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ВЕРСИИ (160)
release
Overly Realistic v3.16.2 for 26.2
v3.16.2-mod29 июл. 2026 г.2,2 тыс.Minecraft: 26.2fabric, forge, neoforge, quilt
Что нового
### v3.16.2
- Added new sneaking mechaning for animal-hunting
- Animals can now detect players from farther away
- If a player is crouching while near an animal, such player will only be detected from small ranges
- Added preserved player heads
- When combining either a honeycomb or a resin clump with a player head within crafting slots, a preserved player head can now be made
- Preserved player heads do not decay into skulls after being placed
- Preserved player head items have "Preserved" within their tooltips
- Added new tips and changed existing tips
- Added a new tip that is triggered when being near an animal while not crouching; it informs the user about the new sneaking mechanic
- Added a new tip that is triggered when taking fall damage; it informs the victim about crouching as to reduce damage
- Tweaked the animal-hunting tip to include a reference to the new sneaking mechanic
- Changed various aspects of the wisdom menus
- The specific skill menus (ie. the blacksmithing skill menu, the combat skill menu, etc) have been rehauled
- Each of the levels specified within these UIs now have their own sub-menus
- In these sub-menus, all requirements and benefits are displayed
- The "Unlock Benefits" button now appears in each level sub-menu
- Requirements will now be colored green if the user has met such requirement
- The specified skill levels are now buttons, which take the user to the sub-menus, and they are now structured vertically instead of horizontally
- These buttons will also show "X" or "check" symbols depending on the skill level of the user
- The tooltip shown when hovering over the skill title will now show the user how much experience they have in that skill
- Changed certain gameplay aspects related to crouching
- The fall damage reduction gained from crouching is now dependent on the sneaking gene, and its potency is now dynamic
- If the player crouches while having a positive sneaking speed gene value, they will now gain more resistance to knockback, the potency of which is dynamic
- Changed certain parts of the character customization menu
- The genetics pages are no longer numbered, and instead their titles just show a "Genetics" label
- The "Sneaking Speed" gene is now called "Sneaking"
- Its tooltip now also references the new sneaking-related mechanics
- Water source blocks will no longer turn into air when filling up liquid-containing items as long as the water's location passes the following conditions:
- The block is within an ocean, beach, or river
- There is water touching all 4 of its horizontal faces and its bottom face
- Healthcare level 2 no longer requires the player to help a downed player
- Panicking fish will now be less likely to get stuck looking at walls
- Increased the amount of time that is added to campfires' fuel when being fed with logs, planks, and other certain items
- Bleeding and fractures will no longer be gained from falls if the fall damage is equivalent to less than 1 and a half hearts
- Slightly optimized campfire operations
- Optimized fish panic operations
- Optimized iron bucket usage
- Optimized operations done at the start of singleplayer worlds, once the world loads for the first time
- Fixed the creative menu's hardened clay leg cast and hardened clay torso cast items having the wrong translation keys
- Fixed the death settings menu not displaying its "values" page button
- Fixed the requirements for healthcare level 3 being inaccurate
- Fixed sometimes not being able to meet the "craft a bandage" requirement for healthcare level 1
- Fixed hogs sometimes spawnings as babies
- Fixed several items not having proper durability operations being done, leading to several oddities
release
Overly Realistic v3.16.2 for 26.2
v3.16.229 июл. 2026 г.597Minecraft: 26.2datapack
Что нового
### v3.16.2
- Added new sneaking mechaning for animal-hunting
- Animals can now detect players from farther away
- If a player is crouching while near an animal, such player will only be detected from small ranges
- Added preserved player heads
- When combining either a honeycomb or a resin clump with a player head within crafting slots, a preserved player head can now be made
- Preserved player heads do not decay into skulls after being placed
- Preserved player head items have "Preserved" within their tooltips
- Added new tips and changed existing tips
- Added a new tip that is triggered when being near an animal while not crouching; it informs the user about the new sneaking mechanic
- Added a new tip that is triggered when taking fall damage; it informs the victim about crouching as to reduce damage
- Tweaked the animal-hunting tip to include a reference to the new sneaking mechanic
- Changed various aspects of the wisdom menus
- The specific skill menus (ie. the blacksmithing skill menu, the combat skill menu, etc) have been rehauled
- Each of the levels specified within these UIs now have their own sub-menus
- In these sub-menus, all requirements and benefits are displayed
- The "Unlock Benefits" button now appears in each level sub-menu
- Requirements will now be colored green if the user has met such requirement
- The specified skill levels are now buttons, which take the user to the sub-menus, and they are now structured vertically instead of horizontally
- These buttons will also show "X" or "check" symbols depending on the skill level of the user
- The tooltip shown when hovering over the skill title will now show the user how much experience they have in that skill
- Changed certain gameplay aspects related to crouching
- The fall damage reduction gained from crouching is now dependent on the sneaking gene, and its potency is now dynamic
- If the player crouches while having a positive sneaking speed gene value, they will now gain more resistance to knockback, the potency of which is dynamic
- Changed certain parts of the character customization menu
- The genetics pages are no longer numbered, and instead their titles just show a "Genetics" label
- The "Sneaking Speed" gene is now called "Sneaking"
- Its tooltip now also references the new sneaking-related mechanics
- Water source blocks will no longer turn into air when filling up liquid-containing items as long as the water's location passes the following conditions:
- The block is within an ocean, beach, or river
- There is water touching all 4 of its horizontal faces and its bottom face
- Healthcare level 2 no longer requires the player to help a downed player
- Panicking fish will now be less likely to get stuck looking at walls
- Increased the amount of time that is added to campfires' fuel when being fed with logs, planks, and other certain items
- Bleeding and fractures will no longer be gained from falls if the fall damage is equivalent to less than 1 and a half hearts
- Slightly optimized campfire operations
- Optimized fish panic operations
- Optimized iron bucket usage
- Optimized operations done at the start of singleplayer worlds, once the world loads for the first time
- Fixed the creative menu's hardened clay leg cast and hardened clay torso cast items having the wrong translation keys
- Fixed the death settings menu not displaying its "values" page button
- Fixed the requirements for healthcare level 3 being inaccurate
- Fixed sometimes not being able to meet the "craft a bandage" requirement for healthcare level 1
- Fixed hogs sometimes spawnings as babies
- Fixed several items not having proper durability operations being done, leading to several oddities
release
Overly Realistic v3.16.1 for 26.2
v3.16.1-mod22 июл. 2026 г.360Minecraft: 26.2fabric, forge, neoforge, quilt
Что нового
### v3.16.1
- Added a death sound, which is played once a player dies
- This sound is not triggered if the "Normal Respawning" setting is enabled
- Added new settings
- Added the "Fractures" setting
- This setting is enabled by default and it is found under general settings, in the "Players" category
- This setting controls if players are able to receive fractures
- Added the "Infections" setting
- This setting is enabled by default and it is found under general settings, in the "Players" category
- This setting controls if players are able to receive infections
- Added the "Bleeding" setting
- This setting is enabled by default and it is found under general settings, in the "Players" category
- This setting controls if players are able to bleeding
- Added the "Creative Afflictions" setting
- This setting is disabled by default and it is found under general settings, in the "Players" category
- When disabled, creative mode players will not be able to have any body afflictions (ie. infections, bleeding, fractures, etc)
- Added the "Respawn Countdown Time" setting
- This is a value setting that is set to 0 minutes & 30 seconds by default. It can be found by going into general settings, into the "Death" category, and into "values"
- This setting controls the time dead players spend waiting when dead, while the setting "Respawn Countdown" is enabled. Both minutes and seconds can be changed
- Added a fermentation sound that is played once a basket finishes its fermentation process
- Added new tips
- Added a tip that is triggered when interacting with a hardened clay mold, it informs the player how to pour molten contents into the mold
- Only players are now affected by thin ice
- Players' arms will no longer swing when attempting to interact with a hardened clay mold
- Puddles will now generate closer to players
- Leaf litter spread now checks if the current biome is a forest
- Changed the following overly realistic sounds:
- Pouring melted copper/gold fragments from a crucible
- Pouring lava from a lava bucket
- Changed the following vanilla sounds:
- Grass footsteps
- Sand footsteps
- Stone footsteps
- Stone breaking
- Creative mode players will no longer be able to bleed, have infections, or have fractures, by default
- (Note: this can be changed with the new 'Creative Afflictions' setting)
- Changed multiple aspects regarding blood splatters
- Blood splatters are now much less likely to z-fight
- Added variated textures for blood splatters
- Rehauled the blood splatter texture
- Removed head fractures
- (Note: This is a temporary change)
- Removed green particles appearing near downed players when they get helped up
- These particles have now been replaced with hearts
- When helping up a downed player, the player that is currently helping the victim will now be shown the time remaining until the player is able to get back up
- Increased the healthcare experience gained from creating suspicious stews
- The interaction indicator created by stripping logs now displays a small shadow behind it
- Bee nests will now drop 1 honeycomb when broken normally, as long as they have a honey level of 5
- Optimized thin ice operations
- Optimized entity ticking
- Optimized puddle creation
- Optimized randomized action operations
- Optimized build inspiration marker operations
- Optimized players' bookshelf checks
- Optimized food spoilage operations
- Optimized clay mold usage
- Optimized player ticking operations
- Fixed fractures not properly being detected internally
- Fixed the healthcare skill menu not informing the player of the new experience-gain events and benefits
- Fixed bleeding not working correctly
- Fixed the wool bandage not working correctly
- Fixed not being able to acquire the bandage requirement for healthcare level 1
- Fixed incorrect spacing in the "Handling This" advancement description
- Fixed certain advancements not displaying their skill requirements
- Fixed spacing issues in the item names of crucibles with certain contents
- Fixed being able to gain combat experience from breaking hardened clay molds
- Fixed players sometimes having their genes reset upon getting downed if they have gotten downed before
- Changed existing advancements
- The root advancement icons of "uses"-type advancement tabs now feature a small icon signifying what type of advancement tab they are
- Added a new advancement tab: "Preparation Plate Uses"
- All preparation plate recipe-related advancements that were previously in the "Stone Age" tab were moved to this tab
- Added images to the following advancements:
- "Band Age"
- "Leather is More"
- "Wool Medicine"
- "To Be Sewn"
- "Fuel It"
- The "Not a Cauldron" advancement now shows the basket recipe
- Tweaked the "The Handyman" , "Woody" , and "Ancient Warfare" advancement descriptions
- Changed the description formatting of the following advancements:
- "Ancient Warfare"
- "Rock and a Hard Place"
- "Crushing it"
- "The Pillar of Death"
- "Band Age"
- "Arrow Head"
- "To Be Sewn"
- "Bukket"
- "The Handyman"
- "Not a Cauldron"
- "The Base of Life"
- "Leather is more"
- "Wool Medicine"
- "Creating a Better Suture"
- "Woody"
- "Boiling Point"
- "Tanned"
- "Quick Douse"
- "Revolutionary Process"
- "Fuel It"
- The "Creating a Better Suture" advancement is now a child of the "To Be Sewn" advancement
release
Overly Realistic v3.16.1 for 26.2
v3.16.122 июл. 2026 г.96Minecraft: 26.2datapack
Что нового
### v3.16.1
- Added a death sound, which is played once a player dies
- This sound is not triggered if the "Normal Respawning" setting is enabled
- Added new settings
- Added the "Fractures" setting
- This setting is enabled by default and it is found under general settings, in the "Players" category
- This setting controls if players are able to receive fractures
- Added the "Infections" setting
- This setting is enabled by default and it is found under general settings, in the "Players" category
- This setting controls if players are able to receive infections
- Added the "Bleeding" setting
- This setting is enabled by default and it is found under general settings, in the "Players" category
- This setting controls if players are able to bleeding
- Added the "Creative Afflictions" setting
- This setting is disabled by default and it is found under general settings, in the "Players" category
- When disabled, creative mode players will not be able to have any body afflictions (ie. infections, bleeding, fractures, etc)
- Added the "Respawn Countdown Time" setting
- This is a value setting that is set to 0 minutes & 30 seconds by default. It can be found by going into general settings, into the "Death" category, and into "values"
- This setting controls the time dead players spend waiting when dead, while the setting "Respawn Countdown" is enabled. Both minutes and seconds can be changed
- Added a fermentation sound that is played once a basket finishes its fermentation process
- Added new tips
- Added a tip that is triggered when interacting with a hardened clay mold, it informs the player how to pour molten contents into the mold
- Only players are now affected by thin ice
- Players' arms will no longer swing when attempting to interact with a hardened clay mold
- Puddles will now generate closer to players
- Leaf litter spread now checks if the current biome is a forest
- Changed the following overly realistic sounds:
- Pouring melted copper/gold fragments from a crucible
- Pouring lava from a lava bucket
- Changed the following vanilla sounds:
- Grass footsteps
- Sand footsteps
- Stone footsteps
- Stone breaking
- Creative mode players will no longer be able to bleed, have infections, or have fractures, by default
- (Note: this can be changed with the new 'Creative Afflictions' setting)
- Changed multiple aspects regarding blood splatters
- Blood splatters are now much less likely to z-fight
- Added variated textures for blood splatters
- Rehauled the blood splatter texture
- Removed head fractures
- (Note: This is a temporary change)
- Removed green particles appearing near downed players when they get helped up
- These particles have now been replaced with hearts
- When helping up a downed player, the player that is currently helping the victim will now be shown the time remaining until the player is able to get back up
- Increased the healthcare experience gained from creating suspicious stews
- The interaction indicator created by stripping logs now displays a small shadow behind it
- Bee nests will now drop 1 honeycomb when broken normally, as long as they have a honey level of 5
- Optimized thin ice operations
- Optimized entity ticking
- Optimized puddle creation
- Optimized randomized action operations
- Optimized build inspiration marker operations
- Optimized players' bookshelf checks
- Optimized food spoilage operations
- Optimized clay mold usage
- Optimized player ticking operations
- Fixed fractures not properly being detected internally
- Fixed the healthcare skill menu not informing the player of the new experience-gain events and benefits
- Fixed bleeding not working correctly
- Fixed the wool bandage not working correctly
- Fixed not being able to acquire the bandage requirement for healthcare level 1
- Fixed incorrect spacing in the "Handling This" advancement description
- Fixed certain advancements not displaying their skill requirements
- Fixed spacing issues in the item names of crucibles with certain contents
- Fixed being able to gain combat experience from breaking hardened clay molds
- Fixed players sometimes having their genes reset upon getting downed if they have gotten downed before
- Changed existing advancements
- The root advancement icons of "uses"-type advancement tabs now feature a small icon signifying what type of advancement tab they are
- Added a new advancement tab: "Preparation Plate Uses"
- All preparation plate recipe-related advancements that were previously in the "Stone Age" tab were moved to this tab
- Added images to the following advancements:
- "Band Age"
- "Leather is More"
- "Wool Medicine"
- "To Be Sewn"
- "Fuel It"
- The "Not a Cauldron" advancement now shows the basket recipe
- Tweaked the "The Handyman" , "Woody" , and "Ancient Warfare" advancement descriptions
- Changed the description formatting of the following advancements:
- "Ancient Warfare"
- "Rock and a Hard Place"
- "Crushing it"
- "The Pillar of Death"
- "Band Age"
- "Arrow Head"
- "To Be Sewn"
- "Bukket"
- "The Handyman"
- "Not a Cauldron"
- "The Base of Life"
- "Leather is more"
- "Wool Medicine"
- "Creating a Better Suture"
- "Woody"
- "Boiling Point"
- "Tanned"
- "Quick Douse"
- "Revolutionary Process"
- "Fuel It"
- The "Creating a Better Suture" advancement is now a child of the "To Be Sewn" advancement
release
Overly Realistic v3.16.0 for 26.2
v3.16.0-mod18 июл. 2026 г.173Minecraft: 26.2fabric, forge, neoforge, quilt
Что нового
### v3.16.0
- Rehauled the body part damage, bleeding, physical trauma, and health systems
- Bleeding is now a per-limb property, instead of being a simple binary property
- This means that, each limb is now able to be bleeding, seperately
- As such, bleeding will only commence in each limb if such limb is damaged by someone or something
- Bleeding particles will now only be shown near the body part that is bleeding
- Blood splatters will now only occur if the player started bleeding, instead of randomly whenever the player receives damage
- The chance of the player being able to start bleeding is now dependent on if the damaged limb had armor (and if so, which type of armor)
- Bleeding & limb damage are no longer done/initiated if the attacker was a player who was using their fist
- Added infections
- Bleeding players' wounds are now able to get infected if they don't apply any bandages to themselves, or if they apply improper bandaging
- Infections will cause the player to have a higher likelihood of getting ill, decrease their vitality faster, and will not allow the player's vitality to go above 40%
- Infections are able to heal, albeit, very slowly, their heal time range from 30 minutes to 1 hour (in real life time)
- This time can be amplified up to 1:30h if the player is low on hygiene
- Bleeding is now seperated into 2 categories: "minor bleeding" and "major bleeding"
- When receiving damage, if the player was not previously bleeding (and if they start doing so), the body part will start off with minor bleeding
- If a bleeding body part is damaged, that body part has a chance to receive "major bleeding"
- Body parts that are majorly bleeding will have higher chances to get infected, bleed for longer, reduce vitality faster, and will also decrease more sanity than minor bleeding
- While minor bleeding can be treated with bandages, players must use sewing needles to turn major bleeding into minor bleeding, and then treat such with a bandage
- Added fractures
- Fractures serve as a rehaul of certain aspects of the old physical trauma system
- When a body part is damaged while low on health, there is a chance the player will receive a fracture
- Bone-breaking sounds are now only played when the player receives a fracture
- Previously, the types of physical trauma that would be applied due to direct damage were semi-randomized, though, now, they are dependent on what limb is getting fractured
- This means that players won't receive movement speed debuffs if their legs weren't attacked, and so on
- The current fractures and their effects are detailed below:
- Receiving a torso fracture will decrease swing speed by 20% and mining speed by 30%
- Receiving a leg fracture will decrease movement speed by 25%
- Fractures don't heal naturally, they require special treatment with casts
- Leg fractures can be caused due to fall damage as well as strikes to players' legs
- Added new health menu
- Previously, going into the Overly Realistic Overview menu and clicking on the "health" button would show a "WIP" page, now, it'll take the user to the new health menu
- In the health menu, the player can see a colored silhouette of a player, alongside 2 different elements in the bottom of the page
- Hovering over each body part of the silhouette with the cursor will allow the user to see information regarding that body part, including if that body part is fractured, if it is bleeding (and what type of bleeding), if it is infected, or if it is healthy
- Healthy body parts will be shown in green, although, if there is some type of affliction regarding that body part, it'll be shown in red
- One of the elements at the bottom of the menu is a circle with a smiley face on it; hovering over this element will allow the user to see the player's "mood" - this can be any of: sane, lonely, or dull
- The other element at the bottom is a button with a question mark on it, clicking on this button will bring the player to a different page, which serves to inform the player of various health afflictions and what they are
- The "Health" menu button in the overview UI has had its description changed to better reflect what it displays now
- Regular mobs will now inflict 10s of pain on players they attack
- Certain damage types will now affect certain body parts
- Explosion damage affects all body parts
- Lightning bolt damage affects solely the head
- Being on fire affects all body parts
- Rehauled the old bandage item and the bandaging system
- When applying a bandage, a GUI is now shown, allowing the player select what body part they wish to apply the bandage to
- The body part selection works the same as in the health menu, displaying a silhouette of the player with information on each part's afflictions
- If the player is applying the bandage on themselves, they will be shown their own afflictions. If the player is applying the bandage on another player, the other player's afflictions will be shown
- When applying a bandage to a body part, the player will be shown one of the body part's limbs alongside a piece of bandage and an indicator that moves as this process progresses, the user must click on the indicators until the bandage wraps around the limb a few times
- When the user is done with this action, the bandaging will successfully apply
- If the player attempts to bandage a player who then moves away from their sight, the bandaging will be unsuccessful, and the player attempting to apply the bandage will keep the item
- Bandages have now been modularized
- The old bandage item's recipe has been removed
- If a player who played on previous versions still has a bandage, they'll still be able to use it normally, however, this might not be the case for future versions
- Added the leaf bandage item
- Leaf bandages can be made with 6 leaf piles and 3 natural fibers in a preparation plate
- Doing so will reward the player with healthcare skill experience
- Upon being used, the body part selected will have its bleeding time decreased by 10%, though, there will be a 15% chance of that body part getting infected
- If this bandage is applied by a player with healthcare level 0, there will be a +10% (so 25% total) chance to receive an infection
- Added the leather bandage item
- Leather bandages can be made with 3 leather and 3 crude string in a preparation plate
- Doing so will reward the player with healthcare skill experience
- The recipe will fail if the user has a healthcare skill level below 1
- Upon being used, the body part selected will have its bleeding time decreased by 25%, though, there will be an 8% chance of that body part getting infected
- If this bandage is applied by a player with healthcare level 0, there will be a +40% (so 48% total) chance to receive an infection
- Added the wool bandage item
- Wool bandages can be made with 3 wool, 3 leather, and 3 string in a preparation plate
- Doing so will reward the player with healthcare skill experience
- The recipe will fail if the user has a healthcare skill level below 2
- Upon being used, the body part selected will have its bleeding time decreased by 50%, though, there will be an 3% chance of that body part getting infected
- If this bandage is applied by a player with a healthcare level of 1 and below, there will be a +80% (so 83% total) chance to receive an infection
- Added the sewing needle tool type and the sewing (player) system
- Needles and sewing needles are now properly defined types of items
- Sewing needles can be used similarly to bandages
- Holding the use keybind (by default, right click) with a sewing needle in hand will allow the user to see the same UI that is displayed by bandages. Crouching while performing this action will allow players to use sewing needles on other players
- Selecting a body part to apply the sewing needle to will make it so a UI is displayed where the player must click on a moving indicator, until the action is complete
- Applying a sewing needle to a body part that is majorly bleeding will allow the user to turn the major bleeding into a minorly bleeding wound, which can then be treated with a bandage
- Added the bone needle and the bone sewing needle items
- Players can now hold a bone on one hand and hold (and use) a sharpened flint on another hand to knap the bone into a sharpened bone
- Sharpened bones can be knapped into bone needles through the same method described above
- A bone sewing needle can be created in a preparation plate by inputting 1 bone needle and 3 crude string
- Upon applying a bone sewing needle, theres a 40% chance that it'll turn major bleeding into minor bleeding, though, theres a 25% chance to receive an infection
- If applied by a player who has a healthcare skill level of 0, there is a +10% (so 35% total) chance the user will receive an infection
- Added the needle clay mold & needle hardened clay mold
- Needle clay molds can be acquired by shaping clay molds. They can be fired just like other shaped clay molds
- Melted copper fragments can be poured into needle hardened clay molds and cooled to get copper needles
- Added the copper needle & copper sewing needle items
- Copper needles can be placed on preparation plates alongside 4 string to create copper sewing needles
- If the player has a healthcare skill level lower than 2, this recipe will fail
- Upon applying a copper sewing needle, theres a 70% chance that it'll turn major bleeding into minor bleeding, though, theres a 5% chance to receive an infection
- If applied by a player who has a healthcare skill level of 1 and below, there is a 70% (so 75% total) chance the user will receive an infection
- Added the clay cast
- Clay casts can be made in a pottery wheel with 2 layers of the hollow shape, the recipe also requires the user to have a healthcare skill level of 1+
- Interacting with a clay cast whilst holding a stick will allow the user to place it in the cast
- The sticks are displayed in the cast's model
- Placing 1 stick will allow the user to create a torso cast, placing 2 sticks will allow the user to create a leg cast
- Clay casts can be placed down and fired similarly to other clay-type blocks, when put atop lit campfires
- Firing a clay cast will transform it into a hardened clay cast
- Added the hardened clay cast
- Hardened clay casts are acquired by firing clay casts
- Interacting with a hardened clay cast whilst holding wool will allow the player to create the proper wearable item version of the hardened clay cast
- Doing so will reward the player with healthcare experience
- Wearable hardened clay casts can be worn (either on the chest slot or the legs slot, depending on the type of cast)
- While being worn, the cast will slowly heal any fracture that the player has in the adequate body part
- Hardened clay cast wearables have very low durability and will receive damage when the user is hurt
- Added the bamboo flute & wooden flute
- These can be crafted with 1 piece of cordage, 1 flint, and 1 stick or bamboo
- When being used, these instruments will make flute noises
- Each flute produces a different pitch, their pitches change if the user is crouching as well
- Added new tips
- Added a new tip that is triggered upon receiving an infection, it informs the user of such and tells them to go to the health menu
- Added a new tip that is triggered when a player starts bleeding, it informs the user of their situation and tells them to go to the health menu
- Added new tips that are triggered when creating bandages and sewing needles, it informs the user that they can apply these items to other players
- Changed the item ID of the sharpened bone
- Note that old sharpened bones may not work in this version due to this reason
- Removed the old sharpened bone recipe
- Slightly optimized stamina operations
- Slightly optimized armor sound operations
- Slightly optimized horse-riding checks
- Optimized player breathing operations
- Optimized limb damage operations from animal-based attackers
- Optimized certain periodic player operations
- Optimized nutrition operations
- Optimized temperature operations
- Optimized status operations
- Optimized sharpened flint usage
- Fixed animals sometimes not inflicting pain on the player
- Fixed improper armor checks being done by the limb damage system
- Fixed players not decreasing in stamina when being hit on the torso
- Fixed fall damage checks not having proper distinguishing between potent and regular damage
- Fixed the "Rock and a Wet Place" advancement having a missing texture icon in its tooltip
- Fixed clay molds being dropped from pottery wheels when attempting to make clay cubes
- Fixed clients receiving constant resource pack version error messages
- Fixed improper detection for receiving damage from lightning bolts & explosions
- Added new advancements and changed existing advancements
- Rehauled the icons of the root advancements of "age" advancement tabs
- All such icons now have an "AGE" label displayed on them, they are also enboldened and enlargened
- The stone age tab now shows a flint item instead of a stone block
- The medieval age tab now shows the front face of a blast furnace, instead of the blast furnace block model
- The contemporary age tab now shows the front face of a lit copper bulb, instead of the copper rod block model
- Added the "Leather is More" advancement -> Create a leather bandage
- Added the "Wool Medicine" advancement -> Create a wool bandage
- Added the "Bone-Trembling" advancement -> Knap a bone into a sharpened bone
- Added the "Needle Me This" advancement -> Knap a sharpened bone into a bone needle
- Added the "To be Sewn" advancement -> Create a bone sewing needle
- Added the "Creating a Better Suture" advancement -> Create a copper sewing needle
- Added the "The Creation of the Needle" advancement -> Create a needle clay mold
- Added the "Shaping a Clay Cast" advancement -> Create a clay cast in a pottery wheel
- Added the "Cast Aside" advancement -> Insert sticks in a clay cast
- Added the "Castaway" advancement -> Create a proper hardened clay torso/leg cast
- Rehauled the old "Band Age" advancement
- Its requirements, description, and icon were changed. It is also now a child of the "technological infancy" advancement
- Changed the "Mysophobic" advancement's description
- Tweaked the "Sticks and Stones" advancement's description
release
Overly Realistic v3.16.0 for 26.2
v3.16.018 июл. 2026 г.56Minecraft: 26.2datapack
Что нового
### v3.16.0
- Rehauled the body part damage, bleeding, physical trauma, and health systems
- Bleeding is now a per-limb property, instead of being a simple binary property
- This means that, each limb is now able to be bleeding, seperately
- As such, bleeding will only commence in each limb if such limb is damaged by someone or something
- Bleeding particles will now only be shown near the body part that is bleeding
- Blood splatters will now only occur if the player started bleeding, instead of randomly whenever the player receives damage
- The chance of the player being able to start bleeding is now dependent on if the damaged limb had armor (and if so, which type of armor)
- Bleeding & limb damage are no longer done/initiated if the attacker was a player who was using their fist
- Added infections
- Bleeding players' wounds are now able to get infected if they don't apply any bandages to themselves, or if they apply improper bandaging
- Infections will cause the player to have a higher likelihood of getting ill, decrease their vitality faster, and will not allow the player's vitality to go above 40%
- Infections are able to heal, albeit, very slowly, their heal time range from 30 minutes to 1 hour (in real life time)
- This time can be amplified up to 1:30h if the player is low on hygiene
- Bleeding is now seperated into 2 categories: "minor bleeding" and "major bleeding"
- When receiving damage, if the player was not previously bleeding (and if they start doing so), the body part will start off with minor bleeding
- If a bleeding body part is damaged, that body part has a chance to receive "major bleeding"
- Body parts that are majorly bleeding will have higher chances to get infected, bleed for longer, reduce vitality faster, and will also decrease more sanity than minor bleeding
- While minor bleeding can be treated with bandages, players must use sewing needles to turn major bleeding into minor bleeding, and then treat such with a bandage
- Added fractures
- Fractures serve as a rehaul of certain aspects of the old physical trauma system
- When a body part is damaged while low on health, there is a chance the player will receive a fracture
- Bone-breaking sounds are now only played when the player receives a fracture
- Previously, the types of physical trauma that would be applied due to direct damage were semi-randomized, though, now, they are dependent on what limb is getting fractured
- This means that players won't receive movement speed debuffs if their legs weren't attacked, and so on
- The current fractures and their effects are detailed below:
- Receiving a torso fracture will decrease swing speed by 20% and mining speed by 30%
- Receiving a leg fracture will decrease movement speed by 25%
- Fractures don't heal naturally, they require special treatment with casts
- Leg fractures can be caused due to fall damage as well as strikes to players' legs
- Added new health menu
- Previously, going into the Overly Realistic Overview menu and clicking on the "health" button would show a "WIP" page, now, it'll take the user to the new health menu
- In the health menu, the player can see a colored silhouette of a player, alongside 2 different elements in the bottom of the page
- Hovering over each body part of the silhouette with the cursor will allow the user to see information regarding that body part, including if that body part is fractured, if it is bleeding (and what type of bleeding), if it is infected, or if it is healthy
- Healthy body parts will be shown in green, although, if there is some type of affliction regarding that body part, it'll be shown in red
- One of the elements at the bottom of the menu is a circle with a smiley face on it; hovering over this element will allow the user to see the player's "mood" - this can be any of: sane, lonely, or dull
- The other element at the bottom is a button with a question mark on it, clicking on this button will bring the player to a different page, which serves to inform the player of various health afflictions and what they are
- The "Health" menu button in the overview UI has had its description changed to better reflect what it displays now
- Regular mobs will now inflict 10s of pain on players they attack
- Certain damage types will now affect certain body parts
- Explosion damage affects all body parts
- Lightning bolt damage affects solely the head
- Being on fire affects all body parts
- Rehauled the old bandage item and the bandaging system
- When applying a bandage, a GUI is now shown, allowing the player select what body part they wish to apply the bandage to
- The body part selection works the same as in the health menu, displaying a silhouette of the player with information on each part's afflictions
- If the player is applying the bandage on themselves, they will be shown their own afflictions. If the player is applying the bandage on another player, the other player's afflictions will be shown
- When applying a bandage to a body part, the player will be shown one of the body part's limbs alongside a piece of bandage and an indicator that moves as this process progresses, the user must click on the indicators until the bandage wraps around the limb a few times
- When the user is done with this action, the bandaging will successfully apply
- If the player attempts to bandage a player who then moves away from their sight, the bandaging will be unsuccessful, and the player attempting to apply the bandage will keep the item
- Bandages have now been modularized
- The old bandage item's recipe has been removed
- If a player who played on previous versions still has a bandage, they'll still be able to use it normally, however, this might not be the case for future versions
- Added the leaf bandage item
- Leaf bandages can be made with 6 leaf piles and 3 natural fibers in a preparation plate
- Doing so will reward the player with healthcare skill experience
- Upon being used, the body part selected will have its bleeding time decreased by 10%, though, there will be a 15% chance of that body part getting infected
- If this bandage is applied by a player with healthcare level 0, there will be a +10% (so 25% total) chance to receive an infection
- Added the leather bandage item
- Leather bandages can be made with 3 leather and 3 crude string in a preparation plate
- Doing so will reward the player with healthcare skill experience
- The recipe will fail if the user has a healthcare skill level below 1
- Upon being used, the body part selected will have its bleeding time decreased by 25%, though, there will be an 8% chance of that body part getting infected
- If this bandage is applied by a player with healthcare level 0, there will be a +40% (so 48% total) chance to receive an infection
- Added the wool bandage item
- Wool bandages can be made with 3 wool, 3 leather, and 3 string in a preparation plate
- Doing so will reward the player with healthcare skill experience
- The recipe will fail if the user has a healthcare skill level below 2
- Upon being used, the body part selected will have its bleeding time decreased by 50%, though, there will be an 3% chance of that body part getting infected
- If this bandage is applied by a player with a healthcare level of 1 and below, there will be a +80% (so 83% total) chance to receive an infection
- Added the sewing needle tool type and the sewing (player) system
- Needles and sewing needles are now properly defined types of items
- Sewing needles can be used similarly to bandages
- Holding the use keybind (by default, right click) with a sewing needle in hand will allow the user to see the same UI that is displayed by bandages. Crouching while performing this action will allow players to use sewing needles on other players
- Selecting a body part to apply the sewing needle to will make it so a UI is displayed where the player must click on a moving indicator, until the action is complete
- Applying a sewing needle to a body part that is majorly bleeding will allow the user to turn the major bleeding into a minorly bleeding wound, which can then be treated with a bandage
- Added the bone needle and the bone sewing needle items
- Players can now hold a bone on one hand and hold (and use) a sharpened flint on another hand to knap the bone into a sharpened bone
- Sharpened bones can be knapped into bone needles through the same method described above
- A bone sewing needle can be created in a preparation plate by inputting 1 bone needle and 3 crude string
- Upon applying a bone sewing needle, theres a 40% chance that it'll turn major bleeding into minor bleeding, though, theres a 25% chance to receive an infection
- If applied by a player who has a healthcare skill level of 0, there is a +10% (so 35% total) chance the user will receive an infection
- Added the needle clay mold & needle hardened clay mold
- Needle clay molds can be acquired by shaping clay molds. They can be fired just like other shaped clay molds
- Melted copper fragments can be poured into needle hardened clay molds and cooled to get copper needles
- Added the copper needle & copper sewing needle items
- Copper needles can be placed on preparation plates alongside 4 string to create copper sewing needles
- If the player has a healthcare skill level lower than 2, this recipe will fail
- Upon applying a copper sewing needle, theres a 70% chance that it'll turn major bleeding into minor bleeding, though, theres a 5% chance to receive an infection
- If applied by a player who has a healthcare skill level of 1 and below, there is a 70% (so 75% total) chance the user will receive an infection
- Added the clay cast
- Clay casts can be made in a pottery wheel with 2 layers of the hollow shape, the recipe also requires the user to have a healthcare skill level of 1+
- Interacting with a clay cast whilst holding a stick will allow the user to place it in the cast
- The sticks are displayed in the cast's model
- Placing 1 stick will allow the user to create a torso cast, placing 2 sticks will allow the user to create a leg cast
- Clay casts can be placed down and fired similarly to other clay-type blocks, when put atop lit campfires
- Firing a clay cast will transform it into a hardened clay cast
- Added the hardened clay cast
- Hardened clay casts are acquired by firing clay casts
- Interacting with a hardened clay cast whilst holding wool will allow the player to create the proper wearable item version of the hardened clay cast
- Doing so will reward the player with healthcare experience
- Wearable hardened clay casts can be worn (either on the chest slot or the legs slot, depending on the type of cast)
- While being worn, the cast will slowly heal any fracture that the player has in the adequate body part
- Hardened clay cast wearables have very low durability and will receive damage when the user is hurt
- Added the bamboo flute & wooden flute
- These can be crafted with 1 piece of cordage, 1 flint, and 1 stick or bamboo
- When being used, these instruments will make flute noises
- Each flute produces a different pitch, their pitches change if the user is crouching as well
- Added new tips
- Added a new tip that is triggered upon receiving an infection, it informs the user of such and tells them to go to the health menu
- Added a new tip that is triggered when a player starts bleeding, it informs the user of their situation and tells them to go to the health menu
- Added new tips that are triggered when creating bandages and sewing needles, it informs the user that they can apply these items to other players
- Changed the item ID of the sharpened bone
- Note that old sharpened bones may not work in this version due to this reason
- Removed the old sharpened bone recipe
- Slightly optimized stamina operations
- Slightly optimized armor sound operations
- Slightly optimized horse-riding checks
- Optimized player breathing operations
- Optimized limb damage operations from animal-based attackers
- Optimized certain periodic player operations
- Optimized nutrition operations
- Optimized temperature operations
- Optimized status operations
- Optimized sharpened flint usage
- Fixed animals sometimes not inflicting pain on the player
- Fixed improper armor checks being done by the limb damage system
- Fixed players not decreasing in stamina when being hit on the torso
- Fixed fall damage checks not having proper distinguishing between potent and regular damage
- Fixed the "Rock and a Wet Place" advancement having a missing texture icon in its tooltip
- Fixed clay molds being dropped from pottery wheels when attempting to make clay cubes
- Fixed clients receiving constant resource pack version error messages
- Fixed improper detection for receiving damage from lightning bolts & explosions
- Added new advancements and changed existing advancements
- Rehauled the icons of the root advancements of "age" advancement tabs
- All such icons now have an "AGE" label displayed on them, they are also enboldened and enlargened
- The stone age tab now shows a flint item instead of a stone block
- The medieval age tab now shows the front face of a blast furnace, instead of the blast furnace block model
- The contemporary age tab now shows the front face of a lit copper bulb, instead of the copper rod block model
- Added the "Leather is More" advancement -> Create a leather bandage
- Added the "Wool Medicine" advancement -> Create a wool bandage
- Added the "Bone-Trembling" advancement -> Knap a bone into a sharpened bone
- Added the "Needle Me This" advancement -> Knap a sharpened bone into a bone needle
- Added the "To be Sewn" advancement -> Create a bone sewing needle
- Added the "Creating a Better Suture" advancement -> Create a copper sewing needle
- Added the "The Creation of the Needle" advancement -> Create a needle clay mold
- Added the "Shaping a Clay Cast" advancement -> Create a clay cast in a pottery wheel
- Added the "Cast Aside" advancement -> Insert sticks in a clay cast
- Added the "Castaway" advancement -> Create a proper hardened clay torso/leg cast
- Rehauled the old "Band Age" advancement
- Its requirements, description, and icon were changed. It is also now a child of the "technological infancy" advancement
- Changed the "Mysophobic" advancement's description
- Tweaked the "Sticks and Stones" advancement's description
release
Overly Realistic v3.15.1 for 26.2
v3.15.1-mod11 июл. 2026 г.236Minecraft: 26.2fabric, forge, neoforge, quilt
Что нового
### v3.15.1
- Added the "Unskilled Respawn" setting
- This setting is enabled by default, it is a general setting that can be found in the "Death" category
- When disabled, players will not lose their skills when respawning
- Added the "Unskilled Knapping" setting
- This setting is disabled by default, it is a general setting that can be found in the "Player" category
- When enabled, players are able to knap any stone item regardless of the stonecraft skill level requirements
- Shaping clay in a pottery wheel will now cause the user's hygiene to decrease
- Tweaked the stone ground prop model
- Stick/stone ground props will now generate more commonly in biomes that previously lacked them (such as in tundras, deserts, etc)
- Stone spears will no longer be dull when created
- Optimized secondary animal operations
- Optimized entity-riding checks
- Optimized boat operations
- Fixed certain advancements not being registered
- Fixed various oddities relating to damaging animal corpses
- Fixed crashed boats not dropping wooden items
- Fixed mining skill conditions no longer being properly checked for
- Fixed diamond ring no longer working
- Fixed no longer being able to shear sheep
- Fixed certain damage detections no longer working
- Fixed no longer being able to get equitation experience from breeding equidae
- Fixed oddities pertaining to horse-riding
- Fixed cave-in checks not being properly ran
- Fixed certain mining skill experience triggers not being properly ran
- Fixed still being exhausted upon respawning when dying with 0 stamina
- Fixed certain player stats not being reset when respawning
- Fixed players still hearing the falling sound after landing
- Fixed the "None" trait button having improper spacing
- Fixed various UIs not working correctly if the player managed to click certain buttons twice within 50-100ms
- Fixed stone ground props being 1 pixel below ground
- Fixed z-fighting issues relating to the cordage textures on spears
- Fixed various oddities with knapping and the stonecraft sub-skill that would happen after respawning
release
Overly Realistic v3.15.1 for 26.2
v3.15.111 июл. 2026 г.62Minecraft: 26.2datapack
Что нового
### v3.15.1
- Added the "Unskilled Respawn" setting
- This setting is enabled by default, it is a general setting that can be found in the "Death" category
- When disabled, players will not lose their skills when respawning
- Added the "Unskilled Knapping" setting
- This setting is disabled by default, it is a general setting that can be found in the "Player" category
- When enabled, players are able to knap any stone item regardless of the stonecraft skill level requirements
- Shaping clay in a pottery wheel will now cause the user's hygiene to decrease
- Tweaked the stone ground prop model
- Stick/stone ground props will now generate more commonly in biomes that previously lacked them (such as in tundras, deserts, etc)
- Stone spears will no longer be dull when created
- Optimized secondary animal operations
- Optimized entity-riding checks
- Optimized boat operations
- Fixed certain advancements not being registered
- Fixed various oddities relating to damaging animal corpses
- Fixed crashed boats not dropping wooden items
- Fixed mining skill conditions no longer being properly checked for
- Fixed diamond ring no longer working
- Fixed no longer being able to shear sheep
- Fixed certain damage detections no longer working
- Fixed no longer being able to get equitation experience from breeding equidae
- Fixed oddities pertaining to horse-riding
- Fixed cave-in checks not being properly ran
- Fixed certain mining skill experience triggers not being properly ran
- Fixed still being exhausted upon respawning when dying with 0 stamina
- Fixed certain player stats not being reset when respawning
- Fixed players still hearing the falling sound after landing
- Fixed the "None" trait button having improper spacing
- Fixed various UIs not working correctly if the player managed to click certain buttons twice within 50-100ms
- Fixed stone ground props being 1 pixel below ground
- Fixed z-fighting issues relating to the cordage textures on spears
- Fixed various oddities with knapping and the stonecraft sub-skill that would happen after respawning
release
Overly Realistic v3.15.0 for 26.2
v3.15.0-mod10 июл. 2026 г.68Minecraft: 26.2fabric, forge, neoforge, quilt
Что нового
### v3.15.0
- Updated Overly Realistic to 26.2
- Rehauled the genetics system
- Genetics are no longer randomized
- When spawning in, players will now be shown a character customization UI, this UI lets the user change their genes and traits
- For gene modifications, players will be shown their "gene points"
- By default, players will start off with only 1 gene point and all their genes set to their mid-points (half of the maximum values)
- 1 gene point is given to the player when decreasing/worsening a gene, and 1 gene point is taken away when increasing/improving a gene
- When the player is in the character customization UI, they will be forcefully set into spectator mode
- Max health is no longer modified by genetics
- Added a traits system
- Players now have traits, which change non-attribute-based aspects of the game
- One positive trait and one negative trait can be selected by the user, after modifying genes
- The user can also choose to have no traits
- Added new pottery wheel & pottery system
- Pottery wheels can be crafted in a crafting tables, with 3 planks, 3 logs, and 1 stripped log
- There are 10 different pottery wheel variations, as they are wood-type-dependent
- Interacting with a pottery wheel while holding a clay block will allow the player to add clay to the pottery wheel
- The player can add up to 3 layers of clay
- If the player interacts (with an empty hand) with a pottery wheel that contains clay, such player will be shown a HUD element below their crosshair
- This HUD element will show the player 5 shape icons and 1 confirmation icon
- If the user holds down their sprint key (by default, left ctrl) and interacts with the pottery wheel, they will be able to cycle through each icon
- Interacting with the same pottery wheel for a 2nd time, without holding the sprint key, will allow the user to select their shape, which brings up a different HUD element, which is the same one used for the chiseling mechanic, where the player must match the arrows shown
- Progressing through this mechanic is the same as with chiseling, the player must select the same arrow shown to the right of their crosshair until the progress percentage reaches 100%
- When completing a shape, the clay in the pottery wheel will have its model changed to reflect the newly selected shape
- Only the top-most layer can be shaped like this (so if you have 1 layer of clay, that's the layer thats shaped, if you have 2, the 2nd layer will be shaped, and so on)
- To confirm the formation of the clay in the pottery wheel, the user must select the checkmark/confirmation icon
- Depending on what formations the player made, different items can be created
- Items that can be created through pottery, currently, are:
- Clay pot
- Clay pot lid
- Clay mold
- Clay cube
- Added new clay cube block
- The clay cube can be made in a pottery wheel and placed down
- Putting a clay cube atop a lit campfire will make it so it gets fired into a hardened clay cube
- Added new hardened clay cube and painted hardened clay cube(s) blocks
- A hardened clay cube can be acquired by firing a clay cube block
- If the player interacts with the hardened clay cube while holding a dye item in their mainhand, an UI will open
- In the hardened clay cube's UI, the player is able to select various types of paint jobs to apply to the hardened clay cube
- Each paint job has a different cost, these costs are dye-item requirements
- When successfully painting a hardened clay cube, it'll change its texture to the same one shown in the UI
- The user will also be able to gain building skill experience from such action
- The current applicable paint jobs for hardened clay cubes are:
- Book
- Stone
- Barrel
- Flower pot
- Decorated pot
- Red ceramic pot
- Brick chimney
- Lead knot
- Leather pile
- Filled wooden mug
- Added new tool type: "lances"
- Lances are medium-ranged weaponry, similar to spears, though, they differ from spears due to their thrust-focused functionality
- When a user is holding their use key (by default, right click) while holding a lance, the lance will begin a "thrusting-"/"charging-" (also known as a kinetic-weapon-) attack, which is similar to the functionality of vanilla spears' jabs/thrusts
- Lances can't be thrown, unlike spears. Lances are also less effective as on-the-ground weaponry, being primarily intended for usage when riding animals
- Lances have longer attack cooldowns and lower attack damage when not being thrusted, compared to spears
- The lance's thrusting functionality differs slightly from vanilla
- Lances are able to dismount players when hitting them at high speeds, they are also able to be held in a charging postition for 25s instead of 11s. Thrusting is also only able to deal damage when in higher amounts of speed than when sprinting on the ground
- Thrusting will stop dealing knockback to victims after 400 ticks (20s) of the stance being held
- Thrusts will stop being able to make victims dismount from entities after 300 ticks (15s) of the stance being held
- Thrust attacks will greatly damage the lance, the amount of damage applied to the item is dependent on the player's combat skill, the amount per skill level is detailed below:
- Combat level 0-1: The lance will immediately break
- Combat level 2-3: The lance will receive a durability damage value of 950
- Combat level 4+: The lance will receive a durability damage value of 600
- Added new iron lance & iron lance head
- An iron lance head can be acquired by forging it with a heated wrought iron, similarly to all other iron tool heads
- Iron lances have an attack damage of +2 with a thrust damage multiplier of 1.45x (this scales with speed, using the same calculation as vanilla spears!)
- Added new settings
- Added a new general setting: "Instant Pottery"
- This setting is disabled by default and can be found under "Debug"
- When enabled, pottery wheel usage will become instantaneous
- Added new tips
- Added a tip that is triggered when a player interacts with a hardened clay cube without holding dyes, this tip informs the user of the painting functionality for this block
- Removed certain recipes that are now attributed to the new pottery system, this includes the following:
- Clay mold
- Clay pot
- Clay pot lid
- Players with the "OverlyRealistic.Player.NoCameraDistanceChange" tag will no longer have their camera distance removed (the user still has to remove the applied modifier however)
- (Note: This is meant primarily to be used for debugging for now, a proper setting for this feature may be implemented in a future version)
- Tweaked certain UIs to displace the "custom UI warning" button
- Slightly increased the time needed to regenerate health
- The game no longer pauses during the initialization screen
- This allows the game to generate chunks near spawn during the start of the world, which should offload some server-side stress
- Fixed players regenerating health slower when having their hunger bar full
- Fixed camels being referred to twice in the "How to get experience" section of the equitation skill menu
- Added new advancements and changed existing advancements
- Added the "Pottery Wheel Uses" advancement tab
- This tab is unlocked when the player acquires the "Pottery Age" advancement
- Added the "The Spectactle of an Iron Lance" advancement -> Forge an iron lance with heated wrought iron
- Added the "Pottery Age" advancement -> Craft a pottery wheel
- Added the "Clay Play" advancement -> Place clay on a pottery wheel
- Added the "Hand-Made" advancement -> Interact with a pottery wheel that has clay on it
- Added the "Shapeware" advancement -> Successfully shape a piece of clay on a pottery wheel
- Added the "Shaping a Clay Mold" advancement -> Create a clay mold on a pottery wheel
- Added the "Shaping a Clay Cube" advancement -> Create a clay cube on a pottery wheel
- Added the "Shaping a Clay Pot" advancement -> Create a clay pot on a pottery wheel
- Added the "Shaping a Clay Pot Lid" advancement -> Create a clay pot lid on a pottery wheel
- Added the "Professional Decorator" advancement -> Interact with a hardened clay cube with a dye of any type
- The "The Pot of Luck" advancements is now a child of the "Pottery Age" advancement
- Tweaked the description of the following advancements:
- "The Pot of Luck"
- "The Lid of Luck"
- "Molding Reality"
release
Overly Realistic v3.15.0 for 26.2
v3.15.010 июл. 2026 г.38Minecraft: 26.2datapack
Что нового
### v3.15.0
- Updated Overly Realistic to 26.2
- Rehauled the genetics system
- Genetics are no longer randomized
- When spawning in, players will now be shown a character customization UI, this UI lets the user change their genes and traits
- For gene modifications, players will be shown their "gene points"
- By default, players will start off with only 1 gene point and all their genes set to their mid-points (half of the maximum values)
- 1 gene point is given to the player when decreasing/worsening a gene, and 1 gene point is taken away when increasing/improving a gene
- When the player is in the character customization UI, they will be forcefully set into spectator mode
- Max health is no longer modified by genetics
- Added a traits system
- Players now have traits, which change non-attribute-based aspects of the game
- One positive trait and one negative trait can be selected by the user, after modifying genes
- The user can also choose to have no traits
- Added new pottery wheel & pottery system
- Pottery wheels can be crafted in a crafting tables, with 3 planks, 3 logs, and 1 stripped log
- There are 10 different pottery wheel variations, as they are wood-type-dependent
- Interacting with a pottery wheel while holding a clay block will allow the player to add clay to the pottery wheel
- The player can add up to 3 layers of clay
- If the player interacts (with an empty hand) with a pottery wheel that contains clay, such player will be shown a HUD element below their crosshair
- This HUD element will show the player 5 shape icons and 1 confirmation icon
- If the user holds down their sprint key (by default, left ctrl) and interacts with the pottery wheel, they will be able to cycle through each icon
- Interacting with the same pottery wheel for a 2nd time, without holding the sprint key, will allow the user to select their shape, which brings up a different HUD element, which is the same one used for the chiseling mechanic, where the player must match the arrows shown
- Progressing through this mechanic is the same as with chiseling, the player must select the same arrow shown to the right of their crosshair until the progress percentage reaches 100%
- When completing a shape, the clay in the pottery wheel will have its model changed to reflect the newly selected shape
- Only the top-most layer can be shaped like this (so if you have 1 layer of clay, that's the layer thats shaped, if you have 2, the 2nd layer will be shaped, and so on)
- To confirm the formation of the clay in the pottery wheel, the user must select the checkmark/confirmation icon
- Depending on what formations the player made, different items can be created
- Items that can be created through pottery, currently, are:
- Clay pot
- Clay pot lid
- Clay mold
- Clay cube
- Added new clay cube block
- The clay cube can be made in a pottery wheel and placed down
- Putting a clay cube atop a lit campfire will make it so it gets fired into a hardened clay cube
- Added new hardened clay cube and painted hardened clay cube(s) blocks
- A hardened clay cube can be acquired by firing a clay cube block
- If the player interacts with the hardened clay cube while holding a dye item in their mainhand, an UI will open
- In the hardened clay cube's UI, the player is able to select various types of paint jobs to apply to the hardened clay cube
- Each paint job has a different cost, these costs are dye-item requirements
- When successfully painting a hardened clay cube, it'll change its texture to the same one shown in the UI
- The user will also be able to gain building skill experience from such action
- The current applicable paint jobs for hardened clay cubes are:
- Book
- Stone
- Barrel
- Flower pot
- Decorated pot
- Red ceramic pot
- Brick chimney
- Lead knot
- Leather pile
- Filled wooden mug
- Added new tool type: "lances"
- Lances are medium-ranged weaponry, similar to spears, though, they differ from spears due to their thrust-focused functionality
- When a user is holding their use key (by default, right click) while holding a lance, the lance will begin a "thrusting-"/"charging-" (also known as a kinetic-weapon-) attack, which is similar to the functionality of vanilla spears' jabs/thrusts
- Lances can't be thrown, unlike spears. Lances are also less effective as on-the-ground weaponry, being primarily intended for usage when riding animals
- Lances have longer attack cooldowns and lower attack damage when not being thrusted, compared to spears
- The lance's thrusting functionality differs slightly from vanilla
- Lances are able to dismount players when hitting them at high speeds, they are also able to be held in a charging postition for 25s instead of 11s. Thrusting is also only able to deal damage when in higher amounts of speed than when sprinting on the ground
- Thrusting will stop dealing knockback to victims after 400 ticks (20s) of the stance being held
- Thrusts will stop being able to make victims dismount from entities after 300 ticks (15s) of the stance being held
- Thrust attacks will greatly damage the lance, the amount of damage applied to the item is dependent on the player's combat skill, the amount per skill level is detailed below:
- Combat level 0-1: The lance will immediately break
- Combat level 2-3: The lance will receive a durability damage value of 950
- Combat level 4+: The lance will receive a durability damage value of 600
- Added new iron lance & iron lance head
- An iron lance head can be acquired by forging it with a heated wrought iron, similarly to all other iron tool heads
- Iron lances have an attack damage of +2 with a thrust damage multiplier of 1.45x (this scales with speed, using the same calculation as vanilla spears!)
- Added new settings
- Added a new general setting: "Instant Pottery"
- This setting is disabled by default and can be found under "Debug"
- When enabled, pottery wheel usage will become instantaneous
- Added new tips
- Added a tip that is triggered when a player interacts with a hardened clay cube without holding dyes, this tip informs the user of the painting functionality for this block
- Removed certain recipes that are now attributed to the new pottery system, this includes the following:
- Clay mold
- Clay pot
- Clay pot lid
- Players with the "OverlyRealistic.Player.NoCameraDistanceChange" tag will no longer have their camera distance removed (the user still has to remove the applied modifier however)
- (Note: This is meant primarily to be used for debugging for now, a proper setting for this feature may be implemented in a future version)
- Tweaked certain UIs to displace the "custom UI warning" button
- Slightly increased the time needed to regenerate health
- The game no longer pauses during the initialization screen
- This allows the game to generate chunks near spawn during the start of the world, which should offload some server-side stress
- Fixed players regenerating health slower when having their hunger bar full
- Fixed camels being referred to twice in the "How to get experience" section of the equitation skill menu
- Added new advancements and changed existing advancements
- Added the "Pottery Wheel Uses" advancement tab
- This tab is unlocked when the player acquires the "Pottery Age" advancement
- Added the "The Spectactle of an Iron Lance" advancement -> Forge an iron lance with heated wrought iron
- Added the "Pottery Age" advancement -> Craft a pottery wheel
- Added the "Clay Play" advancement -> Place clay on a pottery wheel
- Added the "Hand-Made" advancement -> Interact with a pottery wheel that has clay on it
- Added the "Shapeware" advancement -> Successfully shape a piece of clay on a pottery wheel
- Added the "Shaping a Clay Mold" advancement -> Create a clay mold on a pottery wheel
- Added the "Shaping a Clay Cube" advancement -> Create a clay cube on a pottery wheel
- Added the "Shaping a Clay Pot" advancement -> Create a clay pot on a pottery wheel
- Added the "Shaping a Clay Pot Lid" advancement -> Create a clay pot lid on a pottery wheel
- Added the "Professional Decorator" advancement -> Interact with a hardened clay cube with a dye of any type
- The "The Pot of Luck" advancements is now a child of the "Pottery Age" advancement
- Tweaked the description of the following advancements:
- "The Pot of Luck"
- "The Lid of Luck"
- "Molding Reality"
release
Overly Realistic v3.14.3 for 26.1.X
v3.14.3-mod1 июл. 2026 г.758Minecraft: 26.1, 26.1.1, 26.1.2fabric, forge, neoforge, quilt
Что нового
### v3.14.3
- Added a dynamic ambient sounds system
- Players will now hear ambient sounds while playing
- These sounds are dependent on biomes, weather, time, and some minor locational contexts
- Ambient sounds are seperated into 2 categories: long tracks & short sounds
- Short sounds are shorter in duration, play more regularly, and can be overlayed on top of long tracks
- Long tracks are longer in duration and more fluid
- Ambient sounds include:
- Birds chirping
- Cricket noises
- Crows cawing
- Eagle & hawk screeches
- Frog/toad ribbits/croaking
- Miscellaneous insect sounds
- Wolf & coyote howls
- Underwater bubbles popping
- Wind gusts/blowing
- Ambient sound volume can be adjusted through the "Ambient/Environment" sound slider
- Added new settings
- Added the "Ambient Sounds" setting
- This is a player setting, found under the "Sounds" category, and it is set to "On" by default
- This setting controls if the user hears Overly Realistic's ambient sounds or not
- Added new tips
- Added a tip that is triggered when being above Y=75, it informs the player of stamina reductions due to high altitudes
- Small ash particles will now be periodically shown to players in caves below Y=-10
- Changed the textures of the following items:
- All hardened clay mold shapes that contain melted copper fragments
- All hardened clay mold shapes that contain melted gold fragments
- Players can now get mining skill experience for every 10 stone/deepslate blocks broken, instead of for every 32
- Subsequently, the experience gained from doing so has been slightly decreased, however, it is now slightly greater than it was prior
- Tweaked the grass block's "flower" model variant
- Tweaked altitude staminda reductions to be slightly less punishing
- Altitude-based stamina reductions are now as detailed below:
- Y=75-94 -> -1 stamina per action
- Y=95-124 -> -2 stamina per action
- Y=125+ -> -4 stamina per action
- Hygiene reductions from being outside are no longer dependent on time
- Walking on sand, grass blocks, red sand, and snow without boots will now cause the player's hygiene to decrease quicker
- Tweaked hygeiene decrease condition weights
- The grindstone recipe is now given to players when collecting cobblestone
- Removed the delay that existed for getting mining skill experience from mining stone & deepslate blocks
- Removed unnecessary files & code sections
- Removed a deprecated functionality where players would receive attack damage value debuffs when low on intelligence
- Optimized the compression of all texture assets
- Fixed animals being able to clip through walls
- Fixed being able to place fire starters inside of other blocks/placeable features
- Fixed not being able to scrape gory hides with iron & copper knives
- Fixed the "How to get experience" section of the husbandry skill menu not listing "breeding animals"
- Fixed lilypads being affected by gravity
- Fixed consuming sweet berries causing the player to get dehydrated instead of hydrated further
- Fixed the dry grass tuft preparation plate having the same model as the grass tuft preparation plate
- Fixed not being able to start cutting branches into spears when holding a knife
- Fixed "Randomized Respawning" setting's description calling the "Normal Respawning" setting "Natural Respawning"
- Fixed cordage textures z-fighting in the following tools' models: axes, pickaxes, shovels, hoes
- Changed existing advancements
- Tweaked the "Proper Footwear" advancement description
release
Overly Realistic v3.14.3 for 26.1.X
v3.14.31 июл. 2026 г.163Minecraft: 26.1, 26.1.1, 26.1.2datapack
Что нового
### v3.14.3
- Added a dynamic ambient sounds system
- Players will now hear ambient sounds while playing
- These sounds are dependent on biomes, weather, time, and some minor locational contexts
- Ambient sounds are seperated into 2 categories: long tracks & short sounds
- Short sounds are shorter in duration, play more regularly, and can be overlayed on top of long tracks
- Long tracks are longer in duration and more fluid
- Ambient sounds include:
- Birds chirping
- Cricket noises
- Crows cawing
- Eagle & hawk screeches
- Frog/toad ribbits/croaking
- Miscellaneous insect sounds
- Wolf & coyote howls
- Underwater bubbles popping
- Wind gusts/blowing
- Ambient sound volume can be adjusted through the "Ambient/Environment" sound slider
- Added new settings
- Added the "Ambient Sounds" setting
- This is a player setting, found under the "Sounds" category, and it is set to "On" by default
- This setting controls if the user hears Overly Realistic's ambient sounds or not
- Added new tips
- Added a tip that is triggered when being above Y=75, it informs the player of stamina reductions due to high altitudes
- Small ash particles will now be periodically shown to players in caves below Y=-10
- Changed the textures of the following items:
- All hardened clay mold shapes that contain melted copper fragments
- All hardened clay mold shapes that contain melted gold fragments
- Players can now get mining skill experience for every 10 stone/deepslate blocks broken, instead of for every 32
- Subsequently, the experience gained from doing so has been slightly decreased, however, it is now slightly greater than it was prior
- Tweaked the grass block's "flower" model variant
- Tweaked altitude staminda reductions to be slightly less punishing
- Altitude-based stamina reductions are now as detailed below:
- Y=75-94 -> -1 stamina per action
- Y=95-124 -> -2 stamina per action
- Y=125+ -> -4 stamina per action
- Hygiene reductions from being outside are no longer dependent on time
- Walking on sand, grass blocks, red sand, and snow without boots will now cause the player's hygiene to decrease quicker
- Tweaked hygeiene decrease condition weights
- The grindstone recipe is now given to players when collecting cobblestone
- Removed the delay that existed for getting mining skill experience from mining stone & deepslate blocks
- Removed unnecessary files & code sections
- Removed a deprecated functionality where players would receive attack damage value debuffs when low on intelligence
- Optimized the compression of all texture assets
- Fixed animals being able to clip through walls
- Fixed being able to place fire starters inside of other blocks/placeable features
- Fixed not being able to scrape gory hides with iron & copper knives
- Fixed the "How to get experience" section of the husbandry skill menu not listing "breeding animals"
- Fixed lilypads being affected by gravity
- Fixed consuming sweet berries causing the player to get dehydrated instead of hydrated further
- Fixed the dry grass tuft preparation plate having the same model as the grass tuft preparation plate
- Fixed not being able to start cutting branches into spears when holding a knife
- Fixed "Randomized Respawning" setting's description calling the "Normal Respawning" setting "Natural Respawning"
- Fixed cordage textures z-fighting in the following tools' models: axes, pickaxes, shovels, hoes
- Changed existing advancements
- Tweaked the "Proper Footwear" advancement description
release
Overly Realistic v3.14.2 for 26.1.X
v3.14.2-mod24 июн. 2026 г.208Minecraft: 26.1, 26.1.1, 26.1.2fabric, forge, neoforge, quilt
Что нового
### v3.14.2
- Added new visual & auditory feedback for wisdom skill experience gains
- When gaining wisdom skill experience, a stylized text will appear under the player's crosshair and a xylophone tune/sound will be played, informing the player they have gained experience in a certain skill for performing the action that they were performing
- The sound played can be configured with 4 possible options
- The method of which the player is informed can be configured, with 3 possible options
- Added a new type of settings menu: "Player Settings"
- These settings apply per-player, instead of applying to all players or the game itself
- Unlike general settings, users don't need operator permissions to access player settings
- The player settings menu currently has 2 setting categories: "Sounds" and "UI"
- Rehauled the settings overview screen
- The settings overview will now show the player 2 buttons
- The "Player Settings" button will show the player all "player settings" setting categories, these are the new per-player setting categories
- The "General Settings" button will show the player all the "general settings" setting categories, these are all the (previous) setting categories, that apply to the game itself
- Added 2 new settings
- Added the "XP Gain" setting
- This is a player setting, located under "Sounds", its' options are word-based instead of true/false values, it is set to "Xylo" by default
- Its options are: "Xylo" , "Ding" , "Upgrade" , "Off"
- The "Xylo"/"Ding"/"Upgrade" options set different sounds to be played upon gaining skill experience
- The "Off" option will disable auditory feedback when gaining skill experience
- This setting controls what sound the player hears when receiving a skill-experience-gain notification
- Added the "XP Notice" setting
- This is a player setting, located under "UI", its' options are word-based instead of true/false values, it is set to "UI" by default
- Its options are: "UI" , "Chat" , "Off"
- When set to UI, users are shown a small UI element under their crosshair when gaining skill experience
- When set to Chat, users are sent a message in chat when gaining skill experience
- When set to Off, users will not be visually notified when gaining skill experience
- This setting controls how players are visually notified of increases to their wisdom skills
- Added new tips
- Added a new tip that is triggered by being near an exposed player corpse, it informs the user of the affects of such event
- Added a new tip that is triggered by harvesting a player corpse, it informs the user of the sanity decrease from doing so
- Created new system for specialized operations being run upon specific blocks being mined
- Multiple players are now able to be registered as someone who "has sharpened a tool in a whetstone"
- Previously, only the player who last interacted with a whetstone indicator would be registered as such
- This condition is used for the stonecraft skill level requirements
- Changed certain aspects regarding log-stripping times
- Removed the checks for solid blocks above logs that was previously used for longer log-stripping times
- It now takes a longer time for logs to be stripped if there is another regular log either above or below the block being stripped
- Stripped logs can now be harvested quicker than regular logs
- Increased, very slightly, the amount of mining skill experience players get from mining copper ore
- Players will now get mining experience for every 3 ore blocks (of the same type) broken, instead of 10
- Coarse dirt can now be turned into mud when dropped into water
- Players no longer get blacksmithing experience from creating stone tools
- Increased the illness chance increase gained from eating spoiled foods and raw meats
- Decreased the Y coordinate levels needed for the application of stamina decreases for certain actions, the amount of stamina decreased has also now been increased
- The new heights & stamina decrease values are detailed below:
- Y=75-Y=89 -> -1 stamina per action
- Y=90-Y=109 -> -3 stamina per action
- Y=110+ -> -5 stamina per action
- Such decreases apply to placing weighted blocks, knapping, iron-forging, combat, climbing, jumping, sprinting, and log-stripping
- Players who stay near player corpses who are exposed to the air will now have their sanity decrease and will have an increased chance to gain illnesses
- Harvesting player corpses will now decrease sanity
- Removed the decorated pot requirement for the chest recipe
- Player corpses will now despawn in 4.5 minutes instead of 10 if their items have already been collected
- Slightly optimized tool creation
- Slightly optimized XP orb entity operations
- Slightly optimized player corpse hit operations
- Optimized equidae-riding checks
- Optimized altitude checks
- Fixed short bows turning into dry whetstones when being crafted in a preparation plate
- Fixed the game sometimes not detecting players mining copper ore blocks
- Fixed lapis ore not giving players mining experience upon being mined
- Fixed lapis ore not having a chance to drop cobblestone/cobbled deepslate
- Fixed tool data for axes being incorrect
- Fixed the numerals in the "My Skills" tooltip, in the secondary wisdom skills menu, being off-center
- Fixed the equitation line in the "My Skills" tooltip, in the sub-skills wisdom skills menu, wrongfully using the archery skill icon
- Fixed certain wisdom skill level requirements mentioning 8 possible tools that must be created, instead of 9
- Fixed players only ever receiving scribing experience as a bonus for leveling up near a player with a scribery level of 4+
- Fixed leaf piles not being able to be used as fuel for campfires
- (Note: This might not apply to leaf piles gathered in previous updates)
- Fixed players not receiving the chest recipe in their recipe book when acquiring planks
- Fixed players not receiving the decorated pot recipe in their recipe book when acquiring clay balls
- Fixed player corpses not dropping their items when harvested with an improper item or with an empty hand
- Fixed animals sometimes getting stuck in certain situations inside leaves
- Fixed high quality ores not dropping if they were mined in cave biomes under their properly-assigned biomes
release
Overly Realistic v3.14.2 for 26.1.X
v3.14.224 июн. 2026 г.55Minecraft: 26.1, 26.1.1, 26.1.2datapack
Что нового
### v3.14.2
- Added new visual & auditory feedback for wisdom skill experience gains
- When gaining wisdom skill experience, a stylized text will appear under the player's crosshair and a xylophone tune/sound will be played, informing the player they have gained experience in a certain skill for performing the action that they were performing
- The sound played can be configured with 4 possible options
- The method of which the player is informed can be configured, with 3 possible options
- Added a new type of settings menu: "Player Settings"
- These settings apply per-player, instead of applying to all players or the game itself
- Unlike general settings, users don't need operator permissions to access player settings
- The player settings menu currently has 2 setting categories: "Sounds" and "UI"
- Rehauled the settings overview screen
- The settings overview will now show the player 2 buttons
- The "Player Settings" button will show the player all "player settings" setting categories, these are the new per-player setting categories
- The "General Settings" button will show the player all the "general settings" setting categories, these are all the (previous) setting categories, that apply to the game itself
- Added 2 new settings
- Added the "XP Gain" setting
- This is a player setting, located under "Sounds", its' options are word-based instead of true/false values, it is set to "Xylo" by default
- Its options are: "Xylo" , "Ding" , "Upgrade" , "Off"
- The "Xylo"/"Ding"/"Upgrade" options set different sounds to be played upon gaining skill experience
- The "Off" option will disable auditory feedback when gaining skill experience
- This setting controls what sound the player hears when receiving a skill-experience-gain notification
- Added the "XP Notice" setting
- This is a player setting, located under "UI", its' options are word-based instead of true/false values, it is set to "UI" by default
- Its options are: "UI" , "Chat" , "Off"
- When set to UI, users are shown a small UI element under their crosshair when gaining skill experience
- When set to Chat, users are sent a message in chat when gaining skill experience
- When set to Off, users will not be visually notified when gaining skill experience
- This setting controls how players are visually notified of increases to their wisdom skills
- Added new tips
- Added a new tip that is triggered by being near an exposed player corpse, it informs the user of the affects of such event
- Added a new tip that is triggered by harvesting a player corpse, it informs the user of the sanity decrease from doing so
- Created new system for specialized operations being run upon specific blocks being mined
- Multiple players are now able to be registered as someone who "has sharpened a tool in a whetstone"
- Previously, only the player who last interacted with a whetstone indicator would be registered as such
- This condition is used for the stonecraft skill level requirements
- Changed certain aspects regarding log-stripping times
- Removed the checks for solid blocks above logs that was previously used for longer log-stripping times
- It now takes a longer time for logs to be stripped if there is another regular log either above or below the block being stripped
- Stripped logs can now be harvested quicker than regular logs
- Increased, very slightly, the amount of mining skill experience players get from mining copper ore
- Players will now get mining experience for every 3 ore blocks (of the same type) broken, instead of 10
- Coarse dirt can now be turned into mud when dropped into water
- Players no longer get blacksmithing experience from creating stone tools
- Increased the illness chance increase gained from eating spoiled foods and raw meats
- Decreased the Y coordinate levels needed for the application of stamina decreases for certain actions, the amount of stamina decreased has also now been increased
- The new heights & stamina decrease values are detailed below:
- Y=75-Y=89 -> -1 stamina per action
- Y=90-Y=109 -> -3 stamina per action
- Y=110+ -> -5 stamina per action
- Such decreases apply to placing weighted blocks, knapping, iron-forging, combat, climbing, jumping, sprinting, and log-stripping
- Players who stay near player corpses who are exposed to the air will now have their sanity decrease and will have an increased chance to gain illnesses
- Harvesting player corpses will now decrease sanity
- Removed the decorated pot requirement for the chest recipe
- Player corpses will now despawn in 4.5 minutes instead of 10 if their items have already been collected
- Slightly optimized tool creation
- Slightly optimized XP orb entity operations
- Slightly optimized player corpse hit operations
- Optimized equidae-riding checks
- Optimized altitude checks
- Fixed short bows turning into dry whetstones when being crafted in a preparation plate
- Fixed the game sometimes not detecting players mining copper ore blocks
- Fixed lapis ore not giving players mining experience upon being mined
- Fixed lapis ore not having a chance to drop cobblestone/cobbled deepslate
- Fixed tool data for axes being incorrect
- Fixed the numerals in the "My Skills" tooltip, in the secondary wisdom skills menu, being off-center
- Fixed the equitation line in the "My Skills" tooltip, in the sub-skills wisdom skills menu, wrongfully using the archery skill icon
- Fixed certain wisdom skill level requirements mentioning 8 possible tools that must be created, instead of 9
- Fixed players only ever receiving scribing experience as a bonus for leveling up near a player with a scribery level of 4+
- Fixed leaf piles not being able to be used as fuel for campfires
- (Note: This might not apply to leaf piles gathered in previous updates)
- Fixed players not receiving the chest recipe in their recipe book when acquiring planks
- Fixed players not receiving the decorated pot recipe in their recipe book when acquiring clay balls
- Fixed player corpses not dropping their items when harvested with an improper item or with an empty hand
- Fixed animals sometimes getting stuck in certain situations inside leaves
- Fixed high quality ores not dropping if they were mined in cave biomes under their properly-assigned biomes
release
Overly Realistic v3.14.1 for 26.1.X
v3.14.1-mod17 июн. 2026 г.224Minecraft: 26.1, 26.1.1, 26.1.2fabric, forge, neoforge, quilt
Что нового
### v3.14.1
- Animals are now able to pass through leaves when fleeing
- Fleeing animals who are hurt while facing a wall will now be able to turn their head to continue fleeing
- Tool handles can now be placed atop slabs and campfires
- Fixed placeable features added by Overly-Realistic being placed inside mud instead of on top of it
- Fixed the wrong tip message being sent to players who knapped a sharpened flint
- Fixed the wrong tip message being sent to players who knapped a stone pickaxe head
- Fixed certain benefits & requirements shown for the stonecraft sub-skill being incorrect or hidden
- Fixed being able to instantly knap sharpened flint items
- Fixed the "failed to perform action" error message being frequently sent
release
Overly Realistic v3.14.1 for 26.1.X
v3.14.117 июн. 2026 г.84Minecraft: 26.1, 26.1.1, 26.1.2datapack
Что нового
### v3.14.1
- Animals are now able to pass through leaves when fleeing
- Fleeing animals who are hurt while facing a wall will now be able to turn their head to continue fleeing
- Tool handles can now be placed atop slabs and campfires
- Fixed placeable features added by Overly-Realistic being placed inside mud instead of on top of it
- Fixed the wrong tip message being sent to players who knapped a sharpened flint
- Fixed the wrong tip message being sent to players who knapped a stone pickaxe head
- Fixed certain benefits & requirements shown for the stonecraft sub-skill being incorrect or hidden
- Fixed being able to instantly knap sharpened flint items
- Fixed the "failed to perform action" error message being frequently sent
release
Overly Realistic v3.14.0 for 26.1.X
v3.14.0-mod16 июн. 2026 г.71Minecraft: 26.1, 26.1.1, 26.1.2fabric, forge, neoforge, quilt
Что нового
### v3.14.0
- Added a dullness system for tools
- Tools will now become duller over time as they are used and their durability is consumed
- The amount of durability loss needed for a tool to dull is randomized
- Players with mining skills have a decreased chance to have their pickaxes dull
- Mining level 1 will decrease the chance by 15%
- Mining level 2 will decrease the chance by 38%
- Mining level 3-4 will decrease the chance by 50%
- Mining level 5 will decrease the chance by 80%
- Players with combat skills have a decreased chance to have their swords dull
- Combat levels & chance metrics are the same as the mining skill's
- Tools have 3 "levels" of dullness: "dull", "very dull" and "extremely dull"
- Each dullness level decreases the tool's stats more:
- "Dull" tools will cause a 10% attack damage decrease and a 15% block breaking speed decrease
- "Very dull" tools will cause a 25% attack damage decrease and a 33% block breaking speed decrease
- "Extremely dull" tools will cause a 33% attack damage decrease and a 45% block breaking speed decrease
- If a player continues to use a dull tool, such item's dullness level will increase (unless the tool is extremely dull, in which case it will remain being extremely dull)
- If the player is dulling a sharpened iron tool, the tool's sharpness tier will be decreased up until it is at a forged tier, in which case it will then start increasing its dullness levels
- When sharpening a forged iron tool on a grindstone, if the tool has any level of dullness, it'll first decrease the dullness, instead of making the tool sharpened
- Added the "Wet Whetstone" and "Dry Whetstone" items
- A dry whetstone can be created in a preparation plate by placing 6 flint into it
- Dry whetstones can be dropped into water to become wet whetstones
- Whetstones can be "specially" placed on preparation plates
- When this is done, any item placed on the preparation plate is dropped, and the whetstone will be placed above the plate, occupying a major section of it
- Stone & copper tools can be placed on wet whetstones as long as such tools are dull/very dull/extremely dull
- Rehauled the Overly Realistic Overview menu
- When opened, the menu now has custom textures used for its background and its button elements
- The menu is now seperated into 2 categories: "Player" & "General"
- The "Player" category displays buttons related to player-related pages and content
- The "General" category displays buttons related to generic or arbitrary pages and content, this category holds all the buttons that were in the old menu style
- Added 2 new buttons
- Added the "Health" button, which is under the "Player" category
- Clicking this button will lead the player to a "WIP" page
- Added the "Wisdom" button, which is under the "Player" category
- Clicking this button will lead the player to the new wisdom menu
- The credits page, update page, and contact page have also been rehauled
- Rehauled various aspects relating to wisdom skills
- Wisdom skills are now divided into "primary skills", "secondary skills", and "sub-skills"
- Primary skills denote an important set of skills. When leveling up a primary skill, all other primary skills' levels will decrease by 1
- Secondary skills denote a set of skills that are still noteworthy, but more minor than primary ones. When leveling up a secondary skill, all other secondary skills' levels will decrease by 1
- Sub-skills denote more minor skills. Leveling up a sub-skill will not decrease other sub-skills
- The archery, fishing, and scribing skills are now part of the secondary skills category
- The equitation skill is now a part of the sub-skills category
- Added a new sub-skill: "stonecraft"
- Players can gain levels in this sub-skill by knapping stones and creating stone tool heads
- Unlike other skills, the stonecraft sub-skill's levels are increased by knapping different items instead of through experience
- Removed all wisdom-skill-related advancements
- Added a new wisdom menu
- When opened, 3 buttons will be displayed, these buttons are labeled "Primary", "Secondary", and "Sub-skills"
- When clicking on the displayed buttons, wisdom skill pages will open
- These pages inform the player of their skill levels, skills' benefits, what is needed to gain experience in each skill, and other skill-related information
- Added new requirements for knapping stone tool heads
- Different stone tool heads now require different stonecraft skill levels to be able to be knapped
- Rehauled various aspects relating to log-stripping
- When stripping logs, a white flashing indicator is now displayed on the side of the log being stripped
- Players must now aim at logs' indicators while holding down their use keybind (by default, right click) to successfully strip logs
- When doing so, the indicator will move around the log's face semi-randomly
- The log-chopping-process value is now per-block instead of per-player
- If multiple players are stripping the same log, the log will now be stripped faster
- The speed increases linearly in regards to the amount of players
- If a player fails to aim at the indicator in a short amount of time, the indicator will dissapear. Another one can appear if the player continues to attempt to strip the log
- Added a new "Hats" category for the lay figure's helmet menu
- When the user is in the helmet type selection screen, "Hats" are now able to be selected
- It currently only has 1 option available, the "Straw Hat"
- Added new "Straw Hat" wearable item
- Straw hats can be made through the lay figure. They require 20 wheat
- When worn, straw hats will impede the player's heat from being affected by sun exposure, they will also allow players to gain more husbandry experience when performing actions pertaining to such skill
- Straw hats do not increase armor protection, they also have 64 durability and good visibilty
- Added new tips & tweaked existing tips
- When consuming undesired foods/liquids (raw meat, spoiled food, dirty food, raw food, maggots, bat carcasses, dirty water, etc) the user will now receive a tip informing them of the negative effects of consuming such items
- When knapping a flint flake into a sharpened flint, the user will now receive a tip informing them of the wisdom skill system
- When knapping a sharpened flint into a stone pickaxe head, the user will now receive a tip informing them that they need a mining level of 1 to mine copper, and that they need a copper pickaxe to mine iron
- When stripping a log, the user will now receive a tip informing them that logs are stripped faster if multiple players strip the same log
- When attempting to knap an object that requires a stonecraft skill level that the user does not have, the user will now receive a tip informing them of such
- The animal predation tip now shows a small image in the bottom of the message
- Added new settings
- Added the "Instant Whetstones" setting
- This setting can be found in the "Debug" category. It is disabled by default
- When enabled, players are able to instantly sharpen their tools in a whetstone
- Added new low-sanity hallucinations
- Added hallucination where the player's mainhand item is switched with the player's offhand item
- Copper/iron/gold/diamond ores will have a 100% chance of dropping cobblestone/cobbled deepslate when being mined unless the player has a mining skill level of 1+
- When making stone tools, the tools created can now be dull depending one the user's stonecraft level
- If the player has a stonecraft level of 1, the tool will be "very dull"
- If the player has a stonecraft level of 2 through 4, the tool will be "dull"
- Stone tools made by players with a stonecraft level of 5 will not have any dullness when created
- When consuming mushrooms, they now give the user +0.05 carbs, instead of +1
- Increased the amount of stone ground props that generate through out the world's surface
- Animals are now faster when in water
- Players can now skip the adhesive step in tool creation by interacting with the tool handle with any item that isn't an adhesive
- Previously, the player was required to use an empty hand
- Hallucinations caused by low sanity are now done more frequently
- (Note that this means they're more frequent than previously intended, not that they are more frequent than in previous updates, as, due to a bug, hallucinations became too common. Read the fixes below for the bullet point)
- Players are now slightly slower when in water
- Predator animals will now immediately flee if they are being hunted by 5 or more players, regardless of the animal's health
- Increased the amount of trapdoors players get when crafting them
- Wooden trapdoors output 6 per recipe
- Iron trapdoors output 2 per recipe
- Copper trapdoors (still) output 2 per recipe
- Expanded on the sun-exposure heat changes
- If it is not noon, but it is still day time, the player will gain +3 heat when exposed to the sun
- Previously, the game would only apply a heat increase to players if it was noon
- It now takes slightly longer to strip logs if there are solid blocks above it
- Optimized predator animals' logic operations
- Optimized tool creation operations from tool handles
- Optimized wooden rack operations
- Optimized log-stripping
- Fixed players sometimes not getting fishing experience when catching fish
- Fixed players not receiving the drop ladder recipe in their recipe books
- Fixed eating mushrooms sometimes not giving the user any carbs
- Fixed players not receiving the crude tool handle recipe on their recipe books
- Fixed items sometimes not being able to be placed on Overly Realistic blocks and being removed from players' hands regardless
- Fixed not being able to strip a log if a fern, large fern, flower pot, or filled flower pot was in the way
- Fixed low sanity hallucinations being too common
- Fixed a spelling mistake in the "Livelihood" advancement title
- Fixed predator animals being able to (attempt to) attack players in creative mode & spectator mode
- Fixed players sometimes having their third person camera re-enabled
- Added new advancements and changed existing advancements
- Added the "Rock and a Hard Place" advancement -> craft a dry whetstone in a preparation plate
- Added the "Rock and a Wet Place" advancement -> drop a dry whetstone into water
- Added the "Rock and a Sharp Place" advancement -> place a wet whetstone on a preparation plate
- Tweaked the images of the following advancements:
- "Crushing it"
- "All Bark, No Bite"
- Tweaked the descriptions of the following advancements:
- "Stone Age"
- "Wisdom"
- "All Bark, No Bite"
release
Overly Realistic v3.14.0 for 26.1.X
v3.14.016 июн. 2026 г.40Minecraft: 26.1, 26.1.1, 26.1.2datapack
Что нового
### v3.14.0
- Added a dullness system for tools
- Tools will now become duller over time as they are used and their durability is consumed
- The amount of durability loss needed for a tool to dull is randomized
- Players with mining skills have a decreased chance to have their pickaxes dull
- Mining level 1 will decrease the chance by 15%
- Mining level 2 will decrease the chance by 38%
- Mining level 3-4 will decrease the chance by 50%
- Mining level 5 will decrease the chance by 80%
- Players with combat skills have a decreased chance to have their swords dull
- Combat levels & chance metrics are the same as the mining skill's
- Tools have 3 "levels" of dullness: "dull", "very dull" and "extremely dull"
- Each dullness level decreases the tool's stats more:
- "Dull" tools will cause a 10% attack damage decrease and a 15% block breaking speed decrease
- "Very dull" tools will cause a 25% attack damage decrease and a 33% block breaking speed decrease
- "Extremely dull" tools will cause a 33% attack damage decrease and a 45% block breaking speed decrease
- If a player continues to use a dull tool, such item's dullness level will increase (unless the tool is extremely dull, in which case it will remain being extremely dull)
- If the player is dulling a sharpened iron tool, the tool's sharpness tier will be decreased up until it is at a forged tier, in which case it will then start increasing its dullness levels
- When sharpening a forged iron tool on a grindstone, if the tool has any level of dullness, it'll first decrease the dullness, instead of making the tool sharpened
- Added the "Wet Whetstone" and "Dry Whetstone" items
- A dry whetstone can be created in a preparation plate by placing 6 flint into it
- Dry whetstones can be dropped into water to become wet whetstones
- Whetstones can be "specially" placed on preparation plates
- When this is done, any item placed on the preparation plate is dropped, and the whetstone will be placed above the plate, occupying a major section of it
- Stone & copper tools can be placed on wet whetstones as long as such tools are dull/very dull/extremely dull
- Rehauled the Overly Realistic Overview menu
- When opened, the menu now has custom textures used for its background and its button elements
- The menu is now seperated into 2 categories: "Player" & "General"
- The "Player" category displays buttons related to player-related pages and content
- The "General" category displays buttons related to generic or arbitrary pages and content, this category holds all the buttons that were in the old menu style
- Added 2 new buttons
- Added the "Health" button, which is under the "Player" category
- Clicking this button will lead the player to a "WIP" page
- Added the "Wisdom" button, which is under the "Player" category
- Clicking this button will lead the player to the new wisdom menu
- The credits page, update page, and contact page have also been rehauled
- Rehauled various aspects relating to wisdom skills
- Wisdom skills are now divided into "primary skills", "secondary skills", and "sub-skills"
- Primary skills denote an important set of skills. When leveling up a primary skill, all other primary skills' levels will decrease by 1
- Secondary skills denote a set of skills that are still noteworthy, but more minor than primary ones. When leveling up a secondary skill, all other secondary skills' levels will decrease by 1
- Sub-skills denote more minor skills. Leveling up a sub-skill will not decrease other sub-skills
- The archery, fishing, and scribing skills are now part of the secondary skills category
- The equitation skill is now a part of the sub-skills category
- Added a new sub-skill: "stonecraft"
- Players can gain levels in this sub-skill by knapping stones and creating stone tool heads
- Unlike other skills, the stonecraft sub-skill's levels are increased by knapping different items instead of through experience
- Removed all wisdom-skill-related advancements
- Added a new wisdom menu
- When opened, 3 buttons will be displayed, these buttons are labeled "Primary", "Secondary", and "Sub-skills"
- When clicking on the displayed buttons, wisdom skill pages will open
- These pages inform the player of their skill levels, skills' benefits, what is needed to gain experience in each skill, and other skill-related information
- Added new requirements for knapping stone tool heads
- Different stone tool heads now require different stonecraft skill levels to be able to be knapped
- Rehauled various aspects relating to log-stripping
- When stripping logs, a white flashing indicator is now displayed on the side of the log being stripped
- Players must now aim at logs' indicators while holding down their use keybind (by default, right click) to successfully strip logs
- When doing so, the indicator will move around the log's face semi-randomly
- The log-chopping-process value is now per-block instead of per-player
- If multiple players are stripping the same log, the log will now be stripped faster
- The speed increases linearly in regards to the amount of players
- If a player fails to aim at the indicator in a short amount of time, the indicator will dissapear. Another one can appear if the player continues to attempt to strip the log
- Added a new "Hats" category for the lay figure's helmet menu
- When the user is in the helmet type selection screen, "Hats" are now able to be selected
- It currently only has 1 option available, the "Straw Hat"
- Added new "Straw Hat" wearable item
- Straw hats can be made through the lay figure. They require 20 wheat
- When worn, straw hats will impede the player's heat from being affected by sun exposure, they will also allow players to gain more husbandry experience when performing actions pertaining to such skill
- Straw hats do not increase armor protection, they also have 64 durability and good visibilty
- Added new tips & tweaked existing tips
- When consuming undesired foods/liquids (raw meat, spoiled food, dirty food, raw food, maggots, bat carcasses, dirty water, etc) the user will now receive a tip informing them of the negative effects of consuming such items
- When knapping a flint flake into a sharpened flint, the user will now receive a tip informing them of the wisdom skill system
- When knapping a sharpened flint into a stone pickaxe head, the user will now receive a tip informing them that they need a mining level of 1 to mine copper, and that they need a copper pickaxe to mine iron
- When stripping a log, the user will now receive a tip informing them that logs are stripped faster if multiple players strip the same log
- When attempting to knap an object that requires a stonecraft skill level that the user does not have, the user will now receive a tip informing them of such
- The animal predation tip now shows a small image in the bottom of the message
- Added new settings
- Added the "Instant Whetstones" setting
- This setting can be found in the "Debug" category. It is disabled by default
- When enabled, players are able to instantly sharpen their tools in a whetstone
- Added new low-sanity hallucinations
- Added hallucination where the player's mainhand item is switched with the player's offhand item
- Copper/iron/gold/diamond ores will have a 100% chance of dropping cobblestone/cobbled deepslate when being mined unless the player has a mining skill level of 1+
- When making stone tools, the tools created can now be dull depending one the user's stonecraft level
- If the player has a stonecraft level of 1, the tool will be "very dull"
- If the player has a stonecraft level of 2 through 4, the tool will be "dull"
- Stone tools made by players with a stonecraft level of 5 will not have any dullness when created
- When consuming mushrooms, they now give the user +0.05 carbs, instead of +1
- Increased the amount of stone ground props that generate through out the world's surface
- Animals are now faster when in water
- Players can now skip the adhesive step in tool creation by interacting with the tool handle with any item that isn't an adhesive
- Previously, the player was required to use an empty hand
- Hallucinations caused by low sanity are now done more frequently
- (Note that this means they're more frequent than previously intended, not that they are more frequent than in previous updates, as, due to a bug, hallucinations became too common. Read the fixes below for the bullet point)
- Players are now slightly slower when in water
- Predator animals will now immediately flee if they are being hunted by 5 or more players, regardless of the animal's health
- Increased the amount of trapdoors players get when crafting them
- Wooden trapdoors output 6 per recipe
- Iron trapdoors output 2 per recipe
- Copper trapdoors (still) output 2 per recipe
- Expanded on the sun-exposure heat changes
- If it is not noon, but it is still day time, the player will gain +3 heat when exposed to the sun
- Previously, the game would only apply a heat increase to players if it was noon
- It now takes slightly longer to strip logs if there are solid blocks above it
- Optimized predator animals' logic operations
- Optimized tool creation operations from tool handles
- Optimized wooden rack operations
- Optimized log-stripping
- Fixed players sometimes not getting fishing experience when catching fish
- Fixed players not receiving the drop ladder recipe in their recipe books
- Fixed eating mushrooms sometimes not giving the user any carbs
- Fixed players not receiving the crude tool handle recipe on their recipe books
- Fixed items sometimes not being able to be placed on Overly Realistic blocks and being removed from players' hands regardless
- Fixed not being able to strip a log if a fern, large fern, flower pot, or filled flower pot was in the way
- Fixed low sanity hallucinations being too common
- Fixed a spelling mistake in the "Livelihood" advancement title
- Fixed predator animals being able to (attempt to) attack players in creative mode & spectator mode
- Fixed players sometimes having their third person camera re-enabled
- Added new advancements and changed existing advancements
- Added the "Rock and a Hard Place" advancement -> craft a dry whetstone in a preparation plate
- Added the "Rock and a Wet Place" advancement -> drop a dry whetstone into water
- Added the "Rock and a Sharp Place" advancement -> place a wet whetstone on a preparation plate
- Tweaked the images of the following advancements:
- "Crushing it"
- "All Bark, No Bite"
- Tweaked the descriptions of the following advancements:
- "Stone Age"
- "Wisdom"
- "All Bark, No Bite"
release
Overly Realistic v3.13.2 for 26.1.X
v3.13.2-mod9 июн. 2026 г.234Minecraft: 26.1, 26.1.1, 26.1.2fabric, forge, neoforge, quilt
Что нового
### v3.13.2
- Created new dynamic per-player boolean value system
- Changed how tips are saved & checked for
- Updated certain, now outdated, textures
- Potatoes now need to be farmed in high-elevation biomes
- Attempting to plant crops in incorrect biomes will now reject the seed-placement and will send a warning to the player in chat
- Fixed certain knives not being able to mine cobwebs
- Fixed knives not having proper durability data
- Fixed improper stack sizes from paper crafted in crafting tables
- Fixed players being unable to sleep on the ground while it is thundering
- Fixed breaking baskets sometimes causing invisible blocks to stay in their position
- Fixed not being able to pickup rain water from baskets
- Fixed the illness status not being properly displayed
- Fixed being able to dupe items when having both the "Player Corpses" & "Normal Respawning" settings enabled
- Fixed not being able to gain the "The Pillar Of Death" advancement
- Fixed falling blocks not destroying farmland, mud, or soul sand
- Fixed chiseling blocks not giving the player building experience
- Fixed placing reinforced blocks not giving the player building experience
- Fixed certain tags not being removed from players
- Fixed players sometimes being shown the same tip multiple times
- Fixed the crucible acquired from its recipe having incorrect data
- Added new advancements and changed existing advancements
- Added the "Melon Gatherer" advancement -> Acquire melon slices
- Added the "Pumpkin Gatherer" advancement -> Acquire pumpkins
- Added images to various advancements. This applies to:
- "Like Lilac"
- "Dusty"
- "Tanned"
- "Getting Dough"
- Tweaked various advancement descriptions & added icon to various descriptions. This applies to:
- "Potato Gatherer"
- "Carrot Gatherer"
- "Beetroot Gatherer"
- "Wheat Gatherer"
- "Mysophobic"
- "Leaves Galore"
- "Grassy Fields"
- "Branching Out"
release
Overly Realistic v3.13.2 for 26.1.X
v3.13.29 июн. 2026 г.70Minecraft: 26.1, 26.1.1, 26.1.2datapack
Что нового
### v3.13.2
- Created new dynamic per-player boolean value system
- Changed how tips are saved & checked for
- Updated certain, now outdated, textures
- Potatoes now need to be farmed in high-elevation biomes
- Attempting to plant crops in incorrect biomes will now reject the seed-placement and will send a warning to the player in chat
- Fixed certain knives not being able to mine cobwebs
- Fixed knives not having proper durability data
- Fixed improper stack sizes from paper crafted in crafting tables
- Fixed players being unable to sleep on the ground while it is thundering
- Fixed breaking baskets sometimes causing invisible blocks to stay in their position
- Fixed not being able to pickup rain water from baskets
- Fixed the illness status not being properly displayed
- Fixed being able to dupe items when having both the "Player Corpses" & "Normal Respawning" settings enabled
- Fixed not being able to gain the "The Pillar Of Death" advancement
- Fixed falling blocks not destroying farmland, mud, or soul sand
- Fixed chiseling blocks not giving the player building experience
- Fixed placing reinforced blocks not giving the player building experience
- Fixed certain tags not being removed from players
- Fixed players sometimes being shown the same tip multiple times
- Fixed the crucible acquired from its recipe having incorrect data
- Added new advancements and changed existing advancements
- Added the "Melon Gatherer" advancement -> Acquire melon slices
- Added the "Pumpkin Gatherer" advancement -> Acquire pumpkins
- Added images to various advancements. This applies to:
- "Like Lilac"
- "Dusty"
- "Tanned"
- "Getting Dough"
- Tweaked various advancement descriptions & added icon to various descriptions. This applies to:
- "Potato Gatherer"
- "Carrot Gatherer"
- "Beetroot Gatherer"
- "Wheat Gatherer"
- "Mysophobic"
- "Leaves Galore"
- "Grassy Fields"
- "Branching Out"
release
Overly Realistic v3.13.1 for 26.1.X
v3.13.1-mod1 июн. 2026 г.271Minecraft: 26.1, 26.1.1, 26.1.2fabric, forge, neoforge, quilt
Что нового
### v3.13.1
- Fixed non-acacia leaves not properly dropping branches
release
Overly Realistic v3.13.1 for 26.1.X
v3.13.11 июн. 2026 г.95Minecraft: 26.1, 26.1.1, 26.1.2datapack
Что нового
### v3.13.1
- Fixed non-acacia leaves not properly dropping branches
release
Overly Realistic v3.13.0 for 26.1.X
v3.13.0-mod1 июн. 2026 г.77Minecraft: 26.1, 26.1.1, 26.1.2fabric, forge, neoforge, quilt
Что нового
### v3.13.0
- Added leaf pile items
- Leaf piles are distinct in relation to leaf block types, currently there are: oak leaf piles, birch leaf piles, acacia leaf piles, dark oak leaf piles, mangrove leaf piles, cherry leaf piles, and pale oak leaf piles
- When breaking leaf blocks, leaf piles will have a chance to be dropped
- Leaf piles can be heated inside hardened clay pots, transforming them into dried leaf piles
- Added the "Marroneous Dust" item
- Marroneous dust can be acquired by mixing 2 sugar and 2 redstone dust in a mortar
- Added the "Lilac Petals" & "Dried Lilac Petals" items
- Lilac petals can be acquired by grinding lilacs in a mortar
- Cookery level 1+ players are able to get 2 petals per lilac
- Heating lilac petals inside a hardened clay pot will allow you to acquire dried lilac petals
- Added the "Dried Fern" item
- Dried ferns can be acquired by heating ferns in hardened clay pots
- Added a tea system
- Stirring 9 dried leaf piles in a boiling basket will create a dried leaf additional
- Stirring 9 marroneous dust in a boiling basket with a dried leaf additional will create a marroneous liquid
- Teas have various different effects, the chance of their effects successfully applying is dependent on the brewer's cookery skill
- Teas' "success chance" stat is displayed on their tooltip alongside a quality string that changes depending on the brewer's cookery skill
- The success chance & quality string of teas is displayed below per the needed cookery skill levels:
- Cookery level 0 = 1% success chance (Badly Brewed)
- Cookery level 1 = 10% success chance (Adequately Brewed)
- Cookery level 2 = 25% success chance (Decently Brewed)
- Cookery level 3 = 50% success chance (Well Brewed)
- Cookery level 4 = 70% success chance (Delightfully Brewed)
- Cookery level 5 = 100% success chance (Excellently Brewed)
- Teas require players to hold glass bottles to be able to be picked up
- Added new teas
- Added the "Sunflower Tea"
- This tea is brewed by stirring 3 sunflowers, 3 leaf litters, and 3 dandelions in a boiling basket with a dried leaf additional & a marroneous liquid
- Upon successful consumption, the drink: removes nausea, clears dizziness after a short while, increases fats by 10, and gives saturation I for 2 seconds
- Added the "Lilac Tea"
- This tea is brewed by stirring 6 dried lilac petals and 3 sugar in a boiling basket with a dried leaf additional & a marroneous liquid
- Upon successful consumption, the drink: decreases illness time by 15%, decreases illness chance increases by 50%, 33% chance to not get sick when the game attempts to give the user a sickness
- Added the "Tubhu Tea"
- This tea is brewed by stirring 6 dried ferns and 3 honeycombs in a boiling basket with a dried leaf additional & a marroneous liquid
- Upon successful consumption, the drink: gives the user the regeneration I effect for 18 seconds (+3.5 hearts) & absorption I for 2 minutes (+2 absorption hearts)
- Added the "Poppy Tea"
- This tea is brewed by stirring 6 poppies and 3 honeycombs in a boiling basket with a dried leaf additional & a marroneous liquid
- Upon successful consumption, the drink: gives the user the slowness III effect for 25 seconds & resistance II for 10 seconds, reduces the user's sanity by 30
- Added the "Noble Grey Tea"
- This tea is brewed by stirring 6 cornflowers and 3 pale oak leaf piles in a boiling basket with a dried leaf additional & a marroneous liquid
- Upon successful consumption, the drink has the following effects, for up to 4 minutes:
- If the player has mining level 1+ and has higher levels in mining than in combat/fishing:
- When standing at Y=-35 to Y20, the user is given haste I
- When standing at Y=-55 to Y=-36, the user is given haste II
- When standing below Y=-55, the user is given haste III
- If the player has combat level 1+ and has higher levels in combat than in mining/fishing:
- If the player's health is at 3.5-9 hearts, the user is given speed I
- If the player's health is below 3.5 hearts, the user is given speed II
- If the player has fishing level 1+ and has higher levels in fishing than in combat/mining:
- The player is given luck I
- Added the "Sweet Tea"
- This tea is brewed by stirring 3 poppies, 3 sugar, and 3 honeycombs in a boiling basket with a dried leaf additional & a marroneous liquid
- Upon successful consumption, the drink: sets the user's current stamina to the same value as their max stamina, decreases sanity by 10, increases (for the next 60 seconds) the user's movement speed by 10% if they are wearing atleast 3 plated armor pieces (iron/copper) and have a combat or archery level of 5
- Added the "Eyeblossom Tea"
- This tea is brewed by stirring 3 poppies, 3 open eyeblossoms, and 3 honeycombs in a boiling basket with a dried leaf additional & a marroneous liquid
- Upon successful consumption, the drink: gives the user nausea for 10 seconds, decreases the user's sanity by 15, increases the user's stamina by 3 every 27 ticks (~1.6 seconds) for the next 2 minutes
- Added the great pain system
- When a player is attacked by an arrow shot by a player with an archery level of 4+, the victim will now be in great pain for 60 seconds, as opposed to being in, regular, pain
- When in great pain, the user's status will display "In Great Pain" with a double exclamation mark icon. The user will also be unable to place, break, or interact with blocks (such players are still able to interact with entities however)
- Added biome-dependent feature compatibility with the following worldgen content:
- Clifftree
- Geophilic
- Terralith
- Tectonic
- Still life
- William Wythers' Overhauled Overworld
- Arboria
- Cascades
- All worldgen content that use #c biome tags
- Added the "Branch" item
- Branches can be acquired by breaking tree leaves which are connected to logs from up to 2 blocks away
- Attacking with a branch will make it play the same stab animation as spears
- Overhauled how players are meant to acquire wooden spears
- Sharpened sticks are no longer able to be sharpened into spears
- Branches are now able to be placed on preparation plates
- Interacting with it while holding axes, knives, or a sharpened flint will make it so a white indicator is created above the branch
- The player can interact with the indicator above the branch to progress through cutting the branch into a spear
- The indicator will move itself and the branch's texture will change through the process
- The wooden spear texture has been changed to reflect the new process to create it
- Overhauled certain aspects relating to the wisdom skill system
- Changed how skill levels are influenced by the increase of other skill levels
- Prior to this update, when having a certain skill's experience value increase, all other skills' experience would decrease, which tended to cause confusion
- From this update forward, when increasing a certain skill's level, all other skills' levels will be decreased by 1
- When increasing a skill's level, the skill's experience is now set to 50 instead of 150
- When performing certain tasks that are attributed to 2 or more skills, now, only the skill that has the most levels will be added onto
- If both skills have the same value, a fallback skill is chosen by default
- Certain skill levels now have item/action requirements
- These requirements disallow players from having their level increase in that skill if they haven't acquired a certain item or performed a certain action
- The following item/action requirements were added, per each skill:
- Blacksmithing 1 = Acquire all copper tools
- Blacksmithing 2 = Acquire all copper armor pieces
- Blacksmithing 3 = Acquire all chainmail armor pieces
- Blacksmithing 4 = Acquire all iron tools
- Blacksmithing 5 = Acquire all iron armor pieces
- Mining 1 = Mine 100 stone, mine 50 coal ore
- Mining 2 = Acquire a copper pickaxe, mine 50 copper ore
- Mining 3 = Acquire an iron pickaxe, mine 50 iron ore, mine 500 stone blocks
- Mining 4 = Mine 50 gold ore, mine 1000 deepslate blocks
- Mining 5 = mine 50 diamond ore
- Healthcare 1 = Craft a bandage
- Healthcare 2 = Help a downed player
- Healthcare 3 = Create suspicious stew in a basket and pick it up with a bowl
- Cookery 1 = Craft a basket
- Cookery 2 = Slice vegetables in a cooking board, salt food in a cooking board
- Skill/action requirements are detailed in skill advancements
- Added new wisdom skill experience-increase conditions
- Crafting a bow will now grant the user +5 archery experience
- Grinding wheat into wheat flour in a mortar will now grant the user either +2 husbandry experience or +2 cookery experience (cookery as default)
- Grinding sugar cane into sugar in a mortar will now grant the user either +2 husbandry experience or +2 cookery experience (cookery as default)
- Grinding redstone dust & sugar into marroneous dust in a mortar will now grant the user with +3 cookery experience
- Added new benefits from wisdom skill levels
- Players who have a husbandry level of 4+ will now be able to break bee nests with hoes and have them drop
- Cookery levels 1-3 will now increase the amount of wheat flour gotten from grinding wheat in mortars
- Subsequently, the amount of flour gotten by players who don't have such skill levels has been lowered
- Cookery levels 1-4 will now increase the amount of sugar gotten from grinding sugar cane in mortars
- Mining levels now dictate how much redstone dust players will get when crushing redstone gems in mortars
- Added a secret easter egg feature
- Added new settings & tweaked existing settings
- Added the "Instant Stirring" setting
- This setting is found under the "Debug" category and it is disabled by default
- When enabled, stirring baskets become an instant action
- Added the "Implicit Tea Chance" setting
- This setting is found under the "Misc" category and it is disabled by default
- When enabled, tea's success chance will be overriden and the game will act as if it is always 100%
- Added the "Fluid XP Decrease" setting
- This setting is found under the "Player" category and it is disabled by default
- When enabled, the old system for XP decrease will be used, where, when gaining experience in one skill, all other skill experience values will be decreased
- Added the "Dynamic Skills" setting
- This setting is found under the "Player" category and it is enabled by default
- When disabled, players won't have their levels decreased when increasing one skill's level
- Tweaked the description of the "Harsher Pain" setting
- Changed the banner item model
- Banners are now displayed differently in the first person right/left hand & third person right/left hand contexts
- There is now a failsafe system in case Overly-Realistic data is wiped
- In such occurence, the game will attempt to re-create all the data that Overly-Realistic requires
- The recipes for wooden tongs, copper tongs, iron tongs, and fishing rods now accept crude string as well as string
- Wall blocks no longer fall due to gravity
- Blocks that fall due to gravity will now break non-full blocks if they pass through them
- Redstone ore can now be mined with a copper pickaxe
- Item quality improvements are now listed on wisdom skill advancement descriptions
- Removed unused files
- Slightly optimized block placement operations
- Slightly optimized skill-related buff operations
- Fixed basket stirring not being completed at 100%
- Fixed not being able to crouch and interact with hardened clay pots to make them drop their contents
- Fixed being able to create items in baskets without the required input ingredients
- Fixed baskets not having their boil time reset when having their liquids removed
- Fixed certain skill buffs not being applied & removed correctly
- Fixed certain skill experience increase triggers not working
- Fixed oddities that would happen when certain animals would touch water (this includes animals losing their ability to target players, animals damaging players from further away than intended, etc)
- Fixed the game not properly detecting players mining stone/deepslate/ores for the purpose of mining experience
- Fixed being able to craft sugar within crafting slots
- Fixed the death screen not being shown to players if they died after the downed timer counted down fully
- Fixed being able to survive being downed by quitting the game and rejoining in certain situations
- Fixed an easter egg advancement's condition being wrongfully set
- Fixed salt not being removed when salting food on a cooking board
- Added new advancements and changed existing advancements
- Certain advancement names now have wisdom skill icons suffixed on them
- These icons show what skill xp is increased when the required action described in the advancement is performed
- Added a new advancement tab: "Pot Uses"
- This tab, similarly to other "feature uses" tabs, houses advancements relating to the hardened clay pot
- This tab is unlocked by acquiring a hardened clay pot
- Added the "Branching Out" advancement -> Acquire branches
- Added the "Leaves Galore" advancement -> Acquire leaf piles
- Added the "Quite Marroneous" advancement -> Grind sugar & redstone dust in a mortar to get marroneous dust
- Added the "Like Lilac" advancement -> Grind lilacs in a mortar to get lilac petals
- Added the "Ferny" advancement -> Heat a fern in a hardened clay pot to get dried ferns
- Added the "Unlike Lilac" advancement -> Heat lilac petals in a hardened clay pot to get dried lilac petals
- Added the "Pile On" advancement -> Heat a leaf pile in a hardened clay pot to get a dried leaf pile
- Added the "Dice and Slice" advancement -> Heat fruit/vegetable slices in a hardened clay pot to get dried/roasted slices
- Added the "Tea Connoisseur" advancement -> Make a dried leaf additional in a basket
- Added the "Marroneous Brewing" advancement -> Make a marroneous liquid in a basket
- Added the "The Delicious Tubhu Tea" advancement -> Brew tubhu tea in a basket
- Added the "The Delicious Sweet Tea" advancement -> Brew sweet tea in a basket
- Added the "The Delicious Sunflower Tea" advancement -> Brew sunflower tea in a basket
- Added the "The Delicious Poppy Tea" advancement -> Brew poppy tea in a basket
- Added the "The Delicious Noble Grey Tea" advancement -> Brew noble grey tea in a basket
- Added the "The Delicious Lilac Tea" advancement -> Brew tubhu lilac in a basket
- Added the "The Delicious Eyeblossom Tea" advancement -> Brew eyeblossom tea in a basket
- Tweaked certain skill advancement descriptions' wordings
- Changed the description of the "The Pillar of Death" & "The Pillar of War" advancement
- Changed the formatting of wisdom skill advancement descriptions
- Wisdom skill advancement descriptions now show skill level requirements
- The "Frosty" advancement's description now informs the player they need a mining level of 2+ to mine packed/blue ice
release
Overly Realistic v3.13.0 for 26.1.X
v3.13.01 июн. 2026 г.34Minecraft: 26.1, 26.1.1, 26.1.2datapack
Что нового
### v3.13.0
- Added leaf pile items
- Leaf piles are distinct in relation to leaf block types, currently there are: oak leaf piles, birch leaf piles, acacia leaf piles, dark oak leaf piles, mangrove leaf piles, cherry leaf piles, and pale oak leaf piles
- When breaking leaf blocks, leaf piles will have a chance to be dropped
- Leaf piles can be heated inside hardened clay pots, transforming them into dried leaf piles
- Added the "Marroneous Dust" item
- Marroneous dust can be acquired by mixing 2 sugar and 2 redstone dust in a mortar
- Added the "Lilac Petals" & "Dried Lilac Petals" items
- Lilac petals can be acquired by grinding lilacs in a mortar
- Cookery level 1+ players are able to get 2 petals per lilac
- Heating lilac petals inside a hardened clay pot will allow you to acquire dried lilac petals
- Added the "Dried Fern" item
- Dried ferns can be acquired by heating ferns in hardened clay pots
- Added a tea system
- Stirring 9 dried leaf piles in a boiling basket will create a dried leaf additional
- Stirring 9 marroneous dust in a boiling basket with a dried leaf additional will create a marroneous liquid
- Teas have various different effects, the chance of their effects successfully applying is dependent on the brewer's cookery skill
- Teas' "success chance" stat is displayed on their tooltip alongside a quality string that changes depending on the brewer's cookery skill
- The success chance & quality string of teas is displayed below per the needed cookery skill levels:
- Cookery level 0 = 1% success chance (Badly Brewed)
- Cookery level 1 = 10% success chance (Adequately Brewed)
- Cookery level 2 = 25% success chance (Decently Brewed)
- Cookery level 3 = 50% success chance (Well Brewed)
- Cookery level 4 = 70% success chance (Delightfully Brewed)
- Cookery level 5 = 100% success chance (Excellently Brewed)
- Teas require players to hold glass bottles to be able to be picked up
- Added new teas
- Added the "Sunflower Tea"
- This tea is brewed by stirring 3 sunflowers, 3 leaf litters, and 3 dandelions in a boiling basket with a dried leaf additional & a marroneous liquid
- Upon successful consumption, the drink: removes nausea, clears dizziness after a short while, increases fats by 10, and gives saturation I for 2 seconds
- Added the "Lilac Tea"
- This tea is brewed by stirring 6 dried lilac petals and 3 sugar in a boiling basket with a dried leaf additional & a marroneous liquid
- Upon successful consumption, the drink: decreases illness time by 15%, decreases illness chance increases by 50%, 33% chance to not get sick when the game attempts to give the user a sickness
- Added the "Tubhu Tea"
- This tea is brewed by stirring 6 dried ferns and 3 honeycombs in a boiling basket with a dried leaf additional & a marroneous liquid
- Upon successful consumption, the drink: gives the user the regeneration I effect for 18 seconds (+3.5 hearts) & absorption I for 2 minutes (+2 absorption hearts)
- Added the "Poppy Tea"
- This tea is brewed by stirring 6 poppies and 3 honeycombs in a boiling basket with a dried leaf additional & a marroneous liquid
- Upon successful consumption, the drink: gives the user the slowness III effect for 25 seconds & resistance II for 10 seconds, reduces the user's sanity by 30
- Added the "Noble Grey Tea"
- This tea is brewed by stirring 6 cornflowers and 3 pale oak leaf piles in a boiling basket with a dried leaf additional & a marroneous liquid
- Upon successful consumption, the drink has the following effects, for up to 4 minutes:
- If the player has mining level 1+ and has higher levels in mining than in combat/fishing:
- When standing at Y=-35 to Y20, the user is given haste I
- When standing at Y=-55 to Y=-36, the user is given haste II
- When standing below Y=-55, the user is given haste III
- If the player has combat level 1+ and has higher levels in combat than in mining/fishing:
- If the player's health is at 3.5-9 hearts, the user is given speed I
- If the player's health is below 3.5 hearts, the user is given speed II
- If the player has fishing level 1+ and has higher levels in fishing than in combat/mining:
- The player is given luck I
- Added the "Sweet Tea"
- This tea is brewed by stirring 3 poppies, 3 sugar, and 3 honeycombs in a boiling basket with a dried leaf additional & a marroneous liquid
- Upon successful consumption, the drink: sets the user's current stamina to the same value as their max stamina, decreases sanity by 10, increases (for the next 60 seconds) the user's movement speed by 10% if they are wearing atleast 3 plated armor pieces (iron/copper) and have a combat or archery level of 5
- Added the "Eyeblossom Tea"
- This tea is brewed by stirring 3 poppies, 3 open eyeblossoms, and 3 honeycombs in a boiling basket with a dried leaf additional & a marroneous liquid
- Upon successful consumption, the drink: gives the user nausea for 10 seconds, decreases the user's sanity by 15, increases the user's stamina by 3 every 27 ticks (~1.6 seconds) for the next 2 minutes
- Added the great pain system
- When a player is attacked by an arrow shot by a player with an archery level of 4+, the victim will now be in great pain for 60 seconds, as opposed to being in, regular, pain
- When in great pain, the user's status will display "In Great Pain" with a double exclamation mark icon. The user will also be unable to place, break, or interact with blocks (such players are still able to interact with entities however)
- Added biome-dependent feature compatibility with the following worldgen content:
- Clifftree
- Geophilic
- Terralith
- Tectonic
- Still life
- William Wythers' Overhauled Overworld
- Arboria
- Cascades
- All worldgen content that use #c biome tags
- Added the "Branch" item
- Branches can be acquired by breaking tree leaves which are connected to logs from up to 2 blocks away
- Attacking with a branch will make it play the same stab animation as spears
- Overhauled how players are meant to acquire wooden spears
- Sharpened sticks are no longer able to be sharpened into spears
- Branches are now able to be placed on preparation plates
- Interacting with it while holding axes, knives, or a sharpened flint will make it so a white indicator is created above the branch
- The player can interact with the indicator above the branch to progress through cutting the branch into a spear
- The indicator will move itself and the branch's texture will change through the process
- The wooden spear texture has been changed to reflect the new process to create it
- Overhauled certain aspects relating to the wisdom skill system
- Changed how skill levels are influenced by the increase of other skill levels
- Prior to this update, when having a certain skill's experience value increase, all other skills' experience would decrease, which tended to cause confusion
- From this update forward, when increasing a certain skill's level, all other skills' levels will be decreased by 1
- When increasing a skill's level, the skill's experience is now set to 50 instead of 150
- When performing certain tasks that are attributed to 2 or more skills, now, only the skill that has the most levels will be added onto
- If both skills have the same value, a fallback skill is chosen by default
- Certain skill levels now have item/action requirements
- These requirements disallow players from having their level increase in that skill if they haven't acquired a certain item or performed a certain action
- The following item/action requirements were added, per each skill:
- Blacksmithing 1 = Acquire all copper tools
- Blacksmithing 2 = Acquire all copper armor pieces
- Blacksmithing 3 = Acquire all chainmail armor pieces
- Blacksmithing 4 = Acquire all iron tools
- Blacksmithing 5 = Acquire all iron armor pieces
- Mining 1 = Mine 100 stone, mine 50 coal ore
- Mining 2 = Acquire a copper pickaxe, mine 50 copper ore
- Mining 3 = Acquire an iron pickaxe, mine 50 iron ore, mine 500 stone blocks
- Mining 4 = Mine 50 gold ore, mine 1000 deepslate blocks
- Mining 5 = mine 50 diamond ore
- Healthcare 1 = Craft a bandage
- Healthcare 2 = Help a downed player
- Healthcare 3 = Create suspicious stew in a basket and pick it up with a bowl
- Cookery 1 = Craft a basket
- Cookery 2 = Slice vegetables in a cooking board, salt food in a cooking board
- Skill/action requirements are detailed in skill advancements
- Added new wisdom skill experience-increase conditions
- Crafting a bow will now grant the user +5 archery experience
- Grinding wheat into wheat flour in a mortar will now grant the user either +2 husbandry experience or +2 cookery experience (cookery as default)
- Grinding sugar cane into sugar in a mortar will now grant the user either +2 husbandry experience or +2 cookery experience (cookery as default)
- Grinding redstone dust & sugar into marroneous dust in a mortar will now grant the user with +3 cookery experience
- Added new benefits from wisdom skill levels
- Players who have a husbandry level of 4+ will now be able to break bee nests with hoes and have them drop
- Cookery levels 1-3 will now increase the amount of wheat flour gotten from grinding wheat in mortars
- Subsequently, the amount of flour gotten by players who don't have such skill levels has been lowered
- Cookery levels 1-4 will now increase the amount of sugar gotten from grinding sugar cane in mortars
- Mining levels now dictate how much redstone dust players will get when crushing redstone gems in mortars
- Added a secret easter egg feature
- Added new settings & tweaked existing settings
- Added the "Instant Stirring" setting
- This setting is found under the "Debug" category and it is disabled by default
- When enabled, stirring baskets become an instant action
- Added the "Implicit Tea Chance" setting
- This setting is found under the "Misc" category and it is disabled by default
- When enabled, tea's success chance will be overriden and the game will act as if it is always 100%
- Added the "Fluid XP Decrease" setting
- This setting is found under the "Player" category and it is disabled by default
- When enabled, the old system for XP decrease will be used, where, when gaining experience in one skill, all other skill experience values will be decreased
- Added the "Dynamic Skills" setting
- This setting is found under the "Player" category and it is enabled by default
- When disabled, players won't have their levels decreased when increasing one skill's level
- Tweaked the description of the "Harsher Pain" setting
- Changed the banner item model
- Banners are now displayed differently in the first person right/left hand & third person right/left hand contexts
- There is now a failsafe system in case Overly-Realistic data is wiped
- In such occurence, the game will attempt to re-create all the data that Overly-Realistic requires
- The recipes for wooden tongs, copper tongs, iron tongs, and fishing rods now accept crude string as well as string
- Wall blocks no longer fall due to gravity
- Blocks that fall due to gravity will now break non-full blocks if they pass through them
- Redstone ore can now be mined with a copper pickaxe
- Item quality improvements are now listed on wisdom skill advancement descriptions
- Removed unused files
- Slightly optimized block placement operations
- Slightly optimized skill-related buff operations
- Fixed basket stirring not being completed at 100%
- Fixed not being able to crouch and interact with hardened clay pots to make them drop their contents
- Fixed being able to create items in baskets without the required input ingredients
- Fixed baskets not having their boil time reset when having their liquids removed
- Fixed certain skill buffs not being applied & removed correctly
- Fixed certain skill experience increase triggers not working
- Fixed oddities that would happen when certain animals would touch water (this includes animals losing their ability to target players, animals damaging players from further away than intended, etc)
- Fixed the game not properly detecting players mining stone/deepslate/ores for the purpose of mining experience
- Fixed being able to craft sugar within crafting slots
- Fixed the death screen not being shown to players if they died after the downed timer counted down fully
- Fixed being able to survive being downed by quitting the game and rejoining in certain situations
- Fixed an easter egg advancement's condition being wrongfully set
- Fixed salt not being removed when salting food on a cooking board
- Added new advancements and changed existing advancements
- Certain advancement names now have wisdom skill icons suffixed on them
- These icons show what skill xp is increased when the required action described in the advancement is performed
- Added a new advancement tab: "Pot Uses"
- This tab, similarly to other "feature uses" tabs, houses advancements relating to the hardened clay pot
- This tab is unlocked by acquiring a hardened clay pot
- Added the "Branching Out" advancement -> Acquire branches
- Added the "Leaves Galore" advancement -> Acquire leaf piles
- Added the "Quite Marroneous" advancement -> Grind sugar & redstone dust in a mortar to get marroneous dust
- Added the "Like Lilac" advancement -> Grind lilacs in a mortar to get lilac petals
- Added the "Ferny" advancement -> Heat a fern in a hardened clay pot to get dried ferns
- Added the "Unlike Lilac" advancement -> Heat lilac petals in a hardened clay pot to get dried lilac petals
- Added the "Pile On" advancement -> Heat a leaf pile in a hardened clay pot to get a dried leaf pile
- Added the "Dice and Slice" advancement -> Heat fruit/vegetable slices in a hardened clay pot to get dried/roasted slices
- Added the "Tea Connoisseur" advancement -> Make a dried leaf additional in a basket
- Added the "Marroneous Brewing" advancement -> Make a marroneous liquid in a basket
- Added the "The Delicious Tubhu Tea" advancement -> Brew tubhu tea in a basket
- Added the "The Delicious Sweet Tea" advancement -> Brew sweet tea in a basket
- Added the "The Delicious Sunflower Tea" advancement -> Brew sunflower tea in a basket
- Added the "The Delicious Poppy Tea" advancement -> Brew poppy tea in a basket
- Added the "The Delicious Noble Grey Tea" advancement -> Brew noble grey tea in a basket
- Added the "The Delicious Lilac Tea" advancement -> Brew tubhu lilac in a basket
- Added the "The Delicious Eyeblossom Tea" advancement -> Brew eyeblossom tea in a basket
- Tweaked certain skill advancement descriptions' wordings
- Changed the description of the "The Pillar of Death" & "The Pillar of War" advancement
- Changed the formatting of wisdom skill advancement descriptions
- Wisdom skill advancement descriptions now show skill level requirements
- The "Frosty" advancement's description now informs the player they need a mining level of 2+ to mine packed/blue ice
release
Overly Realistic v3.12.1 for 26.1.X
v3.12.1-mod25 мая 2026 г.291Minecraft: 26.1, 26.1.1, 26.1.2fabric, forge, neoforge, quilt
Что нового
### v3.12.1
- Added certain items to the creative inventory that were previously missing, these include:
- Slag
- Salt
- Telescope
- Apple Slices
- Dried Apple Slices
- Carrot Slices
- Roasted Carrot Slices
- Potato Slices
- Roasted Potato Slices
- Beetroot Slices
- Roasted Beetroot Slices
- Clay Pot
- Clay Pot Lid
- Hardened Clay Pot
- Hardened Clay Pot Lid
- Crucible [Copper Fragments]
- Crucible [Iron Fragments]
- Crucible [Gold Fragments]
- Crucible [Melted Copper Fragments]
- Crucible [Melted Gold Fragments]
- Crucible [Heated Iron Fragments]
- Dirty Carrot
- Dirty Potato
- Dirty Beetroot
- Added new splash texts:
- "Thanks, Fever!"
- "Absolute realism!"
- "Multiplayer-compatible!"
- "Report any bugs!"
- Tweaked the initialization UI
- The Overly-Realistic logo is now slightly larger
- A "[ BETA ]" subtitle section is now displayed under the logo
- The "The player!" splash text has been replaced with "Player is you!"
- Smooth basalt can now be placed on top of stonecutters, making it so smooth basalt gets cut into regular basalt
- If a player respawns above water, they will now be put on a bamboo raft
- Mobs no longer drop their equipment upon dying
- Cave-ins are now able to affect more block locations
- Slightly changed the position of the mast in the large ship model
- Slightly optimized spear throwing operations
- Slightly optimized crucible breaking operations
- Slightly optimized the cave-in system
- Fixed player data being removed in certain situations
- Fixed thrown spears not getting thrown the right direction in extreme distances due to precision errors
- Fixed being able to respawn outside of the worldborder if either its center or its size was modified
- Fixed players being able to be respawned in the air
- Fixed being unable to get the "Mysophobic", "Dyeful", and "Food Reserve" advancements
- Fixed crucibles losing their data once breaking due to being placed in an invalid space
- Fixed baby animals' corpses being generated as adults
- Fixed green/brown coconuts not increasing fats & thirst
- Fixed brown coconuts not giving any effects to the player
- Fixed telescopes not being rotated correctly when placing them
- Fixed ships not being properly rotated after being constructed in a ship setup
- Fixed various items not having proper translation key support
- Fixed breaking crucibles making it so certain data gets printed into chat
- Fixed green & brown coconuts not having proper spoilage data
- Fixed various foods not having proper spoilage data when being cooked on campfires/furnaces
- Fixed dirty carrots not having proper spoilage data
- Fixed players not receiving a recipe for drop ladders in their recipe book
- Fixed the Overly-Realistic logo texture having improper dimensions
- Fixed sometimes washing crops causing oddities (such as game freezes, extreme amounts of experience, and crops not getting washed)
- Fixed dripstone blocks dropping calcite when broken
- Fixed various types of blocks not being able to trigger cave-ins
- This applies to: all ores, tuff, dripstone blocks, calcite, andesite, granite, diorite, and smooth basalt
- Fixed ships having incorrect lighting
- Note: this fix might not apply to ships created in previous versions
release
Overly Realistic v3.12.1 for 26.1.X
v3.12.125 мая 2026 г.96Minecraft: 26.1, 26.1.1, 26.1.2datapack
Что нового
### v3.12.1
- Added certain items to the creative inventory that were previously missing, these include:
- Slag
- Salt
- Telescope
- Apple Slices
- Dried Apple Slices
- Carrot Slices
- Roasted Carrot Slices
- Potato Slices
- Roasted Potato Slices
- Beetroot Slices
- Roasted Beetroot Slices
- Clay Pot
- Clay Pot Lid
- Hardened Clay Pot
- Hardened Clay Pot Lid
- Crucible [Copper Fragments]
- Crucible [Iron Fragments]
- Crucible [Gold Fragments]
- Crucible [Melted Copper Fragments]
- Crucible [Melted Gold Fragments]
- Crucible [Heated Iron Fragments]
- Dirty Carrot
- Dirty Potato
- Dirty Beetroot
- Added new splash texts:
- "Thanks, Fever!"
- "Absolute realism!"
- "Multiplayer-compatible!"
- "Report any bugs!"
- Tweaked the initialization UI
- The Overly-Realistic logo is now slightly larger
- A "[ BETA ]" subtitle section is now displayed under the logo
- The "The player!" splash text has been replaced with "Player is you!"
- Smooth basalt can now be placed on top of stonecutters, making it so smooth basalt gets cut into regular basalt
- If a player respawns above water, they will now be put on a bamboo raft
- Mobs no longer drop their equipment upon dying
- Cave-ins are now able to affect more block locations
- Slightly changed the position of the mast in the large ship model
- Slightly optimized spear throwing operations
- Slightly optimized crucible breaking operations
- Slightly optimized the cave-in system
- Fixed player data being removed in certain situations
- Fixed thrown spears not getting thrown the right direction in extreme distances due to precision errors
- Fixed being able to respawn outside of the worldborder if either its center or its size was modified
- Fixed players being able to be respawned in the air
- Fixed being unable to get the "Mysophobic", "Dyeful", and "Food Reserve" advancements
- Fixed crucibles losing their data once breaking due to being placed in an invalid space
- Fixed baby animals' corpses being generated as adults
- Fixed green/brown coconuts not increasing fats & thirst
- Fixed brown coconuts not giving any effects to the player
- Fixed telescopes not being rotated correctly when placing them
- Fixed ships not being properly rotated after being constructed in a ship setup
- Fixed various items not having proper translation key support
- Fixed breaking crucibles making it so certain data gets printed into chat
- Fixed green & brown coconuts not having proper spoilage data
- Fixed various foods not having proper spoilage data when being cooked on campfires/furnaces
- Fixed dirty carrots not having proper spoilage data
- Fixed players not receiving a recipe for drop ladders in their recipe book
- Fixed the Overly-Realistic logo texture having improper dimensions
- Fixed sometimes washing crops causing oddities (such as game freezes, extreme amounts of experience, and crops not getting washed)
- Fixed dripstone blocks dropping calcite when broken
- Fixed various types of blocks not being able to trigger cave-ins
- This applies to: all ores, tuff, dripstone blocks, calcite, andesite, granite, diorite, and smooth basalt
- Fixed ships having incorrect lighting
- Note: this fix might not apply to ships created in previous versions
release
Overly Realistic v3.12.0 for 26.1.X
v3.12.0-mod19 мая 2026 г.305Minecraft: 26.1, 26.1.1, 26.1.2fabric, forge, neoforge, quilt
Что нового
### v3.12.0
- Overhauled the illness system
- Light and harsh illnesses have been removed
- When getting ill, players will now have 3 symbols be shown in their HUD's status bar
- These symbols are randomly chosen when the player receives their illness
- Illness symbols held by players equate to what they will experience while ill, similarly to symptoms. Symbols and their effects are detailed below:
- Upwards triangle = constant poison 1 effect
- Heart = constant +10 heat, also makes it harder to increase sanity
- Oval = constant hunger 1 effect
- Creeper face = constant mining fatigue 1 effect
- Snowflake = constant -10 heat, also makes it harder to increase sanity
- Square = constant slowness 1 effect
- Downwards triangle = faster thirst decrease
- Pi = slower stamina increase
- Boiling water in a basket, putting 5 brown mushrooms & 4 red mushrooms into the basket, and then stirring it will produce a mushroom additional
- Interacting with the basket while holding a bowl will let the player acquire mushroom stew, this will reward the player with cookery experience
- Certain ingredients can be placed into the mushroom-addition-filled basket in rows of 3, these ingredients are intentionally not defined in-game, making it so players need to test out different ingredients
- Each ingredient has a purpose of being able to heal a certain illness symbol
- Stirring these ingredients will create a suspicious additional
- Interacting with the basket while it has the suspicious additional, and while holding a bowl, will allow the user to acquire suspicious stew, it will also reward the player with healthcare experience
- Ill players will now display particles around them & make coughing sounds every few seconds
- When consuming foods, ill players will now have a 60% chance to vomit
- This will only happen if the player has all 3 symbols displayed
- When vomiting, a sound will be played and particles will be displayed in front of the player's face
- Vomiting causes the player's thirst and hunger to be dramatically decreased
- Overhauled suspicious stews
- Suspicious stews' primary use is now to heal afflictions caused by illnesses
- Suspicious stews now have a "cure chance" that dictates the probabilty of it being able to rid players of their illness symbols
- This probability is dependent on the healthcare skill of the user who collected the suspicious stew from the basket
- The cure chance percentages are listed below, per healthcare level:
- Healthcare level 0 = 1%
- Healthcare level 1 = 12%
- Healthcare level 2 = 25%
- Healthcare level 3 = 60%
- Healthcare level 4 = 80%
- Healthcare level 5 = 100%
- Suspicious stew items now have their quality, their cure chance, and what symbols they cure upon consumption listed on their tooltips
- When consuming suspicious stews, if the cure chance allows for it, they will now clear all illness symbols (that are listed in their tooltip) from the user
- If all symbols are cleared, the illness will be successfully cured
- Overhauled how players are meant to get heated wrought iron from heated bloom
- When interacting with a placed heated bloom with a pickaxe, an indicator will now be created atop the heated bloom (similarly to indicators created when chopping stripped logs on preparation plates, or when forging heated wrought iron)
- The player must interact with the indicator while holding a pickaxe to progress through breaking the bloom. The indicator will move and change the bloom's model when interacted with
- When successfully breaking the heated bloom with a pickaxe, the bloom will drop 2-4 slag, and, if the player has a blacksmithing level of 2+, it will also drop the heated wrought iron
- Added the new "Slag" item
- 2-4 slag can be acquired when breaking open a placed heated bloom with a pickaxe
- Slag can be used on composters to fill them up
- Added the new "Salt" item
- When boiling sea water in a basket, salt will be dropped from it
- Expanded the food system
- Foods no longer drop as fully pristine unspoiled items, they now have a semi-randomized amount of spoilage added to them
- All foods can now be put on cooking boards
- Placing meats into cooking boards and interacting with the block while holding salt will now apply the salt to the food
- This will decrease the food's spoilage
- The amount of spoilage decreased depends on the player's cookery skill level. The amount per level is detailed below:
- Cookery level 0 = 1% spoilage decrease
- Cookery level 1 = 10% spoilage decrease
- Cookery level 2 = 30% spoilage decrease
- Cookery level 3 = 50% spoilage decrease
- Cookery level 4 = 70% spoilage decrease
- Cookery level 5 = 100% spoilage decrease
- Macronutrient values can now accept decimals
- Changed the macronutrient values of most foods. The new values are detailed below:
- [TLDR for macronutrient changes: most foods now only increase one type of nutrient, fish meat now mainly increases fats as to employ the need of both hunting land animals and fishing instead of only one or the other]
- Milk = 13 fats
- Sweet berry drink = 10 carbs
- Sweetened sweet berry drink = 13 carbs
- Apple = 7 carbs
- Baked bread = 9 carbs
- Baked potato = 8.25 carbs
- Bat carcass = 2 proteins
- Bear steak = 18 proteins, 4 fats
- Raw beef = 7 proteins
- Beetroot soup = 14 carbs
- Brown coconut = 10 fats
- Canine steak = 13 proteins
- Carrot = 5 carbs
- Raw chicken = 8 proteins
- Raw cod = 5 proteins, 1 fat
- Cooked bat = 6 proteins
- Steak = 13 proteins
- Cooked camel = 13 proteins
- Cooked chicken = 13 proteins
- Cooked feline = 12 proteins
- Cooked fish = 12 fats
- Cooked mutton = 13 proteins
- Cooked porkchop = 13 proteins
- Cooked rabbit = 9 proteins
- Cooked turtle = 10 proteins
- Cookie = 5 carbs, 9 fats
- Dough = 1 carbs
- Dried kelp = 1 carbs
- Equine steak = 13 proteins
- Fried egg = 9 fats
- Glow berries = 1 carbs
- Green coconut = 13 fats
- Hard boiled egg = 11 fats
- Maggot = 1 proteins
- Meat stew = 12 proteins, 4 fats
- Melon slice = 2.5 carbs
- Mushroom stew = 15 carbs, 2 fats
- Mushrooms = 1 carbs
- Raw mutton = 8 proteins
- Raw porkchop = 8 proteins
- Potato = 5 carbs
- Pufferfish = 4 proteins, 1 fat
- Pumpkin pie = 8 carbs, 14 fats
- Rabbit stew = 7 carbs, 10 proteins, 2 fats
- Raw rabbit = 5 proteins
- Raw bear = 7 proteins
- Raw camel = 6 proteins
- Raw canine = 6 proteins
- Raw equine = 6 proteins
- Raw feline = 6 proteins
- Raw fish = 5 proteins, 1 fat
- Raw turtle = 5 proteins
- Rotten flesh = 2 proteins
- Raw salmon = 5 proteins, 3 fats
- Silverfish grub = 1 protein
- Spider eye = 1 proteins
- Spider grub = 2 proteins
- Suspicious stew = 9 carbs, 1 fat
- Sweet berries = 0.5 carbs
- Tropical fish = 2 proteins, 1 fat
- Vegetable stew = 18 carbs
- Added new food slice items
- These are multiple items, these being: apple slices, carrot slices, potato slices, beetroot slices
- Food slices can be acquired by placing their respective "whole" food items on cooking boards and cutting them with knives
- The consumption stats for each food slice is seen below:
- Apple slices = 2 nutrition, 1.2 saturation, 3 carbs, +1-4 thirst
- Beetroot slices = 1 nutrition, 0.6 saturation, 1 carb
- Carrot slices = 1 nutrition, 0.6 saturation, 1.5 carb
- Potato slices = 1 nutrition, 0.3 saturation, 1.5 carb
- Added the new "Clay Pot", "Hardened Clay Pot", "Clay Pot Lid", and "Hardened Clay Pot Lid" blocks
- Clay pots & clay pot lids can be crafted with clay balls in a crafting table
- These blocks can be placed atop lit campfires to heat them. After a while, they will will turn into their hardened counterparts
- Hardened clay pots that are placed atop lit campfires will be able to heat items put into it
- Currently, they only accept food slices
- For the items inside the pot to be successfully heated, a hardened clay lid must be placed on the pot
- Hardened clay pots can be placed on trapdoors above lit campfires and they will still be able to heat the items inside it
- Added the "Roasted Carrot Slices", "Roasted Potato Slices", "Roasted Beetroot Slices", and "Dried Apple Slices" items
- These items can be acquired by putting their respective food slices into a hardened clay pot and successfully heating them on a campfire
- These items will have a decreased amount of spoilage compared to their previous raw slice counterparts
- The amount of spoilage decreased from these foods is dependent on the user's cookery skill level (specfically the user who placed the slices into the pot)
- The specific percentage/amount of decreased spoilage is the same as from the salting system
- These items will have their heating quality displayed in their tooltip
- The consumption stats for each food slice is seen below:
- Dried apple slices = 3 nutrition, 1.8 saturation, 6 carbs
- Roasted Beetroot slices = 2 nutrition, 0.85 saturation, 4 carb
- Roasted Carrot slices = 2 nutrition, 1.6 saturation, 5 carb
- Roasted Potato slices = 3 nutrition, 0.8 saturation, 4 carb
- Added the new "Telescope" block
- Telescopes can be placed down. They occupy 2 blocks vertically
- The telescope can be crafted in a crafting table with gold ingots, spyglasses, stripped logs, and an amethyst shard
- Crouching and interacting with a telescope will allow the player to rotate it
- Interacting with telescopes will allow the player to attempt to use it
- If there is a non-air block on the way of the telescope's view, a black screen will be displayed to the user
- Attempting to use the telescope while it is day time will make it so a warning screen will be shown instead
- When using a telescope, the player will be shown a randomized puzzle that such player must complete
- Completing the puzzle will reward the player with scribing experience
- Players can only complete 1 puzzle per night, attempting to do more will result in the player being met with an error screen
- Added the new "Rope" item
- Rope can be crafted with 7 string/crude string in a crafting table
- Tool handles now require rope from the player instead of leads
- The lead recipe has been changed to require 2 rope instead of 5 string
- Added new settings
- The "world" settings page now has a "values" sub-page. A button shown on the "world" settings page has now been added to take the player to this new sub-page
- Added the "Bloom blacksmith level" value setting
- It is found under the "world" page's value settings
- This setting is set to 2 by default
- This setting controls the minimum blacksmithing level value that the player needs to have to acquire heated wrought iron from heated bloom
- Added the "Ore Quality" setting
- This setting is enabled by default, and it is found under the "world" page
- When disabled, all ores will drop their high quality ore variants
- Added the "Vomiting" setting
- This setting is enabled by default and it is found under the "players" page
- This setting controls if vomiting is possible or not
- Added the "Illnesses" setting
- This setting is enabled by default and it is found under the "players" page
- This setting controls if players are able to get ill
- Added the "Implicit Cure Chance" setting
- This setting is disabled by default and it is found under the "misc" page
- If this setting is enabled, the game will act as if all suspicious stews' cure chances are 100%
- Added new tips
- Added a tip that is triggered when a player attempts to break heated bloom to get heated wrought iron while not having a blacksmithing skill level of 2+, it informs the player about not being able to get heated wrought iron
- This tip's message informs the player they can change this in the settings if they are either registered as an operator or inside a singleplayer world
- Added a tip that is triggered when a player grinds high quality ores in a mortar, it informs them that the drops are dependent on their mining skill
- Added a tip that is triggered when a player attempts to heat a crucible with iron fragments inside without the furnace having atleast 10 deepslate blocks, it informs the player of such requirement
- Rehauled certain textures. These include the following:
- All axe, pickaxe, sword, knife, hoe, shovel, and forging hammer heads
- All tool components (cordage/adhesives/tool heads/tool handles) from axes, pickaxes, swords, knives, hoes, shovels, and forging hammers
- Crucibles and their variants can no longer be destroyed due to fire
- Heating iron fragment-filled crucibles now requires the furnace the player built to be made of atleast 10 deepslate bricks
- The amount of ore fragments that players get from grinding high quality ore in a mortar is now dependent on the user's mining skill
- A mining skill level of 1+ will result in a 30% chance of getting an 2nd ore fragment
- A mining skill level of 3+ will result in a 15% chance of getting a 3rd ore fragment
- A mining skill level of 5 will result in a 10% chance of getting a 4th ore fragment
- Charcoal clumps are no longer broken when placed in the same block as a crucible
- Fertilizers can now be used on mushrooms
- When applied, and the fertilizer takes effect, the mushroom will spread towards nearby blocks
- When creating metal-based armor through lay figures (copper, iron, and chainmail equipment), quality modifiers are now applied to the item
- These modifiers control how protective the piece of armor is for the wearer, they are also dependent on the blacksmithing skill
- The levels, quality names, and damage protection values are detailed below:
- Blacksmithing 0 (Badly Forged) = -10% total armor per piece worn (this refers to the armor attribute, unlike the below-listed qualities)
- Blacksmithing 1 (Adequately Forged) = No reductions or increases
- Blacksmithing 2 (Decently Forged) = +1.8 damage protection against all damage types
- Blacksmithing 3 (Well Forged) = +2.5 damage protection against all damage types
- Blacksmithing 4 (Delightfully Forged) = +3.65 damage protection against all damage types
- Blacksmithing 5 (Excellently Forged) = +4.5 damage protection against all damage types
- Modularized operations relating to blocks getting heated through time due to lit campfires
- The time it takes for successfully heating blocks has also been modularized
- Updated certain textures that still displayed outdated sprites, these include:
- Tool handle requirement displays
- Changed the distance-dependent bowshot requirements for increasing archery experience. They now require lesser distances
- A building experience increase of 13 is now given to players for every 10 "reinforced type" blocks placed
- This applies to stone bricks (and its shape variants), deepslate bricks (and its shape variants), and chiseled copper blocks (and its oxidization/waxed variants)
- Sea water can now be acquired when getting water from beaches, snowy beaches, and stony shores (aswell as ocean biomes)
- Packed ice and blue ice can now be mined and dropped if the player mining it has a mining level of 2+
- Snow blocks and ice blocks no longer slow down the spoilage of food inside container
- Packed ice and blue ice no longer fall due to gravity
- Instead, they are now broken
- Removed healing stews
- (Note: If you have made healing stews in previous versions, those items will purposefully still be existant and functional, this will likely change in the future however)
- Removed the lead recipe that required string & leather
- Removed the ability of leashing boats
- Removed being able to drink rain water directly by looking upwards while being exposed to rain
- Decreased the eating time of beetroot
- Changed the spyglass recipe to require gold ingots
- Slightly optimized stamina operations
- Slightly optimized cooking board interaction operations
- Optimized basket boiling operations
- Fixed not being able to create pine pitch glue in baskets
- Fixed certain tips being able to be sent multiple times
- Fixed placing down an iron tool handle making it so a bone placing sound is played
- Fixed heated wrought iron being placed incorrectly
- Fixed not being able to acquire clean water from baskets
- Fixed not receiving shelf recipes in the recipe book
- Fixed being able to craft mud bricks from 4 packed mud within crafting slots
- Fixed being able to craft leather from 4 hide within crafting slots
- Fixed players not receiving blacksmithing experience increases from creating metal armors from lay figures
- Fixed being able to bypass the attack damage cooldown
- Fixed non-iron lanterns being able to fall due to gravity
- Fixed not being able to harvest animal corpses with copper/iron knives
- Fixed log/wood blockstates getting reset to their default values when being stripped
- Added new advancements and changed existing advancements
- Added a new advancement tab: "Cooking Board Uses"
- Added the "Food Reserve" advancement -> place food on a cooking board
- Added the "Slice and Dice" advancement -> cut fruits/vegetables into slices on a cooking board
- Added the "Stew Brew" advancement -> create a mushroom stew in a basket
- Added the "Great Healthcare" advancement -> create a suspicious stew in a basket
- Added the "Quite Suspicious" advancement -> acquire a suspicious stew item by using a bowl on a basket that has the stew inside it
- Added the "High Seas" advancement -> place sea water into a basket
- Added the "Salty" advancement -> acquire salt
- Added the "The pot of luck" advancement -> craft a clay pot
- Added the "The lid of luck" advancement -> craft a clay pot lid
- Added the "Telescopic" advancement -> craft a telescope
- Added the "Frosty" advancement -> acquire packed/blue ice
- The "Fishy Business" advancement has been moved to the "Cooking Board Uses" tab
- The "Tribesman" advancement is now a child of the "Mesolithic" advancement
- Removed the "Plague Doctor" advancement
- Removed the "A Sight to Behold" advancement
- Removed the "Let Them Eat Cake" advancement
- Its child advancement now has the "Contemporary Age" advancement as a parent
- Tweaked the "Smash Hit" advancement description
- Tweaked the "Wrought Iron Age" advancement description
- Tweaked the "Heater" advancement description
- Tweaked the "Full of Proteins" & "Full of Fats" advancement descriptions
- Tweaked the "Primitive Chef" advancement description
- Tweaked the "Acordage To The Manual" advancement description
- Tweaked the "Armorer" advancement description
- Tweaked the descriptions of multiple advancements found in the "Chisel Uses" tab to inform the player they're denoted as "reinforced" blocks
- Various new advancements now include images
- Tweaked various advancements' tooltip sizes
release
Overly Realistic v3.12.0 for 26.1.X
v3.12.019 мая 2026 г.74Minecraft: 26.1, 26.1.1, 26.1.2datapack
Что нового
### v3.12.0
- Overhauled the illness system
- Light and harsh illnesses have been removed
- When getting ill, players will now have 3 symbols be shown in their HUD's status bar
- These symbols are randomly chosen when the player receives their illness
- Illness symbols held by players equate to what they will experience while ill, similarly to symptoms. Symbols and their effects are detailed below:
- Upwards triangle = constant poison 1 effect
- Heart = constant +10 heat, also makes it harder to increase sanity
- Oval = constant hunger 1 effect
- Creeper face = constant mining fatigue 1 effect
- Snowflake = constant -10 heat, also makes it harder to increase sanity
- Square = constant slowness 1 effect
- Downwards triangle = faster thirst decrease
- Pi = slower stamina increase
- Boiling water in a basket, putting 5 brown mushrooms & 4 red mushrooms into the basket, and then stirring it will produce a mushroom additional
- Interacting with the basket while holding a bowl will let the player acquire mushroom stew, this will reward the player with cookery experience
- Certain ingredients can be placed into the mushroom-addition-filled basket in rows of 3, these ingredients are intentionally not defined in-game, making it so players need to test out different ingredients
- Each ingredient has a purpose of being able to heal a certain illness symbol
- Stirring these ingredients will create a suspicious additional
- Interacting with the basket while it has the suspicious additional, and while holding a bowl, will allow the user to acquire suspicious stew, it will also reward the player with healthcare experience
- Ill players will now display particles around them & make coughing sounds every few seconds
- When consuming foods, ill players will now have a 60% chance to vomit
- This will only happen if the player has all 3 symbols displayed
- When vomiting, a sound will be played and particles will be displayed in front of the player's face
- Vomiting causes the player's thirst and hunger to be dramatically decreased
- Overhauled suspicious stews
- Suspicious stews' primary use is now to heal afflictions caused by illnesses
- Suspicious stews now have a "cure chance" that dictates the probabilty of it being able to rid players of their illness symbols
- This probability is dependent on the healthcare skill of the user who collected the suspicious stew from the basket
- The cure chance percentages are listed below, per healthcare level:
- Healthcare level 0 = 1%
- Healthcare level 1 = 12%
- Healthcare level 2 = 25%
- Healthcare level 3 = 60%
- Healthcare level 4 = 80%
- Healthcare level 5 = 100%
- Suspicious stew items now have their quality, their cure chance, and what symbols they cure upon consumption listed on their tooltips
- When consuming suspicious stews, if the cure chance allows for it, they will now clear all illness symbols (that are listed in their tooltip) from the user
- If all symbols are cleared, the illness will be successfully cured
- Overhauled how players are meant to get heated wrought iron from heated bloom
- When interacting with a placed heated bloom with a pickaxe, an indicator will now be created atop the heated bloom (similarly to indicators created when chopping stripped logs on preparation plates, or when forging heated wrought iron)
- The player must interact with the indicator while holding a pickaxe to progress through breaking the bloom. The indicator will move and change the bloom's model when interacted with
- When successfully breaking the heated bloom with a pickaxe, the bloom will drop 2-4 slag, and, if the player has a blacksmithing level of 2+, it will also drop the heated wrought iron
- Added the new "Slag" item
- 2-4 slag can be acquired when breaking open a placed heated bloom with a pickaxe
- Slag can be used on composters to fill them up
- Added the new "Salt" item
- When boiling sea water in a basket, salt will be dropped from it
- Expanded the food system
- Foods no longer drop as fully pristine unspoiled items, they now have a semi-randomized amount of spoilage added to them
- All foods can now be put on cooking boards
- Placing meats into cooking boards and interacting with the block while holding salt will now apply the salt to the food
- This will decrease the food's spoilage
- The amount of spoilage decreased depends on the player's cookery skill level. The amount per level is detailed below:
- Cookery level 0 = 1% spoilage decrease
- Cookery level 1 = 10% spoilage decrease
- Cookery level 2 = 30% spoilage decrease
- Cookery level 3 = 50% spoilage decrease
- Cookery level 4 = 70% spoilage decrease
- Cookery level 5 = 100% spoilage decrease
- Macronutrient values can now accept decimals
- Changed the macronutrient values of most foods. The new values are detailed below:
- [TLDR for macronutrient changes: most foods now only increase one type of nutrient, fish meat now mainly increases fats as to employ the need of both hunting land animals and fishing instead of only one or the other]
- Milk = 13 fats
- Sweet berry drink = 10 carbs
- Sweetened sweet berry drink = 13 carbs
- Apple = 7 carbs
- Baked bread = 9 carbs
- Baked potato = 8.25 carbs
- Bat carcass = 2 proteins
- Bear steak = 18 proteins, 4 fats
- Raw beef = 7 proteins
- Beetroot soup = 14 carbs
- Brown coconut = 10 fats
- Canine steak = 13 proteins
- Carrot = 5 carbs
- Raw chicken = 8 proteins
- Raw cod = 5 proteins, 1 fat
- Cooked bat = 6 proteins
- Steak = 13 proteins
- Cooked camel = 13 proteins
- Cooked chicken = 13 proteins
- Cooked feline = 12 proteins
- Cooked fish = 12 fats
- Cooked mutton = 13 proteins
- Cooked porkchop = 13 proteins
- Cooked rabbit = 9 proteins
- Cooked turtle = 10 proteins
- Cookie = 5 carbs, 9 fats
- Dough = 1 carbs
- Dried kelp = 1 carbs
- Equine steak = 13 proteins
- Fried egg = 9 fats
- Glow berries = 1 carbs
- Green coconut = 13 fats
- Hard boiled egg = 11 fats
- Maggot = 1 proteins
- Meat stew = 12 proteins, 4 fats
- Melon slice = 2.5 carbs
- Mushroom stew = 15 carbs, 2 fats
- Mushrooms = 1 carbs
- Raw mutton = 8 proteins
- Raw porkchop = 8 proteins
- Potato = 5 carbs
- Pufferfish = 4 proteins, 1 fat
- Pumpkin pie = 8 carbs, 14 fats
- Rabbit stew = 7 carbs, 10 proteins, 2 fats
- Raw rabbit = 5 proteins
- Raw bear = 7 proteins
- Raw camel = 6 proteins
- Raw canine = 6 proteins
- Raw equine = 6 proteins
- Raw feline = 6 proteins
- Raw fish = 5 proteins, 1 fat
- Raw turtle = 5 proteins
- Rotten flesh = 2 proteins
- Raw salmon = 5 proteins, 3 fats
- Silverfish grub = 1 protein
- Spider eye = 1 proteins
- Spider grub = 2 proteins
- Suspicious stew = 9 carbs, 1 fat
- Sweet berries = 0.5 carbs
- Tropical fish = 2 proteins, 1 fat
- Vegetable stew = 18 carbs
- Added new food slice items
- These are multiple items, these being: apple slices, carrot slices, potato slices, beetroot slices
- Food slices can be acquired by placing their respective "whole" food items on cooking boards and cutting them with knives
- The consumption stats for each food slice is seen below:
- Apple slices = 2 nutrition, 1.2 saturation, 3 carbs, +1-4 thirst
- Beetroot slices = 1 nutrition, 0.6 saturation, 1 carb
- Carrot slices = 1 nutrition, 0.6 saturation, 1.5 carb
- Potato slices = 1 nutrition, 0.3 saturation, 1.5 carb
- Added the new "Clay Pot", "Hardened Clay Pot", "Clay Pot Lid", and "Hardened Clay Pot Lid" blocks
- Clay pots & clay pot lids can be crafted with clay balls in a crafting table
- These blocks can be placed atop lit campfires to heat them. After a while, they will will turn into their hardened counterparts
- Hardened clay pots that are placed atop lit campfires will be able to heat items put into it
- Currently, they only accept food slices
- For the items inside the pot to be successfully heated, a hardened clay lid must be placed on the pot
- Hardened clay pots can be placed on trapdoors above lit campfires and they will still be able to heat the items inside it
- Added the "Roasted Carrot Slices", "Roasted Potato Slices", "Roasted Beetroot Slices", and "Dried Apple Slices" items
- These items can be acquired by putting their respective food slices into a hardened clay pot and successfully heating them on a campfire
- These items will have a decreased amount of spoilage compared to their previous raw slice counterparts
- The amount of spoilage decreased from these foods is dependent on the user's cookery skill level (specfically the user who placed the slices into the pot)
- The specific percentage/amount of decreased spoilage is the same as from the salting system
- These items will have their heating quality displayed in their tooltip
- The consumption stats for each food slice is seen below:
- Dried apple slices = 3 nutrition, 1.8 saturation, 6 carbs
- Roasted Beetroot slices = 2 nutrition, 0.85 saturation, 4 carb
- Roasted Carrot slices = 2 nutrition, 1.6 saturation, 5 carb
- Roasted Potato slices = 3 nutrition, 0.8 saturation, 4 carb
- Added the new "Telescope" block
- Telescopes can be placed down. They occupy 2 blocks vertically
- The telescope can be crafted in a crafting table with gold ingots, spyglasses, stripped logs, and an amethyst shard
- Crouching and interacting with a telescope will allow the player to rotate it
- Interacting with telescopes will allow the player to attempt to use it
- If there is a non-air block on the way of the telescope's view, a black screen will be displayed to the user
- Attempting to use the telescope while it is day time will make it so a warning screen will be shown instead
- When using a telescope, the player will be shown a randomized puzzle that such player must complete
- Completing the puzzle will reward the player with scribing experience
- Players can only complete 1 puzzle per night, attempting to do more will result in the player being met with an error screen
- Added the new "Rope" item
- Rope can be crafted with 7 string/crude string in a crafting table
- Tool handles now require rope from the player instead of leads
- The lead recipe has been changed to require 2 rope instead of 5 string
- Added new settings
- The "world" settings page now has a "values" sub-page. A button shown on the "world" settings page has now been added to take the player to this new sub-page
- Added the "Bloom blacksmith level" value setting
- It is found under the "world" page's value settings
- This setting is set to 2 by default
- This setting controls the minimum blacksmithing level value that the player needs to have to acquire heated wrought iron from heated bloom
- Added the "Ore Quality" setting
- This setting is enabled by default, and it is found under the "world" page
- When disabled, all ores will drop their high quality ore variants
- Added the "Vomiting" setting
- This setting is enabled by default and it is found under the "players" page
- This setting controls if vomiting is possible or not
- Added the "Illnesses" setting
- This setting is enabled by default and it is found under the "players" page
- This setting controls if players are able to get ill
- Added the "Implicit Cure Chance" setting
- This setting is disabled by default and it is found under the "misc" page
- If this setting is enabled, the game will act as if all suspicious stews' cure chances are 100%
- Added new tips
- Added a tip that is triggered when a player attempts to break heated bloom to get heated wrought iron while not having a blacksmithing skill level of 2+, it informs the player about not being able to get heated wrought iron
- This tip's message informs the player they can change this in the settings if they are either registered as an operator or inside a singleplayer world
- Added a tip that is triggered when a player grinds high quality ores in a mortar, it informs them that the drops are dependent on their mining skill
- Added a tip that is triggered when a player attempts to heat a crucible with iron fragments inside without the furnace having atleast 10 deepslate blocks, it informs the player of such requirement
- Rehauled certain textures. These include the following:
- All axe, pickaxe, sword, knife, hoe, shovel, and forging hammer heads
- All tool components (cordage/adhesives/tool heads/tool handles) from axes, pickaxes, swords, knives, hoes, shovels, and forging hammers
- Crucibles and their variants can no longer be destroyed due to fire
- Heating iron fragment-filled crucibles now requires the furnace the player built to be made of atleast 10 deepslate bricks
- The amount of ore fragments that players get from grinding high quality ore in a mortar is now dependent on the user's mining skill
- A mining skill level of 1+ will result in a 30% chance of getting an 2nd ore fragment
- A mining skill level of 3+ will result in a 15% chance of getting a 3rd ore fragment
- A mining skill level of 5 will result in a 10% chance of getting a 4th ore fragment
- Charcoal clumps are no longer broken when placed in the same block as a crucible
- Fertilizers can now be used on mushrooms
- When applied, and the fertilizer takes effect, the mushroom will spread towards nearby blocks
- When creating metal-based armor through lay figures (copper, iron, and chainmail equipment), quality modifiers are now applied to the item
- These modifiers control how protective the piece of armor is for the wearer, they are also dependent on the blacksmithing skill
- The levels, quality names, and damage protection values are detailed below:
- Blacksmithing 0 (Badly Forged) = -10% total armor per piece worn (this refers to the armor attribute, unlike the below-listed qualities)
- Blacksmithing 1 (Adequately Forged) = No reductions or increases
- Blacksmithing 2 (Decently Forged) = +1.8 damage protection against all damage types
- Blacksmithing 3 (Well Forged) = +2.5 damage protection against all damage types
- Blacksmithing 4 (Delightfully Forged) = +3.65 damage protection against all damage types
- Blacksmithing 5 (Excellently Forged) = +4.5 damage protection against all damage types
- Modularized operations relating to blocks getting heated through time due to lit campfires
- The time it takes for successfully heating blocks has also been modularized
- Updated certain textures that still displayed outdated sprites, these include:
- Tool handle requirement displays
- Changed the distance-dependent bowshot requirements for increasing archery experience. They now require lesser distances
- A building experience increase of 13 is now given to players for every 10 "reinforced type" blocks placed
- This applies to stone bricks (and its shape variants), deepslate bricks (and its shape variants), and chiseled copper blocks (and its oxidization/waxed variants)
- Sea water can now be acquired when getting water from beaches, snowy beaches, and stony shores (aswell as ocean biomes)
- Packed ice and blue ice can now be mined and dropped if the player mining it has a mining level of 2+
- Snow blocks and ice blocks no longer slow down the spoilage of food inside container
- Packed ice and blue ice no longer fall due to gravity
- Instead, they are now broken
- Removed healing stews
- (Note: If you have made healing stews in previous versions, those items will purposefully still be existant and functional, this will likely change in the future however)
- Removed the lead recipe that required string & leather
- Removed the ability of leashing boats
- Removed being able to drink rain water directly by looking upwards while being exposed to rain
- Decreased the eating time of beetroot
- Changed the spyglass recipe to require gold ingots
- Slightly optimized stamina operations
- Slightly optimized cooking board interaction operations
- Optimized basket boiling operations
- Fixed not being able to create pine pitch glue in baskets
- Fixed certain tips being able to be sent multiple times
- Fixed placing down an iron tool handle making it so a bone placing sound is played
- Fixed heated wrought iron being placed incorrectly
- Fixed not being able to acquire clean water from baskets
- Fixed not receiving shelf recipes in the recipe book
- Fixed being able to craft mud bricks from 4 packed mud within crafting slots
- Fixed being able to craft leather from 4 hide within crafting slots
- Fixed players not receiving blacksmithing experience increases from creating metal armors from lay figures
- Fixed being able to bypass the attack damage cooldown
- Fixed non-iron lanterns being able to fall due to gravity
- Fixed not being able to harvest animal corpses with copper/iron knives
- Fixed log/wood blockstates getting reset to their default values when being stripped
- Added new advancements and changed existing advancements
- Added a new advancement tab: "Cooking Board Uses"
- Added the "Food Reserve" advancement -> place food on a cooking board
- Added the "Slice and Dice" advancement -> cut fruits/vegetables into slices on a cooking board
- Added the "Stew Brew" advancement -> create a mushroom stew in a basket
- Added the "Great Healthcare" advancement -> create a suspicious stew in a basket
- Added the "Quite Suspicious" advancement -> acquire a suspicious stew item by using a bowl on a basket that has the stew inside it
- Added the "High Seas" advancement -> place sea water into a basket
- Added the "Salty" advancement -> acquire salt
- Added the "The pot of luck" advancement -> craft a clay pot
- Added the "The lid of luck" advancement -> craft a clay pot lid
- Added the "Telescopic" advancement -> craft a telescope
- Added the "Frosty" advancement -> acquire packed/blue ice
- The "Fishy Business" advancement has been moved to the "Cooking Board Uses" tab
- The "Tribesman" advancement is now a child of the "Mesolithic" advancement
- Removed the "Plague Doctor" advancement
- Removed the "A Sight to Behold" advancement
- Removed the "Let Them Eat Cake" advancement
- Its child advancement now has the "Contemporary Age" advancement as a parent
- Tweaked the "Smash Hit" advancement description
- Tweaked the "Wrought Iron Age" advancement description
- Tweaked the "Heater" advancement description
- Tweaked the "Full of Proteins" & "Full of Fats" advancement descriptions
- Tweaked the "Primitive Chef" advancement description
- Tweaked the "Acordage To The Manual" advancement description
- Tweaked the "Armorer" advancement description
- Tweaked the descriptions of multiple advancements found in the "Chisel Uses" tab to inform the player they're denoted as "reinforced" blocks
- Various new advancements now include images
- Tweaked various advancements' tooltip sizes
release
Overly Realistic v3.11.1 for 26.1.X
v3.11.1-mod12 мая 2026 г.371Minecraft: 26.1, 26.1.1, 26.1.2fabric, forge, neoforge, quilt
Что нового
### v3.11.1
- Fixed lay figures being placed incorrectly
- Fixed incorrect pricing operations done for copper helmets
release
Overly Realistic v3.11.1 for 26.1.X
v3.11.112 мая 2026 г.112Minecraft: 26.1, 26.1.1, 26.1.2datapack
Что нового
### v3.11.1
- Fixed lay figures being placed incorrectly
- Fixed incorrect pricing operations done for copper helmets
release
Overly Realistic v3.11.0 for 26.1.X
v3.11.0-mod12 мая 2026 г.97Minecraft: 26.1, 26.1.1, 26.1.2fabric, forge, neoforge, quilt
Что нового
### v3.11.0
- [WARNING: This update rehauls some data related to baskets. If baskets placed prior to this update don't work correctly, you can break and re-place them and they should keep working as intended]
- Overhauled the settings screen: it has now been split into various tabs
- This allows for settings to be organized into different categories
- The general settings menu now displays the various settings tabs
- The following tabs have been added:
- Mobs
- World
- Death
- Players
- Misc
- Debug
- Added 2 new debug settings
- Added the "Instant Bellows" setting
- This setting is disabled by default
- When enabled, the user is able to instantly heat up crucible contents to 100% heat when using a bellow
- Added the "Instant HWI" setting
- This setting is disabled by default
- When enabled, the user is able to instantly input a shape when interacting with a heated wrought iron indicator
- Added an in-game warning for players who update their Overly Realistic from previous versions to the current one
- This warning informs them about the data changes to baskets
- Added a new minecart boost feature
- If minecarts are moving above powered rails, and there are chiseled copper blocks 2 blocks under the rails, minecarts will receive a boost
- This boost is only kept while the minecart is above the block setup listed above
- Boosts are only applied to minecarts moving in straight horizontal lines
- While the setup needed for minecart boosts to be applicable is expensive in terms of materials, they are considerably faster than horses sprinting on "road-categorized" blocks
- Added various new tip messages and changed existing tips:
- Added a tip that is triggered when attacking a player corpse, that informs the user of some various possible interactions that they can perform with corpses
- Added a tip that is triggered when players chop stripped logs into planks in preparation plates that informs the user that players skilled in building are able to get more planks from stripped logs
- Added 2 new tips that are triggered when players fill waterskins with water, it informs players they can get ill from dirty water and that they can boil water to clean it
- Added a new tip that is triggered when the player tries to heat iron fragments without first placing down a charcoal clump, it informs them that they need the clump
- Added a new tip that is triggered when a player places a preparation plate, it informs them of the interaction possibilities of the block
- Added a new tip that is triggered after a player has spent atleast 60 seconds playing, it informs them of a few animal-related features
- The tip sent when a player gets ill now informs the user that illnesses are able to spread to nearby players
- All rail-related recipes now have increased output amounts
- All rail types will now output 30 items when crafted
- Item updates caused by items that requires tongs (to players with no tongs in either hand) will now cause such player to be set on fire for 10 seconds
- The initial amount of damage has also been increased slighty (from 2.0 to 3.0)
- Being exposed to rain/snowfall will increase the player's illness chance
- (Note: while there were conditions already set for players who were wet, there were none prior to this update for players specifically exposed to rain/snow)
- Human meat can no longer be cooked
- Changed how baskets handle and display liquids & additionals
- Removed being able to gain mining skill experience from placing torches & lanterns underground
- Removed being able to place heated wrought iron on top of slabs & campfires
- Updated the ScoreFixer library to the latest version (1.3.0)
- Various operations are now no longer done for players if they're in spectator mode
- Compasses now stack to 1
- Ground props can no longer generate above stairs, slabs, trapdoors, or carpets
- Waterskins, iron buckets, wooden buckets, and glass bottles now use centralized data for the management of liquids
- Slightly optimized gravity-application block checks
- Optimized basket utilization
- Fixed wooden hoes, pickaxes, and axes being craftable
- Fixed a typo in the poor quality ores tip
- Fixed tribal masks not covering the hat layer of players' skins
- Fixed the crude tool handle tip being sent to players who already received the tip before
- Fixed players not receiving the low-nutrients tip
- Fixed players not waking up if the time was set to a daytime-specific time that wasn't during the morning
- Fixed being able to smelt iron fragments without having a charcoal clump on the campfire
- Fixed being unable to place fire starters on campfires if the block above them was a solid block
- Fixed heads & skulls being able to collapse/fall due to gravity
- Fixed blocks not being able to collapse/fall due to gravity if the block below them was a liquid
- Fixed being able to successfully crush items in a mortar without the full amount of input items
- Fixed certain blocks being placed inside of dirt paths when attempting to place them above such blocks
- Fixed being able to place tool handles above air
- Fixed certain oddities happening to player data when players would leave/join the game
- Fixed player corpses being created underground if they were killed while downed or while they were in certain blocks
- Fixed animal holder entities being able to be detached
- Fixed dungeons being able to generate in worlds
- Fixed all stripped logs/stripped wood (that weren't oak stripped logs) not being able to have the cut textures on them when being chopped in a preparation plate for planks
- Fixed being able to look around in 3rd person when riding an animal
- (Note: This fix only applies to animals who spawn after this update is installed)
- Fixed diving helmets having food & consumable data
- Fixed being able to eat obsidian shards
- (Note: This fix only applies to obsidian shards acquired after this update is installed)
- Fixed oddities that could happen if a ghost player relogged
- Fixed melon seeds crafted from melon slices not having proper data
- Fixed not being able to cook raw canine
- Fixed being able to fill up non-ingot hardened clay molds with gold invisibly
- Fixed hardened clay molds not dropping themselves when being placed inside non-full blocks
- Fixed ground markings being able to generate over liquids
- Fixed raw fish dropped from cutting whole fish in cooking boards having its spoil data reset
- Fixed placing down a cooking board allowing the player to get the "Town of Ember" advancement
- Fixed certain users crashing upon loading the game due to mipmapping issues
- Fixed certain lay figure button icons having improper texture dimensions
- Fixed gravel being able to drop both itself and flint at the same time if 'Easier Drop Rates' was enabled
- Fixed dirty carrots/potatoes/beetroots being able to be deleted if washed together
- Fixed the texture for the letter H in advancement titles having improper texture dimensions
- Fixed sweet berry bushes dropping multiple sweet berries when broken
- Fixed sweet berry bushes being able to fall due to gravity
- Fixed predator animals' genes (ie. attack damage & follow range) not being applied correctly
- Fixed weird basket behaviour where tannin solution would be defined as dirty water at times
- Fixed turning on the "Normal Respawning" setting while downed making it so the death countdown is kept on players' screens
- Fixed odd timing issues with certain tips
- Added new advancements
- Added the "Railwork" advancement -> Craft powered rails
release
Overly Realistic v3.11.0 for 26.1.X
v3.11.012 мая 2026 г.42Minecraft: 26.1, 26.1.1, 26.1.2datapack
Что нового
### v3.11.0
- [WARNING: This update rehauls some data related to baskets. If baskets placed prior to this update don't work correctly, you can break and re-place them and they should keep working as intended]
- Overhauled the settings screen: it has now been split into various tabs
- This allows for settings to be organized into different categories
- The general settings menu now displays the various settings tabs
- The following tabs have been added:
- Mobs
- World
- Death
- Players
- Misc
- Debug
- Added 2 new debug settings
- Added the "Instant Bellows" setting
- This setting is disabled by default
- When enabled, the user is able to instantly heat up crucible contents to 100% heat when using a bellow
- Added the "Instant HWI" setting
- This setting is disabled by default
- When enabled, the user is able to instantly input a shape when interacting with a heated wrought iron indicator
- Added an in-game warning for players who update their Overly Realistic from previous versions to the current one
- This warning informs them about the data changes to baskets
- Added a new minecart boost feature
- If minecarts are moving above powered rails, and there are chiseled copper blocks 2 blocks under the rails, minecarts will receive a boost
- This boost is only kept while the minecart is above the block setup listed above
- Boosts are only applied to minecarts moving in straight horizontal lines
- While the setup needed for minecart boosts to be applicable is expensive in terms of materials, they are considerably faster than horses sprinting on "road-categorized" blocks
- Added various new tip messages and changed existing tips:
- Added a tip that is triggered when attacking a player corpse, that informs the user of some various possible interactions that they can perform with corpses
- Added a tip that is triggered when players chop stripped logs into planks in preparation plates that informs the user that players skilled in building are able to get more planks from stripped logs
- Added 2 new tips that are triggered when players fill waterskins with water, it informs players they can get ill from dirty water and that they can boil water to clean it
- Added a new tip that is triggered when the player tries to heat iron fragments without first placing down a charcoal clump, it informs them that they need the clump
- Added a new tip that is triggered when a player places a preparation plate, it informs them of the interaction possibilities of the block
- Added a new tip that is triggered after a player has spent atleast 60 seconds playing, it informs them of a few animal-related features
- The tip sent when a player gets ill now informs the user that illnesses are able to spread to nearby players
- All rail-related recipes now have increased output amounts
- All rail types will now output 30 items when crafted
- Item updates caused by items that requires tongs (to players with no tongs in either hand) will now cause such player to be set on fire for 10 seconds
- The initial amount of damage has also been increased slighty (from 2.0 to 3.0)
- Being exposed to rain/snowfall will increase the player's illness chance
- (Note: while there were conditions already set for players who were wet, there were none prior to this update for players specifically exposed to rain/snow)
- Human meat can no longer be cooked
- Changed how baskets handle and display liquids & additionals
- Removed being able to gain mining skill experience from placing torches & lanterns underground
- Removed being able to place heated wrought iron on top of slabs & campfires
- Updated the ScoreFixer library to the latest version (1.3.0)
- Various operations are now no longer done for players if they're in spectator mode
- Compasses now stack to 1
- Ground props can no longer generate above stairs, slabs, trapdoors, or carpets
- Waterskins, iron buckets, wooden buckets, and glass bottles now use centralized data for the management of liquids
- Slightly optimized gravity-application block checks
- Optimized basket utilization
- Fixed wooden hoes, pickaxes, and axes being craftable
- Fixed a typo in the poor quality ores tip
- Fixed tribal masks not covering the hat layer of players' skins
- Fixed the crude tool handle tip being sent to players who already received the tip before
- Fixed players not receiving the low-nutrients tip
- Fixed players not waking up if the time was set to a daytime-specific time that wasn't during the morning
- Fixed being able to smelt iron fragments without having a charcoal clump on the campfire
- Fixed being unable to place fire starters on campfires if the block above them was a solid block
- Fixed heads & skulls being able to collapse/fall due to gravity
- Fixed blocks not being able to collapse/fall due to gravity if the block below them was a liquid
- Fixed being able to successfully crush items in a mortar without the full amount of input items
- Fixed certain blocks being placed inside of dirt paths when attempting to place them above such blocks
- Fixed being able to place tool handles above air
- Fixed certain oddities happening to player data when players would leave/join the game
- Fixed player corpses being created underground if they were killed while downed or while they were in certain blocks
- Fixed animal holder entities being able to be detached
- Fixed dungeons being able to generate in worlds
- Fixed all stripped logs/stripped wood (that weren't oak stripped logs) not being able to have the cut textures on them when being chopped in a preparation plate for planks
- Fixed being able to look around in 3rd person when riding an animal
- (Note: This fix only applies to animals who spawn after this update is installed)
- Fixed diving helmets having food & consumable data
- Fixed being able to eat obsidian shards
- (Note: This fix only applies to obsidian shards acquired after this update is installed)
- Fixed oddities that could happen if a ghost player relogged
- Fixed melon seeds crafted from melon slices not having proper data
- Fixed not being able to cook raw canine
- Fixed being able to fill up non-ingot hardened clay molds with gold invisibly
- Fixed hardened clay molds not dropping themselves when being placed inside non-full blocks
- Fixed ground markings being able to generate over liquids
- Fixed raw fish dropped from cutting whole fish in cooking boards having its spoil data reset
- Fixed placing down a cooking board allowing the player to get the "Town of Ember" advancement
- Fixed certain users crashing upon loading the game due to mipmapping issues
- Fixed certain lay figure button icons having improper texture dimensions
- Fixed gravel being able to drop both itself and flint at the same time if 'Easier Drop Rates' was enabled
- Fixed dirty carrots/potatoes/beetroots being able to be deleted if washed together
- Fixed the texture for the letter H in advancement titles having improper texture dimensions
- Fixed sweet berry bushes dropping multiple sweet berries when broken
- Fixed sweet berry bushes being able to fall due to gravity
- Fixed predator animals' genes (ie. attack damage & follow range) not being applied correctly
- Fixed weird basket behaviour where tannin solution would be defined as dirty water at times
- Fixed turning on the "Normal Respawning" setting while downed making it so the death countdown is kept on players' screens
- Fixed odd timing issues with certain tips
- Added new advancements
- Added the "Railwork" advancement -> Craft powered rails
release
Overly Realistic v3.10.0 for 26.1.X
v3.10.0-mod5 мая 2026 г.378Minecraft: 26.1, 26.1.1, 26.1.2fabric, forge, neoforge, quilt
Что нового
### v3.10.0
- [WARNING: Due to data changes, blocks that have been placed in your world in previous Overly Realistic versions may not work correctly, you can fix this by breaking the block and placing it back again!]
- Added a warning that is sent out, in chat, to players when updating to v3.10.0
- Added the "Inked Feather" item
- This item can be crafted with 1 feather and 1 black dye
- Added the "Scribing Table" block
- Scribing tables can be crafted in crafting tables, they require 3 planks (any type), 2 iron ingots, 1 bookshelf, and 1 wool (any type)
- Interacting with the scribing table while holding a paper will place the paper on the table
- Crouching and interacting with a scribing table with an empty hand will remove the paper alongside any of its contents
- Interacting with a scribing table's paper while holding an inked feather will allow the player to write symbols on certain areas of the paper
- Writing on the paper will take away ink from the inked feather, inked feathers will turn back into regular feathers when losing all their ink
- A red marker signifies where the symbol will be written. Crouching and interacting with the paper while using the inked feather will allow the player to change the area of the paper where symbols are written on
- Players can interact with scribing tables' papers with an empty hand to confirm their symbols
- Certain combinations of symbols can reward the player with certain "paper drafts"
- Interacting with a scribing table while holding a paper draft will allow you to create certain items
- Paper drafts have requirements, which can be seen on their tooltips
- Added new "Large Ship" paper draft
- The large ship paper draft requires a building skill level of 2+ to be input successfully on a scribing table
- If input successfully, they will drop a ship setup
- Added the iron nail
- Iron nails are items, which can be acquired by forging heated wrought iron
- Added the ship sail
- Ship sails can be crafted in crafting tables with 6 banners and 3 logs
- Added the ship sections
- Unfinished ship sections can be crafted in crafting tables, their recipe requires 8 planks (of any type) and 1 stripped log (of any type)
- Unfinished ship sections are able to be placed down, they take up a 3x3 space on the ground
- Floating text is displayed atop the unfinished ship section, informing the player what they need to do
- Players can interact with unfinished ship sections to add progress to it
- Such users are required to firstly place 4 iron nails into the ship section, then hammer them down, which will result in the section being removed and dropping a finished ship section
- Added the ship setup
- Ship setups can be acquired by inputting the large ship paper draft into a scribing table
- Players can place ship setups on the ground just like other blocks, though, the ship setup takes a space of 11x11
- Floating text is shown in the front face of the ship setup, informing the player what they need to place on the setup to be able to add progress to it
- Players are required to place finished ship sections, a sail, and leather, as to complete the ship
- When doing so, the ship's parts are slowly displayed one-by-one above the setup
- Added the ship
- The ship is a new, placeable, feature: it allows you to sail through large bodies of water, similarly to boats
- Ships have 6 seats in total, though, they are slower than boats and hard to maneuver
- Players are able to sit on seats, they are also able to place chest minecarts on them, which allows for moving large amounts of storage more easily through water
- Entities are able to stand atop ships
- Attempting to break the mast of the ship will start increasing the ship's break value
- This value is a percentage that starts from 0 and gets increased to 100. It is shown to the player attempting to break the ship
- When the percentage reaches 100, the ship will break
- If the player who is attempting to break the ship is in creative, the ship will automatically break
- Interacting with the ship's mast whilst holding logs will allow players to fix their ship
- Each log will decrease the ship's break value by 5%
- The log is consumed when placed
- Added a stamina system for certain rideable entities
- Horses, mules, donkeys, and camels are now able to have stamina
- Note that this differs from the normal stamina that wild animals have and use to flee
- When mounting an animal with stamina, the player can now hold down their sprint keybind to make the ridden animal sprint
- When sprinting, the animal's speed will increase, and their stamina will start decreasing
- If the block under the animal is considered a "road block", the animal's sprint speed will be increased
- (road blocks include: dirt paths, stone bricks & variants, bricks, smooth stone, polished blocks, and others)
- The animal's speed is temporarily decreased when they stop sprinting or when their stamina reaches 0
- A ridden animal's stamina is now shown on the passenger player's screen
- Animals' stamina value is randomized
- Mules, donkeys, and camels are able to spawn in with 20-40 stamina
- Horses are able to spawn in with 80-100 stamina
- Added the "Chisel" tool type
- Currently, there are: copper chisels & iron chisels
- Copper chisels can be made, similarly to other tools, with the new copper chisel head, which can be acquired through the new chisel clay mold shape
- Iron chisels can be made, similarly to other tools, with the new iron chisel head, which can be acquired by forging heated wrought iron
- If a player hits specific blocks with a chisel, they will be able to perform a chisel process that is able to transform such block
- Certain UI components will be displayed on such player's screen, which is part of the chisel process
- In the middle of the screen, the player will be shown a "required symbol" alongside their process percentage
- To the bottom of the crosshair, the player is shown a series of 4 symbols. Crouching and hitting the block with the chisel will cycle through these symbols
- Hitting the block with a chisel while standing will allow the player to attempt to match the bottom symbol to the top one
- The speed at which a player is able to add onto their process percentage is dependent on the type of chisel and the player's building level
- To add to the process percentage, the player must match the bottom selected symbol to the top symbol
- Having a process percentage of 100 will transform the hit block into a different block (see below)
- The blocks that the chisel is able to be used on (and what they transform to) are listed below:
- Stone -> stone bricks
- Stone bricks -> chiseled stone bricks
- Deepslate -> deepslate bricks
- Deepslate bricks -> chiseled deepslate
- Polished deepslate -> deepslate tiles
- Tuff -> tuff bricks
- Tuff bricks -> chiseled tuff bricks
- Polished tuff -> chiseled tuff
- Smooth sandstone -> cut sandstone
- Cut sandstone -> chiseled sandstone
- Smooth red sandstone -> cut red sandstone
- Cut red sandstone -> chiseled red sandstone
- Copper block -> cut copper
- Cut copper -> chiseled copper
- Quartz block -> quartz bricks
- Quartz bricks -> chiseled quartz
- Smooth quartz -> quartz pillar
- The recipes for the blocks listed above have now been disabled, as their acquisition method has been replaced by the chisel items
- If a player with a building skill level of 2+ completes chiseling a block whilst holding down their sprint keybind (by default, left ctrl), a 3x3 blocks will be transformed instead of a single block
- Players will get +20 building experience for every 3 blocks they chisel successfully
- Added the chisel clay mold shape
- Certain blocks are now much harder to mine with pickaxes. These include all of the following:
- Stone bricks (and all its variants & shapes, such as mossy stone bricks, stone brick slabs, etc)
- Deepslate bricks (and all its variants & shapes, such as cracked deepslate bricks, deepslate brick slabs, etc)
- Chiseled copper (and all its variants)
- Dry tinder blocks can now be created by using grass tufts or dry grass tufts instead of leaf litters
- The dry tinder now has model variants for when its made with grass tufts and dry grass tufts
- Changed the unlit torch recipe
- The recipe now requires 1 stick, 1 piece of coal or charcoal and 1 of any of the following items:
- Any type of wool
- String
- Vine
- Crude string
- Leather
- Any type of (scraped) hide
- Placed torches no longer cause burning damage to entities on the same block as them
- Changed the lantern recipe
- The (iron) lantern's recipe now requires 4 iron nuggets instead of 8
- Changed how players are meant to cut logs through the preparation plate
- When interacting with a stripped log in the preparation plate, an indicator will now appear atop it, the player must interact with the indicator to cut the log
- Such indicator will move places when interacted with
- Players no longer receive nausea when they are low on carbs
- Certain sounds have been made quieter, these include:
- Players' breathe-in & breathe-out sounds
- Players' gasp & deep gasp sounds
- The "Nether Quartz" item has been renamed to "Quartz"
- All blocks added by Overly Realistic now have additional identifier data
- Attempting to crush poor quality ore into ore fragments now has an 80% chance of the mortar dropping flint instead of ore fragments
- A tip is sent to the player using the mortar when this happens, informing them of such
- Diorite blocks can now be cut when placed atop stonecutters
- When cut, they will drop 4 quartz
- Sweet berry bushes now only drop 1 sweet berry item when harvested
- The damage done due to hot items being picked up by players without tongs is now (also) triggered by inventory updates caused by hot items
- Improved animal intelligence
- Predator animals are now able to damage players who tower up
- Predator animals can now reach farther if their attacker is in water
- Predator animals are now able to dismount themselves from boats
- Removed the copper torch recipe
- Optimized the status system
- Optimized the Overly Realistic HUD display
- Optimized player falling operations
- Fixed certain adhesives not giving the right durability increases to tools
- Fixed certain textures having incorrect dimensions
- Fixed players being able to drink rain water without looking upwards
- Fixed time checks not working correctly. This affected the following systems/features:
- Dynamic sleep system
- Temperature system
- Dynamic random tick system
- Hygiene system
- Thirst system
- Tips system
- Illness system
- Shooting star operations
- Sleep system
- Fixed insanity-related events happening too often
- Fixed campfires exposed to rain not getting extinguished
- Fixed players sometimes dying when riding certain entities
- Fixed forging hammers still being able to execute unused operations
- Fixed stonecutters removing items when they are dropped atop them
- Fixed the various recipe hints not working
- Fixed baskets removing additionals when being boiled
- Fixed players not being burned if they were carrying hot items in their offhand while not using tongs
- Fixed players not receiving a sharpened stick item when sharpening sticks with a full inventory
- Added new advancements and changed existing advancements
- Added the "The Spectacle of an Iron Nail" advancement -> Forge an iron nail from heated wrought iron
- Added the "Written History" advancement -> Craft an inked feather
- Added 2 new advancement tabs: "Scribing Table Uses" & "Chisel Uses"
- These tabs display the various uses of the certain features added in this update
- Added the "Paper, Please" advancement -> Place a paper on a scribing table
- Added the "Linguistics" advancement -> Write on a scribing table paper
- Added the "The Invention of the Ship" advancement -> Create a large ship paper draft
- Added the "The Creation of the Ship" advancement -> Obtain a ship setup by using a large ship paper draft on a scribing table
- Added the "Bit by Bit" advancement -> Craft an unfinished ship section
- Added the "Nailed" advancement -> Place iron nails on an unfinished ship section
- Added the "Hammered" advancement -> Hammer down the iron nails on an unfinished ship section
- Added the "Sailors Beware" advancement -> Craft a ship sail
- Added the "The New World" advancement -> Create a ship
- Added the "Now Boarding" advancement -> Place a chest minecart on a ship's seat
- Added the "Magnifiscience" advancement -> Start chiseling a block
- Added numerous advancements for the chiseling of various different types of blocks
- Added the "Quartz Dreams" advancement -> Acquire quartz by cutting diorite atop a stonecutter
- Tweaked the description of the "Plankful" advancement
- The "Light it Up" advancement now has additional images and its description has been tweaked
- The "Technological Infancy" advancement now has additional images and its description has been tweaked
release
Overly Realistic v3.10.0 for 26.1.X
v3.10.05 мая 2026 г.118Minecraft: 26.1, 26.1.1, 26.1.2datapack
Что нового
### v3.10.0
- [WARNING: Due to data changes, blocks that have been placed in your world in previous Overly Realistic versions may not work correctly, you can fix this by breaking the block and placing it back again!]
- Added a warning that is sent out, in chat, to players when updating to v3.10.0
- Added the "Inked Feather" item
- This item can be crafted with 1 feather and 1 black dye
- Added the "Scribing Table" block
- Scribing tables can be crafted in crafting tables, they require 3 planks (any type), 2 iron ingots, 1 bookshelf, and 1 wool (any type)
- Interacting with the scribing table while holding a paper will place the paper on the table
- Crouching and interacting with a scribing table with an empty hand will remove the paper alongside any of its contents
- Interacting with a scribing table's paper while holding an inked feather will allow the player to write symbols on certain areas of the paper
- Writing on the paper will take away ink from the inked feather, inked feathers will turn back into regular feathers when losing all their ink
- A red marker signifies where the symbol will be written. Crouching and interacting with the paper while using the inked feather will allow the player to change the area of the paper where symbols are written on
- Players can interact with scribing tables' papers with an empty hand to confirm their symbols
- Certain combinations of symbols can reward the player with certain "paper drafts"
- Interacting with a scribing table while holding a paper draft will allow you to create certain items
- Paper drafts have requirements, which can be seen on their tooltips
- Added new "Large Ship" paper draft
- The large ship paper draft requires a building skill level of 2+ to be input successfully on a scribing table
- If input successfully, they will drop a ship setup
- Added the iron nail
- Iron nails are items, which can be acquired by forging heated wrought iron
- Added the ship sail
- Ship sails can be crafted in crafting tables with 6 banners and 3 logs
- Added the ship sections
- Unfinished ship sections can be crafted in crafting tables, their recipe requires 8 planks (of any type) and 1 stripped log (of any type)
- Unfinished ship sections are able to be placed down, they take up a 3x3 space on the ground
- Floating text is displayed atop the unfinished ship section, informing the player what they need to do
- Players can interact with unfinished ship sections to add progress to it
- Such users are required to firstly place 4 iron nails into the ship section, then hammer them down, which will result in the section being removed and dropping a finished ship section
- Added the ship setup
- Ship setups can be acquired by inputting the large ship paper draft into a scribing table
- Players can place ship setups on the ground just like other blocks, though, the ship setup takes a space of 11x11
- Floating text is shown in the front face of the ship setup, informing the player what they need to place on the setup to be able to add progress to it
- Players are required to place finished ship sections, a sail, and leather, as to complete the ship
- When doing so, the ship's parts are slowly displayed one-by-one above the setup
- Added the ship
- The ship is a new, placeable, feature: it allows you to sail through large bodies of water, similarly to boats
- Ships have 6 seats in total, though, they are slower than boats and hard to maneuver
- Players are able to sit on seats, they are also able to place chest minecarts on them, which allows for moving large amounts of storage more easily through water
- Entities are able to stand atop ships
- Attempting to break the mast of the ship will start increasing the ship's break value
- This value is a percentage that starts from 0 and gets increased to 100. It is shown to the player attempting to break the ship
- When the percentage reaches 100, the ship will break
- If the player who is attempting to break the ship is in creative, the ship will automatically break
- Interacting with the ship's mast whilst holding logs will allow players to fix their ship
- Each log will decrease the ship's break value by 5%
- The log is consumed when placed
- Added a stamina system for certain rideable entities
- Horses, mules, donkeys, and camels are now able to have stamina
- Note that this differs from the normal stamina that wild animals have and use to flee
- When mounting an animal with stamina, the player can now hold down their sprint keybind to make the ridden animal sprint
- When sprinting, the animal's speed will increase, and their stamina will start decreasing
- If the block under the animal is considered a "road block", the animal's sprint speed will be increased
- (road blocks include: dirt paths, stone bricks & variants, bricks, smooth stone, polished blocks, and others)
- The animal's speed is temporarily decreased when they stop sprinting or when their stamina reaches 0
- A ridden animal's stamina is now shown on the passenger player's screen
- Animals' stamina value is randomized
- Mules, donkeys, and camels are able to spawn in with 20-40 stamina
- Horses are able to spawn in with 80-100 stamina
- Added the "Chisel" tool type
- Currently, there are: copper chisels & iron chisels
- Copper chisels can be made, similarly to other tools, with the new copper chisel head, which can be acquired through the new chisel clay mold shape
- Iron chisels can be made, similarly to other tools, with the new iron chisel head, which can be acquired by forging heated wrought iron
- If a player hits specific blocks with a chisel, they will be able to perform a chisel process that is able to transform such block
- Certain UI components will be displayed on such player's screen, which is part of the chisel process
- In the middle of the screen, the player will be shown a "required symbol" alongside their process percentage
- To the bottom of the crosshair, the player is shown a series of 4 symbols. Crouching and hitting the block with the chisel will cycle through these symbols
- Hitting the block with a chisel while standing will allow the player to attempt to match the bottom symbol to the top one
- The speed at which a player is able to add onto their process percentage is dependent on the type of chisel and the player's building level
- To add to the process percentage, the player must match the bottom selected symbol to the top symbol
- Having a process percentage of 100 will transform the hit block into a different block (see below)
- The blocks that the chisel is able to be used on (and what they transform to) are listed below:
- Stone -> stone bricks
- Stone bricks -> chiseled stone bricks
- Deepslate -> deepslate bricks
- Deepslate bricks -> chiseled deepslate
- Polished deepslate -> deepslate tiles
- Tuff -> tuff bricks
- Tuff bricks -> chiseled tuff bricks
- Polished tuff -> chiseled tuff
- Smooth sandstone -> cut sandstone
- Cut sandstone -> chiseled sandstone
- Smooth red sandstone -> cut red sandstone
- Cut red sandstone -> chiseled red sandstone
- Copper block -> cut copper
- Cut copper -> chiseled copper
- Quartz block -> quartz bricks
- Quartz bricks -> chiseled quartz
- Smooth quartz -> quartz pillar
- The recipes for the blocks listed above have now been disabled, as their acquisition method has been replaced by the chisel items
- If a player with a building skill level of 2+ completes chiseling a block whilst holding down their sprint keybind (by default, left ctrl), a 3x3 blocks will be transformed instead of a single block
- Players will get +20 building experience for every 3 blocks they chisel successfully
- Added the chisel clay mold shape
- Certain blocks are now much harder to mine with pickaxes. These include all of the following:
- Stone bricks (and all its variants & shapes, such as mossy stone bricks, stone brick slabs, etc)
- Deepslate bricks (and all its variants & shapes, such as cracked deepslate bricks, deepslate brick slabs, etc)
- Chiseled copper (and all its variants)
- Dry tinder blocks can now be created by using grass tufts or dry grass tufts instead of leaf litters
- The dry tinder now has model variants for when its made with grass tufts and dry grass tufts
- Changed the unlit torch recipe
- The recipe now requires 1 stick, 1 piece of coal or charcoal and 1 of any of the following items:
- Any type of wool
- String
- Vine
- Crude string
- Leather
- Any type of (scraped) hide
- Placed torches no longer cause burning damage to entities on the same block as them
- Changed the lantern recipe
- The (iron) lantern's recipe now requires 4 iron nuggets instead of 8
- Changed how players are meant to cut logs through the preparation plate
- When interacting with a stripped log in the preparation plate, an indicator will now appear atop it, the player must interact with the indicator to cut the log
- Such indicator will move places when interacted with
- Players no longer receive nausea when they are low on carbs
- Certain sounds have been made quieter, these include:
- Players' breathe-in & breathe-out sounds
- Players' gasp & deep gasp sounds
- The "Nether Quartz" item has been renamed to "Quartz"
- All blocks added by Overly Realistic now have additional identifier data
- Attempting to crush poor quality ore into ore fragments now has an 80% chance of the mortar dropping flint instead of ore fragments
- A tip is sent to the player using the mortar when this happens, informing them of such
- Diorite blocks can now be cut when placed atop stonecutters
- When cut, they will drop 4 quartz
- Sweet berry bushes now only drop 1 sweet berry item when harvested
- The damage done due to hot items being picked up by players without tongs is now (also) triggered by inventory updates caused by hot items
- Improved animal intelligence
- Predator animals are now able to damage players who tower up
- Predator animals can now reach farther if their attacker is in water
- Predator animals are now able to dismount themselves from boats
- Removed the copper torch recipe
- Optimized the status system
- Optimized the Overly Realistic HUD display
- Optimized player falling operations
- Fixed certain adhesives not giving the right durability increases to tools
- Fixed certain textures having incorrect dimensions
- Fixed players being able to drink rain water without looking upwards
- Fixed time checks not working correctly. This affected the following systems/features:
- Dynamic sleep system
- Temperature system
- Dynamic random tick system
- Hygiene system
- Thirst system
- Tips system
- Illness system
- Shooting star operations
- Sleep system
- Fixed insanity-related events happening too often
- Fixed campfires exposed to rain not getting extinguished
- Fixed players sometimes dying when riding certain entities
- Fixed forging hammers still being able to execute unused operations
- Fixed stonecutters removing items when they are dropped atop them
- Fixed the various recipe hints not working
- Fixed baskets removing additionals when being boiled
- Fixed players not being burned if they were carrying hot items in their offhand while not using tongs
- Fixed players not receiving a sharpened stick item when sharpening sticks with a full inventory
- Added new advancements and changed existing advancements
- Added the "The Spectacle of an Iron Nail" advancement -> Forge an iron nail from heated wrought iron
- Added the "Written History" advancement -> Craft an inked feather
- Added 2 new advancement tabs: "Scribing Table Uses" & "Chisel Uses"
- These tabs display the various uses of the certain features added in this update
- Added the "Paper, Please" advancement -> Place a paper on a scribing table
- Added the "Linguistics" advancement -> Write on a scribing table paper
- Added the "The Invention of the Ship" advancement -> Create a large ship paper draft
- Added the "The Creation of the Ship" advancement -> Obtain a ship setup by using a large ship paper draft on a scribing table
- Added the "Bit by Bit" advancement -> Craft an unfinished ship section
- Added the "Nailed" advancement -> Place iron nails on an unfinished ship section
- Added the "Hammered" advancement -> Hammer down the iron nails on an unfinished ship section
- Added the "Sailors Beware" advancement -> Craft a ship sail
- Added the "The New World" advancement -> Create a ship
- Added the "Now Boarding" advancement -> Place a chest minecart on a ship's seat
- Added the "Magnifiscience" advancement -> Start chiseling a block
- Added numerous advancements for the chiseling of various different types of blocks
- Added the "Quartz Dreams" advancement -> Acquire quartz by cutting diorite atop a stonecutter
- Tweaked the description of the "Plankful" advancement
- The "Light it Up" advancement now has additional images and its description has been tweaked
- The "Technological Infancy" advancement now has additional images and its description has been tweaked
release
Overly Realistic v3.9.3 for 26.1.X
v3.9.3-mod28 апр. 2026 г.313Minecraft: 26.1, 26.1.1, 26.1.2fabric, forge, neoforge, quilt
Что нового
### v3.9.3
- Fixed not being able to regenerate health
release
Overly Realistic v3.9.3 for 26.1.X
v3.9.328 апр. 2026 г.97Minecraft: 26.1, 26.1.1, 26.1.2datapack
Что нового
### v3.9.3
- Fixed not being able to regenerate health
release
Overly Realistic v3.9.2 for 26.1.X
v3.9.2-mod28 апр. 2026 г.112Minecraft: 26.1, 26.1.1, 26.1.2fabric, forge, neoforge, quilt
Что нового
### v3.9.2
- When bellows are broken, their item drop will now remember their state (either being "open" or "compressed")
- The PickupDelay data of the item has also now been modified to be 20 ticks
- The crop-planting husbandry experience-increase condition now requires less crops to be planted and gives more experience
- Forging chain meshes will now always drop atleast 2 meshes
- Fixed being able to immediately input a shape when forging heated wrought iron
- Fixed natural regeneration sometimes healing too many hearts at once
- Fixed bone glue being unobtainable
- Fixed the copper trapdoor having an outdated recipe
- Fixed not being able to place fire starters under certain blocks
- Fixed the base components of chestplates in the lay figure menus not having the right costs
- Changed existing advancements
- Added the "Wheat Gatherer" advancement: obtain wheat
- The "Mysophobic" advancement icon now uses the dirty carrot texture
release
Overly Realistic v3.9.2 for 26.1.X
v3.9.228 апр. 2026 г.34Minecraft: 26.1, 26.1.1, 26.1.2datapack
Что нового
### v3.9.2
- When bellows are broken, their item drop will now remember their state (either being "open" or "compressed")
- The PickupDelay data of the item has also now been modified to be 20 ticks
- The crop-planting husbandry experience-increase condition now requires less crops to be planted and gives more experience
- Forging chain meshes will now always drop atleast 2 meshes
- Fixed being able to immediately input a shape when forging heated wrought iron
- Fixed natural regeneration sometimes healing too many hearts at once
- Fixed bone glue being unobtainable
- Fixed the copper trapdoor having an outdated recipe
- Fixed not being able to place fire starters under certain blocks
- Fixed the base components of chestplates in the lay figure menus not having the right costs
- Changed existing advancements
- Added the "Wheat Gatherer" advancement: obtain wheat
- The "Mysophobic" advancement icon now uses the dirty carrot texture
release
Overly Realistic v3.9.1 for 26.1.X
v3.9.1-mod27 апр. 2026 г.163Minecraft: 26.1, 26.1.1, 26.1.2fabric, forge, neoforge, quilt
Что нового
### v3.9.1
- Changed the textures of the following items:
- Dirty potato
- Dirty carrot
- Dirty beetroot
- Changed how much durability certain adhesive items apply to tools
- Resin clumps' durability has been decreased, making it worse than the previous durability value for fish glue
- Fish glue's durability has been increased, making it better than the previous durability value for resin clumps
- Equidae will now always run away from players
- Increased how fast starvation damage is applied to the player, aswell as the amount of damage applied to the player
- Fixed not being able to boil waterlogged baskets
- Fixed compatibility issues with datapacks that add dynamic lighting
- Fixed the unlit torch not being able to be lit due to certain types of blocks incorrectly blocking the raycast's path
- Fixed parches still being able to spawn with the 'No Monsters' setting enabled
- Fixed being able to place multiple metal fragments into a singular crucible
- Fixed being able to cook whole fish to get cooked fish meat
- Fixed downed players dying after getting helped up
- Fixed coconuts being able to be worn
- Fixed content-filled crucibles sometimes dropping themselves as empty crucibles when being placed in incorrect locations
- Fixed crucibles dropping themselves in incorrect locations when being placed inside other blocks
- Fixed being able to get more fragments from poor quality ores than intended
- Fixed the gunpowder recipe from the mortar not working
- Fixed the "Iron Age" advancement not being able to be acquired if the player got poor quality iron
- Fixed baby equidae being able to flee from players
- Fixed sometimes not being able to feed certain equidae entities
- (Note: This patch will only apply to newly spawned entities!)
- Fixed the resource pack update message being incorrectly sent at times
- Changed existing advancements
- The "The Base of Life" advancement now informs the player that waterskins can place water into baskets
- The "The Great Invention" advancement now specifies that the raw copper must be high quality for gunpowder creation
- Tweaked the "Iron Age" advancement description to inform the player where they can get high quality iron
release
Overly Realistic v3.9.1 for 26.1.X
v3.9.127 апр. 2026 г.51Minecraft: 26.1, 26.1.1, 26.1.2datapack
Что нового
### v3.9.1
- Changed the textures of the following items:
- Dirty potato
- Dirty carrot
- Dirty beetroot
- Changed how much durability certain adhesive items apply to tools
- Resin clumps' durability has been decreased, making it worse than the previous durability value for fish glue
- Fish glue's durability has been increased, making it better than the previous durability value for resin clumps
- Equidae will now always run away from players
- Increased how fast starvation damage is applied to the player, aswell as the amount of damage applied to the player
- Fixed not being able to boil waterlogged baskets
- Fixed compatibility issues with datapacks that add dynamic lighting
- Fixed the unlit torch not being able to be lit due to certain types of blocks incorrectly blocking the raycast's path
- Fixed parches still being able to spawn with the 'No Monsters' setting enabled
- Fixed being able to place multiple metal fragments into a singular crucible
- Fixed being able to cook whole fish to get cooked fish meat
- Fixed downed players dying after getting helped up
- Fixed coconuts being able to be worn
- Fixed content-filled crucibles sometimes dropping themselves as empty crucibles when being placed in incorrect locations
- Fixed crucibles dropping themselves in incorrect locations when being placed inside other blocks
- Fixed being able to get more fragments from poor quality ores than intended
- Fixed the gunpowder recipe from the mortar not working
- Fixed the "Iron Age" advancement not being able to be acquired if the player got poor quality iron
- Fixed baby equidae being able to flee from players
- Fixed sometimes not being able to feed certain equidae entities
- (Note: This patch will only apply to newly spawned entities!)
- Fixed the resource pack update message being incorrectly sent at times
- Changed existing advancements
- The "The Base of Life" advancement now informs the player that waterskins can place water into baskets
- The "The Great Invention" advancement now specifies that the raw copper must be high quality for gunpowder creation
- Tweaked the "Iron Age" advancement description to inform the player where they can get high quality iron
release
Overly Realistic v3.9.0 for 26.1.X
v3.9.0-mod26 апр. 2026 г.126Minecraft: 26.1, 26.1.1, 26.1.2fabric, forge, neoforge, quilt
Что нового
### v3.9.0
- Added the 'Reduced Debug Info' setting
- This setting controls how much information is shown to players in their debug (F3) screen, aswell as debug features such as being able to view hitboxes and chunk borders
- This setting is enabled by default
- Added the 'Name Data Updates' setting
- This setting controls if the operations done to player data, in regards to player UUID & name, should happen
- This setting is enabled by default
- It is advised that this setting should be disabled if players are playing in a server that has online-mode set to false
- Added 'lay figure' blocks
- Lay figures look like wooden player figures, standing upon a cobblestone base. There is one lay figure for every acquireable wood type
- A lay figure block can be crafted with 1 stick, 3 planks of any type, and 3 cobblestone
- When placed, lay figures occupy a space of 2 blocks, vertically
- Interacting with a placed lay figure will open a menu that lets you choose what type of armor you want to create
- The menu also lets the user specify the material of the armor
- Each material & armor piece defined in the menu has its own menu, which lets the users apply additions, decorations, and other components to their armor, allowing them to customize their sets
- Many of these components have varying stats, which are shown on the buttons' tooltips
- Each component added to the armor has its own material cost that is required from the user
- Added the "Iron Plate" item
- This item can be acquired by forging it through a placed piece of heated wrought iron
- Players with higher blacksmithing levels have higher chances of receiving higher quantities of iron plates when forging such item
- Iron plates are used for creating armor through lay figures
- Added the "Copper Plate" item
- This item can be acquired through casting copper with clay molds
- Players with higher blacksmithing levels have higher chances of receiving higher quantities of copper plates
- Much like iron plates, copper plates are used for creating armor through lay figures
- Added a new clay mold type: "Plate"
- This clay mold type can be created by selecting 6 squares in a vertical shape
- It accepts molten copper, and can be used to make copper plates
- Added 2 new items: the "Grass Tuft" and the "Dry Grass Tuft"
- Grass tufts have a chance to drop from short/tall grass. Dry grass tufts have a chance to drop from short/tall dry grass
- The grass tuft and dry grass tuft items can be used as fuel for campfires
- Both these items can now be used to make preparation plates, these are alternative recipes for the same block, replacing the leaf litter requirement in the recipe
- When using tufts when crafting preperation plates, the model that the plate uses will be different, though, its functionality remains the same
- Added 2 new splash texts:
- "Now with less egg saplings!"
- "No fishermen in my sight!"
- Rehauled the tribal mask
- The old singular tribal mask has been removed, and is now replaced with various different tribal masks, whose textures are dependent on the wood type they were crafted with
- Players who made a tribal mask in a previous version will still be able to see their old tribal mask as it was before
- Tribal masks now display their luck attribute in their tooltip, they now also display a new attribute pertaining to Overly Realistic: Fear
- Increased fear means that animals are more likely to run away from smaller hunting groups
- Added new tips which are shown to players in chat under specific conditions
- A tip is now shown to the player when they first acquire a tool head of any kind. This tip informs them about the crude tool handle
- A tip is now shown to the player when they are low on nutrients. This tip reminds them to check the food-related advancements for information on what foods give what nutrients
- A tip is now shown to the player when their thirst stat is low. This tip informs them about the waterskin, it also tells them they can boil dirty water in baskets to get clean water
- Added a new setting: "Easier Drop Rates"
- This setting is disabled by default
- When enabled, certain drops, such as flint from gravel or bark from log-stripping, will have their drop chances and drop amounts increased
- Added a pain system
- When getting damaged by an animal or another player, the player will be in pain, as indicated by their status, which will now show "in pain"
- When in pain, players will not be able to break any blocks that aren't instantly destructible
- Pain is a temporary effect, its time depends on what caused the damage done to the player
- Being damaged directly by animals causes 10s of pain
- Being damaged directly by players causes 15s of pain
- Being damaged by arrows shot by players causes 60s of pain
- Added a new setting: "Player Pain"
- This setting controls the pain system, disabling it will disallow players from being in pain
- This setting is enabled by default
- Added a new setting: "Harsher Pain"
- When enabled, this setting makes it so when players are in pain, they are disallowed from placing, breaking, or interacting with blocks
- This setting is disabled by default
- Predator animals' targetting range is now determined by their genetics
- Larger predators have larger targetting ranges, smaller ones have smaller ranges
- Predator animals' targetting ranges have been increased
- The 'Nerfed Predator Animals' setting now decreases predator animals' targetting range
- The gravity system has been made slightly more robust
- If a block is connected adjacently to a non-collapseable block, and that block has air under them, the block will no longer collapse
- Waterskins can now place and take water from baskets
- It is now possible to contain clean water in waterskins
- Ground props such as twigs, rocks, and wild vegetables will now generate more commonly
- Arrows now stack to 50, instead of 20
- Various textures have been rehauled, all these textures have been made by Fever, following items' textures have been changed:
- Iron fragments
- Gold fragments
- Copper fragments
- Heated bloom
- Pine pitch glue
- Heated wrought iron
- Bone flute
- Waterskin
- Wood scraps
- Raw equine
- Equine steak
- Raw turtle
- Cooked turtle
- Raw feline
- Cooked feline
- Natural fibers
- Bone glue
- Compost
- Poor quality raw iron
- Poor quality raw copper
- Poor quality raw gold
- Seed potato
- Sulfur
- Bandage
- Fever is now mentioned as the lead artist of Overly Realistic in the credits menu
- Players can no longer place tools on preparation plates when interacting with them
- Forging items through the heated wrought iron now rewards the user with blacksmithing experience
- Logs now drop 1-3 bark when stripped, instead of 1-2
- All types of leaves can now drop vines
- The 'Nerfed Predator Animals' setting now properly operates on currently-loaded entities
- The initialization UI now shows the player a button to join the official discord server
- Removed deafness & blindness as acquireable physical traumas
- Removed unecessary files
- Removed all crafting table armor recipes
- This includes reinforced iron armor
- Optimized basket boiling operations
- Optimized basket fermentation operations
- Optimized predator animal spawning operations
- Fixed potential issue where certain settings would not work properly
- Fixed the "You Have Died!" texture having an incorrect sizing, an subsequently not being able to be loaded
- Fixed the flint flake and sharpened flint not being able to be knapped by some users
- Fixed hides sometimes not turning into doused hides when being stirred in a tannin solution-filled basket
- Fixed downed players dying when being helped up
- Fixed oak saplings being named "Egg" and having wrongful data
- Fixed a debug message being visible at times
- Fixed a bug where previously-fallen blocks would reappear if the gravity system tried to make a vine block fall
- Fixed players not being able to wake up from sleeping on the ground once it turns day time
- Fixed players not being able to sleep on the ground after they had already slept once
- Fixed baskets with dirty water not turning the water into clean water when being boiled
- Fixed heated iron hoes having the same model and name as heated iron axes
- Fixed heated wrought iron not updating position data when forged
- Fixed several issues arising from players dying while mounted on other entities
- Fixed the bow's item name having incorrect coloring
- Fixed the "Tips" setting appearing twice in the settings menu
- Fixed gravity having a different effect on player-placed blocks
- Fixed a debug message being able to be sent in chat after certain deaths
- Added new advancements and changed existing advancements
- Added the "Grassy Fields" advancement: acquire grass tufts or dry grass tufts
- Added the "Figuring It Out" advancement: craft a lay figure
- Added the "Armorer" advancement: interact with a lay figure
- Added the "The Spectacle of an Iron Plate" advancement: forge an iron plate through heated wrought iron
- Added the "The Spectacle of a Chain Mesh" advancement: forge a chain mesh through heated wrought iron
- Added the "The Creation Of The Plate" advancement: acquire a plate clay mold
- The "Tribesman" advancement now requires the player to craft any of the new tribal masks
- Removed the image from the "Tribesman" advancement
- Tweaked the description of the "The First Clothes" advancement
- Changed the icon of the "Tribesman" advancement
- Tweaked the description of the "Who Needs Bronze?!" advancement
- Removed the "A Proper Knight" advancement
- The tooltips of the advancements which are children of the "Molding Reality" advancement will now inform the player of what they can do with the item that the advancement references
- The tooltips of the advancements which are children of the "Iron Target" advancement will now inform the player of what they can do with the item that the advancement references
release
Overly Realistic v3.9.0 for 26.1.X
v3.9.026 апр. 2026 г.56Minecraft: 26.1, 26.1.1, 26.1.2datapack
Что нового
### v3.9.0
- Added the 'Reduced Debug Info' setting
- This setting controls how much information is shown to players in their debug (F3) screen, aswell as debug features such as being able to view hitboxes and chunk borders
- This setting is enabled by default
- Added the 'Name Data Updates' setting
- This setting controls if the operations done to player data, in regards to player UUID & name, should happen
- This setting is enabled by default
- It is advised that this setting should be disabled if players are playing in a server that has online-mode set to false
- Added 'lay figure' blocks
- Lay figures look like wooden player figures, standing upon a cobblestone base. There is one lay figure for every acquireable wood type
- A lay figure block can be crafted with 1 stick, 3 planks of any type, and 3 cobblestone
- When placed, lay figures occupy a space of 2 blocks, vertically
- Interacting with a placed lay figure will open a menu that lets you choose what type of armor you want to create
- The menu also lets the user specify the material of the armor
- Each material & armor piece defined in the menu has its own menu, which lets the users apply additions, decorations, and other components to their armor, allowing them to customize their sets
- Many of these components have varying stats, which are shown on the buttons' tooltips
- Each component added to the armor has its own material cost that is required from the user
- Added the "Iron Plate" item
- This item can be acquired by forging it through a placed piece of heated wrought iron
- Players with higher blacksmithing levels have higher chances of receiving higher quantities of iron plates when forging such item
- Iron plates are used for creating armor through lay figures
- Added the "Copper Plate" item
- This item can be acquired through casting copper with clay molds
- Players with higher blacksmithing levels have higher chances of receiving higher quantities of copper plates
- Much like iron plates, copper plates are used for creating armor through lay figures
- Added a new clay mold type: "Plate"
- This clay mold type can be created by selecting 6 squares in a vertical shape
- It accepts molten copper, and can be used to make copper plates
- Added 2 new items: the "Grass Tuft" and the "Dry Grass Tuft"
- Grass tufts have a chance to drop from short/tall grass. Dry grass tufts have a chance to drop from short/tall dry grass
- The grass tuft and dry grass tuft items can be used as fuel for campfires
- Both these items can now be used to make preparation plates, these are alternative recipes for the same block, replacing the leaf litter requirement in the recipe
- When using tufts when crafting preperation plates, the model that the plate uses will be different, though, its functionality remains the same
- Added 2 new splash texts:
- "Now with less egg saplings!"
- "No fishermen in my sight!"
- Rehauled the tribal mask
- The old singular tribal mask has been removed, and is now replaced with various different tribal masks, whose textures are dependent on the wood type they were crafted with
- Players who made a tribal mask in a previous version will still be able to see their old tribal mask as it was before
- Tribal masks now display their luck attribute in their tooltip, they now also display a new attribute pertaining to Overly Realistic: Fear
- Increased fear means that animals are more likely to run away from smaller hunting groups
- Added new tips which are shown to players in chat under specific conditions
- A tip is now shown to the player when they first acquire a tool head of any kind. This tip informs them about the crude tool handle
- A tip is now shown to the player when they are low on nutrients. This tip reminds them to check the food-related advancements for information on what foods give what nutrients
- A tip is now shown to the player when their thirst stat is low. This tip informs them about the waterskin, it also tells them they can boil dirty water in baskets to get clean water
- Added a new setting: "Easier Drop Rates"
- This setting is disabled by default
- When enabled, certain drops, such as flint from gravel or bark from log-stripping, will have their drop chances and drop amounts increased
- Added a pain system
- When getting damaged by an animal or another player, the player will be in pain, as indicated by their status, which will now show "in pain"
- When in pain, players will not be able to break any blocks that aren't instantly destructible
- Pain is a temporary effect, its time depends on what caused the damage done to the player
- Being damaged directly by animals causes 10s of pain
- Being damaged directly by players causes 15s of pain
- Being damaged by arrows shot by players causes 60s of pain
- Added a new setting: "Player Pain"
- This setting controls the pain system, disabling it will disallow players from being in pain
- This setting is enabled by default
- Added a new setting: "Harsher Pain"
- When enabled, this setting makes it so when players are in pain, they are disallowed from placing, breaking, or interacting with blocks
- This setting is disabled by default
- Predator animals' targetting range is now determined by their genetics
- Larger predators have larger targetting ranges, smaller ones have smaller ranges
- Predator animals' targetting ranges have been increased
- The 'Nerfed Predator Animals' setting now decreases predator animals' targetting range
- The gravity system has been made slightly more robust
- If a block is connected adjacently to a non-collapseable block, and that block has air under them, the block will no longer collapse
- Waterskins can now place and take water from baskets
- It is now possible to contain clean water in waterskins
- Ground props such as twigs, rocks, and wild vegetables will now generate more commonly
- Arrows now stack to 50, instead of 20
- Various textures have been rehauled, all these textures have been made by Fever, following items' textures have been changed:
- Iron fragments
- Gold fragments
- Copper fragments
- Heated bloom
- Pine pitch glue
- Heated wrought iron
- Bone flute
- Waterskin
- Wood scraps
- Raw equine
- Equine steak
- Raw turtle
- Cooked turtle
- Raw feline
- Cooked feline
- Natural fibers
- Bone glue
- Compost
- Poor quality raw iron
- Poor quality raw copper
- Poor quality raw gold
- Seed potato
- Sulfur
- Bandage
- Fever is now mentioned as the lead artist of Overly Realistic in the credits menu
- Players can no longer place tools on preparation plates when interacting with them
- Forging items through the heated wrought iron now rewards the user with blacksmithing experience
- Logs now drop 1-3 bark when stripped, instead of 1-2
- All types of leaves can now drop vines
- The 'Nerfed Predator Animals' setting now properly operates on currently-loaded entities
- The initialization UI now shows the player a button to join the official discord server
- Removed deafness & blindness as acquireable physical traumas
- Removed unecessary files
- Removed all crafting table armor recipes
- This includes reinforced iron armor
- Optimized basket boiling operations
- Optimized basket fermentation operations
- Optimized predator animal spawning operations
- Fixed potential issue where certain settings would not work properly
- Fixed the "You Have Died!" texture having an incorrect sizing, an subsequently not being able to be loaded
- Fixed the flint flake and sharpened flint not being able to be knapped by some users
- Fixed hides sometimes not turning into doused hides when being stirred in a tannin solution-filled basket
- Fixed downed players dying when being helped up
- Fixed oak saplings being named "Egg" and having wrongful data
- Fixed a debug message being visible at times
- Fixed a bug where previously-fallen blocks would reappear if the gravity system tried to make a vine block fall
- Fixed players not being able to wake up from sleeping on the ground once it turns day time
- Fixed players not being able to sleep on the ground after they had already slept once
- Fixed baskets with dirty water not turning the water into clean water when being boiled
- Fixed heated iron hoes having the same model and name as heated iron axes
- Fixed heated wrought iron not updating position data when forged
- Fixed several issues arising from players dying while mounted on other entities
- Fixed the bow's item name having incorrect coloring
- Fixed the "Tips" setting appearing twice in the settings menu
- Fixed gravity having a different effect on player-placed blocks
- Fixed a debug message being able to be sent in chat after certain deaths
- Added new advancements and changed existing advancements
- Added the "Grassy Fields" advancement: acquire grass tufts or dry grass tufts
- Added the "Figuring It Out" advancement: craft a lay figure
- Added the "Armorer" advancement: interact with a lay figure
- Added the "The Spectacle of an Iron Plate" advancement: forge an iron plate through heated wrought iron
- Added the "The Spectacle of a Chain Mesh" advancement: forge a chain mesh through heated wrought iron
- Added the "The Creation Of The Plate" advancement: acquire a plate clay mold
- The "Tribesman" advancement now requires the player to craft any of the new tribal masks
- Removed the image from the "Tribesman" advancement
- Tweaked the description of the "The First Clothes" advancement
- Changed the icon of the "Tribesman" advancement
- Tweaked the description of the "Who Needs Bronze?!" advancement
- Removed the "A Proper Knight" advancement
- The tooltips of the advancements which are children of the "Molding Reality" advancement will now inform the player of what they can do with the item that the advancement references
- The tooltips of the advancements which are children of the "Iron Target" advancement will now inform the player of what they can do with the item that the advancement references
release
Overly Realistic v3.8.5 for 26.1.X
v3.8.5-mod20 апр. 2026 г.290Minecraft: 26.1, 26.1.1, 26.1.2fabric, forge, neoforge, quilt
Что нового
### v3.8.5
- Fixed not being able to forge a placed heated wrought iron while lithium is installed
release
Overly Realistic v3.8.5 for 26.1.X
v3.8.520 апр. 2026 г.88Minecraft: 26.1, 26.1.1, 26.1.2datapack
Что нового
### v3.8.5
- Fixed not being able to forge a placed heated wrought iron while lithium is installed
release
Overly Realistic v3.8.4 for 1.21.11
v3.8.4-mod17 апр. 2026 г.219Minecraft: 26.1, 26.1.1, 26.1.2fabric, forge, neoforge, quilt
Что нового
### v3.8.4
- Updated Overly-Realistic to 26.1 - 26.1.2
- Removed some unecessary files
- Fixed a potential item stacking bug
- Fixed not being able to pause time with the 'advance_time' gamerule
release
Overly Realistic v3.8.4 for 1.21.11
v3.8.417 апр. 2026 г.63Minecraft: 26.1, 26.1.1, 26.1.2datapack
Что нового
### v3.8.4
- Updated Overly-Realistic to 26.1 - 26.1.2
- Removed some unecessary files
- Fixed a potential item stacking bug
- Fixed not being able to pause time with the 'advance_time' gamerule
release
Overly Realistic v3.8.3 for 1.21.11
v3.8.3-mod16 апр. 2026 г.1,9 тыс.Minecraft: 1.21.11fabric, forge, neoforge, quilt
Что нового
### v3.8.3
- Replaced the initialization message
- The initialization message is now displayed as a GUI
- The contents of the initialization UI have been tweaked; the section informing the player about the resource pack has been replaced with a warning that is only shown for players not using the resource pack
- When the initialization UI is first shown, the player will now also receive a black screen that quickly fades away
- Players who have gotten the initialization UI will now also receive a chat message to let them re-open the UI
- Added a "Global Init UI" setting
- This setting is disabled by default
- When enabled, all players will be able to see the initialization UI atleast once, when joining the game
- Added more splash texts
- Players will now gain the flint flake recipe in their recipe books when first loading in
- When sharpening a stick with a sharpened flint, the sharpened flint will now use its own model & animated texture
- Fixed the "Revolutionary Process" advancement having a missing texture
release
Overly Realistic v3.8.3 for 1.21.11
v3.8.316 апр. 2026 г.367Minecraft: 1.21.11datapack
Что нового
### v3.8.3
- Replaced the initialization message
- The initialization message is now displayed as a GUI
- The contents of the initialization UI have been tweaked; the section informing the player about the resource pack has been replaced with a warning that is only shown for players not using the resource pack
- When the initialization UI is first shown, the player will now also receive a black screen that quickly fades away
- Players who have gotten the initialization UI will now also receive a chat message to let them re-open the UI
- Added a "Global Init UI" setting
- This setting is disabled by default
- When enabled, all players will be able to see the initialization UI atleast once, when joining the game
- Added more splash texts
- Players will now gain the flint flake recipe in their recipe books when first loading in
- When sharpening a stick with a sharpened flint, the sharpened flint will now use its own model & animated texture
- Fixed the "Revolutionary Process" advancement having a missing texture
release
Overly Realistic v3.8.2 for 1.21.11
v3.8.2-mod14 апр. 2026 г.120Minecraft: 1.21.11fabric, forge, neoforge, quilt
Что нового
### v3.8.2
- Added a new "tips" system
- In certain occasions, players will now receive tips in chat about certain features or mechanics from Overly-Realistic
- The current tips shown are:
- A tip informing players they can dynamically sleep on the ground when its night time
- A tip informing downed players that they are currently downed and can receive help from other players (this was added in a previous update but now falls under this system)
- A tip shown after around 15 seconds of playtime, informing the player that they can go through the advancements tab to get a better grasp of Overly-Realistic's mechanics & progression
- A tip shown when players get ill, informing them about it
- Added a 'Tips' setting
- This setting controls if tips should be sent to players
- This setting is enabled by default
- Added new 'Hog Hide' items
- This includes all hide variants (gory hog hide, scraped hog hide, doused hog hide)
- Added a 'Cave-in Sounds' setting
- When enabled, crumbling blocks will play sounds
- This setting is disabled by default
- Added a 'Cave-in Particles' setting
- When enabled, crumbling blocks will display particles
- This setting is disabled by default
- Expanded upon how the player is meant to forge heated wrought iron into iron items
- When hammering the heated wrought iron with a forging hammer, a "target" shape will appear above the heated wrought iron
- Players must now hammer the target shown, and whenever they do, the target will change positions randomly within the block
- Blacksmithing levels 2 & 4 will now make it so players are able to hammer heated wrought iron blocks faster, as to aid the player with the effort of the new system
- The placed heated wrought iron's hitbox is now slightly shorter
- The placed heated wrought iron will no longer drop itself if its broken by a creative mode player
- Modified leather/iron/copper horse armors
- Such items now have durability and can get damaged
- These items now contain additional data
- Iron and copper horse armors have had their attributes improved/buffed
- Some, previously missing, items have been added to the creative menu, these are:
- Copper hammer head
- Copper knife head
- All gory hides
- All scraped/regular hides
- All doused hides
- The sharpened flint model is now displayed differently in first person while the player is rotating it
- It is now shown centered in the middle of the screen and is now held upright instead of on an incline
- Changed the conditions of getting cobblestone/cobbled deepslate from ores depending on mining levels
- Coal ores
- Level 0-1: 15% chance of getting a block instead of an ore
- Level 2: 6.5% chance of getting a block instead of an ore
- Copper ores
- Level 0: 30% chance of getting a block instead of an ore
- Level 1: 25% chance of getting a block instead of an ore
- Level 2: 16.5% chance of getting a block instead of an ore
- Level 3: 5% chance of getting a block instead of an ore
- Iron ores
- Level 0: 35% chance of getting a block instead of an ore
- Level 1: 25% chance of getting a block instead of an ore
- Level 2: 12.5% chance of getting a block instead of an ore
- Level 3: 8% chance of getting a block instead of an ore
- Gold ores
- Level 0: 40% chance of getting a block instead of an ore
- Level 1: 33% chance of getting a block instead of an ore
- Level 2: 25% chance of getting a block instead of an ore
- Level 3: 10% chance of getting a block instead of an ore
- Level 3: 2.5% chance of getting a block instead of an ore
- Diamond ores
- Level 0: 30% chance of getting a block instead of an ore
- Level 1: 25% chance of getting a block instead of an ore
- Level 2: 18% chance of getting a block instead of an ore
- Level 3: 8% chance of getting a block instead of an ore
- Gold ores now have a higher chance of dropping gold ore regardless of mining level if they were mined in hot biomes (such as badlands, deserts, savannas, etc)
- Exhausted animals will now display particles around them
- Animals' health have been decreased and their attack damage has been increased
- Changed how animals flee from players
- Animals will continue fleeing for a small amount of time after they encounter a player, even if they outrun the player initially
- Animals' player checks are now per-animal instead of global
- Increased the amount of fuel each type of item adds to campfires
- tier 0 fuel (sticks, leaf litters, vines, etc): was +8, now its +16
- tier 1 fuel (logs, planks, wool, etc): was +50, now its +75
- tier 2 fuel (coal, charcoal, etc): was +200, now its +380
- Lava buckets can no longer be used as fuel for campfires
- Changed the texture of the heated wrought iron forging HUD
- Changed some text sections' colors from the main Overly Realistic menus
- Copper and reinforced iron armor are now able to play the armor running sounds
- The tooltip shown above placed tool handles now displays what items are accepted by the handle for each step
- Tweaked the texture of the tribal mask item
- Tweaked the dough texture
- Multiple changes have been made to forging hammers and hammer heads
- Changed the textures of the hammer head and the forging hammer
- Forging hammers now use the textures of the items (cordage/adhesive/handle) they were made with
- Tuff is now broken quicker (than before) when harvesting it with pickaxes
- Removed some unused files
- Tweaked the heated wrought iron item texture
- Changed the texture of the sharpened bone
- Changed the item texture of the bone flute
- The item ID used for the potato has been changed
- Optimized animal fleeing checks
- Fixed the healthcare level 3, 4, and 5 wisdom skill advancements being malformatted
- Fixed an anvil recipe incompatibility issue
- Fixed stone and copper tools not having proper tool data
- Fixed a potential item usage issue
- Fixed potatoes not being able to be cooked into a baked potato
- (Note: This might not work for potatoes acquired in versions previous to this one)
- Fixed the gory ocelot hide and doused ocelot hide items not having proper textures
- Fixed deepslate diamond ores turning into deepslate redstone ores if gravity was applied to them
- Fixed sulfur not dropping from deepslate gold ores
- Fixed players still playing armor-related sounds when sprinting while on 0 stamina
- Fixed animals being able to glide through the air when fleeing
- Fixed fish being able to flee while not in water
- Fixed certain sounds not being directional, this includes:
- Players' breathe-in & breathe-out sounds
- The bone flute playing sound
- The heated wrought iron forging sounds
- The wooden drum playing sound
- Added new advancements and changed existing advancements
- Added a new easter egg advancement
- Added the "Iron Target" advancement -> Hammer the target shape shown above a heated wrought iron
- Added the "Beating Beats" advancement -> Craft a wooden drum
- Added the "Fuel It" advancement -> Fuel a campfire
- Added the "Persistence Hunting" advancement -> Damage an exhausted animal
- Added additional images to the following advancements' descriptions:
- "Helping Hand"
- "Monkey see, Monkey Do"
- "Flipping It"
- "Woody"
- "Booming Flour"
- "Such Purity"
- "Has Waterskin in the Game"
- "All Bark No Bite"
- "Tribesman"
- "Lit and Let Light"
- "Handling This"
- The advancements that were previously children of the "Forging Fanatic" advanancement are now children of the "Iron Target" advancement
- Changed the color scheme of the "The Start of a New Forge" advancement
- Changed the icons of all wisdom skill level advancements
- Tweaked the descriptions of the following advancements:
- "Good Night's Sleep"
- "The Pillar of History"
- length of the "Copper Age"
- "Preparations"
- "Can't Handle This"
- "Has Waterskin in the Game"
- "All Bark No Bite"
- "Tribesman"
- "Lit and Let Light"
- "Can't Handle This"
- "The Pillar of Death"
- "Handling This"
- "Work of Rock"
- Changed the width of various advancement tooltips
- The "Charred Results" and "Ancient Artisan" advancements are now children of the "Fuel It" advancement
release
Overly Realistic v3.8.2 for 1.21.11
v3.8.214 апр. 2026 г.44Minecraft: 1.21.11datapack
Что нового
### v3.8.2
- Added a new "tips" system
- In certain occasions, players will now receive tips in chat about certain features or mechanics from Overly-Realistic
- The current tips shown are:
- A tip informing players they can dynamically sleep on the ground when its night time
- A tip informing downed players that they are currently downed and can receive help from other players (this was added in a previous update but now falls under this system)
- A tip shown after around 15 seconds of playtime, informing the player that they can go through the advancements tab to get a better grasp of Overly-Realistic's mechanics & progression
- A tip shown when players get ill, informing them about it
- Added a 'Tips' setting
- This setting controls if tips should be sent to players
- This setting is enabled by default
- Added new 'Hog Hide' items
- This includes all hide variants (gory hog hide, scraped hog hide, doused hog hide)
- Added a 'Cave-in Sounds' setting
- When enabled, crumbling blocks will play sounds
- This setting is disabled by default
- Added a 'Cave-in Particles' setting
- When enabled, crumbling blocks will display particles
- This setting is disabled by default
- Expanded upon how the player is meant to forge heated wrought iron into iron items
- When hammering the heated wrought iron with a forging hammer, a "target" shape will appear above the heated wrought iron
- Players must now hammer the target shown, and whenever they do, the target will change positions randomly within the block
- Blacksmithing levels 2 & 4 will now make it so players are able to hammer heated wrought iron blocks faster, as to aid the player with the effort of the new system
- The placed heated wrought iron's hitbox is now slightly shorter
- The placed heated wrought iron will no longer drop itself if its broken by a creative mode player
- Modified leather/iron/copper horse armors
- Such items now have durability and can get damaged
- These items now contain additional data
- Iron and copper horse armors have had their attributes improved/buffed
- Some, previously missing, items have been added to the creative menu, these are:
- Copper hammer head
- Copper knife head
- All gory hides
- All scraped/regular hides
- All doused hides
- The sharpened flint model is now displayed differently in first person while the player is rotating it
- It is now shown centered in the middle of the screen and is now held upright instead of on an incline
- Changed the conditions of getting cobblestone/cobbled deepslate from ores depending on mining levels
- Coal ores
- Level 0-1: 15% chance of getting a block instead of an ore
- Level 2: 6.5% chance of getting a block instead of an ore
- Copper ores
- Level 0: 30% chance of getting a block instead of an ore
- Level 1: 25% chance of getting a block instead of an ore
- Level 2: 16.5% chance of getting a block instead of an ore
- Level 3: 5% chance of getting a block instead of an ore
- Iron ores
- Level 0: 35% chance of getting a block instead of an ore
- Level 1: 25% chance of getting a block instead of an ore
- Level 2: 12.5% chance of getting a block instead of an ore
- Level 3: 8% chance of getting a block instead of an ore
- Gold ores
- Level 0: 40% chance of getting a block instead of an ore
- Level 1: 33% chance of getting a block instead of an ore
- Level 2: 25% chance of getting a block instead of an ore
- Level 3: 10% chance of getting a block instead of an ore
- Level 3: 2.5% chance of getting a block instead of an ore
- Diamond ores
- Level 0: 30% chance of getting a block instead of an ore
- Level 1: 25% chance of getting a block instead of an ore
- Level 2: 18% chance of getting a block instead of an ore
- Level 3: 8% chance of getting a block instead of an ore
- Gold ores now have a higher chance of dropping gold ore regardless of mining level if they were mined in hot biomes (such as badlands, deserts, savannas, etc)
- Exhausted animals will now display particles around them
- Animals' health have been decreased and their attack damage has been increased
- Changed how animals flee from players
- Animals will continue fleeing for a small amount of time after they encounter a player, even if they outrun the player initially
- Animals' player checks are now per-animal instead of global
- Increased the amount of fuel each type of item adds to campfires
- tier 0 fuel (sticks, leaf litters, vines, etc): was +8, now its +16
- tier 1 fuel (logs, planks, wool, etc): was +50, now its +75
- tier 2 fuel (coal, charcoal, etc): was +200, now its +380
- Lava buckets can no longer be used as fuel for campfires
- Changed the texture of the heated wrought iron forging HUD
- Changed some text sections' colors from the main Overly Realistic menus
- Copper and reinforced iron armor are now able to play the armor running sounds
- The tooltip shown above placed tool handles now displays what items are accepted by the handle for each step
- Tweaked the texture of the tribal mask item
- Tweaked the dough texture
- Multiple changes have been made to forging hammers and hammer heads
- Changed the textures of the hammer head and the forging hammer
- Forging hammers now use the textures of the items (cordage/adhesive/handle) they were made with
- Tuff is now broken quicker (than before) when harvesting it with pickaxes
- Removed some unused files
- Tweaked the heated wrought iron item texture
- Changed the texture of the sharpened bone
- Changed the item texture of the bone flute
- The item ID used for the potato has been changed
- Optimized animal fleeing checks
- Fixed the healthcare level 3, 4, and 5 wisdom skill advancements being malformatted
- Fixed an anvil recipe incompatibility issue
- Fixed stone and copper tools not having proper tool data
- Fixed a potential item usage issue
- Fixed potatoes not being able to be cooked into a baked potato
- (Note: This might not work for potatoes acquired in versions previous to this one)
- Fixed the gory ocelot hide and doused ocelot hide items not having proper textures
- Fixed deepslate diamond ores turning into deepslate redstone ores if gravity was applied to them
- Fixed sulfur not dropping from deepslate gold ores
- Fixed players still playing armor-related sounds when sprinting while on 0 stamina
- Fixed animals being able to glide through the air when fleeing
- Fixed fish being able to flee while not in water
- Fixed certain sounds not being directional, this includes:
- Players' breathe-in & breathe-out sounds
- The bone flute playing sound
- The heated wrought iron forging sounds
- The wooden drum playing sound
- Added new advancements and changed existing advancements
- Added a new easter egg advancement
- Added the "Iron Target" advancement -> Hammer the target shape shown above a heated wrought iron
- Added the "Beating Beats" advancement -> Craft a wooden drum
- Added the "Fuel It" advancement -> Fuel a campfire
- Added the "Persistence Hunting" advancement -> Damage an exhausted animal
- Added additional images to the following advancements' descriptions:
- "Helping Hand"
- "Monkey see, Monkey Do"
- "Flipping It"
- "Woody"
- "Booming Flour"
- "Such Purity"
- "Has Waterskin in the Game"
- "All Bark No Bite"
- "Tribesman"
- "Lit and Let Light"
- "Handling This"
- The advancements that were previously children of the "Forging Fanatic" advanancement are now children of the "Iron Target" advancement
- Changed the color scheme of the "The Start of a New Forge" advancement
- Changed the icons of all wisdom skill level advancements
- Tweaked the descriptions of the following advancements:
- "Good Night's Sleep"
- "The Pillar of History"
- length of the "Copper Age"
- "Preparations"
- "Can't Handle This"
- "Has Waterskin in the Game"
- "All Bark No Bite"
- "Tribesman"
- "Lit and Let Light"
- "Can't Handle This"
- "The Pillar of Death"
- "Handling This"
- "Work of Rock"
- Changed the width of various advancement tooltips
- The "Charred Results" and "Ancient Artisan" advancements are now children of the "Fuel It" advancement
release
Overly Realistic v3.8.1 for 1.21.11
v3.8.1-mod7 апр. 2026 г.186Minecraft: 1.21.11fabric, forge, neoforge, quilt
Что нового
### v3.8.1
- Added an extra random sound that is heard randomly by low sanity players
- Changed the drum sound
- Expanded on how the wooden drum can be used
- Using items like bones or sticks, or crouching, or using a mix of both of those things, when playing the wooden drum, will now affect the pitch of the drum sound
- Expanded on how the bone flute can be used
- Crouching while using the flute will now change its pitch
- Changed how the player's arms are rotated while using the bone flute
- Changed the bone flute model
- Bone flutes now use a different model while its in a player's hands (differing from being in the GUI or an item on the ground/on a item frame)
- Bone flutes now appear differently when the player is using them
- Changed the player's breathing sound
- This applies to the sounds heard when the player is running low on stamina
- Changed the bellow's pump-in and pump-out sound
- Changed the sound made when players hammer heated wrought iron
- Changed the sound used for when a player who previously was underwater, exits the water
- The player will now play a gasp sound
- If a player exits water while they're low on oxygen, a deep gasp sound is now played
- The following sounds now have proper subtitle support:
- Players' breathe-in & breathe-out sounds
- Players' gasp sounds
- The heated wrought iron's hammering sound
- The bellow's pump-in & pump-out sounds
- Future resourcepack-out-of-date messages will now include a link to the modrinth download page for the resourcepack
- Optimized the gravity & cave-in systems' block-support checks
- Fixed being able to dupe infinite heated blooms
- Fixed various item data issues due to a wrongful data update
- (NOTE: This might not affected various types of items if they were created in a previous version!)
- This has caused certain items to turn edible, be able to naturally lose durability, be able to become unusable, etc
- Fixed gory hides not dropping themselves if placed inside the same block as another gory (or scraped) hide
- Fixed knifes not having a proper texture if they were made with resin clumps
release
Overly Realistic v3.8.1 for 1.21.11
v3.8.17 апр. 2026 г.72Minecraft: 1.21.11datapack
Что нового
### v3.8.1
- Added an extra random sound that is heard randomly by low sanity players
- Changed the drum sound
- Expanded on how the wooden drum can be used
- Using items like bones or sticks, or crouching, or using a mix of both of those things, when playing the wooden drum, will now affect the pitch of the drum sound
- Expanded on how the bone flute can be used
- Crouching while using the flute will now change its pitch
- Changed how the player's arms are rotated while using the bone flute
- Changed the bone flute model
- Bone flutes now use a different model while its in a player's hands (differing from being in the GUI or an item on the ground/on a item frame)
- Bone flutes now appear differently when the player is using them
- Changed the player's breathing sound
- This applies to the sounds heard when the player is running low on stamina
- Changed the bellow's pump-in and pump-out sound
- Changed the sound made when players hammer heated wrought iron
- Changed the sound used for when a player who previously was underwater, exits the water
- The player will now play a gasp sound
- If a player exits water while they're low on oxygen, a deep gasp sound is now played
- The following sounds now have proper subtitle support:
- Players' breathe-in & breathe-out sounds
- Players' gasp sounds
- The heated wrought iron's hammering sound
- The bellow's pump-in & pump-out sounds
- Future resourcepack-out-of-date messages will now include a link to the modrinth download page for the resourcepack
- Optimized the gravity & cave-in systems' block-support checks
- Fixed being able to dupe infinite heated blooms
- Fixed various item data issues due to a wrongful data update
- (NOTE: This might not affected various types of items if they were created in a previous version!)
- This has caused certain items to turn edible, be able to naturally lose durability, be able to become unusable, etc
- Fixed gory hides not dropping themselves if placed inside the same block as another gory (or scraped) hide
- Fixed knifes not having a proper texture if they were made with resin clumps
release
Overly Realistic v3.8.0 for 1.21.11
v3.8.0-mod5 апр. 2026 г.137Minecraft: 1.21.11fabric, forge, neoforge, quilt
Что нового
### v3.8.0
- Added a loneliness system
- Players now have a new stat: loneliness
- The more time players spend away from other players, the loneliner they will get
- If players spends 30 or more minutes astray from others, they will get the "Lonely" status
- When under the "Lonely" status, players will start losing sanity quicker
- If a player is near another player, their loneliness will decrease twice as fast as it would increase if such player was alone
- Overhauled how players' sanity values are changed
- Sanity checks are now weighted, so some events can have stronger effects on players' sanity values than others
- Sanity is now able to change more often, and may do so with more potent values
- For example, having more negative experiences than positive ones will now override any increase in sanity for the moment, and this decrease in sanity may be more potent (ie. losing -2 sanity at a time) - the opposite may also happen (having more positive experiences)
- The new sanity changes allow players' sanity to be more fluid and dynamic, instead of stagnating in a specific value or range and becoming unimportant
- Due to the new sanity change potencies, the time taken to change players' sanity values has been slowed down as to balance it
- Added the dullness system (sanity related)
- Players with low sanity (30 or less) will now receive the "Dull" status
- Dull players will accumulate wisdom skill experience twice as slowly
- Added a new 'Loneliness' setting
- This setting is enabled by default
- As the name implies, this setting controls the loneliness system; disabling it will disable the loneliness system
- Overhauled the composter block
- Composters are now crafted with 6 copper ingots and 3 wooden slabs of any type
- The composter model has been changed, it now appears as various boards held up by copper columns
- The items that composters accept as compost have been changed, the accepted items are now:
- Any spoiled food
- Various foliage types (flowers, moss, vines, saplings, cacti, etc)
- All seeds
- Fish scraps
- Wheat & hay bales
- Natural fibers
- All bark items
- Wheat flour
- Wood scraps
- When placing items into the composter, the compost layer will now be animated and will smoothly increase in size
- The composter now works in a max-items-required system instead of a chance system
- For a full composter, a total of 58 items must be composted
- When the composter is full, players can crouch and interact with the block to empty the composter and get the compost
- If the player does so while not holding a shovel, their hygiene will decrease
- The amount of compost the player gets depends on the player's husbandry skill level
- 1 compost will always drop regardless of level
- There is a 50% chance a 2nd compost item drops if the player who emptied the composter has a husbandry skill level of 2+
- There is a 30% chance a 3rd compost item drops if the player who emptied the composter has a husbandry skill level of 4+
- (Note: The Overly-Realistic composter is different from the vanilla composter, and as such, the vanilla composters in the creative menu and the ones placed in worlds prior to this update have been left untouched!)
- Added the "Compost" item
- Compost is a fertilizer and can be used similarly to other fertilizers, by holding down your use keybind while looking at crops/farmland
- Compost has a 68% chance of growing crops, however, it is able to grow crops in a 3x3 block area
- The crop it was placed on has a 100% chance of growing, and all blocks nearby have a 50% chance of growing
- The compost fertilizer has a growth waiting time of ~6-15 minutes
- Added the "Drop Ladder" block
- Drop ladders can be placed on the sides of blocks; once placed, drop ladders will create a column of ladders going downwards
- Drop ladders only need the top ladder to be on a supported block, meaning, all the ladders beneath it can be on unsupported blocks, such as air
- Drop ladders can be crafted with 1 log and 1 ladder
- When placing down a drop ladder, the block will consume an X amount of ladders from the player's inventory, X being how many ladders the drop ladder places downwards
- Drop ladders have a maximum of 10 blocks they are able to place
- Players' stamina will be decreased when placing down a drop-ladder
- Added a "Vanilla Bone Meal" item to the creative menu
- This item has the same functionality as the vanilla version of the bone meal
- Added some items to the creative menu that were previously missing
- Added all copper tool heads to the creative menu
- Added the iron forging hammer to the creative menu
- Added new combat wisdom skill buffs
- Level 1+ combat will now disallow players from losing sanity when receiving direct damage
- Level 2+ combat will now disallow players from losing sanity when watching a player die
- Level 3+ combat will now disallow players from losing sanity when killing another player directly
- Added variated models and textures to the short grass
- Added new low sanity events
- Players on low sanity may now have their hotbar items randomly swap places with their other hotbar slots
- Added a translucent red fade in/out animation that is applied to players' screens when they get damaged
- Added some additional data to the following items:
- Fish scraps
- Natural fibers
- All log bark items
- All seeds
- Wheat flour
- Wood scraps
- Fertilizers
- More items can now be used as fuel on campfires, this applies to:
- Wood scraps
- Wood buckets
- All log bark items
- Natural fibers
- Only one type of fertilizer can now be successfully applied to a block at once
- Spectator mode players can no longer have their sanity values edited by the game naturally (similarly to creative mode players)
- Replaced the "ZZZ" text in the sleep UI with a texture
- The "[Required]" & "[Optional]" pieces of text in the tool handle displays are now colored gray instead of black
- Animal corpses no longer drop animal skulls
- (Note: animal skulls, as drops, will be re-added in a future update)
- If a downed player receives suffocation damage, the player will now be snapped to the middle of the block
- The spoilage system now uses more rigid checks
- Blocks added by Overly-Realistic now have extra data attached to them
- Thundering weather now reduces players' temperature further
- The entity/block interaction range genetic values have been tweaked as to increase lower-range genetical values
- Low sanity events now use per-player timings instead of global ones
- Low sanity events no longer happen to creative or spectator mode players
- Changed the fish glue texture
- Changed various grass blade variation textures
- Changed the redstone gem texture
- Changed the wheat flour texture
- Tweaked all reinforced iron armor item textures
- Tweaked the dough texture
- Tweaked the pine pitch glue texture
- Tweaked the textures of the cooked and raw fish (the 2 individual meats)
- Tweaked the textures of the cooked and raw turtles
- Tweaked the raw canine and canine steak textures
- Tweaked the fish scraps texture
- Tweaked the bone glue texture
- Tweaked the heated wrought iron UI textures
- Optimized fishing rod operations
- Optimized crop growth additions
- Optimized breaking operations for blocks added by Overly-Realistic
- Note that this might cause some oddities with blocks placed prior to this update
- Optimized low sanity events
- Optimized campfire fuel increases
- Optimized crop additions
- Fixed the attack damage changes done due to low stamina being incorrect
- Fixed the "Path to Gloom" advancement not being displayed
- Fixed using fertilizers creating unnecessary entities in the world
- Fixed certain food items not being able to spoil
- Fixed lit furnaces & lit blast furnaces sometimes not heating up nearby players
- Fixed the grass blade models being able to Z-fight with blocks that use the "cross" model (and its variants), such as short grass
- Fixed some damage checks not working
- Fixed certain stone knifes not having the usage animation
- Fixed sanity not having a minimum cap
- Fixed basket additional bases being misaligned to the basket model
- Added advancements and changed existing advancements
- Added the "Drop Down" advancement -> Craft drop ladders
- Added the "Power of Friendship" advancement -> Stay near another player
- Added the "Lethargic Days" advancement -> Feel dull
- Added the "Composting" advancement -> Craft a composter
- Added the "Organic Work" advancement -> Put organic materials into a composter
- Added the "Decomposting" advancement -> Empty a full composter
- Added the "Dirty Fertilizer" advancement -> Use compost to fertilize farmland
- Changed the "Overly Realistic" root advancement's description
- Changed the "Brain Development" advancement's description
- Changed the "Evolutionary Encoding" advancement's description
- Changed the "Helping Hand" advancement's description
- Changed the "Blood, Sweat, and Tears" advancement's description
- Changed the "Sickening" advancement's description
- Changed the "Sticks and Stones" advancement's description
- Changed the "Crushing it" advancement's description
- Changed the displayed icon of the "Brain Development" advancement
- Texture made by Achim2393
- Changed the displayed icon of the "Evolutionary Encoding" advancement
- Texture made by Achim2393
- Changed the displayed icon of the "Good Night's Sleep" advancement
- Changed the displayed icon of the "Helping Hand" advancement
- Changed the displayed icon of the "Blood, Sweat, and Tears" advancement
- Changed the displayed icon of the "Sickening" advancement
- Changed the displayed icon of the "Eatery" advancement
- Changed the displayed icon of the "Sticks and Stones" advancement
- Changed the displayed icon of the "Path to Happiness" advancement
- Changed the displayed icon of the "Path to Gloom" advancement
- Removed the "Back to the Present" advancement
release
Overly Realistic v3.8.0 for 1.21.11
v3.8.05 апр. 2026 г.53Minecraft: 1.21.11datapack
Что нового
### v3.8.0
- Added a loneliness system
- Players now have a new stat: loneliness
- The more time players spend away from other players, the loneliner they will get
- If players spends 30 or more minutes astray from others, they will get the "Lonely" status
- When under the "Lonely" status, players will start losing sanity quicker
- If a player is near another player, their loneliness will decrease twice as fast as it would increase if such player was alone
- Overhauled how players' sanity values are changed
- Sanity checks are now weighted, so some events can have stronger effects on players' sanity values than others
- Sanity is now able to change more often, and may do so with more potent values
- For example, having more negative experiences than positive ones will now override any increase in sanity for the moment, and this decrease in sanity may be more potent (ie. losing -2 sanity at a time) - the opposite may also happen (having more positive experiences)
- The new sanity changes allow players' sanity to be more fluid and dynamic, instead of stagnating in a specific value or range and becoming unimportant
- Due to the new sanity change potencies, the time taken to change players' sanity values has been slowed down as to balance it
- Added the dullness system (sanity related)
- Players with low sanity (30 or less) will now receive the "Dull" status
- Dull players will accumulate wisdom skill experience twice as slowly
- Added a new 'Loneliness' setting
- This setting is enabled by default
- As the name implies, this setting controls the loneliness system; disabling it will disable the loneliness system
- Overhauled the composter block
- Composters are now crafted with 6 copper ingots and 3 wooden slabs of any type
- The composter model has been changed, it now appears as various boards held up by copper columns
- The items that composters accept as compost have been changed, the accepted items are now:
- Any spoiled food
- Various foliage types (flowers, moss, vines, saplings, cacti, etc)
- All seeds
- Fish scraps
- Wheat & hay bales
- Natural fibers
- All bark items
- Wheat flour
- Wood scraps
- When placing items into the composter, the compost layer will now be animated and will smoothly increase in size
- The composter now works in a max-items-required system instead of a chance system
- For a full composter, a total of 58 items must be composted
- When the composter is full, players can crouch and interact with the block to empty the composter and get the compost
- If the player does so while not holding a shovel, their hygiene will decrease
- The amount of compost the player gets depends on the player's husbandry skill level
- 1 compost will always drop regardless of level
- There is a 50% chance a 2nd compost item drops if the player who emptied the composter has a husbandry skill level of 2+
- There is a 30% chance a 3rd compost item drops if the player who emptied the composter has a husbandry skill level of 4+
- (Note: The Overly-Realistic composter is different from the vanilla composter, and as such, the vanilla composters in the creative menu and the ones placed in worlds prior to this update have been left untouched!)
- Added the "Compost" item
- Compost is a fertilizer and can be used similarly to other fertilizers, by holding down your use keybind while looking at crops/farmland
- Compost has a 68% chance of growing crops, however, it is able to grow crops in a 3x3 block area
- The crop it was placed on has a 100% chance of growing, and all blocks nearby have a 50% chance of growing
- The compost fertilizer has a growth waiting time of ~6-15 minutes
- Added the "Drop Ladder" block
- Drop ladders can be placed on the sides of blocks; once placed, drop ladders will create a column of ladders going downwards
- Drop ladders only need the top ladder to be on a supported block, meaning, all the ladders beneath it can be on unsupported blocks, such as air
- Drop ladders can be crafted with 1 log and 1 ladder
- When placing down a drop ladder, the block will consume an X amount of ladders from the player's inventory, X being how many ladders the drop ladder places downwards
- Drop ladders have a maximum of 10 blocks they are able to place
- Players' stamina will be decreased when placing down a drop-ladder
- Added a "Vanilla Bone Meal" item to the creative menu
- This item has the same functionality as the vanilla version of the bone meal
- Added some items to the creative menu that were previously missing
- Added all copper tool heads to the creative menu
- Added the iron forging hammer to the creative menu
- Added new combat wisdom skill buffs
- Level 1+ combat will now disallow players from losing sanity when receiving direct damage
- Level 2+ combat will now disallow players from losing sanity when watching a player die
- Level 3+ combat will now disallow players from losing sanity when killing another player directly
- Added variated models and textures to the short grass
- Added new low sanity events
- Players on low sanity may now have their hotbar items randomly swap places with their other hotbar slots
- Added a translucent red fade in/out animation that is applied to players' screens when they get damaged
- Added some additional data to the following items:
- Fish scraps
- Natural fibers
- All log bark items
- All seeds
- Wheat flour
- Wood scraps
- Fertilizers
- More items can now be used as fuel on campfires, this applies to:
- Wood scraps
- Wood buckets
- All log bark items
- Natural fibers
- Only one type of fertilizer can now be successfully applied to a block at once
- Spectator mode players can no longer have their sanity values edited by the game naturally (similarly to creative mode players)
- Replaced the "ZZZ" text in the sleep UI with a texture
- The "[Required]" & "[Optional]" pieces of text in the tool handle displays are now colored gray instead of black
- Animal corpses no longer drop animal skulls
- (Note: animal skulls, as drops, will be re-added in a future update)
- If a downed player receives suffocation damage, the player will now be snapped to the middle of the block
- The spoilage system now uses more rigid checks
- Blocks added by Overly-Realistic now have extra data attached to them
- Thundering weather now reduces players' temperature further
- The entity/block interaction range genetic values have been tweaked as to increase lower-range genetical values
- Low sanity events now use per-player timings instead of global ones
- Low sanity events no longer happen to creative or spectator mode players
- Changed the fish glue texture
- Changed various grass blade variation textures
- Changed the redstone gem texture
- Changed the wheat flour texture
- Tweaked all reinforced iron armor item textures
- Tweaked the dough texture
- Tweaked the pine pitch glue texture
- Tweaked the textures of the cooked and raw fish (the 2 individual meats)
- Tweaked the textures of the cooked and raw turtles
- Tweaked the raw canine and canine steak textures
- Tweaked the fish scraps texture
- Tweaked the bone glue texture
- Tweaked the heated wrought iron UI textures
- Optimized fishing rod operations
- Optimized crop growth additions
- Optimized breaking operations for blocks added by Overly-Realistic
- Note that this might cause some oddities with blocks placed prior to this update
- Optimized low sanity events
- Optimized campfire fuel increases
- Optimized crop additions
- Fixed the attack damage changes done due to low stamina being incorrect
- Fixed the "Path to Gloom" advancement not being displayed
- Fixed using fertilizers creating unnecessary entities in the world
- Fixed certain food items not being able to spoil
- Fixed lit furnaces & lit blast furnaces sometimes not heating up nearby players
- Fixed the grass blade models being able to Z-fight with blocks that use the "cross" model (and its variants), such as short grass
- Fixed some damage checks not working
- Fixed certain stone knifes not having the usage animation
- Fixed sanity not having a minimum cap
- Fixed basket additional bases being misaligned to the basket model
- Added advancements and changed existing advancements
- Added the "Drop Down" advancement -> Craft drop ladders
- Added the "Power of Friendship" advancement -> Stay near another player
- Added the "Lethargic Days" advancement -> Feel dull
- Added the "Composting" advancement -> Craft a composter
- Added the "Organic Work" advancement -> Put organic materials into a composter
- Added the "Decomposting" advancement -> Empty a full composter
- Added the "Dirty Fertilizer" advancement -> Use compost to fertilize farmland
- Changed the "Overly Realistic" root advancement's description
- Changed the "Brain Development" advancement's description
- Changed the "Evolutionary Encoding" advancement's description
- Changed the "Helping Hand" advancement's description
- Changed the "Blood, Sweat, and Tears" advancement's description
- Changed the "Sickening" advancement's description
- Changed the "Sticks and Stones" advancement's description
- Changed the "Crushing it" advancement's description
- Changed the displayed icon of the "Brain Development" advancement
- Texture made by Achim2393
- Changed the displayed icon of the "Evolutionary Encoding" advancement
- Texture made by Achim2393
- Changed the displayed icon of the "Good Night's Sleep" advancement
- Changed the displayed icon of the "Helping Hand" advancement
- Changed the displayed icon of the "Blood, Sweat, and Tears" advancement
- Changed the displayed icon of the "Sickening" advancement
- Changed the displayed icon of the "Eatery" advancement
- Changed the displayed icon of the "Sticks and Stones" advancement
- Changed the displayed icon of the "Path to Happiness" advancement
- Changed the displayed icon of the "Path to Gloom" advancement
- Removed the "Back to the Present" advancement
release
Overly Realistic v3.7.1 for 1.21.11
v3.7.1-mod30 мар. 2026 г.199Minecraft: 1.21.11fabric, forge, neoforge, quilt
Что нового
### v3.7.1
- Wolves, cats, and ocelots will no longer be able to be tamed if they are predator animals
- The player is still able to feed them bones/fish, however, they will not be tamed
- Fixed iron & copper knifes being stackable
- Fixed name tag names not rendering on certain tamed animals such as wolves, cats, and ocelots
- Fixed certain tamed animals such as wolves, cats, and ocelots being able to flee when tamed
- Fixed blocks not being able to be placed on top of chipped and damaged anvils
- Fixed being able to lose raw iron/raw gold from crafting raw iron/raw gold blocks into their raw ore counterparts
- Fixed raw copper items losing data when trying to craft raw copper from raw copper blocks
- Fixed reinforced iron armor having wrongful attribute modifiers
- Fixed players receiving poison when eating dirty potatoes/carrots
- Note that this may not apply to vegetables that have already existed in the world prior to this update!
- Fixed beetroots not being able to be dirty
- Fixed dirty vegetables not having proper data
- Note that this may not apply to vegetables that have already existed in the world prior to this update!
release
Overly Realistic v3.7.1 for 1.21.11
v3.7.130 мар. 2026 г.54Minecraft: 1.21.11datapack
Что нового
### v3.7.1
- Wolves, cats, and ocelots will no longer be able to be tamed if they are predator animals
- The player is still able to feed them bones/fish, however, they will not be tamed
- Fixed iron & copper knifes being stackable
- Fixed name tag names not rendering on certain tamed animals such as wolves, cats, and ocelots
- Fixed certain tamed animals such as wolves, cats, and ocelots being able to flee when tamed
- Fixed blocks not being able to be placed on top of chipped and damaged anvils
- Fixed being able to lose raw iron/raw gold from crafting raw iron/raw gold blocks into their raw ore counterparts
- Fixed raw copper items losing data when trying to craft raw copper from raw copper blocks
- Fixed reinforced iron armor having wrongful attribute modifiers
- Fixed players receiving poison when eating dirty potatoes/carrots
- Note that this may not apply to vegetables that have already existed in the world prior to this update!
- Fixed beetroots not being able to be dirty
- Fixed dirty vegetables not having proper data
- Note that this may not apply to vegetables that have already existed in the world prior to this update!
release
Overly Realistic v3.7.0 for 1.21.11
v3.7.0-mod28 мар. 2026 г.119Minecraft: 1.21.11fabric, forge, neoforge, quilt
Что нового
### v3.7.0
- Added a new dynamic sleeping system
- If it is currently night time and the player is sneaking while looking directly downwards, they will begin getting tired
- The screen will start flashing black as if the player was closing and re-opening their eyelids
- After ~8 seconds, the player will fall asleep on the floor
- If a player is sleeping on a floor that isn't made of wool, after a while, they will receive slowness and mining fatigue for 1 minute
- Falling asleep on the floor will allow the game to display its own sleep UI to the player
- Taking any damage while asleep on the ground will cause the player to wake up
- Dynamic sleep (sleeping on the ground) works just like it does on a bed, where time speeds up until the morning (and in case you are playing in a server, all players must be sleeping, either on the ground or on beds)
- Players can now create charcoal through lit campfires lacking oxygen
- Placing logs into a lit campfire and placing blocks on the sides and top of such campfire will make it so, after a while, the campfire will turn into a "large charcoal clump"
- Large charcoal clumps look like large slab-like pieces of charcoal, they are created by lit campfires that burn logs and are devoid of oxygen. When broken, they drop charcoal
- The amount of charcoal dropped by large charcoal clumps depends on how many logs the campfire held and how much fuel the campfire had
- Added a "Vanilla Wooden Axe" item to the creative inventory
- Vanilla wooden axes work the same as the vanilla wooden axe item
- This item was added due to Overly-Realistic modifying the functionality of the axes, making them incompatible with mods like World Edit. This item allows you to have all the World Edit wooden axe functionality
- Added the "Stone Ground Prop" and "Stick Ground Prop" blocks to the creative inventory
- When placed down, these blocks will create stone and stick ground props
- Added player corpses
- Player corpses are created when players die, they are displayed as player bodies on the ground. They also contain the dead player's inventory
- If the player died with items on their body and arms, those will also be displayed on the corpse
- Player corpses can despawn, and will do so after 10 minutes (whilst being in loaded chunks. This is also double the amount of time that dropped items take to despawn!)
- When player corpses despawn, they will drop bones and rotten flesh
- Interacting with a player corpse will make it so the corpse's inventory will be dropped
- Players can hit the corpse to damage it. After a while of damaging the corpse, it will be removed
- If a player damages a corpse using a tool made of stone/copper/iron, the corpse will bleed and has a chance to drop bones & human meat
- If a corpse is removed due to damage whilst the player is using any of the tool types mentioned above, the corpse's head will be dropped as an item
- If a player interacts with a corpse while being both close to the corpse and crouching, they will be able to drag the corpse to their position
- Players will no longer drop human meat and their own heads upon dying
- This can be re-enabled if the "Player Corpses" setting is disabled
- Added a death screen that is shown to players in singleplayer
- This death screen is not shown to players if they are in a multiplayer server or if either the 'Respawn Countdown' or the 'Normal Respawning' settings are enabled
- Note that multiplayer servers that have never had 2 or more players online at once are treated as singleplayer worlds
- The death screen informs players they have died and will prompt them with 2 buttons
- One of the buttons lets the player respawn in a randomized location in the world, it will also reset the time/weather, the other will set them as a ghost
- Pressing the escape key will hide the screen and set the player as a ghost
- Added a death screen that is shown to players in multiplayer
- This death screen is not shown to players if they are in a singleplayer world or if either the 'Respawn Countdown' or the 'Normal Respawning' settings are enabled
- Note that multiplayer servers that have never had 2 or more players online at once are treated as singleplayer worlds
- The death screen informs players they have died and will prompt them with 1 button, labeled "Become Ghost"
- The tooltip of this button informs the player that they can be revived by having a player use a diamond ring on another player
- Changed various aspects of the downing mechanic
- Downed players will now appear sitting, instead of laying down
- Downed players will no longer be snapped into place, they are now held down in their position properly
- The death timer display has been changed, it no longer displays ticks, instead, it will now display the countdown as minutes and seconds
- The old death timer has been split into 2: the help timer and death timer
- The death timer counts down from 2 minutes whenever the player is downed and there is nobody helping the player; it is independent from the help timer
- The help timer counts down from 1 minute whenever the player is downed and someone is helping them; it is independent from the death timer
- The death timer will not count down if the player is currently getting helped, just as the help timer is not operated if the player isn't getting any help
- If the death timer hits 0, the player will die. If the help timer hits 0, the player will be revived
- Players will now hear a special sound when dying after being downed
- Added new function tags
- '#overly_realistic:general_loops/main_401t'
- Added the "Player Corpses" setting
- When enabled, corpses will be created whenever a player dies
- This setting is enabled by default
- Removed the '[Reset Wisdom Levels]' and '[Reset All Players' Wisdom]' buttons from the settings menu
- The settings menu is now organized with 3 vertical rows of settings instead of 2
- Players now receive a tip in chat when being downed for the first time
- Reduced the delay for getting slowed down by snow layers when walking on them without leather boots
- The root advancements' names/titles have been moved down slightly, as to fit within their tooltips
- If a player looks upwards while they are exposed to rain, they will now have their thirst slowly fill up
- The game's sleeping mechanic no longer counts spectator mode players as able-to-sleep-players
- Effects that stem from the sleeping mechanics are now removed when players wake up in the morning
- Puddles can no longer dry out while it is raining
- Changed the stone ground prop model and size
- (Note that stone ground props generated prior to this update may look a little weird)
- Saplings now have extra data attached to them
- All food items now have extra data attached to them
- Animal corpses now have a chance of dropping 1-3 rotten flesh when despawning
- Campfire smoke particles will now only be sent to players within a 256 block distance, instead of all players in a server, independent of distance
- A '[BETA]' label is now displayed after the version in the changelogs menu
- This is done to denote that Overly-Realistic is still considered to be in beta currently!
- Optimized the sleeping mechanic loop
- Optimized the "Restorable Deaths" setting
- Optimized player deaths
- Optimized items dropping from player deaths
- Optimized downing system
- Fixed puddles being able to exist for way too long
- Fixed sometimes not being able to gain the charcoal clump recipe
- Fixed being able to acquire "empty" items
- Fixed certain death operations being ran twice
- Fixed players still having their items after their death if they were to switch gamemodes
- Fixed players being able to sometimes stand up while being downed
- Fixed the "Endless!" splash text being off-center
- Fixed the sticks acquired from stick ground props being unstackable with other sticks and being able to be overstacked
- Fixed a damage detection desync
- Added new advancements and changed existing advancements
- Added the "Good Night's Sleep" advancement -> Sleep on the ground
- Added the "Charred Results" advancement -> Place logs on a campfire
- Added the "Messed Up" advancement -> Cut up a player corpse
- Changed the root advancements' names' textures
- The "Resourceful" advancement icon has now been changed due to the new stick ground prop model changes
release
Overly Realistic v3.7.0 for 1.21.11
v3.7.028 мар. 2026 г.31Minecraft: 1.21.11datapack
Что нового
### v3.7.0
- Added a new dynamic sleeping system
- If it is currently night time and the player is sneaking while looking directly downwards, they will begin getting tired
- The screen will start flashing black as if the player was closing and re-opening their eyelids
- After ~8 seconds, the player will fall asleep on the floor
- If a player is sleeping on a floor that isn't made of wool, after a while, they will receive slowness and mining fatigue for 1 minute
- Falling asleep on the floor will allow the game to display its own sleep UI to the player
- Taking any damage while asleep on the ground will cause the player to wake up
- Dynamic sleep (sleeping on the ground) works just like it does on a bed, where time speeds up until the morning (and in case you are playing in a server, all players must be sleeping, either on the ground or on beds)
- Players can now create charcoal through lit campfires lacking oxygen
- Placing logs into a lit campfire and placing blocks on the sides and top of such campfire will make it so, after a while, the campfire will turn into a "large charcoal clump"
- Large charcoal clumps look like large slab-like pieces of charcoal, they are created by lit campfires that burn logs and are devoid of oxygen. When broken, they drop charcoal
- The amount of charcoal dropped by large charcoal clumps depends on how many logs the campfire held and how much fuel the campfire had
- Added a "Vanilla Wooden Axe" item to the creative inventory
- Vanilla wooden axes work the same as the vanilla wooden axe item
- This item was added due to Overly-Realistic modifying the functionality of the axes, making them incompatible with mods like World Edit. This item allows you to have all the World Edit wooden axe functionality
- Added the "Stone Ground Prop" and "Stick Ground Prop" blocks to the creative inventory
- When placed down, these blocks will create stone and stick ground props
- Added player corpses
- Player corpses are created when players die, they are displayed as player bodies on the ground. They also contain the dead player's inventory
- If the player died with items on their body and arms, those will also be displayed on the corpse
- Player corpses can despawn, and will do so after 10 minutes (whilst being in loaded chunks. This is also double the amount of time that dropped items take to despawn!)
- When player corpses despawn, they will drop bones and rotten flesh
- Interacting with a player corpse will make it so the corpse's inventory will be dropped
- Players can hit the corpse to damage it. After a while of damaging the corpse, it will be removed
- If a player damages a corpse using a tool made of stone/copper/iron, the corpse will bleed and has a chance to drop bones & human meat
- If a corpse is removed due to damage whilst the player is using any of the tool types mentioned above, the corpse's head will be dropped as an item
- If a player interacts with a corpse while being both close to the corpse and crouching, they will be able to drag the corpse to their position
- Players will no longer drop human meat and their own heads upon dying
- This can be re-enabled if the "Player Corpses" setting is disabled
- Added a death screen that is shown to players in singleplayer
- This death screen is not shown to players if they are in a multiplayer server or if either the 'Respawn Countdown' or the 'Normal Respawning' settings are enabled
- Note that multiplayer servers that have never had 2 or more players online at once are treated as singleplayer worlds
- The death screen informs players they have died and will prompt them with 2 buttons
- One of the buttons lets the player respawn in a randomized location in the world, it will also reset the time/weather, the other will set them as a ghost
- Pressing the escape key will hide the screen and set the player as a ghost
- Added a death screen that is shown to players in multiplayer
- This death screen is not shown to players if they are in a singleplayer world or if either the 'Respawn Countdown' or the 'Normal Respawning' settings are enabled
- Note that multiplayer servers that have never had 2 or more players online at once are treated as singleplayer worlds
- The death screen informs players they have died and will prompt them with 1 button, labeled "Become Ghost"
- The tooltip of this button informs the player that they can be revived by having a player use a diamond ring on another player
- Changed various aspects of the downing mechanic
- Downed players will now appear sitting, instead of laying down
- Downed players will no longer be snapped into place, they are now held down in their position properly
- The death timer display has been changed, it no longer displays ticks, instead, it will now display the countdown as minutes and seconds
- The old death timer has been split into 2: the help timer and death timer
- The death timer counts down from 2 minutes whenever the player is downed and there is nobody helping the player; it is independent from the help timer
- The help timer counts down from 1 minute whenever the player is downed and someone is helping them; it is independent from the death timer
- The death timer will not count down if the player is currently getting helped, just as the help timer is not operated if the player isn't getting any help
- If the death timer hits 0, the player will die. If the help timer hits 0, the player will be revived
- Players will now hear a special sound when dying after being downed
- Added new function tags
- '#overly_realistic:general_loops/main_401t'
- Added the "Player Corpses" setting
- When enabled, corpses will be created whenever a player dies
- This setting is enabled by default
- Removed the '[Reset Wisdom Levels]' and '[Reset All Players' Wisdom]' buttons from the settings menu
- The settings menu is now organized with 3 vertical rows of settings instead of 2
- Players now receive a tip in chat when being downed for the first time
- Reduced the delay for getting slowed down by snow layers when walking on them without leather boots
- The root advancements' names/titles have been moved down slightly, as to fit within their tooltips
- If a player looks upwards while they are exposed to rain, they will now have their thirst slowly fill up
- The game's sleeping mechanic no longer counts spectator mode players as able-to-sleep-players
- Effects that stem from the sleeping mechanics are now removed when players wake up in the morning
- Puddles can no longer dry out while it is raining
- Changed the stone ground prop model and size
- (Note that stone ground props generated prior to this update may look a little weird)
- Saplings now have extra data attached to them
- All food items now have extra data attached to them
- Animal corpses now have a chance of dropping 1-3 rotten flesh when despawning
- Campfire smoke particles will now only be sent to players within a 256 block distance, instead of all players in a server, independent of distance
- A '[BETA]' label is now displayed after the version in the changelogs menu
- This is done to denote that Overly-Realistic is still considered to be in beta currently!
- Optimized the sleeping mechanic loop
- Optimized the "Restorable Deaths" setting
- Optimized player deaths
- Optimized items dropping from player deaths
- Optimized downing system
- Fixed puddles being able to exist for way too long
- Fixed sometimes not being able to gain the charcoal clump recipe
- Fixed being able to acquire "empty" items
- Fixed certain death operations being ran twice
- Fixed players still having their items after their death if they were to switch gamemodes
- Fixed players being able to sometimes stand up while being downed
- Fixed the "Endless!" splash text being off-center
- Fixed the sticks acquired from stick ground props being unstackable with other sticks and being able to be overstacked
- Fixed a damage detection desync
- Added new advancements and changed existing advancements
- Added the "Good Night's Sleep" advancement -> Sleep on the ground
- Added the "Charred Results" advancement -> Place logs on a campfire
- Added the "Messed Up" advancement -> Cut up a player corpse
- Changed the root advancements' names' textures
- The "Resourceful" advancement icon has now been changed due to the new stick ground prop model changes
release
Overly Realistic v3.6.1 for 1.21.11
v3.6.1-mod21 мар. 2026 г.213Minecraft: 1.21.11fabric, forge, neoforge, quilt
Что нового
### v3.6.1
- Added 2 new buttons to the settings screen
- Added the '[Reset Wisdom Levels]' button, which reset the user's wisdom skill levels/experience
- Added the '[Reset All Players' Wisdom] button, which resets all players' wisdom skill levels/experience
- (NOTE: These 2 buttons are temporary and are meant to be used as a remedy for a bug that was in the last version!)
- Fixed wisdom experience levels being equivalent to max xp values, subsequentially advancing players towards higher levels way too fast
- Fixed dirty potatoes being turned into poisonous potatoes upon being washed
release
Overly Realistic v3.6.1 for 1.21.11
v3.6.121 мар. 2026 г.56Minecraft: 1.21.11datapack
Что нового
### v3.6.1
- Added 2 new buttons to the settings screen
- Added the '[Reset Wisdom Levels]' button, which reset the user's wisdom skill levels/experience
- Added the '[Reset All Players' Wisdom] button, which resets all players' wisdom skill levels/experience
- (NOTE: These 2 buttons are temporary and are meant to be used as a remedy for a bug that was in the last version!)
- Fixed wisdom experience levels being equivalent to max xp values, subsequentially advancing players towards higher levels way too fast
- Fixed dirty potatoes being turned into poisonous potatoes upon being washed
release
Overly Realistic v3.6.0 for 1.21.11
v3.6.0-mod20 мар. 2026 г.120Minecraft: 1.21.11fabric, forge, neoforge, quilt
Что нового
### v3.6.0
- Changed the Overly-Realistic pause menu
- Added a "Credits" button to the menu, this opens a page that displays some simple credits
- Added a "Contact" button to the menu, this opens a page that displays my contact info and socials
- Added a "Changelogs" button to the menu, this opens a page that displays a simplified version of the latest version's changelogs
- Added a "Check for updates" button to the menu, this opens a page that has a button that takes you to the project's modrinth page
- The menu's title is now "Overly-Realistic Overview" instead of "Overly-Realistic Settings Overview"
- Added certain blocks that can only be acquired in creative mode, they are detailed below:
- Added the "Water Block" -> Creates a water source block upon being placed
- Added the "Lava Block" -> Creates a lava source block upon being placed
- Added the "Powder Snow Block" -> Creates a powder snow block upon being placed
- Raw ores now have a "quality" value
- Raw ores can either be of "good quality" or "poor quality"
- Crushing 4 poor quality raw ores in a mortar will allow the player to get only 1 ore fragment, however, good quality ores can output 2 ore fragments for every 4 placed
- This system applies to all raw ores: raw copper, raw iron, and raw gold
- Good quality raw copper can be found in biomes where the elevation is naturally high (mountains, frozen peaks, jagged peaks, meadows, cherry groves, etc)
- Good quality raw iron can be found in cold biomes (ice spikes, snowy plains, snowy slopes, frozen rivers, etc)
- Good quality raw gold can be found in hot biomes (badlands, deserts, savannas, jungles, etc)
- Ores will now have their quality defined in their tooltips
- Added the new "Natural Fibers" item
- Harvesting short grass and tall grass blocks with knifes will now make the blocks have a chance to drop natural fibers
- Natural fibers can be placed on wooden racks; after a while, they will turn into crude string
- Added the new "Carrot Seeds" item
- Similarly to other seeds, carrot seeds can be planted on farmland to grow carrots
- Subsequently, carrots can no longer be planted into farmland
- Note that if you have acquired carrots in previous versions, you'll still be able to use those if you so wish, though, any new carrots won't be plantable
- Carrot seeds can drop alongside dirty carrots from carrot crops
- Added the new "Seed Potato" item
- This is considered a seed item, and as such, can be planted on farmland
- Subsequently, carrots can no longer be planted into farmland
- Note that if you have acquired potatoes in previous versions, you'll still be able to use those if you so wish, though, any new potatoes won't be plantable
- Seed potatoes can drop alongside dirty potatoes from potato crops
- Added more settings to the settings menu
- Added the "Output Messages" setting, this is disabled by default and intended to be used moreso for debugging. When enabled, certain messages will appear when executing/triggering specific events
- Added the "Overlay Messages" setting, this is enabled by default. When enabled, if the "Output Messages" is also enabled, the game will show overlaying messages in chat when executing/triggering specific events
- Most items added by Overly Realistic can now be found in the creative mode inventory
- Not all items are shown in the UI, most of these being variants of other, shown, items. These items will likely be supported in a later updated
- Changed the mechanic that transforms stood-over grass/dirt into dirt/coarse dirt
- The transformations will now happen more frequently, making it so more blocks are transformed through out the player walking around
- The grass/dirt block under the player is no longer changed if they are crouching
- The transformations will now only happen if the player is moving around, not if they are still
- Grass/dirt blocks are no longer changed if the player walking over them is in creative
- Changed the model and texture of the placed heated wrought iron as to make it look more square-like, instead of rectangular
- Changed the variated grass surface textures
- The textures that looked like rocks on the ground have now been replaced as to make actual rocks on the ground more visible for players
- Players now get increased max stamina through time depending on certain wisdom skill levels
- Certain wisdom skills such as archery, combat, mining, building, and blacksmithing will now reward players with higher max stamina increases through time
- The amount of max stamina increased through time depends on the players' levels in these skills; higher levels increase max stamina more
- Tweaked the dough item texture
- Clicking on the settings menu buttons no longer sends a message in chat to the user by default
- Clicking on the clay mold UI buttons no longer sends a message in chat to the user by default
- Players who play without the assets required for Overly-Realistic will now be shown a warning in the actionbar
- All torch types (torches, soul torches, copper torches, redstone torches) now stack to 50
- Increased the entity & block reach of swords
- Level 4+ scribery players now need to be within 16 blocks of a player for them to gain extra wisdom experience
- Previously this was 32 blocks of range
- Modularized wisdom experience caps
- Changed the amount of wisdom experience needed to level up for every level
- Level 0 -> Level 1: 500 experience
- Level 1 -> Level 2: 1200 experience
- Level 2 -> Level 3: 1800 experience
- Level 3 -> Level 4: 2500 exeperience
- Level 4 -> Level 5: 3800 experience
- Certain items can no longer be damaged due to fire/lava, this applies to:
- Forging plates
- Heated wrought iron
- Stamina genetics now vary from 40-120
- Previously it could vary from 25-100
- Ground props should be slightly more common now
- Certain items now have extra data attached to them, this includes:
- Calcite
- Dripstone
- All pickaxes
- All seeds
- All armor
- The ladder recipe now outputs 6 ladders instead of 3
- The amount of planks gotten from cutting stripped logs in a preparation plate is now dependent on the player's building skill
- Bulding level 0 will make it drop 1 planks block
- Bulding level 1+ will make it drop 2 planks block
- Bulding level 4+ will make it drop 3 planks block
- Bundles can now be crafted with crude string
- Turtle eggs can now be successfully harvested without silk touch
- Changed how tooltips are displayed
- Chickens, parrots, pigs, and rabbits can now be bred/fed with wheat
- (Note that this is a temporary change)
- Decorated pots now drop themselves
- Added additional grass block model variants
- Optimized container position storage
- Optimized the players' status display
- Optimized the culling of grass block variants
- Slightly optimized the body part hit system
- Fixed the game playing the short fall damage sound when falling onto water
- Fixed shields not blocking various types of damage
- Fixed mining deepslate not being able to cause cave-ins
- Fixed a block dupe related to the cave-in system
- Fixed wooden racks not having certain values reset when players would remove their items
- Fixed certain items not having proper translation keys set in the en_us lang file, this applies to:
- All log bark items
- Redstone gem
- Wheat flour
- Copper & iron knifes
- Wooden racks
- Crucible
- Camel steak
- Reinforced iron chestplate/leggings/boots
- Dirty carrots & dirty potatoes
- All armor
- Fixed sometimes not being able to clean dirty crops
- Added new advancements and changed existing advancements
- Added the "All Natural" advancement -> Acquire natural fibers
- Added the "Wheat Field" advancement -> Plant down wheat seeds
- The "Crushing Realization" advancement now informs the player they can use any quality of raw copper for copper fragments
- The "Copper Age" advancement(s) can now be acquired by getting any quality of raw copper
- The "Copper Age" advancement(s) now inform the player about the quality of raw copper through their description(s)
release
Overly Realistic v3.6.0 for 1.21.11
v3.6.020 мар. 2026 г.38Minecraft: 1.21.11datapack
Что нового
### v3.6.0
- Changed the Overly-Realistic pause menu
- Added a "Credits" button to the menu, this opens a page that displays some simple credits
- Added a "Contact" button to the menu, this opens a page that displays my contact info and socials
- Added a "Changelogs" button to the menu, this opens a page that displays a simplified version of the latest version's changelogs
- Added a "Check for updates" button to the menu, this opens a page that has a button that takes you to the project's modrinth page
- The menu's title is now "Overly-Realistic Overview" instead of "Overly-Realistic Settings Overview"
- Added certain blocks that can only be acquired in creative mode, they are detailed below:
- Added the "Water Block" -> Creates a water source block upon being placed
- Added the "Lava Block" -> Creates a lava source block upon being placed
- Added the "Powder Snow Block" -> Creates a powder snow block upon being placed
- Raw ores now have a "quality" value
- Raw ores can either be of "good quality" or "poor quality"
- Crushing 4 poor quality raw ores in a mortar will allow the player to get only 1 ore fragment, however, good quality ores can output 2 ore fragments for every 4 placed
- This system applies to all raw ores: raw copper, raw iron, and raw gold
- Good quality raw copper can be found in biomes where the elevation is naturally high (mountains, frozen peaks, jagged peaks, meadows, cherry groves, etc)
- Good quality raw iron can be found in cold biomes (ice spikes, snowy plains, snowy slopes, frozen rivers, etc)
- Good quality raw gold can be found in hot biomes (badlands, deserts, savannas, jungles, etc)
- Ores will now have their quality defined in their tooltips
- Added the new "Natural Fibers" item
- Harvesting short grass and tall grass blocks with knifes will now make the blocks have a chance to drop natural fibers
- Natural fibers can be placed on wooden racks; after a while, they will turn into crude string
- Added the new "Carrot Seeds" item
- Similarly to other seeds, carrot seeds can be planted on farmland to grow carrots
- Subsequently, carrots can no longer be planted into farmland
- Note that if you have acquired carrots in previous versions, you'll still be able to use those if you so wish, though, any new carrots won't be plantable
- Carrot seeds can drop alongside dirty carrots from carrot crops
- Added the new "Seed Potato" item
- This is considered a seed item, and as such, can be planted on farmland
- Subsequently, carrots can no longer be planted into farmland
- Note that if you have acquired potatoes in previous versions, you'll still be able to use those if you so wish, though, any new potatoes won't be plantable
- Seed potatoes can drop alongside dirty potatoes from potato crops
- Added more settings to the settings menu
- Added the "Output Messages" setting, this is disabled by default and intended to be used moreso for debugging. When enabled, certain messages will appear when executing/triggering specific events
- Added the "Overlay Messages" setting, this is enabled by default. When enabled, if the "Output Messages" is also enabled, the game will show overlaying messages in chat when executing/triggering specific events
- Most items added by Overly Realistic can now be found in the creative mode inventory
- Not all items are shown in the UI, most of these being variants of other, shown, items. These items will likely be supported in a later updated
- Changed the mechanic that transforms stood-over grass/dirt into dirt/coarse dirt
- The transformations will now happen more frequently, making it so more blocks are transformed through out the player walking around
- The grass/dirt block under the player is no longer changed if they are crouching
- The transformations will now only happen if the player is moving around, not if they are still
- Grass/dirt blocks are no longer changed if the player walking over them is in creative
- Changed the model and texture of the placed heated wrought iron as to make it look more square-like, instead of rectangular
- Changed the variated grass surface textures
- The textures that looked like rocks on the ground have now been replaced as to make actual rocks on the ground more visible for players
- Players now get increased max stamina through time depending on certain wisdom skill levels
- Certain wisdom skills such as archery, combat, mining, building, and blacksmithing will now reward players with higher max stamina increases through time
- The amount of max stamina increased through time depends on the players' levels in these skills; higher levels increase max stamina more
- Tweaked the dough item texture
- Clicking on the settings menu buttons no longer sends a message in chat to the user by default
- Clicking on the clay mold UI buttons no longer sends a message in chat to the user by default
- Players who play without the assets required for Overly-Realistic will now be shown a warning in the actionbar
- All torch types (torches, soul torches, copper torches, redstone torches) now stack to 50
- Increased the entity & block reach of swords
- Level 4+ scribery players now need to be within 16 blocks of a player for them to gain extra wisdom experience
- Previously this was 32 blocks of range
- Modularized wisdom experience caps
- Changed the amount of wisdom experience needed to level up for every level
- Level 0 -> Level 1: 500 experience
- Level 1 -> Level 2: 1200 experience
- Level 2 -> Level 3: 1800 experience
- Level 3 -> Level 4: 2500 exeperience
- Level 4 -> Level 5: 3800 experience
- Certain items can no longer be damaged due to fire/lava, this applies to:
- Forging plates
- Heated wrought iron
- Stamina genetics now vary from 40-120
- Previously it could vary from 25-100
- Ground props should be slightly more common now
- Certain items now have extra data attached to them, this includes:
- Calcite
- Dripstone
- All pickaxes
- All seeds
- All armor
- The ladder recipe now outputs 6 ladders instead of 3
- The amount of planks gotten from cutting stripped logs in a preparation plate is now dependent on the player's building skill
- Bulding level 0 will make it drop 1 planks block
- Bulding level 1+ will make it drop 2 planks block
- Bulding level 4+ will make it drop 3 planks block
- Bundles can now be crafted with crude string
- Turtle eggs can now be successfully harvested without silk touch
- Changed how tooltips are displayed
- Chickens, parrots, pigs, and rabbits can now be bred/fed with wheat
- (Note that this is a temporary change)
- Decorated pots now drop themselves
- Added additional grass block model variants
- Optimized container position storage
- Optimized the players' status display
- Optimized the culling of grass block variants
- Slightly optimized the body part hit system
- Fixed the game playing the short fall damage sound when falling onto water
- Fixed shields not blocking various types of damage
- Fixed mining deepslate not being able to cause cave-ins
- Fixed a block dupe related to the cave-in system
- Fixed wooden racks not having certain values reset when players would remove their items
- Fixed certain items not having proper translation keys set in the en_us lang file, this applies to:
- All log bark items
- Redstone gem
- Wheat flour
- Copper & iron knifes
- Wooden racks
- Crucible
- Camel steak
- Reinforced iron chestplate/leggings/boots
- Dirty carrots & dirty potatoes
- All armor
- Fixed sometimes not being able to clean dirty crops
- Added new advancements and changed existing advancements
- Added the "All Natural" advancement -> Acquire natural fibers
- Added the "Wheat Field" advancement -> Plant down wheat seeds
- The "Crushing Realization" advancement now informs the player they can use any quality of raw copper for copper fragments
- The "Copper Age" advancement(s) can now be acquired by getting any quality of raw copper
- The "Copper Age" advancement(s) now inform the player about the quality of raw copper through their description(s)
release
Overly Realistic v3.5.1 for 1.21.11
v3.5.1-mod12 мар. 2026 г.239Minecraft: 1.21.11fabric, forge, neoforge, quilt
Что нового
### v3.5.1
- Added a new "cave-ins" setting
- This setting is enabled by default
- If disabled, it will disallow cave-ins from happening
- Added a specialized break-block handling system internally
- Improved the gravity system
- If a block that has support (diagonally) is broken, it will no longer attempt to apply gravity to blocks above it
- Blocks will now properly check for supports before initiating a cave-in when it is broken by a player
- Fence recipes will now output 6 fences instead of 3
- The base block breaking speed is now slightly faster
- The reduction applied used to be -0.93, now its -0.7
- Bandages are now made with 6 string/crude string and 3 wool of any type
- Fixed cave-ins not happening when breaking blocks
- Fixed the gravity system not working correctly
- Fixed the mangrove fence recipe only outputting 1 fence
- Fixed the block breaking overlay being too big when breaking grass blocks with grass blades on top of them
- Fixed iron/gold/copper ingots and nuggets not having proper data
- Made various changes to advancements
- Removed the "Discovery Age" advancement
- Temporarily removed the "Destroying History" advancement
- Tweaked the description of the "The Cartographer" advancement and moved it to the stone age tab
- Changed the "Band Age" advancement description
release
Overly Realistic v3.5.1 for 1.21.11
v3.5.112 мар. 2026 г.65Minecraft: 1.21.11datapack
Что нового
### v3.5.1
- Added a new "cave-ins" setting
- This setting is enabled by default
- If disabled, it will disallow cave-ins from happening
- Added a specialized break-block handling system internally
- Improved the gravity system
- If a block that has support (diagonally) is broken, it will no longer attempt to apply gravity to blocks above it
- Blocks will now properly check for supports before initiating a cave-in when it is broken by a player
- Fence recipes will now output 6 fences instead of 3
- The base block breaking speed is now slightly faster
- The reduction applied used to be -0.93, now its -0.7
- Bandages are now made with 6 string/crude string and 3 wool of any type
- Fixed cave-ins not happening when breaking blocks
- Fixed the gravity system not working correctly
- Fixed the mangrove fence recipe only outputting 1 fence
- Fixed the block breaking overlay being too big when breaking grass blocks with grass blades on top of them
- Fixed iron/gold/copper ingots and nuggets not having proper data
- Made various changes to advancements
- Removed the "Discovery Age" advancement
- Temporarily removed the "Destroying History" advancement
- Tweaked the description of the "The Cartographer" advancement and moved it to the stone age tab
- Changed the "Band Age" advancement description
release
Overly Realistic v3.5.0 for 1.21.11
v3.5.0-mod10 мар. 2026 г.120Minecraft: 1.21.11fabric, forge, neoforge, quilt
Что нового
### v3.5.0
- Added new "Support Beam" blocks
- Support beams can be crafted in crafting tables with 2 planks of any type and 1 stick, they are variated for each available wood type
- When a support beam is placed down, it will create a fence beam that extends upwards up until it hits a ceiling or it surpasses 10 blocks placed
- When support beams place down the fence blocks, an equivalent amount of fences (of the same type) are removed from the player's inventory
- If the player has no fences in their inventory when placing down a support beam, the beam will simply break itself, dropping the support beam block on the ground
- When a player places down a support beam, 10 stamina is decreased from the user
- Support beams show the user what type of block they require in their tooltips
- Added a cave-in system
- When specific "rock" type blocks are transformed into falling blocks due to the gravity system, they will have a chance to make nearby rock-type blocks fall aswell
- This can apply to the following blocks: stone, deepslate, all ores, granite, andesite, diorite, and tuff
- Weight level 1-2 blocks will now damage entities when falling on them, this includes all of the blocks detailed above
- All types of rails can now stack to 50
- Previously, they would stack to 8, due to being a weight level 2 block
- Standing on wool carpets will now increase the player's sanity
- Changed rail recipe output counts
- Crafting regular rails will now give the user 25 rails
- Crafting powered/detector/activator rails will now give the user 16 of such rails
- Spears' melee damage values have been increased
- Sped up the planting of seeds for players with husbandry level 3-5
- Husbandry level 5 players will now have their seed planting speed significantly sped up
- Sneaking now decreases a small amount of stamina
- This only applies to when the player starts sneaking, and isn't continuous
- If a boat is travelling at high speeds, it will now break
- When broken, it will damage passengers, create a breaking sound, and will drop planks and sticks
- This only applies to boats being ridden on ice and ice-adjacent blocks, not on water
- Spiders that spawn at Y=0 and below now have a 33% chance of becoming a cave spider instead
- Decreased the health of spider and cave spider entities
- Altered the brightness of the grass blades from the variated grass block models
- Increased the lower-range of the block breaking speed genetical values
- Creative mode players will no longer keep the bleeding status
- Players' hunger will now decrease quicker if they are cold (38 heat or below)
- Changed how heated wrought iron is displayed
- When placed, heated wrought iron will now eminate light
- The placed heated wrought iron model is now a cuboid, instead of appearing as a flat item
- Changed the placed heated bloom model, it is now shown as a cuboid, instead of appearing as a flat item
- Lit furnaces & blast furnaces will now increase nearby players' heat and decrease their wetness
- Players will now have a further, significant, decrease in temperature if they are both wet and in a cold biome
- Logs now drop 1-2 bark
- Foxes now drop canine meat
- Players' attack damage is now lowered if they are low on stamina
- The amount of attack damage decreased is dynamic, the lower the stamina, the lower the attack damage
- The decrease starts at 20 stamina with -10% attack damage, and ends at 0 stamina with -40% attack damage
- Chicken corpses are now able to drop 1-3 feathers instead of 1-2
- It now takes longer to regenerate health if the player is bleeding
- Note that this is unrelated to vitality
- Falling from a great height upon stained glass, stained glass panes, tinted glass, glass panes, and ice, will now break it
- Players' temperature is now decreased when falling
- Changed the visuals of iron tools
- Forgeable iron tool heads are now shown as being deformed
- Crafted and heated iron tools will now use their deformed iron tool head texture variant
- Shaped, forged, and sharpened iron tools will use their normal, robust, iron tool head texture
- Higher level blacksmithing players will now be able to get to 100% heat quicker when using bellows
- Level 1-2 blacksmithing players get +3 heat for every usage of the bellow
- Level 3-4 blacksmithing players get +5 heat for every usage of the bellow
- Level 5 blacksmithing players get +7 heat for every usage of the bellow
- Changed the "place 25 blocks" requirement for the building experience increase
- Players now need to place 100 blocks for this xp increase
- The user now gets 28 building experience instead of 12
- Players with building level 4+ will now receive a sanity increase for every 100 blocks they place
- Players will now get +8 building experience for every 10 signs they decorate
- This includes using glow ink sacs and dyes on signs
- Players with building level 3+ will now sometimes create an aura of inspiration when building
- This is triggered for every 100 blocks placed by a player, and the chance of this happening is hightened the higher their building level is
- Players near the area of the build will get a sanity increase every 2.5 minutes for 10 minutes
- Writing written books now increases the user's scribery experience
- The experience gained is dependent on the length of the book, lengthier books give the user more experience
- New function tags have been added
- '#overly_realistic:general/main_loops/main_loop_103t'
- '#overly_realistic:mechanics/new_day_passed' -> Called at gametime 0 every in-game day
- Brushes are now crafted with copper nuggets instead of copper ingots
- Using fertilizer items on tilled soil will now increase the user's husbandry experience
- The player gets +10 experience for every 10 fertilizer items used
- Being ill can now cause a reduction in sanity
- Pale oak logs now have a 38% chance to drop resin when being stripped from their bark
- Placing blocks will now speed up the decrease of hunger for players
- The speed of the decrease is dependent on the types of blocks placed, blocks with higher weights will decrease more of players' hunger
- Players now have a higher likelihood to get ill if they are both cold and wet
- Pouring iron/wooden buckets with water onto a lit campfire will extinguish said campfire
- Feathers now stack to 50
- All stews now replenishes 50-70 thirst when consumed
- This applies to: mushroom stews, meat stews, healing stews, rabbit stews, vegetable stews
- Decreased the amount of particles eminated from players being damaged by various sources
- Being struck by lighting now has some various new effects
- Players struck by lightning will have their sanity values decreased by 30
- Blood and smoke particles are now displayed when being struck by lightning
- There is now a randomized global temperature modifier that is applied every new in-game day
- Every new day that passes in-game, a randomized value from -5 to +5 is chosen, this values is added onto players' temperature
- Placed paintings now have a chance to increase nearby players' sanity
- Players can now use glow ink sacs on cave paintings to make them glow
- Red and brown mushrooms can now be placed down again
- Changed the iron compass recipe
- The iron compass recipe now requires iron nuggets, a glass block, and a lodestone
- The "nearby player" check for sanity increase/decrease now uses a distance of 12 blocks instead of 16
- The "high stats" sanity increase check is now more restrictive
- Players in light level 0 will now have their certain effects applied to them:
- Such players will have their sanity decrease
- Such players will get their temperature lowered by 5
- Changed how fast iron equipment is heated in a forging plate
- It now takes longer by default to heat up iron equipment
- The time it takes to heat up iron items can now be sped up by heating the item with lava instead of magma blocks
- Changed the damage type used for damaging players with 100% heat
- Having 100% heat will no longer display smoke particles and play the hurt_on_fire sound
- Players will now get 1-4 clay balls when harvesting clay blocks if they are doing so with a shovel
- Players will now get a 15% movement speed increase when walking over certain blocks
- These include: bricks, all stone bricks, deepslate bricks/tiles, dirt paths, polished diorite/andesite/granite/tuff/deepslate, smooth stone, and all the slab variants of the previous blocks
- Crafting sugar now has a 2.5% chance of awarding the player with cookery experience
- Breaking ores now adds to mining experience, the amount of experience added for every 10 ore blocks broken is detailed below
- Iron ore -> 15
- Redstone ore -> 10
- Diamond ore -> 30
- Emerald ore -> 40
- Gold ore -> 23
- Coal ore -> 3
- Copper ore -> 6
- Changed the map recipe
- The map recipe now requires 1 paper and 1 dye of any kind. It will now also output only 1 map instead of 8
- Paper and (unfilled) maps now stack to 50, instead of 32
- If a player falls into a body of water from high enough where the player is able to take fall damage, a large splash of particles will be displayed
- All glass-type blocks can now be mined slightly faster if the user is using a pickaxe
- Optimized various sanity editing operations
- Optimized sanity edit checks
- Optimized block collapse (gravity system) operations
- Fixed items crafted with crude string not showing the crude string in their textures, or having it in their data
- Fixed various particles not being shown for players
- Fixed exploring with a map in-hand not rewarding players with intelligence
- Fixed certain operations being done twice
- Fixed cave spiders not being able to create cobwebs
- Fixed some unneeded operations being done to ghosts
- Fixed taking fall damage not creating blood splatters
- Fixed hardened clay molds not being able to cool down
- Fixed not being able to throw iron spears
- Fixed not being able to craft mushroom stew
- Fixed getting lava when trying to milk cows
- Fixed not being able to use the milk bucket for other mods' recipes
- Fixed gory hides being removed when being placed inside a block
- Fixed knifes being made with crude tool handles having a missing texture
- Fixed melted gold fragment crucibles not being being turned into empty crucibles when being poured
- Fixed iron compasses having a missing texture
- Fixed the compass and lodestone recipes not being given to players
- Fixed torchflower seeds having wrongful data
- Fixed iron compasses acquired in creative having wrongful data
- Fixed iron buckets with lava not requiring tongs
- Fixed not being able to get extra bread when baking dough and having a cookery level of 3+
- Fixed being able to get reduced mining experience when gaining it
- Fixed some tools not having proper data
- Fixed certain tools having the wrong block breaking speeds
- Added new advancements and changed existing advancements
- Added the "Structurally Sound" advancement -> Craft a support beam
- Added the "Brushed Up" advancement -> Craft a brush
- Added the "Sticky Situation" advancement -> Acquire resin
- Added the "Make it Glow" advancement -> Use a glow ink sac on a placed cave painting
- Added the "Directionality" advancement -> Craft an iron compass
- Adjusted the length of various wisdom skill advancement descriptions
- The "Path to Happyness" advancement is now named "Path to Happiness"
- Tweaked the "Path to Happiness" description to mention the new aura of inspiration feature
- Changed the icon of the "Wrought Iron Age" advancement
- Added icons to the descriptions of the "Monkey See, Monkey Do", "Work of Rock", and "The Scavenger" advancements
release
Overly Realistic v3.5.0 for 1.21.11
v3.5.010 мар. 2026 г.46Minecraft: 1.21.11datapack
Что нового
### v3.5.0
- Added new "Support Beam" blocks
- Support beams can be crafted in crafting tables with 2 planks of any type and 1 stick, they are variated for each available wood type
- When a support beam is placed down, it will create a fence beam that extends upwards up until it hits a ceiling or it surpasses 10 blocks placed
- When support beams place down the fence blocks, an equivalent amount of fences (of the same type) are removed from the player's inventory
- If the player has no fences in their inventory when placing down a support beam, the beam will simply break itself, dropping the support beam block on the ground
- When a player places down a support beam, 10 stamina is decreased from the user
- Support beams show the user what type of block they require in their tooltips
- Added a cave-in system
- When specific "rock" type blocks are transformed into falling blocks due to the gravity system, they will have a chance to make nearby rock-type blocks fall aswell
- This can apply to the following blocks: stone, deepslate, all ores, granite, andesite, diorite, and tuff
- Weight level 1-2 blocks will now damage entities when falling on them, this includes all of the blocks detailed above
- All types of rails can now stack to 50
- Previously, they would stack to 8, due to being a weight level 2 block
- Standing on wool carpets will now increase the player's sanity
- Changed rail recipe output counts
- Crafting regular rails will now give the user 25 rails
- Crafting powered/detector/activator rails will now give the user 16 of such rails
- Spears' melee damage values have been increased
- Sped up the planting of seeds for players with husbandry level 3-5
- Husbandry level 5 players will now have their seed planting speed significantly sped up
- Sneaking now decreases a small amount of stamina
- This only applies to when the player starts sneaking, and isn't continuous
- If a boat is travelling at high speeds, it will now break
- When broken, it will damage passengers, create a breaking sound, and will drop planks and sticks
- This only applies to boats being ridden on ice and ice-adjacent blocks, not on water
- Spiders that spawn at Y=0 and below now have a 33% chance of becoming a cave spider instead
- Decreased the health of spider and cave spider entities
- Altered the brightness of the grass blades from the variated grass block models
- Increased the lower-range of the block breaking speed genetical values
- Creative mode players will no longer keep the bleeding status
- Players' hunger will now decrease quicker if they are cold (38 heat or below)
- Changed how heated wrought iron is displayed
- When placed, heated wrought iron will now eminate light
- The placed heated wrought iron model is now a cuboid, instead of appearing as a flat item
- Changed the placed heated bloom model, it is now shown as a cuboid, instead of appearing as a flat item
- Lit furnaces & blast furnaces will now increase nearby players' heat and decrease their wetness
- Players will now have a further, significant, decrease in temperature if they are both wet and in a cold biome
- Logs now drop 1-2 bark
- Foxes now drop canine meat
- Players' attack damage is now lowered if they are low on stamina
- The amount of attack damage decreased is dynamic, the lower the stamina, the lower the attack damage
- The decrease starts at 20 stamina with -10% attack damage, and ends at 0 stamina with -40% attack damage
- Chicken corpses are now able to drop 1-3 feathers instead of 1-2
- It now takes longer to regenerate health if the player is bleeding
- Note that this is unrelated to vitality
- Falling from a great height upon stained glass, stained glass panes, tinted glass, glass panes, and ice, will now break it
- Players' temperature is now decreased when falling
- Changed the visuals of iron tools
- Forgeable iron tool heads are now shown as being deformed
- Crafted and heated iron tools will now use their deformed iron tool head texture variant
- Shaped, forged, and sharpened iron tools will use their normal, robust, iron tool head texture
- Higher level blacksmithing players will now be able to get to 100% heat quicker when using bellows
- Level 1-2 blacksmithing players get +3 heat for every usage of the bellow
- Level 3-4 blacksmithing players get +5 heat for every usage of the bellow
- Level 5 blacksmithing players get +7 heat for every usage of the bellow
- Changed the "place 25 blocks" requirement for the building experience increase
- Players now need to place 100 blocks for this xp increase
- The user now gets 28 building experience instead of 12
- Players with building level 4+ will now receive a sanity increase for every 100 blocks they place
- Players will now get +8 building experience for every 10 signs they decorate
- This includes using glow ink sacs and dyes on signs
- Players with building level 3+ will now sometimes create an aura of inspiration when building
- This is triggered for every 100 blocks placed by a player, and the chance of this happening is hightened the higher their building level is
- Players near the area of the build will get a sanity increase every 2.5 minutes for 10 minutes
- Writing written books now increases the user's scribery experience
- The experience gained is dependent on the length of the book, lengthier books give the user more experience
- New function tags have been added
- '#overly_realistic:general/main_loops/main_loop_103t'
- '#overly_realistic:mechanics/new_day_passed' -> Called at gametime 0 every in-game day
- Brushes are now crafted with copper nuggets instead of copper ingots
- Using fertilizer items on tilled soil will now increase the user's husbandry experience
- The player gets +10 experience for every 10 fertilizer items used
- Being ill can now cause a reduction in sanity
- Pale oak logs now have a 38% chance to drop resin when being stripped from their bark
- Placing blocks will now speed up the decrease of hunger for players
- The speed of the decrease is dependent on the types of blocks placed, blocks with higher weights will decrease more of players' hunger
- Players now have a higher likelihood to get ill if they are both cold and wet
- Pouring iron/wooden buckets with water onto a lit campfire will extinguish said campfire
- Feathers now stack to 50
- All stews now replenishes 50-70 thirst when consumed
- This applies to: mushroom stews, meat stews, healing stews, rabbit stews, vegetable stews
- Decreased the amount of particles eminated from players being damaged by various sources
- Being struck by lighting now has some various new effects
- Players struck by lightning will have their sanity values decreased by 30
- Blood and smoke particles are now displayed when being struck by lightning
- There is now a randomized global temperature modifier that is applied every new in-game day
- Every new day that passes in-game, a randomized value from -5 to +5 is chosen, this values is added onto players' temperature
- Placed paintings now have a chance to increase nearby players' sanity
- Players can now use glow ink sacs on cave paintings to make them glow
- Red and brown mushrooms can now be placed down again
- Changed the iron compass recipe
- The iron compass recipe now requires iron nuggets, a glass block, and a lodestone
- The "nearby player" check for sanity increase/decrease now uses a distance of 12 blocks instead of 16
- The "high stats" sanity increase check is now more restrictive
- Players in light level 0 will now have their certain effects applied to them:
- Such players will have their sanity decrease
- Such players will get their temperature lowered by 5
- Changed how fast iron equipment is heated in a forging plate
- It now takes longer by default to heat up iron equipment
- The time it takes to heat up iron items can now be sped up by heating the item with lava instead of magma blocks
- Changed the damage type used for damaging players with 100% heat
- Having 100% heat will no longer display smoke particles and play the hurt_on_fire sound
- Players will now get 1-4 clay balls when harvesting clay blocks if they are doing so with a shovel
- Players will now get a 15% movement speed increase when walking over certain blocks
- These include: bricks, all stone bricks, deepslate bricks/tiles, dirt paths, polished diorite/andesite/granite/tuff/deepslate, smooth stone, and all the slab variants of the previous blocks
- Crafting sugar now has a 2.5% chance of awarding the player with cookery experience
- Breaking ores now adds to mining experience, the amount of experience added for every 10 ore blocks broken is detailed below
- Iron ore -> 15
- Redstone ore -> 10
- Diamond ore -> 30
- Emerald ore -> 40
- Gold ore -> 23
- Coal ore -> 3
- Copper ore -> 6
- Changed the map recipe
- The map recipe now requires 1 paper and 1 dye of any kind. It will now also output only 1 map instead of 8
- Paper and (unfilled) maps now stack to 50, instead of 32
- If a player falls into a body of water from high enough where the player is able to take fall damage, a large splash of particles will be displayed
- All glass-type blocks can now be mined slightly faster if the user is using a pickaxe
- Optimized various sanity editing operations
- Optimized sanity edit checks
- Optimized block collapse (gravity system) operations
- Fixed items crafted with crude string not showing the crude string in their textures, or having it in their data
- Fixed various particles not being shown for players
- Fixed exploring with a map in-hand not rewarding players with intelligence
- Fixed certain operations being done twice
- Fixed cave spiders not being able to create cobwebs
- Fixed some unneeded operations being done to ghosts
- Fixed taking fall damage not creating blood splatters
- Fixed hardened clay molds not being able to cool down
- Fixed not being able to throw iron spears
- Fixed not being able to craft mushroom stew
- Fixed getting lava when trying to milk cows
- Fixed not being able to use the milk bucket for other mods' recipes
- Fixed gory hides being removed when being placed inside a block
- Fixed knifes being made with crude tool handles having a missing texture
- Fixed melted gold fragment crucibles not being being turned into empty crucibles when being poured
- Fixed iron compasses having a missing texture
- Fixed the compass and lodestone recipes not being given to players
- Fixed torchflower seeds having wrongful data
- Fixed iron compasses acquired in creative having wrongful data
- Fixed iron buckets with lava not requiring tongs
- Fixed not being able to get extra bread when baking dough and having a cookery level of 3+
- Fixed being able to get reduced mining experience when gaining it
- Fixed some tools not having proper data
- Fixed certain tools having the wrong block breaking speeds
- Added new advancements and changed existing advancements
- Added the "Structurally Sound" advancement -> Craft a support beam
- Added the "Brushed Up" advancement -> Craft a brush
- Added the "Sticky Situation" advancement -> Acquire resin
- Added the "Make it Glow" advancement -> Use a glow ink sac on a placed cave painting
- Added the "Directionality" advancement -> Craft an iron compass
- Adjusted the length of various wisdom skill advancement descriptions
- The "Path to Happyness" advancement is now named "Path to Happiness"
- Tweaked the "Path to Happiness" description to mention the new aura of inspiration feature
- Changed the icon of the "Wrought Iron Age" advancement
- Added icons to the descriptions of the "Monkey See, Monkey Do", "Work of Rock", and "The Scavenger" advancements
release
Overly Realistic v3.4.2 for 1.21.11
v3.4.2-mod23 февр. 2026 г.299Minecraft: 1.21.11fabric, forge, neoforge, quilt
Что нового
### v3.4.2
- Shields now only block 50% of the damage dealt by explosions
- Optimized repetitive task functionalities (this includes flint flake sharpening, forging heated wrought iron, and forging items on forging plates)
- Fixed blocks placed above liquids not collapsing due to gravity
- Fixed spruce logs not dropping resin when being cut above a stonecutter
- Fixed logs not dropping bark when being cut above a stonecutter
- Fixed axes not having their durability decreased when stripping logs
- Fixed the reinforced iron armor recipes not being given to players when acquiring iron
- Fixed the snow boots recipe not being given to players when acquiring leather
- Fixed players' fish not being removed if they placed it onto a cooking board whilst in survival/adventure mode
- Added new advancements and changed existing advancements
- Added the "Carrot Gatherer" advancement -> Acquire carrots
- Added the "Potato Gatherer" advancement -> Acquire potatoes
- Added the "Beetroot Gatherer" advancement -> Acquire beetroots
- The "Mysophobic" advancement is now located under the "Stone Age" tab
release
Overly Realistic v3.4.2 for 1.21.11
v3.4.223 февр. 2026 г.69Minecraft: 1.21.11datapack
Что нового
### v3.4.2
- Shields now only block 50% of the damage dealt by explosions
- Optimized repetitive task functionalities (this includes flint flake sharpening, forging heated wrought iron, and forging items on forging plates)
- Fixed blocks placed above liquids not collapsing due to gravity
- Fixed spruce logs not dropping resin when being cut above a stonecutter
- Fixed logs not dropping bark when being cut above a stonecutter
- Fixed axes not having their durability decreased when stripping logs
- Fixed the reinforced iron armor recipes not being given to players when acquiring iron
- Fixed the snow boots recipe not being given to players when acquiring leather
- Fixed players' fish not being removed if they placed it onto a cooking board whilst in survival/adventure mode
- Added new advancements and changed existing advancements
- Added the "Carrot Gatherer" advancement -> Acquire carrots
- Added the "Potato Gatherer" advancement -> Acquire potatoes
- Added the "Beetroot Gatherer" advancement -> Acquire beetroots
- The "Mysophobic" advancement is now located under the "Stone Age" tab
release
Overly Realistic v3.4.1 for 1.21.11
v3.4.1-mod23 февр. 2026 г.98Minecraft: 1.21.11fabric, forge, neoforge, quilt
Что нового
### v3.4.1
- Fixed shaped clay molds not being dropped when broken
- Fixed the "Fertilizing" advancement not being given to players
- Fixed players not getting various types of wooden recipes in their recipe books
- Fixed cooking boards not dropping once broken
- Fixed being able to replace cooking boards with different items
- Fixed cooking boards disappearing when being placed inside other blocks
release
Overly Realistic v3.4.1 for 1.21.11
v3.4.123 февр. 2026 г.36Minecraft: 1.21.11datapack
Что нового
### v3.4.1
- Fixed shaped clay molds not being dropped when broken
- Fixed the "Fertilizing" advancement not being given to players
- Fixed players not getting various types of wooden recipes in their recipe books
- Fixed cooking boards not dropping once broken
- Fixed being able to replace cooking boards with different items
- Fixed cooking boards disappearing when being placed inside other blocks
release
Overly Realistic v3.4.0 for 1.21.11
v3.4.0-mod22 февр. 2026 г.101Minecraft: 1.21.11fabric, forge, neoforge, quilt
Что нового
### v3.4.0
- Added the new "knife" tool type
- There are currently 2 knifes in the game: iron knifes and copper knifes
- An iron knife head can be used with tool handles to make an iron knife, this tool head can be forged from a placed heated wrought iron, similarly to other iron tools
- The iron knife head can be forged by inputting the vertical symbol, then the downwards symbol, and then completing it
- A copper knife head can be made by making a knife head clay mold, hardening it, and then pouring molten copper fragments into it, similarly to how other copper tool heads are made
- The knife head clay mold requires 2 diagonal squares to be selected
- Knifes deal less damage than their sword counterparts and also have less entity/block reach, though, their swing speed is considerably faster
- Holding down the "use" keybind whilst holding a knife will make it appear as if it is blocking, this action does not currently have any functionality but one will be created in the future
- Added the new "Cooking Board" block
- This is displayed as a simple, flat, wooden board, similarly to a chopping board
- The cooking board has a variant for each wood type, and it can be crafted with 1 wooden slab of any type and 2 sticks
- Food items can be placed on cooking boards
- (Note: currently, the cooking board only accepts fish as placeable foods, this will be expanded upon in the future)
- Knifes can be used on placed food items to cut them
- (Note: the cooking board mechanics will be expanded further through out future updates, it is currently in a very bare-bones state!)
- Rehauled fish items as food
- Fish items can no longer be cooked whole in a furnace or campfire, instead, fish now need to be placed in a cooking board and cut with a knife, this will make it drop a new item, "Raw Fish"
- Raw fish can be eaten raw, it can also be cooked into cooked fish
- Raw fish, when consumed, gives the user 3 nutrition (1.5 hunger bars), 1.8 saturation, 8 proteins, 3 fats
- Cooked fish, when consumed, gives the user 7 nutrition (3.5 hunger bars), 8.0 saturation, 14 proteins, 6 fats
- Both raw fish and cooked fish take 2.9 seconds to eat
- The grass block now has variated textures and models for its top face
- Added a patch-check for if players' max stamina gets set to a unacquirable value
- Changed how the compass UI is shown on the hud
- The compass UI will no longer appear in the actionbar at the near-bottom of the screen, instead, it will now be shown as a stylized compass ribon at the top of the HUD
- Changed the lodestone recipe
- Lodestones now require 9 smooth stone and 1 metal ingot (this can be either copper, gold, or iron)
- The compass has now been renamed to "Iron Compass"
- The compass item now also has additional identifier data
- Changed the compass recipe
- The compass now requires a lodestone instead of a copper rod
- Removed the recipes for gifts
- (Note: gifts which were previously placed down in the world will still have their functionalities, and they can still be acquired through commands. Gifts will likely be made acquireable again in a later update)
- Modularized the functionalities of the sharpened iron tools
- Sharpened iron tools will no longer have block breaking speeds defined in their tooltips
- Sharpened iron swords & axes will now show the same attack damage that their non-sharpened counterparts have (although, they will still deal more damage regardless of this!)
- When interacting with blocks that allow you to input items into them (such as mortars or baskets) the items dropped will now receive randomized velocity data
- Additional data has been given to several items in regards to future systems' mechanics
- Optimized the item-dropping functionality of various blocks from Overly-Realistic
- This change applies to: mortars, baskets, forging plates, placed gory/scraped hides, hardened clay molds, preparation plates, tool handles, wooden racks
- Fixed sharpened iron pickaxes using the wrong translation keys
- Fixed breeding pigs sometimes making it so the baby pig is turned into a hoglin
- Fixed the chest recipe not being inputted into players' recipe books when they acquire planks
- Fixed predator animals still existing & spawning if the "Predator Animal Spawns" setting was disabled
- Fixed spiders spawning too commonly with the "No Monsters" setting enabled
- Fixed beds' recipe not being displayed on players' recipe books
- Fixed the wooden shovel recipe not being displayed on players' recipe books
- Fixed being able to add pestle progress to the mortar even if there weren't any items inside it
- Added and changed various advancements
- Added the "The Spectacle of an Iron Knife" advancement -> Forge an iron knife out of a placed heated wrought iron
- Added the "The Creation Of The Knife" advancement -> Shape a knife head mold
- Added the "Primitive Chef" advancement -> Craft a cooking board
- Added the "Fishy Business" advancement -> Place a fish onto a cooking board and cut it into raw fish
- The "Molding Reality" advancement description now informs the player they can sneak & interact with the placed mold to confirm its shape
- The "Hot Topic" & "Wind Power" advancement tooltips are now larger, horizontally
- Tweaked the "Molding Reality" advancement description
- Tweaked the "Hot Topic" advancement description
- Tweaked the "Wind Power" advancement description
- Tweaked the "As Above, So Bellow" advancement description
- Tweaked the "So Long, Copper!" advancement description
- Tweaked the "Pretty Much a Microwave" advancement description
- Tweaked the "Preparations" advancement description
- Tweaked the "Crushing Realization" advancement description
release
Overly Realistic v3.4.0 for 1.21.11
v3.4.022 февр. 2026 г.34Minecraft: 1.21.11datapack
Что нового
### v3.4.0
- Added the new "knife" tool type
- There are currently 2 knifes in the game: iron knifes and copper knifes
- An iron knife head can be used with tool handles to make an iron knife, this tool head can be forged from a placed heated wrought iron, similarly to other iron tools
- The iron knife head can be forged by inputting the vertical symbol, then the downwards symbol, and then completing it
- A copper knife head can be made by making a knife head clay mold, hardening it, and then pouring molten copper fragments into it, similarly to how other copper tool heads are made
- The knife head clay mold requires 2 diagonal squares to be selected
- Knifes deal less damage than their sword counterparts and also have less entity/block reach, though, their swing speed is considerably faster
- Holding down the "use" keybind whilst holding a knife will make it appear as if it is blocking, this action does not currently have any functionality but one will be created in the future
- Added the new "Cooking Board" block
- This is displayed as a simple, flat, wooden board, similarly to a chopping board
- The cooking board has a variant for each wood type, and it can be crafted with 1 wooden slab of any type and 2 sticks
- Food items can be placed on cooking boards
- (Note: currently, the cooking board only accepts fish as placeable foods, this will be expanded upon in the future)
- Knifes can be used on placed food items to cut them
- (Note: the cooking board mechanics will be expanded further through out future updates, it is currently in a very bare-bones state!)
- Rehauled fish items as food
- Fish items can no longer be cooked whole in a furnace or campfire, instead, fish now need to be placed in a cooking board and cut with a knife, this will make it drop a new item, "Raw Fish"
- Raw fish can be eaten raw, it can also be cooked into cooked fish
- Raw fish, when consumed, gives the user 3 nutrition (1.5 hunger bars), 1.8 saturation, 8 proteins, 3 fats
- Cooked fish, when consumed, gives the user 7 nutrition (3.5 hunger bars), 8.0 saturation, 14 proteins, 6 fats
- Both raw fish and cooked fish take 2.9 seconds to eat
- The grass block now has variated textures and models for its top face
- Added a patch-check for if players' max stamina gets set to a unacquirable value
- Changed how the compass UI is shown on the hud
- The compass UI will no longer appear in the actionbar at the near-bottom of the screen, instead, it will now be shown as a stylized compass ribon at the top of the HUD
- Changed the lodestone recipe
- Lodestones now require 9 smooth stone and 1 metal ingot (this can be either copper, gold, or iron)
- The compass has now been renamed to "Iron Compass"
- The compass item now also has additional identifier data
- Changed the compass recipe
- The compass now requires a lodestone instead of a copper rod
- Removed the recipes for gifts
- (Note: gifts which were previously placed down in the world will still have their functionalities, and they can still be acquired through commands. Gifts will likely be made acquireable again in a later update)
- Modularized the functionalities of the sharpened iron tools
- Sharpened iron tools will no longer have block breaking speeds defined in their tooltips
- Sharpened iron swords & axes will now show the same attack damage that their non-sharpened counterparts have (although, they will still deal more damage regardless of this!)
- When interacting with blocks that allow you to input items into them (such as mortars or baskets) the items dropped will now receive randomized velocity data
- Additional data has been given to several items in regards to future systems' mechanics
- Optimized the item-dropping functionality of various blocks from Overly-Realistic
- This change applies to: mortars, baskets, forging plates, placed gory/scraped hides, hardened clay molds, preparation plates, tool handles, wooden racks
- Fixed sharpened iron pickaxes using the wrong translation keys
- Fixed breeding pigs sometimes making it so the baby pig is turned into a hoglin
- Fixed the chest recipe not being inputted into players' recipe books when they acquire planks
- Fixed predator animals still existing & spawning if the "Predator Animal Spawns" setting was disabled
- Fixed spiders spawning too commonly with the "No Monsters" setting enabled
- Fixed beds' recipe not being displayed on players' recipe books
- Fixed the wooden shovel recipe not being displayed on players' recipe books
- Fixed being able to add pestle progress to the mortar even if there weren't any items inside it
- Added and changed various advancements
- Added the "The Spectacle of an Iron Knife" advancement -> Forge an iron knife out of a placed heated wrought iron
- Added the "The Creation Of The Knife" advancement -> Shape a knife head mold
- Added the "Primitive Chef" advancement -> Craft a cooking board
- Added the "Fishy Business" advancement -> Place a fish onto a cooking board and cut it into raw fish
- The "Molding Reality" advancement description now informs the player they can sneak & interact with the placed mold to confirm its shape
- The "Hot Topic" & "Wind Power" advancement tooltips are now larger, horizontally
- Tweaked the "Molding Reality" advancement description
- Tweaked the "Hot Topic" advancement description
- Tweaked the "Wind Power" advancement description
- Tweaked the "As Above, So Bellow" advancement description
- Tweaked the "So Long, Copper!" advancement description
- Tweaked the "Pretty Much a Microwave" advancement description
- Tweaked the "Preparations" advancement description
- Tweaked the "Crushing Realization" advancement description
release
Overly Realistic v3.3.4 for 1.21.11
v3.3.4-mod9 февр. 2026 г.308Minecraft: 1.21.11fabric, forge, neoforge, quilt
Что нового
### v3.3.4
- Added a new setting: "Randomized Respawn"
- This setting is disabled by default
- Note that this setting is dependent on the "Respawn Countdown" setting
- When enabled, and when respawning naturally, the player will be moved to a completely random location in the world, this can be anywhere within -30 million and +30 million
- Rehauled how the player is meant to acquire bread
- Placing 4 wheat into a mortar and grinding it will allow you to get the new "Wheat Flour" item (1-4 wheat flour is dropped)
- Placing 9 wheat flour into a basket and stirring it will give the player dough, which can be baked into bread in a furnace or campfire
- Creating dough in a basket will give the user cookery experience
- The old dough recipe has been removed
- Added various combat changes
- Arrows' damage will now bypass entities' iframes (invulnerability cooldown that is given to an entity post-damage)
- The damage done by players' attacks will now bypass entities' iframes
- Players will now no longer be able to attack an entity within 10 ticks (500 miliseconds) of their last attack
- (Note: 1-on-1 fights against mobs, animals, and players will not be changed at all by this, and will look exactly as they did before, though, group fights will not, as this allows groups of players to gain great advantages against opponents, making fights more realistic and more cooperative)
- Swinging is still possible, however, the swings will not deal any damage or knockback to the opponent
- Changed the mechanics and visuals for the heated wrought iron forging process
- Interacting with a placed heated wrought iron while holding a forging hammer will now make it so it displays particles to the user
- Players can now sneak and interact with a heated wrought iron with a forging hammer to cycle through the shown symbols, instead of having to wait on the symbols to be cycled through
- Adding progress to a shown symbol will no longer reset the selected symbol
- The copper and iron forging hammers will now add less progress to heated wrought iron symbols per hit
- Previously, for each respective hammer, the progress per hit was +25 and +35, now, its +5 and +10 per hit
- Changed the visuals of the symbols bar that is shown to the player. It now uses its own textures instead of simple text
- Changed the dough texture
- Changed how heated & shaped iron tools render their color
- Now, only the tool head parts of their model will change color
- Tool heads that have been placed on tool handles will now appear larger
- Falling on a climbable block will now deal fall damage to the player
- Removed the cauldron recipe
- (Note: This is a temporary change, the cauldron recipe will return in a future update)
- Players are now more likely to get ill if they consume foods or liquids while dirty
- Players will now receive hunger if they eat foods or liquids while sick
- Players who are low on hygiene will now display subtle particles around them from time to time
- These particles can only be perceived by players close to the player, and by the player themselves
- Wisdom experience gained from various actions has been lowered, making acquiring wisdom levels take longer
- Climbing climbable blocks (such as ladders or vines) will now decrease stamina & hunger
- Hardened clay molds that have molten metals inside can now cool down if they are inside any full, solid, block that isn't leaves
- Downed players will now be shown a black screen that slowly fades in when they are near their death
- Ores/metals/nuggets now have additional identifier data
- Armor items now have additional data
- Optimized the player downing system
- Optimized the heated wrought iron forging
- Fixed walking decreasing hunger too much
- Fixed the "Delegacies" advancement not being given to the player
- Fixed iron tools that have gone through the forging process not rendering their cordage/handle/adhesive textures
- Fixed certain iron tools not being able to be forged correctly
- Fixed thirst being able to become a null value
- Fixed players not dying after relogging while being downed if the player was connected to a paper server
- Fixed players sometimes not being able to get new genetics
- Fixed a cookery experience increase trigger not being able to be completed
- Added new function tags
- '#overly_realistic:general_loops/main_80t'
- Added new advancements and changed existing advancements
- Added the "Booming Flour" advancement -> Crush wheat into wheat flour in a mortar
- Added the "Getting Dough" advancement -> Create dough in a basket
- Added the "Newly Wed" advancement -> Craft a diamond ring
- Changed the description of the "Ancient Pastries" advancement
- Changed the description of the "Delegacies" advancement
- Changed the description of the "Forging Fanatic" advancement
- Changed the description of the "Cooled Arsenal" advancement
- The "Ancient Pastries" advancement is now also found in the "Basket Uses" advancement tab
release
Overly Realistic v3.3.4 for 1.21.11
v3.3.49 февр. 2026 г.58Minecraft: 1.21.11datapack
Что нового
### v3.3.4
- Added a new setting: "Randomized Respawn"
- This setting is disabled by default
- Note that this setting is dependent on the "Respawn Countdown" setting
- When enabled, and when respawning naturally, the player will be moved to a completely random location in the world, this can be anywhere within -30 million and +30 million
- Rehauled how the player is meant to acquire bread
- Placing 4 wheat into a mortar and grinding it will allow you to get the new "Wheat Flour" item (1-4 wheat flour is dropped)
- Placing 9 wheat flour into a basket and stirring it will give the player dough, which can be baked into bread in a furnace or campfire
- Creating dough in a basket will give the user cookery experience
- The old dough recipe has been removed
- Added various combat changes
- Arrows' damage will now bypass entities' iframes (invulnerability cooldown that is given to an entity post-damage)
- The damage done by players' attacks will now bypass entities' iframes
- Players will now no longer be able to attack an entity within 10 ticks (500 miliseconds) of their last attack
- (Note: 1-on-1 fights against mobs, animals, and players will not be changed at all by this, and will look exactly as they did before, though, group fights will not, as this allows groups of players to gain great advantages against opponents, making fights more realistic and more cooperative)
- Swinging is still possible, however, the swings will not deal any damage or knockback to the opponent
- Changed the mechanics and visuals for the heated wrought iron forging process
- Interacting with a placed heated wrought iron while holding a forging hammer will now make it so it displays particles to the user
- Players can now sneak and interact with a heated wrought iron with a forging hammer to cycle through the shown symbols, instead of having to wait on the symbols to be cycled through
- Adding progress to a shown symbol will no longer reset the selected symbol
- The copper and iron forging hammers will now add less progress to heated wrought iron symbols per hit
- Previously, for each respective hammer, the progress per hit was +25 and +35, now, its +5 and +10 per hit
- Changed the visuals of the symbols bar that is shown to the player. It now uses its own textures instead of simple text
- Changed the dough texture
- Changed how heated & shaped iron tools render their color
- Now, only the tool head parts of their model will change color
- Tool heads that have been placed on tool handles will now appear larger
- Falling on a climbable block will now deal fall damage to the player
- Removed the cauldron recipe
- (Note: This is a temporary change, the cauldron recipe will return in a future update)
- Players are now more likely to get ill if they consume foods or liquids while dirty
- Players will now receive hunger if they eat foods or liquids while sick
- Players who are low on hygiene will now display subtle particles around them from time to time
- These particles can only be perceived by players close to the player, and by the player themselves
- Wisdom experience gained from various actions has been lowered, making acquiring wisdom levels take longer
- Climbing climbable blocks (such as ladders or vines) will now decrease stamina & hunger
- Hardened clay molds that have molten metals inside can now cool down if they are inside any full, solid, block that isn't leaves
- Downed players will now be shown a black screen that slowly fades in when they are near their death
- Ores/metals/nuggets now have additional identifier data
- Armor items now have additional data
- Optimized the player downing system
- Optimized the heated wrought iron forging
- Fixed walking decreasing hunger too much
- Fixed the "Delegacies" advancement not being given to the player
- Fixed iron tools that have gone through the forging process not rendering their cordage/handle/adhesive textures
- Fixed certain iron tools not being able to be forged correctly
- Fixed thirst being able to become a null value
- Fixed players not dying after relogging while being downed if the player was connected to a paper server
- Fixed players sometimes not being able to get new genetics
- Fixed a cookery experience increase trigger not being able to be completed
- Added new function tags
- '#overly_realistic:general_loops/main_80t'
- Added new advancements and changed existing advancements
- Added the "Booming Flour" advancement -> Crush wheat into wheat flour in a mortar
- Added the "Getting Dough" advancement -> Create dough in a basket
- Added the "Newly Wed" advancement -> Craft a diamond ring
- Changed the description of the "Ancient Pastries" advancement
- Changed the description of the "Delegacies" advancement
- Changed the description of the "Forging Fanatic" advancement
- Changed the description of the "Cooled Arsenal" advancement
- The "Ancient Pastries" advancement is now also found in the "Basket Uses" advancement tab
release
Overly Realistic v3.3.3 for 1.21.11
v3.3.3-mod4 февр. 2026 г.171Minecraft: 1.21.11fabric, forge, neoforge, quilt
Что нового
### v3.3.3
- Added a new setting: "Respawn Countdown"
- This setting is disabled by default
- When enabled, players will receive a countdown upon dying and becoming ghosts, when the countdown reaches 0, the player will be respawned near the world's spawn
- (Note: there is currently no conventional way to change the default countdown value, this will be changed in a future update, for now, you can use '/function overly_realistic:main/debug/respawn_countdown/set_respawn_countdown_time {value: INSERTNUMBERHERE}' to change it)
- Redstone ore now drops a "Redstone Gem"
- 4 redstone gems can be grinded down into 2-4 redstone dust in a mortar
- (Note: redstone gems will be given further uses in future updates! It is currently a very bare-bones item in terms of usage!)
- Players will now hear wind sounds when falling
- After falling, players will hear an additional collision sound
- Wild potatoes/beetroots/carrots will now generate rooted dirt under them if they are 1-2 blocks above dirt (in this case, the dirt blocks will be replaced with rooted dirt)
- Honey bottles no longer clear players of harmful effects
- Reduced the chance of generating footstep markings on the ground
- The "max_ground_blood_time" internal setting has been renamed to "max_ground_marking_time"
- Reduced the max amount of time ground markings (such as blood splatters and footstep marks) are able to remain in the world
- The normal campfire, when acquired in creative, will now naturally be unlit
- Interacting with a campfire using a fire charge or a flint and steel in creative will now set its fire-time to 9999 (which is equivalent to ~1.3 real world hours)
- Preparation plates no longer break themselves when a block is placed in the same position as them
- Stonecutter block-cutting is now slower, its timings are also now operated per-block
- Fire starters now reduce their own friction slower than before
- (Note: The fire starter interaction mechanics are still planned to be changed in the future!)
- Optimized shooting star operations
- Optimized campfire operations
- Optimized campfire checks for players
- Optimized specialized block placement checks
- Optimized stonecutter operations
- Fixed footstep markings not being created when walking over sand/snow blocks
- Fixed certain unneeded operations being done on ghosts
- Fixed campfires releasing smoke when being built from dry tinder
- Fixed an easter egg advancement not working
- Added various new advancements and changed existing advancements
- Added the "Dusty" advancement -> Craft redstone dust in a mortar
- The "The Engineer" advancement now requires the player to get a redstone gem. Its description has also been changed
- Tweaked the "Let There be Light" advancement description
- Tweaked the "Ancient Artisan" advancement description
- Tweaked the "Pyromaniac" advancement description
- Tweaked the "Lit and Let Light" advancement description
- Tweaked the "Light it Up" advancement description
- Tweaked the "All Bark, No Bite" advancement description
- Tweaked the "Plankful" advancement description
release
Overly Realistic v3.3.3 for 1.21.11
v3.3.34 февр. 2026 г.51Minecraft: 1.21.11datapack
Что нового
### v3.3.3
- Added a new setting: "Respawn Countdown"
- This setting is disabled by default
- When enabled, players will receive a countdown upon dying and becoming ghosts, when the countdown reaches 0, the player will be respawned near the world's spawn
- (Note: there is currently no conventional way to change the default countdown value, this will be changed in a future update, for now, you can use '/function overly_realistic:main/debug/respawn_countdown/set_respawn_countdown_time {value: INSERTNUMBERHERE}' to change it)
- Redstone ore now drops a "Redstone Gem"
- 4 redstone gems can be grinded down into 2-4 redstone dust in a mortar
- (Note: redstone gems will be given further uses in future updates! It is currently a very bare-bones item in terms of usage!)
- Players will now hear wind sounds when falling
- After falling, players will hear an additional collision sound
- Wild potatoes/beetroots/carrots will now generate rooted dirt under them if they are 1-2 blocks above dirt (in this case, the dirt blocks will be replaced with rooted dirt)
- Honey bottles no longer clear players of harmful effects
- Reduced the chance of generating footstep markings on the ground
- The "max_ground_blood_time" internal setting has been renamed to "max_ground_marking_time"
- Reduced the max amount of time ground markings (such as blood splatters and footstep marks) are able to remain in the world
- The normal campfire, when acquired in creative, will now naturally be unlit
- Interacting with a campfire using a fire charge or a flint and steel in creative will now set its fire-time to 9999 (which is equivalent to ~1.3 real world hours)
- Preparation plates no longer break themselves when a block is placed in the same position as them
- Stonecutter block-cutting is now slower, its timings are also now operated per-block
- Fire starters now reduce their own friction slower than before
- (Note: The fire starter interaction mechanics are still planned to be changed in the future!)
- Optimized shooting star operations
- Optimized campfire operations
- Optimized campfire checks for players
- Optimized specialized block placement checks
- Optimized stonecutter operations
- Fixed footstep markings not being created when walking over sand/snow blocks
- Fixed certain unneeded operations being done on ghosts
- Fixed campfires releasing smoke when being built from dry tinder
- Fixed an easter egg advancement not working
- Added various new advancements and changed existing advancements
- Added the "Dusty" advancement -> Craft redstone dust in a mortar
- The "The Engineer" advancement now requires the player to get a redstone gem. Its description has also been changed
- Tweaked the "Let There be Light" advancement description
- Tweaked the "Ancient Artisan" advancement description
- Tweaked the "Pyromaniac" advancement description
- Tweaked the "Lit and Let Light" advancement description
- Tweaked the "Light it Up" advancement description
- Tweaked the "All Bark, No Bite" advancement description
- Tweaked the "Plankful" advancement description
release
Overly Realistic v3.3.2 for 1.21.11
v3.3.2-mod29 янв. 2026 г.145Minecraft: 1.21.11fabric, forge, neoforge, quilt
Что нового
### v3.3.2
- Added a new setting: "Load Messages"
- This is meant to be used solely for debugging purposes, and as such, is disabled by default
- When enabled, the game will send load messages in chat upon loading/reloading Overly-Realistic
- Added redundancies for players not getting their genetics back when dying while having the "Normal Respawning" setting enabled
- Users can now open the Overly-Realistic settings menu through their quick-actions keybind, or through their pause menu
- Tweaked the initialization message to inform the player they can get to the settings menu through the pause screen
- Tweaked the block breaking speed genetics
- The faster genetical values are now slightly slower, slower values remain the same
- Player heat is now lowered when it is raining (this does not have any relation to wetness!)
- Modularized animal damage
- Smaller and medium-sized animals should now deal less damage
- Zombie nautlisus entities are now removed when the "No Monsters" setting is enabled
- Animal bodies will now automatically be removed when falling into the void
- Optimized the detection done for players hitting animal corpses
- Optimized animal corpses dropping loot
- Optimized sheep shearing
- Optimized player-attacking-living-animal checks
- Optimized world property checks for the use of player temperature
- Optimized boats' falling check
- Optimized raycasting for the body hit system
- Optimized various entity checks
- Fixed being able to eat flint flakes
- Fixed not being able to get fats from foods
- Fixed not being able to get the "Spillage" advancement if the player was using a wooden bucket with either dirty or sea water
- Fixed players' wetness time being uncapped when getting wet due to rainfall
- Fixed players being able to get wet due to rainfall when in biomes that have no rainfall
- Fixed pigs not retaining their variant when turning into corpses
- Fixed animal size not mattering towards damage dealt to players
- Fixed the low-body-temperature illness not having any effect on the player
- Fixed the splash text always being the same
- Fixed items sometimes randomly being removed when on campfires
- Fixed certain temporary entities not being removed when they should be
release
Overly Realistic v3.3.2 for 1.21.11
v3.3.229 янв. 2026 г.44Minecraft: 1.21.11datapack
Что нового
### v3.3.2
- Added a new setting: "Load Messages"
- This is meant to be used solely for debugging purposes, and as such, is disabled by default
- When enabled, the game will send load messages in chat upon loading/reloading Overly-Realistic
- Added redundancies for players not getting their genetics back when dying while having the "Normal Respawning" setting enabled
- Users can now open the Overly-Realistic settings menu through their quick-actions keybind, or through their pause menu
- Tweaked the initialization message to inform the player they can get to the settings menu through the pause screen
- Tweaked the block breaking speed genetics
- The faster genetical values are now slightly slower, slower values remain the same
- Player heat is now lowered when it is raining (this does not have any relation to wetness!)
- Modularized animal damage
- Smaller and medium-sized animals should now deal less damage
- Zombie nautlisus entities are now removed when the "No Monsters" setting is enabled
- Animal bodies will now automatically be removed when falling into the void
- Optimized the detection done for players hitting animal corpses
- Optimized animal corpses dropping loot
- Optimized sheep shearing
- Optimized player-attacking-living-animal checks
- Optimized world property checks for the use of player temperature
- Optimized boats' falling check
- Optimized raycasting for the body hit system
- Optimized various entity checks
- Fixed being able to eat flint flakes
- Fixed not being able to get fats from foods
- Fixed not being able to get the "Spillage" advancement if the player was using a wooden bucket with either dirty or sea water
- Fixed players' wetness time being uncapped when getting wet due to rainfall
- Fixed players being able to get wet due to rainfall when in biomes that have no rainfall
- Fixed pigs not retaining their variant when turning into corpses
- Fixed animal size not mattering towards damage dealt to players
- Fixed the low-body-temperature illness not having any effect on the player
- Fixed the splash text always being the same
- Fixed items sometimes randomly being removed when on campfires
- Fixed certain temporary entities not being removed when they should be
release
Overly Realistic v3.3.1 for 1.21.11
v3.3.1-mod27 янв. 2026 г.48Minecraft: 1.21.11fabric, forge, neoforge, quilt
Что нового
### v3.3.1
- Changed how the initialization message is formatted
- Splash texts are now randomly chosen and displayed underneath the Overly-Realistic logo title
- The arrows for each line of text have been replaced with small icons
- Changed the model of the crafting table setup
- Changed the texture of the crucible item and its variants
- Changed the texture of the iron fragments
- Tweaked the model of the basket
- Tweaked the textures of the dirty iron/wooden water buckets
- Dirty water buckets now use a different particle for when the player is pouring the liquid
- Fixed using the '/function debug:retrieve' command printing a debug message in chat
- Fixed not being able to sharpen iron axes
- Fixed stone & wooden axes not working properly
- Fixed leaves' loot tables having malformatted entries
- Fixed silverfish not dropping silverfish grub
- Fixed the "Dead Beauty" advancement not being registered
- Fixed the bone flute recipe not working
- Fixed boats not being able to correctly apply fall damage to passengers
- Fixed night time not affecting the random tick speed
- Fixed the "Normal Respawning" setting not correctly respawning players
- Fixed lava buckets not working correctly
- Fixed bandages being uncraftable
- Fixed the "Band Age" advancement not being registered
- Fixed cookies, copper doors, and crimson doors being uncraftable
- Fixed not being able to get building experience by crafting certain blocks
- Fixed not being able to receive recipe hints from acquiring leather
- Fixed players not being able to acquire fishing experience from fishing
- Fixed Overly-Realistic throwing out various errors into the console
- Fixed the raw canine item not having a proper texture in the creative menu
- Fixed not being able to place water/lava source blocks from iron buckets
- Fixed the hotbar items being able to be duplicated when running '/function debug:retrieve'
- Removed unnecessary files
release
Overly Realistic v3.3.1 for 1.21.11
v3.3.127 янв. 2026 г.18Minecraft: 1.21.11datapack
Что нового
### v3.3.1
- Changed how the initialization message is formatted
- Splash texts are now randomly chosen and displayed underneath the Overly-Realistic logo title
- The arrows for each line of text have been replaced with small icons
- Changed the model of the crafting table setup
- Changed the texture of the crucible item and its variants
- Changed the texture of the iron fragments
- Tweaked the model of the basket
- Tweaked the textures of the dirty iron/wooden water buckets
- Dirty water buckets now use a different particle for when the player is pouring the liquid
- Fixed using the '/function debug:retrieve' command printing a debug message in chat
- Fixed not being able to sharpen iron axes
- Fixed stone & wooden axes not working properly
- Fixed leaves' loot tables having malformatted entries
- Fixed silverfish not dropping silverfish grub
- Fixed the "Dead Beauty" advancement not being registered
- Fixed the bone flute recipe not working
- Fixed boats not being able to correctly apply fall damage to passengers
- Fixed night time not affecting the random tick speed
- Fixed the "Normal Respawning" setting not correctly respawning players
- Fixed lava buckets not working correctly
- Fixed bandages being uncraftable
- Fixed the "Band Age" advancement not being registered
- Fixed cookies, copper doors, and crimson doors being uncraftable
- Fixed not being able to get building experience by crafting certain blocks
- Fixed not being able to receive recipe hints from acquiring leather
- Fixed players not being able to acquire fishing experience from fishing
- Fixed Overly-Realistic throwing out various errors into the console
- Fixed the raw canine item not having a proper texture in the creative menu
- Fixed not being able to place water/lava source blocks from iron buckets
- Fixed the hotbar items being able to be duplicated when running '/function debug:retrieve'
- Removed unnecessary files
release
Overly Realistic v3.3.0 for 1.21.11
v3.3.0-mod25 янв. 2026 г.57Minecraft: 1.21.11fabric, forge, neoforge, quilt
Что нового
### v3.3.0
- The "seriously hurt" status has been renamed to "very hurt"
- Rehauled how the actionbar HUD stats are shown
- The text used is now white
- A background is now used for the text, the color of the background is different for each stat
- The icon that is shown before the "Status: ..." text in the actionbar HUD is now dependent on the player's current status and can now change dynamically
- Changed the texture of the bellow's top face
- Changed the textures of the lead and string cordage pieces for pickaxes/axes/spears crafted with those ingredients
- Added a new "easter egg advancements" system
- There are now advancements which are hidden from users, these advancements are only given to players who complete specific requirements pertaining to them
- Added 2 new easter egg advancements
- Added a new setting: "Restorable Deaths"
- This setting is disabled by default
- If enabled, the game will save players' inventories whenever they die
- The command '/function debug:retrieve' can be ran to replace your inventory with the latest dead player's inventory
- Added a new texture for the diamond ring (created by Achim2393, edited by me)
- Iron and copper shears can now be used on pumpkins, bee nests, and beehives
- Meat stews and vegetable stews now have their own nutritional values, that are given to players that consume these items
- Meat stews give: 1 carbs, 12 proteins, 9 fats
- Vegetable stews give: 16 carbs, 2 proteins, 1 fats
- Changed the name of various food items
- Bat meat -> bat carcass
- Polar bear meat -> raw bear
- Horse/mule/donkey meat -> raw equine
- Ocelot meat -> raw feline
- Silverfish meat -> silverfish grub
- Spider meat -> spider grub
- Wolf meat -> raw canine
- Turtle meat -> raw turtle
- Camel meat -> raw camel
- Changed the stats of several foods, such is detailed below:
- The bat carcass now gives 2 nutrition, 0.2 saturation,
- Various foods can now be cooked into their own cooked variants, such is detailed below:
- Bat carcass -> cooked bat carcass
- Raw bear -> bear steak
- Raw camel -> camel steak
- Raw feline -> cooked feline
- Raw turtle -> cooked turtle
- Raw equine -> equine steak
- Egg/blue egg/brown egg -> fried egg
- Raw wolf -> canine steak
- The hunger stats of these cooked foods are detailed below:
- Cooked bat -> 4 nutrition, 0.6 saturation
- Bear steak -> 9 nutrition, 14 saturation
- Cooked camel -> 8 nutrition, 10 saturation
- Equine steak -> 8 nutrition, 10 saturation
- Cooked feline -> 7 nutrition, 8 saturation
- Cooked turtle -> 7 nutrition, 8 saturation
- Canine steak -> 7 nutrition, 8 saturation
- Fried egg -> 5 nutrition, 4 saturation
- Added new nutritional stats for new food items and changed nutritional values of some prior items
- Bat carcass -> 4 proteins, 2 fats
- Cooked bat -> 8 proteins, 4 fats
- Raw bear -> 11 proteins, 6 fats
- Bear steak -> 18 proteins, 8 fats
- Raw camel -> 9 proteins, 5 fats
- Cooked camel -> 15 proteins, 6 fats
- Raw equine -> 9 proteins, 5 fats
- Equine steak -> 15 proteins, 6 fats
- Raw feline -> 8 proteins, 3 fats
- Cooked feline -> 14 proteins, 5 fats
- Silverfish grub -> 1 protein
- Spider grub -> 2 proteins
- Raw turtle -> 7 proteins, 3 fats
- Cooked turtle -> 12 proteins, 6 fats
- Raw canine -> 8 proteins, 3 fats
- Canine steak -> 14 proteins, 5 fats
- Fried egg -> 3 proteins, 13 fats
- Milk -> 2 proteins, 13 fats
- Dough -> 3 carbs, 1 fat
- Changed the texture of various foods, these include:
- Bat carcass
- Raw bear
- Raw camel
- Raw equine
- Raw feline
- Raw canine
- Silverfish grub
- Spider grub
- Raw turtle meat
- Brown coconut
- Green coconut
- Coconuts now have a max stack size of 1 and now have spoilage data
- (Note: spoilage currently does not work for coconuts, this is a known bug and it will be fixed in the future)
- Increased the illness chance acquired from eating raw bat carcasses
- Crude string can now be used on fire starters similarly to vine/bows/string
- Recipes in which crude string may optinally be used in will now display it through the recipe book
- Food items now have additional identifier data
- Disabled the cake recipe
- Note: This is a temporary change, cakes will be acquireable items again in the future!
- Disabled being able to get charcoal from putting logs on campfires
- Added additional data to tools
- It now takes 20 ticks (1 second) to use a diamond ring
- When using a diamond ring, the item will now be set to the "blocking" position
- Changed the wooden drum model and texture
- Wooden drums are now crafted with hide instead of leather
- The initialization message now includes the Overly-Realistic icon
- Players now receive specific data when receiving physical traumas
- Normal illnesses will now damage the player slower than before
- Changed the logic for pouring liquids from buckets
- Liquids will no longer attach to walls if it is next to a solid block, instead, it will only check for solid floors, meaning it will only be able to be placed wherever the bucket's particles land
- Ground props are now generated in a more scattered manner
- Wild potatoes, beetroots, and carrots may now generate on the surface as ground props
- These ground props will drop their respective vegetables, even if the player breaks them without a hoe
- Tweaked the description of the main Overly-Realistic root advancement
- Optimized the facing detection used for the compass' actionbar HUD display
- Optimized sky-exposure checks
- Optimized centralized increase/decrease operations for several stats
- Optimized player data storage
- Optimized players' items dropping due to dying
- Optimized fertilizer usage
- Fixed taking damage sometimes setting players' wet time to < 0
- Fixed receiving high amounts of fall damage being able to make the player blind, as a physical trauma event
- Fixed the diamond ring not having a texture
- Fixed the game reducing creative mode players' thirst if they were sleeping
- Fixed the strength & speed stats being able to overflow
- Fixed the "dirty" status not being shown to players
- Fixed certain animals being both bigger and faster than animals of smaller sizes
- Fixed tongs not being able to break if they were on the player's offhand
- Fixed tongs removing players' mainhand item when being at both 0 durability and on their offhand
- Fixed hardened clay molds trying to place unrelated items, whenever they got placed down into the world
- Fixed iron and wooden water buckets not being emptied when being drunk by players
- Fixed the descriptions of the building wisdom skill advancements in the livelyhood tab describing themselves as the "combat skill" ones
- Fixed the crude string not allowing players to interact with blocks
- Fixed not being able to craft copper & iron forging hammers with a tool handle
- Fixed players not receiving blacksmithing experience from heating gold or iron fragments
- Fixed not being able to heat up certain iron tools by placing them onto a forging plate that is in or above a hot block
- Note that this fix disregards items that have been made in previous updates!
- Fixed shields turning into wheat seeds (how even..)
- Fixed players sometimes not getting their genetical stats back when being downed if the player has been downed previously
- Fixed downed players sometimes not getting into the crawl position if they were too tall
- Fixed filler entities sometimes not being deleted
- Fixed consuming high quality foods not leading to an increase in sanity
- Fixed coconuts' item names not using translation keys
- Fixed various advancements not being given to the player when the requirements were met, these include the following:
- "Tanned" (specifically in the stone age tab)
- "Bukket"
- "Spillage"
- "Effective Butchery"
- "Revolutionary Process"
- "Iron Age"
- "True Sumerian"
- "Heater"
- "Getting Hot"
release
Overly Realistic v3.3.0 for 1.21.11
v3.3.025 янв. 2026 г.17Minecraft: 1.21.11datapack
Что нового
### v3.3.0
- The "seriously hurt" status has been renamed to "very hurt"
- Rehauled how the actionbar HUD stats are shown
- The text used is now white
- A background is now used for the text, the color of the background is different for each stat
- The icon that is shown before the "Status: ..." text in the actionbar HUD is now dependent on the player's current status and can now change dynamically
- Changed the texture of the bellow's top face
- Changed the textures of the lead and string cordage pieces for pickaxes/axes/spears crafted with those ingredients
- Added a new "easter egg advancements" system
- There are now advancements which are hidden from users, these advancements are only given to players who complete specific requirements pertaining to them
- Added 2 new easter egg advancements
- Added a new setting: "Restorable Deaths"
- This setting is disabled by default
- If enabled, the game will save players' inventories whenever they die
- The command '/function debug:retrieve' can be ran to replace your inventory with the latest dead player's inventory
- Added a new texture for the diamond ring (created by Achim2393, edited by me)
- Iron and copper shears can now be used on pumpkins, bee nests, and beehives
- Meat stews and vegetable stews now have their own nutritional values, that are given to players that consume these items
- Meat stews give: 1 carbs, 12 proteins, 9 fats
- Vegetable stews give: 16 carbs, 2 proteins, 1 fats
- Changed the name of various food items
- Bat meat -> bat carcass
- Polar bear meat -> raw bear
- Horse/mule/donkey meat -> raw equine
- Ocelot meat -> raw feline
- Silverfish meat -> silverfish grub
- Spider meat -> spider grub
- Wolf meat -> raw canine
- Turtle meat -> raw turtle
- Camel meat -> raw camel
- Changed the stats of several foods, such is detailed below:
- The bat carcass now gives 2 nutrition, 0.2 saturation,
- Various foods can now be cooked into their own cooked variants, such is detailed below:
- Bat carcass -> cooked bat carcass
- Raw bear -> bear steak
- Raw camel -> camel steak
- Raw feline -> cooked feline
- Raw turtle -> cooked turtle
- Raw equine -> equine steak
- Egg/blue egg/brown egg -> fried egg
- Raw wolf -> canine steak
- The hunger stats of these cooked foods are detailed below:
- Cooked bat -> 4 nutrition, 0.6 saturation
- Bear steak -> 9 nutrition, 14 saturation
- Cooked camel -> 8 nutrition, 10 saturation
- Equine steak -> 8 nutrition, 10 saturation
- Cooked feline -> 7 nutrition, 8 saturation
- Cooked turtle -> 7 nutrition, 8 saturation
- Canine steak -> 7 nutrition, 8 saturation
- Fried egg -> 5 nutrition, 4 saturation
- Added new nutritional stats for new food items and changed nutritional values of some prior items
- Bat carcass -> 4 proteins, 2 fats
- Cooked bat -> 8 proteins, 4 fats
- Raw bear -> 11 proteins, 6 fats
- Bear steak -> 18 proteins, 8 fats
- Raw camel -> 9 proteins, 5 fats
- Cooked camel -> 15 proteins, 6 fats
- Raw equine -> 9 proteins, 5 fats
- Equine steak -> 15 proteins, 6 fats
- Raw feline -> 8 proteins, 3 fats
- Cooked feline -> 14 proteins, 5 fats
- Silverfish grub -> 1 protein
- Spider grub -> 2 proteins
- Raw turtle -> 7 proteins, 3 fats
- Cooked turtle -> 12 proteins, 6 fats
- Raw canine -> 8 proteins, 3 fats
- Canine steak -> 14 proteins, 5 fats
- Fried egg -> 3 proteins, 13 fats
- Milk -> 2 proteins, 13 fats
- Dough -> 3 carbs, 1 fat
- Changed the texture of various foods, these include:
- Bat carcass
- Raw bear
- Raw camel
- Raw equine
- Raw feline
- Raw canine
- Silverfish grub
- Spider grub
- Raw turtle meat
- Brown coconut
- Green coconut
- Coconuts now have a max stack size of 1 and now have spoilage data
- (Note: spoilage currently does not work for coconuts, this is a known bug and it will be fixed in the future)
- Increased the illness chance acquired from eating raw bat carcasses
- Crude string can now be used on fire starters similarly to vine/bows/string
- Recipes in which crude string may optinally be used in will now display it through the recipe book
- Food items now have additional identifier data
- Disabled the cake recipe
- Note: This is a temporary change, cakes will be acquireable items again in the future!
- Disabled being able to get charcoal from putting logs on campfires
- Added additional data to tools
- It now takes 20 ticks (1 second) to use a diamond ring
- When using a diamond ring, the item will now be set to the "blocking" position
- Changed the wooden drum model and texture
- Wooden drums are now crafted with hide instead of leather
- The initialization message now includes the Overly-Realistic icon
- Players now receive specific data when receiving physical traumas
- Normal illnesses will now damage the player slower than before
- Changed the logic for pouring liquids from buckets
- Liquids will no longer attach to walls if it is next to a solid block, instead, it will only check for solid floors, meaning it will only be able to be placed wherever the bucket's particles land
- Ground props are now generated in a more scattered manner
- Wild potatoes, beetroots, and carrots may now generate on the surface as ground props
- These ground props will drop their respective vegetables, even if the player breaks them without a hoe
- Tweaked the description of the main Overly-Realistic root advancement
- Optimized the facing detection used for the compass' actionbar HUD display
- Optimized sky-exposure checks
- Optimized centralized increase/decrease operations for several stats
- Optimized player data storage
- Optimized players' items dropping due to dying
- Optimized fertilizer usage
- Fixed taking damage sometimes setting players' wet time to < 0
- Fixed receiving high amounts of fall damage being able to make the player blind, as a physical trauma event
- Fixed the diamond ring not having a texture
- Fixed the game reducing creative mode players' thirst if they were sleeping
- Fixed the strength & speed stats being able to overflow
- Fixed the "dirty" status not being shown to players
- Fixed certain animals being both bigger and faster than animals of smaller sizes
- Fixed tongs not being able to break if they were on the player's offhand
- Fixed tongs removing players' mainhand item when being at both 0 durability and on their offhand
- Fixed hardened clay molds trying to place unrelated items, whenever they got placed down into the world
- Fixed iron and wooden water buckets not being emptied when being drunk by players
- Fixed the descriptions of the building wisdom skill advancements in the livelyhood tab describing themselves as the "combat skill" ones
- Fixed the crude string not allowing players to interact with blocks
- Fixed not being able to craft copper & iron forging hammers with a tool handle
- Fixed players not receiving blacksmithing experience from heating gold or iron fragments
- Fixed not being able to heat up certain iron tools by placing them onto a forging plate that is in or above a hot block
- Note that this fix disregards items that have been made in previous updates!
- Fixed shields turning into wheat seeds (how even..)
- Fixed players sometimes not getting their genetical stats back when being downed if the player has been downed previously
- Fixed downed players sometimes not getting into the crawl position if they were too tall
- Fixed filler entities sometimes not being deleted
- Fixed consuming high quality foods not leading to an increase in sanity
- Fixed coconuts' item names not using translation keys
- Fixed various advancements not being given to the player when the requirements were met, these include the following:
- "Tanned" (specifically in the stone age tab)
- "Bukket"
- "Spillage"
- "Effective Butchery"
- "Revolutionary Process"
- "Iron Age"
- "True Sumerian"
- "Heater"
- "Getting Hot"
release
Overly Realistic v3.2.0 for 1.21.11
v3.2.0-mod4 янв. 2026 г.367Minecraft: 1.21.11fabric, forge, neoforge, quilt
Что нового
### v3.2.0
- Baskets can now be made in preparation plates
- Baskets made in preparation plates require the player to use 3 mud bricks and 6 planks
- Baskets can still (also) be made in crafting tables
- Added wood bark
- There are different types of wood bark items, one for each type of log
- Wood bark can be acquired by stripping logs with axes
- Added wood scraps
- Wood scraps can be acquired by grinding 4 pieces of bark in a mortar
- Rehauled how players are meant to acquire leather
- Players can now create a "tannin solution" in a basket by placing 9 wood scraps in a boiling, waterlogged, basket
- Tannin solutions appear as light-brown water
- When harvesting animal corpses, they will now drop gory versions of their normal hides
- Gory hides can be placed down on floors, or can be placed on wooden racks
- If a player interacts with a gory hide whilst holding an item such as a stick, bone, stone knife, or sharpened flint, they will begin scraping the gore off the hide
- A percentage value is shown below the crosshair of the user
- When reaching 100%, the player will successfully scrape off the gore, turning it into regular hide
- Hides can be put on a basket with a tannin solution. Stirring it will turn the water back into dirty water and will make the hides turn into doused hides
- Doused hides can be put in wooden racks. After a while, it will turn into leather
- Added a new texture for the camel hide
- Rehauled various hide textures
- Changed the wooden spoon recipe
- Wooden spoons now require 1 stick and 1 plank
- Added a new setting: "Physical Traumas"
- This setting is enabled by default
- If disabled, players will no longer be able to gain/have physical traumas
- Overly-Realistic now saves the world's spawn location
- Players can now drink water from water buckets if they look directly upwards, letting the water particles fall on their face
- Normal buckets have been renamed to iron buckets
- Added the wooden bucket
- Can be crafted by placing 3 sticks and 6 planks in a preparation plate
- Holding down your use keybind (by default, right click) while looking at water will slowly collect the water
- Wooden buckets can store and carry water, just like iron buckets
- Wooden buckets can't store/carry neither milk nor lava
- When holding down the use keybind with a wooden bucket that has been filled with water, it will dispense water just like normal buckets
- When placing down water, it will only place 1 water layer at a time, however
- Placing a layer of water on another layer of water will spread the water on the ground
- If a player places a layer of water on another and there are solid blocks around the water, the layer will grow
- Water buckets can be drank just like the iron bucket, although, it will increase less thirst than waterskins and iron buckets
- Placing sea water into baskets (through waterskins or wooden buckets) will now add a "sea water" water type to the basket
- Rehauled how empty iron buckets act
- Players now need to hold their use keybind (by default, right click) with the item while looking at water/lava/powder snow to contain those blocks in the bucket (or while looking at cows to get milk), this process takes ~2.5 seconds
- Particles are displayed on the block that was picked up
- There are now water-type distinctions that are applied to water buckets when getting water (meaning, you can get dirty water, sea water, and clean water)
- Powder snow buckets now act similarly to their water/lava counterparts
- Players now need to hold their use keybind while holding powder snow to slowly dispense it, displaying particles and playing snow sounds
- The powder snow will be created where the stream of snow particles connects to blocks (within a limit)
- Expanded on various features relating to the downing system
- Slightly changed the default actionbar message shown to downed players
- When a downed player is getting helped up by a player, the message that appears in their actionbar will now be different
- When helping a downed player, the user will now be able to see small green particles eminating from the downed player, indicating they are getting helped up
- These particles are only visible to the "helper" player
- Added the "Normal Respawning" setting
- This setting is disabled by default
- When enabled, Overly-Realistic's death & respawn systems are disabled, this removes player downing and ghosts
- The clay mold GUI now displays clay block texture icons for its buttons
- Players will now regenerate slower when low on hunger
- Dead players who are set to non-spectator-mode gamemodes are now revived
- Drinking dirty water will now give you nausea for 8 seconds instead of 20
- Drinking sea water will now have a 33% chance to increase your thirst by 3-5 (instead of 6-15)
- The "Effective Butchery" advancement now lists which items can be used for harvesting animal corpses
- Removed creepers being able to drop music discs
- Removed baby zombies being able to drop music discs
- Changed the waterskin item texture
- Slightly optimized log stripping
- Optimized thrown spear operations
- Optimized block-collapse operations
- Optimized downed player operations
- Optimized boat falling operations
- Fixed not being able to create fish glue in baskets
- Fixed camel hides not having textures
- Fixed the ocelot hide not having a model
- Fixed leather tanning too quickly
- Fixed killing an animal sometimes not creating an animal corpse
- Fixed not being able to open the settings menu
- Fixed edge-cases where spears would phase through entities if they were within ~0.1-1 block(s) from the player
- Fixed players' data holders being deleted when they died
- Fixed physical traumas sometimes not being removed when dying
- Fixed nutrients and vitality stats sometimes not being reset on death
- Fixed players' stats being reset when dying while the 'Normal Respawning' addon was enabled
- Fixed players' inventories sometimes not dropping when the 'Normal Respawning' addon was enabled
- Fixed players sometimes spawning in weird positions or floating when the 'Normal Respawning' addon was enabled
- Fixed various health oddities when the 'Normal Respawning' addon was enabled
- Fixed ground props not being able to generate near the world's spawn location
- Fixed drinking dirty water from waterskins still giving instant illnesses upon RNG (instead of increasing the likelyhood of an illness)
- Fixed the "Hydration" advancement not working
- Fixed the damage dealt to & by falling boats being able to overflow
- Fixed a position desync which would cause downed players to be able to move around while downed on their clients
- Fixed players of large sizes not getting in the crawling position when getting downed
- Fixed dead players not having scale balances when getting respawned
- Fixed players getting revived with genetics when the "Disable Genetics" setting was enabled
- Fixed players being able to dupe ore fragments by placing them into empty crucibles
- Fixed being able to have your max stamina removed
- Fixed chicken skull drops being abnormally common
- Added new advancements, and changed existing advancements, to reflect this update's changes
- Added the "Woody" advancement -> Craft wood scraps
- This advancement is both in the "Mortar Uses" tab and the "Stone Age" tab
- Added the "Tanned" advancement -> Create a tannin solution in a basket
- This advancement is both in the "Basket Uses" tab and the "Stone Age" tab
- Added the "Such Purity" advancement -> Scrape the gore off a gory hide
- Added the "Not a Cauldron" advancement -> Scrape the gore off a gory hide
- Added the "Quick Douse" advancement -> Place hides on a tannin solution-fill
- Added the "Revolutionary Process" advancement -> Place a doused hide into a wooden rack
- Added the "Quick Sip" advancement -> Drink from a bucket
- Changed the layout and requirements of the "This is Game" advancement
- The "Effective Butchery" advancement is now a child of the "Monkey See, Monkey Do" advancement
- The "This is Game" advancement is now a child of the "Effective Butchery" advancement
- The advancements that were previously children of the "This is Game" advancement are now children of the "Such Purity" advancement
- Expanded upon the "Paleoleatheric" advancement's description
- The "The Handyman" advancement now shows the preparation plate recipe for the basket
- The "The Base of Life" advancement now also shows up in the "Stone Age" tab
- The "Hide Tanning" advancement has had its requirement & description changed, it is now also a child of the "Revolutionary Process" advancement
- The "The Vine Things in Life" advancement is now a child of the "Mesolithic" advancement
- The "The Scavenger" advancement is now a child of the "Stone Age" advancement
release
Overly Realistic v3.2.0 for 1.21.11
v3.2.04 янв. 2026 г.91Minecraft: 1.21.11datapack
Что нового
### v3.2.0
- Baskets can now be made in preparation plates
- Baskets made in preparation plates require the player to use 3 mud bricks and 6 planks
- Baskets can still (also) be made in crafting tables
- Added wood bark
- There are different types of wood bark items, one for each type of log
- Wood bark can be acquired by stripping logs with axes
- Added wood scraps
- Wood scraps can be acquired by grinding 4 pieces of bark in a mortar
- Rehauled how players are meant to acquire leather
- Players can now create a "tannin solution" in a basket by placing 9 wood scraps in a boiling, waterlogged, basket
- Tannin solutions appear as light-brown water
- When harvesting animal corpses, they will now drop gory versions of their normal hides
- Gory hides can be placed down on floors, or can be placed on wooden racks
- If a player interacts with a gory hide whilst holding an item such as a stick, bone, stone knife, or sharpened flint, they will begin scraping the gore off the hide
- A percentage value is shown below the crosshair of the user
- When reaching 100%, the player will successfully scrape off the gore, turning it into regular hide
- Hides can be put on a basket with a tannin solution. Stirring it will turn the water back into dirty water and will make the hides turn into doused hides
- Doused hides can be put in wooden racks. After a while, it will turn into leather
- Added a new texture for the camel hide
- Rehauled various hide textures
- Changed the wooden spoon recipe
- Wooden spoons now require 1 stick and 1 plank
- Added a new setting: "Physical Traumas"
- This setting is enabled by default
- If disabled, players will no longer be able to gain/have physical traumas
- Overly-Realistic now saves the world's spawn location
- Players can now drink water from water buckets if they look directly upwards, letting the water particles fall on their face
- Normal buckets have been renamed to iron buckets
- Added the wooden bucket
- Can be crafted by placing 3 sticks and 6 planks in a preparation plate
- Holding down your use keybind (by default, right click) while looking at water will slowly collect the water
- Wooden buckets can store and carry water, just like iron buckets
- Wooden buckets can't store/carry neither milk nor lava
- When holding down the use keybind with a wooden bucket that has been filled with water, it will dispense water just like normal buckets
- When placing down water, it will only place 1 water layer at a time, however
- Placing a layer of water on another layer of water will spread the water on the ground
- If a player places a layer of water on another and there are solid blocks around the water, the layer will grow
- Water buckets can be drank just like the iron bucket, although, it will increase less thirst than waterskins and iron buckets
- Placing sea water into baskets (through waterskins or wooden buckets) will now add a "sea water" water type to the basket
- Rehauled how empty iron buckets act
- Players now need to hold their use keybind (by default, right click) with the item while looking at water/lava/powder snow to contain those blocks in the bucket (or while looking at cows to get milk), this process takes ~2.5 seconds
- Particles are displayed on the block that was picked up
- There are now water-type distinctions that are applied to water buckets when getting water (meaning, you can get dirty water, sea water, and clean water)
- Powder snow buckets now act similarly to their water/lava counterparts
- Players now need to hold their use keybind while holding powder snow to slowly dispense it, displaying particles and playing snow sounds
- The powder snow will be created where the stream of snow particles connects to blocks (within a limit)
- Expanded on various features relating to the downing system
- Slightly changed the default actionbar message shown to downed players
- When a downed player is getting helped up by a player, the message that appears in their actionbar will now be different
- When helping a downed player, the user will now be able to see small green particles eminating from the downed player, indicating they are getting helped up
- These particles are only visible to the "helper" player
- Added the "Normal Respawning" setting
- This setting is disabled by default
- When enabled, Overly-Realistic's death & respawn systems are disabled, this removes player downing and ghosts
- The clay mold GUI now displays clay block texture icons for its buttons
- Players will now regenerate slower when low on hunger
- Dead players who are set to non-spectator-mode gamemodes are now revived
- Drinking dirty water will now give you nausea for 8 seconds instead of 20
- Drinking sea water will now have a 33% chance to increase your thirst by 3-5 (instead of 6-15)
- The "Effective Butchery" advancement now lists which items can be used for harvesting animal corpses
- Removed creepers being able to drop music discs
- Removed baby zombies being able to drop music discs
- Changed the waterskin item texture
- Slightly optimized log stripping
- Optimized thrown spear operations
- Optimized block-collapse operations
- Optimized downed player operations
- Optimized boat falling operations
- Fixed not being able to create fish glue in baskets
- Fixed camel hides not having textures
- Fixed the ocelot hide not having a model
- Fixed leather tanning too quickly
- Fixed killing an animal sometimes not creating an animal corpse
- Fixed not being able to open the settings menu
- Fixed edge-cases where spears would phase through entities if they were within ~0.1-1 block(s) from the player
- Fixed players' data holders being deleted when they died
- Fixed physical traumas sometimes not being removed when dying
- Fixed nutrients and vitality stats sometimes not being reset on death
- Fixed players' stats being reset when dying while the 'Normal Respawning' addon was enabled
- Fixed players' inventories sometimes not dropping when the 'Normal Respawning' addon was enabled
- Fixed players sometimes spawning in weird positions or floating when the 'Normal Respawning' addon was enabled
- Fixed various health oddities when the 'Normal Respawning' addon was enabled
- Fixed ground props not being able to generate near the world's spawn location
- Fixed drinking dirty water from waterskins still giving instant illnesses upon RNG (instead of increasing the likelyhood of an illness)
- Fixed the "Hydration" advancement not working
- Fixed the damage dealt to & by falling boats being able to overflow
- Fixed a position desync which would cause downed players to be able to move around while downed on their clients
- Fixed players of large sizes not getting in the crawling position when getting downed
- Fixed dead players not having scale balances when getting respawned
- Fixed players getting revived with genetics when the "Disable Genetics" setting was enabled
- Fixed players being able to dupe ore fragments by placing them into empty crucibles
- Fixed being able to have your max stamina removed
- Fixed chicken skull drops being abnormally common
- Added new advancements, and changed existing advancements, to reflect this update's changes
- Added the "Woody" advancement -> Craft wood scraps
- This advancement is both in the "Mortar Uses" tab and the "Stone Age" tab
- Added the "Tanned" advancement -> Create a tannin solution in a basket
- This advancement is both in the "Basket Uses" tab and the "Stone Age" tab
- Added the "Such Purity" advancement -> Scrape the gore off a gory hide
- Added the "Not a Cauldron" advancement -> Scrape the gore off a gory hide
- Added the "Quick Douse" advancement -> Place hides on a tannin solution-fill
- Added the "Revolutionary Process" advancement -> Place a doused hide into a wooden rack
- Added the "Quick Sip" advancement -> Drink from a bucket
- Changed the layout and requirements of the "This is Game" advancement
- The "Effective Butchery" advancement is now a child of the "Monkey See, Monkey Do" advancement
- The "This is Game" advancement is now a child of the "Effective Butchery" advancement
- The advancements that were previously children of the "This is Game" advancement are now children of the "Such Purity" advancement
- Expanded upon the "Paleoleatheric" advancement's description
- The "The Handyman" advancement now shows the preparation plate recipe for the basket
- The "The Base of Life" advancement now also shows up in the "Stone Age" tab
- The "Hide Tanning" advancement has had its requirement & description changed, it is now also a child of the "Revolutionary Process" advancement
- The "The Vine Things in Life" advancement is now a child of the "Mesolithic" advancement
- The "The Scavenger" advancement is now a child of the "Stone Age" advancement
release
Overly Realistic v3.1.1 for 1.21.11
v3.1.1-mod31 дек. 2025 г.90Minecraft: 1.21.11fabric, forge, neoforge, quilt
Что нового
### v3.1.1
- The message that was previously shown when updating the project and entering a world is now also shown whenever re-joining the game
- The message now has a section about using the required resource pack, which is shown if the player is not currently using it (if they have the datapack version installed)
- Added new setting: "Spawn Protection"
- This setting is enabled by default
- If enabled, the game will disallow players from taking damage if they just spawned in for the first time, or have just gotten revived
- When creating a world and spawning in for the first time (with Overly-Realistic installed), the game will now remove all common animals in a 64 block radius from the player
- Fixed players not having their level 0 wisdom skill advancements unlocked when spawning in
- Fixed the "Evolving" and "Smashing Stones" advancements not being granted to players when creating their stone tools
- Fixed the "Let There be Light" advancement not being granted to players when lighting a campfire
release
Overly Realistic v3.1.1 for 1.21.11
v3.1.131 дек. 2025 г.23Minecraft: 1.21.11datapack
Что нового
### v3.1.1
- The message that was previously shown when updating the project and entering a world is now also shown whenever re-joining the game
- The message now has a section about using the required resource pack, which is shown if the player is not currently using it (if they have the datapack version installed)
- Added new setting: "Spawn Protection"
- This setting is enabled by default
- If enabled, the game will disallow players from taking damage if they just spawned in for the first time, or have just gotten revived
- When creating a world and spawning in for the first time (with Overly-Realistic installed), the game will now remove all common animals in a 64 block radius from the player
- Fixed players not having their level 0 wisdom skill advancements unlocked when spawning in
- Fixed the "Evolving" and "Smashing Stones" advancements not being granted to players when creating their stone tools
- Fixed the "Let There be Light" advancement not being granted to players when lighting a campfire
release
Overly Realistic v3.1.0 for 1.21.11
v3.1.0-mod29 дек. 2025 г.85Minecraft: 1.21.11fabric, forge, neoforge, quilt
Что нового
### v3.1.0
- Added a seperate advancements tab for basket-related advancements, called "Basket Uses"
- All previous advancements that related to the basket are now found inside this new tab
- This tab is unlocked by crafting a basket
- Added a seperate advancements tab for mortar-related advancements, called "Mortar Uses"
- All previous advancements that related to the mortar are now found inside this new tab
- This tab is unlocked by crafting a mortar
- Fixed the "Ancient Painter" advancement not being granted to players
- The main mouse button binds' translation keys have been renamed
- 'Right Button' , 'Left Button' and 'Middle Button' are now called 'Right Click' , 'Left Click' and 'Middle Click' respecitvely
- Added new setting: "Max Animal Corpse Lifetime"
- Defines how long animal corpses can exist for (in seconds) before despawning
- Currently, this setting can only be modified by commands, and is not found on the settings menu
- By default, this is set to 300 (5 minutes)
- Animal corpses can now despawn
- When despawning, they will spawn 1-3 bone items on the ground
- Drawing a bow now consumes stamina
- The amount of stamina removed from the player is dependent on the user's archery skill level. Such is detailed below:
- Archery 0 = -6 stamina per second
- Archery 1 = -5 stamina per second
- Archery 3 = -4 stamina per second
- Archery 5 = -3 stamina per second
- Arrows shot by players who are on 10 stamina or below will deal 50% less damage
- Rehauled how the downwards velocity is created when players swim whilst low on stamina
- Fixed several features not working due to snow layers impeding raycasts
- Ground props can no longer generate above "odd" blocks (such as water, lava, non-full blocks, leaves, etc)
- Campfires now drop 4-10 sticks when broken
- Previously, they would drop 1-4
- The amount of heat decreased by wetness is now dependent on how wet the player is
- (The more time a player spends in a body of water, or exposed to rain, the wetter they get)
- Torches can now dry out players
- Optimized how players are dried by campfires
- Optimized how players are heated by campfires & torches
- Merged SilicatYT's ScoreFixer project into Overly-Realistic
- Fixed various player stats being removed or reset when players changed their name
- Improved the stick drop-rate from bushes
- Fixed various texture issues
release
Overly Realistic v3.1.0 for 1.21.11
v3.1.029 дек. 2025 г.18Minecraft: 1.21.11datapack
Что нового
### v3.1.0
- Added a seperate advancements tab for basket-related advancements, called "Basket Uses"
- All previous advancements that related to the basket are now found inside this new tab
- This tab is unlocked by crafting a basket
- Added a seperate advancements tab for mortar-related advancements, called "Mortar Uses"
- All previous advancements that related to the mortar are now found inside this new tab
- This tab is unlocked by crafting a mortar
- Fixed the "Ancient Painter" advancement not being granted to players
- The main mouse button binds' translation keys have been renamed
- 'Right Button' , 'Left Button' and 'Middle Button' are now called 'Right Click' , 'Left Click' and 'Middle Click' respecitvely
- Added new setting: "Max Animal Corpse Lifetime"
- Defines how long animal corpses can exist for (in seconds) before despawning
- Currently, this setting can only be modified by commands, and is not found on the settings menu
- By default, this is set to 300 (5 minutes)
- Animal corpses can now despawn
- When despawning, they will spawn 1-3 bone items on the ground
- Drawing a bow now consumes stamina
- The amount of stamina removed from the player is dependent on the user's archery skill level. Such is detailed below:
- Archery 0 = -6 stamina per second
- Archery 1 = -5 stamina per second
- Archery 3 = -4 stamina per second
- Archery 5 = -3 stamina per second
- Arrows shot by players who are on 10 stamina or below will deal 50% less damage
- Rehauled how the downwards velocity is created when players swim whilst low on stamina
- Fixed several features not working due to snow layers impeding raycasts
- Ground props can no longer generate above "odd" blocks (such as water, lava, non-full blocks, leaves, etc)
- Campfires now drop 4-10 sticks when broken
- Previously, they would drop 1-4
- The amount of heat decreased by wetness is now dependent on how wet the player is
- (The more time a player spends in a body of water, or exposed to rain, the wetter they get)
- Torches can now dry out players
- Optimized how players are dried by campfires
- Optimized how players are heated by campfires & torches
- Merged SilicatYT's ScoreFixer project into Overly-Realistic
- Fixed various player stats being removed or reset when players changed their name
- Improved the stick drop-rate from bushes
- Fixed various texture issues
release
Overly Realistic v3.0.3 for 1.21.11
v3.0.3-mod28 дек. 2025 г.53Minecraft: 1.21.11fabric, forge, neoforge, quilt
Что нового
### v3.0.3
- (Last hotfix of the day, I promise!)
- Fixed bug which caused exhaustion to be applied to the player every tick
release
Overly Realistic v3.0.3 for 1.21.11
v3.0.328 дек. 2025 г.18Minecraft: 1.21.11datapack
Что нового
### v3.0.3
- (Last hotfix of the day, I promise!)
- Fixed bug which caused exhaustion to be applied to the player every tick
release
Overly Realistic v3.0.2 for 1.21.11
v3.0.2-mod28 дек. 2025 г.21Minecraft: 1.21.11fabric, forge, neoforge, quilt
Что нового
### v3.0.2
- Fixed certain technical blocks being able to collapse due to gravity
- This applies to: light blocks, test blocks, and test instance blocks
release
Overly Realistic v3.0.2 for 1.21.11
v3.0.228 дек. 2025 г.10Minecraft: 1.21.11datapack
Что нового
### v3.0.2
- Fixed certain technical blocks being able to collapse due to gravity
- This applies to: light blocks, test blocks, and test instance blocks
release
Overly Realistic v3.0.1 for 1.21.11
v3.0.1-mod28 дек. 2025 г.26Minecraft: 1.21.11fabric, forge, neoforge, quilt
Что нового
### v3.0.1
- Added the "Harder Hunger" setting
- This setting is enabled by default
- When disabled, the setting will disallow the quicker hunger decrease factors that Overly-Realistic adds, including the passive hunger decrease
- Hunger is now decreased slower
- Fixed a block gravity bug which created a falling block on the player's position
release
Overly Realistic v3.0.1 for 1.21.11
v3.0.128 дек. 2025 г.12Minecraft: 1.21.11datapack
Что нового
### v3.0.1
- Added the "Harder Hunger" setting
- This setting is enabled by default
- When disabled, the setting will disallow the quicker hunger decrease factors that Overly-Realistic adds, including the passive hunger decrease
- Hunger is now decreased slower
- Fixed a block gravity bug which created a falling block on the player's position
release
Overly Realistic v3.0.0 for 1.21.11
v3.0.0-mod27 дек. 2025 г.59Minecraft: 1.21.11fabric, forge, neoforge, quilt
Что нового
### v3.0.0
- WARNING: Overly-Realistic is now on version v3.0.0, and as such, is no longer compatible with worlds/servers made in/with any prior versions!
- If you wish to play with v3.0.0+ versions of Overly-Realistic, please create a new world or stick to previous Overly-Realistic versions
- Updated the "old version" warning screen to reflect the new version change
- The "old version" warning screen will now pop up with worlds created in v2.x.x versions aswell as v1.x.x ones
- Updated Overly-Realistic to minecraft version 1.21.11
- The starting message has now been slightly changed
- The Overly Realistic Base Resources resource pack has been integrated into Overly-Realistic
- Previously, this meant the use of a resource pack was optional, and the project would support vanilla assets for its own content, this is no longer the case
- For the mod version of Overly-Realistic, all of the mod's assets is integrated into itself, for the datapack version, users will still need to manually download the resource pack and apply it
- All items and blocks added by Overly-Realistic now use translation keys
- This allows all items/blocks' names to be translated into different languages and allows them to be more dynamic
- All items and blocks added by Overly-Realistic now use the item_model component for item definitions
- Anvils are now crafted with 7 iron ingots instead of 4 iron ingots and 3 iron blocks
- Changed the item names used by water bottles and waterskins
- These items' names will now appear as their normal names ("Water Bottle" / "Waterskin"), but will be followed by a gray suffix such as "[Clean]" or "[Dirty]"
- Various blocks now use more modular models
- Placed basket blocks now support their own textures and models under the overlyrealistic namespace
- Tanning racks, mortars, wooden drums, dry tinder, and preparation plates now support their own textures and models as a singular model
- Dry tinder blocks' sticks are now able to use their own models
- Baskets' waters are now able to use more modular models
- Baskets' additionals are now able to use more modular models
- Blood splatters are now able to use modular models
- The player will now receive a HUD overlay when equipping a helmet
- This overlay is displayed as a black, semi-blurry, figure of a helmet, similarly to the pumpkin blur overlay
- Certain helmets use different textures for their overlays
- This applies to the following pieces of armor:
- Leather helmet
- Iron helmet
- Copper helmet
- Reinforced iron helmet
- Diving helmet
- Tanning racks have been renamed. They are now referred to as "wooden racks" and their names are now their wood type + "rack" (ie. Oak Rack , Spruce Rack , Birch Rack , etc)
- Items that increase the player's reach will now display such information in their tooltips
- This appears just like other attribute modifiers, as the dark green text on the bottommost part of the tooltip
- This applies to the following items:
- Sticks
- Bones
- All tools (swords, axes, spears, pickaxes, shovels, hoes)
- All tools except for swords and spears have had their held reach decreased
- Sticks and bones now have attack damage modifiers
- Sticks have +0.25 attack damage, while bones have +0.65 attack damage
- This is displayed in the items' tooltips
- Snow boots now give the user +6 heat
- The movement speed increase given to players by boots is now done per-item through modifiers instead of being done internally
- As such, boots will now display the speed increase in their tooltips
- The amount of movement speed increase that is given to the player has also been changed, previously, it would be +0.01 movement speed if the player was wearing any boot, now, it is a percentage value, and is dynamic; changing depending on the type of boots
- The speed modification values of each set of boots is detailed below:
- Leather boots -> Before: 0% speed / Now: +10% speed
- Chainmail boots -> Before: -8% speed / Now: -1% speed
- Copper boots -> Before: -12% speed / Now: -2% speed
- Iron boots -> Before: -15% speed / Now: -5% speed
- Snow boots -> Before: 0% speed / Now: +8% speed
- Tools created through tool handles now receive specific data depending on the materials used to create them
- It is now possible to skip the adhesive step on tool handle crafts by interacting with the tool handle with an empty hand
- The text displayed above tool handles will now inform you if the current step is required or optional
- Changed how players are supposed to acquire sharpened sticks
- When holding down the use button (by default, right click) with a sharpened flint in hand, the player will be able to use it. If the player also happens to have a stick on their other hand, they will begin sharpening it
- When sharpening a stick with a sharpened flint, sounds will play and particles will be displayed. After a while, the stick will turn into a sharpened stick
- Subsequently, the old sharpened stick recipe has been removed
- Wooden tool handles now add +10 max durability to tools crafted with the handle, instead of +0
- A "Crude Handle" can be crafted with a piece of hide of any type, alongside a stick, on crafting slots (either inside the inventory or on crafting tables)
- Crude handles take the role of the wooden handle previous to this update, as an early game tool handle to be able to craft tools with
- Sharpened flint items can no longer be used instead of flint in recipes
- The recipe for the flint flake item now only requires 2 flint instead of 4
- Changed how players are supposed to acquire stone tools
- When holding down the use button (by default, right click) with a sharpened flint in hand (whilst not holding a stick) will allow you to rotate it; the sharpened flint has 4 possible rotations: up, left, down, and right
- Sharpened flint items can be knapped just like flint flakes, through hitting stone/stone-adjacent blocks, and waiting for the power to scale by cycling through the colors on the percentage value shown on screen
- When knapping sharpened flint to 100%, the rotation of the sharpened flint will be stored on the item (you can see this by hovering your cursor above the item!)
- When knapping a sharpened flint item 4 times, the game will attempt to craft the sharpened flint into a stone tool head, different combinations of rotations will allow you to craft different types of stone tool heads
- The recipes for each stone tool head is detailed below:
- Stone axe head: left, down, up, left
- Stone pickaxe head: left, right, left, right
- Stone knife head: up, down, up, down
- As seen above, only 3 stone tools are able to made with flint; shovels need to be made with wood, and hoes need to be made with metals
- Stone swords have also been replaced. Only stone knifes are able to be made, which act differently from the normal stone sword (see more details below)
- Disabled the wooden hoe recipe
- Stone swords have been replaced with stone knifes
- Stone knifes are faster than usual swords, however, they also provide less entity/block reach and do slightly less damage
- Stone hatchets have been replaced by stone axes
- The old stone hatchet's log-stripping functionality has now been given to the stone axe
- Stone hatchets are no longer craftable with preparation plates (players now need to knap a sharpened flint into a stone axe head and craft a stone axe by using the tool head alongside a tool handle)
- Reduced stone axes' attack damage modifier slightly
- Removed the vanilla stone tool recipes
- When crafting a tool through a placed tool handle, the tool's durability is now increased depending on the user's blacksmithing level
- A semi-randomized value is added on top of the tool's durability, this value is dependent on the blacksmithing level of the player that crafted the tool
- The increase value that is added upon the tool's durability is detailed below:
- Blacksmithing 1: +10-20
- Blacksmithing 2: +40-70
- Blacksmithing 3: +100-200
- Blacksmithing 4: +250-450
- Blacksmithing 5: +500-1200
- The old wooden spear has now been replaced by the vanilla wooden spear, with a few changes
- When the user holds down their use keybind (by default, right click) spears will now be able to be aimed with and thrown, similarly to the old wooden spear or tridents (this applies to all spears!)
- Due to this change, the wooden spear now has a higher amount of durability (used to be 32, now its 58)
- Spears can now be thrown from the offhand
- Modularized the functionality for items being held down and used
- Spears are now thrown much more accurately
- Changed the trajectory that spears take when flying
- Spears no longer get a massive decrease in horizontal velocity after flying for a while
- Spears' trajectories are now a lot more arch-like
- Thrown spear damage is now dependent on what type of spear was thrown
- A spear's "thrown spear damage" is now displayed in their tooltip
- Each spear's thrown damage is detailed below:
- Wooden spear: 7.25
- Stone spear: 12.5
- Copper spear: 15.0
- Iron spear: 18.5
- The particles displayed and sounds played by the spear colliding with an entity/block is now also dependent on the type of spear used
- The vanilla spear recipes have been disabled
- Stone, copper, and iron spears can now be made through spear heads
- Spear heads are just like any other tools heads, though, they are used for crafting spears
- A stone spear head can be knapped from sharpened flint through the following sequence: down, up, left, right
- A "spear head" clay mold can now be made from a clay mold, it can be hardened and used just like every other clay mold (copper spear heads are made through this)
- Iron spear heads can be forged from wrought iron, its forged through the following sequence: downwards force / horizontal force / vertical force / complete
- Changed the icons of several displayed texts
- Changed the icon of the text displayed by interacting with placed heated blooms
- Changed the icon of the text displayed by interacting with fire starters
- Changed the icon of the text displayed by forging a heated iron tool with a forging hammer
- Changed the icon of the text displayed by knapping a flint flake
- Spears' attack damage has been slightly increased and their attack speed have been slightly decreased
- When placing a stripped log into a crafting table setup, the log type displayed will now be the same as the one the player was carrying, instead of always being an oak stripped log
- Adding clay to a crafting table setup no longer adds a clay block model to the crafting table, instead, it will now simply display clay particles around the table
- Expanded upon the hunger system
- Players now lose hunger through out time, even if they aren't doing anything specifically
- Players of larger sizes will get their hunger decreased quicker
- If a player is at full hunger and full saturation, and their size is average or smaller, they will begin starving after ~60 minutes (~1 full day), or ~50 minutes if the player is wearing heavy armor pieces (such as iron or reinforced iron)
- Players will now lose hunger when walking
- 1.0 exhaustion is added onto the player for every 100 blocks walked
- If a player is at full hunger and full saturation, they will need to walk 8,000 blocks to begin starving
- Rehauled how players lose hunger due to regeneration
- Players now lose more hunger when jumping
- Players will now lose hunger when rowing a boat
- Half a hunger icon is decreased for every 400 blocks rowed
- If players have certain bad stats (if they're under extreme temperature, on low vitality, low on carbs/proteins/fats) they will lose hunger quicker
- Players' movement speed and attack speed are now dependent on their hunger
- The worse/lower your hunger, the slower your movement and attack speeds will be
- Players can now have the "hungry" and "starving" statuses, which are shown when the player is low on hunger
- Removed juicy apples/juicy melon slices and integrated their functionalities into their vanilla item counterparts
- Eating melon slices will now increase players' thirst by 4-14 (this value is different from the old juicy melon slice value, which was previously 8-14)
- Eating apples will now increase players' thirst by 3-12 (this value is different from the old juicy apple value, which was previously 7-12)
- Tools now have dynamic textures that are dependent on what materials they have been made with
- These textures relate to the ingredients that were used to create the tool through placed tool handles
- This applies to: most swords, axes, shovels, pickaxes, hoes, and pickaxes
- This doesn't apply to wooden tools or tools that are not used for overly realistic (such as netherite/diamond/gold tools)
- Tweaked the textures of certain axes and pickaxes, so their tool heads stay inside the stick holding them
- The "Raw Bread" item has been renamed to "Dough"
- Added a texture to the bone flute
- When a thrown spear collides with glass, glass panes, tinted glass, or decorated pots, they may now break those blocks
- Thrown spears may now interact with blocks such as the bell or the target block, once colliding with such blocks
- Thrown spears now react to water much more realistically
- Removed the overhead camouflage and heavy camouflage items
- Future features are planned to replace these items
- The tribal mask now has its own proper model
- When interacting with a fire starter, the player will now be shown the fire starter time value decreasing
- Previously, the player was only shown what the value was at, at the time they interacted with the fire starter, and would not see it decreasing, even though it did
- Players in creative & spectator will no longer get their nutrients depleted
- Removed certain features from happening if the player is in creative mode, including:
- Their clothes becoming dirty
- Getting ill
- Having hallucinations due to low sanity
- Getting an increase/decrease on sanity
- Getting thirsty
- Getting decreased stamina
- The old "Hot" status has now been renamed to "Burning"
- Split up the "unwell" status into 3, this includes:
- "Dehydrated" -> shown if the player is between 0-25 thirst
- "Cold" -> shown if the player is between 1-20 temperature
- "Hot" -> shown if the player is between 80-99 temperature
- Most tools have had their block breaking effectiveness cut by half
- Iron tools, specifically, have had their effectiveness cut by ~33% instead of half
- The amount of time a shield stays disabled due to an axe attack is now dependent on the type of axe used
- Each type of axe, and how long they disable shields for, is detailed below:
- Wooden axe: 2s
- Stone axe: 3s
- Copper axe: 4s
- Iron axe : 5s
- Stripping logs is no longer an immediate action
- All axes will now act like the old stone hatchet when stripping a log, meaning, the user now needs to hold down their use keybind while looking at a log, which will show the axe turning from side to side, and will display particles at the log, slowly stripping it
- The time it takes to strip a log with an axe is now dynamic, and depends on various factors
- The average log-stripping time has been increased, compared to previous updates
- If the log being stripped has a block above it, it will take 2.5x as long to strip it
- Copper and iron axes now strip logs faster than wooden or stone axes
- Copper axes make the process twice as fast, and iron axes make it 3x as fast
- Added the new "Reinforced Iron" armor set
- Reinforced armor pieces can be crafted in crafting tables by surrounding iron armor pieces with iron ingots
- Reinforced armor is slightly stronger than iron, but has increased weight, making the wearer move slower than they would with normal iron armor
- The new reinforced iron helmet replaces the old helmet going by the same name. It also now uses its own proper texture
- The wooden spoon now has its own proper texture (created by Achim2393)
- The meat stew now has its own proper texture
- Removed the old, crafting-slot-based, gunpowder recipe
- Hogs now use a new texture (created by Cowmoonist)
- Baskets' water is now displayed as brown when filled with dirty water and blue when filled with clean water
- The diving helmet now has its own proper item model (created by Achim2393)
- The diving helmet now has its own proper worn model
- Replaced the iron ingot requirement in the diving helmet recipe with a gold ingot
- Shears are now less effective when breaking vines, glow lichens, wool, and leaves
- Shears are now more effective when breaking cobwebs
- Replaced the vanilla shears item with the "Iron Shears"
- Added the new "Copper Shears" item
- Can be crafted with the same recipe as the iron shears but by replacing iron ingots with copper ones
- Shearing sheep is no longer instantaneous
- Players now need to hold down their 'use' key (by default, right click) when holding shears to slowly use them
- When using shears while looking at an unsheared sheep, the player will start shearing the sheep
- When shearing a sheep, the player will get a displayed percentage on their screen, showing how much the sheep has already been sheared
- The amount of time it takes to shear a sheep is dynamic, and depends on how big the sheep is; larger sheep take longer to shear
- When a sheep is getting sheared, wool particles will be displayed, they match the color of the sheep. Wool and shear snipping sounds are also played
- Iron shears are able to shear sheep quicker than copper shears
- Aggressive sheep can no longer be sheared
- Sheep now need to either be pacified (if they are wild sheep) or farm sheep before they are able to be sheared
- Sheep corpses can still be sheared, however
- The amount of wool dropped by sheep when getting sheared is now dynamic, and depends on their size
- The larger a sheep is, the more wool they will drop when sheared
- Spruce leaves are now able to drop vines
- Vines now drop more commonly
- Mules and donkeys are now considered secondary animals
- This means they are now able to become animal corpses upon dying, and are able to flee from players if they get too close
- Animals will now display sublte particles when getting tired from fleeing
- Copper tools are now able to harvest animal corpses
- Their effectiveness lays between iron and stone tools
- The sound played by putting a tool head onto a tool handle is now dependent on what type of tool head was placed
- Users wearing items on their heads will no longer get increased thirst due to sun exposure
- Player thirst should now get decreased slightly faster
- The feather crown has been temporarily removed
- This item will be re-added in a future update!
- Subsequently, the "Looking Fly" advancement has also been temporarily removed
- Piston & dispenser recipes have been temporarily removed
- These items will also be re-added in future updates!
- It now takes longer to regenerate health
- The "shear 10 sheep" requirement for the husbandry experience increase has now been changed
- You now need to shear 5 sheep to gain it
- Centralized ground marking operations
- Removed mushroom varieties
- This is a temporary change, they will be re-added in a future update
- Mushrooms can no longer be planted
- This is also a temporary change, it will be re-added in a future update
- Worsened attack damage from bad genes is no longer as debilitating
- Previous min value: -0.48 / current min value: -0.2
- Nerfed good attack speed genes and buffed bad genes of the same type
- Previous min value: -0.6 / current min value: -0.2
- Previous max value: +1.0 / current max value: +0.75
- Nerfed good sneaking speed genes and buffed bad genes of the same type
- Previous min value: -0.1 / current min value: -0.07
- Previous max value: +0.3 / current max value: +0.1
- Nerfed good entity interaction range genes and buffed bad genes of the same type
- Previous min value: -0.45 / current min value: -0.27
- Previous max value: +1.5 / current max value: +0.75
- Animal skulls can no longer be placed
- Eggs, blue eggs, brown eggs, and turtle eggs now stack to 8
- When sneaking, fall damage is now reduced by 10%
- Changed how fall damage is applied to players when falling into water
- At low heights, fall damage can be reduced by water (although not negated!), however, in tall heights, fall damage can be amplified if the player falls into water
- Players' heat will now be set to 100% if they are on fire
- The flint & steel recipe has been temporarily removed
- Flint and steel items will be re-added in a future update!
- Tool handles' in-world-tooltips now use translation keys
- Tools now have additional data to identify them as such
- Armor pieces now have additional data to identify them as such
- Animal skulls now have additional data to identify them as such
- Fixed spears being able to phase through walls and entities in certain situations
- Slightly optimized spear throwing
- Optimized spear operations
- Optimized all logic relating to basket usages
- Slightly optimized specific custom block interactions
- Optimized breaking and interacting with blocks added by Overly-Realistic
- Optimized animal death detection
- Optimized thrown-spear owner detections
- Optimized looping game logic
- Several game functionalities are now more spread out through various ticks
- Optimized tanning rack interactions
- Optimized thrown-spear collision detection
- Changed how Overly-Realistic's blocks handle interactions & breaking
- This is no longer globalized, instead, it now acts per-block
- Dry tinder blocks now only get broken if a player directly breaks them
- Dry tinder blocks now get turned into campfires even if a player interacts with it using a stick (as long as it already has 10 sticks and the player is not shifting)
- Optimized cave painting dyeing
- Optimized hygiene operations
- Optimized mortar interactions
- Optimized ground prop interactions
- Optimized rain/thunder operations
- Slightly optimized forging items from heated wrought iron
- Optimized the preparation plate functionality
- The following detection events are now done async:
- Player sprinting
- Player sneaking
- Player touching water
- Player getting dry
- Player being exposed to sky light
- Player falling
- Player standing on lily pads
- Player swimming
- Player being on the ground
- Player using a glass bottle
- Player being on fire
- Fixed having low mental health giving the player more intelligence instead of decreasing it
- Fixed tanning racks being dropped upon being broken when the player who broke it was in creative
- Fixed tanning racks tanning hide too quickly
- Fixed ocelot meat not dropping from ocelot corpses
- Fixed ocelot hide using cow hide textures
- Fixed certain blocks not being able to be placed next to other blocks
- Fixed being able to eat the various glue items
- Fixed players having a permanent speed buff after wearing boots
- Fixed golden equipment still being craftable
- Fixed ingredient items having weird rotations when being placed on iron and bone handles
- Fixed the baskets' water being transformed by nearby blocks
- Fixed players' stamina not being equal to their max stamina when spawning into a world
- Fixed secondary animals not being able to produce corpses when being killed
- Fixed getting hide not giving the player the "this is game" advancement
- Fixed tool handles not being in a recipe group
- Fixed players not receiving the waterskin recipe hint when getting hide
- Fixed not being able to strip logs if there was a leaf litter in the way
- Fixed sheep hide not having a proper model/texture
- Fixed players sometimes not getting wet when touching water
- Fixed players sometimes not taking fall damage when hitting water
- Fixed fall damage sometimes overflowing and not being applied to players when hitting water
- Added new function tags
- '#overly_realistic:general_loops/main_8t'
- '#overly_realistic:general_loops/main_11t'
- '#overly_realistic:general_loops/main_21t'
- '#overly_realistic:general_loops/main_101t'
- '#overly_realistic:general_loops/main_102t'
- '#overly_realistic:general_loops/main_99t'
- '#overly_realistic:general_loops/main_98t'
- '#overly_realistic:general_loops/main_6002t'
- '#overly_realistic:general_loops/main_6003t'
- '#overly_realistic:general_loops/main_5999t'
- '#overly_realistic:general_loops/main_9t'
- Added new advancements and changed current advancements to reflect the changes done in this update
- Added the "The Spectacle of an Iron Spear" advancement -> Forge an iron spear from wrought iron
- Added the "Smithed" advancement -> Craft an anvil
- Added the "The First Clothes" advancement -> Craft leather armor
- Added the "Proper Footwear" advancement -> Craft any type of boots
- Added the "Flipping It" advancement -> Rotate a sharpened flint
- Added the "Quick Knap" advancement -> Hit stone/stone-adjacent blocks with a sharpened flint
- Added the "Advent of the Stone Axe" advancement -> Knap a stone axe head
- Added the "Advent of the Stone Pickaxe" advancement -> Knap a stone pickaxe head
- Added the "Advent of the Stone Knife" advancement -> Knap a stone knife head
- Added the "Advent of the Stone Spear" advancement -> Knap a stone spear head
- Added the "The Creation of the Spear" advancement -> Create a spear head clay mold
- Added the "Spooky, Scary, Skeletons" advancement -> Get bones
- Added the "Dead Beauty" advancement -> Craft a bone flute
- Added the "Sheariously" advancement -> Craft copper shears
- Added the "Sheariously Better" advancement -> Craft iron shears
- The "The Pillar of War" advancement has had its description changed
- The "Can't Handle This" advancement and all its children have been moved into the "Stone Age" tab
- Changed the descriptions of the "Can't Handle This" advancements and all of its children
- Changed the description and icon of the "Evolving" advancement
- The "Evolving" advancement is now a child of the "The Advent of the Stone Axe" advancement
- The "World of Color" advancement is now a child of the "Crushing It" advancement
- Changed the description of the "The Pillar of Death" advancement
- Tweaked the description of the "Ancient Pastries" advancement
- Changed the description and requirements of the "A Proper Knight" advancement
- The description of the "Smashing Stones" advancement has been changed, and it is now a child of the "Advent of the Stone Pickaxe" advancement
- Changed the description and requirements of the "Opposable Thumbs" advancement
- The "Aztec Mining" advancement is now a child of the "Smashing Stones" advancement
- Tweaked the description of the "Let There be Light" advancement
- Fixed typo in the "Cooled Arsenal" advancement
- Made certain pieces of text in various advancements' descriptions enboldened with a different color
- (Note: While this is currently the case for various advancements, it isn't for many others. This will be changed in the future)
- Added an image to the "Technological Infancy" advancement tooltip
- The "Copper Age" advancement, that was previously a child of the "Smeltery" advancement, is now a child of the "The Advent of the Stone Pickaxe" advancement
release
Overly Realistic v3.0.0 for 1.21.11
v3.0.027 дек. 2025 г.46Minecraft: 1.21.11datapack
Что нового
### v3.0.0
- WARNING: Overly-Realistic is now on version v3.0.0, and as such, is no longer compatible with worlds/servers made in/with any prior versions!
- If you wish to play with v3.0.0+ versions of Overly-Realistic, please create a new world or stick to previous Overly-Realistic versions
- Updated the "old version" warning screen to reflect the new version change
- The "old version" warning screen will now pop up with worlds created in v2.x.x versions aswell as v1.x.x ones
- Updated Overly-Realistic to minecraft version 1.21.11
- The starting message has now been slightly changed
- The Overly Realistic Base Resources resource pack has been integrated into Overly-Realistic
- Previously, this meant the use of a resource pack was optional, and the project would support vanilla assets for its own content, this is no longer the case
- For the mod version of Overly-Realistic, all of the mod's assets is integrated into itself, for the datapack version, users will still need to manually download the resource pack and apply it
- All items and blocks added by Overly-Realistic now use translation keys
- This allows all items/blocks' names to be translated into different languages and allows them to be more dynamic
- All items and blocks added by Overly-Realistic now use the item_model component for item definitions
- Anvils are now crafted with 7 iron ingots instead of 4 iron ingots and 3 iron blocks
- Changed the item names used by water bottles and waterskins
- These items' names will now appear as their normal names ("Water Bottle" / "Waterskin"), but will be followed by a gray suffix such as "[Clean]" or "[Dirty]"
- Various blocks now use more modular models
- Placed basket blocks now support their own textures and models under the overlyrealistic namespace
- Tanning racks, mortars, wooden drums, dry tinder, and preparation plates now support their own textures and models as a singular model
- Dry tinder blocks' sticks are now able to use their own models
- Baskets' waters are now able to use more modular models
- Baskets' additionals are now able to use more modular models
- Blood splatters are now able to use modular models
- The player will now receive a HUD overlay when equipping a helmet
- This overlay is displayed as a black, semi-blurry, figure of a helmet, similarly to the pumpkin blur overlay
- Certain helmets use different textures for their overlays
- This applies to the following pieces of armor:
- Leather helmet
- Iron helmet
- Copper helmet
- Reinforced iron helmet
- Diving helmet
- Tanning racks have been renamed. They are now referred to as "wooden racks" and their names are now their wood type + "rack" (ie. Oak Rack , Spruce Rack , Birch Rack , etc)
- Items that increase the player's reach will now display such information in their tooltips
- This appears just like other attribute modifiers, as the dark green text on the bottommost part of the tooltip
- This applies to the following items:
- Sticks
- Bones
- All tools (swords, axes, spears, pickaxes, shovels, hoes)
- All tools except for swords and spears have had their held reach decreased
- Sticks and bones now have attack damage modifiers
- Sticks have +0.25 attack damage, while bones have +0.65 attack damage
- This is displayed in the items' tooltips
- Snow boots now give the user +6 heat
- The movement speed increase given to players by boots is now done per-item through modifiers instead of being done internally
- As such, boots will now display the speed increase in their tooltips
- The amount of movement speed increase that is given to the player has also been changed, previously, it would be +0.01 movement speed if the player was wearing any boot, now, it is a percentage value, and is dynamic; changing depending on the type of boots
- The speed modification values of each set of boots is detailed below:
- Leather boots -> Before: 0% speed / Now: +10% speed
- Chainmail boots -> Before: -8% speed / Now: -1% speed
- Copper boots -> Before: -12% speed / Now: -2% speed
- Iron boots -> Before: -15% speed / Now: -5% speed
- Snow boots -> Before: 0% speed / Now: +8% speed
- Tools created through tool handles now receive specific data depending on the materials used to create them
- It is now possible to skip the adhesive step on tool handle crafts by interacting with the tool handle with an empty hand
- The text displayed above tool handles will now inform you if the current step is required or optional
- Changed how players are supposed to acquire sharpened sticks
- When holding down the use button (by default, right click) with a sharpened flint in hand, the player will be able to use it. If the player also happens to have a stick on their other hand, they will begin sharpening it
- When sharpening a stick with a sharpened flint, sounds will play and particles will be displayed. After a while, the stick will turn into a sharpened stick
- Subsequently, the old sharpened stick recipe has been removed
- Wooden tool handles now add +10 max durability to tools crafted with the handle, instead of +0
- A "Crude Handle" can be crafted with a piece of hide of any type, alongside a stick, on crafting slots (either inside the inventory or on crafting tables)
- Crude handles take the role of the wooden handle previous to this update, as an early game tool handle to be able to craft tools with
- Sharpened flint items can no longer be used instead of flint in recipes
- The recipe for the flint flake item now only requires 2 flint instead of 4
- Changed how players are supposed to acquire stone tools
- When holding down the use button (by default, right click) with a sharpened flint in hand (whilst not holding a stick) will allow you to rotate it; the sharpened flint has 4 possible rotations: up, left, down, and right
- Sharpened flint items can be knapped just like flint flakes, through hitting stone/stone-adjacent blocks, and waiting for the power to scale by cycling through the colors on the percentage value shown on screen
- When knapping sharpened flint to 100%, the rotation of the sharpened flint will be stored on the item (you can see this by hovering your cursor above the item!)
- When knapping a sharpened flint item 4 times, the game will attempt to craft the sharpened flint into a stone tool head, different combinations of rotations will allow you to craft different types of stone tool heads
- The recipes for each stone tool head is detailed below:
- Stone axe head: left, down, up, left
- Stone pickaxe head: left, right, left, right
- Stone knife head: up, down, up, down
- As seen above, only 3 stone tools are able to made with flint; shovels need to be made with wood, and hoes need to be made with metals
- Stone swords have also been replaced. Only stone knifes are able to be made, which act differently from the normal stone sword (see more details below)
- Disabled the wooden hoe recipe
- Stone swords have been replaced with stone knifes
- Stone knifes are faster than usual swords, however, they also provide less entity/block reach and do slightly less damage
- Stone hatchets have been replaced by stone axes
- The old stone hatchet's log-stripping functionality has now been given to the stone axe
- Stone hatchets are no longer craftable with preparation plates (players now need to knap a sharpened flint into a stone axe head and craft a stone axe by using the tool head alongside a tool handle)
- Reduced stone axes' attack damage modifier slightly
- Removed the vanilla stone tool recipes
- When crafting a tool through a placed tool handle, the tool's durability is now increased depending on the user's blacksmithing level
- A semi-randomized value is added on top of the tool's durability, this value is dependent on the blacksmithing level of the player that crafted the tool
- The increase value that is added upon the tool's durability is detailed below:
- Blacksmithing 1: +10-20
- Blacksmithing 2: +40-70
- Blacksmithing 3: +100-200
- Blacksmithing 4: +250-450
- Blacksmithing 5: +500-1200
- The old wooden spear has now been replaced by the vanilla wooden spear, with a few changes
- When the user holds down their use keybind (by default, right click) spears will now be able to be aimed with and thrown, similarly to the old wooden spear or tridents (this applies to all spears!)
- Due to this change, the wooden spear now has a higher amount of durability (used to be 32, now its 58)
- Spears can now be thrown from the offhand
- Modularized the functionality for items being held down and used
- Spears are now thrown much more accurately
- Changed the trajectory that spears take when flying
- Spears no longer get a massive decrease in horizontal velocity after flying for a while
- Spears' trajectories are now a lot more arch-like
- Thrown spear damage is now dependent on what type of spear was thrown
- A spear's "thrown spear damage" is now displayed in their tooltip
- Each spear's thrown damage is detailed below:
- Wooden spear: 7.25
- Stone spear: 12.5
- Copper spear: 15.0
- Iron spear: 18.5
- The particles displayed and sounds played by the spear colliding with an entity/block is now also dependent on the type of spear used
- The vanilla spear recipes have been disabled
- Stone, copper, and iron spears can now be made through spear heads
- Spear heads are just like any other tools heads, though, they are used for crafting spears
- A stone spear head can be knapped from sharpened flint through the following sequence: down, up, left, right
- A "spear head" clay mold can now be made from a clay mold, it can be hardened and used just like every other clay mold (copper spear heads are made through this)
- Iron spear heads can be forged from wrought iron, its forged through the following sequence: downwards force / horizontal force / vertical force / complete
- Changed the icons of several displayed texts
- Changed the icon of the text displayed by interacting with placed heated blooms
- Changed the icon of the text displayed by interacting with fire starters
- Changed the icon of the text displayed by forging a heated iron tool with a forging hammer
- Changed the icon of the text displayed by knapping a flint flake
- Spears' attack damage has been slightly increased and their attack speed have been slightly decreased
- When placing a stripped log into a crafting table setup, the log type displayed will now be the same as the one the player was carrying, instead of always being an oak stripped log
- Adding clay to a crafting table setup no longer adds a clay block model to the crafting table, instead, it will now simply display clay particles around the table
- Expanded upon the hunger system
- Players now lose hunger through out time, even if they aren't doing anything specifically
- Players of larger sizes will get their hunger decreased quicker
- If a player is at full hunger and full saturation, and their size is average or smaller, they will begin starving after ~60 minutes (~1 full day), or ~50 minutes if the player is wearing heavy armor pieces (such as iron or reinforced iron)
- Players will now lose hunger when walking
- 1.0 exhaustion is added onto the player for every 100 blocks walked
- If a player is at full hunger and full saturation, they will need to walk 8,000 blocks to begin starving
- Rehauled how players lose hunger due to regeneration
- Players now lose more hunger when jumping
- Players will now lose hunger when rowing a boat
- Half a hunger icon is decreased for every 400 blocks rowed
- If players have certain bad stats (if they're under extreme temperature, on low vitality, low on carbs/proteins/fats) they will lose hunger quicker
- Players' movement speed and attack speed are now dependent on their hunger
- The worse/lower your hunger, the slower your movement and attack speeds will be
- Players can now have the "hungry" and "starving" statuses, which are shown when the player is low on hunger
- Removed juicy apples/juicy melon slices and integrated their functionalities into their vanilla item counterparts
- Eating melon slices will now increase players' thirst by 4-14 (this value is different from the old juicy melon slice value, which was previously 8-14)
- Eating apples will now increase players' thirst by 3-12 (this value is different from the old juicy apple value, which was previously 7-12)
- Tools now have dynamic textures that are dependent on what materials they have been made with
- These textures relate to the ingredients that were used to create the tool through placed tool handles
- This applies to: most swords, axes, shovels, pickaxes, hoes, and pickaxes
- This doesn't apply to wooden tools or tools that are not used for overly realistic (such as netherite/diamond/gold tools)
- Tweaked the textures of certain axes and pickaxes, so their tool heads stay inside the stick holding them
- The "Raw Bread" item has been renamed to "Dough"
- Added a texture to the bone flute
- When a thrown spear collides with glass, glass panes, tinted glass, or decorated pots, they may now break those blocks
- Thrown spears may now interact with blocks such as the bell or the target block, once colliding with such blocks
- Thrown spears now react to water much more realistically
- Removed the overhead camouflage and heavy camouflage items
- Future features are planned to replace these items
- The tribal mask now has its own proper model
- When interacting with a fire starter, the player will now be shown the fire starter time value decreasing
- Previously, the player was only shown what the value was at, at the time they interacted with the fire starter, and would not see it decreasing, even though it did
- Players in creative & spectator will no longer get their nutrients depleted
- Removed certain features from happening if the player is in creative mode, including:
- Their clothes becoming dirty
- Getting ill
- Having hallucinations due to low sanity
- Getting an increase/decrease on sanity
- Getting thirsty
- Getting decreased stamina
- The old "Hot" status has now been renamed to "Burning"
- Split up the "unwell" status into 3, this includes:
- "Dehydrated" -> shown if the player is between 0-25 thirst
- "Cold" -> shown if the player is between 1-20 temperature
- "Hot" -> shown if the player is between 80-99 temperature
- Most tools have had their block breaking effectiveness cut by half
- Iron tools, specifically, have had their effectiveness cut by ~33% instead of half
- The amount of time a shield stays disabled due to an axe attack is now dependent on the type of axe used
- Each type of axe, and how long they disable shields for, is detailed below:
- Wooden axe: 2s
- Stone axe: 3s
- Copper axe: 4s
- Iron axe : 5s
- Stripping logs is no longer an immediate action
- All axes will now act like the old stone hatchet when stripping a log, meaning, the user now needs to hold down their use keybind while looking at a log, which will show the axe turning from side to side, and will display particles at the log, slowly stripping it
- The time it takes to strip a log with an axe is now dynamic, and depends on various factors
- The average log-stripping time has been increased, compared to previous updates
- If the log being stripped has a block above it, it will take 2.5x as long to strip it
- Copper and iron axes now strip logs faster than wooden or stone axes
- Copper axes make the process twice as fast, and iron axes make it 3x as fast
- Added the new "Reinforced Iron" armor set
- Reinforced armor pieces can be crafted in crafting tables by surrounding iron armor pieces with iron ingots
- Reinforced armor is slightly stronger than iron, but has increased weight, making the wearer move slower than they would with normal iron armor
- The new reinforced iron helmet replaces the old helmet going by the same name. It also now uses its own proper texture
- The wooden spoon now has its own proper texture (created by Achim2393)
- The meat stew now has its own proper texture
- Removed the old, crafting-slot-based, gunpowder recipe
- Hogs now use a new texture (created by Cowmoonist)
- Baskets' water is now displayed as brown when filled with dirty water and blue when filled with clean water
- The diving helmet now has its own proper item model (created by Achim2393)
- The diving helmet now has its own proper worn model
- Replaced the iron ingot requirement in the diving helmet recipe with a gold ingot
- Shears are now less effective when breaking vines, glow lichens, wool, and leaves
- Shears are now more effective when breaking cobwebs
- Replaced the vanilla shears item with the "Iron Shears"
- Added the new "Copper Shears" item
- Can be crafted with the same recipe as the iron shears but by replacing iron ingots with copper ones
- Shearing sheep is no longer instantaneous
- Players now need to hold down their 'use' key (by default, right click) when holding shears to slowly use them
- When using shears while looking at an unsheared sheep, the player will start shearing the sheep
- When shearing a sheep, the player will get a displayed percentage on their screen, showing how much the sheep has already been sheared
- The amount of time it takes to shear a sheep is dynamic, and depends on how big the sheep is; larger sheep take longer to shear
- When a sheep is getting sheared, wool particles will be displayed, they match the color of the sheep. Wool and shear snipping sounds are also played
- Iron shears are able to shear sheep quicker than copper shears
- Aggressive sheep can no longer be sheared
- Sheep now need to either be pacified (if they are wild sheep) or farm sheep before they are able to be sheared
- Sheep corpses can still be sheared, however
- The amount of wool dropped by sheep when getting sheared is now dynamic, and depends on their size
- The larger a sheep is, the more wool they will drop when sheared
- Spruce leaves are now able to drop vines
- Vines now drop more commonly
- Mules and donkeys are now considered secondary animals
- This means they are now able to become animal corpses upon dying, and are able to flee from players if they get too close
- Animals will now display sublte particles when getting tired from fleeing
- Copper tools are now able to harvest animal corpses
- Their effectiveness lays between iron and stone tools
- The sound played by putting a tool head onto a tool handle is now dependent on what type of tool head was placed
- Users wearing items on their heads will no longer get increased thirst due to sun exposure
- Player thirst should now get decreased slightly faster
- The feather crown has been temporarily removed
- This item will be re-added in a future update!
- Subsequently, the "Looking Fly" advancement has also been temporarily removed
- Piston & dispenser recipes have been temporarily removed
- These items will also be re-added in future updates!
- It now takes longer to regenerate health
- The "shear 10 sheep" requirement for the husbandry experience increase has now been changed
- You now need to shear 5 sheep to gain it
- Centralized ground marking operations
- Removed mushroom varieties
- This is a temporary change, they will be re-added in a future update
- Mushrooms can no longer be planted
- This is also a temporary change, it will be re-added in a future update
- Worsened attack damage from bad genes is no longer as debilitating
- Previous min value: -0.48 / current min value: -0.2
- Nerfed good attack speed genes and buffed bad genes of the same type
- Previous min value: -0.6 / current min value: -0.2
- Previous max value: +1.0 / current max value: +0.75
- Nerfed good sneaking speed genes and buffed bad genes of the same type
- Previous min value: -0.1 / current min value: -0.07
- Previous max value: +0.3 / current max value: +0.1
- Nerfed good entity interaction range genes and buffed bad genes of the same type
- Previous min value: -0.45 / current min value: -0.27
- Previous max value: +1.5 / current max value: +0.75
- Animal skulls can no longer be placed
- Eggs, blue eggs, brown eggs, and turtle eggs now stack to 8
- When sneaking, fall damage is now reduced by 10%
- Changed how fall damage is applied to players when falling into water
- At low heights, fall damage can be reduced by water (although not negated!), however, in tall heights, fall damage can be amplified if the player falls into water
- Players' heat will now be set to 100% if they are on fire
- The flint & steel recipe has been temporarily removed
- Flint and steel items will be re-added in a future update!
- Tool handles' in-world-tooltips now use translation keys
- Tools now have additional data to identify them as such
- Armor pieces now have additional data to identify them as such
- Animal skulls now have additional data to identify them as such
- Fixed spears being able to phase through walls and entities in certain situations
- Slightly optimized spear throwing
- Optimized spear operations
- Optimized all logic relating to basket usages
- Slightly optimized specific custom block interactions
- Optimized breaking and interacting with blocks added by Overly-Realistic
- Optimized animal death detection
- Optimized thrown-spear owner detections
- Optimized looping game logic
- Several game functionalities are now more spread out through various ticks
- Optimized tanning rack interactions
- Optimized thrown-spear collision detection
- Changed how Overly-Realistic's blocks handle interactions & breaking
- This is no longer globalized, instead, it now acts per-block
- Dry tinder blocks now only get broken if a player directly breaks them
- Dry tinder blocks now get turned into campfires even if a player interacts with it using a stick (as long as it already has 10 sticks and the player is not shifting)
- Optimized cave painting dyeing
- Optimized hygiene operations
- Optimized mortar interactions
- Optimized ground prop interactions
- Optimized rain/thunder operations
- Slightly optimized forging items from heated wrought iron
- Optimized the preparation plate functionality
- The following detection events are now done async:
- Player sprinting
- Player sneaking
- Player touching water
- Player getting dry
- Player being exposed to sky light
- Player falling
- Player standing on lily pads
- Player swimming
- Player being on the ground
- Player using a glass bottle
- Player being on fire
- Fixed having low mental health giving the player more intelligence instead of decreasing it
- Fixed tanning racks being dropped upon being broken when the player who broke it was in creative
- Fixed tanning racks tanning hide too quickly
- Fixed ocelot meat not dropping from ocelot corpses
- Fixed ocelot hide using cow hide textures
- Fixed certain blocks not being able to be placed next to other blocks
- Fixed being able to eat the various glue items
- Fixed players having a permanent speed buff after wearing boots
- Fixed golden equipment still being craftable
- Fixed ingredient items having weird rotations when being placed on iron and bone handles
- Fixed the baskets' water being transformed by nearby blocks
- Fixed players' stamina not being equal to their max stamina when spawning into a world
- Fixed secondary animals not being able to produce corpses when being killed
- Fixed getting hide not giving the player the "this is game" advancement
- Fixed tool handles not being in a recipe group
- Fixed players not receiving the waterskin recipe hint when getting hide
- Fixed not being able to strip logs if there was a leaf litter in the way
- Fixed sheep hide not having a proper model/texture
- Fixed players sometimes not getting wet when touching water
- Fixed players sometimes not taking fall damage when hitting water
- Fixed fall damage sometimes overflowing and not being applied to players when hitting water
- Added new function tags
- '#overly_realistic:general_loops/main_8t'
- '#overly_realistic:general_loops/main_11t'
- '#overly_realistic:general_loops/main_21t'
- '#overly_realistic:general_loops/main_101t'
- '#overly_realistic:general_loops/main_102t'
- '#overly_realistic:general_loops/main_99t'
- '#overly_realistic:general_loops/main_98t'
- '#overly_realistic:general_loops/main_6002t'
- '#overly_realistic:general_loops/main_6003t'
- '#overly_realistic:general_loops/main_5999t'
- '#overly_realistic:general_loops/main_9t'
- Added new advancements and changed current advancements to reflect the changes done in this update
- Added the "The Spectacle of an Iron Spear" advancement -> Forge an iron spear from wrought iron
- Added the "Smithed" advancement -> Craft an anvil
- Added the "The First Clothes" advancement -> Craft leather armor
- Added the "Proper Footwear" advancement -> Craft any type of boots
- Added the "Flipping It" advancement -> Rotate a sharpened flint
- Added the "Quick Knap" advancement -> Hit stone/stone-adjacent blocks with a sharpened flint
- Added the "Advent of the Stone Axe" advancement -> Knap a stone axe head
- Added the "Advent of the Stone Pickaxe" advancement -> Knap a stone pickaxe head
- Added the "Advent of the Stone Knife" advancement -> Knap a stone knife head
- Added the "Advent of the Stone Spear" advancement -> Knap a stone spear head
- Added the "The Creation of the Spear" advancement -> Create a spear head clay mold
- Added the "Spooky, Scary, Skeletons" advancement -> Get bones
- Added the "Dead Beauty" advancement -> Craft a bone flute
- Added the "Sheariously" advancement -> Craft copper shears
- Added the "Sheariously Better" advancement -> Craft iron shears
- The "The Pillar of War" advancement has had its description changed
- The "Can't Handle This" advancement and all its children have been moved into the "Stone Age" tab
- Changed the descriptions of the "Can't Handle This" advancements and all of its children
- Changed the description and icon of the "Evolving" advancement
- The "Evolving" advancement is now a child of the "The Advent of the Stone Axe" advancement
- The "World of Color" advancement is now a child of the "Crushing It" advancement
- Changed the description of the "The Pillar of Death" advancement
- Tweaked the description of the "Ancient Pastries" advancement
- Changed the description and requirements of the "A Proper Knight" advancement
- The description of the "Smashing Stones" advancement has been changed, and it is now a child of the "Advent of the Stone Pickaxe" advancement
- Changed the description and requirements of the "Opposable Thumbs" advancement
- The "Aztec Mining" advancement is now a child of the "Smashing Stones" advancement
- Tweaked the description of the "Let There be Light" advancement
- Fixed typo in the "Cooled Arsenal" advancement
- Made certain pieces of text in various advancements' descriptions enboldened with a different color
- (Note: While this is currently the case for various advancements, it isn't for many others. This will be changed in the future)
- Added an image to the "Technological Infancy" advancement tooltip
- The "Copper Age" advancement, that was previously a child of the "Smeltery" advancement, is now a child of the "The Advent of the Stone Pickaxe" advancement
release
Overly Realistic v2.4.0 for 1.21.9-1.21.10
v2.4.0-mod9 дек. 2025 г.633Minecraft: 1.21.9, 1.21.10fabric, forge, neoforge, quilt
Что нового
### v2.4.0
- Added more recipe hints for items/blocks that don't already have them
- Getting planks unlocks the crafting table recipe in the player's recipe book
- Getting cobblestone, coal, or clay balls unlocks the furnace recipe in the player's recipe book
- The maximum and minimum genetical values for block breaking speed having been tweaked as to be closer to the midpoint-value
- Nearly all advancements are now able to have resource-pack-specific images under their texts
- This does not apply to wisdom skill overview advancements
- Previously, this only applied to a limited number of advancements
- Interacting with a campfire while holding a log will now place it onto the campfire, logs can be heated into charcoal when on a campfire
- Added new ways to get blacksmithing wisdom experience
- Crafting 5+ metal tongs (iron or copper) will add 20 experience
- Crafting 10+ crucibles will add 8 experience
- Heating metals in crucibles will add 30 experience
- The blacksmith wisdom experience increase that is triggered by crafting equipment now includes equipment created through tool handles
- This, now, also means that copper tools/weapons are valid for this increase
- When eating cake, particles will be displayed and sound will be played at the player's face
- Fixed players not receiving nutrients when eating the last slice of cakes
- Overhauled iron tool sharpening
- All iron tools can now be sharpened with a grindstone
- When sharpened, tools will now gain better block breaking speed, meaning they will be able to break blocks faster
- The quality of the increase on block breaking speed is dependent on the player's blacksmithing wisdom skill, meaning, the better your blacksmithing skill, the better the sharpened tool will be
- Sharpened tools will now gain a small text lore label on its tooltips, this label is dependent on the blacksmithing skill of the player sharpening the tool
- If the player has blacksmithing level 0, the label will read "[Adequately Sharpened]"
- If the player has blacksmithing level 1, the label will read "[Decently Sharpened]"
- If the player has blacksmithing level 3, the label will read "[Well Sharpened]"
- If the player has blacksmithing level 5, the label will read "[Very Well Sharpened]"
- Swords and axes will gain better attack damage when getting sharpened
- Previously, this only applied to swords
- The amount of increase that is applied to attack damage is dependent on the player's blacksmithing skill
- Sharpening tools is no longer RNG-dependent
- When clicking on a grindstone with a forged iron tool, a percentage value will now be displayed below the crosshair
- Clicking on the grindstone will increase the percentage value, the increase is higher if the player has a higher blacksmithing level
- When the percentage reaches 100%, the player's tool will become sharpened
- Added the new "Reinforced Iron Helmet" item
- This is crafted by surrounding an iron helmet with 8 iron ingots in a crafting table
- Reinforced iron helmets have higher armor and armor toughness stats than normal iron helmets, though, they slow the player down more than a normal helmet
- Fixed being able to create a sweet berry additional in a basket if the player stirred the ingredients for a poison additional while the basket is unboiled
- Resource packs are now able to edit the names of root advancements
- The "Industrial Age" advancement has been renamed to "Contemporary Age"
- The "Metallic Productions" advancement has been renamed to "Medieval Age"
- Changed the "Medieval Age" advancement's description
- Changed the "Evolutionary" advancement's description
- Changed the "World of Color" advancement's description
- Widened the tooltip of several advancements' descriptions
- Changed the "The Vine Things In Life" advancement's description & icon
- Fixed a typo in the level 0 blacksmithing advancement
- Added new advancements and changed existing advancements to reflect the changes made in this update
- Added the new "A Proper Knight" advancement -> craft a reinforced iron helmet
- Added the new "Toolwork" advancement -> craft a grindstone
- Added the new "It Keeps Getting Sharper" advancement -> successfully sharpen an iron tool
- Fixed hide not properly turning into leather when being placed in a tanning rack
- Armor items now have additional data
- Tongs now play sounds when being broken
release
Overly Realistic v2.4.0 for 1.21.9-1.21.10
v2.4.09 дек. 2025 г.127Minecraft: 1.21.9, 1.21.10datapack
Что нового
### v2.4.0
- Added more recipe hints for items/blocks that don't already have them
- Getting planks unlocks the crafting table recipe in the player's recipe book
- Getting cobblestone, coal, or clay balls unlocks the furnace recipe in the player's recipe book
- The maximum and minimum genetical values for block breaking speed having been tweaked as to be closer to the midpoint-value
- Nearly all advancements are now able to have resource-pack-specific images under their texts
- This does not apply to wisdom skill overview advancements
- Previously, this only applied to a limited number of advancements
- Interacting with a campfire while holding a log will now place it onto the campfire, logs can be heated into charcoal when on a campfire
- Added new ways to get blacksmithing wisdom experience
- Crafting 5+ metal tongs (iron or copper) will add 20 experience
- Crafting 10+ crucibles will add 8 experience
- Heating metals in crucibles will add 30 experience
- The blacksmith wisdom experience increase that is triggered by crafting equipment now includes equipment created through tool handles
- This, now, also means that copper tools/weapons are valid for this increase
- When eating cake, particles will be displayed and sound will be played at the player's face
- Fixed players not receiving nutrients when eating the last slice of cakes
- Overhauled iron tool sharpening
- All iron tools can now be sharpened with a grindstone
- When sharpened, tools will now gain better block breaking speed, meaning they will be able to break blocks faster
- The quality of the increase on block breaking speed is dependent on the player's blacksmithing wisdom skill, meaning, the better your blacksmithing skill, the better the sharpened tool will be
- Sharpened tools will now gain a small text lore label on its tooltips, this label is dependent on the blacksmithing skill of the player sharpening the tool
- If the player has blacksmithing level 0, the label will read "[Adequately Sharpened]"
- If the player has blacksmithing level 1, the label will read "[Decently Sharpened]"
- If the player has blacksmithing level 3, the label will read "[Well Sharpened]"
- If the player has blacksmithing level 5, the label will read "[Very Well Sharpened]"
- Swords and axes will gain better attack damage when getting sharpened
- Previously, this only applied to swords
- The amount of increase that is applied to attack damage is dependent on the player's blacksmithing skill
- Sharpening tools is no longer RNG-dependent
- When clicking on a grindstone with a forged iron tool, a percentage value will now be displayed below the crosshair
- Clicking on the grindstone will increase the percentage value, the increase is higher if the player has a higher blacksmithing level
- When the percentage reaches 100%, the player's tool will become sharpened
- Added the new "Reinforced Iron Helmet" item
- This is crafted by surrounding an iron helmet with 8 iron ingots in a crafting table
- Reinforced iron helmets have higher armor and armor toughness stats than normal iron helmets, though, they slow the player down more than a normal helmet
- Fixed being able to create a sweet berry additional in a basket if the player stirred the ingredients for a poison additional while the basket is unboiled
- Resource packs are now able to edit the names of root advancements
- The "Industrial Age" advancement has been renamed to "Contemporary Age"
- The "Metallic Productions" advancement has been renamed to "Medieval Age"
- Changed the "Medieval Age" advancement's description
- Changed the "Evolutionary" advancement's description
- Changed the "World of Color" advancement's description
- Widened the tooltip of several advancements' descriptions
- Changed the "The Vine Things In Life" advancement's description & icon
- Fixed a typo in the level 0 blacksmithing advancement
- Added new advancements and changed existing advancements to reflect the changes made in this update
- Added the new "A Proper Knight" advancement -> craft a reinforced iron helmet
- Added the new "Toolwork" advancement -> craft a grindstone
- Added the new "It Keeps Getting Sharper" advancement -> successfully sharpen an iron tool
- Fixed hide not properly turning into leather when being placed in a tanning rack
- Armor items now have additional data
- Tongs now play sounds when being broken
release
Overly Realistic v2.3.0 for 1.21.9-1.21.10
v2.3.0-mod4 дек. 2025 г.108Minecraft: 1.21.9, 1.21.10fabric, forge, neoforge, quilt
Что нового
### v2.3.0
- (Note: The main focus of this update is the new metallurgy overhaul, though, not everything that I wanted to do, or planned to do, was actually done, and this is due to time constraints. Expect more metallurgy changes and additions in future updates to account for this!)
- Fixed the wooden spear being able to dupe itself if it was hitting an entity within the first tick of its existence
- Wooden spears should now be able to hit entities better
- This serves as a fix for spears being able to phase through entities prior to this update
- Lighting campfires with fire starters by using string/vines/bows is now easier
- Throwing spears now decreases players' stamina
- Shooting arrows from bows now decreases players' stamina
- ~6 stamina is lost when shooting a bow if the player's archery skill level is less than 3
- ~3 stamina is lost when shooting a bow if the player's archery skill level is between 3 and 4
- No stamina is lost when shooting a bow if the player's archery skill level is at 5
- Obsidian shards now deal 2.5 damage instead of 3
- Fixed obsidian shards' attack damage modifier tooltip being blue instead of green
- Fixed the illness cooldown time value not stopping players from getting ill
- Fixed various settings not being saved when reloading a world/server
- Fixed the "No Monsters" setting not working
- Fixed players not being able to craft wooden arrows in a preparation plate
- Wooden arrows are now made when placing down a sharpened stick on a preparation plate and interacting with it using a vine
- Fixed players not earning various crafting recipes in their recipe book when acquiring certain items
- Zombies, zombie villagers, and husks no longer drop iron ingots
- Ground props now generate more commonly
- Basket recipes now follow a binary tree depending on the additional used (if there is one)
- Added the new "Bone Glue" item
- This is an adhesive type of item (more on them below)
- Bone glue can be made by stirring 9 bone meal in a waterlogged, boiling, basket
- Added the new "Fish Scraps" item
- Fish scraps can be made by crushing 4 fish of any type in a mortar
- Fish scraps can be used as fertilizers for crops, similarly to bone meal or water buckets
- Fish scrap fertilization takes the crop around 16-19 minutes to grow a stage
- Fertilization items no longer have a 100% chance to grow a crop, they are now dependent on the "quality" of the fertilizer
- After the specified time passes needed to grow a crop, per fertilizer, the crop will run an RNG call, if it passes, the crop will successfully grow by a stage
- The chances per fertilizer is specified below:
- Bone meal: 80% chance the crop will grow
- Fish scraps: 60% chance the crop will grow
- Watering: 33% chance the crop will grow
- Added the new "Fish Glue" item
- This is an adhesive type of item
- Fish glue can be made by stirring 9 fish scraps in a waterlogged, boiling, basket
- Putting 9 honeycombs into a waterlogged basket and stirring it will now create a honey additional
- Added the new "Pine Pitch Glue" item
- This is an adhesive type of item
- Pine pitch glue can be made by stirring a boiling basket with a honey additional that includes the following ingredients: 3 honeycombs, 3 resin clumps, and 3 charcoal
- Certain blocks can no longer have gravity applied to them
- This applies to: flowers, sugar cane, bamboo, short/tall grass, seagrass, and short/tall dry grass
- Fixed a block dupe depending upon certain blocks having gravity be applied to them
- Fixed the "20-39" vitality value check being incorrectly processed
- Players will now reach 100 heat if they have hot items (such as lava buckets) in their inventory
- This can be remedied if the player has tongs (a new item type) in either of their hands
- If the player does have tongs in their hand(s), the player's temperature will not rise, but the tongs will slowly be damaged
- A "Wooden Tongs" item can be crafted with 2 sticks and 2 string
- Wooden tongs have 32 durability
- A "Copper Tongs" item can be crafted with 2 copper ingots and 2 string
- Copper tongs have 520 durability
- A "Iron Tongs" item can be crafted with 2 copper ingots and 2 string
- Iron tongs have 1500 durability
- The "Forging Hammer" item has now been renamed to "Iron Forging Hammer"
- The iron forging hammer now has durability
- This is set to 1200 by default
- Added a new "Copper Forging Hammer" item
- Copper forging hammers have 500 durability by default
- Overhauled the current metallurgy progression line and systems
- 4 raw copper can now be placed into a mortar and crushed into 1 "Copper Fragments" item
- A "Crucible" block can be crafted out of 7 bricks
- Copper fragments can be placed inside of placed crucibles
- A "Bellow" block can be crafted with 3 leather, 4 string, and 1 stick,
- By surrounding a campfire with 4 blocks (1 in each side) then adding 2 blocks above each of those 4 blocks, the player will enclose the campfire
- Players can add bellows to the outside of an enclosed campfire, and, if the bellow is facing the campfire (from the outside), it will be able to heat up the fire
- If a crucible is on the campfire (and has metals in it), the player will be shown a percentage value on their screen
- The shown value is how hot the crucible is. The player must reach 100% for the metal inside the crucible to be melted
- Each bellow adds 2% to the heat, though, multiple bellows can be used for the same campfire
- Once a crucible, that previously had copper fragments in it, gets to 100% heat, the player can break it to get a crucible with melter copper fragments
- Players can hold their use keybind with such item to dispense its contents, similarly to a lava bucket, though, instead of lava it will place fire
- Crucibles with melted copper fragments act similarly to lava buckets, where, it'll set the player to 100 heat unless they are holding tongs in either hand
- A "Clay Mold" block can be crafted with 6 clay balls
- Upon being placed down, players can interact with clay molds, this will bring up a screen that contains a 3x3 grid of light gray squares
- Clicking on the light gray squares will "mold a piece of the clay mold" and make the square dark gray
- Having certain formations of dark and light gray squares will allow you to shape the clay mold into different types of molds
- Crouching and interacting with a clay mold will attempt to shape the clay mold
- If the player successfully formed the gray squares into an existing recipe, then the clay mold will be shaped
- Breaking a clay mold that has been shaped into a certain mold will give you the clay mold back with the specified mold shape (this is displayed through the item's name)
- Clay molds that have been molded can be put on lit campfires to be slowly heated
- After around 5 minutes, clay molds will be heated into "Hardened Clay Molds"
- The contents of a crucible with molten metal in it can be dispensed, and, if the particles hit a placed-down hardened clay mold, the mold will be filled
- Hardened clay molds that contain molten metals in them require tongs to be carried around without being damaged
- Hardened clay molds with molten metals in them can be cooled down by putting them inside sediment blocks like dirt, sand, red sand, etc, and leaving them to cool
- When cooling down, they will occasionally display smoke particles
- After around 5 minutes, hardened clay molds will cool down and will create the proper metal items they were made for
- Breaking a hardened clay mold that has had its contents cooled will make it so the proper contents item is dropped (ie. an axe head, a pickaxe head, etc) but the hardened clay mold will break (and not drop itself)
- Tool heads (axe heads, pickaxe heads, hoe heads, etc) are now their own proper items
- Tool handles are used for creating tools
- Due to the changes and additions made in this update, various items' crafting recipes & smelting recipes have been removed, namely:
- Tools (iron axe, copper pickaxe, gold sword, etc)
- Metal ingots (copper ingots, gold ingots, iron ingots)
- 4 raw iron can be placed into a mortar and crushed into 1 "Iron Fragments" item
- Iron fragments can be put into crucibles
- A "Charcoal Clump" block can be crafted with 6 charcoal
- Charcoal clumps can be placed on campfires. Attempting to place them anywhere else will cause them to break into charcoal
- Adding a charcoal clump into a campfire that is within the same detailed stated before (with bellows and the campfire being surrounded by 4 blocks on its sides, with 2 more blocks above those ones) will allow the player to heat iron
- Heating the previously mentioned campfire setup whilst having the iron fragments crucible atop it will heat up the iron and give the player a "Heated Bloom" block
- Heated blooms can be placed down and interacted with
- Upon interacting with heated blooms, a percentage value is displayed to the player, this percentage shows how much the player has hit/beaten the bloom
- The more the player interacts with the bloom, the more the value shown increases, until its at 100%, where it will then drop a "Heated Wrought Iron" block
- Heated wrought iron can be placed down and interacted with by using a copper or iron forging hammer
- When interacted with, the player is shown a handful of symbols, alongside a percentage value
- These symbols represent the type/direction of force that the player will apply to the metal (alongside the "complete" and "reset" symbols) and the percentage represents how much force has been applied
- The symbols are detailed below:
- ✔ -> Complete forge (attempts to complete the forge process and drop the item that has been forged)
- ❌ -> Reset forge (resets the symbols selected so far)
- ↑↓ -> Vertical force
- ←→ -> Horizontal force
- ▼ -> Downwards force
- The symbols are constantly cycled through, every ~1.25 seconds, the next symbol is chosen by coloring it orange instead of gray
- This lets players choose which symbol/force-type they wish to pick by interacting with the placed heated wrought iron while that symbol is colored
- Certain iron items can only be forged/output if certain symbols are chosen in a specific order
- This is detailed in the advancements tab
- The recipe for various iron items can be seen below:
- Iron pickaxe head: horizontal, horizontal, horizontal, complete
- Iron shovel head: downwards, complete
- Iron sword head: vertical, complete
- Iron axe head: horizontal, vertical, complete
- Iron hoe head: horizontal, horizontal, complete
- Iron hammer head: horizontal, downwards, complete
- Iron ingot: horizontal, complete
- Iron nugget: complete
- When interacting with the placed heated wrought iron while a symbol is chosen, the percentage value will be increased
- Using an iron forging hammer will increase the percentage value higher than a copper forging hammer can
- This value needs to get to 100% for the symbol to actually be "inputted" into the wrought iron
- Symbols that have been input are displayed by a translucent text that appears above the heated wrought iron
- When selecting a symbol, the game will cycle back onto the first symbol of the list and re-continue the cycle
- Placing 4 gold into a mortar and crushing them will output 1 "Gold Fragments" item
- Gold fragments can be placed into a crucible, it can be smelt in an enclosed compass setup just like copper
- When gold fragment crucibles are done smelting, players can break them to get a melted gold fragments crucible, its contents can be spilled over hardened clay molds to fill them up
- Currently, only the nugget and ingot molds work for gold!
- Hardened clay molds that contain melted gold fragments can be placed within sediment blocks like dirt, sand, gravel, etc to cool it down
- When cooled, players can break it to get the proper, adequate, gold item
- Added new "Tool Handle" blocks
- Currently there are 3 tool handles: wooden tool handles, bone tool handles, and iron tool handles
- The crafting of tools (axes, swords, hoes, axes, etc) are now dependent on tool handles, instead of crafting tables
- Tool handles can be placed down and interacted with. Players can interact with them with certain items in specific orders to slowly create and customize their tools. The steps for tool creation are detailed below:
- 1: Placing a tool head item on the handle
- 2: Placing cordage on the handle (this can be: leads, string, crude string, or vines)
- 3: Applying adhesives on the handle: (this can be: resin, bone glue, fish glue, honey bottles, and pine pitch glue)
- 4: Interacting again with the handle will craft the tool specified by the tool head (ie. an axe from an axe head, a pickaxe from a pickaxe head, etc) - the player can then safely break the handle to get the item
- Tool handles, adhesives, and cordage all add onto the item's max durability, meaning, utilizing better items to craft your tools will allow your tool to have better durability. The durability added per ingredient used are detailed below:
- Tool handles:
- Wooden handle: +0
- Bone handle: +25
- Iron handle: +100
- Cordage:
- Vine: +50
- Crude string: +200
- String: +450
- Lead: +650
- Adhesives:
- Honey bottle: +35
- Fish glue: +120
- Resin clump: +180
- Bone glue: +250
- Pine pitch glue: +500
- Added new "Forging Plate" block
- Players can place tools & weapons on forging plates, aswell as interact with them using forging hammers
- Forging plates allow players to forge iron equipment
- Overhauled the iron tool forging process
- When creating iron equipment with tool handles, the items will have the "Crafted" prefix, and will have worsened stats, just like before
- Crafted iron equipment can be heated by placing them on forging plates that are above or inside hot blocks (magma, lava, or lava cauldrons)
- The forging plate will display smoke particles, until the item is heated after a while
- Heated iron tools will have the "Heated" prefix, just like before
- Heated iron items will now also require tongs to be picked up
- Forging plates can be placed above anvils so players are able to interact with them using forging hammers
- Interacting with a forging plate that contains a heated iron tool (and is above an anvil) will allow the player to forge the heated tool
- The forging sequence follows the same process as the flint knapping one, where, the player is shown a percentage value that cycles through various colors, signifying power, and players must hit at higher power levels to increase the percentage more
- When the shown percentage value reaches 100%, the tool will be successfully shaped, turning it into a "shaped" iron tool
- Shaped iron tools have a "Shaped" prefix in their names
- Shaped iron equipment will start cooling down if the forging plate they're on is inside a cold block (water or powdered snow)
- This process usually takes a few minutes
- When cooling down, a shaped iron tool will turn into a "forged" iron tool
- Just like before, forged iron tools will have the "Forged" prefix in their names
- Previously, forged iron tools' max durability would always be set to 1550, though, now, it is 1300 + (what the tool's max durability previously was)
- This is because of the dynamic max durabiliity values done for the tool handle item recipes
- The "forged tier" is the last step for most tools, though, iron swords can still be sharpened with grindstones
- Campfires whose fire time exceeds 5 minutes will now display small flame particles around the block
- This informs the player that the fire will still be active for atleast 5 more minutes
- Campfires, when broken, now break any existing fire starters that were previously placed on them
- Added the new "Gift" blocks
- Gifts can be placed down and interacted with
- When interacting with a gift for the first time, if the player is holding an item in their mainhand, they will be able to place it inside the gift
- When broken, gifts will still hold onto the item that is inside them, similarly to shulkers in the vanilla game
- When interacting with a gift that has an item inside them, the item will pop out of the gift
- Gifts can be crafted with string, leather, and wool
- There are currently 16 different types of gifts, one for each type of wool/dye
- Added new function tags
- '#overly_realistic:general_loops/main_301t'
- '#overly_realistic:general_loops/main_302t'
- Overly-Realistic-related blocks will now break when being placed inside of other Overly-Realistic-related blocks
- Added new advancements and changed existing advancements, as to reflect the changes made in this update
- Added the "Crushing Realization" advancement -> crush raw copper into copper fragments in a mortar
- Added the "Preparations" advancement -> craft a crucible
- Added the "Pretty Much a Microwave" advancement -> place a crucible on a lit campfire
- Added the "So Long, Copper!" advancement -> place copper fragments into a crucible
- Added the "As Above, So Bellow" advancement -> craft a bellow
- Added the "Wind Power" advancement -> interact with a bellow and heat a crucible
- Added the "Hot Topic" advancement -> craft tongs
- Added the "Molding Reality" advancement -> craft a clay mold
- Added various advancements relating to creating certain mold shapes. These are:
- "The Creation Of The Shovel" -> create a shovel head mold
- "The Creation Of The Sword" -> create a sword head mold
- "The Creation Of The Axe" -> create an axe head mold
- "The Creation Of The Hammer" -> create a hammer head mold
- "The Creation Of The Hoe" -> create a hoe head mold
- "The Creation Of The Pickaxe" -> create a pickaxe head mold
- "The Creation Of The Ingot" -> create an ingot mold
- "The Creation Of The Nugget" -> create a nugget mold
- Added the "Firey Shapes" advancement -> harden a clay mold into a hardened clay mold
- Added the "Molded Building" advancement -> place down a hardened clay mold
- Added the "Molten Arsenal" advancement -> dispense molten metals into a hardened clay mold
- Added the "Cooled Arsenal" advancement -> cool down a hardened clay mold that contains molten metals
- Added the "Plenty of scraps in the sea" advancement -> make fish scraps in a mortar
- Added the "Sweet Like Honey" advancement -> make a honey additional in a basket
- Added the "Sticky" advancement -> get any adhesive item
- Added the "Smells Fishy" advancement -> acquire fish glue
- Added the "Skeletal Solutions" advancement -> acquire bone glue
- Added the "All Pine" advancement -> acquire pine pitch glue
- Added the "Can't Handle This" advancement -> craft a tool handle
- Added the "Handling This" advancement -> place down a tool handle
- Added the "Heading Upwards" advancement -> place a tool hand on a tool handle
- Added the "Acordage To The Manual" advancement -> place cordage on a tool handle
- Added the "Keeping It In Place" advancement -> place adhesives on a tool handle
- Added the "True Craftsmanship" advancement -> successfully create a tool from a tool handle
- Added the "Crushing Irony" advancement -> crush raw iron into iron fragments
- Added the "Iron Bowl" advancement -> put iron fragments into a crucible
- Added the "What Are You Charring To Do?!" advancement -> craft a charcoal clump
- Added the "Town of Ember" advancement -> Place a charcoal clump on a campfire
- Added the "The Beginning of Something Great" advancement -> place a iron fragments crucible onto a lit campfire
- Added the "Heater" advancement -> heat a iron fragment crucible until its contents turn into heated iron fragments
- Added the "Blooming View" advancement -> acquire heated bloom
- Added the "Smash Hit" advancement -> place and interact with heated bloom
- Added the "Wrought Iron Age" advancement -> get heated wrought iron
- Added the "The Start of a New Forge" advancement -> place down a heated wrought iron
- Added the "Forging Fanatic" advancement -> start forging a heated wrought iron
- Added various advancements relating to forging certain iron tool heads & items from heated wrought iron. These are:
- "The Spectacle of an Iron Shovel" -> create an iron shovel head
- "The Spectacle of an Iron Sword" -> create an iron sword head
- "The Spectacle of an Iron Axe" -> create an iron axe head
- "The Spectacle of an Iron Hammer" -> create an iron hammer head
- "The Spectacle of an Iron Hoe" -> create an iron hoe head
- "The Spectacle of an Iron Pickaxe" -> create an iron pickaxe head
- "The Spectacle of an Iron Ingot" -> create an iron ingot
- "The Spectacle of an Iron Nugget" -> create an iron nugget
- Added the "Back To The Present" advancement -> put an item inside a gift
- Added the "Golden Days" advancement -> get gold fragments
- Added the "Oo, Shiny!" advancement -> place gold fragments into a crucible
- Added the "Hot Rocks" advancement -> melt gold fragments crucibles
- Added the "Fool's Magma" advancement -> fill a hardened clay mold with melted gold fragments
- Added the "Gold Rush" advancement -> get a proper gold item
- Changed the description of the "Ea Nasir" advancement
- Slightly changed the description of the "True Sumerian" advancement
- The "True Sumerian" advancement is now a child of "Copper Age"
- Changed the description of the "Who Needs Bronze?!" advancement
- The iron age root advancement ("Iron Age") is now granted by acquiring raw iron, instead of iron ingots
- This advancement also has had its icon and description changed (and subsequently, the iron age advancement tab as well)
- An "Iron Age" advancement is now also found in the copper age advancement tab, as a child of "True Sumerian"
- Tweaked the description of the "Let There be Light" advancement as to be more descriptive
- The "Forgery" advancement now requires the player to craft a forging plate
- The "Hammer Time" advancement now requires you shape a heated iron tool
- The "Mesopotamian" advancement now requires the player to acquire a forged tool
- Added the "Getting Hot" advancement -> place a crafted iron tool on a forging plate that is above a hot block
- Added the "Hot Tool For Sale" advancement -> get a heated iron tool
- Added the "Shaping a Better Future" advancement -> successfully shape a heated iron tool into a shaped iron tool
- Added the "Getting Cold" advancement -> place a shaped iron tool on a forging plate that is inside a cool block

release
Overly Realistic v2.3.0 for 1.21.9-1.21.10
v2.3.04 дек. 2025 г.42Minecraft: 1.21.9, 1.21.10datapack
Что нового
### v2.3.0
- (Note: The main focus of this update is the new metallurgy overhaul, though, not everything that I wanted to do, or planned to do, was actually done, and this is due to time constraints. Expect more metallurgy changes and additions in future updates to account for this!)
- Fixed the wooden spear being able to dupe itself if it was hitting an entity within the first tick of its existence
- Wooden spears should now be able to hit entities better
- This serves as a fix for spears being able to phase through entities prior to this update
- Lighting campfires with fire starters by using string/vines/bows is now easier
- Throwing spears now decreases players' stamina
- Shooting arrows from bows now decreases players' stamina
- ~6 stamina is lost when shooting a bow if the player's archery skill level is less than 3
- ~3 stamina is lost when shooting a bow if the player's archery skill level is between 3 and 4
- No stamina is lost when shooting a bow if the player's archery skill level is at 5
- Obsidian shards now deal 2.5 damage instead of 3
- Fixed obsidian shards' attack damage modifier tooltip being blue instead of green
- Fixed the illness cooldown time value not stopping players from getting ill
- Fixed various settings not being saved when reloading a world/server
- Fixed the "No Monsters" setting not working
- Fixed players not being able to craft wooden arrows in a preparation plate
- Wooden arrows are now made when placing down a sharpened stick on a preparation plate and interacting with it using a vine
- Fixed players not earning various crafting recipes in their recipe book when acquiring certain items
- Zombies, zombie villagers, and husks no longer drop iron ingots
- Ground props now generate more commonly
- Basket recipes now follow a binary tree depending on the additional used (if there is one)
- Added the new "Bone Glue" item
- This is an adhesive type of item (more on them below)
- Bone glue can be made by stirring 9 bone meal in a waterlogged, boiling, basket
- Added the new "Fish Scraps" item
- Fish scraps can be made by crushing 4 fish of any type in a mortar
- Fish scraps can be used as fertilizers for crops, similarly to bone meal or water buckets
- Fish scrap fertilization takes the crop around 16-19 minutes to grow a stage
- Fertilization items no longer have a 100% chance to grow a crop, they are now dependent on the "quality" of the fertilizer
- After the specified time passes needed to grow a crop, per fertilizer, the crop will run an RNG call, if it passes, the crop will successfully grow by a stage
- The chances per fertilizer is specified below:
- Bone meal: 80% chance the crop will grow
- Fish scraps: 60% chance the crop will grow
- Watering: 33% chance the crop will grow
- Added the new "Fish Glue" item
- This is an adhesive type of item
- Fish glue can be made by stirring 9 fish scraps in a waterlogged, boiling, basket
- Putting 9 honeycombs into a waterlogged basket and stirring it will now create a honey additional
- Added the new "Pine Pitch Glue" item
- This is an adhesive type of item
- Pine pitch glue can be made by stirring a boiling basket with a honey additional that includes the following ingredients: 3 honeycombs, 3 resin clumps, and 3 charcoal
- Certain blocks can no longer have gravity applied to them
- This applies to: flowers, sugar cane, bamboo, short/tall grass, seagrass, and short/tall dry grass
- Fixed a block dupe depending upon certain blocks having gravity be applied to them
- Fixed the "20-39" vitality value check being incorrectly processed
- Players will now reach 100 heat if they have hot items (such as lava buckets) in their inventory
- This can be remedied if the player has tongs (a new item type) in either of their hands
- If the player does have tongs in their hand(s), the player's temperature will not rise, but the tongs will slowly be damaged
- A "Wooden Tongs" item can be crafted with 2 sticks and 2 string
- Wooden tongs have 32 durability
- A "Copper Tongs" item can be crafted with 2 copper ingots and 2 string
- Copper tongs have 520 durability
- A "Iron Tongs" item can be crafted with 2 copper ingots and 2 string
- Iron tongs have 1500 durability
- The "Forging Hammer" item has now been renamed to "Iron Forging Hammer"
- The iron forging hammer now has durability
- This is set to 1200 by default
- Added a new "Copper Forging Hammer" item
- Copper forging hammers have 500 durability by default
- Overhauled the current metallurgy progression line and systems
- 4 raw copper can now be placed into a mortar and crushed into 1 "Copper Fragments" item
- A "Crucible" block can be crafted out of 7 bricks
- Copper fragments can be placed inside of placed crucibles
- A "Bellow" block can be crafted with 3 leather, 4 string, and 1 stick,
- By surrounding a campfire with 4 blocks (1 in each side) then adding 2 blocks above each of those 4 blocks, the player will enclose the campfire
- Players can add bellows to the outside of an enclosed campfire, and, if the bellow is facing the campfire (from the outside), it will be able to heat up the fire
- If a crucible is on the campfire (and has metals in it), the player will be shown a percentage value on their screen
- The shown value is how hot the crucible is. The player must reach 100% for the metal inside the crucible to be melted
- Each bellow adds 2% to the heat, though, multiple bellows can be used for the same campfire
- Once a crucible, that previously had copper fragments in it, gets to 100% heat, the player can break it to get a crucible with melter copper fragments
- Players can hold their use keybind with such item to dispense its contents, similarly to a lava bucket, though, instead of lava it will place fire
- Crucibles with melted copper fragments act similarly to lava buckets, where, it'll set the player to 100 heat unless they are holding tongs in either hand
- A "Clay Mold" block can be crafted with 6 clay balls
- Upon being placed down, players can interact with clay molds, this will bring up a screen that contains a 3x3 grid of light gray squares
- Clicking on the light gray squares will "mold a piece of the clay mold" and make the square dark gray
- Having certain formations of dark and light gray squares will allow you to shape the clay mold into different types of molds
- Crouching and interacting with a clay mold will attempt to shape the clay mold
- If the player successfully formed the gray squares into an existing recipe, then the clay mold will be shaped
- Breaking a clay mold that has been shaped into a certain mold will give you the clay mold back with the specified mold shape (this is displayed through the item's name)
- Clay molds that have been molded can be put on lit campfires to be slowly heated
- After around 5 minutes, clay molds will be heated into "Hardened Clay Molds"
- The contents of a crucible with molten metal in it can be dispensed, and, if the particles hit a placed-down hardened clay mold, the mold will be filled
- Hardened clay molds that contain molten metals in them require tongs to be carried around without being damaged
- Hardened clay molds with molten metals in them can be cooled down by putting them inside sediment blocks like dirt, sand, red sand, etc, and leaving them to cool
- When cooling down, they will occasionally display smoke particles
- After around 5 minutes, hardened clay molds will cool down and will create the proper metal items they were made for
- Breaking a hardened clay mold that has had its contents cooled will make it so the proper contents item is dropped (ie. an axe head, a pickaxe head, etc) but the hardened clay mold will break (and not drop itself)
- Tool heads (axe heads, pickaxe heads, hoe heads, etc) are now their own proper items
- Tool handles are used for creating tools
- Due to the changes and additions made in this update, various items' crafting recipes & smelting recipes have been removed, namely:
- Tools (iron axe, copper pickaxe, gold sword, etc)
- Metal ingots (copper ingots, gold ingots, iron ingots)
- 4 raw iron can be placed into a mortar and crushed into 1 "Iron Fragments" item
- Iron fragments can be put into crucibles
- A "Charcoal Clump" block can be crafted with 6 charcoal
- Charcoal clumps can be placed on campfires. Attempting to place them anywhere else will cause them to break into charcoal
- Adding a charcoal clump into a campfire that is within the same detailed stated before (with bellows and the campfire being surrounded by 4 blocks on its sides, with 2 more blocks above those ones) will allow the player to heat iron
- Heating the previously mentioned campfire setup whilst having the iron fragments crucible atop it will heat up the iron and give the player a "Heated Bloom" block
- Heated blooms can be placed down and interacted with
- Upon interacting with heated blooms, a percentage value is displayed to the player, this percentage shows how much the player has hit/beaten the bloom
- The more the player interacts with the bloom, the more the value shown increases, until its at 100%, where it will then drop a "Heated Wrought Iron" block
- Heated wrought iron can be placed down and interacted with by using a copper or iron forging hammer
- When interacted with, the player is shown a handful of symbols, alongside a percentage value
- These symbols represent the type/direction of force that the player will apply to the metal (alongside the "complete" and "reset" symbols) and the percentage represents how much force has been applied
- The symbols are detailed below:
- ✔ -> Complete forge (attempts to complete the forge process and drop the item that has been forged)
- ❌ -> Reset forge (resets the symbols selected so far)
- ↑↓ -> Vertical force
- ←→ -> Horizontal force
- ▼ -> Downwards force
- The symbols are constantly cycled through, every ~1.25 seconds, the next symbol is chosen by coloring it orange instead of gray
- This lets players choose which symbol/force-type they wish to pick by interacting with the placed heated wrought iron while that symbol is colored
- Certain iron items can only be forged/output if certain symbols are chosen in a specific order
- This is detailed in the advancements tab
- The recipe for various iron items can be seen below:
- Iron pickaxe head: horizontal, horizontal, horizontal, complete
- Iron shovel head: downwards, complete
- Iron sword head: vertical, complete
- Iron axe head: horizontal, vertical, complete
- Iron hoe head: horizontal, horizontal, complete
- Iron hammer head: horizontal, downwards, complete
- Iron ingot: horizontal, complete
- Iron nugget: complete
- When interacting with the placed heated wrought iron while a symbol is chosen, the percentage value will be increased
- Using an iron forging hammer will increase the percentage value higher than a copper forging hammer can
- This value needs to get to 100% for the symbol to actually be "inputted" into the wrought iron
- Symbols that have been input are displayed by a translucent text that appears above the heated wrought iron
- When selecting a symbol, the game will cycle back onto the first symbol of the list and re-continue the cycle
- Placing 4 gold into a mortar and crushing them will output 1 "Gold Fragments" item
- Gold fragments can be placed into a crucible, it can be smelt in an enclosed compass setup just like copper
- When gold fragment crucibles are done smelting, players can break them to get a melted gold fragments crucible, its contents can be spilled over hardened clay molds to fill them up
- Currently, only the nugget and ingot molds work for gold!
- Hardened clay molds that contain melted gold fragments can be placed within sediment blocks like dirt, sand, gravel, etc to cool it down
- When cooled, players can break it to get the proper, adequate, gold item
- Added new "Tool Handle" blocks
- Currently there are 3 tool handles: wooden tool handles, bone tool handles, and iron tool handles
- The crafting of tools (axes, swords, hoes, axes, etc) are now dependent on tool handles, instead of crafting tables
- Tool handles can be placed down and interacted with. Players can interact with them with certain items in specific orders to slowly create and customize their tools. The steps for tool creation are detailed below:
- 1: Placing a tool head item on the handle
- 2: Placing cordage on the handle (this can be: leads, string, crude string, or vines)
- 3: Applying adhesives on the handle: (this can be: resin, bone glue, fish glue, honey bottles, and pine pitch glue)
- 4: Interacting again with the handle will craft the tool specified by the tool head (ie. an axe from an axe head, a pickaxe from a pickaxe head, etc) - the player can then safely break the handle to get the item
- Tool handles, adhesives, and cordage all add onto the item's max durability, meaning, utilizing better items to craft your tools will allow your tool to have better durability. The durability added per ingredient used are detailed below:
- Tool handles:
- Wooden handle: +0
- Bone handle: +25
- Iron handle: +100
- Cordage:
- Vine: +50
- Crude string: +200
- String: +450
- Lead: +650
- Adhesives:
- Honey bottle: +35
- Fish glue: +120
- Resin clump: +180
- Bone glue: +250
- Pine pitch glue: +500
- Added new "Forging Plate" block
- Players can place tools & weapons on forging plates, aswell as interact with them using forging hammers
- Forging plates allow players to forge iron equipment
- Overhauled the iron tool forging process
- When creating iron equipment with tool handles, the items will have the "Crafted" prefix, and will have worsened stats, just like before
- Crafted iron equipment can be heated by placing them on forging plates that are above or inside hot blocks (magma, lava, or lava cauldrons)
- The forging plate will display smoke particles, until the item is heated after a while
- Heated iron tools will have the "Heated" prefix, just like before
- Heated iron items will now also require tongs to be picked up
- Forging plates can be placed above anvils so players are able to interact with them using forging hammers
- Interacting with a forging plate that contains a heated iron tool (and is above an anvil) will allow the player to forge the heated tool
- The forging sequence follows the same process as the flint knapping one, where, the player is shown a percentage value that cycles through various colors, signifying power, and players must hit at higher power levels to increase the percentage more
- When the shown percentage value reaches 100%, the tool will be successfully shaped, turning it into a "shaped" iron tool
- Shaped iron tools have a "Shaped" prefix in their names
- Shaped iron equipment will start cooling down if the forging plate they're on is inside a cold block (water or powdered snow)
- This process usually takes a few minutes
- When cooling down, a shaped iron tool will turn into a "forged" iron tool
- Just like before, forged iron tools will have the "Forged" prefix in their names
- Previously, forged iron tools' max durability would always be set to 1550, though, now, it is 1300 + (what the tool's max durability previously was)
- This is because of the dynamic max durabiliity values done for the tool handle item recipes
- The "forged tier" is the last step for most tools, though, iron swords can still be sharpened with grindstones
- Campfires whose fire time exceeds 5 minutes will now display small flame particles around the block
- This informs the player that the fire will still be active for atleast 5 more minutes
- Campfires, when broken, now break any existing fire starters that were previously placed on them
- Added the new "Gift" blocks
- Gifts can be placed down and interacted with
- When interacting with a gift for the first time, if the player is holding an item in their mainhand, they will be able to place it inside the gift
- When broken, gifts will still hold onto the item that is inside them, similarly to shulkers in the vanilla game
- When interacting with a gift that has an item inside them, the item will pop out of the gift
- Gifts can be crafted with string, leather, and wool
- There are currently 16 different types of gifts, one for each type of wool/dye
- Added new function tags
- '#overly_realistic:general_loops/main_301t'
- '#overly_realistic:general_loops/main_302t'
- Overly-Realistic-related blocks will now break when being placed inside of other Overly-Realistic-related blocks
- Added new advancements and changed existing advancements, as to reflect the changes made in this update
- Added the "Crushing Realization" advancement -> crush raw copper into copper fragments in a mortar
- Added the "Preparations" advancement -> craft a crucible
- Added the "Pretty Much a Microwave" advancement -> place a crucible on a lit campfire
- Added the "So Long, Copper!" advancement -> place copper fragments into a crucible
- Added the "As Above, So Bellow" advancement -> craft a bellow
- Added the "Wind Power" advancement -> interact with a bellow and heat a crucible
- Added the "Hot Topic" advancement -> craft tongs
- Added the "Molding Reality" advancement -> craft a clay mold
- Added various advancements relating to creating certain mold shapes. These are:
- "The Creation Of The Shovel" -> create a shovel head mold
- "The Creation Of The Sword" -> create a sword head mold
- "The Creation Of The Axe" -> create an axe head mold
- "The Creation Of The Hammer" -> create a hammer head mold
- "The Creation Of The Hoe" -> create a hoe head mold
- "The Creation Of The Pickaxe" -> create a pickaxe head mold
- "The Creation Of The Ingot" -> create an ingot mold
- "The Creation Of The Nugget" -> create a nugget mold
- Added the "Firey Shapes" advancement -> harden a clay mold into a hardened clay mold
- Added the "Molded Building" advancement -> place down a hardened clay mold
- Added the "Molten Arsenal" advancement -> dispense molten metals into a hardened clay mold
- Added the "Cooled Arsenal" advancement -> cool down a hardened clay mold that contains molten metals
- Added the "Plenty of scraps in the sea" advancement -> make fish scraps in a mortar
- Added the "Sweet Like Honey" advancement -> make a honey additional in a basket
- Added the "Sticky" advancement -> get any adhesive item
- Added the "Smells Fishy" advancement -> acquire fish glue
- Added the "Skeletal Solutions" advancement -> acquire bone glue
- Added the "All Pine" advancement -> acquire pine pitch glue
- Added the "Can't Handle This" advancement -> craft a tool handle
- Added the "Handling This" advancement -> place down a tool handle
- Added the "Heading Upwards" advancement -> place a tool hand on a tool handle
- Added the "Acordage To The Manual" advancement -> place cordage on a tool handle
- Added the "Keeping It In Place" advancement -> place adhesives on a tool handle
- Added the "True Craftsmanship" advancement -> successfully create a tool from a tool handle
- Added the "Crushing Irony" advancement -> crush raw iron into iron fragments
- Added the "Iron Bowl" advancement -> put iron fragments into a crucible
- Added the "What Are You Charring To Do?!" advancement -> craft a charcoal clump
- Added the "Town of Ember" advancement -> Place a charcoal clump on a campfire
- Added the "The Beginning of Something Great" advancement -> place a iron fragments crucible onto a lit campfire
- Added the "Heater" advancement -> heat a iron fragment crucible until its contents turn into heated iron fragments
- Added the "Blooming View" advancement -> acquire heated bloom
- Added the "Smash Hit" advancement -> place and interact with heated bloom
- Added the "Wrought Iron Age" advancement -> get heated wrought iron
- Added the "The Start of a New Forge" advancement -> place down a heated wrought iron
- Added the "Forging Fanatic" advancement -> start forging a heated wrought iron
- Added various advancements relating to forging certain iron tool heads & items from heated wrought iron. These are:
- "The Spectacle of an Iron Shovel" -> create an iron shovel head
- "The Spectacle of an Iron Sword" -> create an iron sword head
- "The Spectacle of an Iron Axe" -> create an iron axe head
- "The Spectacle of an Iron Hammer" -> create an iron hammer head
- "The Spectacle of an Iron Hoe" -> create an iron hoe head
- "The Spectacle of an Iron Pickaxe" -> create an iron pickaxe head
- "The Spectacle of an Iron Ingot" -> create an iron ingot
- "The Spectacle of an Iron Nugget" -> create an iron nugget
- Added the "Back To The Present" advancement -> put an item inside a gift
- Added the "Golden Days" advancement -> get gold fragments
- Added the "Oo, Shiny!" advancement -> place gold fragments into a crucible
- Added the "Hot Rocks" advancement -> melt gold fragments crucibles
- Added the "Fool's Magma" advancement -> fill a hardened clay mold with melted gold fragments
- Added the "Gold Rush" advancement -> get a proper gold item
- Changed the description of the "Ea Nasir" advancement
- Slightly changed the description of the "True Sumerian" advancement
- The "True Sumerian" advancement is now a child of "Copper Age"
- Changed the description of the "Who Needs Bronze?!" advancement
- The iron age root advancement ("Iron Age") is now granted by acquiring raw iron, instead of iron ingots
- This advancement also has had its icon and description changed (and subsequently, the iron age advancement tab as well)
- An "Iron Age" advancement is now also found in the copper age advancement tab, as a child of "True Sumerian"
- Tweaked the description of the "Let There be Light" advancement as to be more descriptive
- The "Forgery" advancement now requires the player to craft a forging plate
- The "Hammer Time" advancement now requires you shape a heated iron tool
- The "Mesopotamian" advancement now requires the player to acquire a forged tool
- Added the "Getting Hot" advancement -> place a crafted iron tool on a forging plate that is above a hot block
- Added the "Hot Tool For Sale" advancement -> get a heated iron tool
- Added the "Shaping a Better Future" advancement -> successfully shape a heated iron tool into a shaped iron tool
- Added the "Getting Cold" advancement -> place a shaped iron tool on a forging plate that is inside a cool block

release
Overly Realistic v2.2.1 for 1.21.9-1.21.10
v2.2.1-mod29 нояб. 2025 г.105Minecraft: 1.21.9, 1.21.10fabric, forge, neoforge, quilt
Что нового
### v2.2.1
- Fixed stripped logs & wood not being able to be cut into logs in a preparation plate if the player is using a stone hatchet
release
Overly Realistic v2.2.1 for 1.21.9-1.21.10
v2.2.129 нояб. 2025 г.37Minecraft: 1.21.9, 1.21.10datapack
Что нового
### v2.2.1
- Fixed stripped logs & wood not being able to be cut into logs in a preparation plate if the player is using a stone hatchet
release
Overly Realistic v2.2.0 for 1.21.9-1.21.10
v2.2.0-mod25 нояб. 2025 г.120Minecraft: 1.21.9, 1.21.10fabric, forge, neoforge, quilt
Что нового
### 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%
- 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)
- 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"
release
Overly Realistic v2.2.0 for 1.21.9-1.21.10
v2.2.025 нояб. 2025 г.40Minecraft: 1.21.9, 1.21.10datapack
Что нового
### 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%
- 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)
- 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"
release
Overly Realistic v2.1.0 for 1.21.9-1.21.10
v2.1.0-mod22 нояб. 2025 г.111Minecraft: 1.21.9, 1.21.10fabric, forge, neoforge, quilt
Что нового
### 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%
- 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
release
Overly Realistic v2.1.0 for 1.21.9-1.21.10
v2.1.022 нояб. 2025 г.32Minecraft: 1.21.9, 1.21.10datapack
Что нового
### 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%
- 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
release
Overly Realistic v2.0.0 for 1.21.9-1.21.10
v2.0.0-mod18 нояб. 2025 г.127Minecraft: 1.21.9, 1.21.10fabric, forge, neoforge, quilt
Что нового
### 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
- 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
- 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
- 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
- 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
release
Overly Realistic v2.0.0 for 1.21.9-1.21.10
v2.0.018 нояб. 2025 г.40Minecraft: 1.21.9, 1.21.10datapack
Что нового
### 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
- 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
- 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
- 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
- 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
release
Overly Realistic v1.4.5 for 1.21.6-1.21.8
v1.4.5-mod15 нояб. 2025 г.692Minecraft: 1.21.6, 1.21.7, 1.21.8fabric, forge, neoforge, quilt
Что нового
### v1.4.5
- Fixed the stone hatchet usage raycast being broken by non-full blocks
release
Overly Realistic v1.4.5 for 1.21.6-1.21.8
v1.4.515 нояб. 2025 г.169Minecraft: 1.21.6, 1.21.7, 1.21.8datapack
Что нового
### v1.4.5
- Fixed the stone hatchet usage raycast being broken by non-full blocks
release
Overly Realistic v1.4.4 for 1.21.6-1.21.8
v1.4.4-mod9 нояб. 2025 г.99Minecraft: 1.21.6, 1.21.7, 1.21.8fabric, forge, neoforge, quilt
Что нового
### 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
release
Overly Realistic v1.4.4 for 1.21.6-1.21.8
v1.4.49 нояб. 2025 г.32Minecraft: 1.21.6, 1.21.7, 1.21.8datapack
Что нового
### 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
release
Overly Realistic v1.4.3 for 1.21.6-1.21.8
v1.4.3-mod4 нояб. 2025 г.1,7 тыс.Minecraft: 1.21.6, 1.21.7, 1.21.8fabric, forge, neoforge, quilt
Что нового
### v1.4.3
- Fixed items screaming at the player (debug feature accidentally left enabled)
release
Overly Realistic v1.4.3 for 1.21.6-1.21.8
v1.4.34 нояб. 2025 г.32Minecraft: 1.21.6, 1.21.7, 1.21.8datapack
Что нового
### v1.4.3
- Fixed items screaming at the player (debug feature accidentally left enabled)
release
Overly Realistic v1.4.2 for 1.21.6-1.21.8
v1.4.2-mod4 нояб. 2025 г.35Minecraft: 1.21.6, 1.21.7, 1.21.8fabric, forge, neoforge, quilt
Что нового
### 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
release
Overly Realistic v1.4.2 for 1.21.6-1.21.8
v1.4.24 нояб. 2025 г.13Minecraft: 1.21.6, 1.21.7, 1.21.8datapack
Что нового
### 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
release
Overly Realistic v1.4.1 for 1.21.6-1.21.8
v1.4.1-mod3 нояб. 2025 г.41Minecraft: 1.21.6, 1.21.7, 1.21.8fabric, forge, neoforge, quilt
Что нового
### V1.4.1
- Fixed a debug feature that got accidentally left on, where flame particles would be visible upon doing raycasts
release
Overly Realistic v1.4.1 for 1.21.6-1.21.8
v1.4.13 нояб. 2025 г.13Minecraft: 1.21.6, 1.21.7, 1.21.8datapack
Что нового
### V1.4.1
- Fixed a debug feature that got accidentally left on, where flame particles would be visible upon doing raycasts
release
Overly Realistic v1.4.0 for 1.21.6-1.21.8
v1.4.0-mod3 нояб. 2025 г.33Minecraft: 1.21.6, 1.21.7, 1.21.8fabric, forge, neoforge, quilt
Что нового
### 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
- 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
- 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
- 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
release
Overly Realistic v1.4.0 for 1.21.6-1.21.8
v1.4.03 нояб. 2025 г.20Minecraft: 1.21.6, 1.21.7, 1.21.8datapack
Что нового
### 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
- 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
- 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
- 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
release
Overly Realistic v1.3.12 for 1.21.6+
v1.3.12-mod25 сент. 2025 г.825Minecraft: 1.21.6, 1.21.7, 1.21.8fabric, forge, neoforge, quilt
Что нового
### 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
release
Overly Realistic v1.3.12 for 1.21.6+
v1.3.1225 сент. 2025 г.188Minecraft: 1.21.6, 1.21.7, 1.21.8datapack
Что нового
### 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
release
Overly Realistic v1.3.11 for 1.21.6+
v1.3.11-mod24 сент. 2025 г.90Minecraft: 1.21.6, 1.21.7, 1.21.8fabric, forge, neoforge, quilt
Что нового
### V1.3.11
- Fixed various problems relating to a malformed item tag
- This made it so blocks would not have applied gravity, iron tools wouldn't be forged, and some other bugs
- Players now get the blast furnace recipe when acquiring cobblestone
- Slightly decreased animals' max health and movement speed
- Decreased the max item usage values for continuous-usage-action items
- Players are now more likely to have "average" genetics
- For every stat that is changed by genetics, there is a 33% chance that it will be normalized (or in other words, the player will receive an "average" value, genetically)
- Bad genetics should now be a little less debilitating for players
- The vanilla bamboo planks recipe now only outputs 1 block
- Tweaked how the starting message is sent to players
- Should now stop failing to send under certain circumstances
- Should now send the message the first time the project is installed, instead of the 2nd
- Common animals are now 33% less common
- Fixed torch placements not being detected under certain conditions
- Increased the illness cooldown that the player receives after recovering from an illness
- The minimum amount of stamina a player can get when they spawn in is now 12
- Previously was 8
- Fixed players not spawning in with their full stamina value
release
Overly Realistic v1.3.11 for 1.21.6+
v1.3.1124 сент. 2025 г.26Minecraft: 1.21.6, 1.21.7, 1.21.8datapack
Что нового
### V1.3.11
- Fixed various problems relating to a malformed item tag
- This made it so blocks would not have applied gravity, iron tools wouldn't be forged, and some other bugs
- Players now get the blast furnace recipe when acquiring cobblestone
- Slightly decreased animals' max health and movement speed
- Decreased the max item usage values for continuous-usage-action items
- Players are now more likely to have "average" genetics
- For every stat that is changed by genetics, there is a 33% chance that it will be normalized (or in other words, the player will receive an "average" value, genetically)
- Bad genetics should now be a little less debilitating for players
- The vanilla bamboo planks recipe now only outputs 1 block
- Tweaked how the starting message is sent to players
- Should now stop failing to send under certain circumstances
- Should now send the message the first time the project is installed, instead of the 2nd
- Common animals are now 33% less common
- Fixed torch placements not being detected under certain conditions
- Increased the illness cooldown that the player receives after recovering from an illness
- The minimum amount of stamina a player can get when they spawn in is now 12
- Previously was 8
- Fixed players not spawning in with their full stamina value
release
Overly Realistic v1.3.10 for 1.21.6+
v1.3.10-mod23 сент. 2025 г.50Minecraft: 1.21.6, 1.21.7, 1.21.8fabric, forge, neoforge, quilt
Что нового
### V1.3.10
- Fixed certain stats not being reset when spawning/respawning
- Increased the amount of time players will stay downed
- Players will now have a max downed time of 3000 ticks and start off with 2400 ticks (2 mins)
- Fixed armor getting dirty extremely fast
- Fixed coconuts turning into skulls over time
- Fixed cooked beef not giving the player nutrients
- Spears now receive less damage when being thrown into something
- Fixed spears not breaking if being thrown while having low durability
- Slightly expanded the "Plankful" advancement description
- Decreased chicken stats
- Chickens will now have higher knockback resistance, lower health, and lower attack damage
- Spiders will now have half their health and attack damage
- Cave spiders are now smaller and now have half their health and attack damage
- There are now max uses for continuous-task-dependent items (such as fire starters, flint flakes, stone hatchets, etc)
- When performing a task such as hitting a rock with a flint flake or interacting with a log with a stone hatchet, a "use" value will increase
- When any of these items' use value gets past a certain point, the game will no longer rely on RNG and will instead have a 100% chance of concluding the action (such as lighting a campfire on fire, sharpening a flint flake into a sharpened flint, debarking a tree, etc)
- Actions can still be concluded before the "max use" mark if the RNG for it passes
- Puddles will no longer be created if the biome has no rainfall
- Torches, chains, and lanterns no longer have applied gravity
- Reduced animal damage by 38%
- Note that this only applies to animals spawned after this update
- Fixed the "Mesopotamian" advancement not being given to players
- Fixed intelligence not being given to the player when they forge iron equipment
- More intelligence can now be given to the user when they forge iron equipment
- The "Low on proteins/fats/carbs" statuses now have higher priority
- Fixed bamboo raft recipe not having shovels
- The vanilla paper recipe now only outputs 1 paper
release
Overly Realistic v1.3.10 for 1.21.6+
v1.3.1023 сент. 2025 г.23Minecraft: 1.21.6, 1.21.7, 1.21.8datapack
Что нового
### V1.3.10
- Fixed certain stats not being reset when spawning/respawning
- Increased the amount of time players will stay downed
- Players will now have a max downed time of 3000 ticks and start off with 2400 ticks (2 mins)
- Fixed armor getting dirty extremely fast
- Fixed coconuts turning into skulls over time
- Fixed cooked beef not giving the player nutrients
- Spears now receive less damage when being thrown into something
- Fixed spears not breaking if being thrown while having low durability
- Slightly expanded the "Plankful" advancement description
- Decreased chicken stats
- Chickens will now have higher knockback resistance, lower health, and lower attack damage
- Spiders will now have half their health and attack damage
- Cave spiders are now smaller and now have half their health and attack damage
- There are now max uses for continuous-task-dependent items (such as fire starters, flint flakes, stone hatchets, etc)
- When performing a task such as hitting a rock with a flint flake or interacting with a log with a stone hatchet, a "use" value will increase
- When any of these items' use value gets past a certain point, the game will no longer rely on RNG and will instead have a 100% chance of concluding the action (such as lighting a campfire on fire, sharpening a flint flake into a sharpened flint, debarking a tree, etc)
- Actions can still be concluded before the "max use" mark if the RNG for it passes
- Puddles will no longer be created if the biome has no rainfall
- Torches, chains, and lanterns no longer have applied gravity
- Reduced animal damage by 38%
- Note that this only applies to animals spawned after this update
- Fixed the "Mesopotamian" advancement not being given to players
- Fixed intelligence not being given to the player when they forge iron equipment
- More intelligence can now be given to the user when they forge iron equipment
- The "Low on proteins/fats/carbs" statuses now have higher priority
- Fixed bamboo raft recipe not having shovels
- The vanilla paper recipe now only outputs 1 paper
release
Overly Realistic v1.3.9 for 1.21.6+
v1.3.9-mod18 сент. 2025 г.345Minecraft: 1.21.6, 1.21.7, 1.21.8fabric, forge, neoforge, quilt
Что нового
### V1.3.9
- Players in spectator will no longer be ticked in certain events
- Spectators will no longer lose stamina, become wet, etc
- Players who die will no longer remain deaf if they had such disability
- Players who die will no longer remain sick
- Optimized the height checks for the temperature system
- Riding an entity (such as a boat) while touching water will no longer reduce your stamina
- Players who are swimming on 0 stamina will have a chance to be dragged down randomly
- Animals are now able to spawn in with more max stamina
- Exhausted animals (aka animals who have lost all their stamina when fleeing) can now recuperate their normal speeds with time
- When becoming exhausted, they will now gain a random exhaustion level, which determines how much time needs to pass until they can move normally again
- This exhaustion level can be any amount of time up to 25 minutes
- Crafting a map will now output 8 maps instead of 1 (so 1 per paper in the recipe)
- Acquiring planks/leather/string will now show the wooden drum's recipe in the player's recipe book
- Added new function tags
- #overly_realistic:general_loops/main_110t
- Optimized campfire weather checks
- Players who are low on hunger will now have 10% slower block breaking speeds
- This debuff is applied when their hunger bar reaches 4 and a half icons (9 hunger) or lower
release
Overly Realistic v1.3.9 for 1.21.6+
v1.3.918 сент. 2025 г.79Minecraft: 1.21.6, 1.21.7, 1.21.8datapack
Что нового
### V1.3.9
- Players in spectator will no longer be ticked in certain events
- Spectators will no longer lose stamina, become wet, etc
- Players who die will no longer remain deaf if they had such disability
- Players who die will no longer remain sick
- Optimized the height checks for the temperature system
- Riding an entity (such as a boat) while touching water will no longer reduce your stamina
- Players who are swimming on 0 stamina will have a chance to be dragged down randomly
- Animals are now able to spawn in with more max stamina
- Exhausted animals (aka animals who have lost all their stamina when fleeing) can now recuperate their normal speeds with time
- When becoming exhausted, they will now gain a random exhaustion level, which determines how much time needs to pass until they can move normally again
- This exhaustion level can be any amount of time up to 25 minutes
- Crafting a map will now output 8 maps instead of 1 (so 1 per paper in the recipe)
- Acquiring planks/leather/string will now show the wooden drum's recipe in the player's recipe book
- Added new function tags
- #overly_realistic:general_loops/main_110t
- Optimized campfire weather checks
- Players who are low on hunger will now have 10% slower block breaking speeds
- This debuff is applied when their hunger bar reaches 4 and a half icons (9 hunger) or lower
release
Overly Realistic v1.3.8 for 1.21.6+
v1.3.8-mod15 сент. 2025 г.82Minecraft: 1.21.6, 1.21.7, 1.21.8fabric, forge, neoforge, quilt
Что нового
### V1.3.8
- Fixed dry tinder not dropping itself if broken by a survival/adventure mode player
- Tweaked the minimum values for genetic modifiers for certain stats/attributes
- Sheep can now drop hide when killed
- Animals can now go up blocks when fleeing from players
- Animals' behaviour will now reflect when they run out of stamina better
- Their max health is lowered by 20%
- Their movement speed is lowered by 75%
- They will emit a sound
- Camels now drop meat and hide
- Fixed using bandages sometimes decreasing insanity
- The sound made for the bandage is now constant for the entire duration of its usage
- Previously, it would only play at the end, when it was entirely used up
- Fixed blood splatters and footstep markings not being removed when the block below them got removed or was non-existing
- Falling from tall heights onto glass will now break it
- Holding a torch will now slightly increase your temperature and emit fire crackling sounds
- Fixed dirt blocks sometimes not falling as dirt blocks when gravity is applied to them (when they aren't being supported)
- Some items' shown attribute modifiers are now displayed as green, just like default tools
- Players' footsteps will sometimes transform the block below them
- Grass blocks can be turned into dirt
- Dirt can be turned into coarse dirt
- Horses and camels are now able to flee from the player and have their own stamina levels
- 28% of horses and camels are considered "tame/passive" and won't flee from players
- Horses now drop "Horse Meat" items
- Crafting leads with string will now only output 1 lead
- By using 2 leather alongside the string, 2 leads can be made
- Spiders can now place down cobwebs more often
- Used to be a 25% chance per spider, now its 35% per spider
- Armor now gets dirty less frequently
- Pillager patrols will no longer spawn
- Fixed certain nausea applications not working
- Players can now improve their speed through out time
- The more the player sprints, the faster they will get with time
- 0.003 (~2.9% of the vanilla speed) is added to the player's movement speed for every kilometer travelled through sprinting, capping out at 0.03
- Max stamina increase is now determined through both exhaustion and distance travelled through sprinting
- Previously, max stamina increasing was only done through players exhausting themselves
- Now, the more the player sprints and/or exhausts themselves, the more their max stamina will increase
- Players now have a 33% chance of having a "light sickness" instead of a normal or harsh one
- When players receive a light sickness, they will not gain poison, instead, they will be given nausea
- Gray dye can now be made with coal
- Bleeding particles displayed on particles are now less structured and have higher deltas
- Bushes now have a 10% chance of dropping a stick and an 8% chance of dropping sweet berries when broken
- Fixed tools always having the name of a sword when going through the forging process
- The game now tracks how much a player has hit an anvil with a forging hammer
- If the player has hit an anvil over 150 times and the RNG has not yet allowed for them to forge a tool, the next hit will have a 100% chance to forge the tool
- Players will no longer have a higher likelyhood of getting sick when walking over dirty blocks if they are wearing boots
- Armor now gets dirty less frequently
- Fixed "1 vine" not being in the description for the "Plague Doctor" advancement
- Widened the tooltips of the descriptions of the following advancements: "Farmer's Delight" , "Meat the Stew" , "Plague Doctor" , "Boiling Point" , "Almost Alchemy"
- Acquiring bones can now give the bone flute recipe to the player
release
Overly Realistic v1.3.8 for 1.21.6+
v1.3.815 сент. 2025 г.30Minecraft: 1.21.6, 1.21.7, 1.21.8datapack
Что нового
### V1.3.8
- Fixed dry tinder not dropping itself if broken by a survival/adventure mode player
- Tweaked the minimum values for genetic modifiers for certain stats/attributes
- Sheep can now drop hide when killed
- Animals can now go up blocks when fleeing from players
- Animals' behaviour will now reflect when they run out of stamina better
- Their max health is lowered by 20%
- Their movement speed is lowered by 75%
- They will emit a sound
- Camels now drop meat and hide
- Fixed using bandages sometimes decreasing insanity
- The sound made for the bandage is now constant for the entire duration of its usage
- Previously, it would only play at the end, when it was entirely used up
- Fixed blood splatters and footstep markings not being removed when the block below them got removed or was non-existing
- Falling from tall heights onto glass will now break it
- Holding a torch will now slightly increase your temperature and emit fire crackling sounds
- Fixed dirt blocks sometimes not falling as dirt blocks when gravity is applied to them (when they aren't being supported)
- Some items' shown attribute modifiers are now displayed as green, just like default tools
- Players' footsteps will sometimes transform the block below them
- Grass blocks can be turned into dirt
- Dirt can be turned into coarse dirt
- Horses and camels are now able to flee from the player and have their own stamina levels
- 28% of horses and camels are considered "tame/passive" and won't flee from players
- Horses now drop "Horse Meat" items
- Crafting leads with string will now only output 1 lead
- By using 2 leather alongside the string, 2 leads can be made
- Spiders can now place down cobwebs more often
- Used to be a 25% chance per spider, now its 35% per spider
- Armor now gets dirty less frequently
- Pillager patrols will no longer spawn
- Fixed certain nausea applications not working
- Players can now improve their speed through out time
- The more the player sprints, the faster they will get with time
- 0.003 (~2.9% of the vanilla speed) is added to the player's movement speed for every kilometer travelled through sprinting, capping out at 0.03
- Max stamina increase is now determined through both exhaustion and distance travelled through sprinting
- Previously, max stamina increasing was only done through players exhausting themselves
- Now, the more the player sprints and/or exhausts themselves, the more their max stamina will increase
- Players now have a 33% chance of having a "light sickness" instead of a normal or harsh one
- When players receive a light sickness, they will not gain poison, instead, they will be given nausea
- Gray dye can now be made with coal
- Bleeding particles displayed on particles are now less structured and have higher deltas
- Bushes now have a 10% chance of dropping a stick and an 8% chance of dropping sweet berries when broken
- Fixed tools always having the name of a sword when going through the forging process
- The game now tracks how much a player has hit an anvil with a forging hammer
- If the player has hit an anvil over 150 times and the RNG has not yet allowed for them to forge a tool, the next hit will have a 100% chance to forge the tool
- Players will no longer have a higher likelyhood of getting sick when walking over dirty blocks if they are wearing boots
- Armor now gets dirty less frequently
- Fixed "1 vine" not being in the description for the "Plague Doctor" advancement
- Widened the tooltips of the descriptions of the following advancements: "Farmer's Delight" , "Meat the Stew" , "Plague Doctor" , "Boiling Point" , "Almost Alchemy"
- Acquiring bones can now give the bone flute recipe to the player
release
Overly Realistic v1.3.7 for 1.21.6+
v1.3.7-mod9 сент. 2025 г.105Minecraft: 1.21.6, 1.21.7, 1.21.8fabric, forge, neoforge, quilt
Что нового
### V1.3.7
- Fixed sticks not being removed from survival/adventure mode players when interacting with dry tinder using sticks
release
Overly Realistic v1.3.7 for 1.21.6+
v1.3.79 сент. 2025 г.24Minecraft: 1.21.6, 1.21.7, 1.21.8datapack
Что нового
### V1.3.7
- Fixed sticks not being removed from survival/adventure mode players when interacting with dry tinder using sticks
release
Overly Realistic v1.3.6 for 1.21.6+
v1.3.6-mod8 сент. 2025 г.43Minecraft: 1.21.6, 1.21.7, 1.21.8fabric, forge, neoforge, quilt
Что нового
### V1.3.6
- Fixed the preparation table not dropping when being broken by a player in survival or adventure mode
- Attempting to craft torches will now output the new "Unlit Torch" item
- Using unlit torches while looking at a lit campfire will transform it into a normal, lit, torch
- Added a proper versioning system for modifying the game based on the last or current version of Overly-Realistic used
- Placed torches will now burn up after ~10 minutes of being placed/existing in the world
- After burning up, the torch will be removed and it'll drop a stick on the ground while emitting a sound
- Placed torches will now produce fire crackling sounds
- The initialization message that appears when first installing Overly-Realistic now has a small section about the project's textures
- If Overly-Realistic is updated from v1.13.1+ to the current version, the initialization message will re-appear due to the new addition to the message
- Fixed sound not being played upon the initialization message appearing
release
Overly Realistic v1.3.6 for 1.21.6+
v1.3.68 сент. 2025 г.15Minecraft: 1.21.6, 1.21.7, 1.21.8datapack
Что нового
### V1.3.6
- Fixed the preparation table not dropping when being broken by a player in survival or adventure mode
- Attempting to craft torches will now output the new "Unlit Torch" item
- Using unlit torches while looking at a lit campfire will transform it into a normal, lit, torch
- Added a proper versioning system for modifying the game based on the last or current version of Overly-Realistic used
- Placed torches will now burn up after ~10 minutes of being placed/existing in the world
- After burning up, the torch will be removed and it'll drop a stick on the ground while emitting a sound
- Placed torches will now produce fire crackling sounds
- The initialization message that appears when first installing Overly-Realistic now has a small section about the project's textures
- If Overly-Realistic is updated from v1.13.1+ to the current version, the initialization message will re-appear due to the new addition to the message
- Fixed sound not being played upon the initialization message appearing
release
Overly Realistic v1.3.5 for 1.21.6+
v1.3.5-mod5 сент. 2025 г.65Minecraft: 1.21.6, 1.21.7, 1.21.8fabric, forge, neoforge, quilt
Что нового
### V1.3.5
- Fixed vegetable being shown as rabbit stew instead of a suspicious stew by default
- "Rotten Bat Flesh" item was renamed to "Bat Meat"
- Fixed certain items' custom_model_data strings' namespaces having an underscore (_) when they shouldn't
- Fixed the contemporary age advancement tab not having a texture
- Fixed the "mesopotamian" advancement's description being incorrect
- Added 'custom_model_data' data to advancement displays
release
Overly Realistic v1.3.5 for 1.21.6+
v1.3.55 сент. 2025 г.31Minecraft: 1.21.6, 1.21.7, 1.21.8datapack
Что нового
### V1.3.5
- Fixed vegetable being shown as rabbit stew instead of a suspicious stew by default
- "Rotten Bat Flesh" item was renamed to "Bat Meat"
- Fixed certain items' custom_model_data strings' namespaces having an underscore (_) when they shouldn't
- Fixed the contemporary age advancement tab not having a texture
- Fixed the "mesopotamian" advancement's description being incorrect
- Added 'custom_model_data' data to advancement displays
release
Overly Realistic v1.3.4 for 1.21.6+
v1.3.4-mod3 сент. 2025 г.56Minecraft: 1.21.6, 1.21.7, 1.21.8fabric, forge, neoforge, quilt
Что нового
### V1.3.4
- Improved the chance of randomized location operations happening
- Fixed randomized location operations being done near players
- Short grass will now randomly grow on grass blocks exposed to sunlight through out time
- Short grass that is exposed to sunlight may now grow into tall grass through out time
- Leaves will now generate leaf litters below them through out time if the block below allows for such thing
- Advancements are now seperated into different tabs
- The following tabs are now in place:
- Overly Realistic
- Livelyhood
- Stone Age
- Iron Age
- Medieval Age
- Contemporary Age
- Certain tabs are only unlocked/viewable when completing certain tasks pertaining to that particular tab's advancements
- The root advancements of tabs will show toasts to the players that acquire them, however their connected advancements will not
- Renamed the old "stone age" advancement to "work of rock"
- The name "stone age" is, instead, now given to the root advancement of the "stone age" tab
- Renamed the old "contemporary" advancement to "industrialization"
- Added new advancements related to livelyhood, player stats, and player-oriented mechanics (ie. intelligence, sanity, macronutrients, hygiene, shifting near downed players to help them, etc)
- Fixed the metal armor attack sound not playing if the player was wearing both metallic armors and leather armor
- Added new function tags
- '#overly_realistic:mechanics/player_improve_hygiene' -> Called when the player's hygiene is increased
- '#overly_realistic:mechanics/player_decrease_hygiene' -> Called when the player's hygiene is decreased
- '#overly_realistic:general_loops/main_3000t'
- Fixed the 'disable genetics' internal setting not working correctly
- Added new 'nerfed aggro animals' internal setting
- Currently not in the deity book
- When enabled, the following takes place:
- Aggressive animals take slightly more knockback than normal
- The attack damage from aggressive animals is halved
- Animals spawn with less health (still a little more than vanilla)
- Aggressive animals are less likely to spawn
- This setting only affects animals spawned after the setting has been turned on
- This means that animals that spawned beforehand will remain the same
- Slightly decreased the chances of getting an illness
- Fixed 3t operations not being completed
- Spyglasses are now crafted with 6 copper ingots, 1 copper rod, and 2 glass
- Shooting stars can now appear randomly in the night sky from time to time
- They will display particles and fly through the sky for a small while
- Players can look at shooting stars with spyglasses to increase their intelligence
- There is a 33% chance of one's intelligence improving for every 1.5 seconds of them viewing a shooting star with a spyglass
- Fixed basket fermentation system's air checks not working as intended
- Fixed stone hoes being uncraftable
- Fixed the question cave painting being uncraftable
- Fixed player heads connected to walls not being turned into skeleton skulls
- Fixed beetroot crops not being aged faster when time is being sped up whilst all players sleep
- Fixed locational block checks not being done when doing randomized locational operations
- Fixed the "plague doctor" advancement having the wrong description
- Fixed armor-dirty-timer value not being reset
- Armor will now become dirty less frequently
- More items can now be used for fuel for campfires, these include:
- Short/tall dry grass
- Short/tall grass
- Bowls
- Flowers
- Ferns
- Wools
- Wool carpets
- Ladders
- Paintings
- Signs
- Papers
- Books
- Bookshelves/chiseled bookshelves
- Lecterns
- Chests
- Barrels
- Composters
- A "poison additional" can now be made in a boiling, waterlogged basket
- This additional can be made with 3 lilies of the valley, 3 rotten flesh, 1 spider eye, 1 sweet berry, and 1 pufferfish
- Placing arrows on a basket with a poison additional and stirring it will transform the arrows into poison-tipped arrows
- Added new advancements to reflect the changes made in this update
- Fixed harsh illnesses not being cleared
- If a player falls from a tall height onto certain blocks, they may change the block into the cracked version of itself (eg. stone bricks -> cracked stone bricks)
- This supports the following blocks:
- Stone bricks
- Deepslate bricks
- Deepslate tiles
- Nether bricks
- Polished blackstone bricks
release
Overly Realistic v1.3.4 for 1.21.6+
v1.3.43 сент. 2025 г.22Minecraft: 1.21.6, 1.21.7, 1.21.8datapack
Что нового
### V1.3.4
- Improved the chance of randomized location operations happening
- Fixed randomized location operations being done near players
- Short grass will now randomly grow on grass blocks exposed to sunlight through out time
- Short grass that is exposed to sunlight may now grow into tall grass through out time
- Leaves will now generate leaf litters below them through out time if the block below allows for such thing
- Advancements are now seperated into different tabs
- The following tabs are now in place:
- Overly Realistic
- Livelyhood
- Stone Age
- Iron Age
- Medieval Age
- Contemporary Age
- Certain tabs are only unlocked/viewable when completing certain tasks pertaining to that particular tab's advancements
- The root advancements of tabs will show toasts to the players that acquire them, however their connected advancements will not
- Renamed the old "stone age" advancement to "work of rock"
- The name "stone age" is, instead, now given to the root advancement of the "stone age" tab
- Renamed the old "contemporary" advancement to "industrialization"
- Added new advancements related to livelyhood, player stats, and player-oriented mechanics (ie. intelligence, sanity, macronutrients, hygiene, shifting near downed players to help them, etc)
- Fixed the metal armor attack sound not playing if the player was wearing both metallic armors and leather armor
- Added new function tags
- '#overly_realistic:mechanics/player_improve_hygiene' -> Called when the player's hygiene is increased
- '#overly_realistic:mechanics/player_decrease_hygiene' -> Called when the player's hygiene is decreased
- '#overly_realistic:general_loops/main_3000t'
- Fixed the 'disable genetics' internal setting not working correctly
- Added new 'nerfed aggro animals' internal setting
- Currently not in the deity book
- When enabled, the following takes place:
- Aggressive animals take slightly more knockback than normal
- The attack damage from aggressive animals is halved
- Animals spawn with less health (still a little more than vanilla)
- Aggressive animals are less likely to spawn
- This setting only affects animals spawned after the setting has been turned on
- This means that animals that spawned beforehand will remain the same
- Slightly decreased the chances of getting an illness
- Fixed 3t operations not being completed
- Spyglasses are now crafted with 6 copper ingots, 1 copper rod, and 2 glass
- Shooting stars can now appear randomly in the night sky from time to time
- They will display particles and fly through the sky for a small while
- Players can look at shooting stars with spyglasses to increase their intelligence
- There is a 33% chance of one's intelligence improving for every 1.5 seconds of them viewing a shooting star with a spyglass
- Fixed basket fermentation system's air checks not working as intended
- Fixed stone hoes being uncraftable
- Fixed the question cave painting being uncraftable
- Fixed player heads connected to walls not being turned into skeleton skulls
- Fixed beetroot crops not being aged faster when time is being sped up whilst all players sleep
- Fixed locational block checks not being done when doing randomized locational operations
- Fixed the "plague doctor" advancement having the wrong description
- Fixed armor-dirty-timer value not being reset
- Armor will now become dirty less frequently
- More items can now be used for fuel for campfires, these include:
- Short/tall dry grass
- Short/tall grass
- Bowls
- Flowers
- Ferns
- Wools
- Wool carpets
- Ladders
- Paintings
- Signs
- Papers
- Books
- Bookshelves/chiseled bookshelves
- Lecterns
- Chests
- Barrels
- Composters
- A "poison additional" can now be made in a boiling, waterlogged basket
- This additional can be made with 3 lilies of the valley, 3 rotten flesh, 1 spider eye, 1 sweet berry, and 1 pufferfish
- Placing arrows on a basket with a poison additional and stirring it will transform the arrows into poison-tipped arrows
- Added new advancements to reflect the changes made in this update
- Fixed harsh illnesses not being cleared
- If a player falls from a tall height onto certain blocks, they may change the block into the cracked version of itself (eg. stone bricks -> cracked stone bricks)
- This supports the following blocks:
- Stone bricks
- Deepslate bricks
- Deepslate tiles
- Nether bricks
- Polished blackstone bricks
release
Overly Realistic v1.3.3 for 1.21.6+
v1.3.3-mod1 сент. 2025 г.87Minecraft: 1.21.6, 1.21.7, 1.21.8fabric, forge, neoforge, quilt
Что нового
### V1.3.3
- Disabled enderman drops
- Placed player heads will now turn into skeleton skulls through time
- This process takes about 3 real life hours (or ~3 full days in Overly-Realistic)
- Fixed sleeptime loops being done incorrectly
- Fixed location operations not being done while players are sleeping
- Added new "Wooden Drum" block
- Crafted with 5 planks, 1 leather, and 2 string
- When interacted with, the wooden drum will produce a drum sound
- Added new "Bone Flute" item
- Crafted with 1 bone, 1 flint, and 1 vine or string
- When used, it'll produce a constant flute sound
- Fixed a bug where all players online would be downed if one player was downed
- Fixed the player downing system looping in multiplayer
- Added the 'disable genetics' internal setting
- When toggled, players will not receive any data from the genetics system when spawning
- Not currently shown in the deity book
release
Overly Realistic v1.3.3 for 1.21.6+
v1.3.31 сент. 2025 г.23Minecraft: 1.21.6, 1.21.7, 1.21.8datapack
Что нового
### V1.3.3
- Disabled enderman drops
- Placed player heads will now turn into skeleton skulls through time
- This process takes about 3 real life hours (or ~3 full days in Overly-Realistic)
- Fixed sleeptime loops being done incorrectly
- Fixed location operations not being done while players are sleeping
- Added new "Wooden Drum" block
- Crafted with 5 planks, 1 leather, and 2 string
- When interacted with, the wooden drum will produce a drum sound
- Added new "Bone Flute" item
- Crafted with 1 bone, 1 flint, and 1 vine or string
- When used, it'll produce a constant flute sound
- Fixed a bug where all players online would be downed if one player was downed
- Fixed the player downing system looping in multiplayer
- Added the 'disable genetics' internal setting
- When toggled, players will not receive any data from the genetics system when spawning
- Not currently shown in the deity book
release
Overly Realistic v1.3.2 for 1.21.6+
v1.3.2-mod30 авг. 2025 г.60Minecraft: 1.21.6, 1.21.7, 1.21.8fabric, forge, neoforge, quilt
Что нового
### V1.3.2
- Added a more centralized system for item consumption detection
- Many previous item consumption functionalities were moved to this system
- There is now a 6.5% chance of your sanity increasing when eating food
- This chance is increased if the food is cooked/baked
- This chance is increased if the food is considered "high quality" - some examples of this being cookies, cakes, pumpkin pies, rabbit stews, etc
- There is now a 12% chance of your sanity increasing when drinking honey
- Drinking honey now replenishes thirst
- Rotten flesh now has an 85% chance of decreasing a player's sanity when consumed
- Spider eyes now have an 85% chance of decreasing a player's sanity when consumed
- Rehauled how illnesses are induced by foods and drinks
- All raw meats can now increase the likelyhood of illnesses, not only a few select ones (this includes raw beef/pork/mutton/rabbit/chicken and raw fishes)
- The more raw meat that is eaten the higher the likelyhood of getting an illness
- Rotten flesh increases the chances of getting an illness dramatically per item consumed
- Optimized the detections for this system
- Consuming maggots, dirty carrots/potatoes, bistre mushrooms, or sea/dirty water will no longer immediately cause an illness, instead, it will act like rotten flesh/raw meats, increasing the likelyhood of illnesses for every illness-inducing item consumed and having a chance to decrease players' sanity
- Tweaked campfire & temperature significance for illness checks
- Getting an illness should now be more deterministic
- The max randomized value that illness checks need to get for the player to get ill was changed from 0-110 to 9-140
- Disabled the recipes for golden carrots and golden apples
- Consuming sugary foods/drinks (such as honey, pumpkin pies, cake, sweet berry drinks, and sweetened sweet berry drinks) will give the player some stamina
- The amount of stamina given is dependent on what was consumed
- The amount of thirst that sweet berry drinks and sweetened sweet berry drinks replenish is now 5 (previously was 3)
- Fixed clean water sometimes being brown
- Meat stews & vegetable stews now replenish 5 thirst
- Being in snow/powdered snow now decreases more of your temperature
- Optimized specialized block placement system
- Beetroots now drop dirty beetroots, just like dirty carrots/potatoes, they must be dropped onto water to get cleaned
- Eating dirty beetroots will increase your likelyhood to receive an illness
- Sweet berries now have a 28% chance of replenishing 1 thirst when eaten
- Wearing boots now makes the player slightly faster
- Wearing heavy armor now makes the player slightly slower than before to compensate for the boot speed change
- Taking drowning damage will now make it so the player receives nausea and their thirst gets replenished by 1
- Bubbles are now generated 0.1 blocks farther from the player's face when they are drowning
- Added new function tags
- '#overly_realistic:general_loops/main_3600t'
- Renamed the function tag "#overly_realistic:mechanics/player_status_set"
- It is now named "#overly_realistic:mechanics/player_status_set_1"
- Sprinting will now lower your hunger further
- Slightly increased the amount of meat dropped by common animals
- Added new macronutrients system
- Players now have 3 new stats: proteins, carbs, and fats
- These stats are not shown to the player until they are low enough on them, in which case it will be shown in the status section
- Players must now keep a balanced diet to remain healthy
- Players start out with the maximum value of each of the new 3 macronutrient stats
- Through time, players' macronutrient stats get decreased, this is a slow-ish process, taking around 2-2.5 real life hours (or ~2 days in Overly-Realistic) to completely decrease all of them at once to 0
- Players can become malnutritioned, which can cause certain debuffs to apply to the player
- Being low on carbs will cause your attack speed to be 25% slower, give you constant nausea, and will lower your intelligence from time to time
- Being low on proteins will cause your attack damage to be 50% weaker and will increase your chances to get an illness
- Being low on fats will cause your movement speed to be 50% slower and will decrease your stamina more when sprinting
- Pumpkin pies acquired from crafting will now only stack to 1
- There is now an 8% chance of getting turtle eggs from sand in beaches
- Turtle eggs can be cooked in furnaces and campfires to make a "Hard Boiled Turtle Egg" item
- Hard boiled turtle eggs can be eaten
- Each food item gives a certain amount of macronutrients to the consumer
- Apple -> 8 carbs, 1 protein
- Melon slice -> 4 carbs
- Sweet berries -> 1 carb
- Glow berries -> 1 carb
- Carrot -> 5 carbs, 1 protein
- Potato -> 9 carbs, 3 proteins
- Baked potato -> 14 carbs, 5 proteins
- Beetroot -> 3 carbs, 1 protein
- Dried kelp -> 1 carb
- Raw beef -> 10 proteins, 4 fats
- Steak -> 16 proteins, 6 fats
- Raw porkchop -> 10 proteins, 3 fats
- Cooked porkchop -> 16 proteins, 5 fats
- Raw mutton -> 9 proteins, 5 fats
- Cooked mutton -> 14 proteins, 8 fats
- Raw chicken -> 8 proteins, 4 fats
- Cooked chicken -> 13 proteins, 7 fats
- Raw rabbit -> 9 proteins, 3 fats
- Cooked rabbit -> 14 proteins, 6 fats
- Raw cod -> 18 proteins, 1 fat
- Cooked cod -> 24 proteins, 2 fats
- Raw salmon -> 7 proteins, 6 fats
- Cooked salmon -> 12 proteins, 10 fats
- Tropical fish -> 6 proteins, 3 fats
- Pufferfish -> 9 proteins, 1 fat
- Raw bread -> 1 carb
- Baked bread -> 9 carbs, 2 proteins
- Cookie -> 7 carbs, 1 protein, 3 fats
- Cake (per slice) -> 15 carbs, 1 protein, 7 fats
- Pumpkin pie -> 17 carbs, 3 proteins, 8 fats
- Rotten flesh -> 5 proteins, 2 fats
- Spider eye -> 1 protein
- Mushroom stew -> 14 carbs, 4 proteins, 6 fats
- Beetroot soup -> 14 carbs, 2 proteins, 2 fats
- Rabbit stew -> 20 carbs, 20 proteins, 12 fats
- Suspicious stew -> 15 carbs, 4 proteins, 6 fats
- Honey bottle -> 3 carbs
- Milk bottle -> 7 proteins, 1 fat
- Sweet berry drink -> 2 carbs
- Sweetened sweet berry drink -> 6 carbs
- Brown coconut -> 6 carbs, 10 fats
- Green coconut -> 7 carbs, 12 fats
- Hard boiled turtle egg -> 3 proteins, 3 fats
- Maggot -> 1 protein, 1 fat
- Any mushroom -> 1 carb
- (To generalize: fruits, breads, and vegetables give the consumer carbs; meats, milk, and fish give the user proteins; coconuts, eggs, and meats give the user fats)
release
Overly Realistic v1.3.2 for 1.21.6+
v1.3.230 авг. 2025 г.26Minecraft: 1.21.6, 1.21.7, 1.21.8datapack
Что нового
### V1.3.2
- Added a more centralized system for item consumption detection
- Many previous item consumption functionalities were moved to this system
- There is now a 6.5% chance of your sanity increasing when eating food
- This chance is increased if the food is cooked/baked
- This chance is increased if the food is considered "high quality" - some examples of this being cookies, cakes, pumpkin pies, rabbit stews, etc
- There is now a 12% chance of your sanity increasing when drinking honey
- Drinking honey now replenishes thirst
- Rotten flesh now has an 85% chance of decreasing a player's sanity when consumed
- Spider eyes now have an 85% chance of decreasing a player's sanity when consumed
- Rehauled how illnesses are induced by foods and drinks
- All raw meats can now increase the likelyhood of illnesses, not only a few select ones (this includes raw beef/pork/mutton/rabbit/chicken and raw fishes)
- The more raw meat that is eaten the higher the likelyhood of getting an illness
- Rotten flesh increases the chances of getting an illness dramatically per item consumed
- Optimized the detections for this system
- Consuming maggots, dirty carrots/potatoes, bistre mushrooms, or sea/dirty water will no longer immediately cause an illness, instead, it will act like rotten flesh/raw meats, increasing the likelyhood of illnesses for every illness-inducing item consumed and having a chance to decrease players' sanity
- Tweaked campfire & temperature significance for illness checks
- Getting an illness should now be more deterministic
- The max randomized value that illness checks need to get for the player to get ill was changed from 0-110 to 9-140
- Disabled the recipes for golden carrots and golden apples
- Consuming sugary foods/drinks (such as honey, pumpkin pies, cake, sweet berry drinks, and sweetened sweet berry drinks) will give the player some stamina
- The amount of stamina given is dependent on what was consumed
- The amount of thirst that sweet berry drinks and sweetened sweet berry drinks replenish is now 5 (previously was 3)
- Fixed clean water sometimes being brown
- Meat stews & vegetable stews now replenish 5 thirst
- Being in snow/powdered snow now decreases more of your temperature
- Optimized specialized block placement system
- Beetroots now drop dirty beetroots, just like dirty carrots/potatoes, they must be dropped onto water to get cleaned
- Eating dirty beetroots will increase your likelyhood to receive an illness
- Sweet berries now have a 28% chance of replenishing 1 thirst when eaten
- Wearing boots now makes the player slightly faster
- Wearing heavy armor now makes the player slightly slower than before to compensate for the boot speed change
- Taking drowning damage will now make it so the player receives nausea and their thirst gets replenished by 1
- Bubbles are now generated 0.1 blocks farther from the player's face when they are drowning
- Added new function tags
- '#overly_realistic:general_loops/main_3600t'
- Renamed the function tag "#overly_realistic:mechanics/player_status_set"
- It is now named "#overly_realistic:mechanics/player_status_set_1"
- Sprinting will now lower your hunger further
- Slightly increased the amount of meat dropped by common animals
- Added new macronutrients system
- Players now have 3 new stats: proteins, carbs, and fats
- These stats are not shown to the player until they are low enough on them, in which case it will be shown in the status section
- Players must now keep a balanced diet to remain healthy
- Players start out with the maximum value of each of the new 3 macronutrient stats
- Through time, players' macronutrient stats get decreased, this is a slow-ish process, taking around 2-2.5 real life hours (or ~2 days in Overly-Realistic) to completely decrease all of them at once to 0
- Players can become malnutritioned, which can cause certain debuffs to apply to the player
- Being low on carbs will cause your attack speed to be 25% slower, give you constant nausea, and will lower your intelligence from time to time
- Being low on proteins will cause your attack damage to be 50% weaker and will increase your chances to get an illness
- Being low on fats will cause your movement speed to be 50% slower and will decrease your stamina more when sprinting
- Pumpkin pies acquired from crafting will now only stack to 1
- There is now an 8% chance of getting turtle eggs from sand in beaches
- Turtle eggs can be cooked in furnaces and campfires to make a "Hard Boiled Turtle Egg" item
- Hard boiled turtle eggs can be eaten
- Each food item gives a certain amount of macronutrients to the consumer
- Apple -> 8 carbs, 1 protein
- Melon slice -> 4 carbs
- Sweet berries -> 1 carb
- Glow berries -> 1 carb
- Carrot -> 5 carbs, 1 protein
- Potato -> 9 carbs, 3 proteins
- Baked potato -> 14 carbs, 5 proteins
- Beetroot -> 3 carbs, 1 protein
- Dried kelp -> 1 carb
- Raw beef -> 10 proteins, 4 fats
- Steak -> 16 proteins, 6 fats
- Raw porkchop -> 10 proteins, 3 fats
- Cooked porkchop -> 16 proteins, 5 fats
- Raw mutton -> 9 proteins, 5 fats
- Cooked mutton -> 14 proteins, 8 fats
- Raw chicken -> 8 proteins, 4 fats
- Cooked chicken -> 13 proteins, 7 fats
- Raw rabbit -> 9 proteins, 3 fats
- Cooked rabbit -> 14 proteins, 6 fats
- Raw cod -> 18 proteins, 1 fat
- Cooked cod -> 24 proteins, 2 fats
- Raw salmon -> 7 proteins, 6 fats
- Cooked salmon -> 12 proteins, 10 fats
- Tropical fish -> 6 proteins, 3 fats
- Pufferfish -> 9 proteins, 1 fat
- Raw bread -> 1 carb
- Baked bread -> 9 carbs, 2 proteins
- Cookie -> 7 carbs, 1 protein, 3 fats
- Cake (per slice) -> 15 carbs, 1 protein, 7 fats
- Pumpkin pie -> 17 carbs, 3 proteins, 8 fats
- Rotten flesh -> 5 proteins, 2 fats
- Spider eye -> 1 protein
- Mushroom stew -> 14 carbs, 4 proteins, 6 fats
- Beetroot soup -> 14 carbs, 2 proteins, 2 fats
- Rabbit stew -> 20 carbs, 20 proteins, 12 fats
- Suspicious stew -> 15 carbs, 4 proteins, 6 fats
- Honey bottle -> 3 carbs
- Milk bottle -> 7 proteins, 1 fat
- Sweet berry drink -> 2 carbs
- Sweetened sweet berry drink -> 6 carbs
- Brown coconut -> 6 carbs, 10 fats
- Green coconut -> 7 carbs, 12 fats
- Hard boiled turtle egg -> 3 proteins, 3 fats
- Maggot -> 1 protein, 1 fat
- Any mushroom -> 1 carb
- (To generalize: fruits, breads, and vegetables give the consumer carbs; meats, milk, and fish give the user proteins; coconuts, eggs, and meats give the user fats)
release
Overly Realistic v1.3.1 for 1.21.6+
v1.3.1-mod28 авг. 2025 г.61Minecraft: 1.21.6, 1.21.7, 1.21.8fabric, forge, neoforge, quilt
Что нового
### V1.3.1
- Fixed item name bug relating to bows
- Fixed book recipe being grouped in with boats
- Fixed tooltip bug with short bows
- Added new "do normal respawning" setting
- When toggled, player deaths will be just like vanilla: they won't get downed, players are able to respawn, beds can set their spawn point, and the death screen is re-enabled
- Bats now drop "Rotten Bat Flesh"
- This item is equivalent to rotten flesh dropped by zombies
- While bats dont target players, if a player gets too close to a bat, the bat may now bite them, dealing damage to the nearby player
- Added new 'general_loops' function tags
- '#overly_realistic:general_loops/main_25t'
- '#overly_realistic:general_loops/main_49t'
- Added new 'internals' function tags
- 'data_<0/1/2>_start' -> Called when creating/loading data, at the start of their adequate functions
- 'data_<0/1/2>_end' -> Called when creating/loading data, at the end of their adequate functions
- Wolves no longer flee if a player is nearby
- When a player reaches 0 thirst, certain events will start happening
- After a small while of remaining on 0 thirst, the player will start getting nausea
- After a decent while of being on 0 thirst, the player will start receiving damage, up until they either die or hydrate themselves
- Savannas and badlands are now properly considered hot biomes
- Slightly optimized biome checks for temperature system
- Deserts are now considered very hot during the day and very cold during the night, meaning players' temperatures can fluctuate a lot when in deserts
- Added new "Cave Painting" decorations
- These are mainly symbols and characters that can be placed on walls, they are crafted with various dyes
- Hitting a cave painting or breaking the supporting block they are on will remove them after they've been placed
- Each invdividual symbol has a "base dye" that they are made out of, although, interacting with cave paintings while having a dye in your mainhand will re-color the symbol
- Thirst now decreases very slightly slower
- Added advancements to reflect the new changes made in this update
- Added more recipes for dyes
- Lime + black -> green dye
- Light gray + black -> gray dye
- Lime + orange -> yellow dye
- Light blue + purple -> blue dye
- 2 charcoal -> black dye
- Redstone dust -> red dye
- 4 sweet berries -> red dye
- Overly-Realistic now saves version data
release
Overly Realistic v1.3.1 for 1.21.6+
v1.3.128 авг. 2025 г.24Minecraft: 1.21.6, 1.21.7, 1.21.8datapack
Что нового
### V1.3.1
- Fixed item name bug relating to bows
- Fixed book recipe being grouped in with boats
- Fixed tooltip bug with short bows
- Added new "do normal respawning" setting
- When toggled, player deaths will be just like vanilla: they won't get downed, players are able to respawn, beds can set their spawn point, and the death screen is re-enabled
- Bats now drop "Rotten Bat Flesh"
- This item is equivalent to rotten flesh dropped by zombies
- While bats dont target players, if a player gets too close to a bat, the bat may now bite them, dealing damage to the nearby player
- Added new 'general_loops' function tags
- '#overly_realistic:general_loops/main_25t'
- '#overly_realistic:general_loops/main_49t'
- Added new 'internals' function tags
- 'data_<0/1/2>_start' -> Called when creating/loading data, at the start of their adequate functions
- 'data_<0/1/2>_end' -> Called when creating/loading data, at the end of their adequate functions
- Wolves no longer flee if a player is nearby
- When a player reaches 0 thirst, certain events will start happening
- After a small while of remaining on 0 thirst, the player will start getting nausea
- After a decent while of being on 0 thirst, the player will start receiving damage, up until they either die or hydrate themselves
- Savannas and badlands are now properly considered hot biomes
- Slightly optimized biome checks for temperature system
- Deserts are now considered very hot during the day and very cold during the night, meaning players' temperatures can fluctuate a lot when in deserts
- Added new "Cave Painting" decorations
- These are mainly symbols and characters that can be placed on walls, they are crafted with various dyes
- Hitting a cave painting or breaking the supporting block they are on will remove them after they've been placed
- Each invdividual symbol has a "base dye" that they are made out of, although, interacting with cave paintings while having a dye in your mainhand will re-color the symbol
- Thirst now decreases very slightly slower
- Added advancements to reflect the new changes made in this update
- Added more recipes for dyes
- Lime + black -> green dye
- Light gray + black -> gray dye
- Lime + orange -> yellow dye
- Light blue + purple -> blue dye
- 2 charcoal -> black dye
- Redstone dust -> red dye
- 4 sweet berries -> red dye
- Overly-Realistic now saves version data
release
Overly Realistic v1.3.0 for 1.21.6+
v1.3.0-mod26 авг. 2025 г.58Minecraft: 1.21.6, 1.21.7, 1.21.8fabric, forge, neoforge, quilt
Что нового
### V1.3.0
- Players now have an intelligence level
- Players spawn in with a random amount of intelligence (min: 0, max: 5)
- Players who have played previous versions of this project will always start off with 0 intelligence
- Intelligence can be gained by:
- Being near bookshelves
- Making a sharpened flint out of a flint flake
- Making a forged iron tool with a forging hammer on an anvil
- Sharpening a forged iron tool in a grindstone
- Naturally playing and passing time
- Being nearby other players
- Crafting tools, armor, shields
- Discovering new biomes
- Mapping out parts of the world with maps
- Intelligence maxes out at 100
- There is a higher likelyhood of ores dropping cobblestone/cobbled deepslate when mined by a player with lower intelligence
- Durability loss in tools is greater if the player has lower intelligence
- Players are more likely to do less damage to entities they hit if the player has lower intelligence
- Players are less likely to successfully catch fish if they have lower intelligence
- Flint drops from gravel blocks are more likely if the player who broke the block has higher intelligence
- Added new function tags
- '#overly_realistic:general_loops/main_6000t'
- '#overly_realistic:general_loops/main_1200t'
- '#overly_realistic:general_loops/main_4t'
- '#overly_realistic:general_loops/main_6t'
- Removed debug message that would be displayed when sharpening a forged iron tool
- Created new internal modular block system
- Fixed sanity system's player detection counting unneeded players
- Smelting iron in a furnace now only outputs iron nuggets, to get iron ingots you must put the raw iron into a blast furnace
- Fixed carrying a compass sometimes not showing the player stats in certain rotations
- Added the '#overly_realistic:general_loops/main_300t' function tag
- Called every 300 game ticks
- Rehauled how you acquire leather
- The hides dropped by animals are no longer leather-adjacent, and do not look like leather anymore
- You can now craft a "Tanning Rack" block with 2 sticks and 2 planks
- These come in any wood type variation
- When a tanning rack is placed down, you can right click it with hide to put it into the rack
- Interacting with it again will remove the placed-down hide
- Tanning racks will slowly transform hide into leather through time, although, players can continuously interact with the filled rack with either sticks or logs to slowly speed up this process
- Buffed the chances to get hide from common animals
- Stone hatchets now require the new hide items
- Added more advancements to reflect the changes made in this update
- Changed the description of certain advancements as to be more informative
- Sharpened bones now have durability
- Their durability decreases when attacking entities
- They have slightly less durability than a wooden sword
- Sharpened bones now have slightly more attack damage output
- Players can now craft sharpened sticks with 1 stick and 1 flint
- Sharpened sticks are used as early game weapons, they have durability and an attack damage value of 2.0
- Dirt can now be dropped into water or water cauldrons to be turned into mud
- Players can now craft packed mud from 2 mud and 2 dirt
- Packed mud can now be placed on campfires and be smelted into mud bricks
- Added new "Wooden Spoon" item
- Can be crafted with 1 wooden shovel, 1 plank, and 1 stick
- Added the new "Basket" block
- Can be crafted with 5 planks and 3 mud bricks
- Players can place/take water from it by interacting with it using water buckets/buckets/water bottles/glass bottles
- Baskets have a chance to be filled with water when exposed to rain
- Players can interact with water-filled baskets while holding items to place them into the basket
- Interacting with the basket with an empty hand or breaking the basket will drop the items
- Water-filled baskets that are placed over lit campfires will slowly boil its contents
- You can detect whenever a basket starts boiling as it will display popping bubble sounds and particles
- Baskets that have reached their maximum boil time (meaning they have been boiling for atleast 50 seconds) will display additional water particles
- Players can stir baskets with wooden spoon items if there is water or other contents inside the block
- Water that is output into glass bottles from water-filled baskets will always be dirty, unless the basket has reached its maximum boil time, in which case it will output clean water
- Added new recipe system involving baskets
- A packed kelp baseplate can be made by stirring a water-filled basket containing 9 kelp
- This is what is called an "additional" meaning it is a non-item additive ingredient, you can interact with the basket with an empty hand to remove additionals
- Healing stews can now be made through the basket, it is created with a packed kelp baseplate, while the basket is boiling, alongside the old recipe's items
- The "Vegetable Stew" and "Meat Stew" soups can now be prepared in a basket
- Vegetable stews provide high saturation and replenishes thirst
- Meat stews provide high nutrition and replenishes thirst
- 9 sweet berries can be stirred inside a water-filled basket to be turned into a packed sweet berry baseplate additional
- A basket with a packed sweet berry baseplate can be fermented by cutting off any possible air from entering the basket
- You can do this by placing a block above the basket as a sort of lid
- Note that the block must disallow air from entering/escaping so having a trapdoor that is open is ineffecive, but having a close trapdoor is acceptable
- Fermenting it for a few minutes will turn the additional into a "fermented sweet berry baseplate" additional, making it look more purple
- You can't have the basket boiling while it is being fermented
- A fermented sweet berry baseplate can be boiled, which makes it look more red-ish
- After this the player can pick the liquid up from the basket with a glass bottle to get a "Sweet Berry Drink" item
- If the player places 9 sugars on the basket before picking up the liquid, they will instead get a "Sweetened Sweet Berry Drink"
- Sweet berry drinks can be drank to hydrate the user and replenish hunger and saturation
- Sweetened sweet berry drinks replenish more nutrition & saturation, making it slightly better than a golden carrot
- Drinking too many too quickly can cause the player to gain nausea
- Healing stews can no longer be made through a crafting table, it must now be made through baskets
- Naturally aggressive wolves will now use the angry-wolf texture when being spawned in
- Heavy entities like players, cows, sheep, horses, etc can break ice blocks that they are standing on
- This only happens if the ice block they are standing on is not supported by a solid or considerable block
- Nearby ice blocks have a chance to break or turn into frosted ice and break with time aswell
- Players will now become slower when walking on/atop snow/snow blocks
- Added new "Snow Boots" item
- Similar functionality to leather boots
- Can be crafted with planks, sticks, and leather boots
- When worn, the player will not be slowed down when on snow and won't break ice blocks when walking on them
- Capitalization in advancement names should now be a bit more uniform
- Added new "Waterskin" item
- Crafted with 1 hide of any type and 1 vine or string
- Supposed to be used as an early-game way to collect and drink water
- Crafting this item will give the player an empty waterskin
- When right clicking on a water source block with it, the waterskin will pick up the water, removing the block, and transforming the empty waterskin into a filled waterskin
- If the water source block was in an ocean (or ocean-adjacent) biome, the waterskin will turn into a "Sea-Water-Filled Waterskin"
- If the water source block was not in an ocean (or ocean-adjacent) biome, the waterskin will turn into a "Dirty-Water-Filled Waterskin"
- Drinking from dirty-water-filled waterskins will cause the player to gain hunger & nausea and rarely an illness, it will also replenish 1 thirst
- Drinking from a sea-water-filled waterskin will give the player similar effects, although, it will have 33% chance of either replenishing 1 thirst, subtracting 1 thirst, or not affecting thirst at all
- Waterskins use bundle item models and have a durability bar to visualize if they are empty/filled
- Thirst is now decreased faster by default
- Thirst can now be decreased quicker under certain conditions, such as:
- If the player is ill
- If the player is running
- If the player is low on stamina
- If the player's temperature is too high
- If the player is bleeding
- If the player is exposed to the sun during daytime
- Fixed a minor bug related to capping the illness cooldown value
- Polar bears now drop "Polar Bear Hide" items
- A "Preparation Plate" block can now be crafted with 2 flint, 1 leaf litter, and 1 vine
- The preparation plate serves as an early-game crafting table so the player can craft some more complex recipes early-on
- Interacting with the preparation plate with an item in your mainhand will make it so that item is placed on the plate
- Interacting with the preparation plate with an empty hand will attempt to craft a specified item depending on the contents of the preparation plate
- Shifting and interactiong with a preparation plate will remove all items from it
- Stone hatchets can no longer be crafted through the player's inventory, they now need to be made in the preparation plate, they utilize the same recipe as before (1 hide, 1 sharpened flint, 1 stick, and 1 vine)
- Short bows can no longer be crafted through a crafting table, they now need to be made in the preparation plate, to craft them, you need 3 sticks, 3 vines, and 1 flint
- Added a new "Wooden Arrow" item
- Can be made in a preparation table with 1 sharpened stick and 1 vine
- Can be shot from bows just like a normal arrow
- Wooden arrows travel less far than normal arrows and have more gravity/weight applied, although they are cheaper to craft
- Intended to be used during early-game progression
- Added new "Wooden Spear" item
- Can be crafted in a preparation table with 1 sharpened stick and 1 flint
- Holding down the "use" keybind (right click by default) will allow you to charge up a spear throw
- Thrown spears can damage any entity that they come across, they do nearly 3x the amount of damage they normally do in melee (2.35 & 6.8 for melee and thrown, respectivelly)
- When colliding with a block or entity, a thrown spear will break off into its item form and will lose 1-3 durability
- Optimized operations done with arrows & bows
- Added internal system to modify held items
- Added new "Dry Tinder" block
- Crafted on a preparation plate with 2 vines and 7 leaf litters
- This block serves as a replacement for the old "drop 10 sticks on the ground for a campfire" concept
- As such, dropping 10 sticks on the ground will no longer do anything
- Players can interact with the dry tinder while having sticks on their mainhand to place them on the dry tinder pile
- Shifting + interacting with dry tinder will remove any sticks placed on it
- Interacting with dry tinder without utilizing sticks while the block already contains 10 sticks will replace it with a campfire
- Replaced string requirements in iron tool recipes with leads instead
- You can now craft armor stands with arms using sticks, armor stands, and string
- Melons can now drop "Juicy Melon Slices" alongside normal melon slices
- Eating juicy melon slices will replenish some thirst
- Oak leaves can now drop "Juicy Apples" alongside normal apples
- Eating juicy apples will replenish some thirst
- When getting ill, a player now has a 10% chance of getting a harsher illness, which has additional functionalities
- Certain harsh illnesses make it so the player maintains higher body temperature
- Certain harsh illnesses make it so the player maintains lower body temperature
- Certain harsh illnesses can make it so the player gets nausea, slowness, or weakness
- Certain harsh illnesses can give the player poison 3
- Fixed pluralization issue in the "Dirty Work" advancement description
- Dirt now has a 10% chance of dropping a "Maggot Meat" item
- When consumed, half a hunger bar is replenished and the player has a 5% chance of getting an illness
- Players flying in creative mode will no longer lose stamina
- Players flying with an elytra while pressing their sprint keybind will no longer lose stamina
- Campfires can emit more and longer-lasting smoke depending on how much fuel they currently have
- Slightly increased the drop rate of flint from breaking gravel
- Fixed being able to attempt to strip a stripped log
- Increased the max amount of stamina a player can spawn in with by default (previously: 32, now: 52)
- Spiders will now randomly spawn in forests and jungles, even during daytime
- When being spawned in, they may create cobwebs in the surface
- Spiders can now randomly place down cobwebs from time to time
- TNT will now display less particles if there are other nearby TNT around its explosion
- TNT will now clear nearby water blocks upon exploding
- Randomized stone/cobblestone/stone brick/deepslate blocks can now become infested with silverfish
- This happens rather rarely and slowly
- Randomized cobblestone/stone brick blocks can now be turned into their mossy variants
- This happens rather rarely and slowly
- The glass bottle recipe now requires 2 string and a plank
- Frogs can now randomly, naturally, spawn in most biomes
- Enhanced aggro/predator animal behaviour
- Aggressive animals can have "smart fear" meaning, if they detect that there are 3+ players nearby and there are less than 3 other common animals nearby, they will no longer be aggro, instead, they will choose to flee
- This "smart fear" attribute can be dependent on animal size
- 30% of normal and large scaled aggressive animals will have this attribute
- 85% of smaller scaled animals will have this attribute
- Centralized specialized items into loot tables
- All items added by Overly-Realistic now have custom_model_data strings to allow 3rd party resource packs to easily modify their textures
- Spiders now have a 38% chance of dropping a "Spider Meat" item
- This item is equivalent to rotten flesh dropped by zombies
- Silverfish now have a 15% chance of dropping a "Silverfish Meat" item
- This item is equivalent to rotten flesh dropped by zombies
- Crops like carrots and potatoes, when dropping their contents, will now drop "dirty" items
- When eaten, the user will get an illness
- To clean it, the player must drop it into water
- Clean foods can be eaten normally without the risk of illnesses
- Disabled repairing tools/equipment by combining 2 of the same item
- Fixed bees not being small
- Silverfish are now smaller
- Ocelots are now treated as common animals, meaning: they can become aggro, they can flee, they have complex thought, etc
- It no longer takes a randomized short while for entity data to update when the entity is spawned in with spawn eggs
- Puddles are now more commonly generated
- Optimized looping operations
- Fixed boats not dropping anything when being broken by a fall
- Fixed player falling operations being done more times than needed
- Fixed players being able to dry off by being near unlit campfires
- Fixed the rain not getting players wet for long enough
- Fixed campfires not drying off players quick enough
release
Overly Realistic v1.3.0 for 1.21.6+
v1.3.026 авг. 2025 г.21Minecraft: 1.21.6, 1.21.7, 1.21.8datapack
Что нового
### V1.3.0
- Players now have an intelligence level
- Players spawn in with a random amount of intelligence (min: 0, max: 5)
- Players who have played previous versions of this project will always start off with 0 intelligence
- Intelligence can be gained by:
- Being near bookshelves
- Making a sharpened flint out of a flint flake
- Making a forged iron tool with a forging hammer on an anvil
- Sharpening a forged iron tool in a grindstone
- Naturally playing and passing time
- Being nearby other players
- Crafting tools, armor, shields
- Discovering new biomes
- Mapping out parts of the world with maps
- Intelligence maxes out at 100
- There is a higher likelyhood of ores dropping cobblestone/cobbled deepslate when mined by a player with lower intelligence
- Durability loss in tools is greater if the player has lower intelligence
- Players are more likely to do less damage to entities they hit if the player has lower intelligence
- Players are less likely to successfully catch fish if they have lower intelligence
- Flint drops from gravel blocks are more likely if the player who broke the block has higher intelligence
- Added new function tags
- '#overly_realistic:general_loops/main_6000t'
- '#overly_realistic:general_loops/main_1200t'
- '#overly_realistic:general_loops/main_4t'
- '#overly_realistic:general_loops/main_6t'
- Removed debug message that would be displayed when sharpening a forged iron tool
- Created new internal modular block system
- Fixed sanity system's player detection counting unneeded players
- Smelting iron in a furnace now only outputs iron nuggets, to get iron ingots you must put the raw iron into a blast furnace
- Fixed carrying a compass sometimes not showing the player stats in certain rotations
- Added the '#overly_realistic:general_loops/main_300t' function tag
- Called every 300 game ticks
- Rehauled how you acquire leather
- The hides dropped by animals are no longer leather-adjacent, and do not look like leather anymore
- You can now craft a "Tanning Rack" block with 2 sticks and 2 planks
- These come in any wood type variation
- When a tanning rack is placed down, you can right click it with hide to put it into the rack
- Interacting with it again will remove the placed-down hide
- Tanning racks will slowly transform hide into leather through time, although, players can continuously interact with the filled rack with either sticks or logs to slowly speed up this process
- Buffed the chances to get hide from common animals
- Stone hatchets now require the new hide items
- Added more advancements to reflect the changes made in this update
- Changed the description of certain advancements as to be more informative
- Sharpened bones now have durability
- Their durability decreases when attacking entities
- They have slightly less durability than a wooden sword
- Sharpened bones now have slightly more attack damage output
- Players can now craft sharpened sticks with 1 stick and 1 flint
- Sharpened sticks are used as early game weapons, they have durability and an attack damage value of 2.0
- Dirt can now be dropped into water or water cauldrons to be turned into mud
- Players can now craft packed mud from 2 mud and 2 dirt
- Packed mud can now be placed on campfires and be smelted into mud bricks
- Added new "Wooden Spoon" item
- Can be crafted with 1 wooden shovel, 1 plank, and 1 stick
- Added the new "Basket" block
- Can be crafted with 5 planks and 3 mud bricks
- Players can place/take water from it by interacting with it using water buckets/buckets/water bottles/glass bottles
- Baskets have a chance to be filled with water when exposed to rain
- Players can interact with water-filled baskets while holding items to place them into the basket
- Interacting with the basket with an empty hand or breaking the basket will drop the items
- Water-filled baskets that are placed over lit campfires will slowly boil its contents
- You can detect whenever a basket starts boiling as it will display popping bubble sounds and particles
- Baskets that have reached their maximum boil time (meaning they have been boiling for atleast 50 seconds) will display additional water particles
- Players can stir baskets with wooden spoon items if there is water or other contents inside the block
- Water that is output into glass bottles from water-filled baskets will always be dirty, unless the basket has reached its maximum boil time, in which case it will output clean water
- Added new recipe system involving baskets
- A packed kelp baseplate can be made by stirring a water-filled basket containing 9 kelp
- This is what is called an "additional" meaning it is a non-item additive ingredient, you can interact with the basket with an empty hand to remove additionals
- Healing stews can now be made through the basket, it is created with a packed kelp baseplate, while the basket is boiling, alongside the old recipe's items
- The "Vegetable Stew" and "Meat Stew" soups can now be prepared in a basket
- Vegetable stews provide high saturation and replenishes thirst
- Meat stews provide high nutrition and replenishes thirst
- 9 sweet berries can be stirred inside a water-filled basket to be turned into a packed sweet berry baseplate additional
- A basket with a packed sweet berry baseplate can be fermented by cutting off any possible air from entering the basket
- You can do this by placing a block above the basket as a sort of lid
- Note that the block must disallow air from entering/escaping so having a trapdoor that is open is ineffecive, but having a close trapdoor is acceptable
- Fermenting it for a few minutes will turn the additional into a "fermented sweet berry baseplate" additional, making it look more purple
- You can't have the basket boiling while it is being fermented
- A fermented sweet berry baseplate can be boiled, which makes it look more red-ish
- After this the player can pick the liquid up from the basket with a glass bottle to get a "Sweet Berry Drink" item
- If the player places 9 sugars on the basket before picking up the liquid, they will instead get a "Sweetened Sweet Berry Drink"
- Sweet berry drinks can be drank to hydrate the user and replenish hunger and saturation
- Sweetened sweet berry drinks replenish more nutrition & saturation, making it slightly better than a golden carrot
- Drinking too many too quickly can cause the player to gain nausea
- Healing stews can no longer be made through a crafting table, it must now be made through baskets
- Naturally aggressive wolves will now use the angry-wolf texture when being spawned in
- Heavy entities like players, cows, sheep, horses, etc can break ice blocks that they are standing on
- This only happens if the ice block they are standing on is not supported by a solid or considerable block
- Nearby ice blocks have a chance to break or turn into frosted ice and break with time aswell
- Players will now become slower when walking on/atop snow/snow blocks
- Added new "Snow Boots" item
- Similar functionality to leather boots
- Can be crafted with planks, sticks, and leather boots
- When worn, the player will not be slowed down when on snow and won't break ice blocks when walking on them
- Capitalization in advancement names should now be a bit more uniform
- Added new "Waterskin" item
- Crafted with 1 hide of any type and 1 vine or string
- Supposed to be used as an early-game way to collect and drink water
- Crafting this item will give the player an empty waterskin
- When right clicking on a water source block with it, the waterskin will pick up the water, removing the block, and transforming the empty waterskin into a filled waterskin
- If the water source block was in an ocean (or ocean-adjacent) biome, the waterskin will turn into a "Sea-Water-Filled Waterskin"
- If the water source block was not in an ocean (or ocean-adjacent) biome, the waterskin will turn into a "Dirty-Water-Filled Waterskin"
- Drinking from dirty-water-filled waterskins will cause the player to gain hunger & nausea and rarely an illness, it will also replenish 1 thirst
- Drinking from a sea-water-filled waterskin will give the player similar effects, although, it will have 33% chance of either replenishing 1 thirst, subtracting 1 thirst, or not affecting thirst at all
- Waterskins use bundle item models and have a durability bar to visualize if they are empty/filled
- Thirst is now decreased faster by default
- Thirst can now be decreased quicker under certain conditions, such as:
- If the player is ill
- If the player is running
- If the player is low on stamina
- If the player's temperature is too high
- If the player is bleeding
- If the player is exposed to the sun during daytime
- Fixed a minor bug related to capping the illness cooldown value
- Polar bears now drop "Polar Bear Hide" items
- A "Preparation Plate" block can now be crafted with 2 flint, 1 leaf litter, and 1 vine
- The preparation plate serves as an early-game crafting table so the player can craft some more complex recipes early-on
- Interacting with the preparation plate with an item in your mainhand will make it so that item is placed on the plate
- Interacting with the preparation plate with an empty hand will attempt to craft a specified item depending on the contents of the preparation plate
- Shifting and interactiong with a preparation plate will remove all items from it
- Stone hatchets can no longer be crafted through the player's inventory, they now need to be made in the preparation plate, they utilize the same recipe as before (1 hide, 1 sharpened flint, 1 stick, and 1 vine)
- Short bows can no longer be crafted through a crafting table, they now need to be made in the preparation plate, to craft them, you need 3 sticks, 3 vines, and 1 flint
- Added a new "Wooden Arrow" item
- Can be made in a preparation table with 1 sharpened stick and 1 vine
- Can be shot from bows just like a normal arrow
- Wooden arrows travel less far than normal arrows and have more gravity/weight applied, although they are cheaper to craft
- Intended to be used during early-game progression
- Added new "Wooden Spear" item
- Can be crafted in a preparation table with 1 sharpened stick and 1 flint
- Holding down the "use" keybind (right click by default) will allow you to charge up a spear throw
- Thrown spears can damage any entity that they come across, they do nearly 3x the amount of damage they normally do in melee (2.35 & 6.8 for melee and thrown, respectivelly)
- When colliding with a block or entity, a thrown spear will break off into its item form and will lose 1-3 durability
- Optimized operations done with arrows & bows
- Added internal system to modify held items
- Added new "Dry Tinder" block
- Crafted on a preparation plate with 2 vines and 7 leaf litters
- This block serves as a replacement for the old "drop 10 sticks on the ground for a campfire" concept
- As such, dropping 10 sticks on the ground will no longer do anything
- Players can interact with the dry tinder while having sticks on their mainhand to place them on the dry tinder pile
- Shifting + interacting with dry tinder will remove any sticks placed on it
- Interacting with dry tinder without utilizing sticks while the block already contains 10 sticks will replace it with a campfire
- Replaced string requirements in iron tool recipes with leads instead
- You can now craft armor stands with arms using sticks, armor stands, and string
- Melons can now drop "Juicy Melon Slices" alongside normal melon slices
- Eating juicy melon slices will replenish some thirst
- Oak leaves can now drop "Juicy Apples" alongside normal apples
- Eating juicy apples will replenish some thirst
- When getting ill, a player now has a 10% chance of getting a harsher illness, which has additional functionalities
- Certain harsh illnesses make it so the player maintains higher body temperature
- Certain harsh illnesses make it so the player maintains lower body temperature
- Certain harsh illnesses can make it so the player gets nausea, slowness, or weakness
- Certain harsh illnesses can give the player poison 3
- Fixed pluralization issue in the "Dirty Work" advancement description
- Dirt now has a 10% chance of dropping a "Maggot Meat" item
- When consumed, half a hunger bar is replenished and the player has a 5% chance of getting an illness
- Players flying in creative mode will no longer lose stamina
- Players flying with an elytra while pressing their sprint keybind will no longer lose stamina
- Campfires can emit more and longer-lasting smoke depending on how much fuel they currently have
- Slightly increased the drop rate of flint from breaking gravel
- Fixed being able to attempt to strip a stripped log
- Increased the max amount of stamina a player can spawn in with by default (previously: 32, now: 52)
- Spiders will now randomly spawn in forests and jungles, even during daytime
- When being spawned in, they may create cobwebs in the surface
- Spiders can now randomly place down cobwebs from time to time
- TNT will now display less particles if there are other nearby TNT around its explosion
- TNT will now clear nearby water blocks upon exploding
- Randomized stone/cobblestone/stone brick/deepslate blocks can now become infested with silverfish
- This happens rather rarely and slowly
- Randomized cobblestone/stone brick blocks can now be turned into their mossy variants
- This happens rather rarely and slowly
- The glass bottle recipe now requires 2 string and a plank
- Frogs can now randomly, naturally, spawn in most biomes
- Enhanced aggro/predator animal behaviour
- Aggressive animals can have "smart fear" meaning, if they detect that there are 3+ players nearby and there are less than 3 other common animals nearby, they will no longer be aggro, instead, they will choose to flee
- This "smart fear" attribute can be dependent on animal size
- 30% of normal and large scaled aggressive animals will have this attribute
- 85% of smaller scaled animals will have this attribute
- Centralized specialized items into loot tables
- All items added by Overly-Realistic now have custom_model_data strings to allow 3rd party resource packs to easily modify their textures
- Spiders now have a 38% chance of dropping a "Spider Meat" item
- This item is equivalent to rotten flesh dropped by zombies
- Silverfish now have a 15% chance of dropping a "Silverfish Meat" item
- This item is equivalent to rotten flesh dropped by zombies
- Crops like carrots and potatoes, when dropping their contents, will now drop "dirty" items
- When eaten, the user will get an illness
- To clean it, the player must drop it into water
- Clean foods can be eaten normally without the risk of illnesses
- Disabled repairing tools/equipment by combining 2 of the same item
- Fixed bees not being small
- Silverfish are now smaller
- Ocelots are now treated as common animals, meaning: they can become aggro, they can flee, they have complex thought, etc
- It no longer takes a randomized short while for entity data to update when the entity is spawned in with spawn eggs
- Puddles are now more commonly generated
- Optimized looping operations
- Fixed boats not dropping anything when being broken by a fall
- Fixed player falling operations being done more times than needed
- Fixed players being able to dry off by being near unlit campfires
- Fixed the rain not getting players wet for long enough
- Fixed campfires not drying off players quick enough
release
Overly Realistic v1.2.1 for 1.21.6+
v1.2.1-mod13 авг. 2025 г.98Minecraft: 1.21.6, 1.21.7, 1.21.8fabric, forge, neoforge, quilt
Что нового
### V1.2.1
- Overhauled sleeping
- Sleeping is no longer instantaneous, when all players in a world/server are sleeping, time will move on faster rather than it instantly becoming day time
- Players who are sleeping will be blinded until waking up again
- While time speeds up, the following happens:
- Mobs move faster
- Celestial bodies in the sky speed up
- Players regain stamina
- Downed players' death timer decreases faster
- Players' thirst decreases quicker
- Crop growth speeds up
- Copper gets more weathered
- Etc
- Players get hunger while sleeping
- At any point, if a player gets up, these effects/mechanics will no longer continue and time will move normally again
- Surrounding a campfire with blocks will make it so it no longer tries to spread fires
- Players are now always given the same amount of thirst as the max thirst setting when spawning in instead of it always being 10
- There is now a 5% chance of receiving either a brown or a green coconut when breaking jungle leaves
- Coconuts can optionally be placed down, and can also be broken later on to get the item again
- Eating coconuts replenish both hunger and thirst
- Brown coconuts are not good for consumption, unlike green coconuts
- Added more advancements to reflect the new changes made in this update
- Books are now made with 3 paper and 6 leather
- Added function tags for developers who want to make addon/overlay datapacks that are able to hook into Overly-Realistic. The following tags were added:
- Added a tag for every generalized looping function performed
- #overly_realistic:general_loops/main_1t
- #overly_realistic:general_loops/main_2t
- #overly_realistic:general_loops/main_5t
- #overly_realistic:general_loops/main_10t
- #overly_realistic:general_loops/main_15t
- #overly_realistic:general_loops/main_18t
- #overly_realistic:general_loops/main_20t
- #overly_realistic:general_loops/main_23t
- #overly_realistic:general_loops/main_25t
- #overly_realistic:general_loops/main_100t
- #overly_realistic:general_loops/main_2400t
- Added a tag for specific looping functions performed
- #overly_realistic:mechanic_loops/loop_sleep
- Added tags for specific functionalities/mechanics/operations
- #overly_realistic:mechanics/block_torch_operations -> Called for torch block operations
- #overly_realistic:mechanics/misc_blood_operate -> Called for blood splatter operations
- #overly_realistic:mechanics/misc_weather_marker_operations -> Called by temp markers used for weather operations like creating puddles
- #overly_realistic:mechanics/mob_generic_animal_operate -> Called by common animals, used for their continuous operations
- #overly_realistic:mechanics/mob_generic_spawn_operate -> Called by specific generic mobs like spiders and bees when they spawn
- #overly_realistic:mechanics/player_clean_hygiene_operate -> Called in the same area the controls the player cleaning themselves with water and such
- #overly_realistic:mechanics/player_currently_bleeding -> Called for operations that happen when the player is bleeding
- #overly_realistic:mechanics/player_downed_operate -> Called by downed players for downing operations
- #overly_realistic:mechanics/player_get_illness_operate -> Called when illness-acquiring is being checked
- #overly_realistic:mechanics/player_hygiene_value_operate -> Called when the hygiene value is being calculated per-player
- #overly_realistic:mechanics/player_illness_operations -> Called for illness-type operations such as giving the player effects
- #overly_realistic:mechanics/player_low_sanity_operate -> Called for operations done while the player is low on mental health/sanity
- #overly_realistic:mechanics/player_regen_operate -> Called when the player's regen timer is increased and they're attempting to regenerate health
- #overly_realistic:mechanics/player_sanity_add -> Called when the game is trying to increase a player's sanity
- #overly_realistic:mechanics/player_sanity_remove -> Called when the game is trying to decrease a player's sanity
- #overly_realistic:mechanics/player_spawn_data -> Called when a player spawns in (either for the first time or when respawned)
- #overly_realistic:mechanics/player_stamina -> Called when the game is operating on the player's stamina
- #overly_realistic:mechanics/player_status_set -> Called when the game is setting the player's status
- #overly_realistic:mechanics/player_status -> Called after a player's status is set
- #overly_realistic:mechanics/player_temperature -> Called when the game is calculating the player's temperature
- #overly_realistic:mechanics/player_thirst_value_operate -> Called when the game is decreasing a player's stamina
release
Overly Realistic v1.2.1 for 1.21.6+
v1.2.113 авг. 2025 г.46Minecraft: 1.21.6, 1.21.7, 1.21.8datapack
Что нового
### V1.2.1
- Overhauled sleeping
- Sleeping is no longer instantaneous, when all players in a world/server are sleeping, time will move on faster rather than it instantly becoming day time
- Players who are sleeping will be blinded until waking up again
- While time speeds up, the following happens:
- Mobs move faster
- Celestial bodies in the sky speed up
- Players regain stamina
- Downed players' death timer decreases faster
- Players' thirst decreases quicker
- Crop growth speeds up
- Copper gets more weathered
- Etc
- Players get hunger while sleeping
- At any point, if a player gets up, these effects/mechanics will no longer continue and time will move normally again
- Surrounding a campfire with blocks will make it so it no longer tries to spread fires
- Players are now always given the same amount of thirst as the max thirst setting when spawning in instead of it always being 10
- There is now a 5% chance of receiving either a brown or a green coconut when breaking jungle leaves
- Coconuts can optionally be placed down, and can also be broken later on to get the item again
- Eating coconuts replenish both hunger and thirst
- Brown coconuts are not good for consumption, unlike green coconuts
- Added more advancements to reflect the new changes made in this update
- Books are now made with 3 paper and 6 leather
- Added function tags for developers who want to make addon/overlay datapacks that are able to hook into Overly-Realistic. The following tags were added:
- Added a tag for every generalized looping function performed
- #overly_realistic:general_loops/main_1t
- #overly_realistic:general_loops/main_2t
- #overly_realistic:general_loops/main_5t
- #overly_realistic:general_loops/main_10t
- #overly_realistic:general_loops/main_15t
- #overly_realistic:general_loops/main_18t
- #overly_realistic:general_loops/main_20t
- #overly_realistic:general_loops/main_23t
- #overly_realistic:general_loops/main_25t
- #overly_realistic:general_loops/main_100t
- #overly_realistic:general_loops/main_2400t
- Added a tag for specific looping functions performed
- #overly_realistic:mechanic_loops/loop_sleep
- Added tags for specific functionalities/mechanics/operations
- #overly_realistic:mechanics/block_torch_operations -> Called for torch block operations
- #overly_realistic:mechanics/misc_blood_operate -> Called for blood splatter operations
- #overly_realistic:mechanics/misc_weather_marker_operations -> Called by temp markers used for weather operations like creating puddles
- #overly_realistic:mechanics/mob_generic_animal_operate -> Called by common animals, used for their continuous operations
- #overly_realistic:mechanics/mob_generic_spawn_operate -> Called by specific generic mobs like spiders and bees when they spawn
- #overly_realistic:mechanics/player_clean_hygiene_operate -> Called in the same area the controls the player cleaning themselves with water and such
- #overly_realistic:mechanics/player_currently_bleeding -> Called for operations that happen when the player is bleeding
- #overly_realistic:mechanics/player_downed_operate -> Called by downed players for downing operations
- #overly_realistic:mechanics/player_get_illness_operate -> Called when illness-acquiring is being checked
- #overly_realistic:mechanics/player_hygiene_value_operate -> Called when the hygiene value is being calculated per-player
- #overly_realistic:mechanics/player_illness_operations -> Called for illness-type operations such as giving the player effects
- #overly_realistic:mechanics/player_low_sanity_operate -> Called for operations done while the player is low on mental health/sanity
- #overly_realistic:mechanics/player_regen_operate -> Called when the player's regen timer is increased and they're attempting to regenerate health
- #overly_realistic:mechanics/player_sanity_add -> Called when the game is trying to increase a player's sanity
- #overly_realistic:mechanics/player_sanity_remove -> Called when the game is trying to decrease a player's sanity
- #overly_realistic:mechanics/player_spawn_data -> Called when a player spawns in (either for the first time or when respawned)
- #overly_realistic:mechanics/player_stamina -> Called when the game is operating on the player's stamina
- #overly_realistic:mechanics/player_status_set -> Called when the game is setting the player's status
- #overly_realistic:mechanics/player_status -> Called after a player's status is set
- #overly_realistic:mechanics/player_temperature -> Called when the game is calculating the player's temperature
- #overly_realistic:mechanics/player_thirst_value_operate -> Called when the game is decreasing a player's stamina
release
Overly Realistic v1.2.0 for 1.21.6+
v1.2.0-mod10 авг. 2025 г.70Minecraft: 1.21.6, 1.21.7, 1.21.8fabric, forge, neoforge, quilt
Что нового
### V1.2.0
- Disabled the crafting of bonemeal through bones, you must now get it from composters
- Fish no longer drop bonemeal
- Around 25% of all pigs spawned in the world will become "hogs" (shown as hoglins)
- Hogs won't spawn if the 'spawn aggro animals' setting is disabled
- All hogs are naturally aggressive, however, they will choose to flee depending on their health and how many players are hunting them, just like other common animals
- Pigs now drop "Pig Hide" instead of "Hog Hide"
- The "Hog Hide" item was moved to the hoglins' loot table
- There is now a 5% chance of getting an extra vine item drop from leaves if the leaves are broken with a sword
- Concrete can no longer collapse due to the normal applied gravity on blocks (just like logs)
- There is now a 15% chance of getting poison and a 5% chance of getting an illness when getting damaged by a spider
- Nametags are now craftable with 1 ink sac, 1 leather, 1 paper, and 1 string
- This is a shapeless recipe
- A filled map can be combined with a water bucket in a crafting table to wash it out, crafting an empty map
- Cake is now made with bread instead of wheat
- Eating cake now restores more hunger
- Added new advancements to better explain various new changes/additions made by Overly-Realistic
- Compasses now require a copper rod to be crafted
- Holding a compass in your mainhand or offhand will allow you to see the nearest cardinal direction you are facing
- This information is shown to the player in their actionbar
- Buffed the speed decrease caused by wearing heavy armor
- Overhauled death mechanics; when players die, they will now be downed
- When downed, the player will lay down in a crawl position on the floor where they died
- Upon being downed, a "death timer" will start at a value of 500, if the timer reaches 0, the player will become a ghost
- If a player remains shifting near a downed player, they will add onto the victim's death timer
- If a player's death timer reaches 1000, they will be revived on lower health
- When a player, who has previously been downed, dies again, they will become a ghost, meaning you can only get downed once per life, this is reset if you get revived after becoming a ghost
- Downed players will lose their inventory and XP when downed
- Increased the maximum amount of possible max stamina that a player can get from genetics (was 24, is now 32)
- Armor can now get dirty through time
- If armor is being constantly used, it'll become dirty
- Dirty armor will have "(Dirty)" in its lore
- If a player is wearing dirty armor, they are more likely to become ill
- Dirty armor can be cleaned by throwing it into either water or a water cauldron
- Common animals now have randomized heights/lengths
- Players are now able to get stronger over time
- The more players hit and damage entities, the stronger they get
- Strength improves attack damage, attack speed, and block breaking speed
- Strength improvements are slow and minor
- There is now a 15% chance of getting hanging roots from dirt and a 5% chance of getting them from sand
- String is now crafted from 4 vines and 4 hanging roots
- Fixed the deity book not having a toggle for spawning aggro animals
- Horses can no longer be ridden/tamed normally, they now require you to feed them first
- Before being tameable, you must feed a horse until it reaches its max temper and you can't feed it anymore
- After such, you will be able to attempt to tame it normally
- There is now a starting message that is sent to players when Overly-Realistic is loaded onto a world/server
- This message is sent once and then never again
release
Overly Realistic v1.2.0 for 1.21.6+
v1.2.010 авг. 2025 г.22Minecraft: 1.21.6, 1.21.7, 1.21.8datapack
Что нового
### V1.2.0
- Disabled the crafting of bonemeal through bones, you must now get it from composters
- Fish no longer drop bonemeal
- Around 25% of all pigs spawned in the world will become "hogs" (shown as hoglins)
- Hogs won't spawn if the 'spawn aggro animals' setting is disabled
- All hogs are naturally aggressive, however, they will choose to flee depending on their health and how many players are hunting them, just like other common animals
- Pigs now drop "Pig Hide" instead of "Hog Hide"
- The "Hog Hide" item was moved to the hoglins' loot table
- There is now a 5% chance of getting an extra vine item drop from leaves if the leaves are broken with a sword
- Concrete can no longer collapse due to the normal applied gravity on blocks (just like logs)
- There is now a 15% chance of getting poison and a 5% chance of getting an illness when getting damaged by a spider
- Nametags are now craftable with 1 ink sac, 1 leather, 1 paper, and 1 string
- This is a shapeless recipe
- A filled map can be combined with a water bucket in a crafting table to wash it out, crafting an empty map
- Cake is now made with bread instead of wheat
- Eating cake now restores more hunger
- Added new advancements to better explain various new changes/additions made by Overly-Realistic
- Compasses now require a copper rod to be crafted
- Holding a compass in your mainhand or offhand will allow you to see the nearest cardinal direction you are facing
- This information is shown to the player in their actionbar
- Buffed the speed decrease caused by wearing heavy armor
- Overhauled death mechanics; when players die, they will now be downed
- When downed, the player will lay down in a crawl position on the floor where they died
- Upon being downed, a "death timer" will start at a value of 500, if the timer reaches 0, the player will become a ghost
- If a player remains shifting near a downed player, they will add onto the victim's death timer
- If a player's death timer reaches 1000, they will be revived on lower health
- When a player, who has previously been downed, dies again, they will become a ghost, meaning you can only get downed once per life, this is reset if you get revived after becoming a ghost
- Downed players will lose their inventory and XP when downed
- Increased the maximum amount of possible max stamina that a player can get from genetics (was 24, is now 32)
- Armor can now get dirty through time
- If armor is being constantly used, it'll become dirty
- Dirty armor will have "(Dirty)" in its lore
- If a player is wearing dirty armor, they are more likely to become ill
- Dirty armor can be cleaned by throwing it into either water or a water cauldron
- Common animals now have randomized heights/lengths
- Players are now able to get stronger over time
- The more players hit and damage entities, the stronger they get
- Strength improves attack damage, attack speed, and block breaking speed
- Strength improvements are slow and minor
- There is now a 15% chance of getting hanging roots from dirt and a 5% chance of getting them from sand
- String is now crafted from 4 vines and 4 hanging roots
- Fixed the deity book not having a toggle for spawning aggro animals
- Horses can no longer be ridden/tamed normally, they now require you to feed them first
- Before being tameable, you must feed a horse until it reaches its max temper and you can't feed it anymore
- After such, you will be able to attempt to tame it normally
- There is now a starting message that is sent to players when Overly-Realistic is loaded onto a world/server
- This message is sent once and then never again
release
Overly Realistic v1.1.2 for 1.21.6+
v1.1.2-mod1 авг. 2025 г.97Minecraft: 1.21.6, 1.21.7, 1.21.8fabric, forge, neoforge, quilt
Что нового
### V1.1.2
- TNT explosions now produce various new particles and can damage entities from further away
- Bedrock and barrier blocks no longer have applied gravity
- Bricks can be crafted into pottery sherds in stonecutters
- The stonecutter recipe now requires 3 smooth stone, 1 diamond, and 4 iron ingots
- Tuff/sandstone/copper/amethyst shards/terracotta/mud bricks/diamonds can be used to craft armor trims in stonecutters
- Stonecutters can now damage entities standing on it
- Gold and iron blocks can now be crafted into special decorations in stonecutters
- Added a semi-cosmetical tribal mask item
- Can be equipped on the player's head
- Replaced the vine requirements in the bandage recipe with string
- Bandages now take 5 seconds to apply
- Added more recipe-related advancements
- Decreased the chances of getting string from spiders
- Spiders are now much smaller and can survive taller heights
- Bees are now much smaller
- You can now make written books green by crafting green dye and a written book together
- The original book's data will be moved into the new book
- The deity book now looks like an enchanted book, you can still right click on it to use it normally
- Added setting to toggle aggressive animal spawning (toggle in the deity book!)
release
Overly Realistic v1.1.2 for 1.21.6+
v1.1.21 авг. 2025 г.29Minecraft: 1.21.6, 1.21.7, 1.21.8datapack
Что нового
### V1.1.2
- TNT explosions now produce various new particles and can damage entities from further away
- Bedrock and barrier blocks no longer have applied gravity
- Bricks can be crafted into pottery sherds in stonecutters
- The stonecutter recipe now requires 3 smooth stone, 1 diamond, and 4 iron ingots
- Tuff/sandstone/copper/amethyst shards/terracotta/mud bricks/diamonds can be used to craft armor trims in stonecutters
- Stonecutters can now damage entities standing on it
- Gold and iron blocks can now be crafted into special decorations in stonecutters
- Added a semi-cosmetical tribal mask item
- Can be equipped on the player's head
- Replaced the vine requirements in the bandage recipe with string
- Bandages now take 5 seconds to apply
- Added more recipe-related advancements
- Decreased the chances of getting string from spiders
- Spiders are now much smaller and can survive taller heights
- Bees are now much smaller
- You can now make written books green by crafting green dye and a written book together
- The original book's data will be moved into the new book
- The deity book now looks like an enchanted book, you can still right click on it to use it normally
- Added setting to toggle aggressive animal spawning (toggle in the deity book!)
release
Overly Realistic v1.1.1 for 1.21.6+
v1.1.1-mod29 июл. 2025 г.52Minecraft: 1.21.6, 1.21.7, 1.21.8fabric, forge, neoforge, quilt
Что нового
### V1.1.1
- Added the "scream" and the "raid" cow horns, which play different sounds
- Added a new physical trauma: deafness
- When players are severely damaged by explosions, they receive the deafness physical trauma
- Players afflicted with this will have a hard time hearing sounds
- Ferns and large ferns now have a 3.5% chance of dropping beetroot seeds
- Replaced the kelp requirement for the healing stew recipe with beetroot instead
- Drinking the healing stew item will now add a cooldown to getting ill so you dont get sick immediately after
- Lightning rods were renamed to "Copper Rods"
- Copper rods' recipe now requires 6 copper ingots, 1 redstone, 1 iron ingot, and 1 gold ingot
- Most redstone component items' recipes have been overhauled to include copper rods (this includes redstone torches, repeaters, comparators, levers, buttons, pressure plates, observers, pistons, etc)
- Bells can now be crafted with 3 planks and 4 gold ingots
- Smelting raw gold now gives gold nuggets instead of gold ingots
- Added advancements to better explain to the user the progress-line
release
Overly Realistic v1.1.1 for 1.21.6+
v1.1.129 июл. 2025 г.24Minecraft: 1.21.6, 1.21.7, 1.21.8datapack
Что нового
### V1.1.1
- Added the "scream" and the "raid" cow horns, which play different sounds
- Added a new physical trauma: deafness
- When players are severely damaged by explosions, they receive the deafness physical trauma
- Players afflicted with this will have a hard time hearing sounds
- Ferns and large ferns now have a 3.5% chance of dropping beetroot seeds
- Replaced the kelp requirement for the healing stew recipe with beetroot instead
- Drinking the healing stew item will now add a cooldown to getting ill so you dont get sick immediately after
- Lightning rods were renamed to "Copper Rods"
- Copper rods' recipe now requires 6 copper ingots, 1 redstone, 1 iron ingot, and 1 gold ingot
- Most redstone component items' recipes have been overhauled to include copper rods (this includes redstone torches, repeaters, comparators, levers, buttons, pressure plates, observers, pistons, etc)
- Bells can now be crafted with 3 planks and 4 gold ingots
- Smelting raw gold now gives gold nuggets instead of gold ingots
- Added advancements to better explain to the user the progress-line
release
Overly Realistic v1.1.0 for 1.21.6+
v1.1.0-mod27 июл. 2025 г.49Minecraft: 1.21.6, 1.21.7, 1.21.8fabric, forge, neoforge, quilt
Что нового
### V1.1.0
- The default max time that blood splatters can exist is now 25s instead of 15s
- Blood splatters can now be removed if the block below gets broken
- Walking atop sand & red sand will now create footstep markings on the ground
- Changed the deity book in accordance with new features
- Players now drop "Human Meat" instead of raw beef
- The player can now become "wet" when either going into water or standing in the rain/snow
- When a player is wet, they will become colder and they'll emit water dripping particles
- How wet a player is depends on how long the player was in contact with water, the wetter they are the longer it takes to dry off (this is maximized at 60s)
- Being near a campfire helps the player dry off quicker
- Receiving burning damage dries the player rapidly
- Fixed burning damage detection not working correctly
- Receiving burning damage now has a chance to decrease players' thirst
- Taking drowning damage now produces bubble particles on the player's face
- The player's oxygen now decreases slower the more time the player spends underwater
- The longer a player spends swimming the faster they will be able to swim
- Increased the max amount of stamina a player can receive from genetics
- You can now put baits on fishing rods through crafting
- Using a fishing rod with bait will decrease the time needed to catch fish and will increase the likelyhood of catching fish when fishing
- To put bait on a fishing rod you must combine a fishing rod with a bait item on crafting slots
- Bait items include apples, sweet berries, and beetroot
- When the rod is successfully used with the bait, the bait will be removed
- Goats can now drop mutton, bones, and horns when slain
- Cows now have a 35% chance of dropping a "cow horn" item which is equivalent to a goat horn
- Crops can now only be harvested with a hoe
- Crops now only drop their yields when planted and harvested in their adequate biomes
- Melons can only be harvested in hot biomes (harvesting melons in incompatible biomes will only yield seeds)
- Pumpkins can only be harvested in hot biomes (harvesting pumpkins in incompatible biomes will only yield seeds)
- Wheat can only be harvested in temperate biomes
- Carrots can only be harvested in cold biomes
- Beetroots can only be harvested in cold and temperate biomes
- Potatoes can be harvested in any biome
- Torchflowers can only be harvested in cold biomes
- Added craftable semi-cosmetical items
- A "Feather Crown" item can be crafted with 3 feathers, 2 vines, and 1 leather, players are able to equip it in their head slot. Wearing it grants the user extra luck
- An "Overhead Camouflage" item can be crafted with 1 leaf litter, 1 stick, 1 vine, 1 leather, and 1 string. Wearing it grants the user with slighlty faster sneaking speed
- A "Heavy Camouflage" item can be crafted with 3 leaf litters, 2 string, 1 leather, 1 vine, 1 ink sac, and 1 clay ball. Wearing it grants the user with faster sneaking speed
- Added a new forging system for iron tools
- When crafting an iron tool, the item's name will now have a "crafted" prefix, this means it has not undergone a forging process
- Crafted iron tools have very low durability, iron axes and swords also have lower attack damage values
- You can drop a crafted iron tool above hot blocks like lava/magma blocks/lava cauldrons to heat it, after a while of the item displaying particles, it will stop, and it will have a "heated" prefix in its name
- Heated iron tools have more durability and attack damage than crafted iron tools, though they are still a "low tier"
- Heated iron tools can be dropped onto colder blocks like water/water cauldrons/powdered snow to cool it - after a while of the item displaying particles, they will stop and the item will receive a "unheated" prefix in its name, it will also have better durability/attack damage than heated iron tools
- A "Forging Hammer" item can be crafted out of 2 sticks, 4 iron ingots, 1 leather, and 1 string
- You can drop an unheated iron tool atop an anvil and hit the anvil with a foraging hammer continuously, after a while of doing this, the tool will becoming a "forged" iron tool, which is the last "tier" for most tools
- Forged iron tools have normal attack damage but have similar durability to diamond tools
- Forged iron swords can be sharpened by continuously clicking on grindstones with them - after a while, this will make it so they get a small attack damage boost and receive a "sharpened" prefix, this is the last possible "tier" for an iron tool
- Hitting anvils with forging hammers, attempting to light a campfire with a fire starter, and smashing flint flakes on rocks now has a chance to decrease player stamina for every hit
- When raining, puddles can form around the world
- When spawning, they turn dirt blocks below them into mud
- They only last for ~5 minutes
- Players receive an attack damage boost when riding horses
- Iron and gold horse armors are now craftable
- You can now craft 1 string by placing 8 vines in an "O" formation in a crafting table
- Disabled players travelling through nether portals
- Deepslate gold ore now has a 68% chance of dropping sulfur when broken
- Gunpowder can now be crafted out of 1 charcoal, 1 redstone, 1 raw copper, and 1 sulfur
- You can now get quartz from deeplsate iron ore blocks
- Creepers now drop 0-1 vines instead of 0-2 gunpowder
- Slightly increased the amount of aggressive common animals that are generated (now: 65%, used to be: 60%)
- Players can now use brushes to clean up blood splatters on the ground
- Red & brown mushrooms, when harvested, are now edible
- You can now get multiple types of mushrooms when breaking/harvesting mushrooms from the ground, some types being helpful and others being more detrimental to the player's health
- There is now a cooldown that is applied whenever a player spawns in so they don't immediately get ill
- The sharpened flint item is now placed directly into the player's hand when they chip off a flint flake
- Tridents can now be crafted with 2 sticks, 2 diamonds, and 1 iron ingot
- Tridents now have similar attack damage values as an iron sword, however, holding it allows the user to reach further
- Fixed not being able to receive further recipe hints when acquiring an item
- Redstone ore now only has an 85% chance of dropping redstone
- Only 1 redstone dust is dropped per ore
- If redstone dust is not dropped, then either cobblestone or cobbled deepslate is dropped instead
- If a player is too cold they will start displaying cold-white-breath particles in front of their face periodically
- If a player is too hot they will start displaying sweat particles periodically
- Players will also display sweat particles if their stamina is below 3
- The fishing rod recipe now requires 1 flint aswell, for the hook
- Updated format value
release
Overly Realistic v1.1.0 for 1.21.6+
v1.1.027 июл. 2025 г.19Minecraft: 1.21.6, 1.21.7, 1.21.8datapack
Что нового
### V1.1.0
- The default max time that blood splatters can exist is now 25s instead of 15s
- Blood splatters can now be removed if the block below gets broken
- Walking atop sand & red sand will now create footstep markings on the ground
- Changed the deity book in accordance with new features
- Players now drop "Human Meat" instead of raw beef
- The player can now become "wet" when either going into water or standing in the rain/snow
- When a player is wet, they will become colder and they'll emit water dripping particles
- How wet a player is depends on how long the player was in contact with water, the wetter they are the longer it takes to dry off (this is maximized at 60s)
- Being near a campfire helps the player dry off quicker
- Receiving burning damage dries the player rapidly
- Fixed burning damage detection not working correctly
- Receiving burning damage now has a chance to decrease players' thirst
- Taking drowning damage now produces bubble particles on the player's face
- The player's oxygen now decreases slower the more time the player spends underwater
- The longer a player spends swimming the faster they will be able to swim
- Increased the max amount of stamina a player can receive from genetics
- You can now put baits on fishing rods through crafting
- Using a fishing rod with bait will decrease the time needed to catch fish and will increase the likelyhood of catching fish when fishing
- To put bait on a fishing rod you must combine a fishing rod with a bait item on crafting slots
- Bait items include apples, sweet berries, and beetroot
- When the rod is successfully used with the bait, the bait will be removed
- Goats can now drop mutton, bones, and horns when slain
- Cows now have a 35% chance of dropping a "cow horn" item which is equivalent to a goat horn
- Crops can now only be harvested with a hoe
- Crops now only drop their yields when planted and harvested in their adequate biomes
- Melons can only be harvested in hot biomes (harvesting melons in incompatible biomes will only yield seeds)
- Pumpkins can only be harvested in hot biomes (harvesting pumpkins in incompatible biomes will only yield seeds)
- Wheat can only be harvested in temperate biomes
- Carrots can only be harvested in cold biomes
- Beetroots can only be harvested in cold and temperate biomes
- Potatoes can be harvested in any biome
- Torchflowers can only be harvested in cold biomes
- Added craftable semi-cosmetical items
- A "Feather Crown" item can be crafted with 3 feathers, 2 vines, and 1 leather, players are able to equip it in their head slot. Wearing it grants the user extra luck
- An "Overhead Camouflage" item can be crafted with 1 leaf litter, 1 stick, 1 vine, 1 leather, and 1 string. Wearing it grants the user with slighlty faster sneaking speed
- A "Heavy Camouflage" item can be crafted with 3 leaf litters, 2 string, 1 leather, 1 vine, 1 ink sac, and 1 clay ball. Wearing it grants the user with faster sneaking speed
- Added a new forging system for iron tools
- When crafting an iron tool, the item's name will now have a "crafted" prefix, this means it has not undergone a forging process
- Crafted iron tools have very low durability, iron axes and swords also have lower attack damage values
- You can drop a crafted iron tool above hot blocks like lava/magma blocks/lava cauldrons to heat it, after a while of the item displaying particles, it will stop, and it will have a "heated" prefix in its name
- Heated iron tools have more durability and attack damage than crafted iron tools, though they are still a "low tier"
- Heated iron tools can be dropped onto colder blocks like water/water cauldrons/powdered snow to cool it - after a while of the item displaying particles, they will stop and the item will receive a "unheated" prefix in its name, it will also have better durability/attack damage than heated iron tools
- A "Forging Hammer" item can be crafted out of 2 sticks, 4 iron ingots, 1 leather, and 1 string
- You can drop an unheated iron tool atop an anvil and hit the anvil with a foraging hammer continuously, after a while of doing this, the tool will becoming a "forged" iron tool, which is the last "tier" for most tools
- Forged iron tools have normal attack damage but have similar durability to diamond tools
- Forged iron swords can be sharpened by continuously clicking on grindstones with them - after a while, this will make it so they get a small attack damage boost and receive a "sharpened" prefix, this is the last possible "tier" for an iron tool
- Hitting anvils with forging hammers, attempting to light a campfire with a fire starter, and smashing flint flakes on rocks now has a chance to decrease player stamina for every hit
- When raining, puddles can form around the world
- When spawning, they turn dirt blocks below them into mud
- They only last for ~5 minutes
- Players receive an attack damage boost when riding horses
- Iron and gold horse armors are now craftable
- You can now craft 1 string by placing 8 vines in an "O" formation in a crafting table
- Disabled players travelling through nether portals
- Deepslate gold ore now has a 68% chance of dropping sulfur when broken
- Gunpowder can now be crafted out of 1 charcoal, 1 redstone, 1 raw copper, and 1 sulfur
- You can now get quartz from deeplsate iron ore blocks
- Creepers now drop 0-1 vines instead of 0-2 gunpowder
- Slightly increased the amount of aggressive common animals that are generated (now: 65%, used to be: 60%)
- Players can now use brushes to clean up blood splatters on the ground
- Red & brown mushrooms, when harvested, are now edible
- You can now get multiple types of mushrooms when breaking/harvesting mushrooms from the ground, some types being helpful and others being more detrimental to the player's health
- There is now a cooldown that is applied whenever a player spawns in so they don't immediately get ill
- The sharpened flint item is now placed directly into the player's hand when they chip off a flint flake
- Tridents can now be crafted with 2 sticks, 2 diamonds, and 1 iron ingot
- Tridents now have similar attack damage values as an iron sword, however, holding it allows the user to reach further
- Fixed not being able to receive further recipe hints when acquiring an item
- Redstone ore now only has an 85% chance of dropping redstone
- Only 1 redstone dust is dropped per ore
- If redstone dust is not dropped, then either cobblestone or cobbled deepslate is dropped instead
- If a player is too cold they will start displaying cold-white-breath particles in front of their face periodically
- If a player is too hot they will start displaying sweat particles periodically
- Players will also display sweat particles if their stamina is below 3
- The fishing rod recipe now requires 1 flint aswell, for the hook
- Updated format value
release
Overly Realistic v1.0.1 for 1.21.6+
v1.0.1-mod23 июл. 2025 г.49Minecraft: 1.21.6, 1.21.7, 1.21.8fabric, forge, neoforge, quilt
Что нового
### V1.0.1
- Added recipe notifications for Overly-Realistic recipes in an attempt to make the recipes more user-friendly
- Removed debug message
- Aggressive animals, when injured, can now choose to flee instead of fight back if there are 4 or more players hunting it or nearby the animal
- Non-aggressive animals now flee from players if there are any nearby
- Animals now have a stamina count, when they flee from players they will decrease their stamina
- When their stamina reaches 0 they will no longer be able to flee, though, they will still panic around if hurt
- Each animal's stamina count is randomized
- Fixed fish not entering panic mode when players are nearby
- Only 60% of all animals are now aggressive
- The short bow's arrows now do less damage and can't crit
- Eating rotten flesh now increases your likelyhood of receiving an illness
- Being near a sick player now increases your likelyhood of receiving an illness
release
Overly Realistic v1.0.1 for 1.21.6+
v1.0.123 июл. 2025 г.29Minecraft: 1.21.6, 1.21.7, 1.21.8datapack
Что нового
### V1.0.1
- Added recipe notifications for Overly-Realistic recipes in an attempt to make the recipes more user-friendly
- Removed debug message
- Aggressive animals, when injured, can now choose to flee instead of fight back if there are 4 or more players hunting it or nearby the animal
- Non-aggressive animals now flee from players if there are any nearby
- Animals now have a stamina count, when they flee from players they will decrease their stamina
- When their stamina reaches 0 they will no longer be able to flee, though, they will still panic around if hurt
- Each animal's stamina count is randomized
- Fixed fish not entering panic mode when players are nearby
- Only 60% of all animals are now aggressive
- The short bow's arrows now do less damage and can't crit
- Eating rotten flesh now increases your likelyhood of receiving an illness
- Being near a sick player now increases your likelyhood of receiving an illness
release
Overly Realistic v1.0.0 for 1.21.6+
v1.0.0-mod21 июл. 2025 г.33Minecraft: 1.21.6, 1.21.7, 1.21.8fabric, forge, neoforge, quilt
Что нового
# -Initial release for Overly Realistic!
release
Overly Realistic v1.0.0 for 1.21.6+
v1.0.021 июл. 2025 г.23Minecraft: 1.21.6, 1.21.7, 1.21.8datapack
Что нового
# -Initial release for Overly Realistic!