Mods / Real Smoke
- Tags:
- Author:
- XyrVexus
- Side:
- Both
- Created:
- Aug 7th 2025 at 2:04 AM
- Last modified:
- Aug 22nd at 7:39 PM
- Downloads:
- 227481
-
Recommended download (for Vintage Story 1.22.0 - 1.22.7):
realsmoke_1.3.1.zip 1-click install
Enjoying the mods I've created? Please consider donating to this unemployed creator ❤️
Please also check out XV Shaders which makes smoke soft and round!
If you're a creator, and one of your mods interacts with Real Smoke, please let me know and I'll link to it from this page!
Latest changes in 1.3.1
1.3.1
BugFixes:
- SmokeMultiplier was still being used by small emitters (torches) when determining when to release smoke.
Tweaks:
- Decrease default dissipation rate (from 0.2 to 0.14)
- Particles are produced more frequently (from 0.9 seconds to 0.8)
- Particle size scales more smoothly with altitude gain; larger max size
- Particles are a little less transparent
- Particle velocity adjusted to make particle clouds bit more natural
REAL SMOKE
Have you felt it odd that there are no consequences to having open firepits indoors? Are you looking to up the realism factor? Real Smoke is here to provide a slightly more hardcore experience.. fire sources produce physics-based smoke. This is not merely a particle effect; the smoke will rise, spread, sink, move around obstacles, and blow in the wind. But it will also necessitate that many of your workstations be placed outdoors or given a proper chimney, as the smoke is not only a nuisance but can build up and put out fires, or even cause suffocation to players!
Yes, it is safe for existing worlds to add or remove Real Smoke. Before removing it, please first use the command "/realsmoke disable" to despawn the smoke entities.
If you're wondering about performance impact: it's probably far less than you would expect. Give it a try.
What does Real Smoke change?
- Smoke that requires somewhere to exit; housing firepits, forges, torches, etc will require some care and consideration
- Dense smoke causes eventual player asphyxiation and can extinguish some fire sources
- Tags some blocks as "porous" or "semiporous" which allows smoke to travel through them
- Adds functionality to chimneys
- That's really all! But I believe you'll be surprised by just how much that changes the atmosphere & gameplay experience
Want to know more about the Smoke?
The smoke is actually a type of "entity" just as a creature or player is an entity, but its movements are directed by physics. You cannot see the smoke entity, only the particles that it produces. Smoke has physical properties: amount, temperature, carbon, moisture, and unburnt particulates, which are determined by the fire that produced them, and they change over time. So if you pay close attention to the visible particles they'll tell a story about where the smoke came from & their journey!
Note in case you're using volumetric cloud rendering in the graphics settings: When looking at clouds in darkness, it causes some very odd effects across all parts of the game, such as a strange glow visible in glass and particles, including smoke particles.
Other mods can also produce Real Smoke!
Primitive Survival's Smoker and Hand of the Dead
NDL Wooden Torch Holders 2.0.0+
Stone Bake Oven 1.2.0+
Medieval expansion patch 1.3.4+
Art of Growing's Firepit via this Patch
Braziers via this Patch
The pitch torch from Ancient Tools via this Patch
Decorative blocks from QP's Chisel Tools via this Patch
Many other mods thanks to tom4455's Patch
Immersive Firewood can make smoke amount depend on firewood type with this Mod
Is your favorite mod missing from this list? Ask its author to add a patch for Real Smoke!
Smoke Production
Smoke-producing blocks will require a nearby open space where the smoke can be exhausted. The smoke will be released above. However, some can also exhaust smoke sideways if the space above is either blocked or contains an excessive amount of smoke. And some blocks will be extinguished when smoke cannot be exhausted for several seconds. The following blocks produce smoke:
| Smoke Production per second |
Can it vent sideways? |
Will it "multi-vent"? (releases smoke sporadically) |
Extinguishes if unable to exhaust smoke |
|
| Fire | 5 | ✔ | ✔ | ✔ |
| Firepit | 6 | ✔ | ✔ | |
| Pit Kiln | 12 | ✔ | ✔ | |
| Forge | 4 | ✔ | ||
| Torch | 2 | ✔ | ✔ | |
| TorchHolders | 2 | ✔ | ||
| Bloomery | 6 | |||
| Boiler | 3 | ✔ | ||
| Charcoal pit | 6 | ✔ | ||
| Coalpile | 6 | ✔ | ✔ | |
| Oven | 3 | Front only |
Smoke Ventilation
When working with fire indoors, you'll need to consider how to build proper ventilation for the smoke. There are 3 options for smoke management, described below.
Chiseling
Assuming you want the fire to be in an indoor "Room" according to Vintage Story's logic, every block in the walls/ceiling/floor of that room must be insulating. A chisel can be used to carve out up to 32 voxels from each exterior face of a block, and up to half of all the voxels in the block, while still counting as an insulating block. Smoke can travel through holes as small as 4x4 voxels, so you can actually carve many holes through a room for smoke to escape through. And here's a clever design: visualize a 2x2 square of blocks and drill out a space in the center of the square in an area of up to 128 voxels - no more than 32 voxels of area from the face of each individual block - and now you have a single large hole while the blocks are all insulating!
Porous Blocks
Smoke can travel through certain blocks even though they have collision boxes. These blocks include: refractory brick grating, ladders, holey fence blocks and trapdoors, and branchy leaves. Modders can define additional porous blocks by applying the tag "porous" or "semiporous" with a json patch.
Thatch roofing is considered "semiporous" which means smoke can move through it very slowly.
Chimneys
The Chimney block and Layer of Sticks (yes, this is a craftable block) from the base game are now functional! Smoke can travel through them, up to a certain limit. Roughly 64 units of smoke per second can travel through a chimney, or 8 units per second through a layer of sticks.
Fires will send their smoke in the direction of nearby chimneys when able; a chimney is either in the column above a fire, or adjacent to the fire. A chimney is detected only if the blocks between it and the fire are not solid.
If the fire is not sending smoke in the direction you expect, go through this checklist:
-
- A Chimney block or Layer of Sticks is directly above the source of smoke; if the fire can vent sideways, chimneys in adjacent columns are also valid
- No solid blocks in the column below the chimney, and the location where it's trying to exhaust the smoke must not have a solid side facing the chimney
- The chimney must not be overwhelmed with too much smoke
- If there are multiple chimneys to choose from, the fire may not choose the one you'd expect
- /realsmoke enable ..enables smoke
- /realsmoke disable ..disables smoke temporarily. Will be re-enabled upon restarting the server. It is important to use this before removing / turning off the mod so you do not end up with a bunch error logs. This is also useful in case of a forest fire that would otherwise slow down the server.
- /realsmoke despawn ..despawns smoke within 500 blocks around the player. Can also specify a distance of up to 1500 blocks.
- /realsmoke clear ..This is a legacy command. In 0.6.5 and earlier, it was used to clear smoke blocks in a 50 block radius, can also specify up to 500 blocks (but this far could take a minute.) In case you disabled the mod without running "/realsmoke disable" beforehand, this can be used to clear the lingering smoke blocks.
The RealSmoke.json file is located in the ModConfig directory. These are the server-controlled config options:
- Enabled: turns smoke production on or off
- SmokeMultiplier: adjusts the amount of smoke produced, exceeding 4 is not recommended because Pit Kilns will not be able to vent enough smoke to stay burning
- MaxChimneyHeight: height limit at which chimneys will be recognized. Default is 16
- DissipationRate: how quickly smoke should dissipate, default is 0.25; adjustable from 0.01 to 1
- MaxSmokeEntities: How much smoke is allowed in the world at once. When the limit is approached, smoke will dissipate more rapidly to try to stay under this limit. Defaults to 3000. Much higher values are feasible, but this is the primary way to limit the performance impact of Real Smoke.
- MaxSmokeDistanceToPlayer: How far smoke can be seen. May impact performance. Defaults to 500.
- Asphyxiation: determines whether players should lose oxygen when in smoke. Default is true.
- DisableSmallEmitters: turns off smoke from torches and anything that produces as little smoke as a torch
There is a second configuration file unique to each client: RealSmokeClient.json. These are the client-controlled config options:
- ClientSmokeThickness: adjusts the amount of smoke particles; can impact rendering performance. Default is 5. Adjustable from 1 to 10.
1.3.1
BugFixes:
- SmokeMultiplier was still being used by small emitters (torches) when determining when to release smoke.
Tweaks:
- Decrease default dissipation rate (from 0.2 to 0.14)
- Particles are produced more frequently (from 0.9 seconds to 0.8)
- Particle size scales more smoothly with altitude gain; larger max size
- Particles are a little less transparent
- Particle velocity adjusted to make particle clouds bit more natural
1.3.0
- Tweaks:
- Reduced smoke drag so high temperature smoke moves upward faster than before.
- Smoke emitters are less likely to activate simultaneously.
- Small emitters (torches) now produce even less smoke and do not scale with the smoke multiplier in the server settings.
- Increase default client smoke thickness from 3 to 5.
- Fixes:
- Small emitters (torches) correctly emit smoke when directly underneath a block.
- Small emitters (torches) can be extinguished again.
1.2.0
- Updated to Dotnet 10 for VS 1.22 compatibility
-
Fixes:
- Corrected a smoke height calculation
- Fixed smoke moving slowly through solid non-semiporous blocks such as coal and forge
- Prevent a condition which logs an error
- Update CoolNow method to match VS api changes
-
Rebalance:
-
Smoke now requires 4x4 voxels to fit through
- Slight reduction to smoke dissipation rate
- Reduced drag on smoke so it can move faster
- Reduced amount of smoke produced by small emitters (such as torches)
-
-
Other Improvements:
- Particle tweaks
- Increase to opacity of particles
- Particle size depends upon maximum height achieved relative to the source of the smoke
- Reduce particle clipping through terrain
1.1.16
- Add porous tag to barred metal doors and crude doors; smoke can move through them
- Add semiporous tag to thatch roofing (but not thatch roof ridges)
- Smoke is able to slowly move through semiporous blocks
- While in semiporous blocks, smoke loses carbon and cools rapidly
- Fixed bug in smoke movement; might improve smoke "navigation" in certain spaces
- Reduced amount of smoke that smoke emitters can hold before they are extinguished
1.1.15
- Smoke particles are now allowed to move faster outside than indoors
- Ladders are now tagged porous
1.1.14
- Particle improvements
1.1.13
- ClientSmokeThickness is now adjustable per-client
- Created another config file, RealSmokeClient.json
- Smoke particles are now grouped together a bit more tightly
- Reduced dissipation rate of slow-moving smoke
- Increased rate at which smoke temperature changes
1.1.12
- Smoke will not collide with blocks tagged as "porous"
- Created the "porous" tag; tagged refractory brick grating, holey fence blocks and trapdoors, branchy leaves
- beehive kiln and cementation furnace now emit Real Smoke rising from the coal underneath; removed vanilla's smoke particles
- Particle size depends upon maximum height achieved relative to the source of the smoke; smoke can now appear much large than before as it climbs higher
- Embers now collide with terrain
- Reduced instances where smoke particles spawn through walls and roofs
- MultiVenting smoke sources rebalanced to vent slightly less often, slightly larger amounts
- Raised temperature (800 -> 1000) & smoke production (4 -> 5) of blocks on fire
1.1.11
- Fix to address client crashes
1.1.10
Fixes:
- Various checks to prevent potential crashes
New Features:
- Client config option to adjust quantity of visual smoke particles
- Clear smoke entities with "/realsmoke despawn"
- Chimneys check for a non-solid side at the exit point instead of requiring an entirely empty block
Tweaks:
- Increase dissipation threshold (so smoke dissipates a bit earlier)
- Dissipation rate depends upon movement
- Reduce rate at which wind affects smoke
- Decrease drag coefficient of smoke
- Somewhat reduce variance in Y-velocity of particles
1.1.9
- Give unburnt particles a very slight blue hue
- Increase the effect of temperature buoyancy on particles
- Reduce number of particles used per smoke entity
- Increase average particle size to compensate
1.1.8
- Using asynchronous particles
- Massive FPS boost when there is a lot of smoke
- Supports many more smoke particles
1.1.7 [ 0.8.7 is the equivalent for Vintage Story 1.20 ]
Big Thanks to TheInsanityGod for reviewing the code for this release!
- Rather huge performance improvements for both servers and clients.
- Reduced CPU demand.
- Increased FPS.
- Fixed a bug that sometimes prevented smoke from despawning.
- Increased default smoke entity limit from 2000 to 3000
1.1.6
- Remove default chimney particles
- Increased amount of smoke required to trigger asphyxiation
- Reduce frequency of wind speed check
1.1.5 [ 0.8.5 is the equivalent for Vintage Story 1.20 ]
- Tweak to increase the size of smoke particles indoors
1.1.4
- Fires now also check for chimneys in the vertical column directly above, rather than preferring an adjacent chimney
- Fire emits smoke at a higher horizontal velocity to successfully enter adjacent 8x8 voxel funnels
- Improved movement: Gas Physics' PreventTrapping method moves the entity rather than applying motion
- Visual particles move slower, sizes have been adjusted, and slightly better at spawning on the correct side of walls
1.1.3
- Reduce explodiness look of particles by reducing max vertical velocity
- Decrease smoke clumpiness
- Make carbon particles stand out more
- Slight tweak to smoke starting velocity and position
1.1.2
- Fix charcoalpit's vent location
- Remove charcoalpit's vanilla particles
- Add config option to disable torches & other small emitters
- Add support for "within" chimney smoke input/output location
- Emitters always prefer chimneys
- Particles fade in instead of popping in
- Removed particle position offset; randomness in velocity increased to compensate. This prevents particles from being spawned on the wrong side of walls
- Reduce particle count
- Reduce cough frequency
1.1.1 [ 0.8.1 is the equivalent for Vintage Story 1.20 ]
- Reduce the visual clutter & contrast of particles
1.1.0 - Breath of Fire update
Features:
- Chimney API allows modders to define their own chimneys
- layer of sticks is now a chimney (though not a very good one!)
- fire looks for non-solid side facing it to vent instead of an entire air block
- fire sources have differing carbon and moisture content which can be seen in the smoke particles
- smoke is better able to move through tight spaces
- some blocks "multi-vent": pit kilns, charcoal pits, coal which means they can "save up" smoke to emit multiple at once
Fixes:
- correctly calculate changes in smoke temperature
- prevents fire from being extinguished incorrectly when no players are nearby
- pit kiln now produces smoke after being re-lit
1.0.1 [ 0.7.1 is the equivalent for Vintage Story 1.20 ]
- Fix client logging error about Dispose
- Slight increase to smoke rising/falling speed
- Smoke less likely to get stuck
- Better venting smoke location & range detection
- Increased max particle size and position offset
- Removed firepit's default smoke particles
- Improvements to appearance of smoke: larger position offset to be less tendril-looking, gravity dependent upon current buoyancy
1.0.0 - The Entity Update [ 0.7.0 is the equivalent for Vintage Story 1.20 ]
- Please be aware that you can use "/realsmoke clear" to remove the old smoke blocks! You should also use the "/realsmoke disable" command while in-game before upgrading from 0.6.5, just to make life easier
- Smoke blocks have been replaced with entities, which vastly improves performance, appearance, and functionality
- Smoke can travel through tight places, such as chiseled blocks and open trapdoors
- Chimney blocks now pull smoke from only the block directly underneath them, so some chimneys may require a re-build to be functional again
- Players will lose oxygen when in dense smoke (configurable)
- New configuration option for setting the maximum view distance of smoke
- Compatible with Auto Config Lib such that changes take effect immediately
- Special thanks to Lielac.4498, RAGE, Aetheliana, and bread for their feedback and input on this new version!
0.6.5:
- Update handbook page
- Dissipation rate is now configurable
0.6.4:
- Raise default chimney height to 16
- Chimney height is now configurable
0.6.3:
- Fix a bug that prevented wind from affecting dense smoke
- Revert some of 0.6.2's smoke calculations
- Particle effects improvements (MUCH better than 0.6.2)
0.6.2:
- CPU use of smoke reduced significantly
- Dissipation happens even more slowly if smoke is under a roof or is not moving
- Particle effect improvements
0.6.1:
- CPU use of smoke reduced by 15%
- Chimney search happens every 10 seconds
- Added command to clear smoke blocks: /realsmoke clear
0.6.0:
- Oven now produces smoke from top or front
- Support for "canVentFront" in the Json patch, and "SmokeMultiplier" in the config
- Smoke now dissipates primarily through movement into open air
- Smoke now travels away from emitters as it exits
- Embers' color depends on temperature
- Slight tweaks to many smoke calculations
- Fix bugs in temperature and spreading calculations
0.5.0
- Change to API: isSmokingFunction now called isSmoking, and leaving it out will allow the BlockEntity to always produce smoke
- Torchholders produce smoke
0.4.1
- Raise the temperature of the Bloomery
0.4.0
- Improvements to particle effects: embers glow and appear more frequently in hot smoke; adjustments to smoke based on temperature & volume
- Make smoke emitters configurable (this allows other mod authors to integrate their own smoke sources!)
- Performance improvements with large numbers of emitters
- Protect emitters from building up too much smoke and smothering themselves when server is under load
- Smoke temp depends on its source
- Add guide to handbook
- Fix name of Smoke block in inventory
- Added modicon
I'm very pleased with how the particle effects have improved in this one. They've still got some ways to go, but this is a big step forward. And because temperature of the source affects the smoke, the smoke from a forge now looks and behaves differently from the smoke of a pit kiln.
0.3.0
- Pit kiln smokes and can be unlit now
- Bug fixes
- Performance improvements
- Smoke should spread better now
- New particle effects
0.2.0
- Chimneys are functional now
- Smoke can also vent from the sides of most fire sources
- Fix some weird crashes
0.1.1
- Removed dependency DLLs from zip
0.1.0
- Several blocks produce smoke
- Smoke rises, sinks, spreads, drifts, and is blown by wind
- Some types of fire go out if they cannot vent smoke
- Chat commands to enable and disable smoke
-
Finish integrating smoke sources
-
Integrate smoke sources from other mods
-
Utilize oxygen meter while in smoke
-
Add configuration options
-
Make friendly to other modders
-
Make temperature of smoke depend on temperature of fire source
-
Give functional use to chimney blocks
-
Experiment with moving away from smoke blocks & smoke entities to just smoke entities
-
Make it possible to add new chimney blocks through Json Patching
-
Look into additional properties of smoke & emitters such as carbonContent / waterVapor & exitVelocity / turbulence
-
Look into using async particles
- Better implementation in beehive kilns and cementation furnace
- porous tag for allowing smoke through some blocks
- semiporous tag to allow smoke to move very slowly through blocks such as thatch
-
impair vision in smoke
-
cause heat damage in very hot smoke
-
Possibly allow smoke to cause fires
-
Defining new gas types through Json Patching
- Simulate air currents / pressure
- Soot build-up
Special Recognition
- TheInsanityGod is specially recognized for having reviewed code & provided feedback since 1.1.7
- Thank you to Lielac.4498, RAGE, and bread for their feedback and input on version 1.0.0
- I'm grateful to Aetheliana for the wildfire screenshots, Xerlith for the screenshot of their brick house with chimney, and crustaceanoreo for cabin screenshot & thumbnail
- And thanks to Frozti and yksb for taking the initiative to create compatibility patches
Other Recommendations
XV Shaders is a shader mod I created which makes smoke that much more realistic, so please give it a try!
If you want to further enrich your new smoke-filled life, I would recommend Pelagus Winds.
In case of early game struggles, Early Chiseling will allow you to create holes in cobble or stone for smoke to escape through.
And if you like the realism added by this mod, consider trying out my other mod, SlowTox
For Modders:
Integrating new sources of Smoke
The SmokeEmitter behavior can be added to classes via json. Many aspects of smoke emitters can be configured.
Please note that in 0.4.x, "isSmoking" was erroneously called "isSmokingFunction." It worked the same way then, except that it was a required field.
| Config Item Name | Purpose | Default | Notes |
| isSmoking | Attribute that should be retrieved to determine whether an emitter is producing smoke |
Must refer to a bool field If excluded, the emitter will be assumed to always be producing smoke |
|
| smokeProduction | How much smoke the emitter creates per second while smoking | 0 | Must be an integer. My defaults for reference: Torch produces 2, Firepit 6, PitKiln 12 |
| extinguishFunction | Method that should be called to extinguish the emitter | Required. Must be "CoolNow" or "KillFire" Leave this out if the emitter should not be smothered by smoke |
|
| temperatureFunction |
If available, the method that should be called to get the fire's temperature
Temperature determines the initial particle types of the smoke (carbon, unburnt particulates, and water vapor) and how quickly the smoke rises. |
Must refer to a parameterless method that returns an integer |
|
| temperature |
How hot the fire is, in Celsius. |
dd |
Either this or temperatureFunction must be provided. Must be an integer |
| ventAbove | This is how far above the emitter the smoke will be initially placed. | 1 |
|
| canVentSideways |
This determines whether smoke can be emitted out the side. Occurs when the block at the ventAbove location is obstructed. |
true | Must be true or false |
| canVentFront |
This determines whether smoke can be emitted out the front of the block. Occurs when the block at the ventAbove location is obstructed. |
false |
Must be true or false Not applicable if "canVentSideways" is true Added in 0.6.0 |
"entityBehaviors":
[
{
"name": "BlockEntityBehaviorRealSmokeEmitter",
"properties":
{
"isSmoking": "Lit"
"smokeProduction": 2,
"temperature": 900,
"ventAbove": 2,
"canVentSideways": false
}
}
]
[
{
"dependsOn": [ { "modid": "realsmoke" } ],
"file": "game:blocktypes/wood/firepit.json",
"op": "addmerge",
"path": "/entityBehaviors",
"value":
[{
"name": "BlockEntityBehaviorRealSmokeEmitter",
"properties": {
"smokeProduction": 6,
"isSmoking": "IsBurning",
"extinguishFunction": "CoolNow",
"temperatureFunction": "furnaceTemperature",
"ventAbove": 1,
"canVentSideways": true
}
}]
}
]
Integrating new Chimneys:
Any block can be made into a chimney by adding a block behavior to it
Please note that in 0.4.x, "isSmoking" was erroneously called "isSmokingFunction." It worked the same way then, except that it was a required field.
| Config Item Name | Purpose | Default | Notes |
| inputLocation | Where smoke is moved from relative to the chimney's block position | "below" |
Must be one of: |
| outputLocations | Where the smoke should be placed relative to the chimney's block position + outputDistanceFromInput | ["above"] | Must be an array of one or more of the following: above, below, left, right, front, back, within |
| outputDistanceFromInput | Determines how far the smoke is moved by the chimney | 1 | This is essentially how many blocks long / tall the chimney is |
| amountLimit | The units of smoke to move per second. The chimney will stop moving smoke after it has surpassed this limit | 64 |
Must be an integer |
[
{
"dependsOn": [ { "modid": "realsmoke" } ],
"file": "game:blocktypes/clay/chimneycourse.json",
"op": "addmerge",
"path": "/entityBehaviors",
"value":
[{
"name": "BlockEntityBehaviorRealGasPump",
"properties": {
"inputLocation": "below",
"outputLocations": [
"above"
],
"outputDistanceFromInput": 1,
"amountLimit": 64
}
}]
}
]
Tagging blocks:
Blocks can be tagged as porous or semiporous. Porous allow smoke to pass through; semiporous allows smoke through slowly, causing it to cool and lose carbon content faster than normal.
[
{
"file": "game:blocktypes/clay/refractorybrickgrating.json",
"op": "addmerge",
"path": "/tags",
"value": ["porous"]
},
{
"file": "game:blocktypes/metal/trapdoor.json",
"op": "addmerge",
"path": "/tagsByType",
"value": {
"*-bars-*": ["porous"]
}
}
]
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.3.1 | realsmoke | 47005 | Jun 19th at 11:31 PM | realsmoke_1.3.1.zip | 1-click install | ||
|
1.3.1 | |||||||
| 1.3.0 | realsmoke | 9777 | Jun 8th at 4:49 PM | realsmoke_1.3.0.zip | 1-click install | ||
|
Tweaks:
Bugfixes:
| |||||||
| 1.2.0 | realsmoke | 35321 | Apr 22nd at 4:08 PM | realsmoke_1.2.0.zip | 1-click install | ||
|
RS 1.2.0 for VS 1.22.0 | |||||||
| 1.2.0-rc.9 | realsmoke | 2011 | Apr 19th at 4:12 AM | realsmoke_1.2.0-rc.9.zip | 1-click install | ||
|
Update CoolNow method - also fixes duplication bug. | |||||||
| 1.2.0-rc.8 | realsmoke | 2584 | Mar 22nd at 12:51 AM | realsmoke_1.2.0-rc.8.zip | 1-click install | ||
|
Fixed smoke moving slowly through solid non-semiporous blocks such as coal and forge. | |||||||
| 1.2.0-rc.7 | realsmoke | 238 | Mar 20th at 9:53 PM | realsmoke_1.2.0-rc.7.zip | 1-click install | ||
|
Prevent a condition which logs an error | |||||||
| 1.2.0-rc.6 | realsmoke | 837 | Mar 13th at 10:46 PM | realsmoke_1.2.0-rc.6.zip | 1-click install | ||
|
Includes the changes from 1.1.12 - 1.1.16:
| |||||||
| 1.2.0-rc.5 | realsmoke | 1196 | Feb 20th at 9:17 PM | realsmoke_1.2.0-rc.5.zip | 1-click install | ||
|
Corrected a smoke height calculation | |||||||
| 1.2.0-rc.4 | realsmoke | 60 | Feb 20th at 9:08 PM | realsmoke_1.2.0-rc.4.zip | 1-click install | ||
|
Updated to use new tags API in 1.22.0-pre.3 | |||||||
| 1.2.0-rc.3 | realsmoke | 372 | Feb 15th at 2:59 AM | realsmoke_1.2.0-rc.3.zip | 1-click install | ||
|
1.20.0-rc.3 | |||||||
| 1.2.0-rc.2 | realsmoke | 244 | Feb 12th at 8:27 PM | realsmoke_1.2.0-rc.2.zip | 1-click install | ||
|
1.2.0-rc.2 particle iteration. | |||||||
| 1.2.0-rc.1 | realsmoke | 357 | Feb 8th at 9:53 PM | realsmoke_1.2.0-rc.1.zip | 1-click install | ||
|
1.20-rc.1 for VS 1.22
Fix: Prevent possible NaN crash caused by ClimateCondition.Temperature
| |||||||
| 1.1.16 | realsmoke | 12168 | Mar 10th at 7:48 PM | realsmoke_1.1.16.zip | 1-click install | ||
|
Add porous tag to barred metal doors and crude doors. | |||||||
| 1.1.15 | realsmoke | 3970 | Mar 2nd at 12:11 AM | realsmoke_1.1.15.zip | 1-click install | ||
|
Smoke particles are now allowed to move faster outside than indoors. | |||||||
| 1.1.14 | realsmoke | 410 | Mar 1st at 8:08 PM | realsmoke_1.1.14.zip | 1-click install | ||
|
Slightly fewer carbon particles. | |||||||
| 1.1.13 | realsmoke | 556 | Mar 1st at 4:29 AM | realsmoke_1.1.13.zip | 1-click install | ||
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ClientSmokeThickness is now adjustable per-client. | |||||||
| 1.1.12 | realsmoke | 3846 | Feb 22nd at 12:12 AM | realsmoke_1.1.12.zip | 1-click install | ||
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Includes changes from 1.1.12-dev.1 and 1.1.12-rc.1 Improvements to particle size. | |||||||
| 1.1.12-rc.1 | realsmoke | 289 | Feb 21st at 12:38 AM | realsmoke_1.1.12-rc.1.zip | 1-click install | ||
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Store smoke height as an int. | |||||||
| 1.1.12-dev.1 | realsmoke | 405 | Feb 18th at 5:45 PM | realsmoke_1.1.12-dev.1.zip | 1-click install | ||
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1.1.12-dev.1 for VS 1.21 | |||||||
| 1.1.11 | realsmoke | 2761 | Feb 17th at 12:55 AM | realsmoke_1.1.11.zip | 1-click install | ||
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Prevent client error caused by ClimateCondition.Temperature sometimes returning NaN | |||||||
| 1.1.10 | realsmoke | 48839 | Oct 28th 2025 at 6:53 PM | realsmoke_1.1.10.zip | 1-click install | ||
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Fixes: New Features: Tweaks: | |||||||
| 1.1.9 | realsmoke | 9395 | Oct 17th 2025 at 8:44 PM | realsmoke_1.1.9.zip | 1-click install | ||
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Give unburnt particles a very slight blue hue | |||||||
| 1.1.8 | realsmoke | 1070 | Oct 16th 2025 at 11:56 PM | realsmoke_1.1.8.zip | 1-click install | ||
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Using asynchronous particles for a massive FPS boost while also allowing for many more smoke particles | |||||||
| 1.1.7 | realsmoke | 4861 | Oct 11th 2025 at 2:58 PM | realsmoke_1.1.7.zip | 1-click install | ||
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Big Thanks to TheInsanityGod for reviewing the code for this release! Rather huge performance improvements for both servers and clients. Reduced CPU demand. Increased FPS. Fixed a bug that sometimes prevented smoke from despawning. Increased default smoke entity limit from 2000 to 3000
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| 1.1.7-rc.4 | realsmoke | 433 | Oct 11th 2025 at 5:21 AM | realsmoke_1.1.7-rc.4.zip | 1-click install | ||
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This is a release candidate. However, it has been tested without encountering any issues. Rather huge performance improvements for both servers and clients. Reduced CPU demand. Increased FPS. Fixed a bug that sometimes prevented smoke from despawning. Increased default smoke entity limit from 2000 to 3000 | |||||||
| 1.1.6 | realsmoke | 4226 | Oct 6th 2025 at 7:19 PM | realsmoke_1.1.6.zip | 1-click install | ||
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Remove default chimney particles | |||||||
| 1.1.5 | realsmoke | 4531 | Oct 2nd 2025 at 1:57 AM | realsmoke_1.1.5.zip | 1-click install | ||
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Tweak to increase the size of smoke particles indoors | |||||||
| 1.1.4 | realsmoke | 504 | Oct 1st 2025 at 8:15 PM | realsmoke_1.1.4.zip | 1-click install | ||
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Chimney check now also searches the vertical column above. | |||||||
| 1.1.3 | realsmoke | 5836 | Sep 20th 2025 at 10:45 PM | realsmoke_1.1.3.zip | 1-click install | ||
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Reduce explodiness look of particles by clamping particle Y-velocity. | |||||||
| 1.1.2 | realsmoke | 1544 | Sep 19th 2025 at 9:28 PM | realsmoke_1.1.2.zip | 1-click install | ||
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Fix charcoalpit's vent location | |||||||
| 1.1.1 | realsmoke | 4293 | Sep 13th 2025 at 11:04 PM | realsmoke_1.1.1.zip | 1-click install | ||
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Reduce the visual clutter / contrast of particles | |||||||
| 1.1.0 | realsmoke | 1246 | Sep 12th 2025 at 7:17 PM | realsmoke_1.1.0.zip | 1-click install | ||
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Fixes: correctly calculate changes in smoke temperature, prevents fire from being extinguished incorrectly when no players are nearby, pit kiln now produces smoke after being re-lit Features: Chimney API, layer of sticks is now a chimney (though not a very good one!), fire looks for non-solid side facing it to vent instead of an entire air block, fire sources have differing carbon and moisture content which can be seen in the smoke particles, smoke is better able to move through tight spaces, some blocks "multi-vent": pit kilns, charcoal pits, coal which means they can "save up" smoke to emit multiple at once | |||||||
| 1.0.1 | realsmoke | 3694 | Sep 4th 2025 at 3:48 PM | realsmoke_1.0.1.zip | 1-click install | ||
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Fix client logging error about Dispose. Slight increase to smoke rising/falling speed. Smoke less likely to get stuck. Better venting smoke location & range detection. Increased max particle size and position offset. Removed firepit's default smoke particles. Improvements to appearance of smoke: larger position offset to be less tendril-looking, gravity dependent upon current buoyancy. | |||||||
| 1.0.0 | realsmoke | 1167 | Sep 2nd 2025 at 11:35 PM | realsmoke_1.0.0.zip | 1-click install | ||
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Smoke blocks have been replaced with entities. Chimney blocks now pull smoke from only the block directly underneath them. Players lose oxygen while in smoke. New configuration option for setting the maximum number of smoke entities and maximum view distance of smoke. | |||||||
| 0.8.7 | realsmoke | 527 | Oct 11th 2025 at 3:29 PM | realsmoke_0.8.7.zip | 1-click install | ||
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Same as 1.1.7 but for VS 1.20 | |||||||
| 0.8.5 | realsmoke | 173 | Oct 5th 2025 at 5:58 PM | realsmoke_0.8.5.zip | 1-click install | ||
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Same as 1.1.5 but for VS 1.20 | |||||||
| 0.8.1 | realsmoke | 374 | Sep 17th 2025 at 1:29 AM | realsmoke_0.8.1.zip | 1-click install | ||
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The equivalent of RS 1.1.1 but for VS 1.20 | |||||||
| 0.7.1 | realsmoke | 388 | Sep 4th 2025 at 4:17 PM | realsmoke_0.7.1.zip | 1-click install | ||
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Fix client logging error about Dispose. Slight increase to smoke rising/falling speed. Smoke less likely to get stuck. Better venting smoke location & range detection. Increased max particle size and position offset. Removed firepit's default smoke particles. Improvements to appearance of smoke: larger position offset to be less tendril-looking, gravity dependent upon current buoyancy. | |||||||
| 0.7.0 | realsmoke | 173 | Sep 3rd 2025 at 1:52 AM | realsmoke_0.7.0.zip | 1-click install | ||
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Smoke blocks have been replaced with entities. Chimney blocks now pull smoke from only the block directly underneath them. Players lose oxygen while in smoke. New configuration option for setting the maximum number of smoke entities and maximum view distance of smoke. | |||||||
| 0.6.5 | realsmoke | 3926 | Aug 22nd 2025 at 4:52 PM | realsmoke_0.6.5.zip | 1-click install | ||
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Update handbook page. Dissipation rate is now configurable. | |||||||
| 0.6.4 | realsmoke | 912 | Aug 20th 2025 at 12:56 AM | realsmoke_0.6.4.zip | 1-click install | ||
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Raise default chimney height to 16 and make it configurable | |||||||
| 0.6.3 | realsmoke | 703 | Aug 18th 2025 at 2:59 AM | realsmoke_0.6.3.zip | 1-click install | ||
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Fix a bug that prevented wind from affecting dense smoke. Revert some of 0.6.2's smoke calculations. Particle effects improvements (MUCH better than 0.6.2). | |||||||
| 0.6.2 | realsmoke | 224 | Aug 17th 2025 at 11:16 PM | realsmoke_0.6.2.zip | 1-click install | ||
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0.6.2 More performance tweaks, CPU use of smoke reduced significantly. Dissipation happens even more slowly if smoke is not moving. Subtle particle effect adjustments. | |||||||
| 0.6.1 | realsmoke | 913 | Aug 15th 2025 at 8:42 PM | realsmoke_0.6.1.zip | 1-click install | ||
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CPU use of smoke reduced by 15%. Chimney search happens every 10 seconds. Added chat command to clear smoke blocks. | |||||||
| 0.6.0 | realsmoke | 367 | Aug 14th 2025 at 10:16 PM | realsmoke_0.6.0.zip | 1-click install | ||
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Oven now produces smoke from top or front. Support for "canVentFront" in the Json patch, and "SmokeMultiplier" in the config. Smoke dissipates much more slowly when it's not under open sky. Smoke now travels away from emitters as it is exits. Embers' color depends on temperature. Slight tweaks to many smoke calculations. Fix bugs in temperature and spreading calculations. | |||||||
| 0.5.0 | realsmoke | 418 | Aug 13th 2025 at 9:29 PM | realsmoke_0.5.0.zip | 1-click install | ||
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Change to API: isSmokingFunction now called isSmoking, and leaving it out will allow the BlockEntity to always produces smoke. Torchholders produce smoke now. | |||||||
| 0.4.1 | realsmoke | 230 | Aug 13th 2025 at 2:58 PM | realsmoke_0.4.1.zip | 1-click install | ||
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Raise temperature of Bloomery | |||||||
| 0.4.0 | realsmoke | 544 | Aug 12th 2025 at 12:12 AM | realsmoke_0.4.0.zip | 1-click install | ||
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Improvements to particle effects. Make smoke emitters configurable. Protect emitters from building up too much smoke and smothering themselves when server is under load. Smoke temp depends on its source. Add guide to handbook. Fix name of Smoke block in inventory. Added modicon. | |||||||
| 0.3.0 | realsmoke | 569 | Aug 9th 2025 at 6:57 PM | realsmoke_0.3.0.zip | 1-click install | ||
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Pit kiln smokes and can be unlit now. Bug fixes. Performance improvements. Smoke should spread better now. New particle effects. | |||||||
| 0.2.0 | realsmoke | 506 | Aug 7th 2025 at 10:53 PM | realsmoke_0.2.0.zip | 1-click install | ||
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Chimneys are functional now. Smoke can also vent from the sides of most fire sources. Fix some weird crashes. | |||||||
| 0.1.1 | realsmoke | 215 | Aug 7th 2025 at 2:13 PM | realsmoke_0.1.1.zip | 1-click install | ||
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Removed dependency DLLs from zip | |||||||
| 0.1.0 | realsmoke | 273 | Aug 7th 2025 at 2:19 AM | realsmoke_0.1.0.zip | 1-click install | ||
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Several blocks produce smoke, which rises, falls, spreads, drifts, and is blown by wind. Smoke puts out some types of fire. Chat commands to enable and disable smoke. | |||||||









hey I just wanted to say that I LOVE this mod. so I came by to wish you the best, may God bless you in everything you do in life, thanks for the mod!
Could you add a config option to disable extinguishing fire or at least adjust how much smoke with put a fire out? Without disabling player suffocation preferably.
Its almost certainly my fault somehow, but I have trouble keeping a firepit ventilated outside in an open field... I'm sure its a mod combination effect, but annoying still.
Also if this can still burn, then my forge/oven should have no trouble...
That should not be happening, it doesn't sound like a ventilation issue. do you have Salty's Firestarters? if so, wind will put out fires
I have several mods that are affecting this, though I was not aware of Salty's Firestarters which I only just removed.
Art of Growing has a firepit replacement, Immersive Firewood has drying mechanics for every wood type and more smoke for wet wood, and smoke generation and size turned up all the way in the config, plus compatiblity patches for all.
Either way I found the config in the mod .zip and removed the lines for extinguishing and now my fires are just the way they should be.
Hey, if you want IMM (https://mods.vintagestory.at/imm) support for your mod, I'll gladly make the config file for you.
Hi!
I'm using Real Smoke together with Immersive Firewood, and I wanted the different firewood smoke levels from Immersive Firewood to affect Real Smoke's physical smoke as well.
So I made a small compatibility mod that reads Immersive Firewood's
smokeLeveland uses it to adjust Real Smoke's smoke production.The current mapping is:
smokeLevel 0 → 3smokeLevel 1 → 6smokeLevel 2 → 9smokeLevel 3 → 12Wet firewood also gets a ×1.5 smoke multiplier.
I've tested all four smoke levels in-game, as well as Seasoned vs Wet Pine. It's working correctly on Vintage Story 1.22.7 with Real Smoke 1.3.1 and Immersive Firewood 0.4.2.
I originally made this for my own playthrough because I thought it would be interesting if choosing and seasoning different types of firewood affected not only their burning properties, but also indoor smoke and ventilation.
The compatibility mod and its source code are ready, and I'd be happy to share them if you'd like to take a look. If this is something you'd like linked from the Real Smoke page or incorporated into another compatibility project, I'd be happy to make it available.
Thanks for making Real Smoke!
thank you hizarashi, that sounds very intriguing. Absolutely, I would be happy to take a look at and link to it.
Thank you! I’ve published the compatibility mod on the ModDB.
Here’s the page:
https://mods.vintagestory.at/vsfirewoodrealsmokecompat
It’s currently v0.1.0 and has been tested with Vintage Story 1.22.7, Immersive Firewood 0.4.2, and Real Smoke 1.3.1.
This is my first time publishing a mod, so if you notice anything I could improve, I’d really appreciate the feedback.
Thanks again for taking a look at it!
Some Pipeleaf mod compatibility would be really funny
Has issues with mods that do stuff like this https://mods.vintagestory.at/firepitsheatovensor Danatweaks which also adds that https://mods.vintagestory.at/danatweaks
do you have a suggestion?
Would probably require a patch to make oven's non solid and allow the smoke to pass through from below to above. Actually changing ovens to be non solid from below like I did for my chisel retention mod would probably work!
Does this mod work with the roofing mod? https://mods.vintagestory.at/show/mod/30143
VS Roofs thatch roofing does not allow smoke through, and there is a section on chimney blocks on the page above. Vanilla chimney blocks are decorative, but they are not functional, as in they aren't required by vanilla and don't actually contribute in any way beyond decoration. With RS they're quite useful beyond aesthetics.
Huh odd my wood roofs are letting smoke through
Confused when this mod says that it adds functionality to chimeney blocks, even though in vanilla chimney blocks will already activate and create smoke particles when over a heat source like a fire pit.
Liking the smoke effects, however I am finding that smoke is not actually traveling through my beehive kiln. It doesnt seem like any smoke particles are travelling into the gratings, so i cant say if the things im firing are causing the problem, but it doesnt appear to be (mod version 1.3.1 for vs 1.22.7.
EDIT:
The smoke is coming through the gratings fine, therefore i think it is getting stopped by the actual items being fired in the kiln.
smoke should travel through grating blocks, can you confirm this happens in creative? if ceramics are sitting on top of all the gratings then the smoke won't be able to get through
Yes it is getting through the gratings but not the stuff on them. I feel like the ceramics should be porous to smoke because there are ample gaps between every pottery item in the game.
Yes, I would like to. I started to and then canceled the effort, figuring it wouldn't be worth doing because the many item codes for the ceramics are honestly a pain to patch, and other mods would have to patch if they cared to. But you've not the first to bring this to my attention, so maybe I will get back around to it.
Would it be possible to patch anything with the property that lets it be replaced inside a kiln?
Does anyone know of a way to make an infinite smoke generator? I would like to have my factory floor constantly filled with smoke, but having to refill coal piles is annoying and resourse intensive.
See https://mods.vintagestory.at/braziers and the compat patch i made for it
Perfect! Thank you for the response, time to make a factory that violates all the OSHA guidelines.
My server was shutting down and logs tracked spam from this mod. I removed Real Smoke™ and it seems to have solved the issue. edit: The server shutting down was not from this but i was getting log spam
does smoke control the heat in the room?
nope
Encountered an error during server shutdown (shutdown unrelated i believe) that threw an error including an absolute path that was not my user. (Crossed out the name for privacy)
It's harmless unless it's filling your logs. Is there an earlier error? Sometimes some other error from the game or another mod cascades, causing this one to be logged. (and btw that is my user, it gets built into the packages I create for whatever reason.)
RE: VS Roofing mod compatability, is it expected for smoke to be able to pass through solid roof blocks such as roofs made of oak planks?
Hi Broadcast! Smoke shouldn't pass through them. Sometimes particles in VS appear on the other side of thin objects, but that doesn't mean the smoke is actually going through. You can use the in-game command ".debug entity wf" to show wireframes of the smoke entities
Mod's horribly vibe coded, has an AI icon in game. Causes a lot of lag in multiplayer especially in bigger modpacks and somehow trips errors for seemingly unrelated mods. Not reccomended!
It's not vibe coded at all. But if you'd like to help everyone out, you could mention tell the authors of the other mods that they're throwing errors when Real Smoke is installed.
Tried this mod out and it looks great having smoke exit a chimney. But i found a couple of issues.
Smoke moves/seeps through glass blocks.
and when creating a chimney to allow the smoke to escape it breaks the games room funtion. which negates the room perks.
I have tried many chimney styles, and if there is a open passage in the chimney (for smoke to escape) you can't have a room.
Tested with /debug rooms hi and the room is always red. only way to get a green room and the perks, is to block the chimney.
Smoke seeps through glass? Perhaps the particles clip through, there are inaccuracies in the game's particle handling. As distracting as that can be, the actual smoke entity should not seep through.
You can have a room with a chimney. Rooms must be surrounded by 'insulating' blocks which are at least 50% solid; they are also allowed to have holes as large as 32 voxels. This is enough to allow for some flexibility, though if that's not enough you can get the Chiseled Block Retention mod.
anyway to make stick roof from vs roofing mod able to pass smoke or is that on their side?
hello CrypticOracle, that's on VS Roofing's side. unfortunately, they've said it would be difficult to tag their mod's roof blocks
Seems not to work with Wind Vanes. At the very least, the smoke coming out of my chimney never changes direction. That mod says it integrates all of Pelagus Winds' features, so I expected it to work out of the box. Sadly it doesn't.
Yes that's my experience as well, but that's for Wind Vanes' author to address; Real Smoke uses the game's wind map, and Wind Vanes should be controlling that, as Pelagus Winds did.
Hi I'm running a heavily modded server but crashes a few minutes after joining. It hits a real smoke null pointer.
"Full" server log
There was an earlier exception in the report, it looks like the world did not load properly due to some reason unrelated to Real Smoke:
Thanks
I'm having an ongoing issue with a memory leak, it might be caused by smoke entities not properly despawning.

The Issue seems to be that while the entities dissappear visually in game; they do not properly clear out of memory, and bloats over time.
The config is default, with 3000 smoke entities.
I have seen this happen with some server-side performance mods (such as Synergy). New versions of that mod should have addressed this so check and see if they're up to date.
All of them are up to date; so it might not be?
So I think what we're looking at is total entities spawned over the length of the snapshot rather than simultaneously existing, is that correct? If so, this is expected and 12.3 MB is really very little memory. If you want to know how many exist at one time there is an in-game command for that: "/entity count" - if that is significantly far above 3000 then something is preventing them from despawning, and I would need more information about your server / game version / logs / modlist
I cant wait to give this mod a try.
I wanted to check if there is an issue with cellars.
I have butchering and it says smoking meat in the cellar is best.
You wouldn't smoke meat in a cellar, the author of Butchering said in a comment on their modpage that the guidebook is out of date and cellars are just used for storage.
Oh! Thank you, I must have missed that. Guess the extra block in my fire place can be for a smoking rack
is it supposed to seep through thatch roofing? i am purposefully trying to start choking my room, then releasing it all in one go. but it seeps through the thatch roof, and even seeps through when i have logs in the way.
Yes. Thatch roofing is considered "semiporous" which means smoke can move through it very slowly -- covered on this page
I keep running into a problem where I'll get a ton of errors thrown by smoke entities not existing, to the point where it eventually crashes my server with "too many errors".
Section of my logs:
All of the listed positions are enormously far from where I've ever explored in this file.
Hey there Charexl, can you let me know your mod version? In the server-main.log do you see "[Real Smoke] using default config" anywhere? There could be some error happening prior to the configuration being loaded, but probably I need to update the config code to ensure it loads properly, and I don't know why this would happen to some and not others, but I do suspect it could be affecting others who aren't reporting it. Do you see the config files? There should be a RealSmoke.json and RealSmokeClient.json in the ModConfig directory. They should be created on server start. Oh and just fyi the world coords displayed on your map are stored differently behind the scenes, so if your world size is 1 million your starting origin is technically something near half that, i believe.
I'm using version 1.3.1. I'm not finding "[Real Smoke] using default config" in the server-main.log file. I do, however, see the config files in the ModConfig directory.
I think it would take a stack trace for me to solve this. The errors are certainly pointing at blocks that have been placed: torchholders, a forge, a firepit, a coal pile. Could try breaking & replacing the blocks, or (this next one probably won't help) removing the mod, restarting the server, restoring the mod and restarting the server.
How would I know which items specifically to break/replace?
this'll be tedious, but you can set your gamemode to creative with command "/gm c" and then teleport to the coordinates in the error logs minus 500,000. so for this coordinate from your logs: "511218, 62, 512570" you would use command "/tp 11218 62 12570". the logs say there's a problematic torchholder there. when you're done, use "/gm s" to go back to survival mode.
I gotta say, this is a really strange problem though, are you using any server-side optimization mods? Maybe there is something modifying the server initialization code and preventing the configuration from loading properly - the error appears to be referring to a line of code that is trying to access the real smoke configuration, but in your case it's not available.
No optimization mods, I don't think... I have a long modlist, to be sure, but I don't know what would be altering server initilization.
Cleared the cache and seem to he having less issues with this mod for now - it looks like another couple of mods are actually throwing most of the errors and then Real Smoke would freak out about the few placed objects and it would be enough to tip into "too many errors". Still not sure what's with the initilization, though.
I have to have this mod.
Hi, i really love this mod and making chimneys! But ive installed the latest version and the suffocation isnt working for me. Ive sealed myself in a chert room with birch slab roofing, and lit a fire. I start to suffocate, about halfway, then the bar goes away and im fine. I have a huge modpack so idk...guess its a conflict?
Yeah it sounds like a conflict, I've tested that it's still working.
Charcoal pits don't seem to emit any smoke. Is that intentional, or do I need to make a chimney? Which I'm not sure is possible, given how charcoal pit mechanics work (or would look weird).
It will smoke from above the firepit location; unless it's buried too deeply.
Alright I give up, I need help figuring this out.
My firepit keeps suffocating itself. This was happening before todays update as well, but not in a previous world.
I guess my question is how much more space do I need? I was not having this happen in a previous world with a much smaller space.
As a last resort could we get a config option to disable extinguishing?
Increase the slope of the ceiling to coax the smoke up and out; it will not travel horizontally very well. If you're using a chimney stack, knock out the block next to the firepit.
Got it, thanks!
Hi ! Are thatch roofs from the mod VS roofing considered semi-porous ?
Sadly they are not; VS Roofing has experienced some challenges in using the Vintage Story tag system, and it's not clear when or if it can be done.
Is there ANY way to make smoke travel upwards more reliably? I'm trying to make buildings with massive smokestacks that don't actually use the chimney block and rely entirely on empty space for smoke to travel upwards, but it often seems the smoke would rather linger in the room than travel to the obvious opening, which is not how physics are supposed to work. My best guess is that if the fire temperature isn't high enough then the smoke just doesn't go up fast enough to vacate the room. Would that be correct?
I might see what I can do about increasing the magnitude of the effect of temperature on smoke rise. Kinda hard, since it's physics-based it affects literally everything and everybody's setup. If you have a screenshot it would be helpful.
Here's a recreation of the setup I'm using. The smokestack contains a 1x2 empty space all the way to the top, and smoke from the entire room is funneled into the center by chiseled blocks. As Ren834 also commented, the issue is prevalent mostly with fire pits. When I use forges or ovens or even pit kilns in the enclosed room, the smoke pretty reliably floats up and into the roof/funnel and enters the chimney (even with smoke production rate doubled in the config!). But fire pits almost immediately fill the room with smoke. I guess sideways venting is somehow to blame?
Standing in the room with a forge and a pit kiln going, survival mode, no asphyxiation. If I replace BOTH of those with a single fire pit, it turns into a gas chamber.
After further testing, I believe it's almost entirely a smoke temperature issue. Using typical kitchen fuels (peat, firewood) creates smoke that's impossible to vent out vertically. But fire pits using charcoal for heating up crucibles creates smoke that very easily travels upwards and doesn't flood the room.
So yeah, I'd say this is strictly an issue of low-temperature fuels not making smoke rise quickly enough.
I'm pretty sure the math for calculating upward movement needs to change, cause smoke from firewood and peat has unreasonably low upward movement compared to forge fuels. This results in dedicated kitchen fire pits either snuffing themselves out or gassing the rooms they're in while the exact same room setup used for heating crucibles with charcoal has no vertical venting issues whatsoever.
It's just peat and firewood that cause this. The math for calculating upward smoke movement speed in my opinion fails at their moderate burning temperatures.
EDIT: spoke too soon. Brown coal also fails, but takes much longer to do so.
Forgot to mention: I've also been testing it with chimney blocks added to help direct smoke inside the smokestacks.
That only helped stop fire pits from choking and snuffing themselves out, but did not stop smoke from flooding the room over time when using low temperature fuels.
XyrVexus I'm reporting back after more rigorous testing.
I've narrowed down the issue to a combination of two factors. Fire pits being able to vent sideways somehow has a strong negative impact on the smoke particles' ability to ascend, which only truly shows itself when using brown coal, peat and firewood. No other smoke producer struggles to propel its smoke upwards like fire pits do, even if supplied exclusively with firewood. I am unable to tell you where exactly this goes wrong, but I can tell you with full confidence that it's JUST fire pits that are having this happen. I've tested even the Stone Bake Oven mod. No issue there either.
Chimney blocks are able to mitigate the issue only halfway. They somehow guide the smoke particles just enough to stop a firewood-stocked firepit from choking and snuffing out, but still not enough to stop a sealed room from filling with smoke over time. This leads to a situation where you're kinda forced to seal your fire pits in a separate micro-room, behind a trapdoor or something, so the smoke never goes anywhere but up to the chimney, which presents some severe aesthetic and building choice limitations.
Just to make sure I'm not insane, I redid all my tests with doubled smoke rate and halved dissipation, to make sure it wasn't a particle count balance issue. The results were identical, and even more clearly pronounced, with the exact same outcomes occuring even faster.
This problem is unlikely to show its ugly face in singleplayer worlds, because usually, only kitchens built to feed a whole team of players have multiple fire pits working simultaneously.
Another reason I hypothesize this could've gone unnoticed for so long is because many people might be playing with reduced smoke rates in the config, or even asphyxiation turned off.
Thank you for your attention. I hope this helps, somehow.
Yes of course this is helpful and I appreciate your willingness to debug the issues. From what you've described it's definitely a result of the smoke being subject to wind and/or random movement. And once smoke misses the outlet and sticks to the ceiling, it may push other smoke away from the outlet, causing a cascading effect. This is, generally speaking, intended behavior; as in the real world, smoke will gladly spread out in a room if not carefully channeled.
I have released an update which increases upward mobility of hot smoke. It isn't clear to me whether this will resolve these specific situations. If it doesn't, I would suggest building a funnel (like an oven hood) to capture and channel smoke toward the exit
I'm currently halfway through testing the update, and I can confirm everything works much better now! Firepit smoke at low temps now has no issues navigating upwards into chimneys so long as it isn't obstructed. I HAVE been building funnels as part of my testing, though it seems I have been underestimating the angle they need to match. It seems 45 degrees is the absolute minimum required for proper funnel functionality.
[I guess it's worth noting that smoke particles also frequently clip through the walls of this large chimney structure, but that's not really relevant, especially since you already did your best to avoid particle clipping.]
I also don't use the chimney block as mortar is not something I can make reliably yet...
Just went poking around the mod files and found in "realsmokeemitter.json" that the firepit ["canVentSideways": true] while the forge ["canVentSideways": false]
and the forge smoke goes straight up, which is what I'm looking for from the firepit.
Changing the firepit to "canVentSideways": false has helped, however a more permanent solution would be appreciated.
In case anyone else comes looking and have any of the patches for various mods, you're gonna want to make the change in the patch file rather than this one.
Any way we could get smoke to have more vertical force? Like for possibly smoke signals or just a teepee/pit house. I keep having smoke fill my rooms as it goes sideways too much (or maybe the wind outside is affecting it?).


Sorry about the small picture... it wouldn't let me do anything bigger...
I might see what I can do about increasing the magnitude of the effect of temperature on smoke rise. Kinda hard, since it's physics-based it affects literally everything and everybody's setup. I think you having a big hole in the center of the room allows the smoke to be affected by the wind. That's a lot of distance between the fire and a hole, I think in reality the smoke would not be drawn toward that hole, either.
I was afraid of that... although in my experiance the smoke tends to want to go sideways before it goes up. Almost like the smoke entity was created below the firepit and tried to go around it, rather than being above and going straight up.
In another world I had a forge (the building! not to be confused with the block) with a chiseled stone hearth and the hole was directly above the fire and went through a short chiseled chimney stone pipe "thing". The smoke would always fill the room as it would split and go half to the chimney and half out into the room, similar the picture. Even when I tried putting an iron door over the hearth to force the smoke to go through the chimney, it would seep through into the rest of the room.
Doesn't need to be a lot of upward force, just enough to not split and go somewhere it shouldn't. A config option would be even better so it can be tweaked as needed, but anything helps.
Anyone have a fire pit/oven combo that works? I'm trying to avoid making a second chimney but I can't seem to figure out a placement that allows both the fire pit and the oven to be placed in the same vertical space without the oven filling the room with smoke. Thinking about just turning on fire pits heating ovens from Dana Tweaks since I'm having so much trouble figuring out a design.
Anyways, fantastic mod, one of my favorites and wonderful for immersion. 🤩
Fire pit under the oven? And chimney behind, extending into the block above the oven?
I don't know if this person does use Real Smoke, and I have not yet replicate, but this will be my design once I can figure out how to fit the chimney inside/outside the wall.
https://www.reddit.com/r/VintageStory/comments/1tejwmp/comment/om3kj6n/
I have been using a design with 2 ovens on the other side of the wall to the 2 fire pits, feeding into the same 2-block wide chimney. In my case the chimney is just part of one of the interior walls of the house, with the ovens in a separate room from the main kitchen. This could also work with a larger kitchen and a free-standing cooking area in the center. QP's decorative ovens work really well for stuff like this! Just make sure you get the compatability patch.
Im having trouble getting smoke to vent properly. I built a chimney, thats only 4 blocks high, out of chiseled blocks with a 8x8 hole through the middle and a brick chimney block at the top, like ive done in previous versions but now the smoke is just filling up the room constantly and asphyxiating me.
Screenshot? If you have a chimney block on top, try breaking it and replacing it.
There is now a fork of Asphyxia for VS 1.22 by GrimmSpector and Ultrcombraun. I'm concerned Real Smoke's asphyxiation will double-up with Asphyxia Rebreathed's asphyxiation.
In the current 1.1.0 version it does not, it disables Real Smokes asphyxiation, in favour of ours, but leaves the visuals and the data generation to Real Smoke and feeds it into our system.
Mafroz setsho do you have either of the optitime / synergy mods? that may be the cause.
I have synergy on server side and optitime on client side
Update Synergy to 1.1.12 or later to fix the smoke entity cleanup being prvented
Update OptiTime to 1.5.11 to fix smoke particles
Hi! I realy love this mod, but i have an error with the smoke entity. There are too many entities of smoke spawning. For some times it could be vore then 24 000 entities (only smoke) Torches ive disabled
My english is bad but i want to ask what changed with this version from 1.21, i remember the smoke will fill the room in seconds and start to choke me, but now it just disappears and is never a threat, just a fancy sight, i´m i doing something wrong? i tried diferent blocks to stop the smoke but it just goes away, in this screenshot i blocked everything and have a firepit in the middle, since im also using the stone bake oven and that could be making too little smoke.
Would you mind providing your modlist? I am having the same issue and think it might be another mod interfering. Your modlist might help me narrow down the conflict.
Thanks!
Got a crash, happens a few moments after joining the server. Did not crash the day before.
That's probably Purposeful Storage 2.0, it changed some major things and it's uh.. causing issues with other mods, as well as the past versions of itself if stuff like the grass bin are placed in the world. Might be best to roll back the version to 1.5.1
Hmm, for now it seems to work fine if we just schedule a daily server restart, but thanks for the heads-up.
I am pretty sure I'm having a particular issue with this mod absolutely ballooning my network usage. I am running synergy and tungsten so I'm not sure if it's at fault for messing with entity packets or something, but idle in my base with fires going my net usage (ctrl +f3 and edi on will display it- I had to ctrl+f the discord to find that out) went from 500kb/s and 913kb/s to 15kb/s on both ends after disabling real smoke. I probably never would've noticed this on my old connection, but my speeds are a good bit slower now so it was pretty noticeable when the desync amped up several orders of magnitude when I lit my bloomeries. Any thoughts?
There are going to be a lot of entity updates sent. You could disable torch smoke with DisableSmallEmitters in the config, decrease the MaxSmokeDistanceToPlayer, decrease MaxSmokeEntities.
bintoss such was the original approach. it had many strange side-effects, was limiting, and did not perform as well. however, it was still charming, and was more predictable.
Oh. Huh. That...sucks. I wish it had worked out for you. It sounds like it would have been nicer to work with.
> The smoke is actually a type of "entity" just as a creature or player is an entity, but its movements are directed by physics. You cannot see the smoke entity, only the particles that it produces.
But why entities? Why not attach the properties to air blocks and move the air blocks?
...
Did you already try that and find it had worse performance and/or memory footprint?
TaimatCompany the error suggests you have multiple copies of the mod
Anyone getting errors for 1.22.2? Getting a lot of errors on launch.
Today I died to smoke suffocation.
Great mod!
Multimore Seems to work for me in VS 1.22.1 but I will say I've discovered some bugs with fire / firepits in the base game.
I have come across a rather game-breaking bug for the current release.
When I make a vanilla firepit, it seems to essentially not exist, preventing me from cooking with the cooking pot, as well as creating phantom doubles.
Not sure how useful just my words are, or if anyone else has experienced this issue.
TheCivilHulk thank you for making that! I've updated the link on this mod page to point to it
Greentek Real Smoke isn't listed in your modlist, it should download automatically when you try to join, but if it isn't then go ahead and manually download the Real Smoke and put it in your mod directory
Howdy! First of all, love the mod! Changes the way that I tend to play the game and build in some really fun ways!
I love playing with QP's Chisel Tools, and noticed that the previous patch mod for it wasn't updated to the latest version, so I made my own! It's my first time making a patch but from what I can tell everything is working great! Just wanted to share it here for anyone else looking for a compat patch! https://mods.vintagestory.at/realsmokeqp
Thanks for the awesome mod, I can't wait to see how it keeps changing!
Was trying to join a friends server and consistently ended up with this crash log. every other player (total of 4) had no issues, not sure what the problem is but data is data.
Running on 64 bit Windows 10.0.26200.0 with 15772 MB RAM
Game Version: v1.22.0 (Stable)
4/25/2026 9:41:47 PM: Critical error occurred
Loaded Mods: walkingstick@3.0.0, chiseltools@1.17.1, immersiveorecrush@2.2.5, jsonpatcheslib@1.5.1, millwright@1.3.3, overhaullib@2.0.4, primitivesurvival@5.0.5, prospecttogether@2.2.1, game@1.22.0, vsimgui@1.2.2, egocaribautomapmarkers@5.0.1, betterruins@0.6.0, carryon@1.14.0-rc.1, danatweaks@4.0.0, deathcorpses@2.7.1, hydrateordiedrate@2.4.3, moldsexpanded@1.0.0, playermodellib@1.15.1, realisticwater@0.1.0, slowtox@5.0.0, stackedtemporalgear@1.0.0, toolsmithfork@1.2.20, creative@1.22.0, vsstabilitysetter@0.1.6, survival@1.22.0, xlibfork@1.0.1, antlershorns@1.3.6, goblinears@2.3.3, xskillsfork@1.0.5, xskillsgilded@1.3.19
System.Exception: Don't know how to instantiate entity of type 'EntitySmoke' did you forget to register a mapping?
at Vintagestory.Common.ClassRegistry.CreateEntity(String className) in VintagestoryLib\Common\ClassRegistry.cs:line 396
at Vintagestory.Common.ClassRegistryAPI.CreateEntity(EntityProperties entityType) in VintagestoryLib\Common\API\ClassRegistryAPI.cs:line 86
at Vintagestory.Client.NoObf.ClientSystemEntities.entityFromPacket(Packet_Entity entitypacket, ClientMain game) in VintagestoryLib\Client\Systems\Entities.cs:line 429
at Vintagestory.Client.NoObf.ClientSystemEntities.createOrUpdateEntityFromPacket(Packet_Entity entitypacket, ClientMain game, Boolean addToLoadQueue) in VintagestoryLib\Client\Systems\Entities.cs:line 399
at Vintagestory.Client.NoObf.ClientSystemEntities.<>c__DisplayClass8_0.<HandleEntityLoadedPacket>b__0() in VintagestoryLib\Client\Systems\Entities.cs:line 214
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 817
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 783
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 741
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 685
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Event Log entries for Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 4/25/2026 9:38:56 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.22.0.0, time stamp: 0x693c0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x6aa4
Faulting application start time: 0x1dcd4f3704410a1
Faulting application path: C:\Users\samue\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\samue\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: bfdbb33b-6476-45aa-8ee0-0c91bb7cc522
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 4/25/2026 9:25:26 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.22.0.0, time stamp: 0x693c0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x68c8
Faulting application start time: 0x1dcd4f18df7f7c1
Faulting application path: C:\Users\samue\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\samue\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: 07b6b871-78a0-4b38-b433-a3442aeadf37
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 4/25/2026 9:20:08 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.22.0.0, time stamp: 0x693c0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x49fc
Faulting application start time: 0x1dcd4f0c339a424
Faulting application path: C:\Users\samue\AppData\Roaming\Vintagestory\Vintagestory.exe
Faulting module path: C:\Users\samue\AppData\Roaming\Vintagestory\Lib\openal32.dll
Report Id: b44dc6e4-e54a-433b-90fa-1a2afb0440bd
Faulting package full name:
Faulting package-relative application ID: }
XyrVexus thanks, it worked. Sid a combination of yours and the comment. :-)
Hey Comeaves This affects all particles, not only smoke, right? Restart the client and it'll fix itself. Happens rarely, due to a shader bug in Pelagus Winds if you have that installed.
Hey I just installed this on 1.22 and the smoke looks very weird... it has copper colors (orange and green) near the fire and very dark black high up

I am playing with other mods but NO SHADERS and the only retextures are JustSnow and Opine
XyrVexus thanks, I don't know why, but it now works fine!
L3x4ur1n Check the log files
Sadi
falsein the config filesee also this comment
Hi I have mob radar and the smoke entitiys are clogging up my view, do you have an idea how to edit the mob radar config to give smoke its own category to deactivate its tracking?
Hi, I downloaded the 1.22.0 version of the mod, but when I run my game it gets stuck and not playable, I have to force close Vintage Story. Any way to find out what is going on to help you troubleshoot it?
I have these mods installed
Auto Map Markers 5.0.1 - Vintage Story 1.22
BloodTrail-v1.2.0
CarryOn-1.22.0_v1.14.0-rc.1
configlib_1.11.1
sortablestorage_3.0.0
statushudcont_4.3.1
vsimgui_1.2.0
TwoGoblins Marnoot taucetifive Thank you for reporting the issues. I have made an update which is now compatible with the newest versions of VS. Just a note- firepits, forges, etc affected by the dupe may need to be picked up and set back into place.
Can confirm that the issues stated below for rc9 are still present on rc10, item ghosting/duping and broken firepits
In case it's helpful, these were some other rc9 errors I was seeing:
seems to cause an item dupe bug and break firepits (maybe more) in 1.22-rc9, eventually caused a server disconnect.
difficult to know what logs to post.
client debug:
17.4.2026 16:00:57.231 [VerboseDebug] Lang key not found: game:meal-rendered fat1
17.4.2026 16:00:57.232 [VerboseDebug] Lang key not found: game:meal-ingredient-rendered fat1-primary-fat
17.4.2026 16:02:38.297 [VerboseDebug] Lang key not found: game:meal-rendered fat2
17.4.2026 16:02:38.297 [VerboseDebug] Lang key not found: game:meal-ingredient-rendered fat2-primary-fat
17.4.2026 16:02:41.870 [VerboseDebug] Lang key not found: game:meal-rendered fat3
17.4.2026 16:02:41.870 [VerboseDebug] Lang key not found: game:meal-ingredient-rendered fat3-primary-fat
17.4.2026 16:02:49.495 [VerboseDebug] Lang key not found: game:meal-rendered fat4
17.4.2026 16:02:49.496 [VerboseDebug] Lang key not found: game:meal-ingredient-rendered fat4-primary-fat
server main, when trying to render fat in a cooking pot, which leads to a weird... dupe yet not dupe. this seems to happen every single time i try moving the fat around
really weird since i don't see the mod mentioned at all but this issue occurs even with the mod being the only one enabled
It doesn't seem like the mod works on RC8, and I also don't see the RealSmoke.json configuration file.
There's also an error in the log. I tried deleting the config (RealSmokeClient.json), but that didn't change anything.
What's important is a clean installation. It seems the mod can't generate a new config, and since I didn't have one, the mod doesn't work.
ModernScience You should try this mod and see if it helps in any way with the chiseled blocks.
https://mods.vintagestory.at/cbr
Can someone do a patch for this patch - Decorative blocks from QP's Chisel Tools, it is no longer working with real smoke and the dev has gone missing XD, i miss my always smoking chimneys. epic mod by the way, my mines have become very unsafe tto work in so thats cool, would be intresting if you can get that gas types working from your ideas, might even cause gas explosions when underground which would be insane if you can pull off. anyway best of luck!!
XyrVexus Thanks, it was indeed my config that was messed up!
pngwn It seems like your config is invalid. Delete the Real Smoke modconfig files (RealSmoke.json and RealSmokeClient.json) located in /VintagestoryData/ModConfig/ then restart Vintage Story and let me know if you have issues after that
In 1.22.0-rc.8 I get this error:
Made a few compatibility patches if anyone is interested😘
I've been testing this mod lately and I'm a bit torn. It seems rather difficult to have an indoor campfire and it count as a room, if you chiseled blocks to make a chimney. If the hole in the rock/cobble/whatever is big enough to let enough smoke out, such that the room doesn't fill with smoke or the fire put itself out, the room doesn't count as a 'room'. I'm basing this entirely on the sound of weather from inside of the room. Any chimney I make which is small enough for the game to recognize the room as a 'room' will not vent enough smoke. Perhaps if I make several of them I could work around this. I'm not sure.
I'm torn because I understand and kind of like the idea of needing to make a chimney as a sort of tech progression. On the other hand, I think I should have freedom here with how I build my chimney.
I would encourage you to implement the whole 'airflow' concept you referenced earlier. It would be rather nice for large quantities of smoke to funnel through relatively small holes such that I can build unique and cool chimneys while using this mod. I'm going to keep using it I think. I'll just put some chimneys on later and consider it a 'tech upgrade', but nevertheless I think it would be a really nice change to the mod.
Do haybales count as semiporus blocks? I use them as roofs as im bad at design and dont make thatch roofs.
Since this mod is completely set up to do something like this, could you consider adding some modified logic so that fire pits produce much more smoke when burning grass as fuel, so that we can choose to produce thick smoke signals when out in the wilderness?
It would be super cool for immersive/mapless multiplayer, you throw some grass on the fire to let people see where you are from the dense smoke it produces.
ModernScience a chiseled block will allow smoke to pass through. only the game's Chimney Block and layer of sticks will be seen as a chimney. And yes, a fire should detect the chimney as you've described. A room is enclosed by blocks which are at least 1/2 full of voxels, and each exterior face of that block must be missing no more than 32 voxels - this does allow for some creative solutions, including a 2x2 column of blocks with a quite large hole in the middle, yet enclosing a room. Try it out in Creative. The only limitation to the height which smoke will rise is temperature and smoke amount / dissipation rate. Temperature falloff is not configurable but amount and dissipation rate are.
I'm curious about vanilla chimneys. Not the Chimney block, but rather chiseled blocks. Traditionally, I would carve out a small hole through the middle of blocks like cobble. This hole would extend vertically up to the top of a pillar of these blocks, and at the top I would chisel a cap for the tube. I'd call that my chimeny. Vanilla smoke would rise up through these and vent out into the air. It has a nice look. Will this mod even recognize the hole in the chiseled block for the purpose of venting smoke? Would a chiseled block count as the empty space requisit for the chimney you talked about? I imagine I may need to tone down the smoke to make them work, if it even does this. Also, doesn't a room need to be sealed on all of the inner faces? Meaning that the inner face of a room is a whole face, not chiseled or something like that? If I build a big 'tube' of air blocks up and out of my house, doesn't this at minimum count toward the volume of the room or possibly even invalidate the room?
Another question here is if you could add an option to increase the maximum smoke height. I have a very tall world. 1024 high. The distance the smoke travels up seems quite limited and limited to the elevation of the source fire. Like, my campfire outside will raise up pretty high in the sky, but the torch in my surface copper mine will have it's smoke hardly leave the opening of the mine. If the mine is deep enough, the smoke will never leave the mine. It's like it only goes some fixed distance up from the fire. Maybe 20-30 blocks?
-edit "they can detect chimneys through chiseled blocks. Chimneys pull smoke from the block below them, so as long as smoke makes it there the chimney will try to move the smoke upward."
I seen this in the previous post.. oof I skipped over it as it was directed at fenton. Just to be clear here, I can do exactly what I've done prior, except I place a chimney block on the top rather than carving my own, and the fireplace/torch/whatever will detect that and use it?
TimeAtomicz I'll see if I can add a porous tag to the clay items; however, i'm not sure I want to do this.. the clay item files are very disorganized, and there are mods that add tons of clay items. Allowing smoke to travel through all those items could lead to weird and unexpected cases. I would recommend leaving just a couple grates empty - that should be enough for smoke to find its way out. About the smoke stacks, I'll think on it more deeply later; as of now I can only come up with a very inelegant way to reset the smoke. Basically the smoke is dissipating and losing heat as it climbs the chimney, I think I'd need to implement air pressure / currents to have a solution I'm happy with.
FentonCheese Smoke doesn't detect chimneys, fire sources do, and they can detect chimneys through chiseled blocks. Chimneys pull smoke from the block below them, so as long as smoke makes it there the chimney will try to move the smoke upward.
Minor issue with the beehive kiln, the smoke properly rises through the grates but not through the items being fired resulting in no smoke exiting by the chimney.
Also, could the smoke somewhat "reset" when it goes through a chimney as to allow to build smoke stacks? (as in, the smoke gets emited as if it is new). Currently the smoke from the smoke stack ends up reaching the same heigth as the other chimney which are lower, decreasing the dissipation rate doesn't help.
Can smoke detect a chimney through chiseled blocks?
Just want to say I love this mod and it's one I hope they incorporate into the base game at some point. Thank you for making it!
Lilac_Starbloom it does come out of the top unless there is something blocking the smoke
Is there any chance to give an option for where the oven smoke comes out of? I built a whole little perfectly chiseled chimney, thinking it would come out of the little hole on the top, only for it to be front-emitting instead
mnflwrs could you share your mod list and any error log? on discord in the Real Smoke channel would be preferred
I am also having the odd floating items glitch and subsequent crashing that Marshy_Pup described, but I'm still playing on 1.21.6 and using the 1.1.12 patch of RealSmoke. I'd appreciate any help with this issue!
Thanks! Rung update to 1.1.11 or 1.1.12
Hi, thanks for the great mod! I ran into the following crash while using RealSmoke 1.1.10:
Mod list as follows:
Mod 'Auto Map Markers 4.0.3 - Vintagestory 1.21-rc.zip' (egocaribautomapmarkers)
Mod 'BetterFirepit-1.2.0.zip' (betterfirepit)
Mod 'blockoverlay-4.7.1.zip' (blocksoverlay)
Mod 'butchering_1.11.0.zip' (butchering)
Mod 'CarryOn-1.21.0_v1.12.1.zip' (carryon)
Mod 'firepitsshowfuel_1.2.1.zip' (firepitsshowfuel)
Mod 'FromGoldenCombs-1.21-v1.9.4.zip' (fromgoldencombs)
Mod 'HudClockPatch_v1.1.2.zip' (hudclockpatch)
Mod 'knitting_1.2.1.zip' (knitting)
Mod 'realsmoke_1.1.10.zip' (realsmoke)
Mod 'spinningwheel_1.1.61.zip' (spinningwheel)
Mod 'stepupcontinued_0.0.1.zip' (stepupcontinued)
Mod 'vsroofing_1.2.1.zip' (vsroofing)
hi Whelmbert , firstly on your edit question: pushing smoke further from a fire source toward a chimney is probably not going to happen, there are a few complicated reasons for that. And then onto the particle issue: I have spent so many hours staring at particles, chimneys, entity debug wireframes, to get to where we're at today. maybe the chimney is too high, or maybe it needs thicker walls. for my part, what needs doing is to design a new shader that can do what Vintage Story hasn't done yet: prevent particle clipping altogether. it's on my to-do list, and while I'm not sure how feasible it really is but just know that it's something that has always plagued me and I definitely want it done.
Not sure if this is a bug or not, or even practical to change from a modding perspective, but I like building on the smaller side and often dont have space to leave a full empty block for my chimney, but if I chisel one, the smoke particle sprite phases through and is visible on the outside of the chimney, particularly as the smoke gets higher. I really like this mod, but it's killing my feng shui.
Edit: also just had a random thought: what about a config setting that determines how many blocks left or right smoke can travel before having to go up?
Would it be possible to patch VS Roofing to ad the porous tag to eaves? I'm currently using one as a sort-of chimney and it kinda works, but about a third of the smoke doesn't want to go through the hole.
thank you for reporting this Marshy_Pup , the newest pre-release brought with it some changes that were not backwards-compatible. I have released an update that is compatible with VS 1.22.0-pre.3.
I've found with the pre-release version of the mod, it's causing broken items to float? and cause a little bit of world lag before eventually after 10-20 minutes just crashing due to "too many errors" none of this happened before I tried installing this particular mod. Unsure what the cause would be besides just the extra smoke entities.
I agree with Sianks, the Culinary Artillery (or maybe Foods Expanded) Chef trader has 16 torches in his little hobbit hole, and it fills his house with smoke. It's actually kind of hilarious.
Hi Sianks, i haven't heard from anyone that those mods are unplayable with RS; though there is apparently one modded trader whose hut has like 16 torches and it tends to fill with smoke. You can remove excess torches from them if needed (protected areas such as traders may require admin privileges to do so.) Traders will not be harmed by smoke, either. There is also a config option to disable only torch smoke. I would suggest informing the mod authors of any structures which are problematic enough to require removal of torches; then they can act on that information.
I'm 100% sure that Mods which add extra building (Ruins and Trader buildings) will be unplayable with this mod.
Example, BetterTraders, you walk into a hut of a Trader that has 6 or more torches inside of it, and all you see is smoke and slow death... (There is house like that tho, I've played with similar mod that makes Smoke realistic and couldnt see anything, of course you cant edit the structure itself)
BetterRuins, i dont know if there are ruins with active torches or firepits, so that might pass.
Is it possible to do something about it? Entering command every time i visit traders seems to be tedious task, besides I dont know if smoke can affect traders.
captanredbeard yes https://discord.com/channels/302152934249070593/1402838992629792852/1421203214291701782
There would be trade-offs. More appropriate as a completely new mod imo, which I invite anyone to attempt so that I don't have to 😛
What I would consider, which is still a rewrite but would at least feel the same way Real Smoke currently does, is to switch to an approach that relies not on Entities, but on a threaded Smoke Controller that tracks and updates clients about where smoke should appear to be.
I am curious, could you tell me more about the performance for your large server? I have received feedback that it performs without issue at default config for servers of 80 active players. Of course every server is unique (are you running 1000 bloomeries at once? is the server slow, high latency, or is it a player FPS issue?) Are players in mostly nearby each other or all spread out? And perhaps config setting to disableSmallEmitters would be helpful
XyrVexus ever considered making a room/enclosed area based system instead of specific entities?
It's preformant enough on singleplayer, but it's not enough for a large server. Using a room/enclosed area, precalculating the smoke paths once, then telling the client side to render particles along that path would likely be easier on the server then full entities.
Completely understandable if not as it'd be a substantial rewrite to the mod.
Benko_1000 Only players. It appears that log is coming from Seraph Leveling, and it reads as though the smoke entities are being damaged by fire (they can't be.) I looked at their modpage, they address this as a debug statement that they intended to remove in the most recent version.
There is some interaction with the realsmoke mod that spams the server log
[Server Debug] [SeraphLeveling] ReceiveDamage_Postfix: target=realsmoke:smoke, damage=1, result=True, SourceEntity=, CauseEntity=, Type=Fire
Does the smoke damage anything else except the player?
Hmm, that would have been a fun alternative to combat when you're under-equipped. Thanks for the swift reply!
Guimoute asphyxiation only affects players. Not animals due to the potential for griefing, and not drifters because of, well, lore reasons :)
Hello,
Can I kill drifters in the dead end of a cave by smoking them?
DarkThoughts Updates will be for VS 1.22 going forward; I'll write that down on my to-do list, thanks for the suggestion!
Shey Good suggestion, added to my list
Not sure how technically feasible it is and it's a very minor thing, but could we make the creative lit campfire that you can get emit smoke? It would make testing builds in creative a bit easier.
First of it's a really nice mod and it works really fine.
But may i suggest having a parameter that changes how much effect the wind has? Personally for my liking the fix 0.5f multiplier in the code is way to little to feel naturally during windy days. I would love to change it back to 1 or customize it to any value between 0 and 1 or higher.
That would be a nice addition so i wouldn't have to build the mod myself.
Thank you in advance!
Hey, just want to say what an amazing mod this is. It makes the game so comfy-looking, especially when cooking in this rain
Hey Grumman
I've considered this and probably will do at some point, I've tested this before. It also looks GREAT with the smoke coming out of the top. The only real issue is the smoke particles appear to clip through iron hatches since they're so thin; it's very distracting, which I'm sure many players would not appreciate. Still, I want to do this and fully plan to when a good solution makes itself clear. Here's a link to a video of the results of that test: https://discord.com/channels/302152934249070593/1402838992629792852/1431045857884504164
could the refractory grates in the crematory be able to pass smoke through please? i cant get all the smoke from the piles beneath away from the stairs into the area below making holes in the back doesnt really help, other than letting me breathe
You need to add Pitpile Woodpile
XyrVexus
This mod is the best!
But I do have a really cool suggestion/request/idea?: what if you and other seraphs (maybe even merchants and animals) had "steamy breath" when it's cold or high up and in caves (where it's usually quite cold )
That's honestly something I've been looking for; it's probably not in the scope of what this mod is made for, but with the real smoke mod, it would be cool if that can be done.
I use the mod a lot and I LOVE it, also that building in the mods thumbnail is way too fire to not ask if theres any tutorial vid's or anything on it, if not thats alright. again, Great mod my man!
Was going to ask to let the smoke pass through thatch roofs as that is actually how some old houses were built but it looks like that is already outlined in future plans.
I always appreciate mods that add some aesthetic as well as function. The need to consider chimney's goes a long way in building design. This is absolutely going to be a permanant addition to my game.
Lark_ coming soon
Hi XyrVexus! Could you please update the compatibility for NDL Wooden Torch Holders? The author of that mod recently released a big update (v2.1.0) and mentioned it likely broke the previous compatibility with Real Smoke.
This mod is awesome. Lighting up a kiln and watching the smoke billow and spread through a room and out of any cracks is a sight. Thought it'd look pretty awkward given it's just squares but watching it billow out of the back wall of my kiln is such a satisfying visual to me. I honestly can't wait to make a kitchen with a REAL chimney.

The roofing mod rooves don't seem to keep smoke in https://mods.vintagestory.at/show/mod/30143 is there a config way to tell the mod that these blocks should be treated as solid? they do count toward making a room a room.
Praalalready done ;) https://mods.vintagestory.at/stickisolation
XyrVexus Would it be possible to make the layer of sticks enclose a room? As it stands, there's no way to have an early game bed respawn (with BedSpawn) and also have the room heated by a firepit as either there's no way to vent, or the room is not a room and thus not allowed to be a respawn by BedSpawn.
XyrVexus Ah, very well. Was just curious as both RS and Asphyxia came up and so did a question about how far RS might go to being a "replacement"
Sparkplug04 Their approach is very different than the one I have chosen. When/if Real Smoke gets its own "gas" api, it would probably be using the current entity-based approach, so it would be more appropriate for something like visible steam or particulate gases, rather than very dispersed gases such as CO or CO2.
XyrVexus
Hey, I was talking with l33tman ended up hearing him speak about an old mod that added a lot of gasses in general. Was by Jakecool, named Asphyxia. Thought it might be worth mentioning it to you.
Any plans to implement something like this later on, or as some offshoot dependent on this mod?
https://mods.vintagestory.at/show/mod/2317
stwlam thank you! have you still been having issues or did Rythillian's update to CBR help your situation? and yeah the ceiling traps can indeed hold some decent amount of smoke, maybe will be addressed at some point when/if I add air pressure / air current simulation
Bomberanian ScreamingTree09 particles appearing to clip through thin walls is an annoyance with VS's rendering / shaders, perhaps it could be fixable with much time, effort, and patience that I don't have right now lol. but let me know if you experience the smoke entities actually escaping through solid surfaces! that could be possible with very very thin surfaces and would indicate that I need to improve the collision checking.
Angry_parZival I plan to eventually tag certain blocks as "porous" such as grating, fences, etc & disable smoke collision with those blocks.
Hi,
I'm using the One roof mod. For some reason smoke seems to be able to dissipate through the One roof dynamic roof blocks. The smoke doesn't go straight through, it stops and then slowly leaks through. The roof blocks do have a sorta thin hitbox if that matters? But they are solid blocks. I'm not really sure if this is an issue with One roof or with this mod but seeing as One roof hasn't been updated in a quite awhile I figured it would be more productive to ask here.
Howdy, I've been playing with real smoke for awhile and I love it. Up until now I haven't had an issue but my client recently crashed. I'm also running a ton of mods so it could be an incompatability.
Anyone who has insight into the log; the help would be greatly appreciated.
---POST EDIT
Just leaving this here for anyone who has the same problem. It seems my occasional crashing was caused by a conflict with visible high fertitlity soil. I then also tried the mod particle plus and it seems to produce a similar occasional crash. After removing both I've been able to play a few days without a client crash. c:
Rythillian I suspect that the problem I am having lies with the Real Smoke mod; smoke clips through the surface of the chimney. I have been testing with a chimney that is one block hollowed out so that it has walls 2 pixels thick; this should be a passage plenty large enough for the smoke. However, the smoke particles clip and drift away through the chimney anyway (with and without the CBR mod). This happened with a basic straight vertical chimney, and it happens pretty bad with my original chimney that has a one block offset. Even after modifying that chimney to be straight vertical, I get clipping. My graphics are pretty much maxed out, so that shouldn't be the problem. The only way that I've been able to prevent this is by having a 3x3 block chimney (both with and without the CBR mod) and to have the walls relatively thick, at least half a block.
ScreamingTree09 Heya, I just put out a version of Chiseled Block Retention that might fix the compatibility. It worked for me BUT I haven't used Real Smoke before now so perhaps there is something I'm missing. Would appreciate a confirmation on if it is working or not!
Is there any workaround to getting a 1x1 chimney working with the Chiseled Block Retention mod, or is it impossible?
Is a 1x1 chimney possible at all? I've been trying to make a chimney without the CBR mod, and smoke just keep going through the walls.
A great mod, adds that level of detail that doesnt overwhelm, but really brings the world to life!
Was wondering if it would be possible to add more granular adjustments to 'smallEmitters', more than just off? I love the real smoke from torches, but would like them slightly tuned down compared to smoke from what I'm guessing would be 'largeEmitters'.
Maybe the smoke ought to more-eagerly Bernoulli its way to areas of "lower air pressure"? Currently a 2x1x2 trap with no escape to outside above an active campfire and oven is sufficient to keep from spreading very much to the rest of a room.
Very cool mod!
can you make it so that smoke can pass through firebrick floor gratings my current setup wants to eject smoke out onto the room im in through the trapdoor im accessing it through rather than the predefined chimney in the multiblock
Wulff At this time only blocks / block entities can produce smoke; maybe one day I'll add support for other sources, because I would like a held / dropped torch to produce smoke.
Chereshnya it is sad. a github issue has been raised to the VS devs: https://github.com/anegostudios/VintageStory-Issues/issues/6421
Ive noticed that when using a large building (such as a factory style building made from cobblestone) the smoke will go through the cobblestone instead of being funnled to the chimney at the back of the room. Is there a fix for this or is this intended behaviour?
Sad that smoke looks really ugly with volumetric clouds at night. Is there no way to fix it?
could it be possible for the smoke from pipes in pipeleaf mod to have actual smoke that fills a room?
Truly impressive. This is a stable mod on my list from now on. I strongly recommend it for everyone.
MushroomDot Yes that would work fine
Would Chiseled Block Retention mod still break the chimneys if I do NOT use chiseled blocks in between? Lets say I make a completely hollow chimney 1x1 block channel in the middle and use a chimney ontop? So between fireplace and chimney there is just air.
Absolutely love the mod :D thank you so much for making it <3
Po otwarciu strony z modemem, Norton „Malware-gen [Trj]” podczas ładowania strony.
Adres : i.postimg.cc/25fFzcNL/industry.png
Być może to być alarm, ale dam ci znać.
Neronic There's not. Make sure your PC is up to date, as updating has sometimes resolved WD's complaints. This happens from time to time to various code mods because WD does not like DLL files. The !ml extension indicates it was flagged by a machine learning algorithm. You can upload the file to something like VirusTotal and it will scan it.. The code is open-source as well.
I got a virus warning from Windows Defender with this file inside the latest release:
Program:Script/Wacapew.A!ml
Angry_parZival Improving the movement of smoke is an ongoing task, it is my hope that future updates will continue to make smoke move more naturally
can you change the behavior to where the smoke paths to the highest elevation possible (within reason (to make horizontal/slightly slanted chimneys possible for use in a bunker / large factory where there are multiple sources but you want only a few exits)
heat rises after all
Thank you so much for still making updates for 1.20! I haven't switched to 1.21 yet due to vanilla bugs and glitches making it difficult.
Thanks for this sweet mod, XyrVexus. Also, thaks for your FAQ entry regarding disabling Real Smoke map markers created by Mobs Radar.
Thanks for the sweet mod, XyrVexus. Also, thanks for your FAQ entry regarding how to disable Real Smoke markers.
Lol, I got colored smoke on my very first logon with Pelagus Winds. It did revert upon client restart, but it is a bit funny that I got it on my first try.
Twisty It's not possible at this time to configure that. I may add a toggle in a future update.
RunYouCleverBoy I'm sorry, I don't understand your question
Metalsoul212 Pelagus Winds can sometimes, very rarely, cause all particles' colors to shift. Restart your client and it'll return to normal.
Getting a very interesting bug.. Rainbow smoke?
https://imgur.com/0SBWJ0e
" It needs about 1/8 of a block to fit through."
my firepit producing smoke even through non hole wall of dirt blocks..
how to avoid it?
Is it possible to configure this so it's just purely to avoid asphyxiation, and doesn't choke the fire?
I mostly want it for vibes and to force some ventilation, but if a player wants a smokey hellhole of a forge they choke in, they should be able to have that.
well if smoke still flows through a tecnicaly solid block if it has holes chissled into it, that still works fine.... particuarly if you got the mods that makes all chissiled blocks solid lol
Azraile It used to work like that in old versions where smoke was a block but now chimneys only suck up smoke from block underneath
oh wait..... do the chimney blocks suck up the smoke through solid blocks bellow them? looking at the pictures it looks like that is what they do..... it's not very clear
So can you put a chimney block and there be 15 solid blocks bellow it, with smoke under that ... the smoke will be pulled up and out the chimney?
Azraile Ah, I see. Yes indeed, that is a very valid way of preventing the chimney flue from affecting the room size
I mean If I want a 3 story tall chimney going up the side of a tall building, I don't want the inside of the chimney added to the calcuation of the roomsize. If your saying smoke can move through missing voxels, so I chizle out a block with 32 voxels removed... then that fixes that.
Hi Azraile, yes you can adjust smoke multiplier to a decimal point. If particles are causing you lag you can also reduce them globally using the slider in Graphics settings. Max chimney height can be as high as you like. Yes you can chimney into another chimney. Keep in mind smoke will go cold after awhile and stop rising, so a chimney can physically be too tall. If you're using a chimney but the room is not sealed then I would suggest making improvements, I think it's a fun little puzzle to work within the room requirements once the rules are understood. The game requires each exterior-facing block of a room to contain at least 50% voxels and each exterior face can have no more than 32 missing voxels. To see some pictures & other people discussing their chimneys please visit the Discord chat linked under "Homepage"
I like the look of this but some questions:
Can this be something like 0.5 if I want less than the normal amount of smoke to reduice lag and need less chimnies?
how high can this go? and can you go from a chimney into another chimney? to allow a tall chimney but allow a room...... or could you add an block for this.... just a vent that sends smoke up a shaft and can seal a room.
I love this. Thank you!
Suggestions:
1) A coughing animation where you put your hand up (similar to in wind) when you are asphyxiating.
2) An interaction with ancient tools where you need the smoke to cure the meats on hooks.
3) The smoke particles preventing bees from spawning when breaking skeps.
ShaeTsu have you updated to the latest version? I spoke with Cthugha on Discord and their problems were alleviated after updating.
I can agree that I've had very little success pushing smoke through chiseled blocks with the entity system, and 8x8 hole in the center of the block did not seem to be enough.
XyrVexus From a lot of testing, I had to chisel out a 12x12 hole to get to the point where smoke does not inevitibly back up and starting filling the room. Also, an 8x8 voxel hole does in fact break insulation.
ShaeTsu the classic insulated block approach to having a 1x1 chimney is to chisel out the middle 8x8 voxels. You can go wider and still be insulated - up to 50% of the block can be removed. Then at the top of the flue, there are many possibilities, either have multiple small holes; one on each side and top up to 32 voxels. Or cap it with a Chimney block, because it will pull smoke out of the block below.
Really cool mod, but the smoke is gonna need actual pathfinding before I can consider this viable for a survival playthrough. Made a fireplace with a chimney that had a hollow chute 1/8th a block, where the bottom of the chimney was chiseled to funnel the smoke upwards, topped with an actual chimney block only 8 blocks above and the smoke would still rather spill out the front of the fireplace and collect at the ceiling.
Edit: After some more testing, it seems the amount of voxels you need to chisel out of a chimney chute to get the smoke to follow it consistently is conveniently the exact amount of voxels that breaks a room.
shaitans_demise Hello! so the clogging is best fixed by using at least some vertical slope. Until I come up with some idea for simulating pressure or air currents, as of now smoke moves horizontally only by 1) wind 2) pushed by other smoke 3) random movement. The visible thing is another problem. It's an issue with Vintage Story's quad particles being 2D billboards always facing the camera. I won't get into the technical details but let's just say I'd majorly love to see game's rendering and shaders improved. Tyron, are you reading this? :-)
Is there a way to make smoke travel faster in horizontal vents? I created a semi-long horizontal tunnel leading to an actual chimney, and smoke does travel there, but it clogs it enough for the smoke to visible "leak" through the chiseled block, on solid sides.
DracaBro hot smoke doesn't cause heat damage (yet) so that's something unrelated to RS
Quick question, no clue if this was fixed already; we'd had some issues with people getting burned when 5 blocks away from a fire, is this related to smoke carrying a heat signiture that can burn you?
MailMan1001 I can help you in the discord server. Some things to try: Check your server & client logs. Reduce particle count in the graphics settings, or use the config option to DisableSmallEmitters. Make sure you're using the right version of RS with VS. I have performance tested myself and find no difference between 1.1.4 and 1.1.3. In real-world testing my FPS without RS is 225, and 200 with it enabled. And disabling via the chat command has the same effect as removing the mod.
Same thing here like with PauliusZ, with the new update i had sudden fps drops. Ive restarted world, game, and pc and nothing. then i made new config, fresh mod install and still had lag. Wasnt till i disabled it that i had my frames back.
PauliusZ I'd ask that you restart & check again please. Sometimes restarting the game client resets allocated memory and other performance-related issues. The visual smoke particles are the usual suspect with regards to client performance. but, when disabled, RS really doesn't do anything, and you can verify this yourself in the source code. Real Smoke actually has an extremely lightweight footprint which I've worked very hard to ensure. Memory-wise, it's using nearly nothing. If you do find that you are having performance issues, please message me on the Discord channel linked above, as that would be too technical to work out here.
Just wanted to let you know that disabling your mod in chat did not change any fps to me but removing the mod doubled my fps.
I dont know if it was memory leak or something else but this is what happend on my part.
Follow-up to my previous comment:
I managed to somewhat mitigate the smoke buildup by created a "guard layer" to separate the ceiling above the fires from the ceiling of my room (side view, 90 degrees rotated from the diagrams in the previous post):
⬜⬜⬜⬜🌋⬜
⬜⬜⬜⬜🧱⬜
⬜⬜⬜⬜🧱⬜
⬛⬛⬛⬛🧱⬛
⬛⬜⬜⬛⬜⬛
⬛⬜⬜⬜⬜⬛
⬛⬜⬜⬜🔥⬛
Like this I get nearly no smoke in the room in the three-chimney arrangement (2nd diagram in previous post).
With the funneling arrangement (1st diagram in previous post) I still get some smoke in the room, but way less (the suffocation only shows up occassionally now).
So I guess I'd just like to double check that it's working as intended and whether there's a better arrangement I didn't consider.
Another (somewhat related) question:
The chiseled chimney channel blocks more-or-less work, but I'm having some issues with more "advanced" chimney arrangements.
Are you supposed to be able to have several smoke sources side-by-side and all of them still vent successfully?
I tried two arrangements:
⬜⬜🌋⬜⬜
⬜⬜🧱⬜⬜
⬜⬛🧱⬛⬜
⬛⬛⬜⬛⬛
⬛⬜⬜⬜⬛
⬛⬜⬜⬜⬛
⬛🔥🔥🔥⬛
⬜🌋🌋🌋⬜
⬜🧱🧱🧱⬜
⬜🧱🧱🧱⬜
⬛🧱🧱🧱⬛
⬛⬜⬜⬜⬛
⬛⬜⬜⬜⬛
⬛🔥🔥🔥⬛
🧱=chiseled chimney channel block
🌋=chimney
🔥=smoke source (campfire)
⬛=building block (stone)
⬜=air (no blocks, hollow)
In the first arrangement I tried to funnel the smoke into one chimney, as one should theoretically be enough to dissipate smoke from 3 fires. In this case my room filled up with smoke quite fast. I could see the chimney on the outside of the building vent smoke, but most smoke collected inside the room.
In the second arrangement I put three chimney stacks side-by-side. I go less smoke collect in the room, but still enough to get the suffocation effect sometimes.
PS: I just saw you replied to my previous comment, thanks for that explanation!
The_Revisionist think of the smoke like a tiny invisible cube; a single one of these smoke cubes could represent up to 64 units of smoke, that's the max. it actually needs space to travel through. should have no problems navigating a hollow column, but more complicated setups or horizontal runs will slow down the smoke and could become "clogged"
XyrVexus That's great! Is there a requirement of how "open" the block below the chimney need to be for smoke to travel through? If I put a chimney on top of a column of these chiseled blocks, should 64 units of smoke per second be passing through the whole column (same as if the column were hollow)?
The_Revisionist yes it certainly can
Can the smoke travel to a chimney block vertically above it through chiseled blocks with an opening? E.g. a block that is chiseled like this (top-down view):
XXXX
XOOX
XOOX
XXXX
X is solid, O is hollow.
jabes there are no changes to room definitions here. As part of a room, you can use chimney blocks, trapdoors, or chisel holes. Chiseled blocks will insulate as long as the exterior hole is no larger than 32 voxels
Have a chance, when smoke entities impact a block, of it adding a soot decor block. If it's already got a soot decor, it can change it to "tarry soot", and generally just increase layers of soot. This can introduce a risk of fire over time, or at the very least "plug" your chimney requiring it to be cleaned.
And then introduce a chimney sweep brush.
And hire Dick Van Dyke
Does this fix chiseled chimney holes disallowing interior room status?
Sorry if I missed this somewhere in the mod desc.
XyrVexus appreciate the willingness to help. I'll join the discord sometime in the next day or two and hit you up.
Tahvohck I could be of greater help on the Discord with some image sharing. Without an image I can say this much: the smoke entities are tiny invisible cubes which paint little clouds of particles. The particles are purely visual, and so you don't have to worry about those just because they appear to be bouncing off a surface - it's the clouds of particles you'll want to pay attention to, because those indicate where the entities are. If smoke is coming out of your chimney and not building up in your home, then you're doing fine. Adjustments in recent updates haven't changed the entity movement physics, but have made the particles much less likely to clip through objects (although they still do clip through thin surfaces, and probably always will - changing that would be a big effort to adjust VS's particle renderers / shaders)
With recent updates I'm having a really hard time getting a chimney working. An 8x8 hole down the center (using the 4x4 chisel) doesn't give a standard firepit enough draft room to move all the smoke, and particles keep come out of the front of my constructed fireplace instead. Anything wider than that, and the particles seem to clip through the edges of the chiselled block. Also, a metal trap door doesn't seem to block the smoke at all.
Hi. Nice mod.
I see that ou let layer of stick be a chimney. Do you think you can make the same for thatch.
Old time thatch house may not have much vent or chimney. The smoke of the firepit escape directly from the thatch roof.
The smoke help to sanitize the roof. If you go see some reconstitution, when people lit a fire in the house, you can clearly see the roof "smoking".
So the meta would be: you can make a firepit in you beginning thatch house (even if it still smoky inside this way), but you will have to make a chimney in your later house with a wood roof.
thankyou so much for your hard work
XyrVexus I tried different setups and it was always extinguishing itself. Again after turning this mod off, the issue solved.
Vorbeck1918 that is correct, my hope was to eventually make the grating a type of chimney and allow smoke to flow through the building, but there are some problems with the appearance of smoke clipping through the furnace and beehive kiln. I would have to treat smoke differently inside of those buildings, and I'm not sure if that's worth the cost. So then, my next try would be to make the steel furnace and beehive kiln produce real smoke from the tops, and remove the vanilla particles. But that also requires special treatment because they are multiblock structures. It'll take some time to get it 'right'
The_Revisionist If you have smoke piling up on a ceiling some might clip through, otherwise make sure wind isn't getting into your house. I am working on improving this though!
Orangutanion Not yet; I will need to find a clean way to allow other mods to spawn Smoke entities on-demand.
I have been stuggling to make a design for a steel furnace that draws the smoke into a chimney as neither coalpile can have a vertical shaft placed next to it due to the shape of the furnace am I missing something? It also it seems that the real smoke for the furnace is focused on the coal piles and that the 'chimney' of the thing still only uses vanilla smoke effects.
After fiddling, I understand now. The smoke particles physically move through the chiseled space, so I need to do a gradually constricting chimney if I want it to work + have the hole small enough to be a valid room. A straight small hole results in the particles bouncing off the underside of the chimney block. I'm still used to minecraft style solutions where the game doesn't do things so physically, so I thought the particles were just being magically transported upwards.
Is it normal that if I have a fire on the floor below, I can see light smoke coming through the floor upstairs?
Is it possible for this mod to spawn a single burst of smoke, like for bombs or firearms?
MageTrash that's all vanilla - Real Smoke doesn't change shaders or flame particles
Tahvohck they are identified as chimneys by fire, so smoke will be preferentially released toward them, but there are rules:
only when the fire can't release smoke above due to obstruction, and the chimney is valid meaning there are no solid blocks between it and the fire, and there is not too much smoke in the way.
Trampek I definitely want to improve it, so I'm looking into this for the next update. Since layer of sticks was added as a chimney it may be a travel-friendly way to mitigate the smoke build-up in your situation
Hello,
ty for your work and so many nice updates !
have to ask again to add some option to remove sound when in smoke cos it is really annoying if you have to stay in smoke in early game or when travelling, i like this feature very much (no air in smoke) just that constant noise is so bad ...
mayby i experience it more, cos i got config changed, that all stuff gives more smoke so even firepit in open sometimes choke me (wind depended i think)
coolest thing would be if sound start when at half oxygen, but even if i could disable it completly, would work for me
thanks in advance
Ah, gotcha. That they do work that way, I thought you were saying they'd do the 12-block chimney effect.
Hiya, I accidentally burned down my forest, but I noticed that block lighting doesn't work while a wildfire is actively roaring.
Further testing in my creative world showed that this only becomes an issue when a big tree is lit up. The burning particles also turn green.
Recording of my testing:
Edit: I think this is just a base VS issue. Gonna see if there's any visual settings I can change to prevent this.
Samoletik Can you share a picture of your pit kiln setup?
Tahvohck a layer of sticks allows smoke to pass through as of 1.1.0+, they don't create decorative smoke though.
I’m on version 1.1.1, and my pit kilns get always extinguished. Turning this mod off solved the issue.
Can you explain what "layer of sticks is a chimney"? I can't seem to get the game to emit smoke from a layer of sticks.
Hey BolicheX, thank you for the kind words! I'm guessing you upgraded from version 0.6.5 or under that treated smoke as a 'block'? Think of the new smoke entities as tiny invisible floating cubes moving about and spewing particles wherever they go. you'll want to funnel them, i'd imagine they are missing the 8x4 hole you've constructed because they do have some randomness to their movement. Chimneys won't pull them through blocks anymore, the smoke has to make its way up to the chimney. If you're using 1.1.0+ a full block of air is no longer necessary; the only requirement is the block face toward the fire is not entirely solid, which means you can place a chiseled vent directly over top the fire if you wish. I hope this helps!
Love the mod!!! However with the new version I'm encountering a bug that didnt happen before. Now smoke is acumulationg around my chiseled roof and actually scaping through it!. my fireplace is a well closed room and has an air block above it, a chiseled chimney with a hole aboce the air, with a chimney block on top; but it still doesnt suck the smoke and instead it expands across the room and scapes throgh my slab-like chiseled roof. Overall it seems the previous system did a much better job handling chimneys pulling smoke throgh chisled blocks and actually being prioritised to choose which direction the smoke would go. Any help would be welcome!
https://imgur.com/a/0XZwpm6
I really appreciate you changed the AI generated mod graphic to something like it is right now. Also great mod!
XyrVexus if there is a way to change the sound when taking smoke damage, one of the emote sounds is perfect for that coughing sound. I want to say its the laughing or crying one?
ArcaneJelly Yes you absolutely can do so! From Real Smoke's mod directory, open assets/realsmoke/patches/RealSmokeEmitter.json, and change the values there. So you can reduce torches / torchholders to 1 or 0. Also, practice good ventilation, and it sounds like maybe your house isn't considered a "room" if you can see the smoke from outside. When smoke is not in a room it is wilder
Is there a feasible way to add 'smoke prod per second' to the config so we can go block by block. I really like this mod but the amount of smoke coming from my torch holders makes my house look like its on fire when im outside 😭
Slith Without pictures I can offer you some hints. When not in a room, smoke spreads out more and so that may be why it appears to be clipping through the chimney - likely that your chimney is not part of a room. You can use "/debug rooms hi" and "/debug rooms unhi" commands to help uncover why that may be. Specifically, if you have a 6x6 hole in the top of the chimney it won't be a room because Vintage Story only allows up to 32 voxels to be missing from an exterior face. Also an insulating block must have at least 50% of a block's volume. VS's collision detection also isn't perfect, so if you have smoke actually leaking through corners it would be because the edges of blocks are meeting on a diagonal without ever actually touching. As for smoke routing itself - you can try funneling the smoke into the chimney.
I can offer more thorough advice in the VS Discord server
Built a straightforward chimney with 6x6 voxel openings, built around with additional stone blocks,a nd the smoke is just... Phasing through the chimney walls in all directions. I tried multiple solutions, but I cant' seem to fix it. Am I experiencing a skill issue or a bug?
Maybe an option to reduce torhc smoke or disable it, id love for that to exist. I tihnk some people on my Server are not gunna like it. But otherwise really cool mod!
Tels Thank you! While an interesting suggestion, it would actually be quite a change; but do note that each fire source has its own temperature which affects the speed of the particles. For example if you feed coal to a fire pit the smoke is going to be hot & rise quickly compared to using firewood.
HONKCLUWNE Rooms already do heat up in an area around fire; I'd eventually like to open up a gas api which would allow modders to introduce new gases, though.
SilmarilHoarder Smoke was a bit over-done in 1.1.0; I've just added release 1.1.1 to tone things down. But if you still want to disable smoke from torches, you can do so by opening Real Smoke's mod directory, navigating to assets/realsmoke/patches/RealSmokeEmitter.json, and remove the section affecting torches.
Sukul This is precisely what's being done! The smoke entities are all despawned on server shut down.
osayra I would definitely like to use a sound that's more like coughing
Vinter_Nacht tell me about it! so many ideas so little time! I need to take a break from modding and actually play the game XD
Is there a way to disable smoke coming from torches?
The next step? A separate mod that introduces a smoking process, utilizing smoke sources, slow escape routes, and hanging meat that requires being saturated in smoke entities to finish "cooking."
Also, the Pelageus Winds bug caused me to have an apostrophe... Lightning struck my brain.
Can you make it so interacting with certain fire sources (such as a firepit, as the most appropriate) changes the color of the smoke (if not the flames)
Powdered copper can make your smoke green to cause envy in your neighbors!
I absolutely adore this mod after playing around with it on a test server. I sometimes play VS as a hardcore roleplay game multiplayer, and having to deal with smoke realistically is such a massive RP win. Thank you so much for making this!
Very cool hot concept! :)
Would it be possible to have a setting to adjust the speed of the smoke particles (or the smoke itself)? The speed it is moving upwards is too fast for my taste, playing around with time speed I'd like it to be about half the speed it is now. That would give more of a cozy feeling instead of the "busy" smoke we get now.
This is really cool. How viable would it to have fire sources also produce an invisible "hot air" entity that would fill up a room warming players within or potntially damaging them if the heat gets too high. This could be an alternative to the default system for heating a room which I've found can be janky and finicky and has a lot of restrictions. The game Cataclysm Dark Days Ahead actually handles heating a room just like this I belive.
Maybe make it so the location of smoke entities is not saved on world close, as it fails to place them on reload anyway
if its possible, it would be cool to have a different hurt sfx for the smoke damage
LunaGore The firepit needs an open block somewhere adjacent to it so it can breathe, then it should work!
Damage_Zedd The smoke will not prevent mobs from spawning, and thank you so much!
With DanaTweaks you can light ovens with the firepit, and so to make it look pretty I chiseled blocks around them to look like a 2 high stone oven but having the oven above it with chiseled blocks makes it go out as if it were being rained on.
does the smoke affect mob spawns because these are entities? not sure how this system works. love the mod, keep up the amazing work! :)
NERD_NATO mind sharing a picture? chimneys don't have any limit to how much smoke they can move (which is probably something I'll adjust going forward) - is there perhaps wind getting into your house? are you using a funnel or stack to direct the smoke toward the chimney?
Hey, I've been trying to run 6 bloomeries at once and I can't seem to vent smoke fast enough, despite replacing the entire roof with chimneys? Do I just need to leave the bloomeries outside if I want to run that many, or is there some way of pulling smoke through the chimneys faster?
i know and im ok with that just sound is too much for me ... i play some heavy winter, long nights and lots monsters and when travel i have to make firepit few times a day and even more at night , usually staying in some dug out hole holding breath and running out to fight mobs and get some air
that sound really annoying when doing that and out of tune to monsters howling :P
Trampek That's your character coughing, letting you know to get out of the smoke :) You can disable asphyxiation in the config and that'll stop it
hey
very cool mod, must have for me but recent update added that sound when in smoke, which i find really annoying :(
could you please make so that sound warn you when you at half oxygen or at least config setting to disable it completly ?
pngwn Hey there, I'll have that patched in the next update! Got a few other improvements I'm trying to include before it comes out.
I'd like to report an issue I found. A pit kiln will get extinguished by enclosing IT in a small area with no holes for smoke to escape. However, although the pit kiln shows "unlit", it will still burn you if you step on it. Then, if you relight it, the smoke is vanilla, not modded. I recorded a demonstration:
Codemonkey03 That's a version mismatch issue. Use 1.0.1 for VS 1.21 or 0.7.1 for VS 1.20. They have equivalent features!
0w0 There shouldn't be any interaction; Real Smoke only adds behavior, it doesn't prevent other mods from doing what they're supposed to do
When we try to update our MP server to the latest version of Real Smoke from 0.6.5 to one of the later versions we get this error spam.
https://pastebin.com/ZHj2jSjA
I'm Having an odd interaction with another mod: "Salty´s Firestarters"
Strong winds are supposed to put out torches on his but it's not working now
Nayumii Hmm, looking at the mods listed, it reads as though the mod wasn't enabled at the time of startup, which would explain why it can't find a definition for EntitySmoke. Make sure to restart the game client whenever mods are changed / toggled
Hey again, I got this error after updating. I don't get the error when I revert back to 1.0.0
By the way your mod is really great! I can't play without it now 😊
Running on 64 bit Windows 10.0.26100.0 with 65447 MB RAM Game Version: v1.21.0 (Stable) 9/4/2025 6:30:27 PM: Critical error occurred Loaded Mods: birdseye@0.1.3, chiseltoolslite@1.15.1, forestsymphony@1.0.5, moreicons@1.1.0, prospecttogether@2.1.0, game@1.21.0, vsimgui@1.1.12, zoombuttonreborn@2.0.0, attributerenderinglibrary@2.1.1, egocaribautomapmarkers@4.0.3, betterruins@0.5.0, carryon@1.10.5, configlib@1.10.1, extrainfo@1.10.0, farseer@1.3.2, hudclockpatch@1.1.1, itempickupnotifier@1.7.3, jebsinventorytweaks@1.1.0, nbcartographer@2.2.1, playermodellib@1.0.5, rpvoicechat@2.3.22, todolist@2.2.2, vinconomy@5.0.0, vintagesymphony@1.0.4, creative@1.21.0, survival@1.21.0, webcartographercolorexporter@0.7.0, zinkmodautoclay@1.0.3, allclasses@2.0.3, beamtools@1.0.2, fseraph@0.4.2, tabletopgames@3.0.0, vintagesymphonyassets@1.1.0 System.Exception: Don't know how to instantiate entity of type 'EntitySmoke' did you forget to register a mapping? at Vintagestory.Common.ClassRegistry.CreateEntity(String className) in VintagestoryLib\Common\ClassRegistry.cs:line 396 at Vintagestory.Client.NoObf.ClientSystemEntities.HandleEntitySpawnPacket(Packet_Server serverpacket) in VintagestoryLib\Client\Systems\Entities.cs:line 268 at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 779 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 172 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 719 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 663 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 113 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95 Event Log entries for Vintagestory.exe, the latest 3 ================================== { TimeGenerated = 9/3/2025 11:07:46 AM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.21.0.0, time stamp: 0x68760000 Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad Exception code: 0x40000015 Fault offset: 0x00000000000df046 Faulting process id: 0x611c Faulting application start time: 0x1dc1cb203a744be Faulting application path: C:\Users\emily\AppData\Roaming\Vintagestory\Vintagestory.exe Faulting module path: C:\Users\emily\AppData\Roaming\Vintagestory\Lib\openal32.dll Report Id: 890fd190-9896-4788-b523-47c0c2663fd4 Faulting package full name: Faulting package-relative application ID: } -------------- { TimeGenerated = 9/3/2025 11:02:00 AM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.21.0.0, time stamp: 0x68760000 Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad Exception code: 0x40000015 Fault offset: 0x00000000000df046 Faulting process id: 0x3a20 Faulting application start time: 0x1dc1cb0f696e715 Faulting application path: C:\Users\emily\AppData\Roaming\Vintagestory\Vintagestory.exe Faulting module path: C:\Users\emily\AppData\Roaming\Vintagestory\Lib\openal32.dll Report Id: 664c0626-0278-4aa4-8c93-61a6ed418fa1 Faulting package full name: Faulting package-relative application ID: } -------------- { TimeGenerated = 9/1/2025 5:12:42 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.21.0.0, time stamp: 0x68760000 Faulting module name: KERNELBASE.dll, version: 10.0.26100.5074, time stamp: 0x77452b93 Exception code: 0xe0434352 Fault offset: 0x00000000000c66ca Faulting process id: 0x8080 Faulting application start time: 0x1dc1b4f081d17c4 Faulting application path: C:\Users\emily\AppData\Roaming\Vintagestory\Vintagestory.exe Faulting module path: C:\WINDOWS\System32\KERNELBASE.dll Report Id: f862dab4-dbb2-4198-bf7c-1ed0b2c16012 Faulting package full name: Faulting package-relative application ID: }Nayumii Thanks for reporting that error log, it's been fixed in 1.0.1!
Thx for creating this mod!
Hey, I got a crash after exiting my multiplayer game on the menu:
Gotcha, thanks for the reply. Guess I'll have to experiment more in creative then.
This was THE thing I was missing the most and was actualy trying to learn to mod the game for, I'm glad you did it first and 10000 times better than I ever could
Should definetly be a (toggable?) feature of the base game. DO IT TYRON
Darcmut the chimney as pictured will still work, but if the chimney is adjacent to the fire source there must now be openings for the smoke to travel through - it can move through chiseled blocks and fences and glass panes - but it isn't teleported through blocks as it was previously. Now, if the chimney block is in the column of blocks above the fire source, then yeah the smoke will be teleported above the chimney. If that's a bit confusing I apologize, but I think this approach helps maintain compatibility with more mods such as Butchery's meat smoking feature. Experimenting with it in creative may help it make more sense.
Ninurta thank you for the kind words! I worked super hard on this update and it's great to hear that you're enjoying it!
I don't understand, why the new limitation of chimneys?

So this design won't work with the new version?
Kitty_Katsu Smithing Plus just colors the temperature in the UI overlay text green, it doesn't color any world object.
This mod is fantastic! It is much more satisfying to actually need to build a chimney to get rid of smoke! Now, ig someone can create a mod for more realistic water physics then I'll be all set.
Specifically, I think it is this function: "Temperature will turn green on an anvil or forge when the item becomes workable" listed under client tweaks on thier page (https://mods.vintagestory.at/smithingplus) XyrVexus
Kanakotka Holy crap it was THIS mod causing that? I'm a relatively new player and got to my first winter. Was losing my MIND trying to figure out why that command wasn't working. With the newest update though, it seems to be working!
Thank you mod author for the update btw. Letting smoke pass through non-solid blocks is amazing.
XyrVexus I think I found a solution/ the root of the problem. I had the issue with only two of the mods you listed so I went to check the features they added. On Smithing Plus, it adds a feature where it colors the fire(or the ingots. Have not actually played around with it) green when they are ready to smith. It is also client side only, which is a plus.
Specifically, in the Smithing Plus config, I disabled the boolean "MetalCastingTweaks"
This seems to have completely fixed the problem for me
123Gurkensalat Real Smoke uses Vanilla VS's particle system, you can see in the screenshot that not only Real Smoke's particles are green and orange, but also those from the game's standard particles. Overall, pretty strange bug in Vanilla, but I've reported it to the devs as a bug in Discord
XyrVexus The problem with the green shift from particles can be that the push-constants that are pushed from cpu to gpu don't align and are cousing a hue shift.
E.g. Layout gpu-side: rgb, layout cpu-side: xrgb. Where x is wind speed or something else. With that, every red value gets mapped to a green one instead.
But I don't think it makes sense for a wind mod to mess with shaders. It's just something that reminds me of that.
B0YAR I've been working with the author of Pelagus Winds on this and what we've found through discussions with others on Discord is that this seems to be a long-standing issue unlikely to be related to either mod. Others encountering the error listed the mods they were using, and this is what they had in common: Primitive Survival, Better Firepit, CarryOn, From Golden Combs and Smithing Plus. So neither this mod nor Pelagus Winds. But it may be an issue with VS itself.
XyrVexus
Game version: 1.20.12
Mod version: 0.6.5
Not sure, but we also assume that Real Smoke and Pegasus Winds have compatibility issues. Without Pegasus Winds we can't reproduce this error - CTD on clients.
[Fatal] Caught unhandled exception in thread 'asyncparticles'. Exiting game.31.8.2025 01:53:01 [Error] Exception: Object reference not set to an instance of an object.
at Vintagestory.GameContent.WeatherDataReaderBase.LoadLerp(Vec3d pos, Boolean useArgValues, Single lerpRainCloudOverlay, Single lerpRainOverlay, Single dt) in VSEssentials\Systems\Weather\WeatherDataReader.cs:line 245
at Vintagestory.GameContent.WeatherSystemBase.Event_OnGetWindSpeed(Vec3d pos, Vec3d& windSpeed) in VSEssentials\Systems\Weather\WeatherSystemBase.cs:line 63
at Vintagestory.Common.EventManager.TriggerOnGetWindSpeed(Vec3d pos, Vec3d& windSpeed) in VintagestoryLib\Common\EventManager.cs:line 65
at Vintagestory.GameContent.WeatherSimulationParticles.asyncParticleSpawn(Single dt, IAsyncParticleManager manager) in VSEssentials\Systems\Weather\WeatherSimulationParticles.cs:line 329
at Vintagestory.Client.NoObf.SystemRenderParticles.OnSeperateThreadGameTick(Single dt) in VintagestoryLib\Client\Systems\Render\Particle\RenderParticles.cs:line 270
at Vintagestory.Client.NoObf.ClientThread.Update() in VintagestoryLib\Client\ClientThread.cs:line 81
at Vintagestory.Client.NoObf.ClientThread.Process() in VintagestoryLib\Client\ClientThread.cs:line 67
Hey, for whatever reason having the smoke enabled disables the /debug room hi command globally even in areas where there aren't smoke-emitting entities like torches. It claims "there are no rooms in this chunk". Doing /realsmoke disable will make it possible to highlight rooms again. This doesn't seem to affect actual room detection, as rates of spoilage etc. still seem to be correctly determined.
Howdy XyrVexus. I had a feature suggestion that as far as I can tell isn't implemented, though I'm entirely uncertain.
It would be great if smoke could pass through Wattle Fence and any other blocks that are similarly far from air-tight. Intuitively, a Wattle Fence as a window or even placed above a fire should allow smoke to pass through it.
Thanks for the mod. Love the pain it brings so far.
buffaloupagus holy smokes, that is totally bizarre! I did what you said - still can't reproduce it. Possibly it's a bug in 1.21's particle rendering, because from glancing at its code, I don't think Better Firepit or Pelagus Winds is causing it. Pelagus Winds only affects rain particles. In your screenshot it appears all particles are discolored, not only those of RS. Since restarting your game client fixed it, this feels like a bug with VS 1.21 - I've notified the devs of the issue
XyrVexus I got it! It's an interaction with the "Pelagus Winds" mod.
I can make the smoke turn green by simply enabling RealSmoke 0.6.5 and Pelagus Winds 1.2.2.
I can make it switch back and forth all I want by enabling and disabling Pelagus Winds as long as I don't exit the game client. If I restart the game client, poof, the problem vanishes.
Certainly. I am not a pro but I will do my best to provide what you need.
I am sad to report that the problem has gone. I found the problem initially by starting a new world, starting a fire, saving and exiting, installing your mod, reloading the game, sleeping through the night, and then the smoke was orange. I have tried to reproduce this by:
I can't figure out how it happened the first time. Here is what it looked like:
Here are the graphics settings I use:
I will keep fiddling with it. There has to be something special about that first try which I'm failing to reproduce. Let me know if you need me to try something specific.
buffaloupagus Can you share your graphics settings? I haven't been able to reproduce the issue
Thanks for a cool mod!
Unfortunately, with mod v0.6.5 and Vintage Story 1.21.0, my firepits are giving off orange and green smoke.
The Layer of Sticks seems to count as a solid block, instead of a chimney, and suffocates fires.
Super cool mod! Looking forward to the oxygen component becoming a factor. That'll really bring it up to par with Valheim's system.
One issue I'm noticing is that smoke tends to accumulate in roof corners, even when a chimney is present 1 block away.
I downloaded the first version of the mod and deleted it right away when I entered the game and saw my whole house filled with black smoke from the torches. I noticed there had been many updates, so I decided to try it again — now it’s one of my favorite mods! I’m really looking forward to the update with chimneys, because just making a hole with a chisel isn’t enough — the smoke seems to hit a solid block.
Now I’m going to rebuild my stove to make it more realistic, since it wasn’t originally designed for smoke ventilation, and now it keeps going out because there’s not enough oxygen! That’s awesome and super realistic.
RockSowe It would indeed need to be L shaped. Diagonals aren't checked - only orthogonal adjacent spaces. The empty spaces count toward the chimney height limit, yes. I've just released a build to make chimney height taller and configurable :) But, you can essentially make a chimney as tall as you like by daisy chaining chimney blocks inside of the flue.
Also I'd note that in your screenshot, the emitters won't see the chimney because they can vent directly above. However, smoke should still vent smoke out the chimney consistently except I believe the smoke from the firepit might be just one block too far from the chimney. But with the raised height limit it should work fine, too!
I think I see the issue with my builds, then. The smoke is attempting to detect a path based on the source block and the surrounding blocks. so an 180 rotated L shape for multiple chimney stacking wouldn't work, it would need to be an L shaped chimney stack?
Furthermore, are these adjacent spaces including diagonals? When you say 9 "non-solid blocks" what do you mean exactly? Do you mean in total, in a row, if I have two non solid blocks then empty space, then two non solid blocks, then epty space, could I chain it? is this something that you would know or that would require player testing?
The following would not work then. (cross section)

RockSowe Here is the order in which emitters look for a way to vent smoke:
I hope this helps!
This mod is gas, but I keep getting inconsistent results while testing chimney variations. It's making it very hard to build anything more than two floors tall, as the room ends up filling with smoke or the source gets extinguished. any advice, or a description of how the smoke "pathfinding" (idk I'm not a coder) is supposed to work would be appreciated!
MikeHavliczek Glad to hear it! 0.6.3 should be a broad improvement to the appearance of smoke production
Aksyl Very interesting ideas, I'm certainly considering how to best define ventilation. Soot is a popular suggestion too, I think that'd be great eventually
I think some mod adds a tool that allows you to stamp ladder or path functions onto chiseled blocks, could this be done to create custom chimney blocks?
Please also consider allowing the player to 'stamp' a block with the following properties:
Lastly, if possible, consider chimney clogging due to soot buildup, which could be exacerbated by ducts being too long, bring back the chimney sweeps.
Absolutely love your mod. My forge finely looks like proper forge, with all that smoke. But i feel like torches producing a little too much smoke? Would be nice, if player could fine tune each smoke producing blocks.
💜
Great mod!
I see great potential in this mod's future roadmap
I had my smelters doing 4 crucibles, 7 bloomery's going and the firepit in my home all at once. There were plumes of smoke. Industry and progress. A+ mod.
The smelters had just gone out as I took this, it was looking even better before this.
Hello,
I am giving real smoke a try, and currently far before ability to make mortar or chimneys and pondering if making side opening under roof like pre iron age houses had is supposed to work, also, my pit kiln is in small valley of sort, smoke quite nicelly lies down in there (it is raining almost constantly in this biome). But visually gets a bit too dense, it probably would realistically lie low but be too cold to cause any fire, not sure if pit kiln would work properly.
It did extinguish my pit kiln, so I need to find better placement so it works.
Next edit: I left it in place for night (didn't want to skip it with bed), and when morning rose despite I saw extinguished pit without any smoke it was fully fired. Will test more.
Anyway awesome job.
So, I'm not gonna say I'm 100% certain this is the cause, but after some testing with no issues I have determined Real Smoke and Sailing Winds do not function well with each other. Causes a random hard freeze that requires you to shut the game down. No logs generated.
Hydromancerx Yes since 0.2.0 it will work if there is a chimney block on top of the flues. By the way, if you want to use those and make sure you're still in a fully-enclosed room, incorporate a solid trapdoor or chiseled-block in the chimney at the roofline. The smoke can travel through non-solid blocks if a chimney block is above, and only a few non-solid blocks (like the ones i mentioned) can be used to define a room.
YokieWartooth I would say a patch for it could be added at some point after I make Real Smoke friendlier to cross-mod integrations.
RockSowe Use a chimney block!
oneil soot is not in the plans exactly but it's at least on my radar and would be very cool!
Will this work with the Chimney Flues mod?
Hey, no clue how you would code this. but if you do manage it, consider making smoke an insulating block for the purposes of rooms and celars. this would allow for more creative chimney builds without sacrificing the room warmth by having a big hole in the ceeling
Thank you, working really nice now. Wonderful mod.
"Smoke currently requires a fully empty block to flow through (because the smoke is a block!) but I'd like to build in logic to have it flow around semi-solid blocks."
Maybe consider making the smoke a separate "layer" like water?
awesome for the chimney ! Are you planning soot deposit ? (this could be hard core tho)
XyrVexus this is very cool, thank you!
Can this get compatibility with the chimney blocks from https://mods.vintagestory.at/ageofconfession?
Billnotic that shouldn't happen unless the smoke has gotten cold and can't rise, but try the newest version and let me know if you're still having issues.
DaveJustDave Wilihey You can use proper chimneys now! :) Smoke can now also vent out the sides of smoke sources.
I have a firepit dug into a hole with access to open air above it and it instantly gets suffocated by smoke. Seems like a bug?
edit - nevermind any firepit place anywhere immediately suffocates itself
manage to make a sort of chimney sticking out of my house, its about 4*2 blocks wide, the wind gets in it if its too short so i made it pretty long
the first times i cooked with it so 4 fireplaces with cook pots the smoke would engulf everything and i had to make the chimney wider
then i cooked while it was raining and the rain was going on my fire even tho it wasnt directly under the fire, (can happen if the chimney is too short and the wind changes direction)
so then i made the chimney taller and added a sort of rain roof, with a 1 block spacing to let the smoke air out
the way i keep my kitchen room sealed is with trapdoors i place on the edges of the big fireplace i made, and i open them when i need to cook, and close them when i'm done creating a seal for the room bonus
it just works so well i love it, actually forces me to think about where i cook and to integrate the fireplace with my house, it even goes up to the room above so i could even pretend its like heating up a bedroom above the fireplace with the heat from the chimney (i love it cause its actually how this would work irl and i dont have to pretend to make it work, because with the design of this smoke mod it forces me to have a fireplace in each of my builds
also for the forge i placed it outside next to the house but still connected to the structure with a roof, and i did a sort of low very wide chimney like 3*3 with a big pointy roof in the middle for the rain, and it looks and works really well, altho the rain gets in if the wind has the right angle but i dont really wanna make it taller so i'll deal with it
i'm rambling but this is all i managed to do with the mod, cause i liked the challenge of having to design building around smoke build up, i think this will add a nice dynamic to any of your builds, it feels like an hinderance but you can beautifuly build to accomodate these things, and your houses will have realistic chimneys, and you'll use candles and lanterns and such inside because you wouldnt really have a torch on the wall in a wooden house
DaveJustDave Thank you! Chimneys are still non-functional, I will give them functionality in a near-future update.
JonR Smoke currently requires a fully empty block to flow through (because the smoke is a block!) but I'd like to build in logic to have it flow around semi-solid blocks.
oneil Hewholurks the gas api has some interesting ideas, I'll be considering where it makes sense to borrow its concepts
Love the concept, used it a bit. Doesn't play nice with mods like DanaTweaks that lets fires head up ovens placed directly over them, even with chimney's over both of them/behind them. Also randomly can go out even with a chimney over it? But the effects are awesome, thanks for the work.
This is seriously awesome! I really am excited to see where this one goes, and I also love SlowTox as well! Great work! I did want to ask, does it currently have any specific interactions with Chiseled Blocks, or does smoke require a fully empty block to actually 'flow' through? I imagine that could be difficult if it's actually moving a block around for the smoke, but perhaps what you might do for Chimney Blocks in the future could also extend to chiseled blocks below a certain voxel count threshold! Possibly similar to the check for if you can place water inside of the chiseled block, actually.
Awesome mod and idea that finally add a purpose to have a chimney ! as said above, if it can have some feature from the Aspyxia (Gas API) mod that is abandonned that could be lit ! (so to say)
God I love Valheim smoke physics. Have you looked at the Asphyxia (Gas API) Reupload - Vintage Story Mod DB so if you don't properly funnel your smoke it doesn;t just put out the fire but outright will start to sufficate you? I ask because the Gas Api has been kinda been abandoned and the reupload was just a verson update. They didn't fix anything. Since you are touching on a gas api with smoke stopping production if it is sufficating the block you could expand it?
Excited to see where this goes, good work!