CurseForge · Minecraft mod
Wild Horse Behavior
An addon to SWEM (Star Worm Equestrian) to give the titular horses more accurate and dynamic behavior, both wild and tamed.
Quick answer
Which Wild Horse Behavior release should I use?
Wild Horse Behavior wildhorses-1.31.8.jar targets 1.20.1 with Forge. The project page does not say whether this file belongs on the client, dedicated server, or both. All 3 required mods have matching files.
Where it goes
Is Wild Horse Behavior required on the client, server, or both?
The project page does not say whether this file belongs on the client, dedicated server, or both.
The source does not explicitly classify this release as client-only or server-only.
What else does Wild Horse Behavior wildhorses-1.31.8.jar need?
wildhorses-1.31.8.jar. Change the file and its required mods may change too.
Install Star Worm Equestrian (Upgrading Horses), playerAnimator, GeckoLib first. We found matching files for this game-version and loader setup. 3 come through another mod in the chain.
3 extra mods were pulled in by other dependencies. Indented rows show who needs each one. We only count dependency files that match this setup. A file for another loader does not fill the gap.
Before you install it
Add Wild Horse Behavior without breaking your instance.
Built for Wild Horse Behavior wildhorses-1.31.8.jar. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use wildhorses-1.31.8.jar. It targets 1.20.1 with Forge; another release may have different loader, side or dependency requirements.
- 02
Bring the mods it needs
Install Star Worm Equestrian (Upgrading Horses), playerAnimator, GeckoLib first. We found matching files for this game-version and loader setup. 3 come through another mod in the chain.
- 03
Put it on the correct side
The project page does not say whether this file belongs on the client, dedicated server, or both.
- 04
Pick the file you checked
Use the “Get this file” button beside wildhorses-1.31.8.jar. It opens that exact file at the source.
About this project
What does Wild Horse Behavior add?
I will be listing each feature in small categories:
Wild Horses:
- Wild horses will now flee from players in survival mode if they come too close (within 16 blocks).
- When spooked, a horse and all horses within it's herd will bolt, then gradually slow down gaits as they gain a safe distance from whatever scared them.
- Horse fleeing ai/general pathfinding is improved to allow them to traverse water and difficult obstacles, though they still might get stuck or have bugs occur. Please notify me of this so I can try and iron it out.
- Wild stallions and mares that have spawned with foals have a chance to charge a player and bite/kick should they come too close. They will back down if you back down.
- Wild horses generally have a lesser spawnrate to help with potential lag and to keep herds more compact.
- Wild horses (mares) have a chance to spawn with a foal.
Social Behavior (Wild and Tamed)
- You will notice herds have a distinct heirarchy determined by lowest entity ID, which means generally the same animals will be chosen to lead or be "dominant". This means you will have a clear lead mare in every wild herd and tamed pasture.
- Herds are led and headed by said lead mare and have a cap of around 10 horses per herd. If a herd is capped out, straggler horses will form their own herd.
- "Subordinate" animals follow behind the lead mare during chases, bolts, and randomly occuring migrations that she initiates. They will form a line formation and follow her when she rears.
- Once arrived to a new area the horses will spread out to graze.
- Horses have a chance to bond with other horses, meaning they will stick by their side, follow them around while grazing, and will not fight with them.
- Mares can bond with 1-4 horses. Stallions can only bond to 1 horse.
Intact Male (Stallion) behavior:
- In both wild and tamed herds stallions will behave like, well, stallions. They will compete for access to a herd by dueling one another.
- Duels begin with two stallions approaching head-to-head and dishing out attacks (rear, less damage, kick, more damage) until one stallion backs down.
- The winning stallion will chase the loser 50 blocks away from the herd then return to the block the duel started on.
- With this system, herds naturally slim down to 1 stallion and mares, with exiled (losing) males on the outskirts, passively healing until they have enough health to challenge the dominant stallion again.
- Unlike their wild counterparts, tamed stallions have no problem with each other UNTIL they are within 5 blocks of a mare, then they will start beefing (see more about breeding below).
- It's highly reccomended if not completely necessary to have sex-segregated pastures, or else your stallions will fight and get each other dangerously low. There is also risk for crossfire with other horses. Additionally, in small pastures, the losing stallions will be constantly chased away from the herd.
Breeding:
Natural breeding only occurs with tamed horses. Even if you don't intend to breed your horses, leaving an intact male and intact female in a pasture together will inevitably result in a surprise foal, just like in real life. If you don't want to breed your horses, sterilize them using the existing SWEM sterilization potion and turn your stallions into geldings.
You can turn out geldings and mares in the same pasture, no conflict or breeding will occur. Geldings are mechanically mares that cannot lead. Stallions will also ignore/tolerate them.
If you intend to breed your horses it's reccomended to leave a single stallion in a pasture with mares. You may have 2 stallions without conflict if you are certain they are bonded and will tolerate each other (see above).
SWEM already has a "ready" system that is expanded upon in this addon. When mares are ready they will follow around a stallion of their choice. Stallions, ready or not, will follow around mares, and especially ""ready"" (in estrus) mares.
Horses that are flirting with each other will make clear vocalizations; nickering and whinnying when they are actively searching.
During courtship, mares may kick out at a stallion that is crowding them.
Stallions will shadow each ready mare one at a time.
Mares about to foal will lay down for about 1-2 minutes before the baby is born. Keep and eye out!!!
Tamed Horses:
- Tamed horses will sometimes notice you across the pasture and trot up to you, asking for (likely) treats or attention or just to greet you before walking off.
- Tamed horses will sometimes canter and gallop around the pasture for fun.
- In the future I may make behaviors dynamic with the affinity system. Currently affinity doesn't affect behavior.
Lunging/Leads:
- Horses will now trot after you when being lead to avoid the "dragged" look of mobs on leads. They will try not to crowd you.
- Wild horses on leads will not be happy about it, kicking, rearing, and even charging the player to bite. Rarely they will try to bolt, which may or may not break the lead, so be careful.
- While holding a lead, crouch and right click on a horse that is on your lead to activate lunging. This is where you work a horse in a controlled circle around you and can control its gait.
- Wild horses will only be able to trot and canter, they are not calm enough to walk.
- Tamed horses may walk, trot, and canter, and will not try to kill you.
- Wild horses can be tacked up and have tack taken off via crouch and right click. This along with lunging is mostly for roleplay purposes, it has no real functionality as of now.
Taming:
- Taming was reworked to be more dangerous and dynamic. Riding a wild horse will now put you at risk of being bucked off; flung off its back, kicked, bitten, and killed if you're not careful.
- Stallions will sometimes dump you then immediately follow up with a charge and bite, they will generally be more aggressive than mares.
- A freshly broken-in horse will now have the exhausted SWEM animation for up to a minute. This is just cosmetic and for rp purposes.
- In the future I may add in another way to tame horses through gentling/patience, this is not currently implemented though.
Sounds:
- A bunch of horse sounds have been added. Neighing, knickering, whinnying, and angry bellows.
Configs:
This addon is extremely configurable. Here's a short list:
Flee distances and speeds
Herd and migration sizes and chances
Duel damage, exile minutes and chance
Breeding chance and range
Spawn keep, foal chance and growth seconds
Taming buck counts and throw power
Lead on/off, aggro damage, bonds and slide assist
Project description from CurseForge.
Pick your setup
Wild Horse Behavior by Minecraft version and loader
Choose the version and loader you play, then open the matching release.
1.20.1
1 loader buildCheck the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
Wild Horse Behavior versions and loaders
wildhorses-1.31.8.jar
9 Nov 2026
wildhorses-1.29.2.jar
6 Nov 2026
Looking for an older file? The official CurseForge project page is in Resources.