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V1.4.1

  • Fixed a debug feature that got accidentally left on, where flame particles would be visible upon doing raycasts

V1.4.0

  • (NOTE: IM BACK!!! Took me a while to release this since I was out on a little month-long trip, but, its here! 1.4.0! Fun fact, this update was made within 2 days, so, expect some jank I guess... Report any bugs to me on discord!)
  • Added new system for preserving per-player data
  • Added system for storing the last important overly-realistic update a player has played
  • Removed debug message that would be displayed on death that was accidentally left enabled in the last update (woops...)
  • Fixed various player stats/attributes not being saved upon dying, causing them to be reset
  • Fixed the #overly_realistic:cant_collapse block tag missing a comma, thus being invalidated
  • Fixed the block gravity system not working correctly
  • Fixed players getting instantly saved upon dying
  • Fixed downed players' cameras being jittery when motion was applied to them
  • Fleeing animals will now try to avoid falling into water or lava if possible
  • Fixed fleeing animals acting erratic when in water/lava
  • Fixed fleeing animals forcefully sinking to the bottom of bodies of water
  • Fleeing animals, when in water, will still try to flee, although their movement will be slowed, and they will waste twice as much stamina
  • Fixed paper recipe not being registered
  • If a player wearing iron armor is attacked by an entity wielding an iron tool/weapon, a metallic hit sound will play
  • Optimized player sprinting checks
  • Metallic sounds will now be played when players are sprinting while wearing iron armor
  • Chainmail sounds will now be played when players are sprinting while wearing chainmail armor
  • The player's temperature stat is now shown as "Heat" in the actionbar and is now a percentage
    • This is purely a visual change and does not affect temperature as a gameplay feature whatsoever
    • Previously this was shown as "Temperature: 20/100" / now its "Heat: 20%"
  • Slightly rehauled thirst mechanics
    • Thirst is now shown as a percentage in players' actionbars
    • The thirst stat as a value is now capped at 100 rather than 10
    • Previously, thirst would decrease by 1, and would decrease quicker if various requirements were met, now, the same requirements and timer apply, but the amount of thirst that can decrease when the timer is up has changed, and various factors contribute to it
      • The amount of thirst decreased is dependent on: if the player is sprinting / if the player's stamina is low / if the player's temperature is 70 or higher / if the player is ill and/or bleeding / if the player is exposed to sunlight during the day / if the player is in a hot biome
      • Anywhere from 1 up to 10 thirst can be decreased at a time, depending on how many of those factors are present
    • When updating to this version from an older one, players will automatically get 100% thirst
  • The 'max thirst' setting has now been removed
  • Actions that would increase or decrease thirst by certain values, now have those values changed, due to the change above
    • When time is passing while everyone is sleeping, your thirst will have a random decrease, with a value chosen from 1 to 9, every 80 real ticks (previously, this was 1 thirst per 80 ticks)
    • The 'high stats' check for sanity increases now checks for 73+ thirst instead of 8+
    • The 'low stats' check for sanity decreases now checks for 30- thirst instead of 3-
    • When taking high amounts of burn damage at once, your thirst will have a random decrease with a value chosen from 3 to 9, (previously, this was 1 thirst)
    • The thirst check for regeneration time now checks for 80+ & 40+ thirst instead of 8+ and 4+
    • The thirst requirement for showing the "unwell" status is now 0-25 instead of 0-3
    • The game now clamps thirst with the new values (0-100)
    • Clean water now replenishes 70-85 thirst (previously was 3)
    • Dirty water now replenishes 6-15 thirst (previously was 1)
    • Honey now replenishes 60-70 thirst (previously was 3)
    • Sea water now has a 33% chance of replenishing 6-15 thirst (previously was 33% for 1)
    • Sea water now has a 33% chance of decreasing 23 thirst (previously was 33% for 1)
    • Sweet berry drinks & sweetened sweet berry drinks now replenish 80-95 thirst (previously was 5 for both)
    • Brown coconuts now replenish 10-25 thirst (previously was 2)
    • Green coconuts now replenish 25-48 thirst (previously was 3)
    • Juicy apples now replenish 7-12 thirst (previously was 1)
    • Juicy melons now replenish 8-14 thirst (previously was 1)
    • Meat stews & vegetable stews now replenish 60-90 thirst (previously was 5 for both)
    • Drowning now replenishes 10-18 thirst
  • Removed unneeded files
  • The illness cooldown acquired from getting healed from an illness has been slightly increased (was 520, now its 650)
  • There is now a 1 in 34 chance of a 'sculk scare' event happening to a player with low sanity
    • During this event, the player will hear a sculk sensor and shrieker sounds, followed by gaining the darkness effect
    • This may only happen if the player is below Y=0
  • When spawning, predator/aggressive animals now have a 33% chance of having the "tribal fear" trait
    • Animals with the tribal fear trait have an inherit fear of players wearing the tribal mask item
    • When encountering 3 or more players wearing a tribal mask, an animal with the tribal fear will choose to flee
  • Players are now more likely to get dirty when in swamps
  • If a player's sanity is at or below 5 then theres an 8% chance every 5 minutes that their intelligence will be decreased by 1
  • Cobwebs can no longer fall due to gravity
  • Some blocks now instantly fall when above air blocks, regardless of adjacent support
    • These are the following: dirt, mud, grass blocks, podzol, mycelium, dirt paths, coarse dirt, rooted dirt, pumpkins, and melons
  • Slightly optimized the block gravity system
  • Campfires on low fire time will now display black smoke particles eminating from the fire
  • Players can now create footstep markings when above snow blocks
  • The entity and block interaction range increase acquired from holding a spear has been buffed (previously, was 1.85, now its 2.85)
  • The trident now has the same block and entity interaction range as the spear
  • There are now more chances to get more intelligence from discovering new biomes
  • It should now take less hits to an anvil to forge iron equipment
  • Added a realistic body damage system
    • When a player is directly damaged by an entity, the game will now check where the victim got hit, this is a possible area out of 3 points of interest: it'll either be the head, the torso, or the legs
      • This is checked by seeing where the attacker is facing in relation to the victim, so if the attacker entity was looking at the victim's head while attacking, the head area will be chosen as the area that was attacked
    • There are various different effects/events that are able to be triggered depending on the area of the body that was hit
    • If the victim's head was hit, the following will happen:
      • The victim will receive an extra heart and a half of damage, regardless of how much damage the original hit did
      • There is a 15% chance that the victim will receive blindness for 2 seconds
      • There is a 20% chance that the victim will get nausea for 10 seconds
      • There is a 5% chance that the victim's sanity will decrease by 2
      • If the victim is wearing a chainmail helmet, the above chances are divided by 0.2x, or 0.5x if its an iron helmet
    • If the victim's torso was hit, the following will happen:
      • The victim will receive extra knockback
      • There is a 25% chance that the victim's stamina is decreased by 3
      • There is a 20% chance that the victim gets hunger II for 3 seconds
      • If the victim is wearing a chainmail chestplate, the above chances are divided by 0.3x, or 0.6x if its an iron chestplate
    • If the victim's legs were hit, the following will happen:
      • The victim will lose 10% of their max stamina worth of stamina
      • There is a 33% chance the victim will get slowness for 2 seconds
      • There is a 10% chance the victim will get an extra 5 stamina reduced
      • If the victim is wearing chainmail leggings, the above chances are divided by 0.25x, or 0.55x if its iron leggings
  • Players will now lose stamina when placing blocks
    • The amount of stamina lost is dependent on the type of block being placed
    • There are 3 tiers of weight to blocks: soft blocks (like dirt, gravel, sand; reduces 1 stamina) / heavy blocks (like logs, stone, cobblestone; reduces 2 stamina) / very heavy blocks (like iron blocks, gold blocks, anvils; reduces 3 stamina)
    • Players in creative mode are not affected by this
  • Increased the max amount of stamina a player can be naturally born with
    • Was previously 52, now its 100
  • Players' stamina will now be reduced faster if they are at high altitudes
  • When blocking an attack with a shield, the player blocking now has a 50% chance to lose 1-2 stamina
  • Rotten flesh can now be used as bait for fishing rods
  • Changed the recipe for shears; it now requires 3 sticks, 2 leather, and 2 iron ingots
  • Players' stamina will be reduced faster if they are swimming while wearing iron armor
  • Added new wisdom skill system which rehauls the old intelligence system
    • Players have 12 "wisdom skills" these being: equitation / fishing / mining / combat / husbandry / building / archery / cookery / blacksmithing / healthcare / scribing
    • Wisdom skills dictate player's abilities to do certain actions, either proficiently or at all
    • Doing certain actions will increase an "experience/XP" meter for a specific skill depending on the action (ie. fishing will raise the fishing XP, mining ores will raise the mining XP, shooting bows will raise the archery XP, etc)
    • The intelligence stat will no longer have a direct affect on gameplay, instead, it will be used to support wisdom skills
      • When wisdom skill experience is gained, half of your intelligence will be added to the experience gain. This follows this formula: '(Intelligence / 2) + XP'
    • When gaining wisdom skill experience, other skills' experience levels will be reduced
      • The amount reduced from each skill follows this equation, where Y is your current intelligence level, and X is a random value from 5 to 60: 'Y / 10 - X'
      • If the experience level of that skill level goes below 0, the player's level will decrease by 1 and their experience will be set to half that of the new level's max experience threshold/cap
    • Each skill level has an experience threshold you must pass to level up the skill
      • Leveling up the skill level will reset the experience to 0 and will increase the experience cap/threshold by 1200 (so to calculate the amount of experience you need per level, it would simply be 'currentSkillLevel * 1200')
    • The following actions correspond to the following wisdom skills:
      • Equitation
        • Riding a horse for 1km will give the player 80 experience
        • Feeding a horse or other equidae will give the player 8 experience
        • Taming a horse or other equidae will give the player 75 experience
        • Breeding a horse or other equidae will give the player 60 experience
        • Crafting saddles or horse armor will give the player 35 experience
      • Fishing
        • Crafting a fishing rod will give the player 45 experience
        • Successfully hooking the rod upon something but not catching a fish will give the player 20 experience
        • Successfully hooking the rod upon a fish and catching it will give the player 80 experience
        • Killing fish will give the player 70 experience
        • Catching a fish in the ocean will give the player 90 experience
        • Crafting a fishing rod with bait will give the player 30 experience
      • Mining
        • For every 32 stone blocks mined, the player gets 35 experience
        • For every 32 deepslate blocks mined, the player gets 70 experience
        • Placing torches/lanterns while below Y=25 will give the player 3 experience
        • Being below Y=30 while having a pickaxe/lantern/torch in your mainhand or offhand will increase experience per-height
          • Y0 - Y30 = 40 experience
          • Y-1 - Y-30 = 45 experience
          • Y-31 - Y-50 = 50 experience
          • Y-51 and below = 55 experience
        • For every 5 iron ingots smelt, the player gets 60 experience
        • For every 5 gold ingots smelt, the player gets 80 experience
        • For every 5 copper ingots smelt, the player gets 40 experience
      • Combat
        • For every 10 hits a player deals to an entity without a weapon/tool, the player gets 15 experience
        • For every 10 hits a player deals to an entity with a weapon/tool, the player gets 30 experience
        • For every 10 attacks a player blocks with a shield, the player gets 20 experience
        • Whenever an entity is killed without a weapon, the player gets 50 experience
        • Whenever an entity is killed with a weapon, the player gets 65 experience
        • For every 10 attacks the player receives while wearing chainmail or iron armor, the player gets 35 experience
      • Husbandry
        • For every 10 crops planted, the player gets 25 experience
        • For every 25 dirty crops washed in water, the player gets 30 experience
        • When breeding animals, the player gets 40 experience
        • For every 20 blocks tilled with a hoe, the player gets 30 experience
        • For every 10 sheep sheared, the player gets 20 experience
        • For every 20 sweet berry bushes that the player harvests, the player gets 30 experience
      • Building
        • For every 25 weighted blocks placed, the player gets 20 experience
          • Weighted blocks are blocks which cause the user to lose stamina when placing
        • For every 25 decorational blocks placed, the player gets 25 experience
          • Decorational blocks include decorated pots, flower pots, carpets, beds, cakes, signs, barrels, candles, and banners
        • For every 32 building blocks crafted/smelt, the player gets 40 experience
          • Currently, this supports: bricks block, stone, stone bricks, deepslate, deepslate bricks, item frames, paintings, terracotta, glass, looms, candles, scaffolding, barrels, and chests
        • For every 30 blocks transformed into dirt paths, the player gets 15 experience
      • Archery
        • When hitting the middle of a target block from 30 or more meters away, the player will get 60 experience
        • When hitting the middle of a target block from 100 or more meters away, the player will get 130 experience
        • When shooting an entity with an arrow, the player will get a varied amount of experience depending on the distance traveled by the arrow
          • 10+ meters = 8 experience
          • 30+ meters = 40 experience
          • 100+ meters = 90 experience
        • For every 15 arrows crafted, the player gets 20 experience
      • Cookery
        • For every 10 food items crafted/cooked/baked, the player gets 40 experience
        • When successfully creating food/drinks in the basket, the player will get 40 experience
        • When successfully creating additionals in the basket, the player will get 20 experience
        • For every 20 cookery ingredient items crafted, the player gets 20 experience
          • These items are: sugar, glass bottles, waterskins, and bowls
        • When making a cake, the player will get 50 experience
        • For every 25 crops washed, the player will get 35 experience
      • Blacksmithing
        • When forging a tool on an anvil, the player will get 80 experience
        • When sharpening equipment on a grindstone, the player will get 50 experience
        • When heating or cooling down equipment, the player will get 40 experience
        • When crafting iron or chainmail equipment, the player will get 40 experience
          • Equipment refers to weapons, tools, and armor
        • For every 5 iron ingots smelt, the player will get 60 experience
        • For every 5 copper ingots smelt, the player will get 55 experience
        • For every 5 gold ingots smelt, the player will get 65 experience
      • Healthcare
        • When crafting bandages, the player will get 30 experience
        • When making poisoned arrows or a poison additional in a basket, the player will get 30 experience
        • When making a healing stew in a basket, the player will get 60 experience
        • When successfully helping up a downed player, the player will get 150 experience
      • Scribing
        • For every 20 pieces of paper crafted, the player gets 20 experience
        • For every 10 books crafted, the player gets 65 experience
        • For every 10 bookshelves crafted, the player gets 130 experience
        • For every 5 minutes, if the player is near bookshelves, the player will get 70 experience
        • For every 5 minutes, if the player is near item frames with filled maps in them, the player will get 70 experience
        • When discovering a new biome while holding a filled map, the player will get 160 experience
    • The player will now get certain benefits from having certain wisdom skill levels
      • (NOTE: A lot of these categories/skills don't have as many benefits as I would like them to, I will be adding onto them through out future updates!)
      • These benefits are as follows:
      • Equitation
        • Level 1: Ridden equidae receive 25% less damage
        • Level 2: Ridden equidae move 25% faster
        • Level 3: Ridden equidae jump 25% higher
        • Level 4: Ridden equidae receive 45% less damage, move 45% faster, and jump 45% higher
        • Level 5: Ridden equidae receive 66% less damage, move 66% faster, and jump 66% higher
      • Fishing
        • Level 1: Higher likelihood of catching fish
        • Level 2: 1-2 fish can be caught when successfully hooking a fish, higher likelyhood of catching a fish
        • Level 3: 1-3 fish can be caught when successfully hooking a fish, higher likelyhood of catching a fish
        • Level 4: Higher likelihood of catching fish
        • Level 5: 1-5 fish can be caught when successfully hooking a fish, higher likelyhood of catching a fish
      • Mining
        • Level 1: +0.15 block breaking speed, 50% chance for an extra coal per broken coal ore, 5% chance for an extra raw iron per broken iron ore, 10% chance for an extra raw copper per broken copper ore, less chances to get cobblestone/cobbled deepslate from mining copper ore
        • Level 2: +0.2 block breaking speed, 18% chance for an extra raw iron per broken iron ore, less likely to get cobblestone/cobbled deepslate when mining iron, 25% chance for an extra raw copper per broken copper ore
        • Level 3: +0.4 block breaking speed, Always get 1-3 coal per broken coal ore, 25% chance for an extra raw iron per broken iron ore, 33% chance for an extra raw copper per broken copper ore, 10% chance for an extra raw gold per broken gold ore, 15% chance for an extra redstone dust per broken redstone ore
        • Level 4: +0.6 block breaking speed, 33% chance for an extra raw iron per broken iron ore, 40% chance for an extra raw copper per broken copper ore, less chances to get cobblestone/cobbled deepslate from gold ore, 25% chance for an extra redstone dust per broken redstone ore
        • Level 5: +0.75 block breaking speed, 20% chance for an extra raw gold per broken gold ore, 33% chance for an extra redstone dust per broken redstone ore, 10% chance for an extra diamond per broken diamond ore
      • Combat
        • Level 1: +8% attack damage
        • Level 2: +0.05 attack speed / getting attacked while blocking with a shield will decrease less stamina
        • Level 3: +15% attack damage / +0.5 entity reach
        • Level 4: +0.1 attack speed / the movement slowness caused by wearing chainmail/iron armor is decreased
        • Level 5: +20% attack damage / +0.2 attack speed, +1.5 entity reach, +0.5 attack knockback, getting attacked while blocking with a shield will no longer decrease stamina
      • Husbandry
        • Level 1: Carrot and potato crops yield more items when harvested
        • Level 2: Wheat crops yield more items when harvested
        • Level 3: When wielding a hoe / the player will receive +2.0 block interaction range
        • Level 4: Melons will yield more items when harvested
        • Level 5: When wielding a hoe / the player will receive +3.5 block interaction range
      • Building
        • Level 1: +1.0 block interaction range
        • Level 2: +0.08 block breaking speed / decreased stamina reduction from level 1 (heavy) weighted blocks
        • Level 3: +2.0 block interaction range / decreased stamina reduction from level 2 (very heavy) weighted blocks
        • Level 4: +3.0 block interaction range / decreased stamina reduction from level 0 (light) weighted blocks
        • Level 5: +0.15 block breaking speed, take less fall damage / fall from taller heights without taking fall damage
      • Archery
        • Level 1: Arrows deal +1 heart of damage to shot entities
        • Level 2: All fired arrows are crit arrows
        • Level 3: Arrows deal +1.5 heart of damage to shot entities
        • Level 4: All arrows shot from bows are piercing arrows which allows the arrow to go through an entity and damage at most 2
        • Level 5: Arrows deal +2.5 heart of damage to shot entities, disabled arrow spread
      • Cookery
        • Level 1: Receive saturation every few minutes
        • Level 2: Give saturation to nearby players every few minutes
        • Level 3: 15% chance to get extra servings when baking potatoes into baked potatoes or baking bread into baked bread
        • Level 4: 15% chance to get extra servings when cooking meat
        • Level 5: 15% chance to get extra servings when making a cake or a pumpkin pie
      • Blacksmithing
        • Level 1: Sharpened tools deal slightly more damage
        • Level 2: Tools are sharpened quicker on grindstones
        • Level 3: Sharpened tools deal more damage
        • Level 4: Tools are forged quicker on an anvil
        • Level 5: Ability to speed up blast furnaces if they are 1 block away
      • Healthcare
        • Level 1: Illnesses pass twice as fast, less likely to get ill
        • Level 2: Help downed players twice as fast
        • Level 3: Make sick players get healed faster if they are up to 20 blocks away / +2 hearts of max health
        • Level 4: Regenerate all nearby players if they are up to 10 blocks away every 15 seconds / +3 hearts of max health
        • Level 5: Regenerate your health faster / +4 hearts of max health
      • Scribing
        • Level 1: Gain an extra book for every 10 books crafted / gain an extra sheet of paper for every 10 paper crafted
        • Level 2: Every 5 minutes, have a 25% chance that all players within 25 meters will increase their intelligence by 1 (including self) / gain 2 extra books for every 10 books crafted
        • Level 3: Every 5 minutes, have a 33% chance that all players within 25 meters will increase their intelligence by 1 (including self)
        • Level 4: Gain 2 extra sheets of paper for every 10 paper crafted / if a player within 32 meters away levels up in any wisdom skill, they will start that new level with 1000 experience off the bat
        • Level 5: Ability to use the scribe book (see below) / every 5 minutes, increase all wisdom skills of every player within a 15 meter distance by +5
    • Added new "Scribe Book" item
      • If a player attempts to use it while not having high enough scribing skill, the player will simply get a warning
      • When looking at a player and using the scribe book, after 2 seconds of holding down the interact button/key, the player will be shown a GUI that tells them all of the selected player's wisdom stats (levels, experience, and experience needed to level up)
      • When using the scribe book while shifting, the player will get their own wisdom stats instead of a select player's
    • Removed the intelligence checks, buffs, and requirements from the following:
      • Fishing loot table
      • Ore loot tables
      • Crop loot tables
    • Optimized intelligence stat additions

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

Project members

Wilozyx

Member

Details

Licensed CC0-1.0
Published 3 months ago
Updated 3 hours ago