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

FennecMod 2.0 For A17 Talk!

Okay so before I go on I just wanted to say a huge thank you to everybody who has played FennecMod and given me ideas, feedback, or just generally been enjoying the mod in general. I never expected any mod I made to take off in the way that it has, and quite honestly I'm amazed that so many of you guys want this to continue, as most of you know me as a content creator rather than a modder. So with that being said, FennecMod 2.0 will be coming to A17. But, what exactly will be happening?

FennecMod 2.0 will be coming to A17 but it will not be happening during the experimental stages nor will it be happening after the initial stable release of A17. So much is going to be in the air at this time and the XML files likely have changed quite a bit since TFP have rebased their entire game in Unity 2018.2 and rewritten a ton of their core systems. So I'll need some time to explore the new XMLs to get to grips with them. There could also be changes to these files for 17.1 and 17.2, for example. So I will be doing no work on FennecMod 2.0 until the LAST stable point release of A17 is out. This could be 17.2, 17.5... Hell even 17.8 if there are that many content updates. Let's call the final point release "17.X", for generality.

Vanilla XML with Fox Fixes

After 17.X is released I will be doing one thing before FennecMod work begins - I plan to go through each of the XML files and clean them up, releasing this as a separate download so that other modders can start from a cleaner XML base if wanted. However it could be that the XMLs don't have any legacy or unused code left over in A17 so this step may not actually be necessary. But, if it is necessary, I'll be releasing it under "Vanilla XML with Fox Fixes" for A17 so that others can start from this base if they would like to do so.

FennecMod 2.x Roadmap

Here is an example roadmap of what I want to get done for all 2.x releases of FennecMod. This is not necessarily a final ordering, but the rough idea is still here.

DEVBRANCH I: Just adding back all the basics, no quests or specialisations in first pass.

RWG, PREFABS, ORES, STATIONS

I.0.0: Add all ores back, copper, zinc, uranium, and have them spawn in their appropriate biomes. Also add Salt Deposit and Sulphur Deposit for the new salt and sulphur items added in 1.1, as well as the raw and forged versions of the thirteen legendary metals.

I.0.1: Add all plants and crops back, wheat plants + crops, tomato plants + crops, soybean plants + crops.

I.0.2: Add all of the workstations back, workstation tools, all upgrade kits, and all boxed versions of each station. Recipes will be added later on as items get added in. Add boxed cars too.

I.0.3: Sort out RWG mixer and biomes to make ores and plant life spawn where required, get the world looking nice again as it was before, sort out loot placement so that working sinks sometimes spawn in the place of non working ones.

I.0.4: Go over each prefab to make sure it can spawn specifically in certain areas.

I.0.5: Adjust drop rates of rocks and ores, adjust trees to drop logs again.

I.0.6: Adjust upgrade paths of iron reinforced wood to concrete again.

I.0.7: Attempt to create a Hub City in the center of the map where the skyscrapers spawn.

I.0.8: Adjust minibike storage to 63 slots.

WORKSTATIONS & RECIPES

I.1.0: Add all of the ingots, dusts and purified dusts back. Add purified water back. Sort out the recipes for industrial grinder and purification plant.

I.1.1: Add the Firepit recipes and forge progression, give burnt trees charcoal drops.

I.1.2: Add the Quick Dry Concrete item, add all recipes back into the cement mixer workstation again.

I.1.3: Add the oil and plastic items back in, adjust recipes for the small refinery.

I.1.4: Add corrosive sacs and chemicals back, adjust the drop rates on cops, add recipes to chem station.

I.1.5: Add wood planks back in and create the recipes for the carpenter's bench.

I.1.6: Add all food items back in, adjust and create the recipes for the campfire, kitchen worktable, working oven and fermenting barrel. Add water filtering back.

I.1.7: Add the medical items back in, turpentine, healing agent, bandages, syringes.

I.1.8: Add the fertiliser station recipes.

I.1.9: Adjust all the forge recipes to move them to their correct locations. Add all sub-items back such as casings and tips, refined gunpowder, etc.

WEAPONS, AMMO, TRAPS

I.2.0: Add all tiers of ammo back in, adjust all guns to accept each type of ammo, add recipes to appropriate stations.

I.2.1: Add all starter weapons, armour and tools back.

I.2.2: Add all blunt, blade and tools back including copper, pig iron and factory grade tools.

I.2.3: Add all tiers of arrow and crossbow bolts back, add buffs back in for the corrosive, flaming, explosive and electropulse arrows.

I.2.4: Add the napalm bomb back in, add buffs for napalm again.

I.2.5: Add the shock floor trap and the flamethrower trap in again with the ammo, recipes and buffs.

I.2.6: Add the razor wire and razor wire fence traps back in, adjust HP of blade traps to 10k again.

I.2.7: Adjust wattage usage of electrical items back to FennecMod 1.1 standards (relays use no power, etc)

FOOD AND MEDICINE BUFFS

I.3.0: Add the 5 food groups back and assign all foods their appropriate food groups again.

I.3.1: Add food poisoning adjustments for rotting flesh and charred sham sandwiches.

I.3.2: Add stomach cramps from eating too many soybeans, add back yucca buffs and debuffs.

I.3.3: Add pooping debuff and the need to use the restroom.

I.3.4: Add aloe buff for pooping and debuff if you have too much of it (laxative)

I.3.5: Add rabies back in and assign it to appropriate animals (wolves, dogs, pigs)

I.3.6: Add the blood draw kit and transfusion kit buffs, make bleeding cause blood loss again.

I.3.7: Add alcohol buffs and debuffs back in for bloody mary, blueberry wine, apple cider.

I.3.8: Add ability to empty jars into sinks and water again.

ZOMBIES

I.4.0: Add sleeper and non sleeper variants of all the zombies. Adjust in spawning XML and with sight range.

I.4.1: Adjust loot lists of all zombies, make ferals drop better loot and rads drop the best loot.

I.4.2: Adjust HP and dismemberment resistance of all the zombies so that ferals and rads are more resistant.

I.4.3: Add boss zombies back into the game and add to horde night spawn lists.

I.4.4: Add frozen zombies back and put them into the snow biome.

I.4.5: Add burnt zombies and put them into the burnt forest biome.

I.4.6: Add non-frozen lumberjack and add to the forest biome.

DEVBRANCH II: Adding back the quests, specialisations, and schematics

SKILLS & PERKS READJUSTMENTS

II.0.0: Add in the starting backpack with the starting gear.

II.0.1: Separate 'Smithing' perks into the 100 level skill and quality variants.

II.0.2: Adjust all schematics so that they now are able to be purchased as a perk as well.

II.0.3: Add skills for axes, woodchucker and barbarian, adjust all fireaxes to now use these. Stone axe also becomes an axe instead of a construction tool.

II.0.4: Add skills for farming tools, adjust all hoes to now use these.

II.0.5: Add skills for tools of war, adjust all pickaxes and shovels to now use these.

II.0.6: Add skills for power tools and savagery, adjust chainsaws and augers to now use these.

II.0.7: Separate wrench from Construction Tools to Mechanical Tools. Wrench can repair but not upgrade. Bad Mechanic now relies on Mechanical Tools.

II.0.8: Add perk for Builder Rebellion, which increases damage dealt with construction tools.

II.0.9: Add perk for Mechanic Madness, which increases damage dealt with mechanical tools.

II.0.10: Separate ammo crafting into 3 perk tiers again and adjust the SMG to be a pistol type weapon again.

II.0.11: Add William Tell and Target Practice in for bows and crossbows.

II.0.12: Add Pray'n'Spray for rifles that adds dismemberment chance.

II.0.13: Add Engineering perk for solar panels, engines and batteries.

II.0.14: Add back schematics for all new items in game and tie them to skills.

II.0.15: Add all requied skill books to the loot table and trader list.

II.0.16: Adjust treasure hunter skill to have lower radii.

SPECIALISATIONS AND QUEST LINES

II.1.0: Add all the specializations skills and perks. Will take a long time.

II.1.1: Add all primary class related quest lines and tie them to the perks. Will take a long time.

II.1.2: Add the class papers and the craftable one that you get at the start, add to starting loot.

II.1.3: Add all secondary class related quest lines and tie them to the specialization perks only.

II.1.4: Add the secondary class papers and the craftable ones into the research desk.

II.1.5: Add the skill books for Tool, Weapon, Gun, Armour and Science skills and add recipes for these.

II.1.6: Add the forge related quest line and the water purification quest line.

II.1.7: Add the workstation removal kit quest line. [The Trader's List]

II.1.8: Add the oven upgrade kit quest line. [bun in the Oven]

II.1.9: Add the sink upgrade kit quest line. [sink It]

II.1.10: Add the workbench upgrade kit quest line. [The Benchmark Brothers]

II.1.11: Add the penetration tester ID quest line. [The Penetration Tester]

TESTING DEVBRANCH II.1.11

RELEASE OF FENNECMOD 2.0

 
Hi, mdf25! What is the compo pack in 7DtD Mod Launcher?

....

The cells of the trunk of the mini-bike still do not fit completely on the screen of the monitor...

 
Hi, mdf25! What is the compo pack in 7DtD Mod Launcher?....

The cells of the trunk of the mini-bike still do not fit completely on the screen of the monitor...
The compo pack is a set of extra POIs that you can add to your world for some more diversity.

Hmmm, I have been trying to fix it but can't figure out how to make all the cells smaller. It seems to overlap when I try to reduce the cell size at the moment...

 
awww max thank you for finally designing something that could beat even me its nice you thought of me :)

The Penetration Tester: So, you think your base is impregnable, huh? Well, time to put it to the test! This guy is indistinguishable from a regular businessman zombie apart from 2 things: He moves slightly slower, and his health pool is huge (10000 HP). Oh, and the fact that he can tear through reinforced concrete like it was butter? Yeah that too. Killing him gives you a LOT of note fragments and also the chance of getting the official Penetration Tester ID that you can sell at a trader for tons of cash or use it to complete a quest.

The DC Killer: We didn't get the behemoth in A16. But that's alright, who needs him when you have this monstrosity? Appearing only on the latest of late game horde nights, this guy will literally one-shot you with full health and decent armour if you're not prepared for him. He runs faster than you, has super high entity damage and health. You'll want to be behind some walls before attempting to take him down, or at least be prepared to keep him at bay with an automatic weapon. Shotguns won't slow him either, so be careful out there. Killing him will give you some great military guns, lots of ammo, rare books and other goodies.

 
FennecMod 1.1 Update - New mode and some tweaks!

Greetings! So it's been a while since I have said anything much on the forums and that be because I have been busy sorting out a new version of FennecMod which plays how I initially intended before I toned it back a little. Before I get into that however let's talk about some changes I have made, which are subtle (or not so subtle if you're late game!) I know, I know, I did say it was going to be the final update this alpha... BUT, sod it. :D

Changes to Block Materials

I have updated some block materials now so that they are more suited for late game hordes.

- Steel: Is now back to 10000 HP as it was in Vanilla.

- Reinforced Steel: Has been buffed from 12000 HP to 20000 HP.

- Turrets: Low grade ones have 1000 HP as normal, normal ones now have 2500 HP.

- Spikes: Steel spikes can now be upgraded to reinforced steel for more durability.

Changes to Gun Looting

Guns are now rare to find fully assembled and you will have to loot through numerous gun safes to assemble all of the parts to use. But, more ammo is now lootable in safes and shotgun messiah crates so you should have no problem getting ammo that you need. You will be able to find guns on bosses and army zeds as well, so raiding an army base to get a chance of a weapon is still an option. If you want an early game option for a gun now you will need to choose a gun class. Toilet pistols still exist but are extremely rare now, as they were way too common before. The chainsaw and auger are also now only findable as parts, and soon the nailgun shall follow.

Nuclear Power!

Yes, you heard it. Uranium finally has a use now aside from Fadium and Foxium! You can craft uranium into enriched uranium now after you grind and purify a base ingot of it. Combie 6 of these with 6 steel to make a uranium fuel rod. You will be able to get the book for nuclear power by taking the big bad boss killer questline from the trader. From there you will be able to craft the mini nuclear reactor and power it with fuel rods. It gives out a LOT of energy and the cells last for a good while, and after they deplete you can craft one cell back into depleted uranium which can be used to upgrade military armour to a much, much stronger variant.

Chemicals & Loot Rebalance

It is now possible to find chemicals more commonly on destroyed chemistry stations and in lab equipment boxes. You will now need to complete a quest in order to unlock the recipes for the acid solutions, however calcium nitrate is still available without a recipe since the builder class uses this for the quick dry concrete. I have also done loot rebalancing to the following destroyed workstations:

- Forge: Now has a better chance to give you tools and other things

- Workbench: Less junk and more good stuff.

- Cement Mixer: Gives you more chance of getting cobblestone, cement mix and concrete mix.

- Chemistry Station: Higher chance of chemicals and plastic sheets.

- Generator Bank: Higher chance of engines and wire tools.

- Battery Bank: Higher chance of car batteries and plastic sheets.

FennecMod 1.1 - CompoPack options!

FennecMod now comes with the option to have CompoPack POIs! Not all are included however and the better ones are found only in the burnt forest and wasteland biomes. It is a separate downloadable option in the launcher: FennecMod 1.1 (Stable + CompoPack)

FennecMod 1.1 Death Mode!

So, you may have seen that a new mode is available on the launcher, calling itself Death Mode! Well, what is this version of FennecMod, you mya ask?

Zombies

In Death Mode, the zombies are relentless and will stalk you during the day, but much more so at night. Here's what's changed:

- Zombie sight range is now back to 200 blocks, as it was in the pre-1.0 days!

- Zombies can sense you through blocks. There is nowhere to hide.

- All zombies that aren't sleepers can see you in the dark, no matter how much you try and hide.

- During the day you will be swarmed with zombies coming from miles to eat your face!

- Night times are rough with a continued spawn of zombies each night. You will get an initial wave of ferals followed by normal spawns, wherever you are, no matter where you hide.

Loot

Loot is almost the same as base FennecMod, however you may run into boxes around the world which could contain wood and nails for building, stone, sand and clay for adobe constructions, medical supplies, or low tier ammunition. You will therefore need to find these boxes early game to try and cobble together enough materials each day to get by the night, as well as loot for food and water too. In a future update zombies will have a slight chance of giving out ammo, food and water, but not enough so that you don't need to loot anything else in the world. If you want guns, take a gun class, or hope you get lucky finding one to assemble and get the schematic.

Known issues: Working on 'em

- The aggressive boar does not seem to be choppable with knives. On my list of stuff to fix.

- Nailgun repairs too slowly. Going to make an empowered one...

 
FennecMod Death Mode Tweaks

So I had a go on stream with Death Mode yesterday and I've made a few tweaks for you guys so you can still get stuff done during the night but need to prepare for it :D

Zombies will now come in at 2200, however there will be a small trickle of zombies that spawn in between 'waves'.

You will get about 30-40 normal zeds and a few ferals per wave, with smaller trickles of zombies making up the rest between them.

Each night you should get 1-3 waves, as well as good ol' wandering hordes too - can't forget about those :D

 
Bugs with boars not being always harvestable is now fixed. Same with bears and dogs. For some reason, extending the animal doesn't extend its harvest properties... But that's sorted now.

Also fixed a bug with the barbed wire crafting in the forge - should now display and work correctly.

 
No Zombies?

Is anybody else not having any zombies show up? I am also getting all kinds of null ref's. I am playing 1.1 with compopack.

 
All should be fixed now, with regards to no zombies and the nullrefs :)

Ah, the quests need the NS variants of zombies. I'll see if I can add those in but I wonder if it will break saves... Hmm. I shall investigate.

 
Few more quest issues:

- Buy a farm asks to kill boar and bear. Neither kill registers.

- quest_workstationremoval uses objective type "Fetch". It removes the requested items from my inventory, assuming I still have them.

 
Few more quest issues:- Buy a farm asks to kill boar and bear. Neither kill registers.

- quest_workstationremoval uses objective type "Fetch". It removes the requested items from my inventory, assuming I still have them.
The farm one should now be fixed as should all others that ask for animal kills. It turns out that the 'ZombieKill' type quests can specifiy a list of entities, like cop, feral cop, and rad cop, but the AnimalKill one can only specify one type of animal. So, unfortunately the aggressive boar will not count as a kill now but the regular one will. I've also had to redo a load of my entityclasses stuff as well since Death Mode had their own variants of bears and wolves which also caused questing issues for the main 'gun' class quests on stage 4.

For the workstationremoval one, the Fetch type does work that way and is bugged unfortunately. You can cheese it so that you fetch all but the last item, then put those items away and then fetch the last item to complete the quest and only have the last item removed. It's meant to be a 'handing in' sort of quest, and currently there's plenty of ways to work around it. I could do it so that the quests only ask to fetch one item at a time, but that would make a total of 5 quests per chain and may break current saves now. So I'll leave it for A16 and address it in A17 after seeing how similar the quest system is :)

 
Heya MDF25. First I wanted to say I've been thoroughly enjoying your mod. A minor thing I've never quite grasped is why when tilling/fertilizing soild there is a 1 block gap between AND the fact that it's diagonal, not the tradition East to West or North to South. Could you explain this to me?

 
Heya MDF25. First I wanted to say I've been thoroughly enjoying your mod. A minor thing I've never quite grasped is why when tilling/fertilizing soild there is a 1 block gap between AND the fact that it's diagonal, not the tradition East to West or North to South. Could you explain this to me?
Greetings :D Thanks for giving FennecMod a go and I'm glad you're enjoying it this far :)

The tilling can be done east to west or north to south as well as diagonally. When you till a block, it will turn that one directly in front of you into a fertile farmland block. But, it will then turn the one to the left and to the right of it into a non-tilled block.

So if X is a tilled one and O is a non tilled one, it will do it in this pattern: OXO

So you can do rows by leaving a gap of one block between your tilled areas

OXOXOXO

OXOXOXO

OXOXOXO

OXOXOXO

OXOXOXO

Or you can do it the other way to get the same effect.

You then need to use a garden trowel to apply fertiliser to the farmland later on :)

 
I'll have to look at it again. LOL who knows I probably missed something while I was farming. Thanks for the quick reply.

 
Hey MDF, so I FINALLY got to the last part of the rifle class quest, found the cops and radiate wights easily enough. But every direwolf and bear I kill doesn't seem to count. Any idea why?

 
Hi Zyamaia.

To carry out the quest of pistols, the use of pistols and magnums was counted. The use of machine guns was not counted.

Maybe a hunting gun and a sniper rifle are needed for the rifle quest. Maybe AK-47 is not counted?

 
Hi Mdf25!

There is a problem with the quest armour: craft iron boots, iron gloves, iron leg armor, iron chest armor is not counted...

And another question: what is POI? New object on the map or quest?

 
Hi Zyamaia.To carry out the quest of pistols, the use of pistols and magnums was counted. The use of machine guns was not counted.

Maybe a hunting gun and a sniper rifle are needed for the rifle quest. Maybe AK-47 is not counted?
Yeah it said sniper rifle and the first monsters of the same quest counted fine but the animals didn't. I don't know why.

- - - Updated - - -

Hi Mdf25!There is a problem with the quest armour: craft iron boots, iron gloves, iron leg armor, iron chest armor is not counted...

And another question: what is POI? New object on the map or quest?
POI means Point Of Interest.

 
Hey MDF, so I FINALLY got to the last part of the rifle class quest, found the cops and radiate wights easily enough. But every direwolf and bear I kill doesn't seem to count. Any idea why?
Update the mod - there was some issues with the animal entries in the quests, but it should be resolved in the latest one :)

- - - Updated - - -

Hi Mdf25!There is a problem with the quest armour: craft iron boots, iron gloves, iron leg armor, iron chest armor is not counted...

And another question: what is POI? New object on the map or quest?
Hmmm, did you remain on the workbench as the item finished crafting? It could be that. If not, I'll have a look and see.

 
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