KeepInventory Consequences

Dying with keepInventory on finally has a price: your gear loses durability, your XP drains, and you respawn weakened — but survive long enough and you'll grow extra hearts.
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You lose your XP, your items lose durability (they won't break, but they can reach 1 point of durability depending on how much you die without recovering them, so keep that in mind), and you get sick.

You lose your XP, your items lose durability (they won't break, but they can reach 1 point of durability depending on how much you die without recovering them, so keep that in mind), and you get sick.

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You'd better stay in your home and recover yourself and your gear.

You'd better stay in your home and recover yourself and your gear.

Description

💔 KeepInventory Consequences

Playing with keepInventory on shouldn't be free.

You love your builds, your pets, your long-term world — you play with keepInventory on, and that's fine. But dying stopped meaning anything. This mod brings the fear back without ever taking your items: every death extracts a toll, and every respawn leaves a mark.

Behavior-only: no new items, no new blocks, no commands, no world data. Your world stays 100% vanilla-compatible — remove the mod at any time and nothing breaks. Perfect for long-running "forever worlds".


⚰️ The Toll (on every death)

You keep your items… but death takes its cut:

  • 🛡️ Worn armor and carried gear lose 40% of their current remaining durability (configurable, 0–100%). Items never break — at least 1 durability always survives, so your beloved pickaxe is wounded, never lost.
  • Your XP is drained — all levels and progress (configurable).

🩸 The Mark (after you respawn)

Wherever you respawn — bed, respawn anchor, or world spawn — your body remembers:

  • 🐌 Slowness II • 🗡️ Weakness II • 🍖 Hunger II • ⛏️ Mining Fatigue I
  • One shared random duration between 5 and 10 minutes (each effect and amplifier configurable)

❤️ Vitality (risk & reward)

  • Stay alive and your body grows stronger: up to +3 extra hearts, earned half a heart at a time.
  • Die, and you temporarily lose a heart — it regrows over time, if you can stay alive.
  • Built on vanilla attribute modifiers, so Golden Apples, Notch Apples, Absorption, Regeneration and Totems of Undying all work exactly as in vanilla.

⚖️ Fair by design

  • Penalties only apply while the keepInventory gamerule is ON — turn it off and the mod goes fully dormant.
  • Totem of Undying saves are never punished (you didn't die!).
  • Returning from the End is not a death — no penalty.
  • Items with Unbreakable/no durability are untouched.

⚙️ Configuration

Everything is configurable via Mod Menu (Cloth Config screen) or config/keepinventory-consequences.json: master switch, each penalty on/off, durability %, item scope, XP %, debuff levels and duration range, vitality pacing and limits, chat messages.

Localized in English and Português (Brasil).

📦 Requirements

Install on the server for multiplayer (clients need nothing), or just in your mods folder for singleplayer.


Source code and issue tracker coming to GitHub soon.

The KeepInventory Consequences Team

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I create mods to solve my own problems on Minecraft. I hope they help you too!