Mods / Vintage Scarecrows

Tags: #Crafting #QoL #Utility
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Latest release (for Vintage Story 1.21.0 and 1.21.1, potentially outdated):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

  1. Stage - Scarecrow works and does it's job (2160 hours) configure-able
  2. Stage - Scarecrow becomes old and no more function - still able to salvage stuff from
  3. 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 IdentifierFor 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
Fixed the error reported by Maltiez (hopfully)

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
Removed: Old unused files from mod
Tweak: Creative menu + hotbar view for better preview on inventory
Added missing name on contributors

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
Updated mod config - works again mainly cause a small typo
Scarecrows are the same as version 0.0.6-rc.1 But with more time to work with as default
it will still decay but slower & still able to pick up hours
changed from 312 hours to 2160 hours (90 days) fresh hours - Still configure-able
Reverted to 3 stages (Normal , Old , Rotten)
If you mean the decay is too short/too long you can change it

 

Older scarecrows from earlier versions are still ingame but not used
to make atleast a smooth transistion from 0.0.6RC1

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
Because scarecrows in real life don't stand in the same spot i thought of a mechanic
Scarecrows still work as normally but the catch is to move it around
otherwise animals gain the sense of safety/nothing to worry bout

Relocate the scarecrow before the function wears off -
alternately you can let it stay as a decoration but it will decay

the scarecrow will work for atleast 312 hours (13 days) (can be configured with modconfig)
the scarecrow will warn you when it's almost out of function which is around 24 hours
A Ineffective Scarecrow can still be picked up but will not scare anymore
After these 3 stages it will get locked in place and needs to be broken down

Currently scarecrows scares off these animals/critters & lore entities
Raccons,Foxes,Hares,Pigs,Deers,Goats,Sheeps,Crows*,Mute Swans*,Trumpeter Swans*,Bowtorn

Bowtorns will flee from scarecrows But also try attack - sometimes
If Scarecrows decay enough bowtorns won't bother them anymore - because of lost parts

0.0.5 vintagescarecrow 529 Aug 30th at 12:57 PM VintageScarecrows-0-0-5.zip 1-click install

0.0.5 - MODCONFIG ADDED
Added Simple modconfig - change fresh hours of fresh scarecrow (default 1920 hours)
Added 2 variants of the old & rotten scarecrow to give some variation
Scarecrows new setup should be automatic and seamless when updating

0.0.4 vintagescarecrow
1.21.0-rc.2 - 1.21.0
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)


Added a tottal of 4 stages of scarecrow's decay
Stages are the following (Brand New, Fresh, Old and Rotten)
After 3 hours of a BRAND NEW placed scarecrows, the scarecrow begins to change to the fresh stage and cannot be moved around after BUT can still can be broken into resources again (with minimal loss)
Fresh Scarecrows becomes old when on ground after 1968 hours (82 days) or till broken

0.0.3 vintagescarecrow
1.21.0-rc.2 - 1.21.0-rc.6
143 Aug 21st at 5:22 PM VintageScarecrows-0-0-3.zip 1-click install

0.0.3

Mod released


22 Comments (oldest first | newest first)

💬 sekelsta, Oct 5th at 3:06 PM

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.

💬 Maltiez, Sep 27th at 9:12 PM

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.

💬 JokoJose, Sep 3rd at 1:22 PM

no problem. It probably a mod conflict with other mod i have, since i have lot of mods hehehe

💬 Chiappo , Sep 3rd at 12:30 PM

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

💬 JokoJose, Sep 3rd at 11:48 AM

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)

💬 Chiappo , Sep 3rd at 9:13 AM (modified Sep 3rd at 10:33 AM)

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

💬 Mulciber, Sep 2nd at 10:11 PM (modified Sep 2nd at 10:13 PM)

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.

💬 Chiappo , Aug 31st at 1:34 PM (modified Aug 31st at 1:35 PM)

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

💬 Kadlore, Aug 31st at 6:18 AM

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? 

💬 Chiappo , Aug 30th at 6:33 PM

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

 

💬 Kadlore, Aug 30th at 5:57 PM

Hi, does it make creatures like bowtorn flee as well? 

 

One was attacking just next to my fresh scarecrow...

💬 Chiappo , Aug 28th at 4:06 PM

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

💬 Razgriz, Aug 27th at 1:27 PM

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.

💬 Chiappo , Aug 27th at 10:17 AM

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

 

 

💬 RockSowe, Aug 26th at 8:41 PM

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!

💬 TrainDoc, Aug 24th at 9:37 PM

Is the addition of repair for these possible in the future?

💬 Janeator, Aug 23rd at 5:28 PM

I feel the duration seems a bit underpowered.

💬 Atheliana, Aug 23rd at 10:35 AM

This is such a great idea. Looking forward to using it once 1.21 stable is out. 

💬 Mandikor, Aug 22nd at 6:11 PM

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.

💬 Chiappo , Aug 22nd at 5:59 PM

Pell

Sorry.. it don't 

💬 Pell, Aug 22nd at 3:34 PM

does this work for 1.20.12?

💬 Parenn, Aug 21st at 10:11 PM

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?

 (edit comment delete)
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