Skip to content
This fork aims to fix the immediate errors in the sparsely maintained mod, as well as add some rebalancing for the more 'hardcore' features of the mod. In case you don't want the rebalancing, the vanilla-errorfixed branch should serve you well. Credit for initial error fixes goes to /u/dissociativity of the Cataclysm discourse forum.
Branch: master
Clone or download
This branch is 57 commits ahead of pisskop:master.

Latest commit

Siyalatas Merge pull request #11 from dissociativity/master
Changed up specials so no errors, a few other things
Latest commit 7ca6b96 Nov 7, 2018


Type Name Latest commit message Commit time
Failed to load latest commit information.
items Removes revert_to: null, as revert_to is no longer mandatory Sep 25, 2018
locations antacid patchup May 23, 2018
mods Reverses Acid Rain mods - it's now not present in the base mod, but c… Aug 10, 2018
monsters Filthy tags to monsters Oct 28, 2018
spawns add weak antibiotics to a couple spawnlists Oct 16, 2018
speech Made guard cyborg more noticeable, made blaster gun actually have a '… Aug 10, 2018
vehicle bugfix -no real updates Apr 19, 2018
Building_Template Blank.txt antibodies, jabberwock nerf May 15, 2017
NC_DOOMGUY.json acidant update, powrm armor update, doomguynpc update May 23, 2018
NC_traitgroup.json acidant update, powrm armor update, doomguynpc update May 23, 2018
PKs discontinued code.txt acidant update, powrm armor update, doomguynpc update May 23, 2018 tweak wound attacks Apr 10, 2017
attack_types.json fix bees May 26, 2018
modinfo.json Updates mod version Aug 10, 2018
phaseout.json tweak acid bombs May 24, 2018
pk_ammo_types.json acidant update, powrm armor update, doomguynpc update May 23, 2018
pk_classes.json acidant update, powrm armor update, doomguynpc update May 23, 2018
pk_construction.json no modinfos :< Dec 17, 2017
pk_critter_factions.json tweak acid bombs May 24, 2018
pk_effects.json antacid patchup May 23, 2018
pk_effects_override.json fungus bite fix Apr 27, 2018
pk_emit.json tweak acid bombs May 24, 2018
pk_harvest.json Fixed juvenile megabear drops. Sep 24, 2018
pk_health_messages.json update spawns, mutagen May 20, 2018
pk_map_furniture.json Police Hub, Sludge pits, Linting, new spawn mechanics for ambient wildys Mar 20, 2017
pk_map_terrain.json no modinfos :< Dec 17, 2017
pk_materials.json acidant update, powrm armor update, doomguynpc update May 23, 2018
pk_mutation.json Fixed mutation category inconsistency with base game Aug 14, 2018
pk_mutation_override.json Removed negative heat from mutation descriptions. May revisit the pot… Sep 27, 2018
pk_overmap.json Less mandatory overmap specials Oct 17, 2018
pk_overmap_freqloc.json Less mandatory overmap specials Oct 17, 2018
pk_overmap_terrain.json Overmap and regional settings fixes by /u/dissociativity Sep 14, 2018
pk_professions.json Fixes errors related to obsoleted items: technician blue equipment an… Aug 10, 2018
pk_recipe.json tweak acid bombs May 24, 2018
pk_recipe_override.json Revises mouse mutagen slightly so it fits the mod. Sep 25, 2018
pk_regional_settings.json fix that last one Oct 1, 2018
pk_scenerios.json fungus bite fix Apr 27, 2018
pk_snippets.json tweaks Nov 5, 2017
pk_start_locations.json small tweak Apr 21, 2018
pk_technique.json Capitalized technique names. Sep 28, 2018


PRM for C:DDA Readme updated 22JAN17

PKs Rebalancing Mod for C:DDA readme

Thanks for downloading the mod, and even moreso for taking the time to read a readme. Im personally hit and miss with which readmes I even bother to look at nowadays.

This mod, as Im sure you are aware by now, overhauls all the little things about C:DDA to make it a new experience while still using the old mechanics. Its harder to survive, sure, but not because I directly made it harder to dodge or I did some magic to the code. I strictly only use JSON to update the game.


A quick overview of the overarching changes:

  • Building variations -> Coregame buildings have new layouts or in some cases are made with stone to further protect their loot and any survivors inside.

  • New Buildings -> New structures are all over the place, things like plantations and cemeteries and spider lairs and demonic abodes that house terrifying monsters ...

  • New Overmap Structures -> New styles of starter shelters, new possible biomes for structures, and new possible terminals and new chances for structures to spawn in between the terminal the city, creating more variety while traveling.

  • New Factions -> Demons inspired by the Doom Franchise appear, and have terrifying abilities. Ants are refactioned into a stronger force, spiders become threatening, and several new robotic and cyborg enemies appear.

  • New Monsters -> Old monsters are revisited and new ones are created to fill biological niches in the post-apocolyptic world. Native life will mutate into new forms over time, and older ones may go extinct over time, leaving a permanent sense of change upon the world.

  • New Factional Relationships -> Some factions have new relationships with one another. Birds and spiders and zombies and more will interact with minor factions on a more detailed level, and the ai to its fullest to express an ecosystem.

  • New Major Faction Monsters -> Tons of new zombies and zombie evolution paths, New fungal monsters and native fungus wildlife, new triffids to fill their lacking infrastructure, and new monsters and remade bosses for several of the dungeons of the game.

  • New items -> A whole host of new items are added to the game in order to add variety, fun, or allow rebalancing to the game. homemade anti-radiation medicine, new scifi ammo and guns, anti-toxins, and more.

  • Rebalanced items -> many old items are rebalanced to make the process of choosing loadout, weapons, and armor somewhat more intuitive and interesting.

  • Supporting Mods -> Compatibility patches, blacklist mods, and mod-author prefered settings all included with download.

  • New/Refurbished Mechanics -> The return of acidic rain, the increase in radiation, the addition of a enlarged unaligned native wildlife faction, increased robotic presence, new classes and types of NPCs, reworked health modifiers, rebalanced special spawnings, new monster emissions, new status effects, and more all come together to make a new experience on a great game!

  • Reworked mutations, diseases, and other effects. The coregame diseases are reworked, heat/cold has more effect, and minor effects may take route. Some monsters can cause special effects.


The easiest way to install this is delete any old version you may have, then to stick it into /data/mods and then delete the one called pks_rebalance, should it be present.


This mod is a work in progress, as is the game it modifies. As such, its very likely that bugs will occassionally pop up from one version to another. Please report bugs to either the github page for the mod or the CDDA forum thread for the mod. You may email them to me personally at Should you prefer.

You can’t perform that action at this time.