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.


๐Ÿ”ฅ 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.


๐Ÿฅฉ 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.


๐Ÿ“ฆ 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.


๐Ÿพ 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.


๐Ÿบ 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

 


โฑ๏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.


๐Ÿฉธ 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.


๐ŸงŸ 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.


๐Ÿชฃ 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%

 


๐Ÿงช 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.


๐ŸŒฟ 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.


๐Ÿ”ฅ 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.


๐Ÿชค 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.


๐Ÿ’จ 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.


๐Ÿ› 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.


โš™๏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.


๐Ÿ–ฅ๏ธ HUD Indicators

Icon Meaning
๐Ÿ”ฅ Fire Near a lit firepit — smoke repel is active
๐ŸŒซ๏ธ Smoke Sustained smoke exposure building up
๐Ÿฅฉ Meat Carrying raw meat or a butchering carcass
๐Ÿชฃ Tannin In range of an active tannin barrel — drain occurring
โš ๏ธ Trap Near dropped raw meat on the ground

 

image
Join My Discord To Report Bugs Or Make Requests: https://discord.gg/rf6TnmAmZq


**Made With AI Assistance**

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
2.1.0 smokescent 378 6 days ago smokescent_V2.1.0.zip 1-click install

- 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

- Fixed Server-Side Config File Not Generating At Startup
- Added /smokescent smokeexposure to turn off effects from campfire smoke exposure

1.9.0 smokescent 94 Jun 1st at 8:17 PM SmokeScent_V1.9.0.zip 1-click install

- 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

- 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.


๐Ÿ”ง 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:

/smokescent preset vanillaplus   — campfire repel only, everything else off
/smokescent preset immersive     — balanced, conservative ranges
/smokescent preset survival      — default, all features active
/smokescent preset hardcore      — extended trails, longer blood sites, bigger ranges
/smokescent preset off           — all features disabled
/smokescent save                 — write current config to disk


๐Ÿ“ฆ 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.

Storage location Effective scent range
Hotbar / hand 100% (full range)
Backpack / character slots 70%
Nested container in backpack 20%

 

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.


๐Ÿพ 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.

  • Trail nodes drop every 10 seconds while carrying raw scent items
  • Nodes persist for 3 in-game hours by default (configurable)
  • Rain washes trails away 4× faster
  • Snow preserves trails 2× longer
  • Trail range and duration can be tuned in config

A hunting trip now feels dangerous after the kill, not just during it.


๐Ÿบ 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.

Classification Entities Behavior
Aggressive Wolves, bears, hyenas, cougars Full aggro range, seek player directly
Curious Foxes, pigs, boars, badgers Half range, investigate only
Avoidant Deer, elk, goats, hares, rabbits Flee carcasses, skip aggro entirely
Ignore Fish, crabs, chickens, livestock, insects Completely unaffected

 

Aquatic creatures and livestock no longer respond to meat at all.


โฑ๏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.

  • Default cooldown: 8 seconds per animal
  • Configurable: AlertCooldownSeconds in config
  • Can be disabled entirely if preferred


๐Ÿ– 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.

Carried item Base detection range
Offal 50 blocks
Blood products 45 blocks
Raw meat (general) 40 blocks
Bone marrow 35 blocks
Raw fish 30 blocks
Butchering carcass 60 blocks

 

All ranges are still modified by wind direction and container type.


๐Ÿ’จ Smoke Strength by Fuel Type

Different fuels produce different smoke profiles, creating a real tradeoff between fire efficiency and perimeter defense.

Fuel Repel radius multiplier
Peat 1.4× (thick, acrid — best repel)
Coal 1.3×
Firewood 1.0× (baseline)
Charcoal 0.7× (clean burn — weakest repel)

 

Peat around a base perimeter is now a meaningful survival choice. Charcoal is better for cooking without driving animals away.


๐Ÿ”ฅ Camp Smoke Exposure Effects

Sustained exposure to firepit smoke now has consequences beyond the existing Bathtime Forked integration.

Exposure duration Effect
30 seconds Smoky HUD icon appears
90 seconds Satiety begins draining slowly

 

Stepping away from the fire clears the exposure gradually. Brief exposure (crafting, cooking) remains harmless.


๐Ÿฉธ 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.

  • Blood sites last 3 in-game hours by default
  • Attract aggressive predators within 30 blocks (wind-affected)
  • Sites fade naturally over time
  • Rain and weather do not currently affect site decay (planned)

Field dressing animals now makes the location itself dangerous for hours afterward.


๐Ÿงช Foul Fumes — Compost, Rot & Dye Barrels

The mod's name is Smoke & Scent — barrels with foul contents now participate in the scent system.

Container Effect
Barrel with rot / rotten items Attracts nearby scavengers within 25 blocks
Barrel with compost Attracts scavengers within 15 blocks
Barrel with dye / pigment Drains satiety for nearby players (like a weaker tannin)

 

Toggle with /smokescent compost or /smokescent rot. All values configurable.


๐ŸŒฟ 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.

Item Range reduction
Powdered Charcoal (powder-charcoal) 55% (strongest)
Tree Resin (resin) 45%
Charcoal (charcoal) 35%
Bone Meal (bonemeal) 30% (mildest)

 

Masking stacks with container reduction. Carrying meat deep in your backpack while holding charcoal powder significantly shrinks your detection footprint.


๐Ÿฅผ Protective Tannery Gear

Wearing the right gear reduces the satiety drain from tannin and dye barrel fumes. Protection uses real native VS clothing items.

Worn item Fume reduction
Leather Reinforced Mask (face slot) 60%
Any apron — blacksmith, clockmaker, coloured variants, peasant apron (shoulder/waist) 35%

 

Protection values are configurable. The mask and apron stack — wearing both gives the highest combined reduction.


๐Ÿ†• New Commands

/smokescent compost   — toggle foul fumes (compost/rot/dye)
/smokescent rot       — alias for compost toggle
/smokescent trails    — toggle scent trail system
/smokescent preset <name>   — apply a config preset
/smokescent save      — save current config to SmokeScentConfig.json

All existing commands (repel, meat, tannin, carcass, trap) now also persist their state to config when toggled.

1.6.0 smokescent 119 May 31st at 5:13 PM SmokeScent_V1.6.0.zip 1-click install

- 1.22.3 Compatibility Update

1.5.0 smokescent 129 May 30th at 7:19 PM SmokeScent_V1.5.0.zip 1-click install

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

  • This integration is entirely optional. If Bathtime Forked is not installed, none of these systems activate and there is no performance impact.
  • No hard dependency on Bathtime is required โ€” Smoke & Scent detects it at runtime automatically.
  • Stinkiness is capped at 100 and subject to Bathtime's normal reduction methods (bathing, etc.).
1.4.0 smokescent 90 May 30th at 8:54 AM SmokeScent_V1.4.0.zip 1-click install

- Satiety Drain From Tannin Barrels Has Been Limited To The Room The Barrel Is In
- Removed Compounding Satiety Effects When Having Multiple Barrels

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

  • Dead animal bodies on the ground attract predators to that location
  • Carrying a butchering carcass increases predator aggro range to 60 blocks
  • Expanded raw meat detection now includes offal, blood portions, raw marrow, raw fish, and fishing bait

Meat Traps

  • Shift-right-click with raw meat on any solid surface to place it as bait
  • Predators within 80 blocks will pathfind directly to the meat and linger in the area
  • "Meat Trap" label appears at top center when your cursor is on placed meat
  • Meat trap HUD icon appears in the bottom right when within 3 blocks
  • Chat notification fires when you enter the 3-block radius
  • /smokescent trap to toggle on/off

Pelagus Winds Integration

  • All scent ranges now respect live wind direction โ€” downwind carries farther, upwind is blocked
  • Falls back to vanilla wind if Pelagus Winds isn't installed
1.2.0 smokescent 68 May 28th at 9:24 PM SmokeScent_V1.2.0.zip 1-click install

- Added Support For Butchering Mod
( Animal carcasses and other types of meats now attract predators )

- Added /smokescent carcass command to toggle this feature on/off

1.1.0 smokescent 29 May 28th at 7:05 PM SmokeScent_V1.1.0.zip 1-click install

- Updated for Pelagus Winds Integration

1.0.0 smokescent 78 May 28th at 4:57 AM Empty SmokeScent.zip 1-click install

60 Comments (oldest first | newest first) (threaded | flat)

Rusturion, 4 days ago

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 🤣

DatVegan, 6 days ago

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

Vyp3rG0d, 6 days ago (modified 6 days ago)

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

Spoiler

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!

Rusturion, Jun 2nd at 10:48 AM

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.

Deven, Jun 2nd at 7:27 AM

I can't seem to get SmokeScentConfig.json to generate serverside on startup during my testing.

HaraiseTenshi, Jun 1st at 8:01 PM (modified Jun 1st at 8:27 PM)

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 :/

HaraiseTenshi, Jun 1st at 7:10 PM (modified Jun 1st at 7:10 PM)

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

Sirenne, Jun 1st at 6:59 PM

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

Sirenne, Jun 1st at 8:55 PM
@TYLERRR: 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

Vinter_Nacht, Jun 1st at 3:02 AM

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?)

jogus, May 31st at 5:25 PM

just sharing that with the cartwright caravan mod, the carts count as entities and as a result get attracted to raw meat. 

Yokie, May 31st at 3:34 PM

Seems like the latest version doesn't download to servers from the moddb

Freeflier, May 30th at 8:53 PM

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

Heavy_Mettaloid, May 30th at 6:33 PM

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.

Oweyan, May 30th at 8:29 AM

Is this mod compatible with the Fauna of the Stone age predators?

Axebeard, May 30th at 3:07 PM
@Oweyan: 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.

Axebeard, May 30th at 2:42 AM (modified May 30th at 2:43 AM)

"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.

Sirenne, May 29th at 7:08 PM

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.

HaraiseTenshi, May 29th at 6:58 PM

Okay standing near the tanning area really is harsh on the sat... sadly it isn't blocked by room borders

TYLERRR , May 29th at 7:50 PM
@HaraiseTenshi: 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!

Verlia, May 29th at 4:57 PM

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. 

UnknownLifeform, May 29th at 3:00 AM

just wondering, when you say 'AI assistance' what does that entail

TYLERRR , May 29th at 3:18 AM
@UnknownLifeform: 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. 

UnknownLifeform, May 29th at 3:48 AM
@TYLERRR: 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

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

JustSomedude, May 28th at 9:50 PM

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?

TYLERRR , May 28th at 10:18 PM
@JustSomedude: 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!

joneill132, May 28th at 9:47 PM

Love this concept! What distance do tannin barrells effect satiety, and does it also apply to dye and compost barrels?

joneill132, May 29th at 12:35 AM
@TYLERRR: 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.

TYLERRR , May 29th at 1:16 AM
@joneill132: 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!

Zaelesh, May 28th at 9:37 PM

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.

HaraiseTenshi, May 28th at 8:06 PM

Is the Tannin debuff restricted by rooms? Or just distance alone?

Axebeard, May 28th at 2:59 PM

Is this compatible with Pelagius Winds?

TYLERRR , May 28th at 5:09 PM
@Axebeard: Is this compatible with Pelagius Winds?

Looking into making a fork of Pelagius Winds that's updated and compatible with Smoke & Scent, stand by!

TYLERRR , May 28th at 7:04 PM
@Axebeard: Is this compatible with Pelagius Winds?

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.

marmich102, May 28th at 9:23 AM

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?

Krzysiek1410, May 28th at 7:46 AM

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