Item / material

Horse hair & the material chain

Horse hair is the base material for almost everything the mod adds. You get it by shearing a horse, and nearly every other item on the wiki is made from it or from something made from it.

How you get it

Right-click an adult horse with shears. You get 1–3 horse hair, the shears lose a point of durability, and the horse likes you a little more (+5 bond — see horse care).

You can shear each horse once per Minecraft day. Foals cannot be sheared. Keeping a few horses around is the practical way to have hair coming in.

A sheared horse still looks the same

The shearing works, but the horse’s appearance does not change yet, so there is no way to tell by looking which of your horses you have already done today.

What you can make from it

ItemRecipe (shapeless)Reverses to
Horse hairShear an adult horse → 1–3
Hair bundle4 × horse hair4 × horse hair
Braided rope3 × hair bundle3 × hair bundle
Hair cloth4 × hair bundle4 × hair bundle
How recipes work in this mod
  • Nearly every recipe is shapeless — the shape is not the puzzle. The one exception is the blank transfer paper.
  • Every recipe uses at least one modded item and makes a modded item, so nothing here can clash with a vanilla recipe.
  • The material chain reverses: a bundle goes back to four hairs, a rope back to three bundles. Nothing you craft is a trap.

What needs hair

Shearing

Right-click an adult horse with shears (server/HorseShearHandler): 1–3 horse_hair drop, the shears take a point of durability, and the horse gains +5 bond through HorseCareHandler.awardBondFor — so shearing is the one interaction that is both an economy input and a relationship input (horse care).

It is gated to once per 24 000-tick Minecraft day, which is the mod-wide rule for every time-gated action. The gate is a stored game-time stamp under the key "shear" on data/HorseCooldownsAttachment — a plain Map<String, Long> on the horse, shared with the yield verb’s per-gene cooldowns ("yield:<geneKey>"). Because it is stored on the horse rather than in a static map, it survives a reload and cannot leak between worlds.

The sheared look is unbuilt

The mechanic is complete; the visual is not built. It is settled as a low-fidelity render-layer overlay — it only has to read as vaguely different, so no coat variant and no extra bake — driven off the same "shear" cooldown stamp. See the roadmap.

Known gaps

  • braided_rope and hair_cloth have recipes but no real textures.
  • There is no double-wide gate block, which the design document lists as a braided-rope product.
Recipes in data/horsegenetics/recipe/; shearing in server/HorseShearHandler.