Mods / Vintage Scarecrows
Author: Chiappo
Side: Both
Created: Aug 20th at 6:37 PM
Last modified: Sep 27th at 9:39 PM
Downloads: 5825
Follow Unfollow 168
Latest release (for Vintage Story 1.21.0 and 1.21.1, potentially outdated):
VintageScarecrows-0-0-8.zip
1-click install
Acknowledgment
I know that Mandikor has created a mod identical to this :This is a recreation of the scarecrow mod:
After reading their sad news about they stopped working on it for the future, i ended up asking them if they were okay with a mod that recreated their mod (which they were okay with)
Scarecrow - Vintage Story Mod DB
And a Big thank you Mandikor for your amazing mod
Description
The Scarecrow itself prevents small animals or other critters from going near their placement (around 18 blocks & 9 for bigger animals)
THIS MOD don't prevent spawn they just make animals flee/walk away
To craft it: 1 Straw hat, 1 Raw-hide Mantle and a Strawdummy
- Stage - Scarecrow works and does it's job (2160 hours) configure-able
- Stage - Scarecrow becomes old and no more function - still able to salvage stuff from
- Stage - Scarecrow is now rotten and is just a small decoration - low chance for any drops
Currently scarecrows scares off these animals/critters & lore entities
Raccons, Foxes, Hares, Boars/Pigs, Deers, Goats ,Sheeps ,Crows ,Mute Swans ,Trumpeter Swans, Mallard Ducks, Pekin Ducks, Call Ducks & Bowtorns
If any bugs appear report them to me down below in comments
Credits:
Mandikor - with their permission & orginal mod❤️
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 0.0.8 | vintagescarecrow | 1867 | Sep 27th at 9:39 PM | VintageScarecrows-0-0-8.zip | 1-click install | ||
|
0.0.8 Important Hotfix | |||||||
| 0.0.7 | vintagescarecrow | 1526 | Sep 10th at 12:58 AM | VintageScarecrows-0-0-7.zip | 1-click install | ||
|
0.0.7 - for VS:1.21.1 | |||||||
| 0.0.6 | vintagescarecrow | 1168 | Sep 3rd at 12:47 PM | VintageScarecrows-0-0-6.zip | 1-click install | ||
|
0.0.6 - Combine of two versions
Older scarecrows from earlier versions are still ingame but not used | |||||||
| 0.0.6-rc.1 | vintagescarecrow | 114 | Sep 2nd at 10:33 AM | VintageScarecrows-0-0-6-rc1.zip | 1-click install | ||
|
0.0.6-rc1 - Move the scary around Relocate the scarecrow before the function wears off - the scarecrow will work for atleast 312 hours (13 days) (can be configured with modconfig) Currently scarecrows scares off these animals/critters & lore entities Bowtorns will flee from scarecrows But also try attack - sometimes | |||||||
| 0.0.5 | vintagescarecrow | 529 | Aug 30th at 12:57 PM | VintageScarecrows-0-0-5.zip | 1-click install | ||
|
0.0.5 - MODCONFIG ADDED | |||||||
| 0.0.4 | vintagescarecrow | 478 | Aug 24th at 3:59 PM | VintageScarecrows-0-0-4.zip | 1-click install | ||
|
0.0.4 WHEN UPDATING to 0.0.4 crafted scarecrows will not be able to be picked up anymore From Previous Version (Because they become fresh not new)
| |||||||
| 0.0.3 | vintagescarecrow | 143 | Aug 21st at 5:22 PM | VintageScarecrows-0-0-3.zip | 1-click install | ||
|
0.0.3 Mod released | |||||||
Seconding what Maltiez said, because this is causing an incompatibility with Detailed Animals and any other mod that adds AI tasks. For an example of how to fix it, where the patch says something like "path": "/server/behaviors/10/aitasks/-", you'd replace that with "path": "/server/behaviors/-/aitasks/-", (only when the operation is "add"). The dash means to add the new task to the end of the list, not to the tenth spot in the list.
Dont add entity behaviors into the list by index, add it to the end of the list, same for all other lists in vanilla assets, it causes compatibility problems.
no problem. It probably a mod conflict with other mod i have, since i have lot of mods hehehe
JokoJose
Huh i don't know why that should be wrong
Mainly cause the inventory item is called creature and when adding it ingame it needs the creature format in front - otherwise we can't pick it up
the fresh scarecrow entity thing on patches is not the item but rather the whole entity itself - compared to its item counter part which is why i didnt put creature in front
seems like chatGPT is a-bit unsure
but thanks for the the input atleast
you used "code": "creature-fresh-scarecrow-entity" but in patches you call "fresh-scarecrow-entity". This causes an error when trying to load the mod. (At least is what ChatGPT pointed out after showing your files and error to it, i am not a modder lol)
Mulciber
Hey and glad you enjoy it
I see - thats a good valid reason to keep it simple
i think it was a great idea but too many scarecrows i see could be an issue all around
Glad for the input
Edit: Have you tried using the modconfig to crank up the hours? its a feature
Thank you for continuing and updating the scarecrow mod.
If you're taking votes, I appreciate the extra work that goes into the effort to make it more realistic in your latest version, but I am personally leaving it with the simpler "drop in a scarecrow and go" of the previous release. Having to move the scarecrow around--and what would be eventually multiple scarecrows I would have to remember when to move them--just not an option I will use.
Just one digital turnip farmer's opinion. Thanks again for all your work.
Kadlore
Yeah i understand that - for now its just adding bowtorn & abunch of missing animals in next version (0.0.6-rc1)
Next version is going to be a test because i like the idea of a scarecrow being realistic
Insted of having to repair it youll need to move it around from time to time (or in same place for lazyness)
To make it more immersive and giving you a reason to check in on it
will gladly roll back the feature if its too much
I would love if it could keep creatures like bowtorn and drifters away as well.
I don't wish to use a mod to ban them from the surface (i do currently because they drive me crazy at my home base) it's too radical, so something to keep them away of my home would be great.
Same day 1.21 got out, i was looking at nightwatcher mod, to prevent them to spawn in a radius, but this mod hasn't been updated
So currently it only scare small animals?
Kadlore
Hey currently they don't make them flee but its something i could look into
Could be handy 👍
but it would mean they would attack the scarecrow itself from time to time or even break it
Hi, does it make creatures like bowtorn flee as well?
One was attacking just next to my fresh scarecrow...
Razgriz
Yeah that was the main idea
but something with the json patching from modconfig to patch is not getting loaded here
i am seeking help from anyone who might know how to just connect a patch to a config file
So yeah.. mod is stuck for now
In regards to the variable length of decay, perhaps allow it to be configurable via a config file, that way users can determine their own decay rates for the individual dummies.
RockSowe
Currently as i were trying to... but ive been stuck with the code bit for it :/
id love to do it but.. it failed everytime i did it
despite that it used to be shorter (34 days) its now (84 days) which is 1968 hours
and i agree with the idea and all it's just hard to do
I agree with @Janeator. Would it be plausible to make the scarecrow's rate of decay dependent on the length of months? I think crops do this in the base game no? So the idea already exists!
Is the addition of repair for these possible in the future?
I feel the duration seems a bit underpowered.
This is such a great idea. Looking forward to using it once 1.21 stable is out.
Maximum success with your scarecrow mod Chiappo. 👍
What a great idea about aging. I never thought of that.
I am curious to see how things will develop in the future.
Pell
Sorry.. it don't
does this work for 1.20.12?
Love it, it looks great and I can get rid of my straw dummies at last!
Do the decay stages scale with month length? If not, can I suggest you make them?