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Wasteland Core Wars

v23MC Java 26.1
47 downloads

Description

Choose a faction, buy powerful kits, steal Fusion Cores, and outfight rival raiders across the wasteland.

Mod Wiki

Wasteland Core Wars

Quickstart

  1. Start a match in a world with commands enabled:
    • /corewars start — four-faction player match.
    • /corewars start_npcs — adds NPC raiders for solo or mixed play.
  2. Before starting, choose a map with /corewars map wasteland_ring or /corewars map canyon.
  3. Choose a faction with one of:
    • /corewars team brotherhood
    • /corewars team institute
    • /corewars team minutemen
    • /corewars team railroad
  4. Buy a kit with /corewars kit paladin, replacing paladin with any available kit. Kits cost Golden Bottle Caps and can be purchased before a match or during one.
  5. When the arena appears, find your faction’s colored island and Fusion Core. Protect it, gather resources, and raid another faction.
  6. Right-click an enemy Fusion Core to steal it. Carry the resulting Stolen Fusion Core to the central Wasteland Hazardous Pit to eliminate that faction, or return it to the defeated faction’s Vault Generator to restore its power.
  7. Guns require Ammo. Right-click a gun to fire; each shot consumes one Ammo.
  8. Right-click ability items to activate them. Crouch while right-clicking the Brotherhood Paladin Shield to block normally; right-click it while standing to use Kinetic Slam.

Overview

Wasteland Core Wars is a four-faction arena battle built around control of Fusion Cores. Each faction owns a base island containing a Fusion Core and Vault Generator. Ten neutral islands surround the central Wasteland and provide Bottle-Cap Generators, shops, and upgrade structures.

The match ends when only one faction remains. A faction is eliminated when its stolen Fusion Core is thrown into the central Wasteland Hazardous Pit.

The four factions are:

FactionBase
BrotherhoodBrotherhood Citadel
InstituteInstitute Lab
MinutemenMinutemen Fort
RailroadRailroad Catacomb

What It Adds

Match arena

A match creates:

  • Four faction islands with colored markers and defensive walls.
  • Ten neutral resource islands.
  • A central Wasteland Hazardous Pit.
  • Bottle-Cap Generators on the neutral islands.
  • A Wasteland Provisioner and Wasteland Quartermaster on each shop island.
  • Vault Generators, Fusion Cores, Power Armor Stations, and faction defenses.
  • Two map layouts: Wasteland Ring and Canyon.

Resources and currency

ItemUse
Scrap MetalGenerated by a powered Vault Generator; used for supplies, Rad-Pills, and Power Armor Stations.
Nuclear MaterialGenerated by a powered Vault Generator; used by Power Armor Stations.
Bottle CapMatch currency used at island shops.
Golden Bottle CapPersistent currency used to buy kits.
AmmoRequired to fire all Wasteland Core Wars guns.
Emergency Backup CoreRestores your faction’s offline core.
Stolen Fusion CoreThe carried objective obtained by raiding an enemy base.
Rad-PillRemoves Poison and grants Resistance for 30 seconds.

Weapons

WeaponDamageDesigned range
Wasteland Rifle848 blocks
Scrap Blaster540 blocks
Railgun1264 blocks
Plasma Caster936 blocks
Radium Rifle756 blocks

Guns fire visible, gravity-free rounds and consume one Ammo per shot.

Placeable equipment and defenses

The Creative inventory includes the functional blocks used by the arena:

  • Fusion Core
  • Vault Generator
  • Rad-Shielding Emitter
  • Power Armor Station
  • Wasteland Hazardous Pit
  • Bottle-Cap Generator
  • Island Shop
  • Radiation Magma Trap
  • Scrap Metal
  • Nuclear Material
  • Emergency Backup Core
  • Stolen Fusion Core

Decorative arena pieces include the Wasteland Faction Banner, Title Screen Display Panel, and Title Screen Spotlight.

How To Use

Starting and joining matches

Use these commands to manage a match:

CommandFunction
/corewars startStarts a four-faction player match.
/corewars start_npcsStarts a match with NPC raiders.
/corewars map wasteland_ringSelects the Wasteland Ring map before starting.
/corewars map canyonSelects the Canyon map before starting.
/corewars team brotherhoodSelects the Brotherhood faction.
/corewars team instituteSelects the Institute faction.
/corewars team minutemenSelects the Minutemen faction.
/corewars team railroadSelects the Railroad faction.
/corewars joinJoins a running match.
/corewars teamsLists current faction assignments.
/corewars statusShows powered and offline faction cores.
/corewars stopEnds the current match.

Choose a faction before the match starts to reserve it. Players who have not selected a faction are assigned to balance the teams when the match begins.

Buying kits

Buy a kit with:

/corewars kit <kit>

For example:

/corewars kit paladin

A purchase before the match is saved for your next match. A purchase during a match immediately equips the kit and supplies its weapons and abilities. Buying a different kit replaces your current kit selection.

Fighting with guns

Hold a Wasteland Core Wars gun and right-click to fire. You need at least one Ammo somewhere in your inventory. Ammo can be purchased from a Wasteland Provisioner or Quartermaster.

Using active abilities

Active kit abilities are supplied as named items. Hold the ability item and right-click it. Abilities only work for the kit that owns them, and most have a cooldown.

The ability item is consumed after a successful activation. The Teleport Beacon remains available for its two-stage recall but can only be used once per life.

Core Wars Objectives

Protecting a Fusion Core

Your faction’s Fusion Core begins powered. While it remains in place:

  • Your faction receives Scrap Metal over time.
  • Your faction receives Nuclear Material over time.
  • Your base defenses remain active.
  • Players who suffer a lethal hit can be sent back to base at low health instead of receiving a normal respawn.
  • Power Armor Stations and faction upgrades remain usable.

If the core is stolen, your faction loses these benefits until the core is restored or replaced.

Stealing a core

  1. Reach an enemy base.
  2. Right-click its Fusion Core.
  3. Carry the resulting Stolen Fusion Core in your inventory.

A player can carry only one Stolen Fusion Core. Carriers receive Slowness II and Glowing, making them slower and easy to track. The Agent’s Speed effect reduces part of this penalty.

Restoring a core

Take a Stolen Fusion Core to the offline faction’s Vault Generator and right-click it. The core is consumed, the Fusion Core reappears, and the faction can respawn again.

An Emergency Backup Core can be used at your own offline Vault Generator. It restores your faction without requiring the stolen core to be returned.

Eliminating a faction

Take a Stolen Fusion Core to the central Wasteland Hazardous Pit and right-click the pit while holding it. The carried core is destroyed and its owner is eliminated.

Death during a raid

Dropping or losing a carried core can turn a successful raid into a recovery mission. Protect the carrier, use stealth or mobility abilities, and avoid crossing the open center alone.

Crafting And Obtaining

This mod does not provide crafting recipes. Its content is obtained from the Creative inventory, generated match structures, faction kits, shops, and match rewards.

Vault Generator income

Each player on a faction with a powered core receives:

  • One Scrap Metal every second.
  • One Nuclear Material every 10 seconds.

The Minutemen General kit provides additional Scrap Metal while its faction core is powered.

Bottle-Cap Generators

Neutral islands contain Bottle-Cap Generators.

  1. Right-click an unclaimed Bottle-Cap Generator.
  2. The first player to claim it receives 32 Bottle Caps.
  3. The generator then pays its owner one Bottle Cap every 10 seconds.

Each generator can only be claimed once during a match.

Island shops

Use the normal trading interface with the named villagers beside an Island Shop.

Wasteland Provisioner

The Provisioner sells supplies for Bottle Caps, including:

  • Cut Copper
  • Wasteland Rifles
  • Scrap Blasters
  • Ammo
  • Emergency Backup Cores
  • Bread, Cooked Beef, Golden Carrots, and Milk Buckets
  • Oak Planks, Cobbled Deepslate, and Glass
  • Iron tools
  • Radiation Magma Traps

The Provisioner also exchanges:

  • 8 Scrap Metal for 4 Bottle Caps
  • 2 Nuclear Material for 8 Bottle Caps

Wasteland Quartermaster

The Quartermaster sells:

  • Wasteland Rifle — 12 Bottle Caps
  • Scrap Blaster — 15 Bottle Caps
  • Generator Speed Upgrade Kit — 10 Bottle Caps
  • Protection Upgrade Kit — 10 Bottle Caps
  • Alarm Upgrade Kit — 12 Bottle Caps
  • Railgun — 8 Bottle Caps
  • Plasma Caster — 9 Bottle Caps
  • Radium Rifle — 11 Bottle Caps
  • Ammo — 3 Bottle Caps for 16
  • Iron Sword — 5 Bottle Caps
  • Bow — 4 Bottle Caps

Rad-Pills

While your Vault Generator is powered, use it as a Vault Shop to buy a Rad-Pill for 2 Scrap Metal. Right-click a Rad-Pill to remove Poison and gain Resistance for 30 seconds.

Match rewards

Players on the winning faction receive 50 Golden Bottle Caps if they did not die during the match. If a winning player died, the faction still wins, but that player does not receive the flawless-victory reward.

Abilities And Mechanics

Faction defenses

Rad-Shielding Emitter

A Rad-Shielding Emitter affects nearby enemy players around a powered base. Enemies within 5 blocks who do not have a Rad-Pill receive Nausea and Wither.

Rad-Pills protect against this check while they remain in your inventory.

Radiation Magma Trap

Stepping on a Radiation Magma Trap deals damage and applies Poison for 5 seconds.

  • Demolitionists are immune to the trap.
  • Atom’s Faithful are immune while standing in a radiation zone.
  • An EMP Pulse Charge disables nearby defenses temporarily.

EMP Pulse Charge

The Demolitionist’s Pulse Charge disables enemy traps and defenses within its area for 8 seconds. Use it before crossing a defended entrance or attacking a core.

Faction upgrades

Buy upgrade kits from a Quartermaster, then use the matching command while your faction’s core is powered:

/corewars upgrade generator
/corewars upgrade protection
/corewars upgrade alarm

Each command consumes one matching upgrade kit.

UpgradeEffect
Generator Speed Upgrade KitReduces the time between Nuclear Material payouts.
Protection Upgrade KitGrants stronger Resistance to players while their faction core is powered.
Alarm Upgrade KitWarns faction members when an enemy comes within 10 blocks of their Fusion Core.

Generator and protection upgrades can be installed repeatedly. The alarm is a one-time faction defense upgrade.

Power Armor Station

A Power Armor Station works only for a member of the faction that owns the base where it is placed, and only while that faction’s core is powered.

Right-click the station to equip temporary Power Armor:

  • Standard cost: 10 Scrap Metal and 3 Nuclear Material.
  • Mechanist cost: 7 Scrap Metal and 2 Nuclear Material.
  • Grants a diamond armor loadout and temporary Resistance and Fire Resistance for 30 seconds.

Using the station replaces your current armor, so activate it when you are ready to commit to the Power Armor loadout.

Kits And Faction Roles

All kits provide a four-piece themed armor set, a weapon with 24 Ammo, and their listed abilities.

KitCostStarting equipmentAbilities and passives
Paladin100 Golden Bottle CapsScrap Blaster and Brotherhood Paladin ShieldResistance I and knockback resistance. Standing right-click with the shield triggers Kinetic Slam, damaging and knocking back nearby enemies. Crouch-right-click to block normally.
Agent200 Golden Bottle CapsPlasma Caster, Stealth Boy, and Teleport BeaconStealth Boy grants Invisibility and Speed for 8 seconds. Set the Teleport Beacon, then activate it again within 10 seconds to return to the marked position. The beacon can be used once per life.
General300 Golden Bottle CapsWasteland Rifle, 32 Oak Planks, and Flare GunGains extra Scrap Metal while the faction core is powered. The Flare Gun calls a delayed artillery strike ahead of the player.
Sniper400 Golden Bottle CapsRailgunCrouch while drawing a Bow to arm Sniper Focus. The next arrow that hits an enemy deals bonus damage and reveals allied players with Glowing. Buy a Bow and use regular arrows if you want to use this ability.
Demolitionist500 Golden Bottle CapsPlasma Caster, two Molotov Cocktails, and Pulse ChargeFire Resistance and immunity to Radiation Magma Traps. Molotov Cocktails burn enemies in an area. Pulse Charge disables nearby defenses for 8 seconds.
Mechanist600 Golden Bottle CapsScrap Blaster and Eyebot DeployerEyebot Deployer creates a flying companion for 40 seconds. It reveals nearby enemies and periodically zaps the closest target. The Mechanist also pays less at a Power Armor Station.
Atom’s Faithful700 Golden Bottle CapsRadium Rifle, two Rad-Flasks, and Irradiated Pulse ModuleRegeneration and trap immunity in radiation zones. Rad-Flask poisons and nauseates nearby enemies. Irradiated Pulse applies Slowness and Nausea in a larger area.
Grognak800 Golden Bottle CapsScrap Blaster and Battle Cry HornThe final hit against an enemy restores two hearts and grants Strength I. Battle Cry grants Speed II and Jump Boost while weakening nearby enemies.
Silver Shroud900 Golden Bottle CapsWasteland Rifle and Smoke BombPermanent movement-speed bonus. Smoke Bomb grants brief Invisibility and high Speed while blinding nearby enemies.
Courser1,000 Golden Bottle CapsPlasma Caster and Overclock Phase ModuleTracks nearby enemy Fusion Core carriers with a directional distance display. Overclock Phase removes the core carrier’s Slowness and grants powerful movement and knockback resistance for 5 seconds.
Tunnel Snake1,100 Golden Bottle CapsScrap Blaster and Switchblade RushGains Resistance when a teammate is within 6 blocks. Switchblade Rush dashes forward, damages the first nearby enemy, and slows them.
Vault Overseer1,200 Golden Bottle CapsRailgun and Clipboard Command ModuleWhile at the faction base, periodically provides team resources. Lockdown Command grants Resistance to faction defenders at the base for 8 seconds.
Nuka-Raider1,300 Golden Bottle CapsScrap Blaster, Nuka-Cherry Soda, and Overdose BurstFood, drinks, and Nuka-Cherry Soda grant Jump Boost. Overdose Burst grants Speed and Haste for 5 seconds, followed by a short Slowness penalty.

Progression And Strategy

  1. Secure your first resources. Stay near your powered Vault Generator long enough to collect Scrap Metal and Nuclear Material.
  2. Claim a neutral generator. Bottle Caps provide faster access to weapons, Ammo, emergency cores, and upgrades.
  3. Choose a role for your team. Paladins and Vault Overseers defend the base, Agents and Coursers scout, and Demolitionists and Tunnel Snakes lead assaults.
  4. Upgrade before raiding. Generator Speed improves the resource economy, Protection keeps defenders alive, and Alarm warns you before an attack reaches the core.
  5. Build defenses around the core. Combine Rad-Shielding Emitters with Radiation Magma Traps, leaving enough room for teammates to move through the base.
  6. Use EMP Pulse Charges before attacking. Disabled defenses make a core assault safer and give the carrier a better escape route.
  7. Do not send the carrier alone. The Stolen Fusion Core applies Slowness and Glowing. Have teammates clear the route or use Stealth Boy, Smoke Bomb, Teleport Beacon, or Overclock Phase.
  8. Keep an Emergency Backup Core available. It can restore an offline faction core without requiring a dangerous return trip.
  9. Track enemy carriers. Courser tracking, Eyebots, alarms, Glowing effects, and the broadcast messages can reveal the direction of a raid.
  10. Finish the objective. Stealing a core is only the beginning. Throw it into the central Wasteland Hazardous Pit to eliminate its faction, then defend your own core until only your faction remains.

How to install

This Java mod can be used on Windows and Mac PCs with the CreativeMode Launcher or any Minecraft launcher of your choice.

This mod is licensed under the CreativeMode Mods License.