v2.2.0
- Overhauled how the fire starter item works
- The fire starter can now be placed down on campfires
- Interacting with placed down campfires will spin the fire starter and display a percentage value below the player's crosshair. This value equates to the progress of lighting the fire
- The percentage gets decreased by 1 every tick
- Every interaction with the placed-down fire starter will increase the percentage by 2 if the player is using their hand, and 3 if the player is holding a bow, vine, or string in their mainhand
- As the fire starter's percentage value rises, it will start spinning faster, and will also start displaying more particles
- Once a fire starter's percentage reaches 100%, it will light the campfire its on
- This will have a 50% chance of it breaking itself, and a 50% chance of it dropping itself
- Changed the fire time of campfires that are lit through fire starters
- It is now 30
- Previously, it was 520
- Changed how spears are made
- Placing a sharpened stick in a preparation plate will now place the sharpened stick as a singular large item
- Interacting with a preparation plate that contains a sharpened stick with a sharpened flint, axe, or sword, will start sharpening it, displaying a percentage value of success to the player
- This increase is dependent on what tool was used to sharpen it, the increase per tool is detailed below:
- Sharpened flint, wooden axe, wooden sword: +2%
- Stone axe, stone sword: +4%
- Iron axe, iron sword: +6%
- This increase is dependent on what tool was used to sharpen it, the increase per tool is detailed below:
- When reaching 100%, the player will successfully sharpen the sharpened stick into a spear
- There is now a 33% chance that a spruce log will drop resin when stripped
- Basket stirring is no longer RNG-dependent
- Baskets will now instead show the user a percentage value that gets increased through stirring
- Stirring a basket to 100% will successfully stir the contents of the basket
- Slightly optimized basket stirring
- Fixed not being able to place sticks on dry tinder blocks
- When placing dry tinder now, there will now be a counter above it, showing the player how many sticks are on the dry tinder
- This counter hides itself if the player is too far away
- Added new vitality system
- Vitality is considered a player stat, similarly to heat, thirst, sanity, etc. Players spawn in with 100 vitality by default
- Players' vitality is increased by 1 every 15 seconds as long as they aren't bleeding
- If a player is bleeding, their vitality will be decreased by 1 every 4 seconds
- Vitality controls the max amount of hearts the player is able to have & regenerate
- The max hearts the player is able to have per vitality value is detailed below:
- 90-100 vitality -> 100% (normal) max health
- 60-89 vitality -> -10% max health
- 40-59 vitality -> -20% max health
- 20-39 vitality -> -30% max health
- 0-19 vitality -> -50% max health
- (Example: if the player's genetics allow him to spawn in with 10 hearts, and the player gets to 89 vitality (-10%), they will stay at 9 hearts until they can get back to 90+ vitality again)
- The max hearts the player is able to have per vitality value is detailed below:
- Added new function tags
- '#overly_realistic:general_loops/main_41t'
- Fixed spears printing debug messages in chat
- Plays will now gain temporary hunger when getting to 0 stamina
- The particles displayed by logs when they're being stripped through a stone hatchet will now be of the log texture, instead of sticks
- Ground props will now generate more commonly
- Players will now gain sanity when wearing feather crowns
- Added new advancements and changed existing advancements to reflect the changes made in this update
- Added the "Blood, Sweat, and Tears" advancement -> start bleeding due to damage
- The "Resourceful" advancement now uses the stick ground prop as an icon
- Changed the description of certain advancements as to be more descriptive, such advancements include:
- "All Vine"
- "Ancient Warfare"
- "Evolving"
- "Let There be Light"
- "Looking Fly"
- "Technological Infancy"
- "The Pillar of Death"
- "The Pillar of War"
- "Tribesman"
v2.1.0
- Changed how flint flakes are sharpened
- When hitting a rock with a flint flake, a flint icon will appear under the player's crosshair, following it, a percentage text is also displayed
- The percentage text will cycle through different colors with time, these being: green -> yellow -> orange -> red
- The color of the percentage values indicate the amount of power that you will strike the stone/stone-adjacent block with
- The more "force" you hit it with, the more the percentage goes up:
- Green = +0%
- Yellow = +5%
- Orange = +10%
- Red = +15%
- The more "force" you hit it with, the more the percentage goes up:
- If the player reaches 100% then their flint flake will be sharpened into a sharpened flint
- If the player looks away from the stone/stone-adjacent block or if they take too long to strike the block with the flint flake, their progress will be reset
- Each cylce takes around 10 ticks (0.5 seconds)
- When hitting flint flakes on stone/stone-adjacent blocks, there is always a stamina cost now
- The stamina cost depends on how much power the player is using when sharpening the flint flake
- Extra stamina is lost if the player is in high altitudes
- Previously, a RNG call was used for this
- Fixed animals sometimes getting force-despawned when created by a spawn egg
- Added new ground props generation
- Through out the world, ground props such as sticks and rocks may appear on the ground
- Due to the focus of Overly-Realistic being compatible with world generation projects, ground prop generation is tied to the spawning of animals
- This means that ground props can only ever spawn near where common animals are able to spawn in worlds
- Players can either interact with or break ground props
- By interacting with a ground prop, the player will be given an item directly (a stick gives 1 stick, a rock gives 1 flint)
- By breaking a ground prop, an item will be dropped at the location of the prop (a stick will drop 1 stick, a rock will drop 1 flint)
- If a player consumes foods or liquids while underwater, drowning damage will be dealt to them
- Optimized preparation plate interaction actions
- Changed the way players must acquire planks
- Players can no longer craft planks by placing stripped logs/wood in crafting slots
- Stripped logs/wood can now be placed in preparation plates as singular items
- They appear as single, big, items
- Interacting with a preparation plate that holds a stripped log/wood item whilst holding either an axe, stone hatchet, or a sharpened flint will make it so the player will start cutting the stripped log/wood
- When cutting stripped logs/wood, a percentage value will appear under the player's crosshair, indicating the cutting progress
- Using stone axes to cut logs/wood speeds up this process, and using iron axes speeds this up even more
- Added a new block cutting system for stonecutters
- If specific blocks are above a stonecutter, the stonecutter will begin cutting/processing them
- Currently this process happens with the following blocks:
- Logs: get turned into stripped logs (this takes ~120 ticks, or ~6 seconds)
- Stripped logs: get turned into planks (this takes ~100 ticks, or ~5 seconds)
- Ghosts will now be given blindness
- Signs, hanging signs, levers, and buttons can no longer fall due to gravity
- Watering farmland blocks with crops over them will make it so the crop's growth will be slowly sped up through out time
- Fixed bone meal items' count always being set to 50
- Added the new "Mortar" block
- Mortars are bowls made from rocks, that players can place ingredients into and crush/mix them into different items
- A maximum of 4 ingredients can be placed into mortars
- A mortar can be made by combining 3 flint and 3 clay balls in a preparation plate
- Mortars' recipes include:
- 4 bones can be crushed into 1 bone meal
- 4 sugar cane can be crushed into 1 sugar
- 4 gravel can be processed into 1 flint
- 1 charcoal, 1 sulfur, 1 redstone dust, and 1 raw copper can be mixed into 1 gunpowder
- 4 sweet berries can be crushed into 1 red dye
- 4 charcoal can be crushed into 1 black dye
- 4 coal can be crushed into 1 black dye
- 4 bone meal can be mixed into 1 white dye
- Dye ingredients that were previously used in crafting slots (such as flowers, redstone, beetroots, wildflowers, ink sacs, etc) can be crushed/mixed into their related dyes
- Multiple dye ingredients can be put into 1 mortar and processed into their own dyes
- Dyes can no longer be crafted in crafting slots (such as in the inventory or with crafting tables)
- Combining dyes into different dyes still requires crafting slots, however
- Removed the old crafting table recipe
- Added the new "Crafting Table Setup" block
- This setup can be crafted with 4 planks
- Upon being placed down, it will display a wooden plate on the ground alongside a text above it
- The text informs the player what they need to place onto the setup to progress/build it
- Players must now slowly build the crafting table by placing certain items into the setup
- The steps and ingredients used for the crafting table are detailed below:
- 1 stripped log
- 10 planks
- 1 leather
- 3 clay balls
- 1 final plank
- After placing down all of the necessary items, the crafting table will be built. The crafting table can optionally be broken and picked up normally afterwards
- The recipe for the crafting table setup now takes the old crafting table recipe's place
- Tweaked the velocity values of the spear slightly
- The average speed of animals is now slower
- Fixed stonecutter items always being given in counts of 8
- Added new advancements and changed existing advancements to reflect the changes made in this update
- The "Monkey See, Monkey Do" advancement now has extra information about flint knapping in its description
- Added the new "Resourceful" advancement (acquired when picking up ground props such as sticks and rocks)
- Changed the description of the "Plankful" advancement as to make it more informative on how to get planks
- Added the new "Lumber" advancement (acquired when placing a log above a stonecutter)
- Added the new "Crushing it" advancement (acquired when creating a mortar in a preparation plate)
- Added the new "Dyeful" advancement (acquired when creating dyes with flowers, plants, vegetables, ink sacs, etc with mortars)
- Added the new "Rocky" advancement (acquired when processing 4 gravel into flint on mortars)
- Added the new "Grim" advancement (acquired when crushing 4 bones into bone meal in a mortar)
- Added the new "Berrying Results" advancement (acquired when crushing 4 sweet berries into red dye in a mortar)
- Added the new "Coaling Down" advancement (acquired when mixing 4 coal/charcoal in a mortar to get black dye)
- Added the new "Nearly Chalk" advancement (acquired when mixing 4 bone meal in a mortar to get white dye)
- Added the new "Sweet Like Cane" advancement (acquired when crushing 4 sugar cane in a mortar to get sugar)
- Changed the description of the "The Great Invention" advancement as to inform the player that gunpowder is acquired through the mortar
- Changed the description of the "Mesolithic" advancement to tell the player about the crafting table setup
- Added new message that is displayed when a player joins a world or server that has a new OR update
- This message has a translation key of "initialization.overlyrealistic.join_message_v2_1_0" and can be used to detect if a resource pack is out of date in regards to the version being played
- The translation key updates to always have the same value as the current version
- Obsidian shards now have a white name
- Obsidian shards now have a max stack size of 1
- Added the new "No Monsters" setting
- This setting is disabled by default
- Upon being enabled, the setting will remove all unrealistic, aggressive mobs present in the world (such as skeletons, zombies, creepers, etc) - do note that this setting does not touch mobs such as spiders, cave spiders, or bats
- The starting message now contains a section warning players about the difficulty of playing alone
- Being in powdered snow now decreases your temperature a lot more now
- Slightly optimized the rain check for the temperature system
v2.0.0
- (WARNING: Updating a world which had a previous version of Overly-Realisitc into v2.0.0+ updates is unsupported! You must either stick to the previous version or create a new world with the new version installed)
- Overly Realistic now supports 1.21.9 - 1.21.10
- Added a warning screen that is displayed to players if the world they are playing on has had a previous, unsupported, version of Overly-Realistic installed
- Added new item editing system
- Foods can now be eaten even when the player is on full hunger
- Foods now take longer to eat
- The amount of time taken to eat varies per food, usually depending on the "size" of the food item
- Cooked foods take slightly less time to eat than raw ones as well
- Added a food spoilage system
- Food will now have a durability bar, this shows the player more clearly their state/time until they get spoiled
- Food items whose bars are higher (in the green) will be in prestine condition while items whose bars are low (in the red/black) are spoiled or close to spoiled
- Every 10 real life minutes, foods will start getting spoiled
- It takes around 1 hour and 40 minutes of real life time (a little less than 2 days in-game) for a food item to be completely spoiled
- Food items will still be spoiled if they are within containers
- Spoilage can be slowed down by putting food inside containers surrounded by cold blocks (such as ice, packed ice, blue ice, or snow blocks)
- Containers don't necessarily need to be completely surrounded in all 6 sides for this to work
- This works for: decorated pots, chests, copper chests, and barrels
- Eating spoiled food will increase the chances of the player getting ill, has a chance to decrease their sanity, and will give them hunger II for 3 seconds
- Items now have select stack sizes
- Weight level 0 (light) blocks = 32
- Weight level 1 (heavy) blocks = 16
- Weight level 2 (very heavy) blocks = 8
- Food = 1
- Honey bottles = 1
- Sticks = 8
- Flint = 8
- Torches = 8
- Buckets = 1
- Doors = 1
- Glass bottles = 1
- Bowls = 4
- Banners = 4
- Bandages = 4
- Metals/gems = 16
- Seeds = 50
- Saplings = 50
- Short grass = 50
- Saplings = 50
- Flowers = 50
- Gunpowder = 50
- Sugar = 50
- Sulfur = 50
- Coal = 50
- Redstone dust = 50
- String = 50
- All other items = 20
- Fixed pale oak button not having its purposeful recipe
- Command blocks, structure void blocks, and jigsaw blocks are no longer affected by gravity
- Fixed bone meal still being craftable
- The scribe book now stacks to 1
- Removed temporary data fixing
- Fixed standing on a unlit campfire setting the player to 100 heat
- Removed soul campfire, soul lantern, and soul torch recipes
- Donkeys now drop donkey meat when killed
- Horses' meat drops are no longer tied to their hide drops
- Mules now drop mule meat
- Changed sulfur drops
- 1-2 sulfur will now have a 40% chance to drop from deepslate gold ore under Y=-25 if the miner has level 1 mining, or higher
- 1 sulfur will now have a 8% chance to drop from deepslate gold ore under Y=-25 if the miner has level 0 mining
- Changed the structure for player-rejoining checks
- Flint flakes can no longer be used in recipes
- Feather crowns can no longer be used in recipes
- Removed some vanilla functionality from the wooden spoon item
- Seed planting has been rehauled
- Players can now hold down their interact key with a seed in their hand while looking at farmland to start planting it
- Planting it will now take time, and a small sequence of particles and sounds will play out
- Dirt particles and sounds will play, indicating the player is digging up a chunk of dirt, then, crop particles and sounds will play, indicating the player is planting the seeds
- Having a higher husbandry skill level will make it so this process takes less time
- Bone meal now takes time to apply to crops
- Players can hold down their interact key with bone meal in hand while looking at farmland to start applying it
- White smoke and bone meal sounds will play out while the player is applying the bone meal
- Players with higher husbandry skills are able to apply bone meal quicker
- Bone meal no longer instantly grows crops
- When applied to crops, bone meal will now take a while to grow the crop (this is, on average, around 3-5 minutes)
- Spears can now be thrown quicker
- Feather crowns now require either hide or leather
- Fixed bandages not being able to be used sometimes
- Players can now apply bandages to other players
- When shifting while holding down your interact key whilst holding a bandage, you may look at a player to begin applying a bandage. If a player is found, you will see "[Bandaging Player]" below your crosshair
- When using a bandage on a player, the user will receive healthcare experience and +1 sanity; the player that got bandaged will receive +2 sanity
- The time it takes to apply bandages is now slightly randomized and is dependent on the healthcare skill
- The minimum and maximum times (respectively) for each level is detailed below, in seconds:
- Level 0: 5s - 10s
- Level 1 & 2: 4s - 7.5s
- Level 3: 3.5s - 6s
- Level 4 & 5: 3s - 5s
- The minimum and maximum times (respectively) for each level is detailed below, in seconds:
- There is now a very small stamina cost for opening/closing certain containers like chests, copper chests, and barrels
- Changed the nutrition and saturation values of healing stews
- They are now 4 and 2, respectively
- Disabled the vanilla shield blocking delay
- Polar bears can now drop bones
- Ocelots can now drop "ocelot meat" and "ocelot hide" items
- Polar bears are now defined as a "common animal"
- This means polar bears can naturally become aggressive and/or flee
- Overhauled the death of various animals
- When killing an animal, the animal will leave behind a corpse
- Hitting animal corpses will harvest its contents. Previous to this update, these "contents" were items dropped when killing an animal (for example: hide, meat, bones, skulls, etc)
- The amount of items (and what items) harvested from animals is dictated by what the player has in their main hand
- Using an iron axe or an iron sword will allow you to harvest the highest possible amount of items
- Using stone swords/axes, shovels, tridents, hoes, or maces will allow you to harvest a moderate amount of items
- Using sticks, flint, wooden swords, or wooden axes will allow you to harvest a small amount of items
- Using your hands or other, inadequate, items will make it so you are unable to harvest anything
- The max amount of possible items acquired is dictated by the size of the killed animal
- Smaller animals provide less maximum possible items, while larger ones provide more possible items
- After a while of harvesting items from the animal's corpse, it will dissapear
- Animals release additional blood particles when dying now
- Optimized time checks and the day/night cycle
- The game's random tick speed is now dynamic
- The random tick speed is now halved when it is night time
- The random tick speed is now doubled when it is raining (if it is both night time and raining, the raining factor will not be considered)
- This affects grass-spread speed, crop growth speed, etc
- Optimized skylight checks for players
- Regeneration time checks are now a little more robust
- Optimized player regeneration
- Having low sanity now makes it so it takes longer to regenerate health
- Being ill now makes it so it takes longer to regenerate health
- Getting damaged by a poison tipped arrow will now make you more likely to become ill
- The chance additions per tipped arrow type, from highest to lowest:
- strong poison: +4
- long poison: +3
- poison: +2
- The chance additions per tipped arrow type, from highest to lowest:
- Overhauled animal genetics
- Animals now have a greater range of genetic diversity
- Animal size is now correlated to their attack damage, speed, and knockback resistance
- The larger the animal, the greater their attack damage and knockback resistance will be
- The smaller the animal, the greater their speed will be
- This does also mean larger animals will have worse movement speed, and small animals will have worse attack damage and knockback resistance
- Animals now get slowly healed through out time
- Fixed baskets not dropping themselves
- Centralized and modularized various Overly-Realistic-specific blocks (tanning racks, basket, dry tinder, leaf trap, preparation plate)
- Added a new settings menu
- The settings UI/menu allows you to easily toggle various options within the game
- You can open the settings menu by sending, in chat, the command '/function or:options' or '/function or:settings'
- The current options include:
- "Predator Animal Spawns" -> Toggles if predator animals should exist or not
- "Nerfed Predator Animals" -> Nerfs the attack damage and health of predator animals when they spawn, and makes predator animals less likely to spawn
- "Food Spoilage" -> Allows food to spoil
- "Body Part Damage" -> Allows the game to detect where players gets hit and execute certain events depending on it
- "Footstep Markings" -> When enabled, the game will create footstep markings below players when they are walking over sand, red sand, or snow blocks
- "Blood Splatters" -> When enabled, the game will create blood splatters below players when they are bleeding or sometimes when they get damaged
- "Block Gravity" -> Allows blocks to fall if they are structurally unsupported
- "No XP" -> Disables the vanilla XP system
- Predator animals' "flee" decisions no longer use static values for checking health threasholds, it is now dependent on their max health
- Fixed predator animals attempting to damage ghosts
- Fixed some animals sometimes floating when fleeing
- Fixed the basket not being able to be interacted with from beneath
- Fixed tanning racks not being able to be interacted with from beneath
- Sweet berries now increase half a hunger icon per berry consumed
- String items crafted from vines & hanging roots are now called "Crude String" and are able to have a seperate texture
- Decreased skeleton health by 30%
- Changed polar bear behavior
- Polar bears now, naturally, have higher attack damage and are less affected by knockback; they are also now harder to kill
- Polar bears will now always be predators
- When harvesting polar bear corpses, they will output more hide and meat than most other animals
- Common animals no longer follow players with food in their hands, they must instead be leashed
- Wolves, who were previously predators, now lose their anger texture when deciding to flee
- Baked bread will now replenish 2 hunger bars instead of 2.5
- It also now replenishes 3.5 saturation instead of 6.0
- Sharpened flint items now increase attack damage by +2.0 (1 heart)
- Item checks no longer use harsh custom data checks
- Items that are considered tools will now have extra custom data
- Changed iron armor items
- The iron armor speed debuff is now per-item worn, instead of a static value given to the player whenever they equip any amount of armor
- Iron armor items will now show their speed debuff attribute in the tooltip
- The speed debuff caused by iron armor is now a percentage instead of an added value
- By default, this is -15% per piece worn (-60% total for an entire set worn)
- Slightly buffed iron armor pieces' armor stat
- Each piece of iron armor now has +1.0 armor toughness
- Changed chainmail armor items
- The chainmail armor speed debuff is now per-item worn, instead of a static value given to the player whenever they equip any amount of armor
- Chainmail armor items will now show their speed debuff attribute in the tooltip
- The speed debuff caused by chainmail armor is now a percentage instead of an added value
- By default, this is -8% per piece worn (-32% total for an entire set worn)
- The chainmail armor speed debuff is now different from iron armor's
- Added a new dynamic item-based temperature modifier system, so items are able to dynamically add or remove heat from the player
- Changed leather armor items
- Leather armor now utilizes the new dynamic temperature modifier system
- Leather armor items now show their "heat" stat in their tooltips
- Iron ores now require you to mine them with a copper pickaxe (or a pickaxe of a higher tier)
- This means stone pickaxes are no longer useful for mining iron ore
- Changed copper armor items
- Copper armor now has a -12% speed stat per piece worn
- Copper armor items now have their speed debuff shown in their tooltips
- Copper tools' recipes now require leather and string
- Pickaxes can now more easily break obsidian blocks
- Obsidian blocks' breaking speed is now slightly longer than stone's, when using a pickaxe
- When breaking obsidian blocks, they will now drop 1-2 'Obsidian Shard' items
- Obsidian shards currently do not serve a purpose but will have one in the future
- Nerfed the mining wisdom skill experience acquired from being underground for long periods of time while holding mining-related items
- The experience gotten per Y-level is detailed below:
- Y=30 to Y=0: 1
- Y=-1 to Y=-30: 2
- Y=-31 to Y=-50: 4
- Y=-51 and below: 6
- The experience gotten per Y-level is detailed below:
- Overhauled how the water bucket works
- Water buckets can no longer instantly place water, players now need to hold down their interact button while holding a water bucket to dispense the water inside it
- When dispensing water, water particles will appear in front of the player's view; sounds will also be played
- After around 2 seconds, the water from the bucket will be dispensed. The water dispensed will follow where the particles went, not (specifically) what block the player is facing (although the particles start appearing relative to the player's face)
- If the particles intersected with a cauldron, the cauldron will be filled; if it intersected with farmland, the farmland will become moist
- If the particles did not intersect with any special blocks, then it will attempt to place a water source block following the water particle stream
- For this to be successful, the location needs to detect a block's face in any of its 6 sides
- The stream will only be followed through 8 blocks
- Lava buckets will now act similarly to water buckets
- Placing lava down takes time, and the placement follows a stream of lava particles created by the player
- Unlike water buckets, lava buckets will not moisten farmland, though it can still be placed into cauldrons
- Buckets with fish will now act similarly to water buckets, although, they still can't be placed directly into cauldrons, and the fish is spawned when the water is dispensed
- Added holder values for player genetics
- Vines now drop more commonly
- Mangrove roots now drop 1-4 sticks
- Muddy mangrove roots now drop 1 mud block aswell as 1-4 sticks
- Players can now combine 4 sticks together when crafting to create a "Stick Confinement" block
- Planting mushrooms or sweet berries will no longer grant the "Neolithic" advancement to the player
- The "Neolithic" advancement will now only be given to a player when planting down seeds
- How to do so is now explained in the advancement description
- The "Band Age" advancement now explains that you can shift to apply the bandage to another player
- Added the "Copper Age" advancement tab
- The "The Pillar of History" advancement now has more information about how to collect sticks
- Added new advancements that reflect the changes made in this update
- These are:
- "Full of it" -> Eat foods or liquids while having a fully filled hunger bar
- "Healthy Diet" -> Consume foods which are in very prestine conditions
- "Fertilizing" -> Use fertilization items, such as bonemeal, to, more quickly, grow crops through out time
- "Effective Butchery" -> Use tools, weapons, or sharp items to harvest animal corpses
- "Copper Age" -> Get raw copper by mining copper ore
- "Ea Nasir" -> Smelt raw copper into copper ingots using a furnace
- "True Sumerian" -> Craft a copper pickaxe
- "Who Needs Bronze?!" -> Craft copper armor pieces
- "Aztec Mining" -> Break obsidian to get obsidian shards
- "Hold This for Me" -> Craft a bucket
- "Crop Connoisseur" -> Water farmland
- "Makeshift Shelter" -> Craft a Stick Confinement block
- These are:
- Certain special item functionalities are now more modularized
- This applies to flint flakes, forged iron tools, forging hammers, short bows, bows, and fire starters
- Removed the old held-item modification system
- Stonecutters are now internally defined as a custom block from Overly-Realistic
- Shovels, forging hammers, and maces are now defined as "stun weapons"
- Stun weapons deal more knockback to entities hit by them
- The starting message now includes a section detailing how to open the settings menu
- The minimum possible amount of stamina a player can spawn in with is now 25
- Previously, it was 12
- Decreased the maximum amount and increased the minimum amount of sneaking speed that is randomly applied through genetics to a player
- The minimum amount of block breaking speed applied to a player through genetics was slightly increased
- Slightly increased the minimum amount of attack speed applied to a player through genetics
- Increased the minimum amount of max health applied to a player through genetics
- Fixed some blood splatters created by animals being damaged sometimes getting created in the air
- Leaves now drop sticks & vines more commonly if they are next to a log block
- Increased the likelihood of getting vines from breaking vines
- The "All Vine" advancement now details (in the description) what types of leaves can drop vines
- It is now possible to apply textures to maggot meat
- Fixed the spears sometimes not hitting an entity they flew through if the entity was within a specific distance from the player who threw such spear
- The "Technological Infancy" advancement now comes after "All Vine" instead of "This is Game"
- Fixed TNT explosion visuals and operations not being done correctly
v1.4.5
- Fixed the stone hatchet usage raycast being broken by non-full blocks
v1.4.4
- Fixed players dropping enchanted items on death
- Players will now only lose their inventory when getting killed while downed
- Fixed players floating when leaving and rejoined after being downed
- Leaving while being downed will result in being killed when rejoining the game now
- Reduced the amount of bleeding particles displayed by players
v1.4.3
- Fixed items screaming at the player (debug feature accidentally left enabled)
V1.4.2
- Renamed the "wisdom" advancement to "brain development"
- There are now advancements in the "Livelyhood" tab that show the player their skill levels, and explain how to gain experience for each skill
- Optimized the check for dirty clothes in water & water-adjacent blocks
- Turtles will now have a certain chance that they'll drop a turtle scute and a 85% chance to drop 1-3 turtle meat
- The game will now increase players' block and entity interaction range/reach depending on their scale genetics
- The bigger the player is, the better their interaction range is
- This is to combat an issue pertaining to earlier versions of Overly-Realistic that made it so having bigger sizes would be way too debilitating because of lower interaction ranges, making any action unrealistically challenging
- Fixed items not dropping on death in new worlds
V1.4.1
- Fixed a debug feature that got accidentally left on, where flame particles would be visible upon doing raycasts
V1.4.0
- (NOTE: IM BACK!!! Took me a while to release this since I was out on a little month-long trip, but, its here! 1.4.0! Fun fact, this update was made within 2 days, so, expect some jank I guess... Report any bugs to me on discord!)
- Added new system for preserving per-player data
- Added system for storing the last important overly-realistic update a player has played
- Removed debug message that would be displayed on death that was accidentally left enabled in the last update (woops...)
- Fixed various player stats/attributes not being saved upon dying, causing them to be reset
- Fixed the #overly_realistic:cant_collapse block tag missing a comma, thus being invalidated
- Fixed the block gravity system not working correctly
- Fixed players getting instantly saved upon dying
- Fixed downed players' cameras being jittery when motion was applied to them
- Fleeing animals will now try to avoid falling into water or lava if possible
- Fixed fleeing animals acting erratic when in water/lava
- Fixed fleeing animals forcefully sinking to the bottom of bodies of water
- Fleeing animals, when in water, will still try to flee, although their movement will be slowed, and they will waste twice as much stamina
- Fixed paper recipe not being registered
- If a player wearing iron armor is attacked by an entity wielding an iron tool/weapon, a metallic hit sound will play
- Optimized player sprinting checks
- Metallic sounds will now be played when players are sprinting while wearing iron armor
- Chainmail sounds will now be played when players are sprinting while wearing chainmail armor
- The player's temperature stat is now shown as "Heat" in the actionbar and is now a percentage
- This is purely a visual change and does not affect temperature as a gameplay feature whatsoever
- Previously this was shown as "Temperature: 20/100" / now its "Heat: 20%"
- Slightly rehauled thirst mechanics
- Thirst is now shown as a percentage in players' actionbars
- The thirst stat as a value is now capped at 100 rather than 10
- Previously, thirst would decrease by 1, and would decrease quicker if various requirements were met, now, the same requirements and timer apply, but the amount of thirst that can decrease when the timer is up has changed, and various factors contribute to it
- The amount of thirst decreased is dependent on: if the player is sprinting / if the player's stamina is low / if the player's temperature is 70 or higher / if the player is ill and/or bleeding / if the player is exposed to sunlight during the day / if the player is in a hot biome
- Anywhere from 1 up to 10 thirst can be decreased at a time, depending on how many of those factors are present
- When updating to this version from an older one, players will automatically get 100% thirst
- The 'max thirst' setting has now been removed
- Actions that would increase or decrease thirst by certain values, now have those values changed, due to the change above
- When time is passing while everyone is sleeping, your thirst will have a random decrease, with a value chosen from 1 to 9, every 80 real ticks (previously, this was 1 thirst per 80 ticks)
- The 'high stats' check for sanity increases now checks for 73+ thirst instead of 8+
- The 'low stats' check for sanity decreases now checks for 30- thirst instead of 3-
- When taking high amounts of burn damage at once, your thirst will have a random decrease with a value chosen from 3 to 9, (previously, this was 1 thirst)
- The thirst check for regeneration time now checks for 80+ & 40+ thirst instead of 8+ and 4+
- The thirst requirement for showing the "unwell" status is now 0-25 instead of 0-3
- The game now clamps thirst with the new values (0-100)
- Clean water now replenishes 70-85 thirst (previously was 3)
- Dirty water now replenishes 6-15 thirst (previously was 1)
- Honey now replenishes 60-70 thirst (previously was 3)
- Sea water now has a 33% chance of replenishing 6-15 thirst (previously was 33% for 1)
- Sea water now has a 33% chance of decreasing 23 thirst (previously was 33% for 1)
- Sweet berry drinks & sweetened sweet berry drinks now replenish 80-95 thirst (previously was 5 for both)
- Brown coconuts now replenish 10-25 thirst (previously was 2)
- Green coconuts now replenish 25-48 thirst (previously was 3)
- Juicy apples now replenish 7-12 thirst (previously was 1)
- Juicy melons now replenish 8-14 thirst (previously was 1)
- Meat stews & vegetable stews now replenish 60-90 thirst (previously was 5 for both)
- Drowning now replenishes 10-18 thirst
- Removed unneeded files
- The illness cooldown acquired from getting healed from an illness has been slightly increased (was 520, now its 650)
- There is now a 1 in 34 chance of a 'sculk scare' event happening to a player with low sanity
- During this event, the player will hear a sculk sensor and shrieker sounds, followed by gaining the darkness effect
- This may only happen if the player is below Y=0
- When spawning, predator/aggressive animals now have a 33% chance of having the "tribal fear" trait
- Animals with the tribal fear trait have an inherit fear of players wearing the tribal mask item
- When encountering 3 or more players wearing a tribal mask, an animal with the tribal fear will choose to flee
- Players are now more likely to get dirty when in swamps
- If a player's sanity is at or below 5 then theres an 8% chance every 5 minutes that their intelligence will be decreased by 1
- Cobwebs can no longer fall due to gravity
- Some blocks now instantly fall when above air blocks, regardless of adjacent support
- These are the following: dirt, mud, grass blocks, podzol, mycelium, dirt paths, coarse dirt, rooted dirt, pumpkins, and melons
- Slightly optimized the block gravity system
- Campfires on low fire time will now display black smoke particles eminating from the fire
- Players can now create footstep markings when above snow blocks
- The entity and block interaction range increase acquired from holding a spear has been buffed (previously, was 1.85, now its 2.85)
- The trident now has the same block and entity interaction range as the spear
- There are now more chances to get more intelligence from discovering new biomes
- It should now take less hits to an anvil to forge iron equipment
- Added a realistic body damage system
- When a player is directly damaged by an entity, the game will now check where the victim got hit, this is a possible area out of 3 points of interest: it'll either be the head, the torso, or the legs
- This is checked by seeing where the attacker is facing in relation to the victim, so if the attacker entity was looking at the victim's head while attacking, the head area will be chosen as the area that was attacked
- There are various different effects/events that are able to be triggered depending on the area of the body that was hit
- If the victim's head was hit, the following will happen:
- The victim will receive an extra heart and a half of damage, regardless of how much damage the original hit did
- There is a 15% chance that the victim will receive blindness for 2 seconds
- There is a 20% chance that the victim will get nausea for 10 seconds
- There is a 5% chance that the victim's sanity will decrease by 2
- If the victim is wearing a chainmail helmet, the above chances are divided by 0.2x, or 0.5x if its an iron helmet
- If the victim's torso was hit, the following will happen:
- The victim will receive extra knockback
- There is a 25% chance that the victim's stamina is decreased by 3
- There is a 20% chance that the victim gets hunger II for 3 seconds
- If the victim is wearing a chainmail chestplate, the above chances are divided by 0.3x, or 0.6x if its an iron chestplate
- If the victim's legs were hit, the following will happen:
- The victim will lose 10% of their max stamina worth of stamina
- There is a 33% chance the victim will get slowness for 2 seconds
- There is a 10% chance the victim will get an extra 5 stamina reduced
- If the victim is wearing chainmail leggings, the above chances are divided by 0.25x, or 0.55x if its iron leggings
- When a player is directly damaged by an entity, the game will now check where the victim got hit, this is a possible area out of 3 points of interest: it'll either be the head, the torso, or the legs
- Players will now lose stamina when placing blocks
- The amount of stamina lost is dependent on the type of block being placed
- There are 3 tiers of weight to blocks: soft blocks (like dirt, gravel, sand; reduces 1 stamina) / heavy blocks (like logs, stone, cobblestone; reduces 2 stamina) / very heavy blocks (like iron blocks, gold blocks, anvils; reduces 3 stamina)
- Players in creative mode are not affected by this
- Increased the max amount of stamina a player can be naturally born with
- Was previously 52, now its 100
- Players' stamina will now be reduced faster if they are at high altitudes
- When blocking an attack with a shield, the player blocking now has a 50% chance to lose 1-2 stamina
- Rotten flesh can now be used as bait for fishing rods
- Changed the recipe for shears; it now requires 3 sticks, 2 leather, and 2 iron ingots
- Players' stamina will be reduced faster if they are swimming while wearing iron armor
- Added new wisdom skill system which rehauls the old intelligence system
- Players have 12 "wisdom skills" these being: equitation / fishing / mining / combat / husbandry / building / archery / cookery / blacksmithing / healthcare / scribing
- Wisdom skills dictate player's abilities to do certain actions, either proficiently or at all
- Doing certain actions will increase an "experience/XP" meter for a specific skill depending on the action (ie. fishing will raise the fishing XP, mining ores will raise the mining XP, shooting bows will raise the archery XP, etc)
- The intelligence stat will no longer have a direct affect on gameplay, instead, it will be used to support wisdom skills
- When wisdom skill experience is gained, half of your intelligence will be added to the experience gain. This follows this formula: '(Intelligence / 2) + XP'
- When gaining wisdom skill experience, other skills' experience levels will be reduced
- The amount reduced from each skill follows this equation, where Y is your current intelligence level, and X is a random value from 5 to 60: 'Y / 10 - X'
- If the experience level of that skill level goes below 0, the player's level will decrease by 1 and their experience will be set to half that of the new level's max experience threshold/cap
- Each skill level has an experience threshold you must pass to level up the skill
- Leveling up the skill level will reset the experience to 0 and will increase the experience cap/threshold by 1200 (so to calculate the amount of experience you need per level, it would simply be 'currentSkillLevel * 1200')
- The following actions correspond to the following wisdom skills:
- Equitation
- Riding a horse for 1km will give the player 80 experience
- Feeding a horse or other equidae will give the player 8 experience
- Taming a horse or other equidae will give the player 75 experience
- Breeding a horse or other equidae will give the player 60 experience
- Crafting saddles or horse armor will give the player 35 experience
- Fishing
- Crafting a fishing rod will give the player 45 experience
- Successfully hooking the rod upon something but not catching a fish will give the player 20 experience
- Successfully hooking the rod upon a fish and catching it will give the player 80 experience
- Killing fish will give the player 70 experience
- Catching a fish in the ocean will give the player 90 experience
- Crafting a fishing rod with bait will give the player 30 experience
- Mining
- For every 32 stone blocks mined, the player gets 35 experience
- For every 32 deepslate blocks mined, the player gets 70 experience
- Placing torches/lanterns while below Y=25 will give the player 3 experience
- Being below Y=30 while having a pickaxe/lantern/torch in your mainhand or offhand will increase experience per-height
- Y0 - Y30 = 40 experience
- Y-1 - Y-30 = 45 experience
- Y-31 - Y-50 = 50 experience
- Y-51 and below = 55 experience
- For every 5 iron ingots smelt, the player gets 60 experience
- For every 5 gold ingots smelt, the player gets 80 experience
- For every 5 copper ingots smelt, the player gets 40 experience
- Combat
- For every 10 hits a player deals to an entity without a weapon/tool, the player gets 15 experience
- For every 10 hits a player deals to an entity with a weapon/tool, the player gets 30 experience
- For every 10 attacks a player blocks with a shield, the player gets 20 experience
- Whenever an entity is killed without a weapon, the player gets 50 experience
- Whenever an entity is killed with a weapon, the player gets 65 experience
- For every 10 attacks the player receives while wearing chainmail or iron armor, the player gets 35 experience
- Husbandry
- For every 10 crops planted, the player gets 25 experience
- For every 25 dirty crops washed in water, the player gets 30 experience
- When breeding animals, the player gets 40 experience
- For every 20 blocks tilled with a hoe, the player gets 30 experience
- For every 10 sheep sheared, the player gets 20 experience
- For every 20 sweet berry bushes that the player harvests, the player gets 30 experience
- Building
- For every 25 weighted blocks placed, the player gets 20 experience
- Weighted blocks are blocks which cause the user to lose stamina when placing
- For every 25 decorational blocks placed, the player gets 25 experience
- Decorational blocks include decorated pots, flower pots, carpets, beds, cakes, signs, barrels, candles, and banners
- For every 32 building blocks crafted/smelt, the player gets 40 experience
- Currently, this supports: bricks block, stone, stone bricks, deepslate, deepslate bricks, item frames, paintings, terracotta, glass, looms, candles, scaffolding, barrels, and chests
- For every 30 blocks transformed into dirt paths, the player gets 15 experience
- For every 25 weighted blocks placed, the player gets 20 experience
- Archery
- When hitting the middle of a target block from 30 or more meters away, the player will get 60 experience
- When hitting the middle of a target block from 100 or more meters away, the player will get 130 experience
- When shooting an entity with an arrow, the player will get a varied amount of experience depending on the distance traveled by the arrow
- 10+ meters = 8 experience
- 30+ meters = 40 experience
- 100+ meters = 90 experience
- For every 15 arrows crafted, the player gets 20 experience
- Cookery
- For every 10 food items crafted/cooked/baked, the player gets 40 experience
- When successfully creating food/drinks in the basket, the player will get 40 experience
- When successfully creating additionals in the basket, the player will get 20 experience
- For every 20 cookery ingredient items crafted, the player gets 20 experience
- These items are: sugar, glass bottles, waterskins, and bowls
- When making a cake, the player will get 50 experience
- For every 25 crops washed, the player will get 35 experience
- Blacksmithing
- When forging a tool on an anvil, the player will get 80 experience
- When sharpening equipment on a grindstone, the player will get 50 experience
- When heating or cooling down equipment, the player will get 40 experience
- When crafting iron or chainmail equipment, the player will get 40 experience
- Equipment refers to weapons, tools, and armor
- For every 5 iron ingots smelt, the player will get 60 experience
- For every 5 copper ingots smelt, the player will get 55 experience
- For every 5 gold ingots smelt, the player will get 65 experience
- Healthcare
- When crafting bandages, the player will get 30 experience
- When making poisoned arrows or a poison additional in a basket, the player will get 30 experience
- When making a healing stew in a basket, the player will get 60 experience
- When successfully helping up a downed player, the player will get 150 experience
- Scribing
- For every 20 pieces of paper crafted, the player gets 20 experience
- For every 10 books crafted, the player gets 65 experience
- For every 10 bookshelves crafted, the player gets 130 experience
- For every 5 minutes, if the player is near bookshelves, the player will get 70 experience
- For every 5 minutes, if the player is near item frames with filled maps in them, the player will get 70 experience
- When discovering a new biome while holding a filled map, the player will get 160 experience
- Equitation
- The player will now get certain benefits from having certain wisdom skill levels
- (NOTE: A lot of these categories/skills don't have as many benefits as I would like them to, I will be adding onto them through out future updates!)
- These benefits are as follows:
- Equitation
- Level 1: Ridden equidae receive 25% less damage
- Level 2: Ridden equidae move 25% faster
- Level 3: Ridden equidae jump 25% higher
- Level 4: Ridden equidae receive 45% less damage, move 45% faster, and jump 45% higher
- Level 5: Ridden equidae receive 66% less damage, move 66% faster, and jump 66% higher
- Fishing
- Level 1: Higher likelihood of catching fish
- Level 2: 1-2 fish can be caught when successfully hooking a fish, higher likelyhood of catching a fish
- Level 3: 1-3 fish can be caught when successfully hooking a fish, higher likelyhood of catching a fish
- Level 4: Higher likelihood of catching fish
- Level 5: 1-5 fish can be caught when successfully hooking a fish, higher likelyhood of catching a fish
- Mining
- Level 1: +0.15 block breaking speed, 50% chance for an extra coal per broken coal ore, 5% chance for an extra raw iron per broken iron ore, 10% chance for an extra raw copper per broken copper ore, less chances to get cobblestone/cobbled deepslate from mining copper ore
- Level 2: +0.2 block breaking speed, 18% chance for an extra raw iron per broken iron ore, less likely to get cobblestone/cobbled deepslate when mining iron, 25% chance for an extra raw copper per broken copper ore
- Level 3: +0.4 block breaking speed, Always get 1-3 coal per broken coal ore, 25% chance for an extra raw iron per broken iron ore, 33% chance for an extra raw copper per broken copper ore, 10% chance for an extra raw gold per broken gold ore, 15% chance for an extra redstone dust per broken redstone ore
- Level 4: +0.6 block breaking speed, 33% chance for an extra raw iron per broken iron ore, 40% chance for an extra raw copper per broken copper ore, less chances to get cobblestone/cobbled deepslate from gold ore, 25% chance for an extra redstone dust per broken redstone ore
- Level 5: +0.75 block breaking speed, 20% chance for an extra raw gold per broken gold ore, 33% chance for an extra redstone dust per broken redstone ore, 10% chance for an extra diamond per broken diamond ore
- Combat
- Level 1: +8% attack damage
- Level 2: +0.05 attack speed / getting attacked while blocking with a shield will decrease less stamina
- Level 3: +15% attack damage / +0.5 entity reach
- Level 4: +0.1 attack speed / the movement slowness caused by wearing chainmail/iron armor is decreased
- Level 5: +20% attack damage / +0.2 attack speed, +1.5 entity reach, +0.5 attack knockback, getting attacked while blocking with a shield will no longer decrease stamina
- Husbandry
- Level 1: Carrot and potato crops yield more items when harvested
- Level 2: Wheat crops yield more items when harvested
- Level 3: When wielding a hoe / the player will receive +2.0 block interaction range
- Level 4: Melons will yield more items when harvested
- Level 5: When wielding a hoe / the player will receive +3.5 block interaction range
- Building
- Level 1: +1.0 block interaction range
- Level 2: +0.08 block breaking speed / decreased stamina reduction from level 1 (heavy) weighted blocks
- Level 3: +2.0 block interaction range / decreased stamina reduction from level 2 (very heavy) weighted blocks
- Level 4: +3.0 block interaction range / decreased stamina reduction from level 0 (light) weighted blocks
- Level 5: +0.15 block breaking speed, take less fall damage / fall from taller heights without taking fall damage
- Archery
- Level 1: Arrows deal +1 heart of damage to shot entities
- Level 2: All fired arrows are crit arrows
- Level 3: Arrows deal +1.5 heart of damage to shot entities
- Level 4: All arrows shot from bows are piercing arrows which allows the arrow to go through an entity and damage at most 2
- Level 5: Arrows deal +2.5 heart of damage to shot entities, disabled arrow spread
- Cookery
- Level 1: Receive saturation every few minutes
- Level 2: Give saturation to nearby players every few minutes
- Level 3: 15% chance to get extra servings when baking potatoes into baked potatoes or baking bread into baked bread
- Level 4: 15% chance to get extra servings when cooking meat
- Level 5: 15% chance to get extra servings when making a cake or a pumpkin pie
- Blacksmithing
- Level 1: Sharpened tools deal slightly more damage
- Level 2: Tools are sharpened quicker on grindstones
- Level 3: Sharpened tools deal more damage
- Level 4: Tools are forged quicker on an anvil
- Level 5: Ability to speed up blast furnaces if they are 1 block away
- Healthcare
- Level 1: Illnesses pass twice as fast, less likely to get ill
- Level 2: Help downed players twice as fast
- Level 3: Make sick players get healed faster if they are up to 20 blocks away / +2 hearts of max health
- Level 4: Regenerate all nearby players if they are up to 10 blocks away every 15 seconds / +3 hearts of max health
- Level 5: Regenerate your health faster / +4 hearts of max health
- Scribing
- Level 1: Gain an extra book for every 10 books crafted / gain an extra sheet of paper for every 10 paper crafted
- Level 2: Every 5 minutes, have a 25% chance that all players within 25 meters will increase their intelligence by 1 (including self) / gain 2 extra books for every 10 books crafted
- Level 3: Every 5 minutes, have a 33% chance that all players within 25 meters will increase their intelligence by 1 (including self)
- Level 4: Gain 2 extra sheets of paper for every 10 paper crafted / if a player within 32 meters away levels up in any wisdom skill, they will start that new level with 1000 experience off the bat
- Level 5: Ability to use the scribe book (see below) / every 5 minutes, increase all wisdom skills of every player within a 15 meter distance by +5
- Added new "Scribe Book" item
- If a player attempts to use it while not having high enough scribing skill, the player will simply get a warning
- When looking at a player and using the scribe book, after 2 seconds of holding down the interact button/key, the player will be shown a GUI that tells them all of the selected player's wisdom stats (levels, experience, and experience needed to level up)
- When using the scribe book while shifting, the player will get their own wisdom stats instead of a select player's
- Removed the intelligence checks, buffs, and requirements from the following:
- Fishing loot table
- Ore loot tables
- Crop loot tables
- Optimized intelligence stat additions
V1.3.12
- Bamboo planks now drop bamboo when broken
- Raw gold now turns into gold ingots when smelted in a blast furnace
- Baby animals (and by extension, the grown-up version of themselves) will no longer flee from players
- The spyglass recipe is now given to the player when they acquire copper/gold ingots
- The player now has a 25% chance to extract an extra coal from every coal ore if they have >= 20 intelligence
- Chickens are now 40% less likely to be predators
- Improved the spear's attack damage, entity interaction range, and block interaction range
- Increased the thrown spear's damage value
- Previously was 6.8, now its 7.25
- Fixed a desync between the server and the client that caused weird occurences when the player stood atop leaves
- Crop yields are now majorly improved if the player has >= 25 intelligence



