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
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
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
- The following tabs are now in place:
- 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
- This supports the following blocks:
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
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
- Players now have 3 new stats: proteins, carbs, and fats
- 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)
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
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
- Players spawn in with a random amount of intelligence (min: 0, max: 5)
- 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
- A packed kelp baseplate can be made by stirring a water-filled basket containing 9 kelp
- 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
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
- Added a tag for every generalized looping function performed
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
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!)