The gamerule command lets you keep your inventory. However, it also lets you keep your experience. For me, this makes it unacceptable. As frustrating as I find losing my items, I prefer to have some penalty for dying, so that it is not simply a cheeze form of fast-travel. Ideally, I think what you could do is to expand from simply keeping items on death to a custom death penalty, with settings for things like "Keep Hotbar", "Keep Pack", "Percent Droped" and "Percent Destroyed" for hotbar and pack, "Experience Lost" and "Experience Dropped", "Health on Respawn", "Respawn Buffs/Debuffs", the ability to forbid certain items (or only permit certain items) being dropped, etc...
Example:When I die, my armour is completely destroyed, and I lose half of my experience forever. All the items in my hotbar are dropped on the ground, save my Mystcraft books, but I keep everything in my inventory except for Metallugy 2 coins, a third of which are dropped and the rest destroyed. No matter where I died or where I slept last, I respawn at overworld main spawn. When I do, I start out with only three hearts, and two "shanks" of hunger. I also have Weakness and Mining Fatigue for a full minute.
That way, people can make death as punishing or forgiving as they choose, for what makes the game fun for them.
The gamerule command lets you keep your inventory. However, it also lets you keep your experience. For me, this makes it unacceptable. As frustrating as I find losing my items, I prefer to have some penalty for dying, so that it is not simply a cheeze form of fast-travel. Ideally, I think what you could do is to expand from simply keeping items on death to a custom death penalty, with settings for things like "Keep Hotbar", "Keep Pack", "Percent Droped" and "Percent Destroyed" for hotbar and pack, "Experience Lost" and "Experience Dropped", "Health on Respawn", "Respawn Buffs/Debuffs", the ability to forbid certain items (or only permit certain items) being dropped, etc...
Example:When I die, my armour is completely destroyed, and I lose half of my experience forever. All the items in my hotbar are dropped on the ground, save my Mystcraft books, but I keep everything in my inventory except for Metallugy 2 coins, a third of which are dropped and the rest destroyed. No matter where I died or where I slept last, I respawn at overworld main spawn. When I do, I start out with only three hearts, and two "shanks" of hunger. I also have Weakness and Mining Fatigue for a full minute.
That way, people can make death as punishing or forgiving as they choose, for what makes the game fun for them.
If it was customizable like that, I would definitely use this mod instead of the game rule... But it's not, so I won't... I'll keep it for my older instances on MultiMC though...
Dude, you can just do /gamerule keepInventory but nice mod
As I have said, think of this as an upgrade, I dont want to use cheats at all, having it there is much better. It also has a penalty by removing xp which is nice because it keeps it from being too op
As I have said, think of this as an upgrade, I dont want to use cheats at all, having it there is much better. It also has a penalty by removing xp which is nice because it keeps it from being too op
Sorry but you waste you time if you update it. /gamerule keepinventory does the same.
Actually, that's not true. The Mojang command lets you keep your inventory and experience (at least it always has for me), and I think even your score. That makes it an outright cheat, with no penalty at all for dying. This, on the other hand, is just your inventory, making it a good alternative for people who still want a penalty for death, but get frustrated losing resources that can't be replaced without an hour-plus expedition to places not yet mined out.
Actually, that's not true. The Mojang command lets you keep your inventory and experience (at least it always has for me), and I think even your score. That makes it an outright cheat, with no penalty at all for dying. This, on the other hand, is just your inventory, making it a good alternative for people who still want a penalty for death, but get frustrated losing resources that can't be replaced without an hour-plus expedition to places not yet mined out.
I totally agree. I'm tired of people saying that. Maybe people don't want to use cheats. (Like me.) It just adds stress on my short attention span, as I might forget to even enable cheats. This is an easier alternative, and if this mod was able to be configurable to how much you can keep after death, it'd be even more awesome. So to anyone who says "just use cheats" stop your fingers and think for a minute. Know what you're actually saying. If the creator wants to update he can. He continued because he didn't realize how many people still wanted to use the mod. But you don't have to bug him about it. He probably has enough stress about it. Stop wasting your time trolling and actually be considerate and let people make their mods. If you think the mod is a bad idea, get off the thread. You don't have to ruin other peoples' fun. If you don't like it you don't have to get it or ever be on the thread again.
Exactly. I miss being able to just keep my inventory... I don't die very often, so when I do I usually have amassed quite a bit of experience. I don't agree with complete inventory loss on death, but keeping 40 + levels worth of xp is stupid!
Erm. mah. gawd. Read up 5-6 posts. I cant even get the cheat to work most of the time. HE CAN MAKE IT IF HE WANTS TO. You don't to have to even say it. I think the creator gets enough of it.
Erm. mah. gawd. Read up 5-6 posts. I cant even get the cheat to work most of the time. HE CAN MAKE IT IF HE WANTS TO. You don't to have to even say it. I think the creator gets enough of it.
Esc - open to LAN - enable cheats.
If you using this mod, or /gamerule keepInventory, you are already cheater, don't try to calm because of experience losing. But nobody cares btw.
If you using this mod, or /gamerule keepInventory, you are already cheater, don't try to calm because of experience losing. But nobody cares btw.
First of all, some people VERY MUCH care. Raw materials in Minecraft are effectively finite resources. While you can, in theory, generate new terrain to get new ores, this is not a sustainable solution. First of all, travel times from main base to current mine mean that you will get diminishing returns in this respect. Secondly, there's the issue of file size. The more you spread out in search of new terrain to strip for resources, the bigger your save becomes, and while it would take some time for this to reach a hard limit, any items lost expediate this process. Besides which, suicide runs to save your best equipment in order to not be set back by hours of gameplay are, quite simply, needlessly stressful, taking away from time you could be spending on parts of the game that are enjoyable.
By contrast, experience is an infinite resource. It is valuable, and needed for some things, but can be replaced without resorting to exceptional measures. So it acts as a setback, rather than a hard shift in the focus of gameplay. Compare to RPGs where death in a dungeon means reappearing in town with a sizable chunk of your money. This is some basic "Game Design 101" stuff, here. The penalty for dying should ideally represent a setback to the player, without making the game become harder in the long-term. So there is actually a very big difference between losing everything, losing nothing, and only losing experience. Suggesting that simply "enabling cheats" and losing nothing is the same thing shows a substantial inability to grasp even the most basic principles of game balance.
However, let me go further. As I have said before, while this mod is a good alternative to the fundamentally "broken" Keep Inventory command, it would be better to expand its function, rather than discontinue it. Currently, there is a void waitng to be filled in the form of a quality custom difficulty mod. Rather than simply disabling item dropping, this mod could be repurposed with customization in mind. Give players, and more importantly server operators, full control over how death is handled. What drops, how often, and how much? What about mods? Are there any variables that should be reset? Do you want beds to be spawn points, fixed respawn, random respawn? What about dimensions? Maybe you want players to respawn in the underworld, full experience, but with their items stored in a block only they can mine back where they died. If there were a mod that gave that kind of control over what happens when you die, just think of all that people could do with it.
If you using this mod, or /gamerule keepInventory, you are already cheater, don't try to calm because of experience losing. But nobody cares btw.
That is not what I meant. I totally agree with anon. I care. You don't have to use it, but don't convince other people not to use it. Besides, if it is a cheat at all it's less of a cheat then the command. And I play vanilla minecraft all of the time, but I use mods that make sense to add in. So what if I think diamond gets a little boring? At least I dont use Metallurgy. Things like Harder Peaceful and Mouse tweaks make minecraft a lot more fun and enjoyable in my opinion, while mojang adds these useless things and ruining the original point of the game.
Please update this mod to 1.4.6. I hate dying and losing inventory, and also hate playing with cheats on. This is a balance because experience is lost. Great idea
Example: When I die, my armour is completely destroyed, and I lose half of my experience forever. All the items in my hotbar are dropped on the ground, save my Mystcraft books, but I keep everything in my inventory except for Metallugy 2 coins, a third of which are dropped and the rest destroyed. No matter where I died or where I slept last, I respawn at overworld main spawn. When I do, I start out with only three hearts, and two "shanks" of hunger. I also have Weakness and Mining Fatigue for a full minute.
That way, people can make death as punishing or forgiving as they choose, for what makes the game fun for them.
If it was customizable like that, I would definitely use this mod instead of the game rule... But it's not, so I won't... I'll keep it for my older instances on MultiMC though...
There's already an answer to this:
Actually, that's not true. The Mojang command lets you keep your inventory and experience (at least it always has for me), and I think even your score. That makes it an outright cheat, with no penalty at all for dying. This, on the other hand, is just your inventory, making it a good alternative for people who still want a penalty for death, but get frustrated losing resources that can't be replaced without an hour-plus expedition to places not yet mined out.
I would love it if this got updated to 1.4.6, since I find it to still be a useful mod.
Thanks for your time.
Sorry dude but they already did your job
/gamerule keepInventory true
WITHOUT MODS
Esc - open to LAN - enable cheats.
If you using this mod, or /gamerule keepInventory, you are already cheater, don't try to calm because of experience losing. But nobody cares btw.
First of all, some people VERY MUCH care. Raw materials in Minecraft are effectively finite resources. While you can, in theory, generate new terrain to get new ores, this is not a sustainable solution. First of all, travel times from main base to current mine mean that you will get diminishing returns in this respect. Secondly, there's the issue of file size. The more you spread out in search of new terrain to strip for resources, the bigger your save becomes, and while it would take some time for this to reach a hard limit, any items lost expediate this process. Besides which, suicide runs to save your best equipment in order to not be set back by hours of gameplay are, quite simply, needlessly stressful, taking away from time you could be spending on parts of the game that are enjoyable.
By contrast, experience is an infinite resource. It is valuable, and needed for some things, but can be replaced without resorting to exceptional measures. So it acts as a setback, rather than a hard shift in the focus of gameplay. Compare to RPGs where death in a dungeon means reappearing in town with a sizable chunk of your money. This is some basic "Game Design 101" stuff, here. The penalty for dying should ideally represent a setback to the player, without making the game become harder in the long-term. So there is actually a very big difference between losing everything, losing nothing, and only losing experience. Suggesting that simply "enabling cheats" and losing nothing is the same thing shows a substantial inability to grasp even the most basic principles of game balance.
However, let me go further. As I have said before, while this mod is a good alternative to the fundamentally "broken" Keep Inventory command, it would be better to expand its function, rather than discontinue it. Currently, there is a void waitng to be filled in the form of a quality custom difficulty mod. Rather than simply disabling item dropping, this mod could be repurposed with customization in mind. Give players, and more importantly server operators, full control over how death is handled. What drops, how often, and how much? What about mods? Are there any variables that should be reset? Do you want beds to be spawn points, fixed respawn, random respawn? What about dimensions? Maybe you want players to respawn in the underworld, full experience, but with their items stored in a block only they can mine back where they died. If there were a mod that gave that kind of control over what happens when you die, just think of all that people could do with it.