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

It's up and running. I started a new savegame and I instantly noticed how much the terrain generation has changed. Even though I was so excited for this update, I found it barely playable and for sure not enjoyable, so I closed my game. I tried out a few more seeds to see if it was just a rare exception, but I saw the same in every seed I tried: Large amounts of lakes everywhere with a few fragmented pieces of land with steep slopes around them. Pretty much no building grounds and terrain not traversable for the biggest part. Towns seem to be mostly fine, though. The ones I've seen come with fewer water towers too, so that change seemed to help.

 
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.
Is there way to cure this ♥♥♥♥fest? The Dreaded 'Yuccaria'

 
Is there way to cure this ♥♥♥♥fest? The Dreaded 'Yuccaria'
Prevention is the best way. Don't eat too much of it - it works similarly to how snowberry poisoning works, where if you eat over a certain amount, it will give you the yuccaria debuff. Find some alternative food sources, you should be able to hunt easily enough since there's a lot of animals about.

Pooping (standing on a toilet block) also speeds up the process of removing yuccaria.

It's up and running. I started a new savegame and I instantly noticed how much the terrain generation has changed. Even though I was so excited for this update, I found it barely playable and for sure not enjoyable, so I closed my game. I tried out a few more seeds to see if it was just a rare exception, but I saw the same in every seed I tried: Large amounts of lakes everywhere with a few fragmented pieces of land with steep slopes around them. Pretty much no building grounds and terrain not traversable for the biggest part. Towns seem to be mostly fine, though. The ones I've seen come with fewer water towers too, so that change seemed to help.
Interesting... I've managed to find spots of flat land quite often, after traversing for a little while. I will see if I can make it a bit less extreme, not sure what's causing the steep slopes unless the rwgmixer didn't quite upload correctly... Usually you'll find patches with lots of lakes, but in some areas you'll find big areas of flat land as well, at least that was how I wrote the rules initially. I will check :)

Which seeds did you try?

 
The first seed I tried was "happiness" and that one I only viewed from ground. This is the seed I wanted to play, so I didn't want to spoil myself too much. But I was having issues, so I decided to load a few more and go into fly mode. Unfortunately, I deleted these. I'm pretty sure they were "normal", "ecstatic" and "narcotic". When I read your post, I tried out one I was also pretty sure I tried "hitzefrei" but not sure, so I loaded it again. That one was surprisingly looking alright. So I might have been unlucky and move to hitzefrei-land for playing lol.

 
I think some seeds will always be bad no matter how you try to sort them out, but if more people feel RWG is too extreme, I can adjust it a little bit :) You should be able to find flat land eventually, I've always found some after some exploration in ones I've used but it could just be I had good seeds :)

 
Loving the class changes. Particularly the speed boost for athlete, makes it feel like a much more substantial pick.
Yup, they get a bit of a speed buff now which makes things easier later game too if you choose that class.

Food seems more rounded. Still not sure splitting up meat by animal is a good idea. It's one more thing to clog up your limited inventory space and most don't have any unique recipes associated with them yet.
Meat stew needs bear and wolf meat, there's snake strips and snake soup (in the working oven) as well as bacon and eggs needing boar meat for the bacon part. I've also added a hunter stew for rabbit meat, you can also use chicken for some canned food which you further use for more of the later foods that require canned recipes :) There will be more eventually for separate meat types.

The poncho bug still seems to be a thing.
Hmmm... Weird. I can usually get a poncho with no issues. Is it when you loot it, craft it, or both? This one is eluding me...

I've also noticed my waypoints disappearing. Not sure what triggers it.
Another one I've not seen either - not sure what would affect that. RWG changes perhaps or maybe initialising vars on the player character... But that doesn't seem to affect waypoints... Hmmm.

Some POIs have been spawning with a wall missing, including traders.
I have seen that happening in Vanilla as well. I think it's mainly larger POIs that you will find this happens with but not sure how to resolve it. I saw some missing walls on traders in other mods as well, it's really weird.

The price modifiers from barter are insane now. At higher levels you can empty a vending machine, turn around and sell it back to the trader for a profit. One foxium ore sells for over 20k
Is that with or without the trader class? Assuming without, I can look into. Foxium and Fadium will sell for tons as they are super hard to make and a late game item.

In 1.0 I thought a good factory pickaxe with all the mining perks had the edge over an auger. With the new power tools skill that just sounds quaint. A 300% modifier is going to be crazy in the lategame.
Power tools should be powerful I may increase the XP needed to level them though.

Still a little salty about getting chain killed by a feral horde on day 4. With the extra speed and aggro range there's literally no way to avoid them. Guess I just have to chalk that one up to bad luck.
Damn, sounds like you had a bad time... I have made a sneaky change to night spawns, I may lessen it a bit.

Haven't seen any forges or workbenches on sale at traders. If that's a deliberate change I guess it does help keep the trader class from being too OP.
Not changed his sales, they are still in his loot lists currently. He does restock daily though so good to keep checking back.

Worldgen has been a little janky. Roads dropping off suddenly, POIs on stilts etc. Nothing we haven't seen in vanilla updates but I figure it bears mentioning.
RWG is more extreme than in Vanilla. Did you start a new world for this update? If you kept from an old save, that may explain both the poncho issue and the POIs on stilts... Though the stilts are just an artefact of RWG. If people feel the changes are too extreme I can look at reducing a little bit.

So how do the foodgroup buffs & debuffs work? In the early game when I was eating raw fruit, boiled meat etc. I'd get the buffs fairly consistently. But now that I have access to proper meals I'm having to eat less often and running into trouble just avoiding the debuffs.
There are 5 foodgroups, meat, dairy, fruit, vegetables, grain. Each food type will increase one or more of these depending on what you used to make it. So a blueberry pie for example will increase both the fruit and the grain ones. I think for the debuffs side of things, I may see if I can reduce how quickly the timers tick down. I would ideally tie the survivor perk to the decrease rate as well but currently that's not possible to do. Maybe I need to do something with tickrate on the consume buffs, I'll have to adjust some things.

 
Hmmm... Weird. I can usually get a poncho with no issues. Is it when you loot it, craft it, or both? This one is eluding me...
You can loot or equip one just fine as long as you shift click. It's highlighting it in you inventory that causes the bug.

Is that with or without the trader class? Assuming without, I can look into. Foxium and Fadium will sell for tons as they are super hard to make and a late game item.
With the trader + researcher class and all points dumped into barter. I like to min/max. Foxium ore has a base price of 5000, which given it's rarity is quite reasonable. But being able to sell things for x4 their base price is a bit much. I think you could cut that in half and the playstyle would still be quite strong. Although I guess you can argue that the opportunity cost of spending 2 primary classes on this deserves a payoff.

Power tools should be powerful I may increase the XP needed to level them though.
They feel quite slow as it is. I've been using a chainsaw as my primary weapon and only leveled it up once organically. I've been relying on points mainly.

Not changed his sales, they are still in his loot lists currently. He does restock daily though so good to keep checking back.
Okay, just bad luck then.

There are 5 foodgroups, meat, dairy, fruit, vegetables, grain. Each food type will increase one or more of these depending on what you used to make it. So a blueberry pie for example will increase both the fruit and the grain ones. I think for the debuffs side of things, I may see if I can reduce how quickly the timers tick down. I would ideally tie the survivor perk to the decrease rate as well but currently that's not possible to do. Maybe I need to do something with tickrate on the consume buffs, I'll have to adjust some things.
But how does eating a blueberry pie compare with eating a bunch of cornbread and blueberries? More complex food gives better fullness which prevents you from spamming it, but it feels like the foodgroup stats aren't scaled to take that into account.

 
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1.1

I don't mean to be rude or anything, did enjoy the bit of 1.0 I was playing. Any idea ( @mdf25 ) when 1.1 will hit the stable branch of the mod launcher? Waiting until then to give this mod another go.

Also, if there's been any major changes to the class system, can the 'Specializations: What they do' subsection be updated, too? I like that the individual animal meats have returned, I liked having that in the older builds of the Vanilla game.

 
I started a new game last night. Is workbench perk really supposed to be level 60?

 
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I think some seeds will always be bad no matter how you try to sort them out, but if more people feel RWG is too extreme, I can adjust it a little bit :) You should be able to find flat land eventually, I've always found some after some exploration in ones I've used but it could just be I had good seeds :)
The older version had steep cliffs as well and I liked it a lot, it made for very beautiful terrain. I feel it has become more extreme, but I found an even better seed now, random. If you have any seed name suggestions, that would be awesome though, because what I don't like is to know most of the map before I start playing because I flew up to check if the terrain is fine lol.

But how does eating a blueberry pie compare with eating a bunch of cornbread and blueberries? More complex food gives better fullness which prevents you from spamming it, but it feels like the foodgroup stats aren't scaled to take that into account.
This really is a bit problematic, especially if the survivalist and camel skills combined with some class bonus make it even harder. But fortunately the player does have some ways to counter this, specifically steroids and painkillers (though I'm not sure if anything about this recently changed, because it was discussion topic before). It also helps, if you're using only meat/grain/fruit food, as dairy and vegetables both can be kept up really easy by drinking soya milk. If you already have enough wellness, there's really not much point in eating "good" foods, because you can keep up the buffs a lot easier, if you just stuff your face with raw blueberries and corn.

I started a new game last night. Is workbench perk really supposed to be level 60?
Don't worry! While it's true that you get the workbench, forge and chemistry station recipes pretty late, crafting isn't your only option. Traders can sell workbenches and forges and their poi often comes with working versions. If you happen to find a workbench or chemistry station outside of a trader in the wild, that's awesome. You can use them, but even better, you can place a land claim block and steal them. So yeah, you may have to wait for level 60 to build your own, but it's not the first one you'll be using (it CAN'T be, you need to find one to craft one ^^).

 
I don't mean to be rude or anything, did enjoy the bit of 1.0 I was playing. Any idea ( @mdf25 ) when 1.1 will hit the stable branch of the mod launcher? Waiting until then to give this mod another go.
Also, if there's been any major changes to the class system, can the 'Specializations: What they do' subsection be updated, too? I like that the individual animal meats have returned, I liked having that in the older builds of the Vanilla game.
1.1 will drop when it's ready, after I have made fixes in devbranch based on feedback I get here in the forums :) I am working on it bit by bit, day by day, outside of my usual fulltime job and youtube commitments :)

And when 1.1 is out I will update it - I see no point just yet since things change a little bit each time.

- - - Updated - - -

I started a new game last night. Is workbench perk really supposed to be level 60?
Indeed - if you think about it, the workbench is actually quite a powerful station, since it allows you a secondary crafting queue and to combine items to get higher quality ones. However you are still able to go and find one, as they do spawn in the world. Whether they are working or not depends on luck :)

 
The older version had steep cliffs as well and I liked it a lot, it made for very beautiful terrain. I feel it has become more extreme, but I found an even better seed now, random. If you have any seed name suggestions, that would be awesome though, because what I don't like is to know most of the map before I start playing because I flew up to check if the terrain is fine lol.
I used random numbers as seeds... Things like TestGen1, TestGen2, etc were my basic choices when making random maps. I think the map will have good spots and not so good spots as well, so you may see in your current world the same things you saw in your world where there was lots of lakes and things :)

This really is a bit problematic, especially if the survivalist and camel skills combined with some class bonus make it even harder. But fortunately the player does have some ways to counter this, specifically steroids and painkillers (though I'm not sure if anything about this recently changed, because it was discussion topic before). It also helps, if you're using only meat/grain/fruit food, as dairy and vegetables both can be kept up really easy by drinking soya milk. If you already have enough wellness, there's really not much point in eating "good" foods, because you can keep up the buffs a lot easier, if you just stuff your face with raw blueberries and corn.
I will have to have a look into this a bit more. I can try to increase the amount given for the better foods a bit and see if that helps, and maybe balance them for recipe costs as well. Food does need a bit of work still as it's a very early prototype of the wellness system changes, but even Vanilla has the problem of recipes not matching in fullness to what it takes to make the food you use. I think if I can get that balanced out, that would better help you use whatever food you wanted for the buffs to raise wellness up.

The other problem is that the fullness on paper and the fullness you get in game are actually different - since +1 fullness sometimes ends up being +2 which makes things harder to balance.

Maybe best thing is to make it so that fullness works by simply adding fullness and hydration values of base foods / base cooked foods. So if one egg gives you +3 and one meat gives you +5, a bacon and eggs should give you +11 since it uses 2 eggs and one meat in the recipe.

Then I can do the same with the gains, but scaled down a bit. So if one meat gives you +5, it gives you a +2 to your Meats levels. Eggs kinda fall under meats as well, so 1 egg would give you +1 each. So a bacon and eggs would give you a +4 to your meats overall. Something like that.

The other thing I could do is increase the maximum level of the food variables. Currently you start at 0 and it works like this:

Between -50 and -40: Debuff for that food type

Between -40 and +40: No change

Between +40 and +50: Buff for that food type.

Maybe I could increase the maximum to +100 and have the buff apply when you are over 60, so you initially have to make more effort to get it, but later on you have a larger buffer. I could also tweak fullness and hydration to not have a 'saturating' effect, as if you are at 99% fullness and eat a meat stew, you'll be at 100% for a good while. So capping the saturation to say +110 may help a little bit.

Alternatively I could make it so that between -50 and 0 the tickrate of the metabolizing buff (that makes the counter drop) is about 1/3 or 1/4, so you don't get the debuffs as quickly and it's easier to avoid. This is also very possible :D

I could also allow you to craft supplements, which would increase by say +10 to a food type. Like a vitamin, almost, but it could be a 'protein supplement' for example to give you +10 to meats - or just vitamins A B C D E for simplicity sake. These wouldn't require hunger to use but having too many could cause an overdosed debuff, so should be used in a pinch.

 
I think it's fine to make the buffs harder to get. It's a good incentive to take classes like culinary, farmer, and hunter to really get the most out of food. But you shouldn't have to worry about the debuffs unless you're really neglecting a foodgroup. I'd probably do something like:

Between -50 and -48: Debuff for that food type

Between -48 and +80: No change

Between +80 and +100: Buff for that food type.

So you really have to work for the buffs, but can escape the debuffs with minimal effort as long as you actually have foods on hand.

(And maybe the tasty food from culinary could give you a hidden buff that slows the decay rate?)

 
1.1 will drop when it's ready, after I have made fixes in devbranch based on feedback I get here in the forums :) I am working on it bit by bit, day by day, outside of my usual fulltime job and youtube commitments :)
And when 1.1 is out I will update it - I see no point just yet since things change a little bit each time.
Appreciate the info, thanks for that.

 
DevBranch Updated!
It's here, enjoy, start a new world, enjoy the secrets...
I appreciate the updates!

Query: What changes are there in the last one? Because I did not understand well.

Thank you very much for the interface! :)

 
mdf25 .. Good day

Well, I tried DevBranch .. I spawned twice in the bottom of a valley .. surround by super high mountains that I barely got out of and 1st time _ then died .. I think the safe timer ran out. But on the second try I did make it to a town really near by and died as I was going into a Overly spawned house 12 z's is a bit much .. or maybe it was just a bad load.

I don't mind the line of sight .. but spawn rate needs adjustment. … the Old Gamer .. :02.47-tranquillity:

 
mdf25 .. Good day
Well, I tried DevBranch .. I spawned twice in the bottom of a valley .. surround by super high mountains that I barely got out of and 1st time _ then died .. I think the safe timer ran out. But on the second try I did make it to a town really near by and died as I was going into a Overly spawned house 12 z's is a bit much .. or maybe it was just a bad load.

I don't mind the line of sight .. but spawn rate needs adjustment. … the Old Gamer .. :02.47-tranquillity:
Greetings :D

Glad you had a go on Dev, yup sometimes you will spawn along some mountains or in a valley. Best thing to do is get out of there ASAP after you get your axe, club and some arrows. I think you got zombies as you moved outside of the safe area before the timer ticked over as you were trying to get out of the valley.

Spawn rate has been increased a bit to allow for faster level up by zombie killing. Prefabs generally contain more zombies now, though I think the 12 may be a rare exception to the spawning. It is a lot harder to sneak up on the sleepers now since they hear you a lot more readily, but it's still possible. I'll have a look at reducing it slightly for smaller POIs :)

 
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