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Horse Powered

Hand-cranked and animal-powered machinery focusing on early game grinding, chopping, pressing, drying, and crushing. Leash horses, donkeys, or llamas to automate the line or generate Forge Energy. Data-driven recipes with full JEI, EMI, and Jade support.

File Details

HorsePowered 1.20.1-1.5.0

  • R
  • May 20, 2026
  • 347.25 KB
  • 10
  • 1.20.1
  • Forge

File Name

horsepowered-1.20.1-1.5.0.jar

Supported Versions

  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:horse-powered-1408330:8117797")
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

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>