Mods / Player Corpse

Category: #Utility
Author: DArkHekRoMaNT
Side: Both
Created: Feb 17th at 10:56 AM
Last modified: 2 days ago
Downloads: 3768

The reimagined grave system.

After the death of the player, the player's corpse will spawn in its place (at the moment it is a regular humanoud skeleton). You can go to it and collect things (by holding RMB), by default only its owner or a player in a creative can collect a corpse. Not despawning.

In addition, a waypoint will be created at the place of death. By default, it will try to resolve conflicts with known mods, for example supports StreamDC.

Since the game is an unpredictable thing, this mod also adds the ability to restore items lost at the last death using the /returnthings command. By default, the last 10 deaths are stored for each player.

You can also configure some things in the config:

  • CanFired - the corpse will be destroyed if it burns for more than 15 seconds (default: false)
  • HasHealth - a corpse has 100 hp and can be broken by other players (default: false)
  • CreateCorpse - whether corpses will be created at all (default: true)
  • SaveInventoryTypes - what types of inventory will be saved
  • NeedPrivilegeForReturnThings - what privileges are needed to return things (default: gamemode)
  • MaxDeathContentSavedPerPlayer - the number of recent deaths that are saved per player (default: 10)
  • CreateWaypoint - whether to create a waypoint at all upon death (default: auto; automated turn it off if there is another well-known mod adding waypoints)
  • And also various settings for waypoints



Please use Issue traker link for bug reports or suggestions

Version For Game version Downloads Release date Changelog Download
v1.1.9 103 2 days ago Show
v1.1.8 76 4 days ago Show
v1.1.7 81 6 days ago Show
v1.1.6 35 Oct 17th at 3:40 PM Show
v1.1.5 533 Sep 10th at 1:02 AM Show
v1.1.4 607 Aug 14th at 11:21 PM Show
v1.1.1 198 Jul 20th at 6:52 AM Show
v1.1.0 193 Jul 17th at 9:20 AM Show
v1.0.2 1340 Feb 28th at 7:27 PM Show
v1.0.1 185 Feb 20th at 3:13 PM Show
v1.0.0 136 Feb 17th at 10:57 AM Show

5 Comments (oldest first | newest first)

Robson, 6 days ago

Suggestion: This mod would be very cool if it had the ability to cost.

for example if you die with a temportal gear on you, it removes the temporal gear but creates the grave.

If you dont have a temporal gear, the mod wont activate and you drop your items like normal.


Great mod though, keep it up

DArkHekRoMaNT, Aug 12th at 2:38 AM

1.1.2 may cause crash, 1.1.1 or 1.1.4+ is recommended

Xorberax, Aug 7th at 12:53 AM

I had an issue where nobody on my server could recover their corpse. They would hold the RMB on the corpse and nothing would happen. Upon restarting the server, I'd crash with the following stack trace -- I had to unload the mod, start the server, stop the server, load the mod, start the server, recover my items with the return things command, unload the mod in order to recover my stuff:

Running on 64 bit Windows with 64 GB RAM Version: v1.15.3 (Stable)2021-08-05 8:23:20 PM: Critical error occurred System.NullReferenceException: Object reference not set to an instance of an object. at Vintagestory.Server.ServerMain.EntityPosFromSpawnPos(PlayerSpawnPos playerSpawn) at PlayerCorpse.EntityPlayerCorpse.OnEntityLoaded() at Vintagestory.Server.ServerMain.LoadEntity(Entity entity, Int64 fromChunkIndex3d) at Vintagestory.Server.ServerSystemSupplyChunks.<>c__DisplayClass15_0.b__0() at Vintagestory.Server.ServerMain.ProcessMainThreadTasks() at Vintagestory.Server.ServerMain.ProcessMain() at Vintagestory.Server.ServerMain.Stop(String reason) at _Km7YT9SY1sKIj5UBhEpQfHc3XzB._HhrVFdJkFhMrwQkFcwlyS1F1C6h() at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) at System.Threading.ThreadHelper.ThreadStart()

DArkHekRoMaNT, Aug 1st at 12:32 PM

@Vallen, are you using VSMovementMod? Please update it if you are using it. I immediately testing my mod in multiplayer, it should work.

Vallen, Jul 24th at 12:27 AM

Just tried version 1.1.1 on a server with the default values and the player did not generate a corpse but dropped their stuff like usual. :(

delete edit