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Hardcore Revival Knockout Timer Settings Explained

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Hardcore Revival replaces instant death with a knockout period, and its timer settings decide how long that period lasts and how repeated knockouts are handled. This guide covers the three settings that control that timing: secondsUntilDeath, continueTimerWhileOffline, and the consecutive knockout group.

Seconds Until Death

secondsUntilDeath sets how long a downed player has before death becomes permanent. Its tooltip describes it as the number of seconds during which rescue is still possible. Entering 0 turns the countdown off entirely, so a knocked out player never dies from the timer running out.

While a player is down, the interface shows rescue time left, a countdown of the seconds remaining before rescue is no longer an option. The screen also presents wait for rescue, telling the player to hold on for help or give up instead. A message reading "You are being rescued..." appears once someone starts the rescue action, and if the countdown reaches zero first, the player sees "$s was not rescued in time".

Two related settings shape what rescue itself requires, though they are separate from the timer: rescueDistance (how close a rescuer must be) and rescueActionTicks (how long the rescue takes, with 20 ticks per second).

Continue Timer While Offline

continueTimerWhileOffline decides whether the countdown keeps running after the knocked out player disconnects. When enabled, logging out does not pause the timer, so the remaining seconds keep draining and the player can still die while away. When disabled, the countdown is effectively suspended for the duration of the absence.

Consecutive Knockout Behavior

Three settings work together to punish or soften repeated knockouts within a short window.

consecutiveKnockoutThresholdSeconds defines the window. If a player is knocked out again within that many seconds of the previous knockout, the game treats it as a consecutive knockout. Its tooltip points to the two settings below as the ones that act on this classification.

resumeTimerOnConsecutiveKnockout controls whether the countdown picks up where it left off. When true, a consecutive knockout does not grant a fresh full timer; the player continues from the time that remained at the end of the last knockout.

multiplyTimerOnConsecutiveKnockout sets a multiplier applied to the time left on a consecutive knockout. This scales the remaining seconds up or down, so server operators can make repeat knockouts either more forgiving or more punishing.

Operating the Knockout Screen

The knockout interface is driven by on-screen actions rather than a menu. To give up and die immediately, use the die action, labelled "Accept your Fate". To free the camera and look around while down, press Escape. To bring a nearby player back up, hold the rescue action. If allowAcceptingFate is set to false, the Accept your Fate button is removed and players must let the timer run its course.

Note that being knocked out restricts some activities: a message states "You cannot use commands while knocked out", and the disabled when knocked out entry reflects that. Other settings can re-enable specific actions, but those are outside the timer controls covered here.

For any hotkey tied to these actions, check the controls menu and bind the corresponding hotkey there.