Wasteland Revamp is a modern reconstruction and expansion of the classic Wasteland experience for Minecraft 1.21.1 using NeoForge.
The mod transforms the Overworld into a harsh post-apocalyptic environment filled with connected survivor settlements, abandoned roads, broken electrical infrastructure, radioactive contamination, scarce supplies, and the remains of a collapsed civilization.
This is not simply an empty world covered with random debris. Wasteland Revamp generates a structured landscape where roads have destinations, settlements form meaningful infrastructure nodes, and the ruins of the old world follow a consistent environmental logic.
The mod adds a dedicated Wasteland world preset to the Create World screen.
For dedicated servers, use:
level-type=wastelands:wasteland
Creating a new world is strongly recommended. Existing chunks will not be regenerated, so new terrain features will only appear in previously unexplored areas.
The world uses Minecraft 1.21.1’s modern multi-noise biome system and contains five distinct regions:
Each region has its own terrain character, environmental hazards, decorations, and radiation level.
Settlements are not placed randomly and roads do not terminate in meaningless locations.
Wasteland Revamp generates a deterministic infrastructure network based on the world seed:
The same world seed always produces the same settlements and road network.
Road generation includes:
Roads are designed to follow the landscape rather than simply painting flat lines across the surface.
Normal road surfaces never replace water or other fluids.
When a route encounters water, the generator attempts to:
Bridges use a separate generation mode with:
Lava and other unsafe fluids are never crossed by ordinary bridges.
Roads connect procedurally generated survivor settlements containing:
These locations are not isolated decorative ruins. They form part of the world’s infrastructure network and can be reached by following the roads.
Along roads and inside settlements, players can discover:
The power grid is permanently offline. Streetlights and transmission lines remain only as evidence of the civilization that once occupied the world.
The old approach of scattering netherrack and permanent fire across the surface has been removed.
Wasteland Revamp does not generate:
The post-apocalyptic atmosphere is based on ruined human infrastructure, environmental damage, abandonment, and contamination.
Players accumulate persistent radiation while exploring hazardous areas.
Radiation is stored using NeoForge Data Attachments and persists:
Radiation increases when:
Radiation slowly decreases while sheltered underground or outside hazardous Wasteland regions.
A full set of leather armour provides limited improvised protection.
| Radiation Level | Effect |
|---|---|
| 25+ | Weakness |
| 50+ | Slowness |
| 70+ | Hunger |
| 90+ | Poison |
Creative and Spectator players are exempt from environmental radiation.
A handheld radiation detector that reports:
A medical injector that removes a significant amount of accumulated radiation.
Clean drinking water that restores food and removes a small amount of radiation.
A durable, high-value food source intended for long-distance exploration.
An industrial filtration component used in radiation-related crafting.
A reusable salvage material found in settlements, damaged infrastructure, containers, and scrap piles.
These blocks also appear naturally in appropriate locations throughout the Wasteland.
The main survival items use dedicated original pixel-art textures:
These items no longer reuse temporary vanilla icons.
The first player entering a new Wasteland world can receive a protected underground starter bunker.
The bunker may contain:
The bunker location is stored persistently with the world.
/wasteland status
Displays:
/wasteland bunker
Teleports an administrator to the starter bunker.
/wasteland radiation get
/wasteland radiation clear
/wasteland radiation set <0..100>
/wasteland radiation add <-100..100>
Administrative commands require permission level 2.
The mod creates:
config/wastelands-common.toml
Configurable options include:
Forge and Fabric are not supported.
.minecraft/mods
The mod must be installed on both the client and server.
Add the mod to the server’s mods directory and configure:
level-type=wastelands:wasteland
Delete or rename the existing world before starting the server if it was previously generated with another world type.
The current version fixes a server-thread deadlock caused by updating generated road signs while their chunks were still entering the fully loaded state.
That issue could cause the world simulation to stop while the client continued rendering.
Symptoms included:
Road signs are now processed through a bounded post-load queue after the surrounding chunks are fully available.
Follow the broken highways, discover isolated settlements, restore supplies from the ruins, and survive in a world where civilization is gone—but its roads still remember where it once led.