Clothing, bags and laundry
Keep your clothes intact and your pack light enough to move. Protection, warmth, wetness and carrying space each need attention.
Coverage and condition
Open U for nine slots: head, face, torso, outer layer, hands, legs, feet, back and accessory. Coverage determines which body regions a garment protects. A covered hit costs five condition; at zero it provides no bite protection even if warmth remains.
A hole halves regional bite protection; two remove it. Holes also reduce warmth. Dirt and blood on clothes can dirty wounds, and clothing blood has an existing scent mechanic. Skin grime is separate state.
Work gloves halve injury chance during salvage. A filtered respirator blocks 80% of smoke exposure and its filter lasts 600 real seconds of smoke. A rain poncho reduces wet exposure.
Carry mass and bags
| Bag | Slots | Added comfortable allowance |
|---|---|---|
| Small backpack | 9 | 8 kg |
| Large backpack | 18 | 16 kg |
| Expedition backpack | 27 | 24 kg |
Base comfortable mass is 24 kg. Above the allowance you slow down; at 150% you cannot pick up more. Use a held bag to open it, sneak-use to wear it. Bags cannot contain other bags. Traits can change slots and mass allowance.
Wash and dry
Hand wash at a supported sink, bath or shower. Without mains, it takes one litre of permitted carried water per garment. Plain water leaves blood residue; soap helps. Washing soaks clothing. A powered washing machine or coin washer needs mains and runs a 60-real-second cycle.
Air drying takes about eight survival hours dropped or three worn and is blocked by rain. A coin dryer has nine slots, takes 40 real seconds and draws 10 energy/s. An unsuccessful power cycle dries nothing. Wet garments can lose up to 60% insulation and gain up to 50% mass.
Repair, patch and pad
Basic repair restores 25 condition in ten real seconds: cloth strip/leather patch for soft clothes, steel plate for hard gear. Patching/padding uses a needle/thread or sewing kit plus materials. Tailoring time is max(3, 8 − skill level) real seconds. At levels 0–1 a patch can fail at the default 25% chance. Padding requires Tailoring 2, two strips and two thread: at most two layers, each adding 0.08 bite protection up to the cap and more mass.
Needles have 100 uses, thread 10 and pocket sewing kits 15; a kit leaves a partly used needle. Mender improves restoration. Check the displayed action requirements instead of assuming the same repair applies to every garment.
Sources & verification
Evidence: pdf-derived. Feature status: implemented-static. Article coverage: ready.
PDF pages 16–17 · 07 Food, water, clothing, washing and Tailoring · Afterfall 0.14.0 report: E015–E016, E040–E047
Reported static findings and packaged-guide behavior. Underlying source/JAR and gameplay have not been rechecked for this wiki; pack overrides are unknown.
The wiki has not independently playtested report-derived instructions. Your server or modpack settings may change them.