Mods / Unconscious (Revive)

Tags: #QoL #Tweak
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


Commands
/unconscious make <player> - make player unconscious
/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


Configuration file

{
  // 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 IdentifierFor 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

- add compatibility to soaplyeandbloom
- rollback pickup behavior to previous version

2.0.0 unconscious 1365 Nov 8th at 4:38 PM Unconscious_2.0.0.zip 1-click install

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
2.0.0-rc.3 unconscious 592 Oct 8th at 9:53 PM Unconscious_2.0.0-rc.3.zip 1-click install
  • hp now regenerates instead of instantly getting full hp on revive
  • clean up code
2.0.0-rc.2 unconscious 31 Oct 8th at 6:51 PM Unconscious_2.0.0-rc.2.zip 1-click install
  • fixed an issue with instant pickup when releasing revive early
  • fixed an issue with picking up and putting down player instantly by requiring free right hand to put player down
2.0.0-rc.1 unconscious 28 Oct 8th at 5:13 PM Unconscious_2.0.0-rc.1.zip 1-click install

REMOVE OLD CONFIG USING THIS VERSION A LOT HAS CHANGED

  • Disabled vanilla revive mechanic when using my mod, reviving is still handled by Shift + Right Click. (when you die die it will display the 30 min mark that someone can revive, but its just "cosmetic")
  • Changed behavior of healing items so every healing item (vanilla) and smelling salts can revive now
  • Application time is now item based
  • Requirement of the Capture Rope when trying to pickup someone, will show similar progress bar when holdin ctrl+righclick with the item on unconscious player
  • Added few more quotes

 

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

rebuild against .net 8 version

1.12.7 unconscious 4967 Jul 23rd at 11:13 AM Unconscious_1.12.7.zip 1-click install

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

fix mistake

1.12.5 unconscious 25 Jul 22nd at 8:11 PM Unconscious_1.12.5.zip 1-click install

- fix updating collision/selection box every tick
- added failsafe for unconscious player when the server restarts when they were unconscious
- removed world interaction helpers

1.12.3 unconscious 494 Jul 16th at 6:14 PM Unconscious_1.12.3.zip 1-click install

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

removed WorldInteractionHelp for now

1.12.1 unconscious 26 Jul 16th at 5:35 PM Unconscious_1.12.1.zip 1-click install

another attempt to fix crash

1.12.0 unconscious 220 Jul 13th at 3:04 PM Unconscious_1.12.0.zip 1-click install
  • switched text and % revive/pickup status to circular one, something similar from carryon or player corpse mod
1.11.12 unconscious 25 Jul 13th at 12:55 PM Unconscious_1.11.12.zip 1-click install

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

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

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

another guard to try preventing crashing

1.11.8 unconscious
1.20.11 - 1.20.12
204 Jul 11th at 9:32 PM Unconscious_1.11.8.zip 1-click install

fixed the "unconscious" text renderer to remove itself when player disconnects from the server
added more safeguards for time cheesing when player leaves the server, time keeps counting down still even if you leave

1.11.7 unconscious
1.20.11 - 1.20.12
32 Jul 11th at 8:15 PM Unconscious_1.11.7.zip 1-click install

adjusted the worldInteraction helper when RequireSmellingSaltsForRevive is set to false so it doesnt display requirement for smelling salts

1.11.6 unconscious
1.20.11 - 1.20.12
168 Jul 10th at 7:26 PM Unconscious_1.11.6.zip 1-click install

another attempt to fix

1.11.5 unconscious
1.20.11 - 1.20.12
23 Jul 10th at 7:19 PM Unconscious_1.11.5.zip 1-click install

trying to fix a crash that is happening only on dedicated server

1.11.4 unconscious
1.20.11 - 1.20.12
21 Jul 10th at 7:14 PM Unconscious_1.11.4.zip 1-click install
  • adjusted the selection/collision box its much better now
  • adjusted the helpers, should work better now
1.11.3 unconscious
1.20.11 - 1.20.12
108 Jul 10th at 5:57 PM Unconscious_1.11.3.zip 1-click install

simplified checks for world help for now
adjusted the selection box and collision box when player is unconscious

1.11.2 unconscious
1.20.11 - 1.20.12
70 Jul 9th at 10:52 PM Unconscious_1.11.2.zip 1-click install

removed strict dependency

1.11.1 unconscious 36 Jul 9th at 9:38 PM Unconscious_1.11.1.zip 1-click install

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
  • added "ReviveClassWhitelist" array in which you can add a name for class that can revive player without smelling salts, and do it faster, also has faster smelling salt usage
  • added Interaction help which will show what action you can do with unconscious player
  • added text indicator above unconscious player that he is unconscious
  • added timer check, when you got unconscious now you cant cheese the game by simply disconnecting from the server. Timer will continue even if you are disconnected. (it's saved only in memory so when you restart the server the timers will be lost)
1.10.3 unconscious 8184 Mar 15th at 10:41 PM Unconscious_1.10.3.zip 1-click install

changed the commands, and added config commands so you can change and adjust all the setting in the runtime
/unconscious config - to list them all
remember to use /autosavenow after setting up new config values

1.10.2 unconscious 1508 Mar 4th at 6:18 PM Unconscious_1.10.2.zip 1-click install

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

fix shape in itemtype

1.10.0 unconscious 42 Mar 4th at 2:28 PM Unconscious_1.10.0.zip 1-click install

NEW TYPES OF SMELLING SALTS, THE OLD ONE WILL NOT WORK AND WILL SHOW AS BLACK SQUARE

  • now there are two types of smelling salts, weak and strong. The weak will heal by the value that is specified in the config (default is 15%) the strong will be the specified value +30% (with default value 45%)
  • added all poisonous mushroom to the crafting list with all permutations and now you need a knife to chop them up
  • weaker smelling salts are cheaper to make (2 poison mushrooms and 2 cattails/papyrus)
1.9.2 unconscious
1.20.0 - 1.20.3
2895 Feb 5th at 7:33 PM Unconscious_1.9.2.zip 1-click install

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
1.20.0 - 1.20.3
586 Feb 3rd at 7:18 PM Unconscious_1.9.1.zip 1-click install

Adjusted the crafting recipe

1.9.0 unconscious 95 Feb 3rd at 4:19 PM Unconscious_1.9.0.zip 1-click install

REMBEMBER TO UPDATE CONFIG FILE WITH NEW OPTION IF UPDATING THE MOD TO THIS VERSION

  • Added very simple "smelling salts" that will be used instead of the temporal gear for reviving the player. To create it you need to have glass slab and 3 different poisonus mushrooms that gonna be specified in the handbook. You can reuse empty bottles, or deconstruct them to quartz.
  • changed config option from temporat to RequireSmellingSaltsForRevive and is enabled by default in new configs.
1.8.3 unconscious 2424 Jan 20th at 11:16 AM Unconscious_1.8.3.zip 1-click install

- 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

REMBEMBER TO UPDATE CONFIG FILE WITH NEW OPTION IF UPDATING THE MOD TO THIS VERSION

  • In this version with added compatibility for the BloodyStory and new config option `GracePeriod` created by ProfCupcake . After reviving the bleeding will be resumed after the time specified in `GracePeriod`, so be sure to handle the bleeding fast after someone is gonna pick you up!
1.8.1 unconscious 500 Jan 3rd at 1:11 AM Unconscious_1.8.1.zip 1-click install

REMBEMBER TO UPDATE CONFIG FILE WITH NEW OPTION IF UPDATING THE MOD TO THIS VERSION

  • added option for `RequireTemporalGearForRevive` with this option on you need to hold temporal gear in hand to be able to revive the player, will dissappear after use.
  • added harmony patch that will disable Entity focus after player is down (so every agressive mob).
1.7.3 unconscious 475 Dec 25th 2024 at 12:11 PM Unconscious_1.7.3.zip 1-click install

small bugfix

1.7.2 unconscious 136 Dec 25th 2024 at 11:39 AM Unconscious_1.7.2.zip 1-click install

fix version check

1.7.1 unconscious 137 Dec 25th 2024 at 11:27 AM Unconscious_1.7.1.zip 1-click install

rebuild for the latest rc.6 version

1.7.0 unconscious
1.19.8 - 1.20.0-rc.1
1485 Nov 28th 2024 at 9:30 AM Unconscious_1.7.0.zip 1-click install

REMBEMBER TO UPDATE CONFIG FILE WITH NEW OPTION IF UPDATING THE MOD TO THIS VERSION

  • fixed some issues with health calculating again
  • added new config option EnabledDamageTypes with all types that can cause unconscious status, you can adjust it for your needs, so if you want the player to just die from "Gravity" instead of going unconscious just remove it from the list.
1.6.0 unconscious 406 Nov 25th 2024 at 8:52 PM Unconscious_1.6.0.zip 1-click install
  • added timer for suicide button with config at SuicideTimer default set at 0;
1.5.4 unconscious 207 Nov 25th 2024 at 8:54 AM Unconscious_1.5.4.zip 1-click install
  • small bugfixes and adjusments
1.5.2 unconscious 178 Nov 24th 2024 at 9:39 PM Unconscious_1.5.2.zip 1-click install
  • added ru.json translation thanks to iForged
  • added uk.json translation thanks to DeanBro
1.5.1 unconscious 243 Nov 24th 2024 at 2:06 PM Unconscious_1.5.1.zip 1-click install

REMBEMBER TO UPDATE CONFIG FILE WITH NEW OPTION IF UPDATING THE MOD

  • fixed an issue with calculation dmg to the player that was flat dmg without the armor reduction (because of this some entitties could one shot you and put in the unconscious state)
  • added (WIP) finishing blow animation and sound effect
  • added ability to disable suicide button EnableSuicideButton option in config
1.4.1 unconscious 311 Nov 23rd 2024 at 1:39 PM Unconscious_1.4.1.zip 1-click install

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
  • reworked and improved unonscious screen! Added dark screen with transparency, dynamic vignette, and sound effect!
  • fixed some minor issues
1.3.0 unconscious 267 Nov 20th 2024 at 10:59 PM Unconscious_1.3.0.zip 1-click install
  • cleaning up code and some refactoring
  • now player drop active item in hand on the floor, you can disable it in config
  • added config option to disable PickUp mechanic
1.2.1 unconscious 302 Nov 19th 2024 at 6:30 PM Unconscious_1.2.1.zip 1-click install

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
  • changed the harmony patching from `Entity.ReceivedDamage`  To `EntityPlayer.ShouldReceiveDamage` might fix some incompatibilities.
  • 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"
  • added PickUp mechanic, similar to Revive hold (ctrl + Right mouse) 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) , while moving the unconscious person you get big debuff to move speed.
1.0.1 unconscious 190 Nov 19th 2024 at 12:18 PM Unconscious_1.0.1.zip 1-click install

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

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

initial release


128 Comments (oldest first | newest first)

💬 Torisk_Ablinsky, 3 days ago

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)

💬 Amarillo, Nov 21st at 11:35 AM

My server is crashing when updating to the latest build of the mod, but the previous build works fine

 

Crash Report
Game Version: v1.21.5 (Stable)
21/11/2025 12:19:27: Critical error occurred
Loaded Mods:
System.NullReferenceException: Object reference not set to an instance of an object.
at Unconscious.src.Handlers.ServerMessageHandler.SetMessageHandlers() in Z:\Projects\Unconscious\Unconscious\src\Handlers\ServerMessageHandler.cs:line 14
at Unconscious.UnconsciousModSystem.<StartServerSide>b__17_0() in Z:\Projects\Unconscious\Unconscious\UnconsciousModSystem.cs:line 215
at Vintagestory.Server.ServerEventAPI.OnServerStage(EnumServerRunPhase runPhase) in VintagestoryLib\Server\API\ServerEventAPI.cs:line 154
at Vintagestory.Server.ServerSystemModHandler.OnBeginModsAndConfigReady() in VintagestoryLib\Server\Systems\ModHandler.cs:line 97
at Vintagestory.Server.ServerMain.EnterRunPhase(EnumServerRunPhase runPhase) in VintagestoryLib\Server\ServerMain.cs:line 655
at Vintagestory.Server.ServerMain.Launch() in VintagestoryLib\Server\ServerMain.cs:line 572
at Vintagestory.Server.ServerProgram.Main() in VintagestoryLib\Server\ServerProgram.cs:line 137
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
💬 WatermelonFrogy, Nov 21st at 2:06 AM

Seems to bug out when attempting to carry players

Crash Report
21.11.2025 02:01:14 [Error] Exception: Object reference not set to an instance of an object.
at Unconscious.src.Behaviors.Items.BehaviorPickupItem.<>c__DisplayClass22_0.<createRope>b__0(Single dt) in Z:\Projects\Unconscious\Unconscious\src\Behaviors\Items\BehaviorPickupItem.cs:line 457
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 25
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 102
at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 859
21.11.2025 02:01:14 [Error] Exception: Object reference not set to an instance of an object.
at Unconscious.src.Behaviors.Items.BehaviorPickupItem.<>c__DisplayClass22_0.<createRope>b__0(Single dt) in Z:\Projects\Unconscious\Unconscious\src\Behaviors\Items\BehaviorPickupItem.cs:line 457
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 25
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 102
at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 859
💬 Dagurmawth, Nov 20th at 11:50 PM

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

💬 SiiMeR, Oct 30th at 4:12 PM

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. 

💬 propaneko , Oct 30th at 2:28 PM

SiiMeR I need to know which mod to add compatibality to.

💬 SiiMeR, Oct 30th at 10:58 AM

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, Oct 11th at 4:59 PM

🤙

💬 propaneko , Oct 11th at 4:58 PM

FatherSarge done, added in new rc.4 version

💬 propaneko , Oct 11th at 4:26 PM (modified Oct 11th at 4:37 PM)

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`

💬 FatherSarge, Oct 11th at 1:43 PM

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

💬 propaneko , Oct 8th at 5:20 PM

REMOVE OLD CONFIG USING THIS VERSION A LOT HAS CHANGED

Realeased test 2.0.0 version

  • Disabled vanilla revive mechanic when using my mod, reviving is still handled by Shift + Right Click. (when you die die it will display the 30 min mark that someone can revive, but its just "cosmetic")
  • Changed behavior of healing items so every healing item (vanilla) and smelling salts can revive now
  • Application time is now item based
  • Requirement of the Capture Rope when trying to pickup someone, will show similar progress bar when holdin ctrl+righclick with the item on unconscious player
  • Added few more quotes

 

Report any issues or suggestions in the comments/or on github.

💬 Coda_Vanistok, Oct 4th at 7:44 PM

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.

💬 propaneko , Oct 2nd at 11:02 PM

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.

💬 Coda_Vanistok, Sep 29th at 7:40 PM

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.

💬 litesalt, Sep 18th at 12:16 AM

Same as @Samuel_REDACTED and @LastCaptainBonk

💬 LastCaptainBonk, Sep 7th at 8:34 PM (modified Sep 7th at 8:35 PM)
💬 Emmaneintor, Sep 3rd at 5:55 PM
The server kicks me out as soon as I try to pick up my partner in 1.21.0
💬 Hemlock32, Aug 30th at 6:09 AM

I 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.

 

💬 Samuel_REDACTED, Aug 26th at 8:36 AM

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.

💬 propaneko , Aug 25th at 6:58 PM

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

💬 Clemnt, Aug 24th at 1:26 PM

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?

💬 DingleFlop, Aug 16th at 6:43 AM

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.

 

💬 propaneko , Aug 11th at 4:20 PM

I've contacted Exmortis, he had old config. Remember to remove or adjust config when it's mentioned in the changelog of a file.

💬 Exmortis, Aug 3rd at 3:12 PM (modified Aug 18th at 11:08 AM)

 

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!

Crash Report
4.8.2025 00:50:24 [Server Error] Exception: Value cannot be null. (Parameter 'source')
   at System.Linq.ThrowHelper.ThrowArgumentNullException(ExceptionArgument argument)
   at System.Linq.Enumerable.Contains[TSource](IEnumerable`1 source, TSource value, IEqualityComparer`1 comparer)
   at Unconscious.src.Player.ReviveBehavior.HandleReviveHold(EntityPlayer interactingPlayer, EntityPlayer targetPlayer) in Z:\Projects\Unconscious\Unconscious\src\Player\ReviveBehavior.cs:line 310
   at Unconscious.src.Player.ReviveBehavior.OnInteract(EntityAgent byEntity, ItemSlot itemslot, Vec3d hitPosition, EnumInteractMode mode, EnumHandling& handled) in Z:\Projects\Unconscious\Unconscious\src\Player\ReviveBehavior.cs:line 169
   at Vintagestory.API.Common.EntityAgent.OnInteract(EntityAgent byEntity, ItemSlot slot, Vec3d hitPosition, EnumInteractMode mode) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 306
   at Vintagestory.Server.ServerSystemEntitySimulation.HandleEntityInteraction(Packet_Client packet, ConnectedClient client) in VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 315
   at Vintagestory.Server.ServerMain.HandleClientPacket_mainthread(ReceivedClientPacket cpk) in VintagestoryLib\Server\ServerMainNetworking.cs:line 238
   at Vintagestory.Server.ServerMain.ProcessMain() in VintagestoryLib\Server\ServerMain.cs:line 977
💬 propaneko , Jul 23rd at 12:16 PM

ProfCupcake sorry for the issue I've adjusted the code so it's adjusting the hitbox only once when the state changes.

💬 ProfCupcake, Jul 22nd at 1:26 PM

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. 

💬 propaneko , Jul 21st at 8:20 AM

Parf thank you for the bug report, gonna check it and fix it soon.

💬 Parf, Jul 21st at 2:10 AM

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.

💬 propaneko , Jul 13th at 7:46 PM

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.

💬 MRGOOSE, Jul 13th at 6:09 PM

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

💬 SiiMeR, Jul 13th at 5:47 PM

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

💬 propaneko , Jul 13th at 1:46 PM

Huh, where is this info about revival mechanic? There is only information about how health will behave in 1.21

💬 Xozkov, Jul 13th at 1:42 PM

An official revival mechanic is now slated for 1.21! You have served us well mr propaneko o7

💬 propaneko , Jul 13th at 1:12 PM

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.

💬 propaneko , Jul 13th at 9:45 AM

Marlim but making the game fullscreen/windowed is nothing my mod is handling, it has to be something else.

💬 Necromunger, Jul 13th at 4:35 AM

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.

💬 Zinn, Jul 13th at 3:10 AM

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

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
💬 Marlim, Jul 13th at 2:38 AM

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

💬 propaneko , Jul 12th at 2:24 PM

Damglador it might be named wrong, but no. ReviveClassWhitelist is 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.

💬 Damglador, Jul 12th at 12:23 PM

propaneko doesn't ReviveClassWhitelist restrict some people from reviving?

💬 propaneko , Jul 11th at 10:10 PM

I guess it is, for suicide it's suicide I wouldn't change that. But could think of something for the timer.

💬 MRGOOSE, Jul 11th at 9:50 PM

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

💬 propaneko , Jul 11th at 8:14 PM

Damglador yes you need in config file set RequireSmellingSaltsForRevive to false, or in game do "/unconscious config requiresmellingsaltsforrevive false"

💬 Damglador, Jul 11th at 4:56 PM

Is there a way to return old behaviour where nothing is required to revive a player?

💬 propaneko , Jul 11th at 9:08 AM

Hi BorgusLitter yes it should still count as player kill at least I programmed it like that (not sure if it works 100%) .

Code!
victimServerPlayer.Entity.Die(EnumDespawnReason.Death, new DamageSource
{
     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.

💬 BorgusLitter, Jul 11th at 7:39 AM

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!

💬 Araewin, Jul 10th at 10:29 PM

propaneko Perfect thanks a lot i will try this and let you know ^^

💬 propaneko , Jul 10th at 7:29 PM

Ok should be kinda stable, let me know if anything crashes again!

💬 Araewin, Jul 10th at 2:26 AM

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

💬 Araewin, Jul 10th at 1:52 AM
Crash Report

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 : }

💬 propaneko , Jul 9th at 10:07 AM

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.

💬 Faeldray, Jul 9th at 9:39 AM

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.

💬 propaneko , Jul 9th at 8:19 AM

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?

💬 Faeldray, Jul 9th at 7:31 AM

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.

Crash Report
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
💬 propaneko , Jul 9th at 6:47 AM

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.

💬 AgentOfChaos, Jul 9th at 4:14 AM

does it work with corpse mod?

 

💬 propaneko , Jul 8th at 10:19 PM

SiiMeR should be less of an issue in the new update

💬 SiiMeR, Jun 30th at 7:55 PM

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. 

💬 Tasshroom33, Jun 3rd at 1:10 PM

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.

💬 mavman88, May 29th at 5:12 AM

can you add a free revive at like 10% health if you carry someone to a bed?

💬 Zolgrim, May 27th at 5:06 PM

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.

💬 propaneko , May 26th at 7:03 PM

This mod does nothing by itself that should cause any major lags Zolgrim

💬 Zolgrim, May 26th at 12:25 AM

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.

💬 ITTechpriest, Apr 22nd at 7:15 AM

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

💬 propaneko , Apr 8th at 7:51 PM

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.

💬 RemiDeLaFaye, Apr 8th at 12:35 AM

Does this prevent Xskills Soulbound bag perk from happening? When I die I lose all of my items, not really sure why

💬 MochaAmour, Mar 26th at 5:31 PM

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

💬 Stinkfo0t, Mar 12th at 9:56 PM

Is there a way to show what caused a player to go unconscious in chat? I miss seeing how players died on my discord. 

💬 SiiMeR, Mar 4th at 6:26 PM

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) 

💬 propaneko , Mar 4th at 3:23 PM

v1.10.1

NEW TYPES OF SMELLING SALTS, THE OLD ONE WILL NOT WORK AND WILL SHOW AS BLACK SQUARE

  • now there are two types of smelling salts, weak and strong. The weak will heal by the value that is specified in the config (default is 15%) the strong will be the specified value +30% (with default value 45%)
  • added all poisonous mushroom to the crafting list with all permutations and now you need a knife to chop them up
  • weaker smelling salts are cheaper to make (2 poison mushrooms and 2 cattails/papyrus)

 

💬 Xelonie, Mar 2nd at 3:28 AM

It would be nice to see the damage from the last hit that knocked you down

💬 Sakari, Mar 1st at 7:02 AM

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

💬 propaneko , Feb 27th at 11:30 AM

On the files section there is a button to show changelog, I always write everything there. MiniKarma

💬 MiniKarma, Feb 24th at 3:55 AM

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 ♥

💬 propaneko , Feb 11th at 8:20 AM

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 ^^. Turtles

💬 Turtles, Feb 10th at 7:36 PM

Hey, 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.

💬 Kate_, Feb 7th at 9:26 PM

Where do you find conifer trees? I dont see the log for them in the handbook.

💬 propaneko , Feb 4th at 10:43 AM

Hmm I could try to work a bit more on the model and make it not require glass at all.

💬 Cuddly_Khan, Feb 3rd at 11:44 PM

Having the smelling salts require glass seems a bit odd. Is there no primitive version of that possible?

💬 propaneko , Feb 3rd at 5:58 PM

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.

💬 Silhouette, Feb 3rd at 5:26 PM

Nevermind, Smelling salts is cool! :)

💬 Silhouette, Feb 1st at 9:53 PM

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. 

💬 Thalius, Jan 27th at 9:35 PM

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.

💬 propaneko , Jan 22nd at 10:13 PM

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.

💬 Cuttlebear, Jan 21st at 3:52 PM

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?

💬 Damglador, Jan 20th at 7:02 PM

From all things, it was TAB key focus disable mod that caused this

💬 propaneko , Jan 19th at 11:59 PM

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.

💬 Damglador, Jan 19th at 8:09 PM

On stable 1.20.1, v1.8.2 of the mod just doesn't work for me. It throws

19.1.2025 20:55:32 [Error] [unconscious] Exception: Could not load file or assembly '0Harmony, Version=2.3.1.1, Culture=neutral, PublicKeyToken=null'. General Exception (0x80131500)
at Unconscious.UnconsciousModSystem.Start(ICoreAPI api)
at Vintagestory.Common.ModLoader.TryRunModPhase(Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in VintagestoryLib\Common\API\ModLoader.cs:line 629

On Arch Linux. The same happens with Kemono for me and my friend on Windows, so I'm not sure what's the issue

💬 propaneko , Jan 9th at 6:57 AM

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.

💬 ProfCupcake, Jan 8th at 8:34 AM

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

💬 Windle, Jan 8th at 12:25 AM

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.

💬 rhino1998, Jan 7th at 9:14 PM

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.

💬 propaneko , Jan 3rd at 1:22 AM

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.

💬 MimiKitty, Dec 31st 2024 at 12:04 AM

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!

💬 bringitonwimps, Dec 29th 2024 at 6:42 AM

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

💬 propaneko , Dec 28th 2024 at 11:02 PM

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.

💬 bringitonwimps, Dec 28th 2024 at 4:30 PM

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.

💬 propaneko , Dec 27th 2024 at 10:46 AM

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.

💬 bringitonwimps, Dec 27th 2024 at 4:42 AM

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

💬 Thalius, Dec 25th 2024 at 5:05 PM

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!

💬 nnarx, Dec 23rd 2024 at 8:17 PM

wondering if you can have a fix for combat logging after getting downed? like just killing the player when they logout while downed.

💬 propaneko , Dec 16th 2024 at 8:58 AM

Psyborg thats intended to happend, it drops on the ground. You can disable it with config.

💬 Xelonie, Dec 15th 2024 at 9:58 PM

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.

💬 Psyborg, Dec 14th 2024 at 8:43 AM

This mod makes you lose the item from your hotbar you were holding upon death.

💬 propaneko , Dec 1st 2024 at 8:53 PM

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.

💬 propaneko , Nov 28th 2024 at 2:22 PM

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.

💬 F0rged, Nov 28th 2024 at 1:03 PM

The mod is not functioning correctly on version 1.20; all level 4+ mobs one-shot, even with armor.

💬 propaneko , Nov 28th 2024 at 10:14 AM

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.

💬 Screwy, Nov 28th 2024 at 1:18 AM

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!

💬 propaneko , Nov 25th 2024 at 8:55 AM

I did some code clear up and put up some more guards, let me know if it's still crashing. Screwy

💬 propaneko , Nov 25th 2024 at 8:26 AM

It's kinda hard for me to replicate that, never got crash while doing the steps you mentioned. Screwy

💬 Screwy, Nov 25th 2024 at 2:38 AM

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.

💬 propaneko , Nov 24th 2024 at 9:40 PM

1.5.2 added ru & uk translations

💬 propaneko , Nov 24th 2024 at 2:15 PM

Screwy pushed a new update, should be fixed

💬 propaneko , Nov 24th 2024 at 12:26 PM

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!

💬 Screwy, Nov 24th 2024 at 5:41 AM

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.

💬 Screwy, Nov 20th 2024 at 3:36 AM

Yup, works perfectly fine now =)
Thank you for responding so quick. We have all been waiting for exactly this mod!

💬 propaneko , Nov 19th 2024 at 6:56 PM

Another big patch with new features and fixes, described on the page, enjoy :3

💬 propaneko , Nov 19th 2024 at 12:34 PM

Screwy I've added a small bugfix, let me know if it works now. And how you test if the mod is working?

💬 propaneko , Nov 19th 2024 at 12:28 PM

Im gonna look into that, it's hard for me to replicate the issue without any context, and errors x3

💬 Screwy, Nov 19th 2024 at 7:21 AM

@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?

💬 propaneko , Nov 18th 2024 at 10:06 PM

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

💬 Inflectus, Nov 18th 2024 at 10:00 PM

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?

💬 propaneko , Nov 18th 2024 at 3:56 PM

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

💬 MrPuppeteer, Nov 18th 2024 at 3:27 PM

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

💬 Afroman726, Nov 18th 2024 at 5:10 AM

This mod is freaking awesome! Love the concept!

💬 MrPuppeteer, Nov 18th 2024 at 2:36 AM

This is what I have been hoping for a while! Thanks for putting in the time!

 (edit comment delete)
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