Incapacitated

A second chance at life with the help of a friend!

File Details

incapacitated-neoforge-1.21.1-2.0.0.jar

  • R
  • Aug 24, 2025
  • 106.07 KB
  • 19.2K
  • 1.21.1
  • NeoForge

File Name

incapacitated-neoforge-1.21.1-2.0.0.jar

Supported Versions

  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:incapacitated-528135:6921347"
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

* Added Keybinds for giving up while incapacitated (ctrl+delete on neoforge, delete on fabric by default)
* Fixed a bug where the revive progress bar wouldn't reach the end.
* Added a GUI rendered down counter
  * With client configs to toggle it, toggle the colors, and change its position
* Added ShouldDieOnOverkillDamage - on by default, if the player takes more damage than your max health and current health combined, they die immediately instead of being incapacitated
* Added DANGERManipulateGoalToAvoidDownPlayers, to prevent mobs from targetting down players. 
* Removed the GlowingWhileDown, added the effect to the incapEffectData config
* Added optional config to allow you to add potion effects to players when they're revived.
* Adding blame to incapacitation and revive messages
  * These messages also don't display if the death messages gamerule is disabled
  * ShouldBlameIncapacitations and ShouldBlameRevives  in the config control if the blame mechanic is used.
* Commands should no longer necessarily require a player selector, if a player is running it.
* All Comma Separated Value configs are now tags
  *  InstantKills -> damage_type > no_incap.json
  * FoodReviveList  -> item > revive_food.json
  * FoodAdrenalineList  -> item > adrenaline_food.json
  * FoodHealList  -> item > healing_food.json
  * Additionally added:
    * damage_type > no_mercy.json - When the merciful config is on, what damage types bypass the invulnerability (for damage that shouldn't be ignored such as falling in the void)
    * entity_type > not_for_hunting.json - When Hunter is enabled, what entities shouldn't count?
* The Hunter config is now an integer instead of a boolean
  * Disabled when set to 0
  * Any number above 0 is the amount of kills a user needs to get while down to self-revive