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Survival Meters & HUD

Your body is tracked by a small stack of bars and markers in the top-left corner of the screen — it stays quiet until something is wrong, then it tells you exactly what.

Reading the HUD​

The corner readout stacks three bars, each with its own icon, plus a temperature square and a paper-doll injury figure off to the side. There is no health or vitality bar — the body is a set of separate systems (you bleed out, freeze, dehydrate, starve, or die of trauma), never one HP pool. See Injuries, Conditions & Health. From top to bottom the bars are:

  • Stamina (golden pickaxe) — green. Your short-term wind for hard effort.
  • Endurance reserve (golden carrot) — how rested you are. Full means fresh; it drains as you tire over the day.
  • Thirst (water bucket) — blue. Covered on Water & Drinking; summarized below.

To the right sit the temperature square with a warming/cooling arrow and the paper-doll injury figure (see below). Carry weight and volume are not on this always-on HUD — they appear only while your inventory is open.

Stamina (the green bar)​

Stamina is your immediate wind — the effort you can spend before you have to stop and breathe.

  • It drains when you sprint, jump, swim, mine, chop wood, fight, and climb.
  • A hard sprint empties the bar in about 40 seconds — this is a real run, not a quick dash.
  • It recovers when you rest and stop exerting, refilling over roughly 25 seconds of standing still.
  • When it runs near-empty, your body gives out: you're slowed, hit with mining fatigue, and can't sustain a sprint until you've caught your breath.
  • If your stamina runs out while climbing, you fall.

Hunger gates recovery​

Stamina only rebuilds properly when you're fed. Below 6 hunger, stamina recovers poorly.

Endurance reserve (fatigue)​

Below the stamina bar is your endurance reserve — a slower, deeper gauge. Full means well-rested; it drains steadily as you tire across the day and through hard exertion. You shed fatigue and refill this reserve by resting and sleeping — see Sleep & Rest.

Thirst (the blue bar)​

Thirst drains over time, faster when you're sprinting or your body runs hot. Drink to refill it, but untreated water can make you sick (roughly a 15% chance from a raw fill, higher from a dirty vessel). Boiling water over a campfire makes it safe. Full details — vessels, water quality, salt water, and boiling — are on Water & Drinking.

Carry — volume and weight (inventory only)​

Carry isn't shown on the always-on HUD — it appears only while your inventory is open, where it's split into three bars: a hands volume bar (bulky items carried in your arms), a pockets volume bar (small items), and a weight bar.

  • The volume bars run grey → amber → red as they fill; at the cap, extra items simply won't be picked up (they stay in the world, nothing is dropped).
  • Weight is separate and softer: the heavier your load, the slower you move. One heavy block makes you trudge.

The full weight-and-volume system — hands vs. pockets, chest limits, transport, building loads — is covered on the Building page.

Realistic reach and honest work​

  • Reach is shortened to about 3 blocks (down from vanilla's ~4.5; reaching entities is shorter still, about 2.5). You have to be close to what you break or place. Creative keeps the long vanilla reach for building.
  • Break times are honest. Mining stone with an iron pick takes around 20 seconds (ore and deepslate longer, capped near 60s), and digging dirt, sand, or gravel takes a few seconds even with a shovel. Every block you break also costs stamina — quarrying is genuine labour, not a formality.

The paper-doll injury figure​

Beside the temperature square, a small paper-doll figure of your body colors the affected part when a condition is active:

  • Bleeding — red torso
  • Sprain — orange legs
  • Dirty hands — brown hands
  • Infection — purple arms
  • Sickness — green body

These are explained in full on Injuries, Conditions & Health.