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Medic
[Inspired by: UltimateRevive by Quilt] Pick up your teammate’s PlayerDeathHead and press H—spend 20 HP to revive them. Players will automatically show gratitude upon revive with a configurable message.
| Date uploaded | 10 months ago |
| Version | 1.0.2 |
| Download link | MountainFarmer-Medic-1.0.2.zip |
| Downloads | 1043 |
| Dependency string | MountainFarmer-Medic-1.0.2 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100README
Medic!
Revive fallen teammates by transferring your own health while holding their PlayerDeathHead.
Press H to spend HP and bring them back. On success, the revived player automatically posts a global chat line using the game’s built-in chat pipeline so everyone sees it.
- Author: callmehill
- Version: 1.0.1
- BepInEx: 5.x (tested with 5.4.21)
Features
- Pick-up revive: Hold a teammate’s
PlayerDeathHeadand press H to revive. - HP transfer: Default cost is 20 HP from the reviver to the revivee.
- True in-game chat: The revivee sends a chat line via the native chat method—identical to a normal message. No chat is sent on keypress; only on a successful revive.
- Mixed lobby friendly: Players without the mod can still be revived. (They just won’t emit the chat line unless they’re running the mod.)
How it works (tech notes)
- Pressing H while holding a
PlayerDeathHeadasks the MasterClient to perform an authoritative revive. - The revive triggers the game’s native
ReviveRPCfor the downed player across all clients. - After one frame, only the revivee’s client calls the game’s private
PlayerAvatar.ChatMessageSend(...)method locally, so the chat line is broadcast to everyone just like normal chat. - Health is synced to all clients after the revive.
Note: Unmodded clients may log “RPC not found” for the custom health/chat RPCs. This is harmless and does not affect gameplay.
Installation
- Install BepInEx 5 for your game.
- Drop
Medic!.dllintoBepInEx/plugins/Medic!/(create the folder if needed). - (Optional) Place the
icon.png,manifest.json, andREADME.mdin the same plugin folder for mod managers.
Usage
- Pick up a fallen teammate’s PlayerDeathHead.
- Press H to spend HP and attempt a revive.
- If you don’t have enough HP, nothing happens and a log message is printed.
- On success, the revived player posts a global chat line (same pipeline as normal chat), visible to everyone.
Configuration
A BepInEx/config/com.example.medic.cfg file is created on first run.
General/HealthTransferAmount(float, default 20)
How much HP the reviver gives to the revivee.
Compatibility
- BepInEx 5 (5.4.x).
- Works in mixed lobbies; only the chat line requires the revivee to be running the mod.
- No extra keybinds or admin controls are introduced.
Troubleshooting
- H does nothing: Make sure you are holding a PlayerDeathHead and have at least
HealthTransferAmount + 1HP. - No chat line appears: The revive succeeded, but the revivee may not be running the mod (chat is emitted locally on the revivee).
- Log spam on vanilla clients: Expected; harmless “RPC not found” messages when they don’t have the custom component.
Changelog
1.0.1
- Removed periodic heartbeat invocation to prevent repeated terminal logs.
1.0.0
- Initial release: pick-up revive on H, HP transfer, revivee-emitted global chat, mixed lobby support, configurable HP cost.
Credits
- Author: callmehill
CHANGELOG
Changelog
All notable changes to Medic! will be documented in this file.
[1.1.4] - 2025-09-08
Changed
- Event-driven avatar cache: Player avatars now register on spawn/despawn so revive lookups use cached references instead of repeatedly scanning the scene. (Performance boost: removes per-frame scene scans during revive attempts.)
- Unified health sync handler: Consolidated revivee/reviver health logic into a shared handler while continuing to emit the legacy
SyncRevivedHealth/SyncReviverHealthRPC names for backwards compatibility. (Reliability gain: keeps every client on the same health state without duplicate code paths.) - Per-entry health TTL: Cached health values track their own timestamps, ensuring simultaneous revive checks don't reuse stale data from other avatars.
Fixed
- Fallback scanning guard: Only perform
FindObjectsOfType<PlayerAvatar>when the cache misses or becomes invalid, preventing redundant allocations during revive attempts. (Stability fix: avoids GC spikes that could delay revives.) - Instant health cache updates: Refresh the avatar's cached HP immediately after
SetHealthruns so rapid follow-up revives respect the new value and correctly trigger denial feedback when HP is too low. - Cross-version revive sync: Restored compatibility with older mod releases by keeping the legacy RPC names so pre-1.1.4 clients don't log missing
SyncHealtherrors during mixed-version revives.
[1.1.3] - 2025-09-07
Added
- Failed revive chat messages: Attempting to revive without the required HP now posts a clear chat notification so everyone knows why the revive didn’t fire.
- Performance optimization: Smoothed the revive key handler to eliminate frame drops when rapidly mashing H.
- Personalized messages: Failed revive notifications include the downed player's name for easier identification.
- Smart cooldown system: Chat and denial sounds share per-player cooldowns to stop spam.
Fixed
- FPS drops on low-HP revives: Rapidly pressing H no longer tanks the frame rate when you're below the health cost.
- Audio spam: Denial sounds respect the new cooldown, preventing rapid-fire audio.
- Failed revive chat spam: Guarded against multiple chat lines when a revive attempt is rejected.
Changed
- Single AudioSource: Centralized denial audio through one
AudioSourceinstance to reduce overhead. - Cached lookups: Avatar references and current health values are cached for faster access.
- Configurable cooldowns and messages: Exposed new options to tune cooldown durations and customize denial text.
[1.1.2] - 2025-09-03
Fixed
- Deny sound origin: Now emits from the reviver’s position instead of a global/menu location, preventing distant/quiet audio near the cart or extraction point.
Improved
- Revive chat timing: Added a one-frame delay before posting the revive chat on the revivee’s client to improve reliability in mixed/laggy lobbies.
[1.1.1] - 2025-09-02
Added
- Audible warning on revive denial: Plays when the reviver lacks sufficient health (config:
Sound/DeniedSoundVolume).
Removed
- Non-startup logging: Only the activation message remains during initialization.
[1.1.0] - 2025-09-01
Added
- Randomized gratitude chat: Revived players now post a random phrase chosen from
gratitude_phrases.txt. - Chat toggle:
Chat/EnableGratitudeboolean to enable/disable the gratitude chat line. - Hot reload: Press Ctrl+P to reload phrases at runtime.
- Config options:
Chat/PhrasesFile— file name to load phrases from (plugin folder → BepInEx/config).Chat/FallbackPhrases— pipe-separated fallback list used if the file is missing/empty.
- Content: Includes 8 default phrases out of the box in
gratitude_phrases.txt.
Improved
- Phrase length guard: Phrases longer than 160 characters are trimmed during load to avoid chat overflow.
Compatibility
- No breaking changes. Mixed lobby behavior unchanged.
[1.0.2] - 2025-08-31
Fixed
- Reviver HP sync: When a client revives the host, the client now correctly loses the configured HP (e.g., 20), while the host respawns at the configured amount. Added
SyncReviverHealthRPC mirroringSyncRevivedHealthso the reviver’s owner applies the HP cost locally.
Compatibility
- No config or save changes. Mixed-mod lobbies still supported.
[1.0.1] - 2025-08-31
Removed
- Development heartbeat logger that printed every 5 seconds.
No gameplay or network behavior changes; purely removes debug noise from logs.
Compatibility
- No breaking changes. Config and save data unaffected.
[1.0.0] - 2025-08-31
Added
- Pick-up revive: Hold a teammate’s
PlayerDeathHeadand press H to revive (cost: 20 HP by default). - Revivee gratitude message: The revived player automatically shows gratitude via in-game chat.
- Mixed lobby support: Unmodded players can be revived; chat/gratitude requires the revivee to run the mod.
- Config:
HealthTransferAmount(default 20).