# How do I go about adding a new mod? (Not creating one, but making it available)

**URL:** <https://discourse.cataclysmdda.org/t/how-do-i-go-about-adding-a-new-mod-not-creating-one-but-making-it-available/13306>\
**Category:** The Lab\
**Created:** [January 23, 2017, 12:32pm UTC](https://discourse.cataclysmdda.org/t/how-do-i-go-about-adding-a-new-mod-not-creating-one-but-making-it-available/13306 "2017-01-23T12:32:20Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![vikingdiplomat](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/vikingdiplomat/32/1281_2.png) [@vikingdiplomat](https://discourse.cataclysmdda.org/u/vikingdiplomat)\
**Post date:** [January 23, 2017, 12:32pm UTC](https://discourse.cataclysmdda.org/t/how-do-i-go-about-adding-a-new-mod-not-creating-one-but-making-it-available/13306/1 "2017-01-23T12:32:20Z")

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Hello all!

Recently, I’ve been working on a mod that adds new items (beers in this case) to the game. Everything is working as expected so far, but now I want to make my silly new content available for anyone else to use if they wish.

I’m familiar with git(hub) and don’t expect any problems there, but I had a question about what the community’s feelings are on adding mods to the game: What’s the accepted way of adding mod content to the game? Should I just open a PR? Is there any kind of vetting process, formal or informal, that mods go through before being accepted into master?

Thanks!

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**Author:** ![BorkBorkGoesTheCode](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/borkborkgoesthecode/32/2343_2.png) [@BorkBorkGoesTheCode](https://discourse.cataclysmdda.org/u/BorkBorkGoesTheCode)\
**Post date:** [January 23, 2017, 11:03pm UTC](https://discourse.cataclysmdda.org/t/how-do-i-go-about-adding-a-new-mod-not-creating-one-but-making-it-available/13306/2 "2017-01-23T23:03:23Z")

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You do not have to ask permission. Go ahead! You may have problems if your mod is large or contains duplicate code.
