Compatibility
Minecraft: Java Edition
Platforms
Supported environments
Creators
Details
👻 SoulKeeper
Your items survive death. So does your progress.
SoulKeeper captures your full inventory and experience into a glowing soul the instant you die — persisting through lava, fire, and even the void — and waits quietly at the death spot until you return to claim it.

✨ Inspiration
SoulKeeper is the spiritual successor of DeadSoulsKT — rebuilt from scratch with a clean multiplatform architecture, async-first design, and a strong focus on reliability. Where DeadSoulsKT laid the foundation, SoulKeeper brings production-grade persistence, rich visual feedback, and cross-platform support to the same beloved mechanic.
💀 How Souls Work
Creating a soul
The moment you die, SoulKeeper silently intercepts the death event before anything hits the ground. Your entire inventory and a configurable portion of your dropped XP are captured and stored in the database as a soul — nothing is scattered across the floor.
A burst of red particles and a resonant bell signal that your soul has been born. The soul appears as a shimmering particle cloud with a floating nameplate — "Soul of <Your Name>" — right where you fell.
Souls spawned in The End are clamped to a minimum Y so they can never sink into the void.
Picking up a soul
Just walk close — no right-click, no shift, no interaction. As soon as you enter the soul's range, it detects you and begins transferring:
| Signal | Meaning |
|---|---|
| 🔵 Cyan dust particles | Soul holds XP |
| ⚪ White dust particles | Soul holds items |
| 🔔 Beacon ambient sound | Soul is nearby — follow the sound |
| 🟣 Purple smoke + anvil sound | Inventory full — items still remain |
| ✨ Bright flash + extinguish sound | Soul fully collected and gone |
Items flow back inventory-slot by inventory-slot. If your inventory is full, partial pickup works: XP is absorbed, whatever fits goes in, and the soul persists with only what remains — no items are ever dropped or lost because of a full bag.
Soul lifecycle
Death → [PRIVATE] ──── soul_free_after ────▶ [PUBLIC] ──── soul_fade_after ────▶ [DELETED]
│ │
Only owner Any player
can collect can collect
| State | Who can collect | Default timing |
|---|---|---|
| 🔒 Private | Owner only | Immediately after death |
| 🔓 Public | Any player | After soul_free_after (default: 2 days) |
| 💨 Gone | — | After soul_fade_after (default: 14 days) |
Background workers (FreeSoulWorker, DeleteSoulWorker) run on a configurable tick cadence and advance souls through this lifecycle automatically — no cron jobs, no restarts, no admin action needed.
🗃️ Krates — Backup Storage
Every death also writes a Krate: a standalone YAML snapshot of the soul, saved to disk independently of the database.
plugins/SoulKeeper/
deaths/
<player-uuid>/
<epoch-second>_0.yml ← first krate
<epoch-second>_1.yml ← second krate (if retry occurred)
...
Krates are a last-resort safety net. Even if the SQLite database is lost, corrupted, or rolled back, an admin can restore any dead player's exact inventory from the krate file — zero database interaction required.
/soulkrate <uuid> <epoch-second> <index>
This reads the matching <epoch>_<index>.yml krate file and deposits its items directly into the requesting player's inventory. Use it when:
- A database failure occurred during a busy session
- A player was rolled back by an external tool
- Items need to be restored from a specific past death
🚀 Features
🔄 Fully non-blocking
Every heavy operation — soul creation, pickup detection, database reads/writes, background worker loops — runs on Kotlin coroutines dispatched to background threads via KotlinDispatchers. The main game thread is never touched for I/O.
🛡️ Safe, explicit failure paths
Database operations return kotlin.Result<T>. Failures are logged at the call site and skipped gracefully — they never crash the server, silently eat items, or leave souls in a broken state. Concurrent DB writes in SoulsDaoImpl, the pickup loop in PickUpWorker, and death event handling in ForgeSoulEvents/BukkitSoulEvents are each guarded by their own Mutex.
📦 Krate safety net
A file-based snapshot is written on every death independently of the database. Items cannot be lost in a catastrophic DB failure.
🎨 Fully customizable effects
Every particle (type, color, size, count) and every sound (ID, volume, pitch) is independently configurable per event type. Six sound cues, five particle effects — all tweakable without touching code.
⏳ Configurable soul lifecycle
soul_free_after and soul_fade_after are plain duration values. Set them to seconds, minutes, hours, or days. Background services poll reactively from a config Flow — changes reload live without a restart.
📈 Partial pickup
If your inventory is full when you reach a soul, XP is collected first, then as many items as fit go in. The soul survives with the remainder. Walk back once you have space — nothing is ever force-dropped.
🏷️ Virtual floating name tags
Floating armor-stand nameplates ("Soul of <Player>") are sent as virtual entities via PacketEvents on Bukkit — no real entities are spawned into the world, so performance is unaffected regardless of soul count.
🔔 Proximity soul calling
A SoulCallWorker tracks every online player's position. When a player enters soul_call_radius blocks of a soul they can collect, ambient sounds and particles begin pulsing — guiding them back even in complete darkness or deep underground.
🌍 End dimension safety
Souls spawned in The End are clamped to endLocationLimitY so they never fall below the island floor and become unreachable.
📑 Paginated soul browser
/souls lists all visible souls with owner name, coordinates, age (formatted as "X days ago"), and item/XP indicators. Admins see clickable [FREE] and [TP] buttons inline. 5 souls per page; prev/next navigation included.
🗄️ Versioned database migrations
DatabaseMigrator carries all schema migration steps. Upgrading the plugin never requires manual SQL — migrations run automatically on startup.
⚙️ Configuration
All settings live in config.yml inside the plugin data folder and are hot-reloadable via /skreload.
# Database file path (SQLite)
database: ...
# Soul becomes publicly collectible after this duration
soul_free_after: 2d
# Soul disappears permanently after this duration
soul_fade_after: 14d
# Radius (blocks) within which a soul emits sounds/particles to guide its owner
soul_call_radius: 100
# Fraction of dropped XP stored in the soul (0.0 – 1.0)
retained_xp: 1.0
# Minimum Y for souls in The End (prevents void loss)
end_location_limit_y: 0.0
# Show floating "Soul of <player>" name tags above souls
display_soul_titles: true
# How PvP deaths are handled
# NONE – PvP deaths create no soul
# EXP_ONLY – soul holds XP only
# ITEMS_ONLY – soul holds items only
# EXP_AND_ITEMS – soul holds everything (same as normal death)
pvp_behaviour: NONE
🎵 Sounds
Every audio cue is independently configurable with id, volume, and pitch:
| Key | Default sound | Trigger |
|---|---|---|
collect_xp |
entity.experience_orb.pickup |
XP absorbed from soul |
collect_item |
item.trident.return |
Items absorbed from soul |
soul_disappear |
entity.generic.extinguish_fire |
Soul fully collected |
soul_dropped |
block.bell.resonate |
Soul created on death |
soul_calling |
block.beacon.ambient |
Soul pulsing near owner |
soul_content_left |
block.anvil.place |
Inventory full, items remain |
🌟 Particles
Every particle effect is independently configurable with key, count, and optional dust_options (RGBA color + size):
| Key | Default color | Trigger |
|---|---|---|
soul_items |
White #FFFFFF |
Soul contains items (continuous) |
soul_xp |
Cyan #00FFFF |
Soul contains XP (continuous) |
soul_created |
Red #eb3437 |
Burst on soul creation |
soul_gone |
Yellow #FFFF00 |
Burst on full collection |
soul_content_left |
Purple #a103fc |
Inventory full warning |
🛠️ Commands
| Command | Description | Permission |
|---|---|---|
/skreload |
Hot-reload config and translations | soulkeeper.reload |
/souls [page] |
List your souls (5 per page) | (none) |
/souls [page] |
List all server souls | soulkeeper.all |
/souls → [FREE] |
Force-free any soul immediately | soulkeeper.free.all |
/souls → [TP] |
Teleport to a soul's location | soulkeeper.teleport |
/soulkrate <uuid> <epoch> <index> |
Restore items from a krate file | soulkeeper.load |
🌐 Multiplatform
SoulKeeper ships a separate fat-jar for each supported platform. All core logic — soul lifecycle, pickup detection, database, background workers, commands — lives in shared platform-agnostic modules. Only event wiring and item serialization are platform-specific.
| Platform | Jar | Minimum version |
|---|---|---|
| Paper / Spigot | soulkeeper-bukkit.jar |
Paper 1.21.1 |
| Forge | soulkeeper-forge.jar |
Forge 1.21.1 |
| NeoForge | soulkeeper-neoforge.jar |
NeoForge 1.21.1 |
Pick the jar for your platform and drop it in — the same soul data, the same commands, the same behaviour everywhere.
🎬 Preview
On death — soul created
https://github.com/user-attachments/assets/ec5f1437-0dab-404f-a4a8-725ee1cd9129
Returning — soul collected
https://github.com/user-attachments/assets/75f58f92-7d13-4c23-a7fb-b2d89476748b
⚠️ Known Incompatibilities
- Plugins that cancel or heavily modify
PlayerDeathEvent(Bukkit) or the equivalent drop events (Forge/NeoForge) may prevent soul creation. Items may not be captured correctly when those plugins are present.
🐛 Support
- Reproduce the issue in a clean environment (no unrelated plugins/mods).
- Collect the full server log from startup through the issue.
- Join our Discord and open a ticket in
#support.
💡 Feature Requests
Open a ticket in #suggestions on our Discord and we'll discuss it before creating a GitHub issue.
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