How to make a creature blacklist mod?

Been wanting to try out CDDA, however some phobias are kinda getting in the way, mainly arachnophobia. How does one get a creature blacklist mod working for CDDA?

To answer your question here is a guide from the Community Mod Compilation Redux

NO! Mod Starter Kit

Table of Contents

NO! Mod Starter Kit

Have something you want to remove from the game? Perhaps the katana feels particularly overpowered, or the acid zombies just donā€™t sit right with you. And, of course, you canā€™t just settle for one of the already created mods. They donā€™t have the right combination of features, remove too much, remove too little, and just generally are a nuisance to maintain. So, you want to create your own.

It is, in fact, very simple. First, create a folder with your mod name, perhaps ā€˜NO_pesky_insectsā€™, or ā€˜NO_irritating_animalsā€™. Put this folder inside your "\CDDA\data\mods" folder. Second, create a ā€˜.jsonā€™ file inside of the new folder. Name this file ā€˜modinfoā€™, and open it.

Inside the file, if you want to remove some combination of monsters and items, paste this code (without the triple backticks):

[
  {
    "id": "no_personal_edition",
    "type": "MOD_INFO",
    "name": "Put the display name of your NO! mod here. Keep it short and sweet.",
    "description": "Write a short description of your NO! mod here.",
    "category": "monster_exclude",
    "dependencies": [ "dda" ],
  },
  {
    "type": "MONSTER_BLACKLIST",
    "monsters": [
        "pesky_insect"
    ]
  },
  {
    "type": "ITEM_BLACKLIST",
    "whitelist": false,
    "items": [
        "irritating_item"
    ]
  }
]

If you donā€™t want to remove any monsters (this category includes animals), paste this code (again without the backticks):

[
  {
    "id": "no_personal_edition",
    "type": "MOD_INFO",
    "name": "Put the display name of your NO! mod here. Keep it short and sweet.",
    "description": "Write a short description of your NO! mod here.",
    "category": "monster_exclude",
    "dependencies": [ "dda" ],
  },
  {
    "type": "ITEM_BLACKLIST",
    "whitelist": false,
    "items": [
        "irritating_item"
    ]
  }
]

And, if you donā€™t want to remove any items paste this code (again without the backticks):

[
  {
    "id": "no_personal_edition",
    "type": "MOD_INFO",
    "name": "Put the display name of your NO! mod here. Keep it short and sweet.",
    "description": "Write a short description of your NO! mod here.",
    "category": "monster_exclude",
    "dependencies": [ "dda" ],
  },
  {
    "type": "MONSTER_BLACKLIST",
    "monsters": [
        "pesky_insect"
    ]
  }
]

Now for the tricky part: filling out the blacklists. To do this, you will have to search the ā€˜.jsonā€™ files for the specific id of the item/monster you want to remove. The ā€˜.jsonā€™ files are stored in ā€œCDDA\data\jsonā€. If you want to remove an item, look through ā€œ\data\json\itemsā€. If you want to remove a monster, look through ā€œ\data\json\monstersā€. An example is included below.

Letā€™s say we wanted to remove the aforementioned katana and acid zombies from the game. Since a katana is an item, weā€™ll start by looking through ā€œ\data\json\itemsā€. A search for katana reveals it under ā€˜swords_and_blades.jsonā€™ with the id of katana, along with katana_fake and katana_inferior. Fortunately, NO Acid Zombies is a pre-existing mod in this modpack, so we just copy the list of blacklisted monsters from there. Our final code will end up looking like this:

[
  {
    "id": "no_personal_edition",
    "type": "MOD_INFO",
    "name": "Put the display name of your NO! mod here. Keep it short and sweet.",
    "description": "Write a short description of your NO! mod here.",
    "category": "monster_exclude",
    "dependencies": [ "dda" ],
  },
  {
    "type": "MONSTER_BLACKLIST",
    "monsters": [
      "mon_zombie_spitter",
      "mon_zombie_corrosive",
      "mon_zombie_acidic",
      "mon_zombie_soldier_acid_1",
      "mon_zombie_soldier_acid_2",
      "mon_zombie_wretched"
    ]
  },
  {
    "type": "ITEM_BLACKLIST",
    "whitelist": false,
    "items": [
        "katana",
        "katana_fake",
        "katana_inferior"
    ]
  }
]

Iā€™ve thrown together a quick mod to remove spiders, it could be improved as there will still be spider webs and eggs in the game.

modinfo.json
[
  {
    "id": "No_Spiders",
    "type": "MOD_INFO",
    "name": "No Spiders",
    "description": "Removes spiders from the game.",
    "category": "monster_exclude",
    "dependencies": [ "dda" ]
  },
  {
    "type": "MONSTER_BLACKLIST",
    "monsters": [
		"mon_spider_web_small",
		"mon_spider_web",
		"mon_spider_web_mega",
		"mon_spider_web_s",
		"mon_spider_cellar_small",
		"mon_spider_cellar_giant",
		"mon_spider_cellar_mom",
		"mon_spider_cellar_giant",
		"mon_spider_cellar_mega",
		"mon_spider_cellar_leg",
		"mon_spider_jumping_small",
		"mon_spider_jumping_giant",
		"mon_spider_jumping_mega",
		"mon_spider_trapdoor_small",
		"mon_spider_trapdoor_giant",
		"mon_spider_trapdoor_mega",
		"mon_spider_widow_small",
		"mon_spider_widow_giant",
		"mon_spider_widow_mega",
		"mon_spider_widow_giant_s",
		"mon_spider_wolf_small",
		"mon_spider_wolf_giant",
		"mon_spider_wolf_mega",
		"mon_spider_fungus",
		"mon_zpider_mass",
		"mon_dermatik_incubator_spider"
	]
  }
]
[
  {
    "type": "MOD_INFO",
    "id": "spiders_b_gone",
    "name": "Remove spiders",
    "authors": [ "YOURNAME" ],
    "maintainers": [ "YOURNAME" ],
    "description": "A tiny blacklist mod removing spider spawns.",
    "category": "misc",
    "dependencies": [ "dda" ]
  },
  {
    "type": "MONSTER_BLACKLIST",
    "monsters": [
       <A list of monster IDs you want removed, found in /data/json/monsters, like so:>
       "monster_id_1",
       "monster_id_2"
    ]
  }
]

For the record, category blacklists take monster categories (explicitly defined), not mongroups so only the second list is functional.

1 Like

Good to know, Iā€™ll remove it from the mod.

Interesting! thank you for this, also if i was to make it work for bright nights, would i just change the dependancy to bright nights? and thankfully seems like bright nights lumps insects and spiders into one json, so can i just simply blacklist the whole file?

The dependency would remain ā€œddaā€ unless Bright Nights adds more spider variations and you wish to blacklist them.

Nope, looks like bright nights lumps all insect and spider monsters into a single json file, so would i be able to blacklist the entire file directly or do i just gotta coppy every monster in it into the example mod?

If you want to add more creatures to your mod then you will need to individually add each monster id to the list.

got it! thank you for the help, i belive bright nights has some diffrent monsters than base cdda but hopefully this blacklist guide works for it

1 Like

Believe ive finished it, hopefully it works, will test it out