Gameplay / items
Items & recipes
Every item the mod adds, and where to read about it. They all live in one Horse Genetics creative tab, and nearly all of them are built on one material — horse hair, which you get by shearing a horse.
The items
| Item | What it is for |
|---|---|
| Horse hair, hair bundle, braided rope, hair cloth | The material everything else is made from. Shear a horse for it. |
| Breeding carrots — stabilizer, magnifier, epigenetic splice, gene splice | Fed to a parent before breeding; changes what it passes on to the foal. |
| Splice carrots — known, unknown, and five themed | Add a gene to a foal, either one you chose or one at random. |
| Research papers | Learn a gene, so you can breed for it on purpose. |
| Equine Research Shelf | Files research papers and copies them onto blank books, for as long as you keep the original. |
| Seed jars | Store a stallion’s genetics and breed a mare with him later. |
| Whistles — basic, golden, echo | Call every horse you own to you. |
| Stall signs | Mark a room as one horse’s stall. |
| Tickets — four tiers | Send a horse to its stall. One use; the tier is how far it reaches. |
| Holding pen sign & ticket | Your one general pen: send any horse you own there, stall or no stall. |
| Transfer papers | How a horse changes hands. A signed one is drawn as the horse itself. |
| Horseman’s Table | Makes a villager into a horseman. |
| Cowboy Hitch | The horseman’s table’s twin: makes a villager into a cowboy. Written up with the villagers. |
| Spawn eggs — custom, breed, preset | Build a horse gene by gene, get a foundation horse of a breed, or keep an exact horse in an item. |
House rules for every recipe
- Shapeless, with exactly one exception: the blank transfer paper is a ring of eight paper around a horse hair, and the ring is the idea. Everywhere else the shapes are not the puzzle.
- At least one modded ingredient in every recipe, and every output is a modded item, so nothing can collide with a vanilla or third-party recipe.
- The material chain is reversible — a bundle goes back to four hairs, a rope back to three bundles — so nothing is a trap.
What does not work yet
Worth knowing before you spend materials on one:
The creative tab
item/ModCreativeTabs registers one Horse Genetics tab
holding every item in ModItems.TAB_ITEMS, plus one filled
breed spawn egg per breed that has one. The blank
breed egg is not listed anywhere: its whole content is the breed component, and one
without a breed is a puzzle rather than an item. The custom spawn egg and the filled
breed eggs additionally appear in vanilla’s Spawn Eggs tab. In a dev build, the
Spawn Test Horse World button’s starting inventory contains one of
every item.
Known gaps, across the roster
- Art. The four tickets share one
texture, the three whistles share one, both
stall signs borrow
minecraft:item/oak_sign, andbraided_rope/hair_clothhave recipes but no real textures. The blank transfer paper reuses the research-paper texture. - A stall is only ever read by a ticket. There is no auto-return and no “assigned pen” behaviour, and only breaking the exact sign block releases one.
- The sheared look is unbuilt — see horse hair.
- There is no double-wide gate block, which the design document lists as a braided-rope product.
- The
known_gene_splice_carrotis one generic item parameterised by a component, so every gene’s carrot looks the same in the inventory.
Adding an item
Recipes live in
neoforge-26.1.2/src/main/resources/data/horsegenetics/recipe/; the item
objects in neoforge-26.1.2/…/item/ModItems.java. When you add an
item or change a recipe, give it a page here in the same change and
register that page in wiki/pages.js — the roster above is a table of
links, so an unlisted item is an item nobody can find.