Overly Realistic title

Overly Relistic is a datapack & mod that adds a variety of features to minecraft, its goal is to make the game.. well.. overly-realistic! This takes inspiration from Civilization's Beginnings and Joyful's video on the problem with simulating civilizations in minecraft

The project is also inspired by real human evolutionary history and how it ultimately unfolded; a core idea for this project is to make lone survival nearly impossible, meaning, players need to be grouping into tribes in order to more easily progress and survive

Note that this makes the progression system in the game intentionally slower and more difficult!

If you're unsure on how to progress, please check out the advancements tab in-game!

If you put the mod version of Overly-Realistic into the server, be assured that the clients connecting to it don't need the mod, as everything is done server-side solely!

Overly Realistic features

Player changes
  • Players are much more realistically weak
    • Default player reach is lowered
    • Default player movement & attack speed are slower
    • Default player attack damage is weaker
    • Default player block breaking speed is now significantly slower
    • Pressing F5 will not move the camera from the player's head
  • When spawning in, players receive pseudo-randomized modifiers
    • For example, one player can be naturally slower than another, a player can be naturally stronger than another, a player can be naturally taller than another, etc
    • This is supposed to simulate genetic randomization
    • Such modifiers can be both positive or negative
    • All possible attributes/stats that can be changed: movement speed, block/entity interaction range, attack damage, attack speed, block breaking speed, sneaking speed, scale, max health, base max stamina
  • Sprinting causes the player to have, very slight, temporary hunger
  • A temperature system
    • Players' temperature depends on their current biome, Y position, if they are in/on fire/lava, if they are in/on water/snow, if they are near a campfire or torch, world time, if they are outside at noon/night, if they are outside while its raining/snowing, and if they have leather armor on
    • If the player is too hot or too cold then they will start taking damage
  • A stamina system
    • Stamina can be lost by sprinting, jumping, and hitting entities
    • If a player has no stamina then they will move/attack slower and wont be able to jump
    • Players' max amount of stamina when spawning in is around 8-52, this is increased the more they sprint/jump around and exhaust themselves
    • If a player's stamina is low they will begin breathing in and out
    • If a player loses all their stamina and they are swimming, they will slowly begin taking damage
    • 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
  • Players can no longer acquire XP
  • A thirst system
    • If a player right clicks a water source block with a glass bottle or the new "waterskin" item to collect it, the water source will be removed and the player will get dirty water
    • Drinking dirty water will infect the player with an illness
    • Putting dirty water into a furnace and smelting it will make it output clean water
    • Clean water can be drank for better thirst improvement and for a 0% chance of getting an illness upon drinking it
    • Drinking liquids like water or honey increases players' thirst meter value
    • Sweet berries now have a 28% chance of replenishing 1 thirst when eaten
    • 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
  • Thirst can 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
  • Custom natural regeneration
    • Natural regeneration is now a lot slower
    • Natural regeneration now depends on thirst, temperature, hunger, and if the player is in an outside or inside setting
  • Status system
    • A "status" is shown on players' screen
    • Status can be any of: healthy, hurt, seriously hurt, ill, unwell, dirty, bleeding
  • Bleeding system
    • Player are able to start bleeding if they take certain types of damage
    • Players have less of a chance to start bleeding from damage if they are wearing armor
    • When bleeding, players will create blood splatters in the ground and display blood particles
    • Bleeding players have higher chances of getting ill
  • Illness system
    • Players have a small chance of getting ill
    • Illness chance can be increased if: the player is holding/standing on "dirty" blocks, they have no armor on, their health/hunger/thirst is low, their temperature is too high/too low, if they are outside during night time, if they are not close to a campfire in the cold, if they are bleeding, if they are near ill players, and if the player ate raw meat/rotten flesh/dirty foods (maggots, certain mushrooms, unwashed vegetables, etc)
    • Illnesses usually cause the player to have poison and hunger
    • Illness chance is increased per-item for every "illness-inducing" food consumed by the player
  • When getting ill, a player 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
  • Physical trauma system
    • Receiving too much fall damage can cause the player's movement/jump height to be permanently debuffed until they die (simulating broken limbs)
    • Receiving too much damage from another entity can cause the player's movement/attack damage to be permanently debuffed until they die (simulating serious injuries from combat)
    • Getting serious injuries from attacks can leave the player blinded in rare occasions (simulating injuries to the eyes)
    • Receiving fire damage can make it so the player burns for longer (simulating burn injuries)
    • Receiving major damage from explosions can make the player become deaf, which makes it harder for them to hear noises
  • Hygiene system
    • Players with poor hygiene are more likely to receive an illness
    • Hygiene is diminished for a player when: they are standing on/carrying "dirty" blocks, are outside at night time, dont have armor on, are near blood splatters
    • If players' hygiene is too low, they can receive the "dirty" status
    • Hygiene can be improved by being in water
  • When a player dies, they will be put into spectator and be counted as a "ghost"
  • Players are slower when wearing non-leather armor
  • Players can reach a little farther if they have items such as tools, sticks, or bones in their hand
  • There is a 0.85% chance of a player getting ill after eating sweet berries
  • Players take fall damage when falling onto water
  • Mental health/sanity system
    • Mental health/sanity values are not displayed in the HUD or anywhere else
    • Certain situations can increase such value: standing on "comforting" blocks such as carpets/wool/beds, having good stats (health/hunger/thirst/temperature/etc), if the player is near other players, if the player is inside, sleeping, and using bandages/healing stews
    • Certain sitations can decrease such value: having bad stats (health/hunger/thirst/temperature/etc), not having other players nearby, taking damage, eating rotten flesh/spider eyes, if the player is bleeding, if a nearby player dies, and killing a player
    • Low mental health/sanity can make it so: the player hears random sounds around them, the player gets random damage ticks (with no damage applied), the player sees random particles, the player receives random effects, the player rotates randomly
    • Eating foods/drinking honey can also increase your mental health/sanity, this is dependent on the type of food consumed, if the food is cooked/baked or if its considered "high quality" (like cakes, pies, cookies, etc) itll provide additional chances to get improved sanity
  • 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
  • The player's oxygen decreases slower the more time the player spends underwater
  • The longer a player spends swimming the faster they will be able to swim
  • Eating cake now restores more hunger
  • 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
  • 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
  • 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
  • Players are 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
  • Players now have an intelligence level
    • Players spawn in with a random amount of intelligence (min: 0, max: 5)
    • 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
  • Wearing boots now makes the player slightly faster
  • Taking drowning damage will make the player have nausea and will replenish a bit of their thirst
  • There is now a 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
    • 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
    • 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 intelli
      • 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
  • 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)
World changes
  • The day/night cycle is now 3 times slower
    • The passage of 1 full day is now ~1 hour long, 30 minutes being of day time, and 30 minutes of night time
      • Although, night time will be sped up ~60x faster if all players are sleeping
  • Walking atop sand/red sand now creates footstep markings on the ground
  • Water is no longer infinite
  • Snow is able to accumulate
  • Random ticking is now a lot slower
    • This affects: crop/sapling growth speed, mushroom spread speed, grass spread speed, etc
  • Realistic block placement handling
    • Block are able to fall when placed, as long as there is no support for it
    • If there is a block underneath another nearby block then the current block is considered supported
    • Logs, fences, fence gates, and concrete are able to bypass this system
  • All structures are disabled
  • Players will fall through leaves if they try to stand on it
  • If a player is standing on a lilypad, the lilypad will break
  • Any entity standing in the same block as a torch will receive burn damage
  • Campfire and torches can now burn nearby flammable blocks
  • Campfire overhaul
    • Campfires now produce lengthy smoke trails regardless of hay
    • Campfires are now only ever lit for a specific amount of time, after that time has passed, they get extinguished
    • Campfires' fire time can be increased by throwing in flammable items into it
    • Smoke created by campfires is now visible at all times, similarly to a beacon's beam
    • Campfires (alongside torches) can burn nearby flammable blocks
    • Surrounding a campfire with blocks will make it so it no longer tries to spread fires
    • Campfires can emit more and longer-lasting smoke depending on how much fuel they currently have
  • When raining, puddles can form around the world
    • When spawning, they turn dirt blocks below them into mud
    • They only last for ~5 minutes
  • Disabled entities travelling through nether portals
  • Brushes can be used to clean up blood splatters on the ground
  • Stonecutters damage any entities standing atop them
    • 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
  • Players will now become slower when walking on/atop snow/snow blocks
  • 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
  • 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)
  • 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
  • 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
  • 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
Mob changes
  • Phantoms no longer spawn
  • Common animals now act differently
    • They now have more health, receive less knockback, and move faster
    • They have a 65% chance of being naturally aggressive towards players
    • If a player is near a non-aggressive common animal, the animal will attempt to flee
    • If an aggressive animal gets seriously hurt, they will become too injured to fight back and will instead choose to flee, this behaviour is amplified by how hurt the animal is and how many players are near/hunting the animal
    • Aggressive wolves will use their angry texture regularly
    • Each common animal now has a randomized amount of max stamina. When fleeing from players, the animals' stamina will decrease until it reaches 0, in which case the animal will no longer be able to run away long distances
  • 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
  • Wandering traders no longer naturally spawn
  • Fish will panic if a player is nearby
  • Players receive an attack damage boost when riding horses
  • Spiders and bees are now much smaller
  • Spiders can now survive falls from taller heights
  • 25% of all pigs spawned are now "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
  • Most common animals now drop hide
    • Hides are just like leather, meaning they can be used instead of leather in recipes and such, you can get it from pigs, wolves, hogs, etc
  • Common animals have randomized heights
  • There is a 15% chance of getting poison and a 5% chance of getting an illness when getting damaged by a spider
  • 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
  • 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
  • Polar bears now drop "Polar Bear Hide" items
  • 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
  • Frogs can now randomly, naturally, spawn in most biomes
  • Silverfish are now smaller
  • 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
Cosmetical changes
  • Players are not able to see eachothers' usernames
  • The F3 screen no longer displays critical information
  • If a player who was previously underwater just resurfaced, the player will play a breathing sound
  • Damaging animal entities cause them to produce blood splatters in the ground
  • Custom visual/auditory effects
    • When a player is damaged, blood particles will be displayed
    • If a player is standing on the ground while being damaged, a temporary blood splatter can appear
    • If a player was damaged while wearing metal armor, a metallic hitting sound will be played
    • When a player is damaged, there is a small chance of a bone-breaking sound playing, this chance is amplified depending on the amount of damage the player received
    • Players damaged by fire/lava will display smoke particles
  • Disabled death messages
  • Disabled locator bar
  • Taking drowning damage produces bubble particles on the player's face
  • 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
  • TNT explosions now produce various new particles and can damage entities from further away
Recipe changes
  • Recipes are unlocked in your recipe book as you collect items, make sure to check it periodically as you progress!
  • A "Fire Starter" item can be made with 2 sticks, you can left click campfires with it to attempt to light it, the attempts are intentionally unlikely as to have the player spend time trying to light the fire
  • A "Sharpened Bone" item can be made out of 1 flint and one bone, it can be used for early-game combat
  • A "Flint Flake" item can be made out of 4 flint, hitting stone and stone-adjacent blocks with the flint flake will make it so theres a chance for it to turn into a "Sharpened Flint"
  • A "Stone Hatchet" item can be made with 1 sharpened flint, 1 vine, 1 stick, and 1 leather, it can be used to chop logs, players can also hold down right click while looking at a log to attempt to strip it, though this takes a while (this item can only be made through the new preparation plate block)
  • A "Diamond Ring" item can be made with 8 gold and 1 diamond, right clicking it while facing another player will make a random ghost player spawn at your location (the nearest ghost to the player is chosen when doing this) - the ghost will gain new randomized stats
  • A "Bandage" item can be made with 6 vines, 2 leather, and 1 paper, using it will remove the bleeding effect from the player
  • A "Leaf Trap" item can be made with 1 leaf litter, 1 flint, 1 vine, and 1 stick - when placed down, this block is displayed as leaves, which crumble whenever an entity is above them
  • A "Short Bow" item can be made with 3 sticks, 1 flint and 3 vines, the short bow acts the same way a normal bow does but has significantly less durability, does less damage, and can't crit (this item can only be made through the new preparation plate block)
  • A "Snow Boots" item can be made with 2 sticks and 6 planks
    • 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
  • A "Waterskin" item can be crafted with 1 hide 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
  • A "Wooden Arrow" item can be made with 1 sharpened stick and 1 vine (this item needs to be made through the new preparation plate block)
    • 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
  • A "Wooden Spear" item can be made with 1 sharpened stick and 1 flint (this this item needs to be made through the new preparation plate block)
    • 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
  • Disabled diamond tools/armor recipes
  • Disabled the smoker & campfire recipes
  • Iron is used to craft chainmail armor
  • Chainmail armor can be plated into iron armor by surrounding the chainmail piece with 8 iron ingots
  • It now takes longer to cook/smelt food/ores
  • Smelting iron in a furnace now only outputs iron nuggets, to get iron ingots you must put the raw iron into a blast furnace
  • To craft a furnace, you now need 3 brick blocks, 1 coal/charcoal, and 5 cobblestone
  • You can get bricks from putting clay balls into a campfire
  • Crafting tables are now crafted with 2 planks and 2 leather
  • Boat recipes now require 2 wooden shovels for the paddles
  • Bread now requires 3 wheat, 1 water bucket, and 1 sugar, which specifically crafts "Raw Bread" (which only gives 1 nutrition & 1 saturation when eaten)
  • Raw bread can be cooked in a furnace or campfire to get "Baked Bread" (which gives normal nutrition/saturation)
  • The bread recipe is now shapeless
  • Glass bottles now require 2 clay, 2 string, 1 plank and 3 glass blocks
  • Bundles can now (also) be made with 8 leather and 1 vine
  • Crafting arrows now only outputs 1 arrow
  • Planks now require stripped logs to be crafted, and only output 1 plank per log
  • Brick blocks now require 9 bricks
  • Beds now requires 3 wool, 3 planks, 2 feathers, and 1 leather
  • Torches now require 1 stick, 1 leather, and 1 coal/charcoal, the recipe also only outputs 1 torch
  • Stone tools now require both string and leather in addition to their vanilla recipe
  • Iron tools now require both leads and leather in addition to their vanilla recipe
  • Chests now require 8 planks and 1 decorated pot
  • Replaced the wooden sword with the "Wooden Club" item (provides low damage but higher knockback)
  • Debuffed wooden tools' damage and attack speed
  • 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
  • You can craft some semi-cosmetical items aswell
    • 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
  • There is now a 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
  • Iron and gold horse armors are now craftable
  • You can craft 1 string by placing 8 vines in an "O" formation in a crafting table
  • Gunpowder can now be crafted out of 1 charcoal, 1 redstone, 1 raw copper, and 1 sulfur
  • 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
  • The fishing rod recipe now requires 1 flint aswell, for the hook
  • Lightning rods were renamed to copper rods and their 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)
  • Compasses now require a copper rod to be crafted
  • Bells can now be crafted with 3 planks and 4 gold ingots
  • Smelting raw gold now gives gold nuggets instead of gold ingots
  • Bonemeal can only be gotten through composters
  • Nametags are 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
  • You can craft string with 4 vines and 4 hanging roots
  • Books are now made with 3 paper and 6 leather
  • 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
  • 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
  • You can now craft armor stands with arms using sticks, armor stands, and string
  • Disabled repairing tools/equipment by combining 2 of the same item
  • There are now various new ways to craft and mix dyes
  • Disabled the recipes for golden carrots and golden apples
  • Pumpkin pies acquired from crafting will now only stack to 1
  • Turtle eggs can be cooked in furnaces and campfires to make a "Hard Boiled Turtle Egg" item
    • Hard boiled turtle eggs can be eaten
  • A "Bone Flute" item can be crafted with 1 bone, 1 flint, and 1 vine or string
    • When used, it'll produce a constant flute sound
  • Spyglasses are now crafted with 6 copper ingots, 1 copper rod, and 2 glass
New blocks & decorations
  • 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
  • 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
  • Baskets have their own recipe system
    • "Additionals" are non-item additive ingredients and act like baseplates for certain recipes
      • They appear as certain textures underneath a basket's water
      • Interacting with a basket with an empty hand will remove any additional still on it
      • A packed kelp additional can be made by stirring a water-filled basket containing 9 kelp
      • A sweet berry additional can be made through stirring a water-filled basket containing 9 sweet berries
      • A poison additional can be made by stirring a water-filled basket containing 3 lilies of the valley, 3 rotten flesh, 1 pufferfish, 1 sweet berry, and 1 spider eye
    • Healing stews can be made through the basket, it is created with a packed kelp additional, while the basket is boiling, alongside various greens, when consumed, it heals the user of any illnesses
    • 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
    • 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
    • Stirring arrows in a basket with a poison additional can make the arrows into poison tipped arrows
  • 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
  • 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
  • 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
  • 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
Drop changes
  • Logs cant be successfully harvested if the player is not using either an axe or a stone hatchet
  • Acacia/oak/jungle/birch/mangrove leaves have a chance of dropping vines
    • This chance is slightly increased if the leaves are broken with a sword
  • Planks drop sticks
  • Common animals are able to drop bones when killed
  • Wolves are now able to drop bones, meat, and the "Wolf Hide" item when killed - wolf hide is a leather-adjacent item and can be used just like leather
  • Horses, mules, donkeys, and cows now drop slightly more leather
  • Pigs now have a 5% chance of dropping the "Hog Hide" item - this is another leather-adjacent item and can be used just like leather
  • Crops yield less resources
  • There is a 0.5% chance of getting sweet berries from short grass, and a 1% chance of getting it from tall grass
  • You can now only get 1 clay ball per clay block
  • When players die, they now drop their head, 1-6 meat, and 1-8 bones
  • There is a 10% chance of a vine dropping itself if broken by hand
  • Fishing has been debuffed
  • Hay bales drop 1-3 wheat when broken, instead of itself
  • Animals have a small chance to drop their skulls
  • Skulls drop 1-4 bones when broken
  • Leaf litters now only drop 1 of themselves when broken, regardless of blockstate
  • Iron/gold/copper/redstone ore blocks now only have a 85% chance of dropping their adequate ore, otherwise they will drop cobblestone/cobbled deepslate
  • Drowneds don't drop copper
  • Breaking a campfire will make it drop sticks instead of charcoal (or itself with silk touch)
  • Dropping 10 sticks on the ground will create an unlit campfire
  • Goats can drop mutton, bones, and horns when slain
  • Cows have a 35% chance of dropping a "Cow Horn" item which is equivalent to a goat horn
  • Crops 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
  • Deepslate gold ore now has a 68% chance of dropping sulfur when broken
  • You can now get quartz from deeplsate iron ore blocks
  • Creepers now drop 0-1 vines instead of 0-2 gunpowder
  • 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
  • Ferns and large ferns now have a 3.5% chance of dropping beetroot seeds
  • There is now a 15% chance of getting hanging roots from dirt and a 5% chance of getting them from sand
  • 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
  • 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
  • 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
  • Slightly increased the drop rate of flint from breaking gravel
    • This is further increased (slightly) if the player has higher intelligence
  • 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, beetroots, and potatoes, when dropping their contents, will now drop "dirty" items
    • When eaten, the user will have a higher chance of getting an illness
    • To clean it, the player must drop it into water
    • Clean foods can be eaten normally without the risk of illnesses
  • Bats now drop "Rotten Bat Flesh"
    • This item is equivalent to rotten flesh dropped by zombies
  • Slightly increased the amount of meat dropped by common animals
  • There is now an 8% chance of getting turtle eggs from sand in beaches
  • Disabled enderman drops
Misc changes
  • When a boat falls onto the ground from a high altitude, the boat breaks and the passengers receive fall damage
  • Glass bottles stack to 1
  • Removed vanilla advancements, they have been replaced with Overly-Realistic's custom progression-line/tech-tree advancement system
  • You can set yourself as a "deity" which simply means you wont be affected by stats and genetics, you will also be set to creative and you'll always have a "deity book"
    • The deity book allows you to change settings, give you items with special powers, and set yourself back as a normal player
    • Deity powers are items made just for the fun of it, they can be right clicked for special actions, such as: being able to smite entities/blocks, being able to send a plague towards playes (which makes them ill), curing players (which removes their illnesses), reviving players, and setting places ablaze
    • You can become a deity using this command: " /function overly_realistic:general/godhood/set_as_deity "
  • Player slot system
    • There is a limited amount of base, available, player slots by default
    • Every player that joins a world/server while Overly Realistic is enabled counts towards the player slots
    • If the slot amount has been reached and someone joins, they are put into spectator mode and counted as a "ghost"
  • Dirt can now be dropped into water or water cauldrons to be turned into mud
  • There are in-game advancements to better explain to the user the progress-line
  • All items added by Overly-Realistic have custom_model_data strings to allow 3rd party resource packs to easily modify their textures
Overview-TLDR tutorial on progression
  • (Duplicate note: if you're unsure on how to progress, please check out the advancements tab in-game!)
  • When you spawn in, you'll notice that stats/attributes like movement speed, player size, block breaking speed, etc, are all randomized (and most likely a lot slower/tougher) - this is due to genetics
  • You will also notice you have stats like thirst/temperature/status/stamina that you will have to lookout for
  • You must scavenge and break gravel to get 4 flint, with that you can craft them together to get a "flint flake"
  • Left click on stone and stone-adjacent blocks with a flint flake to chip parts of it off and get a "sharpened flint" (this is usually quite a slow process!)
  • You can get sticks and vines from leaves
  • Cows, pigs, and wolves can drop hide when hunted down (tip: you can craft sharpened bones, leaf traps, short bows, sharpened sticks, spears, etc to more easily hunt animals)
  • With 1 hide and 1 vine or string you can make a waterskin which you can use on water to store it and drink it
  • With 1 vine, 2 flint, and 1 leaf litter you can craft a preparation plate, which you can place down to craft certain new items
  • With 1 leather/hide, 1 stick, 1 vine, and 1 sharpened flint, you can craft a "stone hatchet" in the preparation plate
  • With the stone hatchet you should hold right click while looking at a log to strip it (this is usually quite a slow process aswell)
  • When successfully stripping a log from its bark, you should harvest it so you can craft planks
  • You can break planks to get sticks, with sticks and planks you can craft wooden tools like normal, which you can get cobblestone with
  • You can craft stone and iron tools normally, although, their recipes also require string & leather (iron tools require leads instead of string)
  • With leaf litters and vines you can make a "Dry Tinder" block
  • Using 10 sticks on dry tinder and then interacting with it using an empty hand will get you a campfire, which you can use to cook food and clay balls, as to get bricks
  • Craft 2 sticks together to get a "fire starter" - left click campfires with it to attempt to light it (this is usually also a slow process)
    • Lit campfires' flames are temporary, drop flammable items atop it to make the fire last longer
  • Bricks can be used to craft brick blocks, you can then craft a furnace with 3 brick blocks, 5 cobblestone, and 1 coal/charcoal
  • Diamond/netherite tools/armor are not craftable, the best equipment possible is iron
  • With iron ingots you can get chainmail armor
  • You can surround chainmail armor with iron ingots to plate it and get iron armor
  • When crafting iron tools, it is better to put it through the new forging system, for that, you must put it atop a hot block like lava/magma, then cool it down inside a cold block like water/powdered snow, then put it atop an anvil and continuously hit the anvil with the new "Forging Hammer" item. If its a sword, you are able to also click continuously on a grindstone with it to sharpen it further
  • You can craft a forging hammer with 4 iron ingots, 2 sticks, 1 leather, and 1 string
Notes for developers
  • This project includes various function tags that you can use to hook into it, see them below!
    • 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_3t
      • #overly_realistic:general_loops/main_4t
      • #overly_realistic:general_loops/main_5t
      • #overly_realistic:general_loops/main_6t
      • #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_40t
      • #overly_realistic:general_loops/main_49t
      • #overly_realistic:general_loops/main_100t
      • #overly_realistic:general_loops/main_300t
      • #overly_realistic:general_loops/main_1200t
      • #overly_realistic:general_loops/main_2400t
      • #overly_realistic:general_loops/main_3000t
      • #overly_realistic:general_loops/main_3600t
      • #overly_realistic:general_loops/main_6000t
    • Added a tag for specific looping functions performed
      • #overly_realistic:mechanic_loops/loop_sleep
    • Added tags for internal functionalities
      • #overly_realistic:internals/data_<0/1/2>_start -> Called when creating/loading data, at the start of their adequate functions
      • #overly_realistic:internals/data_<0/1/2>_end -> Called when creating/loading data, at the end of their adequate functions
    • 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_1 -> 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
      • #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

Creator's socials

Addons for Overly-Realistic

  • Normal respawning
    • Makes respawning more vanilla-esque: re-enables the death screen, disables players being downed, allows for setting respawn points, disables ghosts, re-enables respawning
    • Supports v1.3.1 and above
  • Disable aggressive animals
    • Disables the spawning of predator/aggressive animals in the world
    • Supports v1.3.1 and above
  • Want me to feature your own addon? Contact me on discord! :)


Project members

Wilozyx

Member

Details

Licensed CC0-1.0
Published a month ago
Updated 20 hours ago