Yes, I know there are much better bases to use out there; don't remind me... The problem I'm having is no where to be found, every topic ever made about it has no answers or people saying "lol don't use delta". I've been trying to fix this for a week now and it makes no sense to me... If anyone could help out i'd greatly appreciate it!

So the problem is when a player dies their items don't appear on the ground when they go back to get them, I've noticed that right before you die you can see your lost items on the ground just for a split second, but when you go back they're gone! Here's my youdied() method if anyone cares to read over it:

Spoiler for youdied() method:
Code:
	public void youdied() {

		if (playerHasItem(5509)) {
			deleteItem(5509, 1);
		}
		if (playerHasItem(5510)) {
			deleteItem(5510, 1);
		}
		if (playerHasItem(5512)) {
			deleteItem(5512, 1);
		}
		if (playerHasItem(5514)) {
			deleteItem(5514, 1);
		}
		if (playerHasItem(6570)) {
			keep6570 = true;
			deleteItem(6570, 1);
		}
		if (!isSkulled) {
			keepItemHandle();
		}
		if (ProtItem) {
			applyProtectItemProt();
		}
		for (int rr = 0; rr < playerItems.length; rr++) {
			try {
				if (playerItems[rr] > 0 && playerItems[rr] < 11999) { // createItem(currentX,currentY,playerItems[rr]-1);
					replaceBarrows();
					// server.checkPlayerCapes.checkDrop(this);
					ItemHandler.addItem(playerItems[rr] - 1, absX, absY,
							playerItemsN[rr], KillerId, false);
					createGroundItem(playerItems[rr] - 1, absX, absY,
							playerItemsN[i]);
					deleteItem(playerItems[rr] - 1,
							getItemSlot(playerItems[rr] - 1), playerItemsN[rr]);

				}
			} catch (Exception e) {
			}
		}
		for (int r = 0; r < playerEquipment.length; r++) {
			try {
				int item = playerEquipment[r];
				if ((item > 0) && (item < 11999)) {
					remove(item, r);
				}
			} catch (Exception e) {
				sendMessage("ERROR: Removing Equipment");
			}
		}
		if (playerHasItem(5509)) {
			deleteItem(5509, 1);
		}
		if (playerHasItem(5510)) {
			deleteItem(5510, 1);
		}
		if (playerHasItem(5512)) {
			deleteItem(5512, 1);
		}
		if (playerHasItem(5514)) {
			deleteItem(5514, 1);
		}
		if (playerHasItem(6570)) {
			keep6570 = true;
			deleteItem(6570, 1);
		}
		for (int rr = 0; rr < playerItems.length; rr++) {
			try {
				if (playerItems[rr] > 0 && playerItems[rr] < 11999) {
					// createItem(currentX,currentY,playerItems[rr]-1);
					replaceBarrows();
					// Server.checkPlayerCapes.checkDrop(this);
					ItemHandler.addItem(playerItems[rr] - 1, absX, absY,
							playerItemsN[rr], KillerId, false);
					createGroundItem(playerItems[rr] - 1, absX, absY,
							playerItemsN[i]);
					deleteItem(playerItems[rr] - 1,
							getItemSlot(playerItems[rr] - 1), playerItemsN[rr]);
				}
			} catch (Exception e) {
			}
		}
		try {

		} catch (Exception e) {
		}
		ItemHandler.addItem(526, absX, absY, 1, KillerId, false);
		try {
		} catch (Exception e) {
		}
		if (itemKept1 > 0)
			addItem(itemKept1, 1);
		if (itemKept2 > 0)
			addItem(itemKept2, 1);
		if (itemKept3 > 0)
			addItem(itemKept3, 1);
		if (itemKept4 > 0)
			addItem(itemKept4, 1);
		if (keep6570) {
			addItem(6570, 1);
			keep6570 = false;
		}

		resetKeepItem();
		hitDiff = 0;
		updateRequired = true;
		appearanceUpdateRequired = true;
	}


If there's anything else I should post then please let me know, I really need to get some help with this because I'm losing players over this dumb bug... I will rep to whoever helps even if it's just a small bit. Thank you for your time!