Talk:Horse/Archive 2

undead saddled horses
I've noticed something going on behind the scenes here. if you look at the history, you can see that people, including me, have constantly edited the part where it says that undead horses can/cannot be saddled.

so let me make this clear: if you get yourselfes a saddle, use commands to summon a undead, tame horse, ride it, press E, you can give it a saddle. note that ANY horse, undead, donkey, or normal, can NOT be saddled without being tamed.

using commands, you can get a untamed saddled horse.

when tamed, ANY horse can be saddled, even if taming them requires commands –Preceding unsigned comment was added by 188.142.42.225 (talk) at 11:50, 8 November 2014 (UTC). Please sign your posts with

Tamed horses despawning
I have the PS4 version of the game and I found a horse and brought it back to my house, I used a lead to secure it to a post and then went about working on the area surrounding my house. But after a while, the horse vanished from my house. I was under the impression that a tamed horse wouldn't despawn especially considering I secured to a fence post and have given it a saddle. Did I do something wrong, or is the PS4 version buggy when it comes to horses? 86.186.198.234 21:01, 21 December 2014 (UTC)


 * PS4 Edition bug reports go here. Thank you. --ToonLucas22 (talk) 21:12, 21 December 2014 (UTC)

How do splash potions of leaping affect the horse's jump height?
I noticed that splash potions of leaping affect weaker jumpers more than stronger ones. For example the horse with the jump strength 1.0 can jump 5.91m without potion effects and with leaping II about 8.2m, which is an increase of about 39%. I tested another horse, that can jump about 2.0m without effects and with leaping II about 3.5m, which is an increase of 75%. –Preceding unsigned comment was added by 87.163.190.131 (talk) at 0:15, 28 December 2014 (UTC). Please sign your posts with

Chests
Is it possible to equip a horse (not a donkey or mule) with a chest? I play pocket edition, so I can't test it out.67.160.25.176 22:52, 12 March 2015 (UTC)


 * Only donkeys and mules can be given chests, see the sections Usage and Equipment. – KnightMiner  t/c 03:46, 13 March 2015 (UTC)

Space needed for horses?
Can't find this on the wiki page, and it probably should be there.

How much space (length, width, height) do horses take up, and how much space is needed for riding? Is it possible to ride in a 1-wide corridor? What about in a 2-high space? 2.5 high? 3 high?--Katerine459 (talk) 21:42, 18 June 2015 (UTC)


 * Adults are 1.4 blocks wide and long, and 1.6 blocks high. You can safely ride through a space as short as 2.75 blocks; any shorter and your head will be in a block, causing suffocation damage if it isn’t transparent. In creative mode (or if you’re reckless), the horse can fit through a 1.75 block space. It will go into a 1.625 block space, but takes suffocation damage if the block above isn’t transparent. They are unable to enter a 1.5 block high space.
 * Foals start at half the size of adults and get progressively bigger as they age. — Orthotopetalk 11:01, 19 June 2015 (UTC)


 * The article really needs to mention how riding into a cave or enclosing space can kill you with suffocation damage, sometimes with no way to back out. I lost 42 levels of progress in survival mode because of this glitch. After working so hard to be careful for so long and reading about things before they could kill me, it was a big letdown that I could die so easily and quickly just exploring on the back of a donkey and there was no mention of it in the wiki. The page mentions suffocation damage, but needs to explain how easy it is to die quickly. –Preceding unsigned comment was added by 74.80.26.245 (talk) at 8:20, 14 August 2015 (UTC). Please sign your posts with

Untextured horse
Untextured Horse is a horse without an texture. Can be only obtain using /entitydata command. when you riding on any horse with a horse armor. type /entitydata @e[type=EntityHorse] {Type:4} or /entitydata @e[type=EntityHorse] {Type:3}. –Preceding unsigned comment was added by 112.211.98.72 (talk) at 06:08, 19 September 2015 (UTC). Please sign your posts with


 * Okay? I say it's not notable as it is a bug caused by supplying unused data to the game. You can do the same with nearly any item and it provides a missing texture. – KnightMiner  t/c 17:08, 19 September 2015 (UTC)
 * Everything in Minecraft has a texture. The BlobsPaper.png 22:23, 19 September 2015 (UTC)

Leads
I found a horse and tamed it and brought back with me. I tied the horse to a fence using a lead. Then I went to bed. The next day in the morning the lead was not on the fence and was lying on the ground as a item. There was no crater or anything so it was not a creeper explosion. I did not turn mob briefing off. My horse was not there. Then I travelled to the nearby mountains and found my horse. I play the PC version. This was also in 1.7.5. Is there a glitch for the lead or something? --Theneonracer137 (talk) 23:23, 28 December 2015 (UTC)


 * Use  or the 'add topic' button to add a new section. – LauraFi  -  talk  23:33, 28 December 2015 (UTC)
 * It is a bug with leads. I searched the bug tracker for 'lead' and yes, there is a bug with leads breaking when chunks reload or when the game reloads, which was fixed in the 1.9 snapshots, so it won't be an issue any longer when 1.9 is released.  – Sealbudsman talk/contr 13:09, 29 December 2015 (UTC)

Skeletal / zombie horse health
The article says "For skeletal and zombie horses, health is always 15". This doesn't seem to be correct anymore; skeleton horses spawned from a skeleton trap seem to have random health just like any other horse. A skeleton trap event netted me four skeletal horses, with health ranging from 12 to 26 (full hearts, that is). -Nyerguds (talk) 20:55, 22 March 2016 (UTC)
 * Anomie x (talk) 23:39, 22 March 2016 (UTC)
 * Says "Resolved - Works As Intended". Looks like the article needs to be adjusted then. -Nyerguds (talk) 08:57, 23 March 2016 (UTC)
 * Wait, that bug report isn't even relevant to what I said; as I mentioned, it acts differently in the current release version. Unlike what that bug report says, they do get varied health now. So it seems that despite the bug's resolution, they did fix it, then. -Nyerguds (talk) 09:03, 23 March 2016 (UTC)
 * The initially-spawned trap horse always has . The 3 that are spawned when the trap is triggered have –, the same as normal horses or donkeys. This is already described in Horse, BTW. Anomie x (talk) 10:19, 23 March 2016 (UTC)
 * Ah, I missed the note at the bottom of that bug report; "Skeletal horses spawned by lightning" kind of looks like it refers to all four. -Nyerguds (talk) 13:15, 23 March 2016 (UTC)
 * Hmm, I could have sworn that didn't say WAI yesterday, but I must have just missed it. It still feels like a bug to me though. Anomie x (talk) 10:19, 23 March 2016 (UTC)
 * Seems they just want to include one "boss horse", then, I guess. but yeah, that's quite a gigantic amount of health. -Nyerguds (talk) 11:07, 23 March 2016 (UTC)
 * I don't have a problem with giving the trap horse ridiculous health if they want, but I find it strange they have that as the default when (what MCP calls) "onInitialSpawn" isn't called and then they neglect to call that for the trap horse, instead of calling that initializer method then resetting the health to 53 after the horse is properly initialized. Anomie x (talk) 15:33, 23 March 2016 (UTC)