Perfect Graves

A polished, claims-aware death-recovery system for Forge 1.20.1. Lose nothing, find everything, suit up in one motion.

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Quick challenge

How far can you run before the mobs catch you?

Perfect Graves

> *A polished, claims-aware death-recovery system for Forge 1.20.1. > Lose nothing, find everything, suit up in one motion.*

Hero shot — grave with hologram at dusk

When you die in vanilla Minecraft, your items hit the floor on a five-minute timer and anyone within sprinting distance can sweep the lot. Perfect Graves replaces that scramble with a gravestone that knows where you fell, what you were wearing, and what else is going on with your server. Right-click your grave (or break it — both work) and your gear snaps back into the exact slots it was in: armor in armor slots, accessories in their Curios slots, sword on the bar, XP credited straight to your bar. No 47-orb chase. No inventory Tetris.

A 10-minute protection timer (configurable, paused while you're offline) keeps other players out of your stuff while you find your way back.

Gear-up animation — armor and weapons snap back into their slots

Death-proof in any biome

- Bedrock-locked. 3×3 obsidian platform on the surface, grave on top. - Bedrock-locked. Platform at your last safe ground (or a sane default Y). - Bedrock-locked. Waterloggable — placed on the seafloor with the water column intact. - Bedrock-locked. Nearest air spot, scanning up *and* down — even when you suffocate just under the Nether bedrock ceiling and the only air is *below* you. - Bedrock-locked. When even that fails, your gear lands in a virtual vault you can pull back with `/grave list`. Items are never silently lost.

Side by side — lava platform on the left, waterlogged grave on the right

Find your way back

Up close: full hologram with name, item count, XP, protection timer. Step away: it crossfades into a smaller long-distance marker — `☠ <name> died 12m ago • 187m` — readable from across an entire biome, out to 256 blocks by default. Markers are remembered across logouts and chunk unloads.

Every death is logged to a per-player history. `/grave history` opens a scrollable list — click any entry for read-only details: items at that moment, cause, dimension, exact coordinates.

Long-distance death marker visible across a biome

/grave history menu showing past death cards

Designed for modpacks

- Mod-added drops. Graves never spawn inside someone else's claim. Mod-added drops., Mod-added drops., and Mod-added drops. are recognized out of the box. - Mod-added drops. Rings, amulets, charms, all custom slots — re-equipped to the same Curios slot they were in at death. - Mod-added drops. Items enchanted by Mod-added drops. or Mod-added drops.'s soulbound stay with you across death — and if a third-party soulbound mod (Mystical Agriculture, etc.) returns your gear into the inventory grid, Perfect Graves automatically moves armor pieces back into their armor slots. - Mod-added drops. Apotheosis affixes, Curios accessories, anything else that hooks `LivingDropsEvent` — captured in the grave alongside vanilla items.

When *no* placement is possible — claim blocks every option, you died deep inside bedrock, the void won the day — your stuff goes into a virtual vault. The chat message you get has a clickable, gold-bold `/grave list` link: one click types it for you.

Virtual grave chat link and /grave list menu

Commands

| Command | What it does | Who | |---|---|---| | `/grave list` | Opens a menu of your virtual graves | everyone | | `/grave history` | Browse every recorded death — items, cause, position | everyone | | `/grave restore <id>` | Pulls a virtual grave straight into your inventory | everyone | | `/grave debug <player>` | Lists every virtual grave for the target player (UUID, items, position) | OPs | | `/grave marker [...]` | Live-toggle long-distance marker visibility, own-only filter, dismiss radius, max distance | client-side, anyone |

For Server Admins

Designed not to wreck your TPS:

- Grave placement is time-boxed (default 10 ms wall-clock per death) and early-exits as soon as it finds enough candidates. - Never force-loads chunks during placement. - Failed placements fall through a cascade that ends in either a safe drop or a virtual grave — items are never silently lost unless you explicitly set `[fallback].mode = "VANILLA_DROP"`. - Intercepts `LivingDropsEvent` at `LOWEST` priority, so mod-added drops (Apotheosis, etc.) land in the grave correctly.

Server-wide config lives at `config/perfectgraves-common.toml`. Per-dimension overrides supported. Per-client marker preferences live separately at `config/perfectgraves-client.toml`.

Full configuration reference, source code, and issue tracker on GitHub.

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Issues: MIT. Issues: Issues: Issues: %%MD1%%

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