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Needs, recovery and skills

Stay fed, hydrated and rested enough to recover. Then choose the skills and reading that will help with your next task.

Afterfall 0.14.0Java 1.21.1NeoForge

Survival clock and recovery

One survival hour is 1,000 ticks or 50 real seconds at 20 TPS. The healing gate is conditional; the text retains nutrition, temperature and illness limits.

Explanatory diagram based on the report; not a gameplay capture. One survival hour is 1,000 ticks or 50 real seconds at 20 TPS. The healing gate is conditional; the text retains nutrition, temperature and illness limits.

Your survivor’s state

Your survivor has 13 survival measures: hydration, stamina, fatigue, body temperature, calories, protein, micronutrients, wetness, stress, panic, boredom, unhappiness and corpse sickness.

MeasureReported default behavior
HydrationStarts 80/100; loses 4 per survival hour at rest, faster in heat/exertion. Below 30 slows stamina recovery; zero causes 1 HP loss per survival hour.
StaminaSprint costs 5 per real second, jumping 8; recovers 8 per real second after two seconds resting. Below 15 prevents sprinting; heavy attacks fail at zero. Stored as a percentage of the current maximum.
FatigueStarts 10; +3 per survival hour awake, −12 while asleep. At 60/80, stamina maximum drops to 80/60; at 95 walking slows.
TemperatureStarts 37 °C; below 35 or above 39 slows healing, below 33 or above 41 causes damage.
CaloriesStarts 2,000/3,000; −70 per survival hour resting, −140 doing heavy work. Below 500 slows healing; zero stops it.
Protein / micronutrientsStart 60/100; lose 2/3 per survival day. Below 20 slows wound and illness recovery.
WetnessStarts zero; rain and swimming raise it and wet clothes reduce warmth.

Mood measures and sickness start at zero. Panic/stress rise around threats and gore; music, company, reading and food can relieve mood under their own conditions.

Healing and sleep

Vanilla hunger regeneration is disabled under custom health. Reported passive recovery is 1 HP per survival hour when hunger is at least 12/20, hydration at least 30, fatigue below 80 and bleeding suppressed. Temperature, calories, nutrients and infection can still limit recovery.

Beds work at any time without skipping the world’s time by default. Hostiles within 16 blocks prevent sleep; damage, fire and breaches can wake you. Pain adds further limits. Sofas and chairs offer weaker rest.

Skills and manuals

The 19 skills are Carpentry, Demolition, Electrical, Mechanics, Medicine, Research, Fitness, Awareness, Firearms, Melee, Metalwork, Agriculture, Cooking, Foraging, Hunting, Fishing, Driving, Piloting and Tailoring. Each has two specialization paths; their exact identifiers are retained in the report tables for page 12.

Reading the appropriate manual tier for one survival hour gives a 1.5× XP modifier while applicable. There are 76 skill-and-tier combinations across the 19 skills and four manual tiers. A manual’s subject and tier are carried by the book; they are not 76 unrelated item types. NPC lessons and computer practice have separate rules and can pass through the survivor learning service.

Measure bounds and starts

Stamina remains a percentage of its current maximum; these stored ranges do not erase modifiers. Temperature is °C, calories are calories and remaining measures use their stated scales.

MeasureMinimumMaximumStart
Hydration010080
Stamina0100100
Fatigue010010
Body Temperature304337
Calories030002000
Protein010060
Micronutrients010060
Wetness01000
Stress01000
Panic01000
Boredom01000
Unhappiness01000
Sickness01000

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.

Skill specializations

Each row lists the two source specialization identifiers. This is not an extra set of skill registrations.

Skill / IDSpecialization IDsPDF page
Carpentry carpentrybuilder; salvager12
Demolition demolitionprecision; breacher12
Electrical electricalgridkeeper; off_grid12
Mechanics mechanicsengine; fleet12
Medicine medicinetrauma; recovery12
Research researchvirology; materials12
Fitness fitnessendurance; labor12
Awareness awarenessscout; watchkeeper12
Firearms firearmsmarksman; handler12
Melee meleedefender; striker12
Metalwork metalworktoolsmith; fabricator12
Agriculture agriculturecultivator; seedkeeper12
Cooking cookingpreserver; nutritionist12
Foraging foragingbotanist; gatherer12
Hunting huntingtracker; butcher12
Fishing fishingangler; trapper12
Driving drivingroad; trail12
Piloting pilotingrotor; fixedwing12
Tailoring tailoringmender; outfitter12

Original wording and exact fields

The packaged guide’s “eight needs” describes the original survival measures. The current state model has 13 measures:

Original wording and exact fields

Nineteen skills times four tiers makes 76 skill/tier manual records, stored as manual-item data. It does not mean 76 independent item IDs.

MeasureMinimumMaximumStartPDF page
Hydration01008010
Stamina010010010
Fatigue01001010
Body Temperature30433710
Calories03000200010
Protein01006010
Micronutrients01006010
Wetness0100010
Stress0100010
Panic0100010
Boredom0100010
Unhappiness0100010
Sickness0100010

Sources & verification

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

Afterfall_0.14.0_Extensive_Mod_Breakdown.pdf

PDF pages 5, 10–12 · 03 Time; 05 Needs and skills · Afterfall 0.14.0 report: E015–E016, E025–E032

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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