I'm Not Dead Yet - Player Defeat (ASD_indy)
🟠 Updated over a year agoPreview

🔍 Analysis
- 👍 1.1% endorsement rate — high engagement, a strong quality signal
- 🏆 #190 of 474 Gameplay mods in this game by downloads
📋 About This Mod
This is a mod that will allow the player to be defeated, and call upon a submod to trigger consequences.It *can* be used without submods, but then it will just keep you alive at 20% hp. Two submods in Optional Files! Second Wind & Status
NB - I have only heard of one issues with INDY in 1. 0 so far, but it's related to a 3rd party submod. Not sure how/why, I don't have access to the code -- I tested INDY and the submods on here and it seems to work fine for me? I'm working on an update anyways though that's going to change a little bit of backend, and make it so many of the messages in the top left are locked behind a debug setting. That way if you're playing normally and INDY works normally and you don't want to see the spam every time you load the game, get beat up, etc... You won't have to.
The planned changes are mostly backend, but will have slight changes in how it affects the player.
1) The "repeat delay" will start immediately after INDY receives the "Submod Finished" call from the submod it ran when you were defeated. In the case of Second Wind, that's nearly instantaneous, so there will be no observable difference for the user. But if there's a submod created at some point in the future that takes time (like, say, you get carried to a village & have to do something there before it's done), the timer until you can trigger INDY again will only start when that submod says it's done with you.
Also relevant for anyone using a submod that starts animations of some kind. Not that I'd know anything about that :P
2) There is now a "fallback delay" which triggers a timer immediately. In theory, it should never really matter - but it's there as a backup in case someone releases a submod that doesn't properly 'end' things and tell INDY that it finished or failed. I set this to 5 minutes as the default. You can adjust it.
How these will interact:
Assuming you have a "Fallback Delay" of 5 minutes and a "Repeat Delay" of 2 minutes...
Submod is called. Fallback timer starts 5:00 , 4:59, etc... Two minutes later, the submod finishes and the fallback timer is now at 3:00 remaining. Since the submod calls the "Finished" function, INDY clears that fallback timer and renders it invalid, so it's --:-- now -- and then it starts a new timer using the "repeat delay" set to 2:00 because that's your setting. 1:59, 1:58, etc. until it ends, then INDY is listening and will protect you from dying once more.
3) There is now a "Debug" setting with three values: Off, Temporary, Always On -- Off means most messages are suppressed. You won't see INDY mention all the weights of the submods you have installed etc. etc.
Temporary will show all debug messages from the moment you set it to that until you load into a world and it finishes loading all submods, then it will automatically change the setting to Off.
Always on is current behavior; you'll see every message as you currently do.
This version of the mod, when released, will be 1. 3. 0
When the player is defeated (drops to 0 HP, or below a configurable threshold) - rath
📊 Mod Details
- Game
- Palworld Mods
- Author
- AlphabetSoupDog1234
- Version
- 1.2.1
- Downloads
- 11,622
- Endorsements
- 132
- Category
- Gameplay
- Created
- 2/22/2025
- Updated
- 6/14/2025
🔧 How to Install Palworld Mods Mods
Install UE4SS. Drop .pak mods into /Pal/Content/Paks/LogicMods/.
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