AFTER WE FALL
REAL PLACES. REAL SURVIVAL.
WIKI · 0.7.1.16.0

Hunting & Outdoor Subsistence

Small game, fishing, persistent traps, carcass processing and renewable outdoor food chains.

Small-game hunting

Wildlife is represented through sparse renewable pressure rather than permanent rows for every animal. Hunting is timed and uses real equipment, ammunition and local conditions.

Persistent traps

Snares and later outdoor devices persist in the world and must be placed, checked, reset, collected or removed at their real geographic context.

Fishing

Fishable surface water is detected separately from generic water collection. Improvised hand-line fishing uses physical bait, equipment wear and renewable aquatic pressure. Catches include roach, perch, trout, carp, freshwater eel, crayfish and frogs.

Outdoor devices

Woven Fish Traps, Improvised Crayfish Traps and Squirrel Poles are persistent devices with geographic interaction rules. Local aquatic/wildlife pressure recovers lazily so one spot cannot generate infinite food.

Carcass processing

Rabbit, squirrel and pigeon processing produces species-appropriate meat, offal, pelts or feathers, bones and processing waste. Knowledge can improve handling/condition, but never increases the amount of animal matter that physically existed.

Tool hygiene

The exact knife used for dressing game or cleaning fish/frogs can carry biological residue. Rinsing consumes carried water and AP; it removes gross residue but is not the same as medical sterilisation.

Hide, fur & bone

Pelts can be dried and worked into fur. Bones support primitive needles, hooks and awls, while fur can become crude mittens, caps, boot liners, belt pouches and camp insulation. Primitive gear is useful but deliberately less durable and weatherproof than good manufactured equipment.

Outdoor subsistence, carcass processing and primitive animal-resource crafting implemented through 0.7.1.9.x.