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Horse Powered

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HorsePowered 1.20.1-1.8.4

1.20.1-1.8.4
22 окт. 2026 г.44Minecraft: 1.20.1forge
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# Horse Powered 1.8.4 Animal Trap recipes can now be limited to a dimension. ## Changes - Trapping recipes take an optional `dimension` field: one dimension ID or a list of them. The trap only catches when it is in one of those dimensions - JEI and EMI show the dimension on the recipe using its translated name from the `dimension.<namespace>.<path>` lang key, falling back to the ID when no translation exists. Names for the Overworld, the Nether and the End are included. A recipe with several dimensions shows the first one followed by "...", and hovering over that line lists them all - Jade shows "Wrong dimension" in red when the bait's recipe needs a different dimension - When several trapping recipes use the same bait, the trap now picks the one whose biome, dimension and water conditions match where it is, using `priority` to break ties. Before, it always took the first recipe for that bait, so a second recipe for the same bait in another biome could never catch anything
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horsepowered 2.7.5

2.7.5
22 окт. 2026 г.56Minecraft: 1.21.1neoforge
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# Horse Powered 2.7.5 Animal Trap recipes can now be limited to a dimension. ## Changes - Trapping recipes take an optional `dimension` field: one dimension ID or a list of them. The trap only catches when it is in one of those dimensions - JEI and EMI show the dimension on the recipe using its translated name from the `dimension.<namespace>.<path>` lang key, falling back to the ID when no translation exists. Names for the Overworld, the Nether and the End are included. A recipe with several dimensions shows the first one followed by "...", and hovering over that line lists them all - Jade shows "Wrong dimension" in red when the bait's recipe needs a different dimension - When several trapping recipes use the same bait, the trap now picks the one whose biome, dimension and water conditions match where it is, using `priority` to break ties. Before, it always took the first recipe for that bait, so a second recipe for the same bait in another biome could never catch anything
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horsepowered 26.1.2-3.11.7

26.1.2-3.11.7
22 окт. 2026 г.157Minecraft: 26.1.2neoforge
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# Horse Powered 3.11.7 Animal Trap recipes can now be limited to a dimension. ## Changes - Trapping recipes take an optional `dimension` field: one dimension ID or a list of them. The trap only catches when it is in one of those dimensions - JEI shows the dimension on the recipe using its translated name from the `dimension.<namespace>.<path>` lang key, falling back to the ID when no translation exists. Names for the Overworld, the Nether and the End are included. A recipe with several dimensions shows the first one followed by "...", and hovering over that line lists them all - Jade shows "Wrong dimension" in red when the bait's recipe needs a different dimension - When several trapping recipes use the same bait, the trap now picks the one whose biome, dimension and water conditions match where it is, using `priority` to break ties. Before, it always took the first recipe for that bait, so a second recipe for the same bait in another biome could never catch anything
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horsepowered 26.1.2-3.11.6

26.1.2-3.11.6
20 окт. 2026 г.136Minecraft: 26.1.2neoforge
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# Horse Powered 3.11.6 Press fixes: no more lost items from pipes, and component recipes show in JEI. ## Bug Fixes - Pipes and other mods that insert several items at once into an empty Press no longer lose items. The Press used to accept the whole transfer, keep only the recipe's input count and delete the rest (breakinblocks/HorsePowered#31) - Pressing recipes whose ingredient is a `neoforge:components` ingredient (or any other custom ingredient type) worked in the press but were missing from JEI. They now show, with the matching components on the input item (breakinblocks/HorsePowered#30) - Emptying a filled container on the Press no longer errors when the bottling recipe's container is a custom ingredient, and the empty container handed back keeps its components
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horsepowered 2.7.4

2.7.4
20 окт. 2026 г.34Minecraft: 1.21.1neoforge
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# Horse Powered 2.7.4 Item count labels on stations are fixed. ## Bug Fixes - Item counts on stations no longer show through walls, get cut off by the item they label, or have items, mobs and other overlays drawn over their background. Each count now sits above its item and is hidden by anything in front of it (breakinblocks/HorsePowered#23) - The "Must look at block" client option now works. With it on (the default), counts only show while you look at the station, including the top half of the Press and Chopper (breakinblocks/HorsePowered#23) - The Hand Grindstone no longer shows its input count twice - Press counts now show above the press frame, where the tub walls and plunger can't hide them - Topping up a Press that holds fewer items than its recipe needs no longer fills it past the recipe's input count (breakinblocks/HorsePowered#31)
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HorsePowered 1.20.1-1.8.3

1.20.1-1.8.3
20 окт. 2026 г.28Minecraft: 1.20.1forge
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# Horse Powered 1.8.3 Creative Battery and item count label fixes, plus common tags for flour and dough. ## Changes - Flour is now tagged `forge:flour` and `forge:flour/wheat`, and Dough is tagged `forge:dough` and `forge:dough/wheat`, so other mods' recipes and Almost Unified treat them like Create's flour (breakinblocks/HorsePowered#26) ## Bug Fixes - The Creative Battery now supplies unlimited power to adjacent blocks and to anything that pulls energy from it. Before, it started empty and never output anything - Item counts on stations no longer show through walls, get cut off by the item they label, or have items, mobs and other overlays drawn over their background. Each count now sits above its item and is hidden by anything in front of it (breakinblocks/HorsePowered#23) - The "Must look at block" client option now works. With it on (the default), counts only show while you look at the station, including the top half of the Chopper (breakinblocks/HorsePowered#23) - The Hand Grindstone no longer shows its input count twice - Press counts now show above the press frame, where the tub walls and plunger can't hide them - Topping up a Press that holds fewer items than its recipe needs no longer fills it past the recipe's input count (breakinblocks/HorsePowered#31)
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horsepowered 2.7.3

2.7.3
3 окт. 2026 г.81Minecraft: 1.21.1neoforge
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# Horse Powered 2.7.3 Creative Battery fix, plus common tags for flour and dough. ## Changes - Flour is now tagged `c:flours` and `c:flours/wheat`, and Dough is tagged `c:doughs` and `c:doughs/wheat`, so other mods' recipes and Almost Unified treat them like Create's flour (breakinblocks/HorsePowered#26) ## Bug Fixes - The Creative Battery now supplies unlimited power to adjacent blocks and to anything that pulls energy from it. Before, it started empty and never output anything
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horsepowered 26.1.2-3.11.5

26.1.2-3.11.5
3 окт. 2026 г.304Minecraft: 26.1.2neoforge
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# Horse Powered 3.11.5 Creative Battery and worker lead fixes, plus common tags for flour and dough. ## Changes - Flour is now tagged `c:flours` and `c:flours/wheat`, and Dough is tagged `c:doughs` and `c:doughs/wheat`, so other mods' recipes and Almost Unified treat them like Create's flour (breakinblocks/HorsePowered#26) ## Bug Fixes - The Creative Battery now supplies unlimited power to adjacent blocks and to anything that pulls energy from it. Before, it started empty and never output anything - Workers led with a lead through the valid_worker tag can now be tied to fence posts, moved onto an existing lead knot, and taken back from one, the same as normal leashable animals (breakinblocks/HorsePowered#29)
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HorsePowered 1.20.1-1.8.2

1.20.1-1.8.2
24 сент. 2026 г.72Minecraft: 1.20.1forge
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# Horse Powered 1.8.2 ## Bug Fixes - Dirt paths, and any other block listed in the path speed config, now count as valid floor under the working area instead of marking it obstructed (FTBTesting/Testing-Issues#4322)
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horsepowered 2.7.2

2.7.2
24 сент. 2026 г.27Minecraft: 1.21.1neoforge
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# Horse Powered 2.7.2 ## Bug Fixes - Dirt paths, and any other block listed in the path speed config, now count as valid floor under the working area instead of marking it obstructed (FTBTesting/Testing-Issues#4322)
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horsepowered 26.1.2-3.11.4

26.1.2-3.11.4
24 сент. 2026 г.21Minecraft: 26.1.2neoforge
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# Horse Powered 3.11.4 Drying Rack, Animal Trap and path floor fixes. ## Bug Fixes - Breaking any corner of a Drying Rack now removes the whole rack instead of leaving pieces behind (FTBTesting/Testing-Issues#4355) - Leftover Drying Rack pieces from earlier versions clear themselves when one of them is broken - Right-clicking an Animal Trap with an empty hand now drops its contents, as the guide describes (FTBTesting/Testing-Issues#4354) - Dirt paths, and any other block listed in the path speed config, now count as valid floor under the working area instead of marking it obstructed (FTBTesting/Testing-Issues#4322)
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HorsePowered 1.20.1-1.8.1

1.20.1-1.8.1
23 сент. 2026 г.6Minecraft: 1.20.1forge
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# Horse Powered 1.8.1 ## Bug Fixes - Mobs added to the `horsepowered:valid_worker` tag can now be leashed with a lead and led to a station, even ones Minecraft normally refuses a lead on, such as villagers.
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horsepowered 2.7.1

2.7.1
23 сент. 2026 г.8Minecraft: 1.21.1neoforge
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# Horse Powered 2.7.1 ## Bug Fixes - Mobs added to the `horsepowered:valid_worker` tag can now be leashed with a lead and led to a station, even ones Minecraft normally refuses a lead on, such as villagers.
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horsepowered 26.1.2-3.11.3

26.1.2-3.11.3
23 сент. 2026 г.4Minecraft: 26.1.2neoforge
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# Horse Powered 3.11.3 Lets any tagged worker be leashed, and updates to the latest 26.1.2 builds. ## Bug Fixes - Mobs added to the `horsepowered:valid_worker` tag can now be leashed with a lead and led to a station, even ones Minecraft normally refuses a lead on, such as villagers. ## Updates - Updated to NeoForge 26.1.2.109, JEI 29.40.0.102, Jade 26.1.11, and GuideMe 26.1.12-beta.
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HorsePowered 1.20.1-1.8.0

1.20.1-1.8.0
4 сент. 2026 г.32Minecraft: 1.20.1forge
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# Horse Powered 1.8.0 ## New Content - Horse Engine: a new station that turns a walking worker into Create rotational force. Needs the Create mod installed; without it nothing changes. - The engine spins at 16 RPM and provides 40 stress units for every 0.1 of the worker's jump strength, so a typical horse gives 280 SU and the best horses give 400 SU. - Only horses, donkeys, mules and llamas have a jump strength in this version. Any other worker uses the configured default of 0.4, which is 160 SU. - Connect a shaft below the engine or cogwheels beside it. Both spots sit in the middle of the walking ring, so they never block the worker. - Speed, stress per jump point, and the jump strength used for workers that have none are all configurable. Packs can also set a fixed jump strength per mob with datapack files in `data/<namespace>/horse_engine_jump_strength/`.
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horsepowered 2.7.0

2.7.0
4 сент. 2026 г.61Minecraft: 1.21.1neoforge
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# Horse Powered 2.7.0 ## New Content - Horse Engine: a new station that turns a walking worker into Create rotational force. Needs the Create mod installed; without it nothing changes. - The engine spins at 16 RPM and provides 40 stress units for every 0.1 of the worker's jump strength, so a typical horse gives 280 SU and the best horses give 400 SU. - Connect a shaft below the engine or cogwheels beside it. Both spots sit in the middle of the walking ring, so they never block the worker. - Speed, stress per jump point, and the jump strength used for workers that have none are all configurable. Packs can also set a fixed jump strength per mob with the `horsepowered:horse_engine_jump_strength` data map.
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HorsePowered 1.20.1-1.7.2

1.20.1-1.7.2
27 авг. 2026 г.24Minecraft: 1.20.1forge
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# Horse Powered 1.7.2 ## Bug Fixes - Leading an animal near a station that already has a worker no longer stops you putting items in ([#25](https://github.com/breakinblocks/HorsePowered/issues/25)). - Right-clicking a station whose input slot is full no longer places the item you are holding on top of the station. - Emptying a station no longer leaves progress behind that stopped it accepting new items.
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horsepowered 26.1.2-3.11.2

26.1.2-3.11.2
27 авг. 2026 г.28Minecraft: 26.1.2neoforge
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# Horse Powered 3.11.2 Station interaction fixes. ## Bug Fixes - Leading an animal near a station that already has a worker no longer stops you putting items in (breakinblocks/HorsePowered#25). - Right-clicking a station whose input slot is full now hands you the finished output instead of placing the item you are holding on top of the station. - Emptying a station no longer leaves progress behind that stopped it accepting new items.
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horsepowered 2.6.3

2.6.3
27 авг. 2026 г.25Minecraft: 1.21.1neoforge
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# Horse Powered 2.6.3 ## Bug Fixes - Horse presses no longer end up empty and refusing all items after spam right-clicking. Presses already stuck this way fix themselves ([#25](https://github.com/breakinblocks/HorsePowered/issues/25)). - Right-clicking a station while holding an item no longer yanks back the item you just put in, so grindstones and choppers keep what you feed them ([#25](https://github.com/breakinblocks/HorsePowered/issues/25)). - Right-clicking a station while holding an item no longer hands your worker back. Releasing a worker now needs an empty hand ([#25](https://github.com/breakinblocks/HorsePowered/issues/25)). - Leading an animal near a station that already has a worker no longer stops you putting items in. - Taking an item back out of a station now clears its progress instead of carrying it over to the next one.
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HorsePowered 1.20.1-1.7.1

1.20.1-1.7.1
26 авг. 2026 г.12Minecraft: 1.20.1forge
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# Horse Powered 1.7.1 ## Bug Fixes - Spam right-clicking a station with items no longer makes them disappear from your hand ([#22](https://github.com/breakinblocks/HorsePowered/issues/22)). - Items added to a partly filled input slot are now saved properly. - Stack size numbers no longer get cut in half by the station they sit on, and they follow your Text Background accessibility setting ([#23](https://github.com/breakinblocks/HorsePowered/issues/23)).
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horsepowered 2.6.2

2.6.2
26 авг. 2026 г.11Minecraft: 1.21.1neoforge
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# Horse Powered 2.6.2 ## Bug Fixes - Spam right-clicking a station with items no longer makes them disappear from your hand ([#22](https://github.com/breakinblocks/HorsePowered/issues/22)). - Items added to a partly filled input slot are now saved properly. - Stack size numbers no longer get cut in half by the station they sit on, and they follow your Text Background accessibility setting ([#23](https://github.com/breakinblocks/HorsePowered/issues/23)). - Seed Oil no longer plays stone break sounds, and boats float on it.
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horsepowered 26.1.2-3.11.1

26.1.2-3.11.1
26 авг. 2026 г.11Minecraft: 26.1.2neoforge
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# Horse Powered 3.11.1 Hotfix for the bottling feature from 3.11.0, plus Seed Oil, interaction, and rendering fixes. ## Bug Fixes - Fixed a crash when right-clicking the Horse Press with any item in hand. - Bottling recipes now reach the client, so the JEI Bottling category is no longer empty and bottling works on servers. - Spam right-clicking a station with items no longer makes them disappear from your hand (breakinblocks/HorsePowered#22). - Items added to a partly filled input slot are now saved properly. - Stack size labels are back on the Grindstone, Hand Grindstone, Chopper, and Press (breakinblocks/HorsePowered#23). - Seed Oil now behaves like a proper fluid. Swimming, splashing, and fall-damage reset work, mobs and players move through it normally instead of getting stuck.
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horsepowered 26.1.2-3.11.0

26.1.2-3.11.0
18 авг. 2026 г.17Minecraft: 26.1.2neoforge
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# Horse Powered 3.11.0 Port of the 1.21.1 branch's 2.6.1 release into 26.1. ## New Content - **Bottles can take fluid out of the Horse Press**: glass bottles carry no fluid-handler capability, so the press never recognised one as a container and fluids that only have a bottled form (fruit juices and the like) could not be removed by hand at all. A new `horsepowered:bottling` recipe type covers that gap: right-clicking the press with a recipe's `container` drains its fluid from the output tank and hands back the filled item, and right-clicking with the filled item does the reverse, filling the input tank and returning the empty container. - **One bottling recipe ships by default**: a glass bottle takes 250 mB of water from the press and becomes a water bottle. Press ice, snow, snowballs, or pointed dripstone for the water. Mods and packs add their own at `data/<namespace>/recipe/bottling/<recipe>.json` with `container`, `fluid`, `result`, and optional `priority`. Item components are respected, so potions and other data-carrying results work. See `README.md` for the full schema. - **New Bottling category in JEI** listing every registered bottling recipe, with the Horse Press as its crafting station. ## Recipe Viewer - **Trapping recipes now name the animal in text**: the JEI Trapping panel only identified the catch through the spawn egg icon and its hover tooltip, which packs that hide creative items (AStages, GameStages, JEI blacklists) strip out. Each recipe now prints the animal's name as a heading line under the arrow, so the panel reads correctly with no spawn egg visible. - **New optional `title` field on `horsepowered:trapping`**: overrides that heading. Accepts a translation key (resolved against the active language) or a plain string (shown as-is). Omit it and the entity's own name is used, so existing recipes and datapacks get the naming for free. - **Trapping panels find more spawn eggs**: the panel showed a plain egg for any mob whose spawn egg the game could not resolve. It now falls back to an item named `<namespace>:<entity_path>_spawn_egg` before giving up. - **New optional `icon` field on `horsepowered:trapping`**: an item ID for the panel's output slot, for mobs that have no spawn egg at all. Resolution order is `icon`, then the entity's registered spawn egg, then the conventional egg item ID, then a plain egg. ## Bug Fixes - **Trapping recipes with an unresolvable entity no longer capture a pig**: `BuiltInRegistries.ENTITY_TYPE` returns `minecraft:pig` rather than null for an unknown ID, so a recipe naming a mob whose mod was absent (or a typo'd ID) trapped a pig and wrote the bogus ID into the trap's NBT. The trap then went dead on reload: nothing rendered, and no loot ever rolled. Such recipes are now skipped outright, and a saved trap holding an unresolvable entity reports as empty instead of as a pig. The JEI Trapping panel was affected the same way and no longer shows a pig spawn egg for these recipes.
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horsepowered 2.6.1

2.6.1
18 авг. 2026 г.24Minecraft: 1.21.1neoforge
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# Horse Powered 2.6.1 ## Bug Fixes - **Trapping recipes with an unresolvable entity no longer capture a pig**: `BuiltInRegistries.ENTITY_TYPE` returns `minecraft:pig` rather than null for an unknown ID, so a recipe naming a mob whose mod was absent (or a typo'd ID) trapped a pig and wrote the bogus ID into the trap's NBT. The trap then went dead on reload: nothing rendered, and no loot ever rolled. Such recipes are now skipped outright, and a saved trap holding an unresolvable entity reports as empty instead of as a pig. The two recipe viewers were affected the same way and no longer show a pig spawn egg for these recipes. - **Horse Press recipe no longer conflicts with the vanilla Chest** ([#21](https://github.com/breakinblocks/HorsePowered/issues/21)): the Press was crafted from eight planks in a ring, the exact shape and ingredient of the vanilla Chest. Two shaped recipes matching the same grid means only one can win, so a player laying out planks for a Chest could get a Press instead (or the reverse), depending on which recipe the game resolved first. The Press now takes a Piston in the middle slot: `PPP` / `PIP` / `PPP`, matching the recipe already used on the 26.1 branch. The Chest recipe is untouched. ## Recipe Viewer - **Trapping recipes now name the animal in text** ([#19](https://github.com/breakinblocks/HorsePowered/issues/19)): the JEI and EMI Trapping panels only identified the catch through the spawn egg icon and its hover tooltip, which packs that hide creative items (AStages, GameStages, JEI blacklists) strip out. Each recipe now prints the animal's name as a heading line under the arrow, so the panel reads correctly with no spawn egg visible. - **New optional `title` field on `horsepowered:trapping`**: overrides that heading. Accepts a translation key (resolved against the active language) or a plain string (shown as-is). Omit it and the entity's own name is used, so existing recipes and datapacks get the naming for free. See `README.md` for the full schema. - **Trapping panels find more spawn eggs** ([#18](https://github.com/breakinblocks/HorsePowered/issues/18)): the panel showed a plain egg for any mob whose spawn egg the game could not resolve. It now falls back to an item named `<namespace>:<entity_path>_spawn_egg` before giving up, which covers mods that register a custom egg item instead of extending the vanilla class. - **New optional `icon` field on `horsepowered:trapping`**: an item ID for the panel's output slot, for mobs that have no spawn egg at all. Resolution order is `icon`, then the entity's registered spawn egg, then the conventional egg item ID, then a plain egg. ## New Content - **Bottles can take fluid out of the Horse Press** ([#17](https://github.com/breakinblocks/HorsePowered/issues/17)): glass bottles carry no fluid-handler capability in NeoForge, so the press never recognised one as a container and fluids that only have a bottled form (fruit juices and the like) could not be removed by hand at all. A new `horsepowered:bottling` recipe type covers that gap: right-clicking the press with a recipe's `container` drains its fluid from the output tank and hands back the filled item, and right-clicking with the filled item does the reverse, filling the input tank and returning the empty container. - **One bottling recipe ships by default**: a glass bottle takes 250 mB of water from the press and becomes a water bottle. Press ice, snow, snowballs, or pointed dripstone for the water. Mods and packs add their own at `data/<namespace>/recipe/bottling/<recipe>.json` with `container`, `fluid`, `result`, and optional `priority`. Item components are respected, so potions and other data-carrying results work. See `README.md` for the full schema. - **New Bottling category in JEI and EMI** listing every registered bottling recipe, with the Horse Press as its workstation.
release

HorsePowered 1.20.1-1.7.0

1.20.1-1.7.0
18 авг. 2026 г.23Minecraft: 1.20.1forge
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# Horse Powered 1.7.0 Backport of the 1.21.1 branch's 2.6.1 release into 1.20.1. ## New Content - **Bottles can take fluid out of the Horse Press** ([#17](https://github.com/breakinblocks/HorsePowered/issues/17)): glass bottles carry no fluid-handler capability in Forge, so the press never recognised one as a container and fluids that only have a bottled form (fruit juices and the like) could not be removed by hand at all. A new `horsepowered:bottling` recipe type covers that gap: right-clicking the press with a recipe's `container` drains its fluid from the output tank and hands back the filled item, and right-clicking with the filled item does the reverse, filling the input tank and returning the empty container. - **One bottling recipe ships by default**: a glass bottle takes 250 mB of water from the press and becomes a water bottle. Press ice, snow, snowballs, or pointed dripstone for the water. Mods and packs add their own at `data/<namespace>/recipes/bottling/<recipe>.json` with `container`, `fluid`, `result`, and optional `priority`. Result NBT is respected, so potions and other data-carrying items work. See `README.md` for the full schema. - **New Bottling category in JEI and EMI** listing every registered bottling recipe, with the Horse Press as its workstation. ## Bug Fixes - **Modded spawn eggs now show in Trapping recipes** ([#18](https://github.com/breakinblocks/HorsePowered/issues/18)): the recipe panels looked the entity's spawn egg up through vanilla's `SpawnEggItem.byId`, which only knows about vanilla eggs. Any mob whose egg was registered through `ForgeSpawnEggItem` fell back to a plain egg. The lookup now goes through `ForgeSpawnEggItem.fromEntityType`, which checks Forge's registrations first. If that still finds nothing, an item named `<namespace>:<entity_path>_spawn_egg` is tried before giving up, which covers mods that register a custom egg item class. - **Trapping recipes with an unresolvable entity no longer capture a pig**: `BuiltInRegistries.ENTITY_TYPE` returns `minecraft:pig` rather than null for an unknown ID, so a recipe naming a mob whose mod was absent (or a typo'd ID) trapped a pig and wrote the bogus ID into the trap's NBT. The trap then went dead on reload: nothing rendered, and no loot ever rolled. Such recipes are now skipped outright, and a saved trap holding an unresolvable entity reports as empty instead of as a pig. The two recipe viewers were affected the same way and no longer show a pig spawn egg for these recipes. - **EMI's Trapping category had no name**, showing its raw translation key. It now reads "Trapping". ## Recipe Viewer - **Trapping recipes now name the animal in text** ([#19](https://github.com/breakinblocks/HorsePowered/issues/19)): the JEI and EMI Trapping panels only identified the catch through the spawn egg icon and its hover tooltip, which packs that hide creative items (AStages, GameStages, JEI blacklists) strip out. Each recipe now prints the animal's name as a heading line under the arrow, so the panel reads correctly with no spawn egg visible. - **New optional `title` field on `horsepowered:trapping`**: overrides that heading. Accepts a translation key (resolved against the active language) or a plain string (shown as-is). Omit it and the entity's own name is used, so existing recipes and datapacks get the naming for free. - **New optional `icon` field on `horsepowered:trapping`**: an item ID for the panel's output slot, for mobs that have no spawn egg at all. Resolution order is `icon`, then the entity's registered spawn egg, then the conventional egg item ID, then a plain egg.
release

horsepowered 26.1.2-3.10.2

26.1.2-3.10.2
28 мая 2026 г.74Minecraft: 26.1.2neoforge
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# Horse Powered 3.10.2 ## Bug Fixes - Fixed a crash that could happen while watching a Drying Rack finish. As items neared the end of their drying time, the game could crash when trying to show the finished result. - Fixed Horse Powered machines flooding the game log with messages when they were left holding an item with no matching recipe. Logs are quiet again.
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HorsePowered 1.20.1-1.6.0

1.20.1-1.6.0
22 мая 2026 г.121Minecraft: 1.20.1forge
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# Horse Powered 1.6.0 ## Gameplay Changes - **Animal Trap bait now drains over time** ([#14](https://github.com/breakinblocks/HorsePowered/issues/14)): captured animals consume bait to keep producing drops. Every 2.5-minute drop cycle rolls a chance to consume one bait, and the cycle pauses if the bait slot is empty. Hoppers can keep traps fed unattended; the bait slot accepts matching bait even after capture, but rejects anything that doesn't match the captured species. - **Bait consumption is per-recipe**: every `horsepowered:trapping` recipe carries its own `baitConsumed` (boolean) and `baitConsumeChance` (0.01-100.0 percent) fields. All nine built-in recipes (cow, pig, sheep, chicken, rabbit, goat, mooshroom, strider, salmon) ship with `baitConsumed: true` and `baitConsumeChance: 10.0`, so one bait fuels roughly ten drops on average. Pack makers can dial each recipe independently. See `README.md` for the full schema. ## Recipe Viewer - JEI and EMI Trapping categories now show a **Bait consumed** line per recipe. Recipes that don't consume bait read `Bait consumed: No`; consuming recipes read `Bait consumed: 10% Chance` (or whatever percent the recipe declares). The category panel is one row taller to fit the new line. ## Documentation - README documents the `horsepowered:trapping` recipe type with a full example covering the new bait-consumption fields. - Animal Trap GuideMe page describes the new ongoing-feeding behavior and lists the two new optional recipe fields under "Adding Custom Bait Recipes".
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horsepowered 2.6.0

2.6.0
22 мая 2026 г.208Minecraft: 1.21.1neoforge
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# Horse Powered 2.6.0 ## Gameplay Changes - **Animal Trap bait now drains over time** ([#14](https://github.com/breakinblocks/HorsePowered/issues/14)): captured animals consume bait to keep producing drops. Every 2.5-minute drop cycle rolls a chance to consume one bait, and the cycle pauses if the bait slot is empty. Hoppers can keep traps fed unattended; the bait slot accepts matching bait even after capture, but rejects anything that doesn't match the captured species. - **Bait consumption is per-recipe**: every `horsepowered:trapping` recipe carries its own `baitConsumed` (boolean) and `baitConsumeChance` (0.01-100.0 percent) fields. All nine built-in recipes (cow, pig, sheep, chicken, rabbit, goat, mooshroom, strider, salmon) ship with `baitConsumed: true` and `baitConsumeChance: 10.0`, so one bait fuels roughly ten drops on average. Pack makers can dial each recipe independently. See `README.md` for the full schema. ## Recipe Viewer - JEI and EMI Trapping categories now show a **Bait consumed** line per recipe. Recipes that don't consume bait read `Bait consumed: No`; consuming recipes read `Bait consumed: 10% Chance` (or whatever percent the recipe declares). The category panel is one row taller to fit the new line. ## Documentation - README documents the `horsepowered:trapping` recipe type with a full example covering the new bait-consumption fields. - Animal Trap GuideMe page describes the new ongoing-feeding behavior and lists the two new optional recipe fields under "Adding Custom Bait Recipes".
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horsepowered 26.1.2-3.10.0

26.1.2-3.10.0
22 мая 2026 г.35Minecraft: 26.1.2neoforge
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# Horse Powered 3.10.0 ## Gameplay Changes - **Animal Trap bait now drains over time** (issue #14): captured animals consume bait to keep producing drops. Every 2.5-minute drop cycle rolls a chance to consume one bait, and the cycle pauses if the bait slot is empty. Hoppers can keep traps fed unattended; the bait slot accepts matching bait even after capture, but rejects anything that doesn't match the captured species. - **Bait consumption is per-recipe**: every `horsepowered:trapping` recipe carries its own `baitConsumed` (boolean) and `baitConsumeChance` (0.01-100.0 percent) fields. All nine built-in recipes (cow, pig, sheep, chicken, rabbit, goat, mooshroom, strider, salmon) ship with `baitConsumed: true` and `baitConsumeChance: 10.0`, so one bait fuels roughly ten drops on average. Pack makers can dial each recipe independently. See `README.md` for the full schema. ## Documentation - README documents the `horsepowered:trapping` recipe type with a full example covering the new bait-consumption fields. - Animal Trap GuideMe page updated to describe the new ongoing-feeding behavior in-line with the rest of the usage steps. - Trimmed every GuideMe page (Hand Grindstone, Horse Grindstone, Chopping Block, Horse Chopper, Horse Press, Horse Powered Generator, Granite Anvil, Drying Rack, Flint and Tinder, Horse Path & Speed, Work Saddle, Creative Battery) to a player-focused style: removed in-page recipe tables, internal-mechanism explanations, and datapack/JSON authoring sections. Recipe listings now point to JEI/EMI.
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horsepowered 26.1.2-3.9.1

26.1.2-3.9.1
21 мая 2026 г.21Minecraft: 26.1.2neoforge
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# Horse Powered 3.9.1 Hotfix port of the 1.21.1 branch's 2.5.1 release into 26.1. ## New Content - **Wooden Hopper art**: new textures and Blockbench-authored models donated by emmen. Top, inside, outside, and new bottom textures, plus updated item art. - **Flint and Tinder art**: donated by ArtpokeBR. ## Gameplay Changes - **Flint and Tinder hold-to-use**: must now be held like firing a bow before it lights anything. The bow-style animation plays and smoke drifts from the targeted block while the player holds right-click. After about two seconds the block is ignited, or campfires, candles, and TNT light directly. Releasing early cancels with no use spent. Durability lowered from 16 to 8 to compensate for the easier renewable supply via the Drying Rack's dead-bush recipe. ## Bug Fixes - **Hand Grindstone hitbox shrunk to match the model**: the old selection box was a single 14-tall cube that visually covered the side items and made them hard to click. Selection and collision now follow the visible geometry (a flat base plus the central stem). Turning the wheel only fires when right-clicking the stem itself, so clicking on a base side reliably extracts that side's slot even while the grindstone has work to do. Pickup quadrants on the base top are also enlarged from the old narrow strips to the full base quadrant. - **Horse Power Generator stone-tier requirement and charge persistence**: the generator now sits in both the pickaxe and `needs_stone_tool` tags. Stored FE is attached to the dropped item as a `BLOCK_ENTITY_DATA` data component, and placing the item back restores the buffer. The horse, if any, is still released as a live entity with a lead, so charge moves with the block while the worker is freed. ## Suggestion Implementation - **Path surface affects worker speed**: every horse-powered block (Grindstone, Chopper, Press, Generator) now samples the 24 floor blocks under its circular path and averages a per-block speed multiplier. Faster paths produce recipes faster; slower paths slow them down. Defaults: dirt, grass, coarse dirt, and rooted dirt run at 0.5x; dirt path at 1.0x; packed ice at 2.0x. Anything not listed defaults to 1.0x. Multipliers and defaults are configurable in `config/horsepowered-common.toml` under `[horse_path]` via `pathSpeedEntries` and `pathSpeedDefault`. - **Working area now tolerates a few obstructions**: chests, hoppers, gears, and other non-replaceable blocks can sit inside the 7x7 ring without invalidating the area. Default tolerance is 2 blocks, raise or lower it via `[horse_path] pathObstructionTolerance` (range 0 to 40). Levers remain always-allowed, and the floor sturdiness check is unchanged. ## Documentation (GuideMe) - New **Horse Path & Speed** page covering working area, obstruction tolerance, the speed multiplier defaults, and the config snippets for customizing both. - New **Flint and Tinder** page covering the hold-to-use behavior, smoke feedback, retargeting during use, and the lowered durability. - Each horse-powered machine page (Grindstone, Chopper, Press, Generator) now links to the Horse Path & Speed page, and the index Tips section calls out the new path mechanic. - Generator guide updated to note that breaking and replacing the block preserves stored charge.
release

horsepowered 2.5.1

2.5.1
21 мая 2026 г.17Minecraft: 1.21.1neoforge
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# Horse Powered 2.5.1 ## New Content - **Wooden Hopper art**: new textures and Blockbench-authored models donated by emmen. Top, inside, outside, and new bottom textures, plus updated item art. - **Flint and Tinder art**: Donated by ArtpokeBR ## Gameplay Changes - **Flint and Tinder hold-to-use**: must now be held like firing a bow before it lights anything. The bow-style animation plays and smoke drifts from the targeted block while the player holds right-click. After about two seconds the block is ignited, or campfires, candles, and TNT light directly. Releasing early cancels with no use spent. Durability lowered from 16 to 8 to compensate for the easier renewable supply via the Drying Rack's dead-bush recipe. ## Bug Fixes - **Hand Grindstone hitbox shrunk to match the model** ([#11](https://github.com/breakinblocks/HorsePowered/issues/11)): the old selection box was a single 14-tall cube that visually covered the side items and made them hard to click. Selection and collision now follow the visible geometry (a flat base plus the central stem). Turning the wheel only fires when right-clicking the stem itself, so clicking on a base side reliably extracts that side's slot even while the grindstone has work to do. Pickup quadrants on the base top are also enlarged from the old narrow strips to the full base quadrant. - **Horse Power Generator is now mineable** ([#12](https://github.com/breakinblocks/HorsePowered/issues/12)): it was missing from `minecraft:mineable/pickaxe` and had no loot table, so no pickaxe ever drained durability or dropped anything. It is now in both the pickaxe and `needs_stone_tool` tags and ships with a standard self-drop loot table. **Charge is preserved when broken**: the stored FE is attached to the dropped item as a `BLOCK_ENTITY_DATA` data component, and placing the item back restores the buffer. The horse, if any, is still released as a live entity with a lead, so charge moves with the block while the worker is freed. ## Suggestion Implementation - **Path surface affects worker speed** ([#13](https://github.com/breakinblocks/HorsePowered/issues/13)): every horse-powered block (Grindstone, Chopper, Press, Generator) now samples the 24 floor blocks under its circular path and averages a per-block speed multiplier. Faster paths produce recipes faster; slower paths slow them down. Defaults: dirt, grass, coarse dirt, and rooted dirt run at 0.5x; dirt path at 1.0x; packed ice at 2.0x. Anything not listed defaults to 1.0x. Multipliers and defaults are configurable in `config/horsepowered-common.toml` under `[horse_path]` via `pathSpeedEntries` and `pathSpeedDefault`. - **Working area now tolerates a few obstructions** ([#13](https://github.com/breakinblocks/HorsePowered/issues/13)): chests, hoppers, gears, and other non-replaceable blocks can sit inside the 7x7 ring without invalidating the area. Default tolerance is 2 blocks, raise or lower it via `[horse_path] pathObstructionTolerance` (range 0 to 40). Levers remain always-allowed, and the floor sturdiness check is unchanged. ## Documentation (GuideMe) - New **Horse Path & Speed** page covering working area, obstruction tolerance, the speed multiplier defaults, and the config snippets for customizing both. - New **Flint and Tinder** page covering the hold-to-use behavior, smoke feedback, retargeting during use, and the lowered durability. - Each horse-powered machine page (Grindstone, Chopper, Press, Generator) now links to the Horse Path & Speed page, and the index Tips section calls out the new path mechanic. - Generator guide updated to note that breaking and replacing the block preserves stored charge.
release

HorsePowered 1.20.1-1.5.1

1.20.1-1.5.1
21 мая 2026 г.15Minecraft: 1.20.1forge
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# Horse Powered 1.5.1 ## New Content - **Wooden Hopper art**: new textures and Blockbench-authored models donated by emmen. Top, inside, outside, and new bottom textures, plus updated item art. - **Flint and Tinder art**: donated by ArtpokeBR. ## Gameplay Changes - **Flint and Tinder hold-to-use**: must now be held like firing a bow before it lights anything. The bow-style animation plays and smoke drifts from the targeted block while the player holds right-click. After about two seconds the block is ignited, or campfires, candles, and TNT light directly. Releasing early cancels with no use spent. Durability lowered from 16 to 8 to compensate for the easier renewable supply via the Drying Rack's dead-bush recipe. ## Bug Fixes - **Hand Grindstone hitbox shrunk to match the model**: the old selection box was a single 14-tall cube that visually covered the side items and made them hard to click. Selection and collision now follow the visible geometry (a flat base plus the central stem). Turning the wheel only fires when right-clicking the stem with an empty hand, so clicking on a base side reliably extracts that side's slot even while the grindstone has work to do. Pickup quadrants on the base top are also enlarged from the old narrow strips to the full base quadrant. - **Horse Power Generator stone-tier requirement and charge persistence**: the generator now sits in both the pickaxe and `needs_stone_tool` tags and ships with a self-drop loot table. Stored FE is attached to the dropped item under `BlockEntityTag`, and placing the item back restores the buffer. The horse, if any, is still released as a live entity with a lead, so charge moves with the block while the worker is freed. ## Suggestion Implementation - **Path surface affects worker speed**: every horse-powered block (Grindstone, Chopper, Press, Generator) now samples the 24 floor blocks under its circular path and averages a per-block speed multiplier. Faster paths produce recipes faster; slower paths slow them down. Defaults: dirt, grass, coarse dirt, and rooted dirt run at 0.5x; dirt path at 1.0x; packed ice at 2.0x. Anything not listed defaults to 1.0x. Multipliers and defaults are configurable in `config/horsepowered-common.toml` under `[horse_path]` via `pathSpeedEntries` and `pathSpeedDefault`. - **Working area now tolerates a few obstructions**: chests, hoppers, gears, and other non-replaceable blocks can sit inside the 7x7 ring without invalidating the area. Default tolerance is 2 blocks, raise or lower it via `[horse_path] pathObstructionTolerance` (range 0 to 40). Levers remain always-allowed, and the floor sturdiness check is unchanged. ## Documentation (GuideMe) - New **Horse Path & Speed** page covering working area, obstruction tolerance, the speed multiplier defaults, and the config snippets for customizing both. - New **Flint and Tinder** page covering the hold-to-use behavior, smoke feedback, retargeting during use, and the lowered durability. - Each horse-powered machine page (Grindstone, Chopper, Press, Generator) now links to the Horse Path & Speed page, and the index Tips section calls out the new path mechanic. - Generator guide updated to note that breaking and replacing the block preserves stored charge.
release

horsepowered 26.1.2-3.9.0

26.1.2-3.9.0
20 мая 2026 г.15Minecraft: 26.1.2neoforge
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# Horse Powered 3.9.0 ## New Content - **Animal Trap**: wooden retextured mob spawner block that catches passive animals over time. Right click bait into the empty trap, wait, and the trap rolls a 5% chance per second after the minimum wait elapses. Once an animal is caught it is stored on the BlockEntity as NBT (not as a live entity) and renders inside the cage spinning the way a vanilla mob spawner does. Every 2.5 minutes the captured entity rolls its vanilla death loot table and the drops land in the trap's internal inventory. Hoppers below the trap pull drops out; hoppers above only insert valid bait. Sneak + right click releases the captured animal back into the world. Right click with an empty hand drops all stored items on the ground. Mining the trap with a stone tier or better axe drops it with full NBT preserved (bait, drops, captured entity) so a working farm can be relocated. Crafted with 4 wooden slabs, 2 iron chains, 2 smooth stone, and a wooden pressure plate. - **Flint and Tinder**: low durability flint and steel alternative. Crafted from 8 dead bush surrounding a piece of flint. Behaves like flint and steel for fire, campfire, and candle lighting but only has 16 durability. Pair it with the Drying Rack's saplings to dead bush recipe for a renewable fire starter loop. ## Animal Trap Details ### Data Driven Recipes (`horsepowered:trapping`) Pack makers add their own bait to entity mappings at `data/<ns>/recipe/trapping/*.json`. Recipe fields: - `bait`: Ingredient (required) - `entity`: entity type Identifier (required) - `time`: minimum wait in ticks before the dice roll begins (default 1200) - `priority`: sort order in recipe viewers (default 0, lowest displays first) - `biome`: optional biome tag the trap must sit inside before the dice roll counts - `waterlogged`: optional boolean; when true the trap must be waterlogged before the dice roll counts When biome or waterlogged conditions are not met the bait stays, the timer keeps running, and Jade shows "Wrong biome" or "Needs water" in red so you know to relocate or waterlog the trap. ### Built In Recipes | Animal | Bait | Wait | Extra conditions | |---|---|---|---| | Cow | Wheat | 60s | None | | Pig | Carrot | 60s | None | | Sheep | Short Grass | 60s | None | | Chicken | Wheat Seeds | 45s | None | | Rabbit | Dandelion | 75s | None | | Goat | Apple | 75s | None | | Mooshroom | Red Mushroom | 90s | None | | Strider | Nether Wart | 90s | Biome: `#minecraft:is_nether` | | Salmon | Kelp | 75s | Biome: `#horsepowered:fish_habitat`, waterlogged | The `horsepowered:fish_habitat` biome tag bundles `#minecraft:is_river`, `#minecraft:is_ocean`, and `#minecraft:is_deep_ocean`, so it works for future fish recipes too. ### Trapping in JEI New "Trapping" category in JEI showing the bait, the trap as the catalyst, and the captured animal's spawn egg as the result. Each recipe lists the minimum wait, "5% Chance/sec" after, and any biome or waterlogged condition. JEI category width is 160 pixels so even long biome labels like "Rivers and Oceans" fit on a single line. ### Jade The Jade tooltip shows live trap state via a server data provider so the countdowns tick smoothly without needing to click the trap: "Trapping... Xs" while waiting, "Trap set" once the dice phase begins, "Caught: <entity>" and "Next drop: M:SS" after capture, the bait and drop slots' contents, and red "Wrong biome" or "Needs water" warnings when bait is loaded but the conditions are not satisfied. ## Recipe Viewer Improvements - **Drying Rack scale fade**: during the last 30% of a drying recipe the input item smoothly shrinks while the output grows in its place. Fade is partial tick interpolated for buttery smoothness. (1.21.6's deferred render pipeline does not support alpha tinting on the standard item render path, so the fade is implemented as a scale transition rather than the alpha blend used on the 1.21.1 branch.) ## Datapack / API - `horsepowered:trapping` recipe type. See Animal Trap Details above for fields. - `horsepowered:fish_habitat` biome tag. Aggregates rivers, oceans, and deep oceans for waterlogged fish recipes. - Trap drops use the captured entity's vanilla loot table with `LootContextParams.DAMAGE_SOURCE = damageSources().generic()`, giving raw drops (raw porkchop, not cooked, for example). - Trap state is preserved across mining via `DataComponents.BLOCK_ENTITY_DATA` (using the new 1.21.6 `TypedEntityData<BlockEntityType<?>>` payload), so the dropped item carries the captured entity NBT and inventory contents. ## Fixes - **Custom recipes now actually show in JEI**: NeoForge 26.1 only syncs explicitly listed custom recipe types to clients. The Animal Trap's `horsepowered:trapping` type was not in the `OnDatapackSyncEvent#sendRecipes` list, so the client never received the trap recipes and JEI's category was empty. Added trapping to the sync list. - **Captured entity is no longer pitch black**: the cached display entity was created without a world position, so the lightmap lookup during render state extraction sampled the void at world origin. The renderer now sets the entity's position to the trap's block position before extraction and copies the trap's own `lightCoords` onto the resulting entity render state. ## GuideMe - New Animal Trap guide page covering bait recipes, drop mechanics, hopper automation, biome and waterlogged conditions, the crafting recipe, and how to author custom trap recipes in a datapack.
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horsepowered 2.5.0

2.5.0
20 мая 2026 г.24Minecraft: 1.21.1neoforge
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# Horse Powered 2.5.0 ## New Content - **Animal Trap**: wooden-retextured mob-spawner block that catches passive animals over time. Right-click bait into the empty trap, wait, and the trap rolls a 5% chance per second after the minimum wait elapses. Once an animal is caught it is stored on the BlockEntity as NBT (not as a live entity) and renders inside the cage spinning the way a vanilla mob spawner does. Every 2.5 minutes the captured entity rolls its vanilla death loot table and the drops land in the trap's internal inventory. Hoppers below the trap pull drops out; hoppers above only insert valid bait. Sneak+right-click releases the captured animal back into the world. Right-click with an empty hand drops all stored items on the ground. Mining the trap with a stone-tier-or-better axe drops it with full NBT preserved (bait, drops, captured entity) so a working farm can be relocated. Crafted with 4 wooden slabs, 2 iron chains, 2 smooth stone, and a wooden pressure plate. - **Flint and Tinder**: low-durability flint-and-steel alternative. Crafted from 8 dead bush surrounding a piece of flint. Behaves like flint and steel for fire/campfire/candle lighting but only has 16 durability. Pair it with the Drying Rack's saplings-to-dead-bush recipe for a renewable fire-starter loop. ## Animal Trap Details ### Data-driven recipes (`horsepowered:trapping`) Pack makers add their own bait → entity mappings at `data/<ns>/recipe/trapping/*.json`. Recipe fields: - `bait` — Ingredient (required) - `entity` — entity type ResourceLocation (required) - `time` — minimum wait in ticks before the dice roll begins (default 1200) - `priority` — sort order in recipe viewers (default 0, lowest displays first) - `biome` — optional biome tag the trap must sit inside before the dice roll counts - `waterlogged` — optional boolean; when true the trap must be waterlogged before the dice roll counts When biome or waterlogged conditions are not met the bait stays, the timer keeps running, and Jade shows "Wrong biome" or "Needs water" in red so you know to relocate or waterlog the trap. ### Built-in recipes | Animal | Bait | Wait | Extra conditions | |---|---|---|---| | Cow | Wheat | 60s | — | | Pig | Carrot | 60s | — | | Sheep | Short Grass | 60s | — | | Chicken | Wheat Seeds | 45s | — | | Rabbit | Dandelion | 75s | — | | Goat | Apple | 75s | — | | Mooshroom | Red Mushroom | 90s | — | | Strider | Nether Wart | 90s | Biome: `#minecraft:is_nether` | | Salmon | Kelp | 75s | Biome: `#horsepowered:fish_habitat`, waterlogged | The `horsepowered:fish_habitat` biome tag bundles `#minecraft:is_river`, `#minecraft:is_ocean`, and `#minecraft:is_deep_ocean`, so it works for future fish recipes too. ## Recipe Viewer Improvements - **Trapping** category added to JEI and EMI showing the bait, the trap as the catalyst, and the captured animal's spawn egg as the result. Each recipe lists the minimum wait, "5% Chance/sec" after, and any biome or waterlogged gate. - **Drying Rack cross-fade**: during the last 30% of a drying recipe the input item smoothly fades out as the output fades in, instead of snapping at completion. Fade is partial-tick interpolated for buttery smoothness. ## Visual / Rendering Fixes - **JEI count text now renders**: `GuiGraphicsExtractor.text()` in 1.21.x silently drops text when the color's alpha byte is zero. All Horse Powered JEI categories used `0x808080` (alpha 0) for the strike/chop/turn/hunger labels, so those lines never showed up. Switched to `0xFF808080` across every category so the counts and hunger costs actually display. - **Granite Anvil swing animation**: right-clicking the anvil to crush now plays the player's arm-swing animation. The original `useItemOn` gated `InteractionResult.SUCCESS` behind a client-side `canWork()` check that always returned false (recipe lookup requires `ServerLevel`), so the client never predicted a successful interaction and skipped the swing. Now the swing is triggered explicitly on the server. ## Jade Improvements - **Granite Anvil tooltip**: now shows input/output items and remaining strikes when looking at the block, matching the Drying Rack's progress display. - **Animal Trap tooltip**: shows bait/drops, "Trapping... Xs", "Trap set", "Caught: ⟨entity⟩", and "Next drop: 2:30" countdown that ticks down live via a server-data provider. Red warnings appear when bait is loaded but biome or waterlogged conditions aren't satisfied. ## Datapack / API - `horsepowered:trapping` recipe type — see Animal Trap Details above for fields. - `horsepowered:fish_habitat` biome tag — aggregates rivers + oceans + deep oceans for waterlogged-fish recipes. - Trap drops use the captured entity's vanilla loot table with `LootContextParams.DAMAGE_SOURCE = damageSources().generic()`, giving raw drops (e.g. raw porkchop, not cooked). - Trap state is preserved across mining via `DataComponents.BLOCK_ENTITY_DATA`, so the dropped item carries the captured entity NBT + inventory contents. ## Sneaky Bug Fixes Worth Calling Out - **Drying rack progress no longer steps in 50 ms chunks**: the renderer's progress ratio now interpolates with `partialTick`, and the BE has a client-side ticker that advances `progress[slot]` per client tick (with a defensive `if (!level.isClientSide) return;` guard so it can never run on the server). - **Trap drops actually go into the trap inventory** (caught during this release): an early version of `depositDrop` routed through `ItemStackHandler.insertItem` which short-circuits on `isItemValid` — drop slots returned false to keep hoppers out of them, so loot was falling out the top of the trap. Now uses a direct two-pass `setStackInSlot` merge that bypasses the validity check while still keeping hoppers locked out of insertion via the public `isItemValid` contract. - **Trap drops can be hopper-extracted** (caught during this release): the `Capabilities.ItemHandler.BLOCK` capability was never registered for the trap BE, so hoppers couldn't see the inventory at all. Now wired in `HorsePowerMod.registerCapabilities`.
release

HorsePowered 1.20.1-1.5.0

1.20.1-1.5.0
20 мая 2026 г.20Minecraft: 1.20.1forge
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# Horse Powered 1.5.0 ## New Content - **Animal Trap**: wooden retextured spawner that catches passive animals with bait and farms their drops over time. Six-slot inventory (slot 0 = bait, slots 1 to 5 = drops). Right-click with a valid bait to insert, then wait for the recipe's minimum time. After the minimum elapses the trap rolls a 5% chance per second until an animal is captured. Once captured, the trap rolls the captured entity's vanilla loot table every 2.5 minutes and deposits drops into the output slots. Right-click with an empty hand to dump the inventory contents; shift right-click to release the captured animal back into the world. Mining the trap preserves the captured entity plus inventory contents so a working farm can be relocated. Hopper integration works on all sides (insert bait from the top, extract drops from any side). The block is waterloggable, has a render that mirrors the vanilla spawner cage (spinning entity inside a wooden lattice), and ships with a Jade tooltip showing capture state, drop timer, and biome / water warnings when conditions are not met. - **Trapping recipe type** (`horsepowered:trapping`): data-driven recipes mapping `bait` (Ingredient) to `entity` (ResourceLocation) with optional `time`, `priority`, `biome` (TagKey<Biome>), and `waterlogged` (bool) gates. Pack makers can add modded animal traps without code. Nine default recipes ship: cow (wheat, 60s), pig (carrot, 60s), sheep (grass, 60s), chicken (wheat seeds, 45s), rabbit (dandelion, 75s), goat (apple, 75s), mooshroom (red mushroom, 90s), strider (nether wart, 90s, requires `#minecraft:is_nether`), and salmon (kelp, 75s, requires the new `#horsepowered:fish_habitat` biome tag and a waterlogged trap). - **Fish habitat biome tag**: new tag `horsepowered:fish_habitat` bundling `is_river`, `is_ocean`, and `is_deep_ocean`. Used by the salmon trapping recipe; pack makers can override for custom water biomes. - **Flint and Tinder**: low-durability flint and steel alternative crafted shapelessly from 8 dead bushes and 1 flint. 16 use durability. ## Drying Rack - **Cross fade visual**: during the last 30% of a drying recipe the input item now fades to the output item via alpha blending. The 1.20.1 / Forge renderer pipeline supports vertex-level alpha, so the transition is a true cross dissolve. ## Recipe Viewer Coverage - **JEI**: new "Trapping" category showing bait to spawn egg with the catch time, chance, and any biome / waterlogged conditions on the recipe. The trap itself is the catalyst. - **EMI**: matching "Trapping" category with the same layout and dynamic height for the optional condition lines. ## Bug Fixes - **Animal Trap inventory hopper extraction**: drops now deposit directly into the output slots (slots 1 to 5) using `setStackInSlot`, bypassing the bait-only `isItemValid` guard so caught loot does not bounce out of the trap. </content> </invoke>
release

horsepowered 26.1.2-3.8.0

26.1.2-3.8.0
18 мая 2026 г.14Minecraft: 26.1.2neoforge
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# Horse Powered 3.8.0 ## New Content - **Creative Battery**: creative-only block for testing energy setups. Holds up to `Integer.MAX_VALUE` FE, accepts and outputs power at the same rate, and pushes stored energy to adjacent FE consumers every tick. Bedrock-grade hardness and no loot table, only obtainable in creative. - **Drying Rack**: a passive 2x2 multiblock wooden rack that dries 8 items at once. Each of the 8 slots ticks independently. Right-click with an input item to place it on a slot, right-click with an empty hand on a filled slot to take it back. Hoppers and pipes can insert from any side (only items with a drying recipe are accepted) and extract only finished items; partial dries are protected. Crafted with three sticks on top, three sticks on bottom, and a plank on each side of an empty center. - **Granite Anvil**: stone-tier crushing station for rock-cycle conversions. Place a granite anvil (granite over polished_deepslate, 3+3 pattern) and right-click a valid input with any stone-tier-or-better pickaxe to crush. Each successful strike consumes pickaxe durability (toggle via `shouldDamageGraniteAnvilPickaxe`) and applies food exhaustion (`graniteAnvilExhaustion` plus per-recipe `hungerCost`). Total strikes per recipe are `time × crushingMultiplier`. By default the result is dropped on top of the anvil; flip `graniteAnvilDrop` to false to keep the output in an internal slot instead. Ships with 10 recipes: stone, deepslate, basalt, blackstone, tuff, cobblestone, cobbled_deepslate, gravel, sandstone (4 sand), red_sandstone (4 red_sand). New JEI "Crushing" category shows the strike count and (when set) hunger per recipe. Jade shows input/output items and remaining strikes when looking at the block. ## New Recipe Type - `horsepowered:drying`: item-in, item-out, plus a `time` (in ticks). Modpack makers can add their own at `data/<ns>/recipe/drying/*.json`. ## Built-in Drying Recipes The Drying Rack is passive (no worker), so default times are an order of magnitude longer than the active machines. - `minecraft:kelp` to `minecraft:dried_kelp` (1000t / 50s) - `minecraft:wet_sponge` to `minecraft:sponge` (2000t / 100s) - `minecraft:rotten_flesh` to `minecraft:leather` (1000t / 50s) - `minecraft:mud` to `minecraft:dirt` (1000t / 50s) - `minecraft:clay` to `minecraft:terracotta` (4000t / 200s) - `#minecraft:saplings` to `minecraft:dead_bush` (1500t / 75s) ## Jade Per-Slot Progress Look at any of the 8 slots on a Drying Rack and Jade shows that specific slot's recipe progress and remaining time. Works on all 4 quadrants of the multiblock: the cursor's hit position is mapped to the slot under it, and the main block entity's progress for that slot is synced for the tooltip. ## New Recipe Feature - **Optional `hungerCost` on chopping and grinding recipes**: float field (default `0.0`). On manual stations it is added to the player's food exhaustion every chop or turn, on top of the existing config baseline. Has no effect on horse-powered stations. JEI displays a "Hunger" line on the manual category when the value is greater than zero. ## Recipe Viewer Improvements - **Manual Chopping** now displays the actual chop count (`time × choppingMultiplier`) instead of the raw recipe time. - **Manual Grinding** now displays the number of turns required (`⌈time / pointsPerRotation⌉`) instead of raw time. - **Sort priority is ascending again**: JEI lists recipes from lowest `priority` value to highest, so `priority: 1` displays above `priority: 2`. - **Press fluid amount no longer overflows**: the "mB" label is right-justified to the recipe background width so values like `1000 mB` no longer run off the right edge. - **Redundant input count text removed from the Press recipe**: the count is already drawn on the slot by JEI, so the duplicate "xN" label was removed. ## Visual Fixes - **Horse Chopper blade orientation** is now correct in all four placement directions. The blade follows the chopper's facing and lies along the top support beam instead of being rotated 90° off-axis. - **Horse Chopper top no longer renders dark**: the filler block above the chopper now propagates skylight and has zero light attenuation, so the crossbeam and handle on top are lit correctly. - **Generator block model no longer jitters**: the energy storage was triggering a client-side block update every tick when generating or pushing power, which caused the block model to re-mesh continuously. Energy changes now mark the chunk dirty for save without forcing a client resync. ## Manual Station Display - **Hand Grindstone displays input/output sides based on facing**: output renders on the player's right and input renders on the player's left (in addition to the spinning input on top), so the pickup zones always line up with the visible items regardless of how the block was placed. ## Multi-Block Fixes - **Horse Chopper upper half now has a hitbox**: adjacent blocks (hoppers, scaffolding, etc.) can be placed against the upper block again. Vanilla hoppers placed on any side of the upper half feed into the chopper through the existing filler container delegation. ## Datapack / API - `tier`, `priority`, and `hungerCost` are all optional fields on grinding and chopping recipes. Defaults preserve previous behavior. - `horsepowered:valid_worker` entity-type tag governs both worker attachment and Work Saddle pickup.
release

horsepowered 2.4.0

2.4.0
18 мая 2026 г.24Minecraft: 1.21.1neoforge
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# Horse Powered 2.4.0 ## New Content - **Horse Powered Generator**: new horse-powered machine that converts worker labor directly into Forge Energy. Generates 80 FE/tick while a worker walks, buffers up to 100,000 FE, and pushes power to any adjacent FE consumer. Requires a redstone signal to run, so it can be toggled by a lever inside the working ring. - **Work Saddle**: right-click any valid worker (horse, donkey, mule, llama, trader llama) to capture it into the saddle, then right-click any block to release it elsewhere. The captured mob is rendered as an overlay on the item, monster-spawner style. Crafted from a saddle and a lead. - **Creative Battery**: creative-only block for testing energy setups. Holds up to `Integer.MAX_VALUE` FE, accepts and outputs power at the same rate, and pushes stored energy to adjacent FE consumers every tick. Bedrock-grade hardness and no loot table; only obtainable in creative. - **Drying Rack**: a passive 2x2 multiblock wooden rack that dries 8 items at once. Each of the 8 slots ticks independently. Right-click with an input item to place it on a slot, right-click with an empty hand on a filled slot to take it back. Once a slot finishes its recipe, the item is replaced with the output and stays there until removed. Hoppers and pipes can insert into any slot from any side (only items with a drying recipe are accepted) and extract from any slot, but only finished outputs can be pulled out; partial dries are protected. Crafted with three sticks on top, three sticks on bottom, and a plank on each side of an empty center. - **Granite Anvil**: stone-tier crushing station for rock-cycle conversions. Place a granite anvil (granite over polished_deepslate, 3+3 pattern) and right-click a valid input with any stone-tier-or-better pickaxe to crush. Each successful strike consumes pickaxe durability (toggle via `shouldDamageGraniteAnvilPickaxe`) and applies food exhaustion (`graniteAnvilExhaustion` plus per-recipe `hungerCost`). Total strikes per recipe are `time × crushingMultiplier`. By default the result is dropped on top of the anvil; flip `graniteAnvilDrop` to false to keep the output in an internal slot instead. Ships with 10 recipes: stone, deepslate, basalt, blackstone, tuff, cobblestone, cobbled_deepslate, gravel, sandstone (4 sand), red_sandstone (4 red_sand). New JEI and EMI "Crushing" categories show the strike count and (when set) hunger per recipe. Jade shows input/output items and remaining strikes when looking at the block. ## New Recipe Features - **Optional `hungerCost` on chopping and grinding recipes**: float field (default `0.0`). On manual stations it is added to the player's food exhaustion every chop or turn, on top of the existing config baseline. Has no effect on horse-powered stations. Recipe viewers display a "Hunger" line on the manual category when the value is greater than zero. - **New `horsepowered:drying` recipe type**: item in, item out, plus a `time` (in ticks). Modpack makers can add their own at `data/<ns>/recipe/drying/*.json`. ## Built-in Drying Recipes The Drying Rack is passive (no worker), so default times are an order of magnitude longer than the active machines. - `minecraft:kelp` to `minecraft:dried_kelp` (1000t / 50s) - `minecraft:wet_sponge` to `minecraft:sponge` (2000t / 100s) - `minecraft:rotten_flesh` to `minecraft:leather` (1000t / 50s) - `minecraft:mud` to `minecraft:dirt` (1000t / 50s) - `minecraft:clay` to `minecraft:terracotta` (4000t / 200s) - `#minecraft:saplings` to `minecraft:dead_bush` (1500t / 75s) ## Recipe Viewer Improvements - **Manual Chopping** now displays the actual chop count (`time × choppingMultiplier`) in JEI and EMI instead of the raw recipe time. - **Manual Grinding** now displays the number of turns required (`⌈time / pointsPerRotation⌉`) instead of raw time. - **Sort priority is ascending again** (issue #7): JEI and EMI list recipes from lowest `priority` value to highest, so `priority: 1` displays above `priority: 2`. - **Press fluid amount no longer overflows** (issue #6): the "mB" label is right-justified to the recipe background width so values like `1000 mB` no longer run off the right edge in JEI and EMI. - **Redundant input count text removed from the Press recipe** (issue #6): the count is already drawn on the slot by JEI/EMI, so the duplicate "xN" label was removed. - **EMI arrow no longer flickers**: the filling-arrow cycle is in milliseconds (not ticks); the previous `200` value flickered ~5 times per second. Now `10000` ms, matching JEI's 200-tick arrow. - **Drying category** added to JEI and EMI with the rack as its workstation. Shows input, output, and total drying time in seconds. ## Visual Fixes - **Horse Chopper blade orientation** is now correct in all four placement directions. The blade follows the chopper's facing and lies along the top support beam instead of being rotated 90° off-axis. - **Horse Chopper top no longer renders dark** (issue with the v2.x port): the filler block above the chopper now propagates skylight and has zero light attenuation, so the crossbeam and handle on top are lit correctly. - **Generator block model no longer jitters**: the energy storage was triggering a client-side block update every tick when generating or pushing power, which caused the block model to re-mesh continuously. Energy changes now mark the chunk dirty for save without forcing a client resync. - **Worker walk animation no longer restarts every tick**: the cached client-side render entity was being rebuilt on every position sync. It is now preserved across syncs as long as the worker identity (entity type) doesn't change. - **Creative Battery no longer X-rays through the floor**: the block now has `noOcclusion` so adjacent faces are not culled, fixing the visible-through-the-bottom rendering. ## Manual Station Display - **Hand Grindstone displays input/output sides based on facing** (issue #8): output renders on the player's right and input renders on the player's left (in addition to the spinning input on top), so the pickup zones always line up with the visible items regardless of how the block was placed. The fixed-position display only matched in one of four placement directions before. ## Multi-Block Fixes - **Horse Chopper upper half now has a hitbox** (issue #9): adjacent blocks (hoppers, scaffolding, etc.) can be placed against the upper block again. Vanilla hoppers placed on any side of the upper half feed into the chopper through the existing filler container delegation. - **Working-area validation**: horse-powered blocks now also require a sturdy floor under the walking ring, so workers can't float over missing blocks. Levers placed inside the ring are allowed, so the area can host wall levers for redstone toggles (used by the Generator's on/off control). ## Jade Per-Slot Progress Look at any of the 8 slots on a Drying Rack and Jade shows that specific slot's recipe progress and remaining time. Works on all 4 quadrants of the multiblock: the cursor's hit position is mapped to the slot under it, and the main block entity's progress for that slot is synced for the tooltip. ## Datapack / API - `tier`, `priority`, and `hungerCost` are all optional fields on grinding and chopping recipes. Defaults preserve previous behavior. - `horsepowered:valid_worker` entity-type tag governs both worker attachment and Work Saddle pickup. - `horsepowered:drying` recipe type with `ingredient`, `result`, `time` fields. Item-in, item-out, server-side timer-driven.
release

HorsePowered 1.20.1-1.4.0

1.20.1-1.4.0
18 мая 2026 г.20Minecraft: 1.20.1forge
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# Horse Powered 1.4.0 ## New Content - **Horse Powered Generator**: new horse-powered machine that converts worker labor directly into Forge Energy. Generates 80 FE/tick while a worker walks, buffers up to 100,000 FE, and pushes power to any adjacent FE consumer. Requires a redstone signal to run, so it can be toggled by a lever inside the working ring. - **Work Saddle**: right-click any valid worker (horse, donkey, mule, llama, trader llama) to capture it into the saddle, then right-click any block to release it elsewhere. Carrying saddle shows a tooltip listing the stored mob. Crafted shapelessly from a saddle and a lead. - **Creative Battery**: creative-only block for testing energy setups. Holds up to `Integer.MAX_VALUE` FE, accepts and outputs power at the same rate, and pushes stored energy to adjacent FE consumers every tick. Bedrock-grade hardness and no loot table — only obtainable in creative. - **Drying Rack**: passive 2x2 multiblock that dries 8 items in a 4x2 grid. Each slot ticks independently with its own progress, supports hopper automation (insert from any side, extract only finished items), and shows per-slot progress in Jade via raycast hit detection. Comes with 6 vanilla recipes: kelp to dried kelp, wet sponge to sponge, rotten flesh to leather, mud to dirt, clay to terracotta, and saplings to dead bush. New JEI and EMI "Drying" categories show recipe time centered under the arrow. - **Granite Anvil**: stone-tier crushing station for rock-cycle conversions. Place a granite anvil (granite over polished_deepslate, 3+3 pattern) and right-click a valid input with any stone-tier-or-better pickaxe to crush. Each successful strike consumes pickaxe durability (toggle via `shouldDamageGraniteAnvilPickaxe`) and applies food exhaustion (`graniteAnvilExhaustion` plus per-recipe `hungerCost`). Total strikes per recipe are `time × crushingMultiplier`. By default the result is dropped on top of the anvil; flip `graniteAnvilDrop` to false to keep the output in an internal slot instead. Ships with 10 recipes: stone, deepslate, basalt, blackstone, tuff, cobblestone, cobbled_deepslate, gravel, sandstone (4 sand), red_sandstone (4 red_sand). New JEI and EMI "Crushing" categories show the strike count and (when set) hunger per recipe. Jade shows input/output items and remaining strikes when looking at the block. ## New Recipe Feature - **Optional `hungerCost` on chopping and grinding recipes**: float field (default `0.0`). On manual stations it is added to the player's food exhaustion every chop or turn, on top of the existing config baseline. Has no effect on horse-powered stations. JEI and EMI show a "Hunger" line on the manual category when the value is greater than zero. ## Recipe Viewer Improvements - **Manual Chopping** now displays the actual chop count (`time × choppingMultiplier`) in JEI and EMI instead of the raw recipe time. - **Manual Grinding** now displays the number of turns required (`⌈time / pointsPerRotation⌉`) instead of raw time. - **Sort priority is ascending now**: JEI and EMI list recipes from lowest `priority` value to highest, so `priority: 1` displays above `priority: 2`. - **Press fluid amount no longer overflows**: the "mB" label is right-justified to the recipe background width so values like `1000 mB` no longer run off the right edge in JEI and EMI. - **Redundant input count text removed from the Press recipe**: the count is already drawn on the slot by JEI/EMI. - **JEI arrows now render**: switched from the deprecated hardcoded gui_vanilla.png path to `IGuiHelper#getRecipeArrow()`, fixing the missing-arrow visuals on the chopping, grinding, and pressing categories. - **EMI arrow no longer flickers**: the filling-arrow cycle is in milliseconds (not ticks); the previous `200` value flickered ~5 times per second. Now `10000` ms. ## Visual Fixes - **Horse Chopper top no longer renders dark**: the filler block above the chopper now propagates skylight and has zero light attenuation, so the crossbeam and handle on top are lit correctly. ## Manual Station Display - **Hand Grindstone displays input/output sides based on facing**: output renders on the player's right and input renders on the player's left (in addition to the spinning input on top), so the pickup zones always line up with the visible items regardless of how the block was placed. ## Multi-Block Fixes - **Horse Chopper upper half now has a hitbox**: adjacent blocks (hoppers, scaffolding, etc.) can be placed against the upper block again. Vanilla hoppers placed on any side of the upper half feed into the chopper through the existing filler container delegation. - **Working-area validation**: horse-powered blocks now also require a sturdy floor under the walking ring, so workers can't float over missing blocks. Levers placed inside the ring are allowed, so the area can host wall levers for redstone toggles (used by the Generator's on/off control). ## Virtual Workers - **Attached workers are now virtual renders** (parity with 1.21.1 / 26.1.x): when a worker is captured by a horse-powered block, the real entity is despawned and its full NBT is stored on the block. A client-side ghost entity is reconstructed from that NBT purely for visualization (no AI, no physics, no health, no collision). The work cycle runs on a step timer (default 25 ticks/step, scaled by the captured mob's MOVEMENT_SPEED attribute) instead of waiting for the entity to physically reach each path point. Breaking the block respawns the original mob from its stored NBT at the block position; releasing via right-click leashes the mob to the player as before. ## Bug Fixes - **Worker attach no longer drops the lead instantly**: `setWorker` previously called `getClosestTarget`, which invoked the side-effecting `hasWorker` check. When the horse was attached from near the edge of the 7-block search radius it failed the < ~6.7 block distance check, dropped a lead, and cleared the worker — making it look like the lead "popped off" on the Generator (where no canWork ticks ever pull the worker in). The worker is now snapped to the closest path point on attach, and the closest-target computation no longer triggers the invalidation drop. - **Lead duping fixed**: every attach→release→attach cycle was producing a free lead because `BlockHPBase.use()` gave the player a `LEAD` item on attach as a "refund" while `setWorkerToPlayer` re-leashed on release without consuming one. The attach refund has been removed — the leash investment now stays in the worker state across the cycle and is only returned as a `LEAD` item when the block is broken or the worker dies / wanders off. Affects all four horse-powered blocks (Chopper, Grindstone, Press, Generator). - **Generator lead visual**: the Generator now has a `BlockEntityRenderer` that calls the shared `LeadRenderer`, so the rope between the attached worker and the block actually draws (matching the Chopper / Grindstone / Press). - **Work Saddle now renders the captured mob**: the saddle uses a `horsepowered:carrying` item-property override. When empty, the item uses the regular vanilla saddle 2D sprite. When carrying, the override switches to a `builtin/entity`-parented model backed by a `BlockEntityWithoutLevelRenderer` that draws the vanilla saddle sprite as the base and overlays a scaled 3D preview of the carried mob on top (entity cached by UUID). ## Datapack / API - `tier`, `priority`, and `hungerCost` are all optional fields on grinding and chopping recipes. Defaults preserve previous behavior. - `horsepowered:valid_worker` entity-type tag governs both worker attachment and Work Saddle pickup.
release

horsepowered 2.3.1

2.3.1
30 апр. 2026 г.38Minecraft: 1.21.1neoforge
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# Horse Powered 2.3.1 ## Bug Fixes - Recipes for the grindstone, hand grindstone, chopper, chopping block, and press now show up correctly in EMI and JEI again. In 2.3.0 the recipe files were stale and silently failed to load, so all the recipe-viewer tabs appeared empty.
release

horsepowered 26.1.2-3.7.0

26.1.2-3.7.0
24 апр. 2026 г.54Minecraft: 26.1.2neoforge
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# Horse Powered 3.7.0 ## New Features - **Recipe tiers**: chopping and grinding recipes accept an optional `"tier"` field (`"any"` | `"hand_only"` | `"horse_only"`, default `"any"`). Hand and horse variants can share the same input ingredient with different yields — e.g. `1 bone -> 2 bonemeal` on the hand grinder alongside `1 bone -> 4 bonemeal` on the horse grinder — without colliding, and recipes can be made exclusive to one power mode. - **Recipe sort priority**: all recipe types accept an optional `"priority"` integer (default `0`). Higher priority sorts earlier in the JEI recipe list, so related recipes can be grouped together instead of scattered by load order. - **Manual Grinding JEI category**: hand grindstone now has a dedicated recipe-viewer tab showing only hand-applicable recipes, matching the existing Manual Chopping split. ## Bug Fixes - **Horse chopper break animation**: the break progress overlay is now visible across the full 2-block model instead of being invisible on the top half. Raycasting passes through the filler block so hits always register on the chopper.
release

horsepowered 2.3.0

2.3.0
24 апр. 2026 г.26Minecraft: 1.21.1neoforge
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# Horse Powered 2.3.0 ## New Features - **Recipe tiers**: chopping and grinding recipes accept an optional `"tier"` field (`"any"` | `"hand_only"` | `"horse_only"`, default `"any"`). Hand and horse variants can share the same input ingredient with different yields — e.g. `1 bone -> 2 bonemeal` on the hand grinder alongside `1 bone -> 4 bonemeal` on the horse grinder — without colliding, and recipes can be made exclusive to one power mode. - **Recipe sort priority**: all recipe types accept an optional `"priority"` integer (default `0`). Higher priority sorts earlier in the JEI/EMI recipe list, so related recipes can be grouped together instead of scattered by load order. - **EMI compatibility**: native EMI plugin ships alongside the existing JEI integration. Each machine gets its own EMI category and workstation, and the progress arrow renders correctly under EMI. - **Manual Grinding JEI/EMI category**: hand grindstone now has a dedicated recipe-viewer tab showing only hand-applicable recipes, matching the existing Manual Chopping split. ## Bug Fixes - **Horse chopper break animation**: the break progress overlay is now visible across the full 2-block model instead of being invisible on the top half. - **Hopper automation above the chopper**: vanilla hoppers and chests can now input items into the chopper's input slot from the upper block of the multi-block, letting players route automation above the horse's path instead of on the ground where the horse would try to climb it.
release

HorsePowered 1.20.1-1.3.0

1.20.1-1.3.0
24 апр. 2026 г.33Minecraft: 1.20.1forge
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# Horse Powered 1.3.0 ## New Features - **Recipe tiers**: chopping and grinding recipes accept an optional `"tier"` field (`"any"` | `"hand_only"` | `"horse_only"`, default `"any"`). Hand and horse variants can share the same input ingredient with different yields — e.g. `1 bone -> 2 bonemeal` on the hand grinder alongside `1 bone -> 4 bonemeal` on the horse grinder — without colliding, and recipes can be made exclusive to one power mode. - **Recipe sort priority**: all recipe types accept an optional `"priority"` integer (default `0`). Higher priority sorts earlier in the JEI/EMI recipe list, so related recipes (e.g. your ores) can be grouped together instead of scattered by load order. - **EMI compatibility**: native EMI plugin ships alongside the existing JEI integration. Hand and horse machines get their own EMI categories and workstations, and the progress arrow now renders correctly under EMI (previously appeared as a missing-texture swatch under EMI's JEI-compat bridge). - **Hand vs horse JEI/EMI split**: grinding and chopping now show separate recipe tabs for the hand-powered and horse-powered machines, filtered by recipe tier. ## Bug Fixes - **Horse chopper break animation**: breaking the upper half of the chopper (the stick/supports) no longer produces a storm of missing-texture particles, and the break progress overlay is now visible across the full 2-block model instead of being invisible on the top half. - **Hopper automation above the chopper**: vanilla hoppers and chests can now input items into the chopper's input slot from the upper block of the multi-block, letting players route automation above the horse's path instead of on the ground where the horse would try to climb it.
release

HorsePowered 1.20.1-1.2.1

1.20.1-1.2.1
22 апр. 2026 г.22Minecraft: 1.20.1forge
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# Horse Powered 1.2.1 ## Bug Fixes - Hand grindstone now renders the primary and secondary output items on the grinding surface. Processed results were invisible before, making turns appear to do nothing. - Each hand grindstone turn now plays a grinding sound with slight pitch variation and emits stone particles for clear feedback. - The input item on the hand grindstone now spins in step with the crank, so each click is visible immediately. ## Improvements - Chopping blocks (both hand and horse-powered) now display the log standing upright on the surface instead of flat, so the blade cleaves it like a real axe chop. - Hand chopping block display now matches the scale of the horse chopper and sits properly on the surface instead of floating above it. ## Documentation - Hand grindstone guide clarifies that sneak + right-click pulls un-milled input back out.
release

horsepowered 26.1.2-3.6.0

26.1.2-3.6.0
21 апр. 2026 г.23Minecraft: 26.1.2neoforge
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# Horse Powered 3.6.0 ## Updates - Updated to NeoForge 26.1.2.22-beta - Refreshed JEI integration for the latest API so recipes, catalysts, and tooltips keep displaying correctly
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horsepowered 2.2.1

2.2.1
20 апр. 2026 г.21Minecraft: 1.21.1neoforge
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# Horse Powered 2.2.1 ## Bug Fixes - Attaching a leashed creature to a horse-powered block no longer hands the player a free lead. The lead stays with the stored worker and is returned only when the block is broken; releasing the worker leaves them leashed to the player so vanilla unleash rules apply.
release

horsepowered 26.1.2-3.5.2

26.1.2-3.5.2
20 апр. 2026 г.31Minecraft: 26.1.2neoforge
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# Horse Powered 3.5.2 ## Bug Fixes - Attaching a leashed creature to a horse-powered block no longer drops a duplicate lead item; the lead now stays with the worker and is returned when the worker is released or the block is broken
release

horsepowered 26.1.2-3.5.1

26.1.2-3.5.1
17 апр. 2026 г.15Minecraft: 26.1.2neoforge
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# Horse Powered 3.5.1 ## Bug Fixes - Generator now actively pushes FE to adjacent energy handlers - Generator energy storage is properly persisted on every change and no longer caps extraction at 0 FE/tick - Working area validation now also checks the floor beneath the walking ring, so the worker can no longer float over missing blocks - Levers placed in the working area no longer invalidate it, allowing the generator (or any horse-powered station) to be redstone-toggled with a wall lever
release

HorsePowered 1.20.1-1.2.0

1.20.1-1.2.0
17 апр. 2026 г.16Minecraft: 1.20.1forge
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# Horse Powered 1.2.0 ## New Features - **Fluid pipe automation for the press**: fluid pipes can now connect to either half of the multi-block. Insertions go to the input tank, extractions drain only the output tank — pipes can't contaminate the input with arbitrary fluids or steal output mid-process. - Press now has separate input and output tanks, shown side-by-side in the tank window (input on the left, output on the right). - Press supports bucket interaction — right-click with a full or empty bucket to fill the input tank or drain the output tank. ## Improvements - Hand chopper (chopping block) now displays the log/item being chopped on top of the station. - Hand grinder now displays the item being ground on top of the station. - Jade tooltip on the press splits fluid display into "Input Fluid" and "Output Fluid" rows.
release

horsepowered 2.2.0

2.2.0
17 апр. 2026 г.19Minecraft: 1.21.1neoforge
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# Horse Powered 2.2.0 ## New Features - **Fluid pipe automation for the press**: fluid pipes can now connect to either half of the multi-block. Insertions route to the input tank, extractions drain only the output tank — pipes can't steal reagents mid-process or contaminate output with the wrong fluid. - Press now has separate input and output tanks, shown side-by-side in the tank window (input on the left, output on the right). - Press supports bucket interaction — right-click with a full or empty bucket to fill the input tank or drain the output tank. ## Improvements - Hand chopper (chopping block) now displays the log/item being chopped on top of the station. - Hand grinder now displays the item being ground on top of the station. - Jade tooltip on the press splits fluid display into "Input Fluid" and "Output Fluid" rows.
release

horsepowered 26.1.2-3.5.0

26.1.2-3.5.0
17 апр. 2026 г.14Minecraft: 26.1.2neoforge
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# Horse Powered 3.5.0 ## New Features - **Fluid pipe automation for the press**: fluid pipes can now connect to the press (on either half of the multi-block). Insertions route to the input tank, extractions drain only the output tank — pipes can't steal reagents mid-process or contaminate output with the wrong fluid. - Press now has separate input and output tanks, shown side-by-side in the tank window (input on the left, output on the right). ## Bug Fixes - Chopping block now accepts logs on right-click instead of placing them as a block above the station - Stations now drop themselves when broken (chopping_block, chopper, press, grindstone, hand_grindstone, generator) - Stations break at the correct speed with the proper tool: axe for chopping_block/chopper/press/filler, stone-tier pickaxe for grindstones, iron-tier pickaxe for the generator - Guarded the horse chopper renderer against the last-frame purple/black flash when the block is broken ## Improvements - Audio/visual feedback on the chopping block: wood-place sound and oak-log particles when inserting a log, axe-strip sound with pitch variation and particles on each strike - Hand chopper (chopping block) now displays the log/item being chopped on top of the station - Hand grinder now displays the item being ground on top of the station - Horse press input/output items raised to sit on top of the base so the plunger visibly descends onto them - Jade tooltip now shows input and output fluids separately on the press
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horsepowered 2.1.0

2.1.0
16 апр. 2026 г.15Minecraft: 1.21.1neoforge
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# Horse Powered 2.1.0 ## Bug Fixes - Chopping block now accepts logs on right-click instead of placing them as a block above the station - Stations now drop themselves when broken (chopping_block, chopper, press, grindstone, hand_grindstone) - Stations break at the correct speed with the proper tool: axe for chopping_block/chopper/press/filler, pickaxe for grindstone/hand_grindstone (stone-tier or better required for the grindstones) - Fixed a missing-texture particle burst when breaking a chopper, caused by the renderer running one final frame after the block entity was removed ## Improvements - Added audio/visual feedback on the chopping block: wood-place sound and oak-log particles when inserting a log, axe-strip sound with pitch variation and particles on each strike
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HorsePowered 1.20.1-1.1.0

1.20.1-1.1.0
16 апр. 2026 г.21Minecraft: 1.20.1forge
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# Horse Powered 1.1.0 ## Bug Fixes - Chopping block now accepts logs on right-click instead of placing them as a block above the station - Stations now drop themselves when broken (chopping_block, chopper, press, grindstone, hand_grindstone) - Stations break at the correct speed with the proper tool: axe for chopping_block/chopper/press/filler, pickaxe for grindstone/hand_grindstone (stone-tier or better required for the grindstones) - Fixed a missing-texture particle burst when breaking a chopper, caused by the renderer running one final frame after the block entity was removed ## Improvements - Added audio/visual feedback on the chopping block: wood-place sound and oak-log particles when inserting a log, axe-strip sound with pitch variation and particles on each strike
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horsepowered 26.1.2-3.4.0

26.1.2-3.4.0
15 апр. 2026 г.15Minecraft: 26.1.2neoforge
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# Horse Powered 3.4.0 ## New Content - **Horse Powered Generator** — a new horse-powered machine that converts labor directly into Forge Energy (FE). - Generates **80 FE/tick** while a worker is walking - Internal buffer: **100,000 FE** - Output: up to **80 FE/tick** extracted from any side (output-only, does not accept energy) - Toggled on/off with a redstone signal (e.g. a lever on top) - The redstone torch on top lights up red when the generator is actively producing power - Recipe: Horse Grindstone in the center, a Lightning Rod on top, Polished Deepslate filling the rest, with two Polished Deepslate Slabs in the upper corners ## Guide - Added a Horse Powered Generator section to the in-game GuideMe guide.
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horsepowered 26.1.2-3.3.1

26.1.2-3.3.1
13 апр. 2026 г.19Minecraft: 26.1.2neoforge
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# Horse Powered 3.3.1 ## New Content - **Work Saddle** — new item that captures any creature in the `horsepowered:valid_worker` tag into a portable saddle and releases it when right-clicked on a block. Crafted shapelessly from a saddle and a lead. Shows the carried mob as a small overlay on the saddle icon. - **Press fluid input** — pressing recipes can now declare an optional `fluidInput` (a `SizedFluidIngredient`) that is drained from the press's internal tank each cycle, in addition to the item input. - **Press bucket interaction** — right-click the press with a filled bucket to fill the tank, or with an empty bucket to drain it. ## Recipe Changes - Chopping Block recipe is now shapeless: any log + any wooden slab. ## Bug Fixes - Horse Press tank no longer keeps rendering its previous fluid on the client after a recipe drains it. - Worker mob no longer jitters in place while idle on horse-powered blocks. - Worker walk animation no longer resets mid-cycle while a recipe is processing - Output items on the Horse Grindstone and Horse Press no longer render outside the block bounds. - Output slot count now syncs correctly when an existing stack grows (Jade no longer reports a stale "1x" after subsequent grinds/chops/presses).
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horsepowered 26.1.1-3.3.0

26.1.1-3.3.0
10 апр. 2026 г.26Minecraft: 26.1.1neoforge
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# Horse Powered 3.3.0 ## Bug Fixes - Fixed recipes failing to load on 26.1.1 due to the old ingredient format - Fixed block break particles showing a black/purple missing-texture checkerboard when breaking the chopper
release

horsepowered 26.1.1-3.1.2

26.1.1-3.1.2
10 апр. 2026 г.18Minecraft: 26.1.1neoforge
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Initial port to 26.1.1
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horsepowered 26.1.1-3.1.2

26.1.1-3.1.2
10 апр. 2026 г.12Minecraft: 26.1.1neoforge
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Initial port to 26.1.1
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Horse Powered 2.0.0

2.0.0
18 дек. 2025 г.109Minecraft: 1.21.1neoforge
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Initial Release for 1.21.1: - All features ported to Neoforge with NF design patterns - Horse-powered Grindstone for grinding items - Horse-powered Chopper for chopping logs and other items - Horse-powered Press for pressing items into fluids or other items - Hand Grindstone for manual grinding - Chopping Block for manual chopping - Lead rendering to show connection between machine and worker - Working area highlight when placing machines - JEI integration for all recipes - Jade integration showing machine status, contents, and worker info
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Horse Powered 1.0.0

1.0.0
18 дек. 2025 г.153Minecraft: 1.20.1forge
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Initial Release for 1.20.0: - Horse-powered Grindstone for grinding items - Horse-powered Chopper for chopping logs and other items - Horse-powered Press for pressing items into fluids or other items - Hand Grindstone for manual grinding - Chopping Block for manual chopping - Lead rendering to show connection between machine and worker - Working area highlight when placing machines - JEI integration for all recipes - Jade integration showing machine status, contents, and worker info