The Pasturely Guide

How the valley works

Everything you need to know about caring for your herd, plus the few rules that keep the valley friendly.

Nothing in the guide matches that yet.

Try a shorter word, or ask in the Pasturely Discord.

Getting started

Every new stable begins with Coppers 2,000, a small supply of feed and apples, a grooming kit to keep, and room for 2 horses.

  1. Find a horse: choose a breed, coat, age and name at the Sale Barn, or give a rescue a second chance at the Rescue Center. Youngsters (up to 2 years old) are free; started and seasoned horses cost Coppers and arrive with some training already done.
  2. Feed and groom every day or two so your horses stay content.
  3. Spend time together once a day to build trust and get to know their personality.
  4. Train their abilities, then enter shows to earn Coppers.
  5. Grow your stable with more land, divisions for your herd, and foals of your own.

Bramblevale

Pasturely takes place in Bramblevale, a quiet valley of blackberry brambles, cherry trees and good neighbors. The places in the valley are the parts of the game you already use, so you'll see their names around the site:

In the valleyIn the game
Brightwater CreekYour paddocks and turnout (Pasture & weather)
Bellwether HillWhere the daily weather comes from; Mae posts it in the Almanac
WillowrestThe Rescue Center
Market GreenThe Horse Market, trading & gifts, and on the Discord.
Clover CommonsThe fairground, where shows are held
Applewick MillThe Stable Store, for feed and supplies
The Hayloft CaféLocated on the Discord, where the valley gathers for news and to chat.

You'll also meet Barnaby, the valley's chestnut pony in the yellow straw hat. He helps Mae with the Almanac, greets every new horse at Willowrest, and never misses a Blossom Festival. If you're new and not sure where to go, follow Barnaby.

Explore Around Bramblevale → Its history, the seasons, the neighbors and the valley's traditions.

Coppers Coppers

Coppers are the valley’s money. Every one you earn or spend is listed in your ledger (click your balance in the top bar).

Ways to earn

  • Weekly member salary: Coppers 100, paid when you visit after a week has passed (missed weeks don’t stack).
  • Lessons & pony rides on the Notice Board: one a day per calm, trusting horse (up to 5 a day). Higher trust pays more; Easygoing horses earn the most, Shy horses need 70 trust first.
  • Neighbor requests: 3 new jobs a day from Bramblevale neighbors, each needing the right kind of horse (temperament, trust, age, size or a quirk you’ve discovered). One job a day per horse.
  • Festivals: three days each season (The Blossom Festival, The Bramble Picking, The Applewick Harvest, Blanket Morning) with festival tasks, and lessons pay 1.5×.
  • Trust milestones: Coppers 10 at 40, Coppers 20 at 60, Coppers 30 at 80 trust, once per horse (rescues earn their rehab reward instead).
  • Hay: cut a resting, empty paddock once the grass reaches 70. Each bale is one Feed, or sell it to Applewick Mill for Coppers 2.
  • Barnaby’s Lucky Wheel: one free spin every week, for Coppers or supplies.
  • Placing 1st–3rd in a show.
  • Hosting a show: Coppers 5 plus Coppers 2 per entry.
  • Stud fees when other players breed to your stallion.
  • Fully rehabilitating a rescue: Coppers 50.

Ways to spend

  • Feed: Coppers 3 each
  • Grooming Kit: Coppers 15 (good for 50 uses)
  • Bag of Peppermints: Coppers 12 each
  • Apple Treat: Coppers 1 each
  • Turnout Blanket: Coppers 25 each
  • Fly Mask: Coppers 15 each
  • Rain Sheet: Coppers 25 each
  • Fly Sheet: Coppers 20 each
  • Cooler: Coppers 30 each
  • Ear Bonnet: Coppers 15 each
  • Leather Halter: Coppers 20 each
  • Nylon Halter: Coppers 10 each
  • Grazing Muzzle: Coppers 15 each
  • Leg Wraps: Coppers 15 each
  • Salt Lick: Coppers 20 each
  • Clippers: Coppers 40 (good for 12 uses)
  • Training session: Coppers 5
  • Show entry: Coppers 10
  • Rescue adoption: Coppers 15
  • Stud fees and land upgrades

Daily care

Each horse has two needs that slowly drop over time, even while you’re away.

NeedDrops byEmpty afterRestored by
Hunger2 per hourabout 50 hours Feed (back to 100)
Cleanliness1 per hourabout 100 hours Grooming Brush (back to 100)

Apple treats add 3 trust and 10 hunger. Moochy horses get more trust from a treat but get hungry faster. Supplies are bought in the Stable Store.

Trust & mood

Trust (0–100) is the bond between you and your horse, and it matters more than any other number. It changes slowly on its own based on care:

  • When hunger and cleanliness average 75 or more, trust rises about 0.5 per hour.
  • When they average below 40, trust falls at the same rate.
  • In between, trust holds steady.

Temperament changes these speeds, and treats and bonding add trust directly. High trust reveals quirks, helps in Dressage and Jumping, and moves rescues through rehab.

Mood is worked out from trust (half the weight) plus hunger and cleanliness (a quarter each): Joyful, Content, Settling in, Uneasy or Withdrawn.

Spending time together

Once per day, choose an activity on your horse’s profile: hand grazing, quiet grooming, leading practice or liberty play.

  • Every session gives +1 trust.
  • +1 if it’s your horse’s secret favorite activity. Try them all to find it.
  • +1 if your horse is well cared for (hunger and cleanliness both 75+).
  • +1 from temperament: Velcro horses love any time together, and each temperament has an activity it naturally enjoys.
  • Up to +4 per day. Horses at 90+ trust gain +1 at most, since there’s not much further to go.

Temperaments

Every horse has one of 6 temperaments. It shapes how they respond to you; none is better than another. Foals usually take after a parent, with a small chance of something new.

Shy

Slow to trust, but once won over, hard to shake. Loves quiet, gentle time.

  • Builds trust slowly
  • Rarely loses trust, even in a busy week
  • Always enjoys quiet grooming
  • Shows a little better in Dressage (+3%)
  • Shows a little weaker in Jumping (-4%)
  • Show variation starts at ±10 points; trust and class experience make it steadier
Bold

Brave and curious. Shines over fences and across open country.

  • Always enjoys liberty play
  • Shows a little better in Jumping (+6%)
  • Shows a little better in Cross-Country (+6%)
  • Shows a little weaker in Dressage (-3%)
  • Show variation starts at ±10 points; trust and class experience make it steadier
Moochy

Always checking your pockets. Treats mean the world, and so does dinner.

  • Apple treats give +5 trust (instead of +3)
  • Gets hungry faster
  • Always enjoys hand grazing
  • Show variation starts at ±9 points; trust and class experience make it steadier
Velcro

Follows you everywhere. Thrives on daily time together and misses you when you’re gone.

  • Builds trust faster with good care
  • Loses trust faster when care slips
  • Extra trust from any time spent together
  • Always enjoys leading practice
  • Show variation starts at ±9 points; trust and class experience make it steadier
Independent

Does things their own way. Trust stays steady through good weeks and busy ones.

  • Builds trust slowly
  • Rarely loses trust, even in a busy week
  • Shows a little better in Western (+4%)
  • Shows a little weaker in Dressage (-4%)
  • Show variation starts at ±9 points; trust and class experience make it steadier
Easygoing

Unflappable and steady. The horse everyone wants to learn on, and the easiest keeper in the barn.

  • Stays full longer
  • Shows a little better in General (+5%)
  • Show variation starts at ±7 points; trust and class experience make it steadier

Quirks

Every horse has two hidden quirks, little habits and secrets like a love of peppermints or a talent for opening gate latches. The first is revealed at around 55 trust and the second at around 80 (it varies a little per horse). Your horse’s profile shows how close you are.

Aptitudes

Every horse has one hidden aptitude, a small natural strength. Existing horses and new arrivals have the same discovery opportunities. An aptitude stays with a horse when it changes homes.

AptitudeShow classRelevant training
Careful JumperJumpingAgility
Expressive MoverDressageDiscipline
Quick Through TurnsWesternSpeed
Sure-FootedCross-CountryStamina
VersatileGeneralAll four abilities
Obstacle-WiseTrail ObstacleDiscipline
Distance RunnerEnduranceStamina
Steady in HarnessDrivingDiscipline

Discovery needs at least 55 trust, plus either a successful relevant training session with that ability at 60 or above, or 3 completed starts in the matching show class. Versatile training discovery needs all four abilities at 60 or above. Past starts count; wins aren’t required.

Once discovered, it adds 2% to future scores in its matching class, before day-to-day variation. It gives no bonus in other classes. Discovery appears in the journal and the horse’s profile; training also announces it. A discovery at the end of a show helps future shows, not the result just scored. Aptitudes do not change potential or show-level eligibility.

The journal

Each horse keeps a journal of their life: arriving at your stable, being born, show ribbons, discovered quirks, rescue milestones and time spent together. It’s dated on the valley calendar and stays with the horse, even if they change homes.

Training

Horses have four trainable abilities, each with a potential: a ceiling set by breed and bloodline.

  • Abilities: Speed, Stamina, Agility, Discipline.
  • Each session costs Coppers 5. Normal adult training adds +2, up to the horse’s potential.
  • Each ability can be trained once every 4 hours.
  • Youngstock ages 1–2 practise groundwork at half the normal base gain (usually +1): leading and transitions, in-hand walking, footwork and balance, and manners and focus. Full training, showing and breeding start at 3.
  • Seniors train at half speed. Foals and elders can’t train. Expecting mares rest. Coat effects and the minimum gain of 1 still apply.

Aging & life stages

Horses age on the valley clock: 84 real days (12 weeks) = 1 horse year. Want an older horse right away? Choose an age at the Sale Barn:

AgeYearsCost
Surprise me1–12Free
Weanlingabout 6 monthsFree
Youngster1–2Free
Started3–7Coppers 60
Seasoned8–14Coppers 100
Golden years15–20Coppers 20

From age 29 a horse is Frail: very old, and moving slower. From 30 a frail horse may pass away peacefully, and very few live past 36. It only happens while you’re playing (never during vacation mode), and each horse who passes gets a free memorial page where you can write a few words about them.

StageFrom ageReal timeCan
Foal 0 yrs birth Rest and enjoy the pasture
Youngstock 1 yr about 3 months Groundwork (smaller gains)
Adult 3 yrs about 8 months Train · Show · Breed
Senior 15 yrs about 3.4 years Train (slower) · Show (scores ×0.85) · Breed
Elder 22 yrs about 5.1 years Rest and enjoy the pasture

Seasons & calendar

The valley has its own calendar. Each season lasts 3 real weeks, so a full year (Spring, Summer, Autumn, Winter) takes 12 weeks, the same length as one horse year.

Right now it’s Winter, Year 30 (day 14 of 21). Every horse’s profile shows the season and year they were born. Breeding is open in Spring and Summer (see Breeding).

Pasture & weather

Every horse is either in the stall or turned out in one of your paddocks. Your land decides how many paddocks you have, and each holds up to 10 horses. Move horses on the Pasture page.

In the stall

  • Eats hay: Hunger drops at the normal rate.
  • Stays cleaner: Cleanliness drops 25% slower.
  • Sheltered: feels only half the cold.

Turned out

  • Grazes: good grass slows Hunger by up to 55%. Grazed-out paddocks don’t help.
  • Gets muddy and dusty: Cleanliness follows the season and the weather.
  • Makes friends with the horses sharing the paddock.

Grass

Grass regrows on its own, fastest in Spring and barely at all in Winter. Each horse eats a little every hour (ponies less, drafts more), so a crowded paddock thins out. Empty a paddock and rest it to regrow twice as fast. Each season also has a maximum: as Autumn and Winter set in, grass above it dies back over a couple of days, and it comes back as Spring arrives.

SeasonRegrowth / dayMax grassTurned-out horses
Spring24100Muddier, lush grass
Summer14.490Muddier, flies
Autumn9.675Nothing special
Winter1.935Cleaner, cold (+25% hunger)

Weather

Each day brings weather for the whole valley, shown next to the season badge.

  • Sunny: A fine day to be out on the grass.
  • Overcast: Grey skies and quiet grazing.
  • Rain: Muddy legs outside, but the grass loves it.
  • Thunderstorm: Horses outside huddle up instead of grazing, and get very muddy.
  • Foggy: Damp and still. Dew on every blade.
  • Heat Wave: Flies are out in force and the grass is wilting. Fly masks help.
  • Frost: A hard frost. The grass stops growing; blankets keep the chill off.
  • Snow: Grass is buried. Horses outside need blankets and hay.

Gear

A horse wears one item per slot (rug, head, halter, muzzle, legs). Gear is reusable: you can dress as many horses at once as you own pieces. Put it on from the horse’s Pasture tab or the Pasture page. It’s made in your stable colors (Stable Settings), and a division can dress its horses in its own color.

  • Turnout Blanket (Coppers 25): Worn by one horse. Cold weather no longer makes them hungrier. Reusable.
  • Rain Sheet (Coppers 25): A waterproof rug with no fill. Far less mud in rain and storms, but no warmth.
  • Fly Sheet (Coppers 20): A light mesh rug. No fly grime on the body, and a little cleaner outside.
  • Cooler (Coppers 30): Wicks away sweat: training under a winter coat costs half the Cleanliness.
  • Fly Mask (Coppers 15): Worn by one horse. Flies in summer and heat no longer make them grubby. Reusable.
  • Ear Bonnet (Coppers 15): Keeps the noise down in the ring: show scores +3%. Worn instead of a fly mask.
  • Leather Halter (Coppers 20): A classic leather halter with brass fittings. For looks.
  • Nylon Halter (Coppers 10): A bright nylon halter in your stable color. For looks.
  • Grazing Muzzle (Coppers 15): Slows grazing: the paddock lasts much longer, with a little less help for hunger.
  • Leg Wraps (Coppers 15): Protects the legs in work: training this horse rests 3 hours instead of 4.
  • Salt Lick (Coppers 20): Place in a paddock for 14 days: horses there get hungry a little slower and make friends faster.

Winter coats & clipping

Every horse grows a winter coat through Autumn, wears it all Winter and sheds it out by mid-Spring. A thick coat keeps out up to 60% of the cold outside, but a woolly horse sweats when it works: training gains drop by up to 50%, each session costs up to 25 Cleanliness, show scores dip by up to 8%, and turned-out horses get muddy 25% faster.

With Clippers (Coppers 40, twelve uses) you can clip a horse from the Pasture tab of its profile. A clip grows back over 4 weeks and can be touched up after 7 days. The more you clip, the cooler the horse works and the colder it gets, so heavily clipped horses want a blanket or a stall.

ClipBest forLess sweatLess warmth
Strip clip
A narrow strip from the throat, down the chest and under the belly, where a horse sweats most.
Light work35%10%
Irish clip
The underside of the neck, the chest and the belly. Quick, tidy and still cozy.
Light to medium work50%20%
Trace clip
The lower half of the neck and body, along the line where traces once ran. The back stays warm.
Light to medium work65%35%
Blanket clip
Head, neck and belly clipped, leaving a patch over the back and hindquarters and hair on the legs.
Medium work80%55%
Hunter clip
Everything but the legs and a saddle-shaped patch. A horse in steady work stays cool and dry.
Medium to hard work92%80%
Full clip
The whole coat, legs and all. Cool for hard work, but this horse needs a blanket outside.
Hard work100%100%

Friendships

Horses sharing a paddock become friends after about 2 days together and best friends after about 10. A friend in the same paddock slowly builds trust (a best friend even more). Friendships fade slowly when horses are kept apart. Quirks matter outside too: a horse that hates rain won’t graze in it, and a roller gets dirty fast.

Shows

Any player can open a show in one of 8 classes. It stays open for anywhere from 4 hours to 5 days, then results are scored automatically.

ClassAbout the classScored mostly on
Western Quick, sharp maneuvers — barrels, reining, agile stops. Speed (65%) + Agility (35%)
Dressage Precise, obedient movement — poise over power. Discipline (65%) + Trust (35%)
Jumping Clean jumps need nerve and trust in the rider. Agility (65%) + Trust (35%)
Cross-Country A long outdoor course — distance and grit. Stamina (65%) + Speed (35%)
Trail Obstacle Negotiate gates, poles and tight spaces with calm, precise responses. Discipline (65%) + Agility (35%)
Endurance Sustain a controlled pace over distance — fitness and focus work together. Stamina (65%) + Discipline (35%)
Driving Steady carriage work rewards responsiveness and the stamina to maintain rhythm. Discipline (65%) + Stamina (35%)
General A little of everything — overall condition and roundedness. Average of all abilities and trust
  • Entry fee Coppers 10 per horse. Pasturely matches the fees ×2, and the purse splits 50 / 30 / 20 between 1st, 2nd and 3rd.
  • The class weights above give a horse’s base skill score. Life stage, temperament, coat preparation, equipment and a discovered matching aptitude then modify it. Finally, day-to-day variation (up to ±10) is added, and the result is rounded with a minimum of zero.
  • Temperament nudges scores by a few percent in classes that suit (or don’t suit) a horse.
  • Consistency: Easygoing horses start with a narrower variation range; Bold horses have a wider range. Every 25 trust narrows the range by one point, and every five completed starts in that class narrows it by another point, up to three from experience. Every temperament can settle to a minimum range of ±3 before preparation. Variation is symmetric: it can help or hurt equally.
  • A horse can enter a new show every 4 hours. Adults and seniors can show.

Choose a preparation

Choose one warm-up when entering a show. Focus Practice is selected by default, and preparation costs no extra Coppers. The choice stays with that entry.

  • Quiet Warm-up: Steadier results with slightly less energy (−1% score; variation range −2).
  • Focus Practice: A balanced default: normal score and a little more consistency (variation range −1).
  • Forward Warm-up: A small score lift with more variation (+1% score; variation range +2).

Preparation adjusts the variation range after temperament, trust and experience. Quiet Warm-up can narrow it to ±2; the others have a minimum of ±3. No preparation widens it beyond ±10. The performance report records the chosen warm-up, its score effect and the final variation range.

Three show levels

Each class has its own progress. A horse can be ready for Open jumping while still learning dressage. Hosts choose a level when they create a show:

LevelWho can enter?
Novice Fewer than 10 completed starts in this class and a base skill score below 70.
Intermediate Fewer than 30 completed starts in this class and a base skill score below 85.
Open All horses that meet the normal showing requirements.

Eligibility is checked when you enter. Wins aren’t required to progress, and you can always choose a higher level. Completed starts from every level count toward that class, including past shows and starts with a previous owner. An entry in a show that hasn’t finished does not count yet.

Your horse’s Show record tab lists class starts, current base skill and suggested levels. Level limits use base skill before age, temperament, coat, equipment or day-to-day variation. Entry fees, cooldowns and prize shares are the same at every level. Existing shows are Open.

Reading a performance report

Expand Performance report in recent show results or your horse’s Show record. It explains which attributes were strongest and shows the weighted skill contributions, modifiers, preparation, consistency range, variation and final score. Reports save the actual values used when results are scored; later training won’t change them. Scores use the horse’s stats when results are calculated, so training before scoring can still help. Older results keep their scores, but reports are only available for shows scored after this upgrade.

Breeding

Breeding season is closed. It opens with Spring (in 8 days, Nov 9).

  • Breeding season runs through Spring and Summer. Mares can only be bred then, but a pregnancy that starts in season always finishes, even if the foal arrives after the season ends.
  • Adult and senior mares and stallions can breed. Breed to your own stallion for free, or to another player’s stallion for their stud fee.
  • Pregnancy lasts 48 hours. Both parents then rest 96 hours before breeding again.
  • Foals take one parent’s body type and breed (mixed pairs make a “Cross”), either parent’s coat, a height between the two, and a potential based on both parents. They start out small and grow into it with training.
  • Temperament usually comes from one parent. Every foal gets new quirks.
  • List a stallion at stud on the Breed page and set your own fee. Listings stay up all year, so your stallion is ready when the season opens.

Land & stalls

Your land sets how many horses you can keep. Upgrade in the Stable Store.

LandStallsPaddocksCost
Little Paddock21Free
Cozy Homestead42Coppers 100
Meadow Farm72Coppers 250
Rolling Acres Ranch123Coppers 500
Country Estate244Coppers 1,000
Heritage Stud Farm506Coppers 2,000
Riverside Show Park757Coppers 3,000
Grand Equestrian Center1008Coppers 4,000

Divisions & stable settings

  • Divisions sort your herd into groups, like a Show Barn or Broodmares. You can make up to 12, each with its own color and icon. They share your stalls, and deleting one never removes horses.
  • Rename your stable once every 7 days. Names must be unique.
  • Each horse can be renamed once, from its card on your herd page.
  • Both live in Stable settings, linked from your herd page.
  • Stable themes change the look of the whole site for you (colors of the barn, leather, brass and parchment). Tack Room and Classic Red Barn are free; others are bought once with Coppers. Preview any theme first from Stable Themes. Themes are looks only and never change how the game plays.
  • Decor dresses up your paddocks (trees, shelters, fences, flowers and signs) and your stable page (a banner, a nameplate and a companion). Paddock decor shows behind your horses whenever they’re turned out there. Try anything on before you place it, from Decorate. Some pieces are free, most are bought once with Coppers, and a few are for supporters. Decor is for looks only.
  • Supporting Pasturely is optional. Hedgerow Members and Valley Patrons (through Ko-fi) get a weekly stipend with their salary (+Coppers 50 or +Coppers 100), extra stalls and paddocks, longer vacations, stable themes and decor, Barn Rounds and training plans, full journal history and a badge. Trust, care and bonding are never for sale. If a membership ends, nothing is taken from your horses.

Rescue Center

New rescues arrive in the valley at the start of each week, when the season turns. They’ve had a hard time, so they start with low trust and are often a bit older.

  • Adoption costs Coppers 15 and needs a free stall.
  • Rescues go through rehab, with milestones at 40, 60, 80 trust.
  • At 80 trust they’re Rehabilitated, a permanent badge, and you receive Coppers 50.

Trading, selling & gifts

Horses can move between stables, and friends can help each other out. There are two ways to find a horse a new home:

  • Offer a horse to someone. Open the horse's Transfer tab, or go to Community → Transfers & Gifts. Pick a stable and set a price, or leave it at 0 to give the horse as a gift. The horse stays with you until they accept. Offers last 7 days, and you can withdraw one any time before it's answered.
  • List a horse on the Horse Market. Under Community → Community & Market, anyone can buy a listed horse right away. A price of 0 lists them as free to a good home. Listings stay up for 30 days, and you can withdraw yours whenever you like.

When a horse moves

  • Their journal, stats, potential and show wins go with them. Every horse has a story, and it keeps growing.
  • Trust is with a person, so a horse brings 60% of their trust to a new home (never less than 25) and rebuilds the rest with their new person.
  • They leave their old division and paddock, and any blanket or fly mask stays with the old stable. A stallion's stud listing ends.
  • The new owner needs a free stall and enough Coppers for the price. The money goes straight to the seller, and both ledgers show it.
  • You'll get a note on your herd page when a horse you offered or listed finds a new home, or when an offer is declined or runs out.

Horses that can't move yet

  • Rescues still in rehab. Once they're Rehabilitated, they're free to go.
  • Mares who are expecting, until their foal arrives.
  • Horses entered in a show that hasn't closed.
  • Horses already offered or listed. Withdraw the first one before trying something else.
  • Horses who moved in during the last 3 days. Give them time to settle.

Coppers Sending Coppers

  • Send Coppers to any stable from Transfers & Gifts, or with the button on their stable page. You can add a note.
  • Each stable can send up to Coppers 2,000 a day in total. It resets at midnight.
  • New stables can start sending after their first 0 days.

Time away

Life happens, and the valley understands.

  • If a stable has no activity for 60 days, its horses are cared for at the Rescue Center. Their journals go with them.
  • When you come back, bring them home for free as long as no one else has adopted them.
  • Expecting mares and horses entered in an open show stay home until that’s finished.
  • Planning a long break? Turn on Vacation mode in Stable settings and your horses stay home for up to 14 days at a time (30 for Hedgerow Members, 60 for Valley Patrons). You can turn it on again when it ends. (Needs still drop while you’re away, so expect some hungry faces when you return.)
  • Life happens. If something comes up and you can’t log in to turn it on yourself, message Pasturely staff on Discord and we can put your stable on vacation for as long as you need.

Valley rules

Pasturely is a cozy place, and these keep it that way:

  1. Be kind. No harassment, hate or bullying, in the game or on Discord.
  2. Keep it all-ages. Stable names, horse names and messages should be friendly for everyone.
  3. One stable per person. Extra accounts used to farm Coppers, pass horses or Coppers to yourself, or prop up shows may be removed.
  4. Play fair. Found a bug or exploit? Report it on Discord instead of using it. Thank you!
  5. Respect other players’ horses. Stud fees, shows and rescues are shared spaces.
  6. Moderators have the final say. Rule-breaking may lead to a warning, renamed content, or a suspended account.

Something unclear or missing? Ask in the Pasturely Discord.