wasteland.club

What works so far

A hand-written list of what you can do in game right now. It changes as things land.

70 of 142 working Last changed 4 days ago

Player

11 of 16 working
  • Player movement and sprinting
    Peers move, sprint and turn in live sessions.
    Working
  • Crouching and sneaking
    Validated in game by owner report on 2026-08-03.
    Working
  • Jumping and falling
    Validated in game by owner report on 2026-08-03.
    Working
  • Aim pitch and sighted pose
    Validated in game by owner report on 2026-08-03.
    Working
  • Equipped weapon model
    Validated in game by owner report on 2026-08-03.
    Working
  • Weapon drawn and holstered
    Validated in game by owner report on 2026-08-03.
    Working
  • Clothing and armor
    Another player's outfit shows up when both of you are playing the same sex of character. On 2026-08-12, with one male and one female, the peer's body built wrong and no clothing appeared at all.
    Partial
  • Player face and body appearance
    Played twice on 2026-08-12 with a male and a female character and it failed both ways: one player invisible, the other with the wrong head. The cause is now known and a fix is written, not yet played.
    In progress
  • Pip-Boy open and close
    Tried in game on 2026-08-06 and the engine refuses to play it on another player's character. Parked for a later polish pass; a nametag already shows who is in their Pip-Boy.
    Planned
  • Pip-Boy light on peers
    Validated in game by owner report on 2026-08-03.
    Working
  • Power armor
    Read-only probe is built; occupancy, ownership, mirror suits and fusion-core sync are not.
    In progress
  • Nametags
    Names, levels, health and rads render over peers; head-bone anchoring fixed height bob.
    Working
  • Attention icons
    Validated in game by owner report on 2026-08-03.
    Working
  • Player map markers
    Server routing and the Pip-Boy model writer are built; whether the icon appears is untested.
    In progress
  • Party HUD and vitals
    Health, rads and level are replayed on interest changes and resync periodically.
    Working
  • Furniture use and seats
    Validated in game by owner report on 2026-08-03.
    Working

Combat

5 of 15 working
  • Player gunfire
    Player shots are captured and replayed; dry-click shadow shots are fixed.
    Working
  • Reload animations
    Validated in game by owner report on 2026-08-03.
    Working
  • Melee swings
    Armed melee routes through the action path; unarmed replay is still unsafe and cosmetic only.
    Partial
  • Gun bash
    Input is distinguished, but the capture or proxy refusal path still needs a probe run.
    Planned
  • Player-to-player damage
    Confirmed with two players on 2026-08-07: shooting another player hurts them. Before this, one player's gun could do nothing at all for a whole session.
    Working
  • Player-to-NPC damage
    Protocol and authority routing are built; the recent fix still needs a live validation pass.
    In progress
  • NPCs hurting players
    NPC attacker damage is reported and applied to remote players.
    Working
  • Grenades and physical projectiles
    Validated when the peer weapon equips; equipment gaps still gate some launches.
    Partial
  • Explosions from replicated projectiles
    Replica damage is guarded so one blast is not reported once per observer.
    Partial
  • Downed state
    Confirmed in game on 2026-08-08: a killing blow puts you down instead of killing you, and your teammates see it. Nothing decides yet what happens when the whole party is down at once.
    Partial
  • Respawn after bleedout
    Confirmed in game on 2026-08-08: after bleeding out you get back on your feet on solid ground a short walk from where you fell. The earlier run that left you hanging in the air is fixed.
    Working
  • Revive interaction
    Confirmed in game on 2026-08-08: a teammate can walk up to a downed player and bring them back. Charging a stimpak for it, and the pose the downed body holds, changed after that run and are untested.
    Partial
  • Shared NPC aggro
    Probe and target-fairness design exist; fair combat membership is still being built.
    In progress
  • Friendly NPC team logic
    Settlers and companions defending every player is not implemented yet.
    Planned
  • Kill cameras suppressed
    Connected-session suppression is built; it needs live validation.
    In progress

NPCs & Companions

1 of 16 working
  • Ambient NPC movement
    Planned
  • Ambient NPC adoption
    Adoption of matching references works; spawning missing NPC replicas is still unexercised.
    Partial
  • Runtime encounter actors
    Template ancestry fallback is validated for adoption; true spawn cleanup is still open.
    Partial
  • Quest-managed actors
    Quest alias actors now pose-sync, but the session will not kill or resurrect them.
    Partial
  • NPC equipment
    Equipment rides roster entries and applies after 3D is ready; spawned presentation still needs coverage.
    Partial
  • NPC health and wounded state
    Roster condition sync is built for health and WorkshopActorWounded; not run in game.
    In progress
  • NPC unconscious state
    Life-state apply for unconscious actors is built and idempotent; not yet validated.
    In progress
  • NPC gunfire presentation
    NPC and turret gunfire relays as one burst message instead of one per round. Muzzle flash and sound on peers are not confirmed in game.
    In progress
  • NPC corpse positions
    Owner-reported on 2026-08-07: a body can come to rest tens of metres from where the other player sees it. A fix landed the same day and it still drifts.
    In progress
  • NPC corpse loot
    Owner-reported on 2026-08-07: what a body is carrying can differ between the two players. Not diagnosed yet.
    Partial
  • Bodies keep their wounds and gear
    Lost limbs, and bodies vaporised by energy weapons, are not carried to the other player. Gear on a body that was already dead only partly matches.
    In progress
  • Carrying NPC bodies
    Validated in game by owner report on 2026-08-03.
    Working
  • Random encounters as a separate system
    No separate random-encounter system is planned; those actors should ride the ambient NPC roster.
    Not planned
  • Followers while connected
    The mod dismisses followers by default; recruited companion sync is not built.
    Partial
  • Peer followers on nametags
    A nametag names who is with that player, and another player's cell no longer drags your own companion around. Built, not yet validated in game.
    In progress
  • Companion perks from nearby players
    The Lone Wanderer companion-global bridge is built; not validated in game.
    In progress

The World

14 of 24 working
  • Doors opening and closing
    Ordinary doors relay end to end. A door that loads a new area is deliberately left alone, because syncing one could hang the other player.
    Working
  • Entering a building at the same time
    Two players walking into the same building together used to leave one of them stuck on a black screen. Fixed and confirmed in game on 2026-08-07.
    Working
  • Locks
    Lock state converges through the world mutation path.
    Working
  • Non-workshop switches and lights
    Open-state relays for ordinary world refs are validated.
    Working
  • Activating switches for everyone
    The message and the server rule are built, but the allow list ships empty and the receiver does not replay yet, so nothing is shared in game today.
    In progress
  • Workshop switches and gates
    Server-created refs now enter open-state sync; flip-a-pylon validation is next.
    In progress
  • Containers and loot
    Durable snapshots and transactions are server-owned.
    Working
  • Container menu live refresh
    Open container menus repaint when another player changes the contents.
    Working
  • Container leveled-list baselines
    Seeding unresolved leveled lists can publish generator forms; the safe baseline needs a live run.
    Investigating
  • Static loose item pickup
    Static placed loose-item removal is durable and replayed on cell entry.
    Working
  • Dropped items
    Runtime object identity lets dropped items survive outside the first occupied cell.
    Working
  • Legendary and modded gear keeps its mods
    Containers and dropped items now carry each item's attached mods, so a legendary weapon is not a plain one for everybody else. Built and merged, not yet seen in a live game.
    In progress
  • Carried and grabbed objects
    Carried-object physics has the pause-resume fix from 2026-08-03.
    Working
  • Persistent world mutations
    Server save stores creations, removals, open state and container state.
    Working
  • Cell replay before visibility
    Replay works after entry; the true pre-presentation load hook is still unidentified.
    Partial
  • Cell respawn reconciliation
    Respawn-cell contents are not reconciled yet.
    Planned
  • Harvesting plants
    Confirmed with two players on 2026-08-07: picking a plant shows for the other player. Settlement crops, and plants growing back, are not confirmed yet.
    Working
  • Destructible objects
    Cars are in sync while both players are there. Other breakable things, and anything destroyed before you arrive, are not confirmed yet.
    Partial
  • Exploding cars
    Confirmed with two players on 2026-08-07: a car takes damage and blows up the same way for both of them.
    Working
  • Weather
    Weather form and blend synchronize in game.
    Working
  • Time of day
    GameHour synchronization is validated in game.
    Working
  • Calendar date
    GameDay, GameMonth and GameYear are not synchronized yet.
    Planned
  • Mines and traps
    Deleted references are visible to world sync now, and a detonated mine is told apart from a disabled one. None of it has run in game, and mines a player throws are a separate path.
    In progress
  • Scripted world events
    Quest-flagged refs are protected, but scripted event replication is not built.
    Planned

Building

3 of 15 working
  • Workshop object placement
    Placement syncs in a live session, including objects across settlement cell boundaries.
    Working
  • Workshop scrapping
    Workshop-built objects and plugin-placed clutter scrap in sync.
    Working
  • Settlement state persistence
    Validated in game by owner report on 2026-08-03.
    Working
  • Settlement registration on replay
    Linked ref and HandleCreation are built; generator-alone validation is next.
    In progress
  • Build budget and resource ratings
    HandleCreation should reach the build budget and ratings; the effect is unvalidated.
    In progress
  • Local-only settlement reconciliation
    Built to hide singleplayer-only builds that the server never saw; not run in game.
    In progress
  • Wire references
    Partial in game: refs are named and tracked, but peer cable presentation is incomplete.
    Partial
  • Wire endpoints and spline params
    Partial in game: endpoints and spline params are tracked; power transfer and full peer rendering remain open.
    Partial
  • Settlement power transfer
    Read poweredA and poweredB first; the grid result decides the next fix.
    Investigating
  • Generators after replay
    A no-wire generator test is first; current logs cannot separate registration from wiring.
    Investigating
  • Settlement switches and powered lights
    Open-state support for server-named workshop refs is built and awaits flip validation.
    In progress
  • Settlement resources and happiness
    Resource totals, happiness and assignment state are not synchronized yet.
    Planned
  • Settler jobs and assignments
    Workshop NPC job scripts are not synchronized.
    Planned
  • Workshop turrets as actors
    Aim, health and unconsciousness are built through actor roster paths; no game run yet.
    In progress
  • Power armor frame occupancy
    Reuses furniture occupancy claims; suit-specific apply and ownership are not built.
    In progress

Questing

1 of 8 working
  • Quest observation probe
    The probe ships on by default so real quest churn can be measured.
    In progress
  • Quest progress wire and server history
    QuestProgress, store, ordering and persistence are built; no game validation yet.
    In progress
  • Quest catch-up state
    A query and debug panel can show stored party quest state.
    In progress
  • Shared quest stages
    No remote stage is applied yet; phase 2 requires per-quest opt-in.
    Planned
  • Shared quest globals
    Session-wide global sync is built with a deliberately empty allow list.
    In progress
  • Quest allow lists
    Config and data extraction exist; live probe data still needs to fill the list.
    In progress
  • Dialogue policy
    Dialogue remains private by default; no one is force-advanced.
    Planned
  • Quest-owned object safety
    Quest refs and quest-object inventory stacks are excluded from world sync paths.
    Working

Playing Together

12 of 14 working
  • Account sign-in from game
    The game opens the browser flow and receives the session back.
    Working
  • Email sign-in inside game
    Kernel requires a browser captcha, so the in-game password forms were removed.
    Not planned
  • Account page and rename
    The site can rename through kernel and refreshes the local profile.
    Working
  • Friends list
    Search, request, accept, deny, cancel and unfriend are built.
    Working
  • Text chat
    Global, party and nearby channels. Confirmed with two players on 2026-08-07.
    Working
  • Pinging a spot for your party
    Confirmed in game on 2026-08-06: the marker sits on the spot you pointed at, carries who placed it and how far away it is, and shows on the Pip-Boy map.
    Working
  • Presence and online state
    The event stream makes a player online and closes cleanly when the client dies.
    Working
  • Friend activity
    Shows server activity, but presence server ids remain client-reported.
    Partial
  • Public server registry
    Owners can claim and heartbeat servers; public listed servers appear on the site.
    Working
  • Server owner pages
    Owners can list, claim, rotate, move and remove their servers.
    Working
  • Server moderation
    Staff can suspend and reinstate without leaking suspension state to owners.
    Working
  • Announcements
    Public announcements can be edited without a deploy and shown before sign-in.
    Working
  • Social links
    Public social links are keyed, sanitized and shown on the site and in game.
    Working
  • Public feature page
    Curated rows live in the database and can be edited from admin content.
    Working

Servers

8 of 15 working
  • Direct server query
    Returns name, description, tags, slots, icon, ping and compatibility without joining.
    Working
  • In-game server browser
    Validated in game by owner report on 2026-08-03.
    Working
  • Server icons in the browser
    Icons are real PNG files and absolute paths; in-game browser display still needs final validation.
    Partial
  • Max player cap
    A full server refuses extra clients with a defined QUIC close code.
    Working
  • Proven direct-server identity
    Servers sign a fresh query challenge with an Ed25519 key.
    Working
  • Local play history
    Local history uses proven server keys; the session-start identity fix just landed.
    Partial
  • Saves remember which server they played on
    A save records the servers it has joined, and joining a different one asks first. Built, not yet run in game.
    Planned
  • Account play history
    Backend and client sync exist; the session-start identity fix needs production proof.
    Partial
  • Most and least played sorting
    Uses the larger of local and account totals; depends on proven key discovery.
    Partial
  • Server detail pages
    Listed servers have public detail pages; private details stay owner-only.
    Working
  • Population history
    Heartbeat samples keep 15-minute peaks for the server detail chart.
    Working
  • Join public server by id
    The registry returns an address only for joinable servers; private ids stay hidden.
    Working
  • Join from Discord
    Works when Fallout 4 is already running; launching the game from an invite is unsupported.
    Partial
  • Ask to Join
    Discord request path is plumbed, but there is no production UI prompt yet.
    Partial
  • Server admin menu
    A password opens an in-game admin menu whose commands come from the server, including teleports. Confirmed with two players on 2026-08-07. Admins by account are not built.
    Working

Interface

8 of 11 working
  • Shared in-game panel
    Friends, servers, account and controls live in one RmlUi panel.
    Working
  • Account pane
    Shows sign-in state, friends, requests and profile data in game.
    Working
  • Servers pane
    Direct and registry server browsing is built; final in-game rendering pass is still open.
    Partial
  • Controls pane
    Every mod key is listed in one place and can be changed from the panel.
    Working
  • Rebindable hotkeys
    Bindings round-trip through the TOML client config with conflict reporting.
    Working
  • Input capture safety
    Escape capture hold is built to stop pause-menu bleed-through
    Planned
  • Screenshot mode
    One key hides this mod and the game HUD, validated in a running game.
    Working
  • World keeps running in menus
    Menus no longer stop the world for everybody, confirmed in game. A vanilla tutorial popup and some menus still stop it for the one player who has it open.
    Partial
  • Main menu onboarding
    The main menu shows account state, announcements and social links.
    Working
  • Party invite toast
    Invite toasts keep their own RmlUi surface alive and draw above the panel.
    Working
  • UI asset checks
    RCSS alpha and font-weight traps are covered by project checks.
    Working

Diagnostics & Tooling

7 of 8 working
  • Developer network overlay
    Done by owner report on 2026-08-03.
    Working
  • Developer resource monitor
    Done by owner report on 2026-08-03.
    Working
  • Logging level gate and rotation
    Done by owner report on 2026-08-03.
    Working
  • Crash reports with module RVAs
    The plugin records crash RVAs for engine failures; coverage grows with live crashes.
    In progress
  • Save inspector
    fop-save-inspect can read the server save and confirmed live settlement records.
    Working
  • Two-instance dev launcher
    The dev script launches both game instances and seeds probe keys.
    Working
  • CI/CD pipeline
    Done by owner report on 2026-08-03.
    Working
  • Server query CLI
    fop-query exercises the same direct query protocol as the browser.
    Working

No dates are promised here. "Planned" means somebody intends to build it, "not planned" means they do not.