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

I should probably make that one repairable with a sharp rusty metal piece, like you're repairing the blade part as the handle would most likely stay intact.
I really hope you didn't read my comment about the knife repair as if I wanted to say it's bad that it can't be repaired.

Which level are you at currently? I may have adjusted the exponent a little too high. I think you still gain XP from doing things, mining will still probably give a little XP as there is at least 1XP from each resource you get from mining. I think using the auger is the fastest way to level up.

EDIT: Just seen, 50-60. I'll have a peek into the exponent.
At around level 50, I noticed leveling becoming slower. I found reaching 60 already quite grindy, but I was motivated to get there. It didn't get any prettier from there on, though. I reached level 81 on day 49/50 thanks to horde night, while not being able to get from 74 to 80 between horde nights 42 and 49 (60 or 90 minute days, not sure, I sometimes switch). It's possible that mining still gives you "some" experience - you know how stingy the game is with providing the player with exact numbers. The xp bar being so narrow as it is in default, it clearly doesn't feel like you'd be getting any xp from mining.

I wish I had an auger. I don't.

I can have a look into that, probably just a number tweak. I think 1 wheat gives 4 dough out, so might adjust that a bit.
Thank you!

On a list of 'to fix' :D
Much appreciated!

Ah, price adjustment - another to fix as well.
Thanks again!

As a guy who rarely plays with turrets this is indeed a problem if you can't craft the rounds for the turrets. For a fix for now, I could make turrets use low grade rounds, and have each different gun class also unlock a high grade turret that uses less power and uses the mid tier rounds. A 'gattling turret' that uses a 7.62mm set could also be added in, so that way pistols, shotguns and rifles classes could each benefit from a higher tiered version. And yup moving SMG to pistols does make sense due to the rounds it uses.
I realized, on my last trader tour, that they don't sell any regular grade ammo at all. I believe I was mistaken going by the shotgun ammo icon. Yeah unlocking low grade ammo for turrets would be a welcome change. I also totally forgot about shotgun slugs and magnum rounds - these, being craftable without any class requirement, make brass useful for all of the classes, instead of just pistol and rifle class. A good thing in my book, there's zinc just anywhere I dig. Oh, and there's a small issue with zinc as well: the zinc vein blocks feel like they should be shoveled (special sand texture, sand sound when hit) but need a pickaxe. It's a bit confusing with how the textures tend to overlap underground and gravel and zinc often appear in the same spots. Nothing gamebreaking though!

 
I am playing 1.0 Stable
So I was surprised to find that the Specializations lock you out of some of the last levels of certain perks. An example would be "The Fixer" perk which I have always maxed in mid-game and now I find I can only get the fist two levels and I need "Mechanic: Mastery 1" for the last two levels. I think it would be nice to add this information to the first page with the Specializations details.

I just unlocked steel and I think the recipes for forged steel are backwards. There are two recipes one requires a crucible 20 iron and 10 clay take 8 seconds and gives 1 forged iron. The other on does not need a crucible takes 10 iron and 10 clay and takes 6 seconds and gives 2 forged steel. I assume the first recipe is the one that should give two forged steel IE: it is more efficient with the use of the crucible.
Greetings :D

Yup specializations will lock you from the final 2 or 3 levels of perks. This mod was originally designed for team play, so the locking mechanic was moreso to allow functional teams to be rewarded, i.e. you want good tools go see the master tool crafter guy or gal :)

I will have a look at the steel recipe, I thought I fixed that, but will double check and push a patch to 1.0 if needed.

 
I really hope you didn't read my comment about the knife repair as if I wanted to say it's bad that it can't be repaired.
Not at all, but it would make sense you could just get another sharp rusty metal piece and use that for your new tool head :)

At around level 50, I noticed leveling becoming slower. I found reaching 60 already quite grindy, but I was motivated to get there. It didn't get any prettier from there on, though. I reached level 81 on day 49/50 thanks to horde night, while not being able to get from 74 to 80 between horde nights 42 and 49 (60 or 90 minute days, not sure, I sometimes switch). It's possible that mining still gives you "some" experience - you know how stingy the game is with providing the player with exact numbers. The xp bar being so narrow as it is in default, it clearly doesn't feel like you'd be getting any xp from mining.
I've changed the multipliers around a little bit - instead of base 20,000 for a level it's now base 30,000, however the curve exponent 1.025 has been reduced to 1.01. Hopefully this slows earlier levelling a little bit but balances later levelling. Still lots to test ;)

I wish I had an auger. I don't.
Traders sell augers and parts. That's currently the only way to find them until I can balance out how much XP it gives.

I realized, on my last trader tour, that they don't sell any regular grade ammo at all. I believe I was mistaken going by the shotgun ammo icon. Yeah unlocking low grade ammo for turrets would be a welcome change. I also totally forgot about shotgun slugs and magnum rounds - these, being craftable without any class requirement, make brass useful for all of the classes, instead of just pistol and rifle class. A good thing in my book, there's zinc just anywhere I dig. Oh, and there's a small issue with zinc as well: the zinc vein blocks feel like they should be shoveled (special sand texture, sand sound when hit) but need a pickaxe. It's a bit confusing with how the textures tend to overlap underground and gravel and zinc often appear in the same spots. Nothing gamebreaking though!
Yup the normal shotgun shell is now the low grade one. But, I'll have a look at making some better icons for all the ammo types so it's much clearer to see which type of ammo is which, as currently the low and high grade versions of rounds I'm not too happy with :) So we shall see how that goes :D

The zinc... I'll look at that. I think that might be because it inherits the texture of a sand block, so it has the same sound. But, I may be able to configure it in the materials file... As I agree it would sound nicer to have it make a chink rather than a shovel on dirt noise. :)

 
maybe make it possible max so SP can unlock all the classes that may be a thought to consider :)
I will be making it that way eventually. Essentially I will make a new skill called 'General Class Mastery' which will be a level out of 3. Mastering all 3 of your initial classes will unlock some sort of research station or desk, which you can then use in order to assemble research notes into new class papers which will give you a similar quest line to the originals, but instead of changing your stats they just unlock the recipes.

To get research notes, you'll be able to scrap schematics to get them. A schematic will be able to give you between 1 and 5 research notes depending on its rarity, and it will probably cost somewhere around 300 research notes to get a class paper on the research desk. So that also makes crack-a-book stores viable later on. Other ways to get research notes may be from doing quests, or killing zombie bosses coming in 1.2 :) They could also be available in hidden stash boxes and rare loot boxes like apache chests.

And for those of you who love 1.0, I may roll this into that version as well.

 
Coming Soon on DevBranch

So it's been a while since I've actually pushed the DevBranch up, however there is a lot of nice new things coming that you will find fun :D

New Workstations!

Kitchen Worktable

You can use this station to prepare certain foods and also use it to get more efficient drink recipes.

You will need to equip it with a Mixing Bowl, Bread Board and Juicer, which you can craft.

Working Oven

Most of the good food recipes have now been shifted to the working oven. You will still be able to use the campfire to do the basic recipes but the working oven can do the basic ones at a faster rate, and give you access to better foods as well.

To make one, you will need to upgrade a wall oven with an Oven Upgrade Kit. You can find a schematic to learn how to craft these or buy the corresponding perk when you meet all the skill requirements. Remember you can also buy the base oven from a trader if you want to put it elsewhere other than a POI.

Filtered Working Sinks

You will be able to take a sink, working or not, and use a Sink Upgrade Kit on it to apply a filter to get clean water out of it. You will be able to use jars or your waterskin to fill it up. To make a sink upgrade kit you will need to read the book or purchase the corresponding perk.

Beehives

Bees are now a thing! You will need to go out into the world in order to find a queen bee - stumps are a good start. Once you get a queen bee and a few pieces of honeycomb from natural sources you will be able to construct a beehive on the workbench. With your queen bee in hand, place her in the beehive with a right click, and wait a while. After some time you will be able to harvest the beehive for 1 to 2 queen bees, some worker bees, and more honeycomb and some propolis which you can turn into jars of honey later on. The worker bees can also be eaten after roasting them, if you really feel hungry... The propolis from bee produce also has some medicinal use!

Fishing Nets

Get some string, a few chunks of scrap iron and some lead fishing weights together and craft a fishing net. You can place this in shallow water in order to have a chance at catching some fish! Once you place the net down, wait a while. After some time you will be able to open the net and see if you managed to trap anything. If you're lucky, you'll find a fish or two inside!

Industrial Squeezer

Vegetable oil was hard to craft. Now with the industrial squeezer you can do it much more efficiently. You can use the squeezer also to turn raw honeycomb into jars of honey (usually this is done via centrifugal force, but for the sake of simplicity...) and even get more efficiency from making fruit juices!

Turrets Reworked

A new turret has been added - the Gattling Turret! This thing is the equivalent of the 9mm auto turret but instead uses 7.62mm rounds and is particularly good at getting headshots!

Turrets now come in two varieties - a low grade version, which does less damage and consumes more power, and your regular grade turret which does more damage and uses less power.

Low grade turrets take the low grade ammunition that every character is able to make and each different turret has its own separate perk that you need to purchase for each one. However, the stage 2 turrets are class-specific and will depend if you chose a certain class or not.

The Pistols class will have access to the auto turret (as they can craft regular grade 9mm rounds)

The Shotguns class will have access to the shotgun turret (as they can craft regular grade shotgun shells)

The Rifles class will have access to the gattling turret (as they can craft regular 7.62mm rounds)

More Food!

Lots of new food has been added, including snake soup, hunter stew, shepherds pie, fish and chips, boiled potatoes, breaded snake strips, blueberry juice, honey yucca pies, blueberry cakes, charred rotting flesh, charred sham sandwiches (yum?) and much more.

Fixes to bugs raised

- Bartering is no longer broken and you will be able to get decent prices from traders now after you raise your skill enough.

- The poncho bug causing nullrefs is fixed (I think) but may only be seen on new worlds or new ponchos.

- Wood harvest from logs and repair cost of logs balanced a bit to stop a free infinite wood loop.

- Description fixes for the firepit.

- Description fixes for the copper tools.

- Books and schematics also tell what perks or skills you need to read them.

- SMGs now moved to the Pistols class, since they have the same ammo type so made sense from the mod perspective.

 
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maybe make it possible max so SP can unlock all the classes that may be a thought to consider :)
I'm not sure about that. I mean, I was sure someone would go and suggest this and I see the reasons why this would indeed have advantages. I think it also comes with drawbacks. I'm afraid this mod could become a bit of a grindfest this way and turn choice into chore essentially. As an example, Ravenhearst gives you the opportunity to unlock more and more classes. Even though I never unlocked all of them, I picked the classes by selecting what I thought would be useful most important and if I was going to replay it, I would probably pick the same classes in the same order again.

I know the classes I picked in Fennec Mod are pretty strong, so I can't say it's perfectly playable right now with any class selection, but I can say that if I was to start again, I would pick different classes, to see how that turns out and that I feel motivated to start another playthrough.

I also don't know if there are any real restrictions implemented. I didn't try it out, but it looks to me as if the singleplayer already could clone all of the class papers from creative and read them. Even if most players probably would consider that cheating and stay away from doing that, there are also legit game modifiers, that could help with the issues of the specializations. I'm thinking about stuff like increasing loot amount or reducing zombie hitpoints, something everyone in singleplayer can do.

Greetings :D
Yup specializations will lock you from the final 2 or 3 levels of perks. This mod was originally designed for team play, so the locking mechanic was moreso to allow functional teams to be rewarded, i.e. you want good tools go see the master tool crafter guy or gal :)

I will have a look at the steel recipe, I thought I fixed that, but will double check and push a patch to 1.0 if needed.
I'm playing the dev version and I only saw one steel recipe. It's possibly only in the stable version. Would it be possible to get a snapshot of a more recent version for the dev version? I'm trying not to be a pain here, but I think that would be a good thing: people installing the dev version now will possibly run into issues that already have been reported and even though you should expect bugs in a dev version, it's still probably a good idea to soon-ish replace a version that fully crashes your game if you click on a common item (poncho).

edit: argh! That's what you get for getting distracted while writing a forum post, I guess. Someone hid in the grass waiting for that opportunity and quickly dropped three postings. All I can say is, umm, nevermind what I've written lol.

edit again: Alright, this is the rest of the posting that didn't fit the character limit:

The gigantic gold & silver deposits
I was surprised when I first found them, thinking hey, I'll be rich. But it's balanced a lot better than it looks at a first glance: due to the high hitpoints of these things, you need to invest a LOT of time and resources to mine them. It's pretty much like breaking open gunsafes underground and they have the potential of being obstacles, too. Just because you found a vein doesn't equal to a stack of gold and silver in your stash.

If I can have my way with how some of the loot spawns, I may be able to make every POI more interesting by making those blank iron shelves have a chance at transforming into different boxes with a small chance.
Once you got a minibike and some spare gas, the way towns look to you change dramatically. Before, every building looked like a crate full of zombies and dangers, but once your movement radius increases, you're going for the cherries only. And you have to, it doesn't make sense to collect jars 2km away from home, while you can already craft them and there are much better things to loot in the same time. Same for wrenches. Most residential buildings become a waste of time so you start looking at a town as a bunch of decorative bricks neatly framing the poi with the building site crates or the bookstore tower. I think your idea could mean a lot of fun. UL tackles the issue by having rogue items being able to spawn from any container and looting common poi in Undead Legacy is so much more fun late game than in the other mods, really.

Extending the early game difficulties might be one pillar to keep the early game feeling going, but extending the early game fun might just be a second, even better one.

I also noticed some of the initial mod concepts not turning out as predominant as I expected them to be, I guess it's better to wait for the update to go into detail on these though.

Overall, I'm looking forward with a lot of excitement. Have a nice rest of the weekend, everyone!

I possibly need to work on making my postings shorter, before their length make them applicable for read-of-the-summer reviews.

 
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Good day mdf25

Question .. the " DevBranch " is for everyone if they want to try the new stuff before it goes to Stable and it is for SP also ??

Thank you … the Old Gamer .. :02.47-tranquillity:

 
Good day mdf25
Question .. the " DevBranch " is for everyone if they want to try the new stuff before it goes to Stable and it is for SP also ??

Thank you … the Old Gamer .. :02.47-tranquillity:
You would be correct :D And yep it works for SP as well.

 
FennecMod - Incoming updates

Mod plays quite well, I like that the benefits the specific classes have are evened out by their own debuffs.

Have a question about the newer versions supposed to, or mentioned coming out soon : Once they hit, should we or do we need to restart our worlds on a new save?

Thanks in advance.

P.S. - Maybe I'm doing something wrong, but cobblestone rocks can only be crafted in the workbench / firepit now? Have the Culinary, Miner and Ranger classes. Just seems if so, 20 clay / stone for one piece is a bit pricey.

 
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food poisoning

Anyway to cure food poisoning?

Took a sham sandwich and got food poisoning that makes stamina 0 and lasts for a whopping 18 hours.

health also decreases steadily. antibotics does not help either.

Suppose dying is the only cure at the moment, or it is meant to be so?

Please advise.

 
Mod plays quite well, I like that the benefits the specific classes have are evened out by their own debuffs.
Have a question about the newer versions supposed to, or mentioned coming out soon : Once they hit, should we or do we need to restart our worlds on a new save?

Thanks in advance.

P.S. - Maybe I'm doing something wrong, but cobblestone rocks can only be crafted in the workbench / firepit now? Have the Culinary, Miner and Ranger classes. Just seems if so, 20 clay / stone for one piece is a bit pricey.
Greetings :D

I'm glad you're liking the class benefits and specialties :)

If you are playing on 1.0 or current DevBranch and want to get the updated stuff, you will need a new save as there is new RWG changes as well which may cause issues in your current world. Also the fishing requires the new RWG to work right... So that's a thing.

The initial cobblestone is used as a gating mechanic for the forge. Also, flagstone has 1000HP and cobble now has 1800HP so they have been moved back just a little bit. The firepit recipe for cobble however is intentionally expensive to encourage use of the chisel for cobblestone rocks, or the forge later on :) Chisels can be found or crafted and used on brick type blocks or existing cobble or flagstone type blocks to get rocks :)

 
Hi,

I've really been enjoying this mod and wanted to take some time to provide feedback. For reference I'm at lvl 115 in version 1.0 playing trader/researcher/ranger.

Quality of life suggestions

- If you're going to require players carry 100,000+ coins with them on every trader run it would be very helpful if the stack size were increased.

- A bigger backpack in general would also be greatly appreciated given all the new loot there is to carry. Running back and forth ferrying items around doesn't increase challenge or difficulty, it's just busy work.

- Labeling specialization papers "craftable" gives the impression you can acquire more later in the game. Players should really be aware that their first choice is permanent, and the pros and cons of each class could be more visible.

- Vulture spawns are absurdly high in the desert. They aren't that dangerous, just annoying.

Ores

- In 1.0 copper production comes too late to be much use. You can just jump straight to iron without issue. I have had a quick look at devbranch and can see this has been addressed through some rather steep level gating, but I'm really not fond of that as a solution. I'm someone who enjoys the early game and appreciates efforts to expand it, but level gating always feels horrible. If players are burning through your content too fast you need more content, not a treadmill. I want to have a goal I can work towards at every phase of the game, never just be resolved to: "oh I guess I'll go dig/kill zombies aimlessly to unlock some unrelated skill".

- Foxium and Fadium. I like the idea of new endgame materials, but the droprates really need adjusting if this mod is going to be at all viable singleplayer. At 5% odds you'll need 400 destroyed forges/hidden stash crate on average to get enough for a forge. On a small map without loot respawn some bad luck could easily render this impossible. Even from a group it's asking a lot. I haven't seen the endgame items and whether they justify this effort, but I think it's worth considering if this much grind is a positive.

- Uranium can be smelted into an alloy forge but not extracted.

- There are two steel recipes, seemingly in the wrong order. But that's been addressed elsewhere in this thread.

- The gigantic gold & silver deposits feel a bit unnatural. Between the Fadium/Foxium recipes and the cost of traders they're currently necessary, but perhaps all of that could be toned down together

Classes

- I really like the class system in general but a few of them seem really under powered. Crafter, Culinary, and Carpenter in particular. You also have classes like researcher and athlete which are appealing in the early game but have huge opportunity costs for later.

- Any quests that rely on particular animal spawns, particularly rare ones like direwolves and bears, is a huge pain.

- I'm not quite sure how I feel about gating certain key skills to a class without any way to unlock more classes. Being capped at 350 quality for everything you didn't specialize in can be very annoying. And Quality Joe is such an impactful perk that not taking plunderer feels like a handicap.

- Perhaps Mastery skills could be purchasable? Not cheap, and perhaps gated behind level 100 of a relevant soft skill, but something to allow some diversification in the lategame. Classes would still have their unique damage/stamina modifiers, but you wouldn't need to have a large group of players just to cover the basics.

Conclusion

There's a lot to like in Fennecmod. I think the class system is the best I've seen in 7days. It doesn't have the bloat and balance issues of something like War of the Walkers, and it isn't an endless grind like Ravenhearst (although from what I've seen of devbranch I fear it may be leaning that way). I think there's a good balance here, and a strong foundation to build on.

Thank you for your work, and best of luck heading forward.

 
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I've really been enjoying this mod and wanted to take some time to provide feedback. For reference I'm at lvl 115 in version 1.0 playing trader/researcher/ranger.
Greetings :D Thanks for taking the time to leave some feedback, I'll get to each bit in turn.

- If you're going to require players carry 100,000+ coins with them on every trader run it would be very helpful if the stack size were increased.
I think I could increase to 50k, though I've heard there starts to become issues with larger stack sizes over 20k. I'll see about increasing the coin cap and how much you need to carry overall, hopefully it won't cause too many performance issues.

- A bigger backpack in general would also be greatly appreciated given all the new loot there is to carry.
A lot of people have requested a bigger bag - I'll be making it an optional addon once the main work is done on the mod, then people can grab it if they need it. Fennec is becoming quite loot heavy, though the size of the bag won't be as large as the WOTW one. Maybe 2 or 3 extra rows of 4 slots and a larger minibike storage will help a little bit.

- Labeling specialization papers "craftable" gives the impression you can acquire more later in the game. Players should really be aware that their first choice is permanent, and the pros and cons of each class could be more visible.
Once I have the balance right with the classes I'll be adding the descriptions into the class paper descriptions - though every now and then I turn things up/down a bit for some fine tuning so if I do the descriptions early I end up making 2x the work when I make a change. But I think for 1.1 I've almost got it sorted.

- Vulture spawns are absurdly high in the desert. They aren't that dangerous, just annoying.
They aren't dangerous? Hmm... I'll address that next ;)

I'm someone who enjoys the early game and appreciates efforts to expand it, but level gating always feels horrible. If players are burning through your content too fast you need more content, not a treadmill. I want to have a goal I can work towards at every phase of the game, never just be resolved to: "oh I guess I'll go dig/kill zombies aimlessly to unlock some unrelated skill".
The issue is with even base A16 it's possible to have a forge, iron tools and sometimes even a hunting knife all by the end of the first day, so in the Vanilla department there's a real lack of any sort of early game progression. If you got some ideas on what to add that could expand out the early game in a more natural way, I'd be happy to try and incorporate and do some level balances.

Levelling up in 1.1 is now a lot slower, about 3x the rate though the level curve is not so severe. From playing through 1.1 so far it hasn't felt particularly grindy since the struggle is more about food and things in the early game so your days are moreso filled with trying to survive. Getting a good farming space set up is important as well since you'll need it to get seed oil for leather, as well as find some grain alcohol for the curing of leather as well. It encourages looting for your supplies early on and from playing it I've felt pretty at ease.

Currently you'll be able to use copper tools now until level 20 (they can be repaired too so not as useless), at that point you unlock the forge recipe (you can find a book or get a perk now for most things). Perhaps instead of level gates I could use quest chains instead, which would allow you to progress onwards if you have completed some of the quests.

The only issue with that is the crafting operations require you to sit in a crafting station, for example I could make it so that the forge required a 'Blacksmithing Basics' perk which you could only get upon completing a quest to make some copper tools, copper arrows, and a few other things on the firepit.

What I have found from playing 1.1 so far, is that when I loot a good iron tool off a zed or in a box, I'm actually excited to get it. Usually you go to a stiffs, find tools, and think "ehh" unless it happens to be a steel one or auger parts or something, and scrap it. But all tools I find around now I save up, since I know I'll be able to use them and when I get a perk, repair them for a better quality than my current craftable levels (which is also a lot lower initially and can't be bought straight away)

- Foxium and Fadium. I like the idea of new endgame materials, but the droprates really need adjusting if this mod is going to be at all viable singleplayer. At 5% odds you'll need 400 destroyed forges/hidden stash crate on average to get enough for a forge.
That should be addressed in 1.2. It should be noted that I made loot boxes you have to hack apart have a chance at dropping secret stash crates as well, instead of toilets. So, there is already a little bit of a higher chance of finding them around the world now but the rate may increase a little and radiated zeds may also have a chance to drop them.

If I can have my way with how some of the loot spawns, I may be able to make every POI more interesting by making those blank iron shelves have a chance at transforming into different boxes with a small chance.

- Uranium can be smelted into an alloy forge but not extracted.
I'll have a look at that for 1.1, should be easy to fix.

- There are two steel recipes, seemingly in the wrong order. But that's been addressed elsewhere in this thread.
This should be out on 1.0 as well. Try updating hopefully that will fix the recipe.

- The gigantic gold & silver deposits feel a bit unnatural. Between the Fadium/Foxium recipes and the cost of traders they're currently necessary, but perhaps all of that could be toned down together
Schematics are also a good way to make money. In 1.1 barter has a lot more effect at higher levels as well, so it will be a lot simpler. Essentially you will get rewards for working with the traders, but it won't be a 'go to trader, get steel tools day 2-3, profit' sort of deal like you can expect from Vanilla :) I will have a look at vein size.

- I really like the class system in general but a few of them seem really under powered. Crafter, Culinary, and Carpenter in particular. You also have classes like researcher and athlete which are appealing in the early game but have huge opportunity costs for later.
All classes have their different qualities - I find that quicker crafting is really good if you're a builder or someone who likes to build bases. There's pretty much 3 class categories, craft skills, weapon skills, and boost skills. Culinary will be very good in 1.1 since wellness gained from food in general is a lot less but the tasty variants of some foods give you a nice wellness boost. The food system in 1.1 is completely redone :) Carpenter I do plan to buff later on - how does 2000 HP blocks made from wood sound? ;) The carpenter will be able to craft much tougher wood blocks which can then be upgraded direct to reinforced wood (4000 HP) with some iron, then steel after that - which degrades back into the reinforced wood blocks. That's 16000 total HP, which is almost as good as 19000 total going the normal route with concrete and less dry time. Don't worry, he'll get good.

- Any quests that rely on particular animal spawns, particularly rare ones like direwolves and bears, is a huge pain.
All animal spawns have been turned up in Fennec so it should be possible to find them more easily, though if you feel I need to make bears and direwolves more common I can up their spawn rates in forest and snow biomes respectively.

- I'm not quite sure how I feel about gating certain key skills to a class without any way to unlock more classes. Being capped at 350 quality for everything you didn't specialize in can be very annoying. And Quality Joe is such an impactful perk that not taking plunderer feels like a handicap.
350 quality tools aren't so bad - you just have to go around it a different way. Working stiffs and traders become useful for higher qualities of tools. The idea is to make each experience different - what if you could do x but not do y? The same with looting - scavenging boosts the loot level as well as generally levelling up. Quality Joe 3/3 almost guarantees you get a purple item every time when you are maxed, and really, blue and green aren't really so bad. Fennec won't give you the best of everything. However...

- Perhaps Mastery skills could be purchasable? Not cheap, and perhaps gated behind level 100 of a relevant soft skill, but something to allow some diversification in the lategame. Classes would still have their unique damage/stamina modifiers, but you wouldn't need to have a large group of players just to cover the basics.
This is the bit I will be working on next - getting other class papers. Essentially, you will find skill notes around the world in some locations and I will add those to quests as well as skill points. You will also be able to scrap schematics into skill notes, the rarer ones giving a higher count of skill notes, between 1 and 5. Treasure chests may also contain some skill notes too to encourage treasure hunting. After getting about 300 of them you will be able to craft yourself a brand new class paper that will give you the mastery 1 part and unlock the quest chain to give you mastery 2.

 
After more testing - HUD overlays

Running SMX and SMX bigbag. Is this a issue with one or both of these mods? Is it a order of install problem?
Looks like the HUD mod is causing issues. Are any HUD mods compatable with Fennec Mod? I just need more information on the screen, got to have the Temperature, food and water would be nice as I'm pretty sure I don't have to look at my self in the mirror to see if I'm hungry. :)

 
Now .. I will agree - that would be a nice add-on to mod SMX .. do like their HUD and the BBP would be great .. but that is up to the mod author: mdf25.

And maybe someday .. many have gone to it ... the Old Gamer .. :02.47-tranquillity:

 
Oh, I just realized that graphics were being discussed and I missed it.

Yup the normal shotgun shell is now the low grade one. But, I'll have a look at making some better icons for all the ammo types so it's much clearer to see which type of ammo is which, as currently the low and high grade versions of rounds I'm not too happy with :) So we shall see how that goes :D
Let's face it here, mistaking the low grade shotgun shells for the normal variety isn't your fault but mine. It's a mistake that can easily happen though, if you're playing different mods and have learned how the normal grade shotgun shells look in vanilla and other mods. Your shotgun shell icons all look perfectly fine, if you were to prevent the confusion for the sake of quality of life, I think swapping icons of the standard and low grad varieties would do the trick.

The next is a lot of work and probably not worth it, so I put it in tags:

The custom 9mm and rifle rounds... they do work. I don't think anything about them needs to be addressed with a high priority. The custom bullet icons don't look as pretty as they could, though and that's mostly because they've been scaled to death pretty much. I wonder how you go about creating your icons. Do you scale them beforehand in a graphics program or is there some automated process in the game? Usually, manually scaling in a graphics program will give you better control and increases performance IF it also means that smaller files need to be transferred and loaded.

The 9mm round image you used must have had a different aspect ratio (presumably an upright format), the resulting icon is pretty much square, so you didn't only make it smaller, you also squished it vertically to make it fit into a square shape. This can be fixed easily by FIRST make the aspect ratio of the image fit the desired result and THEN scale the image. For example, you got a 300x400 image and want to make a 80x80 icon: change the canvas size to 400x400, center layers, recut layers to canvas size, then scale to 80x80. Most graphics programs will have an easy shortcut like a checkbox to "keep aspect ratio" to automatize the very same steps.

If you also need to rotate the source image (which is often the case) keep in mind that both rotating and scaling will cause loss of information and you definitely want to avoid unnecessary steps (oops, not rotated far enough? Let's rotate again!) and you will generally have a slight advantage if you can keep rotation and scaling to specific amounts: Multiples of 90° will obviously be lossless, but 45° is actually the next best thing to 90° and much better than 40°, 50° or even 5°. Try an exact 45° angle for the bullet (programs usually offer some sort of locking with a modifyer key or let you simply input numbers). As a bonus, rotating a layer by 45° will always result in a perfect square (though there might be redundancy at the borders).

For the loss from transformation, same is true (to a lesser extent) for scaling and going exact multiples. For example if you want to end up with a 80 pixel wide image and your source is 300, try cropping or adding (not scaling) to 280 or 320 beforehand. 280 isn't a multiple of 80, but both are multiples of 40, while 300 is only of 20, so 280 is better.

If you need to both rotate and scale an image, rotate first, then crop to aspect ratio and scale last.

You can also try out different interpolation methods if your programm offers that. The "best" interpolation method (ultra Turbo Gauss extra cubic with jingles) isn't always the best if you're going for icons, because a result with clear defined edges may look better. These methods are meant to produce a smoother and better result by giving up MORE information in favor of blurring and smoothing. These losses will add up with repeated uses, but the results may look better than creating apparent staircases at the edges, so you really need to decide from pic to pic.

The colours are flat in your custom icons (apart from the shotgun shells). The steel variety has been dyed in a blueish-grey hue. You achieve more vibrant results by using different colouring techniques like shifting hues or layer modes to keep some variation in hue intact or even go all the way manually and select hues for lighting and shadow in your image that match the lighting of other items in the game and manually select the regions to control the direction of light. That would be totally overkilling it and to be honest, the fun pimps don't always do that. As a mod creator you're clearly not expected to go through this ordeal.


Working Oven
The recipe and skill for the oven upgrade are already in the current version, but I've given up on finding a wall oven at the trader. They frequently offer the green "oven" type and both sinks, but I haven't seen a single wall oven yet and that's between 6 traders I've been re-visiting with every reset. Maybe grabbing an upgraded oven in a land claim block area could be an option? The blocks are not cheap to craft and being able to redecorate your own base without losing your oven would be a benefit.

I love bees and I'd love to have them in Fennec Mod. But please. Please, please, please - consuming the bees feels so wrong. I really hope the player will only have a really small benefit by doing so. Also, please, not the thing with the flannel shirt!

Fishing Nets
I'm curious about how this is going to be in action! I hope there will be some lake in my next seed once they are added. I guess the puddles underneath water towers will work if there isn't heh.

Turrets Reworked
This one, I'm looking forward to the most. Initially I wanted to try out shotguns for my next approach, but I'm excited about seeing these gattlings now!

Fixes to bugs raised
Thank you very much! Really glad you found the time to address so many of the reports in a short time.

food poisoning
Hey, you might want to have a look at this:

I didn't realise the wellness drain was that bad - totally not intended though the length was. Reduced stamina penalty though I can do.

I actually wanted to combine the 'pooping' with food poisoning though so that you could poop it all out of your system and it would triple the rate of which the poison goes away, same with yuccaria. :D So if I reduce it to 3 hours game time, sitting on a pooper for an hour would get rid of it or you could tough it out for 3 hours. I know there's a tickrate somewhere that I can look into...

The initial cobblestone is used as a gating mechanic for the forge. Also, flagstone has 1000HP and cobble now has 1800HP so they have been moved back just a little bit. The firepit recipe for cobble however is intentionally expensive to encourage use of the chisel for cobblestone rocks, or the forge later on :) Chisels can be found or crafted and used on brick type blocks or existing cobble or flagstone type blocks to get rocks :)
I have the feeling that the chisel/cobblestone stuff could need some rebalancing, especially with the speed the tool loses durability. I'd also like to mention that it's possible to both loot iron picks and mine cobble off bricks with these. There might be even more tools capable of that and it takes away a big part of the usefulness of the chisel and also makes the quest in the forge chain feel a bit of a punishment, because forged iron is difficult to acquire at that game stage. Definitely more difficult than looting chisels or getting cobblestone by other means. All of this might have changed with the latest modifications though, so it would probably be best to wait for the update to roll out and for the dust to settle before touching anything.

- Vulture spawns are absurdly high in the desert. They aren't that dangerous, just annoying.
I have to agree. I intended to mention this myself, but then I forgot about it and THEN I've seen what's going on in the wasteland. Lol.

bigger backpack
It's very popular. It does come with drawbacks though. Inventory management is not only a hassle and a quality of life thing as you describe it, it genuinely adds a layer of challenge and make player decisions important. Fennec Mod doesn't (so far!) add a huge amount of items that drop very often and need to be hauled home like UL or WotW do for example. Many of the extra items (new food, upgrade kits, crafting steps like the water filter) only exist inside of your base while you transport them from a workbench or container to the other and don't really count for loot management. Bigger backpack also means bigger inventory lag. I liked your idea with the stack sizes for coins, which would be a less invasive way to address inventory issues and Fennec mod already increased the stack sizes of some common items.

- Uranium can be smelted into an alloy forge but not extracted.
I noticed the same being true for zinc. With zinc being so easy to acquire in large quantities, this is not a problem at all. For completion's sake I wanted to mention this though.

Umm... Help! Can't post the rest:

ErrorsThe following errors occurred with your submission

The text that you have entered is too long (11649 characters). Please shorten it to 10000 characters long.
I just posted the rest as an edit under my previous post.

 
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Looks like the HUD mod is causing issues. Are any HUD mods compatable with Fennec Mod? I just need more information on the screen, got to have the Temperature, food and water would be nice as I'm pretty sure I don't have to look at my self in the mirror to see if I'm hungry. :)
Hopefully Max won't mind me assisting with this.

Go to Data/Config/XUi and BACKUP your windows.xml file somewhere.

Then open the original one. Find this (it's right at the top).

Code:
	<window name="HUDLeftStatBars">
	<grid name="hud" pos="9,98" rows="2" cols="1" width="168" cell_width="168" cell_height="46" repeat_content="false" side="left" >
		<rect width="168" height="43" controller="HUDStatBar" stat_type="Stamina" visible="{statvisible}">
			<sprite depth="1" name="border" color="0,0,0,100" height="43" type="sliced"/>
			<sprite depth="2" pos="3,-3"  name="background" height="37" width="162" color="64,64,64,100" type="sliced" />
			<sprite depth="3" pos="3,-3"  name="BarContent" sprite="{statimage|once}" type="filled" height="37" width="162" fill="0"  />
			<sprite depth="4" name="Icon" atlas="{staticonatlas|once}" sprite="{staticon|once}" size="32,32" pos="8,-6" foregroundlayer="true"/>
			<label depth="6" name="TextContent" pos="0,-8" font_size="28" color="[white]" justify="center" pivot="topleft" text="{statcurrentwithmax}" height="30"/>
		</rect>

		<rect width="168" height="43" controller="HUDStatBar" stat_type="Health" visible="{statvisible}">
			<sprite depth="1" name="border" color="0,0,0,100" height="43" type="sliced" />
			<sprite depth="2" pos="3,-3"  name="background" height="37" width="162" color="64,64,64,100" type="sliced" />
			<sprite depth="3" pos="3,-3"  name="BarContent" sprite="{statimage|once}" type="filled" height="37" width="162" fill="0" />
			<sprite depth="4" name="Icon" atlas="{staticonatlas|once}" sprite="{staticon|once}" size="32,32" pos="8,-6" foregroundlayer="true"/>
			<label depth="6" name="TextContent" pos="0,-8" font_size="28" color="[white]" justify="center" pivot="topleft" text="{statcurrentwithmax}" height="30"/>
		</rect>
	</grid>

	<rect name="hud" pos="93,124" side="left" controller="BuffPopoutList" pivot="BottomLeft" >
		<panel width="168" height="43" name="item" visible="false" pivot="right" disableautobackground="true" pos="70, 0" >
			<sprite depth="3" pos="0,0"  name="Background" sprite="ui_game_popup" height="43" width="162" pivot="center" flip="Horizontally" color="[transparent]" />
			<sprite depth="4" name="Icon" size="36,32" pos="-58,0" pivot="center" color="[transparent]"/>
			<label depth="6" name="TextContent" pos="0,0" font_size="28" color="[white]" justify="center" height="30" pivot="center"/>
		</panel>
	</rect>
</window>
Replace with this.

Code:
	<window name="HUDLeftStatBars">
	<grid name="hud" pos="9,183" rows="3" cols="1" width="188" cell_width="188" cell_height="46" repeat_content="false" side="left" >
		<rect width="188" height="43" controller="HUDStatBar" stat_type="Stamina" visible="{statvisible}">
			<sprite depth="1" name="border" color="0,0,0,100" height="43" type="sliced"/>
			<sprite depth="2" pos="3,-3"  name="background" height="37" width="182" color="64,64,64,100" type="sliced" />
			<sprite depth="4" name="Icon" sprite="ui_game_symbol_temperature" size="32,32" pos="8,-6" foregroundlayer="true"/>
			<label depth="6" name="TextContent" pos="0,-10" font_size="28" color="[white]" justify="center" pivot="topleft" text="{playercoretemp}" height="30" controller="PlayerStatsWindow" effect="outline" />
		</rect>

		<rect width="188" height="43" controller="HUDStatBar" stat_type="Stamina" visible="{statvisible}">
			<sprite depth="1" name="border" color="0,0,0,100" height="43" type="sliced"/>
			<sprite depth="2" pos="3,-3"  name="background" height="37" width="182" color="64,64,64,100" type="sliced" />
			<sprite depth="3" pos="3,-3"  name="BarContent" sprite="{statimage|once}" type="filled" height="37" width="182" fill="0"  />
			<sprite depth="4" name="Icon" atlas="{staticonatlas|once}" sprite="{staticon|once}" size="32,32" pos="8,-6" foregroundlayer="true"/>
			<label depth="6" name="TextContent" pos="0,-8" font_size="28" color="[white]" justify="center" pivot="topleft" text="{statcurrentwithmax}" height="30"/>
		</rect>

		<rect width="188" height="43" controller="HUDStatBar" stat_type="Health" visible="{statvisible}">
			<sprite depth="1" name="border" color="0,0,0,100" height="43" type="sliced" />
			<sprite depth="2" pos="3,-3"  name="background" height="37" width="182" color="64,64,64,100" type="sliced" />
			<sprite depth="3" pos="3,-3"  name="BarContent" sprite="{statimage|once}" type="filled" height="37" width="182" fill="0" />
			<sprite depth="4" name="Icon" atlas="{staticonatlas|once}" sprite="{staticon|once}" size="32,32" pos="8,-6" foregroundlayer="true"/>
			<label depth="6" name="TextContent" pos="0,-8" font_size="28" color="[white]" justify="center" pivot="topleft" text="{statcurrentwithmax}" height="30"/>
		</rect>
	</grid>

	<grid name="hud" pos="9,45" rows="1" cols="2" width="188" cell_width="94" cell_height="46" repeat_content="false" side="left" >
		<rect width="93" height="43" controller="HUDStatBar" stat_type="Food" visible="{statvisible}">
			<sprite depth="1" name="border" color="0,0,0,100" height="43" type="sliced"/>
			<sprite depth="2" pos="3,-3"  name="background" height="37" width="90" color="64,64,64,100" type="sliced" />
			<sprite depth="3" pos="3,-3"  color="0,128,0,150" type="filled" height="37" width="87" fill="{playerfoodfill}" controller="PlayerStatsWindow" />
			<sprite depth="4" name="Icon" sprite="ui_game_symbol_hunger" size="32,32" pos="4,-6" foregroundlayer="true"/>
			<label depth="6" name="TextContent" pos="15,-8" font_size="28" color="[white]" justify="center" pivot="topleft" text="{statcurrent}%" height="30"/>
		</rect>

		<rect width="93" height="43" controller="HUDStatBar" stat_type="Water" visible="{statvisible}">
			<sprite depth="1" name="border" color="0,0,0,100" height="43" type="sliced" />
			<sprite depth="2" pos="3,-3"  name="background" height="37" width="90" color="64,64,64,100" type="sliced" />
			<sprite depth="3" pos="3,-3"  color="64,164,223,150" type="filled" height="37" width="87" fill="{playerwaterfill}" controller="PlayerStatsWindow" />
			<sprite depth="4" name="Icon" sprite="ui_game_symbol_water" size="32,32" pos="4,-6" foregroundlayer="true"/>
			<label depth="6" name="TextContent" pos="15,-8" font_size="28" color="[white]" justify="center" pivot="topleft" text="{statcurrent}%" height="30"/>
		</rect>
	</grid>

	<rect name="hud" pos="93,210" side="left" controller="BuffPopoutList" pivot="BottomLeft" >			
		<panel width="168" height="43" name="item" visible="false" pivot="right" disableautobackground="true" pos="70, 0" >
			<sprite depth="3" pos="0,0"  name="Background" sprite="ui_game_popup" height="43" width="162" pivot="center" flip="Horizontally" color="[transparent]" />
			<sprite depth="4" name="Icon" size="36,32" pos="-58,0" pivot="center" color="[transparent]"/>
			<label depth="6" name="TextContent" pos="0,0" font_size="28" color="[white]" justify="center" height="30" pivot="center"/>
		</panel>
	</rect>

</window>
That will give you core temp, stamina, health, food and water bars on the left bottom corner of the screen. :)

Max, if you wanna nick that code and include it into FennecMod as standard, please feel free. It's the old code I was using for Darkness Falls, but I'm completely changing the UI. Will poke you on twitter as I want your feedback on that anyway. :)

 
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