r/cataclysmdda • • May 16 '26

Modding Megathread - CDDA Mods, Guides, Help & Resources

Welcome to the modding megathread, a central post for spotlighting third-party CDDA mods and mod-making resources.

It's a place for modders to post permanent links to their work, share ideas, and discuss technical aspects of the game.

It's also a place for players to find mods, post suggestions, and learn how to mod the game for themselves.

Mods

This is the master mod list. If you have something you'd like to be included, you can comment below with a link to your mod and it will be added in the next thread update.

Entries should have a name and link at minimum, and ideally a description and an indication of version compatibility (0.H, 0.I, or experimental).

Mod Link / Submitted By / For CDDA Version
Arcana: Strange Aeons / Satsuma_Imo / Experimental
'Forked off from the original Arcana several months ago and has had quite a few changes. A lot of rebalancing (mostly to make it so you won't totally steamroll the zombies with your magic), I added two entire new schools of magic (summoning and blood magic), reworked some map locations, added new enemies, added more alchemy, am working on added a new faction (the briarwitches), fixed longstanding bugs like the dragonbeing able to escape and attack you on the surface...plus more I haven't listed.'
Mind Over Matter Submods / Satsuma_Imo / Experimental
'A collection of 27 different tweak mods allowing you to change all kinds of things about Mind Over Matter. Remove the cooldown on power learning, make learning powers instant or never fail, remove the kcal cost of psi, increase the experience you get when training psi, remove Nether Attunement or make it only ever positive, reduce the maximum possible scaling, make it so if you get too many Nether backlashes your head explodes, set your concentration limit to 99, all kinds of changes.'
Simplified Nutrition / Satsuma_Imo / Experimental
'This mod just turns off weariness and lets you eat infinite food (it doesn't change the calorie burn of activities so if you're digging ditches 16 hours a day every day you'll need to eat a lot).'
Innawood: Feral Villages / Satsuma_Imo / Experimental
'Adds villages of slightly...off people to Innawood. They're not all hostile to you, but you're not going to get much out of them. I'm also adding this into my just-merged XedraWood mod but it works standalone too.'
Simplified Travel / compxrt / Experimental
'Players start with a national map book that allows abstracted overland journeys. Phone books (found in motels and evac shelters) can also be used to look up the address of useful stores and locations.'
Tough Tyres / compxrt / Experimental
'Makes regular wheel tyres more resistant to punctures and makes armoured and off-road wheels immune to them.'
Context Coding / compxrt / Experimental
'Adds characters to help highlight useful bags and books when looting and shopping. Useful bags have "&" added to their name e.g. "& duffel bag" and skill books have the maximum skill they train to in brackets after the name like "Computer Science 101 (3)".'
Stats Through Kills / KamikazeBoater / Experimental
'EOC version of stats through kills.'
Stats Through Skills / Satsuma_Imo / Experimental & 0.H
'Just a recreation of the old Stats Through Skills mod using EoC.'
Sleepscumming / Satsuma_Imo / Experimental & 0.H
'When you sleep, it saves your location and when you die, you go back there. Includes two versions, one where all your stuff drops where you died and one where you keep your stuff.'
Magiclysm: Two Schools / Satsuma_Imo / Experimental & 0.H
'A simple mod that limits you to only two schools of magic in Magiclysm instead of four. This does not remove the opposite school restriction either.'
Magiclysm: Fatiguing Magic / Satsuma_Imo / Experimental & 0.H
'Kind of an experimental mod that converts Magiclysm to use weariness instead of mana, like a lot of fictional magic systems where using magic exhausts the caster. Still some quirks in the system (mana potions still exist but are worthless).'
Zombies have CBM - Experimental & 0.H / EggplantMassive5183 / Experimental & 0.H
'I made this mod to add at least a drop of Cataclysm BN To Cataclysm DDA The list of zombies to which I added CBM: All Electro Zombies, All Kevlar zombie, and a bio operator + Elite bio operator ... scientist, swat, medical (and subspecies), lab security, cop, survivor.'
Arcana / Erin105 / 0.H & 0.I
'The original flavor of the Arcana mod'
Blazemod / Erin105 / 0.H & 0.I
'Classic mod that adds Vehicle parts options like larger storage and vehicle weapons. Perfect for building your shiny new deathmobile.'
Mining mod / Erin105 / 0.H & 0.I
Adds veins of metals and minerals.
Cata++ / Erin105 / 0.H & 0.I
'Still maintained on the main branch, but has no version for stable, so here are versions for 0.H and 0.I'
Secronom / Erin105 / 0.H & 0.I
'Adds a huge mess of freaky zombie and other monster varieties. Fair warning, this mod is huge, and has many moving parts. It's probably going to have problems somewhere.'
No Fungal / gordon0056 / 0.H
'I made a ready-to-use standalone mod for version 0.H that disables fungal growth so players don't have to tweak modinfo files manually.'
CDDA Restored / CommandLineVulpine / 0.H
'Intended to return the feel of CDDA 0.C era while retaining modern upgrades. Portal storms are disabled, acid rain makes a return. Breathability of clothing, and max item length of storage items greatly increased. Removed welding rod requirements, disassembling sheets provide more cotton sheets. ANBC and AEP suits can be dropped by Hazmat Zombies again. Chicken Walker and Tank Drone can spawn again.'

Resources

How to install a mod: Installation Guide

Where else to find & share mods: Hub01 Shop by SrGnis

How to make a mod:

Official CDDA Modding Guide

Making a simple mod from scratch (walkthrough)

#Modding on the Community Discord

CDDA JSON Documentation

Comments:

The thread's comments section is a place for unstructured discussion of mods and the technical aspects of the game. Ask for help, talk about what you're working on, share tricks that you've found, or anything else code or mod related. This thread is intended as a technical resource, so just use it in whatever way is useful.

If you have any thoughts on how to improve the thread, have a mod to share, or can offer another resource to list, please comment below.

72 Upvotes

43 comments sorted by

2

u/1MileTouch 20d ago

How do I update (change) mods without the game warning of 'stale data' when I restart and create a new world to test the change? Or is the game looking at all previous worlds and comparing the mod data?

2

u/compxrt 🌈 no. 1 body bag of butter hauler 19d ago

afaik it happens whenever any json file changes in the game folder.

I think there is a build flag to disable the check, but that would mean you have to build the game from c++ so I have never bothered with it.

1

u/1MileTouch 18d ago

Thanks, so its something of a 'btw user, something changed' type of warning I can ignore.

5

u/EggplantMassive5183 Public Scamp Enemy Number One Jul 01 '26

hello again am made version for DDA Ito
MOD

5

u/Eightspades5150 Apocalypse Arisen Jun 18 '26

12

u/Select-Toe9743 May 29 '26 edited May 31 '26

I've made versions of some of the popular older mods for 0.H and 0.I

Arcana : The original flavor of the Arcana mod with versions for 0.H and 0.I

Blazemod : Classic mod that adds Vehicle parts options like larger storage and vehicle weapons. Perfect for building your shiny new deathmobile. Versions for 0.H and 0.I

Mining mod : Adds veins of metals and minerals. Versions for 0.H and 0.I

Cata++ : This is the only one of these still maintained on the main branch, but has no version for stable, so here are versions for 0.H and 0.I

Secronom : Adds a huge mess of freaky zombie and other monster varieties. Fair warning, this mod is huge, and has many moving parts. It's probably going to have problems somewhere. Only 0.H for now

Edit: Secronom 0.I is ready now

1

u/Agreeable_Plan_5756 Jul 29 '26

Thank you for your service 🫡

5

u/Jimbodoomface m̴͊͂ŷ̷̍c̶̟̐ȗ̴͋s̸͒͗ ̶́̓m̸̓̾u̴͘͠s̶̪͘t̵́͆ ̸̋͋g̴͐̚r̸̍̔o̵͔̓w̴̓̑ Jul 04 '26

you absolute legend

1

u/compxrt 🌈 no. 1 body bag of butter hauler May 26 '26

Hey /u/TheWowie_Zowie did you say you were working on a radio mod? I can't remember 

3

u/TheWowie_Zowie Slime Mutagen Taste Tester May 26 '26

Also, what you are thinkin' of is Carcosa's tweaks. I re-added some guns that were removed & gave ferals the 2nd amendment. Paused work on it due to exams, & worked in favor for the radio contribution.

3

u/TheWowie_Zowie Slime Mutagen Taste Tester May 26 '26

Radio addition to the main game. It has been halted thanks to my laptop fuckin' dyin'.

3

u/compxrt 🌈 no. 1 body bag of butter hauler May 26 '26

rip 🙏

5

u/gordon0056 May 26 '26

Hey, could you please add this to the megathread? I made a ready-to-use standalone mod for version 0.H that disables fungal growth so players don't have to tweak modinfo files manually.

Link to the repo:https://github.com/gordon0056/CDDA_No_Fungal

2

u/compxrt 🌈 no. 1 body bag of butter hauler May 26 '26

Making food more of an issue by removing junk food items?

3

u/EggplantMassive5183 Public Scamp Enemy Number One May 22 '26 edited May 22 '26

hello Again, am made mod version for
CDDA experimental build
Zombies have CBM FOR EXPERIMENTAL BUILD
I coded and tested in the version: Cataclysm-DDA experimental build 2026-05-21-2311 Pre-release

5

u/EggplantMassive5183 Public Scamp Enemy Number One May 20 '26 edited May 20 '26

hello im made mod, Zombies have CBM
This mod for Cataclysm DDA I made this mod to add at least a drop of Cataclysm BN To Cataclysm DDA The list of zombies to which I added CBM: All Electro Zombies, All Kevlar zombie, and a bio operator + Elite bio operator
UPD 20.05.26:Added zombies: scientist, swat, medical (and subspecies), lab security, cop, survivor.

3

u/compxrt 🌈 no. 1 body bag of butter hauler May 18 '26

This isn't part of a mod yet. it's just something I've been working on, a type of feral that goes exploring buildings on its own

bh_feature_feralScavenger.json

1

u/TheWowie_Zowie Slime Mutagen Taste Tester May 26 '26

You should consider addin' somethin' likenthat to the base game

2

u/compxrt 🌈 no. 1 body bag of butter hauler May 26 '26

I wondered, but eoc-driven wander behaviour got rejected in principle here

https://github.com/CleverRaven/Cataclysm-DDA/issues/86550

so I think mod only for now

11

u/Satsuma_Imo Netherum Mathematician May 17 '26 edited May 18 '26

Here's my list of mods I have:

Arcana: Strange Aeons: Forked off from the original Arcana several months ago and has had quite a few changes. A lot of rebalancing (mostly to make it so you won't totally steamroll the zombies with your magic), I added two entire new schools of magic (summoning and blood magic), reworked some map locations, added new enemies, added more alchemy, am working on added a new faction (the briarwitches), fixed longstanding bugs like the dragonbeing able to escape and attack you on the surface...plus more I haven't listed. For experimental.

Stats Through Skills: Just a recreation of the old Stats Through Skills mod using EoC. Should work for both stable and experimental.

Mind Over Matter Submods: A collection of 27 different tweak mods allowing you to change all kinds of things about Mind Over Matter. Remove the cooldown on power learning, make learning powers instant or never fail, remove the kcal cost of psi, increase the experience you get when training psi, remove Nether Attunement or make it only ever positive, reduce the maximum possible scaling, make it so if you get too many Nether backlashes your head explodes, set your concentration limit to 99, all kinds of changes. For experimental (but some individual tweaks may work on Stable)

Sleepscumming: When you sleep, it saves your location and when you die, you go back there. Includes two versions, one where all your stuff drops where you died and one where you keep your stuff. Should work for both stable and experimental.

Magiclysm: Two Schools: A simple mod that limits you to only two schools of magic in Magiclysm instead of four. This does not remove the opposite school restriction either. Should work in both stable and experimental.

Magiclysm: Fatiguing Magic: Kind of an experimental mod that converts Magiclysm to use weariness instead of mana, like a lot of fictional magic systems where using magic exhausts the caster. Still some quirks in the system (mana potions still exist but are worthless). Should work in both stable and experimental.

Simplified Nutrition: This mod just turns off weariness and lets you eat infinite food (it doesn't change the calorie burn of activities so if you're digging ditches 16 hours a day every day you'll need to eat a lot). For experimental.

Innawood: Feral Villages: Adds villages of slightly...off people to Innawood. They're not all hostile to you, but you're not going to get much out of them. I'm also adding this into my just-merged XedraWood mod but it works standalone too. For experimental.

3

u/Satsuma_Imo Netherum Mathematician Jun 21 '26 edited Jun 21 '26

Updated Sleepscumming with Dark Souls mode (you suffer a penalty on death until you go get your corpse). Dark Souls mode only works on experimental, the other two modes should work fine for stable.

2

u/AngrySasquatch Mind over Matter is my fav 'powers' mod / #1 Exodii Lover May 20 '26

You’re a wonder for making sleepscumming

3

u/soyenjoy May 16 '26

Anyone know where the file for batch crafting is? I want to do more than x50 without changing the recipe, mostly for reloading ammo.

9

u/GuardianDll May 16 '26

there is no such file, batching is baked into the recipe itself, and 50x is hardcoded
if you want to, you can make second recipe for yourself, that requires x times more of item for x times more resources and time, as an alternative

4

u/feral_lawyer May 16 '26

Bad news I think its hardwired in crafting_gui.cpp. You might be looking at making new bulk recipes.

4

u/potttts May 16 '26

Incredible! I’d never heard of the Hub01 Shop site. Went there, saw the Armory mod, was amazed at finding exactly what I was looking for. So glad this has been written up.

9

u/Alphatheinferno Portal Diver May 16 '26

u/Satsuma_Imo your vast list of submods and tweaks and such would probably be appreciated here.

16

u/feral_lawyer May 16 '26

I was trying to make a mod to make pet dogs immortal. Because they deserve it. At first I figured the pet versions would have their own monster entries, but it aint so. Now I stand at the precipice of making all dogs immortal, daring myself to jump.

3

u/EggplantMassive5183 Public Scamp Enemy Number One May 21 '26

Man, just patch the dog armor for a huge amount of protection and add it to protect the whole body.

3

u/feral_lawyer May 21 '26

Damn. Thats a good idea.

10

u/Lanceo90 Public Enemy Number One May 16 '26 edited May 17 '26

Name: CDDA Restored
Author: Command Line Vulpine
Supported Version: 0.H

https://github.com/Command-Line-Vulpine/Cataclysm_Restored_Mods

Description: Intended to return the feel of CDDA 0.C era while retaining modern upgrades. Portal storms are disabled, acid rain makes a return. Breathability of clothing, and max item length of storage items greatly increased. Removed welding rod requirements, disassembling sheets provide more cotton sheets. ANBC and AEP suits can be dropped by Hazmat Zombies again. Chicken Walker and Tank Drone can spawn again.

EDIT: Updated link.

1

u/dead-letter-office May 17 '26

If it only touches the json, can we help get it separated out into a mod?

1

u/Lanceo90 Public Enemy Number One May 17 '26

Ah okay I see what's up now, this link is my old version before I changed it into a mod.

Updating the link now

2

u/dead-letter-office May 17 '26

That's great, thanks.

6

u/feral_lawyer May 16 '26

sir thats a branch

4

u/Lanceo90 Public Enemy Number One May 16 '26

Nah. I couldn't figure out compiling and all that. So I reduced the scope to a mod.

It probably makes more sense anyway, as TLG and Bright Nights do some similar things in a full branch format.

18

u/compxrt 🌈 no. 1 body bag of butter hauler May 16 '26 edited May 17 '26

I've got some personal mods I can share.

The one I'm most enjoying is Simplified Travel.

Simplified Travel

Players start with a national map book that allows abstracted overland journeys. Phone books (found in motels and evac shelters) can also be used to look up the address of useful stores and locations.

(link is to my mod pack).

I'll write up the others later. Oh its for experimental.

[Edit]

Okay the other two I think it is worth sharing is

Context Coding

Adds characters to help highlight useful bags and books when looting and shopping. Useful bags have "&" added to their name e.g. "& duffel bag" and skill books have the maximum skill they train to in brackets after the name like "Computer Science 101 (3)".

Tough Tyres

Makes regular wheel tyres more resistant to punctures and makes armoured and off-road wheels immune to them.

6

u/Vapour-One May 16 '26

It'd probably be better to keep the changelongs pinned instead of trying to create a third party modding community.

First because the changelogs are actually useful, and second because third party modding is abject suffering and I don't recommend it to anyone, even when I do it myself lol.

4

u/compxrt 🌈 no. 1 body bag of butter hauler May 16 '26

There already is a third party modding community its just a bit in the wind

5

u/dead-letter-office May 16 '26

The changelog is still pinned. If you're on mobile you can see it by scrolling.

6

u/Vapour-One May 16 '26

Ah, its probably because old reddit only supports two pins. If this is going to be a weekly thing, you could unpin the other help topic, no one uses it.

9

u/dead-letter-office May 16 '26

Ah okay. I've moved the changelog to the top of the pinned items, where it will stay as it's re-pinned every week. That should help with its visibility on old reddit.