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RevivalRevived
Downed instead of dead: lethal damage leaves a green revive marker teammates can channel before the bleed-out window turns it into your real grave. Configurable hold time, window and press-mode.
| Date uploaded | 15 hours ago |
| Version | 0.1.0 |
| Download link | Ratzu-RevivalRevived-0.1.0.zip |
| Downloads | 18 |
| Dependency string | Ratzu-RevivalRevived-0.1.0 |
This mod requires the following mods to function
denikson-BepInExPack_Valheim
BepInEx pack for Valheim. Preconfigured and includes unstripped Unity DLLs.
Preferred version: 5.4.2202README
Revival Revived
Dying gets a second chance. When your health hits zero you are downed instead of dead: your body fades in a puff of smoke and a green revive marker drops in where you fell. Teammates can channel on the marker to bring you back — if nobody does before the window runs out, you die for real and the marker becomes your regular tombstone, right in place.
Features
- Downed, not dead — lethal damage puts you in a downed state. No ragdoll, no instant grave: a green-glowing marker (with your name on it) marks the spot.
- Hold-to-revive — teammates hold the interact key on the marker; a radial progress circle shows the channel. Revive progress is driven by the reviving player, so it is lag-free for the person doing the work. A single-press mode is available in the config.
- Bleed-out window — you stay revivable for a configurable window (30s default). The marker's accent gradually shifts from revive-green back to tombstone-red as time runs out. Actively channeling a revive pauses the timer.
- Clean handoff on true death — when the window expires, the real loot tombstone takes the marker's place seamlessly (no drop-in pop replay, no flicker). If you had nothing to drop, the marker crumbles away like an emptied grave.
- No disconnect cheese — logging out (or crashing) while downed doesn't save you: the marker persists, and completing the death is enforced when you reconnect.
- Multiplayer-first — state lives in replicated ZDOs; late joiners and players streaming into the area see downed markers correctly.
Configuration
BepInEx/config/com.andres.revivalrevived.cfg (created on first launch):
| Setting | Default | Description |
|---|---|---|
Revive.Mode |
Hold |
Hold: keep the interact key held to revive. Press: a single press revives instantly. |
Revive.HoldTimeSeconds |
4 |
How long the interact key must be held to complete a revive (Hold mode). |
Revive.WindowSeconds |
30 |
How long a downed player stays revivable before dying for real. |
Timing is authoritative on the downed player's side; a reviver's own config only affects which button gesture their client accepts.
Notes
- Revived players come back at 25% health.
- All players in a session should run the mod (it patches death handling and registers a networked marker prefab).
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.