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

Command and operator reference

Look up 260 reconstructed paths and 145 help descriptions, preserving parser and permission context.

Afterfall 0.14.0Java 1.21.1NeoForge

Static paths and installed permissions

The report reconstructs 260 executable source paths and separately lists 145 packaged help descriptions. These are different count units. No command was executed for this wiki. The in-game Command Book reads the installed live Brigadier tree and is the final reference for available paths and permissions.

Most admin groups require level 2; preset/map/template management can require level 3. Preserve the per-row permission/parser expression rather than applying a blanket permission level. A sender-default operation needs a player sender; explicit targets may allow console use depending on the handler. Reset, recreate, clear, shutdown, place, approve, assign, god, signal and complete operations can change saved state and are not ordinary survival prerequisites.

Angle-bracket fields are argument names, not literal text to enter. In /afterfall vehicle look ... <missing>, missing is the actual argument name for the 0–7 missing-parts value (PDF p. 96), not an extraction placeholder. Parser expressions are wrapped source text, not shell commands.

Paths / /heal

SyntaxParser, permission, reported source / PDF page
/healself; player sender required s -> s.hasPermission(2) survivor/AdminCare.java (p. 98)
/heal <player>player: EntityArgument.players() s -> s.hasPermission(2) survivor/AdminCare.java (p. 98)

Paths / campaign

SyntaxParser, permission, reported source / PDF page
/afterfall campaign claim <player> <campaign>player: EntityArgument.player(); campaign: StringArgumentType.word() s -> s.hasPermission(2) campaign/CampaignCommands.java (p. 82)
/afterfall campaign complete <player> <campaign>player: EntityArgument.player(); campaign: StringArgumentType.word() s -> s.hasPermission(2) campaign/CampaignCommands.java (p. 82)
/afterfall campaign event cancelNo arguments s -> s.hasPermission(2) campaign/CampaignCommands.java (p. 82)
/afterfall campaign event disable <event>event: StringArgumentType.word() s -> s.hasPermission(2) campaign/CampaignCommands.java (p. 82)
/afterfall campaign event enable <event>event: StringArgumentType.word() s -> s.hasPermission(2) campaign/CampaignCommands.java (p. 82)
/afterfall campaign event fire <event> <player>event: StringArgumentType.word(); player: EntityArgument.player() s -> s.hasPermission(2) campaign/CampaignCommands.java (p. 82)
/afterfall campaign event statusNo arguments s -> s.hasPermission(2) campaign/CampaignCommands.java (p. 82)
/afterfall campaign party <player> <name>player: EntityArgument.player(); name: StringArgumentType.word() s -> s.hasPermission(2) campaign/CampaignCommands.java (p. 82)
/afterfall campaign reset <player> <campaign>player: EntityArgument.player(); campaign: StringArgumentType.word() s -> s.hasPermission(2) campaign/CampaignCommands.java (p. 82)
/afterfall campaign signal <player> <key> <amount>player: EntityArgument.player(); key: StringArgumentType.word(); amount: IntegerArgumentType.integer(0) s -> s.hasPermission(2) campaign/CampaignCommands.java (p. 82)
/afterfall campaign signal <player> <key> <amount> <detail>player: EntityArgument.player(); key: StringArgumentType.word(); amount: IntegerArgumentType.integer(0); detail: StringArgumentType.greedyString() s -> s.hasPermission(2) campaign/CampaignCommands.java (p. 82)
/afterfall campaign start <player> <campaign>player: EntityArgument.player(); campaign: StringArgumentType.word() s -> s.hasPermission(2) campaign/CampaignCommands.java (p. 83)
/afterfall campaign status <player>player: EntityArgument.player() s -> s.hasPermission(2) campaign/CampaignCommands.java (p. 83)
/afterfall campaign story <player>player: EntityArgument.player() s -> s.hasPermission(2) campaign/CampaignCommands.java (p. 83)
/afterfall campaign story <player> choose <choice>player: EntityArgument.player(); choice: StringArgumentType.greedyString() s -> s.hasPermission(2) campaign/CampaignCommands.java (p. 83)

Paths / care

SyntaxParser, permission, reported source / PDF page
/afterfall care condition <player> <ailment> <hours>player: EntityArgument.player(); ailment: StringArgumentType.word(); hours: IntegerArgumentType.integer(1, 200) s -> s.hasPermission(2) care/CareCommands.java (p. 83)
/afterfall care infect <player> <hours>player: EntityArgument.player(); hours: IntegerArgumentType.integer(0, 200) s -> s.hasPermission(2) care/CareCommands.java (p. 83)
/afterfall care manual <player> <skill> <tier>player: EntityArgument.player(); skill: StringArgumentType.word(); tier: StringArgumentType.word() s -> s.hasPermission(2) care/CareCommands.java (p. 83)
/afterfall care status <player>player: EntityArgument.player() s -> s.hasPermission(2) care/CareCommands.java (p. 83)
/afterfall care wound <player> <part> <type>player: EntityArgument.player(); part: StringArgumentType.word(); type: StringArgumentType.word() s -> s.hasPermission(2) care/CareCommands.java (p. 83)
/afterfall care wound <player> <part> <type> <dirty>player: EntityArgument.player(); part: StringArgumentType.word(); type: StringArgumentType.word(); dirty: BoolArgumentType.bool() s -> s.hasPermission(2) care/CareCommands.java (p. 83)
/afterfall care xp <player> <skill> <amount>player: EntityArgument.player(); skill: StringArgumentType.word(); amount: IntegerArgumentType.integer(-1_000_000, 1_000_000) s -> s.hasPermission(2) care/CareCommands.java (p. 83)

Paths / clock

SyntaxParser, permission, reported source / PDF page
/afterfall clockNo arguments s -> s.hasPermission(2) core/CoreEvents.java (p. 83)

Paths / combat

SyntaxParser, permission, reported source / PDF page
/afterfall combat attach_allNo arguments s -> s.hasPermission(2) combat/logic/CombatCommands.java (p. 83)
/afterfall combat condition <value>value: IntegerArgumentType.integer(0, 100) s -> s.hasPermission(2) combat/logic/CombatCommands.java (p. 83)
/afterfall combat fillNo arguments s -> s.hasPermission(2) combat/logic/CombatCommands.java (p. 83)
/afterfall combat finish <kind>kind: com.mojang.brigadier.arguments.StringArgumentType.word() s -> s.hasPermission(2) combat/logic/CombatCommands.java (p. 83)
/afterfall combat finish <kind> <pattern>kind: com.mojang.brigadier.arguments.StringArgumentType.word(); pattern: IntegerArgumentType.integer(0, 2) s -> s.hasPermission(2) combat/logic/CombatCommands.java (p. 84)
/afterfall combat inspectNo arguments s -> s.hasPermission(2) combat/logic/CombatCommands.java (p. 84)
/afterfall combat maintenanceNo arguments s -> s.hasPermission(2) combat/logic/CombatCommands.java (p. 84)

Paths / community

SyntaxParser, permission, reported source / PDF page
/afterfall community banditsNo arguments s -> s.hasPermission(2) community/CommunityModule.java (p. 84)
/afterfall community jobs listNo arguments s -> s.hasPermission(2) community/job/JobSystem.java (p. 84)
/afterfall community jobs refreshNo arguments s -> s.hasPermission(2) community/job/JobSystem.java (p. 84)
/afterfall community listNo arguments s -> s.hasPermission(2) community/CommunityModule.java (p. 84)
/afterfall community managerNo arguments s -> s.hasPermission(2) community/CommunityModule.java (p. 84)
/afterfall community rep <player> <faction>player: EntityArgument.player(); faction: StringArgumentType.word() s -> s.hasPermission(2) community/CommunityModule.java (p. 84)
/afterfall community rep <player> <faction> <value>player: EntityArgument.player(); faction: StringArgumentType.word(); value: IntegerArgumentType.integer(-100, 100) s -> s.hasPermission(2) community/CommunityModule.java (p. 84)
/afterfall community simulate <hours>hours: IntegerArgumentType.integer(1, 240) s -> s.hasPermission(2) community/CommunityModule.java (p. 84)
/afterfall community spawn <role>role: StringArgumentType.word() s -> s.hasPermission(2) community/CommunityModule.java (p. 84)
/afterfall community spawn <role> <faction>role: StringArgumentType.word(); faction: StringArgumentType.word() s -> s.hasPermission(2) community/CommunityModule.java (p. 84)
/afterfall community spawn <role> <faction> <count>role: StringArgumentType.word(); faction: StringArgumentType.word(); count: IntegerArgumentType.integer(1, 16) s -> s.hasPermission(2) community/CommunityModule.java (p. 84)
/afterfall community teamsNo arguments s -> s.hasPermission(2) community/CommunityModule.java (p. 84)

Paths / computer

SyntaxParser, permission, reported source / PDF page
/afterfall computer infoNo arguments s -> s.hasPermission(2); s -> s.hasPermission(2) furniture/computer/Computers.java (p. 84)
/afterfall computer mail clear <player>player: StringArgumentType.word() s -> s.hasPermission(2); s -> s.hasPermission(2) furniture/computer/Computers.java (p. 84)
/afterfall computer mail clear_allNo arguments s -> s.hasPermission(2); s -> s.hasPermission(2) furniture/computer/Computers.java (p. 85)
/afterfall computer mail count <player>player: StringArgumentType.word() s -> s.hasPermission(2); s -> s.hasPermission(2) furniture/computer/Computers.java (p. 85)

Paths / construction

SyntaxParser, permission, reported source / PDF page
/afterfall construction damage <pos> <hp>pos: BlockPosArgument.blockPos(); hp: FloatArgumentType.floatArg(0f, 100000f) s -> s.hasPermission(2) construction/ConstructionModule.java (p. 85)
/afterfall construction inspect <pos>pos: BlockPosArgument.blockPos() s -> s.hasPermission(2) construction/ConstructionModule.java (p. 85)
/afterfall construction lock <pos> <tier>pos: BlockPosArgument.blockPos(); tier: IntegerArgumentType.integer(1, 4) s -> s.hasPermission(2) construction/ConstructionModule.java (p. 85)

Paths / farming

SyntaxParser, permission, reported source / PDF page
/afterfall farming environmentNo arguments s -> s.hasPermission(2) farming/FarmingCommands.java (p. 85)
/afterfall farming fishNo arguments s -> s.hasPermission(2) farming/FarmingCommands.java (p. 85)
/afterfall farming fish set <count>count: IntegerArgumentType.integer(0, FarmingWorldData.FISH_CAP) s -> s.hasPermission(2) farming/FarmingCommands.java (p. 85)
/afterfall farming weather clearNo arguments s -> s.hasPermission(2) farming/FarmingCommands.java (p. 85)
/afterfall farming weather start <type>type: StringArgumentType.word() s -> s.hasPermission(2) farming/FarmingCommands.java (p. 85)

Paths / gear

SyntaxParser, permission, reported source / PDF page
/afterfall gear condition <slot> <value>slot: StringArgumentType.word(); value: IntegerArgumentType.integer(0, 100) s -> s.hasPermission(2) gear/GearCommands.java (p. 85)
/afterfall gear condition <slot> <value> <player>slot: StringArgumentType.word(); value: IntegerArgumentType.integer(0, 100); player: EntityArgument.player() s -> s.hasPermission(2) gear/GearCommands.java (p. 85)
/afterfall gear inspectNo arguments s -> s.hasPermission(2) gear/GearCommands.java (p. 85)
/afterfall gear inspect <player>player: EntityArgument.player() s -> s.hasPermission(2) gear/GearCommands.java (p. 85)

Paths / god

SyntaxParser, permission, reported source / PDF page
/afterfall godNo arguments s -> s.hasPermission(2) survivor/AdminCare.java (p. 85)
/afterfall god <player>player: EntityArgument.players() s -> s.hasPermission(2) survivor/AdminCare.java (p. 85)
/afterfall god offNo arguments s -> s.hasPermission(2) survivor/AdminCare.java (p. 86)
/afterfall god off <player>player: EntityArgument.players() s -> s.hasPermission(2) survivor/AdminCare.java (p. 86)
/afterfall god onNo arguments s -> s.hasPermission(2) survivor/AdminCare.java (p. 86)
/afterfall god on <player>player: EntityArgument.players() s -> s.hasPermission(2) survivor/AdminCare.java (p. 86)

Paths / heal

SyntaxParser, permission, reported source / PDF page
/afterfall healself; player sender required s -> s.hasPermission(2) survivor/AdminCare.java (p. 86)
/afterfall heal <player>player: EntityArgument.players() s -> s.hasPermission(2) survivor/AdminCare.java (p. 86)

Paths / infected

SyntaxParser, permission, reported source / PDF page
/afterfall infected bench <count>count: IntegerArgumentType.integer(1, 1024) s -> s.hasPermission(2) infected/InfectedCommands.java (p. 86)
/afterfall infected bench <count> <seconds>count: IntegerArgumentType.integer(1, 1024); seconds: IntegerArgumentType.integer(5, 600) s -> s.hasPermission(2) infected/InfectedCommands.java (p. 86)
/afterfall infected bench <count> <seconds> <mode>count: IntegerArgumentType.integer(1, 1024); seconds: IntegerArgumentType.integer(5, 600); mode: StringArgumentType.word() s -> s.hasPermission(2) infected/InfectedCommands.java (p. 86)
/afterfall infected bench <count> <seconds> <mode> fake_anchorcount: IntegerArgumentType.integer(1, 1024); seconds: IntegerArgumentType.integer(5, 600); mode: StringArgumentType.word() s -> s.hasPermission(2) infected/InfectedCommands.java (p. 86)
/afterfall infected dematerializeNo arguments s -> s.hasPermission(2) infected/InfectedCommands.java (p. 86)
/afterfall infected disturb <score>score: IntegerArgumentType.integer(1, 5000) s -> s.hasPermission(2) infected/InfectedCommands.java (p. 86)
/afterfall infected horde launchNo arguments s -> s.hasPermission(2) infected/InfectedCommands.java (p. 86)
/afterfall infected horde listNo arguments s -> s.hasPermission(2) infected/InfectedCommands.java (p. 86)
/afterfall infected horde scheduleNo arguments s -> s.hasPermission(2) infected/InfectedCommands.java (p. 86)
/afterfall infected lineup <setting>setting: StringArgumentType.word() s -> s.hasPermission(2) infected/InfectedCommands.java (p. 86)
/afterfall infected lookNo arguments s -> s.hasPermission(2) infected/InfectedCommands.java (p. 87)
/afterfall infected materialize <count>count: IntegerArgumentType.integer(1, 32) s -> s.hasPermission(2) infected/InfectedCommands.java (p. 87)
/afterfall infected regionNo arguments s -> s.hasPermission(2) infected/InfectedCommands.java (p. 87)
/afterfall infected region <pos>pos: BlockPosArgument.blockPos() s -> s.hasPermission(2) infected/InfectedCommands.java (p. 87)
/afterfall infected regionsNo arguments s -> s.hasPermission(2) infected/InfectedCommands.java (p. 87)
/afterfall infected spawnwild <animal>animal: StringArgumentType.word() s -> s.hasPermission(2) infected/InfectedCommands.java (p. 87)
/afterfall infected statsNo arguments s -> s.hasPermission(2) infected/InfectedCommands.java (p. 87)

Paths / loot

SyntaxParser, permission, reported source / PDF page
/afterfall loot route <room>room: StringArgumentType.word() s -> s.hasPermission(2); s -> s.hasPermission(2) world/loot/LootCommands.java (p. 87)
/afterfall loot route <room> <archetype>room: StringArgumentType.word(); archetype: StringArgumentType.word() s -> s.hasPermission(2); s -> s.hasPermission(2) world/loot/LootCommands.java (p. 87)
/afterfall loot simulate profile <profile>profile: StringArgumentType.word() s -> s.hasPermission(2); s -> s.hasPermission(2) world/loot/LootCommands.java (p. 87)
/afterfall loot simulate profile <profile> <n>profile: StringArgumentType.word(); n: IntegerArgumentType.integer(10, 20000) s -> s.hasPermission(2); s -> s.hasPermission(2) world/loot/LootCommands.java (p. 87)
/afterfall loot simulate room <room> <container>room: StringArgumentType.word(); container: StringArgumentType.word() s -> s.hasPermission(2); s -> s.hasPermission(2) world/loot/LootCommands.java (p. 87)
/afterfall loot simulate room <room> <container> <archetype>room: StringArgumentType.word(); container: StringArgumentType.word(); archetype: StringArgumentType.word() s -> s.hasPermission(2); s -> s.hasPermission(2) world/loot/LootCommands.java (p. 87)
/afterfall loot simulate room <room> <container> <archetype> <n>room: StringArgumentType.word(); container: StringArgumentType.word(); archetype: StringArgumentType.word(); n: IntegerArgumentType.integer(10, 20000) s -> s.hasPermission(2); s -> s.hasPermission(2) world/loot/LootCommands.java (p. 87)

Paths / music

SyntaxParser, permission, reported source / PDF page
/afterfall music listNo arguments s -> s.hasPermission(2); s -> s.hasPermission(2) radio/audio/MusicEvents.java (p. 87)
/afterfall music listen files <playlist>playlist: StringArgumentType.word() s -> s.hasPermission(2); s -> s.hasPermission(2) radio/audio/MusicEvents.java (p. 88)
/afterfall music listen offNo arguments s -> s.hasPermission(2); s -> s.hasPermission(2) radio/audio/MusicEvents.java (p. 88)
/afterfall music listen originalNo arguments s -> s.hasPermission(2); s -> s.hasPermission(2) radio/audio/MusicEvents.java (p. 88)
/afterfall music listen static <percent>percent: IntegerArgumentType.integer(0, 100) s -> s.hasPermission(2); s -> s.hasPermission(2) radio/audio/MusicEvents.java (p. 88)
/afterfall music listen stream <link>link: StringArgumentType.greedyString() s -> s.hasPermission(2); s -> s.hasPermission(2) radio/audio/MusicEvents.java (p. 88)
/afterfall music listen youtube <link>link: StringArgumentType.greedyString() s -> s.hasPermission(2); s -> s.hasPermission(2) radio/audio/MusicEvents.java (p. 88)
/afterfall music now files <playlist>playlist: StringArgumentType.word() s -> s.hasPermission(2); s -> s.hasPermission(2) radio/audio/MusicEvents.java (p. 88)
/afterfall music now originalNo arguments s -> s.hasPermission(2); s -> s.hasPermission(2) radio/audio/MusicEvents.java (p. 88)
/afterfall music now stream <link>link: StringArgumentType.greedyString() s -> s.hasPermission(2); s -> s.hasPermission(2) radio/audio/MusicEvents.java (p. 88)
/afterfall music now youtube <link>link: StringArgumentType.greedyString() s -> s.hasPermission(2); s -> s.hasPermission(2) radio/audio/MusicEvents.java (p. 88)
/afterfall music reindexNo arguments s -> s.hasPermission(2); s -> s.hasPermission(2) radio/audio/MusicEvents.java (p. 88)
/afterfall music tracksNo arguments s -> s.hasPermission(2); s -> s.hasPermission(2) radio/audio/MusicEvents.java (p. 88)

Paths / preset

SyntaxParser, permission, reported source / PDF page
/afterfall preset accessibleNo arguments s -> s.hasPermission(3) core/CoreEvents.java (p. 88)
/afterfall preset balancedNo arguments s -> s.hasPermission(3) core/CoreEvents.java (p. 88)
/afterfall preset hardcoreNo arguments s -> s.hasPermission(3) core/CoreEvents.java (p. 88)

Paths / radio

SyntaxParser, permission, reported source / PDF page
/afterfall radio hereNo arguments s -> s.hasPermission(2); s -> s.hasPermission(2) radio/RadioRuntime.java (p. 88)
/afterfall radio towersNo arguments s -> s.hasPermission(2); s -> s.hasPermission(2) radio/RadioRuntime.java (p. 88)
/afterfall radio towers <radius>radius: IntegerArgumentType.integer(16, 65536) s -> s.hasPermission(2); s -> s.hasPermission(2) radio/RadioRuntime.java (p. 89)

Paths / story

SyntaxParser, permission, reported source / PDF page
/afterfall story catalogNo arguments s -> s.hasPermission(2); s -> s.hasPermission(2) world/story/StoryCommands.java (p. 89)
/afterfall story listNo arguments s -> s.hasPermission(2); s -> s.hasPermission(2) world/story/StoryCommands.java (p. 89)
/afterfall story list <radius>radius: IntegerArgumentType.integer(8, 8192) s -> s.hasPermission(2); s -> s.hasPermission(2) world/story/StoryCommands.java (p. 89)
/afterfall story locate <story>story: StringArgumentType.word() s -> s.hasPermission(2); s -> s.hasPermission(2) world/story/StoryCommands.java (p. 89)
/afterfall story locate <story> <radius>story: StringArgumentType.word(); radius: IntegerArgumentType.integer(16, 16384) s -> s.hasPermission(2); s -> s.hasPermission(2) world/story/StoryCommands.java (p. 89)

Paths / survivor

SyntaxParser, permission, reported source / PDF page
/afterfall survivor heal <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 89)
/afterfall survivor infect <player> <hours>player: EntityArgument.player(); hours: IntegerArgumentType.integer(0, 60) s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 89)
/afterfall survivor info <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 89)
/afterfall survivor ledgerNo arguments s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 89)
/afterfall survivor need body_temperature <player> <value>player: EntityArgument.player(); value: decimal 30..120 s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 89)
/afterfall survivor need boredom <player> <value>player: EntityArgument.player(); value: decimal 0..120 s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 89)
/afterfall survivor need calories <player> <value>player: EntityArgument.player(); value: decimal 0..3000 s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 89)
/afterfall survivor need fatigue <player> <value>player: EntityArgument.player(); value: decimal 0..120 s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 89)
/afterfall survivor need hydration <player> <value>player: EntityArgument.player(); value: decimal 0..120 s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 89)
/afterfall survivor need micronutrients <player> <value>player: EntityArgument.player(); value: decimal 0..120 s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 89)
/afterfall survivor need panic <player> <value>player: EntityArgument.player(); value: decimal 0..120 s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 89)
/afterfall survivor need protein <player> <value>player: EntityArgument.player(); value: decimal 0..120 s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 90)
/afterfall survivor need sickness <player> <value>player: EntityArgument.player(); value: decimal 0..120 s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 90)
/afterfall survivor need stamina <player> <value>player: EntityArgument.player(); value: decimal 0..120 s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 90)
/afterfall survivor need stress <player> <value>player: EntityArgument.player(); value: decimal 0..120 s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 90)
/afterfall survivor need unhappiness <player> <value>player: EntityArgument.player(); value: decimal 0..120 s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 90)
/afterfall survivor need wetness <player> <value>player: EntityArgument.player(); value: decimal 0..120 s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 90)
/afterfall survivor recreate <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 90)
/afterfall survivor wound head bite_wound <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 90)
/afterfall survivor wound head burn <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 90)
/afterfall survivor wound head embedded_projectile <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 90)
/afterfall survivor wound head fracture <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 90)
/afterfall survivor wound head laceration <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 90)
/afterfall survivor wound head puncture <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 90)
/afterfall survivor wound head scratch <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 90)
/afterfall survivor wound head wound_infection <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 90)
/afterfall survivor wound left_forearm bite_wound <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 90)
/afterfall survivor wound left_forearm burn <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 90)
/afterfall survivor wound left_forearm embedded_projectile <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 91)
/afterfall survivor wound left_forearm fracture <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 91)
/afterfall survivor wound left_forearm laceration <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 91)
/afterfall survivor wound left_forearm puncture <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 91)
/afterfall survivor wound left_forearm scratch <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 91)
/afterfall survivor wound left_forearm wound_infection <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 91)
/afterfall survivor wound left_lower_leg bite_wound <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 91)
/afterfall survivor wound left_lower_leg burn <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 91)
/afterfall survivor wound left_lower_leg embedded_projectile <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 91)
/afterfall survivor wound left_lower_leg fracture <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 91)
/afterfall survivor wound left_lower_leg laceration <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 91)
/afterfall survivor wound left_lower_leg puncture <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 91)
/afterfall survivor wound left_lower_leg scratch <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 91)
/afterfall survivor wound left_lower_leg wound_infection <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 91)
/afterfall survivor wound left_thigh bite_wound <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 91)
/afterfall survivor wound left_thigh burn <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 91)
/afterfall survivor wound left_thigh embedded_projectile <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 91)
/afterfall survivor wound left_thigh fracture <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 92)
/afterfall survivor wound left_thigh laceration <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 92)
/afterfall survivor wound left_thigh puncture <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 92)
/afterfall survivor wound left_thigh scratch <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 92)
/afterfall survivor wound left_thigh wound_infection <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 92)
/afterfall survivor wound left_upper_arm bite_wound <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 92)
/afterfall survivor wound left_upper_arm burn <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 92)
/afterfall survivor wound left_upper_arm embedded_projectile <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 92)
/afterfall survivor wound left_upper_arm fracture <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 92)
/afterfall survivor wound left_upper_arm laceration <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 92)
/afterfall survivor wound left_upper_arm puncture <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 92)
/afterfall survivor wound left_upper_arm scratch <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 92)
/afterfall survivor wound left_upper_arm wound_infection <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 92)
/afterfall survivor wound right_forearm bite_wound <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 92)
/afterfall survivor wound right_forearm burn <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 92)
/afterfall survivor wound right_forearm embedded_projectile <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 92)
/afterfall survivor wound right_forearm fracture <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 92)
/afterfall survivor wound right_forearm laceration <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 93)
/afterfall survivor wound right_forearm puncture <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 93)
/afterfall survivor wound right_forearm scratch <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 93)
/afterfall survivor wound right_forearm wound_infection <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 93)
/afterfall survivor wound right_lower_leg bite_wound <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 93)
/afterfall survivor wound right_lower_leg burn <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 93)
/afterfall survivor wound right_lower_leg embedded_projectile <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 93)
/afterfall survivor wound right_lower_leg fracture <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 93)
/afterfall survivor wound right_lower_leg laceration <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 93)
/afterfall survivor wound right_lower_leg puncture <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 93)
/afterfall survivor wound right_lower_leg scratch <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 93)
/afterfall survivor wound right_lower_leg wound_infection <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 93)
/afterfall survivor wound right_thigh bite_wound <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 93)
/afterfall survivor wound right_thigh burn <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 93)
/afterfall survivor wound right_thigh embedded_projectile <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 93)
/afterfall survivor wound right_thigh fracture <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 93)
/afterfall survivor wound right_thigh laceration <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 93)
/afterfall survivor wound right_thigh puncture <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 94)
/afterfall survivor wound right_thigh scratch <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 94)
/afterfall survivor wound right_thigh wound_infection <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 94)
/afterfall survivor wound right_upper_arm bite_wound <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 94)
/afterfall survivor wound right_upper_arm burn <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 94)
/afterfall survivor wound right_upper_arm embedded_projectile <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 94)
/afterfall survivor wound right_upper_arm fracture <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 94)
/afterfall survivor wound right_upper_arm laceration <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 94)
/afterfall survivor wound right_upper_arm puncture <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 94)
/afterfall survivor wound right_upper_arm scratch <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 94)
/afterfall survivor wound right_upper_arm wound_infection <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 94)
/afterfall survivor wound torso bite_wound <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 94)
/afterfall survivor wound torso burn <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 94)
/afterfall survivor wound torso embedded_projectile <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 94)
/afterfall survivor wound torso fracture <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 94)
/afterfall survivor wound torso laceration <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 94)
/afterfall survivor wound torso puncture <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 94)
/afterfall survivor wound torso scratch <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 95)
/afterfall survivor wound torso wound_infection <player>player: EntityArgument.player() s -> s.hasPermission(2) survivor/SurvivorCommands.java (p. 95)

Paths / utility

SyntaxParser, permission, reported source / PDF page
/afterfall utility breakNo arguments s -> s.hasPermission(2) utility/UtilityModule.java (p. 95)
/afterfall utility contaminate <on>on: BoolArgumentType.bool() s -> s.hasPermission(2) utility/UtilityModule.java (p. 95)
/afterfall utility networkNo arguments s -> s.hasPermission(2) utility/UtilityModule.java (p. 95)
/afterfall utility regionNo arguments s -> s.hasPermission(2) utility/UtilityModule.java (p. 95)
/afterfall utility restore powerNo arguments s -> s.hasPermission(2) utility/UtilityModule.java (p. 95)
/afterfall utility restore waterNo arguments s -> s.hasPermission(2) utility/UtilityModule.java (p. 95)
/afterfall utility shutdown powerNo arguments s -> s.hasPermission(2) utility/UtilityModule.java (p. 95)
/afterfall utility shutdown waterNo arguments s -> s.hasPermission(2) utility/UtilityModule.java (p. 95)

Paths / vehicle

SyntaxParser, permission, reported source / PDF page
/afterfall vehicle fuel <liters>liters: DoubleArgumentType.doubleArg(0, 1000) s -> s.hasPermission(2) vehicle/VehicleCommands.java (p. 95)
/afterfall vehicle infoNo arguments s -> s.hasPermission(2) vehicle/VehicleCommands.java (p. 95)
/afterfall vehicle interior enterNo arguments s -> s.hasPermission(2) vehicle/VehicleCommands.java (p. 95)
/afterfall vehicle interior exitNo arguments s -> s.hasPermission(2) vehicle/VehicleCommands.java (p. 95)
/afterfall vehicle interior infoNo arguments s -> s.hasPermission(2) vehicle/VehicleCommands.java (p. 95)
/afterfall vehicle interior rebuildNo arguments s -> s.hasPermission(2) vehicle/VehicleCommands.java (p. 95)
/afterfall vehicle look <palette> <livery> <wear>palette: com.mojang.brigadier.arguments.IntegerArgumentType.integer( 0, 15); livery: com.mojang.brigadier.arguments.IntegerArgumentType.in teger(0, 15); wear: com.mojang.brigadier.arguments.IntegerArgumentTy pe.integer(0, 3) s -> s.hasPermission(2) vehicle/VehicleCommands.java (p. 95)
/afterfall vehicle look <palette> <livery> <wear> <missing>palette: com.mojang.brigadier.arguments.IntegerArgumentType.integer( 0, 15); livery: com.mojang.brigadier.arguments.IntegerArgumentType.in teger(0, 15); wear: com.mojang.brigadier.arguments.IntegerArgumentTy pe.integer(0, 3); missing: com.mojang.brigadier.arguments.IntegerArgu mentType.integer(0, 7) s -> s.hasPermission(2) vehicle/VehicleCommands.java (p. 96)
/afterfall vehicle repairNo arguments s -> s.hasPermission(2) vehicle/VehicleCommands.java (p. 96)
/afterfall vehicle spawn <type>type: StringArgumentType.word() s -> s.hasPermission(2) vehicle/VehicleCommands.java (p. 96)
/afterfall vehicle spawn <type> newtype: StringArgumentType.word() s -> s.hasPermission(2) vehicle/VehicleCommands.java (p. 96)
/afterfall vehicle spawn <type> workingtype: StringArgumentType.word() s -> s.hasPermission(2) vehicle/VehicleCommands.java (p. 96)
/afterfall vehicle spawn <type> wrecktype: StringArgumentType.word() s -> s.hasPermission(2) vehicle/VehicleCommands.java (p. 96)
/afterfall vehicle spawn_allNo arguments s -> s.hasPermission(2) vehicle/VehicleCommands.java (p. 96)

Paths / world

SyntaxParser, permission, reported source / PDF page
/afterfall world buildingNo arguments s -> s.hasPermission(2) world/WorldCommands.java (p. 96)
/afterfall world containerNo arguments s -> s.hasPermission(2) world/WorldCommands.java (p. 96)
/afterfall world layoutNo arguments s -> s.hasPermission(2) world/WorldCommands.java (p. 96)
/afterfall world maps approve <id>id: StringArgumentType.word() s -> s.hasPermission(2); s -> s.hasPermission(3) world/WorldCommands.java (p. 96)
/afterfall world maps assign <id>id: StringArgumentType.word() s -> s.hasPermission(2); s -> s.hasPermission(3) world/WorldCommands.java (p. 96)
/afterfall world maps assign <id> <cellX> <cellZ>id: StringArgumentType.word(); cellX: IntegerArgumentType.integer(); cellZ: IntegerArgumentType.integer() s -> s.hasPermission(2); s -> s.hasPermission(3) world/WorldCommands.java (p. 96)
/afterfall world maps listNo arguments s -> s.hasPermission(2); s -> s.hasPermission(3) world/WorldCommands.java (p. 96)
/afterfall world maps preview <id>id: StringArgumentType.word() s -> s.hasPermission(2); s -> s.hasPermission(3) world/WorldCommands.java (p. 96)
/afterfall world maps preview <id> <cellX> <cellZ>id: StringArgumentType.word(); cellX: IntegerArgumentType.integer(); cellZ: IntegerArgumentType.integer() s -> s.hasPermission(2); s -> s.hasPermission(3) world/WorldCommands.java (p. 97)
/afterfall world maps unassign <cellX> <cellZ>cellX: IntegerArgumentType.integer(); cellZ: IntegerArgumentType.integer() s -> s.hasPermission(2); s -> s.hasPermission(3) world/WorldCommands.java (p. 97)
/afterfall world maps validate <id>id: StringArgumentType.word() s -> s.hasPermission(2); s -> s.hasPermission(3) world/WorldCommands.java (p. 97)
/afterfall world markers <kind>kind: StringArgumentType.word() s -> s.hasPermission(2) world/WorldCommands.java (p. 97)
/afterfall world markers <kind> <radius>kind: StringArgumentType.word(); radius: IntegerArgumentType.integer(1, 4096) s -> s.hasPermission(2) world/WorldCommands.java (p. 97)
/afterfall world pendingNo arguments s -> s.hasPermission(2) world/WorldCommands.java (p. 97)
/afterfall world place <archetype>archetype: StringArgumentType.word() s -> s.hasPermission(2) world/WorldCommands.java (p. 97)
/afterfall world place <archetype> <seed>archetype: StringArgumentType.word(); seed: LongArgumentType.longArg() s -> s.hasPermission(2) world/WorldCommands.java (p. 97)
/afterfall world place <archetype> <seed> walkout <side>archetype: StringArgumentType.word(); seed: LongArgumentType.longArg(); side: IntegerArgumentType.integer(1, 3) s -> s.hasPermission(2) world/WorldCommands.java (p. 97)
/afterfall world planNo arguments s -> s.hasPermission(2) world/WorldCommands.java (p. 97)
/afterfall world spawnNo arguments s -> s.hasPermission(2) world/WorldCommands.java (p. 97)
/afterfall world templates approve <id>id: StringArgumentType.word() s -> s.hasPermission(2); s -> s.hasPermission(3) world/WorldCommands.java (p. 97)
/afterfall world templates listNo arguments s -> s.hasPermission(2); s -> s.hasPermission(3) world/WorldCommands.java (p. 97)
/afterfall world templates revoke <id>id: StringArgumentType.word() s -> s.hasPermission(2); s -> s.hasPermission(3) world/WorldCommands.java (p. 97)
/afterfall world templates scanNo arguments s -> s.hasPermission(2); s -> s.hasPermission(3) world/WorldCommands.java (p. 97)
/afterfall world templates validate <id>id: StringArgumentType.word() s -> s.hasPermission(2); s -> s.hasPermission(3) world/WorldCommands.java (p. 97)

Packaged help descriptions

Help keys below have the prefix afterfall.guide.cmd.. A description is not another registered path.

Help-key suffixPackaged descriptionPDF page
campaign.claimClaims a finished campaign’s reward for a player (once per account).98
campaign.completeCompletes a campaign for a player’s party objective by objective (story hooks fire; rewards still need a claim).98
campaign.event.cancelCancels the active world event.98
campaign.event.disableStops a world event from happening (the others share its chance).98
campaign.event.enableAllows a world event to happen again.98
campaign.event.fireStarts a world event near a player.98
campaign.event.statusShows the active world event.98
campaign.partyPuts a player into a named campaign party.98
campaign.resetResets a campaign for the player’s party (the reward ledger is kept).98
campaign.signalSends a gameplay signal (like loot_container or kill_infected) to advance objectives, for testing.98
campaign.startStarts a campaign for a player.98
campaign.statusShows a player’s campaigns and their progress.98
campaign.storyShows a player’s party story: act, current goal, choices, people met, notes, radio lines and ending.98
campaign.story.chooseMakes a story choice for a player’s party, like ch1/share (the usual rules apply).98
care.conditionStarts a whole-body condition (food poisoning, cold illness, smoke…) for the given hours.98
care.infectStarts the zombie infection on a player, the given hours along.98
care.manualMarks a skill manual tier as read for a player.98
care.statusShows a player’s wounds, infection stage and antiviral doses.98
care.woundAdds a wound by body part and ailment id; optionally marks it dirty (more infection risk).98
care.xpAdds (or removes, with a negative amount) skill XP for a player.98
clockShows the survival clock: day, hour and the raw tick count.98
combat.attach_allInstalls every attachment that fits the held firearm (debug, no bench needed).98
combat.conditionSets the held firearm’s condition.98
combat.fillFully loads the held firearm.98
combat.finishGives the held weapon a cosmetic finish (worn, rusted, taped, painted, engraved…).99
combat.inspectShows the held firearm’s chamber, feed, magazine, condition and jam state.99
combat.maintenanceOpens firearm maintenance for the held gun without a bench.99
community.banditsBrings a bandit group to your position.99
community.jobs.listCounts side jobs by state: offered, taken, completed and failed.99
community.jobs.refreshGenerates new side-job offers for the job boards near you.99
community.listCounts survivor NPC records by role: present, away and dead.99
community.managerOpens your settlement manager.99
community.repShows, or with a value sets, a player’s reputation with a faction (-100 to 100).99
community.simulateAdvances every living survivor NPC’s off-screen life by the given hours.99
community.spawnSpawns survivor NPCs of a role (optionally faction and count) here.99
community.teamsLists the player settlements: members, claimed chunks and beds.99
computer.infoShows the computer you look at: its place kind, building archetype, files (and hints) and whether it is on.99
computer.mail.clearEmpties a player’s inbox and Sent folder.99
computer.mail.clear_allEmpties every player’s inbox and Sent folder.99
computer.mail.countShows how many emails a player has (inbox and Sent).99
construction.damageDeals structural damage to a protected block (it is removed at 0 HP). Logged.99
construction.inspectShows a protected block’s material, structural HP and lock.99
construction.lockGives the door or shutter at a position a locked lock of the given tier and hands you its key. Logged.99
farming.environmentShows season, day and the temperature here with shelter, greenhouse, heat and weather.99
farming.fishShows the fish population of this region.99
farming.fish.setSets the fish population of this region.99
farming.weather.clearEnds severe weather in this region.99
farming.weather.startStarts severe weather (thunder, heat, cold, wind) in this region for 4 hours.99
gear.conditionSets the condition (0-100) of the garment in a clothing slot, for you or a player.99
gear.inspectShows carried weight and capacity, warmth, bite protection and other gear effects for you or a player.99
godGod mode for you or the given players: needs stay at their best, wounds, infection and sickness clear every second and no damage lands (except /kill). Toggles without on/off.99
god.offTurns god mode off for you or the given players.99
god.onTurns god mode on for you or the given players (kept over relogs and deaths).99
healHeals you or the given players once: best needs, no wounds, infection or sickness, full health, harmful effects removed. Also /heal.99
infected.benchBenchmark: materializes the count of infected around you (caps ignored) for the seconds given (mode idle, noise or alert) and reports average and worst tick, AI time and path requests.99
infected.bench.fake_anchorThe benchmark with a stand-in anchor instead of the player (measures without a client in view).100
infected.dematerializeReturns every tracked infected to the abstract population (counts are kept).100
infected.disturbAdds disturbance to the region here, as noise would (enough of it schedules a horde).100
infected.horde.launchLaunches every scheduled horde now.100
infected.horde.listLists the scheduled hordes.100
infected.horde.scheduleSchedules a horde toward your position from the existing population.100
infected.lineupSpawns a frozen line-up of infected dressed for a setting, to preview their variety.100
infected.lookDescribes the look of the nearest infected (within 16 blocks).100
infected.materializeBrings infected from the region’s abstract pool into the world near you.100
infected.regionShows the infected population and disturbance of the region here (or at a position).100
infected.regionsSummarises every loaded population region.100
infected.spawnwildSpawns a group of wild animals (deer, rabbit, wild boar) here.100
infected.statsShows population, AI and noise statistics (timing, materialized counts, stimuli).100
loot.routeShows which loot profile every container kind gets in a room kind (optionally in one archetype).100
loot.simulate.profileRolls a loot profile many times and lists each item’s chance to appear at least once per container.100
loot.simulate.roomThe same through a room’s routing: room kind, container kind and optional building archetype.100
musicRadio music: the server’s playlists, Afterfall’s tracks and what a channel plays now.100
music.listLists the music folder’s playlists (tracks, length, order) and every file that was skipped, with the reason.100
music.listenPlays a music source to you as if you held a radio tuned to it, without a tower, to check what players hear. Only use streams and files you are allowed to rebroadcast.100
music.listen.filesYour test radio plays a server playlist (the files download to you first).100
music.listen.offSwitches your test radio off.100
music.listen.originalYour test radio plays Afterfall’s tracks.100
music.listen.staticMixes static into your test radio, from 0 (clear) to 100 (weakest signal).100
music.listen.streamYour test radio plays a stream link (needs WATERMeDIA on your computer). Only use streams you are allowed to rebroadcast.100
music.listen.youtubeYour test radio plays the sound of a YouTube video, playlist or live stream (needs WATERMeDIA on your computer). Only use videos you are allowed to play to others.100
music.nowShows what a music channel of a source plays right now (channel seed 0).101
music.now.filesShows the track of a server playlist playing now and its position.101
music.now.originalShows the Afterfall track playing now and its position.101
music.now.streamChecks a stream link as a channel would use it. Only use streams you are allowed to rebroadcast.101
music.now.youtubeChecks a YouTube link as a channel would use it and shows its tidy form.101
music.reindexRescans the music folder after adding or removing files (runs in the background).101
music.tracksLists Afterfall’s original radio tracks with their lengths.101
presetCopies one preset’s starting values into this world’s server settings (infection chances, need speed, loot, population, utility shutdown days). Settings changed later stay as you set them.101
preset.accessibleGentler world: low infection chances, slower needs, more loot with refills, fewer infected, utilities last longer.101
preset.balancedThe default values.101
preset.hardcoreHarsh world: every bite infects, antivirals cannot cure, faster needs, less loot, more infected, utilities fail early.101
radioRadio towers: list the towers near you, or the stations a receiver would hear where you stand.101
radio.hereLists the stations a receiver at your position would hear, with their signal bars (indoors counts).101
radio.towersLists the radio towers within the radius (default 4,096 blocks): name, place, on or off air, range, supply and channels.101
story.catalogLists every environmental story with its scope and rarity.101
story.listLists the environmental stories decided near you (within the radius, 256 by default), nearest first: realized, or why not.101
story.locateFinds the nearest realized instance of a story, else the nearest planned building that rolled it (it is realized when its chunk loads).101
survivor.healHeals a player’s survivor completely: wounds, conditions, infection and body condition.101
survivor.infectGives a player’s survivor the zombie infection, already the given number of hours along.101
survivor.infoShows a player’s survivor: needs, body condition, wounds, conditions, infection and traits.102
survivor.ledgerLists the most recent closed survivors of this world: name, profession, days survived, cause and place of death.102
survivor.needSets one need of a player’s survivor to a value (testing or rescuing a stuck player).102
survivor.recreateCloses a player’s survivor without a death or corpse and opens the survivor creator for a new one.102
survivor.woundGives a player’s survivor a wound of the chosen type on the chosen body part.102
utility.breakBreaks the region’s restored grid (a fault that must be repaired).102
utility.contaminateContaminates (true) or cleans (false) the region’s mains water.102
utility.networkShows the energy network of the nearest utility device.102
utility.regionShows the utility region here: power and water state, shutdown days, restoration.102
utility.restoreRestores the region’s grid power or mains water now.102
utility.shutdownShuts the region’s grid power or mains water down now.102
vehicle.fuelSets the fuel of your vehicle in litres.102
vehicle.infoShows the vehicle you are in or looking at: parts, fuel, oil, battery, integrity, owner.102
vehicle.interiorWalk-in vehicle interiors (bus, RV): commands for the vehicle you look at or sit in.102
vehicle.interior.enterPuts you inside the walk-in interior of the vehicle you look at.102
vehicle.interior.exitTakes you out of a walk-in interior, next to its vehicle.102
vehicle.interior.infoShows the walk-in interior of the vehicle you look at or sit in.102
vehicle.interior.rebuildRebuilds the walk-in interior room you stand in, or the one of the vehicle you look at.102
vehicle.lookChanges your vehicle’s colour palette, livery, wear and missing panels.102
vehicle.repairFully repairs your vehicle and its parts.102
vehicle.spawnSpawns a vehicle by type (sedan, pickup, bus, helicopter…) here.102
vehicle.spawn.newSpawns a brand-new vehicle with every part, fuel and a key.102
vehicle.spawn.workingSpawns a used but working vehicle.102
vehicle.spawn.wreckSpawns a wreck, as found along roads.102
vehicle.spawn_allSpawns one of every vehicle model in a row in front of you (the lineup).102
world.buildingNames the generated building you are standing in.102
world.containerShows the loot ledger of the container you look at: profile, refills, searches, lock.102
world.layoutShows the street-plan style and districts of the settlement here.102
world.mapsManages whole-map imports (a grid of sector templates) in config/afterfall/templates/maps.102
world.maps.approveApproves a whole-map import for use.102
world.maps.assignAssigns a map to this cell (or the given cell) for new chunks.102
world.maps.listLists the whole-map imports.102
world.maps.previewPreviews where a map would go (this cell or the given cell).102
world.maps.unassignRemoves the map assignment of a cell.102
world.maps.validateValidates a whole-map import.103
world.markersLists generation markers of a kind (shelter, clinic, helipad, runway…) within a radius.103
world.pendingShows and applies pending world generation tasks.103
world.placePlaces a building archetype in front of you (optionally with a seed) to preview it.103
world.planShows the settlement plan of the cell here: kind, centre, radius, buildings and layout style.103
world.spawnShows where a new survivor would start from here.103
world.templatesManages your own building templates in config/afterfall/templates.103
world.templates.approveApproves a template for generation in new chunks.103
world.templates.listLists the building templates found and their state.103
world.templates.revokeStops a template from being used in new chunks.103
world.templates.scanScans the template folder and validates every template.103
world.templates.validateValidates one template and lists its errors and warnings.103

Sources & verification

Evidence: pdf-derived. Feature status: mixed. Article coverage: ready.

Afterfall_0.14.0_Extensive_Mod_Breakdown.pdf

PDF pages 82–103 · 25 Command reference and operator tools · Afterfall 0.14.0 report: E039, E094, E098, E158–E174

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 →