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Ratzu-RevivalRevived-0.1.0 icon

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-5.4.2202 icon
denikson-BepInExPack_Valheim

BepInEx pack for Valheim. Preconfigured and includes unstripped Unity DLLs.

Preferred version: 5.4.2202

README

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.