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Suggestion -- Smoke


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Smoke appears after adding fuel to a campfire or a fire pit. Different stuff should create different amounts of smoke.

No smoke:

  • petals
  • foliage
  • light bulbs
  • rot

Little smoke:

  • charcoal
  • rotten egg
  • twigs
  • Glommer's goop

Medium smoke:

  • cut grass and rope
  • logs
  • papyrus
  • cooked mushroom caps
  • beefalo wool
  • beard hair
  • natural turfs
  • manure
  • spider egg

Lot of smoke:

  • dark petals
  • grass-related stuff except for rope and the cut grass itself
  • wood-related stuff except for logs themselves
  • dug sapling
  • dug berry bush
  • dug spiky bush
  • tentacle spots
  • cut reed
  • fur roll
  • boards
  • fleshy bulb
  • living logs
  • crafted turfs (wooden flooring, carpetted flooring, checkerboard flooring)

Smoke drains sanity by ~20 units per minute and shortens the render distance. After a few seconds, the smoke becomes a "mob" and starts to gain altitude and move towards south. After travelling a tiny distance, it disappears.

Some kinds of smoke (dark petals, living logs) may cause total darkness and Charlie may begin to attack.

Some other kinds of smoke (Glommer flower may knock out nearby mobs -- including players -- for the next morning.

After being in great smoke for a couple of seconds, some items may become "smoky" items. If these items were wet, they get dried when turning smoky.

Smoky items that would give sanity only give ~50% of the normal sanity buff. They also lose durability a lot faster (excluding miner hat). Smoky dressing may discourage mosquitos, bees, killer bees and butterflies. Smoky food spoils a little bit slower. Smoky torch, lantern and miner hat give less light.

Non-stacked meats in inventory may become jerkies in the smoke.

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