mdf25
Refugee
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
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