Mods / Unconscious (Revive)
Author: propaneko
Side: Both
Created: Nov 17th 2024 at 5:32 PM
Last modified: Nov 21st at 8:14 PM
Downloads: 40376
Follow Unfollow 282
Recommended download (for Vintage Story 1.21.5):
Unconscious_2.0.1.zip
1-click install
THANK YOU FOR 30K downloads <3
Since 1.21 this mod disables the vanilla revive behavior and replaces it with mine "Unconscious" behavior, enjoy :3
Description
Mod that adds a new "unconscious" behavior for the player that is about to die. After getting into critically low hp that would kill you, now you will go into the state of being knocked out for 5* minutes.
You can wait to bleed out.. finish yourself.. or be on a mercy of another player... but also! Someone can come in a shining armor and can pick you up if he decide to do so!

If player is passed out you can hit him again to have a choice beetween Finishing him or leaving him be (and bleeding out), before doing so you need to wait for 3* seconds.
Any attack registered on the player that want to finish the victim will close the options screen.

If you want to Revive player you need to hold (Shift + Right Click) on him, you move too much and you will cancel the action. All medical items work now, modded might need a compatybility patch, the unconscious player is healed by the amount specified by the used healing item. (For now, poultice, bandages, smelling salts)

added PickUp mechanic (its very very rough right now but it works), similar to Revive hold (ctrl + Right mouse) with Capture Rope until you get message that you picked player, he will move after you till he wakes up, you receive damage, you got unconscious. Or you cancel the carrying action by again clicking single time (ctrl + Right mouse) on the player you carry with free hand, while moving the unconscious person you get big debuff to move speed.

added SelfRevive option, default chance is set to 0%, after the timer ends you can add a chance that the plyer will "lick their wounds themself", and stand up on their own.
Since version 1.8.1 of this mod Entities will lose focus when player is Unconscious
If you want to add your translation, ask about feature or report a bug feel free to use the Official Vintage Story Discord's Mod Page for support, I will be able to answer there quicker.
Mod also is created for and used on our RP server. Edenval RP.
*(default can be changed in config)
Commands
/unconscious revive <player> - picks up the player
/unconscious config - to list all config values, then do something like /unconscious config duration 60 to change duration of being unconscious to 60 seconds
use /autosavenow after setting up new config value
Configuration
{ // remove from the list the one that you dont want to apply unconscious status (player will just die) if the list is empty everything will kill player "EnabledDamageTypes": [ "Gravity", "Fire", "BluntAttack", "SlashingAttack", "PiercingAttack", "Suffocation", "Poison", "Hunger", "Crushing", "Frost", "Electricity", "Heat", "Injury" ],
"GracePeriod": 10000, "UnconsciousDuration": 300, // in seconds "FinishingTimer": 10, // in seconds "SuicideTimer": 0, // in seconds "ChanceOfSelfRevival": 0.0, // 1 = 100%, 0.5 = 50%, 0.15 = 15% etc... "EnableCarryMechanic": true, "EnableSuicideButton": true, "DropWeaponOnUnconscious": true, "UnconsciousCmdPrivilege": "ban", "ReviveCmdPrivilege": "ban"}
Ideas & Bugs
- when player is in uncoscious state and starts moving his character will start animation of "walking" but he will still be down.
My other mods
Unconscious - New system which adds an unconscious behavior. Preferable added to multiplayer servers.
Notice Board - Notice board where you can post and read player notices. Focused on RP aspect.
Unique Smith - Lets you blocklist or allowliist what current player class can or can't craft on the anvil.
Compatibility
- Compatible with BloodyStory - after reviving bleeding will be resumed after the GracePeriod specified value (default is 10sec) - Bloody Story
Contribution & Thanks
- ProfCupcake thank you for providing combatibility patch for your mod Bloody Story
I'm doing everything in my spare time, if you like my work consider donating, thank you!
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 2.0.1 | unconscious | 980 | Nov 21st at 8:14 PM | Unconscious_2.0.1.zip | 1-click install | ||
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- add compatibility to soaplyeandbloom | |||||||
| 2.0.0 | unconscious | 1365 | Nov 8th at 4:38 PM | Unconscious_2.0.0.zip | 1-click install | ||
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removed the RC tag as the mod seems to be stable - added compatibility for poultice in wildcraftfruit | |||||||
| 2.0.0-rc.4 | unconscious | 2887 | Oct 11th at 4:58 PM | Unconscious_2.0.0-rc.4.zip | 1-click install | ||
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| 2.0.0-rc.3 | unconscious | 592 | Oct 8th at 9:53 PM | Unconscious_2.0.0-rc.3.zip | 1-click install | ||
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| 2.0.0-rc.2 | unconscious | 31 | Oct 8th at 6:51 PM | Unconscious_2.0.0-rc.2.zip | 1-click install | ||
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| 2.0.0-rc.1 | unconscious | 28 | Oct 8th at 5:13 PM | Unconscious_2.0.0-rc.1.zip | 1-click install | ||
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REMOVE OLD CONFIG USING THIS VERSION A LOT HAS CHANGED
Report any issues or suggestions in the comments/or on github. | |||||||
| 1.12.8 | unconscious | 5242 | Aug 18th at 11:05 AM | Unconscious_1.12.8.zip | 1-click install | ||
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rebuild against .net 8 version | |||||||
| 1.12.7 | unconscious | 4967 | Jul 23rd at 11:13 AM | Unconscious_1.12.7.zip | 1-click install | ||
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adjusted modconfig to have the mod be required on client and server | |||||||
| 1.12.6 | unconscious | 65 | Jul 22nd at 8:48 PM | Unconscious_1.12.6.zip | 1-click install | ||
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fix mistake | |||||||
| 1.12.5 | unconscious | 25 | Jul 22nd at 8:11 PM | Unconscious_1.12.5.zip | 1-click install | ||
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- fix updating collision/selection box every tick | |||||||
| 1.12.3 | unconscious | 494 | Jul 16th at 6:14 PM | Unconscious_1.12.3.zip | 1-click install | ||
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check on which player circle should show | |||||||
| 1.12.2 | unconscious | 24 | Jul 16th at 5:43 PM | Unconscious_1.12.2.zip | 1-click install | ||
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removed WorldInteractionHelp for now | |||||||
| 1.12.1 | unconscious | 26 | Jul 16th at 5:35 PM | Unconscious_1.12.1.zip | 1-click install | ||
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another attempt to fix crash | |||||||
| 1.12.0 | unconscious | 220 | Jul 13th at 3:04 PM | Unconscious_1.12.0.zip | 1-click install | ||
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| 1.11.12 | unconscious | 25 | Jul 13th at 12:55 PM | Unconscious_1.11.12.zip | 1-click install | ||
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Disabled helper with itemstack for now, no ide why this keeps crashing server on dedicated server | |||||||
| 1.11.11 | unconscious | 24 | Jul 13th at 12:42 PM | Unconscious_1.11.11.zip | 1-click install | ||
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another attempt, rewrited InteractionHelp a bit | |||||||
| 1.11.10 | unconscious | 25 | Jul 13th at 11:12 AM | Unconscious_1.11.10.zip | 1-click install | ||
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another test, it's hard to reproduce the issue as it's happening only on dedicated server | |||||||
| 1.11.9 | unconscious | 103 | Jul 13th at 9:49 AM | Unconscious_1.11.9.zip | 1-click install | ||
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another guard to try preventing crashing | |||||||
| 1.11.8 | unconscious | 204 | Jul 11th at 9:32 PM | Unconscious_1.11.8.zip | 1-click install | ||
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fixed the "unconscious" text renderer to remove itself when player disconnects from the server | |||||||
| 1.11.7 | unconscious | 32 | Jul 11th at 8:15 PM | Unconscious_1.11.7.zip | 1-click install | ||
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adjusted the worldInteraction helper when | |||||||
| 1.11.6 | unconscious | 168 | Jul 10th at 7:26 PM | Unconscious_1.11.6.zip | 1-click install | ||
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another attempt to fix | |||||||
| 1.11.5 | unconscious | 23 | Jul 10th at 7:19 PM | Unconscious_1.11.5.zip | 1-click install | ||
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trying to fix a crash that is happening only on dedicated server | |||||||
| 1.11.4 | unconscious | 21 | Jul 10th at 7:14 PM | Unconscious_1.11.4.zip | 1-click install | ||
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| 1.11.3 | unconscious | 108 | Jul 10th at 5:57 PM | Unconscious_1.11.3.zip | 1-click install | ||
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simplified checks for world help for now | |||||||
| 1.11.2 | unconscious | 70 | Jul 9th at 10:52 PM | Unconscious_1.11.2.zip | 1-click install | ||
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removed strict dependency | |||||||
| 1.11.1 | unconscious | 36 | Jul 9th at 9:38 PM | Unconscious_1.11.1.zip | 1-click install | ||
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potential fix for the crash someone mentioned in comments | |||||||
| 1.11.0 | unconscious | 81 | Jul 8th at 10:16 PM | Unconscious_1.11.0.zip | 1-click install | ||
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| 1.10.3 | unconscious | 8184 | Mar 15th at 10:41 PM | Unconscious_1.10.3.zip | 1-click install | ||
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changed the commands, and added config commands so you can change and adjust all the setting in the runtime | |||||||
| 1.10.2 | unconscious | 1508 | Mar 4th at 6:18 PM | Unconscious_1.10.2.zip | 1-click install | ||
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now every permutation of mushroom works, so you dont have to worry about order | |||||||
| 1.10.1 | unconscious | 104 | Mar 4th at 2:48 PM | Unconscious_1.10.1.zip | 1-click install | ||
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fix shape in itemtype | |||||||
| 1.10.0 | unconscious | 42 | Mar 4th at 2:28 PM | Unconscious_1.10.0.zip | 1-click install | ||
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NEW TYPES OF SMELLING SALTS, THE OLD ONE WILL NOT WORK AND WILL SHOW AS BLACK SQUARE
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| 1.9.2 | unconscious | 2895 | Feb 5th at 7:33 PM | Unconscious_1.9.2.zip | 1-click install | ||
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changed the recipe to require linen for the smelling salts, also make it simpler and changed the model so it doesnt require glass or you are not gonna have any bottle left. I think its good enough foor now. | |||||||
| 1.9.1 | unconscious | 586 | Feb 3rd at 7:18 PM | Unconscious_1.9.1.zip | 1-click install | ||
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Adjusted the crafting recipe | |||||||
| 1.9.0 | unconscious | 95 | Feb 3rd at 4:19 PM | Unconscious_1.9.0.zip | 1-click install | ||
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REMBEMBER TO UPDATE CONFIG FILE WITH NEW OPTION IF UPDATING THE MOD TO THIS VERSION
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| 1.8.3 | unconscious | 2424 | Jan 20th at 11:16 AM | Unconscious_1.8.3.zip | 1-click install | ||
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- mod rebuilded for 1.20.1 | |||||||
| 1.8.2 | unconscious | 832 | Jan 11th at 10:59 PM | Unconscious_1.8.2.zip | 1-click install | ||
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REMBEMBER TO UPDATE CONFIG FILE WITH NEW OPTION IF UPDATING THE MOD TO THIS VERSION
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| 1.8.1 | unconscious | 500 | Jan 3rd at 1:11 AM | Unconscious_1.8.1.zip | 1-click install | ||
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REMBEMBER TO UPDATE CONFIG FILE WITH NEW OPTION IF UPDATING THE MOD TO THIS VERSION
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| 1.7.3 | unconscious | 475 | Dec 25th 2024 at 12:11 PM | Unconscious_1.7.3.zip | 1-click install | ||
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small bugfix | |||||||
| 1.7.2 | unconscious | 136 | Dec 25th 2024 at 11:39 AM | Unconscious_1.7.2.zip | 1-click install | ||
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fix version check | |||||||
| 1.7.1 | unconscious | 137 | Dec 25th 2024 at 11:27 AM | Unconscious_1.7.1.zip | 1-click install | ||
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rebuild for the latest rc.6 version | |||||||
| 1.7.0 | unconscious | 1485 | Nov 28th 2024 at 9:30 AM | Unconscious_1.7.0.zip | 1-click install | ||
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REMBEMBER TO UPDATE CONFIG FILE WITH NEW OPTION IF UPDATING THE MOD TO THIS VERSION
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| 1.6.0 | unconscious | 406 | Nov 25th 2024 at 8:52 PM | Unconscious_1.6.0.zip | 1-click install | ||
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| 1.5.4 | unconscious | 207 | Nov 25th 2024 at 8:54 AM | Unconscious_1.5.4.zip | 1-click install | ||
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| 1.5.2 | unconscious | 178 | Nov 24th 2024 at 9:39 PM | Unconscious_1.5.2.zip | 1-click install | ||
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| 1.5.1 | unconscious | 243 | Nov 24th 2024 at 2:06 PM | Unconscious_1.5.1.zip | 1-click install | ||
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REMBEMBER TO UPDATE CONFIG FILE WITH NEW OPTION IF UPDATING THE MOD
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| 1.4.1 | unconscious | 311 | Nov 23rd 2024 at 1:39 PM | Unconscious_1.4.1.zip | 1-click install | ||
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fix crash on joining server | |||||||
| 1.4.0 | unconscious | 319 | Nov 22nd 2024 at 4:26 PM | Unconscious_1.4.0.zip | 1-click install | ||
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| 1.3.0 | unconscious | 267 | Nov 20th 2024 at 10:59 PM | Unconscious_1.3.0.zip | 1-click install | ||
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| 1.2.1 | unconscious | 302 | Nov 19th 2024 at 6:30 PM | Unconscious_1.2.1.zip | 1-click install | ||
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fix not applied config for `PickupPerTickDuration` | |||||||
| 1.2.0 | unconscious | 168 | Nov 19th 2024 at 6:24 PM | Unconscious_1.2.0.zip | 1-click install | ||
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| 1.0.1 | unconscious | 190 | Nov 19th 2024 at 12:18 PM | Unconscious_1.0.1.zip | 1-click install | ||
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fix small issue with harmony patch | |||||||
| 1.0.0 | unconscious | 283 | Nov 18th 2024 at 4:35 PM | Unconscious_1.0.0.zip | 1-click install | ||
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added locale files (english/polish), added config, cleaning up stuff | |||||||
| 0.1.0 | unconscious | 233 | Nov 17th 2024 at 5:41 PM | Unconscious_0.1.0.zip | 1-click install | ||
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initial release | |||||||
honestly, it would be cool if you could pick yourself up as a Last Stand, at the cost of being injured (for example: temporary less HP until you heal yourself/sleep, or you bleed still while you're in Last Stand)
My server is crashing when updating to the latest build of the mod, but the previous build works fine
Seems to bug out when attempting to carry players
Could you add compatability to Bloom and Lather? It's soap treated poultaces aren't valid revive items and our server doctor is annoyed XD
Wildcraft: Fruits and Nuts is the one I need propaneko
But couldn't you determine if the item can be used by checking its attributes for health?
If it is something that gives health, it should be usable for reviving.
SiiMeR I need to know which mod to add compatibality to.
Could you make a config option to use it without any healing items?
Alternatively, could you implement some code to work with any item capable of healing (so that modded poultices start working)?
🤙
FatherSarge done, added in new rc.4 version
Sure, can add compat for the mod you mentioned. And as for bleedout timer you need to find config in ModConfig folder and change `
UnconsciousDuration`Hi, great mod, was looking all over for a way to increase the bleedout timer. Any chance we can get compatibility with charcoal reforged healing items? Not sure who it would be easier for to implement this.
https://news.kalataka.ru/charcoalreforged
REMOVE OLD CONFIG USING THIS VERSION A LOT HAS CHANGED
Realeased test 2.0.0 version
Report any issues or suggestions in the comments/or on github.
propaneko
I agree with disabling the vanilla revive, I do think one thing vanilla also does a little weirdly is it fully heals someone on pickup. If you can disable the vanilla feature and then have someone picked up with the healing factor of the bandage, or especially any item that can be given to another player as a "healing" item, to allow mod compatibility, that'd be my take on balancing it well while retaining the vanilla feature's inspiration.
Gonna try to think of how I can adjust this mod with the new revive mechanic. I might try to use bandages, and maybe disable the vanilla revive system so it doesnt collide with mine.
propaneko
The mod definitely needs some love for 1.21.1. I'd also like to suggest a modification to replace smelling salts with the default revival function with bandages of some kind, which I think vanilla got right.
Sadly what Vanilla didn't get right is considering the down period a complete death, causing conflicts with many mods that rely on player death to calculate certain things. Makes it awkward when a player's revived.
Same as @Samuel_REDACTED and @LastCaptainBonk
Same as Samuel_REDACTED.
The server kicks me out as soon as I try to pick up my partner in 1.21.0I gotta ask how this mod is going to work going forward now that the base game has a revive mechanic.
Will the two revive mechanics work side by side and exist at the same time? Or will this be shifted to alter the basegame mechanic/replace it?
Personally I enjoy most of the mechanics of this mod (Aside from the smelling salts which, every friend in every playgroup I've had has said they prefer disabled.) I particularily enjoy the unconsious messages you see when bleeding out. (And, wish that the death messages had a similar sort of theme to them instead of the mocking "Congratulations, you died") but definitely think this mod could benefit from having the death sound play when someone falls initially, and, not having the person stand back up to replay the death animation, like how the vanilla mechanic works.
My friend and I also recently got this mod again after updating to 1.21, for some reason reviving doesn't work even when holding smelling salts, just constantly says "revive cancelled", pickup also works for a second then lets go of the downed player.
If you have enabled smelling salts in config you need them to revive other players, it goes the same for classwhitelist. You need to disable it in config so everyone can revive and also you need to hold smelling salt in hand. Clemnt
Hello,
We recently installed the mod, and we can carry other players, but we can't revive other players.
Besides, is it possible to add items that can be used as a cure?
Hello!
On our server we were thinking, revive for PVP, but animals will kill instead. Is there a way to configure this currently?
Thank you.
I've contacted Exmortis, he had old config. Remember to remove or adjust config when it's mentioned in the changelog of a file.
Hi propaneko
We've suddenly started having a crash every time people try to revive
We have added a couple mods but I cannot ID which one is causing the issue.
Maybe Slowtox?
Edit: Meant to update but I've had a busy week -_-
Old config was the culprit, we've deleted it and let the server regen and everythings working fine now!
Thanks propaneko!
ProfCupcake sorry for the issue I've adjusted the code so it's adjusting the hitbox only once when the state changes.
Seems like there's a compatibility issue between this and my mod, Verticality.
Because this mod overwrites the player's hitbox every tick (in this method here), it's overwriting the crawl hitbox and not allowing players to crawl through gaps.
This also seems to be affecting the vanilla sneak behaviour; you should be able to sneak under ~1.5 block high gaps, but this collision box method is interfering with that too.
Parf thank you for the bug report, gonna check it and fix it soon.
BUG: I tried dragging another player when they disconnected, and now my character is stuck moving slowly. It especially affects encumberment with Hydrate or Diedrate, making carrying liquids unbearable. Is there any fix for this that isn't wiping the character data?
EDIT: I can fix the bug by dragging and dropping another player uninterrupted. Nice and easy, just need to find someone unconscious.
Oh well, there always can be two versions. Maybe he's gonna do something more with it, or Im just gonna use their mechanic and adjust my mod.
i would prefer a config to be able to turn on/off correct death messages when suicide. sometimes its better than having to ask the other person why they died
https://discord.com/channels/302152934249070593/1035478815272599614/1393878147555921930
Tyron streamed developing it today. I don't know if it will actually make it to 1.21 or not.
propaneko
Huh, where is this info about revival mechanic? There is only information about how health will behave in 1.21
An official revival mechanic is now slated for 1.21! You have served us well mr propaneko o7
removed the item needed from the interaction help when aiming at player, no idea what's causing issue there. But it was causing all those crashes.
Marlim but making the game fullscreen/windowed is nothing my mod is handling, it has to be something else.
Hello, hope you are well. I have left a github issue for a crash we are getting in rotworld deathban server with BorgusLitter.
I tried to look into the code myself to suggest what might be causing it.
Best regards.
I'm running into a CTD on a dedicated server the moment I look at a downed/unconcious player. Gives me this in the crash report
System.NullReferenceException: Object reference not set to an instance of an object.at Unconscious.src.Player.ReviveBehavior.GetInteractionHelp(IClientWorldAccessor world, EntitySelection es, IClientPlayer player, EnumHandling& handled) in Z:\Projects\Unconscious\Unconscious\src\Player\ReviveBehavior.cs:line 80
at Vintagestory.API.Common.Entities.Entity.GetInteractionHelp(IClientWorldAccessor world, EntitySelection es, IClientPlayer player) in VintagestoryApi\Common\Entity\Entity.cs:line 1493
at Vintagestory.Client.NoObf.HudElementInteractionHelp.getWorldInteractions() in VintagestoryLib\Client\Systems\Gui\Huds\HudElementInteractionHelp.cs:line 301
at Vintagestory.Client.NoObf.HudElementInteractionHelp.ComposeBlockWorldInteractionHelp() in VintagestoryLib\Client\Systems\Gui\Huds\HudElementInteractionHelp.cs:line 280
at Vintagestory.Client.NoObf.HudElementInteractionHelp.EntityInView() in VintagestoryLib\Client\Systems\Gui\Huds\HudElementInteractionHelp.cs:line 378
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 31
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 174
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 825
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 161
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
The game crashes when we press F11 while interacting with the mod:
Running on 64 bit Windows 10.0.19045.0 with 16319 MB RAM Game Version: v1.20.12 (Stable) 12/07/2025 23:30:06: Critical error occurred Loaded Mods: aculinaryartillery@1.2.5, oldface@0.0.1, game@1.20.12, cartwrightscaravan@1.5.1, expandedfoods@1.7.4, foodshelves@2.2.1, genelib@1.1.7, gloomeclasses@1.0.2, herbarium@1.4.0, jaunt@1.1.7, oneroof@1.10.0, purposefulstorage@1.3.0, unconscious@1.11.8, creative@1.20.12, survival@1.20.12, windchimes@1.1.0, equus@1.1.9, wildcraftfruit@1.4.1, wildcrafttree@1.3.1, equusbp@1.0.2 System.Exception: Fatal: Element bounds 0/0 -> 1920 / 1080 self reference itself in child bounds, this would cause a stack overflow. at Vintagestory.API.Client.ElementBounds.MarkDirtyRecursive() in VintagestoryApi\Client\UI\ElementBounds.cs:line 167 at Vintagestory.API.Client.GuiComposer.PostRender(Single deltaTime) in VintagestoryApi\Client\UI\GuiComposer.cs:line 678 at Vintagestory.API.Client.GuiDialog.OnFinalizeFrame(Single dt) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 410 at Vintagestory.Client.NoObf.GuiManager.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 324 at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 188 at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 996 at Vintagestory.Client.GuiScreenRunningGame.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 242 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93 Event Log entries for Vintagestory.exe, the latest 3 ================================== { TimeGenerated = 10/07/2025 13:31:49, Site = , Source = Application Error, Message = Nome do aplicativo com falha: Vintagestory.exe, versão: 1.20.12.0, carimbo de data/hora: 0x66470000 Nome do módulo com falha: openal32.dll, versão: 1.23.0.0, carimbo de data/hora: 0x63dd31ad Código de exceção: 0x40000015 Deslocamento da falha: 0x00000000000df046 ID do processo com falha: 0x20d0 Hora de início do aplicativo com falha: 0x01dbf1a46d3d3b2e Caminho do aplicativo com falha: C:\Users\Marco\AppData\Roaming\Vintagestory\Vintagestory.exe Caminho do módulo com falha: C:\Users\Marco\AppData\Roaming\Vintagestory\Lib\openal32.dll ID do Relatório: 02b2de15-8081-4c7e-b95c-a7ebe103294a Nome completo do pacote com falha: ID do aplicativo relativo ao pacote com falha: } -------------- { TimeGenerated = 10/07/2025 13:31:34, Site = , Source = Application Error, Message = Nome do aplicativo com falha: Vintagestory.exe, versão: 1.20.12.0, carimbo de data/hora: 0x66470000 Nome do módulo com falha: KERNELBASE.dll, versão: 10.0.19041.6033, carimbo de data/hora: 0x82067952 Código de exceção: 0xe0434352 Deslocamento da falha: 0x0000000000025339 ID do processo com falha: 0x20d0 Hora de início do aplicativo com falha: 0x01dbf1a46d3d3b2e Caminho do aplicativo com falha: C:\Users\Marco\AppData\Roaming\Vintagestory\Vintagestory.exe Caminho do módulo com falha: C:\WINDOWS\System32\KERNELBASE.dll ID do Relatório: 70ebea62-c927-465c-b2e9-73be6314e64f Nome completo do pacote com falha: ID do aplicativo relativo ao pacote com falha: } -------------- { TimeGenerated = 07/07/2025 11:37:11, Site = , Source = Application Error, Message = Nome do aplicativo com falha: Vintagestory.exe, versão: 1.20.12.0, carimbo de data/hora: 0x66470000 Nome do módulo com falha: openal32.dll, versão: 1.23.0.0, carimbo de data/hora: 0x63dd31ad Código de exceção: 0x40000015 Deslocamento da falha: 0x00000000000df046 ID do processo com falha: 0x2fd4 Hora de início do aplicativo com falha: 0x01dbef43ba24f173 Caminho do aplicativo com falha: C:\Users\Marco\AppData\Roaming\Vintagestory\Vintagestory.exe Caminho do módulo com falha: C:\Users\Marco\AppData\Roaming\Vintagestory\Lib\openal32.dll ID do Relatório: 3a608d31-5534-4ad8-a888-b7290dde9c6b Nome completo do pacote com falha: ID do aplicativo relativo ao pacote com falha: }
propaneko
Damglador it might be named wrong, but no.
ReviveClassWhitelistis a list where player with the class from the list can revive player without smelling salts. But everyone still can do it but is required to have smelling salts.propaneko doesn't
ReviveClassWhitelistrestrict some people from reviving?I guess it is, for suicide it's suicide I wouldn't change that. But could think of something for the timer.
is it possible to make it so if the timer runs out or you suicide the death message wont be just "player died"? and instead be a proper death message based on the last damage cause just like vanilla? maybe by checking latest damage source and ordering the game to output the correct death message
Damglador yes you need in config file set
RequireSmellingSaltsForReviveto false, or in game do "/unconscious configrequiresmellingsaltsforrevivefalse"Is there a way to return old behaviour where nothing is required to revive a player?
Hi BorgusLitter yes it should still count as player kill at least I programmed it like that (not sure if it works 100%) .
{
Type = packet.damageType, // Set damage type
Source = EnumDamageSource.Entity,
SourceEntity = attackingServerPlayer.Entity,
CauseEntity = attackingServerPlayer.Entity
});
the code above (vanilla Die method) is basically what Im doing at the end when you are "securing" the kill.
Hi there,
Is there anyway to ensure kill credit is still recieved by the player when using the execute action?
Currently it just states what damage type resulted in their death.
Thanks!
propaneko Perfect thanks a lot i will try this and let you know ^^
Ok should be kinda stable, let me know if anything crashes again!
it crash my game when i see my friend got killed and he go on the floor and instant crash he got killed by a drifter
Running on 64 bit Windows 10.0.26100.0 with 40837 MB RAM
Game Version: v1.20.12 (Stable)
7/9/2025 9:48:31 PM: Critical error occurred in the following mod: unconscious@1.11.2
Loaded Mods: chiseltools@1.14.20, clickuptorches@1.1.1, handtohand@1.0.3, manualquenching@1.0.6, overhaullib@0.2.10, primitivesurvival@3.7.8, radialcrafting@0.2.2, fseasonedfirewood@1.2.3, game@1.20.12, flags@1.1.9, bedspawnv2@1.4.0, betterruins@0.4.15, caneconomy@1.0.8, combatoverhaul@0.3.9, coreofarts@1.0.0, foodshelves@2.2.1, gloomeclasses@1.0.2, hudclockpatch@1.0.5, hydrateordiedrate@2.1.2, spearexpantion@0.3.3, petai@3.4.3, rpvoicechat@2.3.19, stepupcontinued@0.0.1, unconscious@1.11.2, creative@1.20.12, survival@1.20.12, woodenfortifications@2.0.8, artofcooking@1.0.0, artofgrowing@1.1.2, claims@4.0.37, thebasics@5.1.0-rc.2, wolftaming@3.0.8
System.NullReferenceException: Object reference not set to an instance of an object.
at Unconscious.src.Player.ReviveBehavior.<>c__DisplayClass11_0.<GetInteractionHelp>b__1(WorldInteraction wi, BlockSelection bs, EntitySelection es) in Z:\Projects\Unconscious\Unconscious\src\Player\ReviveBehavior.cs:line 88
at Vintagestory.Client.NoObf.DrawWorldInteractionUtil.ComposeBlockWorldInteractionHelp(WorldInteraction[] wis)
at Vintagestory.Client.NoObf.HudElementInteractionHelp.EntityInView() in VintagestoryLib\Client\Systems\Gui\Huds\HudElementInteractionHelp.cs:line 378
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 31
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 174
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 825
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 161
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Event Log entries for Vintagestory.exe, the latest 1
==================================
{ TimeGenerated = 7/4/2025 10:06:26 PM, Site = , Source = Application Error, Message = Nom de l’application défaillante : Vintagestory.exe, version : 1.20.12.0, horodatage : 0x66470000
Nom du module défaillant : openal32.dll, version : 1.23.0.0, horodatage : 0x63dd31ad
Code d’exception : 0x40000015
Décalage d’erreur : 0x00000000000df046
Identifiant du processus défaillant : 0x7f3c
Heure de démarrage de l’application défaillante : 0x1dbed51477ff37d
Chemin d’accès de l’application défaillante : C:\Users\keven\AppData\Roaming\Vintagestory\Vintagestory.exe
Chemin d’accès du module défaillant : C:\Users\keven\AppData\Roaming\Vintagestory\Lib\openal32.dll
ID du rapport : 70b6994b-d2a7-4998-923c-10ae2c816b47
Nom complet du package défaillant :
ID de l’application relative au paquet défaillant : }
Ok the info that you scrolled to an item gives a lot of context I needed. Gonna check that when Im able to and will do a fix.
propaneko I think I scrolled to another item on my hotbar right before I crashed the first time. I might have looked at them, I'm not sure though, it happened very fast. Other than that, we were just warming up around a firepit in my house.
Faeldray gonna check that later today. For now you can use the older version. Is there anything you did to crash the game, or you just looked at the player?
I had this crash-to-desktop with v1.11.0 when another player was nearby. It happened twice before the other player moved away and I was finally able to join the server again without issue.
Game Version: v1.20.12 (Stable)
2025-07-09 2:19:33 AM: Critical error occurred in the following mod: unconscious@1.11.0
Loaded Mods: acorns@0.7.2, aculinaryartillery@1.2.5, americanfrontiersman@1.8.1, ancientarmory@1.0.6, arrowheadsrecovery@1.0.1, bettercrates@1.8.0, bettersticks@1.2.0, bettertraders@0.0.10, blackguardadditions@1.1.7, bloomeryfulldrops@1.0.0, bowtornbalance@1.0.0, bulkmolds@1.0.7, canadianwinterclothes@1.0.0, caninae@1.0.32, casuariidae@1.1.4, Ceramos@0.5.1, ceramoscontentfix@1.0.0, cervinae@0.1.6, chickenfeed@1.1.8, chiseltools@1.14.20, elkcrocks@1.0.1, cutfattolardcompat@1.0.0, cutthefat@1.0.1, daubwashes@1.0.0, decopottery@1.0.1, decor@1.3.0, hqzlights@1.1.1, duncansgrass@1.0.1, eftraders@1.0.4, extrachests@1.9.0, farmlanddropswithnutrients@1.1.1, forestsymphony@1.0.2, forlornadditions@1.0.2, fseasonedfirewood@1.2.3, glowtorns@1.0.0, grasstoropes@1.1.8, handsomedrifters@1.0.0, hangingoillamps@1.0.3, harvestice@1.0.0, hit@2.3.1, instantpickup@1.0.3, juicyores@1.0.0, koboldplayermodelport@1.2.14, largercrock@1.0.2, lightlevelone@1.0.0, masonsdelight@1.0.3, midoscomposting@1.0.3, millwright@1.2.7, morebanners@1.2.1, MoreTorchHolders@1.0.0, nightwatcher@2.2.0, noisybears@1.1.0, particlesplus@1.2.1, pigfeed@1.0.8, plasterwashes@1.1.0, plumpkins@1.0.8, primitivesurvival@3.7.8, prospecttogether@2.0.7, quicklimepk@1.1.0, reducedwolfaggro@1.0.2, resmeltableslight@1.1.2, ridetogether@1.0.0, ripened_wild_crops@1.0.0, ruggedrugs@0.0.4, satup@0.1.0, scrollrackable@1.3.2, shelfobsessed@1.2.0, simpleelevator@1.3.0, stepfixelk@0.0.1, tprunes@1.1.1, terraprety@6.0.2, upgradablecrates@1.0.2, vintageengineering@0.3.13, visibleore@1.0.1, volumetricshadingrefreshed@0.9.0, game@1.20.12, vsimgui@1.1.8, wwaymarkers@1.0.0, zoombuttonreborn@2.0.0, accessibilitytweaks@3.8.5, airthermomod@0.1.2, alchemy@1.6.51, alloycalculator@1.0.0, ancienttools@1.5.25, animalcages@3.2.2, apegrapes@1.2.6, apelanterns@1.1.2, apewindows@1.3.0, autoatlas@1.1.1, betterentityinteraction@1.0.4, betterfirepit@1.1.6, BetterProspecting@1.7.0, betterruins@0.4.9, blocksoverlay@4.4.1, butchering@1.8.2, butcheringaurochspatch@1.0.2, carryon@1.8.1, cartwrightscaravan@1.5.1, chestorganizer@1.2.4, chimneyflues@1.1.1, combatrebalance@1.3.1, commonlib@2.6.1, configlib@1.5.3, cooperativecombatrework@1.0.0, danatweaks@3.4.3, egocaribautomapmarkers@4.0.2, evenjugincrements@1.0.0, expandedfoods@1.7.4, extrainfo@1.9.9, fancyplanters@1.2.0, farseer@1.3.1, helfavorite@0.3.5, fendragonbcs@0.1.7, fieldsofsalt@1.2.2, flags@1.1.9, foodshelves@2.2.1, fromgoldencombs@1.8.13, glojack@1.4.0, gourmand@1.7.0, greenbegone@1.0.0, hangingbaskets@1.1.0, hudclockpatch@1.0.4, improvedhandbookrecipes@1.1.3, kegrevivedagain@1.2.0, kevinsfurniture@1.7.0, knapster@2.14.6, lessclasspenalties@1.0.0, levelup@2.0.3, mannequinstand@1.0.5, medievalexpansionpatch@1.2.0, metalpots@1.3.2, meteoricexpansion-reborn@1.3.0, millwrightvawtaddon@1.0.2, mobsradar@2.1.7, morepiles@2.1.5, ndlwoodentorchholder@1.4.3, oneroof@1.10.0, opdoorpack@0.0.1, petai@3.4.3, pewter@1.2.3, PingMarkers@1.1.1, claywheel@1.1.2, purposefulstorage@1.3.0, pyrogenesis@1.0.3, respawntools@1.4.4, rustboundmagic@2.5.7, shuffle@1.0.3, simplefootstepsredux@1.0.3, smithingplus@1.6.0-rc.2, spawnhighlight@1.2.0, spearexpantion@0.3.3, statushudcont@3.2.7, stepupadvanced@1.0.7, stillnecessaries@1.2.2, stonebakeoven@1.1.6, storagecontroller@1.1.5, storageoptions@1.0.2, tentbag@2.2.0, th3dungeon@0.4.3, unconscious@1.11.0, vanillamoremolds@1.1.2, vanity@2.4.2, creative@1.20.12, vsquest@2.0.0, survival@1.20.12, vsvillage@2.0.0, waypointtogethercontiued@2.2.0, wildfarmingrevival@1.3.7, windchimes@1.0.0, workbenchexpansionpatch@1.0.0, xlib@0.8.16, youvegotmail@1.0.12, zrustdrops@1.2.1, bloodisegg@1.1.0, butcheringcompatpatch@1.1.0, butcheringexpandedcompatibility@1.0.0, campaigncartographer@4.7.1, cats@3.2.0, cavebeacons@1.0.9, em@3.2.3, epxandedbloodbread@1.0.5, hanginghasketspatch@1.0.0, helquickstack@0.7.0, moreblueclay@1.0.1, morefloors@2.1.1, onestick@1.0.1, pabrass@1.0.2, paelectrum@1.0.1, pagoldsilver@1.0.2, petbackback@1.1.0, sandwich@1.2.8, sausages@0.0.8, shearlib@1.1.2, stonequarry@3.4.3, th3dungeontopentrance@0.4.1, vsvillageaged@0.0.5, wolftaming@3.0.8, xskills@0.8.19, zippysmoosetweaks@1.0.1, ashes@1.2.0, bricklayers@3.0.3, rustboundmagicxskills@0.2.1, tailorsdelight@1.9.8, wool@1.6.4, dressmakers@1.6.0
System.NullReferenceException: Object reference not set to an instance of an object.
at Unconscious.src.Player.ReviveBehavior.<>c__DisplayClass11_0.b__1(WorldInteraction wi, BlockSelection bs, EntitySelection es) in Z:\Projects\Unconscious\Unconscious\src\Player\ReviveBehavior.cs:line 102
at Vintagestory.Client.NoObf.DrawWorldInteractionUtil.ComposeBlockWorldInteractionHelp(WorldInteraction[] wis) in VintagestoryLib\Client\Systems\Gui\Huds\HudElementInteractionHelp.cs:line 77
at Vintagestory.Client.NoObf.HudElementInteractionHelp.ComposeBlockWorldInteractionHelp() in VintagestoryLib\Client\Systems\Gui\Huds\HudElementInteractionHelp.cs:line 281
at Vintagestory.Client.NoObf.HudElementInteractionHelp.EntityInView() in VintagestoryLib\Client\Systems\Gui\Huds\HudElementInteractionHelp.cs:line 392
at Vintagestory.Client.NoObf.HudElementInteractionHelp.Every15ms(Single dt) in VintagestoryLib\Client\Systems\Gui\Huds\HudElementInteractionHelp.cs:line 318
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 23
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 100
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 848
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 740
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 170
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 127
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
AgentOfChaos yes, it should work with corpse mod as I don't change anything with the dying itself and use vanilla methods to kill player after he bleed out.
does it work with corpse mod?
SiiMeR should be less of an issue in the new update
There seems to be an issue with this, that if you log out, your timer gets reset so you can push dying forward and wait for help to arrive, which is kinda metagame-y in RP servers.
Does this have options to use it like a Kenshi\Incapacitated Minecraft mod; where you get downed but you can get back up by yourself if you manage to survive at 1% health for x amount of time?
It seems if you disabled smelling salts and set revive chance to 100% it just sits there. Thanks.
can you add a free revive at like 10% health if you carry someone to a bed?
propaneko Could've been coincidental then as our performance was better post-removal. This is a great mod so hopefully it's something else on our end.
This mod does nothing by itself that should cause any major lags Zolgrim
We tried this on our server and it lagged the hell out of it, I don't know if you're running it on a server of your own or how many players you might have if you do , but it seemed to tank performance with more than 10 people online.
If you need any sort of logs let me know but It didn't seem to be giving out any errors.
Would it be possible to add a looting/robbing mechanic? Some way to access their inventory while unconscious (That can be enabled/disabled in configs of course).
This is a more far out suggestion, but could you also add a manacle item that stops people from using their hands?
Though, now that I wrote that that's pretty out of the scope of this mod lol
RemiDeLaFaye no it shoud not prevent anything, you might have player corpse mod too? When played that is unconscious dies it should fire vanilla dead function, Im not touching anything with player inventory at this point.
Does this prevent Xskills Soulbound bag perk from happening? When I die I lose all of my items, not really sure why
Does anyone know if this works with Kemono ive tested it privately and so far i can tell it does but animations may be broken due to how kemono changes the skeleton and if it breaks can someone makea fix? [kemono and releated mod] https://news.kalataka.ru/kemono https://news.kalataka.ru/wkfa
Is there a way to show what caused a player to go unconscious in chat? I miss seeing how players died on my discord.
You can game the system by logging out before the timer ends. Once you log back in, the 5 minute timer resets, making it possible to stall your death infinitely (until someone can come and help you)
v1.10.1
NEW TYPES OF SMELLING SALTS, THE OLD ONE WILL NOT WORK AND WILL SHOW AS BLACK SQUARE
It would be nice to see the damage from the last hit that knocked you down
Some things
- A bug when multiple people drag where all players are perminialty slower, only delting player data fixes it
- Add a gui option to the "spare" "kill" screen
On the files section there is a button to show changelog, I always write everything there. MiniKarma
Hi, could you possibly add a changelog for when you add/modify things? We updated the mod and didn't realize you had changed things and required the new item of smelling salts to raise a partner, it took us by surprise. I understand we should have perhaps looked better, but it would be easier to have an actual update list of things to look out for. Thank you ♥
For now you could I guess remove "
Suffocation" from the list if this is what kills the player underwater, could look at this but not sure if its fixable for now, and thank you for liking and using it ^^. TurtlesHey, absolutely love the mod! Works great for most cases, only when someone dies in water have I not been able to pick them up. I don't know how difficult this would be to solve, but it would make this mod an absolute 10/10.
Where do you find conifer trees? I dont see the log for them in the handbook.
Hmm I could try to work a bit more on the model and make it not require glass at all.
Having the smelling salts require glass seems a bit odd. Is there no primitive version of that possible?
The problem is I still need to make something that is not a "consumable", so I cant simply add bandage or poultice as the revive option. You would use them on yourself before picking up the player.
Nevermind, Smelling salts is cool! :)
Love the mod, makes traveling with friends way more enjoyable. Would it be possible to get a poultice as a option like the gear. Also, is there a way to silence the hurt player sounds while unconscious? Like if you drown for example.
Has anyone else found that time is skipping ahead while they are unconcious?
Seems to happen when someone is logged into a server alone and goes unconcious.
Never had an issues with butchery and my mod and no, it only affect players. Just tested both mods and can't trigger the crash.
Hi propaneko! My friends and I love this mod, but it seems to cause an exception when also using the Butchery mod that kicks players when trying to pick up an animal corpse. Does "unconscious" affect non-player entities as well in some way?
From all things, it was TAB key focus disable mod that caused this
Damglador tested on both my machines with Windows and Linux (arch based) both are working fine on 1.20.1 and Unconscious 1.8.2 . Hard to tell what's the issue.
On stable 1.20.1, v1.8.2 of the mod just doesn't work for me. It throws
On Arch Linux. The same happens with Kemono for me and my friend on Windows, so I'm not sure what's the issue
ProfCupcake thank you for looking into that, if you have any ideas how we could make our mods better compatible just let me know somewhere.
I have updated Bloody Story to be compatible, albeit in a very basic way: all processing of bleeding should be paused while the player is unconscious.
Windle rhino1998
Can confirm rhino1998's comment, been testing bloody story and unconscious together with only those mods active and I'm not getting into the unconscious state when i bleed out.
I think this is incompatible w/ Bloody Story. After dying due to bleeding out, I die again in the unconscious state. If the bleed is sufficiently slow I am revivable for a few seconds.
nnarx player that are unconscious and will logout, after they login back they will still be again in unconscious state. For now I dont plan to do anything more on this topic.
Thalius Xelonie I've added a harmony patch that will make Entities stop attacking player when he's down. Since 1.8.1 version.
MimiKitty for now I've added a simplified version of what you asked for with temporal gear, you can enable it in config as its disabled by default.. Letting using other items might be tricky, as all consumable item will be just used by your character, not sure how to prevent that yet.
It would be interesting to have an option so server owners can set an item needed to revive a player, such as a temporal gear and such. bonus points if we can add a multiplier to how many are needed for the amount of times they died!
i think we got it fig out, it was the detailed animal mod and corpse mod not being compatible with eachoither, seams to be correctec as detailed animals updated and nop issues at the moment. Thanks
bringitonwimps if you could ping me on discord, and send me your modlist I might take a look, cause Im pretty sure it must be another incompatibility.
thanks for response, been messing arounnd and i thinkl you are correct it isnt this mod, timing of when we added it made us wonder. however we do styill have an issue with about 50% of time upon "almost death" when your mod kicks in we get a client crash. not sure why or what is actually causeing it because it doesnt even throw up a crash report on the client. so its puzzling. found out another mod however was incompatible withh corpse mod so now we are doing testing to see if isuue is resolved.
thanks again, love this little mod and what it does.
bringitonwimps kinda weird, cause I didn't changed anything related to the death itself, my mod only prevents the "death", so anything that happens after you actually die is not affected by my mod. Just tested what you said with both unconscious and playercorpse, never crashed even once.
so we had to currently remove th9is mod, about half the time client crashes on death, if they crash on death 80% or better no body gets created in playercorpse. idk if its a conflict between those 2 mods or what is causing it. but im letting you know
May I suggest making it so that hostile mobs quit aggroing on you altogether once you are unconcious? This would solve a number of issues that arise with the mod- Gaming Level Up/X Skills features as well as enemies focusing on the down player rather than switching gears and focusing on other players in the area, just to name two.
Fantastic mod, btw. Adds a feature long desired on our community server!
wondering if you can have a fix for combat logging after getting downed? like just killing the player when they logout while downed.
Psyborg thats intended to happend, it drops on the ground. You can disable it with config.
i would love this mod to have compability with level up, because if you are unconscious, enemies can still hit you and you keep leveling up.
This mod makes you lose the item from your hotbar you were holding upon death.
Just tested it rn with the 1.20-pre version, everything seems to work just fine. If you have some issues, please provide some context or mod you are using.
F0rged as I mentioned in the mod description which you should read, the mod is not working properly on 1.20 and I will not fix it until the stable release is out.
The mod is not functioning correctly on version 1.20; all level 4+ mobs one-shot, even with armor.
Screwy I've just added a config option where you can specify what damage type can cause going into the state of unconscious, hopefully it's enough. By default now every type of damage is applied, but you need to create/update config with it.
propaneko thanks for fixing those bugs so quick, that's amazing!
Maybe I've got another one for you:
I don't know if it is intended, but last time I got knocked down and was revived by a friend, I still lost half of my nutrients as if I had died.
Also, I understand that falling from the top of a mountain would safely kill you instantly.
But can you give a config option for an amount of bearable fall damage, so that players go unconcious first when just falling from medium height?
Edit: Aaand burning players...
Maybe we could well use a config option to override the flame death, as this is a common thing when using xSkills while having fun with snowballs.
Other than that, great work so far!
I did some code clear up and put up some more guards, let me know if it's still crashing. Screwy
It's kinda hard for me to replicate that, never got crash while doing the steps you mentioned. Screwy
propaneko thanks for the quick bug fix. I'm going on testing anytime I can, because such great mods need support.
And during my testing I found another small issue so far.
If "ChanceOfSelfRevival" is set to 1.0, everytime I self revive while holding any movement key, the game crashes.
I just found that out because I wanted to escape the drifter that just knocked me over.
Maybe this is also what caused some crashes on my server, which are sometimes occurring when players revive each other.
1.5.2 added ru & uk translations
Screwy pushed a new update, should be fixed
Screwy You're absolutely right, I think I'm patching the wrong method for getting hit. Will fix that soon! Thank you for providing issues and some context it helps a lot with debugging!
propaneko I don't think it is intended that every nightmare drifter can onehit any player with less than 20 HP, regardless of their armor?
Hope you can find out what causes it. It is definitely this mod. I have tested it without any other mods installed.
Nightmare drifters kill me every time they even bearly scratch my skin. Even if I wear full steel plate.
Edit: I think I know what could have gone wrong.
Is it by any chance possible that your mod is calculating something like
if ("player.currentHealth" - "takenDamage" < 0) then ("player.unconscious" = "true")
but without the armor value in its calculation?
Sorry. I don't know the correct code for this, but what seems obvious is that a sawblade locust knocks down any player below 16 HP in one hit,
while a nightmare knocks down at 20 HP. The double headed will safely throw you over at 24 HP and lower.
Armor is completely ignored while checking the unconscious status. Only recieved max damage counts.
Yup, works perfectly fine now =)
Thank you for responding so quick. We have all been waiting for exactly this mod!
Another big patch with new features and fixes, described on the page, enjoy :3
Screwy I've added a small bugfix, let me know if it works now. And how you test if the mod is working?
Im gonna look into that, it's hard for me to replicate the issue without any context, and errors x3
@propaneko huge thanks for this really awesome mod! I run a multiplayer server with a pretty tough survival modset and this would be a perfect match.
But unfortunately I think I have the same issue as MrPuppeteer and I wonder if there is anything I could do to make it work.
I've tested the mod locally in single player. But on my server it won't work, even if I use the exact same modset.
Is it because I host the server from a docker container? Or because the world was generated in 1.18?
Yup, everything that can damage you will got you into state of unconscious. And no, after someone will pick you up, and you got damaged again, you will again go down into unconscious state. I was trying to keep it simple for now. Inflectus
I'm guessing this works even if you get knocked out by animals? Also, is there a period after getting revived where getting knocked unconscious would instantly kill you instead?
Hmm that's weird it should work on preexisting saves and servers. It depends HOW old is the save but everything created on 1.19.8 should work. We added this mod to our server that is 3 months old and everythins seems to be working fine. MrPuppeteer
There is only one thing I have run into so far. It seems to not work with old saves or preexisting servers. Even after putting the mod on the server and a restart. It seems to not work. @propaneko
This mod is freaking awesome! Love the concept!
This is what I have been hoping for a while! Thanks for putting in the time!