Hardcore realistic survival: body temperature, thirst, localized injuries, being downed, stone-to-iron tech, real fire, block physics, spoilage, seasons, living wildlife, tribes, dark nights, simulated weather and a tectonic world generator.
- Catégories : Adventure, Game Mechanics, Worldgen ; étiquettes suggérées : Realistic, Survival, Seasons, Weather
- Environnement : client et serveur (requis des deux côtés)
- Chargeurs : NeoForge, Fabric (Fabric API requis)
- Version du jeu : 26.2
- Licence : MIT
Description

Brutally Realistic turns Minecraft into a survival game where your body, your tools, the weather and the land all follow real-world rules. Nothing is magic: fire has to be lit, wounds have to be treated, food rots, metal has to be smelted and forged, and winter is a real threat. Every system is readable in game and configurable to taste.
Body and survival
- Thirst, body temperature (°C), fatigue, hygiene and diseases on top of vanilla hunger.
- Ambient temperature is computed: biome, season, time of day, altitude, weather, wind, shelter, nearby fires and water. Your body heats up and cools down gradually, and shivers or sweats to compensate.
- Clothing insulation per piece, water quality, and diseases with incubation, symptoms and remedies.
- A Body screen (key
B) shows every vital, your injuries, your nutrition and the state of the world.
Localized injuries
- Damage hits one of 6 body parts: head, torso, arms and legs.
- Typed wounds:
- bleeding (3 levels);
- fractures and sprains;
- concussion;
- burns (3 levels) and frostbite;
- infection, and sepsis if it spreads.
- Each wound has a concrete effect: limping, weak arm, blurred vision.
- Graded care: bandages, splints, disinfectant, poultices, sutures, tourniquet, willow bark, crutch, and rest.
Downed, not dead
- At 0 HP you fall to the ground instead of dying instantly. How long you survive depends on your injuries.
- While down you can crawl, call for help or patch yourself up.
- Teammates can revive, drag or carry you to safety.
- A real death leaves a body with your inventory. A solo mode is included.
From stone to iron
- Four ages:
- stone: knapping flint, cordage, glue;
- copper: pottery, charcoal, crucible casting;
- bronze: real alloy proportions;
- iron: bloomery, bloom, hot forging.
- No metal tool comes out of a crafting table: everything goes through stations.
- Every item has its own heat in °C, shown by glowing colors.
- The anvil is a skill minigame: eight strikes, an order to follow and a temperature window. Tools get a quality and sharpness.
- Knapping and weaving take real time and effort: flakes come off the edges, and slips happen.
Real fire
- Torches are crafted unlit. You light them by friction (bow drill) or percussion (flint and pyrite), and the weather can make you fail.
- Torches burn out, go out in rain, water and strong wind.
- Campfires consume fuel and leave ashes.
- Fire spread depends on material, humidity and wind direction.
- Smoke fills closed rooms and can be seen from far away.
Physics
- Unsupported blocks fall: support depends on the material, with props, and cave-ins happen while mining.
- Stamina for mining and effort, and inventory weight in kilograms that slows you down.
- Two-handed carrying of heavy things: anvils, full chests, carcasses, downed players. Plus a wheelbarrow.
Food
- Food spoils: you can see how fresh it is, with its date.
- Preserve it: salting, smoking, drying, pantry, icebox, root cellar.
- Four macronutrients plus vitamins.
- Step-by-step cooking: raw → seared → cooked → burnt, plus a cooking pot for multi-ingredient recipes.
- Butcher carcasses step by step: hide → meat → bones → sinew → fat. The yield depends on your tool and skill.
- Foraging, fishing, salt from evaporation.
Seasons and farming
- Four seasons drive temperature, weather, foliage colors, wildlife and crops.
- Crop growth depends on soil temperature, water, light, frost and soil fertility (N/P/K). Fertility drains with each harvest and comes back with compost, fallow, rotation and ash.
- New crops: flax → linen, turnip, onion, cabbage, lentils, winter wheat.
- Weeds, pests such as crows, cold frames and greenhouses.
Living wildlife — 12 species with hand-built models
- Deer, boar, hare, grouse, wild wolf, bear, crow, moose, bison, lynx, ibex and mallard. Each has its own articulated model and animations, with distinct males and females where it shows (antlers, horns, beard, drake plumage).
- Animals see, hear and smell you, upwind or downwind. Herds have a leader and flee together.
- Wolves hunt in packs at night, scavengers follow kills, and herds migrate with the seasons.
- Tracking: animals leave footprints that show species, direction and age. You read them better as your hunting skill grows.
- Snares, pit traps and hunting blinds.
Tribes and skills
- Six skills level up by doing: smith, hunter, healer, farmer, survivor, builder.
- Each player chooses a main role and a secondary role. Nobody ever loses XP.
- Tribes: found one with a totem and a camp banner in your tribe's color.
- A shared camp around a great firepit gives proximity bonuses and shared learning XP.
- Smoke signals, visible 2 km away, whose patterns carry messages.
- A light morale system fed by comfort, fire, hot meals and company. Everything is playable solo.
Sleep and nights
- Truly dark nights with moon phases.
- Sleep has a quality: bedding, temperature, light, noise, safety, hunger, injuries.
- Time speeds up while you sleep instead of skipping, and the world keeps going.
- Sleep deprivation brings micro-sleeps and hallucinations, and nightmares can disturb your rest.
- Bedrolls, straw pallets, fur blankets, oil lamps, naps.
Simulated weather
- Wind with direction and gusts. It affects particles, projectiles, fire, sound and scent, and you can read it on a weather vane and on the wind rose next to the hotbar.
- Storms form, peak and fade: thunderstorms, blizzards, sandstorms, hail.
- Forecast with a barometer.
- Snow piles up to 8 layers, settles and melts. Mud forms after rain.
- Water balance: rain soaks the soil and the sun dries it. Soaked soil rots crops, droughts crack the ground and make crops wilt, and after heavy rain rivers run strong, with visible foam streaks on the water. Water sources are not infinite.
Tectonic world generation
- A new world type, Brutally Realistic (tectonic), selected by default:
- continents and plates produce real coastal ranges, collision belts, rifts, ocean trenches, island arcs and volcanoes;
- rivers flow downhill and carve their valleys all the way to the sea;
- the climate follows latitude and altitude;
- karst caves.
- 12 new biomes: autumn forest, aspen grove, redwood forest, flower meadow, steppe, heathland, alpine pasture, tundra, volcanic lands, lush gorges, oasis, bayou, and white chalk cliffs on the coasts.
/locate also finds the mod's landforms: /locate river, volcano, mountain, mesa, karst, cliff_coast…
Configuration and tools
- About 290 options, with Casual and Hardcore presets. Each system can be tuned or turned off.
- More than 140 advancements, one tab per system, to guide you through progression.
- Simple admin commands such as
/heal, /storm, /season set, /worldinfo and /locate.
- English and French.
Installation
- Minecraft 26.2, on NeoForge or on Fabric (with Fabric API).
- Required on both client and server.
- Start a new world to get the tectonic generation.
Description
Brutally Realistic fait de Minecraft un jeu de survie où ton corps, tes outils, la météo et le terrain suivent les règles du monde réel. Rien n'est magique : le feu s'allume, les blessures se soignent, la nourriture pourrit, le métal se fond et se forge, et l'hiver est une vraie menace. Chaque système se lit en jeu et se règle à ton goût.
- Corps.
- Soif, température corporelle en °C, fatigue, hygiène et maladies. La température ambiante est calculée : biome, saison, heure, altitude, météo, vent, abri et feux.
- Isolation des vêtements pièce par pièce.
- Écran Corps (touche
B).
- Blessures localisées.
- Six parties du corps.
- Saignements, fractures, commotion, brûlures, gelures, infections.
- Soins gradués : bandage, attelle, suture, garrot, écorce de saule…
- À terre.
- À 0 PV, tu tombes au sol. Le temps avant la mort dépend de tes blessures.
- Tu peux ramper ou appeler à l'aide ; tes coéquipiers peuvent te réanimer, te traîner ou te porter.
- La mort réelle laisse un cadavre avec ton inventaire.
- Technologie.
- Pierre, cuivre, bronze puis fer : taille du silex, poterie, coulée, alliages réels, bas fourneau.
- Chaque objet a sa chaleur en °C.
- Mini-jeu d'enclume ; qualité et tranchant des outils.
- Feu.
- Torches fabriquées éteintes, allumées par friction ou percussion.
- Combustible limité, propagation selon le vent, fumée.
- Physique.
- Gravité des blocs mal soutenus, éboulements, étais.
- Stamina et poids de l'inventaire en kg.
- Portage à deux mains, brouette.
- Nourriture.
- Dépérissement et conservation : salage, fumage, séchage, glacière, cellier.
- Nutrition, cuisson par étapes, découpe des carcasses.
- Saisons et cultures.
- Quatre saisons.
- Fertilité du sol (N/P/K), rotation, compost.
- Nouvelles cultures : lin, navet, oignon, chou, lentilles, blé d'hiver. Mauvaises herbes, nuisibles, serres.
- Faune.
- Douze espèces aux modèles faits main : cerf, sanglier, lièvre, gélinotte, loup, ours, corbeau, élan, bison, lynx, bouquetin, canard colvert.
- Les animaux te sentent selon le vent. Troupeaux, meutes nocturnes, migrations.
- Pistes d'empreintes à lire ; pièges et affûts.
- Tribus.
- Six compétences qui montent par la pratique.
- Tribu fondée avec un totem et une bannière ; campement autour du grand foyer.
- Signaux de fumée, moral.
- Sommeil.
- Nuits vraiment noires.
- Qualité du sommeil, temps accéléré, cauchemars, privation.
- Météo.
- Vent, avec girouette et rose des vents près de la barre d'action.
- Tempêtes, baromètre, neige en couches, boue.
- Bilan des sols : la pluie les nourrit, la sécheresse les craquelle, le courant des rivières forcit. Pas de sources d'eau infinies.
- Génération tectonique.
- Continents et plaques : cordillères, rifts, fosses, volcans.
- Rivières qui creusent leur vallée jusqu'à la mer ; climat selon la latitude.
- Douze biomes, plus des falaises de craie blanche.
/locate river, /locate volcano…
- Réglages.
- Environ 290 options, presets Casual et Hardcore.
- Plus de 140 progrès.
- Commandes directes ; anglais et français.
Installation : Minecraft 26.2, NeoForge ou Fabric (avec Fabric API), à installer côté client et côté serveur. Un nouveau monde est conseillé pour la génération tectonique.