Checking player status…
View all
Browse Afterfall articles
guide / Afterfall

Combat, firearms and noise

A fight costs more than ammunition. Keep stamina in reserve, maintain your weapons and remember how far the noise can travel.

Afterfall 0.14.0Java 1.21.1NeoForge

Melee and firearm handling

Click for a normal swing; hold attack at least 0.8 real seconds for a supported heavy attack. Heavy blows cost stamina and fail at zero. Spears and pikes add reach. A broken melee weapon deals only 1 damage until repaired.

Attack fires a gun; use aims. After 0.25 real seconds aiming, reported spread tightens from 4° to 1.5° before condition and survivor modifiers. R reloads or clears a jam in three seconds; H toggles the weapon light. Load a magazine by clicking matching rounds onto it; reloading chooses the fullest compatible magazine you carry.

Sneak-use a firearm beside an ammo or metal bench for maintenance: unloading, attachments, jam clearing and servicing. A service uses one steel plate and 50 mL engine oil to restore 25 condition. Worn guns jam more often.

Definition values and conditions

The report lists 11 firearms, with capacities from the one-shot flare launcher to 30-round carbine/submachine feeds. A service pistol has 15-round capacity, 6 projectile damage, 3 shots/s maximum, 64-block range and a 96-block definition noise radius. A hunting rifle has five-round capacity, 16 projectile damage, 0.8 shots/s, 160-block range and 160-block noise. Shotgun damage is per pellet.

Actual fire interval is limited by max(20/rate, cycleSeconds × 20) ticks; aiming, condition, attachments and survivor state modify performance. The full definition rows are retained in the supporting tables for pages 24–25.

Noise and scent

The older guide’s 64-block generic gunshot estimate is not universal: current firearm rows list their own noise values, reaching 176 blocks. Walking/sprinting are reported at 8/16 blocks, breaking glass 24, generators 32–48 and alarms 96 before modifiers. The guide says each solid intervening wall halves sound.

Bleeding without a bandage creates a scent followed from about 12 blocks and farther downwind. Bloody clothing has its own current scent path. Do not replace these with the stronger proposed skin-scent system.

Noise contributes to regional disturbance and later hordes. After a fight, treat bleeding and read infected warning cues before continuing to search.

All firearm definitions

Rate is maximum shots/s; range/noise are blocks; recoil is degrees; reload/cycle are real seconds; mass is kg. Shotgun damage is per pellet. Survivor state, attachments and condition modify performance.

Firearm / calibre / feedCapacity / damage / pelletsRate / range / recoil / noiseReload s / kg / automatic / cycle s
Service Pistol · 9mm · magazine15 / 6 / 13 / 64 / 2 / 962 / 1.0 / False / 0
Compact Pistol · .45 · magazine8 / 8 / 12.5 / 56 / 3 / 962.5 / 1.1 / False / 0
Revolver · .357 · see feed reference6 / 10 / 12 / 72 / 4 / 1124 / 1.3 / False / 0
Pump Shotgun · 12 gauge · see feed reference6 / 3 / 61 / 32 / 6 / 1440.7 / 3.5 / False / 0.6
Double Shotgun · 12 gauge · see feed reference2 / 3 / 62 / 28 / 7 / 1443 / 3.0 / False / 0
Hunting Rifle · .308 · internal feed5 / 16 / 10.8 / 160 / 5 / 1604 / 4.0 / False / 0.8
Carbine · 5.56 · magazine30 / 9 / 18 / 128 / 3 / 1603 / 3.2 / True / 0
Battle Rifle · .308 · magazine20 / 13 / 15 / 144 / 4.5 / 1763.5 / 4.5 / True / 0
Submachine Gun · 9mm · magazine30 / 6 / 110 / 72 / 2 / 1282.5 / 2.5 / True / 0
Marksman Rifle · .308 · magazine20 / 15 / 12 / 192 / 4 / 1763.5 / 4.8 / False / 0
Flare Launcher · Flare · single shot1 / 1 / 10.5 / 48 / 2 / 322 / 0.8 / False / 0

All melee definitions

Cooldown is real seconds, stamina is cost and extra reach is blocks. Broken-weapon behavior and survivor modifiers still apply.

WeaponDamage / cooldown s / stamina / durabilitykg / extra reach / cutting
Baton4 / 0.8 / 6 / 5000.7 / 0 / False
Baseball Bat5 / 1.0 / 8 / 3501.0 / 0 / False
Reinforced Bat6 / 1.1 / 10 / 5501.3 / 0 / False
Machete6 / 0.9 / 9 / 4500.8 / 0 / True
Fire Axe8 / 1.4 / 14 / 6502.0 / 0 / True
Combat Knife4 / 0.6 / 5 / 4000.4 / 0 / True
Spear5 / 1.0 / 7 / 2501.2 / 0.5 / True
Crowd Pike7 / 1.3 / 11 / 5002.0 / 1.0 / True
Sledge Weapon9 / 1.8 / 18 / 6003.0 / 0 / False
Kitchen Knife3 / 0.7 / 4 / 2000.3 / 0 / True
Hunting Knife4 / 0.8 / 5 / 3500.4 / 0 / True

Admin & server owner reference

Exact identifiers, original fields and source locators are preserved below. These records describe the documented mod version; they are not commands to run or proof of a new gameplay test.

Firearm / calibre / feedCapacity / damage / pelletsRate / range / recoil / noiseReload s / kg / automatic / cycle sPDF page
service_pistol Caliber.NINE_MM; FeedType.MAGAZINE15 / 6 / 13 / 64 / 2 / 962 / 1.0 / False / 024
compact_pistol Caliber.FORTY_FIVE; FeedType.MAGAZINE8 / 8 / 12.5 / 56 / 3 / 962.5 / 1.1 / False / 024
revolver Caliber.THREE_FIFTY_SEVEN; FeedType.CYLINDER6 / 10 / 12 / 72 / 4 / 1124 / 1.3 / False / 024
pump_shotgun Caliber.TWELVE_GAUGE; FeedType.TUBE6 / 3 / 61 / 32 / 6 / 1440.7 / 3.5 / False / 0.624
double_shotgun Caliber.TWELVE_GAUGE; FeedType.BREAK2 / 3 / 62 / 28 / 7 / 1443 / 3.0 / False / 024
hunting_rifle Caliber.THREE_OH_EIGHT; FeedType.INTERNAL5 / 16 / 10.8 / 160 / 5 / 1604 / 4.0 / False / 0.824
carbine Caliber.FIVE_FIVE_SIX; FeedType.MAGAZINE30 / 9 / 18 / 128 / 3 / 1603 / 3.2 / True / 024
battle_rifle Caliber.THREE_OH_EIGHT; FeedType.MAGAZINE20 / 13 / 15 / 144 / 4.5 / 1763.5 / 4.5 / True / 024
submachine_gun Caliber.NINE_MM; FeedType.MAGAZINE30 / 6 / 110 / 72 / 2 / 1282.5 / 2.5 / True / 024
marksman_rifle Caliber.THREE_OH_EIGHT; FeedType.MAGAZINE20 / 15 / 12 / 192 / 4 / 1763.5 / 4.8 / False / 024
flare_launcher Caliber.FLARE; FeedType.SINGLE1 / 1 / 10.5 / 48 / 2 / 322 / 0.8 / False / 024
WeaponDamage / cooldown s / stamina / durabilitykg / extra reach / cuttingPDF page
baton4 / 0.8 / 6 / 5000.7 / 0 / False24
baseball_bat5 / 1.0 / 8 / 3501.0 / 0 / False24
reinforced_bat6 / 1.1 / 10 / 5501.3 / 0 / False24
machete6 / 0.9 / 9 / 4500.8 / 0 / True24
fire_axe8 / 1.4 / 14 / 6502.0 / 0 / True24
combat_knife4 / 0.6 / 5 / 4000.4 / 0 / True24
spear5 / 1.0 / 7 / 2501.2 / 0.5 / True24
crowd_pike7 / 1.3 / 11 / 5002.0 / 1.0 / True24
sledge_weapon9 / 1.8 / 18 / 6003.0 / 0 / False24
kitchen_knife3 / 0.7 / 4 / 2000.3 / 0 / True24
hunting_knife4 / 0.8 / 5 / 3500.4 / 0 / True25

Sources & verification

Evidence: pdf-derived. Feature status: implemented-static. Article coverage: ready.

Afterfall_0.14.0_Extensive_Mod_Breakdown.pdf

PDF pages 23–26 · 11 Combat, firearms and infected · Afterfall 0.14.0 report: E015–E016, E069–E076

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.

Editor setupEditing guide →