
Second Wind!
Fight for your life, make a last stand!
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- Обновлён
- 16 августа 2026 г.
- Лицензия
- All-Rights-Reserved
Опубликован 11 мая 2026 г.
You aren't dead yet.

Second Wind! is a Vanilla+ NeoForge mod that replaces instant death with a final chance to survive.
Instead of dying immediately, players enter a downed state where they can crawl to safety, wait for help, or fight their way back up with a clutch kill.
This mod is obviously directly inspired by the Borderlands games' "Crippled"/"Fight For Your Life" states.
- Survive lethal damage through a final downed state
- Crawl, wait for help, or secure a kill to revive yourself
- Revive teammates before they bleed out
- Punish repeated downs with shorter survival windows
- Configure cooldowns, penalties, revive rules, and damage behavior
- Cinematic HUD effects, revive flashes, and screen distortion
- Fully multiplayer compatible

Main Features
Last Stand
When Second Wind triggers, players are downed instead of dying instantly.
Downed players are forced into a low-mobility state with a visible countdown timer. They can still look around, crawl, and attempt to survive before their timer expires.
By default:
- Players enter a forced crawling/swimming pose
- Healing and eating are blocked while downed
- Incoming damage can shorten the remaining timer
- Repeated downs become increasingly dangerous
The default base downed timer is 10 seconds, but nearly every part of the system is configurable.
Fight Back Up
A downed player is not helpless.
Players can revive themselves by securing a valid kill before their timer runs out, creating high-risk comeback moments during combat.
By default:
- Hostile mobs count
- Player kills count
- Passive mob kills do not count
- Pet kills for the owner do not count
Neutral mobs can still count if they are actively targeting the downed player.
Successful revives grant:
- Restored health
- Temporary regeneration
- Brief post-revive invulnerability
Multiplayer Revives
Teammates can pull each other back from the brink.
Players can revive downed allies by holding interaction nearby, creating tense rescue moments during boss fights, PvP encounters, caves, or large multiplayer battles.
Revives can optionally:
- Be interrupted by damage
- Require close range
- Use configurable channel times
- Trigger custom visual and sound effects
Default revive settings:
| Setting | Default |
|---|---|
| Revive Channel Time | 2.0 seconds |
| Revive Distance | 2.5 blocks |
| Damage Interrupts Revive | true |
Repeat Downs
Repeated downs become more dangerous.
Every successful downed state can shorten the next survival window until the penalty resets, discouraging reckless play during extended fights.
Servers can configure:
- Minimum timer limits
- Penalty scaling
- Cooldown reset behavior
- Sleep/day-based recovery
- Damage interaction rules
Cooldowns
Second Wind does not have to be permanently available.
The mod supports multiple cooldown systems:
| Mode | Description |
|---|---|
NONE |
No cooldown |
TIMED |
Real-time cooldown |
MC_DAY |
Resets once per Minecraft day |
ON_SLEEP |
Resets after sleeping |
Default behavior uses a 300 second cooldown.
Client Feedback & Effects
Second Wind! includes dedicated client-side feedback to make downed states feel intense and readable.
Features include:
- Last-stand HUD timer bar
- Crosshair revive progress display
- Revive flash effect
- Optional vignette and desaturation effects
- Bloom-style screen effects
- Optional sound cues
- Default
Rkeybind to give up while downed
Shader-style post-processing effects are powered through Lodestone.
Commands
Requires operator permission level 2.
/secondwind revive
/secondwind revive <player>
/secondwind down
/secondwind down <player>
/secondwind revive revives all currently downed players when no target is supplied.
/secondwind down forcibly downs all eligible players when no target is supplied.
Advancements
The mod currently has 7 advancements.
All Advancements (Click to Expand)
| Advancement | Type | Criteria | Hidden |
|---|---|---|---|
| Second Wind | Task (Root) | Join the world | No |
| Fight Back Up | Goal | Kill a valid target while downed to revive yourself | No |
| Medic! | Task | Revive another player | No |
| Not Today | Task | Be revived by another player | No |
| FINISH HIM! | Goal | Kill a player while they are downed | No |
| Change of Heart | Goal | Down a player, then revive them before their downed state ends | No |
| Just in Time | Challenge | Revive with 0.1 seconds or less remaining | No |
Configuration
Main config file:
- Singleplayer/client:
config/secondwind-common.toml - Dedicated server:
<server root>/config/secondwind-common.toml
Config categories include:
secondWindsecondWind.multiplayerRevivesecondWind.killRulessecondWind.clientFeedback
Notable defaults:
| Setting | Default |
|---|---|
downedTimerSeconds |
10 |
minimumDownedTimerSeconds |
3 |
timerPenaltyPerDown |
2 |
blockHealingWhileDowned |
true |
blockEatingWhileDowned |
true |
cooldownMode |
TIMED |
cooldownDurationSeconds |
300 |
multiplayerRevive |
true |
allowPlayerKills |
true |
allowPassiveKills |
false |
There is also an in-game NeoForge config screen on the client.

Compatibility
- Designed for multiplayer and singleplayer
- Highly configurable for servers and modpacks
- Eventually, will skip straight to 26.1/whatever the newest standard will be for modding.
Second Wind only triggers on supported lethal damage sources. Generic kill commands, invulnerability-bypassing damage, and void damage do not trigger it by default unless explicitly enabled in config.
Version and Loaders
- NeoForge 1.21.1 - active development
- Fabric 1.21.1 - active development
- Forge - not planned anytime soon, don't ask please :)
- Older Minecraft versions - not planned

Modpacks
You may use this mod in modpacks, videos, servers, and other projects. A link back to the Modrinth page is appreciated.
Credits
Created by me :D
License
All Rights Reserved.
Feel free to use this mod in modpacks, videos, etc. Just provide a link back to this page if possible :)
Please don't port this mod without express permission from me.
For any general queries/unlisted questions, DM me on Twitter (@prodbyjvn) / Discord (ijvn).
⚠ This mod ONLY exists on Modrinth & CurseForge as of May 2026. Any sites hosting this mod outside of Modrinth/CurseForge are not official releases. ⚠
Ченджлог
1.1.1Релиз1.21.1 · 16 августа 2026 г.
Changed
- Changed timed cooldowns to use wall-clock time so they continue to expire while the server is stopped
- Changed Creative-mode players to be able to revive downed players and entities
Fixed
- Fixed Fabric player state being lost across respawns
- Fixed sleep-based cooldowns resetting when a player left a bed without completing the night
- Fixed reviving a player removing Slowness effects that existed before they were downed
- Fixed NeoForge clearing forced poses that were not applied by Second Wind
- Fixed revive channels continuing without server-validated line of sight to the target
- Fixed downed players not completing the correct death lifecycle when killed
- Fixed forced deaths being blocked by canceled NeoForge death or damage events
1.1.1Релиз1.21.1 · 16 августа 2026 г.
Changed
- Changed timed cooldowns to use wall-clock time so they continue to expire while the server is stopped
- Changed Creative-mode players to be able to revive downed players and entities
Fixed
- Fixed Fabric player state being lost across respawns
- Fixed sleep-based cooldowns resetting when a player left a bed without completing the night
- Fixed reviving a player removing Slowness effects that existed before they were downed
- Fixed NeoForge clearing forced poses that were not applied by Second Wind
- Fixed revive channels continuing without server-validated line of sight to the target
- Fixed downed players not completing the correct death lifecycle when killed
- Fixed forced deaths being blocked by canceled NeoForge death or damage events
1.1.0Релиз1.21.1 · 14 июля 2026 г.
Added
- Added data-driven Second Wind support for non-player living entities through datapack definitions
- Added managed entity lifecycles with configurable downed timers, penalties, damage behavior, AI disabling, healing restrictions, revives, cooldowns, announcements, and poses
- Added persistence for managed downed entities, including timers and restoration of their previous AI, item pickup, and pose state
- Added external lifecycle adapters, allowing compatibility mods to control an entity's downed and recovery behavior while Second Wind provides tracking and player revive channels
- Added client APIs for accessing tracked entity timers, revive state, distance, and presentation pose
- Added client pose-renderer registration so compatibility mods can provide custom downed presentation poses
- Added built-in
secondwind:sideways,secondwind:upright, andsecondwind:swimmingentity presentation poses - Added persistent red damage overlays for tracked downed living entities (just like downed players :D)
- Added data-driven player downed and revive announcement pools with priorities, random selection, and server-supplied text
- Added configurable datapack-driven downed announcements for non-player entities
- Added the
forceCrawlingPoseconfig option, enabled by default, for compatibility with movement and animation mods that may add crawling - Added a Revivable Wolves example datapack demonstrating conditional, managed Second Wind support for tamed wolves
Changed
- Bumped the ToucanLib dependency to version 0.3.1
- Changed downed-state tracking, networking, timer rendering, revive channels, and pose presentation to support arbitrary living entities instead of only players
- Changed managed non-player entities to render sideways while downed by default instead of forcing the vanilla swimming pose (some entities looked odd in crawl pose so I defaulted to a sideways pose)
- Changed player and entity announcements to support either server-data text or optional translation keys with fallback text
1.1.0Релиз1.21.1 · 14 июля 2026 г.
Added
- Added data-driven Second Wind support for non-player living entities through datapack definitions
- Added managed entity lifecycles with configurable downed timers, penalties, damage behavior, AI disabling, healing restrictions, revives, cooldowns, announcements, and poses
- Added persistence for managed downed entities, including timers and restoration of their previous AI, item pickup, and pose state
- Added external lifecycle adapters, allowing compatibility mods to control an entity's downed and recovery behavior while Second Wind provides tracking and player revive channels
- Added client APIs for accessing tracked entity timers, revive state, distance, and presentation pose
- Added client pose-renderer registration so compatibility mods can provide custom downed presentation poses
- Added built-in
secondwind:sideways,secondwind:upright, andsecondwind:swimmingentity presentation poses - Added persistent red damage overlays for tracked downed living entities (just like downed players :D)
- Added data-driven player downed and revive announcement pools with priorities, random selection, and server-supplied text
- Added configurable datapack-driven downed announcements for non-player entities
- Added the
forceCrawlingPoseconfig option, enabled by default, for compatibility with movement and animation mods that may add crawling - Added a Revivable Wolves example datapack demonstrating conditional, managed Second Wind support for tamed wolves
Changed
- Bumped the ToucanLib dependency to version 0.3.1
- Changed downed-state tracking, networking, timer rendering, revive channels, and pose presentation to support arbitrary living entities instead of only players
- Changed managed non-player entities to render sideways while downed by default instead of forcing the vanilla swimming pose (some entities looked odd in crawl pose so I defaulted to a sideways pose)
- Changed player and entity announcements to support either server-data text or optional translation keys with fallback text
1.0.4Релиз1.21.1 · 21 июня 2026 г.
Added
Added downed timer damage feedback to the styled Last Stand bar
When a downed player takes timer-reducing damage, the lost time now appears as a white trailing segment on the right side of the red timer bar, then smoothly catches up
Added simple timer damage feedback option.
In simple timer mode, timer-reducing damage now flashes the timer text red, briefly holds, then fades back to white
Added cosmetic hit feedback for cancelled downed hits
When hits reduce the downed timer but do not deal real health damage, they can now still play impact feedback:
- hit sound
- knockback
Added two new config options, enabled by default:
downedDamagePlaysHitSounddownedDamageAppliesKnockback
Fixed
- Fixed the downed timer briefly showing the wrong/full time when being downed again
1.0.4Релиз1.21.1 · 21 июня 2026 г.
Added
Added downed timer damage feedback to the styled Last Stand bar
When a downed player takes timer-reducing damage, the lost time now appears as a white trailing segment on the right side of the red timer bar, then smoothly catches up
Added simple timer damage feedback option.
In simple timer mode, timer-reducing damage now flashes the timer text red, briefly holds, then fades back to white
Added cosmetic hit feedback for cancelled downed hits
When hits reduce the downed timer but do not deal real health damage, they can now still play impact feedback:
- hit sound
- knockback
Added two new config options, enabled by default:
downedDamagePlaysHitSounddownedDamageAppliesKnockback
Fixed
- Fixed the downed timer briefly showing the wrong/full time when being downed again
1.0.1Релиз1.21.1 · 13 мая 2026 г.
- Resolved crash from lodestone/shader version mismatch
- Removed lodestone dependency
1.0.0Релиз1.21.1 · 12 мая 2026 г.
- Initial release
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