FS25 Animal Waste v1.1
What it does
– Scales straw consumption and manure / liquid manure output on cow sheds by a single multiplier. Straw goes faster too, so the trade is real — pick 10x and your bedding bales drain ten times as quick.
– Useful if you’ve got a big dairy or beef operation, the lagoon space to soak it up, and vanilla rates feel a bit miserly.
– Milk and the rest of the production chain are untouched: the mod tops up only the extra manure and liquid manure outside the vanilla production cycle, so milk output is never affected at any multiplier.
Setup
– Once in-game, hit Esc → Settings and scroll down. You’ll find a new section called Animal Waste with one row, Husbandry Production Rate. Pick 1x, 2x, 3x, 5x or 10x. The choice is saved per-savegame and applies on the next in-game hour.
– Multiplayer
Fully supported and host-authoritative. The host owns the production rate: when the host changes Husbandry Production Rate, the new value is synced to every connected client so the whole session stays in agreement, and it’s persisted in the savegame. Clients see the current rate in their Settings page. Verified across two machines.
Compatibility
– Realistic Livestock (Ritter fork): confirmed compatible. The two mods touch different parts of the husbandry pipeline. Tested on a heavily-modded Oakwell save with RL active.
– Red Tape (Ozz): confirmed compatible (audited against v1.0.2.4). The two mods hook different parts of the husbandry pipeline and don’t conflict. See the gameplay note below for how the multiplier interacts with Red Tape’s policies.
– BetterHusbandry, Realistic Milking Time, etc.: not explicitly tested but no reason to expect a conflict — none of them touch the same part of the husbandry pipeline this mod uses. If you find a conflict, file an issue.
– Cow sheds only: pigs, horses, sheep and chickens stay vanilla. Other animals are on the roadmap, not in this release.
Running with Realistic Livestock: Note: when running with Realistic Livestock, RL’s ‘Products per day’ panel will continue to show vanilla (1x) production predictions even when AnimalWaste is set to 2x or higher. This is a cosmetic display mismatch — the actual production rates DO scale correctly (verify by watching your manure storage fill level). RL’s display calculates its prediction from a different point in the husbandry code than where AnimalWaste applies its multiplier, so the two paths don’t meet. The storage fill rate is the ground truth.
Running with Red Tape: AnimalWaste’s multiplier stacks naturally with Red Tape’s policies. The slurry-pit full penalty fires roughly N× as often at N× multiplier (because you fill a fixed-capacity pit faster — realistic). The manure-spreading threshold policy is ratio-based, so it doesn’t fire more often. If you’re running AnimalWaste at 2x or higher with Red Tape, plan a larger slurry pit and a tighter spreading schedule — that’s the trade-off.
Known issues / things to keep an eye on
– If you change the multiplier mid-save, the new rate applies on the next in-game hourly tick, not immediately. This is by design (production is hourly) but can feel like nothing happened for a minute.
– If anything else looks off — manure not scaling, settings row missing, errors with the [FS25_AnimalWaste] prefix in log.txt — please file an issue with the log snippet.








