File Details
fallout-welcome-to-the-wasteland-(by-pacman)-v0.2-early-access.zip
- R
- Jun 22, 2025
- 939.47 MB
- 300
- 1.16.5
- Forge
File Name
fallout-welcome-to-the-wasteland-(by-pacman)-v0.2-early-access.zip
Supported Versions
- 1.16.5
Fallout - A Minecraft Story: Welcome to the Wasteland
Patchnotes v0.2 (Early Access) - 22.June.2025
► Update Summary:
------------------------
► Modpack:
- Updated many mods in the pack to newer versions.
Removed Mods:
- Mod: "Oh The Biomes You'll Go", issues with the current world gen.
- Mod: "Regrowth", issues with the current world gen.
- Mod: "Desolation", issues with the current world gen.
- Mod: "Guard Villagers", not needed at the moment.
- Mod: "RpgZ ", body looting doesnt work on customnpcs.
- Mod: "Better Weather", issues with the colormap of the fallout-pacman pack.
- Updated many mods in the pack to newer versions.
New Mods:
> Guns:
- Mo' Guns (waaay better "core gun mod" than the mods weapon we had)
- MrCrayfish Gun mod (submod that adds a few more weapons, has some nice fallout fitting ones)
- Additional Guns (submod that adds a few more weapons, has some nice fallout fitting ones)
> Performance:
- LazyDFU (Performance mod: eliminates the lag caused by the DFU system.)
- FerriteCore (Performance mod: better blockstates/models loading, better Ram handling.)
- Startup Experimental Settings (Removed the game warning at start)
- Open Loader (performance mod: better pack loading)
> General:
- Apple Skins (shows how much hunger the food item will heal)
- passive hunger (the hunger bar drain even on passive standing)
- Farsight Spyglasses (Adds Spyglasses)
- Starterkit (Adds starter items)
- Cosmetic Armor (cosmetic armor slots)
- Edit Mob Drops (pig mob skin is now a small fallout robot but it was still dropping food, with this mod the food is now replaced with iron stuff, makes survival more harder)
- Farsighted Mobs: (behavior change of mobs, to make Zombies (ghules) attack player from far away)
- Angry Mobs: (mob aggro behavior change for dev reasons)
- Ambient Environment (small visual mod)
Config&Settings:
- Config change to "Bad Mobs" - Removed Enderman
Note:
On gamestart the launcher can look like its frozen after its 100% loaded. This is normal, the modpack is quite huge and it can take up to 2-5 min after you think its finished loading. Clicking the launcher will result in a (no response) indicator in the top, this is false and the game just takes time to load. Ignore this warning and dont close the game as its still setting up the modpack.
On first time spawning into the map, you will see a window from a mod with a spawn choice, press "NO" like my new added text in this window explains. Don't mind pink wool spots, they are for soundpack markings and will be removed when leaving early access.
Small note about the performance: The usual performance with this pack is very good. However, there seems to be a bugged area in the Vault infront the Overseers office. Once looking to that area your FPS will drop from 140 (in my case) to like 30-60. I've tried days to fix it, by removing mods, packs, removing the entire vault, npcs.. (of cause in a copied world), but still, even as there was only a hole left without anything I've added prior, it was still laggy. The chunk seems to be bugged unfortunately. Once I fix it, a hotfix will be uploaded.
------------------
► Resourepacks: (found in map pack)
Removed Packs:
- Pack: "Villager Skins", not needed as we use customnpcs and no villagers.
- Pack: "Fallout Paintings Resourcepack", best selected ones implemented in my resourcepack.
- Green tilted Shaderpack setting for the Sildurs Shaders. Was a bit annoying and I also found better shaders.
New Packs & Updates:
- Project Resourcepack (By Pacman): Big Update for the official Resourcepack of this project:
Renamed from 'Snow Fix Pack' to "Fallout_Pacman_Pack_v0.2".
Made for important fixes of the modpack or the other resourcepacks and to add own content.
Check out the full changelog and install tutorial in the resourcepack folder.
> Most important Changes:
New Main menu, customNPC skins included now over 100, colormap for foliage and sky, New paintings & Posters, Pip-Boy GUI, 17 new container GUIs, 5 important flower fixes to fix world gen, 76 new item/block textures (also for fixes), 4 new entity textures, clouds & moon & sun, many fixes of the modpack.
Soundpack (By Pacman): Big Soundpack update.
Check tutorial and tips folder for loadorder.
> Most important Changes:
12 new Holotape(disk) songs, 10 TV Songs + Effects, 37 voiced and edited Vault loudspeaker announcements & a few more effects.
Check out the readme for more detailed info.
Shaderpacks:
> New Optional Shaderpack: Sildur's Enhanced Default v1.171 Fancy, Sildur's Vibrant Shaders v1.52 Extreme-VL, Complementary Unbound
Note:
The custom-NPC eye feature is currently bugged with shaders, resulting in creepy black eyes at all custom npcs. Because there are only customnpcs in the starter Vault at the moment, its recommended to turn shaders inside the vault off.
Shaders make not a real impact down there anyways, except a more cozy lighting maybe while also dropping the performance, which is already bad in the Vault anyway. Once you leave the Vault, you are free to turn shaders on again.
An other issue would be the missing of the new custom skybox and foliage color, as it will be replaced by the shaderpack colormaps.
------------------
► Map Updates:
World Generation:
Finished the ground layer of the project map with the mods:
TerraForged, Bunker Down, Fallout Inspired Power Armor's structures, Stables, ValhelsiaStructures, Young's Bridges.
The TerraForge world generation makes it possible to have more natural generated mountains, rivers and overall better biome placement. The first attempts aimed at one big island, but in the end the experimental setting turned out to be way more fitting for the project.
With now having one big main island and one smaller sized tutorial island.
Content:
Finished the Starter Vault the player(s) will spawn in. (completely build by Pacman over 5 months)
Spawning into a Vault is iconic in the Fallout genre. So it was really fast clear to me that this was also needed for this project. After a few weeks of finding the perfect spot, I did found a fitting mountain in the middle of the tutorial island. It's the smaller island in the south-west where the player will need to do different tasks and eventually go to the bigger island in the north-east.
Main mod blocks used to build it: Fallout-Wastelands, Deco-craft and a few more.
Welcome to Vault-93!
(A new lore friendly Vault, which did not exist yet in a game)
Explore 7 layers and over 45 lovely designed rooms.
If you want to know more about the Vault layout and rooms, check the location screenshots folder from the map download or the discord forums.
Added dozens of loot chests, lockers, barrels, medicboxes, safes and other containers for you to loot.
(Note: the Ammunition boxes by one of the mods can't have other items inside like the mod ammo from Fallout-Wasteland mod, however we are using a different and better gun mod, thats why its only placed for decorations and are empty inside. Maybe I find a fix for it one day so it works like a normal container).
Started the outside work in front the Vault door, added a small road and a few destroyed houses. To test Wasteland blocks for building.
Imported one bigger city by "The Lost Cities" mod, north of the Vault.
Its a mod used for generating a few cities. I used it in other vanilla world saves for testing and imported one bigger, fitting one over north to the starter Vault on the tutorial island. Usually it was planned to include the lost cities into the TerraForged world generation, this was not possible due to some issues, so they will be imported manually to a few rare places. This one city was needed to test the new import method of the Amulett program, as MCedit does not work on the project Minecraft version. It also gives players something to do after finishing the tutorial in the Vault.
► Quests and NPCs:
Finished the first layer of the Tutorial Questline, from first interacting at the spawn until you finally leave the Vault.
It will be mostly inspired by Fallout 3,4,76 and the amazon show. More New Vegas references and inspiration are planned for the Wasteland itself in future updates.
Finished is the start of the big main story line with currently over 60 NPCs, 40 quest parts and over 350 dialogs, guiding you across the Vault to learn more about the place, the lore, and the NPCs living there. For better understanding, a quest itself can have many parts. For example finding an item, return it to NPC, read a dialog, kill creatures and so on, while still counting as one big Quest. When you played my lotr project before, you are already familiar with my quest design. However, because this project uses a newer MC and customnpc version, a few more things are possible:
Making NPCs invisible after a specific action, or let them appear. A feature that makes many ideas possible without the need of copy paste instance of the area with teleport like used in lotr.
An other new feature used is the Redstone quest block, which makes it possible to let areas of the vault being blocked for you until you do the required steps along the quests. Together with the usual way-blocking block from the customnpc mod, these settings prevent you to enter quest areas where you would usualy only allowed to go later on. This is still only used limited to give the player as much freedom while exploring while possible.
An other very creative feature. Using slimeblock npcs, disguised as an other block: to giving some decoration items like TV, Terminals, Nuka-Cola selling automats, a way to interact. At the moment used at the ATMs to exchange money (caps). At the TV in the spawn room to play soundpack files like advertisement from fallout radios used in official Bethesda games as a little eastergg. At a Terminal along the quest campaign. Two interactable music instruments.
S.P.E.C.I.A.L. Perk system and availability setting of dialogs: Having close to 400 dialogs in the Vault Tutorial may seems a lot. But here comes to fun part. This project is aimed to be highly replayable. In fact, you can play it up to 3 times with every time having a unique experience. How thats possible? Due to the perk you selecting on game start, and with the unique choices you can do along the missions. When playing the game only one time, you will maybe "only" experience like 1/3 of the dialogs and possible outcomes. To better understand that, here is one example: An NPC is blocking a gate where you need to go through for progressing. Once selected a specific Perk like Strength or Intelligence, you have the choice to open an optional questline specific for that NPC. Giving you optional outcomes and a few fun extra dialogs or quest strings. After setting your Perks, you have the choice to redo the selecting, but not for very long, until you enter the main Vault hall this choice is done. So choose careful and build your character how you want.
Also different to my other project, in this one a NPC can have more than one dialog string. Meaning once you return from a quest, he will not repeat the first dialog, but now have a unique one like: "Ah, you are back", making the interaction with the NPCs feel way more alive and fun. So choose your dialog choices wisely! Do you want to play a rough raider? Or a friendly helping Vault dweller? The NPCs will act accordingly how you treat them and remember if you helped them or not. Also, once you found a NPC and only see one dialog available, it could still mean that if you go back to that NPC while an active quest sends you there, you will find more dialog options than before. This all was carefully crafted with the idea in mind to not let the player feel on missing out on content once a choice is done. So at the moment the differences between the choices are not very big and only help you with extra lore or optional quest information, better weapons or tools, and other smaller rewards regarding your choice.
If you want to reset your playerdata to restart, you can do that in creative mode with the customnpc wand tool: click random NPC, go do global setting and than playerdata, here select yourself, click on delete. You may need to click the "reset my perk point" setting at the dad in the spawn vault room later on, to choose new perks than in your first run.
Shops:
Added a Banker & Mailman, many Nuka Cola automat npcs, a brewing shop, a vault shop, medic shop, food shop, Weapon&Ammo shop, RobCo shop for selling junk.
Note/Info:
- All the dialogs and quest scenarios are completely created from scratch over many months of planning and are exclusively for this project. It's not a redo of an existing Fallout game, it will take inspirations, like the main intention of finding the player father like in the Amazon series and Fallout 3.
- All the character names and personalities are creatively designed to match my vision for this project. Its a completely creative sandbox way of creating quests. Not being strictly forced to follow a movie/book story like in the lotr project, allows me to bring my idea of a fallout game in Minecraft to life.
- In the future its planned to have all the dialog texts voiced, with AI voiceovers carefully selected and optimized to fit the character and give them more personality and emotions.
- This project can be played in Singleplayer, or also in Mutliplayer with your friends. Keep in mind once you host the world online and promote it somewhere, please give credits and links to the original project source.
- Translations of the NPC dialogs in different languages is planned. If you are interested in translating, please contact Pacman at Discord.
► Other Changes, Fixes and Improvements:
- Now also on PlanetMinecraft!
- Created 10 location screenshots for player information in the download folder.
- Created 8 tips and tricks screenshots for player information in the download folder.
- Added Options and Configs, all mods, all resourcepacks (no soundpack) and shaderpacks to the map download folder. For players who install over normal Java launcher and not CF.
- Created an early access Feedback document, for interested players to fill out and send back to the dev team. This will greatly help with improving the map later on.
- Updated and created many new readme files, credits and tutorials.
►Early Access Info:
Thanks for playing and testing this game.
The early access state of the project means, you are free to test the mod pack and early version of the map, which is still very WIP. You can download it at the discord server inside fallout forum channels.
We would appreciate if you take your time to send us your feedback or problems you encountered while playing.
►Youtube:
Watch videos about updates, news and cinematics of this world.
https://www.youtube.com/@YoutubeChannelPacman
►Discord:
Thanks for downloading and playing the world, join our discord for more information about this project,
Suggestions, tips and tricks: https://discord.gg/UxDYMmzMNZ
Contact:
E-Mail: pakpacmanyt@gmail.com
More Updates will be posted soon!

