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

also do you think you've made this more for MP rather then cater for the SP or is SP more dialed back to allow people to actually feel like they are progressing and not make it impossible there by giving people a sense of accomplishing something to an end goal

 
Coming soon to DevBranch and FennecMod 1.1

Progression Overhaul

Progression has been slowed down to give that early game feeling more longevity!

Changes to tool tiers and a new tier!

Copper tools will now cost less copper and also be repairable. This will be good for early game mining and harvesting though you'll still need to keep up on your copper smelting in the firepit to get enough ingots.

Pig Iron & Pig Iron Tools will be added. When you get a forge up and running you won't be able to smelt forged iron immediately, as your first real experience with using a forge and putting some iron in there will probably result in a rough and ready form of impure iron ingots, aka Pig Iron. Pig iron ingots can be used to make the tools, and by doing so you'll have tools with the durability slightly less than iron tools but a much needed improvement over the copper tools. They can also be repaired with iron.

Pickaxes have a small chance to get cobblestone rocks out of brick, cobble and flagstone blocks. It's nowhere near as good as the chisel however, but still very viable if you haven't got enough forged iron to make the chisel yet.

Changes to level progression and skills

The EXP required to level up is now much greater, but still in a balancing act so that we can balance EXP gains with overuse of augers (currently augers cause tons of EXP gain when used, so trying to strike a finer balance with this and other action skills)

Augers & Chainsaws now fall under their own tool category of Power Tools. A new perk will be added for these which will increase block damage and harvest count. Now being good with axes doesn't automatically make you good with chainsaws, and being good with pickaxes doesn't automatically make you good with augers.

All the 10-level perks are now reworked and you will have to level up much more to get the later ones. The level of tools you create has also been altered as well, so it now goes such as:

- Quality 10 at the start of the game

- Quality 20 with level 1, requiring player level of 10

- Quality 30 with level 2, requiring player level of 20

- Quality 50 with level 3, requiring player level of 30

- Quality 100 with level 4, requiring player level of 50

- Quality 150 with level 5, requiring player level of 70

- Quality 200 with level 6, requiring player level of 90

- Quality 250 with level 7, requiring player level of 110

- Quality 300 with level 8, requiring player level of 130 and the necessary class mastery at level 1

- Quality 400 with level 9, requiring player level of 150 and the necessary class mastery at level 1

- Quality 500 with level 10, requiring player level of 180 and the necessary class mastery at level 2

This reflects also how many skill points you put into the perk as well. 3 skill points from 0 to 1 is 10x less than 30 skill points at level 9 to 10, so it has been balanced around this. This means unless you loot you'll be spending early game with poor quality tools, so encourages looting if you want better stuff or trying to trade for better tools. Combining will also allow you to raise the quality of your tools as usual, at a cost.

Forge & Firepit

The forge is now locked behind a perk and you will not be able to craft one until you reach player level 30 and learn the Forging 101 schematic (or purchase the perk if you've been unlucky and not found the book by this time). Upon learning the forging recipe you will be able to craft all of the pig iron tools by smelting up iron. When you reach player level 50, the forged iron will open up to you and steel will open up at level 100, as well as trussing, rebar and other stuff you make in the forge at various levels. If you happen to find a forge earlier on in the game, you'll be able to use it only to smelt copper for less or turn raw iron into scrap iron, but that's literally all you'd be able to do until level 30 hits. So still worth finding until you level up enough from looting and zombie killing, as its efficiency over the firepit should be worth it.

New schematics found include those for glassworking (3 books, covering basic, industrial and bulletproof glass) and those found for making trussing and rebar frames. Remember all these blocks are more common in loot, so that is now a much more viable option. Need some trussing? Maybe a working stiffs will have a box with some you can salvage.

Leather Tanning

Animal hide now needs to be properly tanned in order to make leather. In order to do this, one will need to collect a few various resources and farming will be important for this. Vegetable oil (made from corn meal, a potato and some boiled water) and grain alcohol will be used to make a vegetable liquor to speed up the curing process, where the animal hide is then steeped in this solution over a firepit. After some time, it will cure into leather which can then be used in crafting. Rotten flesh will also be curable into leather, though at a much, much slower rate.

All leather that is harvested from around the world will also not be immediately usable, as hacking apart a leather sofa with an axe will leave you with tattered leather pieces which can then be cured into the leather that you use for crafting. Instead you'll need to repair the tattered leather by sewing a few pieces together with some thread, which can be made from cloth and then sewn on a workbench.

- - - Updated - - -

also do you think you've made this more for MP rather then cater for the SP or is SP more dialed back to allow people to actually feel like they are progressing and not make it impossible there by giving people a sense of accomplishing something to an end goal
The purpose of this mod initially was to be used on a 2-team MP server. So, initially this mod will cater more for MP. However there is nothing stopping you from playing this mod in SP and in fact it will force you to make choices, which I think the vanilla game lacks somewhat especially in the late game department. It is definitely not impossible in SP, in fact far from it :)

 
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
You will be able to find dairy products around the world, there will be a few types including milk and yoghurts, cheese, powdered milk (that you can craft into regular milk when mixed with water) and a few others. Still trying to think about how you'd get milk without having to loot it (making it renewable essentially) but then again it may be more interesting having it as loot-only items that you find or trade for. Maybe the trader will be your primary source for milk and dairy products as thinking about it they'd go off quite fast. But somewhere in the White River settlement there's sure to be a dairy farm somewhere, somewhere... Just not in the wasted bit of earth you currently reside in :)

And dairy overuse may cause some bad side effects - or maybe eating too much cheese then resting on a bed could give you nightmares ;)

 
You will be able to find dairy products around the world, there will be a few types including milk and yoghurts, cheese, powdered milk (that you can craft into regular milk when mixed with water) and a few others. Still trying to think about how you'd get milk without having to loot it (making it renewable essentially) but then again it may be more interesting having it as loot-only items that you find or trade for. Maybe the trader will be your primary source for milk and dairy products as thinking about it they'd go off quite fast. But somewhere in the White River settlement there's sure to be a dairy farm somewhere, somewhere... Just not in the wasted bit of earth you currently reside in :)
And dairy overuse may cause some bad side effects - or maybe eating too much cheese then resting on a bed could give you nightmares ;)
Soya plants.

Make milk out of soya beans and add calcium to them. Calcium can be made from egg shells irl.

 
Soya plants.
Make milk out of soya beans and add calcium to them. Calcium can be made from egg shells irl.
This could work - though soya isn't particularly classed as dairy, it's close enough :) I also added the dairy up to some pasta dishes as well since some may have cheese too :) Oh man, lots of ideas for good foods for sure :D I wonder what I could use as a soya bean plant without having to use SDX... Maybe a hanging moss upside down, or maybe I could try applying a tint colour to a potato plant to make it greener... Hmmmm RandomTintMaterial1 or RandomTintColor1 I think is the property name I need to use... Could work :D

 
The thing is, we don't technically NEED dairy in our diets. We need the vitamins and minerals that the dairy provides.

Calcium is the big one. :) Protein, iodine, potassium, phosphorus and vitamins B2 and B12 are the other ones in milk (and also cheese by extension). Protein you can get from meat, Potassium can be handled by modding in a banana tree as they're a good source. Not sure about the rest cos I've only had 4 hours sleep.

Have a look at other mods. I think WotW has soya beans in it? It may have a soya plant so that would give you an idea of what models could work.

EDIT: Aha. Soya bean plants are very small and look similar to the small green bushes in game. The code for those is this.

Code:
<property name="Shape" value="ModelEntity" />
<property name="Texture" value="292" />
<property name="Model" value="Entities/Trees/AzaleaPrefab" />
So you can use that as your "grown" plant and maybe the wood bush things from the desert as your mid-growing stage? So you'd have a small, green sprout, then the wood bush (I'll see if I can find the code for that), then the Azalea prefab as the "finished" plant.

 
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Fixes for FennecMod 1.0 (Stable)

Greetings! :D I have done some quick patches on FennecMod 1.0 over the past few days, and here's a list of all the stuff that has now hopefully been resolved...

NOTE: These changes and fixes are NOT present in DevBranch. Make sure you're using 1.0 from the launcher to get these fixes.

- Copper arrowheads:

Now actually melt in the forge to produce copper. Previously they were making iron or nothing at all.

- Quick-Dry Concrete:

Now unlocked by the Builder class at Builder Mastery 2. It was listed as Crafter Mastery 2 by mistake.

- Uranium Generation:

Uranium now actually generates in the wasteland biome! It didn't used to generate but now it does.

- Tool Smithing 8 to 9:

Would cause a nullref when opening the skills menu. A small typo that has now been fixed.

Have fun guys :D Still working on 1.1, slowly but surely :D

 
This could work - though soya isn't particularly classed as dairy, it's close enough :) I also added the dairy up to some pasta dishes as well since some may have cheese too :) Oh man, lots of ideas for good foods for sure :D I wonder what I could use as a soya bean plant without having to use SDX... Maybe a hanging moss upside down, or maybe I could try applying a tint colour to a potato plant to make it greener... Hmmmm RandomTintMaterial1 or RandomTintColor1 I think is the property name I need to use... Could work :D
Hey, please treat this as if I just pulled it out of my ... mule, because I don't have the slightest experience with tinting models in 7dtd whatsoever. I did with some other game before though and what I learned was, the more contrast and the darker a model is, the less tinting will show up. So by looking at some 7dtd plants, the tree saplings could make good candidates - they are pretty uniformly muted grey-green and not too dark.

I'm a big fan of starvation mod and the way animal farming is handled there is pretty awesome. Would require SDX, so I guess that's not what you want and probably it's better that way if you're not intenting to make that a pivotal feature of your mod. You could pull of the le petit prince trick though: give the player a cardboard box and pretend the sheep is in there. It could be done like this: player finds quest note reading they discovered a small family of pygmy fainting goats (yes, they actually exist) that are too scared and traumatized by the zombies, so you decide to take care of them - "accept". You get a cardboard box as a quest reward that actually is a workstation that converts plant fibers into milk over time, but with a cute little flavor description - problem solved.

 
Fixes for FennecMod 1.0 (Stable)
- Uranium Generation:

Uranium now actually generates in the wasteland biome! It didn't used to generate but now it does.
Does this mean that an old map needs to be restarted?

 
FennecMod 1.1 Experimental Released!

The DevBranch now has the 1.1 experimental of FennecMod out and ready for download.

World restart is REQUIRED for 1.1 - some things in 1.0 saves may break when going to 1.1

Note: I recommend that you do not use this on a server yet unless you're wanting to test it out for me and report bugs. If you're using 1.0 on a server, stick with 1.0.

Does this mean that an old map needs to be restarted?
You will for the uranium, though in the current version there is not much use for it yet so if you're happy continuing on, keep going.

The 1.1 update will require a map reset anyway. so either way if you want more stuff it will need a reset and new world.

 
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 :)
Yes, I have already tried it is perfect, so I have been able to verify the new resources are generated without problem.

Great job that performs, my congratulations.

Greetings.

 
Yes, I have already tried it is perfect, so I have been able to verify the new resources are generated without problem.Great job that performs, my congratulations.

Greetings.
I'm glad it's all working well :D

 
Place mod 1.1 on my server and when you get to make firepit mod crash. But great work.
Can you let me know...

- Did the crash happen when you got the quest, when collecting the items, when crafting, or after the firepit was placed?

- Do you have an output.log for your client and server so I can check to see?

If you got those things I can check :)

 
DevBranch Updated

Greetings! More updates have now come to the Devbranch of FennecMod, here's a list of what's new!

New Random Gen!

RWG has been changed and the distribution of biomes is now a little different than before.

- Overall mountain ranges are lower in height, but vastly more expansive and actually look like mountain ranges now with snow-covered tops. The exception to this being of course the desert which has its own sand covered mountains.

- Burnt Forest and Wasteland biomes are now close to the edge of the map and no longer appear alongside other biomes in the whole map. You'll find a ring of burnt forest about 7000 blocks out from center and from 9000 to 12000 you will find wasteland.

- The amount of water on the map has been reduced quite drastically however there will still be water you can find and in other ways now.

- Vast expanses of flat terrain with little bits of rugged terrain separating them will make it possible to find plenty of building space, but also make it a little tricky to travel offroad for long.

- Towns and cities are a lot more common thanks to the flat terrain. You should easily find cities when you're not in a mountain range.

New Food Items!

The following food items are now in:

- Raw, charred, grilled and boiled variants of all animal meats.

- Snake soup, snake sticks, hog roast burgers, cheesy chicken burgers, yoghurts of all different kinds... More special food will be added for the other different types of meat later on.

- Soybean plants and wheat plants added - you can grow your own and use soya to make soya milk, and make wheat into dough and bread.

- Working sinks may be found in houses. Although the water filtration is a little bit off... You can right click with an empty jar to get murky water out of the sinks if they work.

 
DevBranch Updated

It's almost time to release 1.1 to the world! The DevBranch has had a couple small updates once again which fixes a few little things plus adds some other nice things!

If you have already been playing the previous DevBranch this should NOT require a restart. If you're coming from 1.0 to DevBranch it shall require one to get everything in.

Working Ovens!

You may find a schematic around the world that will teach you how to make an oven upgrade kit. After you make this you will be able to right click on a wall oven (the old crappy ones don't work yet) whilst holding a wrench to upgrade it into a working oven. The working oven will allow you to cook more of the later foods such as bread, yoghurts, meat stews, and all recipes requiring canned food. Some recipes such as tea and coffee are also much more efficient, only requiring 1 of each plant instead of 5 on the campfire.

Working Sink Upgrades!

The working sinks you find around the world will give you murky water, however if you are able to find the schematic and make a sink upgrade kit, you will be able to add a water filter and a bit of plumbing. All types of sinks will be upgrade-able whether they were in a previously working state or not. Once you have it upgraded, you need to LEFT click with the jar to fill it with clean water. Waterskins also work too with a right click!

New Skills: Power Tools and Savagery!

Chainsaws and augers now use a new skill - Power Tools. You will be able to level up this skill by using any chainsaw or auger, and it will increase the block damage these tools do as you level.

Savagery is a new perk that has 5 levels and requires you to level power tools to max it out. Putting points into this perk will allow you to do more damage to zombies with power tools as well as increase the chance to dismember and decapitate as you become more proficient!

Quest Fixes

The Culinary quest 2/4 was still asking for regular variants of grilled, charred and boiled meat. Now it asks for different types of meat for different animals instead so it should now be possible to complete.

 
Can you let me know...- Did the crash happen when you got the quest, when collecting the items, when crafting, or after the firepit was placed?

- Do you have an output.log for your client and server so I can check to see?

If you got those things I can check :)
When I got The Quest

 
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