A vanilla-compatible survival rework in a single zip that is both a datapack and a resource pack.
Disclaimer: this pack was fully vibe coded. Every function, script, texture and model in it was written by an AI (Claude) from plain-language requests, and tested on a headless server and in play rather than reviewed line by line. It works as far as it has been tested, but expect rough edges, and back up your world before adding it.
Features
- Stamina instead of hunger. Sprinting and jumping cost stamina, and it recovers on its own after a second without spending. Sneaking makes it recover faster. Nothing else costs stamina: attacking, mining, bows, shields and armor are all untouched. At 0 you're exhausted: you can't sprint and you're slowed until the bar is back to 20%.
- Food heals directly and restores stamina. It doesn't add any potion effects, and there are no new foods or potions. Health only comes back from food, because vanilla natural regeneration never triggers. Every food's name shows what it gives, for example "Steak +4❤ +30%⚡".
- Graves, with your gear kept. When you die you keep your worn armor, your tools, weapons and anything else with durability (bows, shields, elytra, fishing rods...), and your compasses, clocks and spyglasses. Everything else, and your experience, is buried in a headstone at the death spot; click it to get it all back into the slots it came from. Only you can open your own grave (configurable). Curse of Vanishing items are destroyed.
- Effect timers on the HUD. Each active effect shows its icon and time left (mm:ss) in a column beside the hotbar, turning red in the last 10 seconds.
- A compass on the HUD. While you hold a compass or recovery compass in either hand, the locator bar replaces the experience bar. It shows N/E/S/W markers that follow you, your graves and other players. Put the compass away and the experience bar comes back.
- Recovery compass: mob radar. It does everything a compass does, and also marks every mob within 32 blocks on the locator bar: hostile mobs as red skulls, animals as green diamonds, and friendly mobs (villagers, wandering traders, golems, allays and any tamed animal) as aqua hearts. Fish, squid, tadpoles and bats are left out so oceans and caves don't flood the bar; the lists are the entity tags
hostile,passiveandfriendlyindata/stamina/tags/entity_type/. In multiplayer, a player with a plain compass standing near you sees the same markers (the game can't show a waypoint to one player only). - Clocks show the exact time. While you hold a clock in either hand, the time of day appears left of the hotbar as 24-hour HH:MM (sunrise is about 06:00, nightfall about 19:00). Outside the Overworld it reads --:--.
- Broken, not destroyed. A tool, weapon or piece of armor that runs out of durability becomes Broken instead of vanishing: a cracked, dulled version of itself that does nothing (and can't be worn) until repaired, keeping its name, trims and enchantments (which sleep until it's fixed). Repair it any vanilla way: an anvil with its material, combining two in a crafting grid, or a grindstone. Set
#durabilityto 0 in the config for vanilla breaking.
There are no new mobs, mob changes, items, recipes or enchantments.
License
The pack's own work (functions, scripts, models, the HUD art and graphics) is released under the MIT License: use it, change it and share it, keeping the copyright notice. The same text is in the zip as LICENSE.txt.
Some textures are made from Minecraft's own art. The Broken item sprites are vanilla sprites with a crack drawn through them, and the gravestone's carved face is vanilla polished andesite. Those remain Mojang's, used under the //www.minecraft.net/usage-guidelines" rel="noopener nofollow" target="_blank">https://www.minecraft.net/usage-guidelines" target="_blank" rel="noopener noreferrer">Minecraft Usage Guidelines, and the MIT License doesn't cover them. This is not an official Minecraft product, and it isn't approved by or associated with Mojang or Microsoft.

