Mods / Better Husbandry

Tags:
Realism mechanics Animals
Author:
Tyeia
Side:
Both
Created:
Aug 15th at 6:17 AM
Last modified:
37 seconds ago
Downloads:
2500
Recommended download (for Vintage Story 1.22.0 - 1.22.7):
betterhusbandry_1.4.0.zip  1-click install

This mod rewards players for petting their animals semi-regularly and ensuring they are well fed. This mod was made using actual real world experience with animal husbandry.

If a player ensures their animals have good weight and interact (petting/milking) with them regularly, their animals will begin to gain generations. This is more or less to show the animal's trust in you.

In case anyone else missed it as a game mechanic, if you are close to an animal you can pet them with right click once they are > gen 1.

By default, the config is set up where both the feed generation modifier and interaction generation modifier cap out at a maximum of 3. It takes approximately a year of daily positive gain to reach this with the default config.

 

Now, you might be asking "Does breeding still give generations?" Yes, of course it does. This mod refers to it as the Bloodline generation modifier.

 

Now, aside from the Bloodline generation modifier, this mod is set up by default to allow the feed and interaction modifiers to slip into the negative if you do not care for your animals.

The generation of your animals determines how fast their interaction modifier decays. The higher it is, the longer they will hold out that you did not abandon them!

No matter how good of a pedigree of animal you have in your barn, if you do not handle them or ensure they are properly fed, they will act no better than feral beasts.

By default, the negative modifier cap is -3 for each modifier. It takes much less time to reduce your modifier than it does to gain modifier.

 

The general thought was that I have never actually seen anyone I've played with get any animal above gen 3 or 4, so maybe if they could get higher gens temporarily via gameplay, it might make it easier. With that, i wanted to reward players for actually caring for their animals, and punish other players for neglecting their animals.

 

This mod is fully configurable with a .json file. The default values are kind of "best guess" values based on just the raw math of it and vibes.

 

Mod Developers that want to make a patch for your entities! READ ME!

All you have to do to patch an entity to use this is the following

  {
    "op": "add",
    "path": "/server/behaviors/-",
    "value": { "code": "betterhusbandry" },
    "file": "[yourmodid]:[path-to-your-entity]"
  },
  {
    "op": "add",
    "path": "/client/behaviors/-",
    "value": { "code": "betterhusbandry" },
    "file": "[yourmodid]:[path-to-your-entity]"
  },

As of 1.3.0, there are chat commands for admins to use to set and get the better husbandry attributes. See /betterhusbandry in game for more details.

Mod Compat

All breedable FotSA animals

Medieval Expansion's Aurochs

Wolf Taming

The Equus series of mods

Draconis

Monoceros

Talonborne

Pegasus

Feverstone Wilds

ShearLib

More Animals

Thank you Verlia for the wonderful mod icon!

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.4.0 betterhusbandry
1.22.0 - 1.22.7
0 37 seconds ago betterhusbandry_1.4.0.zip 1-click install

Better Husbandry 1.4.0 - More than just FOTSA Patching

What's Changed

Full Changelog: 1.3.7...1.4.0

1.3.7 betterhusbandry
1.22.0 - 1.22.7
460 Oct 2nd at 4:26 AM betterhusbandry_1.3.7.zip 1-click install

1.3.7 - Should have just done this in one update Edition

What's Changed

Full Changelog: 1.3.6...1.3.7

1.3.6 betterhusbandry
1.22.0 - 1.22.7
4 Oct 2nd at 4:14 AM betterhusbandry_1.3.6.zip 1-click install

What's Changed

Full Changelog: 1.3.5...1.3.6

1.3.5 betterhusbandry
1.22.0 - 1.22.7
11 Oct 2nd at 3:43 AM betterhusbandry_1.3.5.zip 1-click install

What's Changed

  • Update FOTSA compat for viverridae by @Tyeia in #16
  • Update FOTSA compat for elephantidae by @Tyeia in #17
  • Add moschidae compat by @Tyeia in #18

Full Changelog: 1.3.3...1.3.5

1.3.4 betterhusbandry
1.22.0 - 1.22.7
242 Sep 28th at 3:36 PM Release Retracted

Retraction Reason:

Changes somehow aren't in release.

Changelog:

Updated elephantidae and viverridae compat patches

1.3.3 betterhusbandry
1.22.0 - 1.22.7
324 Sep 25th at 3:14 PM betterhusbandry_1.3.3.zip 1-click install

What's Changed

  • Fix FOTSA Patches to reflect recent changes by @Tyeia in #15

Full Changelog: 1.3.2...1.3.3

1.3.2 betterhusbandry
1.22.0 - 1.22.7
735 Sep 11th at 1:05 AM betterhusbandry_1.3.2.zip 1-click install

Add mod icon courtesy of Verlia

1.3.1 betterhusbandry
1.22.0 - 1.22.7
88 Sep 9th at 7:04 PM betterhusbandry_1.3.1.zip 1-click install

What's Changed

New Contributors

Full Changelog: 1.3.0...1.3.1

1.3.0 betterhusbandry
1.22.0 - 1.22.7
346 Aug 22nd at 3:01 AM betterhusbandry_1.3.0.zip 1-click install

Make shearing count as an interaction
Add chat commands for debug/admin purposes
Add "clean-up" code on entity despawn or world save to allow the mod to be uninstalled cleanly.
Add better initialization code. If a creature does not have a bloodline value in the tree, set it using their generation. This supports existing animals + babies.
Fix a case of needing to mark path dirty when we set Bloodline.

1.2.1 betterhusbandry
1.22.0 - 1.22.7
143 Aug 18th at 4:12 AM betterhusbandry_1.2.1.zip 1-click install

Fix configlib integration

This comes with an update to the config. By default the config will automatically migrate your settings. I do plan to eventually completely remove the old settings from the code in a future update, but all settings should use the new config entries now.

1.2.0 betterhusbandry
1.22.0 - 1.22.6
100 Aug 16th at 4:59 AM betterhusbandry_1.2.0.zip 1-click install

Implement configLib support
Fix a potential div by 0 case.
Tweak the decay timer so it does not automatically register someone interacting every time it decays. We can use a second timestamp to keep track of the last time we decayed.

1.1.0 betterhusbandry
1.22.0-pre.1 - 1.22.6
25 Aug 15th at 6:22 AM betterhusbandry_1.1.0.zip 1-click install

Added feverstonewilds support
Added Talonborne support
Added wolftaming support
Added pegasus support
Added monoceros support
Added Medieval Expansion support
Added Equus Ferus behavior support
Added Equus Destrier support
Added Equus support
Added Draconis support
Added FotSA vombatidae support
Added FotSA viverridae support
Added FotSA thylacinidae support
Added FotSA spheniscidae support
Added FotSA sirenia support
Added FotSA rhinocerotidae support
Added FotSA pantherinae support
Added FotSA meiolaniidae support
Added FotSA manidae support
Added FotSA machairodontinae support
Added FotSA iniidae support
Added FotSA felinae support
Added FotSA elephantidae support
Added FotSA dinornithidae support
Added FotSA chelonioidea support
Added FotSA cervinae support
Added FotSA casuariidae support
Added FotSA capreolinae support
Added FotSA caninae support
Added FotSA bovinae support

1.0.0 betterhusbandry
1.22.0-pre.1 - 1.22.6
22 Aug 15th at 6:18 AM Empty betterhusbandry_1.0.0.zip 1-click install

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49 Comments (oldest first | newest first) (threaded | flat)

PolyBee, 4 days ago (modified 4 days ago)

I keep on getting attacked when I try to pet my sheep and boars, they are fully fed and everything, but they still attack me when I get close. Also, how can I change bloodline generation with commands? (I adopted a baby sheep I found in the wild and would like for it to count as generation 1)

sekelsta, Sep 29th at 3:16 AM (modified Sep 29th at 5:29 AM)

Feature request for the sake of my sanity: Please rename "trust generation" to "habituation" or "tameness" or "trust" or something like that, and "bloodline generation" to "generation".
(I haven't even used the mod, but my brain keeps suggesting ways it could work... when you pet the animal enough, it gives birth to itself and grows up again in the blink of an eye, allowing another generation to pass... when you neglect an animal, temporal instability replaces it with its own ancestor, allowing the generation to go backwards again...)

Tyeia , Oct 1st at 4:15 AM
@sekelsta: Feature request for the sake of my sanity: Please rename "trust generation" to "habituation" or "tameness" or "trust" or something like that, and "bloodline generation" to "generation".(I haven't even used the mod, but my brain keeps suggesting ways it co

So I don't think I can actually change the way "generation" is displayed, because I am hijacking the value of the usual "generation" value from vanilla. This makes the mod more compatible with vanilla mechanics and other mods.

I'm just adjusting the value with a summation of "bloodline"(the original generation value, based on mother's bloodline+1), a food modifier (based on animal weight on a daily basis), and an interaction modifier (either pet, milk, or if you have it installed, shear them) on the fly. I don't even have to do hacky things like making the animal give birth to itself to change that value. It is how I am able to make the mod fully removable, because on entity unload and world save I set their generation value back to what it would be in vanilla (i.e. the bloodline value).
I agree that the verbage ends up being very confusing, but that boils down to the fact that I have to use the "generation" value in the code for compatability on top of the fact that I don't know if there is a good way to 1. Overwrite vanilla UI text to change it from "current generation:" to "current trust" and 2. come up with a name that makes the confusion any less severe.

My hope is that the mechanics of the mod end up feeling intuitive enough that aside from UI to explain "yes you did successfully pet your animal today", everything just feels natural. (Fun fact I didn't even know you could pet animals until I started researching mechanics for this mod)

Kaduc0, Sep 25th at 11:00 PM

tenho animais em geração 6. há risco de perder essas gerações adicionando o mod agora ao mapa?

Tyeia , Sep 26th at 2:48 AM
@Kaduc0: tenho animais em geração 6. há risco de perder essas gerações adicionando o mod agora ao mapa?

I do not speak Portuguese, but code currently exists in this mod to do the following:

  • On startup, the mod converts your animals' generation to Bloodline value.
  • On world exit, the mod puts the Bloodline value back into the generation value, so you are able to uninstall the mod cleanly.

 

By default, your generation values will go down if you do not keep your animals at healthy weights and do not interact with them regularly.

You can disable the negative generation values in the mod config.

Dragoness2003, Sep 25th at 4:01 PM

Any chance of adding compatibility with Genealogys animals? 

Thighz, Sep 25th at 6:10 AM

Any chance to make it compatible with Salty's Catch Animals? I think it should be relatively simple but since you (seemingly, I'm just assuming) changed generation to bloodlines the check that salty uses (generation must be >0) doesn't seem to work with the bloodline generations.

Tyeia , Sep 25th at 3:18 PM
@Thighz: Any chance to make it compatible with Salty's Catch Animals? I think it should be relatively simple but since you (seemingly, I'm just assuming) changed generation to bloodlines the check that salty uses (generation must be >0) doesn't seem to work with t

This mod actually adjusts the generation value that Salty's mod looks at on the fly (Basically Bloodline + Weight+ Interaction). You should be able to pick up the animal so long as it is sufficiently happy, which the game still displays the "Current generation" value in the info box.

Tyeia , Sep 26th at 2:44 AM
@Thighz: I am not able to pick up the generation 1 angora/valais kids would I need to pet them before I can pick them up or can you not pick up kids/lambs?

are they bloodline 1? or generation 1? If they have negative feed or interaction modifiers, then their bloodline being 1 does not matter, and i consider it intended functionality.

 

If they are generation 1 (Bloodline 1 + >=0 feed/interact modifiers) and you still can't pick them up, then it might not be interacting properly.

bringitonwimps, Sep 21st at 8:00 PM

https://imgur.com/a/FoVqf7z

Getting this on load, IDK if it is importaqnt or not

Tyeia , Sep 22nd at 4:59 AM
@bringitonwimps: https://imgur.com/a/FoVqf7z Getting this on load, IDK if it is importaqnt or not

I need to update my fotsa compat. They split up a bunch of the creatures into adult/baby files and changed some stuff.

bringitonwimps, Sep 24th at 10:53 PM
@Tyeia: I need to update my fotsa compat. They split up a bunch of the creatures into adult/baby files and changed some stuff.

Cool, I just saw it all flash while loading so wasnt sure if you were aware. thanks

bringitonwimps, 4 days ago
@Tyeia: Fixed in 1.3.3

They kerep updating FOTS and I have these errors still, I think with different animal sets.

https://imgur.com/a/shNeQZh

Tyeia , 3 days ago
@bringitonwimps: They kerep updating FOTS and I have these errors still, I think with different animal sets. https://imgur.com/a/shNeQZh

TenthArchitect keeps fixing filepaths and file organization which breaks stuff on my end. I'll fix it all in the next update which will have more than just "TenthArchitect made me sad again" in the changelog

bringitonwimps, 3 days ago
@Tyeia: TenthArchitect keeps fixing filepaths and file organization which breaks stuff on my end. I'll fix it all in the next update which will have more than just "TenthArchitect made me sad again" in the changelog

understood, this is breaking several m,ods with fotsa, not just yours.  just thought I would report in case you were not aware yet.

thanks

ThyCrownedKing, Sep 14th at 8:11 PM

Does this mod reduce generations? My chickens were generation 2 and then when i ewent to check on them they were 0 and 1

Tyeia , Sep 14th at 11:32 PM
@ThyCrownedKing: Does this mod reduce generations? My chickens were generation 2 and then when i ewent to check on them they were 0 and 1

By default, yes. Your bloodline value should be 2. If you are not taking care of them and interacting with them regularly their generation will drop. You will lose generations faster than you gain them by default.

This is all configurable with the mod config.

Tyyni, Sep 12th at 5:52 PM (modified Sep 12th at 5:54 PM)

Anyone know if this works with Universal Husbandry? (vanilla animals such as bear, deer, etc)

Tyeia , Sep 14th at 1:11 AM
@Tyyni: Anyone know if this works with Universal Husbandry? (vanilla animals such as bear, deer, etc)

At current I tried to keep it to animals that have the "multiply" behavior (i.e. they can be bred). As such vanilla bear and deer are not included in the vanilla patching. I'd have to look into universal husbandry to know for sure how easy a compat would be.

Randompug, Sep 11th at 2:04 AM

How does this interact with Truth and Beauty: Detailed Animals? Or I guess what I mean is do these work with each other (;

Randompug, Sep 11th at 2:31 AM
@Randompug: How does this interact with Truth and Beauty: Detailed Animals? Or I guess what I mean is do these work with each other (;

Ok I downloaded the mod and it crashed 3 times so I think they're not compatable lol

CardinalMoss, Sep 11th at 7:05 AM
@Randompug: Ok I downloaded the mod and it crashed 3 times so I think they're not compatable lol

was wondering the same, tried it on my server, haven't had crashes yet, but seems some of the animals the mods touch become unresponsive to player input like petting or feeding

Tyeia , Sep 11th at 5:33 PM
@Randompug: Ok I downloaded the mod and it crashed 3 times so I think they're not compatable lol

If you have crash logs, provide them and I can look into it. I don't see any reason they couldn't work together, so just gotta figure out what is causing crashes/lack of functionality.

CardinalMoss, Sep 12th at 2:29 PM
@Tyeia: If you have crash logs, provide them and I can look into it. I don't see any reason they couldn't work together, so just gotta figure out what is causing crashes/lack of functionality.

Not the one with the crash, but this occurs when trying to feed specifically rabbits, they do get successfully fed, but they don't really seem to interact with the better husbandry system due to the fact petting doesn't change their last interacted with timer.
I am not certain if this will be of any help to you since the log doesnt seem too specific, but its beyond me to know that.

Crash Report
12.9.2026 07:20:07 [Warning] Exception while ticking entity Brown leveret (male) (EntityAgent) at XYZ: 512275.596310355/169/511443.30375603057, YPR 4.240865/0/0, Dim 0: 
12.9.2026 07:20:07 [Error] Exception: The given key '5' was not present in the dictionary.
   at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
   at DetailedAnimals.GrassFoodSource.Sparsen(Entity entity, Int32 stages) in /home/tiffany/dev/vintage/detailedanimals/src/Nutrition/GrassFoodSource.cs:line 249
   at DetailedAnimals.GrassFoodSource.GrazeSelectively(Entity entity) in /home/tiffany/dev/vintage/detailedanimals/src/Nutrition/GrassFoodSource.cs:line 173
   at DetailedAnimals.GrassFoodSource.<>c.<.cctor>b__27_1(GrassFoodSource grass, Entity entity) in /home/tiffany/dev/vintage/detailedanimals/src/Nutrition/GrassFoodSource.cs:line 28
   at DetailedAnimals.GrassFoodSource.ConsumeOnePortion(Entity entity) in /home/tiffany/dev/vintage/detailedanimals/src/Nutrition/GrassFoodSource.cs:line 135
   at DetailedAnimals.AiTaskForage.TickTargetReached() in /home/tiffany/dev/vintage/detailedanimals/src/Entity/Task/AiTaskForage.cs:line 241
   at DetailedAnimals.AiTaskSeekPoi`1.ContinueExecute(Single dt) in /home/tiffany/dev/vintage/detailedanimals/src/Entity/Task/AiTaskSeekPoi.cs:line 76
   at Vintagestory.GameContent.AiTaskManager.OnGameTick(Single dt) in VSEssentials\Entity\AI\AiTaskManager.cs:line 141
   at Vintagestory.GameContent.EntityBehaviorTaskAI.OnGameTick(Single deltaTime) in VSEssentials\Entity\AI\BehaviorTaskAI.cs:line 126
   at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 1066
   at Vintagestory.API.Common.EntityAgent.OnGameTick_Patch1(EntityAgent this, Single dt)
   at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities_Patch1(ServerSystemEntitySimulation this, Single dt)
Verlia, Sep 9th at 9:29 PM

I made a picture for you if you'd like to use it but the comment section doesn't allow it in full res. 
image

Tyeia , Sep 10th at 2:05 PM
@Verlia: I made a picture for you if you'd like to use it but the comment section doesn't allow it in full res.

That looks sweet! If it is ok with you, you can send it to me on discord and I'll credit you in the description of the mod

Verlia, Sep 10th at 9:11 PM
@Tyeia: That looks sweet! If it is ok with you, you can send it to me on discord and I'll credit you in the description of the mod

For sure! Is your name the same on VS discord? Mine is the same. I can send the full res, too so it'll look better lol.

Revakyol, Sep 8th at 9:37 PM

I made a patch for More Animals, let me know if you'd like to integrate it and what the best way to get the file to you would be! 

Tyeia , Sep 9th at 6:09 AM
@Revakyol: I made a patch for More Animals, let me know if you'd like to integrate it and what the best way to get the file to you would be!

if you make a PR i will look it over and then can merge it for a new version

Revakyol, Sep 9th at 7:57 AM
@Tyeia: if you make a PR i will look it over and then can merge it for a new version

Done! Hopefully I submitted it correctly.

Tyeia , Sep 9th at 7:00 PM
@Revakyol: Done! Hopefully I submitted it correctly.

Just had to move it to the correct location in the mod file. Everything looked correct so I merged it in. I'll work on getting a release for that made.

cravenAhania, Aug 19th at 5:36 PM

Hello! I really love the concept of this mod, thank you for making it. I am having a little bit of trouble integrating it into my current farm setup, though; I know this is definitely more of a vanilla-VS-originating problem, but actually managing to pet my animals is nigh impossible, especially since they're still wild enough that they run around like crazy whenever I try and get near them. It's like milking but significantly more difficult to actually trigger it. The only way I can seem to actually get the interaction to register is by herding the animal into a 1x1 or 2x2 enclosure and alternating between spamming and holding right click while trying to follow them with my cursor, and even then it takes at least 30 seconds per animal.

Additionally, when I installed, I had 2 breeding pairs of generation 2 goats (Golden Takin and Mouflon). They still display as generation 2, but their bloodline generation has been reset to 0 and the babies they've been having are all generation 1. Also, I'm not sure if this is the petting hitbox issue, behavioral differences between the breeds (less tame Mouflons like to gore you like other goats but Takins just run away unless they take damage), or the bloodline generation reset making them not tame enough to be petted. Finally, I was previously able to shear these goats for fleece through Wool & More, since it allows you to do this after Gen 1, but I believe it's going by bloodline generation because they won't let me shear them anymore, so that might be a compatibility thing to look out for. 

The first issue is kind of a vanilla-VS problem and the second one is totally my fault / a consequence I was prepared for when it comes to installing on an already in-progress world, but I was wondering if other people are having the same problems / if you have any solutions and was hoping some UX feedback would help contribute to your mod development process. Thank you again for uploading! :]

Tyeia , Aug 19th at 6:20 PM
@cravenAhania: Hello! I really love the concept of this mod, thank you for making it. I am having a little bit of trouble integrating it into my current farm setup, though; I know this is definitely more of a vanilla-VS-originating problem, but actually managing to pet
  1. Luckily you only have to do the petting animation for 0.6s for it to count as a pet (part of why i included "last interaction time" in the UI, so you know what counted). Note that you have to be pretty damn close to the animal for it to count as petting. Like you almost have to be in the pen with them to get it to consistently work.
  2.  
    1. I did not consider someone installing this on an in progress world. I should probably see if I can write up something to check if an entity had the betterhusbandry behavior, or if the betterhusbandry behavior is new to the world. That way the previous generation value can be handed over gracefully to the bloodline value.
    2. It could be that your goats got reset to bloodline 0, and then you did not have a net positive modifier between feeding and interaction. I should add shearing as a valid "interaction" for interacting as well.

Your feedback is valuable and is giving me ideas to improve the mod. Thanks!

DIRTCHAN, Aug 23rd at 3:18 PM
@Tyeia: I did add commands for you to be able to restore your animals original bloodline values. Additionally, shearing now counts as an interaction!

I have the same problem as above. I might be doing something wrong as I'm not used to commands yet, but after updating to your newest version I've tried "/betterhusbandry setattr e[type=chicken,range=9] bloodline 1" and many variations of this, but only get "no entities matched". I've also tried removing all cache. How should the command be written to set the bloodline of an entity? Or is the entity type different with the mod installed?

Tyeia , Aug 24th at 3:28 AM
@DIRTCHAN: I have the same problem as above. I might be doing something wrong as I'm not used to commands yet, but after updating to your newest version I've tried "/betterhusbandry setattr e[type=chicken,range=9] bloodline 1" and many variations of this, but only g

It should be using typical entity selector code to be able to accept e[(selection)], I was able to get l[] working in testing, but I will look into why e[] doesn't work.

dormoxx, Aug 17th at 8:23 PM

first off: WOO HOO! MORE INVOLVED ANIMAL MECHANICS!:D

 

secondly: i see there is both a *.yaml and a *.json in the modconfig folder. do i have to change the number in both for the config to apply?

 

also, if i don't want generation decay i'm assuming i just need to set "DecayPerDay" and "Floor" to 0? (generation decay feels kinda bad imo when you get gored for half your health for trying to pet some adult animals :P)

Tyeia , Aug 18th at 2:52 AM
@dormoxx: first off: WOO HOO! MORE INVOLVED ANIMAL MECHANICS!:D secondly: i see there is both a *.yaml and a *.json in the modconfig folder. do i have to change the number in both for the config to apply? also, if i don't want generation decay i'm assuming i just n

the .yaml and .json both being there is probably a bug related to configlib integration.

Yeah if you set decayPerDay to 0 and floor to 0 the generations will not decay.

Moristel, Aug 16th at 9:26 PM

Do you know if this works with PetAI? I absolutely love the concept of this mod, though! I've been wanting something for 1.22 a while now that rewarded players for actually interacting with their livestock. I like the idea of generational domestication, but there definitely needs to be a way, modded or otherwise, to habituate individual animals to the player.

Tyeia , Aug 17th at 12:02 AM
@Moristel: Do you know if this works with PetAI? I absolutely love the concept of this mod, though! I've been wanting something for 1.22 a while now that rewarded players for actually interacting with their livestock. I like the idea of generational domestication, b

At current it supports Wolf Taming and Feverstone Wilds (among other mods). I primarily prioritized mods that offer animals that can breed over animal taming in general.

filthyrats, Aug 16th at 2:39 PM

THANK YOU!!! I have been so desperate for this exact mechanic for animal husbandry. Can you expand on the decay rate for neglecting animals? I would be worried on a server with constant uptime that it would punish players for not logging on for a couple of days if that makes sense 

Tyeia , Aug 17th at 12:07 AM
@filthyrats: THANK YOU!!! I have been so desperate for this exact mechanic for animal husbandry. Can you expand on the decay rate for neglecting animals? I would be worried on a server with constant uptime that it would punish players for not logging on for a couple o

Decay occurs based on calendar date. I have not fully tested it, but I'm reasonably sure if the entity is not loaded while time passes, it will not decay its generation. But if another player is online running around, you will encounter decay.

By default, the decay has a one day grace period plus days equal to half of the animals generation for interaction, and decays daily for feed, since it is based on weight instead of time. This mod is fully customizable though, so you could change the values to something that works a little better for a multiplayer server.

Though, I'm not sure how you configure this to work with significantly less employed friends. :P