Configuration reference
Find the exact keys, defaults and bounds for 201 server and eight client definitions, with migration and reload caveats.
Scope and changes
These 209 configuration definitions comprise 201 SERVER and eight CLIENT values. Server config is per world; client config controls local presentation/accessibility. Values below are reported defaults and bounds, not the active modpack’s generated settings.
Since 0.9.0, known written defaults can migrate when a value still equals an older default. A manual value identical to that old default cannot be distinguished from an untouched setting. Presets copy initial values once; later custom edits remain. Restart/reload behavior differs by subsystem: this table does not claim every setting hot-reloads. Consult the installed Admin Book and implementation before depending on reload scope.
Use the exact key, type/default and source bounds. “No inline description” means the report did not capture one; it is not permission to invent the option’s effect. Permission decisions, cure settings, generation revisions and optional media requirements still apply. No settings were changed here.
Client / accessibility
| Exact key | Default and bounds | Reported description / PDF page |
|---|---|---|
| accessibility.reticle_only_recoil | False | Show recoil on the reticle only (spread still applies). (p. 80) |
| accessibility.camera_shake | False | No inline description captured; see AfConfig. (p. 81) |
| accessibility.flashing | False | No inline description captured; see AfConfig. (p. 81) |
Client / hud
| Exact key | Default and bounds | Reported description / PDF page |
|---|---|---|
| hud.needs_hud | True | No inline description captured; see AfConfig. (p. 80) |
| hud.exact_values | False | No inline description captured; see AfConfig. (p. 80) |
| hud.fahrenheit | False | No inline description captured; see AfConfig. (p. 80) |
| hud.scale | 1.0 Bounds/options: 0.5, 2.0 | No inline description captured; see AfConfig. (p. 80) |
Client / radio_music
| Exact key | Default and bounds | Reported description / PDF page |
|---|---|---|
| radio_music.cache_mb | 300 Bounds/options: 16, 8192 | Size of the radio music cache (MB); the least recently heard files are removed first. (p. 81) |
Server / bath
| Exact key | Default and bounds | Reported description / PDF page |
|---|---|---|
| bath.bath_water_ml | 4000 Bounds/options: 0, 50000 | Carried clean or rain water (mL) a bath takes while the region’s water is off (on the mains it is free). (p. 80) |
| bath.shower_water_ml | 2000 Bounds/options: 0, 50000 | Carried clean or rain water (mL) a shower takes while the region’s water is off. (p. 80) |
| bath.rain_barrel_litres | 100 Bounds/options: 0, 1000 | Litres of rain a wooden barrel collects at most while it stands outdoors under the open sky (0 = barrels collect nothing). (p. 80) |
| bath.machine_smash_noise | 24 Bounds/options: 0, 96 | Noise radius in blocks of smashing the glass of a vending machine or a gumball machine (draws the infected). (p. 80) |
Server / body
| Exact key | Default and bounds | Reported description / PDF page |
|---|---|---|
| body.grime | True | The survivor’s skin gets dirty and bloody per body part (fights, butchering, crawling, digging, farming, mining, searching bodies, falls in mud, own bleeding); worn clothes keep most of it off. Dirty skin upsets the survivor and dirties open wounds; baths, showers, sinks, swimming, rain and wiping clean it. (p. 80) |
| body.wash_water_ml | 500 Bounds/options: 0, 10000 | Water (mL) “Wash Yourself” at a sink takes while the region’s water is off: the water left in the pipes, else carried clean or rain water (on the mains it is free). (p. 80) |
| body.wipe_water_ml | 100 Bounds/options: 0, 5000 | Carried clean or rain water (mL) a wet “Wipe Yourself” with a cloth, towel or sponge takes (without water the wipe is dry and takes off less; standing in water or rain wets the cloth for free). (p. 80) |
Server / clothing
| Exact key | Default and bounds | Reported description / PDF page |
|---|---|---|
| clothing.soiling | True | Worn clothes get dirty and bloody (rain, work, the ground, fights, wounds). (p. 77) |
| clothing.holes | True | Bites and scratches the clothes did not stop, and some wear hits, tear holes. (p. 77) |
| clothing.blood_scent | True | Bloody clothes (40+) leave a scent trail at half the bleeding radius. (p. 77) |
| clothing.wash_water_ml | 1000 Bounds/options: 0, 5000 | Water used per garment washed at a sink, bathtub or shower (mL). (p. 77) |
| clothing.patch_fail_percent | 25 Bounds/options: 0, 100 | Chance a patch fails at Tailoring 0-1 (thread used, strip kept). (p. 77) |
Server / communities
| Exact key | Default and bounds | Reported description / PDF page |
|---|---|---|
| communities.bandits | BanditMode.OCCASIONAL | No inline description captured; see AfConfig. (p. 76) |
| communities.offline_companion_casualties | False | No inline description captured; see AfConfig. (p. 76) |
| communities.companions_per_account | 4 Bounds/options: 0, 16 | No inline description captured; see AfConfig. (p. 76) |
| communities.settlement_npc_max | 24 Bounds/options: 0, 64 | No inline description captured; see AfConfig. (p. 76) |
Server / computer
| Exact key | Default and bounds | Reported description / PDF page |
|---|---|---|
| computer.lesson_xp | 6 Bounds/options: 0, 1000 | Skill XP for one finished practice lesson at a powered computer. (p. 79) |
| computer.lesson_seconds | 30 Bounds/options: 5, 600 | Real seconds a practice lesson takes (stay within 6 blocks of the powered computer). (p. 79) |
| computer.lessons_per_day | 5 Bounds/options: 0, 48 | Practice lessons that give XP per player and survival day (all courses together). (p. 79) |
| computer.inbox_limit | 50 Bounds/options: 1, 500 | Emails kept per inbox; the oldest is removed when a new one arrives at the limit. (p. 79) |
| computer.mail_cooldown_s | 5 Bounds/options: 0, 3600 | Real seconds between two emails sent by one player. (p. 79) |
Server / construction
| Exact key | Default and bounds | Reported description / PDF page |
|---|---|---|
| construction.admin_override | True | Creative-mode operators may break protected blocks (logged). (p. 75) |
Server / containers
| Exact key | Default and bounds | Reported description / PDF page |
|---|---|---|
| containers.storage_furniture_empty_scale | 100 Bounds/options: 0, 200 | Scale (percent of each piece’s own chance) for generated storage furniture (crates, cabinets, counters, shelves) starting empty; 100 = as designed, 0 = never empty. (p. 77) |
| containers.mailbox_share_max | 8 Bounds/options: 0, 32 | Players a mailbox owner can share take-out permission with. (p. 77) |
| containers.mailbox_log_max | 32 Bounds/options: 1, 128 | Deliveries kept in a mailbox’s log (oldest dropped first). (p. 77) |
| containers.bookshelf_read_radius | 6 Bounds/options: 1, 16 | Reading a book while seated within this many blocks of a bookshelf or bookcase gives the comfort bonus. (p. 77) |
| containers.bookshelf_boredom_bonus | 10 Bounds/options: 0, 100 | Extra boredom relief of the bookshelf comfort bonus. (p. 77) |
| containers.bookshelf_unhappiness_bonus | 4 Bounds/options: 0, 100 | Extra unhappiness relief of the bookshelf comfort bonus. (p. 77) |
| containers.start_list_max | 12 Bounds/options: 1, 24 | Settlements shown on the Start-in page (Cedar Junction first, then by distance). (p. 77) |
Server / death
| Exact key | Default and bounds | Reported description / PDF page |
|---|---|---|
| death.bed_respawn | False | No inline description captured; see AfConfig. (p. 72) |
| death.inherited_xp_percent | 0.0 Bounds/options: 0.0, 100.0 | Percent of learned skill XP the next survivor inherits. (p. 72) |
| death.inherited_level_cap | 5 Bounds/options: 0, 10 | No inline description captured; see AfConfig. (p. 72) |
| death.corpse_expiry_days | 0 Bounds/options: 0, 365 | 0 = corpses never expire. (p. 72) |
| death.remains_days | 7 Bounds/options: 0, 365 | Survival days a dead survivor’s body or risen zombie lasts before it disappears with everything it holds (0 = never). A warning shows in the journal one day before. (p. 78) |
| death.risen_survivors | True | Bitten or badly sick survivors rise as an infected carrying all their belongings (killing it leaves them in its body). (p. 79) |
| death.rise_from_sickness | True | Corpse sickness at or above rise_sickness also makes the dead rise (the infection course always does). (p. 79) |
| death.rise_sickness | 75 Bounds/options: 1, 100 | No inline description captured; see AfConfig. (p. 79) |
| death.rise_minutes | 120 Bounds/options: 0, 1440 | Survival minutes between death and rising (60 = one survival hour, 50 real seconds). (p. 79) |
| death.corpse_break_hits | 5 Bounds/options: 1, 20 | Bare-hand hits that break an infected corpse apart (weapons need fewer, at least 2). (p. 79) |
Server / events
| Exact key | Default and bounds | Reported description / PDF page |
|---|---|---|
| events.severe_weather | True | No inline description captured; see AfConfig. (p. 77) |
| events.regional_outbreak | False | No inline description captured; see AfConfig. (p. 77) |
| events.frequency | 1.0 Bounds/options: 0.0, 5.0 | No inline description captured; see AfConfig. (p. 77) |
| events.disabled | java.util.List.of() Bounds/options: () -> "", o -> o instanceof String | Event ids to disable (e.g. “bandit_roadblock”); remaining weights renormalize. (p. 77) |
| events.weather_thunder | True | Individual severe weather types (only when severe_weather is on). (p. 77) |
| events.weather_heat | True | No inline description captured; see AfConfig. (p. 77) |
| events.weather_cold | True | No inline description captured; see AfConfig. (p. 77) |
| events.weather_wind | True | No inline description captured; see AfConfig. (p. 77) |
Server / fire
| Exact key | Default and bounds | Reported description / PDF page |
|---|---|---|
| fire.burn_barrel_minutes | 20 Bounds/options: 1, 240 | Real minutes an oil drum burns on one load of fuel once lit (a burn barrel; rain does not put it out). (p. 80) |
| fire.noise_radius | 12 Bounds/options: 0, 64 | Blocks around a lit fireplace or burn barrel that the infected notice it from by day, every 10 seconds while it burns (the wood stove’s closed firebox is heard at three quarters of this; walls muffle it). 0 = fires are silent. (p. 80) |
| fire.noise_radius_night | 20 Bounds/options: 0, 64 | The same at night (sky time 13000 to 23000, dusk to dawn), when the firelight shows. 0 = fires are silent at night. (p. 80) |
Server / generation
| Exact key | Default and bounds | Reported description / PDF page |
|---|---|---|
| generation.planning_queue | 8 Bounds/options: 1, 32 | No inline description captured; see AfConfig. (p. 78) |
Server / infected
| Exact key | Default and bounds | Reported description / PDF page |
|---|---|---|
| infected.vanilla_undead_sun_burn | False | Afterfall infected never burn in daylight. false also stops vanilla undead (zombies, skeletons, phantoms…) from burning in the sun; true keeps vanilla burning for them. (p. 74) |
| infected.realistic_figure_percent | 55 Bounds/options: 0, 100 | Percent of common Overworld infected (shamblers, walkers, runners) drawn as one of the 10 realistic human figures instead of the layered look. Applies to newly rolled agents. (p. 74) |
| infected.lore_speed | LoreSpeed.PLAN | Speed of common infected. PLAN: per-type speeds (shambler 1.2, walker 1.8, runner bursts 4.2 b/s). SHAMBLERS: all 1.2 b/s. FAST_SHAMBLERS: all 2.4 b/s. SPRINTERS: all 4.6 b/s (sustained). MIXED: per agent, mixed_sprinter_percent sprinters, mixed_fast_percent fast shamblers, rest shamblers. Specials and brutes keep their own speeds. (p. 74) |
| infected.lore_mixed_sprinter_percent | 10 Bounds/options: 0, 100 | MIXED speed: percent of commons that sprint. (p. 74) |
| infected.lore_mixed_fast_percent | 30 Bounds/options: 0, 100 | MIXED speed: percent of commons that are fast shamblers (taken after sprinters). (p. 74) |
| infected.lore_strength | LoreStrength.NORMAL | Melee damage of every infected: WEAK x0.6, NORMAL x1, SUPERHUMAN x1.5 (also their barricade damage). (p. 74) |
| infected.lore_toughness | LoreToughness.NORMAL | Health of every infected: FRAGILE x0.6, NORMAL x1, TOUGH x1.6. (p. 74) |
| infected.lore_transmission | LoreTransmission.BITE_AN D_SCRATCH | Which infected wounds can carry the infection: BITE_AND_SCRATCH (bites, lacerations and scratches roll infection.*_percent), BITE_ONLY (only bites), NONE (infected hits never infect). (p. 74) |
| infected.lore_sight | LoreSense.NORMAL | Infected sight range: POOR x0.5 (16 blocks), NORMAL 32 blocks, KEEN x1.5 (48 blocks). (p. 74) |
| infected.lore_hearing | LoreSense.NORMAL | Infected hearing: POOR halves every noise radius they react to, KEEN x1.5 (pinpoint). (p. 74) |
| infected.lore_memory | LoreMemory.NORMAL | How long infected keep hunting after losing sight: NONE (give up at once), SHORT (8 s), NORMAL (20 s chase to the last known position + 20 s search), LONG (60 s + 45 s search). (p. 75) |
| infected.infection_time_multiplier | 1.0 Bounds/options: 0.1, 10.0 | Length of the zombie infection course (latent, fever, systemic, critical stages): 0.25 = four times faster, 1 = plan hours, 4 = four times slower. (p. 75) |
Server / infection
| Exact key | Default and bounds | Reported description / PDF page |
|---|---|---|
| infection.enabled | True | No inline description captured; see AfConfig. (p. 71) |
| infection.bite_percent | 35.0 Bounds/options: 0.0, 100.0 | Zombie infection chance per bite (percent). (p. 72) |
| infection.laceration_percent | 8.0 Bounds/options: 0.0, 100.0 | No inline description captured; see AfConfig. (p. 72) |
| infection.scratch_percent | 2.0 Bounds/options: 0.0, 100.0 | No inline description captured; see AfConfig. (p. 72) |
| infection.antiviral_cure | True | When false (fatal mode) antivirals cannot cure; symptom care still works. (p. 72) |
| infection.critical_damage_per_hour | 1.0 Bounds/options: 0.0, 10.0 | No inline description captured; see AfConfig. (p. 72) |
Server / jobs
| Exact key | Default and bounds | Reported description / PDF page |
|---|---|---|
| jobs.enabled | True | Survivors offer side jobs. (p. 76) |
| jobs.refresh_days | 2 Bounds/options: 1, 30 | Survival days between refreshes of a settlement’s offers (offers nobody took are replaced). (p. 76) |
| jobs.open_per_settlement | 3 Bounds/options: 1, 6 | Jobs open (offered or taken) per settlement at once. (p. 76) |
| jobs.accepted_per_player | 2 Bounds/options: 1, 6 | Jobs one player can have taken at once. (p. 76) |
| jobs.expiry_days | 3 Bounds/options: 1, 30 | Survival days a taken job stays open before it fails. (p. 76) |
| jobs.fail_reputation | 3 Bounds/options: 0, 50 | Reputation lost with the giver’s faction when a taken job fails or is abandoned. (p. 77) |
Server / loot
| Exact key | Default and bounds | Reported description / PDF page |
|---|---|---|
| loot.amount | 1.0 Bounds/options: 0.1, 5.0 | No inline description captured; see AfConfig. (p. 72) |
| loot.refill_days | 0 Bounds/options: 0, 365 | 0 = off. (p. 72) |
| loot.vanilla_chest_adapter | False | Opt-in: unopened vanilla chests get Afterfall loot once. (p. 72) |
| loot.world_age_depletion | True | Round 5: containers first opened after day 30 hold less food, medicine and weapons (applied once at first fill). (p. 72) |
| loot.empty_container_percent | 5 Bounds/options: 0, 100 | Round 5: chance (percent) that a generated container was already emptied. (p. 72) |
| loot.environmental_stories | True | Round 5: environmental stories (set tables, failed barricades, triage scenes…) in generated buildings. (p. 72) |
| loot.depletion_food_percent | 20 Bounds/options: 0, 100 | Round 5: chance (percent) that each found food stack is gone once the world is old (presets: 0 / 20 / 40). (p. 72) |
| loot.depletion_medical_percent | 10 Bounds/options: 0, 100 | Round 5: same for medicine (presets: 0 / 10 / 25). (p. 72) |
| loot.depletion_weapon_percent | 15 Bounds/options: 0, 100 | Round 5: same for weapons and ammunition (presets: 0 / 15 / 30). (p. 72) |
| loot.depletion_start_day | 30 Bounds/options: 0, 3650 | Round 5: world age (days) from which depletion applies at first fill. (p. 72) |
| loot.world_age_start_day | 0 Bounds/options: 0, 3650 | Round 5: world age (days) at the start of the game (0, 7, 14, 30 or 90 in the plan); added to the survival day. (p. 72) |
| loot.radiation_hazards | True | Round 5: radiation zones at the nuclear plant (dose, sickness, protective suits). (p. 72) |
Server / multiplayer
| Exact key | Default and bounds | Reported description / PDF page |
|---|---|---|
| multiplayer.pvp | False | No inline description captured; see AfConfig. (p. 75) |
| multiplayer.friendly_fire | False | No inline description captured; see AfConfig. (p. 75) |
| multiplayer.claim_chunks_per_team | 16 Bounds/options: 1, 256 | No inline description captured; see AfConfig. (p. 75) |
| multiplayer.siege_windows | False | No inline description captured; see AfConfig. (p. 75) |
Server / outbreak
| Exact key | Default and bounds | Reported description / PDF page |
|---|---|---|
| outbreak.reduced_day | 3 Bounds/options: 0, 365 | From this day the radio airs a bulletin every 3 hours (before: hourly 06-22). (p. 77) |
| outbreak.civic_only_day | 7 Bounds/options: 0, 365 | From this day only the civic channel airs (3 a day); the newsroom is off air. (p. 78) |
| outbreak.off_air_day | 10 Bounds/options: 0, 365 | From this day every official channel is off air; rare survivor transmissions remain. (p. 78) |
| outbreak.radio_schedule | True | Scheduled radio bulletins (news, instructions, warnings, survivor transmissions). (p. 78) |
| outbreak.search_helicopter | True | The search helicopter: once per world it follows one survivor for a few minutes. (p. 78) |
| outbreak.search_helicopter_min_day | 2 Bounds/options: 0, 365 | No inline description captured; see AfConfig. (p. 78) |
| outbreak.search_helicopter_max_day | 7 Bounds/options: 0, 365 | No inline description captured; see AfConfig. (p. 78) |
| outbreak.search_helicopter_repeat_chance | 0.0 Bounds/options: 0.0, 1.0 | Chance that it comes back once more on a later day of the window. (p. 78) |
| outbreak.corpse_sickness | True | Corpse sickness: lingering near many bodies makes survivors sick. (p. 78) |
| outbreak.corpse_bloated_day | 1 Bounds/options: 0, 365 | Corpse decay stages in survival days after death: bloated, decayed, gone. (p. 78) |
| outbreak.corpse_decayed_day | 3 Bounds/options: 0, 365 | No inline description captured; see AfConfig. (p. 78) |
| outbreak.corpse_gone_day | 7 Bounds/options: 1, 365 | No inline description captured; see AfConfig. (p. 78) |
Server / population
| Exact key | Default and bounds | Reported description / PDF page |
|---|---|---|
| population.regional_multiplier | 1.0 Bounds/options: 0.0, 4.0 | No inline description captured; see AfConfig. (p. 73) |
| population.special_share | 1.0 Bounds/options: 0.0, 3.0 | No inline description captured; see AfConfig. (p. 73) |
| population.physical_cap_global | 256 Bounds/options: 32, 1024 | No inline description captured; see AfConfig. (p. 73) |
| population.physical_cap_per_player | 80 Bounds/options: 8, 256 | Most physical infected around one player (0.6: 80, was 64). The global cap grows with the players online: max(physical_cap_global, each player’s own cap added up), up to 1024. (p. 73) |
| population.physical_cap_city_multiplier | 2.0 Bounds/options: 1.0, 3.0 | Per-player cap multiplier inside city (urban) regions (0.6: 2.0 -> 160 downtown, was 1.75 -> 112); cities also hold twice the town-scaled population. (p. 73) |
| population.region_population_max | 5000 Bounds/options: 0, 5000 | No inline description captured; see AfConfig. (p. 73) |
| population.replenishment | True | No inline description captured; see AfConfig. (p. 73) |
| population.scheduled_hordes | False | Scheduled attacks every 7 days after day 7. (p. 73) |
| population.event_horde_cap | 120 Bounds/options: 1, 256 | No inline description captured; see AfConfig. (p. 73) |
| population.path_requests_per_tick | 16 Bounds/options: 1, 128 | No inline description captured; see AfConfig. (p. 73) |
| population.region_catchup_batch | 8 Bounds/options: 1, 64 | No inline description captured; see AfConfig. (p. 73) |
| population.location_multiplier_wilderness | 1.0 Bounds/options: 0.0, 10.0 | Location multiplier on ambient spawning around a player standing in the wilderness: scales the desired number of infected nearby and how many materialize per pass (every 2 s). (p. 73) |
| population.location_multiplier_rural | 1.5 Bounds/options: 0.0, 10.0 | Location multiplier where the player stands in a rural settlement (farms, hamlets). (p. 73) |
| population.location_multiplier_town | 2.5 Bounds/options: 0.0, 10.0 | Location multiplier where the player stands in a town. (p. 73) |
| population.location_multiplier_city | 3.5 Bounds/options: 0.0, 10.0 | Location multiplier where the player stands in a city. (p. 73) |
| population.initial_wilderness | 25 Bounds/options: 0, 5000 | Abstract infected in a 512x512 region of wilderness before regional_multiplier. A region’s start count mixes these by how much of it each settlement kind covers (25 samples). (p. 73) |
| population.initial_rural | 80 Bounds/options: 0, 5000 | Abstract infected per 512x512 region covered by a rural settlement. (p. 73) |
| population.initial_town | 500 Bounds/options: 0, 5000 | Abstract infected per 512x512 region covered by a town (plan 250; round 4 doubled). (p. 73) |
| population.initial_city | 1200 Bounds/options: 0, 5000 | Abstract infected per 512x512 region covered by a city (round 3: twice the plan’s 600). (p. 73) |
| population.ambient_cap_wilderness | 24 Bounds/options: 0, 256 | Most infected that ambient spawning keeps within 128 blocks of a player standing in the wilderness (hordes and screamer calls use physical_cap_per_player instead). (p. 73) |
| population.ambient_cap_rural | 46 Bounds/options: 0, 256 | Ambient cap around a player in a rural settlement (0.6: 46, was 32). (p. 73) |
| population.ambient_cap_town | 65 Bounds/options: 0, 256 | Ambient cap around a player in a town (0.6: 65, was 45; target 30-65 in a town street). (p. 74) |
| population.ambient_cap_city | 160 Bounds/options: 0, 256 | Ambient cap around a player in a city (0.6: 160, was 110; also bounded by the city physical cap). (p. 74) |
| population.indoor_spawn_share | 0.5 Bounds/options: 0.0, 1.0 | Share of materialization attempts that first look for a spot inside a generated building (dark interiors behind doors; never in a claimed shelter, never in sight). 0 = streets only. (p. 74) |
| population.ai_lod | True | AI levels by distance to the nearest player: full AI within 24 blocks; 24-64 senses every 10 ticks and re-paths at most every 30; beyond 64 the brain runs every 40 ticks, wander only, no path search unless alerted. Idle agents beyond 24 blocks also tick less often. false = the pre-0.6 behaviour. (p. 74) |
| population.crowd_paths | True | Infected chasing the same target or investigating the same point within 8 blocks of each other share one leader’s path instead of each asking for its own. (p. 74) |
| population.adaptive_cap | True | Lag throttle: when the average server tick over 10 s exceeds adaptive_cap_target_ms, each player’s spawn target drops in 20% steps (floor 40%); it recovers in 10% steps below 75% of the target. (p. 74) |
| population.adaptive_cap_target_ms | 40.0 Bounds/options: 10.0, 200.0 | Server tick time (ms, 10 s average) above which the lag throttle steps down (recovery below 75% of it). (p. 74) |
Server / power
| Exact key | Default and bounds | Reported description / PDF page |
|---|---|---|
| power.reconcile_chunks_per_tick | 8 Bounds/options: 1, 64 | Loaded chunks whose appliances are re-checked per tick after a grid change or chunk load. (p. 75) |
| power.tv_skills_xp | 15 Bounds/options: 0, 1000 | Skill XP for watching a whole Home Skills Hour segment. (p. 75) |
| power.tv_skills_segments_per_day | 3 Bounds/options: 0, 48 | Home Skills Hour segments that give XP per player and survival day. (p. 75) |
| power.tv_skills_segment_minutes | 20 Bounds/options: 1, 240 | Length of a Home Skills Hour segment in survival minutes (1,000 ticks per hour). (p. 75) |
| power.tv_watch_radius | 6 Bounds/options: 1, 32 | A viewer counts as watching within this many blocks of a powered TV. (p. 75) |
Server / radio
| Exact key | Default and bounds | Reported description / PDF page |
|---|---|---|
| radio.max_range | 3072 Bounds/options: 256, 8192 | Longest range of any tower in blocks, whatever its transmit power and mast height. (p. 79) |
| radio.news_without_tower | True | Before a region’s grid shutdown day, any working radio hears the official bulletins and the night frequency without a tower (far-away stations). Worlds made before round 10 always keep this. (p. 79) |
| radio.keep_loaded | True | A player tower on air from its own wired supply keeps its chunks loaded so it keeps broadcasting (and burning fuel) while nobody is near. (p. 80) |
| radio.repair_level | 2 Bounds/options: 0, 10 | Electrical level needed to repair a damaged transmitter cabinet. (p. 80) |
| radio.repair_seconds | 30 Bounds/options: 5, 600 | Length of the cabinet repair (a resumable timed action), in seconds. (p. 80) |
| radio.backup_days | 3 Bounds/options: 0, 30 | Survival days the emergency generator of a broadcast station’s tower runs after the grid goes out. (p. 80) |
| radio.generate_towers | True | New chunks of round-10 worlds get radio towers (broadcast stations, cities, hilltops, wilderness). (p. 80) |
| radio.working_percent | 30 Bounds/options: 0, 100 | Chance (percent) that a generated tower away from a broadcast station starts working. (p. 80) |
Server / radio_music
| Exact key | Default and bounds | Reported description / PDF page |
|---|---|---|
| radio_music.original_tracks | True | Channels set to Afterfall tracks play the mod’s original radio music. (p. 79) |
| radio_music.server_files | True | Channels set to a server playlist play the .ogg files in config/afterfall/radio_music/<playlist>/ (in the world folder, or else the server folder), sent to listeners over the game connection and cached on their computer. (p. 79) |
| radio_music.stream_links | True | Channels set to a stream link play it on clients that have the WATERMeDIA mod. Only use streams you are allowed to rebroadcast to your players. (p. 79) |
| radio_music.youtube_links | True | Channels set to a YouTube link play the sound of that video, playlist or live stream (no picture) on clients that have the WATERMeDIA mod. Each listener’s own computer fetches it from YouTube. Only use videos you are allowed to play to your players. (p. 79) |
| radio_music.file_max_mb | 30 Bounds/options: 1, 200 | Largest music file the server indexes and sends (MB); bigger files are skipped and listed by /afterfall music list. (p. 79) |
| radio_music.total_max_mb | 500 Bounds/options: 10, 10000 | Total size of all indexed music files (MB); files past the limit are skipped. (p. 79) |
| radio_music.download_kb_per_s | 512 Bounds/options: 16, 16384 | Upload speed per player for music files (KB per second), sent in 32 KB pieces. (p. 79) |
Server / reactor
| Exact key | Default and bounds | Reported description / PDF page |
|---|---|---|
| reactor.reactor_output | 2000 Bounds/options: 100, 100000 | Energy per second the reactor output offers while the plant runs. (p. 75) |
| reactor.reactor_fuel_days | 10 Bounds/options: 1, 365 | Survival days of running one set of four fuel rods lasts. (p. 75) |
| reactor.reactor_repair_seconds | 60 Bounds/options: 5, 1800 | Length of the console repair (a resumable timed action), in seconds. (p. 75) |
| reactor.reactor_repair_level | 3 Bounds/options: 0, 10 | Electrical level needed to repair the reactor console. (p. 75) |
Server / sleep
| Exact key | Default and bounds | Reported description / PDF page |
|---|---|---|
| sleep.skip_enabled | False | No inline description captured; see AfConfig. (p. 72) |
| sleep.skip_vote_percent | 75 Bounds/options: 1, 100 | No inline description captured; see AfConfig. (p. 72) |
Server / story
| Exact key | Default and bounds | Reported description / PDF page |
|---|---|---|
| story.enabled | True | Story beats, the night frequency, story emails, party choices and the story endings. Campaigns work either way. (p. 79) |
| story.radio_hour | 23 Bounds/options: 0, 23 | Local clock hour (0-23) the night frequency airs each day: the next story line waiting for each listening party. (p. 79) |
Server / survival
| Exact key | Default and bounds | Reported description / PDF page |
|---|---|---|
| survival.custom_health | True | Custom health: disables hunger regeneration; healing follows Afterfall rules. (p. 71) |
| survival.hydration | True | No inline description captured; see AfConfig. (p. 71) |
| survival.stamina | True | No inline description captured; see AfConfig. (p. 71) |
| survival.fatigue | True | No inline description captured; see AfConfig. (p. 71) |
| survival.temperature | True | No inline description captured; see AfConfig. (p. 71) |
| survival.nutrition | True | No inline description captured; see AfConfig. (p. 71) |
| survival.wetness | True | No inline description captured; see AfConfig. (p. 71) |
| survival.need_rate | 1.0 Bounds/options: 0.0, 4.0 | Need-rate multiplier; 0 neutralizes needs. (p. 71) |
| survival.carry_capacity_kg | 24.0 Bounds/options: 8.0, 100.0 | Carry capacity in kg. (p. 71) |
| survival.bag_allowance_max_kg | 64.0 Bounds/options: 0.0, 64.0 | No inline description captured; see AfConfig. (p. 71) |
Server / survivor
| Exact key | Default and bounds | Reported description / PDF page |
|---|---|---|
| survivor.resume_forget_minutes | 10 Bounds/options: 0, 240 | Interrupted timed actions (searching, forcing, repairs, washing, treatments, reading…) resume where they stopped for this long (real minutes; vault doors keep their own 10 minutes). 0 forgets at once. (p. 78) |
| survivor.shared_hunger_bar | True | Afterfall calories drive the vanilla food bar (150 kcal per point, 3000 kcal = full bar); vanilla food adds 150 kcal per point and vanilla exhaustion no longer drains a separate value. (p. 78) |
| survivor.pain_effects | True | Pain from wounds sways the aim, slows melee and stamina recovery and keeps survivors awake. (p. 78) |
| survivor.sink_leftover_ml | 2000 Bounds/options: 0, 20000 | Water left in each sink, bathtub or shower after the region’s water shuts off (mL, used up per sink). (p. 78) |
Server / teleports
| Exact key | Default and bounds | Reported description / PDF page |
|---|---|---|
| teleports.far_teleport_hold | True | Hold a teleport into unloaded chunks until the 5 x 5 chunks around the destination are loaded (loading screen, no damage). (p. 78) |
| teleports.far_teleport_timeout_s | 120 Bounds/options: 10, 600 | Seconds to wait for the destination before the player stays where they were. (p. 78) |
| teleports.far_teleport_infected_grace_s | 10 Bounds/options: 0, 300 | Seconds after arrival (beyond the 3 s shield) during which no infected materialize near the player. (p. 78) |
Server / utilities
| Exact key | Default and bounds | Reported description / PDF page |
|---|---|---|
| utilities.power_shutdown_min_day | 7 Bounds/options: 0, 365 | No inline description captured; see AfConfig. (p. 75) |
| utilities.power_shutdown_max_day | 30 Bounds/options: 0, 365 | No inline description captured; see AfConfig. (p. 75) |
| utilities.water_shutdown_min_day | 5 Bounds/options: 0, 365 | No inline description captured; see AfConfig. (p. 75) |
| utilities.water_shutdown_max_day | 20 Bounds/options: 0, 365 | No inline description captured; see AfConfig. (p. 75) |
| utilities.redstone_invert | False | false: redstone high disables machine jobs; true: inverted. (p. 75) |
Server / vehicles
| Exact key | Default and bounds | Reported description / PDF page |
|---|---|---|
| vehicles.aircraft | True | No inline description captured; see AfConfig. (p. 75) |
Server / vehicles_r7
| Exact key | Default and bounds | Reported description / PDF page |
|---|---|---|
| vehicles_r7.vehicle_pickup | VehiclePickup.CREATIVE_O R_OP | Who may pack an empty motor vehicle into its item with sneak-use: CREATIVE_OR_OP (creative players and operators) or ALWAYS (survival players too). Bicycles and rowboats always pack; planes, helicopters, the bus and the RV never do. (p. 76) |
| vehicles_r7.safe_drop_blocks | 2.0 Bounds/options: 0.0, 16.0 | Drops up to this many blocks (and curbs, bumps) do no damage to a land vehicle, a boat or the occupants. (p. 76) |
| vehicles_r7.hit_damage_factor | 0.5 Bounds/options: 0.0, 10.0 | Integrity lost per point of a player’s hit damage on a vehicle (0 = hits do nothing). (p. 76) |
| vehicles_r7.run_over_players | True | 0.11.1: a moving vehicle with a driver hurts other players it hits even when the server’s pvp switch is off. Claims with PvP off and team-mates (unless friendly fire is on) stay safe either way. (p. 76) |
| vehicles_r7.run_over_damage_per_speed | 1.5 Bounds/options: 0.0, 10.0 | 0.11.1: damage to a mob or player per block/s of the vehicle’s speed when it hits them (capped at 30). (p. 76) |
| vehicles_r7.run_over_integrity_per_damage | 0.1 Bounds/options: 0.0, 2.0 | 0.11.1: integrity the vehicle loses per point of damage it deals by hitting a mob or player. (p. 76) |
| vehicles_r7.hit_owned_vehicles | False | Other players may damage an owned vehicle by hitting it (otherwise only its owner, team and key holders; PvP profiles always may). (p. 76) |
Server / vehicles_r9
| Exact key | Default and bounds | Reported description / PDF page |
|---|---|---|
| vehicles_r9.load_chunks_ahead | True | A driven, moving vehicle keeps the chunks ahead of it running (temporary tickets, released when it stops or is left), so its speed is not capped by a short simulation distance. (p. 76) |
| vehicles_r9.load_ahead_blocks | 96 Bounds/options: 32, 160 | How far past the nose those chunks reach at most (blocks; the reach is 3 s of travel plus 24 blocks, at least 32). (p. 76) |
| vehicles_r9.headlight_light_blocks | True | Headlights light the road ahead with real light (moving invisible light blocks). Off: only the drawn beam. (p. 76) |
| vehicles_r9.sports_car_spawns | 1.0 Bounds/options: 0.0, 10.0 | Multiplier on the chance that a car parked by a house, a garage or a parking garage is a sports car (0 = none). (p. 76) |
Server / world
| Exact key | Default and bounds | Reported description / PDF page |
|---|---|---|
| world.mode | WorldMode.APOCALYPSE | APOCALYPSE: towns, cities, roads and abandoned utilities. ORDINARY: vanilla world with sparse ruins. (p. 71) |
| world.ordinary_cities | False | Allow cities in ORDINARY mode (off by default). (p. 71) |
| world.nether_profile | True | No inline description captured; see AfConfig. (p. 71) |
| world.end_profile | True | No inline description captured; see AfConfig. (p. 71) |
| world.city_density | 1.0 Bounds/options: 0.0, 3.0 | Round 5: how often planning cells become cities and big cities (0 = never, 1 = default, 3 = three times as often). (p. 71) |
| world.named_cities | True | Round 5: place the six named cities (Cedar Junction, Greyhaven, Ironridge, Meridian, Breakwater, Halcyon Field) once per world. (p. 71) |
| world.one_off_density | 1.0 Bounds/options: 0.0, 3.0 | Round 5: density of one-off buildings along roads and in the wilderness (0 = none, 1 = default). (p. 71) |
| world.purpose_sites | True | Round 5: purpose sites (nuclear plant, prison, gun ranges, campgrounds, stadiums…). (p. 71) |
Sources & verification
Evidence: pdf-derived. Feature status: mixed. Article coverage: ready.
PDF pages 71–81 · 24 All 209 configuration definitions · Afterfall 0.14.0 report: E155–E157
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.