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

ItemWhat 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

Three things that are true of all of them
  • 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:

  • Tickets and stalls shipped together in 0.3.7 and neither has been played.
  • A sheared horse still looks unsheared, so you cannot tell by eye which of your horses you have already done today.

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, and braided_rope / hair_cloth have 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_carrot is 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.