Filter loader...
Filter versions...

V1.3.12

  • Bamboo planks now drop bamboo when broken
  • Raw gold now turns into gold ingots when smelted in a blast furnace
  • Baby animals (and by extension, the grown-up version of themselves) will no longer flee from players
  • The spyglass recipe is now given to the player when they acquire copper/gold ingots
  • The player now has a 25% chance to extract an extra coal from every coal ore if they have >= 20 intelligence
  • Chickens are now 40% less likely to be predators
  • Improved the spear's attack damage, entity interaction range, and block interaction range
  • Increased the thrown spear's damage value
    • Previously was 6.8, now its 7.25
  • Fixed a desync between the server and the client that caused weird occurences when the player stood atop leaves
  • Crop yields are now majorly improved if the player has >= 25 intelligence

V1.3.11

  • Fixed various problems relating to a malformed item tag
    • This made it so blocks would not have applied gravity, iron tools wouldn't be forged, and some other bugs
  • Players now get the blast furnace recipe when acquiring cobblestone
  • Slightly decreased animals' max health and movement speed
  • Decreased the max item usage values for continuous-usage-action items
  • Players are now more likely to have "average" genetics
    • For every stat that is changed by genetics, there is a 33% chance that it will be normalized (or in other words, the player will receive an "average" value, genetically)
  • Bad genetics should now be a little less debilitating for players
  • The vanilla bamboo planks recipe now only outputs 1 block
  • Tweaked how the starting message is sent to players
    • Should now stop failing to send under certain circumstances
    • Should now send the message the first time the project is installed, instead of the 2nd
  • Common animals are now 33% less common
  • Fixed torch placements not being detected under certain conditions
  • Increased the illness cooldown that the player receives after recovering from an illness
  • The minimum amount of stamina a player can get when they spawn in is now 12
    • Previously was 8
  • Fixed players not spawning in with their full stamina value

V1.3.10

  • Fixed certain stats not being reset when spawning/respawning
  • Increased the amount of time players will stay downed
    • Players will now have a max downed time of 3000 ticks and start off with 2400 ticks (2 mins)
  • Fixed armor getting dirty extremely fast
  • Fixed coconuts turning into skulls over time
  • Fixed cooked beef not giving the player nutrients
  • Spears now receive less damage when being thrown into something
  • Fixed spears not breaking if being thrown while having low durability
  • Slightly expanded the "Plankful" advancement description
  • Decreased chicken stats
    • Chickens will now have higher knockback resistance, lower health, and lower attack damage
  • Spiders will now have half their health and attack damage
  • Cave spiders are now smaller and now have half their health and attack damage
  • There are now max uses for continuous-task-dependent items (such as fire starters, flint flakes, stone hatchets, etc)
    • When performing a task such as hitting a rock with a flint flake or interacting with a log with a stone hatchet, a "use" value will increase
    • When any of these items' use value gets past a certain point, the game will no longer rely on RNG and will instead have a 100% chance of concluding the action (such as lighting a campfire on fire, sharpening a flint flake into a sharpened flint, debarking a tree, etc)
    • Actions can still be concluded before the "max use" mark if the RNG for it passes
  • Puddles will no longer be created if the biome has no rainfall
  • Torches, chains, and lanterns no longer have applied gravity
  • Reduced animal damage by 38%
    • Note that this only applies to animals spawned after this update
  • Fixed the "Mesopotamian" advancement not being given to players
  • Fixed intelligence not being given to the player when they forge iron equipment
  • More intelligence can now be given to the user when they forge iron equipment
  • The "Low on proteins/fats/carbs" statuses now have higher priority
  • Fixed bamboo raft recipe not having shovels
  • The vanilla paper recipe now only outputs 1 paper

V1.3.9

  • Players in spectator will no longer be ticked in certain events
    • Spectators will no longer lose stamina, become wet, etc
  • Players who die will no longer remain deaf if they had such disability
  • Players who die will no longer remain sick
  • Optimized the height checks for the temperature system
  • Riding an entity (such as a boat) while touching water will no longer reduce your stamina
  • Players who are swimming on 0 stamina will have a chance to be dragged down randomly
  • Animals are now able to spawn in with more max stamina
  • Exhausted animals (aka animals who have lost all their stamina when fleeing) can now recuperate their normal speeds with time
    • When becoming exhausted, they will now gain a random exhaustion level, which determines how much time needs to pass until they can move normally again
    • This exhaustion level can be any amount of time up to 25 minutes
  • Crafting a map will now output 8 maps instead of 1 (so 1 per paper in the recipe)
  • Acquiring planks/leather/string will now show the wooden drum's recipe in the player's recipe book
  • Added new function tags
    • #overly_realistic:general_loops/main_110t
  • Optimized campfire weather checks
  • Players who are low on hunger will now have 10% slower block breaking speeds
    • This debuff is applied when their hunger bar reaches 4 and a half icons (9 hunger) or lower

V1.3.8

  • Fixed dry tinder not dropping itself if broken by a survival/adventure mode player
  • Tweaked the minimum values for genetic modifiers for certain stats/attributes
  • Sheep can now drop hide when killed
  • Animals can now go up blocks when fleeing from players
  • Animals' behaviour will now reflect when they run out of stamina better
    • Their max health is lowered by 20%
    • Their movement speed is lowered by 75%
    • They will emit a sound
  • Camels now drop meat and hide
  • Fixed using bandages sometimes decreasing insanity
  • The sound made for the bandage is now constant for the entire duration of its usage
    • Previously, it would only play at the end, when it was entirely used up
  • Fixed blood splatters and footstep markings not being removed when the block below them got removed or was non-existing
  • Falling from tall heights onto glass will now break it
  • Holding a torch will now slightly increase your temperature and emit fire crackling sounds
  • Fixed dirt blocks sometimes not falling as dirt blocks when gravity is applied to them (when they aren't being supported)
  • Some items' shown attribute modifiers are now displayed as green, just like default tools
  • Players' footsteps will sometimes transform the block below them
    • Grass blocks can be turned into dirt
    • Dirt can be turned into coarse dirt
  • Horses and camels are now able to flee from the player and have their own stamina levels
    • 28% of horses and camels are considered "tame/passive" and won't flee from players
  • Horses now drop "Horse Meat" items
  • Crafting leads with string will now only output 1 lead
    • By using 2 leather alongside the string, 2 leads can be made
  • Spiders can now place down cobwebs more often
    • Used to be a 25% chance per spider, now its 35% per spider
  • Armor now gets dirty less frequently
  • Pillager patrols will no longer spawn
  • Fixed certain nausea applications not working
  • Players can now improve their speed through out time
    • The more the player sprints, the faster they will get with time
    • 0.003 (~2.9% of the vanilla speed) is added to the player's movement speed for every kilometer travelled through sprinting, capping out at 0.03
  • Max stamina increase is now determined through both exhaustion and distance travelled through sprinting
    • Previously, max stamina increasing was only done through players exhausting themselves
    • Now, the more the player sprints and/or exhausts themselves, the more their max stamina will increase
  • Players now have a 33% chance of having a "light sickness" instead of a normal or harsh one
    • When players receive a light sickness, they will not gain poison, instead, they will be given nausea
  • Gray dye can now be made with coal
  • Bleeding particles displayed on particles are now less structured and have higher deltas
  • Bushes now have a 10% chance of dropping a stick and an 8% chance of dropping sweet berries when broken
  • Fixed tools always having the name of a sword when going through the forging process
  • The game now tracks how much a player has hit an anvil with a forging hammer
    • If the player has hit an anvil over 150 times and the RNG has not yet allowed for them to forge a tool, the next hit will have a 100% chance to forge the tool
  • Players will no longer have a higher likelyhood of getting sick when walking over dirty blocks if they are wearing boots
  • Armor now gets dirty less frequently
  • Fixed "1 vine" not being in the description for the "Plague Doctor" advancement
  • Widened the tooltips of the descriptions of the following advancements: "Farmer's Delight" , "Meat the Stew" , "Plague Doctor" , "Boiling Point" , "Almost Alchemy"
  • Acquiring bones can now give the bone flute recipe to the player

V1.3.7

  • Fixed sticks not being removed from survival/adventure mode players when interacting with dry tinder using sticks

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
  • 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

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

Project members

Wilozyx

Member

Details

Licensed CC0-1.0
Published 3 months ago
Updated a month ago