One thing though, I recently got a coop (welll...re-got - playing Meadowland farm), and scarecrows keep disappearing out of it. Seriously! I had 5 scarecrows plus some chicks, next morning they were all gone! It wasn't the first time either, hence putting so many scarecrows.
The building was still there, so the outside scarecrows work. I haven't gotten any other buildings so not sure whether they'd have the same problem.
(For now, I'll adjust the options so the animals don't get stolen again)
That`s odd. Trees and foragable items are still stealable at my front and I didn`t made any changes to the code that could cause this. Maybe you were lucky or these objects were exculded in the config.
Huh, yeah, that is odd. Ok, looked a bit further, it seems to just be the one save file, started a new one and the crows are stealing properly. The only thing I can think of, I'm in late year 3 on that save file and had Crowcalypse installed since day 1, could that affect anything? If not, I may have just run into some weird one-off glitch or something
Were the trees of a specific type? For example, normal tress, fruit trees, trees with moss or with a tapper? Were the foragables of a specific type? Are other items like furniture being stolen from the same location (you can easily test this by placing a chair there)? If furnitures are being stolen, then everything else should be stealable too.
The mod can be safely removed and reinstalled without any damage, and the game duration doesn't affect it either
It's pretty much all of the wild stuff - pine/oak/maple, hazelnut, mushroom, coral, oyster etc. Tried buying a bunch of log section decorations, looks like they weren't getting stolen either.
But loaded up 4 other save files, and they all had the crows properly stealing things, so it seems to be something with that specific save. I'll probably remove a couple other mods just in case and start a new file (none affect crows or scarecrows and I had them that whole save, but might as well remove them just in case)
Oh yeah, have you checked the crows steal inventory? When I loaded the other saves they seemed to still have inventory items.
Can you send me the SMAPI log after an in-game day? It's possible that an object in the world is causing a crash.
The inventory thievery is a niche feature. It only happens in specific situations. As long as you don't collapse after 2am and have the interior of your farmhouse secured, your inventory should be safe.
Sorry, for the late reply, some irl stuff happened. Oops, didn't even think to post the SMAPI log, I'll know to do that in the future (for this or any other mod). Looks like it was the same error that the other person posted, so the update fixed it, thanks :)
Ah, that explains about the inventory - I practically never have my character collapse! I was just sleeping in bed without scarecrows.
(p.s. I'm not having problems with scarecrows in the farmhouse, so you're probably right about them not having their scarecrows overlap)
hi, there is a error I don't understand. I didn't change anything. it just randomly appeared when I reload the game. and it only shows in old save that the mod worked previously.
[Crowcalypse] This mod failed in the GameLoop.DayStarted event. Technical details: System.Collections.Generic.KeyNotFoundException: The given key '{X:4 Y:3}' was not present in the dictionary. at StardewValley.Network.OverlaidDictionary.get_Item(Vector2 key) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Network\OverlaidDictionary.cs:line 51 at Crowcalypse.ModEntry.IsScarecrowNearby(GameLocation location, List`1 scarecrowPositions, Vector2 position) in C:\Users\seiri\Downloads\source\repos\Crowcalypse\Crowcalypse\ModEntry.cs:line 258 at Crowcalypse.ModEntry.<>c__DisplayClass3_2.<OnDayStarted>b__25(KeyValuePair`2 o) in C:\Users\seiri\Downloads\source\repos\Crowcalypse\Crowcalypse\ModEntry.cs:line 154 at System.Linq.Utilities.<>c__DisplayClass1_0`1.<CombinePredicates>b__0(TSource x) at System.Linq.Enumerable.WhereSelectEnumerableIterator`2.MoveNext() at System.Collections.Generic.List`1.InsertRange(Int32 index, IEnumerable`1 collection) at System.Collections.Generic.List`1.AddRange(IEnumerable`1 collection) at Crowcalypse.ModEntry.OnDayStarted(Object sender, DayStartedEventArgs e) in C:\Users\seiri\Downloads\source\repos\Crowcalypse\Crowcalypse\ModEntry.cs:line 153 at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args) in SMAPI\Framework\Events\ManagedEvent.cs:line 101
Thank you for reporting the error. The error says that a scarecrow inside of a building could not be found. I fixed the code and already uploaded a new version.
that was fast. it fixed the problem but now I have a question. is it normal that despite two scarecrows thy still despaired in the morning form the farmhouse?
So me and my sibling want to play this mod in multiplayer, but they keep on just stealing the farmhand cabin. To the point where it's one of the many things they steal first day.
It sounds like the crows are quite relentless indeed. To safeguard the cabins, you'll need to protect them with scarecrows. Make sure the scarecrow covers every tile of the building, otherwise the crows will still manage to snatch the cabin. Alternatively, if the cabin does get stolen, you can rebuild it instantly at the Carpenter's Shop, allowing the farmhand to move back in.
When starting a new save file, it's a good idea to hoe every empty tile on the farm by the 5th day to reduce the chances of the cabin being targeted. Since the crow attack is inevitable on the 6th day, stacking the odds in your favor is crucial. If the cabin is still targeted despite your efforts, simply purchase a new one.
If you prefer to avoid the hassle altogether, you can exclude the cabin from the list of stealable buildings in the config. Alternatively, you could extend the grace period to a day when you feel more confident in your preparations.
I've just tested the mod in multiplayer and found that it doesn't work. I'll fix the issue and release an update next week. That should make the mod compatible with multiplayer.
Ahh Dichotomy. I wrote my Jedi thesis on the use of dichotomy inherent within the tale of Darth Plageius the Wise. But the council did not grant me the rank of master.
No! The reward for completing the Community Center and the Dark Talisman Quest is being able to turn your children into doves with a Prismatic Shard. I couldn't take that away. It would render the game pointless!
27 comments
One thing though, I recently got a coop (welll...re-got - playing Meadowland farm), and scarecrows keep disappearing out of it. Seriously! I had 5 scarecrows plus some chicks, next morning they were all gone! It wasn't the first time either, hence putting so many scarecrows.
The building was still there, so the outside scarecrows work. I haven't gotten any other buildings so not sure whether they'd have the same problem.
(For now, I'll adjust the options so the animals don't get stolen again)
Edit to add: Now it seems crows no longer are stealing trees and forage-able items
If not, I may have just run into some weird one-off glitch or something
The mod can be safely removed and reinstalled without any damage, and the game duration doesn't affect it either
But loaded up 4 other save files, and they all had the crows properly stealing things, so it seems to be something with that specific save. I'll probably remove a couple other mods just in case and start a new file (none affect crows or scarecrows and I had them that whole save, but might as well remove them just in case)
Oh yeah, have you checked the crows steal inventory? When I loaded the other saves they seemed to still have inventory items.
The inventory thievery is a niche feature. It only happens in specific situations. As long as you don't collapse after 2am and have the interior of your farmhouse secured, your inventory should be safe.
Ah, that explains about the inventory - I practically never have my character collapse! I was just sleeping in bed without scarecrows.
(p.s. I'm not having problems with scarecrows in the farmhouse, so you're probably right about them not having their scarecrows overlap)
[Crowcalypse] This mod failed in the GameLoop.DayStarted event. Technical details:
System.Collections.Generic.KeyNotFoundException: The given key '{X:4 Y:3}' was not present in the dictionary.
at StardewValley.Network.OverlaidDictionary.get_Item(Vector2 key) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Network\OverlaidDictionary.cs:line 51
at Crowcalypse.ModEntry.IsScarecrowNearby(GameLocation location, List`1 scarecrowPositions, Vector2 position) in C:\Users\seiri\Downloads\source\repos\Crowcalypse\Crowcalypse\ModEntry.cs:line 258
at Crowcalypse.ModEntry.<>c__DisplayClass3_2.<OnDayStarted>b__25(KeyValuePair`2 o) in C:\Users\seiri\Downloads\source\repos\Crowcalypse\Crowcalypse\ModEntry.cs:line 154
at System.Linq.Utilities.<>c__DisplayClass1_0`1.<CombinePredicates>b__0(TSource x)
at System.Linq.Enumerable.WhereSelectEnumerableIterator`2.MoveNext()
at System.Collections.Generic.List`1.InsertRange(Int32 index, IEnumerable`1 collection)
at System.Collections.Generic.List`1.AddRange(IEnumerable`1 collection)
at Crowcalypse.ModEntry.OnDayStarted(Object sender, DayStartedEventArgs e) in C:\Users\seiri\Downloads\source\repos\Crowcalypse\Crowcalypse\ModEntry.cs:line 153
at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args) in SMAPI\Framework\Events\ManagedEvent.cs:line 101
When starting a new save file, it's a good idea to hoe every empty tile on the farm by the 5th day to reduce the chances of the cabin being targeted. Since the crow attack is inevitable on the 6th day, stacking the odds in your favor is crucial. If the cabin is still targeted despite your efforts, simply purchase a new one.
If you prefer to avoid the hassle altogether, you can exclude the cabin from the list of stealable buildings in the config. Alternatively, you could extend the grace period to a day when you feel more confident in your preparations.
The duality of man.
Also