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Seasonal — content guide ​

Everything the mod currently puts in the game, what it does, and the numbers behind it. Written against version 1.5.0 of the source (Minecraft 26.1.2, 26.2 and 26.3, NeoForge and Fabric). Everything is the same on every version, except what the dappled forest changes - see Older Minecraft versions.

Damage is given in half-hearts, the unit the game itself uses: 20 is a full player's health. Times are given in both ticks and seconds where the tick count is the thing in the code.


The chain, start to finish ​

Nothing here is reached by a single craft. The one progression the mod has runs:

  1. Build a scarecrow — hay, sticks and any pumpkin. It stands in the field and hostile mobs keep away from it. The pumpkin itself is the root advancement; the scarecrow is the next.
  2. Grow pumpkins and wait for one to go bad. Two in a hundred come up as a rotten pumpkin, and growing one is the only way to get it.
  3. Kill a ghost after dark for ghostly essence.
  4. Brew wicked resin — craft a witch cauldron (a cauldron, a campfire, blaze powder and wicked knowledge, which witches drop), fill it, and boil a resin clump, the rotten pumpkin and the essence in it over soul fire, at night.
  5. Set the wicked resin into a creaking heart (shapeless craft) for a wicked heart, and use it on a scarecrow: the figure gets up as an evil scarecrow that hunts you.
  6. Brew hallowed resin — the wicked lump, honey and a golden apple, in a witch cauldron over an ordinary fire, in daylight, with a Spirit of the Harvest in the pot's catalyst slot. This is a second pass, not an alternative recipe: there is no route to the friendly scarecrow that does not go through the wicked one — and through the Harvest Lich, whose trophy the spirit is.
  7. Set the hallowed resin into a creaking heart for a hallowed heart and use it on a scarecrow: it gets up harmless, and keeps doing a scarecrow's job while it walks about.

The Harvest Lich sits outside that chain. It has no spawn egg and no natural spawn, but it has an altar: stack a block of wicked resin, a block of gold and an evil carved pumpkin (or jack o'lantern), put a rotten pumpkin either side of the gold, and place the gourd last - the same way a golem is built, and only after dark. By day the altar stays standing and gives back nothing but a puff of wisps. /summon seasonal:harvest_lich still works.


Mobs ​

Harvest Lich — the boss ​

A scarecrow that crowned itself: rotten pumpkin body, evil jack o'lantern head, gilded plate, purple cape, a golden hoe drawn as a long harvest scythe, riding a skeleton horse. Yellow boss bar, six notches.

Its golden chestplate is drawn with a spiked pauldron on each shoulder, a bracer just above each hand, and a gold setting on the breast holding a lime-green gem that glows in the dark, like the carved face. All of it is drawn in the chestplate's own texture, the gem excepted, and all of it disappears with the chestplate. The cape hangs in five strips that ripple at rest and stream back and flap at the horse's gallop. In the saddle it falls down the lich's back and, where it meets the horse, lies back along the rump instead of passing into it; no strip folds up more than 77° back while it waves, so none reaches the head. The head never tips back more than about 9°, so it can't dip into the top of the cape.

Its steed is a skeleton horse picked down to the bone: an open ribcage round a glowing soul core, a skull with soul-fire eyes, a mane and tail of soul fire, and soul fire round each hoof. The fire, the core and the eyes glow in the dark, and the hooves give off soul fire flames now and then (about one a second standing, five at a gallop). It moves exactly as a vanilla horse does. Its golden horse armour is drawn as a horned face plate, two rings round the neck, a breastplate, plates down the forelegs and shoes on all four hooves, leaving the ribcage open; the purple saddle is vanilla's skeleton horse saddle.

Health320 (160 hearts) — more than the Wither
Armour6 (about a chestplate and a bit)
Knockback resistance1.0 — nothing moves it
Follow range48 blocks
Speed0.34 on the horse, which outruns a sprinting player
Experience150 — three times the Wither's 50
Dropsone Spirit of the Harvest, always — looting adds nothing
Despawnsnever, and it is saved to the world

Rider and mount are one target. The horse holds no health of its own: every blow it takes — sword, arrow, fall, lava, poison, a command — is forwarded into the lich's pool and answered by the lich's armour. You cannot shoot the mount out from under it, and when the pool runs out the horse is removed with its rider. Nobody can ride, lead, open or unsaddle the steed either.

It arrives on its first server tick: the horse is created and mounted, the horse is saddled and given golden horse armour, the rider's gear is handed over (golden hoe, golden chestplate, leggings, boots, all with drop chance zero), and the horse rears for 45 ticks. The horse armour is cosmetic: every blow lands on the lich's pool, so the horse's own armour value never comes into it. Gear already in its NBT is left alone, and armour taken off it stays off.

It does not steer the horse itself. A mob riding another mob is handed its vehicle's navigation, so the ordinary melee goal rides the steed at whatever the lich is hunting — the same arrangement that carries a vanilla skeleton horseman.

The steed paths for horse and rider together, so it will not duck under a cave ceiling or a tree trunk the lich's head would hit. Leaves are the exception: the lich ducks through them, so only the horse itself needs to fit under a canopy (about 2 blocks). When there is no way round, it leaps onto ledges up to 6 blocks high (a vanilla horse manages about 3). That includes ledges hanging over open ground, such as a tree canopy: stand on top of a tree and it jumps up from just outside the leaves rather than waiting underneath you.

What cannot hurt it. The lich takes no damage from suffocation, drowning, cramming, cactus or sweet berry bushes, so the field itself cannot wear it down. It also ignores magic damage, so potions of harming (splash, lingering or tipped arrows) do nothing. Mob effects are kept off it too.

Attacks ​

1. Hoe (melee) — 8 damage, about one swing a second. All eight is the attribute; the golden hoe adds nothing. The hoe is drawn in its fist as a harvest scythe: a long shaft bound in gold and a curved gold blade whose edge glows lime green in the dark. Only the look changes: it is a golden hoe in the slot, and anything else put in the lich's hand is drawn as itself.

2. Trample charge — every 10 seconds, at 5–24 blocks with line of sight.

It locks a line through its target and gallops it at double the horse's speed for up to 26 ticks, hitting everything it passes over for 16 damage with knockback. A roar announces it.

The line is locked at the start and never corrected, which is the whole point — a charge that tracked you would be an unavoidable hit on a timer. Sidestep it and the boss is committed and overshooting for a second. It also ends on the first thing it connects with, so one charge cannot mow down a line of mobs, and whoever ate it gets a moment while the boss comes round.

Damage16 (twice its ordinary blow)
Knockback1.2 — half again a sweeping sword blow
Reach1 block either side of the horse
Cooldown200 ticks (10 s)
Window5–24 blocks, needs line of sight

3. Flight of wicked pumpkins — keeps three about it, one summoned every 15 seconds, from a ring 3 blocks out and 2.5 blocks up. It only does this while it has something to fight, so a boss standing in an empty field does not quietly build an escort.

It tops the flight back up rather than calling them once, and counts what is actually in the world within 32 blocks rather than keeping a tally — so clearing the adds buys you three quarters of a minute of room to work on the boss, but never finishes them off.

4. Rotten pumpkin throw — the answer to being built out of.

This is the one that exists because of what players do to mounted bosses: climb on a roof, pillar up, or wall yourself into a box and whittle it down from somewhere a horse cannot follow. The trample needs ground to cross, the hoe needs reach, and the flight can be shot down from cover. A gourd lobbed over the parapet does not care how high the perch is.

It fires only when the pathfinder says the horse cannot get to you. Nothing else is asked — no guess from how far overhead you are, no watching the boss fail to close. A player on top of a walkable slope is high up and reachable, and that is a charge, not a throw. Specifically, the horse's own current path has to be falling short of the target for 15 consecutive ticks before a gourd goes up; one reading is not enough, because the path rebuilt while the horse is mid-jump over a fence can fall short of someone standing in the open. When the horse arrives at the end of a path that fell short and the chase pauses before trying again, that pause doesn't clear the count: it carries on from the last path aimed at you (one ending within 3 blocks of you), counting if that one fell short. Wandering about in the pause counts for nothing either way, and a new target starts the count afresh. It also needs line of sight, so a sealed box is not shelled.

Up a tree it rides out for a view. On a tree too tall for the horse to leap onto (over 6 blocks), the horse can only get underneath you, and from there the leaves hide you. So once you are out of reach and out of sight, the lich looks for open ground with a clear line from its eye to yours on rings 6, 9, 12, 15, 18, 22 and 26 blocks round you, nearest to it first (once a second while there is none). It rides there, and stops as soon as it can see you, wherever that turns out to be. It holds that spot and throws from it, and goes back to the chase once you can be reached again (checked every second) or once it has lost sight of you for 2 seconds. It gives up a ride out that takes longer than 10 seconds. A sealed box has no such spot, so it is still not shelled.

The throw holds no AI flags, so the boss keeps riding at you while it lobs — apart from the tree case above it does not settle in and bombard from a standstill, and the moment you come down off the roof the melee chase is already mid-approach. The wind-up (18 ticks, with a call and a burst of wisps) is there so the throw is telegraphed rather than being damage on a timer.

The arc is solved rather than guessed: the gourd flies flat-out horizontally at 0.62 blocks a tick and the vertical component is whatever lands it on the target's midpoint, which is exact because the projectile carries no drag.

Direct damage4 — almost beside the point
Burst radius2.5 blocks, so it reaches over a parapet
Knockback2.4, plus 0.42 straight up — twice the trample's, because this has to move you off something
EffectsNausea and Poison IV, 4 seconds each
Cooldown70 ticks (3.5 s), plus 18 ticks of wind-up
Window4–32 blocks, line of sight, horse blocked for 15 ticks (rides out for a line of sight if it has none)
Armourapplies (unlike the mod's two magic types)

It bursts over an area rather than only on what it struck, because a target behind a parapet is often not hittable directly — the shot lands on the block they are hiding behind — and a gourd that splattered harmlessly a block away would make the whole answer to this boss "stand behind something". A direct hit does not count twice: there is one burst and the thing it struck is inside it.


Wicked Pumpkin — the boss's flight ​

A carved pumpkin that got up and flew. Only the lich summons them.

Health10
Armournone
Flying speed0.5
Follow range40 blocks
Experience3
Dropsnone
Despawnsnever

They are meant to be swatted — the threat is the haze three of them put between you and the boss, not any one of them. They inherit the lich's target rather than picking their own, so the flight turns on you the moment the boss does and never splits up chasing somebody else. If the lich falls they outlive it and go after the nearest player on their own account. Like the ghost, they cannot drown, and rise out of any water they end up in.

Attack: wicked orb ​

Spat every 30–55 ticks at anything within 14 blocks. It has no melee attack at all — it never closes.

The orb itself barely scratches (1 damage, bypasses armour) and flies slowly, at 0.14 blocks a tick. That is deliberate: it is a thing you watch coming and step out of, and the cost of stepping out of it is what it leaves where you were going to stand.

However it ends — on you, a wall or the ground — it bursts into a wicked cloud:

Duration40 ticks (2 s)
Radius2 blocks
Damage1.5 every 10 ticks, bypasses armour
EffectWicked for 5 seconds

The cloud drops to the floor under the burst rather than hanging where the orb popped, so its wisps spend their lives around the ankles instead of climbing through your eyeline.


Ghost ​

Something that did not leave, and resents the living for it. It comes out after dark, makes straight for whoever it can see, and is gone by morning.

Health10
Attack8
Flying speed0.62 — faster than anything can outrun on foot
Follow range32 blocks
Experience8 — half again an enderman's 5, rounded up
Drops0–2 ghostly essence (looting raises it) — brewing, and ghostly armour
Spawnspale garden, swamp, mangrove swamp, dark forest, dappled forest (26.3 only) — weight 100, packs of 2; soul sand valley — weight 10, singly; and anywhere near a lit Wraith Candle after dark, or in the Nether at any hour

A glass cannon: it hits harder than a zombie and crosses ground faster than you can run, but one good blow ends it. It gives chase whether or not it can still see you — breaking line of sight does not shake it off, and that is most of what makes it frightening.

It cannot drown — there is nothing left of it to breathe — and it will not stay in water: it keeps water out of its paths, and if it is knocked in or follows you in, it rises out at once.

It fades at dawn rather than burning: once it is daylight and the sky is overhead, one chance in 200 per tick, so a ghost caught out lasts about ten seconds and a field of them goes out one by one. It leaves nothing when it fades, so a ghost you have nearly killed is one to finish before morning. Under cover or underground it is safe, the same rule a zombie lives by.

The Nether has no daylight, so a ghost in the soul sand valley never fades. That is why it spawns there far more thinly: weight 10 against the valley's own monsters (a skeleton is 20, a ghast 50), and alone rather than in pairs.

A scarecrow is no defence: the ghost is in #seasonal:scarecrow_ignores, so it crosses the ward and comes for you anyway.

Attacks ​

Soul fireball — thrown every 40–70 ticks at anything 4–16 blocks off. Flat and fast, trailing soul flame.

Damage10, bypasses armour
On hitsets the target alight for 4 seconds
On landinglights the floor it strikes — vanilla soul fire over soul sand and soil, ghost fire elsewhere; a wall it hits stays unlit
In waterit goes out the moment it enters water, burning and lighting nothing
Griefingthe fire is held to the mobGriefing game rule

Ghost fire has soul fire's blue flame and burns whoever walks into it, but it never spreads and never burns the blocks around it. It burns out by itself after about twenty seconds, sooner in the rain, and water washes it away like any fire. Ghosts spawn in the open after dark and in numbers, so fire that spread would let a night of them burn down a village. Turning mobGriefing off stops the fire without touching anything else. Fireballs pass clean through other ghosts, or a drift of them would kill each other off before reaching anybody.

Phantom strike (melee) — inside 4 blocks it stops throwing fire and comes for you itself. It reaches through you: 8 damage, a gout of souls, and Slowness I for 3 seconds that holds you where you stand while it comes round again.


Grim Reaper — the graveyard's boss ​

Death, keeping the graveyard in the soul sand valley: a hooded, floating robe with two red eyes and a scythe as tall as itself. One waits in every graveyard. It has no natural spawn and no spawn egg; /summon seasonal:grim_reaper gives one that is already awake.

Health200
Attack10, sweeping, about 3 blocks' reach
Armour6
Knockback resistance0.6
Flying speed0.4
Follow range32 blocks
Experience50 — the Wither's
Boss barpurple, shown only once it wakes
Dropsone Reaped Soul, always — looting adds nothing
Immune tofire and lava, and every mob effect
Despawnsnever, and it is saved to the world

It waits unseen. The graveyard places it dormant, hanging a block over the floor of the burial crypt under the yard: invisible, silent, still, and untouchable — no blow, arrow or creative player's hit lands on it, though /kill and the void still do. Nothing can aim at it or push it.

It wakes when you come into the crypt. Twice a second it checks for a player within 10 blocks that it can see and could take as a target, so not one in creative or spectator. Being a boss, it sees through ghostly armour. The graveyard is built so that only someone in the crypt itself can be seen: the ground hides it from the yard over its head, and the screen wall at the foot of the stairs hides it from anyone coming down them, until they step round the end of the wall. The first one it finds wakes it: it comes out of the air in a burst of souls and smoke, with a low soul cry and the elder guardian's curse sting, its boss bar appears, every player within 16 blocks gets Darkness for 10 seconds (200 ticks) — through the ground too, so whoever is up in the yard feels it — and earns the Memento Mori advancement, and it goes for whoever woke it. The stairs are 4 blocks high all the way and the mausoleum door 3, so it can follow you up and out into the yard. A reaper never goes back to sleep.

Awake, it flies like the ghost, keeps away from fire and lava in its paths, and gives chase whether or not it can still see you. It does not wander: with no one to hunt it hangs where it is and watches.

Attacks ​

It uses one at a time, and never starts the pull or the drain within 3 seconds of the other ending. Every blow it lands — the scythe, the sweep and the hook — leaves whoever it struck in Darkness for 5 seconds, renewed with each. Its red eyes are drawn at full brightness, which the darkness does not dim, so up close in the dark they are what you see of it.

1. The scythe (melee): 10 damage, about one swing a second, with a puff of souls. It reaches about 3 blocks from its middle, where a zombie reaches about 1½, and it sweeps: everyone else in a 140° arc towards whoever it swung at takes the same 10. Players it could not target (creative, spectator) and bosses are spared. Standing next to it to trade blows does not work.

2. Reaping pull: every 8–10 seconds, when its target is 4½ to 12 blocks away and in sight. It stops and draws back for half a second with a low soul cry, then hooks them: 2 damage, and a throw up and in that lands them about 2½ blocks from it, ready for the scythe. Knockback resistance shortens the throw (a full set of netherite cuts it to 60%). The hook lands only if they are still in sight and in range when the draw-back ends, so stepping behind a pillar or the screen wall in that half second dodges it. It pulls you off a pillar as readily as across the floor.

3. Soul drain: every 12–15 seconds, once it is down at least 10% of its health and its target is within 12 blocks and in sight. It stops where it hangs and holds a beam of soul wisps — the ghost's — on them for 2 seconds: 4 pulses of 2 magic damage, which armour does not stop, and it heals by what each pulse takes, up to 8 a drain. The beam breaks the moment it loses sight of you or you get out past 12 blocks. It holds still while it drains, which is the time to hit it.

It is in #seasonal:bosses (and #c:bosses), so it keeps the boss rules: it never fights another boss, the ghostly armour's veil does not hide you from it, and the scarecrow's ward does not move it. It is also in #seasonal:effect_immune, so no potion, arrow or beacon puts an effect on it.


Evil Scarecrow ​

What wicked resin makes of a scarecrow. It wears the evil jack o'lantern and hunts players like any other monster, while other hostiles still keep their distance from it.

Health40 — twice a zombie's
Attack6 (melee)
Armour2
Speed0.23, a zombie's pace
Knockback resistance0.5 — it is built on a post
Follow range35 blocks
Experience8 — half again an enderman's 5, rounded up
Dropsan evil carved pumpkin, always — looting adds nothing — and 1–2 hay bales (looting raises it)
Spawnsdappled forest (swamp before 26.3), pale garden, weight 100, singly — and from waking a scarecrow block
Despawnsnever; someone put it there

The disguise. Wear a carved gourd — vanilla's or the mod's, carved or lit — and it takes you for one of its own and will never pick you as a target, however close you stand. Striking it ends that: the mob it was last hurt by gets through whatever you are wearing. So the disguise is cover until you use it, and no help afterwards. It only works on its home ground, though: you must be standing in a dappled forest (a swamp before 26.3) or pale garden. Anywhere else a pumpkin on your head is just a pumpkin.

Wicked Farmer ​

A farmer villager who stayed on at the barn after something wicked moved in. He looks like a villager farmer, straw hat and apron included, except for the eyes, which have the wicked pumpkin's green glow. He goes for players with a wooden hoe.

Health20, a player's
Attack5 (melee, normal difficulty), two and a half hearts. The wooden hoe adds nothing; its attack modifier is 0
Speed0.25
Follow range24 blocks
Experience5, the monster default
Drops0–2 wheat (looting raises it), 0–1 pumpkin seeds; the hoe at the usual 8.5% equipment chance
Spawnsat half of all abandoned wicked barns (the ones with a cellar), inside the barn by his bed; persistent. Also /summon seasonal:wicked_farmer

He wears the zombie villager's rig, because the villager model's arms are folded and can't hold the hoe. He is animated as a plain humanoid, so he swings the hoe instead of walking with his arms out like a zombie. His hat and apron are vanilla's zombie-villager farmer sheet, read from the vanilla pack at runtime. He is in #seasonal:scarecrow_ignores, so the scarecrow standing in his own field doesn't scare him off it.

Wicked Magician ​

The master of the witch tower, who keeps two witches up there with him. He is an evoker gone sallow and violet, with the wicked pumpkin's green in his eyes. He fights like an evoker: he keeps his distance and casts with his arms raised. He has two spells of his own:

SpellWhat it doesEvery
Batstakes out a hollow whistle and plays its tune with his arms up; on the last note 2–3 wicked bats come out of a burst of souls around him. Not if 5 or more of his own bats are already within 16 blocks; bats a player's whistle called up do not count15 s
Hexlays the wicked haze on his target for 10 seconds, if they can be seen and are not hazed already11 s

And he won't be cornered. When anyone gets within 3.5 blocks, or on half the blows that land, he blinks: he vanishes in a burst of souls and reappears up to 7 blocks away and 6 up or down, at least 5 blocks from whoever he's escaping, often on another floor of his tower. If he was under a roof, he lands under one, so he stays inside the tower. He can blink once every 4 seconds, and it's instant, even in the middle of a spell.

Health40
Attacknone in melee; everything is spells
Speed0.5, an evoker's; he backs off from players inside 6 blocks
Follow range24 blocks
Experience15
Dropswicked knowledge and a hollow whistle whenever a player kills him; 0–1 ghostly essence, and 0–2 emeralds on a player kill (looting raises both)
Spawnsin the top room of every witch tower, with two witches; persistent. Also /summon seasonal:wicked_magician

To the game he is an illager, because that is what the spellcasting comes with: the pose and the coloured spell particles. He never joins a raid, though. Witches and wicked bats are his allies, so none of them turn on each other over a stray spell. His skin is vanilla's evoker sheet, tinted at draw time, so a resource pack that repaints the evoker repaints him too. On his head he wears the witches' crooked hat: vanilla's witch hat model, drawn untinted from the witch's own sheet, so a pack that repaints the witch's hat repaints his as well.

Wicked Bat ​

A bat that bites. It roosts and flutters about like any other bat until it sees a player. Then it dives, bites, pulls up and away for a moment, and comes round again. It is a dark plum colour with glowing green eyes.

Health8
Attack3 per bite (normal difficulty), at most one bite a second
Flightabout 0.22 blocks a tick in a straight chase, and slow to turn: a little slower than a vanilla bat, so a dive can be seen coming and stepped out of, and it overshoots when it misses
Follow range16 blocks
Experience3
Dropsnothing
Spawnsroosting in the wicked barn's cellar; summoned by the wicked magician; called up by a player's hollow whistle; persistent where a structure puts it. Not in peaceful. Also /summon seasonal:wicked_bat

It is vanilla's bat underneath, with the same body, flight and roosting, drawn by vanilla's bat renderer with a tint. Hit it and it comes for whoever hit it.

Called up by a player ​

A wicked bat a player calls up with a hollow whistle answers to that player, its summoner, and to nobody else:

  • It hunts no players of its own accord, and never its summoner.
  • It has 20 health, two and a half times a wild wicked bat's, and bites for 6 (three hearts): half again a wolf's bite of 4, and twice a wild wicked bat's.
  • It flies at about 0.39 blocks a tick in a straight chase, a little faster than an angry enderman (about 0.35) and well ahead of a wild wicked bat (about 0.22), and turns more sharply.
  • It goes for any mob within 16 blocks of its summoner that has its summoner targeted, before that mob lands a blow, and it bites whatever its summoner last struck, and whatever last struck its summoner. Creepers included: a creeper cannot fight back against a bat, as it only lights for the player it is closing on. It leaves alone armour stands, anyone's tamed or owned animal, and a player its summoner could not hurt themselves. It drops a fight that draws it more than 24 blocks from its summoner.
  • With nothing to fight it keeps within 4 blocks of its summoner, and flutters about them.
  • Its summoner cannot hurt it, so a sweep that clips one does nothing. Anyone else can, and it bites back.
  • After 30 seconds it goes back where it came from in a puff of souls. That clock only runs while its chunk is loaded.

It is still a wicked bat in every other way - the same flight, no drops, a monster to iron golems and the scarecrow ward - and none can be called up in peaceful. The wicked magician's own bats count it as no ally of theirs, and neither does he.

Crow ​

A crop pest. Crows come down on open fields by day and peck at the crops, and every crop a crow eats from goes back one growth stage. A crop still at its first stage has nothing on it to eat, so a crow leaves it alone. Nothing drops when a crow eats: the plant stays in the ground, just younger. Crows are black all over, with lighter feather edges, dark bars across the wings, a grey beak and a glint in each eye.

Health6
Attacknone; it never fights
Flighta little faster than a parrot (flying speed 0.5); it flies 1–4 legs of 14–32 blocks, each 6–14 blocks above whatever is below, then glides down. Settled, it takes off again about every 15 seconds
Experience1–3, as any animal
Drops0–2 feathers (looting raises it)
Spawnsby day, in groups of 2–4, on grass or farmland with open sky above, in plains, sunflower plains, meadow, forest, flower forest, birch forest, taiga and savanna. Ambient like the bat: it shares the bat's cap (weight 10), despawns once no player is near, and never counts against the farm animals' cap. Never within a scarecrow's 16-block crow range, and within 8 blocks of farmland only 1 spawn in 4 goes ahead. Also /summon seasonal:crow

Eating. A hungry crow looks for crops within 16 blocks across and 16 blocks above and below itself. It only finds crops open to the sky: a field under a roof or under leaves is never found. It flies down, pecks for 2 seconds, and the crop loses one stage. It is then not hungry again for 30–60 seconds. Crows only eat by day. Anything a scarecrow farmhand would harvest counts as a crop: every crop block (wheat, carrots, potatoes, beetroot, torchflower and modded crops), berry bushes, and anything in #seasonal:scarecrow_harvests or #seasonal:scarecrow_picks. A crow that cannot reach its crop within 15 seconds gives up. Crows need mob griefing on, and on NeoForge they ask claim mods the same way the farmhand does.

Scarecrows keep them off. A crow never eats a crop within 16 blocks of a scarecrow (crowScarecrowRadius in the config; 0 turns this off). Any scarecrow counts: the plain or evil block, and the friendly or evil walking scarecrow. Distance is measured from the crop, so a crow eating just outside the ring is not chased off by its edge. An idle crow inside a ring flies out of it to a few blocks past the edge. A crow already on its way to an unguarded crop may fly over a guarded field. If a scarecrow goes up next to a crop while a crow is eating from it, the crow gives that crop up.

Shy. A crow takes off from any player who comes within 6 blocks, unless the player is sneaking. Hit it and it panics.

It is a mob of its own, flying the way bees and allays do, and has a model of its own: a heavy body, a big head with a shaggy throat and a thick beak that tapers to a point, a wedge of tail, two-piece wings whose long tips lie back along the tail when folded and spread out in flight, and bird's feet with three toes forward and one behind. It leans forward and jabs its head while it eats. It cannot be tamed, bred or leashed by feeding, and takes no fall damage. Its voice is its own: a soft, hoarse caw, sometimes two or three in a row, a short squawk when hurt, and a long falling caw when it dies. Each crow calls about once every 20 seconds, a little quieter than most mobs. It flies silently. The scarecrow ward does not move it: a crow is neither hostile nor livestock.

Scarecrow (friendly) ​

What hallowed resin makes of one. The same figure in the ordinary lit jack o'lantern.

Health50
Armour2
Speed0.23
Knockback resistance0.5
Experiencenone
Dropsa carved pumpkin, and 1–3 wheat

It has no attacks and no target selector at all — there is nothing it can be provoked into, so it does not even strike back when struck. It wanders, watches, and does the one job a scarecrow is for: hostile mobs give it the same wide berth they give the block.

Wheat mends it, a heart a sheaf — fitting, for something made of straw — and a pumpkin mends two hearts. Right-click it with wheat or a pumpkin while it is hurt and it eats one from your hand; and it does the same unprompted with any of them in its own satchel, a bite every three seconds, so one caught out in a harvest patches itself up while it works. At full health it eats nothing: right-clicking with wheat then just opens the satchel, like any other click. What counts as feed is #seasonal:scarecrow_feed, so a pack can decide a bundle of straw eats something else too. Only the harmless one eats — the evil one has no satchel and no interest.

Farmhand ​

It also works. A walking scarecrow harvests ripe crops within 10 blocks of wherever it is standing and replants them from its own satchel, picks up what is lying on the ground around it, carries the lot in a satchel of six slots, and takes it to a chest you have pointed it at. There is no field to mark out: it works what it is standing in, so a scarecrow left in a farm farms it.

  • It farms for the chest, not for its own sake. A scarecrow nobody has pointed at one does not farm at all, and one whose chest is full stops — harvesting as well as delivering — for 15 seconds at a time until there is room again. Empty the chest and it starts up.

  • Any crop, whatever is nearest. It works a mixed field as happily as a single one, and plants the square it just pulled while it is still standing beside it.

  • It goes home when the load is worth the walk. Mid-harvest it keeps going until the satchel is full, unless it passes within 6 blocks of the chest at least half full. With nothing ripe left it goes home with a load in proportion to the walk — a little from a chest beside the field, half a satchel from one 48 or more blocks away — and otherwise waits for more to ripen. Seeds it owes the field are planted first, as long as there is bare soil to plant.

  • It picks the harvest up off the floor. A harvested crop pops out of the ground as items, exactly as it would for a player breaking it, and the scarecrow then collects it the way it collects anything else lying about — so you can stand in the row and take the wheat before it gets there. It will go up to 8 blocks out of its way for something on the ground. This needs mobGriefing on, which is what gates item pickup for every mob in the game.

  • It only stoops for farm produce, not for everything: #seasonal:scarecrow_collects, which is #c:crops and #c:seeds plus anything that would plant a crop. A scarecrow that picked up whatever was on the floor posted your quarry output and your death pile into its chest, which in a modpack is a trap rather than a feature. If a crop mod does not tag its produce into the convention tags, add it here.

  • When the satchel is full it goes home, and what it could not carry stays lying in the field until it comes back for it — or despawns, like any other dropped item. "Full" means no empty slot, so six part-used stacks count.

  • It replants with real seeds, of the right crop. Harvesting leaves the ground bare and leaves the scarecrow owing the field the crop it took, once per crop taken; it works that debt off by walking to bare soil in reach and pressing in one of whatever it is carrying that would plant a crop. Nothing is conjured out of a loot table — the seed that goes in the ground is an item you could have taken out of its satchel a moment earlier, and you can stop it by emptying the satchel. A crop pays out more than one of itself on average, so the chest still fills. The debt remembers which crop, so a potato field is not quietly put back as wheat. Any bare soil it sees gets planted too, owed or not, as long as it is carrying a seed: a field you dug, flooded or trampled is replanted just the same, with the owed crops going in first.

  • It will not stand about holding a harvest for ever. After five minutes carrying anything at all it takes what it has to the chest, whatever the satchel looks like and whatever is still ripe. A crop or a dropped item it can see but cannot reach is also set aside for 30 seconds rather than tried again forever, so one carrot behind a fence cannot stall the whole arrangement.

  • Right-click it to open the satchel. The slots are take-only: you can empty what it has picked, you cannot put anything in. Drop something on the ground beside it instead — it will pick that up, which makes handing it anything its choice rather than yours. The Choose a chest button closes the screen and arms your next click: right-click a chest and it becomes the delivery address. Right-click anything that will not hold items and nothing changes — the scarecrow keeps the chest it had, or keeps having none.

  • Crops it picks rather than pulls up: the sweet berry bush, any modded bush built on it, and anything in #seasonal:scarecrow_picks — for a modded crop that bears again from the same plant. Once fully grown, these are right-clicked with an empty hand, as a player would, so the bush drops its own berries and cuts itself back the way it does for a player (a sweet berry bush to age 1), and is left standing. A tagged crop that ignores a right-click has its drops taken and its growth turned back to nought instead. Everything else is destroyed and replanted, and doing that to a berry bush dismantles it, so a pack adding a pick-style crop that is not built on the berry bush wants it in this tag.

  • Thorns don't hurt it: cactus and sweet berry bushes do it no damage, so it can work a berry patch or a cactus-hedged field without being worn down.

  • Pumpkins, melons and anything else grown off a stem: the fruit is broken off and the stem is left in the ground to grow the next one, so nothing is owed to the field. No tag or list — a block counts as fruit when an attached stem beside it is leaning into it, so a modded stem crop that extends AttachedStemBlock works the day it is installed. Two scarecrows working the same field also never go for the same crop or the same bare square: each one looks past whatever its neighbours within 24 blocks are already walking to.

  • What counts as a crop: anything that is a CropBlock and at full age — which is nearly every crop any mod adds — plus anything in #seasonal:scarecrow_harvests or #seasonal:scarecrow_picks, read by its own growth property (age, stage or growth; a crop whose growth cannot be read is left standing rather than guessed at). Harvesting goes through the block's own loot table, so modded crops pay out what they are supposed to, and through the loader's block-drops hook, so a mod that changes or cancels what a broken block pays out still gets its say. Taller crops are taken by the base, so a two-block crop comes away whole instead of leaving a stump. What counts as a seed is the same question backwards and needs no list either: an item that places a crop block is a seed for it, which is how one carrot is both the harvest and the seed, and how a modded crop works the day it is installed. Planting is done by handing the seed a dispenser's place context and letting it place itself, so a modded crop gets its own placement state, its own setPlacedBy, its own sound and its own game event — a crop that faces a direction or spans two blocks comes up correctly without this mod knowing it exists.

  • It asks before it touches a block. Every harvest and every planting goes through one permission question, put to the loader rather than answered in shared code, because there is no vanilla way to ask it. On NeoForge that is canEntityGrief — so the mobGriefing game rule turns scarecrow farming off, and a claim mod that overrides the mob-griefing event gets a say — and, for breaking a crop, canEntityDestroy and LivingDestroyBlockEvent as well, which is the one cancellable event that names both a non-player entity and a position. No fake player is conjured to make the answer sharper: nobody owns a wandering scarecrow, so there is no player it could honestly pretend to be. The cost of that honesty is that planting is covered by the griefing veto alone — NeoForge has no before-the-fact event for an entity placing a block — so a claim mod that only guards placement may not stop a seed going in.

  • A refusal is quiet. Nothing is logged, no particles, no sound, and nothing is half-done: a refused harvest drops nothing and leaves no replant owed, a refused planting keeps the seed in the satchel and the debt outstanding. The square is set aside for 30 seconds and the next sweep looks past it, exactly as it treats a crop behind a fence — so a scarecrow inside somebody else's claim runs out of work there and wanders off instead of reaching for the same wheat all day. It does ask again later, because permission changes: claims get resized, game rules get flipped.

  • What counts as a chest: anything that will take items. The loader's item-handler capability is asked first, so storage mods, pipes and machines work; plain containers — chests, barrels, hoppers, shulkers — are handled directly. The chest must be in the same dimension, within 64 blocks and in a loaded chunk; a full one is left alone for 15 seconds, and one that has been taken away is forgotten.

  • It does not trample farmland, so it cannot undo the row it has just planted.


The scarecrow ward ​

The reason to build one. Both scarecrow blocks and both scarecrow mobs push mobs away over a 15-block radius (scarecrowRadius in the config; 0 switches it off).

Who runs from what is not quite symmetrical:

hostile mobslivestock
Scarecrow (block or mob)fleesignores it
Evil scarecrow (block or mob)fleesflees

A scarecrow that frightened the herd it was put up to guard would be worse than no scarecrow, so only the evil pair is skittish-making. "Hostile" is read as either the Enemy marker or the MONSTER spawn category, so a modded mob carrying only one of the two is still covered. "Livestock" is the CREATURE category alone, so villagers, golems and tamed pets stand their ground.

Fleeing is a real AI goal holding the MOVE flag at a priority above every attack goal, which is what makes the ring of ground actually safe — a mob whose feet are merely pointed outwards is still free to turn round and swing. Nothing is pushed or teleported: a mob that boxes itself into a corner stays stuck there, exactly as it would fleeing a wolf. Flyers and swimmers, which steer rather than path, are pointed outward by hand instead.

Anything in #seasonal:scarecrow_ignores is immune: both scarecrows, the ghost, the lich, its steed, the wicked pumpkin, the Wither, the Ender Dragon, and whatever #c:bosses contains, the grim reaper among them. A data pack can add to it.

Scarecrows also keep crows off crops, over a radius of their own: 16 blocks (crowScarecrowRadius). See Crow.


Structures ​

Abandoned wicked barn ​

A small poplar barn gone to ruin, standing beside its overgrown field in the dappled forest, and nowhere else (#seasonal:has_structure/wicked_barn) - in the swamp, and of pale oak, before 26.3. Find one with /locate structure seasonal:wicked_barn.

What's there, always. A 7×9 barn of poplar planks patched with spruce, on a mossy cobble footing. Boards are missing from the walls. The roof is stairs (mostly dark oak, with spruce and poplar repairs), with a hole torn in one side and leaf litter blown in under it. Inside there's hay, a hayloft over the front half, cobwebs, a rotten pumpkin, a straw bed against the side wall under the loft, and a chest on each floor. The ladder up climbs a post in the middle of the loft's edge, under the ridge. That is the only place with room to stand up when you step off; towards the walls the roof comes down to one block above the loft floor. The doors are gone. Beside the barn is an 11×9 fenced field with broken fencing: wheat on one side, pumpkin and rotten pumpkin rows on the other, an irrigation ditch across the middle, and a scarecrow on the walkway. A dirt path joins the two.

What's rolled per barn.

Chance
The wicked farmer inside the barn, with a hidden stone brick cellar (always together)50%
The scarecrow is the evil one (as a block)25%

The cellar is hidden under the hay bale in the corner beside the hayloft, by the side wall. Move it to find a poplar trapdoor flush with the floor, and a ladder down into a mossy, cracked stone brick room. The room holds a witch cauldron under a hanging soul lantern, barrels, cobwebs, a chest and a roosting wicked bat.

Loot. The barn chests (seasonal:chests/wicked_barn) hold farm leftovers: wheat, seeds, bread, bone meal, string, a wooden hoe, the odd rotten pumpkin, and the mod's own pumpkin soup (about 1 chest in 4) and pumpkin cake (about 1 in 8). About 1 chest in 8 holds 1–2 emeralds. The cellar chest (seasonal:chests/wicked_barn_cellar) holds a witch's stores: bottles, spider eyes, nether wart, glowstone, redstone, sugar, soul torches, and sometimes ghostly essence. About 1 cellar chest in 5 holds 1–3 emeralds.

Where it will stand. Only on ground that is flat enough. The site is sampled on a 5×4 grid under the barn's actual footprint, turned the way it will face. It is placed only if the highest and lowest points are within 4 blocks and none is under water. Five spots per chunk are tried and the flattest kept. The barn then levels a pad: it clears the ground above it and fills dirt down under it, so it never sits on a ledge. Vanilla terrain adaptation is off, because its beard would dig the ground out around the cellar.

Spacing. Tried once per 17×17 chunks, at least 6 apart: about one barn per 270×270 blocks of dappled forest, so a small patch often has none.

No trees on it. Structures are placed before vegetation, so the dappled forest's trees would grow through the field. The mod overrides minecraft:trees_dappled_forest with a seasonal:outside_structure placement filter that keeps tree trunks at least 3 blocks clear of the barn. Another mod or datapack that overrides the same placed feature would undo this.

The templates are generated. tools/structures/wicked_barn.py writes all five .nbt files under data/seasonal/structure/wicked_barn/. Change the layout there and rerun it with python -I tools/structures/wicked_barn.py. The offsets in WickedBarnPieces must match the ones the script prints. It also writes a 3D preview to tools/structures/preview/; see tools/structures/README.md for the shared toolkit and how to add another structure.

Witch tower ​

A round, mossy stone tower with a timber-framed top storey and a tall, crooked witch's hat of a roof, found in swamps and dark forests (#seasonal:has_structure/witch_tower). Find one with /locate structure seasonal:witch_tower.

Inside, from the bottom up. A spruce door on the plinth opens into the brewing room: a witch cauldron of water over soul fire under a hanging soul lantern, a brewing stand, a bed of nether wart in soul sand, barrels and a chest. Above it is the library: bookshelves, a lectern, candles and a chest. At the top is the witch's room, which overhangs the stone on dark oak corbels. It has purple glass windows, a bed, a cauldron, a chest, and the inside of the hat for a ceiling, with a soul lantern on a long chain from the tip. The wicked magician lives there with two witches and a black cat.

Getting up. A spruce staircase spirals up the inside of the walls. From the door it climbs the west wall to the library, then the north wall to the witch's room. Every step rises half a block and has three blocks of headroom, so the whole climb is walked without bumping into a floor. The floors are cut away above the flights; the opening in the witch's room floor is fenced, the library's is open.

Loot. The two brewing chests (seasonal:chests/witch_tower) hold a witch's stores: bottles, nether wart, spider eyes, glowstone, redstone, gunpowder, sugar, blaze powder, ghostly essence, soul torches, the odd rotten pumpkin and emeralds, and potions of healing, swiftness, fire resistance and night vision, with splash poison and weakness. The library chest (seasonal:chests/witch_tower_library) holds paper, books, ink, feathers, candles, amethyst, bottles o' enchanting and sometimes an enchanted book, and wicked knowledge about 1 time in 3. The magician always drops wicked knowledge too, so a tower is the surest way to the witch cauldron recipe.

Where it will stand. The footprint is sampled on a 5×5 grid. The tower is placed only if the ground is within 4 blocks of level and no part is under more than 2 blocks of water. Five spots per chunk are tried and the flattest kept. It stands on the highest ground under it, and mossy cobblestone foundation is built down from the plinth to solid ground, through swamp water if need be. It never shares 4 chunks with a vanilla swamp hut.

Spacing. Tried once per 24×24 chunks, at least 8 apart. Most tries land on ground that is too rough or too wet, so in practice towers are rare: one is typically 1,000–3,000 blocks from the next.

No trees through it. As with the barn, the mod overrides minecraft:trees_swamp and minecraft:dark_forest_vegetation with a seasonal:outside_structure filter that keeps trunks 3 blocks clear of the tower. The cat comes out black because the tower is in #minecraft:cats_spawn_as_black, as the swamp hut is.

The template is generated. tools/structures/witch_tower.py writes data/seasonal/structure/witch_tower/tower.nbt and a 3D preview with a checkbox for each storey.

Ruined throne ​

A small round dais of broken stone brick, 9 blocks across, half sunk into the ground. At its back is a throne of tuff bricks, crowned with a block of gold, one shoulder broken away and strung with cobweb. A broken pillar with a soul lantern, bone blocks, a skull, pumpkins, unlit candles and tufts of grass lie around it. It is found in dappled forests and swamps (#seasonal:has_structure/ruined_throne). Find one with /locate structure seasonal:ruined_throne. It has no mobs and no loot.

Where it will stand. The footprint is sampled on a 5×5 grid. The throne is placed only if the ground is within 2 blocks of level and none of it is under water. Five spots per chunk are tried and the flattest kept. Its floor is laid at the lowest ground under it, turned any of four ways, so it never stands up out of the ground: on a slope the high side buries the rim and the foot of the throne by up to 2 blocks. Ground and plants above the floor are left as they were, except the seat and the space in front of it, which are always cleared.

Spacing. Tried once per 32×32 chunks, at least 12 apart: at most one throne per 512×512 blocks, against the barn's one per 270×270. A try also fails if it lands outside its biomes, on rough ground or in swamp water, so in practice thrones are rarer still.

No trees through it. The mod's overrides of minecraft:trees_dappled_forest and minecraft:trees_swamp keep trunks 3 blocks clear of the throne, as they do of the barn and the witch tower.

The template is generated. tools/structures/ruined_throne.py writes data/seasonal/structure/ruined_throne/throne.nbt and a 3D preview.

Graveyard ​

A walled yard of graves in the soul sand valley (#seasonal:has_structure/graveyard), 17 blocks square. Find one with /execute in minecraft:the_nether run locate structure seasonal:graveyard.

  • The yard: a floor of soul soil and soul sand, a broken path of blackstone bricks from the gate up to the crypt, inside a low wall of blackstone that is a quarter fallen. The gate posts and four lamp posts beside the path carry soul lanterns, and soul fire burns in a few patches of soul sand.
  • Twelve graves in four rows, two either side of the path, facing the gate. Each headstone is polished blackstone of some kind — a few tall, a few fallen flat — and a few carry a skeleton skull, zombie head or player head, looking out towards the gate: five across the yard. A grave is sealed under slabs, a low mound of soul sand, or dug open: two blocks deep, bones or soul sand at the bottom and once in a while a head.
  • The mausoleum across the back: polished blackstone bricks under a ridged roof and a door three wide and three high, under a lintel stepped like a shallow arch. Inside, 5 by 4, most of the floor is the open stairwell, with a low wall along the drop beside the way in.
  • The stairs: a full turn of a square spiral cut out of solid blackstone round a solid 2×2 core, 10 blocks down in all. Every flight is 2 wide and every turn a 2×2 landing, and it is all stair blocks: a landing sits level with the top of the stair that climbs onto it, so there is never a whole block to jump. In on the right of the door, down towards the back, across behind the core, back towards the yard on the far side, across in front of the core under the door, and down out of the last turn into the crypt. Every tread has 4 blocks of air over it. Three soul lanterns are set into the core over the flights.
  • The burial crypt: a vault under the yard, 11 wide, 7 long and 6 high, walled in blackstone on every side so the valley's lava stays out. It and the stairs sit a block or more in from every edge of the structure and under 2 blocks of soul soil, so from outside - even where the valley drops away beside the yard - all that shows is soul soil; the mausoleum is the only way in. The stairs come in behind a screen wall two rows out from their foot, so you turn a corner to get into the crypt and cannot see down it from the stairs. Chiseled pillars down both sides (one built into the screen wall), soul lanterns hanging on chains, burial niches in the walls with bones in some, and at the far end a tomb with a skeleton skull on a chiseled block at the head of its lid, looking back down the crypt, and a chest beside it.
  • Four wither skeletons on guard in the yard: one inside the gate, one up the path, and one in each gap between the rows of graves. Ordinary vanilla wither skeletons with their stone swords, placed with the structure and saved with the world, so they never despawn; they do not come back once killed. Their wither skulls drop as usual (2.5% each, looting raises it).
  • The grim reaper, dormant in the burial crypt, behind the screen wall from the way in.

Loot. The one chest (seasonal:chests/graveyard) is a boss's hoard and the richest the mod has, Nether-rich and laid out for the dead. Six to nine rolls of gold ingots (3–7) and nuggets, ghostly essence (2–5), bottles o' enchanting (3–6), bones, quartz, diamonds (1–3), golden carrots, blaze rods, golden apples (1–2), a book enchanted at level 30, soul lanterns, black candles, wither roses, gilded blackstone and crying obsidian, and a diamond hoe, sword, helmet or chestplate enchanted with 25–39 levels. On top of that, one roll that comes up empty only about 1 chest in 14, otherwise:

Rare rollChance
Book of Soul Speed (random level)14%
1–2 netherite scrap14%
3–6 diamonds14%
1–3 ancient debris12%
Totem of Undying9.5%
Rib armour trim smithing template7.1%
Netherite upgrade smithing template7.1%
Wither skeleton skull7.1%
Enchanted golden apple4.8%
Netherite ingot2.4%

So about 1 chest in 3 holds some netherite or its makings. python -I tools/loot/loot.py graveyard prints the full odds.

Where it will stand. The Nether's heightmaps only find the roof, so the ground is read from the terrain itself. At the middle of the site it takes the lowest floor above the lava sea with 7 blocks of air over it, below the Nether's ceiling at 128 — the valley floor rather than a ledge. The ground under the yard is then sampled on a 5×5 grid, within 4 blocks of that floor; the site is refused if any sample is lava, is solid more than 4 blocks up, or the ground is more than 3 blocks from level. Five spots per chunk are tried and the flattest kept, turned any of four ways. The floor is laid at the lowest ground under it, the yard is cleared 3 blocks up inside the wall. The ground under it is solid: the whole 17×17 footprint is soul soil streaked with soul sand from the yard down to the crypt's floor, 10 blocks, around the stairs, the crypt and the graves, whatever was there before, lava included. Below that, soul soil and soul sand are carried down every column until they meet solid ground, however far, so no part of the yard hangs over a hollow. Over a gap the survey missed, or at the lip of a drop, that can stand the yard on a short column of soul soil.

Spacing. Tried once per 24×24 chunks, at least 8 apart. A try fails outside the valley or on rough ground.

The template is generated. tools/structures/graveyard.py writes data/seasonal/structure/graveyard/graveyard.nbt and a 3D preview.


Older Minecraft versions ​

Minecraft 26.1.2 and 26.2 have no dappled forest, and none of its poplar wood or the straw bed. On those versions the swamp stands in for it:

  • The wicked barn generates in swamps (#seasonal:has_structure/wicked_barn is minecraft:swamp), and the swamp's trees keep 3 blocks clear of it as they do of the witch tower. Its poplar is pale oak and its straw bed a yellow bed; the layout, loot and spawns are the same. Swamps then hold the barn, the witch tower and the ruined throne.
  • The ruined throne generates only in swamps (minecraft:dappled_forest is an optional entry in its biome tag, so the tag still loads).
  • The evil scarecrow spawns in swamps and pale gardens, and its pumpkin disguise works in those two biomes.
  • Ghosts keep their other biomes; there is just no dappled forest among them.

Everything else - mobs, numbers, recipes, loot, advancements - is the same on every version.

Blocks ​

BlockObtainedNotes
Scarecrowcraft: pumpkin / carved pumpkin / jack o'lantern over a hay block, sticks either side and belowTwo blocks tall like a door. Wards mobs over 15 blocks. Axe-mineable, burns in lava. Right-click with resin to wake it.
Evil Scarecrowcraft: the same pattern with an evil carved pumpkin or evil jack o'lanternIdentical, but frightens livestock as well.
Rotten Pumpkin2% of pumpkins grown from a stemPumpkin properties exactly, didgeridoo on a note block, compostable — but no carving: a rotten gourd is no use to shears and no use as a head. Placing one never makes it rot, and a pumpkin you grew and left standing never goes off: it has to be caught at the moment of growth, because that is the only moment a grown pumpkin differs from a placed one.
Evil Carved Pumpkincraft: carved pumpkin + soul sandWearable, with the same blinding overlay, the same refusal to be swapped off in one click, and the same hidden waypoint as vanilla's. Golem patterns look for vanilla pumpkins by name, so nothing is built on an evil one.
Evil Jack o'Lanterncraft: evil carved pumpkin + torchLight level 15.
Wicked Jack o'Lanterncraft: jack o'lantern + wicked resinLight level 15, and the flame is green: the face burns in the same green the wicked wisp is, and souls drift off whichever faces are open. Counts as a scarecrow disguise like the lantern it came from, and summons nothing: the altar still wants the evil gourd.
Wicked Evil Jack o'Lanterncraft: evil jack o'lantern + wicked resinThe same again, on the nastier face.
Small Jack o'Lanterns (plain, evil, wicked, wicked evil)craft: the full-sized lantern of the same kind + an iron nugget, makes twoA flower-pot-sized gourd with the same face. Placed like a vanilla lantern: on a floor, or hung by a chain from a ceiling when placed looking up, and dropped when its support goes. Faces the player, holds water, light level 15, axe-mineable. The wicked ones leak wisps off the gourd itself. Not wearable, not a disguise, and no altar takes one.
Wraith Candlebrewed (see Brewing)A candle of pale, cold blue wax: vanilla's one-candle shape and sounds, and dropped when what it stands on goes. Uncommon. Lit with flint and steel, a fire charge or a burning arrow, it burns with a soul flame, gives light 2 — dimmer than a vanilla candle's 3 — and now and then a soul slips off it. Snuffed with an empty hand or by water, like a vanilla candle; it never burns down, and always drops itself. Every 100 ticks (5 seconds) it checks the hour. By day it goes out, and has to be lit again after dark. After dark, and at any hour in the Nether, one check in 9 — every 45 seconds on average — it calls a ghost, in a burst of souls, into a spot within 12 blocks (2 below to 4 above it) that is at least 3 blocks off, has room for a ghost, is out of water and has block light of 7 or less; it tries 16 spots, and if none will do it calls nothing that time. It calls none while 3 ghosts or more are within 16 blocks. Its ghosts are ordinary ghosts: they hunt you, drop essence, and fade at dawn — except in the Nether, which has no dawn, so there it never goes out and its ghosts never fade. In the End, which has no night, it burns but calls nothing. Also in the Functional Blocks tab.
Witch Cauldroncraft: cauldron + campfire (regular or soul) + blaze powder + wicked knowledgeA kettle on legs over its own little campfire, and otherwise a vanilla cauldron — buckets, bottles, washing, rain and dripstone work exactly as they do on vanilla's, through vanilla's own code — and the only pot that brews. Holds water only: no lava, no powder snow. The fire is part of the block and placed out: flint and steel or a fire charge lights it, soul sand or soul soil fed to a burning one turns it to soul fire, a shovel puts it out. Lit, it gives light 15 (soul fire 10), crackles and smokes. Pickaxe-mineable, and always drops itself.

Breaking either half of a scarecrow takes the other with it and pays out exactly one scarecrow, whichever half you struck — and nothing at all in creative or without the right tool.

Items ​

ItemObtainedWhat it does
Ghostly Essencekilling a ghost (0–2, looting raises it)Brewing ingredient.
Wicked Resinbrewed (below)Crafted with a creaking heart into a wicked heart. Also the driver of the second brew. Held, it haunts you in green.
Hallowed Resinbrewed from wicked resin (below)Crafted with a creaking heart into a hallowed heart. Held, it haunts you in gold.
Wicked Heartcraft: creaking heart + wicked resinRight-click a scarecrow block, plain or evil: it stands up as an evil scarecrow. Used up.
Hallowed Heartcraft: creaking heart + hallowed resinRight-click a scarecrow block, plain or evil: it stands up harmless. Used up.
Wicked Knowledgea witch killed by a player — 25%, looting has no effectThe lore a cauldron needs to become a witch cauldron. Getting one unlocks the witch cauldron recipe in the recipe book.
Ghostly Helmet / Chestplate / Leggings / Bootscraft: ghostly essence in the iron armour shapes (5 / 8 / 7 / 4)Armour. The full set veils you — see Ghostly armour.
Hollow Whistlethe wicked magician, one per player kill — looting adds nothingRight-click to blow it. You hold it up like a goat horn while a slow, falling four-note flute tune plays (2 seconds; the whole tune plays even if you let go early), and 5 wicked bats come out of a burst of souls around you on the first note, to fight for you for 30 seconds (see Wicked Bat). It can't be blown again until every one of them is gone: it goes on cooldown for 30 seconds, lifted as soon as the last bat dies. 128 uses; does not stack.
Spirit of the Harvestthe Harvest Lich, one per killA trophy: rare, with the glint. The hallowed brew's catalyst: it has to sit in the witch cauldron's catalyst slot while the brew mixes and boils, and is never used up.
Reaped Soulthe Grim Reaper, one per kill — looting adds nothingA soul the Reaper took: a hollow-eyed, wailing wisp in pale white and purple, trailing a ragged tail. Its icon is animated, gently: the tail sways slowly through three poses, each held over half a second, and nothing in it flashes or changes brightness. Rare, without the glint. Held in either hand it haunts you — see Haunting — with vanilla's pale soul wisps. The driver of the reaped brew, and used up by it.
Soul Applebrewed from a reaped soul (below)Epic, with the glint: an apple ripened purple, with a withered leaf, dark veins and a pale, slit-pupilled eye open in its side. Eaten like a golden apple — 4 hunger, 9.6 saturation, whether or not you are hungry — it adds one heart (2) to your max health for good, and the new heart comes filled. It raises the base value of your max health, which a respawning player keeps, so the heart survives death. The apples give 10 hearts at most (max health 40), and those hearts are drawn in the soul's purple on the health bar. Eaten past the cap, each soul apple gives a reserve heart instead: one more heart (2) of absorption, drawn in pale soul-blue, and they stack without limit. They soak up damage like any absorption and, unlike a golden apple's, never wear off: only damage takes them, and a heart damage has eaten is gone for good rather than refilled. A golden apple's absorption is used up before them. Dying loses them. Poison, wither, freezing and the Wicked effect colour the bar over both. Eating one earns Borrowed Time. Also in the Food & Drinks tab.

Haunting ​

The reaped soul, wicked resin and hallowed resin have souls in them that have not settled. Held in either hand, one haunts you the way the soul sand valley haunts everyone in it: its wisps drift up off you, one every 8 ticks — vanilla's pale soul for the reaped soul, the green seasonal:wicked_soul for wicked resin, the gold seasonal:hallowed_soul for hallowed — and about every 7.5 seconds (a 1-in-150 chance each tick) the soul sand valley's ghostly whispers sound where you stand. Everyone nearby sees and hears it. In your pockets, a chest or on your head it keeps quiet. Blocks of resin don't haunt anyone.

Waking a scarecrow takes both halves away and stands a mob where they were, facing the way the scarecrow faced, in a burst of wisps — green for the wicked one, gold for the harmless one. Nothing drops, because nothing was broken: it left.

Ghostly armour ​

Four pieces sewn from ghostly essence, crafted in the iron armour shapes: helmet 5 essence, chestplate 8, leggings 7, boots 4 — 24 for the set. Their icons are iron armour's shapes in the ghost's own pale white, edged in the essence's cyan, see-through and fading out towards the bottom.

As armour they are iron in every number: the same protection (2 / 6 / 5 / 2), durability (165 / 240 / 225 / 195), enchantability (9) and no toughness or knockback resistance. They take every armour enchantment, at a table or an anvil, and are mended on an anvil with ghostly essence, a quarter of the durability per essence as an ingot mends iron. They put on with the elytra's soft rustle, and take armour trims at a smithing table like any other armour.

Worn, the armour is drawn see-through: iron armour's shapes in the icons' pale white and cyan, about half opaque (the plates at 130/255, their edges at 190), over whatever is under it, any number of pieces. Enchanted pieces keep their glint, and a trim is drawn solid over the see-through plates.

It is all or nothing: three pieces are only see-through armour. The full set veils you. With all four on:

  • You are invisible, and seen only as a shade: your whole body, your own skin white-tinted and see-through at 35% opacity, with the see-through armour over it and no name tag. That is vanilla's look for an invisible teammate, which it draws at 15%. In first person your arm is the same shade, where vanilla draws no arm at all for an invisible player. It is not the potion effect: no icon, no particles, and a real potion of invisibility is never cut short. Held items still show, as they do for any invisible player. Invisible by a potion without the full set, you are as unseen as anyone else, apart from the armour.
  • No hostile mob takes you for a target (anything the game counts as a monster — zombies, skeletons, creepers, ghosts, the mod's wicked mobs and so on), and any already after you lose interest within half a second of the veil closing.
  • Bosses see through it. Anything in #seasonal:bosses — the Harvest Lich and its retinue, the grim reaper, the wither, the ender dragon and #c:bosses — targets you as usual.

Striking anything tears the veil for 10 seconds (200 ticks): a melee blow or an arrow or other projectile of yours that hurts something, hostile or not. You show at once, and monsters may target you, so whatever you hit can hit back. While the veil is torn you are drawn solid under the see-through armour, so the blow shows. Each blow restarts the 10 seconds; once they pass with no blow struck the veil closes again and monsters lose interest. Taking off a piece ends the veil at once.


Brewing ​

In a full witch cauldron of plain water; a vanilla cauldron does not brew. The two resin brews are each other's opposite in every term:

Wicked ResinHallowed Resin
drivera resin clumpwicked resin
witha rotten pumpkin, a ghostly essencea honey bottle, a golden apple
overthe pot's own fire, turned to soul firethe pot's own fire, plain
whenafter darkin daylight
catalystnonea Spirit of the Harvest, never used up

A third brew makes no resin: the reaped brew, for a Soul Apple.

Soul Apple
drivera reaped soul, from the Grim Reaper
withan enchanted golden apple, a ghast tear
overthe pot's own fire, turned to soul fire
whenafter dark
catalystnone — the soul is used up

And a fourth, the wraith brew, for a Wraith Candle that calls ghosts — so the first few ghosts' essence buys a way to farm the rest. Brewing one earns A Light for the Lost.

Wraith Candle
driverany candle, plain or dyed (#minecraft:candles)
witha ghast tear, a ghostly essence
overthe pot's own fire, turned to soul fire
whenafter dark
catalystnone

Fill the witch cauldron to the brim and throw all three items in. The moment the third one lands they are used up and the brew is in the pot: the water turns its colour — wicked green, hallowed gold, reaped purple or wraith blue — and wisps rise off it, green, gold, vanilla's pale souls or soul flames, so you know at once the pot is right. A part-filled pot does nothing; the ingredients wait in it until it is topped up. An item resting on the rim counts as being in the pot. A brew that wants a catalyst only mixes if the catalyst is already in the pot's catalyst slot.

Or right-click the pot for its screen, laid out like a brewing stand's. A water bucket or water bottle in the liquid slot on the left is poured in as soon as there is room, and the empty bucket or bottle is left in the slot; the tank under it shows the pot's water, in the brew's colour once one is mixed. The three ingredient slots across the top take anything a brew uses, and nothing leaves them until all three make one brew and the pot is full of plain water, the right fire is lit under it, the hour is right and any catalyst is in place — so a pot can be loaded by day and left to mix itself at nightfall. Honey leaves its bottle behind in the slot. Three items that make no brew are outlined in red, three that do in gold. The catalyst slot beside the arrow holds what a brew needs present but never spends — the hallowed brew's Spirit of the Harvest; it must stay there through the boil, which pauses if it is taken out. Down the right, the four requirements — a full pot, the fire, the hour, the catalyst — light up green or red as soon as there is a brew to judge them for, and hovering one says what it wants. With nothing in the slots yet, hovering one says in general terms what that requirement covers. An arrow fills down to the result slot as the brew boils, and the finished lump lands there (or on the floor, if the slot is full). Hoppers feed ingredients in from above and water and the catalyst from the sides, and take the result and empty buckets from below. Breaking the pot spills whatever is in its slots.

From then on the brew is the pot's. It boils in one go: after 600 ticks (30 seconds) of the fire and the hour being right, all the water goes at once with the result, leaving an empty witch cauldron ready to fill again and one lump of resin (or one soul apple, or one wraith candle). Until then the pot stays full to the brim. If the fire goes out or the hour turns the pot simply waits, still coloured, and carries on where it left off when they are right again. While a brew is in it no water can be taken out or added - no buckets, bottles, washing, rain, dripstone or burning mobs - so it cannot be stretched or skimmed; breaking it gives back the witch cauldron — and loses the brew.

No brew works in the Nether or the End, and that falls out rather than being decided: a dimension with a fixed time has no night to brew through and no day to purify in. A pot mixed there sits coloured and never boils.


Status effects ​

Wicked (seasonal:wicked_haze — the id keeps its old name, so worlds and commands that use it still work) — left by a wicked cloud, and nothing else gives it. Its icon is the wicked soul wisp, the same one the particles show.

Green murk that closes in around you and follows you out: visibility drops to 7 blocks at its thickest, easing back out over the last second rather than snapping off. It takes nothing away but sight — no damage, no slow, no attribute penalty. The danger is that a flight of pumpkins and a charging horse are much harder to read through it, which is a cost you can play around rather than one that simply ticks you down.


Damage types and death messages ​

Each ranged attack reports itself rather than coming through as generic "magic":

TypeSourceArmourDeath message
seasonal:wicked_energywicked orb, wicked cloudbypassed"… was hollowed out by …'s wicked energy"
seasonal:soul_flamesoul fireball (counts as burning)bypassed"… was burned away by …'s soul flame"
seasonal:rotten_pumpkinthrown rotten pumpkinapplies"… was flattened by …'s rotten pumpkin"

The two magic types bypass armour because the cloud only bites 1.5 at a time and armour reduction would gut it. The gourd does not: it is a thrown vegetable whose threat is the knockback and the poison, not its 4 damage.

The trample charge and both scarecrows' melee still report as a plain mob attack ("slain by Harvest Lich").

Particles ​

ParticleUsed by
seasonal:wicked_soulthe wicked scarecrow waking, pumpkins being summoned, the orb's trail and cloud, the gourd's trail and burst, the throw's wind-up, wicked resin held in the hand
seasonal:hallowed_soulthe harmless scarecrow waking, hallowed resin held in the hand

Both are vanilla's rising soul — same provider as minecraft:soul — over recoloured sprite sheets, green and gold, mapped step for step down the same nine-colour ramp so the pair matches frame for frame.


Advancements ​

A twenty-six-entry tree under the husbandry background, laid out the way vanilla lays out its tabs: the main line is the brewing chain, plain tasks step by step with goals at its milestones; the scarecrow is a side quest, branching off the root (the blocks) and off each resin (the hearts that wake it); the hollow whistle is a side quest off A witch's secret, since both come from the witch tower; the wraith candle is a side quest off Double, double, the pot it is brewed in; ghostly armour is a side quest off Laid to rest, where its essence comes from, and so is the grim reaper, death come after the ghosts, with the soul apple its goal; and the pumpkin food is another side quest off the root.

Seasonal: Wicked Harvest (get a pumpkin)
├── Standing Guard                       hold a scarecrow                           side quest
│   └── Soul in the Gourd                get an evil pumpkin
│       └── Keep Off the Field           hold an evil scarecrow
├── Gourd Grief                          eat pumpkin soup                           side quest
│   └── Let Them Eat Gourd               place a pumpkin cake
└── Gone bad                             find a rotten pumpkin
    └── Laid to rest                     kill a ghost
        ├── Not a Soul in Sight          hold a full set of ghostly armour          side quest
        ├── Memento Mori                 be near the grim reaper when it wakes      side quest
        │   └── Borrowed Time            eat a soul apple                           (goal)
        └── Heartwood                    get a creaking heart
            └── Sap                      get a resin clump
                └── A witch's secret     get Wicked Knowledge from a witch
                    ├── The Piper's Call blow a Hollow Whistle                                 side quest
                    └── Double, double   get a witch cauldron
                        ├── A Light for the Lost             brew a wraith candle     side quest
                        └── Wicked resin                     brew one                 (goal)
                            ├── Heart of Darkness            craft a wicked heart     side quest
                            │   └── It stands up             wake an evil scarecrow
                            └── Solid Souls                  craft a wicked resin block
                                └── Reap What You Sow        raise the Harvest Lich at its altar
                                    └── The Last Harvest     kill it                  (goal)
                                        └── Hallowed resin   brew one                 (goal)
                                            └── Heart of Gold      craft a hallowed heart   side quest
                                                └── Good help      wake a harmless scarecrow (goal)

Not covered on purpose: the wicked and small jack o'lanterns and the Wicked effect (decoration and a side effect of the fight), and killing the grim reaper: its soul is what Borrowed Time asks for.

Memento Mori is earned through vanilla's minecraft:summoned_entity trigger, which the reaper fires for every player it gives Darkness as it wakes - within 16 blocks, whatever their game mode, spectators aside. A reaper put down awake with /summon earns nobody anything.

Borrowed Time's description spells out the brew and the cap: ten extra hearts, and only a stack of reserve hearts, worn away only by damage, past that.

Each description is a hint for its step: Standing Guard says what a scarecrow is for, and the three ingredient entries say where each wicked ingredient comes from (a pumpkin vine, a ghost after dark, a creaking heart in a pale garden). The three are chained only because the tab is a tree and lines cannot merge back into one; they can be earned in any order.

Config ​

<config>/seasonal.json:

FieldDefaultMeaning
scarecrowRadius15.0How far a scarecrow keeps mobs away, in blocks. 0 switches the ward off entirely.
crowScarecrowRadius16.0How far a scarecrow keeps crows off crops, in blocks. 0 lets crows eat anywhere.

The other fields in that file (logDirtBlock, magicNumber, magicNumberIntroduction, items) are leftovers from the multiloader template and do nothing.


Not in yet ​

  • Death and spawn sounds for the boss, and an animation for the hoe swing.
  • The grim reaper is a prototype. It has no scythe swing animation, and no advancement for killing it.

A few smaller gaps worth knowing about:

  • The harmless scarecrow drops 0 XP. Every hostile mob here drops some: the wicked farmer takes the monster default of 5, the rest set their own.
  • The wicked pumpkin has an ATTACK_DAMAGE of 2 but no melee goal, so that number is never used.
  • A scarecrow's satchel is shown with no name of its own: the screen is titled after the mob.
  • Nothing stops two scarecrows being pointed at the same chest, which is fine, or one scarecrow working a field another is already clearing, which is only wasteful.
  • ModItems.GHOSTLY_ESSENCE's javadoc still says nothing drops it. That is stale — the ghost's loot table does.