• If you have a mod, tool or prefab, please use the Resources section. Click Mods at the top of the forums.

FennecMod - Deadly Ferals, Rad Zeds, Specializations, Ore Processing and More

So we had day 14 horde night and we love this mod! Almost constantly the full amount of zombies. (so many that all our weapons broke)

Only thing i would say should be reworked is that Honey is very late game (beehive can be made early, but Honey only pretty late)

 
Fruit group will be yucca, apples, blueberries, tomatoes, can of pears, and any recipes involving one or more of those ingredients :D

- - - Updated - - -

So we had day 14 horde night and we love this mod! Almost constantly the full amount of zombies. (so many that all our weapons broke)Only thing i would say should be reworked is that Honey is very late game (beehive can be made early, but Honey only pretty late)
I think I will make a different type of recipe for honey so you can sieve it with a cloth mesh to get less than what you would from the squeezer station :)

 
Ok I have yet another question, doing the farmer quest line and it wants me to upgrade the ground to fertile ground. I have the hoe, and the fertilizer in my inventory but when I right click it, it does the action but nothing happens. What am I missing?

 
Ok I have yet another question, doing the farmer quest line and it wants me to upgrade the ground to fertile ground. I have the hoe, and the fertilizer in my inventory but when I right click it, it does the action but nothing happens. What am I missing?
You need to use a garden trowel to upgrade the ground to the next tier :)

 
I've been playing the mod with a friend of mine and we've been absolutely loving it. The only issue we've found so far is that log spikes seem to take constant damage when a zombie steps on them. In essence: *Zombie walks on spike for split second... Spike takes ten damage.* This is an issue if a zombie paths over ten or so spikes before it dies since they all take damage. I just wanted to ask if this was intentional or not. It seems rather broken considering how expensive the upgrades are for log spikes in terms of scrap iron.

If this is intentional, is there a way we can turn this functionality off?

 
Last edited by a moderator:
I've been playing the mod with a friend of mine and we've been absolutely loving it. The only issue we've found so far is that log spikes seem to take constant damage when a zombie steps on them. In essence: *Zombie walks on spike for split second... Spike takes ten damage.* This is an issue if a zombie paths over ten or so spikes before it dies since they all take damage. I just wanted to ask if this was intentional or not. It seems rather broken considering how expensive the upgrades are for log spikes in terms of scrap iron.
If this is intentional, is there a way we can turn this functionality off?
This is a vanilla mechanic. If a zed touches a spike both it and the spike will receive some damage.

What I could do though is reduce the damage the spike takes a little so instead of say 10 damage it takes 2 damage, only for the upgraded iron log spikes and steel spikes. That might remedy it a bit. However if you turn damage received to 0 I think the spikes cease to function. But, I can have a look into reducing it a little bit :)

 
Hi Max and after just few in game days I have to say that this mod is awesome. Really is. Following Kickz and your mod seemed very nice. Kinda unique. Only thing that stopped me from trying it out same moment is backpack. I like to pickup everything (even if I have enough) and my memory is not that good forgeting what I need for what (in new mods, heck even in vanilla). To be honest, don't wanna play vanilla game with standard backpack now and you can imagine how hard is for me to play this lovely mod with so small inventory.

I won't beg for bigger backpack and gonna play it even like this, it is your mod and your desicion but just consider (I bet you already did :p ) of putting one version with BBM.

And if possible keep going on this mod. I really love it.

 
One question, who can build the Researcher Desk? We found no schematic for it and the researcher has no Skill that gives the Recipe (if it can only e made by the researcher, it makes this class a must at the start....)

and another one. Crafter quest, you need lots of uranium, but we only managed to find 6 in 70 hours playtime. maybe we have no luck in finding them or having to get 1000 is too much :D

 
Last edited by a moderator:
One question, who can build the Researcher Desk? We found no schematic for it and the researcher has no Skill that gives the Recipe (if it can only e made by the researcher, it makes this class a must at the start....)
and another one. Crafter quest, you need lots of uranium, but we only managed to find 6 in 70 hours playtime. maybe we have no luck in finding them or having to get 1000 is too much :D

I quote post MDF25 from the 9th page of this forum topic:

"... How to unlock secondary classes?

I'm not going to make it that easy...

- Whilst you play through the game you will encounter research notes in some containers. Killing feral zombies and radiated zombies also give you a good chance of getting research notes as well. Get hoarding!

- If you need more research notes, you can scrap schematics for them. The amount of research notes you get depends on the rarity of the schematic.

- Complete all three of your primary class quests. Each time you complete one, you will gain 'Overall Class Mastery' You will need to get it to 3/3 in order to proceed.

- Getting Class Mastery 3/3 will unlock the research desk. Build it and place it in the world just like any other workstation.

- You can then craft your research notes into a new class paper. It will take 1000 notes to craft a secondary class.

- Read the class paper, and let your quest continue!... "

So, in order to make the researcher desk, you must complete the quests for all three main classes of specialization and have 100 reseacher notes for making researcher desk. Then 1000 reasecher notes is required to select a secondary specialization class.

 
It was unexpected. At first I saw a reddened big woman, who poured out all around her fury. Then came the radioactive missile cops. Well at least there was a rocket launcher with missiles.

However, after the end of the night everything around was strewn with destroyed elements of the base. )

P.S. I noticed that the cell with ore already contains 6000 units and the machines and factory zombie began to have factory tools.

The auger can already be found in the loot? )

 
There is a shotgun with a quality level of 571, a sawed-off shotgun with a quality level of 600, AK-47 with a quality level of 562.

So the entity damage with low-grade charges:

the shotgun is 94.55, the sawed-off shotgun is 127.71, AK- 45.84.

Entity damage with charges of regular grade:

The shotgun is 178.75, the sawed-off shotgun is 242.32, the AK-56.27;

Entity damage with high grade charges:

Shotgun - 344.06, sawed-off shotgun - 466.92, AK-63.85;

Entity damage shotgun with shotgun slug- 86.07.

However, there is no specialization of shotguns and rifles.

There is a specialization of the Ranger 1 level, which reduces the damage for shotguns and rifles by 15%.

It seems that something is wrong with the damage to the shotguns). Especially for the shotgun slug.

If there was a specialization of shotguns of the 2nd level, then the damage would have to be twice as high? For a sawed-off shotgun, 800?

 
I think you're right about the damage - ray counts need to be reduced slightly to make them fall more in line with the rest of the group :)

And yes auger parts are now in loot and factory tools you may find rarely on a utility worker zombie. Farmer zeds have factory grade shovels, and lumberjacks have factory fireaxes.

 
FennecMod 1.1 Update!

Greetings! So I have been quite quiet on the update front recently however there have been some updates to FennecMod 1.1! So, here's a rundown on some new changes that have come around.

Minibike Storage!

Since bigger backpacks are already coming in A17 with unlockable perks, I am not adding this to FennecMod for A16. However, the minibike storage has been increased from 18 to 63 slots, so you now have a reason to get yourself a bike as well as for the mobility!

If you already have a minibike, you will need to completely dismantle it and then reassemble it to get the bigger storage.

Overall Block Crafting & Upgrading Overhauled

Wood Upgrade Paths

Wood blocks have now changed their upgrade paths.

Vanilla: Wood, Reinforced Wood, Iron Reinforced Wood, Scrap Iron, Reinforced Scrap Iron, Concrete, Reinforced Concrete, Steel, Reinforced Steel

Fennec: Wood, Reinforced Wood, Iron Reinforced Wood, Concrete, Reinforced Concrete, Steel, Reinforced Steel.

The change here is that metal reinforced wood blocks will now go direct to concrete rather than go through the iron stages. If you want scrap iron blocks, you need to make the scrap iron frames and then upgrade directly.

Scrap Iron Frames

Frames and shapes for the scrap iron frames are now crafted using a forge. This was changed since it was easier to get some scrap iron frames compared to wood frames, however you will now need a forge to get them (and more nails for wood frames) so you should unlock both together around the same time. This gives you the choice now of what to use: Wood, Cobble, or Iron, when you get your first forge setup properly.

Concrete Blocks

All concrete blocks are now crafted in the cement mixer rather than in the player backpack or workbench. This is so that you can always get rebar and concrete early via looting but have less options for shapes. But, the cement mixers you find in the world you'll want to use a removal kit to take back with you if you want to craft the different shapes of concrete earlier. Now cement mixers hold much greater value. You do not need concrete mixing to turn pre-existing concrete mix into blocks, only to create cement and concrete mix yourself.

Barbed Wire & Barbed Fences

Barbed wire sheets are now crafted in the forge directly rather than in the backpack. You'll need to get one set up before you can craft these. Barbed wire fences now require barbed wire sheets from the forge to craft. However, their overall health has been improved somewhat to make up for the slight cost increase in materials.

Some more stuff to do with SCIENCE!

Ever thought it was weird that the chemistry station didn't really involve much chemistry? Well now, there's more things to play with!

Zombie cops - your source of potent, corrosive acid!

Ever wondered how the zombie cops create all that puke? Well... All zombie cops (if killed successfully without detonating) will drop a corrosive acid sac when looted. This can be used in the chemistry station to make hydrochloric acid solution.

New Acids!

Hydrochloric Acid solution can be created by extracting it from corrosive acid sacs on a chemistry station. It is highly corrosive and can be used for creating some quite deadly things later.

Nitric Acid solution can be created on a chemistry station (though you may need to get a purification plant set up first). Like hydrochloric acid solution, it is quite corrosive though you'll need larger quantities to achieve the same effects.

Sulfuric Acid solution can be created on a chemistry station or extracted from car batteries by using a workbench. You can use sulfuric acid currently to craft your own car batteries, though it will be used also in creating reinforced steel upgrades later.

New Arrow & Crossbow Bolt types

Now bows and crossbows become much, much more useful later on in game! Lots of new types of ammo have been added for these now.

Flaming Arrows & Crossbow Bolts: The crossbow now has access to the flaming bolt, which means both the bow and crossbow now can use these rounds. Flaming arrows and bolts are also now AoE, and will also set nearby targets on fire as well as the one that is directly hit (though the one directly hit will take the most damage)

Exploding Arrows & Crossbow Bolts: Now the bow has access to exploding arrows, which means both the bow and crossbow now can use these rounds. Exploding arrows act just like exploding crossbow bolts do, so if you're a user of the compound bow, you now get the explosive rounds to help expand your arsenal.

Electropulse Arrows & Crossbow Bolts: If you have zombies that are just moving a little too fast, it's time to get yourself some electropulse arrows! These have a small AoE and will stun the target hit to 10% movement speed for 20 seconds, whilst nearby will be stunned to 30% movement speed for 10 seconds. The damage from electrocution however is low and this is more of a stun type round to hold enemies in place to help you dispatch them easier.

Corrosive Arrows & Crossbow Bolts: Use the acids you get to make corrosive arrows! These arrows will cause any radiated zombies to permanently lose any healing buffs, making them vulnerable to being killed. Each time you shoot a corrosive arrow into a zombie the effect and potency increases, and up to 5 arrows can be shot into a zed to do 200 damage per second. Rad cops will even die just before they explode, if you manage to shoot it with 5 of these! Give them a taste of their own medicine.

Fermenting Barrel - a New Workstation!

The fermenting barrel has been added which you can use to make yourself alcohols and even mouldy bread for use in antibiotics.

Blueberry Wine: Ferment blueberry juice in this station to get it.

Apple Cider: Moved from the chemistry station to this workstation.

Beer: Moved from the chemistry station to this workstation.

Mouldy Bread: You can put normal bread and murky water here to get mouldy bread.

The following alcohol drinks have good hidden effects that I'll let you discover yourself:

- Bloody Mary

- Blueberry Wine

- Apple Cider

 
i really like your mod Max, great work. It is growing in right direction if you ask me. Bike bigger storage is just awesome feature and going on a trip will now be more satisfying. I can loot more then to houses now :D Now I just need to find some time to try it out. Thanks Max on mod and updates. Cheers. ;)

 
i really like your mod Max, great work. It is growing in right direction if you ask me. Bike bigger storage is just awesome feature and going on a trip will now be more satisfying. I can loot more then to houses now :D Now I just need to find some time to try it out. Thanks Max on mod and updates. Cheers. ;)
I think a lot of people will be happier with the minibike storage :) I think it's better this way as well since the storage is now actually worth it instead of just being given it automatically at the start of the game. So, now people have a mission :D

More updates will be coming out soon :) Need to get these acid uses sorted out and how to craft the different types... and maybe some quests and things as well :D

 
Back
Top