CurseForge · Minecraft mod
lifeflow
Gain life energy by killing creatures and leveling up; collecting enough life energy will reward you with extra health.
Quick answer
Which lifeflow release should I use?
lifeflow-1.3.0.jar targets 1.20.1 with Forge. The project page does not say whether this file belongs on the client, dedicated server, or both. No extra mods listed for this file.
Where it goes
Is lifeflow required on the client, server, or both?
The project page does not say whether this file belongs on the client, dedicated server, or both.
The source does not explicitly classify this release as client-only or server-only.
What else does lifeflow-1.3.0.jar need?
lifeflow-1.3.0.jar. Change the file and its required mods may change too.
This file does not list any required mods. Do not add a library just because a different file uses it.
1 extra mod was pulled in by another dependency. Indented rows show who needs each one. We only count dependency files that match this setup. A file for another loader does not fill the gap.
Before you install it
Add lifeflow without breaking your instance.
Built for lifeflow-1.3.0.jar. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use lifeflow-1.3.0.jar. It targets 1.20.1 with Forge; another release may have different loader, side or dependency requirements.
- 02
Bring the mods it needs
This file does not list any required mods. Do not add a library just because a different file uses it.
- 03
Put it on the correct side
The project page does not say whether this file belongs on the client, dedicated server, or both.
- 04
Pick the file you checked
Use the “Get this file” button beside lifeflow-1.3.0.jar. It opens that exact file at the source.
About this project
What does lifeflow add?
I highly recommend installing this mod first — Overflowing Bars
Life is a currency.
Every creature you kill leaves behind Life Essence. Spend it to buy permanent hearts, and grow from the fragile 5 hearts you start with into a 30-heart monster. The catch: dying is expensive, the price goes up with every heart you own — and in a Trial, death leaves something behind that wears your face.
How it works
• Kill → Essence. Each kill yields 20% of the target's max health, rounded, minimum 1. Players count too. Formula: essence = max(1, round(maxHealth × 0.2)) — in a Trial, × 4.
• Essence → Hearts. The first extra heart costs 25 essence, and every heart after costs 15 more. Formula: cost(n) = 25 + 15 × (n − 1), n = 1 … 15 — 25 · 40 · 55 · 70 · … · 235, 1,950 in total. Hearts are bought automatically, or manually with /lifeflow upgrade.
• Every heart you gain also mends you: Regeneration II for 5 seconds.
• Levels matter. Each multiple-of-5 level grants essence equal to that level. Reward = the sum of L for every level L between your old level (exclusive) and new level (inclusive) where L mod 5 = 0 — 3 → 17 pays 5 + 10 + 15 = 30.
Features
• Heart Gem — Extra hearts outside the essence cap. Each gem grants +1 heart, up to +10 (30 hearts total). Craft one from 8 gold ingots and a Heart of the Sea, or find one in a dungeon chest (0.11%). Once your essence hearts are maxed, excess essence keeps counting toward a gem: gemCost(k) = 1,000 × k, where k = gems already awarded + 1 — 1,000 · 2,000 · 3,000 · …
• Death has tiers — The penalty is based on price = essenceHeld + cost(essenceHearts + 1).
10 hearts or fewer — lose floor(price × 0.50)
11–20 hearts — lose floor(price × 0.75)
21+ hearts — lose one essence-bought heart instead, and keep your essence (falls back to 75% if you own no essence hearts)
You never lose a Heart Gem heart. Only essence and essence-bought hearts are on the table.
• Trial Bell & Omamori — Ring the Trial Bell to enter Trial: essence gain ×4, permanent Hero of the Village, permanent Night Vision, +25% Knockback Resistance, Fortune III on ores and crops, kill XP ×2 — but death costs min(2, essenceHearts) hearts and zeroes both your essence and the gem gauge, your damage is ×0.75, and heart buffs are suppressed. Ring the Omamori to walk away early. It is consumed, and lost hearts are not refunded.
• The Wraith — what a Trial death actually costs you no longer evaporates. The heart it took and every drop of essence it zeroed are sealed inside a wraith that rises where you died: your own skin, darkened to a silhouette, legless, its lower body fading into nothing. Kill it and you get one heart and all of that essence back — the second heart is gone for good. Die again before you do, and the old wraith is replaced, contents and all, so that earlier loss becomes permanent.
While one of your wraiths still lingers you carry Heartless: Trial essence gain is halved (×4 → ×2). Kill it — or gain a heart — to clear it.
Nobody else can hurt your wraith; it answers only to its owner. It does not burn, does not despawn and cannot be suffocated. It drifts after you (even through walls — a shadow does not need line of sight) and every 4 seconds spits a shadow ball for 2 damage and Slowness I within 24 blocks. It only shoots what it can see. Lava, the void and /kill still work, so there is always a way to be rid of it.
• Plunder — a single-level enchantment for swords, axes, tridents, bows and crossbows. It grants Looting I's drop bonus on top of whatever Looting the weapon already carries (Looting III → IV), and it doubles the Life Essence you harvest. Not applied during a Trial — that payout is fixed. Librarians at Journeyman level sell the book for 32 emeralds plus a book (3 in stock), and it turns up in dungeon chests 2% of the time.
• Tear of Mercy — drink it to gain one level of Mercy, up to 3. Each level is a 10% chance that death simply does not happen to you: no hearts lost, no essence lost, no wraith left behind, nothing to reclaim. Mercy is spent as it saves you — one level per save, so keep drinking.
Three ways to get one: craft a ghast tear with two blaze powder, find one in a chest (1%), or lose a companion — a wolf, cat, parrot, horse, donkey, mule or llama you tamed has a 60% chance to leave a tear behind when it dies.
• Buffs from hearts — Every 10 hearts grants +1 Strength and +1 Resistance, permanently. tier = floor(totalHearts / 10), so 5–9 none · 10–19 I · 20–29 II · 30 III.
• Debuffs from hearts — Hostile mobs within 128 blocks get floor(totalHearts / 10) × 2 extra hearts (+4 HP per tier); at 30 hearts that is +6 hearts. Bosses and the Warden are exempt.
• A HUD that scales — Vanilla only draws 10 hearts, so this mod draws the rest. Pick between a ghost heart at the end of your health row that fills up, or a slim progress bar above it. Works alongside Overflowing Bars — when it is installed, Life Flow steps aside and only draws its own progress heart.
Configuration
26 options in config/lifeflow-common.toml, all documented in-game (also editable with Configured): starting hearts, heart cap, gem cap, essence per kill, heart pricing, auto-upgrade, keep-on-death, essence from players, level-up essence, gem charge threshold, gem loot chance, mercy chest chance, mercy chance per level, mercy cap, pet drop chance, buff interval, mob scaling, HUD style, HUD numbers, action bar and the Plunder multiplier.
Commands
/lifeflow get · upgrade · add · sethearts · setgem · reset (last four require operator permission)
Requirements
Minecraft 1.20.1 (Forge 47.x) — Java 17
Minecraft 1.21.1 (Forge 52.x) — Java 21
Both builds ship the same features as separate jars; pick the one that matches your game version.
No dependencies. Install on both client and server.
Ships with English and Simplified Chinese localization.
我强烈建议先安装这个模组——Overflowing Bars(溢出生命条)
生命是一种货币。
你杀死的每个生物都会留下生命精华。用它来购买永久生命值,从初始脆弱的5颗心成长为30颗心的怪物。但代价是:死亡很昂贵,而且你拥有的心越多,价格就越高——而在试炼中,死亡会留下一个戴着你的脸的东西。
运作方式
• 击杀 → 精华。每次击杀产出目标最大生命值20%的精华,四舍五入,最低1点。玩家也算。公式:essence = max(1, round(maxHealth × 0.2))——在试炼中,×4。
• 精华 → 心。第一颗额外心花费25精华,之后每颗心多花15。公式:cost(n) = 25 + 15 × (n − 1),n = 1 … 15——25 · 40 · 55 · 70 · … · 235,总计1,950。心会自动购买,也可以用 /lifeflow upgrade 手动购买。
• 你每获得一颗心也会治疗你:再生II,持续5秒。
• 等级很重要。每个5的倍数等级会给予等于该等级的精华。奖励 = 在你旧等级(不含)和新等级(含)之间每个满足 L mod 5 = 0 的等级 L 之和——3 → 17 支付 5 + 10 + 15 = 30。
特性
• 心之宝石——精华上限之外的额外心。每颗宝石给予+1颗心,最多+10(总计30颗心)。用8个金锭和1个海洋之心合成,或在副本宝箱中找到(0.11%)。一旦你的精华心达到上限,多余的精华会继续计入宝石:gemCost(k) = 1,000 × k,其中 k = 已获得的宝石数 + 1——1,000 · 2,000 · 3,000 · …
• 死亡有分级——惩罚基于 price = essenceHeld + cost(essenceHearts + 1)。
10颗心或更少——失去 floor(price × 0.50)
11–20颗心——失去 floor(price × 0.75)
21+颗心——改为失去一颗用精华购买的心,并保留你的精华(如果你没有精华购买的心,则回退到75%)
你永远不会失去心之宝石的心。只有精华和用精华购买的心会受影响。
• 试炼之铃与御守——摇响试炼之铃进入试炼:精华获取×4,永久村庄英雄,永久夜视,+25%击退抗性,矿石和作物上 Fortune III,击杀经验×2——但死亡会消耗 min(2, essenceHearts) 颗心并将你的精华和宝石进度清零,你的伤害变为×0.75,心提供的增益被抑制。摇响御守可以提前离开。它会被消耗,失去的心不会退还。
• 幽灵——试炼死亡实际让你付出的东西不再凭空蒸发。它夺走的那颗心以及它清零的每一滴精华都被封在一个幽灵中,幽灵会在你死亡处升起:披着你自己的皮囊,暗化成剪影,没有腿,下半身逐渐消散为虚无。杀死它,你就能拿回一颗心和所有那些精华——第二颗心则永久消失。如果你在那之前再次死亡,旧幽灵会被替换,连同其中的内容一起,于是先前的损失就变成永久性的。
当你的某个幽灵仍然徘徊时,你会携带“无情”:试炼精华获取减半(×4 → ×2)。杀死它——或获得一颗心——即可清除。
其他任何人都不能伤害你的幽灵;它只听从它的主人。它不会燃烧,不会消失,也不能被窒息。它跟随着你飘荡(甚至穿墙——影子不需要视线),并且每4秒吐出一个暗影球,在24格内造成2点伤害和缓慢I。它只射击它能看到的东西。岩浆、虚空和 /kill 仍然有效,所以总有办法摆脱它。
• 掠夺——一种单级附魔,适用于剑、斧、三叉戟、弓和弩。它在武器已有的任何抢夺等级之上额外提供抢夺I的掉落加成(抢夺III → IV),并使你收获的生命精华翻倍。试炼期间不生效——那部分收益是固定的。老手级别的图书管理员以32个绿宝石加一本书出售该书(库存3本),它还有2%的几率出现在副本宝箱中。
• 慈悲之泪——饮用它可获得一级慈悲,最多3级。每级是10%的几率让死亡根本不发生在你身上:不失去心,不失去精华,不留下幽灵,没有任何东西需要 reclaim。慈悲在拯救你时会被消耗——每次拯救消耗一级,所以要继续喝。
获得它的三种方式:用两个烈焰粉合成一个恶魂之泪,在宝箱中找到(1%),或失去一个伙伴——你驯服的狼、猫、鹦鹉、马、驴、骡或羊驼死亡时有60%几率留下一个泪。
• 来自心的增益——每10颗心永久给予+1力量 and +1抗性。tier = floor(totalHearts / 10),所以 5–9 无 · 10–19 I · 20–29 II · 30 III。
• 来自心的减益——128格内的敌对生物获得 floor(totalHearts / 10) × 2 颗额外心(每级+4 HP);在30颗心时即+6颗心。Boss和监守者不受影响。
• 可缩放的HUD——原版只绘制10颗心,所以这个模组绘制其余的。你可以在生命条末尾的一个会填充的幽灵心,或在其上方的一条细进度条之间选择。与 Overflowing Bars 一起工作——当它安装时,Life Flow 会让步,只绘制自己的进度心。
配置
config/lifeflow-common.toml 中有26个选项,全部在游戏内有文档说明(也可用 Configured 编辑):初始心数、心上限、宝石上限、每次击杀精华、心定价、自动升级、死亡保留、来自玩家的精华、升级精华、宝石充能阈值、宝石战利品几率、慈悲宝箱几率、每级慈悲几率、慈悲上限、宠物掉落几率、增益间隔、生物缩放、HUD样式、HUD数字、动作栏和掠夺倍率。
命令
/lifeflow get · upgrade · add · sethearts · setgem · reset(后四个需要管理员权限)
要求
Minecraft 1.20.1(Forge 47.x)——Java 17
Minecraft 1.21.1(Forge 52.x)——Java 21
两个构建版本以单独的jar发布,功能相同;选择与你游戏版本匹配的那个。
无依赖。客户端和服务端都要安装。
附带英语和简体中文本地化。
Project description from CurseForge.
Pick your setup
lifeflow by Minecraft version and loader
Choose the version and loader you play, then open the matching release.
1.21.1
1 loader build1.20.1
1 loader buildCheck the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
lifeflow versions and loaders
lifeflow-1.3.0.jar
lifeflow-1.3.0-1.20.1-forge.jar
4 Nov 2026
lifeflow-1.3.0.jar
lifeflow-1.0.0-mc1.21.1-forge.jar
4 Nov 2026
lifeflow-1.2.0-mc1.21.1-forge.jar
lifeflow-1.0.0-mc1.21.1-forge.jar
3 Nov 2026
lifeflow-1.2.0.jar
lifeflow-1.0.0.jar
3 Nov 2026
lifeflow-1.1.0.jar
lifeflow-1.0.0.jar
2 Nov 2026
lifeflow-1.0.0.jar
1 Nov 2026
Looking for an older file? The official CurseForge project page is in Resources.