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Details
Licensed CC0-1.0
Published last year
Updated last month
All versions
v3.16.2-mod
Release
Overly Realistic v3.16.2 for 26.2last month 966
Compatibility
Minecraft: Java Edition
26.2
Platforms
Fabric
Forge
NeoForge
Quilt
Supported environments
Client and server
Changes
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
- Each of the levels specified within these UIs now have their own sub-menus
- The specific skill menus (ie. the blacksmithing skill menu, the combat skill menu, etc) have been rehauled
- 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
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:fs7SuSCA:KUkDaFHC"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:fs7SuSCA:KUkDaFHC"
}

