Community listing page, reviews may not be monitored by the author.
Mebahel's Skeleton Revival
No reviews yet
When death is no longer the end… their skulls flee to rise again. Summon, hunt, or suffer... in Mebahel’s Skeleton Revival, every skeleton gets a second chance.
Community voices
Reviews
No reviews yet. Be the first to review this project!
Get it on
Available Platforms
Compatibility
Supported Environments
Must be installed on both the client and the server.
About
Project Details
For authors
Embed Badge
If you're the author of this project, you can embed a live badge anywhere that supports HTML or Markdown. It updates automatically whenever ratings change.
Use HTML for any page that supports it, or Markdown for README files and Markdown-based descriptions.
Identifiers
Platform IDs
Resources
External Links
About
Description
Mebahel's Skeleton Revival
Killing a skeleton is no longer always the end of the fight.
When a Skeleton or Wither Skeleton dies, it has a configurable chance to leave behind a living skull. The skull immediately tries to escape from nearby players and creatures. If nobody destroys it in time, it stops, plays its revival animation, and brings the original mob back.
This adds a small but noticeable change to combat: you can chase the skull to finish the job, or ignore it and risk fighting the skeleton again a few seconds later.
Dependencies
Forge / NeoForge
Fabric
How it works
- Skeletons and Wither Skeletons have separate revival chances.
- The living skull keeps the correct Skeleton or Wither Skeleton appearance.
- The skull carries the original mob's custom name, active status effects and head-slot item, including its enchantments. These are passed back to the revived mob.
- Revived mobs cannot create another living skull by default. This protection can be disabled in the config if you want an unlimited revival cycle.
- Mobs created by spawners are ignored by default, but this can be changed in the config.
- The skull can be killed before the timer ends. It has its own health, loot and animations.
- Modded living entities can use the same system through the entity-list config.
Configuration
Both config files are created after the game is launched once. They can be found in:
config/mebahels-skeleton-revival/
Restart the game or server after editing them.
Main settings
File: mebahels-skeleton-revival_config.json
{
"skeletonHeadSpawnRate": 12,
"witherSkeletonHeadSpawnRate": 12,
"timeBeforeRevival": 140,
"skeletonHeadHealthPercentage": 40,
"reanimatedEntitiesCanSpawnHeads": false,
"skeletonHeadTakesFallDamage": false,
"skeletonHeadShouldDropExperience": true,
"respawnedEntityShouldDropExperience": true,
"respawnedEntityShouldDropItem": true,
"canSpawnFromSpawner": false
}
skeletonHeadSpawnRate: chance, from0to100, for an entity in the Skeleton list to create a living skull when it dies.witherSkeletonHeadSpawnRate: same setting for entities in the Wither Skeleton list.timeBeforeRevival: time before the skull revives its original mob, in ticks. Minecraft runs at 20 ticks per second, so the default value of140is 7 seconds. Values below30are reset to the default.skeletonHeadHealthPercentage: living skull health as a percentage of the original mob's maximum health, from1to100. The default value of40gives a skull 40% of the original mob's maximum health.reanimatedEntitiesCanSpawnHeads: when set totrue, revived mobs can create another living skull when they die, allowing the revival cycle to continue indefinitely.skeletonHeadTakesFallDamage: controls whether living skulls take fall damage.skeletonHeadShouldDropExperience: controls whether a living skull can drop experience.respawnedEntityShouldDropExperience: controls whether the revived mob can drop experience when killed again.respawnedEntityShouldDropItem: controls whether the revived mob can drop its normal loot when killed again.canSpawnFromSpawner: when set totrue, mobs created by spawners can also leave living skulls behind.
Spawn rates outside the 0 to 100 range are replaced with their default value of 12.
Adding other entities
File: entity-type-that-should-spawn-head_config.json
{
"skeletonHeadEntities": [
"minecraft:skeleton",
"modid:custom_archer"
],
"witherSkeletonHeadEntities": [
"minecraft:wither_skeleton",
"modid:dark_knight"
]
}
Add an entity ID to one of these lists to include it in the revival system. Entries in skeletonHeadEntities create a regular skeleton skull, while entries in witherSkeletonHeadEntities create a wither skeleton skull. The revived creature is the same entity type that originally died, including entities added by other mods.
Entity IDs use the namespace:entity_name format. For example, the vanilla Skeleton is minecraft:skeleton. You will need the exact registered ID when adding an entity from another mod.
Feedback and support
The mod is still being developed. Bug reports, balance feedback and compatibility suggestions are welcome on the Discord server.
Mebahel's Skeleton Revival
Killing a skeleton is no longer always the end of the fight.
When a Skeleton or Wither Skeleton dies, it has a configurable chance to leave behind a living skull. The skull immediately tries to escape from nearby players and creatures. If nobody destroys it in time, it stops, plays its revival animation, and brings the original mob back.
This adds a small but noticeable change to combat: you can chase the skull to finish the job, or ignore it and risk fighting the skeleton again a few seconds later.
Dependencies
Forge / NeoForge
Fabric
How it works
- Skeletons and Wither Skeletons have separate revival chances.
- The living skull keeps the correct Skeleton or Wither Skeleton appearance.
- The skull carries the original mob's custom name, active status effects and head-slot item, including its enchantments. These are passed back to the revived mob.
- Revived mobs cannot create another living skull by default. This protection can be disabled in the config if you want an unlimited revival cycle.
- Mobs created by spawners are ignored by default, but this can be changed in the config.
- The skull can be killed before the timer ends. It has its own health, loot and animations.
- Modded living entities can use the same system through the entity-list config.
Configuration
Both config files are created after the game is launched once. They can be found in:
config/mebahels-skeleton-revival/
Restart the game or server after editing them.
Main settings
File: mebahels-skeleton-revival_config.json
{
"skeletonHeadSpawnRate": 12,
"witherSkeletonHeadSpawnRate": 12,
"timeBeforeRevival": 140,
"skeletonHeadHealthPercentage": 40,
"reanimatedEntitiesCanSpawnHeads": false,
"skeletonHeadTakesFallDamage": false,
"skeletonHeadShouldDropExperience": true,
"respawnedEntityShouldDropExperience": true,
"respawnedEntityShouldDropItem": true,
"canSpawnFromSpawner": false
}
skeletonHeadSpawnRate: chance, from0to100, for an entity in the Skeleton list to create a living skull when it dies.witherSkeletonHeadSpawnRate: same setting for entities in the Wither Skeleton list.timeBeforeRevival: time before the skull revives its original mob, in ticks. Minecraft runs at 20 ticks per second, so the default value of140is 7 seconds. Values below30are reset to the default.skeletonHeadHealthPercentage: living skull health as a percentage of the original mob's maximum health, from1to100. The default value of40gives a skull 40% of the original mob's maximum health.reanimatedEntitiesCanSpawnHeads: when set totrue, revived mobs can create another living skull when they die, allowing the revival cycle to continue indefinitely.skeletonHeadTakesFallDamage: controls whether living skulls take fall damage.skeletonHeadShouldDropExperience: controls whether a living skull can drop experience.respawnedEntityShouldDropExperience: controls whether the revived mob can drop experience when killed again.respawnedEntityShouldDropItem: controls whether the revived mob can drop its normal loot when killed again.canSpawnFromSpawner: when set totrue, mobs created by spawners can also leave living skulls behind.
Spawn rates outside the 0 to 100 range are replaced with their default value of 12.
Adding other entities
File: entity-type-that-should-spawn-head_config.json
{
"skeletonHeadEntities": [
"minecraft:skeleton",
"modid:custom_archer"
],
"witherSkeletonHeadEntities": [
"minecraft:wither_skeleton",
"modid:dark_knight"
]
}
Add an entity ID to one of these lists to include it in the revival system. Entries in skeletonHeadEntities create a regular skeleton skull, while entries in witherSkeletonHeadEntities create a wither skeleton skull. The revived creature is the same entity type that originally died, including entities added by other mods.
Entity IDs use the namespace:entity_name format. For example, the vanilla Skeleton is minecraft:skeleton. You will need the exact registered ID when adding an entity from another mod.
Feedback and support
The mod is still being developed. Bug reports, balance feedback and compatibility suggestions are welcome on the Discord server.
Versions
Files
Relations
Project Relations
More like this
Similar Mods
Suggestions use data such as tags, dependencies, dependents, descriptions, titles, and more to rank how much they overlap with this mod.
On ModDex
Community snapshot
By the numbers
Statistics
(opens in a new tab)
Get it on
Available Platforms
On ModDex
Community snapshot
By the numbers
Statistics
Resources