• 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

First congratulate them on the incredible mod. A very good job, keep it up. On the other hand, I do not know if it's an error of mine or an error of the mod, but I can not open the firepit. If someone knows how it works please a little help would be appreciated.
And finally to thank you again for this impressive work. THANK YOU
You may have got the version with the firepit just in, there was an issue at first with it but I can open it just fine now :) Grab latest and it should work just fine. Glad you're enjoying the mod :D

 
Cobblestone O_O

Hello There I wanted to ask what was that about the cobblestone at the start ? you cant do it by hand nor in the pit, still you need cobblestone to do the forge, turn out after using the creative mod since I started to get irritated that you do cobblestone in the forge in that mod O_O.

Then again, some of my friends asked if you were planing to release a bigger backpack since after only one house, the inventory is full for the one that got the plunderer specs ???

 
Update: Builder Class Perks, Firepit Finalised (I think), Schematics, Quests, & More!

A character restart is strongly recommended for this update. Things may go awry due to some quests and skills being changed over so your character profile may have access violations on a continued game. Starting a new game removes this after closing and reopening 7 days.

So it has been a very busy weekend and thanks to EuroBudgetGamer, Crackpot Texas, FadeWillow, Roc7 and Qb1Junkie for streaming the mod and giving me some great feedback on things as well :D

Schematics & Perks Overhauled

Some of the perks and schematics have been tied together so that you don't get bashed by RNG completely. For example, if you have very bad luck and don't find the iron forging book, you won't be able to progress to iron tools. However this and many others are buyable as perks as well once you reach certain levels, such that if you need it and simply can't find your schematic you can purchase it.

Perks & Schematics affected:

- Iron smithing: Was a book only, now is a book & perk

- Steel smithing: Was a perk only, now is a book & perk

- Iron tool crafting: Was a book only, now is a book & perk

- Workbench, Chem Station, Cement Mixing: Now both books & perks

- Industrial Grinder: Was a book, now both a book and perk

- Purification 101: Was a book, now both a book and perk

Important note: You will need to meet all the skill requirements of the perk before you read the book that teaches it. If you get a book of a skill you don't have and can't read it, this is not a bug. You just need to get the skills required first before you can read said book.

Bad Mechanic has been overhauled to give you 2.5x harvest after getting to level 5 rather than 2x. The first level will give you 20% extra rather than 10% extra as well.

Firepit Rebalance (pass 2)

The firepit has been rebalanced now so that you need a little less copper in there to smelt into forged copper. Scrap copper is a little more common and if it is still too little let me know and I can add some more. Remember you can also smelt copper arrowheads into ingots so maybe try saving them until you can build the forge and stick with stone arrows.

The chisel is now craftable with some forged iron. You can use it on bricks and cobblestones to get your cobble rocks for your first forge.

Ingots can be harvested from more things, and a new Welding Torch!

As well as munitions boxes, you can now harvest ingots from the following:

- Munitions boxes, and more with the welding torch.

- Gun, wall & desk safes (after unlocking), and get more with the welding torch

- Commercial & Vault Doors (last stage only) and get more with the welding torch

- Iron bars (welding torch only)

- Some electrical appliances you find in power plants (welding torch only)

- Steel & Stainless Steel blocks (welding torch only)

Charcoal filters & waterskins!

You can now use charcoal for filtering water! By combining with sand and plant fibers, you can then craft this with a jar of murky water to filter it into drinkable water.

You can also use charcoal filters in a waterskin. The waterskin can hold 10 servings of water, and is useful to take with you on long journeys. Just craft an empty water skin and fill it up like a jar at a water source. You can also fill it up when partially full (but you need to left click instead due to right click being taken by drinking).

Builder Reward: Quick-Dry Concrete Mix:

The builder now gets access to quick-dry concrete after completing their quest chain. This can be crafted into any of the concrete shapes you desire on the cement mixer. You can also add rebar in and it will make a reinforced variant of said block. Place it down in the world and it will be instantly dry, no curing required.

To make quick dry concrete mix you will need to add some calcium nitrate solution to the concrete mix to speed up the curing process. To do this, you first grind up bones and potassium nitrate powder in an industrial grinder, then mix them with purified water on a chemistry station to get calcium nitrate solution. Craft this together with concrete mix in the cement mixer, and you get yourself the quick-dry variant!

Quests!

New quests have been added:

- Smelting (8 quests): Will take you through the firepit process from starting out to getting an ingot mold and building your first forge. Gives 5 skill points after completing the quest chain.

- Survivalist (4 quests): Will introduce you to the waterskin and filtered water. Gives 5 skill points after completing the quest chain.

 
Hello There I wanted to ask what was that about the cobblestone at the start ? you cant do it by hand nor in the pit, still you need cobblestone to do the forge, turn out after using the creative mod since I started to get irritated that you do cobblestone in the forge in that mod O_O.
Then again, some of my friends asked if you were planing to release a bigger backpack since after only one house, the inventory is full for the one that got the plunderer specs ???
Cobblestone needs to be gathered from pre-existing brick and cobblestone blocks now. To do this, you need to first craft yourself a chisel which takes some forged iron to make. You can find forged iron now from many more sources and if you're lucky enough to get a welding torch you will get more (see update for what you can get forged metal from for your chisel)

Once you have the chisel, go to any brick block like at a factory POI or house (broken forges can also be harvested with the chisel too!) and use the chisel on the block. It will slowly break down the block and you'll get cobblestone rocks. Once you got the forge up you can craft your own cobblestone rocks using the forge. Essentially the early game is designed to be a lot slower and limit how quickly you can get to your forging, since the early game feeling will be maintained longer whilst copper is hard and you're only relying on primitive tools to do your harvesting and damage.

I could make it so that cobblestone is crafted in the firepit but costs a lot more to make (maybe 10 stone + 10 clay = 1 cobble after 3 minutes, meaning you have to make more firepits and bellows to increase production speed), though I kinda like the fact that you are made to explore a little bit to get your first resources. It's a big world out there :D

Bigger backpack version will likely become available once the modding is done as well as a dedicated version for singleplayer allowing you to unlock quests. But this will be an optional extra, and I recommend playing without it to be forced to make choices. This mod thrives most on making you decide what's important but rewards you well later on :)

 
Last edited by a moderator:
Thought you should know that you have made the workbench only craftable in the workbench. It makes it very difficult to get the workbench without using the cheat menu.

 
Greetings :D

Workbench being craftable on a workbench is intended and not a bug. You will need to go out into the world and find a working workbench to use before you are able to craft one yourself, and it's meant to get you out exploring a little bit. Once you get your first bench, you will be able to use that to craft all future workbenches.

They're not too rare in the world either - remember that you can find them in the small hardware stores, pass+gas, working stiffs, traders, and even buy a working one from a trader sometimes as well. No reason for creative menu when you already have the options out there - just gotta look hard and get your looting done.

I have however come up with a solution to this issue of finding a broken workbench. In a future version you will be able to craft a 'workbench upgrade kit' which will repair any broken workbench into a fully functioning one. There is already a 'forge upgrade kit' available to craft the broken forge into a repaired one to use, and there will also be a precision wrench available in a future version which will allow you to pick up and move workstations in a future version too.

All I'll say is enjoy the early game - it's meant to last much longer than in Vanilla and give actual survival more meaning than having iron tools at the end of day 1 with everything you need. :)

- - - Updated - - -

Ok. All updated and working correctly. Thank you very much for the help. Now to continue enjoying the mod.
Glad you got the update done and working :D Have fun! :D

 
mdf25, what a fun mod! thanks for all your work. you have mentioned some WIP, i wonder if you have any additional classes planned for release, soonish? i can see myself playing this until A17.4 :)

 
The only other thing I can see right now is splitting the rifles class into regular and assult rifles - currently the rifles class caters to 4 guns (hunting rifle, sniper rifle, ak47, and weirdly, the SMG) whereas pistols and shotguns only cater to 2 guns each. So rifles class is a little bit OP at the moment since you get buffs to more guns.

There is a lot of WIP stuff still going on and in A17 a lot of things like the classes and skills are likely to change. We'll have to see exactly what these new changes are to the skill and buff system, before I can definitively say this style of mod would work in A17. But, if they are adding buffs to armour and allow conditional buffs to be met outside the scope of health, stamina, and a couple others (for example, being within x distance of a zombie causes a buff, like getting too close to a radiated one will give you radiation damage) then we could see a lot of interesting things :)

 
Thanks

Cobblestone needs to be gathered from pre-existing brick and cobblestone blocks now. To do this, you need to first craft yourself a chisel which takes some forged iron to make. You can find forged iron now from many more sources and if you're lucky enough to get a welding torch you will get more (see update for what you can get forged metal from for your chisel)
Once you have the chisel, go to any brick block like at a factory POI or house (broken forges can also be harvested with the chisel too!) and use the chisel on the block. It will slowly break down the block and you'll get cobblestone rocks. Once you got the forge up you can craft your own cobblestone rocks using the forge. Essentially the early game is designed to be a lot slower and limit how quickly you can get to your forging, since the early game feeling will be maintained longer whilst copper is hard and you're only relying on primitive tools to do your harvesting and damage.

I could make it so that cobblestone is crafted in the firepit but costs a lot more to make (maybe 10 stone + 10 clay = 1 cobble after 3 minutes, meaning you have to make more firepits and bellows to increase production speed), though I kinda like the fact that you are made to explore a little bit to get your first resources. It's a big world out there :D

Bigger backpack version will likely become available once the modding is done as well as a dedicated version for singleplayer allowing you to unlock quests. But this will be an optional extra, and I recommend playing without it to be forced to make choices. This mod thrives most on making you decide what's important but rewards you well later on :)
Thanks for the fast reply mate, we werent accustomed to that mechanic.

I have a new question for you, how do you get a new Specialization ? I dont get how to upgrade my weapon smithing to level 8. Its kinda annoying to not finding out how to progress :/

 
Thanks for the fast reply mate, we werent accustomed to that mechanic.
I have a new question for you, how do you get a new Specialization ? I dont get how to upgrade my weapon smithing to level 8. Its kinda annoying to not finding out how to progress :/
Ways to get new specializations will come in a dedicated SP version. Currently I've been working on this for a joint community server so currently the MP version will have you only choose the 3 at the start.

The future SP version will have the specialization papers in loot or via trading, so that you will be able to unlock the other papers and thus raise skill levels. However unlike the starting specializations it will not make changes to your starting stats and attributes, which will be permanent to your character from the beginning. The papers will have a very similar quest chain, but will only give you Mastery 1. To get Mastery 2, you will need to find and read a Mastery 2 variant of the paper which will have harder quests (which will be harder than the ones you'd get at the start) to help in the late game progression.

All the skills above 7 have been capped for the simple reason that (at least for team based PvE) you have some dedicated members who will be better at certain things. However the SP version should have all of the things available to you once I have things implemented the way i want, but it will be a while yet before I do this since this means I have to maintain less xmls until MP is in a good place :)

 
Navezgane

Hola se podrيa disfrutar de este mod jugando en el mapa Navezgane?

Hi, could you enjoy this mod playing on the Navezgane map?

 
Hola se podrيa disfrutar de este mod jugando en el mapa Navezgane?
Hi, could you enjoy this mod playing on the Navezgane map?
I think you can, as there is not too much change to RWG and I think ores will generate as normal in Navezgane. So, go ahead and give it a go :)

 
Coming soon to DevBranch and FennecMod 1.1

Food & Survival Overhaul

Food and water will no longer be easy to find in the world.

New Food Groups, Wellness Overhaul & Diet System

5 new food groups coming: Meats, Fruit, Veggies, Grains & Dairy. You will have to make sure that your character consumes enough of each type of food in these categories in order to gain benefits. By consuming enough of each type of food and keeping a balanced diet you'll gain up to 50 additional health and stamina on top of your current stats, get faster stamina recovery, and slight health regeneration over time. However, fail to keep up and you'll become fatigued and sluggish, losing up to 50 health and stamina when all 5 food groups have not been satisfied.

Being hungry or thirsty now has proper consequences. When you are below 10% hunger or hydration your character will move slower and lose stamina at a faster rate. When you are below 5% your health and wellness will slowly decay. Keep on top or you'll start to suffer. However trying to overeat or overhydrate will have similar consequences. Being over 95% food or hydration will cause you to become 'stuffed' which will slow you down and raise your core temperature slightly. This can be useful in a colder environment but it will mean running zeds will always catch up to you. So make sure you don't abuse the current saturation mechanic else you'll be sluggish for a while.

Wellness has also been overhauled. Food of all kinds will give much, much less wellness initially however you gain wellness over time by having a balanced diet. By having all 5 food groups maxed out, you'll gain about 1 wellness every half day, gradually slowing to about 1 wellness every day as you get more health points from base wellness.

Zombies & Food

Zombies will drop a lot less food than in Vanilla. Now you gotta loot harder to find canned food or try your luck in a shamway store. Lots of the time you may be eating rotten flesh now, so you will want to harvest zeds for any food you can find...

Worldgen and Food

Food will not spawn as frequently around the world anymore and you will have to loot hard or hunt effectively to be able to get enough to survive. Water will only ever be found in fridges and coolers, and the only other way to make yourself pure water is to first boil it and then use a water purifier from charcoal.

Farm POIs around the world you find in towns will also be removed completely. They were way too OP in Vanilla and as soon as you found a potato or blueberry one, you would never get short on food for a few days.

All biomes will have a significantly lower proportion of spawned food. Goldenrod, Chrysanthemum, Yucca, Aloe, Snowberries, Blueberries and Corn plants will be much rarer to find, with corn and blueberries being the rarest of all. Seeds will also be reduced in loot so that every seed you get will be a godsend and if you get lucky you'll find a potato seed. Cacti will no longer drop yucca fruit and instead give you some wood and a cactus seed that you can plant. They may provide a nice alternative to spikes...

Animals and Food

Animals will now be a much less common occurrence. Friendly animals such as stags and rabbits will mainly be found by water. Wolves will be more frequent in the snow biomes at night, and snakes will be a lot more frequent in the plains biome and maple forest. You may be lucky and find a couple of stags wandering together or maybe even some chickens crossing the road.

All meat is now separated out by type, which will give different gains and benefits instead of just a generic 'meat' type of food. You will be able to use the meat to craft canned food which you can take around with you, or cook it on a campfire. However the campfire isn't the best cooking tool and until you learn how to make or repair an oven, you won't be getting that much fullness from the meat you get.

Using Your Rear

Toilets in game will now have a function... To allow you to uh... expel... the food you have eaten. As you eat and drink more, you may need to go for a number 1 or a number 2. Failure to do so will result in... well, soggy brown pants, as well as a wellness drain and speed debuff. It ain't easy runnin' when you got a giant turd tryin' to break free of your clamped buttcheeks...

The Dreaded 'Yuccaria'

A horrible ailment caused by the overuse of Yucca fruit and yucca juice. By having a few yucca you will get a small rush that will increase your stamina regeneration, however if you abuse the yucca too much you will be afflicted with Yuccaria, which essentially will give you the brown pants for a while. It's not deadly but it will slow you down and lower your stamina by a bit, so try not to overuse yucca. You can relieve Yuccaria a little faster by sitting your ass on a toilet, though you'll be there a while.

 
Coming soon to DevBranch and FennecMod 1.1
Food & Survival Overhaul

Food and water will no longer be easy to find in the world.

New Food Groups, Wellness Overhaul & Diet System

5 new food groups coming: Meats, Fruit, Veggies, Grains & Dairy. You will have to make sure that your character consumes enough of each type of food in these categories in order to gain benefits. By consuming enough of each type of food and keeping a balanced diet you'll gain up to 50 additional health and stamina on top of your current stats, get faster stamina recovery, and slight health regeneration over time. However, fail to keep up and you'll become fatigued and sluggish, losing up to 50 health and stamina when all 5 food groups have not been satisfied.

Being hungry or thirsty now has proper consequences. When you are below 10% hunger or hydration your character will move slower and lose stamina at a faster rate. When you are below 5% your health and wellness will slowly decay. Keep on top or you'll start to suffer. However trying to overeat or overhydrate will have similar consequences. Being over 95% food or hydration will cause you to become 'stuffed' which will slow you down and raise your core temperature slightly. This can be useful in a colder environment but it will mean running zeds will always catch up to you. So make sure you don't abuse the current saturation mechanic else you'll be sluggish for a while.

Wellness has also been overhauled. Food of all kinds will give much, much less wellness initially however you gain wellness over time by having a balanced diet. By having all 5 food groups maxed out, you'll gain about 1 wellness every half day, gradually slowing to about 1 wellness every day as you get more health points from base wellness.

Zombies & Food

Zombies will drop a lot less food than in Vanilla. Now you gotta loot harder to find canned food or try your luck in a shamway store. Lots of the time you may be eating rotten flesh now, so you will want to harvest zeds for any food you can find...

Worldgen and Food

Food will not spawn as frequently around the world anymore and you will have to loot hard or hunt effectively to be able to get enough to survive. Water will only ever be found in fridges and coolers, and the only other way to make yourself pure water is to first boil it and then use a water purifier from charcoal.

Farm POIs around the world you find in towns will also be removed completely. They were way too OP in Vanilla and as soon as you found a potato or blueberry one, you would never get short on food for a few days.

All biomes will have a significantly lower proportion of spawned food. Goldenrod, Chrysanthemum, Yucca, Aloe, Snowberries, Blueberries and Corn plants will be much rarer to find, with corn and blueberries being the rarest of all. Seeds will also be reduced in loot so that every seed you get will be a godsend and if you get lucky you'll find a potato seed. Cacti will no longer drop yucca fruit and instead give you some wood and a cactus seed that you can plant. They may provide a nice alternative to spikes...

Animals and Food

Animals will now be a much less common occurrence. Friendly animals such as stags and rabbits will mainly be found by water. Wolves will be more frequent in the snow biomes at night, and snakes will be a lot more frequent in the plains biome and maple forest. You may be lucky and find a couple of stags wandering together or maybe even some chickens crossing the road.

All meat is now separated out by type, which will give different gains and benefits instead of just a generic 'meat' type of food. You will be able to use the meat to craft canned food which you can take around with you, or cook it on a campfire. However the campfire isn't the best cooking tool and until you learn how to make or repair an oven, you won't be getting that much fullness from the meat you get.

Using Your Rear

Toilets in game will now have a function... To allow you to uh... expel... the food you have eaten. As you eat and drink more, you may need to go for a number 1 or a number 2. Failure to do so will result in... well, soggy brown pants, as well as a wellness drain and speed debuff. It ain't easy runnin' when you got a giant turd tryin' to break free of your clamped buttcheeks...

The Dreaded 'Yuccaria'

A horrible ailment caused by the overuse of Yucca fruit and yucca juice. By having a few yucca you will get a small rush that will increase your stamina regeneration, however if you abuse the yucca too much you will be afflicted with Yuccaria, which essentially will give you the brown pants for a while. It's not deadly but it will slow you down and lower your stamina by a bit, so try not to overuse yucca. You can relieve Yuccaria a little faster by sitting your ass on a toilet, though you'll be there a while.
that would be funny drinking too much dairy (if you actually able to find any) could land you on the poo bowl for like 30-1 min while you spray paint the bowl i nice shade of baby ♥♥♥♥ brown hahaha

 
Back
Top