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MCHelden
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A limited-run survival game mode. Three hearts each, a combat timer that counts fleeing or logging out as a death, graves that split your inventory 50/50, and a mutual bounty duel for a fourth heart. Three phases, from a dividing wall to the Final War.
Neoforge is a fork of the Minecraft Forge available for versions 1.20.1+ of Minecraft. Many Forge mods are compatible with Neoforge and vice versa.
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- 📖 Command Reference — every
/heldenbranch, and why each rule works the way it does - 🐛 Issue Tracker — bugs and requests
MCHelden is a survival game mode written for one event: Minecraft Heroes 1, a limited run with about twenty players. It has one rule set and no config file. You cannot tune it.
It handles the rules and nothing else. There is no world generation, no item gating and no progression here, because that half belongs to History Stages. The two are meant to run side by side. MCHelden decides how a run is won and lost, History Stages decides what players can reach and when. Neither mod needs the other to load, but the event they were written for uses both.
🖥️ Server Mod, Not Singleplayer
The rules assume other people are there. A wall cuts the world in half, every player is paired with one opponent who is hunting them back, and a single spot at spawn is where the two halves can meet and talk. On your own, all three are just scenery. The mod still loads in singleplayer, but only so it can be tested.
Install it on the server and on every client. The server runs the rules, but the hearts, the combat timer and the grave screen are drawn by the client. A player without the mod sees none of it.
❤️ Three Hearts, And One More
Everyone gets three. Each death costs one, and at zero you are out of the run. You are removed rather than banned, so an operator can undo a mistake with a single command.
A fourth heart exists, and there is one way to reach it: kill the player the bounty roll paired you with, while they are looking for you. That roll happens once per run, and everyone watches it at the same time.
⚔️ The Combat Timer
One hit from another player puts you in combat for 30 seconds. Every hit after that extends it, up to three minutes. It catches both of you, and an arrow from a hundred blocks away counts as much as a sword.
While it runs, any death counts as a player kill. It does not matter whether they finished you or a lava pool did. Logging out counts as a death too, so no fight ends in Alt+F4. Every screen except your own inventory stays shut, and you get 32 ender pearls and 128 cobwebs for the whole fight.
🪦 Graves
Every death leaves one, whether a player caused it or not. Your inventory and XP get cut in half. One half respawns with you. The other stays in a grave that carries the owner's skin and the time of death, and that nobody can break.
Anyone can open it, so a kill is only worth something if you reach the grave first.
🌍 Three Phases
| Phase | What Changes |
|---|---|
| Buildup | An invisible wall splits the world at X = 0, and nothing crosses it. One hour of playtime a day, so nobody builds a twelve hour head start. |
| War | The wall falls and the time limit goes away. A safe zone at spawn stays the one place where two people can talk instead of fight. |
| Final War | The safe zone shatters and the border closes from 2000 blocks down to 160. |
Operators drive all of it from /helden: phases, hearts, the bounty roll, the wall, the border, playtime and resets.
🧩 Versions
- 1.21.1 — NeoForge. Java 21 required.
Found a bug or want something changed? Open an issue and I will read it.
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