

Downed
Replaces the vanilla downed state with a survivable, invulnerable downed state. Quite bloody.
Description
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).

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

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.

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.

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).
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.

Passing out

Off by default (PassedOutEnabled). With it on, bleeding out no longer kills you outright.
- When the timer runs out, everything goes dark, and you pass out for 5 minutes (configurable).
- You cannot move, chat, or hear anything (in case you have the RPVoiceChat mod installed) while you are out. The game sound fades out and comes back as you wake up (both mutes are configurable).
- Your health ticks back up to 50% of max while you are out.
- Someone can still heal you while you are passed out, and they can still execute you. Or drag you away. Or carry you away if you have my Carried mod installed.
If another mod is hooked into the death decision (see below), the flow is a bit different. A PvE bleed out gives you 60 seconds to say whether it was really PvP or PvE; then that event gets called, and it's up to the subscribing mods to decide. In case PvP damage downed you, the request will be sent without any further input from the player. Note that PassedOutPvpDie does nothing in that case.
Deciding if a player should pass out or die (for mod authors)

When a player bleeds out with passing out enabled, this mod asks the other mods whether the player should actually die. This is useful in cases where you are tracking lives externally (and maybe have a system of 3 PvE lives and 1 PvP life)
- Add a reference to the .csproj:
<Reference Include="Downed"> <HintPath>path/to/Downed.dll</HintPath> <Private>false</Private></Reference>
2. Subscribe to the event server-side:
DownedModSystem.ShouldPlayerDie += (request, respond) =>{
// your other logic here
respond(false); // false = they pass out, true = they die};
The request object has the following shape
public class DeathDecisionRequest{ public string PlayerUid; public EnumDamageSource Source; public EnumDamageType Type; public string CauseEntityId; public bool IsPvPDeath;}</pre>
You have PassedOutDecisionTimeoutSeconds (default 15) to reply to this request, so don't spend too much time.
The PvE choice screen only exists to fill in the request.IsPvPDeath and is useful in cases where a player might have been in a fight but the last damage wasn't from a player (falling off a cliff).
Configuration
Ratings & reviews
Sign in to leave a rating or comment.


