The world after the Z! A3 Wasteland-style survival rebuilt ground-up for Reforger WE ARE SO BACK! HeavyForge.com / By Motavar / Wasteland-Z.com supported by TAC-X.com
Players now
1
Servers
4
Rating
89%
9 votes
Subscribers
-
688 downloads
Busiest servers running it 4 in total
All serversPlayers on servers with it
daily, last 30 days
Details
- Author
- Motavar
- Version
- 1.0.19
- Size
- 98.8 MB
- Licence
- APL-ND
- Game version
- 1.8.0.13
- Likes
- 0 / 0 dislikes
- Published
- 5 Jul 2026
- Updated
- 3 weeks ago
- Workshop ID
- 68A616565DECAB19
Recent adoption
30 days: +2 −2 ↑3
- − Mount Crumpit [Powered by GoatHost] 1.0.19 2d ago
- + Mount Crumpit [Powered by GoatHost] 1.0.19 2d ago
- − NA OGz ARMA conflict 1.0.19 4d ago
- + NA OGz ARMA conflict 1.0.19 4d ago
- ↑ Storm Test 1.0.16 1.0.19 3w ago
- ↑ TACX #1 - Wasteland-Z Official 1.0.18 1.0.19 3w ago
- ↑ TACX #1 - Wasteland-Z Official 1.0.16 1.0.18 3w ago
Often used with
8Version history
12-
v1.0.19 98.8 MB 20 Sep 2026
10.0.18 micro patch to 10.0.19 - Allow PLAYERS (non admin) base building - forgot to turn on :) ====================== 1.0.18 WASTELAND-Z — FREEFALL Mod 1.0.18+ / Gateway 0.9.6 ====================== ADMINS !! IMPORTANT !! : Mod 1.0.18 requires gateway 0.9.6. Update both together. YOU MUST UPDATE GATEWAY: wasteland-z.com for instructions NOTES: This is a complete rewrite of the hive/realm database system. This also includes Base Building with Supplies . custom parachute system. security features and misc fixes below. PARACHUTE SYSTEM - Ram-air canopy, deployable whenever 3 m of measured clearance exists below you. - Clearance is traced against the real surface, so roofs, bridges and decks count. - Above 50 m AGL the trace is skipped, so the aircraft you just left cannot block a deploy. - HUD shows airspeed, altitude and a banded speed bar. - Seven camera views on the B key. FLIGHT MODES - REAL, SPORT and ARCADE are presets over one flight model, cycled with N. - SPORT is the default: 25% faster, half the sink rate. - ARCADE banks to 55 degrees, turns a full circle in about 3 s, and will not tear. - PARACHUTE_DEFAULT_MODE sets the server default. - PARACHUTE_MODE_SELECTION locks the N key when cleared. CANOPY DESIGNS - 23 canopies across 12 designs, one mesh with a swapped material each. - Canopy is stored hive-wide and applies on every server in the hive. - An admin can assign a canopy to an offline player. - Model is HF original: 9 m span, 9 cells, 5.94 m lines, 8,172 triangles at LOD0, four LODs. - Textures are 2048x2048, generated without Blender or third-party libraries. VEHICLE FAST EXIT - A second press of the exit key during the climb-out leaves the vehicle immediately. - Air outranks speed: over 3 m of clearance you exit airborne and in control. - Grounded above BAILOUT_SAFE_SPEED_KMH you are ejected ragdolled. - Grounded below it you are placed on your feet, 2 m out, on your own side. - BAILOUT_ENABLED and BAILOUT_SAFE_SPEED_KMH (default 40, range 0-120) are in F8. HIVE DATABASE - Player storage moved from one value per player to one row per player, hive, realm and namespace. - Servers in one realm share gear; realms are independent of each other. - Money, bank and stats remain hive-wide across every realm. - 26 realms plus PRIVATE, assigned per map rather than per server. - Per-map hive override lets a map carry its own gateway and key. - One gateway process serves multiple game servers. - Namespaced records mean a new stored feature needs no gateway release. - Canopy persistence was the first feature to use it, with no gateway change. - Migrations apply on start and are recorded so they cannot run twice. - Destructive migrations require an explicit flag and a successful dump first. - A gateway older than the database refuses to start. - Optional waitress HTTP server, auto-detected. - Connection pool renamed to DB_POOL_SIZE_v2, default 32, rewritten in config.py on first start. SERVER REGISTRY - Each server publishes its map, realms, mod version and real addon list. - Mod mismatches between servers are visible in the F8 hive view, in red. - Registration self-heals if the gateway was down at boot. PERSISTENCE - Held weapon is stored per realm and per map. - An absent weapon field no longer overwrites a stored one. - Position, stance and yaw are keyed per realm and per map. - A logout in the air returns you to the ground at the same coordinates with your gear. - Last location survives a server restart or crash. - Arrival grace waives faction and spawn rules for the first join after a server hop. - Death is recorded against the realm rather than one server. - Autosave skips players who have not spawned. - Money-only operations no longer re-upload the whole inventory. - The revive kit is part of the starter loadout instead of every respawn. JOIN SCREEN - The card names which of six gear states applies and what to click. - GEAR SAVED HERE names the faction and requires LAST LOCATION. - GEAR TRAVELLED WITH YOU allows any faction and any spawn for that join. - NO GEAR SAVE HERE names the realm holding your gear. - GEAR RESET, NO RECORD ON THIS HIVE and CANNOT REACH STORAGE cover the rest. - CANNOT REACH STORAGE renders red end to end. - A faction click that would cost your loadout raises a warning before deploy. - START FRESH and RANDOM SPAWN both confirm before committing. - A welcome popup fires on data arrival rather than menu open. BASE BUILDING - Construction consumes supplies; HF owns the charge decision outright. - A vehicle with no reachable supply source is refused rather than allowed. - Build list editor at F8 SETUP > BUILD LIST, with search, trait and faction filters and previews. - Edits replicate to every connected player immediately. - Dismantling refunds 100% into the construction vehicle. - Refunds drop as a physical crate when the vehicle is full. - Caps per faction and per map for both structure count and supply value. - Caps count what is standing; a destroyed or dismantled structure returns its allowance. - Allowance returns to whoever built it. - BASE_BUILD_COST_MULT scales every price from 0 to 5x. - BASE_BUILD_ARSENAL_BOXES ships off, so structures spawn without free-gear boxes. - Live readout of standing structures per faction, also available as /supplies. SUPPLIES - Supplies are physical crates and pallets in the world. - Every box BI drops from a vehicle can be picked up and carried. - Hold-to-load moves 100 supplies per cycle. - Missions can pay out supplies through SPAWN_SUPPLIES_LARGE and SPAWN_SUPPLIES_SMALL. - Mission supply amounts offer presets and accept any typed value. - /supply [amount] drops a pallet at an admin's feet. - Loose supply boxes age out on the loot crate timer. - Supply crates gain a lock action after being carried 3 m. - Locking extends a 30-minute life to 24 hours and survives a relog. - An emptied supply box deletes itself. - Every supply container carries a server-issued origin tag. ADMIN MENU - Player info shows name, money, parachute type and style. - Canopy picker lists all 23 in plain and marked pairs - Canopy preview pane shows the fabric. - Offline staff names are resolved from the hive when the tab opens. - SECURITY tab added. - SERVER tab gained a hive panel, per-map hive override, A-Z gear groups and a server actions panel. - SERVER_ACTIONS.conf self-creates with six worked examples. AUDIO AND VEHICLES - EARPLUGS_ENABLED is a server feature switch, not a preference. - Each player still chooses auto or manual in the J menu or with /ear. - Auto is now the player-side default. - /ear, /plug and /plugs are available to every player. - Tow cable now terminates inside both vehicles rather than at the bumper. - Vehicle towing has a server-wide switch in F8 VEHICLES > BEHAVIORS. MISSIONS - Logic nodes without arguments no longer display as unrecognized rows. - EVENT rows with no reference parse correctly. - The same fault was fixed in a second tree parser. IN DEVELOPMENT - Structure locking; supply crate locking ships now. - Door codes and base access; schema written, not applied. - Garage for vehicles across servers; schema and config only. - Supply ledger persistence across a restart. - Ear plug preference persistence. - Parachute mode settings, the ear plugs switch and the towing switch ship ahead of their first live test. wasteland-z.com / Motavar / Heavy Forge, Inc.
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v1.0.18 98.8 MB 20 Sep 2026
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v1.0.16 16.8 MB 21 Aug 2026
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v1.0.15 16.6 MB 14 Aug 2026
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v1.0.14 16.6 MB 10 Aug 2026
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v1.0.13 16.4 MB 3 Aug 2026
Description from the Workshop
# WASTELAND-Z ### The world after the Z. The world fell apart fast. A viral outbreak turned the cities into death zones - the military threw up perimeters and sensors, and the hordes overwhelmed everything anyway. Now the cities stand empty and the military is gone. But not everything they left behind is useless. What's left is yours to take and hold. Wasteland-Z is a survival-and-rebuild overhaul forged over **1,000+ hours** and **3,100+ commits** of blood, sweat, and alcohol. Drop onto any Game Master map and it activates on top - every system below is built from the ground up, ours alone, tuned to make a squad feel like a crew. Remember A3 Wasteland? The gear-up, the mission rush, the gunfight over a money crate, the convoy that almost made it to the bank? That's the blood in this mod's veins. Wasteland-Z is a tribute to the A3 Wasteland era - built from scratch for Reforger, not a port, not a fork - and a tip of the hat to Team Wasteland and everyone who kept those servers alive. **Loot. Run missions. Bank your money. Survive.** *HeavyForge.com // By Motavar // Wasteland-Z.com* *Hosted and supported by Tactical Xcellence // TAC-X.com* ### Core - Map-agnostic game mode — runs as a mod on top of any Game Master scenario, on any map - Server-authoritative architecture — every meaningful action is decided by the server, not the client - Custom debug & diagnostics framework (multi-tier, multi-channel) - Faction system — player faction selection, faction-aware rules and rewards ### Survival - Down / incapacitation system - Drag-and-revive — pull a downed teammate to safety and bring them back - Health, bleeding, and consciousness handling ### Economy - Real money system — server-authoritative, database-backed - Custom bank - ATMs — deposit, withdraw, and move money across the map - Gun store - General store - Vehicle store - Buy / sell / resupply pipeline ### Inventory & Loot - Custom inventory and storage system (weight-based, validated) - Anti-cheat invento...