Back to mods
Mebahel's Skeleton Revival project artwork

CurseForge · Minecraft mod

Mebahel's Skeleton Revival

When death is no longer the end… their skulls flee to rise again. Summon, hunt, or suffer... in Mebahel’s Skeleton Revival, every skeleton gets a second chance.

Choose a version Pick your version below, then grab the matching file.

Quick answer

Which Mebahel's Skeleton Revival release should I use?

Updated 8 days ago
Latest stable file mebahels-skeleton-revival-1.1.0-fabric-1.20.1
Game version 1.20.1, 1.20
Loader Fabric, Forge, NeoForge

Mebahel's Skeleton Revival mebahels-skeleton-revival-1.1.0-fabric-1.20.1 targets 1.20.1, 1.20 with Fabric, Forge, NeoForge. The project page does not say whether this file belongs on the client, dedicated server, or both. All 2 required mods have matching files.

Where it goes

Is Mebahel's Skeleton Revival required on the client, server, or both?

The project page does not say whether this file belongs on the client, dedicated server, or both.

Client Source doesn’t say
Dedicated server Source doesn’t say
Loader for this release Fabric, Forge, NeoForge
Required install it here Optional supported, not mandatory Not supported do not install here Source doesn’t say do not assume

The source does not explicitly classify this release as client-only or server-only.

What else does Mebahel's Skeleton Revival mebahels-skeleton-revival-1.1.0-fabric-1.20.1 need?

mebahels-skeleton-revival-1.1.0-fabric-1.20.1. Change the file and its required mods may change too.

All 2 required mods have matching files

Install GeckoLib, Fabric API first. We found matching files for this game-version and loader setup.

GeckoLib Needed by Mebahel's Skeleton Revival mebahels-skeleton-revival-1.1.0-fabric-1.20.1
required
Matching file found Matched file: geckolib-forge-1.20.1-4.8.4.jar
Fabric API Needed by Mebahel's Skeleton Revival mebahels-skeleton-revival-1.1.0-fabric-1.20.1
required
Matching file found Matched file: [1.20.1] Fabric API 0.92.12+1.20.1

We only count dependency files that match this setup. A file for another loader does not fill the gap.

Before you install it

Add Mebahel's Skeleton Revival without breaking your instance.

Built for Mebahel's Skeleton Revival mebahels-skeleton-revival-1.1.0-fabric-1.20.1. Pick another file and the loader, install side or required mods may change.

  1. 01

    Stick to this file

    Use mebahels-skeleton-revival-1.1.0-fabric-1.20.1. It targets 1.20.1, 1.20 with Fabric, Forge, NeoForge; another release may have different loader, side or dependency requirements.

  2. 02

    Bring the mods it needs

    Install GeckoLib, Fabric API first. We found matching files for this game-version and loader setup.

  3. 03

    Put it on the correct side

    The project page does not say whether this file belongs on the client, dedicated server, or both.

  4. 04

    Pick the file you checked

    Use the “Get this file” button beside mebahels-skeleton-revival-1.1.0-fabric-1.20.1. It opens that exact file at the source.

About this project

What does Mebahel's Skeleton Revival add?

Mebahel's Skeleton Revival

Killing a skeleton is no longer always the end of the fight.

When a Skeleton or Wither Skeleton dies, it has a configurable chance to leave behind a living skull. The skull immediately tries to escape from nearby players and creatures. If nobody destroys it in time, it stops, plays its revival animation, and brings the original mob back.

This adds a small but noticeable change to combat: you can chase the skull to finish the job, or ignore it and risk fighting the skeleton again a few seconds later.


Dependencies

Forge / NeoForge

Fabric


How it works

  • Skeletons and Wither Skeletons have separate revival chances.
  • The living skull keeps the correct Skeleton or Wither Skeleton appearance.
  • The skull carries the original mob's custom name, active status effects and head-slot item, including its enchantments. These are passed back to the revived mob.
  • Revived mobs cannot create another living skull by default. This protection can be disabled in the config if you want an unlimited revival cycle.
  • Mobs created by spawners are ignored by default, but this can be changed in the config.
  • The skull can be killed before the timer ends. It has its own health, loot and animations.
  • Modded living entities can use the same system through the entity-list config.

Configuration

Both config files are created after the game is launched once. They can be found in:

config/mebahels-skeleton-revival/

Restart the game or server after editing them.

Main settings

File: mebahels-skeleton-revival_config.json

{
  "skeletonHeadSpawnRate": 12,
  "witherSkeletonHeadSpawnRate": 12,
  "timeBeforeRevival": 140,
  "skeletonHeadHealthPercentage": 40,
  "reanimatedEntitiesCanSpawnHeads": false,
  "skeletonHeadTakesFallDamage": false,
  "skeletonHeadShouldDropExperience": true,
  "respawnedEntityShouldDropExperience": true,
  "respawnedEntityShouldDropItem": true,
  "canSpawnFromSpawner": false
}
  • skeletonHeadSpawnRate: chance, from 0 to 100, for an entity in the Skeleton list to create a living skull when it dies.
  • witherSkeletonHeadSpawnRate: same setting for entities in the Wither Skeleton list.
  • timeBeforeRevival: time before the skull revives its original mob, in ticks. Minecraft runs at 20 ticks per second, so the default value of 140 is 7 seconds. Values below 30 are reset to the default.
  • skeletonHeadHealthPercentage: living skull health as a percentage of the original mob's maximum health, from 1 to 100. The default value of 40 gives a skull 40% of the original mob's maximum health.
  • reanimatedEntitiesCanSpawnHeads: when set to true, revived mobs can create another living skull when they die, allowing the revival cycle to continue indefinitely.
  • skeletonHeadTakesFallDamage: controls whether living skulls take fall damage.
  • skeletonHeadShouldDropExperience: controls whether a living skull can drop experience.
  • respawnedEntityShouldDropExperience: controls whether the revived mob can drop experience when killed again.
  • respawnedEntityShouldDropItem: controls whether the revived mob can drop its normal loot when killed again.
  • canSpawnFromSpawner: when set to true, mobs created by spawners can also leave living skulls behind.

Spawn rates outside the 0 to 100 range are replaced with their default value of 12.

Adding other entities

File: entity-type-that-should-spawn-head_config.json

{
  "skeletonHeadEntities": [
    "minecraft:skeleton",
    "modid:custom_archer"
  ],
  "witherSkeletonHeadEntities": [
    "minecraft:wither_skeleton",
    "modid:dark_knight"
  ]
}

Add an entity ID to one of these lists to include it in the revival system. Entries in skeletonHeadEntities create a regular skeleton skull, while entries in witherSkeletonHeadEntities create a wither skeleton skull. The revived creature is the same entity type that originally died, including entities added by other mods.

Entity IDs use the namespace:entity_name format. For example, the vanilla Skeleton is minecraft:skeleton. You will need the exact registered ID when adding an entity from another mod.


Feedback and support

The mod is still being developed. Bug reports, balance feedback and compatibility suggestions are welcome on the Discord server.

Project description from CurseForge.

Pick your setup

Mebahel's Skeleton Revival by Minecraft version and loader

Choose the version and loader you play, then open the matching release.

16 available setups

Check the dependencies, then try the file in a copied instance before changing a world you care about.

Recent files

Mebahel's Skeleton Revival versions and loaders

10 of 10 releases match

Looking for an older file? The official CurseForge project page is in Resources.