Scavenging and protected entry
Search with a purpose and leave yourself a way out. The room, container and lock all matter to what you can reach.
Plan the search
Search cupboards and wardrobes for different goods rather than treating every container as a generic chest. Building, room and furniture kind route the loot. Generated furniture uses a search/loot ledger; reopening it is not another free roll. A newly player-placed piece opens empty without the initial scavenging delay.
Kitchen cabinets route to grocery supplies, wardrobes to residential goods, tool chests to hardware and medical cabinets to medical goods. These routes are categories, not guaranteed individual drops. Wider shelves/tall lockers share one inventory and break as one unit. Loot reference preserves the index’s limits.
Open a door
With the matching key anywhere in inventory, use unlocks/opens. Sneak-use unlocks a locked door or closes/locks an unlocked one from either side. Claim USE permission still applies.
Ordinary wooden house/shop doors can use an inside thumb-turn when one side is a roofed enclosed room and the other is outside. If both sides are enclosed, that distinction is lost. Security/vault doors, cells and shutters keep their security rules.
Lockpicking takes five real seconds per lock tier and Mechanics affects success; vaults cannot be picked. A pry bar opens a wooden fitting door in eight seconds, making noise and ruining the lock. The older guide’s “every door can be forced” has a later exception: security/vault entry needs the required heavy/powered tool and supply checks.
Match demolition tools to materials
| Tool | Supported material examples in the definition |
|---|---|
| Demolition hammer | Timber, plaster, roof tile |
| Masonry chisel | Brick |
| Jackhammer, battery | Concrete, brick, stone |
| Concrete saw, battery | Concrete, asphalt |
| Cutting torch, fuel | Metal shutter, security door |
| Glass cutter | Reinforced glass |
| Diamond core drill, industrial power | Reinforced concrete, security glass |
| Industrial cutter, industrial power | Steel, vault door, ballistic glass |
| Industrial breaker, industrial power | Reinforced concrete |
Industrial tools draw from a nearby network. A generic grade is not proof a tool damages every structural material. Structural repair restores 25% with matching material; recovery chance depends on material. Ordinary vanilla glass remains breakable and noisy.
Secure the return route
Barricading a door/window uses a claw hammer and boards in four real seconds. Infected attack doors and barricades; bruisers can smash timber and climbers can clear supported two-block obstacles. Claims do not protect a room from infected. Keep a route back to treatment and rest.
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.
Material definition rows
Raw source parameter order: structural health and recovery/repair fields are retained. The PDF directs readers to the Material constructor for its complete schema; unnamed parameters are not reinterpreted here.
| Material ID | Reported source parameters | PDF page |
|---|---|---|
| timber | structural_timber; 120; 0.80; TIMBER; afterfall:timber_plank; minecraft:oak_planks | 21 |
| brick | structural_brick; 240; 0.70; MASONRY; afterfall:mortar_bag; minecraft:brick | 21 |
| concrete | structural_concrete; 500; 0.60; MASONRY; afterfall:cement_bag; minecraft:gravel | 21 |
| reinforced_concrete | reinforced_concrete; 1000; 0.50; MASONRY; afterfall:cement_bag; minecraft:gravel | 21 |
| steel | structural_steel; 1400; 0.60; STEEL; afterfall:steel_plate; minecraft:iron_ingot | 21 |
| stone | structural_stone; 400; 0.70; MASONRY; afterfall:mortar_bag; minecraft:cobblestone | 21 |
| roof_tile | structural_roof_tile; 160; 0.80; MASONRY; minecraft:brick; minecraft:brick | 21 |
| asphalt | structural_asphalt; 220; 0.60; MASONRY; afterfall:bitumen; minecraft:gravel | 22 |
| plaster | structural_plaster; 100; 0.80; MASONRY; afterfall:gypsum_powder; minecraft:calcite | 22 |
| reinforced_glass | reinforced_glass; 200; 0.50; GLASS; afterfall:steel_mesh; minecraft:glass | 22 |
| security_glass | security_glass; 500; 0.40; GLASS; afterfall:polymer_sheet; minecraft:glass | 22 |
| ballistic_glass | ballistic_glass; 800; 0.30; GLASS; afterfall:polymer_sheet; minecraft:glass | 22 |
| security_door | security_door; 600; 0.80; STEEL; afterfall:steel_plate; minecraft:iron_ingot | 22 |
| vault_door | vault_door; 1600; 0.50; STEEL; afterfall:steel_plate; minecraft:iron_ingot | 22 |
| metal_shutter | metal_shutter; 350; 0.70; STEEL; afterfall:steel_plate; minecraft:iron_ingot | 22 |
| barricade | barricade_board; 80; 0.50; TIMBER; afterfall:timber_plank; minecraft:oak_planks | 22 |
| chain_link | chain_link_fence; 180; 0.70; STEEL; afterfall:steel_mesh; minecraft:iron_nugget | 22 |
| wood_door | wood_fitting_door; 100; 0.80; TIMBER; afterfall:timber_plank; minecraft:oak_planks | 22 |
Demolition tool definitions
Raw source definition fields retain grade, supply and material whitelist. A higher grade alone does not authorize damage to every material. The report lists 14 tools.
| Tool | Reported parameters / material whitelist | PDF page |
|---|---|---|
| claw_hammer | claw_hammer; 300; 1.0; Grade.F1; MANUAL; 8; EnumSet.of(Material.BARRICADE) | 22 |
| pry_bar | pry_bar; 400; 1.2; Grade.F1; MANUAL; 10; EnumSet.of(Material.WOOD_DOOR) | 22 |
| bolt_cutters | bolt_cutters; 300; 1.5; Grade.F1; MANUAL; 10; EnumSet.of(Material.CHAIN_LINK) | 22 |
| lockpick_set | lockpick_set; 100; 0.1; Grade.F1; MANUAL; 0; EnumSet.noneOf(Material.class) | 22 |
| demolition_hammer | demolition_hammer; 500; 3.0; Grade.D1; MANUAL; 12; EnumSet.of(Material.TIMBER, Material.PLASTER, Material.ROOF_TILE) | 22 |
| masonry_chisel | masonry_chisel; 400; 0.8; Grade.D1; MANUAL; 8; EnumSet.of(Material.BRICK) | 22 |
| jackhammer | jackhammer; 800; 8.0; Grade.D2; BATTERY; 45; EnumSet.of(Material.CONCRETE, Material.BRICK, Material.STONE) | 22 |
| concrete_saw | concrete_saw; 700; 6.0; Grade.D2; BATTERY; 50; EnumSet.of(Material.CONCRETE, Material.ASPHALT) | 22 |
| cutting_torch | cutting_torch; 600; 3.0; Grade.D2; FUEL; 35; EnumSet.of(Material.METAL_SHUTTER, Material.SECURITY_DOOR) | 22 |
| glass_cutter | glass_cutter; 250; 0.2; Grade.D2; MANUAL; 20; EnumSet.of(Material.REINFORCED_GLASS) | 22 |
| diamond_core_drill | diamond_core_drill; 1000; 10.0; Grade.D3; INDUSTRIAL; 75; EnumSet.of(Material.REINFORCED_CONCRETE, Material.SECURITY_GLASS) | 22 |
| industrial_cutter | industrial_cutter; 1200; 12.0; Grade.D3; INDUSTRIAL; 90; EnumSet.of(Material.STEEL, Material.VAULT_DOOR, Material.BALLISTIC_GLASS) | 22 |
| industrial_breaker | industrial_breaker; 1200; 14.0; Grade.D3; INDUSTRIAL; 100; EnumSet.of(Material.REINFORCED_CONCRETE) | 22 |
| controlled_charge | controlled_charge; 1; 2.0; Grade.D3; CHARGE; 600; EnumSet.allOf(Material.class) | 22 |
Sources & verification
Evidence: pdf-derived. Feature status: implemented-static. Article coverage: ready.
PDF pages 21–22, 203–205 · 10 Protected construction, entry and scavenging; 29 Container routing · Afterfall 0.14.0 report: E015–E016, E062–E068, E178–E180
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.