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.
- Time
- Wound and dose hours are survival hours
- Wound vs zombie infection
- Different conditions and medicines
Reading the Health panel

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.
- Identify active bleeding and embedded projectiles.
- 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.
- Recheck the Health panel after completion. An interrupted action or a soaked dressing is not continued protection.
- Keep hydration, nutrition and rest within recovery conditions.
Wound reference
All durations below are survival time, under the stated treatment conditions.
| Wound | Unsuppressed bleeding | Recovery / treatment |
|---|---|---|
| Scratch | 0.2 HP/hour | Closes in 12 hours |
| Laceration | 1 HP/hour | Suture, or clean and bandage for 36 hours |
| Bite | 0.5 HP/hour | Clean and bandage, 48 hours; separate zombie-infection risk |
| Puncture | 1.5 HP/hour | Extract embedded bullet, then suture |
| Fracture | None in definition | Splint; limb 25% weaker, five days or four with a skilled medic |
| Burn | None in definition | Clean 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.
| Treatment | Supply | Base time | Dressing capacity |
|---|---|---|---|
| Clean | Disinfectant bottle | 5 s | — |
| Improvised bandage | Improvised bandage | 8 s | 100 |
| Sterile bandage | Sterile dressing | 6 s | 200 |
| Field bandage | Field dressing | 6 s | 250 |
| Suture | Suture kit | 12 s | — |
| Splint | Splint | 10 s | — |
| Extract | Tweezers | 10 s | — |
| Antibiotic / antiviral / analgesic / rehydrate | Matching dose/tablet | 2 s each | — |
| Neutralizing wash | Neutralizing wash | 5 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.
| Ailment | Localized / base pain / HP bleed per survival hour |
|---|---|
| Scratch | True; 5; 0.2 |
| Laceration | True; 15; 1.0 |
| Bite Wound | True; 20; 0.5 |
| Puncture | True; 20; 1.5 |
| Fracture | True; 0; 0 |
| Burn | True; 15; 0 |
| Embedded Projectile | True; 20; 0 |
| Wound Infection | True; 0; 0 |
| Pain | False; 0; 0 |
| Cold Illness | False; 0; 0 |
| Food Poisoning | False; 0; 0 |
| Smoke Exposure | False; 0; 0 |
| Heat Strain | False; 0; 0 |
| Hypothermia | False; 0; 0 |
| Corrosive Exposure | False; 0; 0 |
| Displacement Sickness | False; 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 location | Melee weight / region | PDF page |
|---|---|---|
| Head | 10; Limb.HEAD | 14 |
| Torso | 40; Limb.TORSO | 14 |
| Left Upper Arm | 5; Limb.ARM | 14 |
| Right Upper Arm | 5; Limb.ARM | 14 |
| Left Forearm | 5; Limb.ARM | 14 |
| Right Forearm | 5; Limb.ARM | 14 |
| Left Thigh | 7.5; Limb.LEG | 14 |
| Right Thigh | 7.5; Limb.LEG | 14 |
| Left Lower Leg | 7.5; Limb.LEG | 14 |
| Right Lower Leg | 7.5; Limb.LEG | 14 |
| Ailment | Localized / base pain / HP bleed per survival hour | PDF page |
|---|---|---|
| Scratch | True; 5; 0.2 | 14 |
| Laceration | True; 15; 1.0 | 14 |
| Bite Wound | True; 20; 0.5 | 14 |
| Puncture | True; 20; 1.5 | 14 |
| Fracture | True; 0; 0 | 14 |
| Burn | True; 15; 0 | 14 |
| Embedded Projectile | True; 20; 0 | 14 |
| Wound Infection | True; 0; 0 | 14 |
| Pain | False; 0; 0 | 14 |
| Cold Illness | False; 0; 0 | 15 |
| Food Poisoning | False; 0; 0 | 15 |
| Smoke Exposure | False; 0; 0 | 15 |
| Heat Strain | False; 0; 0 | 15 |
| Hypothermia | False; 0; 0 | 15 |
| Corrosive Exposure | False; 0; 0 | 15 |
| Displacement Sickness | False; 0; 0 | 15 |
Sources & verification
Evidence: pdf-derived. Feature status: implemented-static. Article coverage: ready.
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.