2.12.0
Compatibility
Required content
Changes
1.18.2-2.12.0
Additions
-(Config) Revive_Me_Enabled: Enables/disables Revive Me!
-(Config) Reset_Revive_On_Hit: Resets revive when reviver takes damage
-(Config) Reviver_Must_Look: If the reviver has to look at the revivee
-(Config) Fallen_Perspective: What camera perspective a player has whilst fallen
Changes
-Fallen effects are removed on DC
-Player fallen pose should properly render now
-Fallen glow and death timer visibilty is reduced for non-teammates
-Golden apple revive item now requires 2 golden apples by default
-Revive requirements no longer show whilst in the fallen state
Fixes
-Fallen effects should now be removed on revive
-Death timer should show the correct time
-Death timer should restart if reviver/revivee changes dimensions
-Call for help and change self-revive screen now checks if the player is holding shift key instead of crouching
1.18.2-2.11.5
Changes
-Die_When_Timer_Ends is now false by default
Fixes
-Revive Tool tips should work now
-Item_User config should now properly block/allow revive items
1.18.2-2.11.4
Fixes
-Only_Use_Available_Options config should work now
1.18.2-2.11.3
Fixes
-Kill Revive now checks if source entity is a Living Entity
-Removed refresh item exploit
1.18.2-2.11.2
Additions
-Refresh_Item_List config: Refresh revive item list while in the fallen state
Fixes
-Gave revive commands higher permission
-Checks if reviver is present before applying item cooldown
1.18.2-2.11.1
Changes
-bed revive item explodes if used in the nether or end
Fixes
-Revive item command output is now blocked if Silence_Commands is true
-You can now change your selected item if you have no self-revives left
-The revive-items-example.json should now be properly updated
-clampLoop shouldn't infinitely loop anymore
1.18.2-2.11.0
Additions
-Revive item system complete with examples and tooltips (took the most time...)
-Overheal config: Revive fallen players by healing them
-Controllable compatibility
-/revivemereload command for Config and Items
-Die_When_Timer_Ends config: Makes fallen players targetable if set to false
-Fallen_Health config: Fallen players can now heal and have a max amount of health
-Pause_Fallen_Timer_On_Disconnect config: if the fallen timer should pause on Disconnect
-Revive_Kill_Blacklist config: Entities glow black if blacklisted, green if not
-Revive_Effects config: What effects you revive with (unless you use items)
-Revert_Effect_Blacklist config: What effects will be blocked/allowed on revive
-Can_Remove_Penalty_Timer config: If penalty timer can be removed before it expires
-Added 3 keybinds: left option, right option, and tooltip combination
Changes
-Revive Me! config is now in reviveme folder
-Extended death and revive messages
-Revive call is toggleable
-Bold Text can be turned off
-Experience revive type now takes the correct amount of experience
-Removed Specific item from self revive and reviver penalty types
-Sound events adjusted
Fixes
-Items should no longer glitch out when reviving someone
-Blacklists/Whitelists should now properly block/allow things
-Lots of other things I can't remember...
1.18.2-2.10.8
Changes
-A reviver can no longer revive 2 people at once
-Fallen players are now only seen to be in creative while ticking through entities
-Adjustments to default self revive settings
Fixes
-Probably fixed pose issues
-Status effects self revive now shows the correct debuffs
-Players that aren't the host should be able to eat food now if the host enters the fallen state
-"Already revived" message now displays properly
1.18.2-2.10.7:
Fixes
-Removing player effects should no longer crash the game
-Blocked keybinds should no longer be active when in the fallen state
-Players in the fallen state should no longer be allowed to eat
1.18.2-2.10.6:
Changes
-Replaced Float.parseFloat with Math.round. Was causing issues of sorts...
Fixes
-Now checks and prevents even more Keybind methods while in the fallen state
1.18.2-2.10.4:
Additions
-(Config) Show_Item_Name: enable/disable the display name for specific item
Changes
-Gave more visual hints to know when a self-revive choice will cause you to self-destruct
-Edited Self Revive Mob text
1.18.2-2.10.3:
Fixes
-Now checks if NBT item data configs are empty when checking for item data
-Chance now kills you if you run out of revives whilst in a singleplayer world
1.18.2-2.10.2:
Fixes
-Blocked more keybind methods whilst in the fallen state
1.18.2-2.10.1:
Additions
-(Config) Revive Chance Kill on Fail Config: Kill player if they fail the Revive Chance
-Fallen players now glow
-(Config) Include_Hotbar_Items: If Random Item sacrifice checks hotbar too
Changes
-(Config) Blocked Commands & Harmful Effects Blacklist now can be turned into whitelists (by adding "//")
-(Config) Item Data and Specific Item Data now check if string is a valid Json NBT
-Removed InstaKillMsg.java
-Damage checks for my mod now starts on the hurtMethod, not isInvulnerableTo Method.
-Edited fallen noise conditions.
fixes
-Config now reloads properly
-You can no longer die on the same tick that you enter the fallen state
-Config text for "Time_Left" has been corrected
-Green overlay for self revive no longer stretches forever
-Player now dies if they have no revives left, and it's singleplayer.
-null check when rendering negative status effects
-Reviving someone now shows for everyone nearby
-Revive sound event now plays correctly.
-Added null check for Item_Data and Penalty_Item_Data
1.18.2-2.9.1:
Additions
-Self Revive Specific Item: Sacrifice a specific item to revive
-Self Revive Kill: Kill enough mobs in time to fully revive
-Status Effects Self Revive: Gain Harmful effects on revive
-Experience Self Revive: Lose a portion of XP on revive
-Added configs for new Self revive options
-Config Allowed_Keybinds: Allowed Keybinds while in the fallen state
-Config Max_Self_revives
-Config Run_Death_Event_First: Run LivingDeathEvent first before this mod
-Config Cancel_Revive_On_Damage
-Config Disable_Self_Revive_On_PVP
-Config Randomize_Self_Revive_Options
-Config Only_Use_Available_Options: Only show self-revive options you can use (when available)
-Config Self_Penalty_Percentage: Self Revive Penalty that increases each time you self revive
-Config Die_On_Disconnect
-Config Sound_Level: Master control for Revive Me sounds
Changes
-Multiplayer Revive options are no longer tied to the player.
-Revive Me code will now run before or after Death event
-Reworked Self Revive UI
-Sounds are a bit louder
-Multiplayer Penalty item can now have NBT data
-Sorted Config options
Fixes
-Totem of Undying now works properly
-RestartDeathTimerMsg now checks if target player is null
-Now you stop using your item when reviving someone
-Double damage shouldn't kill the player anymore
1.18.2-2.8.1:
Additions
-Added Revert_Effects_On_Revive Config: Gain back potion effects you had before entering the fallen state
Changes
- Effects are no longer constantly being removed while in the dying state
Fixes
- Interact_With_Inventory config now properly limits inventory access
- Revive Penalty no longer shows when trying to kill a fallen player
- Dying in lava/fire no longer causes your armor to fully repair itself
1.18.2-2.7.4:
Fixes
-Turns off self-revive buttons when opening a screen
Changes
-Sacrificial items now look for matching itemstacks instead of general items
1.18.2-2.7.2:
Changes
-Changed the license to LGPLv3
Fixes
-Keybinds now deactivate properly while in the dying state
-Drop keybind now works while in the dying state
1.18.2-2.7.1:
Fixes
-Modded items or events that use the vanilla ATTACK and USE keybind no longer work while in the dying state
-Unconventional modded keybinds no longer work while in the dying state
1.18.2-2.7.0:
Additions
-Added sounds to reviving, fallen state, when fully revived, and when calling for help
-Added Call for Help button
-You can now stop Command and Regular chat messages from displaying through the config
-Now you can make chat messages only get sent to players nearby with the Universal_Chat_Messages config
Changes
-Decreased distance you can see a fallen player when they are not calling for help
-Now a revive chat message is sent when you revive someone normally
Fixes
-Mobs should now fully ignore you while in the fallen state
-No longer displays the wrong number while dying if your world is old
-Food level now updates on CLIENT when used to revive someone
1.18.2-2.6.12:
Fixes
-You no longer die twice
1.18.2-2.6.11:
Fixes
-Removes max death time when time penalty reduction is set to -1
1.18.2-2.6.10:
Additions
-You can now see how much you have and what you'll have after when trying to revive someone
Changes
-You can now block all commands while fallen if you just add "/" in the Blocked Commands config list.
-You can now set the revived players food to 0
-You can now set the penalty time reduction to the max
Fixes
-You will now instantly kill a fallen player if you attack them.
-You can now revive a fallen player if you have the exact amount needed
-No longer assumes the entity is a player when executing commands
-Penalty amounts when reviving a player is now accurately displayed
-No longer uses a client-only method for food
-No longer crashes when a player that's being revived dies
1.18.2-2.6.9:
Additions
-Can now change player pose when in the fallen state (Crouch, Prone, and Sleep)
-Now have the option to turn on inventory interaction while in the fallen state.
-Added can't kill yet message when PVP timer is enabled
Changes
-Made the fall plate stuff smaller so you can see the player easier.
-ReviveMe fix command removes The invulnerability previous versions gave the fallen player
Fixes
-Players now revive correctly all the time.
-Player will no longer get stuck dying constantly when the timer runs out
-Fixed Embeddium Extras incompatibility
-Right-Clicking on fallen players no longer causes the death timer to increase
-Last Damage Source no longer bypasses fallen state
-Revive chance and Sacrificial item percentage config is now sent to the client
-Player can jump in all liquids when restricted to it while in the fallen state
-Food penalty type is now properly scaled
1.18.2-2.5.1:
Fixes
- removed more ways to use modded keybinds while in the fallen state
- Config option to block access to the inventory should now only block players in the fallen state
1.18.2-2.5.0:
Additions
- Open inventory config enables/disables inventory opening while fallen
- Fallen XP Penalty config takes xp when you're put in the fallen state
- Time Reduction Penalty config: subtracts time from your death timer. Amount taken increases the more times you fall with the fallen penalty effect
- PVP Timer config stops fallen players from being killed for a certain amount of time, is affected by time reduction
Changes
- You are given the fallen penalty effect each time you are revived.
- You can now disable pvp actions when in fallen state
Fixes
- No longer eat while in the fallen state if you have an auto-feeder
1.18.2-2.4.3:
Fixes
- Revive screen goes away properly on completion
- Revive no longer cancels prematurely when reviving someone else
1.18.2-2.4.2:
Fixes
- Removed client-side code in common SlotMixin class
1.18.2-2.4.1:
Fixes
- Mod now properly stops players from dropping items, using modded keybinds, and interacting with containers while in the dying state.
- When a player is placed in the dying state they are booted out of whatever screen they are currently on.
- You can now instantly kill a player if they are in the dying state again.
- When NONE is selected as the penalty type, the penalty requirement is no longer shown.
1.18.2-2.4.0:
Additions
- You can now customize what effects the player has while downed.
- You can now disable movement and jumping
- You can disable the give up option
Fixes
- Death event has been moved to high priority to avoid compatibility issues
1.18.2-2.3.0:
Changes
- You can no longer use modded keybinds while downed. Vanilla keybinds still work.
- The fix command can now only be used if you have level 2 permissions
1.18.2-2.2.1:
Fixes
- Compact screen looks better
- Fallen Penalty effect now has a texture
1.18.2-2.2.0:
Additions
-Can now block certain commands when downed
-Mouse added for simplicity
-Added compact version of fallen screen
Fixes
- Fix command will no longer refresh your item list if it's filled already
- Commands can now be used on server
Changes
-Can toggle self-revive on in multiplayer now
-Gain the fallen penalty on self-revive. if it expires you will be able to reuse previous self revive options.
-instantly die when you have no self-revive options left (only in singleplayer)
-Now fallen screens render above chat panel
1.18.2-2.1.1:
Additions
- added fix command just in case.
1.18.2-2.1.0:
Additions
- Items are now a heal option
- There is now a reviveme command that you can use to revive someone
- Singleplayer has a revival system now. Revive by chance, or by sacrificing a portion of your items
Changes
- Neutral mobs will now treat you as dead when you fall
- Couple rendering readjustments
- Increased default invulnerability time from 3 to 6 seconds
Fixes
- Debug window is no longer spammed by my mods ramblings
- Can no longer use sacrifice items if you don't have any items to sacrifice
- Can now use chance when you have no items to sacrifice
- time left will show INF when it falls at or below 0
1.18.2-2.0.4:
Changes
- Fallen players now become invulnerable to stop mobs from targeting them.
- No longer messes with mob memories
Fixes
- You can no longer revive someone if you are downed while reviving someone else
1.18.2-2.0.2:
Changes
- Ported to 1.18.2
- Optimized the removal of fallen players from mob memories
- Reduced the amount of seconds it takes to revive someone to 3
- Reduced the amount of food needed to 10
Fixes
- Updated everything to use the newer version of Forge
- Food and XP penalty types work correctly now
- Item use no longer freaks out when reviving someone
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:e1Ub5iPm:CmvBswGu"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:e1Ub5iPm:CmvBswGu"
}


