SniffingAnimals
SniffingAnimals The wilderness of Chernarus just got a nose. Carrying raw meat, guts or lard through the woods? Grilling a steak over an open fire? Wild animals can smell you now - and bears and wolves will come looking for the source. Better eat fast, pack smart, or stay behind solid walls. SniffingAnimals is a pure server-side mod - players do NOT need to download anything. How it works The server periodically… (more)
SniffingAnimals The wilderness of Chernarus just got a nose. Carrying raw meat, guts or lard through the woods? Grilling a steak over an open fire? Wild animals can smell you now - and bears and wolves will come looking for the source. Better eat fast, pack smart, or stay behind solid walls. SniffingAnimals is a pure server-side mod - players do NOT need to download anything. How it works The server periodically checks every player for smellable items (raw meat, fish, guts, lard - fully configurable). The cooking state matters: raw, cooked and rotten meat smell - dried and burned meat are safe (configurable). Cooking is the biggest risk: meat on a burning fireplace (directly, on a stick or in a pot/pan) massively increases every animal's spawn chance (+30 by default: a 10% bear becomes a 40% bear). Only fires under the open sky count - cooking indoors is safe. Bloody hands after gutting and open bleeding wounds attract predators too - wash your hands and bandage up (both optional). Indoors you are safe - under a roof, animals cannot pick up your scent. Animals spawn on dry land only (NEW in 1.3): positions in the sea, ponds or lakes are rejected - no more bears rising from the depths. Safe zones: define circular zones (traders, spawn camps) where animals are never attracted or spawned. On a hit, the animal spawns nearby and the player gets a subtle warning: "I think I heard an animal, I might be in danger..." (optional). A per-player cooldown prevents endless swarming. Fresh spawn protection: new characters are safe until they survived a configurable time (default 10 min). Based on the character's saved lifetime - relogging does not reset it. Every animal individually configurable Each animal has its own spawn chance, min/max count and spawn distance - not one global setting: { "ClassName": "Animal_UrsusArctos", "ChancePercent": 10, "CountMin": 0, "CountMax": 2, "SpawnRadius": 120 }, { "ClassName": "Animal_CanisLupus_Grey", "ChancePercent": 25, "CountMin": 1, "CountMax": 3, "SpawnRadius": 0 } = 10% bear chance (0-2 of them) at a fixed 120 m; wolves at the global distance (0 = global). Every entry is rolled separately - on a very unlucky day, the bear AND the wolves show up. Add any animal you like, including modded ones. NEW in 1.3: set SpawnRadiusMin/SpawnRadiusMax (e.g. 60/140) for a random distance band per spawn. Priority: band > fixed > global. Safe zones { "Name": "Example 1", "X": 0.0, "Z": 0.0, "Radius": 150.0 } Inside a safe zone nothing is ever attracted or spawned; spawn positions inside a zone are rejected too. The config ships with two template zones parked at the unreachable map edge - just put in your own coordinates (X/Z as shown on iZurvive or the admin position display). For server owners On first start the mod creates <ServerProfile>/SniffingAnimals/config.json - the generated file is identical to the shipped example configs. Configurable: global + per-animal spawn distance, check interval, cooldown, fresh spawn protection, fireplace radius, bloody hands / bleeding on-off, cooking bonus, fire-must-be-outside, animal list, smellable items (child classes match), smelly cooking states and safe zones. Warning message on/off with free text. Balancing tip: chances are rolled per check - if you lower CheckIntervalSeconds, lower the chances too (10% at 60s feels like 2-3% at 10s). Updating? Delete <ServerProfile>/SniffingAnimals/config.json once - it is regenerated with the full 1.3 structure. Install as a server mod: -serverMod=@SniffingAnimals Localization Server
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