Skip to content

Instantly share code, notes, and snippets.

@AllexNogue
Last active January 14, 2026 13:36
Show Gist options
  • Select an option

  • Save AllexNogue/6609207dfabbc718f116cd9ec1f014d9 to your computer and use it in GitHub Desktop.

Select an option

Save AllexNogue/6609207dfabbc718f116cd9ec1f014d9 to your computer and use it in GitHub Desktop.
Disabling Keep Inventory on a Hytale Server - DropOnDeath

Disabling Keep Inventory on a Hytale Server

This document explains why disabling keep inventory in Hytale is not exposed as a simple configuration option, why standard plugin events are insufficient, and how the server’s death handling architecture affects inventory behavior.

The goal here is to clarify the limitations of the current server API — not to provide a copy-paste solution.

Why this isn’t a config option

At the moment, Hytale does not expose keep inventory as server-side configuration toggle.

There is also no publicly exposed event dedicated to player death that allows inventory logic to be safely overridden. As a result, approaches based on common plugin hooks or high-level event listeners tend to be unreliable or inconsistent across different death scenarios.

This is not a documentation gap — it is a consequence of how the server processes death internally.

How death is handled internally

In Hytale, player death is not resolved at a single point in time, nor through a simple callback.

Instead, death is processed through multiple internal stages that evaluate the entity’s state, inventory rules, and world context before any item loss or respawn behavior is finalized.

Because of this layered and state-driven approach, attempting to modify inventory behavior using damage hooks, kill messages, or respawn logic does not produce consistent or deterministic results.

Any solution that relies solely on those mechanisms will inevitably miss certain cases.

Important note

This document is intentionally not a step-by-step guide.

Replicating consistent inventory loss behavior requires a solid understanding of the server’s internal execution flow and careful handling of entity lifecycle logic. Publishing partial steps without full context would likely lead to unstable implementations and broken gameplay behavior.

Further discussion

A more detailed technical discussion — including edge cases and architectural considerations — is being documented in a Discord server, where it’s easier to explain concepts without turning them into fragile copy-paste instructions.

If you’re working on hardcore or anarchy-style servers and want to understand this problem space more deeply, you can join here:

👉 https://nogue.dev/discord

Comments are disabled for this gist.