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RevivalRevived
Downed instead of dead: lethal damage leaves a revive marker teammates can revive you at before the window runs out and death becomes permanent. Configurable hold time, window and press-mode.
CHANGELOG
Changelog
0.2.0
Reliability pass on the revive flow, especially in multiplayer with real network latency.
- Reviving is now owner-authoritative: the progress circle no longer overflows past full and refills near completion, and a completed revive never leaves a lingering marker behind on high-latency servers.
- The revive marker crumbles away (grave despawn effect) when you are revived, instead of blinking out.
- Dead bodies stay inert until respawn: no invisible collider to bump into and no floating name/health bar over the corpse.
- Hardened the marker-to-tombstone handoff so the swap is gap-free, and a death with an empty inventory crumbles the marker instead of leaving it to vanish.
0.1.1
- Rewrote the mod page with full usage details.
- New icon.
- The dev/test harness is no longer compiled into release builds (smaller DLL, no test hooks).
0.1.0
Initial release.
- Downed state on lethal damage with a green revive marker (player-named, drop-in spawn, color gradient tracking the bleed-out window).
- Hold-to-revive with radial progress UI (configurable hold time, or single-press mode); channeling pauses the bleed-out timer.
- Seamless marker-to-tombstone handoff on true death; marker crumbles when there is no loot to drop; corpse stays inert until respawn.
- Downed + disconnect = death, enforced on reconnect; reviving a player who vanished mid-channel fizzles cleanly.
- Configurable revive window, hold time and revive mode.