Recovery chests
When you die, your inventory lands in a personal chest at the death spot. You have a window to recover it. Length scales with rank.
When you die on Sunday Market, your inventory doesn't just vanish into the dirt — it lands in a recovery chest at the spot you died. The chest is locked to you (others can't loot it), and you have a window to come back and grab your stuff.
This is the answer to the "lost it all to a creeper" sting. You still take the death penalty (small coin loss, the inconvenience of getting back), but your enchanted gear isn't gone forever.
How it works
When you die:
- Your full inventory (hotbar, main inventory, armor slots, off-hand, pack contents) is captured
- A recovery chest spawns at the death spot, locked to you
- The contents stay in the chest for the window length (5–60 min by rank)
- You can teleport to it (
/actp), fetch it (/acfetch), open it on-site (/acopen), or just walk back
When the window expires, the chest contents are released — they drop on the ground or despawn (depending on chunk activity). If you didn't recover in time, those items are lost.
Your ender chest and vaults are not affected. They survive death regardless. The recovery chest only holds your at-death inventory.
Window and limits by rank
| Visitor | Member | Citizen | Myth | Legend | |
|---|---|---|---|---|---|
| Window | 5 min | 10 min | 15 min | 30 min | 60 min |
| Max active chests | 3 | 5 | 5 | 7 | 10 |
The window is how long you have to recover before contents release:
- Visitor 5 min
- Member 10 min
- Citizen 15 min
- Myth 30 min
- Legend 60 min
The max active chests is how many recovery chests you can have spawned at once — die more times than this and the oldest chest's contents are released early to make room.
The recovery commands
/aclist/actp [n]noptional- chest index
/actp/actp 2/acfetch [n]noptional- chest index
/acfetch/acfetch 2/acopen/aclist is the starting point — it shows you what's where with how much time left. Then either teleport (/actp) or fetch (/acfetch) based on whether you want to revisit the death spot or just grab the gear and stay where you are.
Practical death recovery flow
- You die. Respawn at your bed (vanilla mechanic) or at spawn.
- Run
/aclistto see where the chest is and how long until it releases. - Decide based on context:
- If the death was in a safe area:
/actpback to it, recover, return. - If the death was deep in a dangerous spot you don't want to re-enter:
/acfetchto pull the contents to your current location (uses the same window). - If the chest is right next to you (you respawned at home, the chest is in the next room):
/acopento open without teleporting.
- If the death was in a safe area:
- Move the recovered loot into vaults or ender chest so a second death doesn't drop that stuff too.
Why timed windows
Past designs tried "permanent recovery chests" — die, chest sits there forever. The problems:
- World litter (every death spawned a permanent chest)
- No urgency (people forgot recovery chests existed)
- Trivializing death (no death penalty if you can always come back)
The window forces a choice: act quickly, or accept the loss. The penalty is real but the recovery option is generous.
What happens if I die again before recovering?
The newer death spawns a new recovery chest. If you've hit your max active chests limit, the oldest one's contents are released early.
So: if you're a Visitor and you die 4 times in 5 minutes, by the 4th death your first recovery chest's contents are already on the ground (where the original death happened — you may have to go find them).
This is the soft cap on recovery. Most players never hit it.
Recovery chest visuals
The chest looks like a normal chest with a small particle effect over it — usually a soft glow or sparkle indicating the lock and the timer. As the timer winds down, the effect changes (e.g., faster pulse near expiry).
Other players see the chest exists but cannot open it. It's locked to you specifically.
Death penalty (separate from recovery)
In addition to the recovery-chest mechanic, dying also costs a small coin penalty (with a 30 sec cooldown so a single bad fight doesn't drain your wallet). See How it pays for the full economy.
See also
- Pack — pack contents drop on death and end up in the recovery chest
- Ender chest — survives death, immune to this whole flow
- Vaults — also survives death
- Death & recovery (combat side) — combat-side perspective on death