SRM Fauna

a mod for SRM super realistic minecraft specifically just for compatiablity and for the modpack to be avaiable on curseforge

 

none of this is relevant i just needed curseforge to approve the mod (this is the mod that adds the realisitc mob ai and management have fun!)

 

 

 

uper Realistic Minecraft – The Complete Guide

Everything in the pack in one place, in the order you'll meet it. The detailed references are separate files:

  • SRM_FORGE_GUIDE.md: smithing, ores and guns
  • SRM_ANIMALS_AND_FARMING_GUIDE.md: livestock, hunting and crops
  • SRM_FAUNA_GUIDE.md: animal settings

In game, the SRM Survival Guide book has the short version. You get one on your first join, and /srmguide gives another.


1. The rules of this world

  • Every step is real work. You can't punch trees. Metal has to be found deep underground, heated in a forge and hammered on an anvil. Each age unlocks the next.
  • Ages: Flint → Copper → Bronze → Iron → Steel → Gunpowder.
  • Food spoils. Animals eat, drink, age, breed and die. Grass regrows slowly and not at all in winter.
  • Monsters only spawn at night. Days are for work.
  • Gone from this world: villages, drowned, phantoms, ruined portals, sculk, potions and redstone machines.

2. Day one: the flint age

Need How
Flint Dig gravel. Knap flint on stone (No Tree Punching) for shards and flint tools
Plant fiber → plant string Cut grass with a flint knife, then twist the fiber into string
Logs Flint axe. Planks need a saw
Flint Spear flint + plant string + stick (vertical). Longer reach, and it can be thrown
Campfire 3 sticks over 3 logs (no coal). Breaking one drops nothing
Bricks Fire clay balls on a campfire
Wooden Spade planks + 2 sticks. Digs gravel, sand and clay fast, even underwater
Flint Prospector's Pick 4 flint + plant string + 2 sticks. Mining stone with it senses nearby ore
Lead 5 plant string

Light sources are torches and campfires. There's no fire starter.


3. Food and staying alive

  • Spoilage: food goes bad over time.
    Method Effect
    Shelf food ages ×1.5 slower
    Storage Vessel ×2 slower
    Salting (food + salt) ×2 remaining life
    Drying rack (fruit and veg, half a day) dried food lasts ×3
  • Food variety: your body needs a mixed diet. The last 12 things you ate are remembered. Eating the same food again fills you less each time: 100% → 80% → 60% → 40% → 25%. Bread or steak alone won't carry you. You need crops, livestock and hunting together.
  • Cooking:
    • Brick Furnace: 8 bricks. Cooks food and smelts ore, but ore only smelts on coal or charcoal.
    • Smoker: logs + Brick Furnace.
    • Campfire: works too.
  • Kitchen knives (Farmer's Delight): flint, copper, iron and gold.
  • Water bottles still exist: for drinking and for watering animals.

4. Finding metal

Ore is rare, scattered, and always at least 20 blocks below the surface. There are no natural caves, so you dig.

Ore Height (Y)
Copper 32 to 62
Tin 22 to 40
Iron 32 and below (rarest)
Rock salt 10 to 70, under deserts, badlands and beaches
Peat the surface of swamp bogs (a fuel)

Ores only appear in new chunks generated since the mods were installed.


5. The copper age: forge and anvil

  1. Stone Anvil: cobblestone + raw copper.
  2. Crude Copper Mallet: raw copper over 2 sticks.
  3. Tongs: 6 sticks + plant string. Hold them in your off-hand, because hot metal burns.
  4. Forge: a cobblestone ring with fuel.
Fuel Max heat
Logs 400°C
Peat 650°C
Charcoal 1200°C
Coal 1350°C
Coal block 2000°C
Charcoal block 3500°C
Metal Workable at
Gold 450°C
Bronze 500°C
Brass 500°C
Copper 550°C
Iron 750°C
Steel 800°C

Smithing:

  1. Sneak + right-click the anvil with a hammer and pick a plan.
  2. Heat the ingots in the forge.
  3. Place them on the anvil.
  4. Strike until it's done.

Each strike cools the metal. Reheat it and carry on; progress is kept.

Charcoal pit:

  1. Make a pit from 5 dirt + 1 stick.
  2. Stack logs against it.
  3. Bury every log so none touches air.
  4. Light the pit.

Buried logs become charcoal. Exposed logs burn away.

Copper tools: smith the head, then craft it with sticks. Copper knives, saws, mattocks and kitchen knives work as No Tree Punching / Farmer's Delight tools.


6. The bronze age

  • Bronze: copper + tin → bronze blend, smelted on coal or charcoal.
  • Hammers (each smithed as a head, then crafted with 2 sticks):
    Hammer Works
    Mallet copper, gold
    Copper Hammer + bronze
    Bronze Hammer + iron
    Iron Hammer + steel
  • Advanced Forge: 7 bricks + Forge + bronze ingot. 3 slots, hotter, and fuel lasts longer.
  • Weapon Anvil: stone anvil + 3 copper. Spartan Weaponry parts; craft them with handles and poles.
  • Armor Anvil: stone anvil + 2 copper + leather. Armor and shield plating. Metal shields are plating + a wooden shield.

7. The iron age

You need the Bronze Hammer to work iron.

  • Blast Furnace:
    • Smith from iron: 4 plates, a chimney, 2 tuyeres and a grate (43 iron in total).
    • Craft them around a Brick Furnace.
  • Forged on the Stone Anvil:
    • Shears: 2 iron.
    • Compass Base: 4 iron, then + redstone = compass.
    • Stonecutter Blade: 2 iron, then over 3 stone = stonecutter.
    • Iron Scythe (Simple Farming): 3 iron, plus 2 sticks in your inventory.
    • Iron tongs: 400 uses.
  • Iron tools are smithed heads + sticks.

8. The steel age

  • Steel needs the Blast Furnace and the Iron Hammer.
  • Steel tools dig 11% faster.
  • Epic Knights armor: built on the Advanced Armor Anvil (armor anvil + 1 steel) from steel plates, small plates, rings and chains.
  • Weapons: Spartan Weaponry. Epic Knights weapons and shields can't be made.

9. The gunpowder age: guns

Everything comes from metals and fuel you already have:

  • Gunpowder: 8 charcoal + 1 flint = 3 gunpowder.
  • Casings: Weapon Anvil, 2 hot bronze ingots = 120 casings (Copper Hammer).
  • Primers: Weapon Anvil, 1 hot copper ingot + 1 gunpowder in your inventory = 60 primers.
  • Bullets: Weapon Anvil, 1 hot iron ingot = 32 bullets (Bronze Hammer).
  • Shot (shotgun shells): Weapon Anvil, 1 hot iron ingot = 32 shot.

Gunsmith's Toolkit: smith a file, rifling tool, calipers and screwdriver from steel, then craft them with leather.

Gun parts (Weapon Anvil, steel): barrel blank, receiver, firing mechanism, springs, machined bolt. Barrel blank + toolkit = rifled barrel.

Actions:

Action Era
Simple 1
Repeating 2
Self-loading 3
Automatic 4

Benches:

  • Gunsmith's Bench: builds guns.
  • Reloading Bench (bronze, toolkit, steel, anvil, logs): builds ammo.

TaCZ's own tables are disabled. Every gun is steel + forged parts.


10. Leather and salt

Leather:

  1. Animals drop raw hide.
  2. Scrape it with a knife.
  3. Add salt to make cured hide.
  4. Smelt it into leather.

Salt: from rock salt. It preserves food and cures hides.


11. Animals

  • Livestock (cows, sheep, pigs, chickens, goats, horses, ducks, geese…):
    • Food lasts 4 days and water 3 days.
    • Below 60% food they walk to the nearest reachable grass within 32 blocks and graze (+18% a bite).
    • Below 75% water they find a pond, river or cauldron.
    • Below 50% on either they're 15% slower; at 0% they slowly die.
    • Give water by hand with a bottle (+35%) or a bucket (full).
    • They wander all the time and strip grass to dirt, so they need big open pasture.
  • Diets:
    • Grazers: grass, hay, grains and greens.
    • Pigs: roots, vegetables and fruit.
    • Poultry: seeds and grain.
  • Life: Child (days 0–3), Teen (3–6), Adult (6–30), Old (30+), dies at day 40.
  • Breeding:
    1. Feed two full adults of opposite sex their breeding food.
    2. She is pregnant for 3 days.
    3. She gives birth to 1 baby (10% chance of twins).
    Well-fed herds also breed on their own.
  • Herding Cane (3 sticks in a line):
    • Hold it and walk at livestock to drive it.
    • Sneak to walk up without pushing.
    • Sprinting scatters them.
  • Luring: hungry animals follow your food; full ones ignore you.
  • Trust: feed or water livestock once and it trusts you. Hit livestock that doesn't trust you and it fights back.
  • Jade shows sex, age, food, water, trust and pregnancy.

12. Wild animals and hunting

  • Prey spot you at 14 blocks (5 sneaking, 22 sprinting) and outrun your sprint, zig-zagging.
  • Predators (wolves, bears, lynx) attack up close, worse at night.
  • Big herbivores fight back when hurt: boar, moose, wisent and stags charge.

 

SRM Fauna Team

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