

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

Description
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.
🔥 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:
<table> <thead> <tr> <th>Fuel</th> <th>Repel strength</th> </tr> </thead> <tbody> <tr> <td>Peat</td> <td>1.4× — thick, acrid smoke</td> </tr> <tr> <td>Coal</td> <td>1.3×</td> </tr> <tr> <td>Firewood</td> <td>1.0× — baseline</td> </tr> <tr> <td>Charcoal</td> <td>0.7× — clean burn, weakest repel</td> </tr> </tbody> </table>
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.
🥩 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.
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.
📦 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.
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.
🐾 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.
🐺 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.
⏱️ 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.
🩸 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.
🧟 Butchering Mod Compatibility (optional)
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