# Making custom menus for mods

**URL:** <https://discourse.cataclysmdda.org/t/making-custom-menus-for-mods/22911>\
**Category:** The Toolbox\
**Created:** [February 29, 2020, 7:56pm UTC](https://discourse.cataclysmdda.org/t/making-custom-menus-for-mods/22911 "2020-02-29T19:56:16Z")\
**Posts on this page:** 5\
**Page:** 1

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**Author:** ![Firebrand](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/firebrand/32/6020_2.png) [@Firebrand](https://discourse.cataclysmdda.org/u/Firebrand)\
**Post date:** [February 29, 2020, 7:56pm UTC](https://discourse.cataclysmdda.org/t/making-custom-menus-for-mods/22911/1 "2020-02-29T19:56:16Z")

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It appears that some of the older mods featured Lua-based code modules that, from what I’ve seen, were able to create custom, native-looking in-game menus. (Remember the window you get when you activate a tailor’s kit?)

Is there a way to add those now?

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**Author:** ![kevin.granade](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/kevin.granade/32/1316_2.png) [@kevin.granade](https://discourse.cataclysmdda.org/u/kevin.granade)\
**Post date:** [March 1, 2020, 2:59am UTC](https://discourse.cataclysmdda.org/t/making-custom-menus-for-mods/22911/2 "2020-03-01T02:59:24Z")

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With the removal of lua, there is no longer a way to do this.

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**Author:** ![Valase](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/valase/32/6972_2.png) [@Valase](https://discourse.cataclysmdda.org/u/Valase)\
**Post date:** [March 1, 2020, 5:28am UTC](https://discourse.cataclysmdda.org/t/making-custom-menus-for-mods/22911/3 "2020-03-01T05:28:32Z")

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Wait, what?! LUA support got removed? I’ve completely missed that. I probably have to change some of my answers then…

Is there a topic (on discourse) with some discussions on that that I can dive into? I just found [one](https://discourse.cataclysmdda.org/t/future-lua-removing/19122) really talking about it.  
Don’t get me wrong; from all the languages that I know and use, I detest LUA. I even prefer to code in assembly, regardless that I’m a bit sh… uh… slow on it. So I’m a bit gloating. I was just wondering if it’s really that efficient to have a lot of git pull requests for such stuff (and also get a way to better unterstand the reasoning behind it).

> [@Firebrand](#):
>
> Is there a way to add those now?

I guess it’s possible to do it in C++? Or is that off limits?

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**Author:** ![kevin.granade](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/kevin.granade/32/1316_2.png) [@kevin.granade](https://discourse.cataclysmdda.org/u/kevin.granade)\
**Post date:** [March 1, 2020, 6:29am UTC](https://discourse.cataclysmdda.org/t/making-custom-menus-for-mods/22911/4 "2020-03-01T06:29:11Z")

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The context is within a mod, so the answer is no.  
We could hypothetically grow some features that allow mods to do specify menus to popup for various reasons, but that’s a pretty involved proposition.

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**Author:** ![Firebrand](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/firebrand/32/6020_2.png) [@Firebrand](https://discourse.cataclysmdda.org/u/Firebrand)\
**Post date:** [March 1, 2020, 6:34am UTC](https://discourse.cataclysmdda.org/t/making-custom-menus-for-mods/22911/5 "2020-03-01T06:34:35Z")

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This wouldn’t be of immediate importance – I’d rather you guys worked on some of the cool baseline stuff that you’re working on for 0.F – but having a method to allow custom interactions via windows would be fantastic. One could bullshit their way around the matter by providing cycling options (like [Advanced Gear](https://github.com/Lorith/AdvancedGear-CDDA-Mod) did with their nanosuit heat modes), but that is… inefficient at best.

I’ll take learning some C++ to write some code within a tight framework if it’s easier than allowing JSONized menus.
