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NxLabs / Vintage Story

Smoke & Scent

TBy TYLERRR

Adds immersive smoke, scent, wind, and predator behavior to survival.

Smoke & Scent

Description

<h1>Smoke &amp; Scent &mdash; Vintage Story 1.22.3<br /><br /></h1> <p>Smoke &amp; Scent overhauls how the world reacts to fire, raw meat, foul containers, and the smell of animal hides. Every system is tied to real environmental logic &mdash; wind direction, room separation, fuel type, container contents, and sustained proximity all matter. All features can be toggled and tuned independently by server admins, with preset configurations for different playstyles.<br /><br /></p> <hr /> <h2>🔥 Campfire Smoke Repels Creatures<br /><br /></h2> <p>Lit firepits push nearby wildlife and hostile creatures away from your camp. Wind direction influences the effective range &mdash; creatures downwind of your fire are pushed farther back, while upwind creatures are less affected. This makes fire a genuine defensive tool, not just a comfort mechanic.<br /><br /></p> <p><strong>Fuel type now matters.</strong> Different fuels produce different smoke profiles:</p> <table> <thead> <tr> <th>Fuel</th> <th>Repel strength</th> </tr> </thead> <tbody> <tr> <td>Peat</td> <td>1.4&times; &mdash; thick, acrid smoke</td> </tr> <tr> <td>Coal</td> <td>1.3&times;</td> </tr> <tr> <td>Firewood</td> <td>1.0&times; &mdash; baseline</td> </tr> <tr> <td>Charcoal</td> <td>0.7&times; &mdash; clean burn, weakest repel</td> </tr> </tbody> </table> <p>&nbsp;</p> <p>Peat around a camp perimeter is now a meaningful survival choice. Charcoal is better for cooking areas where you don't want to drive animals away.<br /><br /></p> <hr /> <h2>🥩 Raw Meat Attracts Predators<br /><br /></h2> <p>Carrying raw meat, offal, blood products, raw fish, or bone marrow makes you a target. Predators in range will actively seek you out. Detection range now scales by <strong>what you're carrying</strong> &mdash; not all raw scent is equal.<br /><br /></p> <table> <thead> <tr> <th>Item type</th> <th>Base detection range</th> </tr> </thead> <tbody> <tr> <td>Butchering carcass</td> <td>60 blocks</td> </tr> <tr> <td>Offal</td> <td>50 blocks</td> </tr> <tr> <td>Blood products</td> <td>45 blocks</td> </tr> <tr> <td>Raw meat (general)</td> <td>40 blocks</td> </tr> <tr> <td>Bone marrow</td> <td>35 blocks</td> </tr> <tr> <td>Raw fish</td> <td>30 blocks</td> </tr> </tbody> </table> <p>&nbsp;</p> <p>Wind direction modifies all ranges &mdash; creatures downwind detect you from up to 1.5&times; the base range. Upwind creatures detect from as little as 0.5&times;.</p> <p>Preserved, cooked, dried, salted, smoked, cured, roasted, pickled, and baked variants are excluded &mdash; processing your food removes the scent entirely.<br /><br /></p> <hr /> <h2>📦 Scent Containment by Container<br /><br /></h2> <p>How well you contain your meat determines how far the smell carries. A predator shouldn't detect raw ribs from 40 blocks away when they're sealed in your backpack.<br /><br /></p> <table> <thead> <tr> <th>Storage location</th> <th>Effective range</th> </tr> </thead> <tbody> <tr> <td>Hotbar / hand</td> <td>100%</td> </tr> <tr> <td>Backpack / character slots</td> <td>70%</td> </tr> <tr> <td>Nested container in backpack</td> <td>20%</td> </tr> </tbody> </table> <p>&nbsp;</p> <p>If any exposed slot contains raw meat, the worst case applies &mdash; there's no hiding a carcass in your hand while your bag is clean.<br /><br /></p> <hr /> <h2>🐾 Scent Trails<br /><br /></h2> <p>Players carrying raw meat leave a <strong>temporary scent trail</strong> as they move. Predators crossing the trail may follow it toward the source &mdash; even after the player has left the area.<br /><br /></p> <ul> <li>Trail nodes drop every 10 seconds while carrying raw scent items</li> <li>Nodes persist for&nbsp;<strong>3 in-game hours</strong>&nbsp;by default</li> <li><strong>Rain</strong>&nbsp;washes trails away 4&times; faster</li> <li><strong>Snow</strong>&nbsp;preserves trails 2&times; longer<br /><br /></li> </ul> <p>A hunting trip now feels dangerous <em>after</em> the kill, not just during it.<br /><br /></p> <hr /> <h2>🐺 Predator Filtering &amp; Animal Logic<br /><br /></h2> <p>Every entity is classified before any scent behavior applies. The old system sent water buffalo and baby deer chasing after meat &mdash; that's fixed.<br /><br /></p> <table> <thead> <tr> <th>Class</th> <th>Entities</th> <th>Behavior</th> </tr> </thead> <tbody> <tr> <td>Aggressive</td> <td>Wolves, bears, hyenas, cougars</td> <td>Full aggro range, seek player</td> </tr> <tr> <td>Curious</td> <td>Foxes, pigs, boars, badgers</td> <td>Half range, investigate only</td> </tr> <tr> <td>Avoidant</td> <td>Deer, elk, goats, hares, rabbits</td> <td>Flee carcasses, no aggro</td> </tr> <tr> <td>Ignore</td> <td>Fish, crabs, chickens, livestock, insects</td> <td>Completely unaffected</td> </tr> </tbody> </table> <p>&nbsp;</p> <hr /> <h2>⏱️ Per-Animal Alert Cooldown</h2> <p>Animals can no longer spam alert behavior every half second. Each entity has an individual cooldown before it can be alerted again. Default is <strong>8 seconds</strong> per animal, configurable in <code>SmokeScentConfig.json</code>.<br /><br /></p> <hr /> <h2>🩸 Blood &amp; Butchering Sites<br /><br /></h2> <p>When a butchering carcass is detected, the kill location is registered as a <strong>blood site</strong>. Predators will continue investigating the area even after the body is gone.<br /><br /></p> <ul> <li>Blood sites last&nbsp;<strong>3 in-game hours</strong>&nbsp;by default</li> <li>Attract aggressive predators within&nbsp;<strong>30 blocks</strong></li> <li>Wind-affected, same as all other scent ranges</li> </ul> <p>Field dressing animals makes the location itself dangerous for hours afterward.<br /><br /></p> <hr /> <h2>🧟 <a href="https://mods.vintagestory.at/butchering">Butchering Mod</a> Compatibility&nbsp;<em>(optional)<br /><br /></em></h2> <p>Dead carcasses left in the world attract predators to their location &mdash; not just players carrying them. Any predator within 50 blocks of an unattended butchering carcass may investigate it. If th

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