Livestock Farms for Foundation

Released (updated ago). Ranked 6 of 312 with 26,893 (140 today) downloads

Published by Batyushki (mod ID: 1087588)



The vanilla livestock farms allow cattle and sheep to be kept in very close quarters with no food, and the animals don't stay in fences unless they are a certain diameter. This mod adds more livestock types and provides the opportunity to raise them intensively or on pastures, with more realistic food and space requirements. You can also fully utilise each animal for meat, milk or wool.

Livestock farms unlock at 1 Commoner.

Cattle Farm (2 options)

  • Cattle can produce meat or milk. Cattle produce more milk per animal than other livestock.
  • Cattle can be raised intensively with the Cattle Yard and Hay Meadows, or with a Cattle Barn and Cattle Pastures.
  • Each intensive Cattle Yard should be paired with 1-2 Hay Meadows.
  • Cattle Barn should have 4-5 Cattle Pastures.
  • Process the cattle at the Cattle Pen (slaughter or milk).

Sheep Farm (2 options)

  • Sheep are the most versatile livestock: they can produce meat, milk or wool.
  • Sheep can be raised intensively with the Sheep Yard and Hay Meadows, or with the Sheep Fold and pastures.
  • Each intensive Sheep Yard should be paired with 1-2 Hay Meadows.
  • The Sheep Fold requires that you paint the pasture area. Sheep will spawn in the pasture at the beginning of the month.
  • Process the sheep at the Sheep Pen (slaughter, shear or milk).

Goat Farm

  • Goats produce either meat or milk. Goats are less expensive to buy initially than sheep or cattle.
  • Goats can only be kept in Pastures which you paint like farm fields.
  • Process the goats in the Goat Pen (slaughter or milk).

Pig Farm

  • Pigs only produce meat, but they can produce more quickly in a smaller area than any other livestock.
  • To feed the pigs, build a Feed Silo and stock it with Wheat, Milk and Vegetables to make Animal Feed.
  • The Pig Yard will then feed the pigs with Animal Feed.
  • Process the pigs in the Slaughter Pen.

Butcher's Shop

  • The butcher takes carcasses produced by Slaughter Pens and produces Meat, which is sold to villagers.
  • The butcher has a table for selling, or Meat can be sold at any Food market. If you use the butcher table for selling you do not need to store Meat in a granary.


  • The creamery takes Milk and produces Butter, which can be sold to villagers.
  • The creamery has a table for selling, or Butter can be sold at any Food market. If you use the creamery table for selling you do not need to store Butter in a granary.


  • The chandlery makes candles from tallow (animal fat) and wood. Tallow comes from slaughter yards.
  • The chandlery has a table for selling, or Candles can be sold at any Goods market. If you use the chandlery table for selling you do not need to store Candles in a warehouse.

Tanner and Cobbler

  • The tanner makes leather from animal hides produced in the slaughter yard.
  • The cobbler makes shoes from leather. Shoes are sold as a Good at Market stalls (like clothes).

Rail Fence

  • Available from the Walls menu.


Many thanks to Minotorious for developing the animal movement code!


Common Resources V1
Foundation Extended Building Functions
Vegetable and Poultry Farms

















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grrrendel @grrrendel

Game crashes when this mod is activated (when loading a save game). :(

Batyushki @batyushki

grrrendel if you're trying to add this to a save with existing dairy or sheep farms, it will crash. You need to start from a new game or delete the existing farms, save, then add the mod.

mistaa.icyj @mistaaicyj

Hey Batyushki, amazing work with all of your mods! I notice that this mod affects the "Chandlery", so I'll post this here. I LOVE how immersive/realistic it is for Tallow to be collected from slaughter yards. I understand that Tallow candles were a cheaper alternative to Beeswax candles, which adds a lot of historical realism to the game. So, before reading the rest of this comment, know that I agree that the current state of this mod is technically fine--meaning that I agree Tallow candles are legit and this is more of a nitpicky thought I had.

The one thing I don't love is the fact that the "Candle Workshop" building has more detail/decoration and looks a bit nicer than the "Chandlery" building. Since the "Candle Workshop" requires Beeswax(Wax) to produce candles, it is not usable until late game when you have built a Monastery apiary. (Again, the difference in building appearance is understandable due to the difference in candle quality. Cheaper candles would realistically be available earlier and produced in less aristocratic conditions).

I guess I just don't love that now there are 2 candle workshops "competing" with each other, one a little nicer than the other, and both using different materials to produce the same product. Purely in terms of gameplay, it just creates unnecessary alternatives to making the same product, allowing players to bypass one or the other without consequences. (Meaning, I could go all game without using the "Candle Workshop", but still have access to candles from the "Chandlery", also making the Monastery apiary somewhat unnecessary--less ideal to a player wanting to utilize every building in the game efficiently).

I think I have an amazing suggestion to help the issue with these 2 candle production buildings! (Definitely up to you, ultimately, lol).

**drum roll**
RENAME the "Chandlery" assets in your mod and change the Good the building produces!! The look of the "Chandlery" building is great, and it already uses Tallow to produce a Good.

What if you rename it "Tallow Refining Shed" and modify the building production so that it produces Wax from Tallow+Tools? This Wax could then be used at the "Candle Workshop" to produce candles. Wax from Monastery apiaries can still be used by the "Candle Workshop" as well. This just allows players to use the "Candle Workshop" building before access to the Monastery!! It makes all candles in the game be produced by the same material, Wax. It also ensures all mentioned buildings are necessary for the overall "candle supply chain". Although still possible to bypass one or the other, [Tallow wax vs. Beeswax], all candles(the actual Good being sold/traded) are made in one place--the "Candle Workshop". The workshop accepts Wax from either/both production chains to make one Common Good).

Thank you for all your hard work helping make this game SOOO much better with your mods! Sorry for such a long post.

Batyushki @batyushki

Hi, I'll have a think about it. In terms of gameplay your route might be fine and adds more complexity. From a realism perspective I think candles should be super easy to come by (and really necessary). Maybe that is the angle I will try to tackle. For instance villagers could have a need for consumable goods on a weekly basis (candles), but non-consumables only monthly (clothes, furniture, common wares).

Batyushki @batyushki

By the way feel free to use the modding_general channel of Foundation's Discord for discussions, that way we can exchange ideas in a much more fluid manner.

Lidusia @lidusia

I love your mods, the animals are fantastic! Would it be possible for you to implement a rabbit farm? For meat and fur. Fur could be processed by a tailor to fur coat for example as luxury clothing. To feed the rabbits would need vegetables of course.

Batyushki @batyushki

Hi Lidusia yes I do have plans for a rabbit farm (medieval pillow mounds) as part of my Monastery rework project. It may not be in the first release but it is planned.

Kyrienti @kyrienti

I built the cattle farm and built the cattle yard with 4 pastures nearby. They're all managed as one "monument" but the pastures aren't registering as even there (still just comes up as 0 pastures) so I can't produce cattle, milk, meat, or anything. Tips on things to try?

Batyushki @batyushki

Kyrienti I haven't run into that. I will need to look at your save. You can join the Foundation discord and post your save there (modding_general channel) and I can take a look.

En_Zoo @dreadness16

Hi, it's me again - my compliments once more for the good job!
So, I think there's something wrong with these goats; either that or I'm missing something. I've got 10 goat huts and 2 slaughtering pens, but they barely produce any meat, or to be more specific: they barely produce goats (a little more in summer, but still very little). All workers live nearby and don't need to travel far away to fulfill their needs. I've tried following them to work: their behaviour seems normal and there are many goats available, but they simply seem to produce very little. The number of 'gathered' goats pro hut never goes above 2-3, same for carcass; meat gets to a maximum of 10 before being sold.
Is this normal? How big does the painted pasture need to be compared to the hut? How many huts pro pen? Anything I'm missing or tricks to optimise the meat production?
Thanks in advance!

Batyushki @batyushki

Hi En_Zoo, goats are being used up all the time by your slaughter pen, they don't accumulate because they are being used. You only need a small area for each hut, visually probably 10 goats or so. But these are visual only, the resource of Goats is being consumed all the time by your downstream production chains.

Batyushki @batyushki

Also remember that one hut with a single worker isn't going to feed your village. You should have multiple herders to produce a decent amount of carcasses.

En_Zoo @dreadness16

Hi Batyushki, thanks for your reply!
So, should carcasses get accumulated or not? I do assume meat should though, like other food types, right? Also, how many huts pro pen do I need, you reckon? Seems 5 pro pen just isn't enough, am I doing something wrong?

Ima_g3t_cha @jared-ramby

Fan of your mods and use all of them, very well done other than that one issue I've encountered with the veggy farm...I do have a small suggestion, a ease of access sort of deal for this one... Well, I've noticed that it is somewhat difficult to produce sufficing Hay resources for the production of animal resources, you kind of need a lot late game. I was just wondering if you may think about changing the worker count from one to three per hay stack, giving them a larger radius of growth, to make them more like wheat fields, I still love and will use your mods either way, just a suggestion :)

Batyushki @batyushki

Ima_g3t_cha I could do, but I think it is essentially the same now, just split into three stacks. You only need a small field per stack, the space occupied would be the same if there were three workers on one stack with a larger field. I did it this way on purpose so that there would be more hay stacks dotted around the fields which is more realistic than one stack for a big field.

Ima_g3t_cha @jared-ramby

I do agree that it does look better as is, absolutely. Just was something that came to mind when I was setting mine up.

Væz @vez1

Thanks for this and your other great mods. I've been enjoying them immensely.

Workers at the sheep farm are unable to be promoted above serf (I haven't checked other jobs from this mod or the Vegetable and Poultry Farms). You can fire them, promote them and then hire them back but they won't appear in the promotion list if they are currently employed at the sheep farm and if you do fire, promote to commoner or above, and then hire them back they get *demoted* back down to serf. This gives them a massive unhappiness "event" called "Demoted to Serf" for -160% unhappiness (I might have accidentally demoted that villager twice by trying to fire>promote>rehire). They won't appear in the villagers list at all if they are employed at the sheep farm which I think also causes them to not be counted towards Estate unlocks.

Also, the sheep fold produces sheep very very slowly. Like 6-7 per month. Is it intended to produce so little?

Batyushki @batyushki

The promotion limits are intentional, I don't like having farmers being promoted to commoner or above. You can change this in the code. I haven't noticed the slow production but I play rather more in the realism side, I know that doesn't suit everyone. You can adjust the worker delay in the code to get faster production.

tarrant1629837220 @tarrant1629837220

Slaughter pens not producing tallow, just carcass

Batyushki @batyushki

tarrant1629837220 can you send me a screenshot on Discord? It doesn't produce tallow but it generates it, it's not a resource that is stored. (like water from wells)