Compatibility
Minecraft: Java Edition
1.21.6–1.21.10
Platforms
Supported environments
Creators
Details
Licensed CC0-1.0
Published 4 months ago
Updated 2 days ago
Changelog
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
Files
Metadata
Release channel
ReleaseVersion number
v2.0.0Loaders
Game versions
1.21.9–1.21.10Downloads
32Publication date
November 18, 2025 at 6:30 PMPublisher

Wilozyx
Member


