Mods / Smoke & Scent
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- TYLERRR
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- Created:
- May 28th at 4:56 AM
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- 6 days ago
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Recommended download (for Vintage Story 1.22.3):
smokescent_V2.1.0.zip 1-click install
Smoke & Scent — Vintage Story 1.22.3
Smoke & Scent overhauls how the world reacts to fire, raw meat, foul containers, and the smell of animal hides. Every system is tied to real environmental logic — wind direction, room separation, fuel type, container contents, and sustained proximity all matter. All features can be toggled and tuned independently by server admins, with preset configurations for different playstyles.
๐ฅ Campfire Smoke Repels Creatures
Lit firepits push nearby wildlife and hostile creatures away from your camp. Wind direction influences the effective range — creatures downwind of your fire are pushed farther back, while upwind creatures are less affected. This makes fire a genuine defensive tool, not just a comfort mechanic.
Fuel type now matters. Different fuels produce different smoke profiles:
| Fuel | Repel strength |
|---|---|
| Peat | 1.4× — thick, acrid smoke |
| Coal | 1.3× |
| Firewood | 1.0× — baseline |
| Charcoal | 0.7× — clean burn, weakest repel |
Peat around a camp perimeter is now a meaningful survival choice. Charcoal is better for cooking areas where you don't want to drive animals away.
๐ฅฉ Raw Meat Attracts Predators
Carrying raw meat, offal, blood products, raw fish, or bone marrow makes you a target. Predators in range will actively seek you out. Detection range now scales by what you're carrying — not all raw scent is equal.
| Item type | Base detection range |
|---|---|
| Butchering carcass | 60 blocks |
| Offal | 50 blocks |
| Blood products | 45 blocks |
| Raw meat (general) | 40 blocks |
| Bone marrow | 35 blocks |
| Raw fish | 30 blocks |
Wind direction modifies all ranges — creatures downwind detect you from up to 1.5× the base range. Upwind creatures detect from as little as 0.5×.
Preserved, cooked, dried, salted, smoked, cured, roasted, pickled, and baked variants are excluded — processing your food removes the scent entirely.
๐ฆ Scent Containment by Container
How well you contain your meat determines how far the smell carries. A predator shouldn't detect raw ribs from 40 blocks away when they're sealed in your backpack.
| Storage location | Effective range |
|---|---|
| Hotbar / hand | 100% |
| Backpack / character slots | 70% |
| Nested container in backpack | 20% |
If any exposed slot contains raw meat, the worst case applies — there's no hiding a carcass in your hand while your bag is clean.
๐พ Scent Trails
Players carrying raw meat leave a temporary scent trail as they move. Predators crossing the trail may follow it toward the source — even after the player has left the area.
- Trail nodes drop every 10 seconds while carrying raw scent items
- Nodes persist for 3 in-game hours by default
- Rain washes trails away 4× faster
- Snow preserves trails 2× longer
A hunting trip now feels dangerous after the kill, not just during it.
๐บ Predator Filtering & Animal Logic
Every entity is classified before any scent behavior applies. The old system sent water buffalo and baby deer chasing after meat — that's fixed.
| Class | Entities | Behavior |
|---|---|---|
| Aggressive | Wolves, bears, hyenas, cougars | Full aggro range, seek player |
| Curious | Foxes, pigs, boars, badgers | Half range, investigate only |
| Avoidant | Deer, elk, goats, hares, rabbits | Flee carcasses, no aggro |
| Ignore | Fish, crabs, chickens, livestock, insects | Completely unaffected |
โฑ๏ธ Per-Animal Alert Cooldown
Animals can no longer spam alert behavior every half second. Each entity has an individual cooldown before it can be alerted again. Default is 8 seconds per animal, configurable in SmokeScentConfig.json.
๐ฉธ Blood & Butchering Sites
When a butchering carcass is detected, the kill location is registered as a blood site. Predators will continue investigating the area even after the body is gone.
- Blood sites last 3 in-game hours by default
- Attract aggressive predators within 30 blocks
- Wind-affected, same as all other scent ranges
Field dressing animals makes the location itself dangerous for hours afterward.
๐ง Butchering Mod Compatibility (optional)
Dead carcasses left in the world attract predators to their location — not just players carrying them. Any predator within 50 blocks of an unattended butchering carcass may investigate it. If the Butchering mod is not installed, these features are inactive.
๐ชฃ Tannin Barrels Drain Satiety
Standing in the same room as a barrel of tannin slowly drains your satiety. The effect is room-aware — walls between you and the barrel protect you. Outdoor proximity still counts when neither you nor the barrel are enclosed. Multiple barrels in the same room do not stack the drain.
Protective gear reduces the effect. Wearing real tannery-appropriate clothing provides partial protection:
| Worn item | Fume reduction |
|---|---|
| Leather Reinforced Mask (face slot) | 60% |
| Any apron (blacksmith, clockmaker, coloured, peasant) | 35% |
๐งช Foul Fumes — Compost, Rot & Dye Barrels
Barrels with unpleasant contents now participate in the scent system:
| Container | Effect |
|---|---|
| Barrel with rot / rotten items | Attracts scavengers within 25 blocks |
| Barrel with compost | Attracts scavengers within 15 blocks |
| Barrel with dye / pigment | Slowly drains satiety for nearby players |
Toggle with /smokescent compost. All ranges are configurable.
๐ฟ Scent Masking
Players can reduce their own scent by carrying specific items in their hotbar. The masking factor multiplies against your detection range — it doesn't fully disable it.
| Item | Range reduction |
|---|---|
| Powdered Charcoal | 55% — most effective |
| Tree Resin | 45% |
| Charcoal | 35% |
| Bone Meal | 30% — mild |
Masking stacks with container reduction. Deep in your backpack with charcoal powder in hand, your detection footprint shrinks significantly.
๐ฅ Camp Smoke Exposure Effects
Sustained exposure to firepit smoke now has consequences beyond Bathtime Forked integration:
| Exposure | Effect |
|---|---|
| 30 seconds | Smoky HUD icon appears |
| 90 seconds | Satiety drain begins |
Stepping away clears the exposure gradually. Brief exposure for cooking or crafting is harmless.
๐ชค Meat Traps
Raw scent items without ground placement can be dropped as bait. When within 3 blocks of placed raw meat, you receive a warning. Looking directly at a trap labels it. The HUD shows a warning icon when nearby. Scavengers and predators are drawn to ground bait via the same classification logic as carried meat — avoidant animals and livestock will not investigate.
๐จ Wind Integration — Pelagus Winds 1.22.3 FORK Compatible (optional)
All scent and repel ranges are modified by wind. If Pelagus Winds is installed, its wind direction data is used automatically. Without it, the game's built-in wind system is used as a fallback.
๐ Bathtime Forked Compatibility (optional)
If Bathtime Forked is installed, Smoke & Scent contributes to your stinkiness through three sources:
- Tannin barrels — each affected tick raises stinkiness alongside the satiety drain
- Raw meat — carrying raw scent items slowly builds stinkiness over time
- Firepit proximity — more than 30 seconds near a lit fire starts building smoke stink
Detection is automatic at runtime. If Bathtime isn't installed, none of these activate.
โ๏ธ Admin Commands
All commands require server control privilege.
| Command | Effect |
|---|---|
/smokescent repel |
Toggle campfire repel |
/smokescent meat |
Toggle raw meat predator aggro |
/smokescent tannin |
Toggle tannin barrel satiety drain |
/smokescent carcass |
Toggle butchering carcass aggro |
/smokescent trap |
Toggle meat trap aggro |
/smokescent compost |
Toggle foul fumes (compost/rot/dye) |
/smokescent trails |
Toggle scent trail system |
/smokescent preset <name> |
Apply preset: vanillaplus immersive survival hardcore off |
/smokescent save |
Write current config to SmokeScentConfig.json |
All toggles are live — changes take effect immediately without a server restart. Config values persist to disk when using /smokescent save or applying a preset.
๐ฅ๏ธ HUD Indicators
| Icon | Meaning |
|---|---|
| ๐ฅ Fire | Near a lit firepit — smoke repel is active |
| ๐ซ๏ธ Smoke | Sustained smoke exposure building up |
| ๐ฅฉ Meat | Carrying raw meat or a butchering carcass |
| ๐ชฃ Tannin | In range of an active tannin barrel — drain occurring |
| โ ๏ธ Trap | Near dropped raw meat on the ground |
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Join My Discord To Report Bugs Or Make Requests: https://discord.gg/rf6TnmAmZq
**Made With AI Assistance**
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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| 2.1.0 | smokescent | 378 | 6 days ago | smokescent_V2.1.0.zip | 1-click install | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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- Fixed a continuous animal call bug | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 2.0.0 | smokescent | 65 | Jun 2nd at 4:54 PM | SmokeScent_V2.0.0.zip | 1-click install | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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- Fixed Server-Side Config File Not Generating At Startup | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 1.9.0 | smokescent | 94 | Jun 1st at 8:17 PM | SmokeScent_V1.9.0.zip | 1-click install | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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- Updated For BathTime Forked 1.22.3 Compatibility | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 1.8.0 | smokescent | 9 | Jun 1st at 7:35 PM | SmokeScent_V1.8.0.zip | 1-click install | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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- Updated to fix console spam issue | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 1.7.0 | smokescent | 29 | Jun 1st at 5:24 PM | SmokeScent_V1.7.0.zip | 1-click install | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Smoke & Scent — Dev Update
This update is the largest overhaul since the mod launched. It touches every system and adds 13 new features, bringing the mod from "campfire repels animals" to a full scent simulation with intelligent predator behavior, environmental tracking, protective gear, and complete server-side configuration. ๐ง Server Configuration & Presets
Every feature in the mod now has a corresponding entry in SmokeScentConfig.json, which auto-generates on first launch in your mod config folder. Individual values like cooldown timers, detection ranges, and intensity multipliers can all be tuned per-server. Quick presets via command:
๐ฆ Scent Containment by Container
Predator detection range now scales based on how well the meat is contained. A wolf won't detect a rack of ribs from 40 blocks away if it's sealed in your backpack.
If any exposed slot contains raw meat, the worst case (full range) applies — there's no hiding a carcass in your hand while your bag is clean. ๐พ Scent Trails
Players carrying raw meat, offal, blood, or a carcass now leave a scent trail as they move. Predators passing within range of a trail node may follow it toward the scent source — even after the player has left the area.
A hunting trip now feels dangerous after the kill, not just during it. ๐บ Predator Filtering & Animal Logic
Every non-player entity is now classified before any scent behavior applies. The old system indiscriminately sent water buffalo and baby deer chasing after meat — that's fixed.
Aquatic creatures and livestock no longer respond to meat at all. โฑ๏ธ Alert Sound Cooldown
Animals can no longer spam their scent-alert behavior every half second. Each entity now has an individual cooldown before it can be alerted again.
๐ Meat Trap Tiers
Not all raw meat smells equally. Detection range now scales by item type, giving players real decisions about what bait to use and what's dangerous to carry.
All ranges are still modified by wind direction and container type. ๐จ Smoke Strength by Fuel Type
Different fuels produce different smoke profiles, creating a real tradeoff between fire efficiency and perimeter defense.
Peat around a base perimeter is now a meaningful survival choice. Charcoal is better for cooking without driving animals away. ๐ฅ Camp Smoke Exposure Effects
Sustained exposure to firepit smoke now has consequences beyond the existing Bathtime Forked integration.
Stepping away from the fire clears the exposure gradually. Brief exposure (crafting, cooking) remains harmless. ๐ฉธ Blood & Butchering Sites
When a butchering carcass is detected, the kill location is registered as a blood site. Predators will continue investigating the area even after the body is gone or picked up.
Field dressing animals now makes the location itself dangerous for hours afterward. ๐งช Foul Fumes — Compost, Rot & Dye Barrels
The mod's name is Smoke & Scent — barrels with foul contents now participate in the scent system.
Toggle with ๐ฟ Scent Masking
Players can now actively reduce their scent by carrying specific items in their hotbar. The masking factor applies as a multiplier against the aggro range — not a full disable.
Masking stacks with container reduction. Carrying meat deep in your backpack while holding charcoal powder significantly shrinks your detection footprint. ๐ฅผ Protective Tannery Gear
Wearing the right gear reduces the satiety drain from tannin and dye barrel fumes. Protection uses real native VS clothing items.
Protection values are configurable. The mask and apron stack — wearing both gives the highest combined reduction. ๐ New Commands
All existing commands ( | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 1.6.0 | smokescent | 119 | May 31st at 5:13 PM | SmokeScent_V1.6.0.zip | 1-click install | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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- 1.22.3 Compatibility Update | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 1.5.0 | smokescent | 129 | May 30th at 7:19 PM | SmokeScent_V1.5.0.zip | 1-click install | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Smoke & Scent โ Dev Update Bathtime Forked Compatibility Smoke & Scent now integrates with the Bathtime Forked mod. If Bathtime Forked is installed alongside Smoke & Scent, the following sources will increase your stinkiness level: Tannin Barrels Standing in the same room as a tannin barrel now does more than drain your satiety โ the fumes cling to you. Each tick you're exposed, your stinkiness increases. The satiety drain and stink buildup are tied together, so if the barrel isn't affecting you, neither will the smell. Carrying Raw Meat Any raw meat, offal, blood, raw fish, or bone marrow in your inventory will make you smell over time. The more you're carrying, the faster the stink builds โ a full stack of raw meat accumulates scent significantly faster than a single piece. Firepit Proximity Spending time near a lit firepit will gradually smoke you out. There's a 30-second grace period before the smell starts building, so briefly tending your fire won't leave you reeking. Sustained exposure (cooking, standing idle near a fire, etc.) will slowly raise your stinkiness. Step away and the exposure resets after a short cooldown. Notes
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| 1.4.0 | smokescent | 90 | May 30th at 8:54 AM | SmokeScent_V1.4.0.zip | 1-click install | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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- Satiety Drain From Tannin Barrels Has Been Limited To The Room The Barrel Is In | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 1.3.1 | smokescent | 49 | May 31st at 6:59 AM | Release Retracted | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Retraction Reason:Broken. Changelog:- 1.22.3 Compatibility Update | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 1.3.0 | smokescent | 173 | May 29th at 1:37 AM | SmokeScent_V1.3.0.zip | 1-click install | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Smoke & Scent โ Dev Update
Butchering Mod Integration
Meat Traps
Pelagus Winds Integration
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| 1.2.0 | smokescent | 68 | May 28th at 9:24 PM | SmokeScent_V1.2.0.zip | 1-click install | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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- Added Support For Butchering Mod | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 1.1.0 | smokescent | 29 | May 28th at 7:05 PM | SmokeScent_V1.1.0.zip | 1-click install | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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- Updated for Pelagus Winds Integration | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 1.0.0 | smokescent | 78 | May 28th at 4:57 AM | Empty | SmokeScent.zip | 1-click install | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Weak tannin didn't seem to make much difference, but as soon as I added another pile of logs to make dark tannin, my satiety started running down by 8 points, twice per second!
I ate all my food while trying to figure out wtf was going on 🤣
The fishing pole (by itself) is seen as a ''meat trap''. Probably because in the automated system it saw 'fish'' and deemed it a meat. But it's a stick with a cord. Would be nice if changed, because wolves hunting me while fishing is rough
Bug: creature sounds get stuck looping indefinitely (server-side, time-delayed)
ENVIRONMENT
- Vintage Story v1.22.2 (Stable)
- Dedicated multiplayer server, heavily modded (~169 mods)
- Smoke and Scent v1.2.0
SUMMARY
After the server has been running a while, individual creatures begin endlessly
re-firing their last-played sound — a moose repeats its hurt grunt, a chicken
loops its idle cluck, a goat repeats its footstep/gravel sound, and so on. It's
audio only; the creature's animation and AI behavior look completely normal. I
traced it to Smoke and Scent.
SYMPTOM
- A creature's most recent sound replays on a tight loop, indefinitely.
- Sound only — no visible animation or behavior glitch.
- Hits vanilla and modded creatures alike — seen on moose, chickens, goats,
bears, and foxes.
BEHAVIOR / LIFECYCLE
- Time-delayed: never on spawn. Creatures behave normally for a while, then one
starts looping.
- Intermittent, and not permanently bound to a given entity — a looping creature
isn't stuck forever, and the same one is usually fine after a restart.
- Higher creature density seems to surface it faster / more often.
- Server-side: a client reconnect does NOT clear it; a server restart clears all
of them; killing the looping creature clears that one instance.
- Logs are silent — no exception thrown, ticks stay healthy.
ISOLATION (how I pinned it to this mod)
- Pure vanilla, no mods, hundreds of animals, long soak: no bug — so it's not the
base game.
- Full modpack in singleplayer with ONLY Smoke and Scent removed, at ~4-5x the
creature density of the vanilla test, soaked: no bug.
- The bug appears only with Smoke and Scent installed.
- Confirmed on the live server after removal: it has not recurred.
This was a single-variable test (only your mod toggled), density-stressed, and
soaked long enough to beat the time-delay, so I'm confident the isolation is clean
rather than a false negative.
REPRODUCTION
1. Load a world with Smoke and Scent active (a busy modpack reproduces fastest,
but vanilla creatures alone are enough).
2. Spawn a sizable population of creatures (moose, chickens, and goats all showed
it).
3. Let it soak; higher density helps. After a while at least one creature's last
sound begins looping continuously.
POSSIBLE AREA (just a guess)
Since the mod runs scent/repel/attract checks on essentially every creature,
vanilla included, my hunch is something in that per-entity processing is
interacting with sound playback or its stop condition — but that's speculation,
not a diagnosis.
WORKAROUND
Kill the creature to clear that instance; a server restart clears all of them.
Removing the mod eliminates it entirely.
Happy to provide the full mod list, server logs, or test specific builds if it
helps. Thanks for the mod — the smoke/scent mechanic is great and I'd like to keep
running it once this is sorted.
If this gets cleared up I would love to re-add this mod to my server!
Thank you so much for the bug find! It's fixed and uploaded, let me know if you run into anything else!
Is there a way to disable the Camp Smoke Exposure Effects? I couldn't see anything about it.
It feels like it conflicts with Real Smoke and causes too much malus from smoke.
Updated to include a command to turn off smoke exposure!
Thanks!
I can't seem to get SmokeScentConfig.json to generate serverside on startup during my testing.
Fixed and updated!
Addition the "any entity" getting attracted is causing a lot os issues it seems:
Any "Nests" from the Fotsa Mods
Dragon Eggs from Draconis
Carts and Ships from Caravan mod or Shipwright
Any chance to auto add suchs "entities" to the list to ignore the feature? Or would this needs a patch for each and every mod which is a bit yuck kinda don't want to flat out disable it though..
Oh yeah "Traders" also are Entities that are affected xD guess the mod does stay off again :/
Seems like the game will no longer start for me since the latest mod update. guess some kind of mod conflict. Doesn't crash just does not progress while loading had been sittin in the loading screen for over 5 minutes (usually its done in 1)
Also the issue that Caravan Carts start wandering towards raw meat is kinda hilarious but also a quite annoying xD
Just updated to fix it!
Great game loading again now ^^
This is hilarious lmao, I'll see if I can fix it!
Thank you so much for making these changes, they sound awesome!
Now if I could just get the Bathtime Mod updated so it would load on our server, we'd be golden... XD
Just uploaded a 1.22.3 Fork for BathTime, should be good to go and compatibile with Smoke & Scent!
I cannot begin to tell you how amazing you are. Much love from The Crown & the Coalition, now we can finally bathe. <3
Is this compatible with CarryOn? Specifically, does raw meat contained in a container carried on your back via carryon also attract predators? If so, is there a reduction of the stink based on what kind of container it's in? (Normal for reed chests, lower for chests, lowest for storage vessels, for instance?)
just sharing that with the cartwright caravan mod, the carts count as entities and as a result get attracted to raw meat.
Seems like the latest version doesn't download to servers from the moddb
Could you cap the amount of times an animal can scream after it smells you? Like once every 2-5 seconds at least? Right now it's...a lot
Implemented!
This is really cool, gives me some vibes from The Long Dark.
It might be cool to make it so that the tannin smell can follow tanners around for a while until they get soaking wet, tanners were often a smelly bunch rarely appreciated by finer society.
Just added compatibility with Bathtime Forked for this feature!
Is this mod compatible with the Fauna of the Stone age predators?
From what I've seen it affects ALL the modded animals. I had threw some offal into the water, and it attracted a water buffalo, baby deer, crab, and a pig, and they all sat there drowning trying to get the intestines, which despawned. I only realized what was happening because of the godawful drowning noise of 5 animals at once.
That seems like it could be abused pretty easy.
"Standing near active tannin barrels slowly reduces your satiety over time."
I lost an entirely full hunger bar over about 20 seconds of just getting my leather started.
Please cap the penalty for multiple barrels or something, I had 3 or 4 and it's insane how fast your hunger drops.
I'll be adding a mask that you can put on that mitigates the satiety reduction in the next update!
Fixed!
Oh wow.. Yeah that's pretty intense.
Had an idea for this - there is a Bathtime Forked mod that might be a fun compat, where if you work on leather or spend time near the vats you get a lil' stinky.
Compatibility added!
Okay standing near the tanning area really is harsh on the sat... sadly it isn't blocked by room borders
I'll look into trying to update it so rooms will block the satiety effect!
Oh man. I really love the ideas behind this. Immersive eco play is my jam. I'd love to get something like this for Feverstone Wilds or maybe compat with the critters in it.
just wondering, when you say 'AI assistance' what does that entail
It just means that I use an AI agent to help me find issues in the code, I also use it to package the mod to save me time. I just like to be transparent about it because some people don't like it and if they want to avoid using one of my mods because they don't support it, I want to make sure they're aware that I did utilize AI assistance in the process.
ah oh good to know, i always like to check because i dont like to support mods made by ai, but the way you say you are using it is exectly how it should bne used, a tool to help make things less tedious
Very cool idea, a question I want to ask. Does it only affect raw meat and not bush meat?
An idea I had is if I lay bush meet on the ground to rot does the scent behavior work?
Thank you! And yes it is active for bushmeat, but only if it's in your inventory. I might make an update for vacinity scans in the near future!
Sweet, I can imagine a pit trap. Lure beasts in and stab them with a spear to get easy leather and fat.
Updated with a meat trap function!
Love this concept! What distance do tannin barrells effect satiety, and does it also apply to dye and compost barrels?
Just tannin at the moment, the distance is 10 blocks currently!
Gotcha, would be cool if other offensively smelly processes were effected but this is very cool as is.
I'm about to drop a big update, but I'll add this to the list on the next update!
I love the concept, it definitely feels like something that should be vanilla. Anything that adds more difficulty in an immersive way is my jam.
Is the Tannin debuff restricted by rooms? Or just distance alone?
Just distance at the moment.
Is this compatible with Pelagius Winds?
Looking into making a fork of Pelagius Winds that's updated and compatible with Smoke & Scent, stand by!
Updated for integration with Pelagus Winds! Also just posted a 1.22.2 Pelagus Winds Fork on my page that is fully integrated with Smoke & Scent.
Hi, is there a chance for "Butchering" (https://mods.vintagestory.at/butchering) compatibility to make animal carcasses to worka as raw meat and attract predators while carried by player?
This would be a great addition, I'll see if I can get this added today!
Updated to now support Butchering mod integration!
Hi!
The mod is awesome. However could you please use the player status hud library (https://mods.vintagestory.at/playerstatushud) to show status effects? This would make me not have effect icons from different mods over whole screen but in one place
That page wasn't found, if you link me it I can check it out though!
I believe they meant this one:
https://mods.vintagestory.at/show/mod/49345
Yes, I meant this one, sorry
https://mods.vintagestory.at/show/mod/49345