Mods / Downed

Tags:
QoL Realism Roleplay
Author:
SiiMeR
Side:
Both
Created:
Jun 30th at 7:13 PM
Last modified:
16 hours ago
Downloads:
12211
Recommended download (for Vintage Story 1.22.0-pre.1 - 1.22.6):
downed_2.5.0.zip  1-click install

Downed

 

This mod replaces the vanilla wounded state with a survivable downed state. It basically functions like the Unconscious mod. Instead of dying when your health reaches 0, you drop to the ground and bleed out over time, giving other players a chance to save you, drag you to safety, or finish you off.

Features

Being downed

  • When your health reaches zero you go down instead of dying. You are invulnerable while downed.
  • You can crawl along the ground, but slowly (85% movespeed penalty, configurable), and you cannot use items or some revealing commands. You also cannot attack.
  • A timer shows how long until you bleed out. If it runs out, you die.
  • You leave a trail of blood in your wake.
  • To give up early, hold the give up key. (Ctrl + Shift + G by default)
  • The minimap, map and coordinates are hidden while you are downed (configurable).

 

image

Reviving

Heal a downed player with a healing item (poultice, bandage, modded healing items should work too) to bring them back up.

image

Dragging

With empty hands, hold RMB on a downed player to drag them. Let go of RMB to stop dragging. Useful for pulling someone out of a fight. 

image

Stowing

  • Drag a downed player to your elk and look at the back slot while still holding RMB to stow it on the elk
  • Right click the body to unstow it or target the back slot and press Shift + RMB to unstow
  • Requires that the back slot is empty of any attachments or bodies.


image

Executing

While holding a weapon, hold Shift + E on a downed player to execute them. The execution plays a short animation and sprays blood across nearby surfaces (configurable).

image

Blood

Blood trails and execution sprays leave decals on blocks (chiseled blocks too, unless they have too little material). These are cleaned up automatically after a configurable number of in-game days (default 45 ingame days), so they do not pile up forever. Some blood decals (Long lasting decals, as I call them) last 2x the cleanup time. 

The cleanup is quite optimized and runs only once per 30 minutes IRL by default (and also on chunk load).

You can also use the watering can to clean the blood off yourself.

image

Configuration

Install ConfigLib for an in-game settings menu, or edit the config file (downed.json) directly.

 

{
  "DurationSeconds": 300,                 // seconds downed before bleeding out
  "DownedFloorHealth": 0.1,               // min HP while downed
  "CrawlWalkSpeedMultiplier": -0.85,      // crawl speed penalty (-1 = 100% flat movespeed removal)
  "HideMap": true,                        // hide world map, minimap, debug menu, and coordinate overlay while downed
  "CommandBlacklist": [ ".cp" ],          // chat commands blocked while downed (with prefix (. or /))
  "GiveUpHoldSeconds": 5,                 // hold time to give up and die
  "ExecuteHoldSeconds": 5,                // hold time to finish an execution
  "ExecuteRange": 3,                      // max blocks to start/keep an execution
  "DragHoldSeconds": 3,                   // hold time to start dragging
  "DragWalkSpeedMultiplier": -0.65,       // move speed penalty while dragging
  "DragRange": 3,                         // max blocks to grab and start a drag
  "DragMaxDistance": 6,                   // drag auto-breaks past this distance
  "BloodTrailParticles": true,            // show blood particles while crawling
  "BloodTrailDecals": true,               // leave blood decals on the ground while crawling
  "BloodTrailDistance": 0.4,              // min blocks moved between trail decals
  "BloodTrailSpread": 0.5,                // random spread of trail particles/decals
  "BloodTrailParticleSeconds": 7.6,       // blood particle lifetime
  "ExecuteBloodExplosion": true,          // create blood burst on execution
  "ExecuteBloodRange": 5,                 // radius of execution splatter
  "ExecuteBloodRayCount": 1200,           // splatter decal rays (higher = denser, more CPU, but also nice and bloody)
  "ExecuteBloodParticleCount": 500,       // particles in the execution burst
  "BloodDecalCleanupIngameDays": 45,      // in-game days before decals are removed (0 = never)
  "LongLastingBloodDecalChance": 0.1,     // chance (0-1) a decal stays and is not cleaned up
  "BloodDecalCleanupIntervalMinutes": 30  // real minutes between cleanup passes
  "MonstersIgnoreDowned": true            // whether monsters continue attacking you while downed
  "AllowSelfRevive": false                // allow healing items to be used by downed players themselves. this option is meant for solo play
  "MaxBloodDecalsPerFace": 32,            // max decals per block face; when full, refreshes cleanup timer instead (0 = unlimited, capped by game at 256)
  "DownedCooldownIngameHours": 0                      // If a player gets fatally wounded while the cooldown is still ongoing, they will die
}

Commands (all of these require the controlserver permission)

  • /downed make <player> - force a player into the downed state
  • /downed revive <player> - revive a downed player
  • /downed execute <player> - execute a downed player remotely
  • /downed decals clear [range] - clear blood decals around you

Auditing

The mod logs into server-audit.log:

  • Player downed (by whom, where)
  • Player revived (by whom, where)
  • Player executed (by whom, where)

Compatibility

  • Works with Combat Overhaul.
  • Works with PlayerModelLib, but the dragging animation may be offset depending on size differences between models.
  • ConfigLib is optional, used for the in-game config menu.
  • LowHealthSlowdown, disabled movespeed penalty effect while downed
  • PlayerCollisions, disabled collision while dragging or executing
  • NoInCombatHealing, debuff removed when revived
  • Searchable, allow to search downed players' inventories without consent 
  • Elk Variants, stowing works

 

 

Animations for this mod were made by W4RD0

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
2.5.0 downed
1.22.0-pre.1 - 1.22.6
124 16 hours ago downed_2.5.0.zip 1-click install

Support for Dead mod to show that player died by execution

2.4.1 downed
1.22.0-pre.1 - 1.22.6
1160 5 days ago downed_2.4.1.zip 1-click install

Elk variants support for stowing;

Fix duplicate animation codes with Dead mod

2.4.0 downed
1.22.0-pre.1 - 1.22.6
72 5 days ago downed_2.4.0.zip 1-click install

Feature: stow downed players on elk; Fix bandages not sometimes picking player up;

2.3.2 downed
1.22.0-pre.1 - 1.22.5
1722 Jul 28th at 9:59 AM downed_2.3.2.zip 1-click install

Fix crash when movespeed is 85% before getting downed; Limit minimum movespeed to 5%

2.3.1 downed
1.22.0-pre.1 - 1.22.3
2511 Jul 19th at 9:01 AM downed_2.3.1.zip 1-click install

Prevent executions from going through when PvP is disabled

2.3.0 downed
1.22.0-pre.1 - 1.22.3
399 Jul 18th at 8:57 PM downed_2.3.0.zip 1-click install

Fix freezing animation breaking downed animation; Fix dying before being downed;

2.2.2 downed
1.22.0-pre.1 - 1.22.3
2332 Jul 8th at 1:42 PM downed_2.2.2.zip 1-click install

Added DownedCooldownIngameHours to make it less of a safety net (0 by default)

2.2.1 downed
1.22.0-pre.1 - 1.22.3
30 Jul 8th at 1:31 PM downed_2.2.1.zip 1-click install

Fix downed state calculator ignoring damage reduction

2.2.0 downed
1.22.0-pre.1 - 1.22.3
419 Jul 7th at 9:49 AM downed_2.2.0.zip 1-click install

Immobilize both players when healing or starting dragging; Cap decals per block face to MaxBloodDecalsPerFace config (default 32);

2.1.1 downed
1.22.0-pre.1 - 1.22.3
276 Jul 6th at 7:50 PM downed_2.1.1.zip 1-click install

Fixed duplicate prone animation with Emotes mod

2.1.0 downed
1.22.0-pre.1 - 1.22.3
202 Jul 6th at 9:16 AM downed_2.1.0.zip 1-click install
  • New config option AllowSelfRevive to allow self revive using healing items (disabled by default);
  • Force dismount player from mount when they get downed;
2.0.3 downed
1.22.0-pre.1 - 1.22.3
804 Jul 5th at 1:08 PM downed_2.0.3.zip 1-click install
  • Healing damage no longer revives you. Instead, using a healing item for its full duration is the mechanism now
  • Added MonstersIgnoreDowned to prevent monster aggro while downed (enabled by default);
  • Fixed Translocators not working in 1.22;
2.0.1 downed
1.22.0-pre.1 - 1.22.3
905 Jul 2nd at 3:33 PM downed_2.0.1.zip 1-click install

Continue counting down time while player is offline

2.0.0 downed
1.22.0-pre.1 - 1.22.3
46 Jul 2nd at 2:37 PM downed_2.0.0.zip 1-click install

First release

1.5.0 downed
1.21.0-pre.1 - 1.21.7
112 17 hours ago downed_1.5.0.zip 1-click install

Support for Dead mod to show that player died by execution

1.4.1 downed
1.21.0-pre.1 - 1.21.7
4 5 days ago downed_1.4.1.zip 1-click install

Elk variants support for stowing

Fix duplicate animation codes with Dead mod

1.4.0 downed
1.21.0-pre.1 - 1.21.7
2 5 days ago downed_1.4.0.zip 1-click install

Feature: stow downed players on elk; Fix bandages not sometimes picking player up;

1.3.0 downed
1.21.0-pre.1 - 1.21.7
313 Jul 18th at 8:53 PM downed_1.3.0.zip 1-click install

Fix freezing animation breaking downed animation; Fix dying before being downed;

1.2.1 downed
1.21.0-pre.1 - 1.21.7
55 Jul 8th at 1:18 PM downed_1.2.1.zip 1-click install

Fix downed state calculator ignoring damage reduction

1.2.0 downed
1.21.0-pre.1 - 1.21.7
237 Jul 7th at 9:56 AM downed_1.2.0.zip 1-click install

Immobilize both players when healing or starting dragging; Cap decals per block face to MaxBloodDecalsPerFace config (default 32);

1.1.1 downed
1.21.0-pre.1 - 1.21.7
16 Jul 6th at 7:45 PM downed_1.1.1.zip 1-click install

Fixed duplicate prone animation with Emotes mod

1.1.0 downed
1.21.0-pre.1 - 1.21.7
18 Jul 6th at 9:30 AM downed_1.1.0.zip 1-click install
  • Healing damage no longer revives you. Instead, using a healing item for its full duration is the mechanism now
  • Added MonstersIgnoreDowned to prevent monster aggro while downed (enabled by default);
  • New config option AllowSelfRevive to allow self revive using healing items (disabled by default);
  • Force dismount player from mount when they get downed;
1.0.3 downed
1.21.0-pre.1 - 1.21.7
162 Jul 5th at 12:39 PM downed_1.0.3.zip 1-click install

Guard against NaN crashes and add some diagnostic logging

1.0.2 downed
1.21.0-pre.1 - 1.21.7
151 Jul 2nd at 9:26 PM downed_1.0.2.zip 1-click install

Fixed execution not working on 1.21

1.0.1 downed
1.21.0-pre.1 - 1.21.7
125 Jul 2nd at 3:25 PM downed_1.0.1.zip 1-click install

Continue counting down time while player is offline

1.0.0 downed
1.21.0-pre.1 - 1.21.7
14 Jul 2nd at 3:06 PM downed_1.0.0.zip 1-click install

1.21 Compatible version


107 Comments (oldest first | newest first) (threaded | flat)

Nattie98, 21 hours ago

Does this work with modded mounts?

SiiMeR , 19 hours ago
@Nattie98: Does this work with modded mounts?

No, but the compatibility can be easily added via patch 

For example, the Elk Variants compatibility is done as follows: 

[

    {
        "file": "elkvariants:entities/new-elk",
        "op": "add",
        "path": "/client/behaviors/-",
        "value": { "code": "downedstowage", "rearAttachmentPoint": "RearAP" },
        "dependsOn": [{ "modid": "elkvariants" }]
    },
    {
        "file": "elkvariants:entities/new-elk",
        "op": "add",
        "path": "/server/behaviors/-",
        "value": { "code": "downedstowage", "rearAttachmentPoint": "RearAP" },
        "dependsOn": [{ "modid": "elkvariants" }]
    }
]
Blacwulf, 5 days ago (modified 5 days ago)

Great concept.
I do enjoy PlayerCorpse where it does leave behind 'loot'
Is there a possibility they play together fine or should I parse part of that mod so I could get a corpse to work with this mod?

Edit: With doing some regular testing, these two do seem to work out just fine together. (along with desire paths for leaving blood trails on trampled dirt) Good for any RP servers!

Tearakudo, Aug 6th at 4:25 AM (modified Aug 6th at 4:26 AM)

Downed has a weird like 1 in 1000 chance on death of freaking out about your location and crashing if you're using "scaffolding". You're unable to log in until the timer runs out and you die

 

Involved Harmony IDs: scaffolding
System.ArgumentException: Given pos contained NaN: XYZ: 37088.365534818/42/38985.92256845378, YPR 3.7873766/3.5109334/0, Dim 0 for entity game:player

TitoCattodeFerro, Jul 30th at 2:56 PM

Visual bug found. If the player is an inclined position, especially on slabs. The downed character will be permanently angled and cannot move while downed.

PrestonNeko, Jul 29th at 4:03 AM

Been loving this mod so far on my first modded playthrough with some buddies of mine, I have a question and an issue

 

Would it be possible to make external mods that have different sources of healing (like alchemy's throwing flasks) cause a revival or would that conflict with the design of the mod?

 

As for the issue, for some reason I can't crawl when in a downed state, I am the only one on the server that cannot crawl and i'm not sure the reasoning, i've tried taking armor off to see if its a movespeed issue, tried reinstalling the mod, nothing has bore fruit on a solution. I don't have any other "downed state" mods or mods that affect deaths installed so I don't see any compatibility issues, and ontop of that I was able to crawl with zero issues two days ago, if you know of anything I can supply you with or do please let me know :)

SiiMeR , 5 days ago
@PrestonNeko: Been loving this mod so far on my first modded playthrough with some buddies of mine, I have a question and an issue Would it be possible to make external mods that have different sources of healing (like alchemy's throwing flasks) cause a revival or woul

Theoretically you could have someone make a mod that does an integration with my mod like that, but I am not planning to add such a feature. 

 

As for not being able to crawl, I am unsure what could be the cause. Did you try the latest Downed version where I limited the minimum movespeed to 5% so you could crawl in any case?

PrestonNeko, 5 days ago
@SiiMeR: Theoretically you could have someone make a mod that does an integration with my mod like that, but I am not planning to add such a feature. As for not being able to crawl, I am unsure what could be the cause. Did you try the latest Downed version where I

i did just update all of my server's mods yesterday, not sure if downed was in that batch as i used a tool to aid me to speed up the process, but it was definitely before the one done today on the 9th

i can test it out now to see what happens

Codemonkey03, Jul 28th at 3:21 AM (modified Jul 28th at 3:23 AM)

Not sure which mod would be more applicable to report this on but Rust Girls causes a CTD with Downed enabled. 

Crash Report
Running on 64 bit Windows 10.0.19045.0 with 32577 MB RAM
Game Version: v1.22.5 (Stable)
7/27/2026 11:23:08 PM: Critical error occurred
Loaded Mods: forgottenfirearms@1.0.0, jsonpatcheslib@1.5.5, overhaulliblegacycompat@1.2.4, overhaullib@2.0.10, game@1.22.5, vsimgui@1.2.7, animationslib@0.0.2, butchering@1.13.5, configlib@1.12.0, dead@2.3.1, deathcontrol@1.0.0, downed@2.3.1, firearmsfork@1.10.1, playermodellib@1.23.7, rustgirls@0.4.6, creative@1.22.5, survival@1.22.5, combatoverhaulfork@0.18.3, fseraph@0.4.8, playablerustgirls@0.1.4, seraphatelier@1.5.7
System.ArgumentException: Given pos contained NaN: XYZ: 512017.5/3/511989.5, YPR 0/4.384764/0, Dim 0 for entity game:player
   at Vintagestory.GameContent.EntityBehaviorControlledPhysics.ApplyTests(EntityPos pos, EntityControls controls, Single dt, Boolean remote) in VSEssentials\Entity\Behavior\BehaviorControlledPhysics.cs:line 325
   at Vintagestory.GameContent.EntityBehaviorPlayerPhysics.SimPhysics(Single dt, EntityPos pos) in VSEssentials\Entity\Behavior\BehaviorPlayerPhysics.cs:line 251
   at Vintagestory.GameContent.EntityBehaviorPlayerPhysics.OnRenderFrame(Single dt, EnumRenderStage stage) in VSEssentials\Entity\Behavior\BehaviorPlayerPhysics.cs:line 389
   at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 910
   at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173
   at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 742
   at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686
   at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112
   at OpenTK.Windowing.Desktop.GameWindow.Run()
   at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354
   at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
   at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
SiiMeR , Jul 28th at 10:01 AM
@Codemonkey03: Not sure which mod would be more applicable to report this on but Rust Girls causes a CTD with Downed enabled. Crash Report Running on 64 bit Windows 10.0.19045.0 with 32577 MB RAMGame Version: v1.22.5 (Stable)7/27/2026 11:23:08 PM: Critical error occurre

I have fixed it in v2.3.2. Due to the Rust Girls having 85% movespeed and the reduction being 85% while downed, it reached 0% which caused a divide by zero error

Codemonkey03, Jul 28th at 11:16 AM
@SiiMeR: I have fixed it in v2.3.2. Due to the Rust Girls having 85% movespeed and the reduction being 85% while downed, it reached 0% which caused a divide by zero error

Thank you! That was super fast. I got a player deadset on using the Bell Girl so glad we can keep using Downed on the server. Really awesome mod

Exmortis, Jul 24th at 1:24 AM

A suggestion that was given for my injury mod, but I think would fit better here, just a fun idea.

Stretchers.  A two person Cart that allows you to transport a Downed player faster.

Exmortis, Jul 25th at 7:16 AM
@SiiMeR: That is more for your injuries mod. Compatibility can be added between the 2 mods once released

Yeah, shortly after leaving this comment I realised it's much more for my injury mod
Would need to figure out how to mount a downed player onto it, but otherwise I think I've got a functional idea going!

WinterGM, Jul 21st at 6:11 PM

Hey there!
I tried it on my server and everytime someone is killed his game crashes (not server) and error log is.
We have few mods for animations liek salty's advanced movement mods and combat overhaul fork.

Crash Report

System.ArgumentException: Given pos contained NaN for entity game:player

at Vintagestory.GameContent.EntityBehaviorControlledPhysics.ApplyTests(...)
at Vintagestory.GameContent.EntityBehaviorPlayerPhysics.OnRenderFrame(...)

SiiMeR , Jul 21st at 7:13 PM
@WinterGM: Hey there!I tried it on my server and everytime someone is killed his game crashes (not server) and error log is.We have few mods for animations liek salty's advanced movement mods and combat overhaul fork. Crash Report System.ArgumentException: Given pos

Not sure what it is but 1.22.4 patch notes mention fixing it so maybe updating to that would be a way 

 

  • Fixed: Client crash with the message System.ArgumentException: Given pos contained NaN:, hopefully this covers all/most cases that could have caused it
todorolo, Jul 20th at 9:53 PM

could you make it so butchering and blood trail also add the blood decals? :3 idk code stuff or i would do it myself 

Sir_Kinda, Jul 20th at 11:14 AM

The amazing Simmer back at it again :3

Snajper312, Jul 19th at 12:38 AM

Honestly.. the mod is great in my opinion.. like being able to revive is really handy when faced with dangerous mobs and being away from home.. like it resemble to me a mod PlayerRevive to minecraft.. with that it would be great if there would be posibility to maybe add some custom(or not) music or sounds.. like when player is downed, when the timer is running out(like maybe 15-20 seconds left), and when the player is revived or executed.. 

Tassa, Jul 14th at 7:39 PM (modified Jul 14th at 7:41 PM)

I died while freezing and the freezing animation seems to override the downed state
Also, for the future, maybe add a blood paintbrush? So we can set RP scenes with the cool blood decals? :)

SiiMeR , Jul 18th at 9:04 PM
@Tassa: I died while freezing and the freezing animation seems to override the downed stateAlso, for the future, maybe add a blood paintbrush? So we can set RP scenes with the cool blood decals? :)

Fixed in 2.3.0 

 

I don't think I will add a paintbrush like that. You can use the decal can to get the blood looking decals. 

Tassa, Jul 19th at 6:15 PM
@SiiMeR: Fixed in 2.3.0 I don't think I will add a paintbrush like that. You can use the decal can to get the blood looking decals.

Oh I wasn't aware of the decal can. Very cool.
Also you work so quickly!!

Willcario, Jul 11th at 4:32 AM

Would you be willing to add a config option to allow people to pick each other up without a healing item? Perhaps they can stand back up with only 1 HP to balance it

Aavak, Jul 10th at 7:37 PM

Hi SiiMeR,

First and foremost, this mod is fantastic. Many hilarious moments were had while testing the mod and exploring draging/crawling, but outside of the jokes, we can see many fun ways this can be incorporated into our server experience in both funny and more serious ways, so again, thanks for this awesome mod :)

Through our experimentation, we noticed that the bleeding seemed a little out of place when someone went down to something less violent (like hunger, thirst, or poison), so I was wondering if it would be possible to expand the mod's configuration to allow a server to flag certain types of damage that would bypass being downed if that's how a player died. For example, if someone died of hunger, they would just die rather than start bleeding everywhere and be able to be revived with a bandage.

Cheers :)

MayaPapaya, Jul 10th at 4:30 AM

If PVP damage is disabled, can downed players still be executed by other players?

SiiMeR , Jul 10th at 7:16 AM
@MayaPapaya: If PVP damage is disabled, can downed players still be executed by other players?

I would suppose so because this bypasses that. 

yurajoh, Jul 8th at 10:58 PM (modified Jul 9th at 2:28 AM)

Hi there, super awesome mod! I run a larger server and we're trying to see if we can replace another mod with this one, but during our testing we ran into two issues:

  • We couldn't revive downed players, applying a healing item to them would just increase their health but leave them downed still.
  • When the downed player inevitably died from the first issue, they immediately crashed with this log:
Crash Report
Game Version: v1.22.3 (Stable) 08.07.2026 14:01:38: Critical error occurred Loaded Mods: walkingsticklite@1.0.0, ancientarmory@1.2.3, birdseye@0.1.4, canoemod@1.0.2, cbr@2.0.1, chiseltools@1.17.3, elstoneforge@1.0.5, elivory@1.0.4, elshadowsp@1.0.2, eltrench@1.0.3, eternalstew@1.4.1, fadynasties@1.2.9, fagothic@1.3.4, fagreenwich@1.4.5, fahussar@1.1.6, fajousting@1.0.5, falandsknecht@1.2.5, fatemplar@1.4.6, favarangian@1.1.0, faviking@1.1.6, bovinae@0.3.5, caninae@1.1.6, capreolinae@2.0.13, pantherinae@1.2.14, horperfopt@1.0.5, metalleaf@1.4.1, millwright@1.3.3, moremeadoptions@2.0.4, overhaullib@2.0.10, primitivesurvival@5.0.6, renderfat@1.2.0, saddleblanketbeds@0.0.5, sfaws@1.0.1, specializedclasses@2.2.2, spinningwheel@1.2.12, stonequarryrepckfipil@3.6.3, tankardsandgoblets@1.4.4, temporalsymphony@2.3.2, terratag@0.5.0, game@1.22.3, vsimgui@1.2.7, arthursjournal@2.0.3, wilderlandsbehaviors@1.0.8, wilderlandscavessystem@2.0.6, wdepositscarcity@1.0.0, abyssaldepths@1.0.18, aculinaryartillery@2.0.0-dev.21, alchemy@2.0.34, ancientarmoryqts@1.0.0, animalcages@5.0.0, attributerenderinglibrary@3.1.5, basenadiyahairstyles@1.1.0, bedspawnv2@1.7.0, bettererprospecting@3.3.3, betterruins@0.6.2, billposting@2.0.2, biodiversity@1.1.4, blacksmithname@1.3.1, boattags@1.2.2, bosses@1.1.0, butchering@1.13.5, canevents@1.0.12, cartwrightscaravan@1.9.1, configlib@1.12.0, crafteverything@1.3.4, dairyplus@1.0.4, deathcorpses@2.8.1, doorvariants@1.1.4, downed@2.1.0, unchained@1.7.0, emojime@1.2.0, envelopes@3.8.4, tackandequipment@1.0.0, extrainfo@2.2.1, fairplayguardian@1.2.2, farmlanddropswithnutrients@1.2.2, firewoodfromsticks@0.6.9, fishingplus@1.2.0, foodpreferences@1.6.0, foodshelves@3.0.4, fromgoldencombs@2.0.8, genelib@3.1.1, grassroots@0.5.8, hanfu@1.1.1, hideplayerinfo@1.3.1, jaunt@3.0.0-rc.3, kscartographytable@2.0.4, longburningfirewood@1.0.2, maketeaforked@0.9.42, manifold@0.4.1, mnflowers@1.0.0, mngeology@2.0.10, materialneeds@1.1.16, medievalexpansionpatch@1.4.1, metalpots@1.7.9, moreanimals@1.7.0, morefogplease@0.0.0, morepiles@3.0.1, ndlflowergrowth@2.2.1, ndltreegrowth@2.3.3, bitzartnickelback@1.2.0, nofoodhealing@3.1.0, novelty@1.2.4, optitime@1.5.14, passthruchutes@1.0.2, pigroast@1.1.1, playerstatusstrip@1.0.1, purposefulstorage@2.0.1, regalia@1.8.0, rpcharacterinfo@1.2.1, rpvoicechat@2.5.7, scaffolding@1.3.1, shipwright@1.4.0, slowtox@5.0.0, soundofconfession@2.0.0, statushudcont@4.3.1, stonebakeoven@1.3.5, substratereflush@1.0.1, terratagsoundspack@0.1.1, th3dungeon@0.5.0, improvedmetallurgy@1.1.8, torchholdersmithingplus@1.0.4, universalhusbandry@1.2.1, vanity@2.5.1-rc.1, vinconomy@5.3.0, visiblebags@1.0.2, vsairshipmod@1.1.4, creative@1.22.3, vsinstrumentsbasetemp@2.0.8, vsmineralmasonrygrouttiles@1.22.0, terratagvsnh@0.0.1, vsroofing@1.6.2, survival@1.22.3, warmweathereffects@1.2.1, windchimes@1.5.2, woodenfortifications@2.0.11, bdcrop@1.0.5, bdorchard@1.0.5, bdtree@1.1.0-pre.2, blushandbins@1.3.3, equus@1.4.0, expandedfoods@2.0.0-dev.12, em@3.7.0, heraldry@2.0.0, manifoldsample@0.4.1, medievalarchitecture@1.1.1, scoopofjammod@1.2.0, shearlib@1.3.0, slowtoxvisualized@1.1.10, tabletopgames@4.0.0-pre.2, tailorsdelight@2.2.2, underwaterhorrors@0.6.3, vsnhcurrency@1.1.5, vsnhtweaks2@2.1.8, wlunarbound@1.0.2, wwaymarkers@1.0.4, bricklayers@3.2.2, dressmakers@1.8.0, efchefstricks@1.0.0-dev.3, efmealsmodule@1.0.0-dev.5, heraldrybanners@2.0.0, capes@2.0.0, wool@1.9.3 System.ArgumentException: Supplied slot is not part of this inventory (backpack-Afh2+iuKmHHtQKHubqnCvK5N)! at Vintagestory.API.Common.InventoryBase.DidModifyItemSlot(ItemSlot slot, ItemStack extractedStack) in VintagestoryApi\Common\Inventory\InventoryBase.cs:line 488 at Vintagestory.API.Common.ItemSlot.OnItemSlotModified(ItemStack sinkStack) in VintagestoryApi\Common\Inventory\ItemSlot.cs:line 459 at Vintagestory.API.Common.ItemSlot.TryFlipWith(ItemSlot itemSlot) in VintagestoryApi\Common\Inventory\ItemSlot.cs:line 286 at Vintagestory.API.Common.InventoryBase.TryFlipItems(Int32 targetSlotId, ItemSlot itemSlot) in VintagestoryApi\Common\Inventory\InventoryBase.cs:line 401 at Vintagestory.Client.NoObf.HudHotbar.OnKeySlot(Int32 index, Boolean moveItems) in VintagestoryLib\Client\Systems\Gui\Huds\HudHotbar.cs:line 376 at Vintagestory.Client.NoObf.HudHotbar.<OnBlockTexturesLoaded>b__24_9(KeyCombination viaKeyComb) in VintagestoryLib\Client\Systems\Gui\Huds\HudHotbar.cs:line 82 at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean isGlobal, Boolean fallBack, Boolean keyup) in VintagestoryLib\Client\HotkeyManager.cs:line 424 at Vintagestory.Client.NoObf.ClientMain.OnKeyDown(KeyEvent args) in VintagestoryLib\Client\ClientMain.cs:line 1876 at Vintagestory.Client.NoObf.ClientPlatformWindows.game_KeyDown(KeyboardKeyEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 253 at OpenTK.Windowing.Desktop.NativeWindow.KeyCallback(Window* window, Keys key, Int32 scancode, InputAction action, KeyModifiers mods) --- End of stack trace from previous location --- at OpenTK.Windowing.Desktop.NativeWindow.RethrowCallbackExceptionsIfNeeded() at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95

Is this something you've seen before? It's very possible another of the many mods we're using is causing this interaction, just a bit hard to figure out what. We have No Food Healing, could that be an issue?

SiiMeR , Jul 9th at 2:04 PM
@yurajoh: Hi there, super awesome mod! I run a larger server and we're trying to see if we can replace another mod with this one, but during our testing we ran into two issues: We couldn't revive downed players, applying a healing item to them would just increase t

I don't think No Food Healing is an issue, it is successfully used on Chronicles of Time server. 

I have not seen this issue before, it is likely that some mods I haven't tried are the issue here. 

Could you try the latest version and report back if you still see the issues`?

yurajoh, Jul 10th at 1:32 AM
@SiiMeR: I don't think No Food Healing is an issue, it is successfully used on Chronicles of Time server. I have not seen this issue before, it is likely that some mods I haven't tried are the issue here. Could you try the latest version and report back if you sti

Looks like the crash on death doesn't seem to happen (might've been related to the player tossing items while downed?), but I'm still unable to revive the player as it only heals them.

yurajoh, Jul 10th at 6:24 PM (modified Jul 10th at 6:24 PM)
@SiiMeR: What healing item are you using?

Tried regular/soaked bandages and horsetail/honey-sulfur reed/linen poultices, no dice for any of them.

SiiMeR , Jul 18th at 8:15 PM
@yurajoh: Tried regular/soaked bandages and horsetail/honey-sulfur reed/linen poultices, no dice for any of them.

I am not sure how to help then, it must be some other mod breaking it

yurajoh, Jul 18th at 10:33 PM (modified Jul 18th at 10:34 PM)
@yurajoh: Tried regular/soaked bandages and horsetail/honey-sulfur reed/linen poultices, no dice for any of them.

I took a look through the code and didn't see anything that should be causing an issue. I tested self revive and force command revive and they both work perfectly fine, but for whatever reason it's failing to trigger the revive if it's a player healing another player.

I tried seeing if there were any other mods interacting with the CollectibleHealingItem logic and it didn't seem like there was anything unusual going on. I wonder if maybe we have something interfering with the entity targeting logic, but the healing aspect of it still works just fine.

SiiMeR , Jul 18th at 10:40 PM
@yurajoh: I took a look through the code and didn't see anything that should be causing an issue. I tested self revive and force command revive and they both work perfectly fine, but for whatever reason it's failing to trigger the revive if it's a player healing an

Does it still not work if you only add the Downed mod? If that works, then you could slowly add the mods back and see where it breaks. You are the only person currently with this kind of report.

yurajoh, Jul 19th at 7:24 AM
@SiiMeR: Does it still not work if you only add the Downed mod? If that works, then you could slowly add the mods back and see where it breaks. You are the only person currently with this kind of report.

Fair point, I hadn't sat down and narrowed down where in the mod list the incompatibility was at yet. I'll start chopping it in half to figure out exactly what mod is messing with it and report back.

TheDarkPlague, Jul 8th at 2:19 PM

Hey! Is it possible to turn off invulnerability ?

SiiMeR , Jul 8th at 2:37 PM
@TheDarkPlague: Hey! Is it possible to turn off invulnerability ?

Not at this point. I might add something like that in the future 

Coco_Mix, Jul 7th at 9:40 PM

Hey just wondering, is this a one click done or do you have to set the code up yourself?

SiiMeR , Jul 8th at 11:28 AM
@Coco_Mix: Hey just wondering, is this a one click done or do you have to set the code up yourself?

This works out of the box. Just download the mod

Screwy, Jul 7th at 9:30 PM

There must be something wrong with the damage calculation.
Does it include health bonuses from other mods, when calculating if a hit should knock a player down?
In some cases I am downed, even when I still have 5hp.

SiiMeR , Jul 8th at 1:31 PM
@Screwy: There must be something wrong with the damage calculation.Does it include health bonuses from other mods, when calculating if a hit should knock a player down?In some cases I am downed, even when I still have 5hp.

I checked and you were indeed correct. Due to how I registered the damage listener it ran before the armor checks could reduce the damage. 

It was fixed in v2.2.1

Caelthran, Jul 7th at 9:42 AM (modified Jul 7th at 9:42 AM)

Ehy! This mod looks very interesting! I wanted to ask, does the mod have any functionality in single player? Or are you interested in adding any? Like for example having the ability to heal yourself by using healing items, but slower than normal or by having the need of heal a certain amount of hp before you are set to 1 hp, but if you are seen by enemies, they attack and interrupt you, so you have to hide from them before healing

Caelthran, Jul 7th at 11:41 AM
@SiiMeR: In v2.1.0 I added the config option AllowSelfRevive, which you have to turn on yourself after running the world once to generate the config.

I'll try it this evening, how does it work with self revival? Do you have some malus or can you be interrupted? Or it's just that you can hel yourself while being invulnerable? 

SiiMeR , Jul 7th at 12:06 PM
@Caelthran: I'll try it this evening, how does it work with self revival? Do you have some malus or can you be interrupted? Or it's just that you can hel yourself while being invulnerable?

You cannot be interrupted and you can use any healing item to get yourself up.

At this point I am not planning to implement non-invulernable downed state so you'll have to just roleplay it out. 

Zeorik, Jul 7th at 6:18 PM
@SiiMeR: You cannot be interrupted and you can use any healing item to get yourself up. At this point I am not planning to implement non-invulernable downed state so you'll have to just roleplay it out.

perhaps not a non-invulnerable downed state, but how difficult would it be to implement an optional cooldown? IE, "near-death" after picking yourself up, causing either instant death or inability to self-revive again for (downed timer) + (Cooldown) seconds? Or.. .however the math would work, to prevent brute-forcing with a hundred bandages but giving solo/ explorer players a limited safety net.

Zeorik, Jul 8th at 8:02 PM (modified Jul 8th at 8:03 PM)
@SiiMeR: Alright, I added DownedCooldownIngameHours in v2.2.2

Is that cooldown for all downed states, or just self-revive?

Apologies for asking/ sounding obnoxious, the idea I had in mind was for the cooldown to apply to the self-revive (You can pick yourself up.. .but you're not going to do a good job of it. "Is it REALLY better than waiting for rescue?") but not affect other players reviving you. Was just a dumb thought I had. ^^;

In either case, I can still pitch the current iteration to people and see how they feel for enabling self-revive, thanks!

Ballsgod, Jul 7th at 8:31 AM

Loving the mod! But Is there any chance of making it so when dragging, you can move the dying person up blocks? Possibly by increasing step height, or allowing occasional jumps? Would be great for pulling people up and out of caves and such to safety, since you can't do so when crawling alone

SiiMeR , Jul 7th at 8:42 AM
@Ballsgod: Loving the mod! But Is there any chance of making it so when dragging, you can move the dying person up blocks? Possibly by increasing step height, or allowing occasional jumps? Would be great for pulling people up and out of caves and such to safety, sin

You can do that by getting the Steeplechaser skill from xskills or using some other step up mod. I really don't want to implement something like you suggested here. 

Rumors tell of another mod being in the works which allows you to carry players...

Reconspiracy, Jul 6th at 10:50 PM

man this blood looks so cool, would you ever consider making a combat-based blood mod for animals and players with this same system?

Michaloid , Jul 6th at 10:26 PM

I'm honestly pretty impressed with the blood decals. You made it stick to a block without using the particles system.

BULLFITE, Jul 6th at 6:23 PM

insanely cool mod -- anyone tried using it with drocust players yet? the visual of a giant spider dragging someone off would be so crazy, but i know the larger sizes don't play well with the mount system so i'm hesitant to try it out in case i accidentally break something... 

Zeorik, Jul 6th at 6:15 PM

Possible conflict with Emotes? Both this mod and that one add a "prone" animation, I'm not sure if that's causing any of our issues. Also, mild thing of being able to vault with Salty's Movement: Vault & roll when downed, though doing so seems to break crawling entirely.

Marcamer, Jul 6th at 5:22 PM

Absolutely great mod, but currently breaks teleporting with translocators.
Could you please check on that? I assume it's because you turn players into mounts as you said in a comment reply?

JeanPierre, Jul 5th at 9:00 PM

Briliant job! Thank you so much for that mod :>

JP4597, Jul 5th at 4:23 PM

this looks absalutly amazing!!!! I hope I can make a server soon that has it

propaneko, Jul 5th at 11:31 AM

Finally someone managed to make dragging other player, how did you do that? I had no clue how to grasp this issue and neve figured it out.

SiiMeR , Jul 5th at 12:45 PM
@propaneko: Finally someone managed to make dragging other player, how did you do that? I had no clue how to grasp this issue and neve figured it out.

The mod makes the player essentially into a mount. 
It uses the mount/seat system to glue players together and keep the movement nicely in sync. 
From there it's only a matter of playing the animation and disallowing any player input from the dragged side. 

propaneko, Jul 5th at 1:15 PM
@SiiMeR: The mod makes the player essentially into a mount. It uses the mount/seat system to glue players together and keep the movement nicely in sync. From there it's only a matter of playing the animation and disallowing any player input from the dragged side.

Ohh I see, I've tried it once with the mount system, but never had luck making it work. Once I was trying to use the rope system, but with the same luck. Great to see something like this! I guess it's good replacement for my mod. (Or I'll try to make the mount system work too, just for the sake of learning how to do it)

blockingF5, Jul 4th at 1:51 PM

I have the Brass Brewery's Better Nutrition mod, it adds passive health recovery. Mod doesn't care where my health comes from, and as a result, I get up almost as soon as I fall, which makes me immortal. In other respects, it is beautiful

Tassa, Jul 3rd at 6:14 PM

Epic mod! But when I tested it I noticed that monsters try to attack me when I'm down and end up killing eachother (had a drifter slowly kill all the locusts swarming me)
Maybe when downed give the player a buff like what malefactors have that makes enemies not detect them as easily but really strong?

Ruleless, Jul 3rd at 1:47 PM

With the mod installed, translocators stop working for players. They still work for items, animals, etc. Was able to single out this mod causing them not to work. Not sure if it was just this mod alone or a combination of other mods I have

SiiMeR , Jul 5th at 1:11 PM
@Ruleless: With the mod installed, translocators stop working for players. They still work for items, animals, etc. Was able to single out this mod causing them not to work. Not sure if it was just this mod alone or a combination of other mods I have

Thanks for the report! I fixed the issue in v2.0.3

The issue was that the developers added additional checks in 1.22 to prevent mountable animals without anyone on them from teleporting. This mod makes the player into a mountable so while not mounted you couldn't teleport (which is most of the time)

Ballsgod, Jul 3rd at 4:09 AM

SiiMeR you are genuinely goated, legit started lamenting the lack of a good revive mod the day you released this lol

Potato_Spud, Jul 3rd at 4:06 AM

the best rp combat mod

Exmortis, Jul 3rd at 1:03 AM

Another banger by the SiiMeR the Goat
The dragging mechanic is peak

Will need to look into this to make it work with my injury mod.

Reverhaus, Jul 2nd at 11:09 PM

It would be amazing to have a mod that makes blood sprays appear for players, mobs, or rusty enemies (with a different blood color).

IWillSoonReturn, Jul 2nd at 10:08 PM

so question : if you're invulnerable in this state how can mobs or animals kill you?

also suggestion : maybe certain high tier healing items or like an xskills compat skill to allow you to self revive? (Obviously make it have like a lengthy activation time and super long cooldown so it's not overpowered)

Jobnor, Jul 6th at 12:13 AM
@IWillSoonReturn: so question : if you're invulnerable in this state how can mobs or animals kill you?also suggestion : maybe certain high tier healing items or like an xskills compat skill to allow you to self revive? (Obviously make it have like a lengthy activation time

I like your suggestion. Having played a lot of Kenshi solo runs, I do quite like being able to crawl away from combat to lick my wounds, and then decide if I want to continue the fight or run away. I also would like a setting for self-revive, requiring medicine. I also play this game solo, for reference, and this would provide a less intrusive alternative to walking back to death point than just respawning near it. Would still punish you for silly behaviour like crawling around in the dark or falling in magma, as well, as you'd likely have to give up in those situations, anyways.

SiiMeR , Jul 6th at 9:26 AM
@IWillSoonReturn: so question : if you're invulnerable in this state how can mobs or animals kill you?also suggestion : maybe certain high tier healing items or like an xskills compat skill to allow you to self revive? (Obviously make it have like a lengthy activation time

They cannot kill you, nothing can. This mod is more meant for roleplay servers, where you would want a chance to save a friend. 

I added a new config option AllowSelfRevive to allow for solo players to still enjoy this mod

AncientOne0, Jul 2nd at 7:31 PM

looks sick, any chances you'd make a sibling mod/update to this that'd add this type of blood and gore for all attacks and maybe even all damage taken? so like, players hitting each other, players fighting drifters, drifters throwing rocks at you, etc etc

AncientOne0, Jul 2nd at 7:53 PM
@SiiMeR: no plans to make such a mod but there are some on the moddb i think alr

oh there are? haven't found any on 1.22.x myself, saw some super old ones that were on early versions of the game and uses particles instead of decals

_Nyxa, Jul 2nd at 6:11 PM

Amazing as ever :)

Algernon, Jul 2nd at 5:39 PM

The dragging and execution looks awesome

FrancisOfFilth, Jul 2nd at 5:30 PM

It's gonna happen again... every night like clockwork... (All jokes aside, I LOVE the blood detail and the fact it leaves a decal is gonna be insanely creepy at times but also insanely funny)

LexicalAnomaly, Jul 2nd at 5:15 PM

This is awesome, I can see this becoming a must have for a ton of servers. 

Javes, Jul 2nd at 4:27 PM

This looks so cool!

SiiMeR , Jul 2nd at 4:35 PM
@Javes: This looks so cool!

Thanks!

Chiruda, Jul 2nd at 4:03 PM

Siimer you are so insanely unbelievably goated

SiiMeR , Jul 2nd at 4:05 PM
@Chiruda: Siimer you are so insanely unbelievably goated

thank you Chiruda♥️

brooodmother, Jul 2nd at 3:53 PM

AMAZING

SiiMeR , Jul 2nd at 4:00 PM
@brooodmother: AMAZING

thanks

SaltyWater, Jul 2nd at 3:53 PM

Amazing attention to detail! what a beautiful mod!