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Dead Body wiki

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Dead Body Wiki

Public setup, corpse visuals, loot rules, integrations, and troubleshooting for Dead Body.

Getting Started

Start here for install, first boot, generated files, and the main runtime settings to review first.

Core Corpse Setup

Choose the right corpse visual mode, set loot rules, and tune mob-body behavior without guessing from raw YAML.

Optional Systems

Add combat logging, external integrations, and troubleshooting only after the main corpse loop is already stable.

Core Corpse Setup

Pose Studio, Display Studio, and Admin GUI

Use the in-game editing surfaces to tune visuals, poses, and the main corpse runtime settings.

This page covers the in-game editing surface for Dead Body.

Admin GUI

Open the main editor with:

TEXT
/deadbody gui

The admin GUI is the main admin tools for:

  • visuals and nameplates
  • interaction and cleanup rules
  • pose management
  • despawn behavior
  • runtime toggles for common settings

Pose Studio

Use the ArmorStand pose flow through:

TEXT
/deadbody pose ...

This is where you adjust body-part rotations and save named corpse poses.

ItemDisplay editing

Use the ItemDisplay editor through:

TEXT
/deadbody itempose ...

This is where you tune:

  • translation
  • rotation
  • scale
  • display transform mode
  • model item input

Display Studio

Use:

TEXT
/deadbody display

This is the runtime tuning surface for display-based corpse visuals.

Safe editing workflow

The best workflow is:

  1. pick the visual mode first
  2. get one corpse spawning correctly
  3. open the GUI or studio tools
  4. change one thing at a time
  5. save and retest with a real death event

Cancel confirmation guardrail

Dead Body includes a safety guardrail for Pose Studio cancel behavior.

The finish tool works like this:

  • right-click saves immediately
  • left-click once asks for cancel confirmation
  • left-click again shortly after confirms the cancel

This is there to reduce accidental loss while editing poses.

Good habits while editing

test one renderer at a time

Do not change ArmorStand, ItemDisplay, and PlayerModel behavior all at once.

keep one fallback pose

Always keep one simple working pose available so you can quickly prove whether a problem is pose-specific or renderer-specific.

use the GUI for live review

The admin GUI is the fastest way to verify whether a setting changed the runtime state you expected.

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