spiritlinks-1.20.1-3.1.1.jar
Curse Maven Snippet
What's new
SpiritLinks v3.1.1
Bug-fix release focused on item safety. Recommended for every server. Update the server and all clients.
Item and XP safety
Revive protection works again
The 10-second protection after reviving was switched off a moment after it was applied, so revived players could be attacked immediately. It now lasts its full configured time. It also can never last longer than configured, which fixes the rare "stuck unable to break blocks" state.
No more lost snapshots after dying twice quickly
A background "cleanup" that ran after each revive could delete your next death's snapshot if you died again before it fired. That cleanup is gone.
/spirit clearghost returns your items
Force-clearing a stuck ghost used to delete the death snapshot along with everything in it. Items and XP are now handed back: into your inventory, armor into free armor slots, and anything that doesn't fit dropped at your feet.
Cancelled deaths no longer empty your inventory
If another mod cancelled a death (revive, soulbound or second-chance mods), SpiritLinks had already emptied your inventory and left you stuck as a living "ghost". Your items are now put back and no ghost is created.
Curios items can't vanish on revive
If you had fewer accessory slots on revive than when you died, or the Curios lookup failed, the extra items were silently lost. They now go to your inventory or drop at your feet.
XP restores correctly
Reviving restored your level but left the hidden XP-points total at 0. Mods that read or store XP points (XP banks, enchanting and anvil tweaks) now see your real XP.
Exploit fix
Corpse revive can't be used to teleport
The revive spot came from the client, so a modified client could revive anywhere within 256 blocks, including inside sealed bases. The spot must now be visible from where you're standing and within the rescue range of your death point.
Balance and fairness
- Durability is charged once per revive. With LucsemporiumRPG installed, Spirit Healer revives charged durability twice.
- Durability costs never break items. Items are left with at least 1 durability.
- Every revive counts toward scaling. Corpse, healer and cemetery revives all count toward scaling costs and the LucsemporiumRPG penalty (previously only healer revives counted).
Other fixes
- Healers stay put after a restart. Spirit Healers (other than CustomNPCs) now remember their home spot across restarts instead of wandering off. Healers marked before this update adopt their current position as home.
- Clicking to revive follows the server's range. It used each player's local config, so on servers with a larger
clickDistancesome clicks did nothing. - Dedicated servers no longer log an error at startup about client classes.
Performance
- Ghost screen effect: drawn in a single pass instead of about 180 separate draws every frame.
- Mob aggro clearing: scans a smaller area around ghosts and runs once a second instead of every tick for protected players.
- Healer damage check: skips players and non-living entities before doing any lookup.
Config change
Death marker and breadcrumb settings moved to a new per-player file, config/spiritlinks-client.toml. They were in the shared config, which servers never send to players. Server rules stay in config/spiritlinks.toml. On first launch Forge will log that it removed the old client entries from spiritlinks.toml; that's expected.
Requirements
- Minecraft 1.20.1
- Forge 47.2.20+
- Java 17+
- Optional: LucsemporiumRPG, Curios API, CustomNPCs
This mod has no additional files

