promotional bannermobile promotional banner

Primitive Kingdoms

Survive the stone age with real physics, then grow your camp into a kingdom with an army.
Back to Files

Primitive Kingdoms 0.1.0 Beta

File nameprimitive-kingdoms-0.1.0-beta.jar
Uploader
paidrewpaidrew
Uploaded
Nov 9, 2026
Downloads
10
Size
4.4 MB
Mod Loaders
NeoForge
File ID
9519781
Type
B
Beta
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:primitive-kingdoms-1793129:9519781"

Learn more about Curse Maven

What's new

Primitive Kingdoms 0.1.0-beta

First public beta. Everything below is new.

Survival (stone age)

  • No tree punching: sticks and rocks lie on the ground; knapping grid for stone and clay; stone tools from heads, cordage and sticks.
  • Small inventory at first; fiber sack, wicker basket, backpack, frame pack and armoured packs; carry weight.
  • Fire drill, campfire fuel, pit kiln pottery.
  • Thirst, dirty water and sickness, boiling water, waterskin.
  • Spoilage, drying rack and smoking, four-group nutrition, farming with a digging stick and watering pots.
  • Hunting with thrown spears, skittish animals, butchering, hides and leather, bone needle, fur clothing.
  • Stamina, body temperature, sprains, bleeding and infected wounds, bandages and poultices.
  • Fishing: fish spear, bone hook, primitive rod, fish trap.
  • Longer days, rarer rain, lit campfires keep monsters away.

Physics

  • Structural support: unsupported blocks fall; posts, beams, timber frames and masonry carry different loads.
  • Tree felling, falling soil, landslides.
  • Dropped items lie on the ground.
  • Support view that colours what holds a block and what will fall.

Metal and crafts

  • Charcoal piles, malachite and cassiterite, clay furnace, bellows, crucible, molds, bronze tools.
  • Bloomery iron, stone and iron anvils, forge, steel tools, metal armour; the vanilla furnace needs iron first.
  • Masonry (chisel, lime mortar, stone bricks), loom and cloth, bread oven, barrels, salting, brewing.
  • Quern, water wheel and windmill.
  • Copper, silver and gold coins; every item has a barter value.

People and settlements

  • Villagers with names, jobs, moods, relationships, marriage, children, purses and grudges; a talk screen.
  • 14 trades of real workers who chop, mine, farm, carry, craft and build from blueprints.
  • Plant a banner to found a settlement; ranks from camp to kingdom; taxes, wages, rent, market and tavern days, thieves.
  • Up to 3 settlements per ruler, with trade routes between them.

Kingdom journey

  • Kingdom map (N): 2D map of your town with jobs, people, storage, goals and building placement.
  • Camp jobs (Gatherer, Farmer, Builder, Guard) that split into new trades as the town grows.
  • Population growth: births, settlers, wanderers, refugees.
  • Seven kinds of villages to discover and win over.
  • Defence: watchtowers, alarm bell, guard posts, gates, boiling water.
  • Army: spearmen, archers, swordsmen, horsemen; squads and orders; barracks, range, stable, siege workshop (ram, catapult).
  • Rival lords and bandit camps; diplomacy and war; the crowning.

Transport

  • Dugout canoe, hand cart, horse cart, barge; animals aboard.
  • Gravel and cobbled roads that speed you up.
  • Ports, merchant ships and sea traders.

Creatures

  • 34 new creatures (animals, small folk, brutes and bosses) with lairs.
  • Non-medieval vanilla mobs turned off by default (configurable).

Journal and tutorial

  • Journal (J) with 150+ missions and an illustrated guide drawn from the game's own recipes.
  • Studio tutorial world with numbered stations, on-screen lessons and right-vs-wrong demos.

Known issues

  • R (mount attack) clashes with Iris's shader reload key: rebind one of them.
  • Xaero's Minimap's default top-left spot is under the mission panel.
  • Large towns and armies can cost performance; armies are capped at about 16-24 soldiers.

This mod has no additional files