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Lingering Death

A death penalty datapack for Hard mode — lingering weakness, hunger and fatigue after you respawn. No permadeath, just consequences.

Death shouldn't be free, even without Hardcore. Lingering Death adds a lasting penalty after you respawn on Hard difficulty: you come back weakened, slow, hungry and unable to fight or mine properly — a gradual recovery instead of an instant reset.

How it works

  • Death plays out normally: you respawn at your last bed/respawn anchor, or at world spawn if you haven't set one.
  • The moment you respawn, a staged set of status effects kicks in, fading out over time to simulate recovery:
    • Darkness and Slowness — 5 minutes
    • Hunger — 10 minutes
    • Mining Fatigue and Weakness — 20 minutes
  • No respawn point set yet? Darkness and Slowness are skipped — you're weak, but adrenaline keeps you alert enough to run and hide instead of being blind and slow out in the open.
  • A bucket of milk still clears every effect instantly, exactly like vanilla — a valid way to shrug off the penalty early, at the cost of a resource.

Why

Hardcore is great, but permadeath isn't for everyone — and once a server loses its first hardcore life, it usually just reverts to Hard anyway. Lingering Death brings some of that "death matters" weight to Hard difficulty, without taking anyone's world away.

Commands

Server language defaults to English. An operator can change it once for everyone: /function lingeringdeath:lang/set_en
/function lingeringdeath:lang/set_pt_br
/function lingeringdeath:lang/set_es
/function lingeringdeath:lang/set_fr
/function lingeringdeath:lang/set_de
/function lingeringdeath:lang/set_ru

Compatibility

  • Minecraft Java Edition 26.3 (pack format 121)
  • Server-side only — no resource pack required
  • Works alongside item/grave datapacks

Notes

  • No permadeath, no mode lock-in — built for Hard difficulty.
  • Recommended for survival/SMP servers that want deaths to sting a little, without punishing players too harshly.

Lingering Death Team

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