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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

Workshop 3755892977

Not analyzed yet

modperf has not read this mod's scripts, so there is no report and it is left out of any stack it appears in. 4 live servers in the crawl publish it.

The worker downloads the mod from the Workshop and reads its Enforce Script — nothing is executed. Usually a few minutes. This page then shows the report.