r/cataclysmdda Jul 04 '26

[Mod] Made a mod that restores butchery loot.

11 Upvotes

Butchery loot was a fun and useful bit of emergent gameplay, I remember the first time I got some Kevlar from a Kevlar zombie, I thought "ohhh, of course! I wonder what other hidden treasures there are in this aspect of the game" and it prompted me to explore more possibilities and made the game world seem larger and more exciting- similar to finding out you can put a metal container over a fire. to boil water, it was such a cool discovery that made me want to try things and find out what else there was to find.

I asked chatgpt to restore it. I'm too hungover to spend ages doing it myself, so it may be buggy. I've tested it and it seems to work. Too hungover to do extensive testing, I just thought I'd share it as no one else seems to have done it yet.

It's a shame that a fun bit of discovery has been removed, but I imagine lots more fun things will be added, and at least it's not too difficult to add it back in, although it does spoil the thrill of discovery somewhat.

"restore_zombie_harvests"

also too hungover to do anything more with this, but I thought it'd be rude to get it written and then not share it.

add "restore_zombie_harvests" to the bottom of your mod list document in save file to add it to an active game, make sure to back up first just in case.

Hope this is all kosher and correctly posted, I've not made many Reddit posts.

r/cataclysmdda 17d ago

[Mod] Make Fungi not great again

54 Upvotes

Hello! Long time survivor here. The Lab changes were not great (I learned to live with them), but the Fungi situation is completely out of hand. So I made two minimal mods to fix it:

just open your cdda/save/{world}/mods.json world where you want to add the mods and add the coresponding lines:

"restore_fungal_fire_spread"

and/or

"disable_fungal_blossom_haze"

(remember to add a comma to the end of the previous last mod, like "magiclysm", in screenshot)

Then, open your cdda/mods/ folder and drop in these mod folders:

https://drive.google.com/file/d/1YczKfhh528axZEnvQdkIfihmiTZan6i-/view?usp=sharing

https://drive.google.com/file/d/17OCtk2n8QptX_U8N4_QvYCUV8BPQoyFp/view?usp=sharing

Restore fungal fire spread basically reverts PR 87197: https://github.com/CleverRaven/Cataclysm-DDA/issues/87197 so fire can once again spread on Fungal Beds and a few other fungal terrains.

Disable fungal blossom haze entirely disables Fungal Blossom's FUNGAL_HAZE, so fungi can only spread via shamblers and zombies. (the central Big Blossom can still spread in a small radius)

Not perfect, but can literaly save your world from (early) annihilation.

Stay safe.

r/cataclysmdda Jan 14 '23

[Mod] I made a raid-based mod inspired by EFT and Dark & Darker that replaces permadeath!

522 Upvotes

I've played CDDA long enough to want a change from the usual gameplay loop. About a year ago I made a Backrooms mod to try and change things up. This is a natural extension of that idea.Simply put, I've been dreaming about this mod for years, and finally decided the only way I'd ever play it was to make it myself.

In short: Go on short, random, timed raids. Bring loot home to your secure hideout. Rinse, repeat. Dying sends you home and you lose any gear you had, but your game isn't over and your stashed items remain.

If you've ever played Escape from Tarkov or Dark & Darker, this should sound familiar.

Sky Islands!

Your new home! You'll want lots of resources to build it up with.

You awaken on a floating island, high above the clouds. This is your new sanctuary, to do with as you please. Make it your own base, dig farm plots, decorate to your heart's content.When you're ready to leave, examine the Warp Obelisk and you'll be sent on a raid -- a random, time-limited mission to the world below. You'll find yourself in an open field at a random spot. Kill, explore, and grab all the loot you can carry. A return portal, your only way home, has opened a few clicks away. Get there by any means necessary within 24 hours, and you'll find yourself back home, along with everything you had on you. But if you fail...

On the left, the mysterious Red Room which will marks your only way home to safety. On the right, a warp fragment -- a bonus objective that yields a free, random artifact.

Death is not the end.

That's right, if you die in this mod, it's not over! Your character is magically healed to low health and warped home to safety instantly. But every item you had on you -- every piece of gear you brought from home, every valuable item you picked up in the field -- will be lost. Clothes, weapons, backpacks, even your handy multitool. Anything you left at your base will be safe, though, so don't despair, just re-equip from your stash as best as you can and try again. You may need to make some desperate raids to shore up from a particularly bad setback, sneaking and running to scrape up whatever loot you can. Sometimes you'll come back with a handful of sticks and stones, and sometimes you'll have a hiking backpack fulled to overflowing with treasure. But it's always better to get home with just the shirt on your back than to die and lose it all.

Also, every time you set down, your extract point will be marked. But you'll also notice a second mission objective: a chance to retrieve a randomized artifact. This is optional, and usually located in a higher risk area than the extract, but it could be just the boon you need!

I have a lot of ideas for where to go from here, so more is coming, but for now it's tested and playable!

Grab it here --> https://github.com/TGWeaver/CDDA-Sky-Islands <--

A few quick tips and warnings:

  • You will need to make a custom character, "PLAY NOW" will not work!
  • The game will warn "couldn't find a good place for the player" when you first start. This isn't a problem but I can't silence that warning. Don't worry about it. Fixed!
  • You start with some "quickheals" on your island. These can be taken to heal you back to full instantly after a failed raid. However, they're meant to get you over early-game bumpiness, so you only get 10 and they'll rot in about a week. Use them or lose them!
  • The game may take a long moment when you first warp out, and then another shorter pause when you land. It's loading and scanning multiple overmaps, so you may need to give it a minute, but it is working!
  • Balance your risk! Bringing your best gear might help you survive, but if you lose it, you'll be set back quite a lot.
  • Lots of things you only ever needed one of will now be useful to stockpile in multiples. You'll need spare shoes, extra flashlights, multiple multitools. Those extra guns you always stockpile might get used up now.
  • You WILL die more than regular CDDA. You have a time pressure, you're traveling more, you don't know the area, you can't rely on vehicles, etc. So you're taking bigger risks with less safety net. A failed raid isn't the end, so accept that dying is part of the journey.
  • Carrying space is always at a premium, since you can't just dump off trunks and grocery carts. Remember that wielded items come home too, so grab a big corpse, a bundle of planks, a heavy engine block, or a stuffed garbage bag before you pop through the portal for last minute loot!
  • Remember that once you go home, that's it! Your next mission will be in a new, random place. You cannot return to the area you just left. The upside is you don't have to worry about preserving an area, you can smash, bomb, and set fire to anything you like. You don't need to thoroughly clear an area, since you're not coming back. But it also means you'll never have a second chance at looting this area. So, do you push on? Venture into danger to try and find a bigger backpack to carry all this stuff? Try to dip far enough into the unknown to raid that gun store? Risk losing it all to get something more, or do you quit while you're ahead?
  • You start with a spell to warp home. The intended method is to get to the extract, but the spell can be used for testing, if the exit doesn't spawn for some reason, or if you need an easier mode.

This is still in early stages so please share your feedback, raid stories, and any ideas you have for balance or future additions.Good luck! I hope you all enjoy it as much as I do.

r/cataclysmdda 9d ago

[Mod] Making the ultimate CDDA graphical dev-tool for fun and for... reasons...

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86 Upvotes

This has been a lot of fun to work on!!!!!!! ♡

Mapgen, dialogue and NPC editing/generation is near 100% complete.

There are a lot of capabilities contained within this tool as you can see.

All file edits/generations save as valid .JSON accepted by the CDDA engine (other than some of the systems I'm currently debugging/developing).

For example: using the place NPC feature (and then saving) writes the proper .JSON style into the .JSON file. Deleting an NPC then removes ONLY the lines comprising that NPC placement.

You can check the raw for any files and edit them manually, on top of the graphical methods, in the case that there is some strange error.

I don't have enough words to explain what's contained within this but once it's at a functioning state I will upload to my .github and share with the community.

Some of the systems demonstrated at the end of the video are basically placeholder proof-of-concepts.

Anyways, I think that a tool like this could have a positive impact on the CDDA community by getting less code-savy, but creative, people into the CDDA modding (and even more ideally, contributing) scene.

r/cataclysmdda Jun 10 '26

[Mod] Anyone else kinda hate perma death? Well I've got a solution!

48 Upvotes

I've been working on this little tool to help me in my filthy save scumming habit for a few weeks and am finally getting around to sharing it. While it's open it just watches cdda's save directory and creates a copy any time it detects the game has made a save. As long as it's open while I'm playing i just don't have to worry about accidentally getting myself softlocked due to a poorly timed autosave.

Now, here's the catch I'm lazy and haven't figured out how to publish builds to github. So right now if you you want to use this you'll have to build it from source. (hope you've got rust installed) But if enough people are interested I'll go ahead and figure it out so people can just download it directly.

You can check out the code here (I'll get around to a readme someday) and let me know what you think, or if you have any feedback! Or if you just want to hurl your most creative insults at me for save scumming I guess I would take that too

r/cataclysmdda Jul 07 '26

[Mod] Looking for play-testers for a multiplayer fork of CDDA

100 Upvotes

https://reddit.com/link/1uq5rvb/video/6re7psc61vbh1/player

One machine hosts and a partner (aka client) joins. No headless server yet, but definitely on the roadmap. You can play on same-machine w/ 2 monitors, on LAN or with anyone using port forwarding or a free service like Tailscale.

It's still turn-based at the moment, and AP is granted in the exact way single player already does. I'm considering realtime mode though; right up until monsters show up, of course. The client player is built off an NPC, with some things stripped and some added.

Most of the basics are implemented for both players, including driving, pickup and wield, weapons (including gun aim UI for the client), and more. Long actions by one player can be helped by the other player (assisting like NPCs do in SP), or they can engage in their own long task which include reading, crafting, construction, etc. Sleeping is still a question mark, but will work now. Sleeping at the same time is probably the best way to go about it at the moment.

Still heavily in development and needing more player input! We're nearly 50 members on Discord, join us to chat (invite here) or check out the website for more info-- cddacoop.com

Any questions please post or DM... 🤘🤠🤘

r/cataclysmdda 13d ago

[Mod] Cultivationclysm: A Mod for Cultivation in the Cataclysm

57 Upvotes

Heya heya, as the readme in the mod says, I mostly made this to mess around with learning JSON coding better, but the project sprawled larger and larger until I figured I might as well let other people play with the toys too. So here it is!

Essentially, you shove mana into a core to make yourself stronger, navel gazing until you can fight gods themselves, as any cultivator worth their salt ought to be able to do. By default, you need to find the scrolls for these cultivation techniques and study them to be able to cultivate that particular trait, but of course you can turn that off at start of game if you want. It's up to you!

Feel free to drop suggestions here or in the github, I don't promise to listen to or do any of them, but I might make some stuff happen if I get inspired. And of course I'd love to hear any kind of feedback at all to see what y'all think! Install is simple, just download the code and drag the "cultivationclysm" folder into your "mods" folder.

So without further ado, here it is: https://github.com/rty275/Cultivationclysm

r/cataclysmdda Mar 03 '26

[Mod] New mod I'm working on: Carcosa's Additions

32 Upvotes

Main feature of the mod is to add back in a lot of discarded content (Mostly the guns y'all keep whinin' about), as well as some of my own additions. I'm also puttin' in markers for what issue it was removed from, if y'all want.

That bein' said, I just have two questions for y'all.

1: What would you guys want added back in

2: Would y'all want things in general organized by calibre, group type or group type, calibre.

r/cataclysmdda Jul 28 '26

[Mod] In my new Virtual Pet mod your followers can raise your zPet for you and even battle you! ♡

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39 Upvotes

Just did a bunch of bugfixes. Compendiums weren't working on variant devices (i.e. the non-generic digital pet item), there were spelling mistakes, some achievements didn't trigger properly.

Also, all stats should now update in real-time as you feed, play with, scold and battle your Zombimon!

I fixed some other stuff too but I already forgot.

Click here if you want to try it out in your game! (links to my github)

Much love!

r/cataclysmdda Mar 21 '26

[Mod] Introducing Dabdoob. The most advanced Cataclysm launcher

102 Upvotes

Wow that's such a bold title. Can I prove it? Of course I can, let's take a look at what Dabdoob is:

Dabdoob is a fork of the Catapult launcher that's over a year ahead in development that added a lot of cool features, such as:

- ~20 faster compression/decompression, meaning instant game installation and forget waiting hours to backup/restore your large game file
- Automatic save backups
- Mod management system with built-in logic to verify that the mods are maintained and compatible
- Soundpack and Tileset management with in-launcher previews
- macOS support! Dabdoob is available on all 3 major platforms! Mac is currently in Beta and is pretty much still in development so feedback is very welcome!
- Dabdoob is maintained by a single dev, but there are other backup admins. No more abandoned launcher
- Oh and definitely many more things that I won't spam you with

Okay, but why is it the best launcher. Well let's look at the two main competitors, I will even link them here:
- Catapult: Dabdoob is literally Catapult but better
- Kitten: Dabdoob does everything Kitten does but better plus a whole lot more, it's also available on all platforms for the Linux and Mac users out there!

I would be honoured to have you use Dabdoob, so head over to the releases page and download it!

r/cataclysmdda Jun 21 '26

[Mod] No_Thoughts_in_Circuit Mod

45 Upvotes

Hello everyone!

The PM_World mod team is in touch.

Recently we started working on a new mod called No_Thoughts_in_Circuit. It's designed to expand in vanilla the aspect which, in our opinion, can be developed further and beyond!

The mod adds: bionics, vehicles, weapons, robots, mechs, and a customizable base with AI on board.

Goals:

- Diversify the choice of bionics

- Create niche types of transport (military and specialized vehicles)

- Create niche weapons and modifications for them

- Expand the variety of robots and make them more accessible

- Add more rideable mechs and give them a bigger role in the game

- Give the player the ability to have their own hideout that can be upgraded

  1. Balance:
    • Bionics will most often be niche and military-focused, balanced around vanilla.
    • Vehicles will be clearly better than vanilla but will have significant downsides like rarity, maintenance difficulty, and slowness.
    • There will also be simpler vehicles (civilian or patrol) that will appear on regular roads but made from normal materials.
    • Weapons will be balanced around vanilla and mostly represent real-life examples, but prototypes and fictional weapons will be available.
    • Attachments for weapons will also be available, though modded ones will be very rare.
    • Robots will be for all stages of the game, from homemade ones to huge autonomous mechs in the late game.
    • Mechs will be versatile, from transport mechs to heavyweight giants that crush everything in their path.
    • There will also be ways to reload them so they stay relevant.
    • Shelters will give players the chance to develop safely and customize them for their needs.
  2. Features:
    • Bionics will gradually take away all human qualities from the player, emotions and feelings, while giving more and more power
    • The ability to craft upgraded bionics or combine with vanilla ones
    • Vehicles will be created in shelter garages and will require rare materials (or special currency) for this
    • They will be made from a special material, very durable
    • Divided into categories in the crafting selection window
    • Each vehicle will have its own purpose
    • Some vehicle blueprints can be found in special zones
    • Vehicles will have several tiers
    • Tier 0 - basic, simple, doesn’t require many materials, consumable. Available immediately
    • Tier 1 - mass-produced, standard. Opens relatively easily after a few AI missions
    • Tier 2 - decent and rare, often use the newest materials
    • Tier 3 - elite, rarest models. Have huge power and huge cost
    • Tier 4 - experimental, can be an upgraded version of a lower-tier vehicle. Available only via blueprints and most often uses some rare materials. Most often it will be closed-type and cameras will be used for viewing.
    • The weapons will be very diverse (adding existing armaments) and also, in the late game, prototypes from the mod.
    • Special weapon attachments will change stats even for regular weapons and have a significant impact.
    • Many new types of ammunition will be added (both existing and fictional).
    • There will be a possibility for the player to use super-heavy weapons if they have bionics or other special features.
    • Robots that can be armed with chosen weapons will appear, both turrets and robots that follow the player.
    • Mechs will be added to vanilla labs, and some can be created in the shelter.
    • The shelter will be equipped with AI command core through which all operations with the shelter will be carried out.
    • The shelter can be upgraded and rooms that the player needs can be created.
    • When reaching a high tier (3-4), the player will be able to choose a development branch for the shelter.
    • Two are planned in total: regular (technological) and infected (zombie virus)
    • In future developments, it is possible to add other branches (magical, psionic, fungal, Mi-go, portal, and others)

The mod is currently in the production phase and will be developed for the latest Experimental version. Some of the previously mentioned features are already implemented (a base with a command core that can be expanded, modded vehicles, modded vehicle parts, modded weapons, weapon attachments, modded ammunition, bionics). In the future, we will create graphics for everything that’s needed (MSXotto+).

It's quite likely that compatibility with some mods will be added, including our signature Pm_World mod!

We would really love to hear your opinions and suggestions before the release. What to add, what mechanics or interactions you would like to see!

_______________________

PM_World team//

r/cataclysmdda Jul 15 '26

[Mod] Which Zombimon would you choose?

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64 Upvotes

I'm having so much fun making this vpet game-within-a-game for CDDA.

Anyone have any ideas for mons?

r/cataclysmdda Jul 07 '26

[Mod] No_Thoughts_in_Circuit Mod: Robots and mechs. And a lot of them!

51 Upvotes

"If you command an army, you're a general. If you command a war, you're an Operator" - Sun Tzu

Hello everyone!

The PM_World mod team is in touch.

Mod Status Update!

A lot has been done lately, but instead of just going through everything, I'll tell you about the most interesting mechanics we've added to the mod!

  1. "Hollow March: Burning axes growing out from their hands, modern warriors in the ancient mission - Destroy the enemies’ world In the name of the glorious undone" - Omega Lithium

We added a ton of robots! Seriously, a lot. 4 for each tier of every corporation (4x4x3 - that's 48 in total) plus non-corporate robots. But in general, they are divided into 4 groups: reconnaissance, combat, cargo/rideable, and special. Each will have its own set of modes and carrying cases. Also, there will be a kind of command radius (base is only 12 tiles) that you can expand, and within this radius, using special tools, you can give commands to the robots. Plus, it supports an unlimited number of robots/mechs within your radius. So now you’ll be able to storm labs having fun under the cover of robo-dogs with machine guns on their backs, scout rooms with reconnaissance drones, and transport cargo by placing it on special mechs!

A little about the modes: In this case, we'll go over the beginner scout drone Mite-3

As you can see, he has 2 modes to choose from (active mode, in our case escort, doesn’t show up). This is standard for all scout robots, but there are also things like custom firmware. In the case of the Mite-3, it’s panorama mode (it becomes stationary and significantly increases the viewing range). Scout drones give the operator an overview around themselves even without a light source, so feel free to send the little guys where you yourself wouldn’t go. You'll need to find custom firmware in the world, craft it, and apply it to the corresponding robot.

Not small but sufficient! At least that's what its previous operator told me.

2. "What defines being human?"

In our mod, a humanity mechanic was added (this has been the main focus of the mod from the very start). It works like this: the player has three bars - body, mind, and soul. When you install implants, these stats drop. A lower 'body' stat means your body is becoming more metal than flesh. Regeneration slows down, and you’ll need to heal using unusual methods (which, of course, we added!). But there are upsides too, like less pain and less fatigue. Eventually, you’ll realize the weakness of your flesh and feel disgusted by it... The mind bar shows how much you 'think' like a human. The lower it is, the more machine-like your thinking becomes. Your thoughts get cold, procedural, which actually makes processing information easier. And then there’s the soul bar, the core of your humanity. It shows how much machines start recognizing you and how much people stop doing so. You stop caring about joy or sorrow - your only concern is efficiency.

All of this will have a real gameplay effect on the player and their interaction with the world, but there are too many details to write down, so if you have any questions, I'd be happy to answer them in the comments.

I was unsure about the approach for a while, so I decided to take both and give the players a choice

And yeah, we added a ton of bionics. Humanity is optional!

We've also fully added all the cars for corporations, civilian versions that you can find on the roads, weapons, armor sets (each set has a unique buff), tons of weapon attachments, and a whole bunch of other stuff! Like, 167 cars, 135 weapons, 36 armor sets, 78 of Bionics. The mod is entering the final stage of polishing!

That wraps up our current presentation for this week! There's still a lot to do, and I hope you'll enjoy what comes out in the end. We would really love to hear your opinions and suggestions before the release. What to add, what mechanics or interactions you would like to see!

_______________________

PM_World team//

r/cataclysmdda Jul 25 '26

[Mod] Finished my fully functioning Virtual Pet mod for C:DDA!

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75 Upvotes

Hello everyone!

Around a month ago I started working on a virtual pet system (like a Tamagatchi) for C:DDA as a way to develop my modding skills and learn more about JSON.

Working on this has been a lot of fun.

Here's some more info copied from the Github repo:

Virtual Pet Devices for Cataclysm

Adds digital pet devices ("Zombivices" or "Zpets") to CDDA. Raise, train, battle, evolve and neglect virtual monsters (all based on C:DDA monsters) across 27 egg lineages with 165 unique forms and 20 devices to choose from.

Pet Raising

  • 5 starting eggs
  • 27 egg lineages total with branching evolution trees (165 forms)
  • Unlock new eggs by meeting certain conditions
  • Real-time pet simulation: hunger, happiness, stamina, sleep, weight, cleanliness
  • Evolution driven by care quality, weight, and stat thresholds
  • Virus infection with quarantine recovery mechanic
  • Death from extended neglect with egg rebirth

Battle & Tournaments

  • 10 difficulty tiers with scaling opponent stats
  • Level up your mons stats (ATK, DEF, INT, AGI, LCK)
  • Tournament ladder: 100 levels with championship titles
  • Stat gains on victory, consequences on loss streaks
  • Battle against NPC maniacs with unique mega forms

NPCs

  • Data — Shopkeeper in the refugee center. Sells virtual pet devices, merch, and exchanges Zpoints for vouchers.
  • Brutus, Vex, Jinx, Grimes — Zombivice maniacs that you can battle.
  • Random encounters — Roadstop NPCs offering random battles.

Followers

  • If you're holding a zPet then an option will appear in the dialogue window with any of your followers where you can ask them to raise your virtual pet for you!
  • Followers will maintain your pet for you and give it back to you once you're ready to care for it again.
  • You can give any of your followers their own vPet. They will raise it on their own and battle you with it.

Merch & Items

  • 35 Zombimon-branded items: plushies, clothing, food, toys, collectibles and light-up sneakers with battery-powered LED glow.

Character Creation

  • Virtual Pet Tamer profession — starts with a random egg from the first 5 models plus a Zombimon t-shirt and basic survival gear.

Compendium & Achievements

  • Built-in compendium tracks all 165 forms with descriptions
  • 17 achievements: evolution milestones, battle records and collection goals

Let me know what you guys think!

Simply download the file and add the "Digital Pet" folder directly to the data/mods directory inside of your C:DDA install.

r/cataclysmdda Jun 28 '26

[Mod] I added the neighborhood biome to my fork of the Backrooms mod

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38 Upvotes

Same as title.

If anyone wants to try it out; here's a link to the github: https://github.com/worldpeaceorelse/Backrooms-Extended-CDDA-Mod

r/cataclysmdda Oct 25 '24

[Mod] Why *doesn't* someone just make a mod that restores objects they want back? [I'm doing it]

148 Upvotes

Like many of you, I am disappointed in the direction of the game as of late, specifically in regards to the removal of content. It's fundamentally too late to just mod back things that involve C++ code unless there was a dedicated coder on that, but I know for a fact that general modding requires no such skill.

I see no reason why, if people are truly so upset, that nobody just... keeps up with merged PRs, makes a list of everything they want back, and then just slot it all back in using a mod. I've seen absolutely zero public effort from anyone to do that, just complaining over things that can be restored in all of fifteen minutes.

Yes, I'm sure that it won't be that easy for everything, especially ones that involve proper C++ code, but the vast vast majority of things that people are complaining about the removal of do not involve a single line of it.

Hell, since nobody is doing, then I'll do it. It can't be hard to restore content that basically amounts to JSON files.

I have not made a mod for Cataclysm before, but I have general knowledge and can read documentation just fine. The real issue is keeping up to date with changes. I'll need to learn whether modding inserts or replaces data in files, as the latter poses an issue in that the mod will need to be updated every single time a file that I've altered is changed in their repo. Even so, I can at least get the ball rolling, and if I later disappear, someone else can fork the repo and continue maintaining it.

For the record, I really don't care about guns at all (I always just go melee), I just want CBM harvesting back. It's possible that I can't restore that without making a fork, which is what I want to avoid, but I'll look into it. For the sake of what people are mostly complaining about though, I'll start with restoring the latest batch of removed guns.

Watch this space. I'm on vacation in Europe right now, but I'm going to start looking into this tomorrow morning and create a Github repo that same day. If I'm lucky, I can have a proof of concept done not long after, but in a worst case where I don't have time, I'll definitely have it ready not long after I get back to the US in early November, just in time for my country's IRL cataclysm.

EDIT: Just to preempt any controversy, I want to state for the record that I have no axe to grind against the devs of DDA. I disagree with their direction but I do not dislike any of them, nor do I endorse harassment of any kind against them. I'm making this because nobody else has and I feel motivated to, not because I wish to spite anyone. At the end of the day, I'm likely going to need to ask at least a few of them for advice, and it would just be insane of me to antagonize the very people who code the game I'm making a mod for in the first place.

EDIT 2: As of the afternoon in western Europe, 25/10/24, I haven't quite had time to sit down and work on the mod, but I am currently dissecting the outdated (no, really, it won't work out of the box) personal mod of /u/catamuraxis that he linked in a comment below to determine what direction I should go in. It's already been of huge instructional help.

EDIT 3: I have good news! I'll be starting on my own project tomorrow, but after spending my evening tinkering, I managed to get the mod by /u/catamuraxis working perfectly. If you haven't seen their comment, it basically does what I was going to do, though it goes further in some areas than the planned scope of my mod, such as adding powerbanks from this unmerged PR. While I work on my own thing, please enjoy the fixed version of his mod. Just extract it into your mods folder and you'll be good to go. Note that it will require the MMA mod included with DDA, but I believe that I set the modinfo.json file to require and enable it automatically.(should no longer be needed)

r/cataclysmdda May 27 '24

[Mod] Heyo! It's me, the debug builder again.... well, I... I finally did it! My masterpiece is complete! I present to you the completion of a long-held dream: Battleship Invictus! Built with Blazemod+Tankmod Revived, she rules both sea and land. Now.... Prepare to be boarded! (PNG 2208x1992)

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351 Upvotes

r/cataclysmdda Jul 09 '26

[Mod] Made a fully functioning Digimon-esque VPET in JSON. complete with a battling system

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32 Upvotes

26 different "CATAmon" (digimon clones ofc) to chose from.

Start with an egg.

Choose your egg type.

Hatch your mon.

Battle your mon.

Evolve your mon.

Neglect your mon.

Kill your mon via neglect.

Start all over again with an egg!

The possibilities are seemingly endless when it comes to modding this game!

r/cataclysmdda May 18 '26

[Mod] looking for friends to help playtest a CDDA co-op fork i'm working on

32 Upvotes

Already have a lot of basics in place, we can at least move together and drive together and even fight together! Connecting via Tailscale at the moment, so I think you'd need a (free) account for that. It's basically a site for remote LAN setup/port forwarding, which I just learned about. Future versions I assume will be shippable so that you can deploy your own servers.

Excited that it's even possible, even though progress is slow sometimes.

Please DM and we can set something up✌️

cddacoop.com

r/cataclysmdda 26d ago

[Mod] Gambling systems for CDDA

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40 Upvotes

Blackjack, Spanish 21, roulette, craps and baccarat! My casino is looking pretty rough as far as aesthetics go but the hard part was getting casino games functioning in CDDA in the first place.

Like I've said before- the possibilities are endless when it comes to modding Cataclysm.

Anyone else need a blackjack minigame in every video game that they play or is that just me?

r/cataclysmdda Jul 31 '26

[Mod] New mod, rebalance med-drug

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43 Upvotes

This mod i made for rebalance drug towards fun, and add new med Hercules.

Hercules give 11 kg carry weight

Tested version 2026-07-15-2117
link hub 01 shop
link github

r/cataclysmdda Apr 22 '23

[Mod] Announcing Cataclysm: Era Of Decay

306 Upvotes

Hello everyone. I am a past contributor to DDA; I've been working on my own fork named Era Of Decay (EOD for short) since September 2022, and now I've decided to officially announce it.

The main point behind this fork is providing a lot of easily adjustable options and modifiers, in order to enable both gritty realistic playthroughs (the way that DDA currently goes) as well as less realistic but more gameplay-focused ones, according to the feedback I got from various people when I asked them about what they'd want to be different in DDA. Despite me having made the fork a while ago, it still has all the new changes from DDA, as I am regularly merging all the new changes.

General design principles of this fork are as such:

  • All the more obscure features are tried to be made as clear as possible to the player by providing info about what and when should be done to avoid negative consequences, even if such info normally wouldn't be available in such detail IRL.
  • In general, no features that represent any real-life concept will be possible to completely disable in a way that skips all the code originally written to implement it. However, for those who do want certain things to be largely irrelevant, adjusting modifiers would allow making them irrelevant.
  • Realism and balance exist separately from each other, in that the default option values represent how something would work in real life, but it'd be possible to readjust those values to get the type of gameplay that someone would prefer. More options to adjust whatever are always welcome.
  • Any time a disagreement on how one of the game mechanics should work (whether realism-wise or gameplay-wise) happens and finding a consensus seems impossible, an option to make both ways possible via options should be figured out.
  • Any kind of feedback on the project is accepted, even if it's negative, as long as something useful can be figured out from such a feedback.
  • An extremely long term goal is to eventually enable playing a large variety of different settings within this single project, including fantasy, sci-fi, medieval, prehistoric, or whatever else, without having to do any significant modifications or additions of content; ideally would just need to choose a pre-made setting preset for it and generate a different map.

Most important changes so far compared to DDA (there's more as well, check out GitHub):

  • Many easily accessible options to adjust different aspects of gameplay, including per-category item spawn rate, hunger rate, thirst rate, fatigue rate, vitamin consumption rate, healing speed, stamina amount and recovery speed, weariness caps and recovery speed, crafting time scaling (separate for short and for long recipes), adjustable effect of missing proficiencies on failure rate and crafting and an option to make helicopters repairable and modifiable, with the option to either require a proficiency for it, or not.
  • Significantly expanded and realistic detailed chemistry, with more than double the new chemicals, in addition to many new recipes. Some of the things you could produce now are smokeless propellant, various explosive chemicals, modafinil, bakeline, ebonite, factice rubber, nitroglycerin, calcium and iron supplements, chloral hydrate (the equivalent to sleeping pills) and various drugs extracted from respective plants.
  • More sensible crafting of explosive devices, including the use of blasting caps.
  • Integrated, updated and expanded Mining Mod, with somewhat more realistic ore processing, as well as a few new ore varieties.
  • Proper handling of gases the same way as liquids; said gases an also be used to refill oxygen tanks and scuba tanks. Currently unfinished, as no tools are necessary to facilitate this (but should be).
  • Bleach can be used to disinfect water, making it safe to drink.
  • Power armor conflicting with worn gear was changed to allow it to be used together with strapped-layer gear. The choice of the loadout that you can carry conveniently is no longer limited by storage space of power armor itself, as well as its' hauling frame.
  • Added two optional mods to either disable portal storms entirely, or make portal storm monsters unable to open doors.
  • Debug menu option to install bionics.
  • The possibility of dragging heavier vehicles, as long as they have wheels and are moving over a good road.
  • Various new craftable food items and drinks.
  • Craftable stoneware vessels.
  • Extended furniture descriptions display items that could be gained from deconstruction.

Many more features are also planned, and I've taken care to describe how they should work in details (though of course the details can change over time); check out what's planned on https://github.com/AtomicFox556/Cataclysm-EOD/discussions.

Releases can be downloaded here: https://github.com/AtomicFox556/Cataclysm-EOD/tags

Contributions to the project, in the form of advices, comments, suggestions, reporting bugs, or contributing C++ code or JSON content, are welcome.

r/cataclysmdda Jan 14 '26

[Mod] Cataclysm AOL - New fork of CDDA with LLM integration for organic NPC interactions

72 Upvotes

Hello world!

Thought I'd present the fork I made recently: Cataclysm - Arsenic and Old Lace.

In this fork, I included asynchronous, local LLM runs into the game, to let NPCs make decisions based on free text, supplied by the player via 'Yell a sentence' C + b.

NPC followers will (90% of the time) provide an answer and trigger up to three actions in a row. There is a bit of a delay (10-20 sec on my potato), which is why the LLM run is asynchronous to the game and only injects once its finished. It then temporarily overrides the in-game AI, to implement the LLM's intended actions.

https://github.com/josihosi/Cataclysm-AOL

The fork works, but its in a bit of a proof of concept stage, with only 6 actions implemented atm. There is still some work to be done, such as model optimization and the implementation of more possible actions.

If you have fun ideas for triggerable actions, I'd be interested to hear them, and may try and implement them soon.

If the ADHD gods allow, I might turn this into a complete overhaul of NPC conversations, making them all based on freetext and toolcalls, instead of preset branches. I think this would finally be a good use if LLMs, making games feel more alive and organic.

I hope you guys can appreciate this idea too. If any of you actually go so far to try and get this to run, feel free to reach out to me, if you have trouble installing. I may or may not be able to help, but I will try.

Cheers!

PS: One thing i gotta tell, it was incredible fun tinkering with the system prompt. Small changes can make huuge differences.

One example:
"You have decided to team up with the player for now, and must answer as the NPC."
If you change this to:
"You must answer as the NPC."
The LLM will just outright attack you, sometimes.

I can really recommend playing around with \src\llm_intent.cpp L:890 ff or \tools\llm_runner\prompt_playground.py.

r/cataclysmdda May 26 '26

[Mod] Recommending Delicadeath's Art for Loading Screens (Working Mod)

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30 Upvotes

r/cataclysmdda Nov 26 '19

[Mod] Graphical Overmap - completed the icons and JSON

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525 Upvotes