Incapacitation adds a stage between life and death, giving you a chance to be revived. Inspired by revive systems across various games in various genres.
The shorthand explanation
When you take enough damage to die (and have nothing else that prevents your death, modded or otherwise) you will become incapacitated and be stuck in the crawling state. While you are incapacitated, you can be revived by a friend. Configurations can change various aspects of this process, such as how long it takes friends to revive you, how many times you go down, and how long you have until you bleed out.
Interested? Here is some more!
In quick bullet-point feature form:
- Three strikes: By default, a player can go down three time before being killed outright;
- I NEED A MEDIC BAG: By default, eating an enchanted golden apple will instantly revive you, and eating a normal golden apple will reset how many times you can go down.
- No hope of revival?: Running /incap die while incapacitated will allow you to succumb to your injuries faster
- Last stand: You can enable turning on a desaturation filter when you're on your last down in the client config.
- You can't revive ashes: By default some causes of death, lava included, will instantly kill you regardless of how many downs you have left.
- Everything changes: Almost everything listed above can have its mechanics and numbers tweaked to make your experience as you want it. Including several modifiers that directly change the functionality incapacitations.
Commands
For this purpose, /incap and /incapacitated are aliases of each other, and can be used interchangeably.
- /incapacitated getDownedCount
- Returns how many downs the player has until death. - /incapacitated die - Kills the sender early if they are currently incapacitated.
- /incapacitated setDownedCount
- Forcibly sets the amount of downs a player has until death (OP Required) - /incapacitated setDowned
<true/false> - Forcibly incapacitates or revives a player (OP Required) - /incapacitated config reload - Reloads the server/common config. (OP Required)

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All Versions
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- Fixed a bug where some instances of fake player implementations may be treated as normal players, causing a crash
- Added safe guards for when the incap config file has incorrect JSON syntax in the effects section.
- Fixed a bug where some instances of fake player implementations may be treated as normal players, causing a crash
- Added safe guards for when the incap config file has incorrect JSON syntax in the effects section.
- 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
- 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
- Fixes merciful functionality
- Potential fix for glowing applying when leaving mines while incapacitated
- Fixes the desaturation not disappearing when a mine is completed bug
- Re-enables desaturation by default
- Fixes Desaturation shaders soft crashing users to the main menu
- Adds shouldReturnLivesAcrossBiomes config, when true, completing a mine will reset the down counter and ticks until death when a mine is exited.
- Turn off Desaturation by default (currently does not un-desaturate if incapacitations are gained by returning back to lobby)
- Seemingly fixed the desync issue
- The mod should be in a functional state, but I'm not doing a full QA run
- Craftmine port
- Hunter is on by default
- Adds support for cats who play minecraft (LOLCAT translation)
- Adds support for cats who play minecraft (LOLCAT translation)
- Fixes potential issue with desaturation stopping after logging out and logging back in
- Adds in foodAdrenalineList as a config option. There are no items in by default, but specified items when consumed will
- Fixes potential issue with desaturation stopping after logging out and logging back in
- Adds in foodAdrenalineList as a config option. There are no items in by default, but specified items when consumed will
- Fixes potential issue with desaturation stopping after logging out and logging back in
- Adds in foodAdrenalineList as a config option. There are no items in by default, but specified items when consumed will
- Fixes DANGERFullServerKill being on by default
- Adds in DANGERFullServerKill, allowing all players to die at once when everyone is down and there is no known chance for a self-revive.
- Fixes DANGERFullServerKill being on by default
- Fixes DANGERFullServerKill being on by default
- Adds in DANGERFullServerKill, allowing all players to die at once when everyone is down and there is no known chance for a self-revive.
- Adds in DANGERFullServerKill, allowing all players to die at once when everyone is down and there is no known chance for a self-revive.
- Added shouldDieOnTimeout config, which allows the incap timer to be a recovery timer.
- Added shouldDieOnTimeout config, which allows the incap timer to be a recovery timer.
- Added shouldDieOnTimeout config, which allows the incap timer to be a recovery timer.
- Adds in the ReviveCheckEvent event.
- This allows mods to inject their own checks to see if players are allowed to revive each other without needing to use mixins or something.
- Adds in the IncapacitatedRevivalCallback event.
- This allows mods to inject their own checks to see if players are allowed to revive each other without needing to use mixins or something.
- Adds in the IncapacitatedRevivalCallback event.
- This allows mods to inject their own checks to see if players are allowed to revive each other without needing to use mixins or something.
- Fixes potential crashes when configs are not filled out completely by filling in the default value internally, and providing a warning in the log about doing so.
- Adds in a config to disable **all** damage attributed to an incapacitated player, default off
- Adds in a config to disable players from using elytras while incapacitated, default off
- Fixes cases where armor is damaged when using /incap die. Also makes incapacitated's bleed out much less prone to issues.
- Fixes potential crashes when configs are not filled out completely by filling in the default value internally, and providing a warning in the log about doing so.
- Adds in a config to disable **all** damage attributed to an incapacitated player, default off
- Adds in a config to disable players from using elytras while incapacitated, default off
- Fixes cases where armor is damaged when using /incap die. Also makes incapacitated's bleed out much less prone to issues.
- Backports changes up to 1.21.1-1.8.2. Refer to change logs for prior versions.
- Fixes the issue where potion effects other than glowing set by incapacitation were not healed when reviving yourself.

