1.4latestSep 2, 2026 * Added config boolean entry "ignoreEmptyInventories" to not spawn a corpse if the player has an empty inventory * Fixed reload command not reloading cached vars * Added a experience level check Added config bool list entry "skinParts" that defines which skin parts are shown by the corpse upon its initial spawn. Do keep in mind* that this will be ignored by clients when they reload the entity (like via a chunk load) * Minor code refactor * Added config boolean entry "ignoreInvulnerability" to not spawn a corpse if the player is invulnerable (nbt flag (can still die in specific causes btw) and gamemode)1.3.1Corpses 1.3.1May 7, 2026 * Corpses now die after popping (treatments must be set to pop) * Added scaleAttribute setting, when enabled, will copy the player's scale value to the corpse * Fixed main hand not being set to air * Removed itemTreatment "pop" dependency for xpTreatment * Tweaked popCorpseData * Removed xpTreatment dependency note from config.yml1.31.3 "Floaty"Apr 25, 2026 * Gradleified plugin * Added "fall falling" as an alternative for "fall_falling" in the pose setting * Added an option to make corpses swing their main hand when spawning * Removed double death check * Added config bool "floatOnLiquids", which makes corpses float on liquids. * Removed Global Scheduler in favor of Entity Scheduler due to some errors when used in Folia1.2Corpses 1.2Oct 15, 2025 * Added a new API functiongetTracked()to get all tracked corpses. * Added a name setting. Example usage: "%p's corpse"1.1Corpses 1.1Oct 12, 2025 * Fix "pop" item treatment mode not working * The corpse's skin can now be changed in config.yml (Using a player's name, a player's uuid, a skin raw texture or blank for the perished player's skin) * Added Experience Treatment * Added "onlyAcceptEntityDamage" (Makes the corpse invulnerable to damage that doesn't come from entities) * The reload command no longer rolls back the config.yml file to its previous values1.0Corpses 1.0Oct 11, 2025
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