Revive By Death

Quick rating

Revive By Death

No reviews yet

ReviveByDeath is a mod that turns fatal moments into a cinematic death rewind.

Magic
QoL & Tweaks
Mod Loaders
Forge
NeoForge
Fabric
Minecraft

Community voices

Reviews

Versions
Loading versions…
Match includes

Click once to include, again to exclude, again to clear

Rating Any
Any 0.5 1.0 1.5 2.0 2.5 3.0 3.5 4.0 4.5 5.0
Min
Max
Play Status
Reviews
Time Played
hrs+
Verified developers only
Has developer response
List view
Grid view
Compact view
Sort by
Date
Rating
Helpful
Unhelpful
Edited
Sort ascending
Delete this review?

This removes your review from the project. You can write a new review after.

Review submitted for moderation

Your review has been sent to moderators, who will check that it meets our guidelines before it appears publicly.

No reviews yet. Be the first to review this project!

Get it on

Available Platforms

Compatibility

Supported Environments

Dev Environment
Client Required
Server Required

About

Project Details

Type
Mod
License
MIT License
Latest Version
revivebydeath-neoforge-1.20.1-1.0.0.jar
Authors
CurseForge
Modrinth

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.

Custom banner text
ModDex rating badge preview

Use HTML for any page that supports it, or Markdown for README files and Markdown-based descriptions.

Identifiers

Platform IDs

CurseForge ID
Modrinth ID

Resources

External Links

Source Issues Wiki Discord

About

Description

ReviveByDeath

ReviveByDeath is a Minecraft 1.21.1 mod (available now for Fabric, Forge and Neoforge) that replaces the normal, sudden death screen with a dramatic, cinematic rewind sequence. When a player suffers fatal damage and meets the requirements, rewinds, a custom cutscene plays, and the player is safely teleported back to their latest safe checkpoint.

This mod is designed from the ground up for balanced survival gameplay, multiplayer servers, and hardcore modpacks, offering scaling progression costs, and visual timeline effects.

Cutscene

Features

  • Death Rewind: Interrupts fatal damage with a customized sequence, rendering a client-side cutscene overlays and muting ambient noise.
  • Automatic Checkpoint Tracker: Continuously checks and saves safe locations for each player.
  • Manual Bed Checkpoints: Right-clicking a bed at day or night registers an immediate safe checkpoint.
  • Death Rewind Armor Enchantment: Survival-friendly enchantment that triggers the rewind.
  • Multiple Activation Modes: Supports enchantment, totem, both, and always modes to fit any playstyle.
  • Scaling XP Level Costs: Penalizes repeated rewinds by increasing the XP level cost, which resets when sleeping or dying normally.
  • Player Shadow: Spawns a custom Zombie equipped with the player's armor and weapons at the point of death (0% drop rate to prevent item duplication).
  • Dimensional Rift: Generates cosmetic cracks on the ground upon returning, which expand with repeated deaths and automatically revert to original blocks without harming player-built structures.
  • Post-Revive Protection: Grants temporary invulnerability after returning to prevent instant death loops.

Details

1. Checkpoint System

The server automatically tracks and updates each player's latest safe checkpoint in the background.

Checkpoint Saving Criteria:

A location is saved as a checkpoint only if the player is:

  • Alive and on the ground.
  • Not in lava, fire, or the void.
  • Standing on a sturdy, solid, non-liquid block.
  • Positioned in open space (feet and head blocks must have clear collision).

Saving Triggers:

  • Automatic: The server performs checks at configurable intervals (default: every 5 minutes/6000 ticks if a checkpoint is active; every 0.5 seconds/10 ticks if looking for the first safe checkpoint).
  • Manual (Beds): Right-clicking any bed at any time immediately attempts to save a manual checkpoint at the player's safe position, displaying a confirmation message.

2. Activation Modes

The mod's behavior depends on the configured activationMode in config/revivebydeath.json:

  • enchantment: Requires at least one equipped piece of armor enchanted with Death Rewind.
  • totem: Requires holding a Totem of Undying in either the main hand or off-hand.
  • both: Allows either Death Rewind armor or a totem to trigger the rewind. The mod checks armor first: if the player wears enchanted armor but does not have enough XP levels, it automatically falls back to consuming a totem.
  • always: Rewinds are always active on death, requiring no items or enchantments, but cost xp. Ideal for creative showcases or testing.

3. Death Rewind Enchantment

  • Type: Level 1 armor enchantment.
  • Progression: Tagged as non_treasure and tradeable
  • Usage: Only one equipped armor piece needs to be enchanted for the rewind to activate.

4. XP Cost Scaling

To balance the safety of the rewind, XP-based modes (enchantment and always) charge the player XP levels.

  • Cost Formula: The level cost grows with each successful rewind. By default, it starts at 6 levels and scales up based on the number of rewinds used: $$\text{XP Level Cost} = (\text{minimumXpLevelCost} + \text{uses} \times \text{xpLevelCostIncrease}) \times \text{xpLevelCostMultiplier}^{\text{uses}}$$
  • Exemptions: If a player lacks the required XP levels, the rewind fails, and they suffer a normal death.
  • Resets: The cumulative rewind count resets back to the minimum when:
    • The player sleeps in a bed (if resetCostOnSleep is enabled).
    • The player dies a normal vanilla death (if resetCostOnDeath is enabled).
    • An admin runs the /revivebydeath reset_cost command.

5. Player Shadow

A Zombie is spawned at the coordinates of death when a rewind is triggered:

  • Equipment: Copies the armor and hand items the player held/wore at the moment of death.
  • Properties: Given permanent Speed II and Strength I effects, and a 10-second Glowing effec.
  • Balancing: Equipment drop rates are set to 0.0F (0%) to prevent players from duplicating gear by slaying their own shadow. No player XP is retained by the shadow.

6. Dimensional Rift

When a player teleports back to their checkpoint, a rift in the timeline appears, cracking the floor blocks around them.

Block Mapping:

To prevent players from obtaining rare resources or XP farms (e.g. from Crying Obsidian or Sculk), the rift uses safe, decorative blocks with very low survival value:

  • Stone Bricks to Cracked Stone Bricks
  • Deepslate Bricks to Cracked Deepslate Bricks
  • Deepslate Tiles to Cracked Deepslate Tiles
  • Nether Bricks to Cracked Nether Bricks
  • Polished Blackstone Bricks to Cracked Polished Blackstone Bricks
  • Logs / Planks (Wood) to Basalt (charred log appearance)
  • Stone / Cobblestone to Tuff
  • Grass / Mycelium / Dirt to Coarse Dirt
  • Sand to Gravel
  • Others to Tuff

Configuration Reference

The configuration file is located at config/revivebydeath.json on the server/client:

Key Default Value Description
activationMode "enchantment" Requirements to trigger rewind: "enchantment", "totem", "both", or "always".
replaceVanillaTotem true If true, replaces vanilla Totem of Undying mechanics with the cinematic rewind.
consumeTotem true Whether the Totem of Undying is consumed upon triggering a rewind.
enchantmentArmorDamage 35 Durability damage dealt to armor containing the Death Rewind enchantment.
useXpCost true If true, applies scaling XP level costs to non-totem rewinds.
minimumXpLevelCost 6 The base XP level cost for the first rewind.
xpLevelCostIncrease 2 Linear increase in level cost per rewind.
xpLevelCostMultiplier 1.18 Exponential multiplier scaling the level cost per rewind.
resetCostOnSleep true If true, sleeping in a bed resets the rewind counter and cost to the minimum.
resetCostOnDeath true If true, suffering a normal vanilla death resets the rewind counter and cost.
enableCutscene true Toggles the client-side cinematic rewind overlays and visual delay.
cutsceneIntroFadeTicks 4 Ticks for the screen to fade to red/black at the start of the sequence.
cutsceneTicks 32 Duration of the core PNG cutscene loop.
cutsceneFrames 50 Total number of frames in the custom PNG overlay sequence.
returnEffectTicks 14 Duration of the overlay fadeout after returning to the checkpoint.
postReviveInvulnerabilityTicks 60 Invulnerability duration (in ticks, 20 ticks = 1 second) upon returning.
checkpointInitialCheckTicks 10 Frequency of checks (in ticks) when searching for a player's first checkpoint.
checkpointRecheckTicks 6000 Frequency of checks (in ticks) when updating an active checkpoint.
spawnPastShadow true Toggles spawning the Zombie equipped with player gear at the point of death.
createDimensionalRift true Toggles ground-cracking and reversion around checkpoints.

Commands

Player Commands

  • /revivebydeath status: Displays the player's current checkpoint coordinates, active dimensions, and the next rewind cost in XP levels.
  • /revivebydeath log on: Enables debug messages showing reasons why a rewind fails (e.g. unsafe ground, no checkpoint, insufficient XP).
  • /revivebydeath log off: Disables debug messages.

Operator Commands (Permission Level 2)

  • /revivebydeath mode <always|totem|enchantment|both>: Dynamically overrides the activation mode.
  • /revivebydeath cutscene <on|off>: Toggles the cutscene playback globally.
  • /revivebydeath give_book: Gives the executing player an enchanted book with the Death Rewind enchantment.
  • /revivebydeath reset_cost [player]: Resets the rewind counter and XP cost for the target player.

Mod Verification & Installation

ReviveByDeath is fully verified and packaged for Minecraft 1.21.1 on both Fabric and Forge loaders. It must be installed on both client and server to ensure proper cutscene sync, overlays, custom sounds, and event handling.

ReviveByDeath

ReviveByDeath is a Minecraft 1.21.1 mod (available now for Fabric, Forge and Neoforge) that replaces the normal, sudden death screen with a dramatic, cinematic rewind sequence. When a player suffers fatal damage and meets the requirements, rewinds, a custom cutscene plays, and the player is safely teleported back to their latest safe checkpoint.

This mod is designed from the ground up for balanced survival gameplay, multiplayer servers, and hardcore modpacks, offering scaling progression costs, and visual timeline effects.

Cutscene

Features

  • Death Rewind: Interrupts fatal damage with a customized sequence, rendering a client-side cutscene overlays and muting ambient noise.
  • Automatic Checkpoint Tracker: Continuously checks and saves safe locations for each player.
  • Manual Bed Checkpoints: Right-clicking a bed at day or night registers an immediate safe checkpoint.
  • Death Rewind Armor Enchantment: Survival-friendly enchantment that triggers the rewind.
  • Multiple Activation Modes: Supports enchantment, totem, both, and always modes to fit any playstyle.
  • Scaling XP Level Costs: Penalizes repeated rewinds by increasing the XP level cost, which resets when sleeping or dying normally.
  • Player Shadow: Spawns a custom Zombie equipped with the player's armor and weapons at the point of death (0% drop rate to prevent item duplication).
  • Dimensional Rift: Generates cosmetic cracks on the ground upon returning, which expand with repeated deaths and automatically revert to original blocks without harming player-built structures.
  • Post-Revive Protection: Grants temporary invulnerability after returning to prevent instant death loops.

Details

1. Checkpoint System

The server automatically tracks and updates each player's latest safe checkpoint in the background.

Checkpoint Saving Criteria:

A location is saved as a checkpoint only if the player is:

  • Alive and on the ground.
  • Not in lava, fire, or the void.
  • Standing on a sturdy, solid, non-liquid block.
  • Positioned in open space (feet and head blocks must have clear collision).

Saving Triggers:

  • Automatic: The server performs checks at configurable intervals (default: every 5 minutes/6000 ticks if a checkpoint is active; every 0.5 seconds/10 ticks if looking for the first safe checkpoint).
  • Manual (Beds): Right-clicking any bed at any time immediately attempts to save a manual checkpoint at the player's safe position, displaying a confirmation message.

2. Activation Modes

The mod's behavior depends on the configured activationMode in config/revivebydeath.json:

  • enchantment: Requires at least one equipped piece of armor enchanted with Death Rewind.
  • totem: Requires holding a Totem of Undying in either the main hand or off-hand.
  • both: Allows either Death Rewind armor or a totem to trigger the rewind. The mod checks armor first: if the player wears enchanted armor but does not have enough XP levels, it automatically falls back to consuming a totem.
  • always: Rewinds are always active on death, requiring no items or enchantments, but cost xp. Ideal for creative showcases or testing.

3. Death Rewind Enchantment

  • Type: Level 1 armor enchantment.
  • Progression: Tagged as non_treasure and tradeable
  • Usage: Only one equipped armor piece needs to be enchanted for the rewind to activate.

4. XP Cost Scaling

To balance the safety of the rewind, XP-based modes (enchantment and always) charge the player XP levels.

  • Cost Formula: The level cost grows with each successful rewind. By default, it starts at 6 levels and scales up based on the number of rewinds used: $$\text{XP Level Cost} = (\text{minimumXpLevelCost} + \text{uses} \times \text{xpLevelCostIncrease}) \times \text{xpLevelCostMultiplier}^{\text{uses}}$$
  • Exemptions: If a player lacks the required XP levels, the rewind fails, and they suffer a normal death.
  • Resets: The cumulative rewind count resets back to the minimum when:
    • The player sleeps in a bed (if resetCostOnSleep is enabled).
    • The player dies a normal vanilla death (if resetCostOnDeath is enabled).
    • An admin runs the /revivebydeath reset_cost command.

5. Player Shadow

A Zombie is spawned at the coordinates of death when a rewind is triggered:

  • Equipment: Copies the armor and hand items the player held/wore at the moment of death.
  • Properties: Given permanent Speed II and Strength I effects, and a 10-second Glowing effec.
  • Balancing: Equipment drop rates are set to 0.0F (0%) to prevent players from duplicating gear by slaying their own shadow. No player XP is retained by the shadow.

6. Dimensional Rift

When a player teleports back to their checkpoint, a rift in the timeline appears, cracking the floor blocks around them.

Block Mapping:

To prevent players from obtaining rare resources or XP farms (e.g. from Crying Obsidian or Sculk), the rift uses safe, decorative blocks with very low survival value:

  • Stone Bricks to Cracked Stone Bricks
  • Deepslate Bricks to Cracked Deepslate Bricks
  • Deepslate Tiles to Cracked Deepslate Tiles
  • Nether Bricks to Cracked Nether Bricks
  • Polished Blackstone Bricks to Cracked Polished Blackstone Bricks
  • Logs / Planks (Wood) to Basalt (charred log appearance)
  • Stone / Cobblestone to Tuff
  • Grass / Mycelium / Dirt to Coarse Dirt
  • Sand to Gravel
  • Others to Tuff

Configuration Reference

The configuration file is located at config/revivebydeath.json on the server/client:

Key Default Value Description
activationMode "enchantment" Requirements to trigger rewind: "enchantment", "totem", "both", or "always".
replaceVanillaTotem true If true, replaces vanilla Totem of Undying mechanics with the cinematic rewind.
consumeTotem true Whether the Totem of Undying is consumed upon triggering a rewind.
enchantmentArmorDamage 35 Durability damage dealt to armor containing the Death Rewind enchantment.
useXpCost true If true, applies scaling XP level costs to non-totem rewinds.
minimumXpLevelCost 6 The base XP level cost for the first rewind.
xpLevelCostIncrease 2 Linear increase in level cost per rewind.
xpLevelCostMultiplier 1.18 Exponential multiplier scaling the level cost per rewind.
resetCostOnSleep true If true, sleeping in a bed resets the rewind counter and cost to the minimum.
resetCostOnDeath true If true, suffering a normal vanilla death resets the rewind counter and cost.
enableCutscene true Toggles the client-side cinematic rewind overlays and visual delay.
cutsceneIntroFadeTicks 4 Ticks for the screen to fade to red/black at the start of the sequence.
cutsceneTicks 32 Duration of the core PNG cutscene loop.
cutsceneFrames 50 Total number of frames in the custom PNG overlay sequence.
returnEffectTicks 14 Duration of the overlay fadeout after returning to the checkpoint.
postReviveInvulnerabilityTicks 60 Invulnerability duration (in ticks, 20 ticks = 1 second) upon returning.
checkpointInitialCheckTicks 10 Frequency of checks (in ticks) when searching for a player's first checkpoint.
checkpointRecheckTicks 6000 Frequency of checks (in ticks) when updating an active checkpoint.
spawnPastShadow true Toggles spawning the Zombie equipped with player gear at the point of death.
createDimensionalRift true Toggles ground-cracking and reversion around checkpoints.

Commands

Player Commands

  • /revivebydeath status: Displays the player's current checkpoint coordinates, active dimensions, and the next rewind cost in XP levels.
  • /revivebydeath log on: Enables debug messages showing reasons why a rewind fails (e.g. unsafe ground, no checkpoint, insufficient XP).
  • /revivebydeath log off: Disables debug messages.

Operator Commands (Permission Level 2)

  • /revivebydeath mode <always|totem|enchantment|both>: Dynamically overrides the activation mode.
  • /revivebydeath cutscene <on|off>: Toggles the cutscene playback globally.
  • /revivebydeath give_book: Gives the executing player an enchanted book with the Death Rewind enchantment.
  • /revivebydeath reset_cost [player]: Resets the rewind counter and XP cost for the target player.

Mod Verification & Installation

ReviveByDeath is fully verified and packaged for Minecraft 1.21.1 on both Fabric and Forge loaders. It must be installed on both client and server to ensure proper cutscene sync, overlays, custom sounds, and event handling.

Screenshots

Gallery

  • fc530baaf84d6f2c45b7e822ad6da57687abab7d.png
    fc530baaf84d6f2c45b7e822ad6da57687abab7d.png fc530baaf84d6f2c45b7e822ad6da57687abab7d.png
  • 6e072f6da81ae9e75fea631298a30313f9b79b1c.png
    6e072f6da81ae9e75fea631298a30313f9b79b1c.png 6e072f6da81ae9e75fea631298a30313f9b79b1c.png
  • 1457fd30707e18eab3bcf7ada1271281b3477a5b.png
    1457fd30707e18eab3bcf7ada1271281b3477a5b.png 1457fd30707e18eab3bcf7ada1271281b3477a5b.png
  • 159f8fffb816c4338e6815dc6990264b8b56b1d6.png
    159f8fffb816c4338e6815dc6990264b8b56b1d6.png 159f8fffb816c4338e6815dc6990264b8b56b1d6.png
  • Cutscene
    Cutscene
  • Impact frame
    Impact frame
  • New enchantment
    New enchantment
  • revive
    revive

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

0
Ratings
0
Followers
0
In stacks

By the numbers

Statistics

<1,000
Total Downloads
CurseForge
<1,000
Modrinth
<1,000
Last Updated
CurseForge
Created
CurseForge
Modrinth
Last synced
When ModDex last fetched this project from CurseForge or Modrinth. Every project is re-checked on a schedule, and any project that ships a new file is synced automatically within hours of the release.
New file updates sync automatically
How syncing works