Second Wind!

Fight for your life, make a last stand!
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secondwind-neoforge-1.21.1-1.1.0.jar

File namesecondwind-neoforge-1.21.1-1.1.0.jar
Uploader
jvnjvn
Uploaded
Jul 14, 2026
Downloads
237
Size
309.6 KB
Mod Loaders
NeoForge
File ID
8429056
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:secondwind-1540107:8429056"

Learn more about Curse Maven

What's new

Added

  • Added data-driven Second Wind support for non-player living entities through datapack definitions
  • Added managed entity lifecycles with configurable downed timers, penalties, damage behavior, AI disabling, healing restrictions, revives, cooldowns, announcements, and poses
  • Added persistence for managed downed entities, including timers and restoration of their previous AI, item pickup, and pose state
  • Added external lifecycle adapters, allowing compatibility mods to control an entity's downed and recovery behavior while Second Wind provides tracking and player revive channels
  • Added client APIs for accessing tracked entity timers, revive state, distance, and presentation pose
  • Added client pose-renderer registration so compatibility mods can provide custom downed presentation poses
  • Added built-in secondwind:sideways, secondwind:upright, and secondwind:swimming entity presentation poses
  • Added persistent red damage overlays for tracked downed living entities (just like downed players :D)
  • Added data-driven player downed and revive announcement pools with priorities, random selection, and server-supplied text
  • Added configurable datapack-driven downed announcements for non-player entities
  • Added the forceCrawlingPose config option, enabled by default, for compatibility with movement and animation mods that may add crawling
  • Added a Revivable Wolves example datapack demonstrating conditional, managed Second Wind support for tamed wolves

Changed

  • Bumped the ToucanLib dependency to version 0.3.1
  • Changed downed-state tracking, networking, timer rendering, revive channels, and pose presentation to support arbitrary living entities instead of only players
  • Changed managed non-player entities to render sideways while downed by default instead of forcing the vanilla swimming pose (some entities looked odd in crawl pose so I defaulted to a sideways pose)
  • Changed player and entity announcements to support either server-data text or optional translation keys with fallback text
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