promotional bannermobile promotional banner

Cataclysm Testing Grounds

This is an experimental modpack that aims to introduce the signature Cataclysm: Dark Days Ahead feeling into minecraft, by having users survive against numerous world-ending threats that fight for world domination.
Hate. Let me tell you how much I've come to hate.

Hate. Let me tell you how much I've come to hate.

Description

(NOTE: THIS MODPACK IS IN A TESTING PHASE AND NOT INTENDED TO BE PUBLIC, THIS DESCRIPTION IS NOT ACCURATE)

This modpack adds several features to recreate Cataclysm: Dark Days Ahead's gameplay in minecraft. 


Mechanics Guide


  • Health does not regenerate naturally. Instead, you must find bandages or other healing items to restore your health. Limbs can also be damaged or broken, but only damage to the head or body will be fatal. 
            
  • Thirst is similar to hunger, and can be easily satiated with a water bottle or canteen. Purifying water will make it safer to drink, but is not strictly necessary if the source is relatively clean. Salt water is a myth, so drink ocean water freely.
             
  • Temperature is dependent on the biome and weather, and can be adjusted by warm or cool clothing. Standing by a fire or in water are also good ways to regulate your temperature. Hypothermia kills!
                
  • Stamina only appears when you parkour, which can be activated by holding down the sprint key instead of toggling it. You can use stamina for a variety of quick getaways, but you will be slowed significantly if it drops to zero.
                
  • Nutrients are an extension of hunger, and must be maintained through a balanced diet. Failure to do so may result in disease.
                    
  • Diseases can be contracted very rarely, though the Health & Diseases mod. Building the Health Analyzer and performing blood tests are a good way to identify your ailment. Some classes start with medicine to cure common diseases, and medicine can be crafted as well.

    Frequently Asked Questions:

Q: This modpack feels too easy. Why did you include (gun loot/starter kits/minimap/etc)?

A: The difficulty and fun of CDDA comes, in my opinion, from the challenge of managing your supplies to defend against an ever-growing threat. For this reason, I didn't want early-game scarcity to be a big factor in this modpack - the true challenge is surviving the insane growth curve of these infection mods, after all.

Q: There isn't a lot of building variety. Have you considered adding (X) structure mod?

A: Yes, most likely. Unfortunately, with the way that Minecraft handles structure spawning, worldgen lag becomes a problem if you want even remotely common structures. For this reason, I've had to severely limit the amount of structure mods present in the modpack in order to let the world feel actually populated.


Faction Guide (Spoilers!)


Standard monsters:

Zombies have grown in number, and are more intelligent. Despite this, they're still the weakest threat you'll face - and killing them will have a chance to drop crafting materials or healing items.

"Flesh" monsters:

Flesh monsters are extensions of The Flesh That Hates, a dangerous hivemind that grows rapidly if left unchecked. Destroying their Flesh Embryo will stop the spread of the Flesh, and should always be first priority. Attacking the Embryo from a distance is advised, as approaching it will leave you vulnerable to counterattack. 

"Infected" monsters:

Infected monsters have been parasitized by the Fungal Infection. Infected humans are not particularly deadly, but more adapted creatures can pose a significant threat to even well-armored survivors. Bear traps or barbed wire can be excellent tools to slow them down and leave them vulnerable towards ranged and melee weapons alike.

"Mutated" monsters:

Mutated monsters are, as the name suggests, mutated zombies. While not particularly dangerous, even when evolved, some mutants can initiate the spread of The Mold. The Mold is a fast-spreading hub of tendrils that will quickly cover terrain and structures in durable mold blocks. These blocks will slowly disappear when the mold hub is destroyed.

Insurgents:

The Insurgency is a band of hostile survivors intent on hunting every other human they see. Insurgents should be tracked via minimap and engaged from behind cover whenever possible. They are exceedingly deadly. Snipe them at long range or ambush them with a shotgun to best avoid damage. Insurgent loot is the most immediately useful, however - they can drop military-grade armor or even their gun, and are garunteed to drop a full magazine of ammunition.

Void Entities (NOT CURRENTLY IMPLEMENTED):

Void Entities come from The Void, a nightmarish realm hidden below the bedrock level. Falling into it, or being kidnapped by a void abductor, will mean almost certain death. Void Entities can be fought in melee, but excersize extreme caution and maintain distance where possible.

Alien Thing (NOT CURRENT IMPLEMENTED):

The Alien will fall from the sky sometime around day one, and will be a persistent threat until it is killed. Its strength as a force of infection is weak, but the alien itself is extremely powerful. It will not heal or respawn, however - it can be chased off with bullets, or killed outright with fire. If you manage to locate its crash site, destroying the shipwreck will reward you with a netherite ingot.

The Cataclysm Testing Grounds Team

profile avatar
  • 1
    Projects
  • 140
    Downloads