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Configuration reference

Find the exact keys, defaults and bounds for 201 server and eight client definitions, with migration and reload caveats.

Afterfall 0.14.0Java 1.21.1NeoForge

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 keyDefault and boundsReported description / PDF page
accessibility.reticle_only_recoilFalseShow recoil on the reticle only (spread still applies). (p. 80)
accessibility.camera_shakeFalseNo inline description captured; see AfConfig. (p. 81)
accessibility.flashingFalseNo inline description captured; see AfConfig. (p. 81)

Client / hud

Exact keyDefault and boundsReported description / PDF page
hud.needs_hudTrueNo inline description captured; see AfConfig. (p. 80)
hud.exact_valuesFalseNo inline description captured; see AfConfig. (p. 80)
hud.fahrenheitFalseNo inline description captured; see AfConfig. (p. 80)
hud.scale1.0 Bounds/options: 0.5, 2.0No inline description captured; see AfConfig. (p. 80)

Client / radio_music

Exact keyDefault and boundsReported description / PDF page
radio_music.cache_mb300 Bounds/options: 16, 8192Size of the radio music cache (MB); the least recently heard files are removed first. (p. 81)

Server / bath

Exact keyDefault and boundsReported description / PDF page
bath.bath_water_ml4000 Bounds/options: 0, 50000Carried 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_ml2000 Bounds/options: 0, 50000Carried clean or rain water (mL) a shower takes while the region’s water is off. (p. 80)
bath.rain_barrel_litres100 Bounds/options: 0, 1000Litres 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_noise24 Bounds/options: 0, 96Noise radius in blocks of smashing the glass of a vending machine or a gumball machine (draws the infected). (p. 80)

Server / body

Exact keyDefault and boundsReported description / PDF page
body.grimeTrueThe 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_ml500 Bounds/options: 0, 10000Water (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_ml100 Bounds/options: 0, 5000Carried 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 keyDefault and boundsReported description / PDF page
clothing.soilingTrueWorn clothes get dirty and bloody (rain, work, the ground, fights, wounds). (p. 77)
clothing.holesTrueBites and scratches the clothes did not stop, and some wear hits, tear holes. (p. 77)
clothing.blood_scentTrueBloody clothes (40+) leave a scent trail at half the bleeding radius. (p. 77)
clothing.wash_water_ml1000 Bounds/options: 0, 5000Water used per garment washed at a sink, bathtub or shower (mL). (p. 77)
clothing.patch_fail_percent25 Bounds/options: 0, 100Chance a patch fails at Tailoring 0-1 (thread used, strip kept). (p. 77)

Server / communities

Exact keyDefault and boundsReported description / PDF page
communities.banditsBanditMode.OCCASIONALNo inline description captured; see AfConfig. (p. 76)
communities.offline_companion_casualtiesFalseNo inline description captured; see AfConfig. (p. 76)
communities.companions_per_account4 Bounds/options: 0, 16No inline description captured; see AfConfig. (p. 76)
communities.settlement_npc_max24 Bounds/options: 0, 64No inline description captured; see AfConfig. (p. 76)

Server / computer

Exact keyDefault and boundsReported description / PDF page
computer.lesson_xp6 Bounds/options: 0, 1000Skill XP for one finished practice lesson at a powered computer. (p. 79)
computer.lesson_seconds30 Bounds/options: 5, 600Real seconds a practice lesson takes (stay within 6 blocks of the powered computer). (p. 79)
computer.lessons_per_day5 Bounds/options: 0, 48Practice lessons that give XP per player and survival day (all courses together). (p. 79)
computer.inbox_limit50 Bounds/options: 1, 500Emails kept per inbox; the oldest is removed when a new one arrives at the limit. (p. 79)
computer.mail_cooldown_s5 Bounds/options: 0, 3600Real seconds between two emails sent by one player. (p. 79)

Server / construction

Exact keyDefault and boundsReported description / PDF page
construction.admin_overrideTrueCreative-mode operators may break protected blocks (logged). (p. 75)

Server / containers

Exact keyDefault and boundsReported description / PDF page
containers.storage_furniture_empty_scale100 Bounds/options: 0, 200Scale (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_max8 Bounds/options: 0, 32Players a mailbox owner can share take-out permission with. (p. 77)
containers.mailbox_log_max32 Bounds/options: 1, 128Deliveries kept in a mailbox’s log (oldest dropped first). (p. 77)
containers.bookshelf_read_radius6 Bounds/options: 1, 16Reading a book while seated within this many blocks of a bookshelf or bookcase gives the comfort bonus. (p. 77)
containers.bookshelf_boredom_bonus10 Bounds/options: 0, 100Extra boredom relief of the bookshelf comfort bonus. (p. 77)
containers.bookshelf_unhappiness_bonus4 Bounds/options: 0, 100Extra unhappiness relief of the bookshelf comfort bonus. (p. 77)
containers.start_list_max12 Bounds/options: 1, 24Settlements shown on the Start-in page (Cedar Junction first, then by distance). (p. 77)

Server / death

Exact keyDefault and boundsReported description / PDF page
death.bed_respawnFalseNo inline description captured; see AfConfig. (p. 72)
death.inherited_xp_percent0.0 Bounds/options: 0.0, 100.0Percent of learned skill XP the next survivor inherits. (p. 72)
death.inherited_level_cap5 Bounds/options: 0, 10No inline description captured; see AfConfig. (p. 72)
death.corpse_expiry_days0 Bounds/options: 0, 3650 = corpses never expire. (p. 72)
death.remains_days7 Bounds/options: 0, 365Survival 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_survivorsTrueBitten or badly sick survivors rise as an infected carrying all their belongings (killing it leaves them in its body). (p. 79)
death.rise_from_sicknessTrueCorpse sickness at or above rise_sickness also makes the dead rise (the infection course always does). (p. 79)
death.rise_sickness75 Bounds/options: 1, 100No inline description captured; see AfConfig. (p. 79)
death.rise_minutes120 Bounds/options: 0, 1440Survival minutes between death and rising (60 = one survival hour, 50 real seconds). (p. 79)
death.corpse_break_hits5 Bounds/options: 1, 20Bare-hand hits that break an infected corpse apart (weapons need fewer, at least 2). (p. 79)

Server / events

Exact keyDefault and boundsReported description / PDF page
events.severe_weatherTrueNo inline description captured; see AfConfig. (p. 77)
events.regional_outbreakFalseNo inline description captured; see AfConfig. (p. 77)
events.frequency1.0 Bounds/options: 0.0, 5.0No inline description captured; see AfConfig. (p. 77)
events.disabledjava.util.List.of() Bounds/options: () -> "", o -> o instanceof StringEvent ids to disable (e.g. “bandit_roadblock”); remaining weights renormalize. (p. 77)
events.weather_thunderTrueIndividual severe weather types (only when severe_weather is on). (p. 77)
events.weather_heatTrueNo inline description captured; see AfConfig. (p. 77)
events.weather_coldTrueNo inline description captured; see AfConfig. (p. 77)
events.weather_windTrueNo inline description captured; see AfConfig. (p. 77)

Server / fire

Exact keyDefault and boundsReported description / PDF page
fire.burn_barrel_minutes20 Bounds/options: 1, 240Real 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_radius12 Bounds/options: 0, 64Blocks 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_night20 Bounds/options: 0, 64The 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 keyDefault and boundsReported description / PDF page
generation.planning_queue8 Bounds/options: 1, 32No inline description captured; see AfConfig. (p. 78)

Server / infected

Exact keyDefault and boundsReported description / PDF page
infected.vanilla_undead_sun_burnFalseAfterfall 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_percent55 Bounds/options: 0, 100Percent 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_speedLoreSpeed.PLANSpeed 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_percent10 Bounds/options: 0, 100MIXED speed: percent of commons that sprint. (p. 74)
infected.lore_mixed_fast_percent30 Bounds/options: 0, 100MIXED speed: percent of commons that are fast shamblers (taken after sprinters). (p. 74)
infected.lore_strengthLoreStrength.NORMALMelee damage of every infected: WEAK x0.6, NORMAL x1, SUPERHUMAN x1.5 (also their barricade damage). (p. 74)
infected.lore_toughnessLoreToughness.NORMALHealth of every infected: FRAGILE x0.6, NORMAL x1, TOUGH x1.6. (p. 74)
infected.lore_transmissionLoreTransmission.BITE_AN D_SCRATCHWhich 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_sightLoreSense.NORMALInfected sight range: POOR x0.5 (16 blocks), NORMAL 32 blocks, KEEN x1.5 (48 blocks). (p. 74)
infected.lore_hearingLoreSense.NORMALInfected hearing: POOR halves every noise radius they react to, KEEN x1.5 (pinpoint). (p. 74)
infected.lore_memoryLoreMemory.NORMALHow 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_multiplier1.0 Bounds/options: 0.1, 10.0Length 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 keyDefault and boundsReported description / PDF page
infection.enabledTrueNo inline description captured; see AfConfig. (p. 71)
infection.bite_percent35.0 Bounds/options: 0.0, 100.0Zombie infection chance per bite (percent). (p. 72)
infection.laceration_percent8.0 Bounds/options: 0.0, 100.0No inline description captured; see AfConfig. (p. 72)
infection.scratch_percent2.0 Bounds/options: 0.0, 100.0No inline description captured; see AfConfig. (p. 72)
infection.antiviral_cureTrueWhen false (fatal mode) antivirals cannot cure; symptom care still works. (p. 72)
infection.critical_damage_per_hour1.0 Bounds/options: 0.0, 10.0No inline description captured; see AfConfig. (p. 72)

Server / jobs

Exact keyDefault and boundsReported description / PDF page
jobs.enabledTrueSurvivors offer side jobs. (p. 76)
jobs.refresh_days2 Bounds/options: 1, 30Survival days between refreshes of a settlement’s offers (offers nobody took are replaced). (p. 76)
jobs.open_per_settlement3 Bounds/options: 1, 6Jobs open (offered or taken) per settlement at once. (p. 76)
jobs.accepted_per_player2 Bounds/options: 1, 6Jobs one player can have taken at once. (p. 76)
jobs.expiry_days3 Bounds/options: 1, 30Survival days a taken job stays open before it fails. (p. 76)
jobs.fail_reputation3 Bounds/options: 0, 50Reputation lost with the giver’s faction when a taken job fails or is abandoned. (p. 77)

Server / loot

Exact keyDefault and boundsReported description / PDF page
loot.amount1.0 Bounds/options: 0.1, 5.0No inline description captured; see AfConfig. (p. 72)
loot.refill_days0 Bounds/options: 0, 3650 = off. (p. 72)
loot.vanilla_chest_adapterFalseOpt-in: unopened vanilla chests get Afterfall loot once. (p. 72)
loot.world_age_depletionTrueRound 5: containers first opened after day 30 hold less food, medicine and weapons (applied once at first fill). (p. 72)
loot.empty_container_percent5 Bounds/options: 0, 100Round 5: chance (percent) that a generated container was already emptied. (p. 72)
loot.environmental_storiesTrueRound 5: environmental stories (set tables, failed barricades, triage scenes…) in generated buildings. (p. 72)
loot.depletion_food_percent20 Bounds/options: 0, 100Round 5: chance (percent) that each found food stack is gone once the world is old (presets: 0 / 20 / 40). (p. 72)
loot.depletion_medical_percent10 Bounds/options: 0, 100Round 5: same for medicine (presets: 0 / 10 / 25). (p. 72)
loot.depletion_weapon_percent15 Bounds/options: 0, 100Round 5: same for weapons and ammunition (presets: 0 / 15 / 30). (p. 72)
loot.depletion_start_day30 Bounds/options: 0, 3650Round 5: world age (days) from which depletion applies at first fill. (p. 72)
loot.world_age_start_day0 Bounds/options: 0, 3650Round 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_hazardsTrueRound 5: radiation zones at the nuclear plant (dose, sickness, protective suits). (p. 72)

Server / multiplayer

Exact keyDefault and boundsReported description / PDF page
multiplayer.pvpFalseNo inline description captured; see AfConfig. (p. 75)
multiplayer.friendly_fireFalseNo inline description captured; see AfConfig. (p. 75)
multiplayer.claim_chunks_per_team16 Bounds/options: 1, 256No inline description captured; see AfConfig. (p. 75)
multiplayer.siege_windowsFalseNo inline description captured; see AfConfig. (p. 75)

Server / outbreak

Exact keyDefault and boundsReported description / PDF page
outbreak.reduced_day3 Bounds/options: 0, 365From this day the radio airs a bulletin every 3 hours (before: hourly 06-22). (p. 77)
outbreak.civic_only_day7 Bounds/options: 0, 365From this day only the civic channel airs (3 a day); the newsroom is off air. (p. 78)
outbreak.off_air_day10 Bounds/options: 0, 365From this day every official channel is off air; rare survivor transmissions remain. (p. 78)
outbreak.radio_scheduleTrueScheduled radio bulletins (news, instructions, warnings, survivor transmissions). (p. 78)
outbreak.search_helicopterTrueThe search helicopter: once per world it follows one survivor for a few minutes. (p. 78)
outbreak.search_helicopter_min_day2 Bounds/options: 0, 365No inline description captured; see AfConfig. (p. 78)
outbreak.search_helicopter_max_day7 Bounds/options: 0, 365No inline description captured; see AfConfig. (p. 78)
outbreak.search_helicopter_repeat_chance0.0 Bounds/options: 0.0, 1.0Chance that it comes back once more on a later day of the window. (p. 78)
outbreak.corpse_sicknessTrueCorpse sickness: lingering near many bodies makes survivors sick. (p. 78)
outbreak.corpse_bloated_day1 Bounds/options: 0, 365Corpse decay stages in survival days after death: bloated, decayed, gone. (p. 78)
outbreak.corpse_decayed_day3 Bounds/options: 0, 365No inline description captured; see AfConfig. (p. 78)
outbreak.corpse_gone_day7 Bounds/options: 1, 365No inline description captured; see AfConfig. (p. 78)

Server / population

Exact keyDefault and boundsReported description / PDF page
population.regional_multiplier1.0 Bounds/options: 0.0, 4.0No inline description captured; see AfConfig. (p. 73)
population.special_share1.0 Bounds/options: 0.0, 3.0No inline description captured; see AfConfig. (p. 73)
population.physical_cap_global256 Bounds/options: 32, 1024No inline description captured; see AfConfig. (p. 73)
population.physical_cap_per_player80 Bounds/options: 8, 256Most 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_multiplier2.0 Bounds/options: 1.0, 3.0Per-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_max5000 Bounds/options: 0, 5000No inline description captured; see AfConfig. (p. 73)
population.replenishmentTrueNo inline description captured; see AfConfig. (p. 73)
population.scheduled_hordesFalseScheduled attacks every 7 days after day 7. (p. 73)
population.event_horde_cap120 Bounds/options: 1, 256No inline description captured; see AfConfig. (p. 73)
population.path_requests_per_tick16 Bounds/options: 1, 128No inline description captured; see AfConfig. (p. 73)
population.region_catchup_batch8 Bounds/options: 1, 64No inline description captured; see AfConfig. (p. 73)
population.location_multiplier_wilderness1.0 Bounds/options: 0.0, 10.0Location 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_rural1.5 Bounds/options: 0.0, 10.0Location multiplier where the player stands in a rural settlement (farms, hamlets). (p. 73)
population.location_multiplier_town2.5 Bounds/options: 0.0, 10.0Location multiplier where the player stands in a town. (p. 73)
population.location_multiplier_city3.5 Bounds/options: 0.0, 10.0Location multiplier where the player stands in a city. (p. 73)
population.initial_wilderness25 Bounds/options: 0, 5000Abstract 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_rural80 Bounds/options: 0, 5000Abstract infected per 512x512 region covered by a rural settlement. (p. 73)
population.initial_town500 Bounds/options: 0, 5000Abstract infected per 512x512 region covered by a town (plan 250; round 4 doubled). (p. 73)
population.initial_city1200 Bounds/options: 0, 5000Abstract infected per 512x512 region covered by a city (round 3: twice the plan’s 600). (p. 73)
population.ambient_cap_wilderness24 Bounds/options: 0, 256Most 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_rural46 Bounds/options: 0, 256Ambient cap around a player in a rural settlement (0.6: 46, was 32). (p. 73)
population.ambient_cap_town65 Bounds/options: 0, 256Ambient cap around a player in a town (0.6: 65, was 45; target 30-65 in a town street). (p. 74)
population.ambient_cap_city160 Bounds/options: 0, 256Ambient cap around a player in a city (0.6: 160, was 110; also bounded by the city physical cap). (p. 74)
population.indoor_spawn_share0.5 Bounds/options: 0.0, 1.0Share 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_lodTrueAI 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_pathsTrueInfected 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_capTrueLag 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_ms40.0 Bounds/options: 10.0, 200.0Server tick time (ms, 10 s average) above which the lag throttle steps down (recovery below 75% of it). (p. 74)

Server / power

Exact keyDefault and boundsReported description / PDF page
power.reconcile_chunks_per_tick8 Bounds/options: 1, 64Loaded chunks whose appliances are re-checked per tick after a grid change or chunk load. (p. 75)
power.tv_skills_xp15 Bounds/options: 0, 1000Skill XP for watching a whole Home Skills Hour segment. (p. 75)
power.tv_skills_segments_per_day3 Bounds/options: 0, 48Home Skills Hour segments that give XP per player and survival day. (p. 75)
power.tv_skills_segment_minutes20 Bounds/options: 1, 240Length of a Home Skills Hour segment in survival minutes (1,000 ticks per hour). (p. 75)
power.tv_watch_radius6 Bounds/options: 1, 32A viewer counts as watching within this many blocks of a powered TV. (p. 75)

Server / radio

Exact keyDefault and boundsReported description / PDF page
radio.max_range3072 Bounds/options: 256, 8192Longest range of any tower in blocks, whatever its transmit power and mast height. (p. 79)
radio.news_without_towerTrueBefore 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_loadedTrueA 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_level2 Bounds/options: 0, 10Electrical level needed to repair a damaged transmitter cabinet. (p. 80)
radio.repair_seconds30 Bounds/options: 5, 600Length of the cabinet repair (a resumable timed action), in seconds. (p. 80)
radio.backup_days3 Bounds/options: 0, 30Survival days the emergency generator of a broadcast station’s tower runs after the grid goes out. (p. 80)
radio.generate_towersTrueNew chunks of round-10 worlds get radio towers (broadcast stations, cities, hilltops, wilderness). (p. 80)
radio.working_percent30 Bounds/options: 0, 100Chance (percent) that a generated tower away from a broadcast station starts working. (p. 80)

Server / radio_music

Exact keyDefault and boundsReported description / PDF page
radio_music.original_tracksTrueChannels set to Afterfall tracks play the mod’s original radio music. (p. 79)
radio_music.server_filesTrueChannels 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_linksTrueChannels 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_linksTrueChannels 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_mb30 Bounds/options: 1, 200Largest music file the server indexes and sends (MB); bigger files are skipped and listed by /afterfall music list. (p. 79)
radio_music.total_max_mb500 Bounds/options: 10, 10000Total size of all indexed music files (MB); files past the limit are skipped. (p. 79)
radio_music.download_kb_per_s512 Bounds/options: 16, 16384Upload speed per player for music files (KB per second), sent in 32 KB pieces. (p. 79)

Server / reactor

Exact keyDefault and boundsReported description / PDF page
reactor.reactor_output2000 Bounds/options: 100, 100000Energy per second the reactor output offers while the plant runs. (p. 75)
reactor.reactor_fuel_days10 Bounds/options: 1, 365Survival days of running one set of four fuel rods lasts. (p. 75)
reactor.reactor_repair_seconds60 Bounds/options: 5, 1800Length of the console repair (a resumable timed action), in seconds. (p. 75)
reactor.reactor_repair_level3 Bounds/options: 0, 10Electrical level needed to repair the reactor console. (p. 75)

Server / sleep

Exact keyDefault and boundsReported description / PDF page
sleep.skip_enabledFalseNo inline description captured; see AfConfig. (p. 72)
sleep.skip_vote_percent75 Bounds/options: 1, 100No inline description captured; see AfConfig. (p. 72)

Server / story

Exact keyDefault and boundsReported description / PDF page
story.enabledTrueStory beats, the night frequency, story emails, party choices and the story endings. Campaigns work either way. (p. 79)
story.radio_hour23 Bounds/options: 0, 23Local clock hour (0-23) the night frequency airs each day: the next story line waiting for each listening party. (p. 79)

Server / survival

Exact keyDefault and boundsReported description / PDF page
survival.custom_healthTrueCustom health: disables hunger regeneration; healing follows Afterfall rules. (p. 71)
survival.hydrationTrueNo inline description captured; see AfConfig. (p. 71)
survival.staminaTrueNo inline description captured; see AfConfig. (p. 71)
survival.fatigueTrueNo inline description captured; see AfConfig. (p. 71)
survival.temperatureTrueNo inline description captured; see AfConfig. (p. 71)
survival.nutritionTrueNo inline description captured; see AfConfig. (p. 71)
survival.wetnessTrueNo inline description captured; see AfConfig. (p. 71)
survival.need_rate1.0 Bounds/options: 0.0, 4.0Need-rate multiplier; 0 neutralizes needs. (p. 71)
survival.carry_capacity_kg24.0 Bounds/options: 8.0, 100.0Carry capacity in kg. (p. 71)
survival.bag_allowance_max_kg64.0 Bounds/options: 0.0, 64.0No inline description captured; see AfConfig. (p. 71)

Server / survivor

Exact keyDefault and boundsReported description / PDF page
survivor.resume_forget_minutes10 Bounds/options: 0, 240Interrupted 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_barTrueAfterfall 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_effectsTruePain from wounds sways the aim, slows melee and stamina recovery and keeps survivors awake. (p. 78)
survivor.sink_leftover_ml2000 Bounds/options: 0, 20000Water left in each sink, bathtub or shower after the region’s water shuts off (mL, used up per sink). (p. 78)

Server / teleports

Exact keyDefault and boundsReported description / PDF page
teleports.far_teleport_holdTrueHold 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_s120 Bounds/options: 10, 600Seconds to wait for the destination before the player stays where they were. (p. 78)
teleports.far_teleport_infected_grace_s10 Bounds/options: 0, 300Seconds after arrival (beyond the 3 s shield) during which no infected materialize near the player. (p. 78)

Server / utilities

Exact keyDefault and boundsReported description / PDF page
utilities.power_shutdown_min_day7 Bounds/options: 0, 365No inline description captured; see AfConfig. (p. 75)
utilities.power_shutdown_max_day30 Bounds/options: 0, 365No inline description captured; see AfConfig. (p. 75)
utilities.water_shutdown_min_day5 Bounds/options: 0, 365No inline description captured; see AfConfig. (p. 75)
utilities.water_shutdown_max_day20 Bounds/options: 0, 365No inline description captured; see AfConfig. (p. 75)
utilities.redstone_invertFalsefalse: redstone high disables machine jobs; true: inverted. (p. 75)

Server / vehicles

Exact keyDefault and boundsReported description / PDF page
vehicles.aircraftTrueNo inline description captured; see AfConfig. (p. 75)

Server / vehicles_r7

Exact keyDefault and boundsReported description / PDF page
vehicles_r7.vehicle_pickupVehiclePickup.CREATIVE_O R_OPWho 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_blocks2.0 Bounds/options: 0.0, 16.0Drops 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_factor0.5 Bounds/options: 0.0, 10.0Integrity lost per point of a player’s hit damage on a vehicle (0 = hits do nothing). (p. 76)
vehicles_r7.run_over_playersTrue0.11.1: 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_speed1.5 Bounds/options: 0.0, 10.00.11.1: 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_damage0.1 Bounds/options: 0.0, 2.00.11.1: integrity the vehicle loses per point of damage it deals by hitting a mob or player. (p. 76)
vehicles_r7.hit_owned_vehiclesFalseOther 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 keyDefault and boundsReported description / PDF page
vehicles_r9.load_chunks_aheadTrueA 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_blocks96 Bounds/options: 32, 160How 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_blocksTrueHeadlights light the road ahead with real light (moving invisible light blocks). Off: only the drawn beam. (p. 76)
vehicles_r9.sports_car_spawns1.0 Bounds/options: 0.0, 10.0Multiplier 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 keyDefault and boundsReported description / PDF page
world.modeWorldMode.APOCALYPSEAPOCALYPSE: towns, cities, roads and abandoned utilities. ORDINARY: vanilla world with sparse ruins. (p. 71)
world.ordinary_citiesFalseAllow cities in ORDINARY mode (off by default). (p. 71)
world.nether_profileTrueNo inline description captured; see AfConfig. (p. 71)
world.end_profileTrueNo inline description captured; see AfConfig. (p. 71)
world.city_density1.0 Bounds/options: 0.0, 3.0Round 5: how often planning cells become cities and big cities (0 = never, 1 = default, 3 = three times as often). (p. 71)
world.named_citiesTrueRound 5: place the six named cities (Cedar Junction, Greyhaven, Ironridge, Meridian, Breakwater, Halcyon Field) once per world. (p. 71)
world.one_off_density1.0 Bounds/options: 0.0, 3.0Round 5: density of one-off buildings along roads and in the wilderness (0 = none, 1 = default). (p. 71)
world.purpose_sitesTrueRound 5: purpose sites (nuclear plant, prison, gun ranges, campgrounds, stadiums…). (p. 71)

Sources & verification

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

Afterfall_0.14.0_Extensive_Mod_Breakdown.pdf

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.

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