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realistic horse control
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Vanilla horse riding that actually feels like horse riding. Camera follows the horse, gallop shakes the screen, stamina limits sprinting, and you can ride through leaves without dismounting. Fabric 1.21.1, fully configurable.
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Must be installed on both the client and the server.
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Description
Immersive Horses
Horse riding in vanilla Minecraft feels like sitting in a shopping cart. This mod tries to fix that.
What it does
Camera follows the horse. When you gallop, the camera gradually pulls toward the direction the horse is heading — like your body naturally faces forward in the saddle. You can still look around freely, but turn hard enough and the view follows.
Gallop shakes the screen. At full speed there's a two-beat bounce, lateral sway, and a slight forward rock on landing. At trot it's a simple single beat. At walk it's barely there. It's not a headache — it's a rhythm.
Stamina limits sprinting. Hold sprint and the horse gallops. Run it too long and it drops to a forced trot until it recovers. There's a small bar on screen. Everything about this is configurable.
The horse fades when you look down. In first person the horse body is always in the way. Look down past ~30° and it fades out. Look back up and it comes back. You can tune the fade range and how transparent it gets.
Wide turns at speed. A horse running flat out can't spin like a car. Turning radius increases with speed. At a walk it's tight. At a gallop it's wide. Feels much more believable.
Boat passenger. Horse fits in a boat. Useful.
Configuration
Open the mod menu and you'll find two tabs:
Client — camera lean, bob intensity, turn roll, FOV boost, stamina bar, transparency settings.
Server — speed multipliers per gait, acceleration, turn rate, stamina drain/regen, leaf passthrough, boat, swimming.
On a server the server config is synced to all clients on join.
Requirements
- Minecraft 1.21.1
- Fabric Loader ≥ 0.16.5
- Fabric API
- Fabric Language Kotlin
- Cloth Config
Performance
Pure mixin-based. No render passes, no extra ticking entities, no block scanning. The camera effects are a few quaternion multiplications per frame. Negligible overhead.
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