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Hardcore Revival: Rescue Range, Rescue Time, and Respawn Stats Explained

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Hardcore Revival turns lethal damage into a knockout period, giving nearby players a chance to bring you back before you die. This guide covers the settings that govern how far away a rescuer can stand, how long the rescue takes, and what state you return in after being saved.

The Knockout State

When you are knocked out, you are not dead yet. You see a rescue time left readout showing how many seconds remain before your fate is sealed, along with a prompt telling you to wait for rescue or to accept what is coming. A die button labeled Accept your Fate lets you skip the wait and end things immediately. While downed, you can press Escape to look around, and you can hold the rescue input to be rescued — though the rescue itself normally comes from another player.

If nobody reaches you before the countdown runs out, you receive the message that you were not rescued in time.

Timer Settings

secondsUntilDeath controls the base countdown. Its tooltip explains that this is the number of seconds in which a player can still be pulled back from death, and that setting it to 0 turns the timer off entirely.

continueTimerWhileOffline decides whether that countdown keeps running while the player is logged out. When enabled, disconnecting does not pause your remaining time.

consecutiveKnockoutThresholdSeconds sets the window used to judge whether a new knockout counts as a repeat of the last one. Two related options act on that judgment: resumeTimerOnConsecutiveKnockout makes the countdown pick up from where it previously stopped, and multiplyTimerOnConsecutiveKnockout applies a multiplier to whatever time was left.

Rescue Range and Rescue Speed

rescueDistance sets the maximum gap between rescuer and victim at which a rescue is possible. Anyone further away than this cannot help you.

rescueActionTicks sets how long the rescue takes to complete, measured in ticks, with twenty ticks equaling one second. A higher value means the rescuer must hold the action longer before you are saved.

What You Get After Being Revived

rescueRespawnHealth determines how much health you come back with, expressed out of 20.

rescueRespawnFoodLevel sets the ceiling for your food level on revival, also out of 20, while rescueRespawnFoodLevelDecrease applies a penalty subtracted from that food level.

rescueRespawnEffects lists the status effects granted when someone saves you. Each entry follows the pattern "effect|duration|amplifier".

Fate, Commands, and Restrictions

allowAcceptingFate can be switched off to remove the Accept your Fate button, forcing downed players to sit out the full timer instead of choosing to die.

Command use while knocked out is blocked by default, with the notice disabled when knocked out. OPs retain the ability regardless. Separate options govern whether downed players can still be teleported, whether they glow so others can spot them through terrain, and whether they can punch, shoot bows, or fire pistols.

instantDeathSources and instantDeathEntityTypes define damage sources and entity types that skip the knockout period and kill outright.

Finally, disableInSingleplayer, disableInLonelyMultiplayer, and disableInNonHardcore let you switch the whole system off in those situations.

Operating the Controls

The death action is a press. Looking around while downed is a press of Escape. Rescuing another player is a hold. For any other bound action, use the corresponding hotkey and set it in the controls menu.