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SRM Fauna
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a mod for SRM super realistic minecraft specifically just for compatiablity and for the modpack to be avaiable on curseforge
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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 gunsSRM_ANIMALS_AND_FARMING_GUIDE.md: livestock, hunting and cropsSRM_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
- Stone Anvil: cobblestone + raw copper.
- Crude Copper Mallet: raw copper over 2 sticks.
- Tongs: 6 sticks + plant string. Hold them in your off-hand, because hot metal burns.
- 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:
- Sneak + right-click the anvil with a hammer and pick a plan.
- Heat the ingots in the forge.
- Place them on the anvil.
- Strike until it's done.
Each strike cools the metal. Reheat it and carry on; progress is kept.
Charcoal pit:
- Make a pit from 5 dirt + 1 stick.
- Stack logs against it.
- Bury every log so none touches air.
- 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:
- Animals drop raw hide.
- Scrape it with a knife.
- Add salt to make cured hide.
- 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:
- Feed two full adults of opposite sex their breeding food.
- She is pregnant for 3 days.
- She gives birth to 1 baby (10% chance of twins).
- 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.
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