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Health and treatment

Stop and inspect a wound before choosing supplies. The Health panel tells you where the injury is and which treatment can help.

Afterfall 0.14.0Java 1.21.1NeoForge
Time
Wound and dose hours are survival hours
Wound vs zombie infection
Different conditions and medicines

Reading the Health panel

Historical Health panel with a selected forearm laceration and available treatment controls.

Existing developer capture, docs/evidence/52_body_panel_supplies.png; exact capture build unconfirmed. It illustrates selecting a wound and checking supplies. Use the current installed panel for availability; this image does not verify present-day treatment or menu behavior.

Inspect before treating

Open B and select the wounded location. The Health tutorial uses a practice patient. For another player, select them under Patients or use G within four blocks. Suitability checks explain why a treatment cannot be used.

  1. Identify active bleeding and embedded projectiles.
  2. Clean a suitable wound, then apply the required closure/dressing. Extract a bullet with tweezers before suturing a puncture. Cool a burn with 250 mL clean water before dressing it.
  3. Recheck the Health panel after completion. An interrupted action or a soaked dressing is not continued protection.
  4. Keep hydration, nutrition and rest within recovery conditions.

Wound reference

All durations below are survival time, under the stated treatment conditions.

WoundUnsuppressed bleedingRecovery / treatment
Scratch0.2 HP/hourCloses in 12 hours
Laceration1 HP/hourSuture, or clean and bandage for 36 hours
Bite0.5 HP/hourClean and bandage, 48 hours; separate zombie-infection risk
Puncture1.5 HP/hourExtract embedded bullet, then suture
FractureNone in definitionSplint; limb 25% weaker, five days or four with a skilled medic
BurnNone in definitionClean cooling water then dressing, 48 hours

Supplies and action time

Base action durations are real seconds before Medicine’s 3%-per-level duration modifier and other checks.

TreatmentSupplyBase timeDressing capacity
CleanDisinfectant bottle5 s—
Improvised bandageImprovised bandage8 s100
Sterile bandageSterile dressing6 s200
Field bandageField dressing6 s250
SutureSuture kit12 s—
SplintSplint10 s—
ExtractTweezers10 s—
Antibiotic / antiviral / analgesic / rehydrateMatching dose/tablet2 s each—
Neutralizing washNeutralizing wash5 s—

Clean and wash liquid treatments draw 25 mL. Sutures have four uses per kit. Dressings stop bleeding until saturated; replace a soaked one. The sterile and field dressings are sterile. Supplies are consumed after validation.

Two different infections

Wound infection has reported hourly acquisition chances of 2% for a dirty open wound and 0.2% for a clean one. It causes fever and stops healing at that wound. Antibiotics require three doses at least eight survival hours apart; the guide gives 0, 8 and 16 hours, clearing 24 hours after the third dose.

Zombie infection defaults to a 35% bite, 8% laceration and 2% scratch chance, subject to server settings and clothing interception. It is latent for 0–6 hours, feverish at 6–18, systemic at 18–36 and critical after 36. Critical infection prevents healing and costs 1 HP per survival hour.

Antibiotics do not treat zombie infection. An antiviral’s first dose pauses progression for 12 survival hours. A second dose at least eight hours later clears it four hours after that dose when curing is enabled. Presets/configuration can forbid the cure; the installed settings control the result.

Pain and dirty skin

Pain affects stamina recovery, melee, aim and timed work. At 60, actions take 25% longer and sleep is difficult; at 85, sleep fails. An analgesic relieves pain for four survival hours. Regional skin dirt of 50+ can dirty new wounds and qualifying untreated open wounds. Skin washing is separate from cleaning a wound and laundering clothes.

Ailment definitions

Localized means tied to a body location. The remaining fields are base pain and unsuppressed bleed HP per survival hour, respectively. Zero does not mean the ailment has no other effects.

AilmentLocalized / base pain / HP bleed per survival hour
ScratchTrue; 5; 0.2
LacerationTrue; 15; 1.0
Bite WoundTrue; 20; 0.5
PunctureTrue; 20; 1.5
FractureTrue; 0; 0
BurnTrue; 15; 0
Embedded ProjectileTrue; 20; 0
Wound InfectionTrue; 0; 0
PainFalse; 0; 0
Cold IllnessFalse; 0; 0
Food PoisoningFalse; 0; 0
Smoke ExposureFalse; 0; 0
Heat StrainFalse; 0; 0
HypothermiaFalse; 0; 0
Corrosive ExposureFalse; 0; 0
Displacement SicknessFalse; 0; 0

Admin & server owner reference

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

Body locations

Weights are melee selection weights from the source definitions, not percent armor coverage.

Body locationMelee weight / regionPDF page
Head10; Limb.HEAD14
Torso40; Limb.TORSO14
Left Upper Arm5; Limb.ARM14
Right Upper Arm5; Limb.ARM14
Left Forearm5; Limb.ARM14
Right Forearm5; Limb.ARM14
Left Thigh7.5; Limb.LEG14
Right Thigh7.5; Limb.LEG14
Left Lower Leg7.5; Limb.LEG14
Right Lower Leg7.5; Limb.LEG14
AilmentLocalized / base pain / HP bleed per survival hourPDF page
ScratchTrue; 5; 0.214
LacerationTrue; 15; 1.014
Bite WoundTrue; 20; 0.514
PunctureTrue; 20; 1.514
FractureTrue; 0; 014
BurnTrue; 15; 014
Embedded ProjectileTrue; 20; 014
Wound InfectionTrue; 0; 014
PainFalse; 0; 014
Cold IllnessFalse; 0; 015
Food PoisoningFalse; 0; 015
Smoke ExposureFalse; 0; 015
Heat StrainFalse; 0; 015
HypothermiaFalse; 0; 015
Corrosive ExposureFalse; 0; 015
Displacement SicknessFalse; 0; 015

Sources & verification

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

Afterfall_0.14.0_Extensive_Mod_Breakdown.pdf

PDF pages 13–15, 18–19 · 06 Wounds, infection, treatment, sleep and death; 08 Skin hygiene · Afterfall 0.14.0 report: E015–E016, E033–E039, E048–E053

Gameplay prose remains report-derived and has not been newly playtested. Visuals use directly inspected 0.14.0 resources or explicitly historical captures as credited; pack overrides remain unknown.

The wiki has not independently playtested report-derived instructions. Your server or modpack settings may change them.

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