarity color: Common Durability: None Renewable: Yes Stackable: Yes (64) Obtaining Crafting  Gold Shields are crafted with 2  Gold Rivets , 3 Gold Plates and 1 Iron Shield. Usage This shield is purely for crafting and cannot be used defensively. Diamond Shield Rarity color: Common Durability: None Renewable: Yes Stackable: Yes (64) Obtaining Crafting  Diamond Shields are crafted with 2  Diamond Rivets , 3 Diamond Plates and 1 Gold Shield. Usage This shield is purely for crafting and cannot be used defensively. Netherite Shield Rarity color: Common Durability: None Renewable: Yes Stackable: Yes (64) Obtaining Crafting  Diamond Shields are crafted with 2  Netherite Rivets , 3 Netherite Plates and 1 Diamond Shield. Usage This shield is purely for crafting and cannot be used defensively. Amethyst Shield Rarity color: Common Durability: 506 Renewable: Yes Stackable: Yes (64) Obtaining Crafting  Amethyst Shields are crafted with 6 Shining Amethyst Shards and 1 Netherite Shield. Usage By holding right click the player can raise the amethyst shield. After five game ticks, or 0.25 seconds, this makes attacks in front of the player deal no damage, as they are blocked. Attacks of three damage or more deal equal durability damage.  When the shield is held in the main or off-hand, it offers extra health . Provided the player is not starving, holding an Amethyst shield will gradually increase health up to an extra row of heart (additional 10 hearts - 20 HP). This increase is slow if the player has less than full food-saturation. (When fully fed, 0.5 hearts are gained ~1second). When unequipping the shield, all extra hearts will be instantly lost and cannot be returned until the item is re-equipped (with the normal delay to build up those hearts which varies with food). Unequipping the shield has a visual effect similar to taking damage, but the player does not sustain damage from doing so. Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Cannot be enchanted in an enchanting table (no compatible enchantments). Bug Report Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.21.1 1.1.3 Bug Report: Missing valid shield enchantments in enchanting table and JEI. 1.18.2 1.3.0 Added Leather, Copper & Netherite tier shield as a crafting component. Updated naming scheme from type_shield_amethyst to shield_type - existing items of this type will be lost from saves. Amethyst Shields and crafting components received a (cosmetic) retexture. 1.2.0 [Deprecated Recipe] 1.16.5 0.5.3.20 [Bug Fix]  Durability implemented for shields. [Bug Fix]  Additional heart increasing functionality fixed. [Deprecated Recipe] Data values swem:shield_leather swem:shield_copper swem:shield_iron swem:shield_gold swem:shield_diamond swem:shield_netherite swem:shield_amethyst Amethyst Bow Description:  An amethyst bow is a ranged defensive weapon that can shoot unlimited arrows. You cannot use SWEM bows until they have been fully crafted up to Amethyst tier. Amethyst Weapons cannot be crafted if the recipe config is set to only creative or commands (disable crafting recipe). Tiers Leather Bow Rarity color: Common Durability: None Renewable: Yes Stackable: Yes (64) Obtaining Crafting  Leather Bows are crafted with 4 Refined Leather and 1 (Vanilla) Bow. Usage This bow is purely for crafting and cannot be used as a weapon. Copper Bow Rarity color: Common Durability: None Renewable: Yes Stackable: Yes (64) Obtaining Crafting  Copper Bows are crafted with 2 Copper Rivets , 2 Copper Plates and 1 Leather Bow. Usage This bow is purely for crafting and cannot be used as a weapon. Iron Bow Rarity color: Common Durability: None Renewable: Yes Stackable: Yes (64) Obtaining Crafting  Iron Bows are crafted with 2 Iron Rivets , 2 Iron Plates and 1 Copper Bow. Usage This bow is purely for crafting and cannot be used as a weapon. Gold Bow Rarity color: Common Durability: None Renewable: Yes Stackable: Yes (64) Obtaining Crafting  Gold Bows are crafted with 2 Gold Rivets , 2 Gold Plates  and 1 Iron Bow. Usage This bow is purely for crafting and cannot be used as a weapon. Diamond Bow Rarity color: Common Durability: None Renewable: Yes Stackable: Yes (64) Obtaining Crafting  Diamond Bows are crafted with 2 Diamond Rivets , 2 Diamond Plates and 1 Gold Bow. Usage This bow is purely for crafting and cannot be used as a weapon. Netherite Bow Rarity color: Common Durability: None Renewable: Yes Stackable: Yes (64) Obtaining Crafting  Netherite Bows are crafted with 2 Netherite Rivets , 2 Netherite Plates and 1 Diamond Bow. Usage This bow is purely for crafting and cannot be used as a weapon. Amethyst Bow Rarity color: Common Durability: None Renewable: Yes Stackable: Yes (64) Obtaining Crafting  Diamond Bows are crafted with 4 Shining Amethyst Shard and 1 Diamond Bow. Usage Amethyst bows are high-damage ranged weapons that have an effect similar to Minecraft's  Infinity enchantment - allowing players to shoot endless arrows. However, unlike Infinity the Amethyst bow does not require a player to have at least one arrow in their inventory for the effect to work.  To shoot an arrow, draw the bow back by holding right-click. A fully-charged arrow (drawn back for around 3 seconds) deals more damage than one that is shot quickly (not fully charged).  Amethyst bows do not currently use special/potion effect arrows. Having one in the player's inventory will not be used, nor will the arrows shot have any additional effects or damage.  Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.18.2 1.18.2-1.3.0 Added Leather, Copper & Netherite tier bow as a crafting component. Updated naming scheme from type_bow to bow_type - existing items of this type will be lost from saves. 1.18.2-1.2.0 [Deprecated Recipe] 1.16.5 1.16.5-0.5.3.21 [Bug] Amethyst bows do not have durability. [Deprecated recipe] Amethyst bows require Amethyst in corners of the crafting grid Data values swem:bow_leather swem:bow_copper swem:bow_iron swem:bow_gold swem:bow_diamond swem:bow_netherite swem:bow_amethyst Amethyst Sword Description:  An Amethyst Longsword is a weapon that yields high-damage to entities. You cannot use SWEM swords until they have been fully crafted up to Amethyst tier. Amethyst Weapons  cannot  be crafted if the  recipe config  is set to only creative or commands (disable crafting recipe). Leather Sword Rarity color: Common Durability: None Renewable: Yes Stackable: Yes (64) Obtaining Crafting  Leather Swords are crafted with 4 Refined Leather and 1 (Vanilla) Stone Sword. Usage This sword is purely for crafting and cannot be used as a weapon. Copper Sword Rarity color: Common Durability: None Renewable: Yes Stackable: Yes (64) Obtaining Crafting  Copper Swords are crafted with 2 Copper Rivets , 2 Copper Plates and 1 Leather Sword. Usage This sword is purely for crafting and cannot be used as a weapon. Iron Longsword Rarity color: Common Durability: None Renewable: Yes Stackable: Yes (64) Obtaining Crafting  Iron Swords are crafted with 2 Iron Rivets , 2 Iron Plates and 1 Copper Sword. Usage This sword is purely for crafting and cannot be used as a weapon. Gold Longsword Rarity color: Common Durability: None Renewable: Yes Stackable: Yes (64) Obtaining Crafting  Gold Longswords are crafted with 2 Gold Rivets , 2 Gold Plates and 1 Iron Sword. Usage This sword is purely for crafting and cannot be used as a weapon. Diamond Longsword Rarity color: Common Durability: None Renewable: Yes Stackable: Yes (64) Obtaining Crafting  Diamond Swords are crafted with 2 Diamond Rivets , 2 Diamond Plates and 1 Gold Sword. Usage This sword is purely for crafting and cannot be used as a weapon. Netherite Longsword Rarity color: Common Durability: None Renewable: Yes Stackable: Yes (64) Obtaining Crafting  Netherite Swords are crafted with 2 Netherite Rivets , 2 Netherite Plates and 1 Diamond Longsword. Usage This sword is purely for crafting and cannot be used as a weapon. Amethyst Rarity color: Common Durability: 2,500 Renewable: Yes Stackable: No Attack damage: 20 Attack speed: 6 Obtaining Crafting  Amethyst Swords are crafted with 4 Shining Amethyst Shards and 1 Diamond Longsword. Usage Amethyst Longswords (Amethyst Sword) are high-damage weapons that are far superior in stats to Minecraft's expensive netherite sword. While a little over-powered compared to basegame weapons, it is the perfect companion for the novice explorer or those with a challenging PVE survival modpack. Left-clicking with the sword inflicts damage upon mobs and players. For many mobs the Amethyst Sword is a 1-2 hit kill. Unlike the Amethyst Scythe , Longswords will not break blocks like grass or flowers even if a strike intersects their hitbox.  Enchanting Amethyst Longswords cannot be used in an enchanting table, but can be combined with enchanting books in an anvil (vanilla or cantazarite). Repair Each time the sword damages a player or mob, the sword's durability is decreased by one. The sword can destroy boats and minecarts with one hit, and without lowering the durability. The Amethyst Longsword can be repaired with Cantazarite  using a  Cantazarite Anvil . Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! [-]  Amethyst swords break blocks (grass etc) in survival when a hit intersects with their hitbox. This is supposed to differ from the scythe which does/should break them.  Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.18.2 1.18.2-1.3.0 Added Leather, Copper & Netherite tier sword as a crafting component. Updated naming scheme from type_longsword to sword_type - existing items of this type will be lost from saves.  Amethyst sword's attack reach doubled while on horseback. [Bug Fix] Amethyst Longsword uses cantazarite to repair instead of Amethyst. 1.18.2-1.2.0 [Deprecated Recipe] 1.18.2-1.0.0 Amethyst tool durability decreased from 10,000 to ~2500 1.16.5 1.16.5-0.5.3.21 [Deprecated Recipe] Data values swem:sword_leather swem:sword_copper swem:sword_iron swem:sword_gold swem:sword_diamond swem:sword_netherite swem:sword_amethyst Amethyst Scythe Description:  An Amethyst Scythe is a weapon that yields high-damage to entities. You cannot use SWEM scythes until they have been fully crafted up to Amethyst tier. Amethyst Weapons  cannot  be crafted if the  recipe config  is set to only creative or commands (disable crafting recipe). Leather Scythe Rarity color: Common Durability: None Renewable: Yes Stackable: Yes (64) Obtaining Crafting  Leather Scythes are crafted with 4 Refined Leather and 1 (Vanilla) Stone Hoe. Usage This scythe is purely for crafting and cannot be used as a weapon. Copper Scythe Rarity color: Common Durability: None Renewable: Yes Stackable: Yes (64) Obtaining Crafting  Copper Scythes are crafted with 2 Copper Rivets , 2  Copper Plates and 1 Leather Scythe. Usage This scythe is purely for crafting and cannot be used as a weapon. Iron Scythe Rarity color: Common Durability: None Renewable: Yes Stackable: Yes (64) Obtaining Crafting  Iron Scythes are crafted with 2 Iron Rivets , 2  Iron Plates and 1 Copper Scythe. Usage This scythe is purely for crafting and cannot be used as a weapon. Gold Scythe Rarity color: Common Durability: None Renewable: Yes Stackable: Yes (64) Obtaining Crafting  Iron Scythes are crafted with 4 Gold Rivets and 1 Iron Scythe. Usage This scythe is purely for crafting and cannot be used as a weapon. Diamond Scythe Rarity color: Common Durability: None Renewable: Yes Stackable: Yes (64) Obtaining Crafting  Diamond Scythes are crafted with 2 Diamond Rivets , 2 Diamond Plates and 1 Gold Scythe. Usage This scythe is purely for crafting and cannot be used as a weapon. Netherite Scythe Rarity color: Common Durability: None Renewable: Yes Stackable: Yes (64) Obtaining Crafting  Netherite Scythes are crafted with 2 Netherite Rivets , 2 Netherite Plates and 1 Diamond Scythe. Usage This scythe is purely for crafting and cannot be used as a weapon. Amethyst Scythe Rarity color: Common Durability: 2,500 Renewable: Yes Stackable: No Attack damage: 17 Attack speed: 6 Obtaining Crafting  Amethyst Scythes are crafted with 4 Amethyst and 1 Diamond Scythe. Usage Amethyst Scythes are high-damage weapons. While a little over-powered, it is the perfect companion for the novice explorer or those with a challenging PVE survival modpack. Left-clicking with the scythe inflicts damage upon mobs and players. For many mobs the Amethyst Sword is a 1-2 hit kill. Unlike the Amethyst Longsword , Scythes will break blocks like grass or flowers if a strike intersects their hitbox. Amethyst Scythes cannot be used in an enchanting table, but can be combined with enchanting books in an anvil (vanilla or cantazarite). Repair Each time the Scythe damages a player or mob, the item's durability is decreased by one. The sword can destroy boats and minecarts with one hit, and without lowering the durability. The Amethyst Scythe can be repaired with Cantazarite  using a  Cantazarite Anvil . Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Changelog  View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.18.2 1.18.2-1.3.0 Added Leather, Copper & Netherite tier scythe as a crafting component. Updated naming scheme from type_scythe to scythe_type - existing items of this type will be lost from saves. 1.18.2-1.2.0 [Deprecated Recipe] 1.16.5 1.16.5-0.5.3.20 Amethyst tool durability decreased from 10,000 to ~2500 [Deprecated Recipe] Data values swem:scythe_leather swem:scythe_copper swem:scythe_iron swem:scythe_gold swem:scythe_diamond swem:scythe_netherite swem:scythe_amethyst Amethyst Pickaxe Description:  An Amethyst Pickaxe is a tool that increases durability, efficiency and allows repairing. You cannot use SWEM tools until they have been fully crafted up to Amethyst tier. Amethyst Tools cannot  be crafted if the  recipe config  is set to only creative or commands (disable crafting recipe). Leather Pickaxe (1.18+) Rarity color: Common Durability: None Renewable: Yes Stackable: Yes (64) Obtaining Crafting  Leather Pickaxes are crafted with 4 Refined Leather and 1 (Vanilla) Stone Pickaxe. Usage This pickaxe is purely for crafting and cannot be used as a tool or weapon. Copper Axe (1.18+) Rarity color: Common Durability: None Renewable: Yes Stackable: Yes (64) Obtaining Crafting  Copper Pickaxes are crafted with 4 Copper Rivets and 1 Leather Pickaxe. Usage This pickaxe is purely for crafting and cannot be used as a tool or weapon. Iron Pickaxe (1.18+) Rarity color: Common Durability: None Renewable: Yes Stackable: Yes (64) Obtaining Crafting  Iron Pickaxes are crafted with 2 Iron Rivets , 2 Iron Plates and 1 Copper Pickaxe. Usage This pickaxe is purely for crafting and cannot be used as a tool or weapon. Gold Pickaxe (1.18+) Rarity color: Common Durability: None Renewable: Yes Stackable: Yes (64) Obtaining Crafting  Gold Pickaxes are crafted with 4 Gold Rivets and 1 Iron Pickaxe. Usage This pickaxe is purely for crafting and cannot be used as a tool or weapon. Diamond Pickaxe (1.18+) Rarity color: Common Durability: None Renewable: Yes Stackable: Yes (64) Obtaining Crafting  Diamond Pickaxes are crafted with 2 Diamond Rivets , 2 Diamond Plates and 1 Gold Pickaxe. Usage This pickaxe is purely for crafting and cannot be used as a tool or weapon. Netherite Pickaxe (1.18+) Rarity color: Common Durability: None Renewable: Yes Stackable: Yes (64) Obtaining Crafting  Netherite Pickaxes are crafted with 4 Netherite Rivets  and 1 Diamond Pickaxe. Usage This pickaxe is purely for crafting and cannot be used as a tool or weapon. Amethyst Pickaxe (1.18+) Rarity color: Common Durability: 2,437 Renewable: Yes Stackable: No Attack damage: 18 Attack speed: 6 Obtaining Crafting  Amethyst Pickaxes are crafted with 3 Shining Amethyst Shards and 1 Diamond Pickaxe. Benefits Amethyst tools have +400 durability over Minecraft Netherite tools (with the added benefit of non-mending repair options). All Amethyst tools have Efficiency 2 as part of their core abilities, though they can be enchanted further. Efficiency II:  Increased mining speed when used on an appropriate block (ie Axes > Wood or Pickaxes > Stone). Enchanting Amethyst Pickaxes can be used in an enchanting table or combined with enchanting books in an anvil (vanilla or cantazarite). Repair Durability is decreased with use (mining etc) like with normal tools.  Amethyst Pickaxes can be repaired with Cantazarite  using a  Cantazarite Anvil . Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! [-]  Tools are OP in attack stats, making weapons (like the longsword) defunct. [-] 1.18  Tools cannot be repaired in Cantazarite anvil - mending enchantment works.  Fixed in 1.20.1 Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.18.2 1.18.2-1.3.0 Added Amethyst tools. Data values swem:pickaxe_leather swem:pickaxe_iron swem:pickaxe_gold swem:pickaxe_diamond swem:pickaxe_netherite swem:pickaxe_amethyst Amethyst Axe Description:  An Amethyst Axe is a tool that increases durability, efficiency and allows repairing. You cannot use SWEM tools until they have been fully crafted up to Amethyst tier. Amethyst Tools cannot  be crafted if the  recipe config  is set to only creative or commands (disable crafting recipe). Leather Axe (1.18+) Rarity color: Common Durability: None Renewable: Yes Stackable: Yes (64) Obtaining Crafting  Leather Axes are crafted with 4 Refined Leather and 1 (Vanilla) Stone Axe. Usage This axe is purely for crafting and cannot be used as a tool or weapon. Copper Axe (1.18+) Rarity color: Common Durability: None Renewable: Yes Stackable: Yes (64) Obtaining Crafting  Copper Axes are crafted with 4 Copper Rivets and 1 Leather Axe. Usage This axe is purely for crafting and cannot be used as a tool or weapon. Iron Axe (1.18+) Rarity color: Common Durability: None Renewable: Yes Stackable: Yes (64) Obtaining Crafting  Iron Axes are crafted with 2 Iron Rivets , 2 Iron Plates and 1 Copper Axe. Usage This axe is purely for crafting and cannot be used as a tool or weapon. Gold Axe (1.18+) Rarity color: Common Durability: None Renewable: Yes Stackable: Yes (64) Obtaining Crafting  Gold Axes are crafted with 4 Gold Rivets and 1 Iron Axe. Usage This axe is purely for crafting and cannot be used as a tool or weapon. Diamond Axe (1.18+) Rarity color: Common Durability: None Renewable: Yes Stackable: Yes (64) Obtaining Crafting  Diamond Axes are crafted with 2 Diamond Rivets , 2 Diamond Plates and 1 Gold Axe. Usage This axe is purely for crafting and cannot be used as a tool or weapon. Netherite Axe (1.18+) Rarity color: Common Durability: None Renewable: Yes Stackable: Yes (64) Obtaining Crafting  Netherite Axes are crafted with 4 Netherite Rivets and 1 Diamond Axe. Usage This axe is purely for crafting and cannot be used as a tool or weapon. Amethyst Axe (1.18+) Rarity color: Common Durability: 2,437 Renewable: Yes Stackable: No Attack damage: 18 Attack speed: 6 Obtaining Crafting  Amethyst Axes are crafted with 3 Shining Amethyst Shards and 1 Diamond Axe. Benefits Amethyst tools have +400 durability over Minecraft Netherite tools (with the added benefit of non-mending repair options). All Amethyst tools have Efficiency 2 as part of their core abilities, though they can be enchanted further. Efficiency II:  Increased mining speed when used on an appropriate block (ie Axes > Wood or Pickaxes > Stone).   Enchanting Amethyst Axes can be used in an enchanting table or combined with enchanting books in an anvil (vanilla or cantazarite). Repair Durability is decreased with use (woodcutting etc) like with normal tools.  Amethyst Axes can be repaired with  Cantazarite  using a  Cantazarite Anvil . Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! [-]  Tools are OP in attack stats, making weapons (like the longsword) defunct. [-] 1.18  Tools cannot be repaired in Cantazarite anvil - mending enchantment works.  Fixed in 1.20.1 Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.18.2 1.18.2-1.3.0 Added Amethyst tools. Data values swem:axe_leather swem:axe_iron swem:axe_gold swem:axe_diamond swem:axe_netherite swem:axe_amethyst Amethyst Shovel Description:  An Amethyst Shovel is a tool that increases durability, efficiency and allows repairing. You cannot use SWEM tools until they have been fully crafted up to Amethyst tier. Amethyst Tools cannot  be crafted if the  recipe config  is set to only creative or commands (disable crafting recipe). Leather Shovel (1.18+) Rarity color: Common Durability: None Renewable: Yes Stackable: Yes (64) Obtaining Crafting  Leather Shovels are crafted with 2 Refined Leather and 1 (Vanilla) Stone Shovel. Usage This shovel is purely for crafting and cannot be used as a tool or weapon. Copper Shovel (1.18+) Rarity color: Common Durability: None Renewable: Yes Stackable: Yes (64) Obtaining Crafting  Copper Shovels are crafted with 2 Copper Rivets  and 1 Leather Shovel. Usage This shovel is purely for crafting and cannot be used as a tool or weapon. Iron Shovel (1.18+) Rarity color: Common Durability: None Renewable: Yes Stackable: Yes (64) Obtaining Crafting  Iron Shovels are crafted with 1 Iron Rivet , 1 Iron Plate  and 1 Copper Shovel. Usage This shovel is purely for crafting and cannot be used as a tool or weapon. Gold Shovel (1.18+) Rarity color: Common Durability: None Renewable: Yes Stackable: Yes (64) Obtaining Crafting  Gold Shovels are crafted with 2 Gold Rivets and 1 Iron Shovel. Usage This shovel is purely for crafting and cannot be used as a tool or weapon. Diamond Shovel (1.18+) Rarity color: Common Durability: None Renewable: Yes Stackable: Yes (64) Obtaining Crafting  Diamond Shovels are crafted with 1 Diamond Rivet , 1 Diamond Plate and 1 Gold Shovel. Usage This shovel is purely for crafting and cannot be used as a tool or weapon. Netherite Shovel (1.18+) Rarity color: Common Durability: None Renewable: Yes Stackable: Yes (64) Obtaining Crafting  Netherite Shovels are crafted with 2 Netherite Rivets and 1 Diamond Shovel. Usage This shovel is purely for crafting and cannot be used as a tool or weapon. Amethyst Shovel (1.18+) Rarity color: Common Durability: 2,437 Renewable: Yes Stackable: No Attack damage: 18 Attack speed: 6 Obtaining Crafting  Amethyst Shovels are crafted with 3 Shining Amethyst Shards and 1 Diamond Shovel. Benefits Amethyst tools have +400 durability over Minecraft Netherite tools (with the added benefit of non-mending repair options). All Amethyst tools have Efficiency 2 as part of their core abilities, though they can be enchanted further. Efficiency II:  Increased mining speed when used on an appropriate block (ie Axes > Wood or Pickaxes > Stone).   Enchanting Amethyst Shovels can be used in an enchanting table or combined with enchanting books in an anvil (vanilla or cantazarite). Repair Durability is decreased with use (digging etc) like with normal tools.  Amethyst Shovels can be repaired with  Cantazarite  using a  Cantazarite Anvil . Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! [-]  Tools are OP in attack stats, making weapons (like the longsword) defunct. [-] 1.18  Tools cannot be repaired in Cantazarite anvil - mending enchantment works.  Fixed in 1.20.1 Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.18.2 1.18.2-1.3.0 Added Amethyst tools. Data values swem:shovel_leather swem:shovel_iron swem:shovel_gold swem:shovel_diamond swem:shovel_netherite swem:shovel_amethyst Horse All about the SWEM horse. Horse Overview Description:  SWEM horses are passive mobs that can be ridden and trained in various skills - a complete rework of Minecraft horses from the ground up. Your horse not only offers you a number of perks in health, jump and speed ability, but can be visually adorned with realistic tack and accessories, bonded with an require a (configurable) amount of care to stay safe, happy and healthy! Details: Health points: 20-40 (10-20 Hearts) Armor points: -- Behavior: Passive Hitbox size: Adult:  Baby: Spawn: Right-clicking vanilla horse with  Cantazarite Potion Appearance Height:  2 Blocks (Withers) - 3 Blocks (Ears) Width:  1.2 Blocks Length:  2.7 Blocks Coats: All 100+ coat options can be viewed in the Coat Directory. Coat Variations Coat cycling can be disabled on singleplayer or multiplayer worlds in the server config - preventing use of lapis/redstone Converted horses will have a coat related to the simplified coat genetics of the vanilla horse. This coat selection can be cycled (changed) forward with Lapis or backwards with Redstone: Must be done on a  tamed  horse Must be done by the owner (or a player with the admin key) Consumes one ore each use (each coat skipped) Drops On death horses only drop tack and items they were equipped with. Unlike vanilla horses, no leather is dropped on death. Behavior   Wandering Horses engage in idle wandering or standing still and looking around most of the time, occasionally displaying idles such as tail swishing, itching and shaking. Other idle animations like grazing and laying down are accessible only via RRP commands . Occasionally horses will pee or poop (resulting in pee puddles and poop piles) on the ground or any  shavings  nearby. Eating & Drinking When hungry or thirsty, horses will seek out food and water and can be seen eating or drinking from these sources. Sleeping Horses will lie down to sleep at night, or during thunderstorms. Damage When attacked or taking damage, horses can rear or kick. Kicks deal  damage. Harmed horses may kick others nearby, who might kick back. This can cause a potentially fatal kick-off if not intercepted. Interaction - Particles When interacting with a SWEM Horse, there are 5 different particles that can appear.   Red Angry Orange Unhappy Grey Okay Green Happy Purple Love "Bad" "Ech" "Meh" "Yay" "Woot" Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Other information Continue reading this chapter to learn more about our Horses! Obtaining Spawning (SWEM) Horses do not spawn naturally in the world and will not override vanilla horses. Wild horses will be later in V2+ Potions will not work if breeding tokens are set to true (required) in the server configs to limit horse breeding/conversion. Right-click one a compatible entity with a Cantazarite Potion to immediately convert them. This includes: Horse (Minecraft) Horse or Pony ( Realistic Horse Genetics ) Converted horses will have a coat related to the simplified coat genetics of the vanilla horse. This coat selection can be cycled (changed) forward with Lapis or backwards with Redstone: Must be done on a  tamed  horse Must be done by the owner (or a player with the admin key) Consumes one ore each use (each coat skipped) If coat cycling is set to false in server configs this will be disabled (no coat cycling) Summoning Players must have sufficient permissions (OP or ranks on MP servers) or cheats enabled (SP) to use commands. Summon a SWEM horse with one of the following commands: /summon swem:swem_horse                                                 Summons an (untamed) SWEM horse in a random color. /summon swem:swem_horse ~ ~ ~ {HorseVariant:##}     Summons an (untamed) SWEM horse of a certain coat variant. Replace the  ## with the coat's  data value . /summon swem:swem_horse ~ ~ ~ {NoAI: 1}                     Summons an (untamed) SWEM horse with no AI. The horse will not move besides playing idles. It can still be ridden, but when unmounted or not being led it will just stand still. It will not seek out food, but still requires feed and water to avoid deterioration. /data merge entity @e[type=swem:swem_horse,limit=1,sort=nearest] {NoAI:0} Removes the NoAI tag from a horse, making them function as normal horses. /data merge entity @e[type=swem:swem_horse,limit=1,sort=nearest] {NoAI:1} Adds the NoAI tag to an  existing  horse, so they will not move besides playing idles.  Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! [-]  Foals cannot be nametagged without swem mod or admin keys (Multiplayer). [-] Converting vanilla horses to SWEM horses will erase the name they currently have. [-] Untamed horses (including foals) cannot be given a nametag.  Fixed (unknown version) - tested in 1.20.1. [~]  Servers experience issues spawning horses via spawn eggs - use a vanilla horse spawn egg and Cantazarite Potion. Other information Continue reading this chapter to learn more about our Horses! Genders Overview Horses can be born or generated as Male (Stallion) or Female (Female), and Stallions can be gelded to no longer breed. Genders were added to   1.18.2-1.4.0 / 1.20.1-1.4.0+ and will  NOT receive a backport to 1.16.5 (unsupported). Genders On birth or spawning all horses will be allocated a random gender of either Stallion (M) or Mare (F). This will apply to untamed horses and foals too. Mare / Filly On birth or spawning, there is 50% chance a horse will be a female. A female foal is a Filly and an adult is a Mare. Mares become fertile on reaching adulthood and are able to gestate and give birth to foals if bred to a stallion. Unlike stallions, mares cannot be made infertile (changed in 1.20.1), however a maximum number of births (breedings) can be specified via configs . Once this has been reached, the horse will no longer be able to breed unless the cap is increased or removed. Stallion / Colt On birth or spawning, there is 50% chance a horse will be a male. A male foal is a Colt and an adult is a Stallion. Stallions become fertile on reaching adulthood and are able to offer covers to a fertile Mare, or they can be made permanently infertile via commands or an Infertility Potion . Additionally, a maximum number of covers (breedings) can be specified via configs . Once this has been reached, the horse will remain a stallion but will no longer be able to breed unless the cap is increased or removed. Horse Info Horses do not (and will never) have any Male or Female features - distinguishing info will be icon or GUI based only . View information about a horse's gender and stats by: Right-clicking a horse with a vet bag in hand to display various info, including gender. Shift + right-clicking a tamed horse to view the Horse Inventory GUI and gender icon (female / male / gelding). Hovering over the GUI gender icon displays both specific gender and breeding information. [Optional - Client Config ] View gender icons with unique colors for M/F/G when named with a name tag. Shown:  Icons for Stallion (Male), Mare (Female) and Gelding (Neutered Male) Shown:  Information for Gender, Births / Covers / Love Mode (Breeding) status. Shown:  Named horses displaying custom color per-gender icons (Stallion / Mare / Gelding). Fertility A horse is considered fertile (ready to breed) once they become an adult. The exceptions to this are: Gelding If gelded, a male horse can no longer breed to females. If made infertile, a mare can no longer become pregnant. (1.20.1-1.4.0) Pregnancy & Cooldown A pregnant mare, or mare or stallion that has bred/birthed recently must wait for a cooldown period to become fertile again. Breeding Cap Maximum breeding limits (per gender) can be set in configs . Once this cap is reached, horses will no longer be able to activate love mode via breeding items unless the cap is increased or removed.  Gelding Only the owner, OP player or role with permissions can geld a horse - this is to prevent accidental or unpermitted gelding. Geldings cannot be born or spawned - they are only obtained using commands or an  Infertility Potion on a stallion. Geldings are  permanently infertile and therefore cannot breed with mares. They will accept breeding items like Rose Feed as food, but will not go into 'love mode' to search for a partner. Attempting to use a breeding token on a gelding will be rejected with gray "meh" particles so the item is not wasted. Mares can be made infertile (1.20.1-1.4.0+) via command commands or an  Infertility Potion to prevent accidental or intentional breeding attempts. This is not realistically done for mares, but is added for user convenience or RRP of naturally infertile mares.  /swem horse breeding geld                 1.18.2  Make a stallion a gelding. /swem horse breeding fertile               1.20.1  Make a gelding a stallion, or an infertile mare fertile mare. /swem horse breeding infertile         1.20.1  Make a stallion a gelding, or a mare an infertile mare. Changing Genders Only an OP player or role with permissions can change gender - this is to support realism or special services on MP servers. Command 1.18  Changing gender via command will alter the male/female state, turning Stallion/Gelding <--> Mare. If changed, geldings will become (fertile) Mares and can be changed back to Stallion in the same way (to reverse the otherwise permanent gelding). 1.20  Changing gender via command will alter the male/female  and the fertile State, turning Stallion <--> Mare  OR Gelding <--> Infertile Mare. Infertile horses can only be reversed via command .  Changing a horse's gender will not erase their birth/cover stats; a horse that has offered 2 covers as a Stallion will have 2 as a Mare to prevent circumventing the maximum capacity for breeding. However, they will be subject to the configured cap for their current gender, so if they reached maximum as a mare but stallions are permitted more breedings, they would become viable to breed again on gender change. If converting back to the opposite gender, their stats might state above the maximum cap for this reason (ie 5/2 covers).  Changing the gender on a pregnant female will terminate the pregnancy! /swem horse breeding change                   Change the gender of a horse. Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! [-] Visual Only: Decreasing the breeding cap will show horses who have exceeded that as over the limit - ie 5/3 Covers. Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.20.1 1.20.1-1.4.0 Added infertile status for mares. Removed geld command for fertile/infertile command (either gender). 1.18.2 1.18.2-1.4.0 Genders update adding Mares, Stallions and Geldings. Gender commands are not restricted to SWEM keys and have conventional permission nodes, allowing servers to assign custom permissions (ie 'vets' being able to geld horses even if not the owner). Taming & Interaction Taming Horses need to be tamed in order to be interacted with, until that time a player cannot: Brush or interact with desensitization items to gain affinity Access the inventory of a horse (GUI) Equip any accessories or tack Ride the horse To tame a 'wild' horse you must ride it until it no longer refuses the attempts. A horse will either rear or buck when refusing an attempt to tame them; throwing the player off in the process. Rearing is harmless, whereas bucking can cause significant damage to both player and nearby entities if within their damage radius. If successfully tamed after one or more riding attempts, the horse will emit hearty particles and the horse inventory will become accessible (E) to equip tack. A frightened and bucking horse can harm nearby entities and players. Horses may kick back if harmed, which can initiate a fatal 'kick-off'. It is recommended you tame wild horses in a controlled area such as an (unoccupied) arena or round-pen. Horse Info & Inventory Once tamed, a horse has a unique inventory, needs and skills that were previously not available when untamed - an overview of these can be seen in the Horse Inventory. Access this GUI by shift + right clicking the horse with an empty hand, or press (E) while mounted to see important information on a horse's status and well-being: [1]  Name - Set by using a nametag on a horse. If the horse is not named, it will specify 'SWEM Horse' [2]  Owner - The name of the player that tamed or currently owns the horse. Changes if transferred to a new owner. [3]  Jump Level (I-V) and experience points towards that level [4]  Speed Level (I-V) and experience points towards that level [5]  Health Level (I-V) and current / maximum health or hitpoints (HP) [6]  Affinity Level (Unwilling to Bonded) and experience points towards that level [7] Tack slots - Hover over each slot to see what it accepts or equip tack in slots [8]  Tracker Status - Red indicator (untracked) or green indicator (connected to a tracker) [9] Food Status - An indicator of a horse's feed status from starving (empty) to fully fed (full) [10]  Thirst Status - An indicator of a horse's water status from exsiccosis (empty) to quenched (full) [11]  Trust Status - An interactive button that changes a horse's trust setting from All > Trust > None  Shown: Horse Inventory GUI displaying current stats, skills, status and equipment. Trust On Multiplayer servers, it is strongly recommended to set personal horses to Trust or None. There are three trust levels for Horses that can be toggled by the owner in the Horse Inventory. Trust is a setting that determines what access other players can have to your horse, from full (relatively) unrestricted access, all the way to not being able to interact with the horse at all. Trust Level Restrictions All Anyone can ride and interact with this horse. Trust Only rider(s) who were added as trusted via a command can ride and interact with this horse. None Only the owner can ride and interact with this horse. Staff with the Moderator key perm will be able to override Trust or None settings on Multiplayer servers. Health & Healing Some healing items listed are now in SWPM. This light-weight Quality of Life mod pairs well with SWEM. Horses may take damage when faced with hostile mobs attacking a player, negative splash potion or magic effects, harmful plants like cactus and sweet berry, attacks from other horses (kicking), falling from a great height etc. When harmed, they will lose health points and require healing. Health will regenerate slowly over time  unless  the horse is missing any meals or drinks (1.18.2-1.2.8+) - during that time they are incredibly vulnerable to damage or even death as their current and maximum health values decrease. Bandage  Salve    Medicated Bandage  Glistening Melon  Fly Spray: 15 seconds of healing Splash Potion of Healing  Brushing Brush a horse each day to increase the affinity (bond) experience. Brushing is not a requirement and has no negative debuffs for neglecting to brush them regularly. It is a small quality of life feature to help players bond with their horses and undertake highly requested realistic care tasks such as grooming. More expansive grooming mechanics will be implemented in later releases. Sleep (1.18.2-1.2.8+) Horses sleep every night from 9PM-6AM. Sleep is not currently a requirement and has no negative debuffs if they are unable to do so. Sleeping each night gives a horse an opportunity to lie down for realism and to take a break from eating. This is a good time to check the needs and general wellbeing of your horses with the Vet Bag before turning in for the night.  Horses can sleep with a halter or pasture blanket Horses will not sleep when wearing a bridle , but will lie down and sleep with other tack Horses can be woken up from sleep by equipping a bridle Other Horse pee and poo is a configurable value - if it is disabled  none of your horses will excrete waste. Pee & Poo Horses pee and poop approximately every 25-30 minutes provided they are not starving or critically dehydrated. This waste will need cleaning from stalls, pastures or around the property. Waste products (currently) have no negative effect on horse health.  Welfare Standards The use of welfare standards for horses in stall and pasture sizing, doorway and walkway height is encouraged. Currently these standards - or lack of them - do not have any effect on the horse so are optional in singleplayer games or non-SWEM servers. In our official SWE and VIP servers these standards of care and accommodation are considered mandatory for all players. Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! [-] Sleeping horses do not react to taking harm [-]  Sleeping horses will go to sleep where they stand, even if that means lying down semi-floating, in water etc. [~]  Foals cannot be led or name-tagged in multiplayer unless the player holds an enhanced key. Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.18.2 1.18.2-1.3.0 [Beta] Must own the horse to use breeding tokens - cannot breed foals from others' horses without the owner present and consenting if tokens are enabled. Fly spray added as a healing item for horses. Horses avoid dangers such as cactus, sweet berries, magma and lava.  1.18.2-1.2.8 Must own the horse to add or remove trusted players via commands. Horses sleep at night between 9PM and 6AM. [Bug Fix] Horses should pee on servers + decreased default frequency (config). 1.16.5 1.16.5-0.5.3.20 [Deprecated Information] Horses pee roughly every 15 minutes when their  chunk is loaded.  Horses poo roughly every 16 minutes when their chunk is loaded.  Tacking-Up & Riding Tacking Up Horses have an inventory (GUI) for equipping tack and viewing their current needs and skills. Access a horse's inventory by shift + right-clicking the horse - ideally with an empty hand as some items have a shift + right click functionality. The slots allow riders to equip a  Halter or Bridle ,  Blanket ,  Saddle ,  Girth Strap ,  Breast Collar ,  Leg Wraps ,  Horse Armor  or  Pasture Blanket , and  Saddlebag . Some of these items are required to ride the horse: Without a bridle and saddle a rider will not be able to steer (control) the horse Without a girth both rider and saddle will fall off the horse within a few seconds Much like in real life, tack needs to be equipped in a logical order; bridle first, blanket, saddle then girth. Breastcollar and wraps are optional. If the horse is already wearing one of these item types, you can 'hotswap' it out with another version by shift + right-clicking the horse with that item in hand without having to open the GUI.  A horse's inventory cannot be accessed while they are sleeping. Right-click with a bridle in hand (or shift + right-click if they are wearing a halter) to equip it; this will wake the horse up if you need to interact with them overnight. Tack dependencies (such as saddles requiring blankets) are a configurable value and can be adjusted in the server config . Shown: A Horse wearing adventure tack and a saddlebag. Riding Right-click a tacked horse to mount it. If properly equipped, you can steer the horse with the standard directional controls (WASD) and mouse, jump with spacebar or dismount by pressing shift. Horses have a gaits which are patterns of movement that occur at different speeds and rhythms. In SWEM, horses have 5 different gaits; walk, trot, canter, extended canter and gallop. On first mounting the horse, they will always start at a walk. To increase the gait, press H. To decrease once more, press G. Each use will change the current gait by one level up, or one level down. The gait will reset to Walk when a rider no longer moves the horse forward (pressing W) or following a refusal. Gait Speed Universal Notes Walk 3bps Yes A horse that is starving or in exsiccosis can only walk. Trot 5bps Yes --- Canter 11bps Yes A horse that is malnourished or dehydrated can only go up to a canter. Extended Canter 13-17bps No A horse that is malnourished or dehydrated (or worse) cannot ext. canter. Gallop 13-27bps No Gallop can be used for a set amount of time, dependent on speed level. It has a cooldown after use, during which time the horse cannot gallop. Swimming N/A Yes Horses will swim when the water depth is greater than 1 Block Will swim even if dismounted - can be remounted Will not change gaits - speed level has no bearing on swimming Will not take drowning damage if submersed underwater Will require a 1 block step up out of the water Universal speed refers to a gait that is unaffected by the speed level. This is implemented to allow players to ride together (trails, team sports) on servers regardless of their horse's skills.  Dual Riding Two players can ride a horse if the horse settings are set to all or trusted, which requires the player to be set as trusted via commands. When the primary rider dismounts, the secondary rider will take control of the horse. Carrying Entities Ctrl + Right Click is the default keybind, if you set a different key for sprinting you would use [sprint key] + right click. A player can place a  single passive entity, such as livestock or villagers, on the back of their horse. To place an entity on a horse, the rider must be mounted and looking at the entity - press (default) Ctrl + Right-click to mount the animal on the back of a horse. To dismount an entity from your horse, stand on the ground, hold Ctrl + Right-click the horse (remount) which will remove the entity. Alternatively, use a lead on the mounted entity to remove them. You can safely mount and dismount normally without ejecting the carried entity. Frost & Lava Walk Lag and chunkloading can delay ice/magma spreading and drop the horse into water/lava. Moving slower may help. Horses can safely be ridden across water and even lava if wearing  horse armor of a  specific tier or higher.  For Frost Walker, gold tier horse armor must be used, which creates a layer of ice underneath them at the same y-level they were on if water is present. For Lava Walk, diamond tier horse armor must be used, which creates a layer of magma underneath them at the same y-level they were on if lava is present. Horses wearing diamond tier armor will take no damage from lava even if submerged, and the armor does not deteriorate in condition. Flight (1.20.1-1.3.0+) Flight is not steered by mouse direction as with normal riding, the player will need to carefully give WASD commands. Flight requires a horse to be equipped with Amethyst-tier armor - this includes the special variant armors (anything with wings).  To initiate flight, mount an armored horse and press  J  to toggle flight. Flight Controls  (Default) Flight is simpler than it might seem, however different combinations of keys or different movement can result in different flight actions. These display to the right of the hotbar, telling the rider what action and animation the horse is currently doing. Key Action Description J Launching Toggles flight by launching the horse 7B into the air. Glide Default state without any key commands - slowly flys forward and decreases altitude (height).  W Accelerate Increases the speed (up to max) - remains at the same altitude. A Bank Left Rotates the horse in a gradual left turn - decreases altitude  unless  moving forward (holding W).  D Bank Right Rotates the horse in a gradual right turn - decreases altitude unless moving forward (holding W). Space Elevate Increases the altitude without moving forward. Space Rise Increases the altitude while moving forward (holding W). L Shift Flutter Decreases the altitude without moving forward  if  not using W. Shift + S to slow to a flutter. L Shift Dive Decreases the altitude rapidly while moving forward (holding W). S Float Decreases the speed to a stop - remains floating (hover) at the same altitude. Landing  The horse will land when they touch a block - this includes on collision with blocks (terrain). Simple Summary: J  to start flying,  W  to move forward,  A/D  to move left and right,  Shift to decrease height,  Space to increase height. It's similar to creative flying but without the mouse movement to steer. Leading Horses can be led using a lead, or lead and anchor . The leading mechanics are the same as Minecraft - SWEM plans to overhaul leadrope options and leading AI in future. Cross Ties Horses can be cross tied between two hitching posts, fences or ring hitches. Attach the horse to one connection as normal, take a second lead and use on the horse. Connect to the second hitching point and the horse will be pulled into a somewhat central position between both connections. On right clicking either connection, both leads will be disconnected and dropped at the horse's feet. Horses cannot be lunged - this feature was planned in future. Any marketing or RRP videos appearing to demonstrate feature this will generally have used a horse with unrendered tack and an invisible rider (multiplayer server). Gallery Shown: A Horse wearing adventure tack and a saddlebag. Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! 1.21.1  Cross ties are broken pending a future rewrite. Bug Report 1.18 Horses sink in lava (if magma walk lags), but will not die in diamond+ armor.  1.20 Flight has some animation oddities with the player sometimes clipping inside the horse. 1.18 Horses get stuck swimming - cannot be led or lifted out. Remove water with sponge to break the animation. 1.16-1.18 Horses do not reset to walking and will steps up a gait when next changed (ie start at canter > move to gallop). Second rider mounting and unmounting horse slows the current gait to a walk. Horses bucking with a mounted entity will damage and potentially kill them.  Mounted entities occasionally get stuck on the back of a horse and cannot be dismounted. Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.21.1 1.6.8 Bug Fix : Crash on collision with any blocks in flight.  1.6.3 Bug Fix: Lead connections disconnect (snap) after a few seconds. Bug Fix: Unable to use ground tie (ring hitch anywhere) function. 1.20.1 1.6.5 Bug Fix: Cannot lead a horse that has a mounted entity. Bug Fix:   Cannot increase gait (speed) while in 1b water. 1.20.1 1.4.0 Tweak:  Flight launch height reduced from 11b to 7b. Bug Fix:  Speedy reversing (back up) no longer occurs when pressing S. Bug Fix:  Cannot dismount mid-air in flight as either primary or second rider. 1.3.2 Bug Fix:  Gait changes cannot be used in flight - no in-air refusal animations. 1.3.0 Feature:  Added Flight. Feature:  Added swimming when in lava, protection requires Diamond+ armor. Bug Fix:  Horses get stuck in swimming animation. 1.18.2 1.3.0-15 Tweak: Horses cannot suffocate in blocks. Resolves lag suffocation and foal deaths. 1.3.0 Bug Fix:  Cross ties do not render both leads. Other Information Continue reading this chapter to learn more about our Horses! Bonding and Skills Skills The SWEM horse has the capacity to upgrade 'skills' that increase their stats or abilities in various areas. These skills start at 0 when a horse is tamed and experience points are gained through various training methods, increasing until the horse reaches the next level. It is the increase of levels themselves that result in stat or ability upgrades and not the experience amount of a level. Shown: Horse Inventory GUI showing current skill levels and experience points accumulated. Speed Speed is the skill that dictates how fast your horse can move at certain gaits . It is also important to note that Walk, Trot, and Canter are universal speeds and are not altered by speed leveling - these universal speeds were added for convenience of multiplayer servers where certain disciplines or leisure activities might require players to ride at a uniform speed.  Speed skill can be increased by:  Riding the horse (particularly in faster gaits) Using Speed or All XP potions found in loot chests or acquired from the creative inventory Level 1 Level 2 Level 3 Level 4 Level 5 Experience Req. --- 1350 3038 4050 5063 Walk 3bps 3bps 3bps 3bps 3bps Trot 5bps 5bps 5bps 5bps 5bps Canter 11bps 11bps 11bps 11bps 11bps Extended Canter 11bps 13bps 15bps 17bps 19bps Gallop 13bps 15bps 18bps 20bps 22bps Shows default experience values. Experience requirements will differ on servers / worlds with non-default configs . Jump Jump is the skill that increases the height in blocks that your horse can jump. All horses can jump 1 block initially, and up to 5 blocks (or slightly above for clearance) maximum. Jump skill can be increased by: Jumping during riding Using Jump or All XP potions found in loot chests or acquired from the creative inventory Leveling up Affinity - reaching level 3 (Tolerant) automatically increases a jump to Level II (2) Level 1 Level 2 Level 3 Level 4 Level 5 Experience Req. --- 1350 3038 4050 5063 Height 1.75b 2.75b 3.75b 4.75b 5.75b Shows default experience values. Experience requirements will differ on servers / worlds with non-default configs . A horse's jump has a natural arc that increases after 'launch' and declines before they land, and their jump height refers to the highest point of that arc. This means that SWEM horses need more space between jumps to allow the rider to approach, charge their jump, release to launch and make it over the obstacle at the highest point of the jump.  Jumping will be on the spot (no movement) unless the rider must press W to initiate forward movement. Jump refusals are very common at low level affinity so it is easier to train jump after some bonding has occurred.  Jumps are either successful (jumps) or they are not (refuses) - there is no acknowledgement of jump collision (faults). Jumping has a short couple second cooldown so the best courses are well-spaced to account for this stride. Jumps at lower level have a shorter animation (less height and time in the air) so travel a shorter distance over a jump. Jumps at higher levels have a longer animation (more height and time in the air) and can achieve either height at their peak jump phase, or distance over a gap. A maxed jump and speed horse could cover up to 11 blocks on a flat jump. Jump distance is influenced by speed - a higher gait will increase the distance a horse covers during a jump.  Fact:  The most difficult jump that a SWEM horse and rider can complete is a 5B tall triple bar jump that spans 5B distance. It is only possible at a gallop and needs to be  perfectly  timed for charge, takeoff and launching phase to make it far enough and over all 3 bars.  Affinity Affinity is a status that determines a horse's connection with riders and impacts their chances of refusing to jump or increase gaits. Lower level horses regularly refuse commands - especially in gaits above walk and trot or when jumping, whereas higher levels or maximum bonded refuse far less frequently. Affinity level can be increased by: Riding the horse Flying with the horse (1.20.1+) Brushing the horse each day Using desensitization items regularly Using Affinity or All XP potions found in loot chests or acquired from the creative inventory Affinity experience, unlike any other skill, can be  lost  if the horse takes damage! This is a small loss that can be regained but might cause a horse to change levels if loss will decrease them below 0 experience for that affinity level. Level Experience (Level Up) Bonding Level (1.20+) Bonding Level (1.16-1.18) Level (Command) 0 --- Affinity Unwilling 1 1 100 Affinity I Reluctant 2 2 850 Affinity II Tolerant 3 3 2000 Affinity III Indifferent 4 4 3000 Affinity IV Accepting 5 5 4000 Affinity V Willing 6 6 6000 Affinity VI Committed 7 7 9000 Affinity VII Trusted 8 8 11000 Affinity VIII Friends 9 9 14000 Affinity IX Best Friends 10 10 15000 Affinity X Inseparable 11 11 16000 Bonded 12 Shows default experience values. Experience requirements will differ on servers / worlds with non-default  configs . Level (Command)  is the value needed if using /swem set AFFINITY #   to get that affinity level.  Health Health is the attribute that increases the hitpoints (hearts) of a SWEM horse. Horses start with 20HP (10 hearts) of health and can increased up to 40HP (20 hearts) maximum by levelling, or up to 60HP (30 hearts) if using a booster shot on a maxed health horse. Health level can be increased by: Daily nutrition via food points Using Health or All XP potions found in loot chests or acquired from the creative inventory Horses meal points contribute points (XP) towards their health stat; feeding your horse sufficient daily points, plus grain, is the best way to maximize a horse's daily health XP gain. Horses that are fed their maximum points daily will progress faster through the levels, by virtue of eating more, than those who miss meals. If a horse is not fed, it does not lose XP from the health stat, though their maximum health will decrease until recovered. Negative Debuffs When a horse is starving or thirsty, their maximum health value will decrease at 0.5 hearts (1HP) per day they are starving. If they are starving and thirsty at the same time, that results in a combined 1 heart (2HP) loss per day.   Maximum HP will keep decreasing until a horse is missing 0 meals (fed) and 0 drinks (satisfied) Maximum HP will be capped at 3 hearts (6HP) at the lowest Actual HP will not decrease unless a horse takes physical damage Maximum HP will recover gradually each day the horse is not missing any meals  and  drinks Horses with low health (5 Hearts | 10HP) will display the sad stand and walk animation - allowing riders to see when their horse needs urgent care - use  fly spray , glistening melon or a healing item (SWPM). Level 1 Level 2 Level 3 Level 4 Level 5 'Experience' Req. --- 1350 3037.5 4050 5062.5 Hearts | HP 10 | 20HP 11 | 22HP 13 | 26HP 16 | 32HP 20 | 40HP These are the default experience values. The required experience will differ on servers/games with non-default configs. Gallery Shown: The most challenging Olympic level jump - a 5 wide triple bar 3/4/5 block increments. Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! [-] 1.20  Health status can not be seen since health XP is now displayed in the GUI. [~]  Horse stats reset to L1 (0XP) - possible factors are significant updates (unlikely unless the update significant overhauls horses and skills) and server related updates or alterations. Very rare and unknown cause/solution. Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.20.1 1.20.1-1.4.0 Health now displays experience rather than current/maximum health. Affinity now uses roman numerals, similar to other skills (I-XI) Flying increases affinity skill experience (same as normal riding). [Bug Fix]  Horses not gaining skill stats when ridden/trained. [Bug Fix]  Skill points extending beyond the GUI. 1.18.2 1.18.2-1.3.0 Chat message is displayed when a horse levels up a skill during riding. Horses with low health stand and walk in the sad animation. 1.18.2-1.2.7 Food system (new) contributes points towards the health system. Other information Continue reading this chapter to learn more about our Horses! Feed System Description: Horses require adequate daily nutrition and consistent meals to remain happy and healthy. This system works cooperatively with the Thirst System . The Food and Water systems do not work prior to  1.18.2-1.2.8+. This feature will not be fixed for 1.16.5. Basics & Finding Food Food search radius is a configurable value -  default is 15 but can be set from 5-40. Increasing this value can cause lag. Horses become hungry once per day, and need approximately 1 Quality Bale or 112 grass blocks between 7AM-8PM. There are many different combinations that a horse can be fed to meet their nutritional requirements. When food is available, horses can eat: From placed grain feeders and hay feeders in a 15 block search radius From placed bales or natural food (ie grass) in a 15 block search radius Items dropped onto the ground by a player in a 15 block search radius Items hand-fed by a player Food Bar The food bar is an indicator of a Horse's  overall  food status and  NOT their daily hunger or how much they have eaten today. This indicator can change once per day, depending on the food status calculated at meal times. Each level indicates a food state ranging from fully fed down (full bar) to starving (empty). This bar is NOT  an indicator of daily hunger or food intake, but the Horse's overall food status. It decreases from full to empty as the horse fails to consume enough food on a single day or continuously over several days. Each level decrease indicates a different stage of hunger, from fully fed (full) to starving (empty). Giving your horse extra food on a single day will not increase the value immediately, but will gradually over a day or more.  See below for an explanation of how meals and missed meals work. Meals Horse hunger is a configurable value - if it is  disabled  none of your horses will experience hunger. Horses have a meal time at 7AM every day after the horse wakes up. If 24hr food cycle is enabled via server config this will be 8AM GMT every real life day - provided the horse is loaded. The hunger level is decreased by dropping the meal points to 0 so they can eat again. Meal times will be  skipped  if the player sleeps through a storm Meal times will be  skipped  if the horse is not loaded so you can go exploring (SP) Meals will be totaled up at 8PM every night before the horse sleeps. If 24hr food cycle is enabled via server config this will be 9PM GMT every real life day - provided the horse is loaded. The meal for that day will be logged as either met or missed.  Missed Meals Horse will satisfy a meal requirement if they consume 224+ points of food per day. When satisfied, they can progress between status' of hunger depending on whether they have missed any meals previously. A horse that is missing 0 meals will be considered fed, or fully fed if grain is provided daily. If a horse fails to consume 224+ points of food in a day, that 'meal' will be missed. Missing meals will deteriorate the hunger status and slowly accumulate debuffs. Health can also be affected. Missed meals must be recovered; each meal your horse satisfies will decrease the missed meals value by 1 meal. Craft and use the Vet Bag to view the status of any missed meals. Food Level (GUI) Status Missed Meals Gaits Speed Obedience 5 Fully Fed 0 --- --- +10% 4 Fed 0 --- --- --- 3 Hungry 1 -2s Stamina -10% -10% 2 Malnourished 3 Max. Canter -20% -20% 1 Starving 7 Max. Walk -- -30% Points Point values for food varies - some foods are more nutritious than others, requiring fewer items/servings to meet the meal points. Each food has a maximum that can be fed before a horse becomes unhappy, and a maximum that can count towards their meal points - feeding in excess of this will  not be counted as nutrition and will make your horse angry! Saturation To prevent them from consuming all their daily food in high-point items immediately on wake up, horses have a simple 'saturation' system. Each point they eat gets converted into a time before they can eat again - this also gives horses some time to just wander around, play idles etc.  Saturation (Calculation) Each point consumed satisfies the horse for 40 ticks (2 seconds). Pts x 40ticks = # tick delay Delay / 20 = seconds delay Seconds / 60 = minutes delay (if necessary) One minecraft hour is 1000 ticks, so each 1000pt delay will be one hour wait to eat again in game time. Quality Bale (Example) Bales give 112pts per slab = 4,480 ticks (3.7 minutes) A horse that eats a bale at 7AM (1000 ticks) would not want to consume more food until 11:30AM (5480 ticks) Grass (Example) Grass gives 2pts per block or item consumed = 80 ticks (4 seconds).  Horses can near continuously eat grass with a few seconds delay until their points are satisfied if they are not saturated from any other food type. Points (All Food) Contribution The maximum number of points that can be put towards meals each day. Restricts low-value or unhealthy foods (treats) meeting 100% of the horses's daily nutritional needs. Food The specific food item Points How many points  one  single serving of that food gives towards a meal Minimum The minimum  servings  to meet or max the points towards daily point requirements Maximum The maximum  servings  before a horse becomes angry (displays red particles) Other Any buffs or debuffs Contribution (1D) Food Points Minimum Maximum Other Treats 13pts Bamboo 3 3 7 1pts affinity Beets 3 3 7 1pts affinity Carrot 5 4 5 2pts affinity Sugar Cube 5 1 5 2pts affinity Watermelon Slice 5 4 5 2pts affinity Sweetberries 7 1 3 3pts affinity Honey 7 1 3 3pts affinity Apple 7 2 3 3pts affinity Honeycomb 11 1 2 5pts affinity Pumpkin 11 1 2 5pts affinity Melon 11 1 2 5pts affinity Grass Feeds 224pts Grass/Shrooms 2 112 none --- Oat Bushel 10 4 5 --- Timothy Bushel 14 4 5 --- Alfalfa Bushel 14 4 5 --- Timothy Bale 56 2 3 --- Timothy Slab 28 4 --- Alfalfa Bale 56 2 3 --- Alfalfa Slab 28 4 --- Quality Bale 224 1 2 --- Quality Slab 112 2 3 --- Grains 112pts Sweet Feed* 112 1 2 --- Rose Feed* 112 1 2 --- One-Off Treats 0pts Golden Apple 0 --- --- 2kpts affinity GAP 0 --- --- 5kpts affinity Golden Carrot 0 --- --- 1kpts affinity Glistering Melon 0 --- --- 1kpts affinity One-off treats heal the horse 100% of all ailments and health but can only be give ONCE  to get the perks.  * Feeding grain only will change a horse hungry (from fed/fully fed) even with 224pts+ as grain is not filling.  Health Horses meal points contribute points (XP) towards their health stat. Horses that are fed their maximum points daily will progress faster through the levels, by virtue of eating more, than those who miss meals. If a horse is not fed, it does not lose XP from the health stat. Negative Debuffs When a horse is starving, their maximum health value will decrease at 0.5 hearts (1HP) per day they are starving. Maximum HP will keep decreasing until a horse is missing 0 meals (fed) Maximum HP will be capped at 3 hearts (6HP) at the lowest Actual HP will not decrease unless a horse takes physical damage Maximum HP will recover gradually each day the horse is not missing any meals and  drinks Additional Tack & Leading Horses will not eat if they are wearing a bridle or on a lead (including if hitched). This is intentional to reduce the horse going into an eating animation while being ridden, or pathing to food while being led by a player. Leaving a horse tacked or hitched will restrict their ability to satisfy hunger. Priority Horses will always prioritize water over food if both are available, within their search radius and the horse is hungry/thirsty. After water is satisfied, the horse will prioritize food in the order of treats > grain > bales > grass. Starvation Critically starving horses will not poop as they are not taking in adequate nutrition to digest or excrete. Fatality Horses will not die directly from critical hunger and fatality will not be implemented as a feature. However, horses can die from taking damage and are much more likely to do so with a decreased max health stat. The implemented system of missed meals encourages players to keep their horses well fed and rehabilitate their horses back to full health with regular care to provide a non-fatal consequence to neglect. Xaero's Minimap has a useful feature to display the in-game time so you never have to miss your mealtimes again! Hourglass has been tested (1.18) and seems fully compatible with SWEM food cycle if players want an extended MC day! Troubleshooting [Read More] My horse is not eating! The most likely reason for a horse not eating is: Horses are not loaded during meal times (7:00AM) so their needs were not set to decrease The world has the 24hr cycle enabled in server config  so food only resets at 8AM GMT if horses are loaded. The world has  /gamerule doDaylightCycle set to false so time does not pass to allow meal times to take effect The world has  /gamerule mobGriefing  set to false so horses cannot eat grass (should not effect feeders/bales) Horses cannot eat food - wearing a bridle, attached to a leadrope or hitched. Horses cannot access food - obstructed by something else (ie shavings around a slow feeder) Horses cannot find food in their search radius - ~15B in any direction to reduce lag for multiple searching horses. Horses have already eaten enough to satisfy their meal points and do not need to eat any more. If your horse seems to be hanging around their feeder/trough, try giving them a nudge away incase they are 'stuck'. [Read More] My horse is missing meals even though I provided food! The most likely reason for a horse missing meals is your horses has not loaded for long enough to meet their points requirement. This is most often the case with grazing in which a horse needs to consume 112 blocks per day (which takes time) and if they are not rendered for long enough to do so, or cannot satisfy their dinner meal before they sleep, they will have missed a meal. Try supplementing your horse with bales, or checking on them ahead of the food check at 8PM to make sure they don't need any extra food. Feeding grain only will change a horse hungry (from fed/fully fed) even with 224pts+ as grain is not filling.  [Read More] The mealtimes are just too much work, but I still want hunger! Unfortunately we can only offer immersive realism, or disabling needs entirely at this point. If you are finding the feeding system to occupy too much of your MC day (and you don't like that), you can do one of the following: Pause the time for a while if you have access to commands Ignore needs and reset them as required if you have access to commands Avoid loading horses (160B+ distance) around hungry time on days you just want to chill Turn off one or the other (hunger or thirst) to reduce your daily tasks. Disabling hunger will impact your ability to level health, whereas disabling thirst will have less significance on gameplay. Enable 24hr food system via configs if you play ~9PM and 8AM GMT. Only recommended for active servers.  (MP) Board your horse out to another player to take care of (or who won't render them) for a while. Alternatively... Try a mod like Hourglass to  extend  the MC day +/- night so you have more time between days in order to take care of your horses. For example, you could set a double length day (20 minutes) or even higher so the day passes slower. You can even elect to keep the same, shorter or longer length of night. The horses will still reset their needs at the right times even though the time progression speed is altered! You will still need to have daylight cycle on, and render horses at meal times to enjoy your slower paced horse care! [Read More] How to set hunger related stats or needs? Players must have sufficient permissions (OP or ranks on MP servers) or cheats enabled (SP) to use commands. /time set 999                                                Change the time to ~7:00 AM - just before the morning meal time /swem set allNeeds [1-5]                           Set a horse's needs (health, hunger, thirst) to the specified value or level. /swem set health [1-5]                               Set a horse's health  value  to the specified value (HP: 6 / 10 / 20 / 30 / 40)                                                                            Note:  Will be capped by the maximum value allowed with the health skill. /swem set hunger [1-5]                               Set a horse's  hunger status  to the specified level (1 - Starving / 5 - Fully Fed) /swem set thirst [1-5]                               Set a horse's thirst status to the specified level (1 - Exsiccosis / 5 - Quenched) Known Issues If you find an issue, please report it to our bugs channel on Discord . We ask that you look to see if your issue was reported first! Horses will not eat sweet feed if they met their point goal on other foods. Resolved? Trivia Meal times are fondly referred to as 'hungy' times - which is not a typo. These have been referred to as that ever since the initial concept for a meal and time based food system, and that phrase is accurate even down to the code level. Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.20.1 1.6.2 Bug Fix:   Horses unable to graze. 1.3.2 Tweak: Added missing half height lean-out transition animation. 1.18.2 1.3.0 Bug Fix:  Needs fail to reset a meal times (999 ticks). 1.2.8 Bug Fix:  Wild horses eat constantly. 1.2.7 Feature:  New feed system with meal times, missed meals, points and health de/buff. 1.16.5 0.5.3.20 Feed system is broken in 1.16.5 release and will not be updated. Horses do not deteriorate in hunger Horses do not seek out and eat or drink but can still be hand-fed Thirst System Description: Horses require adequate daily water to remain happy and healthy. This system works cooperatively with the Hunger System . The Food and Water systems do not work prior to  1.18.2-1.2.8+. This feature will not be fixed for 1.16.5. Basics & Finding Water Food search radius is a configurable value -  default is 15 but can be set from 5-40. Increasing this value can cause lag. Horses will become thirsty twice per day, and will need 2 buckets of water between 7AM-8PM. When water is available, horses can drink: From placed water troughs and half barrels in a 15 block search radius From ground water (source or waterlogged block) in a 15 block search radius Waterbucket hand-given by the player Thirst Bar This bar is NOT  an indicator of daily thirst, but the Horse's overall thirst status. It decreases from full to empty as the horse fails to consume water on a single day or continuously over several days. Each level decrease indicates a different stage of thirst, from quenched (full) to exsiccosis (empty). Giving your horse extra water on a single day will not increase the value.  See below for an explanation of how meals and missed drinks work. Meals Horse thirst is a configurable value - if it is disabled  none of your horses will experience thirst. Horses have a meal time at 7AM every day after the horse wakes up. If 24hr cycle is enabled via server config  this will be 8AM GMT every real life day - provided the horse is loaded. The thirst level is decreased so they can drink again. Meal times will be  skipped  if the player sleeps through a storm Meal times will be  skipped  if the horse is not rendered/loaded (so you can go explore or play elsewhere in SP) Meals will be totaled up at 8PM every night before the horse sleeps. If 24hr cycle is enabled via server config  this will be 8AM GMT every real life day - provided the horse is loaded. The previous drinking period will be logged as either met or missed.  Missed Drinks Horse will satisfy their drink requirement if they consume 2 buckets of water per day. When satisfied, they can progress between status' of thirst depending on whether they have missed any drinks previously. A horse that is missing 0 drinks will be considered satisfied and can remain satisfied with 2 bucket each day, or quenched if they get 4 buckets instead. If a horse fails to consume 2 buckets of water in a day, that will be counted as a missed drink. Missing drinks will deteriorate the thirst status and slowly accumulate debuffs. Health can also be affected. Missed drinks must be recovered; each drink your horse satisfies consecutively will decrease the missed drinks value by 1. Craft and use the Vet Bag to view the status of any missed drinks. Thirst Level (GUI) Status Missed Drinks Gaits Jump Obedience 5 Quenched 0 --- --- +10% 4 Satisfied 0 --- --- --- 3 Thirsty 1 -2s Stamina -10% -10% 2 Dehydrated 3 Max. Canter -20% -20% 1 Exsiccosis 7 Max. Walk -30% -30% Health Water does not contribute towards or detract from health stats in the same way food does. However, missing drinks will prevent a horse from increasing their capped health stat.  Negative Debuffs When a horse is in exsiccosis, their maximum health value will decrease at 0.5 hearts (1HP) per day they are seriously thirsty.   Maximum HP will keep decreasing until a horse is missing 0 drinks (satisfied) Maximum HP will be capped at 3 hearts (6HP) at the lowest Actual HP will not decrease unless a horse takes physical damage Maximum HP will recover gradually each day the horse is not missing any meals  and  drinks Additional Tack & Leading Horses can drink if swimming, ridden or tacked, but not if they are on a lead (including if hitched). This is intentional to prevent the horse pathing to water while being led by a player. Leaving a horse hitched will restrict their ability to satisfy thirst. Priority Horses will always prioritize water over food if both are available, within their search radius and the horse is hungry/thirsty.  Exsiccosis Severely dehydrated horses will not pee as their body needs to conserve water to remain alive. Fatality Horses will not die directly from critical thirst needs and fatality will not be implemented as a feature. However, horses can die from taking damage and are much more likely to do so with a decreased max health stat. The implemented system of missed drinks encourages players to keep their horses well watered and rehabilitate their horses back to full health with regular care to provide a non-fatal consequence to neglect. Xaero's Minimap has a useful feature to display the in-game time so you never have to miss your mealtimes again! Troubleshooting [Read More] My horse is not drinking! The most likely reason for a horse not drinking is: Horses are not loaded during meal times (7:00AM) so their needs were not set to decrease. The world has the  24hr cycle  enabled in  server config  so food only resets at 8AM GMT if horses are loaded. The world has /gamerule doDaylightCycle set to false so time does not pass to allow meal times to take effect Horses cannot access water - obstructed by something else (ie shavings around a trough) Horses cannot find water in their search radius - ~15B in any direction to reduce lag for multiple searching horses. Horses have already drunk enough to satisfy their meal points and do not need to drink any more. [Read More] The mealtimes are just too much work, but I still want thirst! Unfortunately we can only offer immersive realism, or disabling thirst entirely at this point. If you are finding the feeding system to occupy too much of your MC day (and you don't like that), you can do one of the following: Pause the time for a while if you have access to commands Avoid rendering them around meal times on days you just want to chill (MP) Board your horse out to another player to take care of (or who won't render them) for a while. Turn off one or the other (hunger or thirst) to reduce your daily tasks. Disabling hunger will impact your ability to level health, whereas disabling thirst will have less significance on gameplay. Alternatively... Try a mod like Hourglass to  extend  the MC day +/- night so you have more time between days in order to take care of your horses. For example, you could set a double length day (20 minutes) or even higher so the day passes slower. You can even elect to keep the same, shorter or longer length of night. The horses will still reset their needs at the right times even though the time progression speed is altered! You will still need to have daylight cycle on, and render horses at meal times to enjoy your slower paced horse care! [Read More] How to set thirst related stats or needs? Players must have sufficient permissions (OP or ranks on MP servers) or cheats enabled (SP) to use commands. /time set 999                                               Change the time to ~7:00 AM - just before the morning meal time /swem set allNeeds [1-5]                           Set a horse's needs (health, hunger, thirst) to the specified value or level. /swem set health [1-5]                               Set a horse's health  value  to the specified value (HP: 6 / 10 / 20 / 30 / 40)                                                                            Note:  Will be capped by the maximum value allowed with the health skill. /swem set hunger [1-5]                               Set a horse's  hunger status  to the specified level (1 - Starving / 5 - Fully Fed) /swem set thirst [1-5]                               Set a horse's thirst status to the specified level (1 - Exsiccosis / 5 - Quenched) Trivia Meal times are fondly referred to as 'hungy' times - which is not a typo. These have been referred to as that ever since the initial concept for a meal and time based food/water system, and that phrase is accurate even down to the code level. Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! [-]  1.18  Missing half-height lean out transition animation (snap out of drinking 1B high water sources). Fixed in 1.20.1. Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.20.1 1.18.2-1.3.2 Added missing half height lean-out transition animation. 1.18.2 1.18.2-1.3.0 [Bug Fix]  Water only resets at 7AM for 2 Buckets, instead of 7AM and 8PM. 1.18.2-1.2.7 Implemented new thirst system, uses feed system's 'hungy times' 1.16.5 1.16.5-0.5.3.20 Thirst system is broken in 1.16.5 release and will not be updated. Horses do not deteriorate in thirst Horses do not seek out and eat or drink but can still be given water Reproduction Overview SWEM horses have a basic vanilla breeding system in place for V1, including custom SWEM foals. Genders were added to   1.18.2-1.4.0 / 1.20.1-1.4.0+ and will  NOT receive a backport to 1.16.5 (unsupported). Breeding (Love Mode) Only the owner or OP player can initiate love mode - this is to prevent accidental or unpermitted breeding on MP servers. Rose Feed will is food only if   breeding tokens are enabled via config . Breeding tokens are unobtainable unless configured . Right-clicking each parent with an open bag of Rose Feed or a breeding token to enable 'love mode'. Horses must satisfy the following criteria: Must be an adult Must be fertile male / female - not a gelding/infertile mare OR  reached / exceeded maximum cap for births / covers. Must not be on cooldown or pregnant - readiness is indicated by a small green pixel next to the gender icon. Must have or locate a suitable partner that meets the same criteria - opposite gender   OR any horse prior to 1.18.2-1.4.0. Must be close enough (small search radius) or able to path to a partner that meets the above criteria. From 1.4.0+ love mode can be set via config per gender   to a set duration OR enable permanent love mode. The latter means  horses remain ready to breed for as long as it takes to find a suitable partner (as above) - after which they will go into cooldown. This setting is advised with caution;  it decreases the risk of wasted breeding items (ie tokens ) but it also introduces a need for careful separation of stallions or fertile mares to avoid possible accidental breeding. View a horse's love mode status by hovering over their gender icon in the GUI, or using a vet bag. Gestation  1.18.2-1.4.0+ Gestation is the period of delay between breeding and birth (pregnancy). By default, this is 1800 seconds (30 minutes) but can be increased or decreased via config to extend or shorten the gestation period. These changes will only affect new  pregnancies. Following a successful breeding, mares will immediately become pregnant. On reaching 25% of their total pregnancy duration, a gestation timer appear under the gender icon (GUI). It will increase gradually in increments of 25% until the timer reaches 100%. When full, birth is imminent and a foal will soon appear near the mare, dropping a small amount of XP. There is a very small ( configurable ) chance that mares will birth twin foals, by default only 1/1000 births will result in twins.  Shown:  Gestation timer progressing from 0-25, 25-50, 50-75 and 75-100%. Cooldown Both Mares and Stallions experience a configurable breeding cooldown, during which they cannot enable 'love mode' until time has passed or it is removed via commands .  Mares:  The default cooldown is 1800 seconds (30 minutes) and occurs after birth. Stallions:  The default cooldown is 900 seconds (15 minutes) and occurs after offering a cover (breeding). The cooldown status can be seen by the red or green indicator next to the Inventory GUI gender icon.  Red - Cooldown / Pregnant Green - No Cooldown Gelding - Infertile Foals Appearance Foals have a smaller build with skinny foal-like proportions; long legs and slim bodies. They are born with one of a limited number of base coats that are selected from based on the general color tags of the parents. On becoming an adult, the foals 'roll' again from all adult coats that correspond to their foal color - excluding any secret coats. Behavior Foals display a small number of idle animations (ie shake) and will follow a random nearby adult horse if one is nearby. They will not wander away unless find or path to an adult horse. They can be led using a lead, and hitched to fences and hitching posts as normal.  Growth Foals do not physically grow and remain the same size until they become an adult. By default, foals take 30 minutes to age up; the growth time can be configured . Sweet feed can be given to speed up the ageing process unless breeding tokens are enabled. Needs Foals will not miss meals or drinks if food is unavailable, but will seek to obtain food and drink points like tamed horses. They will not sleep, pee or poop and cannot be ridden or tacked (including halters).  Lineage 1.18.2-1.4.0+ This information only displays in the vet bag, it does not update in the lineage tab of the tack box. There is a simple  data-based lineage system; foals receive no exact genetics or skills from their parents. Right-clicking a horse with a vet bag in hand will display the name(s) of the direct parents (SWEM Horse if unnamed). A newly spawned horse with no lineage data would state 'Unknown'. Any advanced tracking of further breeding lines would need to be logged by the player, obtained manually by checking the progressive ancestry of each generation, or via the horsedata.json file. Access to the horse data file would require a player to be the owner of a SP world, or have console access on a MP server. Shown:  Vet bag information displaying gender and simple lineage (parent names). Secret Coats Secret coats do not produce secret coat foals if bred. The offspring of secret coats will chosen randomly from all foal coat colors and the foal color will influence adult coat selection as normal.  Future Features  These features are future plans and are not currently in game! For V2, a comprehensive system with in-depth genetics is planned, including: Coat genetics (base coats and coat-influencing genetics, markings etc) Genetic inheritance of skills and affinities Traceable lineage via Tack-boxes Foal interactions Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Horses can get stuck searching for a partner (breeding) inaccessible through walls, fences etc. Foals lack a way to identify ownership without advanced commands.  TBC  1.16 Foals (maybe) cannot be led or name-tagged in multiplayer. 1.16 Foals can suffocate in blocks when growing up, especially in small stalls. Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.20.1 1.6.5 Bug Fix: Foals sometimes spawn with (incompatible) adult coats. 1.4.0 Feature:  Added gender icon tooltip (hover for info) with cooldown and gestation. Feature:  Added config. option to reverse infertility if gender is changed. Feature:  Added command to set stallions  and  mares as infertile.  TBC  Feature:  Added tack box support - now displays gender and breeding status. Tweak:  Disabled foals from eating grass or other feed items (exc. sweet feed). 1.18.2 1.4.0 Feature:  Added genders for male (stallion), female (mare). Feature:  Added sterilization (infertility) option for males (gelding) via potion.   TBC  Feature: Added gestation (pregnancy period) and configurable duration. Feature: Added breeding cooldowns for both genders and configurable durations. Feature: Added breeding limits (# covers or births) and configurable limits. Feature: Added  simple  lineage (family) and status tracking via vet bag. Feature: Set foal owner the same as the mare by default.  Thank you to Legend for bringing this feature concept to life, and providing it for 1.18.2 (EOS) players to enjoy! 1.18.2 1.3.0-15 Feature:  Horses cannot suffocate in blocks. Resolves lag suffocation and foal deaths. 1.3.0 Feature:  Foals can eat to satisfy food points but cannot miss meals or drinks. 1.2.3 Tweak: Changed breeding item from Sweet Feed to  Rose Feed . Bug Fix: Foals and horses no longer kick and hurt others when fed. Horse Pee Description:  Horse pee is spawned near Horses . It can be used to create  compost . Details:  Rarity color: Common Renewable: Yes Stackable: N/A Durability: None Obtaining Horse pee is a configurable  value - if  disabled  none of your horses will pee. Frequency can also be increased/decreased. Horses produce pee slowly over time - this frequency is determined by the server config. By default, they pee approximately every 25 minutes of being loaded.  Horse pee can only occupy a single block at a time, it does not stack or spread. If a horse remains in one place for a long period of time new pee puddles will occupy surrounding blocks in a small radius.  If a horse pees on shavings it will convert to soiled shavings, if it pees on grass path (partial block) it will turn to dirt. Cleaning Pee can be cleaned (broken) by: Right-clicking the puddle with an open bag of shavings Right-clicking the puddle with a (connected) hose Breaking the block below the puddle, or placing a block on top of the puddle Pee will slowly be cleared by rain over time if uncovered Shown: A single puddle of Horse Pee. Usage Right-click a wheelbarrow with Soiled Shavings (pee) in hand to add it to the wheelbarrow. As more of these are added, the wheelbarrow will visually fill up. Once 8 materials have been placed in the wheelbarrow, the contents will disappear and 1  Wet Compost Block  will be dropped.  Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! [-] Horse pee is a very thin overlay layer flashes between pee and the block below (Z fighting) occurs.  Fixed in 1.20. [-]  Cannot clean pee / poo in adventure mode or in protected zones on multiplayer servers. Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.20.1 1.20.1-1.3.2 [Bug Fix]  Pee no longer flashes (z-fighting) between the block below. 1.18.2 1.18.2-1.2.8 Horse Pee can be cleared by rain. [Bug Fix]  Horse Pee can affect grass path, turning it to dirt. Data values swem:horse_pee Horse Poop Description:  Horse poop is spawned near Horses . It can be used to create compost . Details:  Rarity color: Common Renewable: Yes Stackable: Yes (64) Durability: None Obtaining Horse poop is a configurable value - if disabled  none of your horses will poo. Frequency can also be increased/decreased. Horses produce poo slowly over time - this frequency is determined by the server config. By default, they poo approximately every 30 minutes of being  loaded.  Horse poop can form a small cluster of multiple poops in the same or nearby area if a horse remains in one place for a long period of time.  Breaking Left-click a pile of horse poop to break it and drop the item. If the poop has stacked, it may take multiple hits to get all the poop. There is also a chance of horses breaking poo when walking over it - if this is not picked up it will despawn after some time.  Once broken the pile of horse poop is just an item, it cannot be placed down again and must be stored or added to the wheelbarrow. Shown: A single Horse Poop (entity). Usage Right-click a wheelbarrow with Manure  (poo) in hand to add it to the wheelbarrow. As more of these are added, the wheelbarrow will visually fill up. Once 8 materials have been placed in the wheelbarrow, the contents will disappear and 1  Wet Compost Block  will be dropped. Trivia Horse poop is an entity rather than an item, which is why it displays with a title on Minimaps! This is actually very useful for finding poop in pastured amidst grass and foliage. Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! [-]  Cannot clean pee / poo in adventure mode or in protected zones on multiplayer servers. [-] 1.20.1 Horse Poop shows a name tag display at all times.  Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.18.2 1.18.2-1.2.8 Percentage of poop dropping when stepped on (and despawning) decreased. Data values swem:horse_poop (/summon) swem:poop Tack Horse tack (equipment the horse wears for riding)! Bridle Description:  A bridle is an item that can be placed on tamed SWEM Horses to steer them. It comes in English, Western, and Adventure variants. Details:  Rarity color: Common Renewable: Yes Stackable: Yes (16) Durability: None Obtaining Crafting English Bridle English Bridles come in 2 colors - black and brown. An English Bridle is crafted with 1 Tripwire Hook, 1 Iron Nugget, 2  Refined Leather , and either 1 Black Dye or 1 Brown Dye. Western Bridle Western Bridles come in 16 Minecraft colors. A Western Bridle is crafted with 1 Tripwire Hook, 1 Iron Nugget, 3 Refined Leather , and 1 Corresponding Dye.  A Western Bridle can be redyed with 1 Dye of the chosen color. Adventure Bridle Adventure Bridles come in 1 (brown & gray) color. An Adventure Bridle is crafted with 1 Tripwire Hook, 1 Iron Nugget and 4 Refined Leather . Usage Bridles are part of a tack set required to control (ride) tamed SWEM Horses . Using a bridle is the first tack item that can be used prior to any other tack pieces. It is placed in a slot that is also used by the Halter - both items cannot be used at once.  Right click a tamed  SWEM Horse with a bridle in hand to equip it - or open the horse's GUI menu (shift + right click with an empty hand) to place the item in the designated tack spot. If a horse already has a bridle or Halter on, you can easily 'hotswap' it for another by shift + right-clicking with the new bridle in hand. Tack-equip order: Bridle  > Blanket  >  Saddle  >  Girth Strap . Optional:  Breast collar , Leg Wraps , Horse Armor , Saddle Bag Bridles do not offer any perks or buffs but are required to steer the horse. You can use any bridle with any other riding tack pieces to mix English, Western & Adventure. The only exception is Adventure Bridles require a full matching set to use Horse Armor , but once the armor is put on the bridle can be 'hotswapped' out for different versions. Leading SWEM Bridles have reins that can be used as a normal minecraft lead so never need to worry about forgetting your lead on an adventure. To use the reins as a lead, shift + left click a bridled SWEM Horse with an empty hand - doing so will instantly put them on lead and remove the reins from their neck. To put the reins back over their neck, right click the horse OR shift + left click them again and they will no longer be on a lead. Other Prior to 1.20, Horses cannot eat while wearing a bridle, but can still drink. Hitched horses can do neither interaction. Bridles also prevent the horse from lying down to sleep at night, and wake them up if equipped while they are sleeping. Gallery Shown: Adventure (1) > English (2) > Western (16) variant bridles. Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.21.1 1.6.3 Bug Fix: Lead connections disconnect (snap) after a few seconds. Bug Fix: Unable to use ground tie (ring hitch anywhere) function. 1.20.1 Unknown Bridles no longer prevent horses from eating food.  TBC  1.18.2 1.2.7 Bridles prevent horses from eating food, and wake up sleeping horses. Data values swem:english_bridle_black swem:english_bridle_brown swem:western_bridle_white swem:western_bridle_light_gray swem:western_bridle_gray swem:western_bridle_black swem:western_bridle_blue swem:western_bridle_cyan swem:western_bridle_light_blue swem:western_bridle_purple swem:western_bridle_magenta swem:western_bridle_pink swem:western_bridle_red swem:western_bridle_orange swem:western_bridle_yellow swem:western_bridle_brown swem:western_bridle_green swem:western_bridle_lime swem:adventure_bridle Blanket Description: A Blanket is an item that can be placed on tamed SWEM Horses . It comes in English, Western, and Adventure variants. Details:  Rarity color: Common Renewable: Yes Stackable: Yes (16) Durability: None Obtaining Crafting English Blanket English Blankets come in 16 Minecraft colors. An English Blanket is crafted with 1 Refined Leather and 4 Carpets of the Corresponding Color. An English Blanket can be redyed with 1 Dye of the chosen color. Western Blanket Western Blankets come in 16 Minecraft colors. A Western Blanket is crafted with 1  Refined Leather and 5 Carpets of the Corresponding Color. A Western Blanket can be redyed with 1 Dye of the chosen color. Adventure Blanket Adventure Blankets come in 1 (brown & gray) color. An Adventure Blanket is crafted with 1 Refined Leather and 8 Carpets of the Corresponding Color. Usage Blankets are part of a tack set required to control (ride) tamed SWEM Horses . Using a blanket is the second tack item that can be used following a bridle; by default you cannot place a blanket on unless the horse has a bridle or halter. A blanket is a necessary pre-requisite to using a saddle. Right click a tamed SWEM Horse with a blanket in hand to equip it - or open the horse's GUI menu (shift + right click with an empty hand) to place the item in the designated tack spot. If a horse already has a blanket on, you can easily 'hotswap' it for another by shift + right-clicking with the new blanket in hand. Tack-equip order: Bridle  > Blanket  >  Saddle  >  Girth Strap . Optional:  Breast collar , Leg Wraps , Horse Armor , Saddle Bag Blankets do not offer any perks or buffs, and you can use any blankets with any other riding tack pieces to mix English, Western & Adventure. The only exception is Adventure Blankets require a full matching set to use Horse Armor , but once the armor is put on the blanket can be 'hotswapped' out for different versions. English Blanket: 16 Colors option saddle pads with a rounded shape. Western Blanket: 16 Color option saddle pads with a square/rectangular shape. Adventure Blanket: 1 Color variant of saddle pad with a square/rectangular shape. Gallery Shown: Adventure (1) > English (16) > Western (16) variant saddle blankets. Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes       Data values swem:english_blanket_white swem:english_blanket_light_gray swem:english_blanket_gray swem:english_blanket_black swem:english_blanket_blue swem:english_blanket_cyan swem:english_blanket_light_blue swem:english_blanket_purple swem:english_blanket_magenta swem:english_blanket_pink swem:english_blanket_red swem:english_blanket_orange swem:english_blanket_yellow swem:english_blanket_brown swem:english_blanket_green swem:english_blanket_lime swem:western_blanket_white swem:western_blanket_light_gray swem:western_blanket_gray swem:western_blanket_black swem:western_blanket_blue swem:western_blanket_cyan swem:western_blanket_light_blue swem:western_blanket_purple swem:western_blanket_magenta swem:western_blanket_pink swem:western_blanket_red swem:western_blanket_orange swem:western_blanket_yellow swem:western_blanket_brown swem:western_blanket_green swem:western_blanket_lime swem:adventure_blanket Saddle Description: A Saddle is an item that can be placed on tamed SWEM Horses . It comes in English, Western, Adventure, and 4 special variants. Details:  Rarity color: Common Renewable: Yes Stackable: No Durability: None Obtaining Crafting English Saddle English Saddles come in 2 colors - black and brown. An English Saddle is crafted with 1 Tripwire Hook, 5 Refined Leather , and either 1 Black Dye or 1 Brown Dye. Western Saddle Western Saddles come in 16 Minecraft colors. A Western Saddle is crafted with 1 Iron Nugget, 7 Refined Leather , and 1 Corresponding Dye.  A Western Saddle can be redyed with 1 Dye of the chosen color. Adventure Saddle Adventure Saddles come in 1 (brown) color. An Adventure Saddle is crafted with 1 Tripwire Hook and 7 Refined Leather . USA Saddle USA Saddles come in one (red, white & blue) color.  A USA Saddle is crafted with 1 Steak, 1 Crossbow, 1 Paper, 2 Rocket Fireworks, 1 Red Wool, 1 White Wool, 1 Blue Wool and 1 Adventure-type saddle. Usage This saddle functions the same as any other saddle, but is textured to match the USA Horse Armor . Copper Saddle Copper Saddles come in one (tan) color.  A Copper Saddle is crafted with 1 Copper Ingot and 1 Adventure-type saddle. Usage This saddle functions the same as any other saddle, but is textured to match the Copper Horse Armor . Emerald Saddle Emerald Saddles come in one (gold, brown & green) color.  An Emerald Saddle is crafted with 1 Emerald and 1 Adventure-type saddle. Usage This saddle functions the same as any other saddle, but is textured to match the Emerald Horse Armor . Netherite Saddle Netherite Saddles come in one (black) color.  A Netherite Saddle is crafted with 1 Netherite Ingot and 1 Adventure-type saddle. Usage This saddle functions the same as any other saddle, but is textured to match the Netherite Horse Armor . Usage Saddles are part of a tack set required to ride tamed SWEM Horses . Using a saddle is the third tack item, and requires a blanket (saddle blanket) to be equipped.  Right click a tamed  SWEM Horse with a saddle in hand to equip it - or open the horse's GUI menu (shift + right click with an empty hand) to place the item in the designated tack spot. If a horse already has a saddle on, you can easily 'hotswap' it for another by shift + right-clicking with the new saddle in hand. Tack-equip order: Bridle  >  Blanket  >  Saddle  >  Girth Strap . Optional:  Breast collar ,  Leg Wraps ,  Horse Armor ,  Saddle Bag   Saddles do not offer any perks or buffs. You can use any saddle with any other riding tack pieces to mix English, Western & Adventure. The only exception is Adventure Saddles require a full matching set to use Horse Armor , but once the armor is put on the saddle can be 'hotswapped' out for different versions. Girth Strap A saddle requires a Girth Strap to remain equipped - if there is no girth strap the saddle has a 20% chance of falling off every second. When a saddle falls off, the player will be dismounted.  When untacking, if the saddle is removed before the girth strap it will fall to the ground.  Breastcollar When untacking, if the saddle is removed before the  Breast collar  it will fall to the ground.  Gallery Shown: Adventure (6) > English (2) > Western (16) variant saddles. Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! [-] USA Saddle variant is missing a crafting recipe, or recipes for converting into other special-variant saddles. Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.18.2 1.18.2-1.3.0 Removed glow adventure saddle recipe, Adventure saddle now uses glow model but core adventure saddle recipe. Glow functions (glow string) cancelled. [Deprecated Recipe] 1.16.5 [Deprecated Recipe] Data values swem:english_saddle_black swem:english_saddle_brown swem:western_saddle_white swem:western_saddle_light_gray swem:western_saddle_gray swem:western_saddle_black swem:western_saddle_blue swem:western_saddle_cyan swem:western_saddle_light_blue swem:western_saddle_purple swem:western_saddle_magenta swem:western_saddle_pink swem:western_saddle_red swem:western_saddle_orange swem:western_saddle_yellow swem:western_saddle_brown swem:western_saddle_green swem:western_saddle_lime swem:adventure_saddle Girth Strap Description: A Girth Strap is an item that can be placed on tamed SWEM Horses to keep the Saddle from falling off. It comes in English, Western, and Adventure variants. Details:  Rarity color: Common Renewable: Yes Stackable: Yes (16) Durability: None Obtaining Crafting English Girth Strap English Girth Straps come in 2 colors - black and brown. An English Girth Strap is crafted with 2 Iron Nuggets, 2  Refined Leather , and either 1 Black or 1 Brown Carpet. Western Girth Strap Western Girth Straps come in 16 Minecraft colors. A Western Girth Strap is crafted with 2 Iron Nuggets, 1 Refined Leather , and 2 Carpets of the corresponding color. A Western Girth Strap can be redyed with 1 Dye of the chosen color. Adventure Girth Strap Adventure Girth Straps come in 1 (brown & gray) color. An Adventure Girth Strap is crafted with 2 Iron Ingots and 3 Refined Leather . Usage Girth straps are part of a tack set required to ride tamed SWEM Horses . A girth strap is the forth tack item that can be used following a bridle; by default you cannot place a girth on unless the horse has a saddle on. A girth strap is a requirement prevent a saddle from falling off. Right click a tamed  SWEM Horse with a girth strap in hand to equip it - or open the horse's GUI menu (shift + right click with an empty hand) to place the item in the designated tack spot. If a horse already has a girth strap on, you can easily 'hotswap' it for another by shift + right-clicking with the new girth strap in hand. Tack-equip order: Bridle  > Blanket  >  Saddle  >  Girth Strap . Optional:  Breast collar , Leg Wraps , Horse Armor , Saddle Bag   Girth straps do not offer any perks or buffs, and you can use any girth strap with any other riding tack pieces to mix English, Western & Adventure. The only exception is Adventure Girth require a full matching set to use Horse Armor , but once the armor is put on the girth strap can be 'hotswapped' out for different versions. Without a Girth, the Saddle has a 20% chance of falling off every second. When it does, the player will be dismounted. Gallery Shown: Adventure (1) > English (2) > Western (16) variant girth straps. Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes       Data values swem:english_girth_strap_black swem:english_girth_strap_brown swem:western_girth_strap_white swem:western_girth_strap_light_gray swem:western_girth_strap_gray swem:western_girth_strap_black swem:western_girth_strap_blue swem:western_girth_strap_cyan swem:western_girth_strap_light_blue swem:western_girth_strap_purple swem:western_girth_strap_magenta swem:western_girth_strap_pink swem:western_girth_strap_red swem:western_girth_strap_orange swem:western_girth_strap_yellow swem:western_girth_strap_brown swem:western_girth_strap_green swem:western_girth_strap_lime swem:adventure_saddle swem:adventure_saddle_glow swem:adventure_saddle_usa swem:adventure_saddle_copper swem:adventure_saddle_emerald swem:adventure_saddle_netherite Breast Collar Description:  A Breast Collar is an item that can be placed on tamed SWEM Horses . It comes in English, Western, and Adventure variants. Details:  Rarity color: Common Renewable: Yes Stackable: Yes (16) Durability: None Obtaining Crafting English Breast Collar English Breastcollars come in 2 colors - black and brown. An English Breastcollar is crafted with 3 Refined Leather , and either 1 Black Dye or 1 Brown Dye. Western Breast Collar Western Breastcollars come in 16 Minecraft colors. A Western Breastcollar is crafted with 3  Refined Leather and 1 Carpet of the corresponding color. A Western Breastcollar can be redyed with 1 Dye of the chosen color. Adventure Breast Collar Adventure Breastcollars come in 1 (brown & gray) color. An Adventure Breastcollar is crafted with 2 Refined Leather and 2 Iron Ingots. Usage Breast collars are an optional part of any tack set. This tack item can only be used following a bridle; by default you cannot place a blanket on unless the horse has a bridle or halter. Right click a tamed  SWEM Horse with a breast collar in hand to equip it - or open the horse's GUI menu (shift + right click with an empty hand) to place the item in the designated tack spot. If a horse already has a breast collar on, you can easily 'hotswap' it for another by shift + right-clicking with the new breast collar in hand.   Tack-equip order: Bridle  >  Blanket  >  Saddle  >  Girth Strap . Optional:  Breast collar ,  Leg Wraps ,  Horse Armor ,  Saddle Bag Breast collars do not offer any perks or buffs, and you can use any breast collar with any other riding tack pieces to mix English, Western & Adventure. The only exception is Adventure Breastcollars require a full matching set to use Horse Armor , but once the armor is put on the breastcollar can be 'hotswapped' out for different versions. Gallery Shown: Adventure (1) > English (2) > Western (16) breast collar variants and  driving harness . Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.18.2 1.18.2-1.0.0 English Breastcollar recipe changed from 1 Carpet to 1 Dye (Brown or Black) Western Breastcollar recipe changed from 1 Wool Block to 1 Carpet (16 color) Adventure Breastcollar recipe changed 1 Refined leather to an additional Ingot. 1.16.5 1.16.5-0.5.3.21 [Deprecated Recipes] Adventure, English & Western Breastcollars Data values swem:english_breast_collar_black swem:english_breast_collar_brown swem:western_breast_collar_white swem:western_breast_collar_light_gray swem:western_breast_collar_gray swem:western_breast_collar_black swem:western_breast_collar_blue swem:western_breast_collar_cyan swem:western_breast_collar_light_blue swem:western_breast_collar_purple swem:western_breast_collar_magenta swem:western_breast_collar_pink swem:western_breast_collar_red swem:western_breast_collar_orange swem:western_breast_collar_yellow swem:western_breast_collar_brown swem:western_breast_collar_green swem:western_breast_collar_lime swem:adventure_breast_collar Leg Wraps Description:  Leg wraps are an item that can be put on tamed SWEM Horses . They come in English, Western, and Adventure variants. Details:  Rarity color: Common Renewable: Yes Stackable: Yes (64) Durability: None Obtaining Crafting English Leg Wraps English Legwraps come in 16 Minecraft colors. English Legwraps are crafted with 2 Dried Kelp and 4 Carpets of the Corresponding Color. English Legwraps can be redyed with 1 Dye of the chosen color. Western Leg Wraps Western Legwraps come in 16 Minecraft colors. Western Legwraps are crafted with 1 Dried Kelp and 4 Carpets of the Corresponding Color. Western Legwraps can be redyed with 1 Dye of the chosen color. Adventure Leg Wraps Adventure Legwraps come in 1 (gray) color. Adventure Legwraps are crafted with 2 Refined Leather and 2 Iron Nuggets. Usage Leg wraps are an optional part of any tack set. This tack item can only be used following a bridle or halter (which can be removed after). Right click a tamed  SWEM Horse with leg wraps in hand to equip it - or open the horse's GUI menu (shift + right click with an empty hand) to place the item in the designated tack spot. If a horse already has leg wraps on, you can easily 'hotswap' it for another by shift + right-clicking with the new leg wraps in hand. Tack-equip order: Bridle  >  Blanket  >  Saddle  >  Girth Strap . Optional:  Breast collar ,  Leg Wraps ,  Horse Armor ,  Saddle Bag   Leg wraps do not offer any perks or buffs, and you can use any leg wraps with any other riding tack pieces to mix English, Western & Adventure. The only exception is Adventure Legwraps require a full matching set to use Horse Armor , but once the armor is put on the legwraps can be 'hotswapped' out for different versions. English Leg Wraps: 16 Color wraps that cover the lower leg, front of hooves and comes with a matching colour earnet. Western Leg Wraps: 16 Color wraps that cover the lower leg and hock  without  an earnet. Adventure Leg Wraps: Dark gray wraps that cover the lower leg. Gallery Shown: Adventure (1) > English (16) > Western (16) variant leg wraps. Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes Data values swem:english_leg_wraps_white swem:english_leg_wraps_light_gray swem:english_leg_wraps_gray swem:english_leg_wraps_black swem:english_leg_wraps_blue swem:english_leg_wraps_cyan swem:english_leg_wraps_light_blue swem:english_leg_wraps_purple swem:english_leg_wraps_magenta swem:english_leg_wraps_pink swem:english_leg_wraps_red swem:english_leg_wraps_orange swem:english_leg_wraps_yellow swem:english_leg_wraps_brown swem:english_leg_wraps_green swem:english_leg_wraps_lime swem:western_leg_wraps_white swem:western_leg_wraps_light_gray swem:western_leg_wraps_gray swem:western_leg_wraps_black swem:western_leg_wraps_blue swem:western_leg_wraps_cyan swem:western_leg_wraps_light_blue swem:western_leg_wraps_purple swem:western_leg_wraps_magenta swem:western_leg_wraps_pink swem:western_leg_wraps_red swem:western_leg_wraps_orange swem:western_leg_wraps_yellow swem:western_leg_wraps_brown swem:western_leg_wraps_green swem:western_leg_wraps_lime swem:adventure_leg_wraps Driving Harness Description:  A Driving Harness is an item that can be placed on tamed SWEM Horses .  Details:  Rarity color: Common Renewable: Yes Stackable: Yes (16) Durability: None Obtaining Crafting Driving Harnesses comes in 1 (black) color. A Driving Harness is crafted with 3 Iron Nuggets and 4 Black Carpet. Usage A driving harness is an optional part of any tack set. This tack item can only be used following a bridle. Right click a tamed  SWEM Horse with a driving harness in hand to equip it - or open the horse's GUI menu (shift + right click with an empty hand) to place the item in the designated tack spot. If a horse already has a breastcollar category item on, you can easily 'hotswap' it for another by shift + right-clicking with the new breastcollar in hand. Tack-equip order: Bridle  >  Blanket  >  Saddle  >  Girth Strap . Optional:  Breast collar or Driving Harness, Leg Wraps , Saddle Bag   Driving harnesses do not offer any perks or buffs, and you can use it with any other riding tack except a breast collar (share the same slot). The driving harness looks best when the tack (excluding bridle) rendering is disabled. Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Data values swem:driving_harness Horse Armor Description:  Horse armor offers different perks that increase (and stack!) with each tier from cloth up to Amethyst. It offers significant protection from damage to SWEM Horses . Amethyst+ Horse Armor cannot  be crafted if the  recipe config  is set to only creative or commands (disable crafting recipe). Tiers & Perks Cloth Horse Armor Rarity color: Common Durability: None Renewable: Yes Stackable: No Obtaining Crafting Cloth Horse Armor is crafted with 6 carpets (any). Usage When equipped this armor grants SWEM horses a faster rate of healing .  Iron Horse Armor Rarity color: Common Durability: None Renewable: Yes Stackable: No Obtaining Crafting Iron Horse Armor is crafted with 4 Iron Plates , 2 Iron Rivets and 1 Cloth Horse Armor. Usage When equipped this armor grants SWEM horses Magic Protection. It also offers horses immunity to damage from dangerous plants such as cactus and sweet berries. Magic Protection: Protection against various AOE or projectile magic damage. Gold Horse Armor Rarity color: Common Durability: None Renewable: Yes Stackable: No Obtaining Crafting Gold Horse Armor is crafted with 6 Gold Rivets and 1 Iron Horse Armor. Usage When equipped this armor grants SWEM horses Enhanced Frost Walk. Enhanced Frost Walker : Makes it so water turns to ice around a horse - whether they are moving or not! Has a small AOE and will destroy waterlogged plants in their path so they never fall through holes. Diamond Horse Armor Rarity color: Common Durability: None Renewable: Yes Stackable: No Obtaining Crafting Diamond Horse Armor is crafted with 4 Diamond Plates , 2 Diamond Rivets and 1 Gold Horse Armor. Usage When equipped this armor grants SWEM horses Lava Walk and Fire Resistance . Lava Walker : Makes it so lava turns to magma blocks around a horse - whether they are moving or not! Has a small AOE. Fire Resistance:  Horse is immune to all types of fire damage (including Lava + magma blocks). Amethyst Horse Armor Rarity color: Common Durability: None Renewable: Yes Stackable: No Obtaining Crafting Diamond Horse Armor is crafted with 8 Shining Amethyst Shards and 1 Diamond Horse Armor. Alternatively, use any other Amethyst tier armor variants with 1 Shining Amethyst Shards . Usage When equipped this armor grants SWEM horses wings, which allow  Flight (COMING SOON). Flight:  Flight is not in a stable state as of V1 release and will be incorporated into the mod at a later date. Special Variant Armors USA Horse Armor Rarity color: Special Durability: None Renewable: Yes Stackable: No Obtaining Crafting USA Horse Armor is crafted with 2 Fireworks, 1 Steak, 1 Crossbow, 1 Paper, 1 Red Wool, 1 White Wool, 1 Blue Wool and 1 Amethyst Horse Armor. Usage When equipped this armor grants all the same perks as Amethyst Horse Armor. Trivia The USA Horse Armor was added as a patriotic salute to the AlaharranHonor's (Owner) love of all things American and was intended as a cool addition for 4th July.  Can you guess what the recipe parts represent? Copper Horse Armor Rarity color: Special Durability: None Renewable: Yes Stackable: No Obtaining Crafting Copper Horse Armor is crafted with 1 Gold Ingot and 1 of any max-tier Horse Armor (Amethyst, Emerald, Netherite) Usage When equipped this armor grants all the same perks as Amethyst Horse Armor. Trivia 3 new armor variants (+ USA, prepared much earlier) were incorporated as a late addition to the mod before V1 release. The concept of multiple armor variants were included in response to community expressed desire for more options, to incorporate other ores and as an added bonus to the Queens Cavalry streams where Lace, Hannah, Riley and Red could have their own variant.  The Gold Armor was designed by Redzeal, complete with complex filigree dragonfly-style wings, and was inspired by their love of the Desert biome.  Emerald Horse Armor Rarity color: Special Durability: None Renewable: Yes Stackable: No Obtaining Crafting Emerald Horse Armor is crafted with 1 Emerald and 1 of any max-tier Horse Armor (Amethyst, Copper, Netherite) Usage When equipped this armor grants all the same perks as Amethyst Horse Armor. Trivia 3 new armor variants (+ USA, prepared much earlier) were incorporated as a late addition to the mod before V1 release. The concept of multiple armor variants were included in response to community expressed desire for more options, to incorporate other ores and as an added bonus to the Queens Cavalry streams where Lace, Hannah, Riley and Red could have their own variant.  The Emerald horse armor was inspired by Elven-style aesthetics in the deep green and gold, but also with the bright red chest and feathered wings of a Ruby-throated Hummingbird. Netherite Horse Armor Rarity color: Special Durability: None Renewable: Yes Stackable: No Obtaining Crafting Netherite Horse Armor is crafted 1 Emerald and 1 of any max-tier Horse Armor (Amethyst, Copper, Emerald) Usage When equipped this armor grants all the same perks as Amethyst Horse Armor. Trivia 3 new armor variants (+ USA, prepared much earlier) were incorporated as a late addition to the mod before V1 release. The concept of multiple armor variants were included in response to community expressed desire for more options, to incorporate other ores and as an added bonus to the Queens Cavalry streams where Lace, Hannah, Riley and Red could have their own variant.  The Netherite horse armor was designed with dragon style wings and a dark/gothic palate - in contrast to normal bright variants of tack and items. Usage Armors are a final addition to a  full Adventure Armor tack set (Bridle, Saddle, Blanket, Girth, Breastcollar and Leg Wraps). It is placed in a slot that is also used by Pasture Blankets - both items cannot be used at once.  Right click a fully (adventure) tacked horse with armor in-hand to equip it. Alternately, Shift + Right click a tamed SWEM Horse to open the horse GUI and place the horse armor in the armor slot.  Tack-equip order: Bridle  >  Blanket  >  Saddle  >  Girth Strap . Optional:  Breast collar ,  Leg Wraps ,  Horse Armor ,  Saddle Bag Wings In Client Configs , players can alter the opacity at which they view wings when equipped. You can also toggle their visibility in game with full stop / period keybind - which can be remapped if necessary. In V1, flight will not be enabled on initial release. The feature is unstable and requires more development and testing. Gallery Shown: Cloth, Iron, Gold, Diamond, Amethyst, Emerald, Copper, Netherite and USA variants. Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! [-] Horse Armor leather instead of Refined Leather. Bug Report   [-]  Armor cannot be 'hotswapped' like other tack pieces.  No fix planned. [-]  Amethyst tier slow-fall like effect causes floating down height-decreasing terrain.  Fixed in 1.20. [~]  Frost or magma walk with lag or at higher gaits may not keep up to current position, dropping horse/rider in. Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.20.1 1.20.1-1.4.0 [Bug Fix]  Right-clicking a horse wearing armor already doesn't consume item. 1.20.1-1.3.0 [Bug Fix] Horses no longer float (slow fall) down 1B terrain declines. 1.18.2 1.18.2-1.3.0 Updated naming scheme from type_horse_armor to horse_armor_type - existing items of this type will be lost from saves. 1.18.2-1.0.0 Amethyst Horse Armor uses new Shining Amethyst Shards . Cloth Horse Armor accepts any item with a minecraft:carpet tag (including modded carpets). Copper Horse Armor recipe changed from 1 Gold Ingot to 1 Copper Ingot. 1.16.5 1.16.5-0.5.3.21 [Deprecated Recipes] Data values swem:horse_armor_cloth swem:horse_armor_iron swem:horse_armor_gold swem:horse_armor_diamond swem:horse_armor_amethyst swem:horse_armor_amethyst_copper swem:horse_armor_amethyst_emerald swem:horse_armor_amethyst_netherite swem:horse_armor_amethyst_usa Saddle Bag Description:  A saddle bag is an item that can be used for storage on SWEM Horses . Details:  Rarity color: Common Renewable: Yes Stackable: Yes (64) Durability: None Obtaining Crafting Saddlebags come in 16 Minecraft colors. A Saddlebag is crafted with 2 Chests, 3  Refined Leather and 3 Carpet of the corresponding color. A Saddlebag can be redyed with 1 Dye of the chosen color. Usage Saddle bags are an optional (functional) accessory addition to any tack set. The saddle is a pre-requisite (required) to use it - this can be disabled in configs . Right click a tamed  SWEM Horse with a saddle bag in hand to equip it - or open the horse's GUI menu (shift + right click with an empty hand) to place the item in the designated tack spot. Saddlebags can be combined with any other riding tack pieces to mix English, Western & Adventure.  Tack-equip order: Bridle  >  Blanket  >  Saddle  >  Girth Strap . Optional:  Breast collar ,  Leg Wraps ,  Horse Armor ,  Saddle Bag   Storage Saddle bags offer storage for the most useful items needed on any adventure. The 31 slots (excluding 1 miscellaneous) are pre-set and only accept a certain object type within it. To open the inventory, press K (default keybind) while mounted on a SWEM Horse that is equipped with a saddle bag. Saddle bags have a retaining inventory (items are stored 'within' the saddle bag even if it is removed) so they can safely be removed and re-equipped between uses - allowing you to have a go-bag ready for those last-minute adventures!  Items (listed left to right) Bedroll: Bed, Campfire, Fuel Block , Flint & Steel Top: Halter , Lead / Lead & Anchor, Bale (Hay, SWEM bales ), Sweet Feed , Brush , Pasture Blanket / Armored Pasture Blanket , Half-barrel , Salve / Bandage / Medicated Bandage / Glistening Melon , Tracker . Middle: Crafting Table, Wood Blocks (Any), Chest, Ingots (Any), Extra Slot (Any item), Bucket / Bucket of Water etc, Mercy Blade, Food (Any), Torch / Soul Torch Bottom: Bow (Any), Sword (Any), Pickaxe (Any), Axe (Any), Shovel (Any), Shield / Amethyst Shield , Arrows (Any), Cantazarite , Cantazarite Anvil Gallery Shown: Saddlebag (16) variants. Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! [-] Saddle bag cannot be 'hotswapped' like other tack pieces. [-] Crashing between Callable Horses + SWEM when K keybind is conflicted.  Fixed in 1.18.2-1.3.0-15 Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.18.2 1.18.2-1.3.0-15 [Bug Fix]  Fix crash between SWEM + Callable horses with K keybind conflict. 1.18.2-1.0.0 [Bug Fix]  Saddlebags now require a saddle to be equipped. This can be disabled via swem-server config file. [Bug Fix]  Right-click equipping saddlebags no longer wipes existing inv. data. Saddlebag recipe updated. 1.16.5 1.16.5-0.5.3.21 [Bug] Right-click equipping saddlebags wipes existing inventory data (items will be irretrievably lost unless equipped via horse GUI). [Deprecated Recipe] Fixed a saddlebag inventory duplication bug when equip/re-equipping.  1.16.5-0.5.3.20 Bale slots accept Timothy, Alfalfa and Oat bales. Data values  swem:saddle_bag_white swem:saddle_bag_light_gray swem:saddle_bag_gray swem:saddle_bag_black swem:saddle_bag_blue swem:saddle_bag_cyan swem:saddle_bag_light_blue swem:saddle_bag_purple swem:saddle_bag_magenta swem:saddle_bag_pink swem:saddle_bag_red swem:saddle_bag_orange swem:saddle_bag_yellow swem:saddle_bag_brown swem:saddle_bag_green swem:saddle_bag_lime Halter Description: A Halter is a cosmetic tack item that can be equipped on a tamed  SWEM Horse . Details:  Rarity color: Common Renewable: Yes Stackable: Yes (16) Durability: None Obtaining Crafting Halters come in 16 Minecraft colors. A Halter is crafted with 1 Iron Nugget and 4 Carpet of the corresponding color.  A Halter can be redyed with 1 Dye of the chosen color. Usage Halters are a cosmetic item for SWEM Horses .  Right click a tamed  SWEM Horse with a halter in hand to equip it - or open the horse's GUI menu (shift + right click with an empty hand) to place the item in the designated tack spot. The halter uses the same tack slot as the bridle, so both cannot be used at the same time. Gallery Shown: Halter (16) variants. Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.18.2 1.18.2-1.0.0 Halters can be recolored using any halter and 1 Dye. Halter crafting recipe changed from 1 Iron Ingot to 1 Nugget. 1.16.5 1.16.5-0.5.3.21 [Deprecated recipe] Data values swem:halter_white swem:halter_light_gray swem:halter_gray swem:halter_black swem:halter_blue swem:halter_cyan swem:halter_light_blue swem:halter_purple swem:halter_magenta swem:halter_pink swem:halter_red swem:halter_orange swem:halter_yellow swem:halter_brown swem:halter_green swem:halter_lime Pasture Blanket Description: Pasture Blankets are an item that can be equipped on a tamed SWEM Horse . It comes in 16 colors of Normal and Armored variants. Obtaining Normal Rarity color: Common Durability: None Renewable: Yes Stackable: Yes (16) Obtaining Crafting Pasture Blankets come in 16 Minecraft colors. A Pasture Blanket is crafted with 1 Dried Kelp and 7 Carpets of the corresponding color. Pasture Blankets can be redyed with 1 Dye of the chosen color. Usage When equipped the Pasture Blanket is a purely cosmetic accessory unless upgraded to an Armored version.  Armored Rarity color: Common Durability: None Renewable: Yes Stackable: No Obtaining Crafting Armored Pasture Blankets come in 16 Minecraft colors. An Armored Pasture Blanket is crafted with 1 Dried Kelp, 1 Iron Chestplate and 3 Carpet of the corresponding color. Armored Pasture Blankets can be redyed with 1 Dye of the chosen color. Pasture Blankets (basic) can be upgraded to an Armored Pasture Blanket of the same color with 1 Iron Chestplate. Usage When equipped the Armored Pasture Blanket offers the same protection as Diamond Horse Armor.   Faster Healing Magic Protection:  Protection against various AOE or projectile magic damage. Enhanced Frost Walker: Makes it so water turns to ice around a horse - whether they are moving or not! Has a small AOE and will destroy waterlogged plants in their path so they never fall through holes.  Removed in 1.20.1-1.3.2 Lava Walker : Makes it so lava turns to magma blocks around a horse - whether they are moving or not! Has a small AOE. Fire Resistance:  Horse is immune to all types of fire damage (including Lava + magma blocks). Usage Pasture Blankets are a cosmetic item for SWEM Horses . Armored Pasture Blankets are a welfare-driven (comfort) variation of Horse Armor. Right click a tamed  SWEM Horse with a pasture blanket in hand to equip it - or open the horse's GUI menu (shift + right click with an empty hand) to place the item in the designated tack spot. Pasture blankets use the same tack slot as Horse Armor, so both cannot be used at the same time. Pasture blankets cannot be equipped in addition to tack - and are not intended to be used as quarter sheets or any other kind of riding blanket.  Currently, pasture blankets cannot be displayed like some other tack items (the saddle rack, bridle rack or (more appropriately) the horse armor rack). Gallery Shown: Pasture blanket (16) variants. Shown: Armored Pasture blanket (16) variants. Trivia Prior to release, pasture blankets were a often asked for but very uncertain feature, based on the complexity of the model and the importance of doing such an important item justice. It was always hoped that artists would be able to design a 3D model instead of a simple texture overlay. Between this and development time limitations, blankets were not planned until V2.  During the SWEM Team's Queen's Cavalry streams it became apparent that pasture blankets were important in survival modpacks - particularly when emphasizing immersion and welfare standards. Complex PVE modpacks with hostile mods proved a huge challenge to vulnerable and precious pets like horses; they would often be caught in the crossfire or sustain critical damage from things that could easily be prevented with armor. Supporting survival and adventure modpacks has always been core to SWEM alongside the focus on realism and welfare, so a flaw where horses had to be constantly left tacked in heavy armor, kept indoors at all time or simply not used was not an option. AlaharranHonor (Owner) got to work designing a concept blanket from scratch that could work with SWEM horses, refining it into a finished product to be textured by Cytris and coded by Legenden. Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! [-] Pasture Blankets cannot be 'hotswapped' like other tack pieces.  No fix planned.  [-]  Horse withers (shoulder) clip through the blanket in certain animations.  Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.20.1 1.20.1 [Bug Fix]  Pasture blankets removed frost-walk (freezes natural water sources). Data values swem:pasture_blanket_white swem:pasture_blanket_white_armored swem:pasture_blanket_light_gray swem:pasture_blanket_light_gray_armored swem:pasture_blanket_gray swem:pasture_blanket_gray_armored swem:pasture_blanket_black swem:pasture_blanket_black_armored swem:pasture_blanket_blue swem:pasture_blanket_blue_armored swem:pasture_blanket_cyan swem:pasture_blanket_cyan_armored swem:pasture_blanket_light_blue swem:pasture_blanket_light_blue_armored swem:pasture_blanket_purple swem:pasture_blanket_purple_armored swem:pasture_blanket_magenta swem:pasture_blanket_magenta_armored swem:pasture_blanket_pink swem:pasture_blanket_pink_armored swem:pasture_blanket_red swem:pasture_blanket_red_armored swem:pasture_blanket_orange swem:pasture_blanket_orange_armored swem:pasture_blanket_yellow swem:pasture_blanket_yellow_armored swem:pasture_blanket_brown swem:pasture_blanket_brown_armored swem:pasture_blanket_green swem:pasture_blanket_green_armored swem:pasture_blanket_lime swem:pasture_blanket_lime_armored EQ Shop Description:  A shop block to exchange coins  for custom tack items. Details:  Rarity color: Common Renewable: Yes Stackable: Yes (64) Durability: None Obtaining Crafting EQ Shops come in a single (whitewash) color. An EQ Shop is crafted with 4 Stone (any), 4 Emeralds and 1 Chest. Usage EQ Shop does not support purchasing default (core mod) tack at this time, only custom tack added via community packs . Right click an EQ Shop to open the GUI Menu. Place a valid  coins type into the slot to display items that can be purchased. Items will display the inventory icon and price (# coins ) for any purchases that can be made Hover over items to see information including the item name, credits and inspiration Select the item to move it to the output slot (pre-purchase) Remove the item from the output slot to finalize the purchase Purchases will deduct the displayed price from coins in the input slot Purchases are final and cannot be refunded If no items are displayed, one of the following has occurred: There is insufficient coins to purchase any item (ie input 2 coins but cheapest item is 3 coins) There are no items that can be purchased for that coin type There are no custom tack items installed via community pack   Custom tack items set to use that coin type have invalid or missing files (not registered) Client Side Edits Changes to coin amount Clients (players) can change the purchase cost for their singleplayer use, but this will still  visually  display on server EQ shops. The price will always be determined by the server files. See Example below. Changes to coin type Clients (players) can change the coin type for their singleplayer use, but this will significantly impact their use on MP servers. The coin type will always be determined by the server files. Shops may display item, but cannot purchase it unless the correct coin type is placed in the menu slot.  See Example below. Example: Price Changes Client JSON:  Saddle Name costs 2 Iron Coins Server JSON:   Saddle Name costs 5 Iron Coins On their singleplayer, the client will see that saddle in the shop for 2 Iron Coins. They will pay 2 Iron Coins. On a multiplayer server, the client will see that saddle in the shop for 2 Iron Coins. They will pay 5 Iron Coins. Example: Coin Changes Client JSON:  Saddle Name costs 2 Iron Coins Server JSON:   Saddle Name costs 20 Copper Coins On their singleplayer, the client will see that saddle in the shop for 2 Iron Coins. They will pay 2 Iron Coins. On a multiplayer server, the client will see that saddle in the shop for 2 Iron Coins. They cannot buy the item. Attempting to take the saddle from the right hand slot will be unsuccessful (will reset to how it looked before selecting the item). No money will be taken and no tack is purchased. Gallery Shown: An EQ Shop Block Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.20.1 1.20.1-1.5.0 Public Release: Added custom tack support, EQ shop and coins. Data values swem:shop Coins Description: Coins are craftable currency that can be exchanged for tack at an EQ Shop . Details:  Rarity color: Common Renewable: Yes Stackable: Yes (64) Durability: None Obtaining Crafting Coins come in seven color / tier variants: Copper, Iron, Emerald, Gold, Diamond, Netherite and Amethyst. Excess coins can be uncrafted to return most of the input resources (requires 4). Usage Place a valid coin type into the input slot of an  EQ Shop to display items that can be purchased. The number displayed next to any purchasable items is the cost (# coins to buy) Read the EQ Shop page for further information. If no items are displayed, one of the following has occurred: There is insufficient coins to purchase any item (ie input 2 coins but cheapest item is 3 coins) There are no items that can be purchased for that coin type There are no custom tack items installed via community pack   Custom tack items set to use that coin type have invalid or missing files (not registered) ECONOMY MULTIPLAYER SERVERS Multiplayer Servers Coins do not currently support the swem recipe config to enable or disable coin crafting. If you own or manage an economy driven multiplayer server, you can still adapt this new system to support that. Disable Coin Crafting   Option 1: Disable the recipe entirely via Datapack. Option 2: Replace the recipe to use unobtainable items via Datapack. Option 3: Replace the recipe with an exchange from your currency → coins via Datapack. You will need to provide an alternative source of obtaining coins (ie Simple Shops) or sourcing tack items without EQ shop. Disabling the coin crafting will still allow players to use any coins already in existence and given or sold to them via the server. Disable Coin Uncrafting If you don't allow coin crafting or your chosen method of coin distribution can lead to a resource exploit, you should override it. This will still allow players to use any coins at the EQ shop, but not convert them back into resources. Example If you give players 1 free diamond coin per login, when they have 4 they can uncraft it into diamonds. Customize Coin Crafting If you need to adjust the value of coins you can: Create a datapack to override crafting recipes for coins, with this you can: →  Change the value / type of any crafting materials →  Change the crafting exchange to convert your currency (ie swecon coins) to swem coins →  Change the output to give more or less per crafting Modify JSON files for all items in all installed community packs to preferred pricing →  Change the coin tier to purchase →  Change the value (# coins) required to purchase Customize Coin Uncrafting If you sell coins to players but want them to be able to refund in the same item / currency, use a datapack. You can set it to refund in full (100% refund) or at a loss (ie 50% refund). Example Buy 4 gold coins for 40 Thyms (2 swecon gold coin) uncrafting yields back only 20 Thyms (1 swecon gold coin) Restrict Purchase If you have tack items that are 'limited edition' or special purchase: Create a datapack and make at least one coin type uncraftable Set any limited edition or special tack items to require that coin at an EQ shop This will still allow players to use any coins sold or given to them (or previously crafted) at the EQ shop. Gallery Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.20.1 1.20.1-1.5.0 Public Release: Added custom tack support, EQ shop and coins. Data values swem:coin_copper swem:coin_iron swem:coin_emerald swem:coin_gold swem:coin_diamond swem:coin_netherrite swem:coin_amethyst Equipment Tools for keeping your barns running smoothly. Cantazarite Anvil Description:  An anvil that can be used like a normal anvil, but is specially designed for use with SWEM items.  Details:  Renewable: Yes Stackable: Yes (4) Tool: No Blast Resistance: Yes Hardness: N/A Luminant: No Transparent: No Flammable: No Flammable (Lava): No Obtaining Crafting Cantazarite Anvils come in a single (orange) color. A Cantazarite Anvil can be crafted with 7 Cantazarite Blocks . This equates to 63 total pieces of Cantazarite. Usage Repairing SWEM items (armor and tools) does not require experience points, instead it uses certain ores and cantazarite that can be found in small veins underground. This abundant resource makes repairing your costly armor and tools an investment that can be maintained for a long time with good care, unlike other powerful vanilla armors that cannot be as easily maintained without mending enchantments. Riding Boots require ores relative to their material tier - ie Iron ingots to repair iron boots. The cantazarite anvil can also be used to apply enchantment books to SWEM and vanilla tools or armor and naming items or nametags. The benefit of a cantazarite over a normal anvil, is the cantazarite anvil does not deteriorate with use and offers its benefits easier to beginning-game given its considered 'cheap' to make. Renaming items in the Cantazarite Anvil is always free and requires or consumed no experience levels. Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! [-] 1.18 Cantazarite armor can be combined with enchanting books for free using the cantazarite anvil.  Fixed in 1.20. [-] 1.18 Netherite Riding Boots cannot be repaired in the cantazarite anvil with a corresponding ore. Fixed in 1.20. [~]  1.16 SWEM player armor cannot be repaired via Cantazarite Anvil unless replaced. Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.20.1 1.20.1-1.3.2 Amethyst Armor uses Cantazarite again to repair all SWEM armor types. [Bug Fix]  Combining enchantment with Amethyst armor has normal XP costs. [Bug Fix]  Netherite riding boots can be repaired. [Bug Fix]  GUI turns bright red/orange in typing slot. 1.18.2 1.18.2-1.3.0 Cantazarite anvils rename items for free (requires no XP). Riding Boots needs their ore tier - ie Iron ingots repair iron boots. 1.18.2-1.0.0 Cantazarite Recipe changed tofull Cantazarite Blocks - balances the value of anvils (unbreakable) and the abundance of resources. 1.16.5 1.16.5-5.3.21 [Deprecated Recipe] Data values swem:cantazarite_anvil Block O' Water Description: A block that acts as a water source for use with Hoses and Spigots. Details:  Renewable: Yes Stackable: Yes (64) Tool: Pickaxe (Any) Blast Resistance: N/A Luminant: N/A Transparent: No Flammable: No Flammable (Lava): No Obtaining Crafting Block O' Water comes in a single (blue textured) color. A Block O' Water can be crafted with 4 Gold Rivets, 4 Glass Panes (any) and 1 Enderpearl. Usage Hoses/Spigots requiring a Block O' Water is a configurable value in common configs . It is enabled (true) by default. The Block O' Water is an infinite water source that works with the Spigot and Hose items. It has a radius of effect for 15 blocks in any direction outwards (including up or down) from the water block. When placed, right clicking a hose or spigot will allow the items to function. Trivia The use of an enderpearl in crafting a block of water is to represent the magical element of water transportation to spigots and hoses without the need for physical plumbing. Initially, it was intended that SWEM water sources would require realistic planning to source water to a player's property. However, while realistic it would also challenge the adventure-driven aspect of the mod when players could not use their hoses or spigots rurally or when travelling without additional work. With the Block O' Water you can take your water source with you! Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.18.2-1.3.0 [Bug Fix]  Block O' Water drops when using a pickaxe and yields block back. 1.18.2 1.18.2-1.2.8 Spigots requiring a block of water can be configured in common configs . Hoses will display a small inventory indicator when in range of a Water Block. 1.16.5 1.16.5-0.5.3.20 [Deprecated Recipe] Data values swem:block_o_water Brush Description:  a Brush is an item used to raise affinity with your horse.  Details:  Rarity color: Common Renewable: Yes Stackable: Yes (64) Durability None Obtaining Crafting Brushes come in a single (brown) color. A brush can be crafted by using 1 Plank Block (vanilla - any type) and 1 Dried Kelp. Usage Right clicking a horse with a brush to use it. You can brush your horse up to 7 times per Minecraft day, with varying particles to indicate the horse's enjoyment. Daily brushing is a small way to increase a horse's affinity. After brushing a horse 7 times in a single day, they will display Red (Bad / Angry) particles, indicating affinity is no longer increasing. Currently there is no negative effect to affinity to keep brushing your horse beyond this point. Brushing Particles Affinity 1st Purple (Woot) +9 2nd Purple (Woot) +8 3rd Purple (Woot) +7 4th Green (Yay) +6 5th Green (Yay) +5 6th Gray (Meh) +4 7th Gray (Meh) +3 8th Red (Bad) +/- 0 Gallery Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.21.1 1.6.3-b3 Bug Fix: Brush does not work (mounts the horse). 1.18.2 1.2.3 Tweak:  Recipe changed from wood planks to wood slab. Data values swem:brush Desensitization Items Description: Desensitization Items are a group of items that can help raise Affinity with SWEM Horses . Details:  Rarity color: Common Renewable: Yes Stackable: Yes (64) Durability: None Obtaining Crafting Shopping Bag Shopping bags come in only one color. A shopping bag can be crafted with 3 Dried Kelp. Tarp Tarps come in only one color. A tarp can be crafted with 4 Dried Kelp. Hoolahoop Hoolahoops come in only one color. A hoolahoop can be crafted with 4 Sticks. Bells Bells come in only one color. Bells can be crafted with 1 Refined Leather and 3 Buttons (any vanilla button). Pom pom Pom Poms come in only one color. A pom pom can be crafted with 3 Sugarcane and 1 Stick. Usage   Desensitization items are used to make a horse resilient to 'scary' stimulus and improving the trust (connection) with their rider. In game, use of desensitization items increases a horse's Affinity .  To use any of these items, right click a  SWEM Horse while holding the item. Initially they will respond with Red (Angry) particles and could buck or rear, indicating they are frightened. As you continue to right click, eventually they will emit Gray (Meh) particles to show the item is tolerated - you will receive no Affinity. You can only use one  desensitization item each (Minecraft) day. The item can be used up to 7 times per day. After 3 days of consecutive use, horses will become accustomed to it and gains a bonus 150XP for affinity experience. On successfully becoming accustomed to an item, the horse will display purple woot particles. After this, they cannot receive any further affinity with that specific item.  A frightened and bucking horse can harm nearby entities. Nearby horses may kick out if harmed, and can initiate a fatal 'kick-off'. It is recommended you use desensitization items in a controlled area such as an arena or roundpen. Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.18.2 1.18.2-1.2.4 [Beta] [Bug Fix]  Desensitization items no longer give huge XP bonus on initial use. Data Values swem:shopping_bag swem:tarp swem:bells swem:hoolahoop swem:pompom Fence Tool Description:  A Fence Tool is an item that can change the appearance of Fences and Separators . Details:  Rarity color: Common Renewable: Yes Stackable: Yes (64) Durability None Obtaining Crafting Fence tools come in a single (red) color. A fence tool can be crafted with 1 Iron Ingot, 2 Iron Nuggets and 1 String. Usage Fence tools can be used by right-clicking a Fence , making it shorter or taller. It can also be used on separators to alter their connective edge (allowing rounded edge, or seamless joining with blocks), similar to the effect of debug sticks. The Fence Tool only works on SWEM fences - vanilla fences do not have half-fence versions (models/textures). A western fence shortened by a fence tool. Gray separators set to different edge types using a fence tool. Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.18.2 1.18.2-1.0.0 Fence Tool crafting recipe changed to use 2 Iron Nuggets instead of Ingots. 1.16.5 1.16.5-0.5.3.21 [Deprecated Recipe] Data values swem:fence_tool Fly Spray Description:  Fly spray is a healing item with a potion effect to increase healing in a horse. Details:  Rarity color: Common Renewable: Yes Stackable: No Durability: Yes (8 uses) Obtaining Potion brewing uses blaze powder - use Cantazarite (+ other ingredients) to make blaze rods without visiting the nether! Brewing Nether Wart and 3 Water Bottles in a brewing stand yields 3 Awkward Potions.  Glistening Melon and 3 Awkward Potions in a brewing stand yields 3 Fly Spray bottles. Usage Healing Item Right-clicking a  Horse with a Fly Spray will apply a healing effect for ~15 seconds - speeding up health recovery from any damage sustained prior to or during its effect. Fly spry does not work on any other entities and does not increase a horse's health level XP in any way. Fly spray has 8 uses per bottle, once depleted the item will be destroyed. You can view a horse's health by shift + right clicking to open the needs / inventory GUI. Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first!   Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.18.2 1.18.2-1.3.0 [Beta] Implemented fly spray as a new healing item. Data Values swem:spray_fly Fuel Block Description: A Fuel Block can be used as a source of fuel for Furnaces. Fuel block was moved to SWPM and removed from SWEM as of the 1.18 version. Details:  Renewable: Yes Stackable: Yes (64) Tool: Pickaxe (Any) Blast Resistance: N/A Hardness: N/A Luminant: No Transparent: No Flammable: No (See Usage) Flammable (Lava): No Obtaining Crafting Fuel Blocks come in a single (purple) color. A Fuel Block can be crafted with 8 Flint and 1 Dirt. Usage Fuel Blocks can sustain a permanent fire, similar to netherack or coal ore, when lit with a flint and steel. They can also be placed in furnaces, blast furnaces or smokers to power them. They are equal to coal or charcoal (80 seconds - up to 8 items per unit). All materials used to craft fuel blocks are nearly infinite and easily found or produced, as well as often being considered a waste or limited use resource, so represent a relatively cheap and easy alternative to coal for smelting.  Additional: Adding SWPM to your modpack allows for the addition of a recipe that smelts quartz into flint. Making an even easier sourcing for Fuel Block to be used as a reliably cheap fuel source. (Quartz is not considered to be cheap, however it rarely is required in high quantities so there's normally many left over and gathering is relatively easy as well as beneficial). Data Values swem:fuel_block Glistening Melon Description:  Glistening Melon is a healing item and crafting ingredient for fly spray. Details:  Rarity color: Common Renewable: Yes Stackable: Yes (64) Durability: Yes (Single Use) Obtaining Crafting A glistening melon can be crafted with 1 Glistering Melon Slice and 1 Cantazarite Dye.  Usage Healing Item Right-clicking a SWEM Horse with a Glistening Melon will heal 5 full hearts (10HP). If the horse has full health, or you are not entrusted to interact with it, right-clicking will mount the horse instead. You can view a horse's health by shift + right clicking to open the needs / inventory GUI. Crafting Ingredient Glistening Melon is a crafting ingredient required to make fly spray . Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.18.2 1.18.2-1.3.0 [Beta] Glistening Melon can be used as a crafting ingredient in Fly Spray. 1.18.2-1.0.0 Removed ointment, bandages and medicated bandages into SWPM . [Deprecated Recipe]       Data Values swem:salve swem:bandage swem:medicated_bandage swem:glistening_melon Hose Description:  A Hose is an item that can remove SWEM Horse pee stains from blocks and fill troughs and half barrels in range of a Block O' Water . Details:  Rarity color: Common Renewable: Yes Stackable: No Durability: None Obtaining Crafting Hoses come in a single (green) color. A hose can be crafted with 6 Wool Carpet (any) and 1 Iron Ingot. Usage Hoses/Spigots requiring a Block O' Water is a configurable value in  common configs . It is enabled (true) by default. Water Source Hoses within a 15 block radius of a Block O' Water will display a small inventory texture indicator that they are connected to a water source. When the player is out of range, the indicator will change from blue to transparent.  Cleaning Right clicking a puddle of horse Pee while holding a hose will clear it. A hose will clean pee puddles regardless of whether there is a Block O' Water nearby. The hose will be ineffective against Shavings and should be cleared up with a pitchfork instead. Water Right clicking troughs and half barrels will fill one water level per use.   Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Cannot be used to clean pee in adventure or in protected areas on Multiplayer. Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.20.1 1.20.1-1.3.0 [Bug Fix]  Hose could not be crafted due to change in minecraft:carpet tag 1.18.2 1.18.2-1.2.8 Hose has an inventory texture when connected to a block of water. Hose no longer places a source of water on the ground if right-clicked. 1.18.2-1.0.0 Hose recipe changed from Wool Blocks to Carpet, accepts any item with a minecraft:carpet tag (including modded carpets). 1.16.5 1.16.5-0.5.3.21 [Deprecated Recipe] Data values swem:hose Horse Whistle Description: An item used to call your horse to you. Details:  Rarity color: Common Renewable: Yes Stackable: No Durability: None Obtaining Crafting Horse Whistles come in a single (purple) color. A horse whistle can be crafted with 1 Shining Amethyst Shard , 1 Star Worm , 1 Enderpearl, and 1 Bone. Usage Binding  Whistles can be bound to a  single horse by right-clicking on the horse with the whistle in hand. Once bound, the whistle will display the horse's name when hovering over the item in an inventory - if the horse is not named it will state SWEM Horse instead. Bound whistles can be rebound to a new horse at any time by repeating the normal binding method. If lost or destroyed, a new whistle can be made and re-bound.  Calling A Horse Horse Whistles work similar to bows in that they can be charged by the length of time held triggered (charged). To trigger a whistle quickly, right-click the whistle; this will call the bound horse to the player in a trot. Triggering the whistle for longer by holding right-click will call the horse at a canter instead. This can be changed while in effect by increasing or decreasing the trigger to make a horse approach slower or faster. Each use of the whistle has a 5 second cooldown. Called horses will path directly to the player's current position - or as close as they can get if the player's current position is not accessible to them. If the player is moving, the horse will continue to follow until they get close enough to the player, allowing both horse and rider to move together without leads if required - particularly useful for getting horses into spaces where leads might be inconvenient (such as through wooded areas, into stalls or around obstacles that would normally break a lead connection). Horse whistles (summon) will not work on horses that are unloaded (too far away), sleeping, untamed or have noAI. Horses that are unable to reach the player will be unable to fulfill any other goals (food etc) until they get close enough. Uses Call horses to places where leads may be inconvenient due to obstacles or small, difficult to navigate spaces. Call horses in from large pastures, or bring turned-out horses in to food outside their search radius. Call horses that have wandered away while the rider is dismounted. Note:  Pathing has limitations, and the horse will choose the most direct way of getting closest to the player - which might mean avoiding routes further out that allow them to get directly to the player. For example, a horse can get closer to the player quicker by running directly to them even if they can only get as far as a fence instead of running further out to go through a gate and around to get to the player. In short, they path best in a direct route with line of sight to the player and will not be running any mazes. Horses will not path through or across dangerous items such as cactus, sweet berries, magma blocks or lava. Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! [-] In higher gaits, the horse often turns erratically. Slower gaits like trot have a more steady approach. [-]  Horses may occasionally stop their approach to play idle animations (shake, itch, tail swish) but will resume after. View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.18.2 1.18.2-1.3.0 [Beta] Added whistle function to summon horses to the player. 1.18.2-1.0.0 Horse Whistle uses new Shining Amethyst Shards . 1.16.5 1.16.5-5.3.21 [Deprecated Recipe] Data values swem:whistle Lead & Anchor Description:  A lead and anchor is an improved version of Minecraft's lead that allows players to lead more entities, and hitch (tie up) on any solid surface. Removed in version 1.18.2-1.3.0+. The lead and anchor function has been incorporated into Minecraft's lead. Details:  Rarity color: Common Renewable: Yes Stackable: Yes (64) Durability: None Obtaining Crafting Leads come in a single (brown) color. Vanilla Recipe: Two leads can be crafted with 1 Slime and 4 String. Two leads can be crafted with 1  Star Worm Goop and 4 String. Usage Leading Right-click any passive entity with a lead in hand to lead them. Villagers must be shift right-clicked to connect to a lead. Anchoring Right-click a block or surface to attach the anchor - this will create a small, temporary ring hitch on the ground. Anchors can be placed on the ground, on the side of blocks or underneath blocks. Right-click the ring to untether the mob, this will drop a lead. Shown:  SWEM horse hitched to the ground with an anchor connection. Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first!   Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.18.2 1.18.2-1.3.0 [Beta] Lead & Anchor removed - function combined into (vanilla) lead. Fixed issues: Lead duplication Unable to lead non-SWEM rideable entities (donkey, llama, pigs) Anchor connection left behind when disconnecting lead 1.18.2-1.2.7 [Deprecated Recipe]  1.18.2-1.0.0 Lead & Anchor recipe changed from 4 Iron Ingots > 1 Ingot. Yields 2. 1.16.5 1.16.5-0.5.3.21 [Deprecated Recipe] Data values swem:lead_anchor Measurement Tool Description:  A Measurement Tool is an item that can be used to create jumps. Do not destroy jumps by hand or the jump controller will remain! Always delete jumps via the Jump Builder GUI. Details:  Rarity color: Common Renewable: Yes Stackable: Yes (64) Durability: None Obtaining Crafting Measurement tools come in a single (gray/black) color. A Measurement Tool can be crafted with 1 Iron Ingot, 2 Iron Nuggets and 1 Dried Kelp. Usage Error messages can be seen above the inventory hotbar when the Measurement Tool is used incorrectly. Creating A Jump Measurement tool is required to create custom jumps. Follow this step by step method to use the tool. Place  any block (ie dirt) on the ground Move sideways (straight line) and place a second block exactly 5 blocks away (Block - 5B space - Block) Stand in front of one block (looking at it) and right-click the block with a measurement tool in hand Stand in front of the second block (looking at it) and right-click the block with a measurement tool in hand This should bring up the Jump Builder GUI Customizing Jumps You need to interact with the Jump to customize it's features. The Jump Builder GUI (menu) is automatically opened when a new jump is made, and can be opened again at any time by right-clicking on a jump with a measurement tool.  Edit Obstacle Type:  Left click the None button next to Layer to cycle forward through obstacles, right click to go back. Color:  Left click the color button next to an obstacle to cycle through colors, right click to go back. Some obstacle variants do not have a color option (logs etc) Edit Levels Add: Left click the ' Add Layer ' button in the top left of the GUI to add a new layer (One block higher) Delete:  Left click the ' Delete Layer ' button in the top left of the GUI to delete a layer (One block lower) Edit Standards Type: Left click the button next to ' Standards ' to cycle between jump standards (posts that support poles) Delete Jump If you want to get rid of the entire jump, left click the 'Destroy' button in the top right of the GUI. Do not destroy jumps by hand or the invisible jump controls will remain! Exit GUI Press the escape key to exit out of the Jump GUI at any time. Other information Even if a layer is set to None (no pole/plank) there will still be an invisible barrier that cannot be passed through Each jump has a small, invisible jump control element that is spawned when a new jump is created If the jump controller intersects a block it will be removed and no block can be placed there (6B up - top right of jump)  If the jump controller is destroyed (usually only possible with commands) the jump can no longer be edited) If the jump is destroyed by hand instead of the GUI, it will be impossible to remove the controller without commands Indoor arenas should have a minimum of 11B height clearance if intended to support max-level jumps. This height is the peak point at a max level jump where a rider and horse would comfortably avoid collision with the roof. Shown: Jump Builder GUI showing a new jump (blank options) and a 2B vertical jump with rails in blue colors. Options View Options   Base Elements (Obstacles) - Can be used on Layer 1 Only Log A solid oak log block (slightly thinner than a normal block) ideal for XC jumps. None Pole On Box (Small) A pole on a small X shaped box, ideal for training and cavaletti  16 Colors Pole On Box (Large) A pole on a slightly higher X shaped box, ideal for training and cavaletti 16 Colors Brush Box A small bushy plant in a whitewash planter, ideal for Show Jumping  None Flower Box A small planter of colorful flowers, ideal for Show Jumping 16 Colors Coop A small triangular fence obstacle, ideal for XC jumps or dressage borders None Roll Top A quarter-circle curved obstacle, ideal for XC jumps 16 Colors Wall Mini A brick-wall slab None Ground Pole A simple striped pole that sits directly on the ground, ideal for training and cavaletti 16 Colors Elements (Obstacles) - Can be used on any Layer (1-5) None No visible obstacle for that layer (will still have an invisible obstacle) N/A Rail A simple striped pole 16 Colors Plank A striped plank 16 Colors Plank Fancy A solid-color wavy plank 16 Colors Standards (Support Posts on the side of a jump) None No standards - Jumps with poles or planks may appear to float without standards N/A Schooling A simple upright post with a small base. N/A Radial A wider based standard with a circular pattern (level 3+) N/A Vertical Slat A wider based standard with a simple wooden slat design N/A Troubleshooting  I do not understand how to use the measurement tool! Still stuck? Check out Brooke's Video on YT! I keep getting an error message! Error Messages (Incorrect Use) Text above the inventory hotbar can inform a user that they are using the Measurement Tool incorrectly. There are 4 error messages in total that can appear for any of the most common user-errors when making jumps. Solution: Check that there is exactly 5 blocks  between marker blocks. B-S-S-S-S-S-B (B = Block, S = Space/Air) Too many spaces or too few and the jump will not be created. Solution:  Face your first marker block, right click the block. Move  sideways  (do not turn!) until you are in front of the second block, right click it.  Solution:  One of your blocks is not directly opposite the other marker, make sure they are on a straight line and not at an angle. Solution:  One of your blocks is at a different height than the other marker, make sure both blocks are at same Y level (on level ground) Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! 1.21.1 Jumps are broken pending a future rewrite. Bug Report Coops and some other options may render "dark" on top. Bug Report Panel Wave, Stripe and Arrow do not always show as an option for all layers. Bug Report (Suggestion) Stair Drop and Cavaletti only display when standards are set to "none". Bug Report (Suggestion) [~]  Item "soft locks" (stop working). If no messages for incorrect use, try replacing the item entirely. It is strongly recommended that jumps (and other multiblock items like stall doors) are deleted prior to taking a WorldEdit selection to avoid issues. Including jumps and stall doors in WE Schematics can potentially corrupt schematics. Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.20.1 1.6.5 Bug Fix:   Brush Box and Flower Box are not transparent (background). Bug Fix: Stair Drop visually bugged (rotated) in all directions.  Bug Fix: Cavaletti visually bugged (rotated) in all directions. 1.18.2 1.18.2-1.0.0 Measurement Tool crafting recipe changed to remove Amethyst, and require less iron (3 > ~1.2) 1.16.5 1.16.5-0.5.3.21 [Deprecated Recipe] Data values swem:measurement_tool Pitchfork Description:  A pitchfork is an item used for picking up Shavings . Details:  Rarity color: Common Renewable: Yes Stackable: Yes (64) Durability: None Obtaining Crafting Pitchforks come in a single color. A pitchfork can be crafted with 3 Iron Nuggets and 2 Sticks. Usage Left click on Shavings - specifically the darker colored soiled shavings - while holding the pitchfork to quickly break the item, yielding the soiled shavings to be composted in a wheelbarrow . Using a pitchfork is a quicker 1-hit break compared to using other/no tools which requires ~3hits. A pitchfork can also be used on Horse Poop but it offers no additional benefits over using any other or lack of a tool. Shown: An area of shavings showing soiled (darker) and medium-variety shavings. Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.18.2 1.18.2-0.5.3.22.2 [Beta] Pitchfork recipe changed from 2 Iron Ingots + Hoe to 3 Nuggets. 1.16.5 1.16.5-0.5.3.21 [Deprecated Recipe] Data values swem:pitchfork Spigot Description: Spigot is a placeable item that can be used to fill water troughs, half barrels, and cauldrons when connected to a Block O' Water . Details:  Renewable: Yes Stackable: Yes (64) Tool: Pickaxe (Any) Blast Resistance: N/A Hardness: N/A Luminant: No Transparent: No Flammable: No Flammable (Lava): No Obtaining Crafting Spigots come in a single (gray) color. 2 spigots can be crafted with 4 Iron Nuggets and 1 Iron Ingots. Usage Place a Spigot on a full block for a wall-mounted faucet variant, or on the ground/fence/wall block for a hand-pump variant. When within a 15 block radius of a Block O' Water , right-clicking a spigot can supply infinite water to half barrels , water troughs , cauldrons and empty buckets. Each right-click dispenses 1 bucket worth of water to compatible items. Half barrels and troughs provide water for horses. Requires 3-16 buckets of water depending on item/size. Cauldrons can provide water for players (+/- other modded entities). Filled with a single use. Water buckets require are filled in a single use. Spigots will not work with items that are on the same y-level as them - to have a functional spigot it must be on a level directly above the item, and directly in front/behind of or in contact with the item itself. For multi-block water troughs, the spigot will work provided it has proper contact with at least one section of the trough. The spigot does not directly dispense water if there is not a compatible item to use - to place water directly the player will need to use a hose .  Crafting Spigots can be used for some crafting recipe to avoid having to use water buckets in a crafting table, instead just right-click a spigot with the item. Compatible recipes include: Paint filler (goop) Slimeball (rotten flesh) Refined leather (treated leather) A wall-mounted faucet. Demonstrates proper use with half-barrels, water troughs and cauldrons. A ground / hand-pump spigot. Demonstrates possible working uses with water troughs and half-barrels. Known Issue If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.18.2 1.18.2-1.2.1 [Beta] [Bug Fix]  Standing spigot dispenses water on right-click (Bug in 1.0.0) 1.18.2-0.5.3.22.2 [Beta] Spigot recipe change - reducing iron and increasing yield slightly. 1.16.5 1.16.5-0.5.3.21 [Deprecated Recipe] Data values swem:spigot Tack Box Description:  A tack box is a retaining inventory item that holds tack, information, and various items. Details:  Renewable: Yes Stackable: Yes (64) Tool: Axe (Any) Blast Resistance: N/A Hardness: N/A Luminant: No Transparent: No Flammable: No Flammable (Lava): No Obtaining Crafting Tack boxes come in all 16 base Minecraft colors. A Tack Box can be crafted with 4 Iron Ingots, 2 Star Worms, 1 Iron Ingot, 1 Chest and 1 Dye of the chosen color. You can shift and right-click a placed tackbox with a dye in hand to recolor it at any time to re-purpose existing boxes. Usage Bind a tack box to a horse by right clicking a tamed   SWEM Horse with a tack box in hand. Once bound a confirmation message will appear above the inventory hotbar. You cannot open and use a placed tack box unless it is bound to a SWEM Horse .  Tack boxes (whether bound or unbound) can be placed by right-clicking as with a normal chest. Two tack boxes placed side by side will become a double tack box - this is purely for cosmetic purposes and double tack boxes do not offer any extra space or features. To prevent  tack boxes becoming double, crouch and right click to place as individual (single) boxes side by side. If double tack boxes are broken in survival, the items will be shifted into the remaining single tackbox.  Tack Storage Tack boxes are offer storage for your tack, and optional spaces for other items needed - they have a retaining inventory, and will keep their items when broken so you can pick up your tack box and go! The first page is for the physical storage of a Tack Box. Each tack box can hold (shown from left to right of box): A Halter, Saddlebag and one of either: Armor, Armored Pasture Blanket or Pasture Blanket  3 complete tack sets (bridle, saddle, breastcollar, saddlepad, leg wraps, girth strap) Up to 9 items of the players choosing This page also displays: The tracker status of a horse (Red = Untracked, Green = Tracked) The needs status of a horse (Food and Water) The trust status of a horse (All, Trusted or None) When a horse is un-rendered (not close) the needs status bar will be grayed out completely. Birth Certificate  The second page is the Birth Certificate screen. Here you can see the name, owner and skill stats for the horse the Tack Box is bound to. This page will have more information in V2 release. Lineage & Genetics  The third page is the Lineage & Genetics screen. While SWEM has added basic vanilla style reproduction, there is no genetics or lineage tracking of SWEM horses until V2.  Progression The fourth page is the Progression screen. Hovering over the points on the image will identify achievements the player has unlocked in game. Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! [-]  Achievement "tech tree" does not work. [-] 1.16.5 Tack boxes become unbound and cannot be accessed when a horse is not nearby.  Fixed in 1.18.2-1.2.8 [-] 1.16.5 Information not syncing between horse and tack box (shows critically thirsty or hungry) Fixed in 1.18.2-1.2.8 Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes Tweak: Tack Boxes now accept three sets of non-discipline specific tack. 1.18.2 1.18.2-1.2.8 Tack boxes can be dyed to any other color. Tack boxes have a retaining inventory (keep items when broken). [Feature]  Tackbox displays a blank (gray) bar if horse is not nearby (rendered). [Bug Fix]  Tackbox does not become unbound if the player changes dimensions. [Bug Fix]  Tackbox can now be opened even if horse is not nearby (rendered). [Bug Fix]  Tackbox does not become unbound if a horse dies.  1.16.5 1.16.5-0.5.3.20 [Bugs]  Various bugs (listed as fixes above) Data values swem:tack_box_white swem:tack_box_light_gray swem:tack_box_gray swem:tack_box_black swem:tack_box_blue swem:tack_box_cyan swem:tack_box_light_blue swem:tack_box_purple swem:tack_box_magenta swem:tack_box_pink swem:tack_box_red swem:tack_box_orange swem:tack_box_yellow swem:tack_box_brown swem:tack_box_green swem:tack_box_lime Tracker Description:  A tracker is an item that tells the location of the player's SWEM horse . Details:  Rarity color: Common Renewable: Yes Stackable: Yes (64) Durability: None Obtaining Crafting Trackers come in a single color. A tracker can be crafted with 1 Shining Amethyst Shard , 2 Iron Bars OR Friendly Bars, 1 Enderpearl and 1 Redstone Usage Right click a tamed SWEM Horse with a tracker to begin tracking it. A confirmation message will appear if successful. Trackers are personal to you and your tracked horses, but not specific to each horse. You can have one tracker for several horses - if you were to lose that tracker, crafting another would hold the same data. You can right click the tracker at any time to display the last tracked coordinates of your tracked horse(s). If you have multiple tracked horses, you will see multiple coordinates. If those horses are named, the tracker will specify their name and coordinates so you can distinguish between them. To remove a horse from your tracker, shift and right click the horse with (any) tracker.  A confirmation message will appear if successful. Not holding shift will cause you to mount the horse instead. Known Issue If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Tracker cannot be reset and continues to list deceased or transferred horses. Bug Report Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.18.2 1.3.0 Bug Fix:  Tracker loses horse data on a player's death. 1.0.0 Recipe now uses Shining Amethyst Shards . 1.16.5 5.3.21 Deprecated Recipe (1.16) Data values swem:tracker Vet Bag Description:  The Vet Bag is an item that shows the general wellness of a horse by identifying any missed meals or drinks .  Details:  Rarity color: Common Renewable: Yes Stackable: Yes (64) Durability: None Obtaining Crafting Vet Bags come in a single (gray/red) color. A vet bag can be crafted with 3 Black Wool Carpet and 1 Red Dye. Usage Right-click a horse with a vet bag in hand to view the following stats: Meal Points (requires 224pts per day) Grain Status (if the horse has eaten grain) Missed meals Missed drinks The stats will be displayed in the chat (client side). If the horse is named, it will state its name so you can quickly identify and refer back to any horses that need additional care for missing meals. If a horse it not named, it will only state SWEM Horse . "This horse, Sweetboi, has gained # points today, has/not eaten grain, has missed # meals and # drinks." "This horse, SWEM Horse, has gained # points today, has/not eaten grain, has missed # meals and # drinks." Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first!   Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.18.2 1.18.2-1.2.7 Vet Bag added with basic features to check missed meals and drinks. Data Values swem:vet_check_bag Wheelbarrow Description:  A wheelbarrow is a block that can make Compost from soiled or waste products.  Details:  Renewable: Yes Stackable: Yes (64) Tool: Pickaxe Blast Resistance: N/A Hardness: N/A Luminant: No Transparent: Partially Flammable: No Flammable (Lava): No Obtaining Crafting Wheelbarrows come in all 16 base Minecraft colors. A wheelbarrow can be crafted with 4 Sticks, 1 Bucket, 1 Kelp and 1 Dye of the chosen color. Usage Placing Wheelbarrows occupy a 2x1 space. The block that is right-clicked to place the item will be the back half of the wheelbarrow (facing towards the player), and a further 1 block is required in front of it. Wheelbarrows will still place even if the space in front of it is occupied - meaning it can clip through into other blocks. This looks odd but will not impact the functionality of the object. Wheelbarrows can be placed in all directions (NSEW) Composting Right-click a wheelbarrow with soiled Shavings or Manure (poo) in hand to add it to the wheelbarrow. As more of these are added, the wheelbarrow will visually fill up. Once 8 materials have been placed in the wheelbarrow, the contents will disappear and 1 Wet Compost Block will be dropped. Breaking & Moving Instead of breaking wheelbarrows with a tool to move them around the barn, they can be quickly picked back up by shift + right-clicking the wheelbarrow. This will return the wheelbarrow as an item to the inventory which can be placed elsewhere. The wheelbarrow item will retain all data on how full it was, so the contents will not be wasted. Shown:  A wheelbarrow with several layers of compostable materials. Shown:  All 16 color variants of wheelbarrows. Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.18.2 1.18.2-1.2.8 Wheelbarrows can be picked up with shift + right click Wheelbarrows retain their inventory (contents) when broken or picked up Wheelbarrows produce wet compost blocks instead of compost bonemeal 1.18.2-1.0.0 Wheelbarrow recipe changed to replace Cauldron with Bucket and stone with Kelp (plastic substitute) 1.16.5 1.16.5-0.5.3.21 [Deprecated Recipe] Data values swem:wheel_barrow_white swem:wheel_barrow_light_gray swem:wheel_barrow_gray swem:wheel_barrow_black swem:wheel_barrow_blue swem:wheel_barrow_cyan swem:wheel_barrow_light_blue swem:wheel_barrow_purple swem:wheel_barrow_magenta swem:wheel_barrow_pink swem:wheel_barrow_red swem:wheel_barrow_orange swem:wheel_barrow_yellow swem:wheel_barrow_brown swem:wheel_barrow_green swem:wheel_barrow_lime Booster Shot Description:  Booster shots are a single-use item with a potion-like effect to increase maximum health stats in a horse. Details:  Rarity color: Common Renewable: Yes Stackable: Yes (64) Durability: Yes (1 use) Obtaining Booster shots be crafted in survival by default - this can be configured in the recipe config . Potion brewing uses blaze powder - use  Cantazarite (+ other ingredients) to make blaze rods without visiting the nether! Brewing Nether Wart and 3 Water Bottles in a brewing stand yields 3 Awkward Potions.  Glistering Melon (Minecraft) and 3 Awkward Potions in a brewing stand yields 3 Healing Potions.  Golden Carrot and 3 Potions of Healing in a brewing stand yields 3 Booster Shots. Usage Healing Item Right-clicking a  Horse with a Booster Shot will apply a +20pts (10 hearts) to their maximum health and set current health to the same (maximum) value. If the horse sustains damage, they will naturally regenerate up to that maximum value over time - this can be sped up with splash healing potions, modded healing items , or fly spray . Booster shots are single-use (consumed) and cannot be re-used. Horses can be administered a booster shot while the booster effect is active, but it will only increase their current health (as above) and reset the duration of effect, it will not add any further increase to maximum health.  Booster Shots have a limited duration of effect - by default they last 600 minutes (~30 Minecraft Days). This value can be configured to shorten or extend the duration for SP or MP use. Giving a booster shot to a wild horse will maintain the effect on taming, provided it has not expired.  You can view a horse's health by shift + right clicking to open the needs / inventory GUI. Trivia Booster shots were added for the SWE (VIP) server to help survival players keep their horses alive while adventuring. Survival gameplay has always presented a challenging task of keeping horses healthy amidst the many dangers of survival; falling into ravines, hostile mobs, inherent issues such as block suffocation. It was hoped that by giving a non-overpowered, temporary means of making horses more robust for exploration purposes, players might be able to avoid unnecessary losses and servers could create a small 'vet service' feature for administering them if desired. Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first!   Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.18.2 1.18.2-1.3.0-11 Implemented booster shots as a new healing item. Data Values swem:booster_health Feed Systems Food and everything alike! Bales Description:  Bales are a block that SWEM Horses can eat and can also be used to consolidate Bushels . Details:  Renewable: Yes Stackable: Yes (64) Tool: Any Blast Resistance: N/A Hardness: N/A Luminant: No Transparent: No Flammable: No Flammable (Lava): No Obtaining Crafting Quality Bales Crafting Quality Bales are crafted by combining 4 Alfalfa Bushels , 4 Timothy Bushels and 1 String. A Quality Bale can be crafted by combining 1 Alfalfa and 1 Timothy bale into a more nutritious bale. A Quality Bale can be crafted by combining 2 Quality Bale slabs. A Quality Bale can be split into 2 Quality Bale slabs. Alfalfa Bales Crafting Alfalfa Bales are crafted by combining 4 Alfalfa Bushels and 1 String. An Alfalfa Bale can be crafted by combining 2 Alfalfa Bale slabs. An Alfalfa Bale can be split into 2 Alfalfa Bale slabs. An Alfalfa Bale Slab can be broken down into 2  Alfalfa Bushels .  Timothy Bales Crafting Timothy Bales are crafted by combining 4 Timothy Bushels and 1 String. A Timothy Bale can be crafted by combining 2 Timothy Bale slabs. A Timothy Bale can be split into 2 Timothy Bale slabs. A Timothy Bale Slab can be broken down into 2  Timothy Bushels .  Oat Bales Crafting Oat bales are crafted by combining 4  Oat Bushels and 1 String. An Oat Bale can be split into 2 Oat Bale slabs. An Oat Bale Slab can be broken back down into 2 Oat Bushels . Usage Quality, Alfalfa & Timothy Bales SWEM Horses can eat Quality, Alfalfa and Timothy bales or slabs to satisfy their hunger need. These can be consumed by horses when: Right-click placed in Slow Feeders and Paddock Feeders Right-click placed on the ground Right-clicked with a Bale / Slab in hand on a hungry SWEM Horse Quality Bales are the most nutritious bale type - combining the values of Timothy and Alfalfa in to one hearty bale. Timothy and Alfalfa are less nutritious. Food Points (per item) Minimum Required Maximum (Happy) Other Buffs/Debuffs Quality Bale 224 1/day 2/day None Quality Slab 112 2/day 3/day None Alfalfa Bale 56 2/day 3/day None Alfalfa Slab 27 None Timothy Bale 56 2/day 3/day None Timothy Slab 27 None Oat Bales Oat bales and slabs cannot be fed to horses. They are a way to condense your bushels for storage, or used in crafting sweet feed. Storage At the small cost of 1 string per bale, converting bushels into bales is a space efficient (inventory) way of storing dried forage. Alternately, the bales can be placed down as a physical stockpile of food for immersion of requiring space to store food for animal consumption and restocking when supply runs low. Bales have gravity like gravel and sand. This feature makes it possible to: Store a lot of bales vertically in silos or large piles of hay which drop when items are removed from the base Avoid 'floating' hay piles when bales are eaten from the base of a stack Drop bales from haylofts into the barn, or directly into horse stalls Placement Bales can be placed in all three spatial dimensions, like vanilla logs, bone blocks, and hay bales. Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Bales will float when stacked if those below it are partially eaten (half slab).  Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.18.2 1.2.1 Feature: Added gravity to bales to enable better bales stacks and silos. Bug Fix:  Bale slabs cannot be used in paddock feeders. Bug Fix:  Cannot hand feed bale slabs to horses. Bug Fix:  Cannot hand feed Alfalfa and Timothy bales to horses. Bug Fix:  Missing recipe to convert slabs to bales. Bug Fix:  Missing recipe to convert bale slabs into bushels. 1.18.2 1.18.2-1.0.0 Deprecated Recipe 1.16.5 Active Bug Feed system is not function in 1.16.5. Data values swem:quality_bale swem:quality_bale_slab swem:alfalfa_bale swem:alfalfa_bale_slab swem:timothy_bale swem:timothy_bale_slab swem:oat_bale swem:oat_bale_slab Breeding Token Description: Breeding tokens are optional items that can be fed to  SWEM Horses for breeding. Details:  Rarity color: Common Renewable: No Stackable: Yes (64) Durability: No (single use) Obtaining Crafting Breeding Tokens   come in a single variation. A breeding token can be crafted with 1 Dried Kelp, 1 Sugar, 1 Iron Nugget, 1 Clay and 1 Rose Feed Scoop. Breeding tokens cannot  be crafted in survival by default - this can be configured in the  recipe config . Usage Breeding Breeding tokens work the same as Sweet feed to breed horses. Both horses must be right-clicked with a breeding token in hand to go into love mode. Breeding items must be used by the player that owns the horse, regardless of trust status. Servers By default, Breeding tokens will work the same as sweet feed, but cannot be obtained without commands (/give). This can be configured in recipe configs . For breeding tokens to disable the use of sweet feed, token breeding must be set to  true  in the server config . When this setting is enabled: Cantazarite potions will not work on vanilla ponies. Sweet feed will not work to breed SWEM Horses. Two  breeding tokens will be required (one for each horse to be bred). With breeding tokens and its configs, servers can now restrict breeding tokens to: Approved breeding (application only, role or job restrictions, horse skill requirements) Sell breeding tokens (realistic costs of raising horses, economy sink and limiting over-breeding) Offer as rewards for events, activity etc Breeding tokens (obtained by commands or given by an OP) can be used as normal, even if token breeding is disabled. It is not recommended to require breeding tokens ONLY unless the server has sufficient (active) staff to manage their distribution, or they can be purchased without staff management (ie creative shop or sign store mods) Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! [-] 1.18 Survival crafting Recipes missing for Breeding Tokens.  Fixed in 1.20. Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.20.1 1.20.1-1.3.2 Breeding token has survival crafting recipe if enabled via config. 1.18.2 1.18.2-1.3.0 Breeding items must be used by the horse owner to be consumed/breed. 1.18.2-1.0.0 Breeding Tokens require configurable values to be crafted in survival. Breeding Tokens can be configured to disable cantazarite potion converting and sweet feed as a breeding item. Breeding Tokens added. Data values swem:token_breeding_horse Bushels Description:  A bushel is an item used for crafting various Bales (including Quality Bale ) and Sweet Feed . It comes in Timothy, Oat, and Alfalfa. Details:  Rarity color: Common Renewable: Yes Stackable: Yes (64) Durability: None Obtaining Seeds When broken, grass has a small chance (similar to wheat seeds) of dropping seeds for Timothy, Alfalfa and Oats. Crops & Bushels Timothy, Alfalfa and Oat seeds can be planted on farmland (tilled grass/dirt) just like normal minecraft crops. After some time, they will grow into a 1-block high grass like crop that can be broken to harvest and yields 1 bushel of the corresponding type and a random number of seeds. Shown (L-R): Alfalfa, Timothy and Oats in their fully-grown stage. Uncrafting At the small cost of 1 string per bale, converting bushels into bales is a space efficient (inventory) way of storing dried forage. Alternately, the bales can be placed down as a physical stockpile of food for immersion of requiring space to store food for animal consumption and restocking when supply runs low. If bushels are required, the Alfalfa, Timothy and Oat slabs can be broken back down into their component bushels (4 bushels per bale). Usage Crafting ingredient Alfalfa Bushels are an ingredient in Quality Bales and Alfalfa Bales. Alfalfa Bushel Quality bales can be crafted by combining 4 Alfalfa Bushels, 4 Timothy Bushels and 1 String. Alfalfa bales can be crafted by combining 4 Alfalfa Bushels and 1 String. Alfalfa bale slabs can be uncrafted into 2 Alfalfa Bushels. Timothy Bushels are an ingredient in Quality Bales and Timothy Bales. Timothy Bushel Quality bales can be crafted by combining 4 Alfalfa Bushels, 4 Timothy Bushels and 1 String. Timothy bales can be crafted by combining 4 Timothy Bushels and 1 String. Timothy bales can be uncrafted into 2 Timothy Bushels. Oat Bushels are an ingredient in Sweet Feed and Oat Bales. Oat Bushel Sweet Feed can be crafted by combining 1 Egg, 1 Iron Nugget, 1 Sugar and 1 Oat Bushel. Oat bales can be crafted by combining 4 Oat Bushels and 1 String. Oat bales can be uncrafted into 2 Oat Bushels. Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.18.2 1.18.2-1.2.0 [Bug Fix]  Bale slabs yield back bushels for Timothy, Alfalfa and Oats. Data values swem:alfalfa_bushel swem:alfalfa_seeds swem:timothy_bushel swem:timothy_seeds swem:oat_bushel swem:oat_seeds Compost Description: Compost is a derived from waste products, it comes in a wet compost block, dry compost block and compost (bonemeal).  Details:  Renewable: Yes Stackable: Yes (64) Tool: N/A Blast Resistance: N/A Hardness: N/A Luminant: No Transparent: No Flammable: No Flammable (Lava): No Obtaining Composting Wet compost is formed by placing soiled shavings and manure in wheelbarrows . 8 items produces 1 wet compost block. Crafting A Wet Compost block is crafted by combining 1 Compost (Bonemeal). Compost (Bonemeal) is crafted by breaking down Wet or Dry Compost. Smelting A Dry Compost block is crafted by smelting wet compost in a furnace. Other Wet Compost Blocks can be dried out to become dry compost. Wet compost will only dry when exposed to sunlight. Breaking and replacing the compost will reset the progress. Shown: Wet compost from Wet (0, 1, 2, 3) to Dry Compost. Usage The different forms of compost can be used in different ways. Wet and dry compost can be placed to create muck-heaps for RRP or as a storage of compost for use when needed. Wet and dry compost can be used in decoration of barns, a satisfying muddy-toned block that looks good in paths Compost bonemeal can be used the same as bonemeal to speed up growth on crops or 'naturalize' grass. When condensing compost bonemeal back into compost blocks, some materials will be wasted (9 in > block > 4 out), however this encourages the storage of compost in blocks via muckheaps, occasionally removing the dried blocks from the surface or uncrafting blocks into bonemeal that can be used to grow crops for the player or horse, as well as bonemeal pastures for grass and flowers. Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.18.2 1.18.2-1.2.3 Wheelbarrows produce one compost  block instead of one compost bonemeal. Wet and dry compost blocks yield fewer compost (9 > 4). Wet compost blocks dry into compost blocks when exposed to sunlight. Compost (block) can be placed without a bonemeal effect. 1.16.5 1.16.5-0.5.3.20 [Deprecated Recipes] 8 soiled Shavings or manure in a wheelbarrow to get 1 compost 9 compost can be combined to make 1 wet compost block Wet compost blocks can be smelted into dry compost Dry compost can be right-clicked on the ground for a bonemeal effect Data values swem:wet_compst swem:compost swem:bone_meal_compost Grain Feeder Description:  A Grain Feeder is a block that can hold Sweet Feed or Rose Feed . It comes in 16 colors. Details:  Renewable: Yes Stackable: Yes (64) Tool: Pickaxe (Any) Blast Resistance: N/A Hardness: N/A Luminant: No Transparent: No Flammable: No Flammable (Lava): No Obtaining Crafting Grain feeders come in 16 Minecraft colors. A Grain Feeders is crafted with 1 Dried Kelp, 1 Bucket and 1 Dye of a corresponding color. Usage Grain feeders can hold 1 portion of Sweet Feed or Rose Feed , right-click a feeder with an open bag in hand to provide one serving. When grains are added, the texture will change indicating the the feeder is full. Horses will eat from accessible grain and hay-feeders when hungry. Placement Right-click a block with a grain feeder in hand to place it against a vertical (wall) block. When a grain feeder is placed at the intersection of two blocks, it connects to the wall on both corners. The recommended placement of grain feeders is around one block up from the ground, or two for near full-thickness shavings areas of stalls.  Shown (L-R): Corner grain feeder, grain feeder, grain feeder with sweet feed and grain feeder with rose feed. Shown (L-R): All 16 color variants of grain feeders in the normal (non-corner) placement. Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! [~] Horses may not be able to access feeders (hay or grain) that are surrounded by shavings on all sides. This issue can often be resolved by making sure feeders are clear from surrounding shavings, or raised slightly higher. Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.18.2 1.18.2-1.3.0-8 [Bug Fix]  Grain feeders no longer drop a full bag on breaking. 1.18.2-1.2.1 Grain feeders accept new rose feed . [Bug Fix]  Grain feeders display sweet feed. 1.18.2-1.0.0 Grain Feeder recipe changed to use dried kelp (plastic substitute). 1.16.5 1.16.5-0.5.3.21 [Deprecated Recipe] Data values swem:grain_feeder_white swem:grain_feeder_light_gray swem:grain_feeder_gray swem:grain_feeder_black swem:grain_feeder_blue swem:grain_feeder_cyan swem:grain_feeder_light_blue swem:grain_feeder_purple swem:grain_feeder_magenta swem:grain_feeder_pink swem:grain_feeder_red swem:grain_feeder_orange swem:grain_feeder_yellow swem:grain_feeder_brown swem:grain_feeder_green swem:grain_feeder_lime Hay Feeders Description:  Hay feeders are blocks including Slow feeders and Paddock feeders which can hold SWEM Bales . These feeders do not work with Minecraft hay bales. Obtaining Crafting Slow Feeders Renewable: Yes Stackable: Yes (64) Tool: Pickaxe (Any) Blast Resistance: N/A Hardness: N/A Luminant: No Transparent: Yes Flammable: No Flammable (Lava): No Obtaining Crafting Slow Feeders come in 16 Minecraft colors. A Slow Feeder is crafted with 5 Sticks, 3 Dried Kelp and 1 Dye of a corresponding color. Paddock Feeders Renewable: Yes Stackable: Yes (64) Tool: Axe (Any) Blast Resistance: N/A Hardness: N/A Luminant: No Transparent: Yes Flammable: No Flammable (Lava): No Obtaining Crafting Paddock Feeders come in a 1 (whitewash) color. A Paddock Feeders is crafted with 2 Planks (any) and either 2 Iron Bars or 2 Friendly Bars (any). Usage Slow Feeders Slow feeders can hold one bale of Quality, Alfalfa or Timothy types. Right-click a slow feeder with a bale or bale slab to place it inside the feeder. If using a bale slab, the feeder will only appear half-full compared to a full bale which will fill the feeder entirely. SWEM Horses  will eat from accessible grain and hay-feeders when hungry. When eating from a slow feeder, the horse will consume 1/2 bale (1 slab) per use.  Placement Right-click a block with a slow feeder in hand to place it against a wall or on the ground. When a slow feeder is placed at the intersection of two or more blocks, its appearance is different; it becomes a corner piece that connects to all attached sides. The recommended placement of slow feeders is on the ground, or one block up. If broken, feeders yield back the remaining bales/slabs. Slow feeders are technically over 1 block to prevent them being climbed up on, but nearby shavings may make it possible for horses to get on top of one. For that reason, they should be considered for escape points in stalls. Shown (L-R): A corner slow feeder (solid on two sides) next to a normal slow feeder. Paddock Feeders Paddock feeders can hold up to 3 Bales . Right-click a paddock feeder with a bale to place it inside the feeder. The number of bales placed into the feeder will affect the appearance of the feeder's hay. SWEM Horses  will eat from accessible grain and hay-feeders when hungry. All bales appear the same in the paddock feeder - but feeders will not accept a mix of different bale types at one time. Placement  Right-click a block with a paddock feeder in hand to place it on the ground. Paddock feeders require 2x1 blocks and cannot be placed unless there is sufficient space. They are 2 blocks tall. Breaking When a paddock feeder is broken, it drops any bales it was holding. A Paddock Feeder with one bale slab A Paddock Feeder with three bale slabs Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! [-] 1.18 Paddock feeders accept significantly fewer bales since accepting slabs (3 > 1.5 bales)  Fixed in 1.20.1-1.4.0 [-]  If explosion damage is enabled and a paddock feeder is within the explosion radius they drop 2 items. Additionally, sections can sometimes remain left behind which yield an extra item when broken. Does not drop the hay within the item when explosion damage is sustained. Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.20.1 1.20.1-1.4.0 [Bug Fix]  Paddock feeders accept 3 bales again instead of 1.5 1.18.2 1.18.2-1.2.1 [Bug Fix]  Bale slabs (Quality, Alfalfa, Timothy) can be put into paddock feeders. 1.18.2-1.0.0 Paddock Feeders recipe changed to use planks instead of stone-type slabs. 1.16.5 1.16.5-0.5.3.21 [Deprecated Recipe] Data values swem:slow_feeder_white swem:slow_feeder_light_gray swem:slow_feeder_gray swem:slow_feeder_black swem:slow_feeder_blue swem:slow_feeder_cyan swem:slow_feeder_light_blue swem:slow_feeder_purple swem:slow_feeder_magenta swem:slow_feeder_pink swem:slow_feeder_red swem:slow_feeder_orange swem:slow_feeder_yellow swem:slow_feeder_brown swem:slow_feeder_green swem:slow_feeder_lime swem:paddock_feeder Half Barrels Description: A half barrel is a block that can hold water for Horses  to drink. Details:  Renewable: Yes Stackable: Yes (64) Tool: Pickaxe (Any) Blast Resistance: N/A Hardness: N/A Luminant: No Transparent: No Flammable: No Flammable (Lava): No Obtaining Half Barrels come in 16 Minecraft colors. A Half Barrel is crafted by right-clicking a Barrel or Western Barrel with Shears. Shear a Western Barrel (2 x White Half Barrels) Shear a Barrel (2 x Brown Half Barrels) A Half Barrel can be redyed with 1 Dye of the chosen color. Usage Placement Right-click a block with a half barrel in hand to place it on the ground. Unlike troughs , half barrels to not connect to adjacent water items. Half Barrels can hold 3 buckets of water and are ideal for horse stalls. If a larger container is needed for use by multiple horses, troughs can hold up to 4-16 buckets of water. Filling & Use Water troughs can hold four buckets of water per individual troughs. When filled the water level will gradually rise until it is near the brim, at which point the barrel contains the maximum amount of water. Right-click a half barrel with a water bucket to add it to the trough Right-click a  spigot placed above a half barrel  Rain will slowly fill an uncovered half barrel over time   Horses  will drink from accessible half barrels and troughs when thirsty. They consume 1 bucket per use but may take multiple drinks in a short space of time, quickly depleting the contents. As they drink, the water levels will visibly decrease to reflect the current volume. Shown:  All 16 color variants of half barrels. Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! [~]  When there is a block or spigot above the half-barrel, it occasionally does not show the water level. It is still functional, and removing any blocks above usually corrects the render issue. Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.18.2 1.18.2-1.2.3 Half barrels gradually fill up when raining. Data values swem:half_barrel_white swem:half_barrel_light_gray swem:half_barrel_gray swem:half_barrel_black swem:half_barrel_blue swem:half_barrel_cyan swem:half_barrel_light_blue swem:half_barrel_purple swem:half_barrel_magenta swem:half_barrel_pink swem:half_barrel_red swem:half_barrel_orange swem:half_barrel_yellow swem:half_barrel_brown swem:half_barrel_green swem:half_barrel_lime Sugar Cube Description:  A sugar cube is a treat item that offers a small amount of food points and improves the affinity of  SWEM Horses . Details:  Rarity color: Common Renewable: Yes Stackable: Yes (64) Durability: Yes (Single use) Obtaining Crafting Sugar Cubes come in 1 (white) color. 8 Sugar Cubes are crafted with 4 Sugar. Usage Right-click a horse with a sugar cube to hand feed them, or throw one on the ground near a horse. Horses that are hungry (haven't achieved 224 food points) will eat dropped food items within their search radius. A horse can still be right-click fed even if 224+ food pts have been achieved. Sugar cubes are a sweet treat that can be used to improve the trust between horse and rider, increasing a horse's Affinity by 2 experience points for each cube, and 5 food points . A horse will benefit from up to 5 sugar cubes a day (MC day unless 24hr cycle is enabled), giving extra offers no benefits but currently has no negative results. Players can determine whether affinity was gained by the particles given out; green ("yay") particles indicate the treat was enjoyed and affinity increased, while orange ("ech") means the horse was indifferent to extra treats or enough time has not elapsed since the last treat was given.  Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.18.2 1.18.2-1.2.0 Sugar cubes can be dropped on the ground and horses will eat dropped items. Sugar cubes now have a limit of 5 to gain perks. 1.18.2-1.0.0 Decreased sugar cube yield on crafting from 16 to 8. Data values swem:sugar_cube Rose Feed Description:  Rose feed is an item that can be placed in Grain Feeders for Horses to eat, or used in breeding. Details:  Rarity color: Common Renewable: Yes Stackable: Unopened: Yes (16) Opened: No Durability: Yes (4) Obtaining Crafting Rose Feed   comes in 1 (white, green & red) color. Rose Feed is be crafted with 1 Sweet Feed and 1 Rose. Usage A bag of rose feed starts out unopened until right-clicked in hand to open. This gives the item's inventory texture a slightly crumpled appearance. Each bag of rose feed can be used four times before it is used up (disappears). Right-click a grain feeder with an open rose feed bag in hand to fill up the feeder.   SWEM Horses  will eat from accessible grain and  hay-feeders  when hungry. Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! [-]  Shavings can sometimes obstruct horse pathing to grain feeders (so horses do not eat rose feed). Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.18.2 1.18.2-1.2.4 Rose Feed implemented to replace sweet feed as a breeding item. Data values swem:sweet_feed swem:sweet_feed_open Shavings Description:  Shavings are a block used as bedding for Horses . They come in the types light, medium and dark, plus a soiled variant when used. Details:  Renewable: Yes Stackable: Unopened: Yes (16) Opened: No Tool: Pitchfork Blast Resistance: N/A Hardness: N/A Luminant: No Transparent: No Flammable: No Flammable (Lava): No Obtaining Shavings Smelting Shavings come in 3 colors - light, medium and dark. Soiled shavings cannot be crafted. Light Shavings are crafted by smelting 1 Birch or 1 Jungle leaves in a furnace. Medium shavings are crafted by smelting 1 Oak or 1 Acacia leaves in a furnace. Dark shavings are crafted by smelting 1 Dark Oak or 1 Spruce leaves in a furnace. Deluxe Shavings Crafting Deluxe shavings come in 3 colors - light, medium and dark. Deluxe Light Shavings are crafted with 8 Light Shavings and 1 Dried Kelp. Deluxe Medium Shavings are crafted with 8 Medium Shavings and 1 Dried Kelp. Deluxe Dark Shavings are crafted with 8 Dark Shavings and 1 Dried Kelp. Usage A bag of shavings starts out unopened until right-clicked in hand to open. This gives the item's inventory texture a slightly crumpled appearance. Each bag of shavings can be used eight times before it is used up (disappears), or 64 times for deluxe shavings. Right-click a (solid) ground block with a shavings bag in hand to place; shavings work exactly like snow and can be layered up to 8 layers to make a full block. Unlike snow, it will not melt. Shavings are transparent and will allow light from SWLM blocks through even if placed on top. Soiled Shavings Shavings are perfect for use in horse stalls and Horses standing on or near shavings may soil them occasionally. Soiled shavings have a darker appearance than dry shavings. Shavings can also be placed on pee puddles to soak them up, creating soiled shavings, as an alternative to using the hose which is useful when travelling without a water connection. Soiled shavings drop an amount equivalent to the depth of shavings used, so a 3 layer deep soiled shaving bed would drop 3 soiled shavings. Breaking Break shavings with any tool or by using a pitchfork. Shavings will yield back a used bag equivalent to the number of levels of shavings placed, so if destroying a shavings pile that is 3 layers deep, breaking it will return a bag of shavings with 3 uses. These reclaimed shaving bags do not stack, this is the case with all opened shaving bags so destroying large areas of bedding can quickly fill up your inventory in survival. Shavings that come into contact with moving water will be destroyed instantly without dropping any shaving bags or soiled shavings. Breaking shavings that are only 1 layer deep has a 40% chance of 'voiding' the shavings that have been in contact with the ground and would potentially be too contaminated to reuse.  Storage Shavings bags cannot currently be placed for realistic storage, and must be kept in an inventory or item frame instead. Additionally, placed shavings (layers) cannot realistically be stored in large piles and broken as needed; if breaking a lower level, all shavings above are voided and drop nothing. Compost Soiled shavings can be placed in Wheelbarrows in order to make Compost , used as a source of bonemeal or blocks to place in muck heaps. A pile of light, medium and dark shavings of various levels (depth). Soiled shavings of various levels (depth). Shavings may make it possible for horses to get over some walls, fences, dividers or hop onto feeders to jump out of stalls or pastures. For that reason, their depth and location as well as wall/fence height should be considered for escape points. Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! [-] Shavings get deleted in 2-3 blocks behind the hinge of stall doors and gates if opened. [-]  Shavings can sometimes obstruct horse pathing to some feed items (slow feeders, grain feeders etc). [-]  Open deluxe shavings cannot be taken from creative menu - must take closed bags and open them. Fixed (1.18). [-]  Shavings do not drop a bag with the correct number of uses, specific to layer depth, when broken. Fixed (1.18). Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.18.2 1.18.2-1.3.0 Added deluxe shaving bag with 8x uses of normal shaving bags. Shavings have a 40% chance to drop on breaking if 1 layer deep. 1.18.2-1.2.8 (26 June) [Bug Fix]  Shavings no longer consumed (full bag) on horse pee / desync. 1.18.2-1.2.7 [Bug Fix]  Soiled shavings drop the correct number of layers when broken. [Bug Fix]  Shavings can no longer be enchanted (inc. books) in survival. Data values swem:light_shavings swem:light_shavings_open swem:medium_shavings swem:medium_shavings_open swem:dark_shavings swem:dark_shavings_open swem:soiled_shavings Sweet Feed Description:  Sweet feed is an item that can be placed in Grain Feeders for Horses to eat. Details:  Rarity color: Common Renewable: Yes Stackable: Unopened: Yes (16) Opened: No Durability: Yes (4) Obtaining Crafting Sweet Feed   comes in 1 (blue, red & white) color. Sweet Feed is crafted with 1 Egg. 1 Iron Nugget, 1 Sugar and 1 Oat Bushel . Usage A bag of sweet feed starts out unopened until right-clicked in hand to open. This gives the item's inventory texture a slightly crumpled appearance. Each bag of sweet feed can be used four times before it is used up (disappears). Right-click a grain feeder with an open sweet feed bag in hand to fill up the feeder.   Horses  will eat from accessible grain and  hay-feeders  when hungry. A grain feeder full of sweet feed (single serving). Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Horses will continuously eat sweet feed if available.  Known Issue Shavings sometimes obstruct access to grain feeders, particularly if multiple layers. Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.18.2 1.3.0-8 Bug Fix: Grain feeders drop a full bag of grain when broken. 1.2.1 Tweak:  Changed breeding item from Sweet Feed to  Rose Feed . Bug Fix: Sweet Feed does not render in grain feeders. Bug Fix: Sweet Feed supports enchantments (not intended). 1.16.5 0.5.3.20 Tweak: Sweet Feed servings reduced from 8 to 4. Data values swem:sweet_feed swem:sweet_feed_open Water Trough Description:  A Water Trough is a block that can hold water for Horses to drink. Details:  Renewable: Yes Stackable: Yes (64) Tool: Pickaxe (Any) Blast Resistance: N/A Hardness: N/A Luminant: No Transparent: Yes Flammable: No Flammable (Lava): No Obtaining Crafting Water Troughs come in 1 (silver/gray) color. 4 Water Troughs are crafted with 5 Dried Kelp and 1 Cauldron. Usage Placement Right-click a block with a water trough in hand to place it on the ground. When a water trough is placed adjacent to another trough it will become a larger trough; connecting on the attached sides. Up to 4 troughs can be connected, allowing up to 16 buckets worth of water - perfect for large multi-horse pastures. Water troughs will only join other troughs facing the same direction, directly next to them (similar to Separators ). Face a single direction, placing each trough next to the other while moving sideways rather than turning. Troughs cannot be joined at intersections to make L/U shaped or circular troughs. Filling & Use Water troughs can hold four buckets of water per individual troughs. When filled the water level will gradually rise until it is near the brim, at which point the trough contains the maximum amount of water. Right-click a water trough with a water bucket to add it to the trough Right-click a spigot placed above a water trough  Rain will slowly fill an uncovered trough over time Horses  will drink from accessible half barrels and troughs when thirsty. They consume 1 bucket per use but may take multiple drinks in a short space of time. As they drink, the water levels will visibly decrease to reflect the current volume.  Water troughs' hitboxes are over 1 block to prevent them being climbed up on, but nearby shavings may make it possible for horses to get on top of one. For that reason, they should be considered for escape points in stalls. One, Two, Three, and Four wide troughs. Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Troughs render incorrectly if placed on a mismatched axis. Bug Report Troughs may display ground texture at connection point with other troughs.  Crash might occur if horses drink from a rotated (World Edit) middle section.  Bug Report It is not recommended to include multiblock elements in World Edit selections or schematics. If you must, save and backup  first . Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.18.2 1.2.3 Feature:  Water level can increase when raining. Bug Fix: Water level does not update when size is expanded. Data values swem:water_trough Grain Bin Description:  Grain bin provides a place to break up and store grain (sweet feed and rose feed). Grain bin textures are a placeholder and will receive future improvements. This item is a proof of concept addition to the 1.2 Food Update and is function was a priority over visual refinement. Details:  Renewable: Yes Stackable: Yes (64) Tool: Any Blast Resistance: No Hardness: N/A Luminant: No Transparent: Partial Flammable: No Flammable (Lava): No Obtaining Crafting Grain Bins come in 16 Minecraft colors and 8 wood tones. A Grain Bin is crafted with 1 Chest, 2 Trapdoors (any) and 1 Dye of a corresponding color. A Grain Bin is crafted with 1 Chest, 2 Trapdoors (any) and 1 Plank of a corresponding wood type. Usage Right-click the ground with a grain bin in hand to place it. On placement the grain bin will be closed, but can be opened by shift right-clicking the grain bin. Repeating this will close the bin once more.  Shown: Grain bins in a closed versus open state. Adding Grain The bin will appear empty until grain is added; it can hold either Sweet Feed OR Rose feed , but cannot mix feed types. Right-click a grain bin with an open bag of grain to empty servings into the bin. Each bag has 4 servings, and the grain bin can hold 12 total servings (3 full bags). Every 4 servings added increases the visible grain level. Scoops To withdraw a serving of grain, right click the grain bin to receive a single scoop of the feed stored within it per click. This scoop can be directly fed to a horse, or put into a grain feeder . You can withdraw up to 4 scoops per stack (the same servings as a bag). Right-clicking a grain bin with a scoop will also deposit the servings back into the container. Shown (L-R): All 16 color and 8 wood variants of grain bins. Trivia It is intentional that grain scoops only stack up to 4 - so carrying around 'loose' scoops is not an alternative to bags (making sweet feed bags somewhat defunct). Realistically bags are much better contained to move around with, and can stack in higher numbers when not opened. Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! [-] Grain bins accept more than their max. capacity of 12 servings via grain feed bags.  Fixed in 1.20.1.  [-] Shift clicking with a placeable block (ie planks, chest) against a grain bin deletes the item instead of placing it. Fixed.   Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.20.1 1.20.1-1.3.0 [Bug Fix]  Grain feeders accept no more than 12 servings from feed bags. 1.18.2 1.18.2-1.2.8 Added grain bins as a proof of concept addition with placeholder textures. Data Values swem:bin_grain_white swem:bin_grain_light_gray swem:bin_grain_gray swem:bin_grain_black swem:bin_grain_blue swem:bin_grain_cyan swem:bin_grain_light_blue swem:bin_grain_purple swem:bin_grain_magenta swem:bin_grain_pink swem:bin_grain_red swem:bin_grain_orange swem:bin_grain_yellow swem:bin_grain_brown swem:bin_grain_green swem:bin_grain_lime swem:bin_grain_birch swem:bin_grain_oak swem:bin_grain_spruce swem:bin_grain_dark_oak swem:bin_grain_acacia swem:bin_grain_jungle swem:bin_grain_crimson swem:bin_grain_warped Quality of Life Quality of Life, or QoL for short, are items that make life just a little happier and/or easier. Awards Description:  Awards are items that can be placed into the world to indicate a rider's victories in competitions or events. Not all awards can be crafted or acquired from the creative menu by default - read the information below! Details:  Renewable: Yes Stackable: Yes (64) Tool: Any Blast Resistance: N/A Hardness: N/A Luminant: No Transparent: Yes Flammable: No Flammable (Lava): No Obtaining Rosettes Crafting Rosettes come in all 16 base Minecraft colors. 1 Rosette can be crafted with 1 Carpet (any) and 1 Dye of the chosen color. Basic tier Rosettes can be crafted in survival by default - this can be configured in the recipe config . Ribbons Ribbons cannot be crafted in survival by default - this can be configured in the recipe config . Ribbons are automatically set to creative or command obtaining only - this is intended for servers who want to restrict awards to be purchased or from approved / server hosted events. In this way, having ribbons holds genuine prestige. Crafting Two-tailed Ribbons come in all 16 base Minecraft colors. 1 Two-tailed Ribbon can be crafted with 2 Carpet (any) and 1 Dye of the chosen color. Three-tailed Ribbons come in all 16 base Minecraft colors. 1 Three-tailed Ribbon can be crafted with 3 Carpet (any) and 1 Dye of the chosen color. Reserve Champion Ribbons come in a single (Red, White & Yellow) color. 1 Reserve Champion Ribbon can be crafted with 1 Red Dye and 1 Yellow, Red and White Carpet. Champion Ribbons come in a single (Blue, Red & Yellow) color. 1 Champion Ribbon can be crafted with 1 Blue Dye and 1 Red, Blue and Yellow Carpet. Plaques Plaques cannot be crafted in survival by default - this can be configured in the recipe config . Plaques are automatically set to creative or command obtaining only - this is intended for servers who want to restrict awards to be purchased or from approved / server hosted events. In this way, having a plaque holds genuine prestige. Crafting Plagues come in Bronze, Silver and Gold variants. A bronze plaque can be crafted with 2 Wood Slabs (any) and 1 Copper Ingot. A iron plaque can be crafted with 2 Wood Slabs (any) and 1 Iron Ingot. A gold plaque can be crafted with 2 Wood Slabs (any) and 1 Gold Ingot. Trophies Trophies cannot be crafted in survival by default - this can be configured in the recipe config . Trophies are automatically set to creative or command obtaining only - this is intended for servers who want to restrict awards to be purchased or from approved / server hosted events. In this way, having a trophy holds genuine prestige. Crafting Trophies come in Bronze, Silver and Gold variants. A bronze trophy can be crafted with 2 Copper Ingots and 1 Stone-type Slab (any). A silver trophy can be crafted with 2 Iron Ingots and 1 Stone-type Slab (any). A gold trophy can be crafted with 2 Gold Ingots and 1 Stone-type Slab (any). Usage Currently all Rosettes & Ribbons are non-functional decor items - they cannot be displayed on a horse for now. Right-click a vertical block surface with a Rosette, Ribbon or Plaque in hand to place it, or a horizontal block surface for Trophies. Awards can be used for many stable decoration and RRP purposes, we suggest: To create awards display cases for your RRP or earned victories Decorate stable walls or achievement / memory nooks Decorate the front of a successful horse's stall Naming You can rename Rosettes, Ribbons, Plaques and Trophies as with any other item in an anvil to denote the event name or placing etc, however this will be reset on placing the item unless it is in an item frame.  Giftbags When configured to allow specific items, such as Ribbons, the Star Worm Economy Mod can be used to bundle goodies into an award. This is useful for event hosts to package up prizes within an award - on right clicking the winner will receive all items contained within. Read more about giftbags in the SWEconM wiki . Award Placement Description Rosette Wall A wall-mounted rosette without ribbons (streamers) in 16 solid colors variations. Two-tail Ribbon Wall A wall-mounted rosette with two ribbons (streamers) in 16 solid colors variations. Three-tail Ribbon Wall A wall-mounted rosette with three ribbons (streamers) in 16 solid colors variations. Champion Ribbons Wall A wall-mounted rosette with three ribbons (streamers) in popular champion/reserve champion tri-color variations. Plaques Wall A wall-mounted metal on wood base plate plaque in bronze, silver and gold variations. Trophies Surface A large standing trophy with a black base in bronze, silver and gold variations. Gallery Shown: Reserve & Champion Ribbons, Plaques and Trophies. Trivia Ribbons vary a lot, and there seems to be no concrete standards for coloring or features across all countries, events or disciplines. There was some evidence to suggest a basic color theme (see below) for placing 1-8, though this could be customized by the event hosting organisation, the discipline or even the country it was hosted in (such as USA western events popularly using Red, White and Blue, often with stars). For SWEM, the logical decision for inclusive representation of various sports and specialties was to provide all 16 Minecraft colors as standard for basic tiered Rosettes and Ribbons. It would be impossible to do the same for tri-color champion variants, so two very popular color combinations were selected for these. Shown: Standard US placing colors. Credit: Learning Horses Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! [-]  Config does not enable crafting recipe for Plaques and Trophies. Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.21.1 1.6.8 Bug Fix:   Crash when breaking Championship Ribbons.  1.20.1 1.5.0 Bug Fix:  Awards lose custom name and lore when placed as a block. 1.18.2 1.0.0 Awards require configurable values to be crafted in survival. Rosettes, Ribbons, Plaques and Trophies added. Data Values swem:ribbon_two_white swem:ribbon_two_light_gray swem:ribbon_two_gray swem:ribbon_two_black swem:ribbon_two_blue swem:ribbon_two_cyan swem:ribbon_two_light_blue swem:ribbon_two_purple swem:ribbon_two_magenta swem:ribbon_two_pink swem:ribbon_two_red swem:ribbon_two_orange swem:ribbon_two_yellow swem:ribbon_two_brown swem:ribbon_two_green swem:ribbon_two_lime swem:ribbon_three_white swem:ribbon_three_light_gray swem:ribbon_three_gray swem:ribbon_three_black swem:ribbon_three_blue swem:ribbon_three_cyan swem:ribbon_three_light_blue swem:ribbon_three_purple swem:ribbon_three_magenta swem:ribbon_three_pink swem:ribbon_three_red swem:ribbon_three_orange swem:ribbon_three_yellow swem:ribbon_three_brown swem:ribbon_three_green swem:ribbon_three_lime swem:ribbon_rchampion swem:ribbon_champion swem:plaque_bronze swem:plaque_silver swem:plaque_gold swem:trophy_bronze swem:trophy_silver swem:trophy_gold Bleacher Description:  A bleacher is a block that can be used for decoration. Details:  Renewable: Yes Stackable: Yes (64) Tool: Pickaxe (Any) Blast Resistance: N/A Hardness: N/A Luminant: No Transparent: Yes Flammable: No Flammable (Lava): No Obtaining Crafting Bleachers come in a single (silver/gray) color. 16 bleachers can be crafted with 2 Iron Bars (or any SWEM Friendly Bars) and 2 Heavy Weighted Pressure Plates. Usage Placement Right-click with a bleacher in hand to place. Bleachers function like tiling slabs; on first use will place a slab height block and placing a second on top of that slab will increase it to a full height block. The seat/walkway of the bleacher will always display at the top-most section and any sections underneath will appear as structural supports.  Tiered bleachers at 0.5, 1 and 1.5 block heights. Bleachers are not currently functional, although it is planned to integrate a way to sit on them in a future SW mod. Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Data values swem:bleacher Bridle Rack Description:  A bridle rack is a block that can be used to hold Bridles and Halters . Details:  Renewable: Yes Stackable: Yes (64) Tool: Pickaxe (Any) Blast Resistance: N/A Hardness: N/A Luminant: No Transparent: No Flammable: No Flammable (Lava): No Obtaining Crafting Bridle Racks come in a single (gray/black) color. A bridle rack can be crafted with 1 Stone block and 1 Stone slab. Usage Right-click a vertical block with a bridle rack in hand to place. Bridle racks can be mounted on blocks, slabs, fences and wall but look best on full blocks and upside down stairs or top slabs. A bridle rack can hold one Bridle or Halter at a time. Right-clicking an empty bridle rack with a bridle or halter will place the item, and right-clicking again with an empty hand will remove it. Shown: Bridle rack with all Bridle variants (Western - Adventure - English) and unused version. Shown: Bridle rack with all Halter variants. Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.16.5 1.16.5-5.3.20 Right-clicking bridle racks will drop the bridle even if in creative mode. Data values swem:bridle_rack Cone Description:  A cone is a decorative block and wearable item. Details:  Renewable: Yes Stackable: Yes (64) Tool: Pickaxe (Any) Blast Resistance: N/A Hardness: N/A Luminant: No Transparent: No Flammable: No Flammable (Lava): No Obtaining Crafting Cones come in all 16 base Minecraft colors. Four cones can be crafted with 3 Dried Kelp and 1 Dye of the chosen color. Usage Cones are primarily for decoration. Right-click the ground with a cone in hand to place it. Cones are only 1 block wide but 2 blocks tall. Cones can be used for many stable decoration and RRP purposes, we suggest: To create obstacles in your arenas or couses (weave or pass-through elements) To indicate essential obstacles in a course (must go around cone, or must complete element) To indicate difficulty in obstacles, or different routes To indicate areas of access (ie red cone = no access to a pasture) Additionally, a cone can be worn upon the player's head when placed in the helmet spot.  Shown:  All 16 color variants of cones. Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Data values swem:white_cone swem:light_gray_cone swem:gray_cone swem:black_cone swem:blue_cone swem:cyan_cone swem:light_blue_cone swem:purple_cone swem:magenta_cone swem:pink_cone swem:red_cone swem:orange_cone swem:yellow_cone swem:brown_cone swem:green_cone swem:lime_cone Fences Description:  SWEM fences come in 3 variants; English, Western & Pasture. These fences can be customised with the fence tool. Details:  Renewable: Yes Stackable: Yes (64) Tool: Axe (Any) Blast Resistance: N/A Hardness: N/A Luminant: N/A Transparent: Yes Flammable: No Flammable (Lava): No Obtaining Crafting English English fences come in a single (black & white) color. 4 English fences can be crafted with 3 Planks (any), 2 Sticks and 1 Black Dye. Western Western fences come in 6 Minecraft wood types, plus Whitewash. 8 western fences can be crafted with 6 Planks (chosen wood type), 1 Slab and 1 Stick. Pasture Pasture fences come in 6 Minecraft wood types, plus Whitewash. 8 pasture fences can be crafted with 6 Planks (chosen wood type) and 2 Sticks. Usage SWEM fences are similar to (vanilla) Minecraft fences in all but one way. Just like Minecraft fences, they are technically 1.5b tall, meaning entities cannot step or jump over them. They are recognized as a barrier, so cannot be pathed through and will contain entities within it. Unlike Minecraft fences, SWEM fences can be altered between a full-fence and a half-fence (cut down) state. This cutting down of fences can be achieved using a  Fence Tool . This can be used in many ways:   Short dressage or competition arena borders 1.5 Height pasture fences (1 high fences look really short compared to SWEM horses) A variety of decorative ideas including hooks and light posts [English] Framing stall windows, dividers and overhang support Western Fence Western fences have a full-height straight panel across the top of it, with two thinner support panels lower on the fence. When a corner is created, western fences have an interesting diagonal post design. Right-click a western fence with a  fence tool  in hand to cut down. Pasture Fence Pasture fences are visually very similar to Minecraft fences, but with slightly sturdier (thicker) panels and a half-fence version. Right-click a pasture fence with a  fence tool  in hand to cut down. English Fence English fences are unlike any other SWEM or Minecraft fence. They have a white-framed panel design with black painted wood bars. They come in edge or connector pieces (no corner) and often require use of the fence tool. English fences are sensitive to direction, so you may need to move around to place the corners in the right direction or  use the fence tool: Shift + Right-click:  Rotate a corner section to a different direction Right-click:  Toggle between corner and connector designs English fences cannot connect around a corner like normal fences, so a post made from blocks would be recommended for pastures using English fences.    English fences are not 1.5b like other fences, and can be jumped unless designed to be double height. Gallery Pasture fences showing (L-R) single height, 1.5 height and double height combinations. Western fences showing (L-R) single height, including corner variant, 1.5 height and double height combinations. English fences showing both corner and horizontal bar variations between log posts. Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.18.2 1.18.2-1.2.8 [Bug Fix] All SWEM fences yield 8 fences instead of 1 1.18.2-1.0.0 English Fence recipe changed to use Black Dye instead of Coal 1.16.5 1.16.5-0.5.2.21 [Deprecated Recipe] Data values Western swem:western_fence_oak swem:western_fence_acacia swem:western_fence_dark_oak swem:western_fence_spruce swem:western_fence_birch swem:western_fence_jungle swem:western_fence_whitewash Pasture swem:pasture_fence_oak swem:pasture_fence_acacia swem:pasture_fence_dark_oak swem:pasture_fence_spruce swem:pasture_fence_birch swem:pasture_fence_jungle swem:pasture_fence_whitewash English swem:english_fence Friendly Bars Description:  Friendly Bars are a block that can be used for decoration, similar to vanilla iron bars.  Details:  Renewable: Yes Stackable: Yes (64) Tool: Pickaxe (Any) Blast Resistance: N/A Hardness: N/A Luminant: No Transparent: Yes Flammable: No Flammable (Lava): No Obtaining Crafting Friendly bars come in 3 colors; light (light gray), medium (gray) and dark (black). 32 friendly bars can be crafted with 4 Iron Ingots, 4 Iron Nuggets and 1 Dye of the chosen color, as shown below. Light friendly bars can use either white or light gray dye. Light Medium Dark Usage Friendly bars are primarily for decoration and provide a fun and less prison-y look to bars compared to vanilla versions. They can be used in many ways to decorate your stable or other types of builds. We suggest: As safe alternatives to glass for allowing light and ventilation into your stalls Combined with walls or blocks to make unique fence variations for your property, pastures or arenas Placement Like vanilla bars, the shape of friendly bars depends on the blocks surrounding them. If no blocks are adjacent to them, they will have a slender appearance as there is nothing for them to connect to. Friendly bars will connect to full blocks and wall blocks, but do not connect to fences or partial blocks (stairs, slabs) without the use of a debug stick in creative. Shown:  Combined friendly bars versus single friendly bars. Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.18.2 1.18.2-1.0.0 Friendly bars now yield 32 instead of 16 items. Data values swem:light_friendly_bars swem:medium_friendly_bars swem:dark_friendly_bars Hitching Posts Description:  A hitching post is a block similar to fences that leads can be used on to tether a led animal or entity. It comes in English, western and pasture variants, with mini versions of each. Details:  Renewable: Yes Stackable: Yes (64) Tool: Pickaxe (Any) - Western/English Axe (Any) - Pasture Fence Blast Resistance: N/A Hardness: N/A Luminant: No Transparent: Partially Flammable: No Flammable (Lava): No Obtaining Crafting English Hitching Post English Hitching Posts come in 1 (black & white) color. An English Hitching Post is crafted with 1 Iron Ingot and 2 Planks (any). English Hitching Post Mini English Hitching Post (Mini) does not have a crafting recipe. Right click an English Hitching Post with shears to yield 2 mini versions - the tall hitching post will be consumed on use. Western Hitching Post Western Hitching Posts come in a 1 (black & white) color. A Western Hitching Post is crafted with 1 Iron Nugget and 2 Logs (any). Western Hitching Post Mini Western Hitching Post (Mini) does not have a crafting recipe. Right click a Western Hitching Post with shears to yield 2 mini versions - the tall hitching post will be consumed on use. Pasture Hitching Post Pasture Hitching Posts come in 1 (whitewash) color. A Pasture Hitching Post is crafted with 1 Plank (any) and 2 Logs (any). Pasture Hitching Post Mini Pasture Hitching Post (Mini) does not have a crafting recipe. Right click a Pasture Hitching Post with shears to yield 2 mini versions - the tall hitching post will be consumed on use. Usage Hitching posts function like fences when right clicked with a lead, and have an equestrian-style designs for various purposes. Mini versions are shorter and ideal for placing on the ground and atop fences or walls.  Right click a hitching post while holding an attached lead to connect the entity's lead to the hitch. Multiple entities can be connected to a single hitching post if enough leads are owned. Right click the hitching post again to disconnect - the lead(s) will drop on the ground nearby. SWEM hitching posts have a custom connection added, so the loops of custom hitching does not show the vanilla rope knot texture.  Cross ties ( SWEM Horse only) can connect to two hitching posts - disconnecting will drop 2 leads. Learn more about cross ties here . Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! 1.21.1  Cross ties are broken pending a future rewrite. Bug Report Hitching post does not lose the connected (rope) texture when not in use, or when right-clicked. Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.21.1 1.6.3 Bug Fix: Lead connections disconnect (snap) after a few seconds. 1.18.2 1.3.0 Bug Fix:  Cross ties do not render both leads. Bug Fix: Hitching posts drop normal and  mini version if sheared. Bug Fix: Hitching post (mini) does not display connected texture when in use. Bug Fix: Hitching post top and bottom section no longer do not connect. 1.0.0 Tweak: New design and removal of mini post base for seamless use on walls/fences. Tweak: English Hitching Post recipe changed from logs to planks. Deprecated Recipe 1.16.5 0.5.3.20 Bug Fix:  Mini Pasture Hitching do not match whitewash texture of full-size ones. 0.5.2.7 Bug Fix: Hitching posts do not drop when mined or destroyed by TNT. Data values swem:english_hitching_post swem:english_hitching_post_mini swem:western_hitching_post swem:western_hitching_post_mini swem:pasture_hitching_post swem:pasture_hitching_post_mini Horse Armor Rack Description:  A Horse Armor Rack is a block that Horse Armor can be placed and displayed on. Details:  Renewable: Yes Stackable: Yes (64) Tool: Pickaxe (Any) Blast Resistance: No Hardness: N/A Luminant: No Transparent: Partially Flammable: No Flammable (Lava): No Obtaining Crafting Horse Armor Racks come in a single (silver) color. A horse armor rack can be crafted with 3 Iron Ingot, 3 Stone Blocks and 3 Stone Slabs. Usage Right-click a horizontal (ground) block with an armor rack in hand to place. The armor stand will always place with the neck section facing towards the player, and the block clicked will be where the middle of the rack sits. The rack is 2x1, but occupies a 3x1 space - the front block is not solid and can be passed through, or items placed under it. A horse armor rack can hold one armor set at a time. Right-clicking an empty armor rack with any level horse armor will place the item, and right-clicking again with an empty hand will remove it.  The armor rack only accepts SWEM Horse Armor . Pasture blankets cannot be placed on the armor rack.  Armor rack (left) with amethyst horse armor, and empty armor rack (right) showing usable space under front section. Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.20.1 1.6.5 Bug Fix:   Horse armor on racks are invisible. 1.6.5 Bug Fix:   Horse armor missing rack textures for newer or renamed variants. 1.18.2 1.3.0 Bug Fix:  Horse floats above the armor rack. Bug Fix:  Horse armor does not drop when right-clicked in creative. Data values swem:horse_armor_rack Horse Toys Description:  Horse Toys are non-functional decor blocks. Details:  Renewable: Stackable: Tool: Blast Resistance: Hardness: Luminant: Transparent: Flammable: Flammable (Lava): Obtaining Scratchy Pole Crafting Scratchy Poles comes in 1 (black and yellow) color.  1 Scratchy Pole can be crafted with 6 Brushes and 3 Sticks. Salt Lick Crafting Salt Licks come in 1 (black and white) color. 1 Salt Lick can be crafted with 4 Diorite and 2 Dried Kelp.  Jolly Balls Crafting Jolly Balls come in 1 (blue) color. 1 Jolly Ball can be crafted with 4 Dried Kelp and any Dye. Jolly Balls (Hay) come in 1 (purple) color. 1 Jolly Ball (Hay) can be crafted with 4 Dried Kelp, 1 Carrot, 1 Alfalfa Bushel and any Dye. Jolly Apple Snack   Crafting Jolly Apple Snacks come in 1 color variant. 1 Jolly Apple Snack can be crafted with 1 String, 1 Apple and 1 Dried Kelp. Slow-feeder Ball Crafting Slow-feeder Balls (Hay) come in 1 (pink) color. 1 Slow-feeder Ball (Hay) can be crafted with 7 Dried Kelp, 1 Bale (any SWEM bale) and any Dye. Treats On A String Crafting Treats on a string come in 1 color variant. 1 Treats on a string can be crafted with 2 String, 1 Apple, 1 Carrot and 1 Beet. Usage Currently all Horse Toys are non-functional decor blocks - but plan to have features implemented in future! Horse toys are primarily for decoration. Right-click the ground with a toy in hand to place it, or against a wall or suspended block for hanging items. Toys can be used for many stable decoration and RRP purposes, we suggest:   Add enrichment to a stable with hanging treats or salt licks. Add enrichment to pastures with jolly balls, slow feeders and brushes - the latter is great for cow paddocks too! Clutter for your shelves, storage cupboards or equine stores. Toy Placement Description Scratchy Pole Ground A 2 block high bristled brush for animals to scratch up against. Jolly Ball Ground A rubber or plastic ball with a handle for horses to pick up and carry or throw around. Jolly Ball (Hay) Hanging A jolly ball with cutouts to stuff with hay or treats for horses to slowly work out to eat. Jolly Apple Snack Hanging A hanging apple-shaped toy with a lick block and ball to engage horses. Slow Feeder Ball Ground A 1 block ball with cutouts to stuff with hay or treats. Treats on a string Hanging A hanging string with treats threaded onto it. Gallery Shown (L-R): Treats on a string (2 ways), Slow feeder ball, Scratchy pole and Jolly Ball with Hay, Jolly Ball, Jolly Apple Snack (2 ways). Trivia Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Scratchy Post does not render top half on some MP servers - add Connectivity to fix. This is not a SWEM issue. Changelog PRE 1.18.2 This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.18.2 1.18.2-1.0.0 Added non-functional toys (6) for decor. Data values swem:toy_scratchy_pole swem:toy_lick_salt swem:toy_jolly_ball swem:toy_jolly_ball_hay swem:toy_ball_slow_feed_hay swem:toy_jolly_apple_snack swem:toy_string_treats Locker Description:  A locker is an inventory item that can hold up to 36 item, split between 2 locker sides. Details:  Renewable: Yes Stackable: Yes (64) Tool: Pickaxe (Any) Blast Resistance: N/A Hardness: N/A Luminant: No Transparent: No Flammable: No Flammable (Lava): No Obtaining Crafting Lockers come in a single (silver) color. 2 lockers can be crafted with 4 Iron Nuggets and 2 Chests. Usage Lockers do not have retaining inventories. If broken, all items within will drop (like a vanilla chest). Place a locker by right clicking against another block - lockers can be placed on the ground, on the wall or on top of other blocks. Lockers take up a single block in height and are 0.5B in depth. Lockers have  two separate sides. Right clicking the left and right sides will open a different inventory. The GUI states 'Left Locker' or 'Right Locker' at the top to indicate which side is being viewed. Each side offers 2 rows (18 slots) to store items in. Lock (Restricted Access) Lockers can be locked to a single player each side by the locker owner. Lockers are owned by the player who places it; only the owner can break, lock or unlock the locker. Lockers are accessible to all by default - unless protected by a lock or a landclaim (mods like FTBChunks). Lockers can have two unique locks (two different players) between the left and right sides, or have one locked, one open. Lockers can be opened by the owner, even if locked to a player. Lockers can be opened by OPs and those with the mod perm key, even if locked to a player.  Lockers can have their locks changed at any time by the owner, even if there are items stored within. To lock a locker, rename a nametag in an anvil to the desired player's  exact  name and place it into the nametag slot in the top right corner of the locker GUI. This name must be correct to capitals and symbols, and the side the nametag is placed into with determine which locker side is locked to the chosen player. To restrict the locker to the owner, follow the same steps, specifying the owner's name instead.  Landclaim mods restrict access to inventories and will (default) prevent players accessing lockers, even if unlocked/locked. Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.18.2 1.18.2-1.3.0 Lockers can be locked to a single player by side (left and right). 1.18.2-1.0.0 Locker recipe changed to require less resources, but yield fewer lockers. 1.16.5 1.16.50-0.5.3.21 [Deprecated Recipe] Data values swem:locker Pasture Gates Description:  A pasture gate is a block that most mobs cannot jump over. It comes in the types Care and Horse. Details:  Renewable: Yes Stackable: Yes (64) Tool: Pickaxe (Any) Blast Resistance: N/A Hardness: N/A Luminant: No Transparent: Yes Flammable: No Flammable (Lava): No Obtaining Pasture Gate (Horse) is a 2 block wide version, and Pasture Gate (Care) is a 3 block wide version of the pasture gate. Crafting Pasture Gates (Horse) come in all 16 base Minecraft colors. 2 pasture gates can be crafted with 2 Iron Ingots, 2 Wood Planks (any vanilla) and 1 Dye of the chosen color. Pasture Gates (Care) come in all 16 base Minecraft colors. 2 pasture gates can be crafted with 2 Iron Ingots, 3 Wood Planks (any vanilla) and 1 Dye of the chosen color. Usage The player and most mobs are unable to jump over gates. However, they can be opened like doors. They can be placed by clicking on the corner of a block where you want the door hinge to be. _____________________________________________________________________________________________________________________________________ Known Issue If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Pasture Gates may not render properly on (some) servers. Install Connectivity  to fix "ghost block" issues. Pasture Gates may fail to place in "clear" space - fill the area with blocks, mine (remove) them and retry. It is not recommended to include multiblock elements in World Edit selections or schematics. If you must, save and backup first . Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.21.1 1.6.3-b3 Bug Fix: Pasture Gates do not open when right-clicked.  Data values swem:pasture_white_horse swem:pasture_white_care swem:pasture_light_gray_horse swem:pasture_light_gray_care swem:pasture_gray_horse swem:pasture_gray_care swem:pasture_black_horse swem:pasture_black_care swem:pasture_blue_horse swem:pasture_blue_care swem:pasture_cyan_horse swem:pasture_cyan_care swem:pasture_light_blue_horse swem:pasture_light_blue_care swem:pasture_purple_horse swem:pasture_purple_care swem:pasture_magenta_horse swem:pasture_magenta_care swem:pasture_pink_horse swem:pasture_pink_care swem:pasture_red_horse swem:pasture_red_care swem:pasture_orange_horse swem:pasture_orange_care swem:pasture_yellow_horse swem:pasture_yellow_care swem:pasture_brown_horse swem:pasture_brown_care swem:pasture_green_horse swem:pasture_green_care swem:pasture_lime_horse swem:pasture_lime_care Rubber Mats Description:  A Rubber Mat is a decorative block. It comes in Light, Medium, and Dark. Details:  Renewable: Yes Stackable: Yes (64) Tool: Pickaxe Blast Resistance: N/A Hardness: N/A Luminant: No Transparent: No Flammable: No Flammable (Lava): No Obtaining Crafting Rubber Mats come in 3 colors; light (light gray), medium (gray) and dark (black). 16 rubber mats can be crafted with 1 Cobblestone, 1 Dried Kelp and 1 Dye of the chosen color (Light Gray, Gray or Black) Light Medium Dark Usage Rubber matting is primarily for decoration and provides comfortable and realistic footing to SWEM horses and other entities. At present it is purely cosmetic and has no function or benefit to the SWEM horse outside of RRP.  They can be used in many ways to decorate your stable or other types of builds. We suggest:   Realistic and welfare conscious footing for horse stalls Non-slip flooring for wash stalls and tackup areas Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.18.2 1.18.2-0.5.3.22.2 [Beta] Rubber Mats crafting recipe now yields 16 instead of 4. Rubber Mats recipe changed to use Dye instead of Carpets. 1.16.5 1.16.5-0.5.3.21 [Deprecated Recipes] Data values swem:light_rubber_mat swem:medium_rubber_mat swem:dark_rubber_mat Saddle Rack Description: A Saddle Rack is a block that can hold and display a Saddle . Details:  Renewable: Yes Stackable: Yes (64) Tool: Pickaxe (Any) Blast Resistance: N/A Hardness: N/A Luminant: No Transparent: No Flammable: No Flammable (Lava): No Obtaining Crafting Saddle Racks come in a single (white) color. A saddle rack can be crafted with 1 Stick, 1 Stone Block and 1 Stone Slab. Usage Right-click a ground block with a saddle rack in hand to place a ground variant, or a vertical block to place a wall variant - placing a saddle rack above any item will display the ground variant unless the item below is removed first. A saddle rack can hold one saddle at a time. Right-clicking an empty saddle rack with a saddle will place the item, and right-clicking again with an empty hand will remove it. 1.20 Saddle racks support placement of one saddle blanket and one girth per rack. Items can be placed and removed dynamically from each slot, depending on the target position (ie can remove a blanket without having to take the saddle too).  Shown: Wall mounted saddle racks displaying all SWEM saddle types and colors. Shown: Wall mounted saddle racks (1.20-1.5+) displaying saddles, saddle blankets and girths. The saddle rack stores SWEM saddles, blankets and girths - they do not accept pasture blankets or vanilla saddles! Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.20.1 1.6.5 Bug Fix:   Horse armor missing rack textures for newer or renamed variants. 1.20.1 1.5.0 Feature:  Added slots for saddle blankets and girths on saddle racks. 1.16.5 5.3.20 Bug Fix:  Saddles do not drop when right-clicked in creative. Data values swem:saddle_rack Separators Description:  A separator is a block that can be used for decoration. It comes in 16 colors. Details:  Renewable: Yes Stackable: Yes (64) Tool: Any Blast Resistance: N/A Hardness: N/A Luminant: No Transparent: Yes Flammable: No Flammable (Lava): No Obtaining Crafting Separators can be crafted in all 16 base minecraft colors. 8 Separators requires 4 Iron Nuggets, 1 Dye of the corresponding color and 1 Stick. Usage Separators can be used for decoration, especially as a stall dividers. Placement Separators only join together going in one direction and they do not merge at intersections like fences so they are best used between block or wall posts. Separators do not automatically connect to any adjacent blocks  except  for other separators of the same color.  Shown:  Separators do not join at L intersections (no corner connections like bars). Connecting edges Separators have 4 different block states; rounded edges (both), left edge, right edge and middle section. These can all be toggled with the Fence Tool (right click). This also allows players to 'connect' different color separators together.  Shown (L-R): Normal separator and separators with edge-changes from a fence tool. Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.18.2 1.18.2-1.0.0 Separator recipe changed from Iron Ingots to Nuggets. 1.16.5 1.16.5-0.5.3.21 [Deprecated Recipe] Data values Stall Doors Description:  Stall doors are multiblock barriers intended for building horse stalls - they are appropriately sized for SWEM's larger horses. They come in 2-wide (Horse) and 3-wide (Care) in 7 different wood types; acacia, birch, dark oak, jungle, oak, spruce, and whitewash. Details:  Renewable: Yes Stackable: Yes (64) Tool: Axe (Any) Blast Resistance: N/A Hardness: N/A Luminant: No Transparent: Semi Flammable: No Flammable (Lava): No Obtaining Crafting Stall Doors come in 7 vanilla wood types, and 2 size variants. 2 Stall Doors (Horse) can be crafted with 2 Bars (vanilla or friendly bars ) and 4 Wood Planks of the chosen color. Stall Doors come in 7 vanilla wood types, and 2 size variants. 2 Stall Doors (Care) can be crafted with 3 Bars (vanilla or friendly bars ) and 6 Wood Planks of the chosen color. Usage These doors can be opened and closed by right-clicking. Placement Stall Doors can be placed by right-clicking with a Stall Door in hand on the ground or against a vertical block face. The placement will alter the hinge side - hinge side will always be on the right-clicked position. Stall doors are  front facing  so will always sit on the edge of a block space and do not seamlessly connect to fences, walls, chains, bars or separators. They are best placed between solid block pillars. The stall door will place on the front-edge of a block closest to you: To get a stall door that opens  in  to a stall you will need to place it from the front of the stall. To get a stall door that opens  out  from a stall you will need to place it from inside the stall. Stall doors will not open if obstructed by items or blocks placed 2-3 blocks (depending on door size) behind the hinge corner. The exception to this is shavings - the door will delete  any shavings in its open position.  Stall Doors are not redstone sensitive and cannot be opened by a redstone signal (including buttons and levers). Shown: All variants of 2-wide (Horse) Stall Doors (top) and 3-wide (Care) Stall Doors (bottom). Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Stall Doors may not render properly on (some) servers. Install  Connectivity  to fix "ghost block" issues. Stall Doors may fail to place in "clear" space - fill the area with blocks, mine (remove) them and retry. It is not recommended to include multiblock elements in World Edit selections or schematics. If you must, save and backup first . Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.21.1 1.6.3-b3 Bug Fix: Stall Doors do not open when right-clicked.  Data values swem:acacia_stall_horse swem:birch_stall_horse swem:dark_oak_stall_horse swem:jungle_stall_horse swem:oak_stall_horse swem:spruce_stall_horse swem:acacia_stall_care swem:birch_stall_care swem:dark_oak_stall_care swem:jungle_stall_care swem:oak_stall_care swem:spruce_stall_care Web Guards  Web Guards received a major update in 1.21.1-1.6.8. This page is currently outdated. Description:  Web Guards are multiblock barriers intended for building horse stalls - they are appropriately sized for SWEM's larger horses. They come in 1-wide (Rider) 2-wide (Horse) and 3-wide (Care) in all 16 Minecraft colors. Details:  Renewable: Yes Stackable: Yes (64) Tool: Any Blast Resistance: No Hardness: N/A Luminant: No Transparent: Partially Flammable: No Flammable (Lava): No Obtaining Crafting Stall Doors come in all 16 Minecraft colors, and 3 size variants. 1 Web Guard (Rider) can be crafted with 2 Iron Nuggets, 1 Dried Kelp and 1 Dye of the chosen color. 1 Web Guard (Horse) can be crafted with 2 Iron Nuggets, 2 Dried Kelp and 1 Dye of the chosen color. 1 Web Guard (Care) can be crafted with 2 Iron Nuggets, 2 Dried Kelp and 1 Dye of the chosen color. Usage These 'doors' can be opened and closed by right-clicking. Placement Web Guards can be placed by right-clicking with a web guard in hand on the ground or against a vertical block face. The placement will alter the hinge side - hinge side will always be on the right-clicked position.  These 'doors' are also only 1 block high. If placed at ground level horses and other entities can step over them. To function as a barrier to all but the smallest 1 block tall entities, they must be placed one block up.  Web guards are front facing  so will always sit on the edge of a block space and do not seamlessly connect to fences, walls, chains, bars or separators. They are best placed between solid block pillars. The stall door will place on the front-edge of a block closest to you: To get a web guard that opens in  to a stall you will need to place it from the front of the stall. To get a web guard that opens out  from a stall you will need to place it from inside the stall. Web Guards will not open if obstructed by items or blocks placed 2-3 blocks (depending on door size) behind the hinge corner. The exception to this is shavings - the web guard will delete  any shavings in its open position.  Web Guards are not redstone sensitive and cannot be opened by a redstone signal (including buttons and levers). Shown: All 16 variants of 3-wide (Care) Web Guards. Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Crash when clicking on the ground with a web guard. Bug Report Web Guards may not render properly on (some) servers. Install Connectivity  to fix "ghost block" issues. Web Guards may fail to place in "clear" space - fill the area with blocks, mine (remove) them and retry. It is not recommended to include multiblock elements in World Edit selections or schematics. If you must, save and backup first . Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.21.1 1.6.8 Feature: Web Guards place as a single block ("closed") and can stretch up to 9b. 1.6.3-b3 Bug Fix: Web Guards do not open when right-clicked.  1.18.2 1.2.8 Bug Fix: Open Web Guard displays incorrect texture (wrong connecting edge). 1.0.0 Tweak:  Recipe uses less iron and yields a single item. 1.16.5 0.5.3.20 Deprecated Recipes: Data values swem:web_guard_white_rider swem:web_guard_light_gray_rider swem:web_guard_gray_rider swem:web_guard_black_rider swem:web_guard_blue_rider swem:web_guard_cyan_rider swem:web_guard_light_blue_rider swem:web_guard_purple_rider swem:web_guard_magenta_rider swem:web_guard_pink_rider swem:web_guard_red_rider swem:web_guard_orange_rider swem:web_guard_yellow_rider swem:web_guard_brown_rider swem:web_guard_green_rider swem:web_guard_lime_rider swem:web_guard_white_horse swem:web_guard_light_gray_horse swem:web_guard_gray_horse swem:web_guard_black_horse swem:web_guard_blue_horse swem:web_guard_cyan_horse swem:web_guard_light_blue_horse swem:web_guard_purple_horse swem:web_guard_magenta_horse swem:web_guard_pink_horse swem:web_guard_red_horse swem:web_guard_orange_horse swem:web_guard_yellow_horse swem:web_guard_brown_horse swem:web_guard_green_horse swem:web_guard_lime_horse swem:web_guard_white_care swem:web_guard_light_gray_care swem:web_guard_gray_care swem:web_guard_black_care swem:web_guard_blue_care swem:web_guard_cyan_care swem:web_guard_light_blue_care swem:web_guard_purple_care swem:web_guard_magenta_care swem:web_guard_pink_care swem:web_guard_red_care swem:web_guard_orange_care swem:web_guard_yellow_care swem:web_guard_brown_care swem:web_guard_green_care swem:web_guard_lime_care Western Barrel Description:  A Western Barrel is a block that can be used for decoration. Details:  Renewable: Yes Stackable: Yes (64) Tool: Pickaxe (Any), Axe (Any) Blast Resistance: N/A Hardness: N/A Luminant: No Transparent: No Flammable: No Flammable (Lava): No Obtaining Currently Unavailable: Bug#159 (1.16.5 ONLY) A Western Barrel can be obtained by stacking two Half Barrels on top of each other, or by using 3 Dried Kelp. Crafting Usage Western Barrels can be used to decorate; especially in riding areas. A western barrel compared to a blue Half Barrel . Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Data values swem:western_barrel Western Pole Description:  A Western Pole is a solid block that can be used for decoration. Details:  Renewable: Yes Stackable: Yes (64) Tool: Pickaxe (Any), Axe (Any) Blast Resistance: N/A Hardness: N/A Luminant: No Transparent: No Flammable: No Flammable (Lava): No Obtaining Crafting A Western Pole can be crafted with 2 Sticks and 1 Half Stone Slab. Usage Western poles can be used for decoration, especially in riding areas. Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Data values swem:western_pole Whitewash Description:  Whitewash is a collection of wooden building blocks with a white finish. The base whitewash block can be crafted into many block variants. Details:  Renewable: Yes Stackable: Yes (64) Tool: Axe (Any) Blast Resistance: N/A Hardness: N/A Luminant: No Transparent: Yes Flammable: No Flammable (Lava): No Obtaining Crafting Whitewash finish can be combined with a number of blocks to create whitewash variants. 1 Whitewash plank can be crafted by combining 1 Whitewash Finish with 1 Wood Plank (any). 1 Whitewash log can be crafted by combining 1 Whitewash Finish with 1 Log (Any) 1 Whitewash trapdoor can be crafted by combining 1 Whitewash Finish with 1 Trapdoor (Any)  1 Whitewash stall door can be crafted by combining 1 Whitewash Finish with 1 Stall Door (Any) 1 Whitewash sign can be crafted by combining 1 Whitewash Finish with 1 Sign (Any) Usage Crafting Whitewash planks can be further crafted into other blocks, much the same as normal vanilla wood planks. Whitewash stairs Whitewash slab Whitewash Trapdoor Whitewash Button Whitewash Fence Whitewash Pasture Fence Whitewash Western Fence Whitewash Gate Whitewash Door Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Data Values Grate Description: Grates are a block that can be used for decoration, similar to vanilla trapdoors but in a semi-transparent black (metal) version.  Details:  Renewable: Yes Stackable: Yes (64) Tool: Pickaxe (Any) Blast Resistance: N/A Hardness: N/A Luminant: N/A Transparent: Yes Flammable: No Flammable (Lava): No Obtaining Crafting Grates comes in one (black) color. 16 Grates can be crafted with 5 Iron Ingots and 4 bars (vanilla or friendly ).  Usage Grates function the same as a vanilla trapdoor, they can be right-click placed at the top or bottom of a block space, opened or closed and waterlogged. Grates can be used for many stable decoration and RRP purposes, we suggest: Drains in wash stalls and stalls Concealed access to hidden water sources Shown: A half-barrel and spigot over a row of drain grates. Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first!   Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.20.1 1.20.1-1.3.2 [Bug Fix] Grates flip like trapdoors (1.20.1 port issue). 1.18.2 1.18.2-1.2.1 Grates now yield 16 instead of 8. Data Values swem:metal_grate Flight Feather Description:  Flight feather is a magical item obtained from Amethyst Horse Armor . Details:  Rarity color: Common Renewable: Yes Stackable: No Durability: 40 Uses Obtaining Crafting Flight Feathers come in a single (purple and white) color. A flight feather can be crafted with (any) Amethyst-tier Horse Armor and Shears. This recipe returns the armor and shears as well as yielding a single feather. Horse armor can only be sheared once . Flight Feathers  cannot be crafted if the recipe config is set to permit only creative or commands (disable crafting recipe). Usage Right-clicking with a flight feather in hand launches the holder 11 blocks up into the air. Each use has ~15 second cooldown. This cooldown effect is applied across  all feathers the player has or picks up. The flight feather is intended to be combined with Amethyst Riding Boots (slow fall) or Elytra, which will prevent taking fall damage on descent. This quick upwards propulsion could be used to escape from holes, climb sheer terrain faces or scale obstacles as well as make speedy vertical escape from an attack by hostile mob(s) in a survival situation.  Flight feathers have a limited number (40) of uses. The lifespan of feathers can be extended with Unbreaking and Mending enchantments.  Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! [-]  Flight Feathers are intended to be repairable via the cantazarite anvil using shining amethyst shards.   Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.18.2 1.18.2-1.3.0 Implemented the flight feather. Data Values swem:feather_flight Halter & Lead Rack Description:  A halter and rack is a block that can be used to store one Bridle or Halter and one leadrope. Details:  Renewable: Yes Stackable: Yes (64) Tool: Pickaxe (Any) Blast Resistance: N/A Hardness: N/A Luminant: No Transparent: No Flammable: No Flammable (Lava): No Obtaining Crafting Halter and Lead Racks come in a single (gray/black) color. A halter and lead rack can be crafted with 1 Bridle Rack , 1 Stone Button and 1 Stick. Usage Right-click a vertical block with a halter and lead rack in hand to place. Halter and lead rack can be mounted on blocks, slabs, fences and wall but look best on full blocks, upside down stairs or top slabs. A halter and lead rack can hold one Bridle or Halter and one leadrope at a time. Right-clicking an empty halter and lead rack with a valid item will place it, and right-clicking again with an empty hand will remove it. IMAGE COMING SOON Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.20.1 1.20.1-1.5.0 Implemented the halter and lead rack. Data values swem:rack_halter_lead Lead Rack Description:  A lead rack is a block that can be used to up to three leadropes. Details:  Renewable: Yes Stackable: Yes (64) Tool: Pickaxe (Any) Blast Resistance: N/A Hardness: N/A Luminant: No Transparent: No Flammable: No Flammable (Lava): No Obtaining Crafting Lead Racks come in a single (gray/black) color. A lead rack can be crafted with 3 Stone Slabs and 3 Stone Buttons. Usage Right-click a vertical block with a lead rack in hand to place. Lead racks can be mounted on blocks, slabs, fences and wall but look best on full blocks, upside down stairs or top slabs. A lead rack can hold one, two or three leadrope at a time and supports dynamic placement on any peg depending on where the item is clicked. Right-clicking an empty lead rack with a lead rope will place, or remove the current item if occupied. Right-clicking a stored item to remove it from that slot.  IMAGE COMING SOON Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.20.1 1.20.1-1.5.0 Implemented the lead rack. Data values swem:rack_lead_3 Pasture Blanket Racks Description:  A pasture blanket rack is a block that can be used to store  pasture blankets . It comes in two sizes. Details:  Renewable: Yes Stackable: Yes (64) Tool: Pickaxe (Any) Blast Resistance: N/A Hardness: N/A Luminant: No Transparent: No Flammable: No Flammable (Lava): No Obtaining Crafting Pasture Blanket Racks come in a single (silver/gray) color and long or short variants. A short pasture blanket rack can be crafted with 3 Sticks, 3 Stone Buttons and 1 Stones Slab. A long pasture blanket rack can be crafted with 2 Sticks, 2 Stone Buttons and 1 Short Pasture Blanket Rack. Usage Right-click a vertical or horizontal block with a pasture blanket rack in hand to place. Pasture blanket racks can be mounted on blocks, slabs, fences and wall but look best wall mounted. If placed on a horizontal surface, short pasture blanket racks will have a different model, whereas long pasture blanket racks will not as they are too long to be mounted on a surface (allows it but will clip through the block below!). A short pasture blanket rack can store one, two or three blankets at a time - which appears folded over to occupy 1B height. A long pasture blanket rack can store up to five blankets and hang full length to occupy 2B height.  Pasture blanket racks supports dynamic placement (including correct color) on any slot depending on where the item is clicked. Right-clicking an empty pasture blanket rack with a blanket will place it, or remove the current item if occupied. Right-click an item to remove it from the slot.  IMAGE COMING SOON Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.20.1 1.20.1-1.5.0 Implemented the short and long pasture blanket racks. Data values swem:rack_pasture_blanket_3_short swem:rack_pasture_blanket_5_long Blanket Racks Description:  A blanket rack is a block that can be used to store blankets .  Details:  Renewable: Yes Stackable: Yes (64) Tool: Pickaxe (Any) Blast Resistance: N/A Hardness: N/A Luminant: No Transparent: No Flammable: No Flammable (Lava): No Obtaining Crafting Blanket Racks come in a single (silver/gray) color. A blanket rack can be crafted with 3 Sticks, 3 Stone Buttons and 1 Stone Block. Usage Right-click a vertical or horizontal block with a blanket rack in hand to place. Blanket racks can be mounted on blocks, slabs, fences and wall but look best wall mounted. If placed on a horizontal surface, they will connect to that surface using a different model. Blanket rack can store up to five blankets and supports dynamic placement (including correct color) on any slot depending on where the item is clicked. Right-clicking an empty blanket rack with a blanket will place it, or remove the current item if occupied. Right-click an item to remove it from the slot.  IMAGE COMING SOON Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.20.1 1.20.1-1.5.0 Implemented blanket racks. Data values swem:rack_blanket_5 Crafting Items These items have no purpose except to craft with. Don't fret! They aren't an unnecessary step, they actually help us reduce the cost of in-game items! Paint Filler Description:  Paint Filler is an item that can be used to craft greater amounts of dye. Paint Filler was moved to SWPM and removed from SWEM as of the 1.18 version. Details:  Rarity color: Common Renewable: Yes Stackable: Yes (64) Durability: None Obtaining Crafting Paint Filler can be crafted with 1 Bucket of Water and 1 Star Worm Goop Paint Filler can be crafted with Slime in SWPM (1.18.2) Usage Crafting ingredient Paint Filler can be crafted with any dye to make four of the item. Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Data values swem:paint_filler Plates Description:  A plate is an item that can be used in crafting. Details:  Rarity color: Common Renewable: Yes Stackable: Yes (64) Durability: None Obtaining Crafting Copper Plate 4 Copper Plates can be crafted with 4 Iron Ingots. Copper Plates can be broken down into 1 Copper Ingot. Iron Plate 4 Iron Plates can be crafted with 4 Iron Ingots. Iron Plates can be broken down into 1 Iron Ingot. Gold Plate 4 Gold Plates can be crafted with 4 Gold Ingots. Gold Plates can be broken down into 1 Gold Ingot. Diamond Plate 4 Diamond Plates can be crafted with 4 Diamond Ingots. Diamond Plates can be broken down into 1 Diamond. Netherite Plate 4 Netherite Plates can be crafted with 4 Netherite Ingots. Netherite Plates can be broken down into 1 Netherite Ingot. Usage Crafting ingredient Rivets are used in the crafting of: Amethyst Weapons:  Amethyst Swords,   Scythes ,  Shields ,  Bows Amethyst Tools:  Player Armor:  Amethyst Helmet ,  Amethyst Chestplate ,  Amethyst Leggings ,  Riding Boots (Amethyst tier) Horse Armor:  Horse Armor Miscellaneous:  Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Copper, Gold and Netherite tier plates have no in-game use. Bug Report Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.18.2 1.18.2-1.3.0 Added Netherite tier plates as a crafting component. Updated naming scheme from type_plate to plate_type - existing items of this type will be lost from saves. Data values swem:plate_iron swem:plate_gold swem:plate_diamond swem:plate_netherite Refined Leather Description:  Refined leather is an item used in crafting. Details:  Rarity color: Common Renewable: Yes Stackable: Yes (64) Durability: None Obtaining Crafting Refined leather comes in a single color variant. 3 refined leather can be crafted with 1 Leather, 1 Bucket of Water and 1 Dried Kelp 8 refined leather can be crafted with 8 Treated Leather and 1 Bucket of Water. Alternatively, right click a  Spigot  (with a  water supply ) to instantly convert the Treated Leather in to Refined Leather. Usage Crafting ingredient Refined leather is used in the crafting of Bridles , Blankets , Saddles , Girth Straps , Breast Collars , Adventure Leg Wraps , Saddle Bags , Rivets , Plates ,  Helmets , Chestplates , Leggings , Riding Boots , Amethyst Bows , Amethyst Longswords , and Amethyst Scythes . Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! [-] Horse Armor leather instead of Refined Leather. Bug Report   Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.18.2 1.18.2-1.0.0 Refined Leather can be crafted via Treated Leather; a less labor intensive process for bulk leather crafting. Data values swem:refined_leather Rivets Description:  A rivet is an item that can be used in crafting. It comes in the types leather, iron, gold, and diamond. Details:  Rarity color: Common Renewable: Yes Stackable: Yes (64) Durability: None Obtaining Crafting Copper Rivet 16 Copper Rivets can be crafted with 2 Copper Ingots.  9 Copper Rivets can be broken down into 1 Copper Ingot. Iron Rivet 16 Iron Rivets can be crafted with 2 Iron Ingots. 9 Iron Rivets can be broken down into 1 Iron Ingot. Gold Rivet  16 Gold Rivets can be crafted with 2 Gold Ingots.  9 Gold Rivets can be broken down into 1 Gold Ingot. Diamond Rivet  16 Diamond Rivets can be crafted with 2 Diamonds.  9 Diamond Rivets can be broken down into 1 Diamond. Netherite Rivet  16 Netherite Rivets can be crafted with 2 Netherite. 9 Netherite Rivets can be broken down into 1 Netherite Ingot. Usage Crafting ingredient Rivets are used in the crafting of: Amethyst Weapons:  Amethyst Swords,   Scythes ,  Shields ,  Bows Amethyst Tools:  Player Armor:  Amethyst Helmet ,  Amethyst Chestplate ,  Amethyst Leggings ,  Riding Boots (Amethyst tier) Horse Armor:  Horse Armor Miscellaneous: Block O' Water Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! [-]  Netherite rivets are excessively expensive and will be made cheaper eventually. Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.18.2 1.18.2-1.3.0 Added Netherite tier rivets as a crafting component. Updated naming scheme from type_rivets to rivet_type - existing items of this type will be lost from saves. Data values swem:rivet_copper swem:rivet_iron swem:rivet_gold swem:rivet_diamond swem:rivet_netherite Treated Leather Description:  Treated leather is an item used in crafting. Details:  Rarity color: Common Renewable: Yes Stackable: Yes (64) Durability: None Obtaining Crafting Treated leather comes in a single color variant. 1 treated leather can be crafted with 1 Leather and 1 Dried Kelp Usage Crafting ingredient Treated Leather is a processed leather type added to make the process of acquiring Refined Leather easier. SWEM tack and other items requires a lot of leather that previously needed to be crafted in a multi-step process that demanded a lot of water via water buckets. Treated leather can be created in bulk at a crafting table by combining dried kelp and leather, then combined in bulk with a water bucket to create 8 Refined Leather. Alternatively, right click a Spigot (with a water supply ) to instantly convert the Treated Leather in to Refined Leather.  Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Changelog View Changes This is not a complete list of version changes / fixes. It is a changelog of relevant wiki-related version information. MC Version Release Notes 1.18.2 1.18.2-1.0.0 Added Treated Leather as a new item. Data values swem:treated_leather Whitewash Finish Description:  Whitewash finish is a wood stain that turns any wood blocks to whitewashed wood.  Details:  Rarity color: Common Renewable: Yes Stackable: Yes (64) Durability: None Obtaining Crafting Whitewash finish can be crafted with 1 White Dye and 1 Star Worm Goop. Usage Crafting ingredient Combine whitewash finish with any wood blocks to create whitewash , which can be further crafted into various whitewash decorative blocks. Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Data Values swem:whitewash_finish Mobs Worm on String Description: A Worm On String is a passive mob that does not spawn naturally. It was added as a birthday present for SWEM's head animator, Eric. Details: Health points: 4 Behavior: Passive Hitbox size: TBC Spawn: Summoned or spawned with spawn egg Spawning Worms do not spawn naturally, so they cannot be accessed outside of creative mode or without cheats. They may be summoned or spawned with their spawn egg. Appearance Worms have the appearance of a large worm on string. All the worms are orange. A worm. Behavior Worms wander aimlessly, slithering from side to side, and sometimes pausing to flick their tails.  Their behaviour is based on the code of Minecraft sheep, which is why it's not uncommon to hear your worm 'bah'... Not a bug. (Well, kind of in that it's an oversight, but not one that we are in a rush to fix. Worms 'bah' - get used to it.) Known Issues If you find an issue, please report it to our bugs channel on  Discord . We ask that you look to see if your issue was reported first! Data values swem:wormieboi Horse Coats Information about all the obtainable coats. Coat Directory Search for the perfect coat by color base, genetics or other miscellaneous factors! Alternately, try searching by tags! BASE COLORS The 3 base horse colors are black, bay and chestnut. Horses may express various tones of those base colors, and some colors are affected in more dramatic ways by other genetics. For some, that occurs gradually over time (gray, roan) and others express less common coloration from birth or as they mature (dilutions). The presence of many unique genetic markings that a horse can express makes for a huge variety of potential combinations that can occur on top of a base coat. Black Coat Name Coat Color Eye Color Significant Markings Obsidian Black Purple Star Jessie Black Orange Broken Snip | Sunbleaching | Sock & Coronet Polaris Black Birdcatcher Olive Green Snip | Stocking & Coronet Burrito Black Leopard Appaloosa Light Blue Striped hooves Asteria Black Leopard Appaloosa Blue Streaked Mane | Widespread Leopard Spotting Domino Black Snowcap Appaloosa Dark Blue Blaze & Snip | Stockings & Striped Hooves Lunar Black Silver Rabicano Silver Gray Stripe & Snip Masquerade Black Tovero Blue Medicine Hat  Phantom Black Sabino Blue Blaze | Stockings Schwoompl Blue Roan Dark Brown Star & Stripe | Snip Fortune Blue Roan Blue Bald Face | Stocking | Socks Sweetboi Blue Roan Tobiano Aqua Heart Shaped Muzzle | Striped Hoof Gooseberry Grullo Olive Green Dark Dorsal Stripe Hurricane Grullo Gray Primitive Markings Toothbrush Grullo Tobiano Dark Cyan Stocking & Sock | Dorsal Stripe | Leg Barring Panama Silver Dapple Splash Light Blue Widespread Splash Mystic Splashed White Black Cyan Bald Face Carousel Classic Champagne Brown N/A Lady Guinevere Black Dapple Light Cyan Irregular Stripe | Snip | Birdcatcher Spots | Silver Dapples Bay (Brown) Coat Name Coat Color Eye Color Significant Markings Carnelian Bay Brown  &  Blue Stockings | Bald face Marshall Dark Bay Light Brown N/A Syracuse Dark Bay Black Coronet | Striped Hoof | Blaze & Snip Valegro   Dark Bay Dark Brown Socks | Blaze & Snip Charlotte Blood Bay Yellow Star Helios Copper Bay Light Brown Socks | Blaze Poppy Bright Bay Yellow Snip Vulcan Sooty Bay Amber Coronet | Socks | Stripe & Snip Mika Silver Bay Dark Brown Pastern Freighter Silver Bay (Dark Bay) Brown Star | Primitive Markings | Striped Back Birdie Bay Birdcatcher Dark Gray Socks | Irregular blaze | Birdcatcher Spots Monty Bay Roan Brown Star Rumble Bay Sabino Purple Blaze / Bald Face | Stockings Rivera Bay Sabino TBC TBC Rain Bay Tobiano Cyan Stockings | Bald face Joergen Bay Tobiano (Dark Bay) Brown N/A Frank Bay Skewbald (Tricolor) Dark Gray Stockings Romeo Graying Bay Skewbald Dark Blue Blaze | Graying Marzapa Splashed White Bay Light Blue Extensive Splash Mazie Bay Blanket Appaloosa Pink Blanket Symphony Bay Dun Dark Brown Star & Snip | Primitive markings Freyja Brown Dun Dark Brown Star & Snip | Primitive markings | Frosting Spirit Buckskin Light Gray N/A Kodiak Buckskin Cyan Dapples Aphrodite Sooty Buckskin Tobiano Light Brown Bald face Titus Sooty Buckskin Skewbald Dark Brown N/A Dustar   Buckskin Overo Amber / Brown Facial Marking | Socks & stockings Champion Buckskin Appaloosa Gray Socks |  Star | Blanket Wren Sable Champagne Light Brown N/A Antique Amber Champagne Brown N/A Sonata   Amber Champagne Dun Dark Brown Blaze & Snip |  Sock & Coronets Kharema Light Bay Brown Star & Socks Pharaoh Red Bay Brown Star Tyra Pangrare Bay Amber Pangrare Lucy Seal Bay Dark Brown Star Chestnut (Red) Coat Name Coat Color Eye Color Significant Markings Zippy Chestnut Gray Blaze | Snip | Coronet & Sock Man O War Chestnut Brown Star & Stripe Secretariat Chestnut Brown Socks Sergeant Reckless Chestnut Light Gray Blaze & Socks Bandit Chestnut Light Blue Badger Face & Socks Blazie Chestnut (Red) Roan Brown Blaze | Sock | Coronet | Stocking Delta Chestnut Roan Muted Brown Widespread Roaning Annie Chestnut Tovero Light Blue Medicine Hat  Maple Chestnut Sabino Green Chestnut-flecked Blaze | Stockings Calihan Flaxen Liver Chestnut Gray Blaze & Face Mask | Socks | Stocking El Cazador Liver Chestnut Pintaloosa Light Gray Blaze & Snip Dollor Dark Chestnut Brown Blaze | Snip | Sock | Stockings Primrose Chestnut Skewbald Dark Brown Blaze | Snip | Sock | Stockings Star Palomino Light Green Snip Esperanza Golden Palomino Light Blue (L) Light Green (R) Bald Face | Sock | Stockings Hibiscus Palomino Roan Brown Coronet Dahlia Palomino Tobiano Yellow Stripe | Snip | Stockings | Socks Heartbreaker Red Dun Dark Brown Snip | Sock | Stockings | Coronet Nero Cremello Overo Pale N/A Inferno Splashed White Chestnut Cyan N/A Citrine Gold Champagne Light Blue N/A Other / Unknown Coat Name Coat Color Eye Color Significant Markings Avalanche Pure White Light Blue N/A Ghost White Gray Ice Blue N/A Paris Gray Dark Brown Blood Marks Ibis Gray Teal/Blue Blaze | Stockings Finbar Foaley Gray Green Socks Hickory Dapple Gray Light Green N/A Joey Dapple Gray Dark Brown N/A Arial Fleabitten Gray Light Gray N/A Orion Snowy Gray Black Coronet Rosita Rose Gray Dark Brown Coronet | Pastern No Buckle Rose Gray Splash Yellow Broken Blaze | Snip Romeo Graying Bay Skewbald Dark Blue Blaze | Snip | Stockings Mia Okapi Light Blue Okapi Markings | Orange Feather Mane DILUTIONS Dilution genes add a layer of genes that quite literally dilute the base coat, and occasionally the eyes or skin too. Champagne Coat Name Coat Color Eye Color Significant Markings Carousel Classic Champagne Brown Brown Points Antique Amber Champagne Brown Red/Brown Mane & Tail Wren Sable Champagne Light Brown Dark Brown Points Citrine Gold Champagne Light Blue Pink Muzzle Sonata Amber Champagne Dark Brown Irregular Blaze | Snip | Sock | Coronet | Pastern | Dorsal Stripe Cream SINGLE DILUTES: Coat Name Coat Color Eye Color Significant Markings Spirit Buckskin Light Gray N/A Kodiak Buckskin Dark Cyan White "Clipper Dapples" Dustar Buckskin Overo Brown Stockings Champion Buckskin Appaloosa Gray Star & Socks Aphrodite Sooty Buckskin Tobiano Light Brown Bald Face Titus Sooty Buckskin Skewbald Dark Brown Stockings Star Palomino Light Green Snip Mr Ed Palomino Gray Star | Stripe | Snip | Socks Esperanza Golden Palomino Light Blue (L) Light Green (R) Bald Face | Socks | Stockings Trigger Golden Palomino Amber Blaze | Snip | Socks Hibiscus Palomino Roan Brown Coronet | Widespread Roaning Dahlia Palomino Tobiano Yellow Stripe | Snip | Socks | Stockings DOUBLE DILUTES: Coat Name Coat Color Eye Color Significant Markings Nero Cremello Overo Pale Pink Muzzle Dun Coat Name Coat Color Eye Color Significant Markings Gooseberry Grullo Olive Green Dark Dorsal Stripe Hurricane Grullo Gray Primitive Markings | Dorsal Stripe Toothbrush Grullo Tobiano Dark Cyan Stocking | Socks | Dorsal Stripe | Leg Barring Freyja Brown Dun Dark Brown Star | Snip | Leg Barring | Dorsal Stripe | Frosted Guard Hairs Symphony Bay Dun Dark Brown Star | Snip | Leg Barring | Dorsal Stripe Sonata Amber Champagne Dark Brown Irregular Blaze | Snip | Sock | Coronet | Dorsal Stripe | Leg Barring Heartbreaker Red Dun Dark Brown Snip | Dorsal Stripe | Leg Barring | Sock | Coronet ND1: Coat Name Coat Color Eye Color Significant Markings Freighter Silver Bay Muted Brown Star | Stripe | Dorsal Stripe | Leg Barring Silver Coat Name Coat Color Eye Color Significant Markings Lunar Black Silver Rabicano Silver Gray Stripe & Snip Mika Silver Bay Dark Brown Pastern Panama Silver Dapple Splash Light Blue Widespread Splash Freighter Silver Bay Muted Brown Star | Stripe | Dorsal Stripe | Leg Barring WHITE MARKINGS White markings (excluding roan, rabicano and leopard complex) can also be referred to as Pinto - and the term can apply to horses expressing one or more of certain markings in the presence of different genetic influences. These markings create minimal, medium or extensive areas of white on a horse. Dominant White Coat Name Coat Color Eye Color Significant Markings Avalanche Pure White (Dominant) Light Blue Pink Muzzle Frame Overo Coat Name Coat Color Eye Color Significant Markings Dustar Buckskin Overo Brown Stockings  Nero Cremello Overo Pale Pink Muzzle Masquerade Black Tovero Blue Medicine Hat Annie Chestnut Tovero Light Blue Medicine Hat  Leopard Complex Coat Name Coat Color Eye Color Significant Markings Mazie Bay Blanket Appaloosa Pink Blanket Appaloosa Burrito Black Leopard Appaloosa Light Blue Striped Hooves Asteria Leopard Appaloosa Blue Widespread Leopard Spotting Domino Black Snowcap Dark Blue Blaze | Snip | Stockings | Snowcap Appaloosa Champion Buckskin Appaloosa Gray Star & Socks El Cazador Liver Chestnut Pintaloosa Light Gray Irregular Blaze & Snip  Roan Coat Name Coat Color Eye Color Significant Markings Blazie Chestnut (Red) Roan Brown Blaze | Sock | Coronet | Stocking Delta Chestnut Roan Muted Brown Widespread Roaning Schwoompl Blue Roan  Dark Brown Star | Stripe | Snip Fortune Blue Roan Blue Bald Face | Socks | Stocking Sweetboi Blue Roan Tobiano Aqua Heart Shaped Muzzle | Striped Hooves Monty Bay Roan Brown Star | Widespread Roaning Hibiscus Palomino Roan Brown Coronet | Widespread Roaning Sabino Coat Name Coat Color Eye Color Significant Markings Phantom Black Sabino Blue Blaze | Stockings Rumble Bay Sabino Purple Blaze / Bald Face | Stockings Rivera Bay Sabino Blue Widespread Sabino | Stockings Maple Chestnut Sabino Green Chestnut-flecked Blaze | Stockings Splashed White Coat Name Coat Color Eye Color Significant Markings No Buckle Rose Gray Splash Yellow Broken Blaze & Snip Panama Silver Dapple Splash Light Blue Widespread Roaning Mystic Splashed White Black (Minimal) Cyan Bald Face, Pink Muzzle Inferno Splashed White Chestnut (Medium) Cyan Pink Muzzle Marzapa Splashed White Bay (Extensive) Light Blue Pink Muzzle Tobiano Coat Name Coat Color Eye Color Significant Markings Rain Bay Tobiano Cyan Bald Face | Stockings Frank Tricolor Skewbald (Bay Tobiano) Dark Gray Pink Muzzle Primrose Chestnut Skewbald Dark Brown Blaze | Snip | Sock | Stocking Sweetboi Blue Roan Tobiano Aqua Heart Shaped Muzzle | Striped Hoof Joergen Dark Bay Tobiano Brown N/A Masquerade Black Tovero Blue Black Medicine Hat Annie Chestnut Tovero Light Blue Medicine Hat Aphrodite Sooty Buckskin Tobiano Light Brown Bald Face Toothbrush Grullo Tobiano Dark Cyan Stocking | Sock | Stripe | Leg Barring Dahlia Palomino Tobiano Yellow Stripe | Snip | Stocking | Sock Rabicano Coat Name Coat Color Eye Color Significant Markings Lunar Black Silver Rabicano Silver Gray Stripe & Snip Non-specific Pinto Coat Name Coat Color Eye Color Significant Markings Titus Sooty Buckskin Skewbald Dark Brown Stockings Romeo Graying Bay Skewbald Dark Blue Blaze | Snip | Stockings Primrose Chesnut Skewbald Dark Brown Blaze | Snip | Sock | Stocking NOTE: Certain combinations of Pinto markings often have their own terms: Tobiano + Overo = Tovero Any pinto markings + Appaloosa = Pintaloosa Horses with white markings are often mistakenly be referred to indiscriminately as Paint , however Paint horses are a breed that heavily feature Pinto markings, the term is not specific to the markings themselves. In the UK, horses are commonly referred to as Piebald (Black & White) or Skewbald (Brown & White) when describing Pinto markings. SPECIAL FEATURES Features by type that give a specific appearance - includes both genetics (sooty, flaxen, dapples) or more cosmetic/markings (bald faced, dapples). Sooty Coat Name Coat Color Eye Color Significant Markings Aphrodite Sooty Buckskin Tobiano Light Brown Bald Face Titus Sooty Buckskin Skewbald Dark Brown Stockings Vulcan Sooty Bay Amber Stripe | Snip | Coronet | Sock Dapples Coat Name Coat Color Eye Color Significant Markings Hickory Dapple Gray Light Green N/A Joey Dapple Gray Dark Brown N/A Kodiak Buckskin Dark Cyan White "Clipper Dapples" Dahlia Palomino Tobiano Yellow Stripe | Snip | Stocking | Socks Lady Guinevere Black Dapple Light Cyan Irregular Stripe | Snip | Birdcatcher Spots | Silver Dapples Birdcatcher Spots Coat Name Coat Color Eye Color Significant Markings Polaris Black Birdcatcher Olive Green Snip | Stocking | Coronet | Birdcatcher Birdie Dark Bay Birdcatcher Dark Gray Irregular Blaze | Socks | Coronet | Birdcatcher Lady Guinevere Black Dapple Light Cyan Irregular Stripe | Snip | Birdcatcher Spots | Silver Dapples Blood Marks Coat Name Coat Color Eye Color Significant Markings Paris Gray Dark Brown Blood Marks Fleabitten Coat Name Coat Color Eye Color Significant Markings Arials Fleabitten Gray Light Gray N/A Pangare Coat Name Coat Color Eye Color Significant Markings Primrose Chestnut Skewbald Dark Brown Blaze | Snip | Sock | Stocking Flaxen Coat Name Coat Color Eye Color Significant Markings Calihan Flaxen Liver Chestnut Gray Blaze & Face Mask | Socks | Stocking 'Bald' Facial Markings Coat Name Coat Color Eye Color Significant Markings Fortune Blue Roan Blue Bald Face | Socks | Stocking Carnelian Bay Brown & Blue Bald Face | Stockings Rumble Bay Sabino Purple Blaze / Bald Face | Stockings Rivera Bay Sabino Blue Widespread Sabino | Stockings Esperanza Golden Palomino Light Blue & Light Green Bald Face | Socks | Stockings Rain Bay Tobiano Cyan Bald Face | Stockings Frank Tri- Color Skewbald Dark Gray Bald | Face Pink Muzzle Aphrodite Sooty Buckskin Tobiano Light Brown Bald Face | Pink Muzzle Inferno Splashed White Chestnut Cyan Bald Face | Pink Muzzle Mystic Splashed White Black Cyan Bald Face | Pink Muzzle Marzapa Splashed White Bay Light Blue  Bald Face | Pink Muzzle Badger Face Coat Name Coat Color Eye Color Significant Markings Bandit Chestnut Light Blue Badger Face | Socks DON'T SEE YOUR FAVORITE COAT HERE? Originally, SWEM planned to include only 16 coats + 2 secret coats. That number was greatly surpassed to bring over 100 coats ahead of V1's release. With so much to do and so many potential genetics or coat variations to consider, some coats inevitably did not make it in.  Look out for them in the genetics update in V2! Salamarty Details: Horse Information Type: Horse Coat Name: Salamarty Coat Color: Seal Brown Varnish Roan Markings: White Wide Blaze Pink Snip / Muzzle White Socks (LF, RF, LH, RH) Striped Hooves (LF, RF, LH, RH) Roaning (Varnish - Widespread) White Blanket Eye Color: Brown Coat Information Data Value: #00 Obtainable: Lapis / Redstone Category: N/A Version Added: V1 (Beta) Artist: Cytris Trivia   Salamarty is coat 0 and is a 'code buffer' as a 0 must exist. They were also one of the absolute last coats to be added into the mod ahead of V1 release - so close they almost did not make it in. Those who watch the SWEM team's  Queen's Cavalry stream will know Salamarty as a cantankerous Platypus of Hannah's who is always escaping in search of water or a new home - often being found in places you would not expect or where he shouldn't be (like Delphi's kitchen...) Images Reference (Left) Reference (Right) Ghost Details: Horse Information Type: Horse Coat Name: Ghost Coat Color: White Gray Markings: None Eye Color: Ice Blue Coat Information Data Value: 1 Obtainable: Lapis / Redstone Category: Base Coats (18) Version Added: V1 (Alpha) Artist: Stardust Trivia   None right now - Ghost's story is yet unwritten! Images Reference (Left) Reference (Right) Hickory Details: Horse Information Type: Horse Coat Name: Hickory Coat Color: Gray (Dapple) Markings: None Eye Color: Light Green Coat Information Data Value: 2 Obtainable: Lapis / Redstone Category: Base Coats (18) Version Added: V1 (Alpha) Artist: Eric (EC: Stardust) Trivia   None right now - Hickory's story is yet unwritten! Images Reference (Left) Reference (Right) Obsidian Details: Horse Information Type: Horse Coat Name: Obsidian Coat Color: Black Markings: White star Eye Color: Purple Coat Information Data Value: 3 Obtainable: Lapis / Redstone Category: Base Coats (18) Version Added: V1 (Alpha) Artist: Stardust Trivia   Obsidian received a 'glow up' addition of a small white star on their forehead during pre-release (Beta), having previously been a solid black with no markings. Images Reference (Left) Reference (Right) Zippy Details: Horse Information Type: Horse Coat Name: Zippy Coat Color: Chestnut Markings: Black Muzzle White Blaze & Snip White Coronet (RH) White Sock (LH) Eye Color: Gray Coat Information Data Value: 4 Obtainable: Lapis / Redstone Category: Base Coats (18) Version Added: V1 (Alpha) Artist: Stardust Trivia   Zippy is the real horse of previous head admin Rhea (Chestnut_Mum).  Zippy Facts: He was orphaned as a baby His favourite treat is bananas He loves to swim He is a kleptomaniac; stealing things within his reach and storing them at the back of his stall.  Images Reference (Left) Reference (Right) Marshall Details: Horse Information Type: Horse Coat Name: Marshall Coat Color: Bay (Dark) Markings: Black points Eye Color: Light brown Coat Information Data Value: 5 Obtainable: Lapis / Redstone Category: Base Coats (18) Version Added: V1 (Alpha) Artist: Stardust Trivia   "In a way... aren't we all Marshalls?" - (TBC) Images Reference (Left) Reference (Right) Blazie Details: Horse Information Type: Horse Coat Name: Blazie Coat Color: Chestnut (Red) Roan Markings: White Blaze White Sock (LF) White Coronet (RF, RH) White Stocking (LH) Eye Color: Brown Coat Information Data Value: 6 Obtainable: Lapis / Redstone Category: Base Coats (18) Version Added: V1 (Alpha) Artist: Hauket (AC Credits: Stardust) Trivia Blazie was the real horse of Hannah's (AlaharranHonor) mom. Blazie has only one eye, having lost the other to cancer, a detail which is represented in the SWEM Blazie coat.  Getting Blazie as accurate to reality was such an important task that multiple artists had a go at getting her just right - as such she was one of the latest additions to Base Coats in Alpha development! Images Reference (Left) Reference (Right) Spirit Details: Horse Information Type: Horse Coat Name: Spirit Coat Color: Buckskin Markings: Black Points Brown tinged mane and tail Eye Color: Light Gray Coat Information Data Value: 7 Obtainable: Lapis / Redstone Category: Base Coats (18) Version Added: V1 (Alpha) Artist: Stardust Trivia Spirit, along with companions Rain and Esperanza are inspired by and named after characters from the hugely popular 2002 DreamWorks Animation film Spirit: Stallion of the Cimarron.  In the movie, Spirit is actually a Dun horse, more accurately a 'Dunskin' for his buckskin coat and the presence of primitive markings such as a dorsal stripe. In SWEM, Spirit not being a dun was an error made very early into development due to lack of knowledge on genetics and coat colours. Though genetically incorrect to it's true reference, the original has remained in game. Hannah awaits the angry hoard of avid movie-inaccuracy fiends showing up on her door to this day. Images Reference (Left) Reference (Right) Rain Details: Horse Information Type: Horse Coat Name: Rain Coat Color: Bay Tobiano Markings: White Bald Face White Stockings (LF, RF, LH, RH) White Streaked Mane & Tail Eye Color: Cyan Coat Information Data Value: 8 Obtainable: Lapis / Redstone Category: Base Coats (18) Version Added: V1 (Alpha) Artist: Eric Trivia Rain, along with companions Spirit and Esperanza , are inspired by and named after characters from the hugely popular 2002 DreamWorks Animation film Spirit: Stallion of the Cimarron.  SWEM's Rain is designed to resemble Rain as a tribute to the beloved movie character, but not match exactly on all her markings or features. Early into development, the limited knowledge of law surrounding the use of such movie characters was a concern for legal action, so the coat was intentionally made as it's own inspired but not directly replicated version of Rain! Images Reference (Left)   Reference (Right)   Star Details: Horse Information Type: Horse Coat Name: Star Coat Color: Palomino Markings: White snip (small) Eye Color: Light Green (Mint) Coat Information Data Value: 9 Obtainable: Lapis / Redstone Category: Base Coats (18) Version Added: V1 (Alpha) Artist: Stardust Trivia   None right now - Star's story is yet unwritten! Images Reference (Left) Reference (Right) No Buckle Details: Horse Information Type: Horse Coat Name: No Buckle Coat Color: Rose Gray Splash Markings: White Broken Blaze & Snip Eye Color: Amber/Yellow Coat Information Data Value: 10 Obtainable: Lapis / Redstone Category: Base Coats (18) Version Added: V1 (Alpha) Artist: Stardust Trivia   None right now - No Buckle's story is yet unwritten! Images Reference (Left) Reference (Right) Charlotte Details: Horse Information Type: Horse Coat Name: Charlotte Coat Color: Blood Bay Markings: White Star White Marking (R Neck) Light Hoof (RF, RH) White Sock (RF, RH) Eye Color: Yellow Coat Information Data Value: 11 Obtainable: Lapis / Redstone Category: Base Coats (18) Version Added: V1 (Alpha) Artist: Stardust Trivia   Charlotte may also be referred to as Wild And Free ( 11_m_wildandfree ), as many of the original coats were created and their files named long before they received official names.  Charlotte has a small white neck marking that would not likely be attributed to more significant markings, even in their minimal forms, like Tobiano or Sabino. So instead she flaunts her creative liberties, and we love her for it! Images Reference (Left) Reference (Right) Jessie Details: Horse Information Type: Horse Coat Name: Jessie Coat Color: Black Markings: White Broken Stripe/Blaze & Snip Sun Bleaching Light Hooves (LF, RF, LH, RH) White Sock (RF, LH, RH) White Coronet (LF) Eye Color: Orange Coat Information Data Value: 12 Obtainable: Lapis / Redstone Category: Base Coats (18) Version Added: V1 (Alpha) Artist: Stardust Trivia   Jesse is named after a horse owned by Hannah's (AlaharranHonor) mom, although the coat was not originally intended to be modelled on him, in fact the original file name for the coat was 12_m_talldarkhandsome. Initially, the coat was supposed to be a Silver Grulla, but it turned out the reference was actually a clipped Friesian! The breed is very well known for becoming bleached through sun and the effect of sweat on a black coat, often resulting in widespread or localising fading to a dark bay colour, partially (see below) explaining the Jessie coat's striking rusty-tinged areas. Jessie may be referred to as a Rusted Black by those familiar with SWEM's development, which is not a technical term but one Hannah coined due to the high content of iron in the water on their property that resulted in people and animals (Jessie included) developing an orange tinge to their hair!  The TD&H coat has been a popular recurring mount of SWEM owner Hannah (" Valley" ) and staff member / content creator Redzeal (" Bo" ) Images Reference (Left) Reference (Right) Sweetboi Details: Horse Information Type: Horse Coat Name: Sweetboi Coat Color: Blue Roan Tobiano Markings: Pink Marking - Heart Shaped (Muzzle) Pale Inner Ears Striped Hoof (LH) Eye Color: Aqua Coat Information Data Value: 13 Obtainable: Lapis / Redstone Category: Base Coats (18) Version Added: V1 (Alpha) Artist: AlaharranHonor Trivia   Sweetboi is our beloved boi. Due to code issues, he was the only coat we got in the game for a long time, having to redo his texture over and over. Given his loyal dependability of being our good boi in code and out, he has become the collective favorite of the community. - SWEM Official FAQ Sweetboi's story to be added! Images Reference (Left) Reference (Right) Mazie Details: Horse Information Type: Horse Coat Name: Mazie Coat Color: Bay Blanket Appaloosa Markings: None Eye Color: Pink Coat Information Data Value: #14 Obtainable: Lapis / Redstone Category: Base Coats (18) Version Added: V1 (Alpha) Artist: Stardust Trivia None right now - Mazie's story is yet unwritten! Images Reference (Left) Reference (Right) Esperanza Details: Horse Information Type: Horse Coat Name: Esperanza Coat Color: Golden Palomino Markings: White Bald Face White socks (LF, RF) White Stockings (LH, RH) Eye Color: Light Blue (Left) Light Green (Right) Coat Information Data Value: #15 Obtainable: Lapis / Redstone Category: Base Coats (18) Version Added: V1 (Alpha) Artist: Stardust Trivia Esperanza, along with companions Spirit and Rain , are inspired by and named after characters from the hugely popular 2002 DreamWorks Animation film  Spirit: Stallion of the Cimarron. Images Reference (Left) Reference (Right) Burrito Details: Horse Information Type: Horse Coat Name: Burrito Coat Color: Black Leopard Appaloosa Markings: Striped Hooves Eye Color: Light Blue Coat Information Data Value: #16 Obtainable: Lapis / Redstone Category: Base Coats (18) Version Added: V1 (Alpha) Artist: Stardust Trivia   Burrito is often known as Freckles, or Freckles the Destroyer.  Images Reference (Left) Reference (Right) Galaxy Details: Horse Information Type: Horse Coat Name: Galaxy Coat Color: Galaxy (Fantasy) Markings: N/A Eye Color: Purple Coat Information Data Value: #17 Obtainable: Secret Category: Originals (Secret) Version Added: V1 (Alpha) Artist: Eric Obtaining Secret coats can be configured via the server config . If  disabled secret coats can only be acquired via summon commands. Galaxy is a secret coat and can only be acquired via a specific item obtained from a multi-step process. [SPOILER] Solution Offerings Step One of obtaining a galaxy coat requires crafting the five elemental offerings. Earth: Stone, Sand, Podzol and Diorite.   Life:  Pink Tulip, Dark Oak Sapling, Birch Sapling, Blue Orchid Nova:  Redstone, Gold, Lapis Lazuli, Emerald Vibrant:  Red, Blue, Black and Yellow Stained Glass. Ocean: Pufferfish, Bubble Coral Block, Ink Sac, Kelp. Gallaxorium Offering Step Two is to combine all the crafted offerings into a Gallaxorium Offering. Gallaxorium Offering:  Vibrant, Life, Ocean, Earth and Nova offerings. Enchant The Galloxorium offering must be enchanted with the Galaxy Coat Enchantment - this will become Gallaxium once removed from the enchanting table. Bug Fix: Gallaxium can be acquired via enchanting as of the latest 1.18 SWEM release.  Gallaxium Offering The Gallaxium offering must be taken to a level above y250 to turn it into a  Gallaxia Offering . Right clicking a horse with this offering will turn them into the Galaxy coat.  Trivia   The Galaxy coat was one of only two original secret coats created and implemented into the mod during late alpha / early beta testing. For much of beta testing, these coats were unobtainable to preserve the secret of their appearance and existence so the wider SWEM community could share in the experience of finding and creating them (protecting secrets until release).  To date they remain the only coats with a complex multi-step process to acquire, rewarding the player with a stunning magical galaxy horse coat.  Images Reference (Left) Reference (Right) Solitaire Details: Horse Information Type: Horse Coat Name: Solitaire Coat Color: Rainbow (Fantasy) Markings: N/A Eye Color: Aqua Coat Information Data Value: #18 Obtainable: Secret Category: Originals (Secret) Version Added: V1 (Alpha) Artist: Hauket Obtaining Secret coats can be configured via the  server config . If  disabled  secret coats can only be acquired via summon commands. Solitaire is a secret coat and can only be acquired via a specific item obtained from a multi-step process. [SPOILER] Solution Warmer & Cooler Eggs Craft a Warmer Egg with 1 Egg, 1 White, Light Gray, Brown, Yellow, Orange, Red, Pink and Magenta wool block. This is a shapeless crafting recipe so it can be placed in any order. Craft a Cooler Egg with 1 Egg, 1 Gray, Black, Blue, Cyan, Light Blue, Green, Lime and Purple Wool. This is a shapeless crafting recipe so it can be placed in any order.   Rainbow Egg Craft a Rainbow Egg by combining the Warmer and Cooler Eggs.   Rainbow Chic Place   a Rainbow Egg in a brewing stand powered with blaze powder and equipped with 3 Water Bottles. This will produce 3 bottles of Rainbow Chic. Dehydrated Rainbow Smelt   a Rainbow Chic bottle in a furnace to produce 1 Dehydrated Rainbow. Rainbow Sweet Feed Combine Sugar and Dehydrated Rainbow to craft Rainbow Sweet Feed. Rainbow Heavy Feed Combine Wheat and Rainbow Sweet Feed to craft Rainbow Heavy Feed. Rainbow Dry Feed Combine a Bucket and Rainbow Heavy Feed to make Rainbow Dry Feed. Final Step The last step in obtaining the Solitaire coat is to acquire Rainbow Din Din. This can only be achieved by holding Rainbow Dry Feed in hand while it is raining, which will convert it to the Din Din. Right clicking a horse with this Rainbow Din Din will turn them into the Solitaire coat. Trivia   The Solitaire coat was one of only two original secret coats created and implemented into the mod during late alpha / early beta testing. For much of beta testing, these coats were unobtainable to preserve the secret of their appearance and existence so the wider SWEM community could share in the experience of finding and creating them (protecting secrets until release).    To date they remain the only coats with a complex multi-step process to acquire, rewarding the player with a stunning magical rainbow splashed horse coat.  Images Reference (Left) Reference (Right) Man O War Details: Horse Information Type: Horse Coat Name: Man O War Coat Color: Chestnut Markings: White Star & Stripe Eye Color: Brown Coat Information Data Value: #19 Obtainable: Lapis / Redstone Category: Historical Horses Version Added: V1 (Beta) Artist: Malli Trivia Man O War is commonly referred to as the greatest racehorse in history. He was born in 1917 and, in the span of his two-year long racing career, he was a nearly undefeated champion of 20 races (out of 21!). His successes were further amplified by the number of track and world records he established, the margins by which he won his races, and the additional weight of jockeys he carried to the finish line in an effort to level the playing field against other horses. After his short but profoundly successful racing career, Man O War was retired to stud, a decision made by his owner to prevent increasing weight (handicap) with his successes, until he was either lost or injured. His recognition and adoration continued well into his stud-era and retirement, with an estimated 1,000,000-1,500,000 visitors travelling to see the legendary racehorse during his lifetime. - Man O War was purchased as a yearling by Samuel Riddle. - Man O War was most frequently accompanied in travel during both racing and stud by his close friend 'Major Treat', a retired from injury Show Hunter. The two were stalled beside one another, and remained together well into his stud retirement.  - Will Harbut was Man O War's most well known groom (1930-1947) - Just one month after the death of Will Harbut, Man O War passed at age 30. He was honoured for his life of achievements in a radio broadcasted funeral, attended by 7,500 people at Churchhill Downs. In tribute, Man O War (1917-1947) Images Reference (Left) Reference (Right) Secretariat Details: Horse Information Type: Horse Coat Name: Secretariat Coat Color: Chestnut Markings: Black Hoof (LF) White Socks (RF, RH, LH) Eye Color: Brown Coat Information Data Value: #20 Obtainable: Lapis / Redstone Category: Historical Horses Version Added: V1 (Beta) Artist: Stardust Trivia Secretariat (March 30, 1970 – October 4, 1989), also known as Big Red, was a champion American thoroughbred racehorse who is the ninth winner of the American Triple Crown, setting and still holding the fastest time record in all three races. He is regarded as one of the greatest racehorses of all time. He became the first Triple Crown winner in 25 years and his record-breaking victory in the Belmont Stakes, which he won by 31 lengths, is widely regarded as one of the greatest races in history. During his racing career, he won five Eclipse Awards, including Horse of the Year honors at ages two and three. He was nominated to the National Museum of Racing and Hall of Fame in 1974. In the List of the Top 100 U.S. Racehorses of the 20th Century, Secretariat is second only to Man o' War. Images Reference (Left) Reference (Right) Sergeant Reckless Details: Horse Information Type: Horse Coat Name: Sergeant Reckless Coat Color: Chestnut Markings: Black Muzzle White Blaze Black Hoof (RF) White Socks (LF, LH, RH) Eye Color: Light Gray Coat Information Data Value: #21 Obtainable: Lapis / Redstone Category: Historical Horses Version Added: V1 (Beta) Artist: Stardust Trivia   Sergeant Reckless was a mare of Mongolian Horse breeding. Out of a racehorse dam, she was purchased by the United States Military in October 1952 from a Korean stableboy at the Seoul racetrack who needed money to buy an artificial leg for his sister. She was trained as a pack horse for the 5th Marine Regiment, 1st Marine Division.  She quickly became part of the unit and was allowed to roam freely through camp, entering the Marines' tents, where she would sleep on cold nights, and was known for her willingness to eat nearly anything, including scrambled eggs, beer, Coca-Cola and, once, about $30 worth of poker chips. Sgt. Reckless was a remarkably intelligent and charismatic animal who was known for her ability to learn supply routes - on which she carried up to 9 24lb shells - after only a few trips. She served a career of 9 months and was highly decorated with a rank of corporal and later Sergeant, earning two Purple Hearts and a Marine Corps Good Conduct Medal amongst other honors for her service. She was highlighted for her incredible achievement in the Battle for Outpost Vegas where she completed 51 unsupervised resupply trips to multiple frontline units. On completing her service, she was retired to the United States after the war. Images Reference (Left) Reference (Right) Valegro Details: Horse Information Type: Horse Coat Name: Valegro Coat Color: Bay Markings: Pink Muzzle White Star & Stripe Light Hooves (LF, RF, LH, RH) White Pastern (LF) White Socks (RF, LH, RH) Eye Color: Dark Brown Coat Information Data Value: #22 Obtainable: Lapis / Redstone Category: Historical Horses Version Added: V1 (Beta) Artist: Stardust Trivia   Valegro (born 5 July 2002) is a gelding ridden by the British equestrian Charlotte Dujardin in the sport of dressage. He stands 16.2 hands (66 inches, 168 cm) and has the stable name of Blueberry. Valegro remained unbeaten since CDI Kapellen in January 2012. The combination became part of the team which won gold in a European Dressage Championships event in Rotterdam. They then won the FEI World Cup grand prix at London Olympia in 2011, setting a world record for the Olympic grand prix special discipline scoring 88.022%, in April 2012. Selected to represent Great Britain in the 2012 Summer Olympics, in the first round they set a new Olympic record of 83.784%. At the 2013 European Championships in Herning, Charlotte and Valegro won both the Grand Prix and the Grand Prix Special with 85.94% and 85.69%. At Olympia 2013 he beat the Grand Prix Freestyle world record (by around 2%) he set the new record to 93.975%. At Olympia 2014 he improved his own Grand Prix Freestyle world record (94.3%) and his own Grand Prix world record (87.46%). Valegro also achieved a gold medal in the individual dressage at the Rio 2016 Olympic Games with a score of 93.857%, and was an integral part of the Silver medal winning Team for Great Britain, at the same event. In 2016 Breyer released a model of Valegro. On 14 December 2016, Valegro and Charlotte Dujardin marked his retirement from competition with a performance given at the London International Horse Show 2016 and televised live by the BBC. It was followed by a farewell ceremony with Valegro's owners, and companions Charlotte Dujardin, Carl Hester and Alan Davies Images Reference (Left) Reference (Right) Dollor Details: Horse Information Type: Horse Coat Name: Dollor Coat Color: Dark Chestnut Markings: White Blaze & Snip Black Hoof (LF) White Sock (LH) White Stockings (RF, RH) Eye Color: Brown Coat Information Data Value: #23 Obtainable: Lapis / Redstone Category: Historical Horses Version Added: V1 (Beta) Artist: Malli Trivia   What’s a cowboy without his horse? Screen legend John Wayne had a favorite horse that he starred alongside in several of his films. During his later career, Wayne appeared alongside the horse Dollor in some of his most classic westerns. The actor had an affinity for the chestnut quarter horse that appeared in his films, so much so Wayne often requested him by name. Dick Webb Movie Productions owned the show horse. Wayne even went so far as to strike a contract with the production so that he was the only one allowed to ride Dollor on film. "'Dollor is a movie legend just as much as John Wayne was,' owner Debra Keffeler told the Chicago Tribune in 1985. 'A cowboy is not a cowboy without his horse. They're both my heroes.'" Wayne made alterations to the script to give his equestrian friend proper screen time. He incorporated several mentions of Dollor’s name into the film. Howard and Debra Keffeler bought the horse, aware of its star-studded past. They gave Dollor a peaceful retirement on their Texas ranch, occasionally bringing him out for appearances. Reportedly, Dollor ended up living to the grand age of 27-years-old. He passed away sometime in 1995, joining Wayne off into the great beyond. Images Reference (Left) Reference (Right) Trigger Details: Horse Information Type: Horse Coat Name: Trigger Coat Color: Golden Palomino Markings: White Blaze & Snip Black Muzzle White Socks (LF, RF, LH, RH) Eye Color: Amber Coat Information Data Value: #24 Obtainable: Lapis / Redstone Category: Historical Horses Version Added: V1 (Beta) Artist: Stardust Trivia   The original Trigger, named Golden Cloud, was born in San Diego, California. Though often mistaken for a Tennessee Walking Horse, his sire was a Thoroughbred and his dam a grade (unregistered) mare that, like Trigger, was a palomino. Golden Cloud made an early appearance as the mount of Maid Marian, played by Olivia de Havilland in The Adventures of Robin Hood (1938). A short while later, when Roy Rogers was preparing to make his first movie in a starring role, he was offered a choice of five rented "movie" horses to ride and chose Golden Cloud. Rogers bought him eventually in 1943 and renamed him Trigger for his quickness of both foot and mind. Trigger learned 150 trick cues and could walk 50 ft (15 m) on his hind legs (according to sources close to Rogers). They were said to have run out of places to cue Trigger. Trigger became such a ham that as soon as he heard applause, he would start bowing and ruin that trick. Roger's most carefully guarded trade secret was to get Trigger housebroken. Roy Rogers made many personal appearances with Trigger in tow. More than once, he escorted him up three or four flights of stairs at hospitals to visit with sick children. His horse was so important to Rogers that when he purchased a "Best Wishes for the New Year" advertisement in Variety, he signed it "Roy Rogers and Trigger". Trigger was ridden by Rogers in many of his motion pictures, becoming much loved by the youthful audience that saw him on film and in Rogers' 1950s. Images Reference (Left) Reference (Right) Mr Ed Details: Horse Information Type: Horse Coat Name: Mr Ed Coat Color: Palomino Markings: White Star & Stripe Pink Muzzle Snip Black Hooves (LF, RF) White Socks (LH, RH) Eye Color: Gray Coat Information Data Value: #25 Obtainable: Lapis / Redstone Category: Historical Horses Version Added: V1 (Beta) Artist: Stardust Trivia   Mister Ed is an American television sitcom produced by Filmways that aired from January 5 to July 2, 1961 to February 6, 1966. The show's title character is a talking horse. All 143 episodes were filmed in black and white. The show in effect had two leads operating as a comedy team. The title role of Mister Ed, a talking palomino, was played by gelding Bamboo Harvester and voiced by former Western film actor Allan Lane. The role of Ed's owner, a genial but somewhat klutzy architect named Wilbur Post, was played by Alan Young. The Posts resided at 17230 Valley Spring Road in the San Fernando Valley of Los Angeles. Many of the program's gags follow from Mister Ed's tendency to talk only to Wilbur, his mysteriously well cultured essence, his rapscallion tendencies, and his precociously human-like behavior that far exceeds anything those around Wilbur expect of a horse. Mister Ed's ability to talk was never explained and rarely contemplated on the show. In the first episode, when Wilbur expresses an inability to understand the situation, Mister Ed offers the show's only remark on the subject: "Don't try. It's bigger than both of us!" The gelding won four PATSY (Performing Animal Top Star Of The Year) for his role as Mister Ed. Wilbur Post, recalled how the crew put peanut butter in the horse's mouth to get him to move his lips. Mister Ed was said to be a bit of a diva. Filming typically wrapped for the day when Bamboo Harvester would reportedly walk off the set and "call it quits." Though Mister Ed was a bit of a diva, he could often get scenes done in one shot. He had a rather unique diet, as he ate 20 pounds of hay a day and drank sweet tea by the gallon. The show is often most recognized for its catchy theme song! https://www.youtube.com/watch?v=tkksL5KYC_c Mr. Ed is the horse used in SWEM's Spirit: Stallion of the Cimarron tribute to represent Esperanza (Spirit's mother) instead of the actual Esperanza coat! Images Reference (Left) Reference (Right) Joergen Details: Horse Information Type: Horse Coat Name: Joergen Coat Color: Dark Bay Tobiano Markings: White Facial & Body Markings (Vanilla Style) Eye Color: Brown Coat Information Data Value: #26 Obtainable: Lapis / Redstone Category: YouTube Horses Version Added: V1 (Beta) Artist: Arishant Trivia   Joergen is a vanilla horse tamed by YouTuber Pewdiepie in his Minecraft gameplay series. Joergen met an unfortunate end after 5 episodes, but inspired a number of successors to his name in later episodes and series.  Images Reference (Left) Reference (Right) Schwoompl Details: Horse Information Type: Horse Coat Name: Schwoompl Coat Color: Blue Roan Markings: White Star & Stripe Pink Snip Black Face & Neck Black Points Chestnut Mane & Tail Eye Color: Dark Brown Coat Information Data Value: #27 Obtainable: Lapis / Redstone Category: YouTube Horses Version Added: V1 (Beta) Artist: Stardust Trivia   Schwoompl (SCHWOOMPL / Shwoompy) was the horse of YouTuber Markiplier on the game Red Dead Redemption 2 (RDR2). Images Reference (Left) Reference (Right) Finbar Foaley Details: Horse Information Type: Horse Coat Name: Finbar Foaley Coat Color: Gray Markings: Black Points White Socks (LF, LH, RH) White Pastern (RF) Eye Color: Green Coat Information Data Value: #28 Obtainable: Lapis / Redstone Category: YouTube Horses Version Added: V1 (Beta) Artist: Stardust Trivia   Finbar Foaley was the horse of YouTuber Jacksepticeye on the game Minecraft. Images Reference (Left) Reference (Right) Joey Details: Horse Information Type: Horse Coat Name: Joey Coat Color: Dapple Gray Markings: Pale Gray Face Eye Color: Dark Brown Coat Information Data Value: #29 Obtainable: Lapis / Redstone Category: YouTube Horses Version Added: V1 (Beta) Artist: Stardust Trivia   Joey is the (real) horse of equine YouTuber This Esme . He is a Thoroughbred x Warmblood cross, 16.1hh tall. Images Reference (Left) Reference (Right) Gooseberry Details: Horse Information Type: Horse Coat Name: Gooseberry Coat Color: Grullo Markings: Dark Dorsal Stripe Dark Gray Points Eye Color: Olive Green Coat Information Data Value: #30 Obtainable: Lapis / Redstone Category: YouTube Horses Version Added: V1 (Beta) Artist: Malli Trivia   Gooseberry is the horse of YouTuber  Just Peachy . Gooseberry (often referred to as Miss Gooseberry) is a Grullo horse of the Breton breed on Red Dead Redemption 2. Peachy states that Gooseberry holds a special place for her with the effort it required to acquire the horse, and the bravery she shows in the face of danger. Images Reference (Left) Reference (Right) Epona Details: Horse Information Type: Horse Coat Name: Epona Coat Color: Flaxen Chestnut-Bay (Fantasy) Markings: N/A Eye Color: Dark Blue Coat Information Data Value: #31 Obtainable: Secret Item Category: Fantasy Horses Version Added: V1 (Beta) Artist: Hauket Obtaining Secret coats can be configured via the  server config . If  disabled  secret coats can only be acquired via summon commands. Epona is a secret coat and can only be acquired via a specific item. [SPOILER] Solution Name a horse whistle "Ocarina" and right click a horse. The item will be consumed and the horse converted into an Epona coat. Trivia   Epona is a recurring equine character in The Legend of Zelda series. These users are credited for being the first to find this secret coat: [BETA] RileyCasper [VIPs]  AshyWashyMashy Images Reference (Left) Reference (Right) Roach Details: Horse Information Type: Horse Coat Name: Roach Coat Color: Liver Chestnut Markings: Irregular Blaze Cream Snip Dark Muzzle Eye Color: Dark Brown Coat Information Data Value: #32 Obtainable: Secret Item Category: Fantasy Horses Version Added: V1 (Beta) Artist: Hauket Obtaining   Secret coats can be configured via the  server config . If  disabled  secret coats can only be acquired via summon commands. Roach is a secret coat and can only be acquired via a specific item. [SPOILER] Solution Name an iron nugget "Coin" and right click a horse. The item will be consumed and the horse converted into a Roach coat. Trivia   Roach is the name given to all horses of Geralt of Rivia in The Witcher . These users are credited for being the first to find this secret coat: [BETA] RileyCasper [VIPs]  Shr1mp__ Images Reference (Left) Reference (Right) Agro Details: Horse Information Type: Horse Coat Name: Agro Coat Color: Green Markings: White Star Eye Color: Black Coat Information Data Value: #33 Obtainable: Secret Item Category: Fantasy Horses Version Added: V1 (Beta) Artist: Hauket Obtaining Secret coats can be configured via the  server config . If  disabled  secret coats can only be acquired via summon commands. Agro is a secret coat and can only be acquired via a specific item. [SPOILER] Solution Name a Lily of the Valley "Mono" and right click a horse. The item will be consumed and the horse converted into an Agro coat. Trivia   Agro is Wander's horse and sole companion through the Forbidden Lands in Shadow of the Colossus. These users are credited for being the first to find this secret coat: [BETA] Althea [VIPs]  -- Images Reference (Left) Reference (Right) Shadowmere Details: Horse Information Type: Horse Coat Name: Shadowmere Coat Color: Purple Markings: None Eye Color: Orange Coat Information Data Value: #34 Obtainable: Secret Item Category: Fantasy Horses Version Added: V1 (Beta) Artist: Hauket Obtaining   Secret coats can be configured via the  server config . If  disabled  secret coats can only be acquired via summon commands. Shadowmere is a secret coat and can only be acquired via a specific item. [SPOILER] Solution Name an Iron Sword "Sithis" and right click a horse. The item will be consumed and the horse converted into a Shadowmere coat. Trivia   Shadowmere is a horse in The Elder Scrolls V: Skyrim , originally owned by Lucien Lachance. These users are credited for being the first to find this secret coat: [BETA] RileyCasper [VIPs] Shr1mp__, CodeSage, Cringelet2020, M1lkyMuu & AshyWashyMashy Images Reference (Left) Reference (Right) Rapidash Details: Horse Information Type: Horse Coat Name: Rapidash Coat Color: Cream (Fantasy) Markings: N/A Eye Color: Orange Coat Information Data Value: #35 Obtainable: Secret Item Category: Fantasy Horses Version Added: V1 (Beta) Artist: Hauket Obtaining Secret coats can be configured via the  server config . If  disabled  secret coats can only be acquired via summon commands. Rapidash is a secret coat and can only be acquired via a specific item. [SPOILER] Solution Name a blaze rod "Ponyta" and right click a horse. The item will be consumed and the horse converted into a Rapidash coat. Trivia   Rapidash is a cream-colored, equine Pokémon. Its mane and tail are comprised of red and yellow flames, while smaller embers trail from its fetlocks.  These users are credited for being the first to find this secret coat: [BETA] Space [VIPs]  Shr1mp & AshyWashyMashy Images Reference (Left) Reference (Right) Swift Wind (TBC) Details: Horse Information Type: Pegasus (Horse) Coat Name: Swift Wind Coat Color: White (Fantasy) Markings: N/A Eye Color: Reddish Brown Coat Information Data Value: #36 Obtainable: Secret Item Category: Fantasy Horses Version Added: V1 (Beta) Artist: Hauket Trivia   A wild SWEM secret coat has appeared!   There is no information on this secret coat - you'll have to wait for it to reveal itself. These users are credited for being the first to find this secret coat: [BETA] 2by2withnoah [VIPs]  AshyWashyMashy Images Reference (Left) Reference (Right) Bob Details: Horse Information Type: Horse Coat Name: Bob Coat Color: Black Tobiano (Piebald) Markings: White Blaze Pink Muzzle White Markings (Widespread) Eye Color: Brown Coat Information Data Value: #37 Obtainable: Secret Item Category: Fantasy Horses Version Added: V1 (Beta) Artist: Hauket Obtaining   Secret coats can be configured via the  server config . If  disabled  secret coats can only be acquired via summon commands. Bob is a secret coat and can only be acquired via a specific item. [SPOILER] Solution Name a black English bridle "Becky" and right click a horse. The item will be consumed and the horse converted into a Bob coat. Trivia   Bob is a black and white mini Gypsy Vanner gelding. He is Becky's and Ben's mount in the TV series  Free Rein. These users are credited for being the first to find this secret coat! [BETA] 2by2withnoah [VIPs] AshyWashyMashy Images Reference (Left) Reference (Right) Farcah Details: Horse Information Type: Horse Coat Name: Farcah Coat Color: Zorse (Tan) Markings: N/A Eye Color: Cyan Coat Information Data Value: #38 Obtainable: Secret Category: Rare Horses Version Added: V1 (Beta) Artist: Hauket Obtaining Secret coats can be configured via the  server config . If  disabled  secret coats can only be acquired via summon commands. Farcah is a secret coat and can only be acquired via a specific item. [SPOILER] Solution Name an orange dye "Zebra" and right click a horse. The item will be consumed and the horse converted into a Farcah coat. Trivia   None right now - Farcah's story is yet unwritten! Images Reference (Left) Reference (Right) Sarine Details: Horse Information Type: Zorse Coat Name: Sarine Coat Color: Tobiano Markings: White Blaze Pink Muzzle White Markings (Widespread) Eye Color: Light Blue Coat Information Data Value: #39 Obtainable: Secret Item Category: Rare Horses Version Added: V1 (Beta) Artist: Hauket Obtaining Secret coats can be configured via the  server config . If  disabled  secret coats can only be acquired via summon commands. Sarine is a secret coat and can only be acquired via a specific item. [SPOILER] Solution Name a white dye "Zebra" and right click a horse. The item will be consumed and the horse converted into a Sarine coat. Trivia   None right now - Sarine's story is yet unwritten! Images Reference (Left) Reference (Right) Calihope Details:   Horse Information Type: Horse Coat Name: Calihope Coat Color: Zorse (Chestnut) Markings: N/A Eye Color: Cyan Coat Information Data Value: #40 Obtainable: Secret Category: Rare Horses Version Added: V1 (Beta) Artist: Hauket Trivia Calihope is a secret coat and can only be acquired via a specific item. [SPOILER] Solution Name a brown dye "Zebra" and right click a horse. The item will be consumed and the horse converted into a Calihope coat. Images Reference (Left) Reference (Right) Courier Details: Horse Information Type: Horse Coat Name: Courier Coat Color: Bay Chimera Markings: White Blaze Pink Snip/Muzzle White Sock (LF, LH) White Stocking (RF) Eye Color: Light Blue Coat Information Data Value: #41 Obtainable: Secret Item Category: Rare Horses Version Added: V1 (Beta) Artist: Hauket Obtaining Secret coats can be configured via the  server config . If  disabled  secret coats can only be acquired via summon commands. Courier is a secret coat and can only be acquired via a specific item. Name a feather "Herald" and right click a horse. The item will be consumed and the horse converted into a Courier coat. Trivia   None right now - Courier's story is yet unwritten! Images Reference (Left) Reference (Right) Guardian Details: Horse Information Type: Horse Coat Name: Guardian Coat Color: Gray (Bay) Chimera Markings: Black Points Gray Markings Eye Color: Gray Coat Information Data Value: #42 Obtainable: Secret Item Category: Rare Horses Version Added: V1 (Beta) Artist: Hauket Obtaining Secret coats can be configured via the  server config . If  disabled  secret coats can only be acquired via summon commands. Guardian is a secret coat and can only be acquired via a specific item. [SPOILER] Solution Name a shield "Duty" and right click a horse. The item will be consumed and the horse converted into a Guardian coat. Trivia   None right now - Guardian's story is yet unwritten! Images Reference (Left) Reference (Right) Royal Details: Horse Information Type: Horse Coat Name: Royal Coat Color: Brindle Chimera Markings: White 'Brindling' Eye Color: Brown Coat Information Data Value: #43 Obtainable: Secret Item Category: Rare Horses Version Added: V1 (Beta) Artist: Hauket Obtaining Secret coats can be configured via the  server config . If  disabled  secret coats can only be acquired via summon commands. Royal is a secret coat and can only be acquired via a specific item. [SPOILER] Solution Name a Gold Ingot "Reign" and right click a horse. The item will be consumed and the horse converted into a Royal coat. Trivia   None right now - Royal's story is yet unwritten! Images Reference (Left) Reference (Right) Riptide Details: Horse Information Type: Horse Coat Name: Riptide Coat Color: Peacock Appaloosa Markings: White Blaze Peacock Markings Eye Color: Blue Coat Information Data Value: #44 Obtainable: Secret Item Category: Rare Horses Version Added: V1 (Beta) Artist: Hauket Obtaining Secret coats can be configured via the  server config . If  disabled  secret coats can only be acquired via summon commands. Riptide is a secret coat and can only be acquired via a specific item. [SPOILER] Solution Name a prismarine shard "13 Horses" and right click a horse. The item will be consumed and the horse converted into a Riptide coat. Trivia   None right now - Riptide's story is yet unwritten! Images Reference (Left) Reference (Right) Arials Details: Horse Information Type: Horse Coat Name: Arials Coat Color: Fleabitten Gray Markings: Gray Inner Ears Pale Hooves (LF, RF, LH, RH) Eye Color: Light Gray Coat Information Data Value: #45 Obtainable: Lapis / Redstone Category: Users Choice Version Added: V1 (Beta) Artist: Malli Trivia   None right now - Arial's story is yet unwritten! Images Reference (Left) Reference (Right) El Cazador Details: Horse Information Type: Horse Coat Name: El Cazador Coat Color: Liver Chestnut Pintaloosa Markings: White Irregular Blaze Pink Snip & Lower Lip Pale Hooves (LF, RF, LH, RH) White Tail Frosting Eye Color: Light Gray Coat Information Data Value: #46 Obtainable: Lapis / Redstone Category: Users Choice Version Added: V1 (Beta) Artist: Malli Trivia   None right now - El Cazador's story is yet unwritten! Images Reference (Left) Reference (Right) Polaris Details: Horse Information Type: Horse Coat Name: Polaris Coat Color: Black Birdcatcher Markings: Pink Snip Black Hoof (LF) White Coronet (RF) White Stocking (LH) Eye Color: Olive Green Coat Information Data Value: #47 Obtainable: Lapis / Redstone Category: Users Choice Version Added: V1 (Beta) Artist: Malli Trivia   None right now - Polaris' story is yet unwritten! Images Reference (Left) Reference (Right) Dustar Details: Horse Information Type: Horse Coat Name: Dustar Coat Color: Buckskin Overo Markings: White Facial Marking Striped Hoof (LF) Black Hoof (RH) Black & White Stocking (LF, RF) Black Stocking (RH) White Stocking (LH) Eye Color: Amber / Brown Coat Information Data Value: #48 Obtainable: Lapis / Redstone Category: Users Choice Version Added: V1 (Beta) Artist: Malli Trivia   None right now - Dustar's story is yet unwritten! Images Reference (Left) Reference (Right) Calihan Details: Horse Information Type: Horse Coat Name: Calihan Coat Color: Flaxen Liver Chestnut Markings: White Blaze & Face Mask Pale Muzzle White Socks (LF, LH, RH) White Stocking (RF) Eye Color: Gray Coat Information Data Value: #49 Obtainable: Lapis / Redstone Category: Users Choice Version Added: V1 (Beta) Artist: Malli Trivia   None right now - Calihan's story is yet unwritten! Images Reference (Left) Reference (Right) Vulcan Details: Horse Information Type: Horse Coat Name: Vulcan Coat Color: Sooty Bay Markings: White Stripe Pink Snip Black Points White Coronet (LF, RF, LH, RH) Eye Color: Amber Coat Information Data Value: #50 Obtainable: Lapis / Redstone Category: Users Choice Version Added: V1 (Beta) Artist: Arishant Trivia   None right now - Vulcan's story is yet unwritten! Reference (Left) Reference (Right) Avalanche Details: Horse Information Type: Horse Coat Name: Avalanche Coat Color: Pure White Markings: Pink Muzzle Pale Hooves Eye Color: Light Blue Coat Information Data Value: #51 Obtainable: Lapis / Redstone Category: Users Choice Version Added: V1 (Beta) Artist: Arishant Trivia   None right now - Avalanche's story is yet unwritten! Images Reference (Left) Reference (Right) Orion Details: Horse Information Type: Horse Coat Name: Orion Coat Color: Snowy Gray Markings: White Coronet (LH) Pale Hoof (LH) Black Points Eye Color: Black Coat Information Data Value: #52 Obtainable: Lapis / Redstone Category: Users Choice Version Added: V1 (Beta) Artist: Arishant Trivia   Orion, based on the very pale (near white or 'grayed out') color of his coat but dramatically darker black points may be an example of the less common gray that never becomes completely white, instead keeping color to areas of the mane, tail, and points such as the muzzle and legs. Images Reference (Left) Reference (Right) Paris Details: Horse Information Type: Horse Coat Name: Paris Coat Color: Gray  Markings: Blood Marks Eye Color: Dark Brown Coat Information Data Value: #53 Obtainable: Lapis / Redstone Category: Users Choice Version Added: V1 (Beta) Artist: Arishant Trivia   None right now - Paris' story is yet unwritten! Images Reference (Left) Reference (Right) Rosita Details: Horse Information Type: Horse Coat Name: Rosita Coat Color: Rose Gray Markings: Black Muzzle Black Points White Coronet/Pastern (LF, RH) Pale Hooves (LF, RH) Eye Color: Dark Brown Coat Information Data Value: #54 Obtainable: Lapis / Redstone Category: Users Choice Version Added: V1 (Beta) Artist: Arishant Trivia   Rosita could be either a chestnut (red) base or a light bay, which early in the process of 'graying' can result in a red toned or tint to the gray coat. Images Reference (Left) Reference (Right) Ibis Details: Horse Information Type: Horse Coat Name: Ibis Coat Color: Gray Markings: White Wide Blaze Pink & Black Muzzle Black Points Light Dapples (Widespread) White Stockings (LF, RF, LH, RH) Pale Hooves (LF, RF, LH, RH) 'Yellowed' Mane & Tail Eye Color: Teal / Blue Coat Information Data Value: #55 Obtainable: Lapis / Redstone Category: Users Choice Version Added: V1 (Beta) Artist: Arishant Trivia   Ibis is most likely just a Gray horse whose mane and tail, like pale hairs are prone to doing, has taken on a significant yellow tinge making the horse appear to be 'blonde'. The term 'yellow gray' used to refer to the Ibis coat is used colloquially for this coat.  This coat also appears quite far along the process of 'graying out' on the body and the mane/tail but retaining some significant dark points on the legs and muzzle which is less common but not unheard of to remain their original coloring.  Images Reference (Left) Reference (Right) Monty Details: Horse Information Type: Horse Coat Name: Monty Coat Color: Bay Roan Markings: White Star Black Points Roaning (Widespread) Eye Color: Brown Coat Information Data Value: #56 Obtainable: Lapis / Redstone Category: Users Choice Version Added: V1 (Beta) Artist: Arishant Trivia   None right now - Monty's story is yet unwritten! Reference (Left) Reference (Right) Helios Details: Horse Information Type: Horse Coat Name: Helios Coat Color: Copper Bay Markings: White Short Blaze White Coronet (RF, RH, LH) Black Points Pale Hooves (RF, RH) Eye Color: Light Brown Coat Information Data Value: #57 Obtainable: Lapis / Redstone Category: Users Choice Version Added: V1 (Beta) Artist: Arishant Trivia   None right now - Helios's story is yet unwritten! Images Reference (Left) Reference (Right) Tyra Horse Information Type: Horse Coat Name: Tyra Coat Color: Pangrare Bay Markings: Pangare Darker Brown Neck Black Points Eye Color: Amber Coat Information Data Value: #58 Obtainable: Lapis / Redstone Category: Users Choice Version Added: V1 Beta Artist: Cytris Trivia   Tyra is listed as and clearly visible as a pangare; a coat trait that can result in pale hair on the underside of the body, legs and around the muzzle. It can occasionally extend to the flanks, chest, in front of the stifle and behind the elbows. They are one of two in-game coats showcasing the stunning marking, alongside the far more subtle Chestnut Skewald Pangare ( Primrose ). Originally in planning and on the official SWEM coat document, Tyra was noted as an 'early bay'. This term was coloquially used to reference the similarities in appearance to primitive wild equine sub-species such as Przewalski's horses, which have striking dun coats with pangare features.  Images Reference (Left) Reference (Right) Pharaoh Details: Horse Information Type: Horse Coat Name: Pharaoh Coat Color: Red Bay Markings: White Star Black Points Eye Color: Brown Coat Information Data Value: 59 Obtainable: Lapis / Redstone Category: Users Choice Version Added: V1 Beta Artist: Arishant Trivia   None right now - Pharaoh's story is yet unwritten! Images Reference (Left) Reference (Right) Poppy Details: Horse Information Type: Horse Coat Name: Poppy Coat Color: Bright Bay Markings: Pink Snip Black Points Eye Color: Yellow Coat Information Data Value: #60 Obtainable: Lapis / Redstone Category: Users Choice Version Added: V1 (Beta) Artist: Arishant Trivia   None right now - Poppy's story is yet unwritten! Images Reference (Left) Reference (Right) Paramount Details: Horse Information Type: Horse Coat Name: Paramount Coat Color: Sooty Bay Markings: White Star, Stripe & Snip Gray Muzzle Sooty Dapples Black Points White Socks (LF, RF, LH, RH) Striped Hooves (LF, RF, LH, RH) Eye Color: Green Coat Information Data Value: #61 Obtainable: Lapis / Redstone Category: Users Choice Version Added: V1 (Beta) Artist: Cytris Trivia   None right now - Paramount's story is yet unwritten! Images Reference (Left) Reference (Right) Syracuse Details: Horse Information Type: Horse Coat Name: Syracuse Coat Color: Dark Bay Markings: White Short Blaze & Snip White Coronet (LH, RH) Striped Hoof (LH) Pale Hoof (RH) Eye Color: Black Coat Information Data Value: #62 Obtainable: Lapis / Redstone Category: Users Choice Version Added: V1 Beta Artist: Arishant Trivia   Trivia COMING SOON Images Reference (Left) Reference (Right) Abyss Horse Information Type: Horse Coat Name: Abyss Coat Color: Seal Brown Bay Markings: Pale Face Mask Eye Color: Brown Coat Information Data Value: #63 Obtainable: Lapis / Redstone Category: Users Choice Version Added: V1 Beta Artist: Arishant Trivia   None right now - Abyss' story is yet unwritten! Images Reference (Left) Reference (Right) Domino Details: Horse Information Type: Horse Coat Name: Domino Coat Color: Black Snowcap Markings: White Blaze & Pink Snip Snowcap Appaloosa Markings White Stockings (LF, RF) Striped Hooves (LF, RF, LH, RH) Black Mane & Tail Eye Color: Dark Blue Coat Information Data Value: #64 Obtainable: Lapis / Redstone Category: Users Choice Version Added: V1 (Beta) Artist: Arishant Trivia   Domino may be referred to as a Gray Snowcap (and is listed as such on SWEM coat documents) as he was added with a number of gray and gray-inspired coats. He is most likely a black base, with snowcap appaloosa markings - but perhaps there's some 'graying' going on too!  Domino was once #66, but since Hannah loves him and he has the cursed value, he was changed to 64. Images Reference (Left) Reference (Right) Dahlia Details: Horse Information Type: Horse Coat Name: Dahlia Coat Color: Palomino Tobiano Markings: White Stripe Pink Snip White Stockings (LF, RF) White Socks (LH, RH) Eye Color: Yellow Coat Information Data Value: #65 Obtainable: Lapis / Redstone Category: Users Choice Version Added: V1 (Beta) Artist: Arishant Trivia   On the official SWEM coat document, Dahlia is listed as a dapple palomino tobiano.  Images Reference (Left) Reference (Right) Hibiscus Details: Horse Information Type: Horse Coat Name: Hibiscus Coat Color: Palomino Roan Markings: White Coronet (LF) Pale Hoof (LF) Roan (Widespread) Eye Color: Brown Coat Information Data Value: #66 Obtainable: Lapis / Redstone Category: Users Choice Version Added: V1 (Beta) Artist: Arishant Trivia   None right now - Hibiscus' story is yet unwritten! Images Reference (Left) Reference (Right) Titus Details: Horse Information Type: Horse Coat Name: Titus Coat Color: Sooty Buckskin Skewbald Markings: Black Points White Stockings (LF, RF, LH, RH) Pale Hooves (LF, RF, LH, RH) Eye Color: Dark Brown Coat Information Data Value: #67 Obtainable: Lapis / Redstone Category: Users Choice Version Added: V1 (Beta) Artist: Arishant Trivia   Titus is a Skewbald, which is a common term in the UK for any brown and white horse with any Pinto markings (Tobiano, Overo, Splash or Sabino). Images Reference (Left) Reference (Right) Romeo Details: Horse Information Type: Horse Coat Name: Romeo Coat Color: Graying Bay Skewbald Markings: White Blaze Pink Snip White Stockings (LF, RF, LH, RH) Pale Hooves (LF, RF, LH, RH) Eye Color: Dark Blue Coat Information Data Value: #68 Obtainable: Lapis / Redstone Category: Users Choice Version Added: V1 (Beta) Artist: Text Trivia   Romeo is a Skewbald, which is a common term in the UK for any brown and white horse with any Pinto markings (Tobiano, Overo, Splash or Sabino). Some of the bay has begun 'graying' out, an effect of the gray gene as a horse ages. Images Reference (Left) Reference (Right) Primrose Details: Horse Information Type: Horse Coat Name: Primrose Coat Color: Chestnut Skewbald Markings: White Blaze Pink Snip White Sock (LF) White Stocking (RF, LH, RH) 'Mealy' Underside & Legs Eye Color: Dark Brown Coat Information Data Value: #69 Obtainable: Lapis / Redstone Category: Users Choice Version Added: V1 (Beta) Artist: Arishant Trivia   On the official SWEM coat document, Primrose is listed as a 'faded' chestnut skewbald. The 'faded' colouration is likely caused by Pangare; a coat trait that can result in pale hair on the underside of the body, legs and around the muzzle. It can occasionally extend to the flanks, chest, in front of the stifle and behind the elbows. Skewbald is a term commonly used in the UK to identify brown and white Pinto horses with indeterminate white marking genetics (Tobiano, Overo, Splash, Sabino). Primrose appears to be a Tobiano, but could have other underlying white markings. Images Reference (Left) Reference (Right) Lunar Details: Horse Information Type: Horse Coat Name: Lunar Coat Color: Black Silver Rabicano Markings: White Stripe & Snip Silver Mane & Tail Eye Color: Silver Gray Coat Information Data Value: #70 Obtainable: Lapis / Redstone Category: Staff Choice Version Added: V1 (Beta) Artist: Arishant Trivia Lunar was the first coat created by coat artist  Arishant . Lunar was set as a silver rabicano as there was no silver nor rabicano representation in SWEM's coat selection at the time. There was no solid reference to use as a concept for the coat, so Arishant did a quick sketch of the proposed coat. Images Reference (Left) Reference (Right) Nero Details: Horse Information Type: Horse Coat Name: Nero Coat Color: Cremello Overo Markings: Pink Muzzle Eye Color: Pale Coat Information Data Value: #71 Obtainable: Lapis / Redstone Category: Staff Choice Version Added: V1 (Beta) Artist: Stardust Trivia None right now - Nero's story is yet unwritten! Images Reference (Left) Reference (Right) Fortune Details: Horse Information Type: Horse Coat Name: Fortune Coat Color: Blue Roan Markings: White Bald Face Black Points White Socks (LF, RF, LH) White Stocking (RH) Eye Color: Blue Coat Information Data Value: #72 Obtainable: Lapis / Redstone Category: Staff Choice Version Added: V1 (Beta) Artist: Stardust Trivia None right now - Fortune's story is yet unwritten! Images Reference (Left) Reference (Right) Masquerade Details: Horse Information Type: Horse Coat Name: Masquerade Coat Color: Black Tovero Markings: Black Medicine Hat (Ears) Black Markings (Muzzle) Black Markings (R Shoulder, L Stomach) Black Streaked Mane & Tail Eye Color: Blue Coat Information Data Value: #73 Obtainable: Lapis / Redstone Category: Staff Choice Version Added: V1 (Beta) Artist: Arishant Trivia Masquerade is a medicine hat horse, which occurs when genetics that introduce expansive white markings leave distinct markings on the ears/head known as a medicine hat. The genetics generally involved in creating a medicine hat is Tovero; a combination of Frame Overo and Tobiano. Images Reference (Left) Reference (Right) Mika Details: Horse Information Type: Horse Coat Name: Mika Coat Color: Silver Bay Markings: Black Points Pale Hoof (LH) White Pastern (LH) Silver Mane & Tail Eye Color: Dark Brown Coat Information Data Value: #74 Obtainable: Lapis / Redstone Category: Staff Choice Version Added: V1 (Beta) Artist: Stardust Trivia None right now - Mika's story is yet unwritten! Images Reference (Left) Reference (Right) Panama Details: Horse Information Type: Horse Coat Name: Panama Coat Color: Silver Dapple Splash Markings: White Splash (Widespread) Eye Color: Light Blue Coat Information Data Value: #75 Obtainable: Lapis / Redstone Category: Staff Choice Version Added: V1 (Beta) Artist: Malli Trivia   None right now - Panama's story is yet unwritten! Images Reference (Left) Reference (Right) Asteria Details: Horse Information Type: Horse Coat Name: Asteria Coat Color: Leopard Appaloosa Markings: Leopard Spotting (Widespread) Black Streaked Mane Eye Color: Blue Coat Information Data Value: #76 Obtainable: Lapis / Redstone Category: Staff Choice Version Added: V1 (Beta) Artist: Arishant Trivia   Asteria is referred to in SWEM as a smudged Leopard Appaloosa - a very apt name for the coat though not a recognised one for Appaloosa markings. Based on the mane colouring, Asteria is either a black or bay base. The spotting would also suggest either a black or a dark bay base. When designing the coat, Arishant used a reference of a horse ( Buchiko ) with an entirely different set of genetics known as W14. W14 is a deletion mutation noted as a rare occurrence in Thoroughbreds, often producing totally or near completely white horses with occasional spotting in the base coat colour.  Images Reference (Left) Reference (Right) Freyja Details: Horse Information Type: Horse Coat Name: Freyja Coat Color: Brown Dun Markings: White Star and Snip Black Muzzle Pale Hooves (LF, RH) Black Hooves (RF, LH) Dorsal Stripe Leg Barring Frosted Guard Hairs Eye Color: Dark Brown Coat Information Data Value: #77 Obtainable: Lapis / Redstone Category: Staff Choice Version Added: V1 (Beta) Artist: Arishant Trivia   While the V1 model cannot represent the characteristics of one, the Freyja coat is based on/textured as a Fjord horse, with a light dun coat, primitive markings (leg barring, dorsal stripe) and frosted guard hairs on the mane/tail. It is the only coat in the V1 release specifically intended to represent a specific and identifiable breed.  Images Reference (Left) Reference (Right) Symphony Details: Horse Information Type: Horse Coat Name: Symphony Coat Color: Bay Dun Markings: White Star Pink Snip Pale Hoof (RF) Black Points Dorsal Stripe Leg Barring Eye Color: Dark Brown Coat Information Data Value: #78 Obtainable: Lapis / Redstone Category: Staff Choice Version Added: V1 (Beta) Artist: Arishant Trivia   None right now - Symphony's story is yet unwritten! Images Reference (Left) Reference (Right) Sonata Details: Horse Information Type: Horse Coat Name: Sonata Coat Color: Amber Champagne Dun Markings: White Irregular Blaze & Snip Brown Muzzle Brown Points White Sock (LF) White Coronet (RF, LH) White Pastern (RH) Dorsal Stripe Leg Barring Eye Color: Dark Brown Coat Information Data Value: #79 Obtainable: Lapis / Redstone Category: Staff Choice Version Added: V1 (Beta) Artist: Arishant Trivia   From a coloring standpoint, Sonata best suits an Amber Champagne horse, with Dun shown as primitive markings (dorsal stripe and leg barring). More realistically, it is likely that a champagne horse with dun (two dilution genes) would need to be lighter to better express the dun characteristics.  Sonata was the first champagne horse to be represented in SWEM! Images Reference (Left) Reference (Right) Heartbreaker Details: Horse Information Type: Horse Coat Name: Heartbreaker Coat Color: Red Dun Markings: White Snip Black Muzzle White Coronet (RF, LH) White Pastern (LF) White Sock (RH) Dorsal Stripe  Leg Barring (Faint) Eye Color: Dark Brown Coat Information Data Value: #80 Obtainable: Lapis / Redstone Category: Staff Choice Version Added: V1 (Beta) Artist: Arishant Trivia   None right now - Heartbreaker's story is yet unwritten! Images Reference (Left) Reference (Right) Freighter Details: Horse Information Type: Horse Coat Name: Freighter Coat Color: Silver Bay Markings: White Star Black Points Dorsal Stripe Leg Barring Silver Mane & Tail Eye Color: Muted Brown Coat Information Data Value: #81 Obtainable: Lapis / Redstone Category: Staff Choice Version Added: V1 (Beta) Artist: Malli Trivia   Freighter is not specified as a dun, though they possess primitive markings of a dorsal stripe and faint leg barring suggesting they have nd1: Non-dun 1 which may express primitive markings but does not dilute the coat in the same manner Dun would.  Freighter also has very light 'striping' across their back/sides and are noted as a 'Silver Bay Striped' in SWEM coat documents. Images Reference (Left) Reference (Right) Delta Details: Horse Information Type: Horse Coat Name: Delta Coat Color: Chestnut Roan Markings: Dark Chestnut Face Roaning (Widespread) Dark Hooves (LF, RF, LH, RH) Pale Mane & Tail Eye Color: Muted Brown Coat Information Data Value: #82 Obtainable: Lapis / Redstone Category: Staff Choices Version Added: V1 (Beta) Artist: Malli Trivia   None right now - Delta's story is yet unwritten! Images Reference (Left) Reference (Right) Birdie Details: Horse Information Type: Horse Coat Name: Birdie Coat Color: Dark Bay Birdcatcher Markings: White Irregular Blaze Pink Muzzle White Facial Markings White Birdcatcher Spots White Sock (LF, RH) White Coronet (LH) Black Hoof (RF) Eye Color: Dark Gray Coat Information Data Value: #83 Obtainable: Lapis / Redstone Category: Staff Choice Version Added: V1 (Beta) Artist: Arishant Trivia   None right now - Birdie's story is yet unwritten! Images Reference (Left) Reference (Right) Carnelian Details: Horse Information Type: Horse Coat Name: Carnelian Coat Color: Bay Markings: White Bald Face Pink Muzzle Black Points White Stockings (LF, RF, LH, RH) Eye Color: Brown & Blue (Heterochromia) Coat Information Data Value: #84 Obtainable: Lapis / Redstone Category: Staff Choice Version Added: V1 (Beta) Artist: Arishant Trivia   None right now - Carnelian's story is yet unwritten! Images Reference (Left) Reference (Right) Champion Details: Horse Information Type: Horse Coat Name: Champion Coat Color: Buckskin Appaloosa Markings: White Star Black Points Pale/Black Striped Hooves White Socks (LH, RH) Eye Color: Gray Coat Information Data Value: #85 Obtainable: Lapis / Redstone Category: Staff Choice Version Added: V1 (Beta) Artist: Arishant Trivia   None right now - Champion's story is yet unwritten! Images Reference (Left) Reference (Right) Aphrodite Details: Horse Information Type: Horse Coat Name: Aphrodite Coat Color: Sooty Buckskin Tobiano Markings: White Bald Face Pink Muzzle Pale Hooves White Markings (Widespread) Brown Streaked Mane Eye Color: Light Brown Coat Information Data Value: #86 Obtainable: Lapis / Redstone Category: Staff Choice Version Added: V1 (Beta) Artist: Arishant Trivia   None right now - Aphrodite's story is yet unwritten! Images Reference (Left) Reference (Right) Inferno Details: Horse Information Type: Horse Coat Name: Inferno Coat Color: Splashed White Chestnut Markings: Pink Muzzle White Hooves Eye Color: Cyan Coat Information Data Value: #87 Obtainable: Lapis / Redstone Category: Staff Choice Version Added: V1 (Beta) Artist: Arishant Trivia   Inferno is a medium splashed white horse on a chestnut base. They were added as coat candidates very late into beta as a bundle of 3 splashed white coats with 3 different expressions; Mystic (Minimal - Black), Inferno (Medium - Chestnut), Marzapa (Extensive - Bay). Images Reference (Left) Reference (Right) Mystic Details: Horse Information Type: Horse Coat Name: Mystic Coat Color: Splashed White Black Markings: White Bald Face Pink Muzzle Pale Hooves Eye Color: Cyan Coat Information Data Value: #88 Obtainable: Lapis / Redstone Category: Staff Choice Version Added: V1 (Beta) Artist: Arishant Trivia   Mystic is a minimal splashed white horse on a black base. They were added as coat candidates very late into beta as a bundle of 3 splashed white coats with 3 different expressions; Mystic (Minimal - Black), Inferno (Medium - Chestnut), Marzapa (Extensive - Bay). Images Reference (Left) Reference (Right) Marzapa Details: Horse Information Type: Horse Coat Name: Marzapa Coat Color: Splashed White Bay Markings: Pink Muzzle Pale Hooves Black & White Mane Black Tail Eye Color: Light Blue Coat Information Data Value: #89 Obtainable: Lapis / Redstone Category: Staff Choice Version Added: V1 (Beta) Artist: Arishant Trivia   Marzapa is an extensive splashed white horse on a bay base. They were added as coat candidates very late into beta as a bundle of 3 splashed white coats with 3 different expressions; Mystic (Minimal - Black), Inferno (Medium - Chestnut), Marzapa (Extensive - Bay). Images Reference (Left) Reference (Right) Bandit Details: Horse Information Type: Horse Coat Name: Bandit Coat Color: Chestnut Markings: White Badger Face Black Muzzle White Socks (LF, RF, LH, RH) Pale Hooves Eye Color: Light Blue Coat Information Data Value: #90 Obtainable: Lapis / Redstone Category: Staff Choice Version Added: V1 (Beta) Artist: Arishant Trivia   Bandit is also known as a 'Chestnut Badger' due to the badger face marking on their base chestnut coat. Badger face markings are also called reverse blazes, where a streak of the horse's base coat interrupts the white area of a blaze, leaving a wraparound white marking around the face.  Images Reference (Left) Reference (Right) Carousel Details: Horse Information Type: Horse Coat Name: Carousel Coat Color: Classic Champagne Markings: Brown Points Eye Color: Brown Coat Information Data Value: #91 Obtainable: Lapis / Redstone Category: Staff Choice Version Added: V1 (Beta) Artist: Arishant Trivia   SWEM approved 4 champagne coats (a complete set) very late into beta development. The full set included; Carousel (Classic Champagne - Black), Antique (Amber Champagne - Bay), Wren (Sable Champagne - Seal Bay), Citrine (Gold Champagne - Chestnut). Images Reference (Left) Reference (Right) Antique Details: Horse Information Type: Horse Coat Name: Antique Coat Color: Amber Champagne Markings: Brown Points Red-brown Mane & Tail Eye Color: Brown Coat Information Data Value: #92 Obtainable: Lapis / Redstone Category: Staff Choice Version Added: V1 (Beta) Artist: Arishant Trivia   SWEM approved 4 champagne coats (a complete set) very late into beta development. The full set included; Carousel (Classic Champagne - Black), Antique (Amber Champagne - Bay), Wren (Sable Champagne - Seal Bay), Citrine (Gold Champagne - Chestnut). Images Reference (Left) Reference (Right) Wren Details: Horse Information Type: Horse Coat Name: Wren Coat Color: Sable Champagne Markings: Light Brown Muzzle Dark Brown Points Eye Color: Light Brown Coat Information Data Value: #93 Obtainable: Lapis / Redstone Category: Staff Choice Version Added: V1 (Beta) Artist: Arishant Trivia   SWEM approved 4 champagne coats (a complete set) very late into beta development. The full set included; Carousel (Classic Champagne - Black), Antique (Amber Champagne - Bay), Wren (Sable Champagne - Seal Bay), Citrine (Gold Champagne - Chestnut). Images Reference (Left) Reference (Right) Citrine Details: Horse Information Type: Horse Coat Name: Citrine Coat Color: Gold Champagne Markings: Pink Muzzle Eye Color: Light Blue Coat Information Data Value: #94 Obtainable: Lapis / Redstone Category: Staff Choice Version Added: V1 (Beta) Artist: Arishant Trivia   SWEM approved 4 champagne coats (a complete set) very late into beta development. The full set included; Carousel (Classic Champagne - Black), Antique (Amber Champagne - Bay), Wren (Sable Champagne - Seal Bay), Citrine (Gold Champagne - Chestnut). Images Reference (Left) Reference (Right) Hurricane Details: Horse Information Type: Horse Coat Name: Hurricane Coat Color: Grullo Markings: Black Face & Muzzle Primitive Markings Black Mane & Tail Eye Color: Gray Coat Information Data Value: #95 Obtainable: Lapis / Redstone Category: Staff Choice Version Added: V1 (Beta) Artist: Arishant Trivia   On the official SWEM coat document, Hurricane is listed as a smoky grulla based on the smokiness of the coat, however the phenotype (observable genetic characteristics) of smoky grulla refers to a smoky black horse (black base + heterozygous cream) with dun, which would generally be a darker tone with a smoky taupe colour.  Images Reference (Left) Reference (Right) Phantom Details: Horse Information Type: Horse Coat Name: Phantom Coat Color: Black Sabino Markings: White Blaze Pink Muzzle White Stockings Sabino (Widespread) Streaked Mane & Tail Eye Color: Blue Coat Information Data Value: #96 Obtainable: Lapis / Redstone Category: Staff Choice Version Added: V1 Beta Artist: Arishant Trivia   Phantom is a Black Sabino. Alongside other Sabino coats Rumble , Maple & Rivera , Phantom was added in-game very late in beta development (less than a week before release). The group represents the last additions of the 'Staff Choice' group, comprising of entries 96-99. Images Reference (Left) Reference (Right) Rumble Details: Horse Information Type: Horse Coat Name: Rumble Coat Color: Bay Sabino Markings: White Blaze / Bald Face Pink Muzzle White Stockings Pale Hooves Sabino (Widespread) Streaked Mane Streaked Tail (Base) Eye Color: Light Purple / Blue Coat Information Data Value: #97 Obtainable: Lapis / Redstone Category: Users Choice Version Added: V1 Beta Artist: Arishant Trivia   Rumble is a Bay Sabino. Alongside other Sabino coats Phantom ,  Maple  &  Rivera , Rumble was added in-game very late in beta development (less than a week before release). The group represents the last additions of the 'Staff Choice' group, comprising of entries 96-99. Images Reference (Left) Reference (Right) Maple Details: Horse Information Type: Horse Coat Name: Maple Coat Color: Chestnut Sabino Markings: Chestnut-flecked Face Pink Muzzle White Stockings Pale Hooves Sabino (Widespread) Streaked Mane & Tail Eye Color: Green Coat Information Data Value: #98 Obtainable: Lapis / Redstone Category: Staff Choice Version Added: V1 Beta Artist: Arishant Trivia   Maple is a Chestnut Sabino. Alongside other Sabino coats Phantom ,  Rumble & Rivera , Maple was added in-game very late in beta development (less than a week before release). The group represents the last additions of the 'Staff Choice' group, comprising of entries 96-99. Images Reference (Left) Reference (Right) Rivera Details: Horse Information Type: Horse Coat Name: Rivera Coat Color: Bay Sabino Markings: White Bald Face White Stockings (LF, RF, LH, RH) Black Points Sabino (Widespread) Eye Color: Cyan Coat Information Data Value: #99 Obtainable: Lapis / Redstone Category: Staff Choice Version Added: V1 Beta Artist: Arishant Trivia   Rivera is a Bay Sabino. Alongside other Sabino coats Phantom , Rumble &  Maple , Rivera was added in-game very late in beta development (less than a week before release). The group represents the last additions of the 'Staff Choice' group, comprising of entries 96-99. Images Reference (Left) Reference (Right) US Marshall Details: Horse Information Type: Horse Coat Name: US Marshall Coat Color: Dark Bay Markings: Black Points Eye Color: Light Brown Coat Information Data Value: #100 Obtainable: Lapis / Redstone Category: Staff Appreciation Version Added: V1 (Beta) Artist: Stardust [US Edits: AlaharranHonor] Trivia   US Marshall is a special-edition version of the base (16) coat; Marshall. Marshall was used a lot to represent the military horses during filming of Spirit: Stallion of the Cimarron SWEM Tribute and is much loved for the fun memories of those filming sessions by all those who were involved. On SWE, a US Marshall will only be given to all beta testers involved in spirit filming for their contributions. Reference (Left) Reference (Right) Frank Details: Horse Information Type: Horse Coat Name: Frank Coat Color: Tri-color Skewbald* Markings: Pink Muzzle Black Striped Mane White Markings (Widespread) Eye Color: Dark Gray Coat Information Data Value: #101 Obtainable: Lapis / Redstone Category: Staff Appreciation Version Added: V1 (Beta) Artist: Hauket Trivia   Frank is a real horse associated with Stevecv , owner of EquisCraft, who has always been close with the SWEM team. Frank is fondly known and loved for his adorable appearance and personality.  Frank's coat, known as 'tri-colour skewbald' may be known by other names, such as Pinto. Skewbald is a term frequently used in the UK to identify a brown or chestnut horse with white markings, as opposed to a Piebald which is white and black.  The term 'tri-colour' is a somewhat colloquial phrase to differentiate a bay Skewbald that retains some expression of a black mane and tail (meaning 3 colours are present; brown, black, white). The most common genetics or markings seen in skewbald horses is that of Tobiano, but skewbald-type markings can be caused by other genetic factors such as Frame Overo, Splash and Sabino. It is possible that several of those could be present on a horse at one time. Images Reference (Left) Reference (Right) Toothbrush Details: Horse Information Type: Horse Coat Name: Toothbrush Coat Color: Grullo Tobiano Markings: Pink Muzzle Black Points White Stocking (LF) White Sock (RF) Dorsal Stripe Leg Barring (Faint) Mane & Tail Frosting Eye Color: Dark Cyan Coat Information Data Value: #102 Obtainable: Lapis / Redstone Category: Staff Appreciation Version Added: V1 (Beta) Artist: AlaharranHonor Trivia   Toothbrush is the appreciation coat of staff member and moderator Aali (Boatyboatman / Boat). Boat is best known for two things on the beta server: 1) Their animal names are always unusual and Toothbrush makes a regular appearance. 2) Toothbrush used to change coats regularly, as Boat could not settle on any single one.  Boat, partly out of staff constant confusion around whether Toothbrush was Toothbrush or not and partly for the many late nights and hours put into SWEM, was offered a staff appreciation coat to choose something they could use for a more permanent Toothbrush appearance. Hannah made the Toothbrush coat personally for Boat. Toothbrush bears similarities to Sweetboi, who was also primarily created by AlaharranHonor, though his coat is markedly less blue, lacks a dark face mask, and he is a Grulla (Black-base Dun) rather than a Blue Roan (Black-base Roan). Both coats have extensive Tobiano markings. Images Reference (Left) Reference (Right) Kodiak Details: Horse Information Type: Horse Coat Name: Kodiak Coat Color: Buckskin Markings: Gray Muzzle Black Points White 'Clipper Dapples' Eye Color: Dark Cyan Coat Information Data Value: #103 Obtainable: Lapis / Redstone Category: Staff Appreciation Version Added: V1 (Beta) Artist: Hauket Trivia   Kodiak is the staff appreciation coat of SWEM admin Delphi.  Kodiak is one of the few coats in game whose coat appearance is 'enhanced' by cosmetic grooming, such as clipping. Lighter toned horses, especially with single dilute cream present such as Buckskin and Palominos, may have striking dapple markings largely hidden under their coat that only fully reveal themselves when clipped (hence the term clipper dapples).  When Kodiak was first added to game, his hooves had a VERY blue tint to them, so much so that they were dubbed his 'blue suede shoes'. While his updated gleaming black hooves, true to the stunning reference used to create the coat, certainly make one adorable buckskin, Delphi secretly misses catching a glimpse of those blue hooves and smiling at their silly name.  Kodiak is commonly mistaken as a dun given his coloring, but is definitely buckskin based on the absence of a dorsal stripe and any other primitive/dun markers such as leg barring. The reference horse for Kodiak was a confirmed buckskin with clipper dapples. Images Reference (Left) Reference (Right) Annie Details: Horse Information Type: Horse Coat Name: Annie Coat Color: Chestnut Tovero Markings: Pink Muzzle Chestnut Medicine Hat Chest marking (Small - R) Chestnut Markings Pale Hooves (LF, RF, LH, RH) Eye Color: Light Blue Coat Information Data Value: #104 Obtainable: Lapis / Redstone Category: Staff Appreciation Version Added: V1 (Beta) Artist: Lace Trivia   Annie is the staff appreciation of SWEM admin Lace. Annie is (at the time of writing) the only coat to be created by a staff member who is not  generally considered a coat artist (though Lace's skillset is incredibly versatile and she has done both texture art and animations alongside her other roles in research, as a senior builder and an admin).  In Red Dead Online (RDO), Annie is a chestnut 'Tovero' mustang favoured by Lace for her speed, stamina and loyalty in the face of danger. Or as Lace put it; "She's the only horse that doesn't dump me off at every scary thing she sees. She's a great horse for offroading trails, she's kind of just my dependable girl!" As a Tovero, Annie has combined markings of both Frame Overo and Tobiano, which results in an extensively white horse. This type of horse, where colour is removed from most areas except the head and occasionally small patches elsewhere, may be referred to as a medicine hat. Annie, like many medicine hat horses (Tovero), has blue eyes! Images Reference (Left) Reference (Right) Lady Guinevere Details: Horse Information Type: Horse Coat Name: Lady Guinevere Coat Color: Black Dapple Markings: White Irregular Stripe Pink Snip White Birdcatcher Spots Silver Dapples (Widespread) White Socks (LF, RF, LH, RH) Striped Hooves (LF, RF, LH, RH) Silver Mane & Tail Eye Color: Light Cyan Coat Information Data Value: #105 Obtainable: Lapis / Redstone Category: Staff Appreciation Version Added: V1 Beta Artist: Arishant Trivia   Lady Guinevere is the appreciation coat of Senior Coat Artist, Arishant. To date, Arishant is the artist with the greatest number of in-game coat contributions (over 45!), and is well known for their super speedy output and willingness to take on all kinds of challenging coats. On the official SWEM coat document, Lady Guinevere is listed as a dappled black. However, their appearance and underlying genetics looks to suggest a rather fantastical combination of Silver (Silver Dapple) as well as Birdcatcher spot markings. Lady Guinevere was based off of the dapple black thoroughbred in Red Dead Redemption and was named in honor of child Jack Marston who was quite fond of stories of knights of the round table and Arthurian tales. As a mount, Lady Guinevere could be describe as almost fearless, often helping to escape dangerous obstacles in the wild west such as wolf packs or cougars. Her SWEM coat was changed somewhat from the Lady Guinevere in RDR2, to include some of Arishant's favorite coat traits, such as birdcatcher spots and a faded blanket appaloosa on the top of her rear. Images Reference (Left) Reference (Right) Ripple Details: Horse Information Type: Horse Coat Name: Ripple Coat Color: Silver Dapple Pinto Markings: Text Eye Color: Light Blue Coat Information Data Value: #106 Obtainable: Lapis / Redstone Category: Staff Appreciation Version Added: V1 Beta Artist: Arishant / Cytris Trivia   Ripple is the appreciation coat of SWEM moderator Brooke (Brook with an E). During their time as staff, Brooke has worn many hats; admin assist helping planning in game systems, NPC quest writer, marketing and animation and rightly earned their appreciation coat. Not much is known about the backstory of Ripple, but a snippet of trivia is Brooke once mentioned they view the theme tune of their appreciation coat was "Ripple" by the Grateful Dead. Ripple, alongside Mia, was unintentionally left out from the first release of the mod in 1.16.5 and added in later. Images Reference (Left) Reference (Right) Mia Details: Horse Information Type: Okapi  Coat Name: Mia Coat Color: Okapi Markings: Okapi Markings Orange Feather (Mane) Eye Color: Light Blue Coat Information Data Value: #107 Obtainable: Lapis / Redstone Category: Staff Appreciation Version Added: V1 Beta Artist: Eric Trivia   Mia is the appreciation coat of Senior Animator and SWEM Admin, Eric. As one of the oldest (long-term) members of the team, and an accomplished self-taught animator, Eric has earned their appreciation coat 100 times over. The many gait, jump, idle, refusal, flight and player animations they have animated (then animated again, and re-animated once more) are integral to the beauty of everything SWEM offers to Minecraft equestrians. To date, Mia is the only Lapis / Redstone coat that is not only inspired by but directly references a non-equine species. The deep brown-black, white cheeks and striped legs of this unusual and naturally shy forest-dweller is sure to turn the heads of anyone nearby! Mia also has an orange feather in her mane, making her (to date) the only coat to have an 'accessory' added. Mia was named after Eric's 'heart dog' who unfortunately passed away. Despite being added very late into development, Mia was conceptually and artistically created well ahead of many other coats, and was refined and completed in time to be added for V1's release. Images Reference (Left) Reference (Right) COMING SOON 108 Coat Gif Here Details: HORSE ICON Horse Information Type: Horse Coat Name: Text Coat Color: Text Markings: Text Eye Color: Text Coat Information Data Value: # Obtainable: Lapis / Redstone Category: Staff Appreciation Version Added: V1 Beta Artist: Text Trivia   None right now - [???]'s story is yet unwritten! Images Reference (Left) Reference (Right) Kharema Details: Horse Information Type: Horse Coat Name: Kharema Coat Color: Light Bay Markings: White Star Black Points White Socks (LH, RH) Pale Hooves (LH, RH) Striped Hoof (RH) Eye Color: Brown Coat Information Data Value: #109 Obtainable: Lapis / Redstone Category: Staff Appreciation Version Added: V1 Beta Artist: Cytris Trivia   Kharema is the appreciation coat of Texture & Coat Artist, Cytris, who has created many of the SWEM textures players will see in-game, and is always the one to call when something needs to be done quickly and well. Cytris contributes a great deal to SWEM and SWDM and has recently progressed to working on Coat art - so what better than one of their earliest coats to be a personal appreciation coat! Kharema or "Kitsa" was my horse growing up. She was a short but feisty Arabian mare who loved to go go go. She had a sister who shared a mirror version of her facial marking. We called them crescent sisters. The design went very smooth as I have tons of photos of her. I managed to get every detail of hers into cube form! - Cytris Images Reference (Left) Reference (Right) Angel Details: Horse Information Type: Horse Coat Name: Angel Coat Color: White (Gray) Markings: Pink Muzzle Pink Hearts (LH) Eye Color: Light + Dark Pink (Heterochromia) Coat Information Data Value: #110 Obtainable: Lapis / Redstone Category: Staff Appreciation Version Added: V1 (Beta) Artist: AlaharranHonor Trivia   Angel (Angel Dust) is the appreciation coat of SWEM Cavalier (Moderator) RileyCasper who initially joined SWEM to help with various administrative tasks and quickly became a core source of support and assistance in Queens Cavalry streams, VIP server management and Wiki-Website resources.  Angel as a pixel horse is a routine presence wherever Riley goes; on the Beta server, the VIP server and now the QC streams. For all their work and contributions, the addition of an appreciation coat more tailored to their vision was well deserved. Angel is one of only a few coats boasting heterochromia and (to date) the only coat with a cosmetic enhancement that would not be explainable due to genetics (pink hearts). Images Reference (Left) Reference (Right) Lucy Details: Horse Information Type: Horse Coat Name: Lucy Coat Color: Seal Bay Markings: White Star Black Points Eye Color: Dark Brown Coat Information Data Value: N/A Obtainable: N/A Category: Staff Appreciation Version Added: V1 (Beta) Artist: Hauket & Malli Trivia   Lucy is a staff appreciation coat for Hannah. She was also the well-known and much loved real horse of Hannah and the inspiration for much of SWEM when vanilla Minecraft lacked the true joys of owning and riding horses. SWEM started because of a stubborn, green, beautiful horse named Lucy. When family troubles meant I couldn't afford to be with her anymore, all of my love had to go somewhere. I started pouring it into work and games with horses. After crying to my roommate a few too many times about needing to reset the backups because 'Lucy' was blown up by a creeper for the 10th time, I decided to make a mod to make destriers out of Minecraft horses. - AlaharranHonor (Hannah) Lucy was made as a surprise addition for Hannah's birthday, created by Hauket and finished up by Malli. The coat was designed to closely represent the real-life inspiration. Lucy was presented to Hannah, alongside custom painted Sweetboi and Lucy Breyer models, on a world made for the reveal where Hannah was taken on a trail to read personalised well-wishes from staff and betas. Upon reaching a small ranch with a house and a barn, Hannah met up with her favourite horses; Sweetboi, Jessie, Valley, Novick and Blazie, all grazing in their pasture. After exploring the property, she was shown around back to a roundpen with the extra special gift.  Lucy is not intended to be an acquirable coat, and was added specifically for Hannah as her heart-horse. Images Reference (Left) Reference (Right)