Rainy228 | Keep Rules
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Keep Rules
Full keep-inventory is too easy, losing everything is too harsh. Keep Rules lets a server or modpack decide exactly what survives a death, with config switches, item tags and a data map. It is not a grave mod: no blocks, no corpses, nothing ticking.
Features
- Slot rules: keep the hotbar, the armor and/or the off hand.
- Item tags:
#keep_rules:always_keepfor items that always survive (compasses, maps, quest items),#keep_rules:never_keepfor items that never do. Curse of Vanishing still wins. - Back where it was: kept items return to their original slot after respawning (or any free slot, or at your feet if the inventory is full).
- Experience: keep a percentage of your XP; the dropped orbs shrink by the same share, so nothing is duplicated.
- Durability toll: kept tools and armor can lose a share of their durability, per item via a data map. Never breaks an item.
- Safe: logging out on the death screen, deaths in the Nether or the End,
/kill, full inventories: no losses, no dupes. - Plays nice: runs before grave mods, so graves only get what you lose. Does nothing while
keep_inventoryis on. - Server side: no mixins, no ticking, no network payloads. Clients don't need it.
Config
serverconfig/keep_rules-server.toml (or Mods → Keep Rules → Config):
| Option | Default | Range |
|---|---|---|
keep_hotbar |
false |
|
keep_armor |
false |
|
keep_offhand |
false |
|
xp_keep_percent |
0 |
0 – 100 |
durability_penalty_percent |
0 |
0 – 100 |
death_message |
true |
Tags and data maps
#keep_rules:always_keep(item tag)#keep_rules:never_keep(item tag, beats always_keep)keep_rules:durability_penalty(item data map):{ "values": { "minecraft:elytra": { "percent": 25 }, "#minecraft:swords": 5 } }
Compatibility
- Minecraft 26.1.2, NeoForge 26.1.2.107+, Java 25.
- Grave mods: Keep Rules takes its items first, the grave gets the rest (not tested with a specific grave mod yet).
- Curios slots: only via the always_keep tag for now; proper support is planned.

