Someone also reported this string of nullrefs yesterday too though your report confirms it is definitely the poncho - I THINK the issue comes with animalHide not being in the scrappable materials list. I've added this and it should be in the next patch hopefully tonight or tomorrow. Essentially I made it so that ponchos are made and repaired and scrapped with animal hides now, since it looks more like animal hide than leather so made a little more sense to me
Also been reworking those seed recipes and adding more stuff to the kitchen workbench - You'll be happy to know yucca is back to normal now for the juice however it's 5 to 1 until you get a juicer and kitchen workbench, when it becomes 1 to 1 again

Turpentine is in as well, the leather tanning now uses either that or vegetable oil. Once I got these other bits in, I'll add the medicinal part for the turpentine in as well
Wow, that's good news. You seem to be a quick fox! I'll try the poncho again after the update then and I'm excited about experimenting with the new version of the recipes.
Then comes the squeezer... Not sure what block shape I should use for that, honestly. I'd love to import something and make new assets for these benches but... ehh, SDX... Lots of work
Yeah, you decided against SDX for the moment and that's fine. There are still tons of blocks that can be used though. For example the trash cans or the pole-shaped tombstone or the placed cooking pot could work for smaller appliances. It's not even that far-fetched that you'd make a housing from a trashcan in the apocalypse. Or from a shopping basket and then use the shopping basket model for the finished machine. A cash register could work too, or maybe this 363 item, noone really knows what it's supposed to be in the first place. Or make washing machines give washing machine frames on wrenching and make some machines using the washing machine frame that surprisingly look like a washing machine. If everything else fails, you know you can fall back to the trusted coffee plant model.
edit:
Hey, I hope you all have a nice weekend. I collected a few more things I'd like to mention.
-First of all, workstation models again: I think the greenish consoles frequently found in industrial buildings would make for good workstations because of these reasons:
They convincingly look like some sort of machine yet not a specific one (like washing machine)
They look like they can be tinted to lose some of the greenish hue to distinguish them
You don't expect the ingame variety to be in player used buildings very often
-Turpentine: I looked up the medical uses (from my childhood I remember the stuff mostly being used for cleaning brushes or treating wood lol) and I'm starting to become a little bit scared now, because I read about lice, ringworm, athlete's foot and intestinal parasites. Yes, scared!
On the other hand, maybe you could give the player a short time frame in which turpetine could get rid off rabies. I'm having a really hard time with rabies right now. I'm in week three and haven't found a rabies cure so far, but contracted it several times already. Yeah it was suicide time again lol.
-The working sinks are supposed to be rare, right? Maybe RNG is wasting all of my luck with generating more of these and I'd say every 4th or 5th sink I find is a working variety. Sinks are common in many prefabs, maybe the chances for working sinks could be lowered a little bit? It would also be sweet, if the player could drink from them with bare hands, if that's possible to implement.
-There's a glitch with wheat that makes it impossible to grow wheat right now: the growing wheat plant turns into ripe soya when mature.
-wood logs: Right now they are my staple building material and fuel, just because they are easy to come by and are working alright. The can be abused to generate infinite wood easily though, and here's how: you place the wood log, axe it without breaking it and then repair it. Rinse and repeat. It's more efficient than running around, chopping trees, which is the problematic part.
Suggested fix:
Swap the health points of tier 1 and tier 2, so you end up with tier 1 200 and tier 2 400. This will make the logs still useful the same (upgrading is cheap), but reduce the amount of hits a tier 1 log will take
Reduce the wood so you get 8 for tier 1 on average and increase the repair cost slightly, this will make the wood generation method so inefficient, it won't be worth it anymore
The wood logs dropped from trees could be reduced a little bit as well. I don't mean to say "kill it" by taking away too much of it now, but still, there are too many logs.
That's it for now, I'll be checking back later.
edit again:
There's more!
- You removed the farm poi. This seems to work, I have not seen a farm poi yet in Fennec Mod. The town generation appears to be a little bit odd, though. The other poi usually accompanying farm plots now appear more frequent and in bigger numbers. It's not rare that towns consist for the larger part of sheds and barns and most notably there is an insane number of water towers in your towns.
Insane amount. Never seen anything like that before and it's the same in every town.
- The anvil situation. You already gated iron stuff heavily hardcoded by requiring a high skill in tool smithing (and thus, level), the bellows, the cobblestones and the additional needed skills to craft iron items and tools and prevent repairing them without the skills. Now the player goes, happy to finally have managed to acquire the items listed in your forge quests and everything, wants to try out the forge, maybe craft a few nails and THAT'S THE MOMENT he figures out, he will need an anvil to craft an anvil.
Yeah, I get it, anvils can be obtained by looting. They are just very, very rare, especially with your limited range without a minibike and many of the towns in close range consisting mainly of barns and water towers. You can buy them from traders, yes. I did. I was lucky, as soon as I realized the problem, I was able to buy one from my local trader. But these are not guaranteed and frankly, I'd have been absolutely pissed, if I had not been able to buy one because at that point... enough is enough, you see?
I find the gating of the anvil a bit too much. Of course, needing to loot a wrench to be able to build a workstation is vanilla mechanic so it's not the first time you need to find something, before you can craft it. Wrenches are not nearly as rare as anvils as a random loot though and at least you know about that in advance. Grinding the hamster wheel for the forge and then, in the forge interface, figuring out the anvil-needs-anvil problematic for the first time is an extremely frustrating moment. Please think about adding anvils to some COMMON type of loot container and have it pretty much guaranteed at the traders. Or even better, shift the restriction from random luck to expensive.
- The cobblestone recipes seem unrealistic. You have a very expensive way of crafting cobblestones in the firepit (requiring 20 stone and clay each) and as long as this is only meant for getting the cobblestones required for the forge it's fine. However, the cobblestone recipe in the forge is fifty times cheaper, requiring 2 units of stone and clay in the forge (every lump of clay or small stone will give 5 units each). Suggestion: if the player decides to grab cobblestones from the firepit for the forge, add an expensive tool to the firepit and reduce the cost of the actual cobblestones in the firepit (maybe 3/3), then also increase the cost of cobblestones in the forge slightly. I'm pretty sure the main reason for the firepit cobblestones being so expensive is gating the forge. With an expensive tool in the firepit, this will still be the case. But now producing more cobblestones once you got the tool will be more efficient: This way the player will possibly actually EVER go and use flagstones some point in between wooden logs and bricks. The forge recipe can be increased to 5 units of clay and stone (in result one lump of clay and one small stone: this is pretty much vanilla cost with a small added time and fuel cost of course and at that point in game easy enough to acquire that everything lower will feel too cheap and right now it just feels unrealistic that the firepit needs 50 times the amount of material).
- Copper ingots: Crafting time is a little bit excessive, especially with how quickly you burn through the tools this early in game. Also, there's a recipe for turning scrap copper and copper arrowheads into ingots, but not copper fragments. Maybe it could be changed so you have two recipes, one turning scrap copper and one turning copper fragments into ingots and have the player scrap the arrowheads instead?