Overly Realistic v1.3.0 for 1.21.6+

Changelog

V1.3.0

  • Players now have an intelligence level
    • Players spawn in with a random amount of intelligence (min: 0, max: 5)
      • Players who have played previous versions of this project will always start off with 0 intelligence
    • Intelligence can be gained by:
      • Being near bookshelves
      • Making a sharpened flint out of a flint flake
      • Making a forged iron tool with a forging hammer on an anvil
      • Sharpening a forged iron tool in a grindstone
      • Naturally playing and passing time
      • Being nearby other players
      • Crafting tools, armor, shields
      • Discovering new biomes
      • Mapping out parts of the world with maps
    • Intelligence maxes out at 100
    • There is a higher likelyhood of ores dropping cobblestone/cobbled deepslate when mined by a player with lower intelligence
    • Durability loss in tools is greater if the player has lower intelligence
    • Players are more likely to do less damage to entities they hit if the player has lower intelligence
    • Players are less likely to successfully catch fish if they have lower intelligence
    • Flint drops from gravel blocks are more likely if the player who broke the block has higher intelligence
  • Added new function tags
    • '#overly_realistic:general_loops/main_6000t'
    • '#overly_realistic:general_loops/main_1200t'
    • '#overly_realistic:general_loops/main_4t'
    • '#overly_realistic:general_loops/main_6t'
  • Removed debug message that would be displayed when sharpening a forged iron tool
  • Created new internal modular block system
  • Fixed sanity system's player detection counting unneeded players
  • Smelting iron in a furnace now only outputs iron nuggets, to get iron ingots you must put the raw iron into a blast furnace
  • Fixed carrying a compass sometimes not showing the player stats in certain rotations
  • Added the '#overly_realistic:general_loops/main_300t' function tag
    • Called every 300 game ticks
  • Rehauled how you acquire leather
    • The hides dropped by animals are no longer leather-adjacent, and do not look like leather anymore
    • You can now craft a "Tanning Rack" block with 2 sticks and 2 planks
      • These come in any wood type variation
    • When a tanning rack is placed down, you can right click it with hide to put it into the rack
      • Interacting with it again will remove the placed-down hide
    • Tanning racks will slowly transform hide into leather through time, although, players can continuously interact with the filled rack with either sticks or logs to slowly speed up this process
  • Buffed the chances to get hide from common animals
  • Stone hatchets now require the new hide items
  • Added more advancements to reflect the changes made in this update
  • Changed the description of certain advancements as to be more informative
  • Sharpened bones now have durability
    • Their durability decreases when attacking entities
    • They have slightly less durability than a wooden sword
    • Sharpened bones now have slightly more attack damage output
  • Players can now craft sharpened sticks with 1 stick and 1 flint
    • Sharpened sticks are used as early game weapons, they have durability and an attack damage value of 2.0
  • Dirt can now be dropped into water or water cauldrons to be turned into mud
  • Players can now craft packed mud from 2 mud and 2 dirt
  • Packed mud can now be placed on campfires and be smelted into mud bricks
  • Added new "Wooden Spoon" item
    • Can be crafted with 1 wooden shovel, 1 plank, and 1 stick
  • Added the new "Basket" block
    • Can be crafted with 5 planks and 3 mud bricks
    • Players can place/take water from it by interacting with it using water buckets/buckets/water bottles/glass bottles
    • Baskets have a chance to be filled with water when exposed to rain
    • Players can interact with water-filled baskets while holding items to place them into the basket
      • Interacting with the basket with an empty hand or breaking the basket will drop the items
    • Water-filled baskets that are placed over lit campfires will slowly boil its contents
      • You can detect whenever a basket starts boiling as it will display popping bubble sounds and particles
      • Baskets that have reached their maximum boil time (meaning they have been boiling for atleast 50 seconds) will display additional water particles
    • Players can stir baskets with wooden spoon items if there is water or other contents inside the block
    • Water that is output into glass bottles from water-filled baskets will always be dirty, unless the basket has reached its maximum boil time, in which case it will output clean water
  • Added new recipe system involving baskets
    • A packed kelp baseplate can be made by stirring a water-filled basket containing 9 kelp
      • This is what is called an "additional" meaning it is a non-item additive ingredient, you can interact with the basket with an empty hand to remove additionals
    • Healing stews can now be made through the basket, it is created with a packed kelp baseplate, while the basket is boiling, alongside the old recipe's items
    • The "Vegetable Stew" and "Meat Stew" soups can now be prepared in a basket
      • Vegetable stews provide high saturation and replenishes thirst
      • Meat stews provide high nutrition and replenishes thirst
    • 9 sweet berries can be stirred inside a water-filled basket to be turned into a packed sweet berry baseplate additional
    • A basket with a packed sweet berry baseplate can be fermented by cutting off any possible air from entering the basket
      • You can do this by placing a block above the basket as a sort of lid
      • Note that the block must disallow air from entering/escaping so having a trapdoor that is open is ineffecive, but having a close trapdoor is acceptable
      • Fermenting it for a few minutes will turn the additional into a "fermented sweet berry baseplate" additional, making it look more purple
      • You can't have the basket boiling while it is being fermented
    • A fermented sweet berry baseplate can be boiled, which makes it look more red-ish
      • After this the player can pick the liquid up from the basket with a glass bottle to get a "Sweet Berry Drink" item
      • If the player places 9 sugars on the basket before picking up the liquid, they will instead get a "Sweetened Sweet Berry Drink"
    • Sweet berry drinks can be drank to hydrate the user and replenish hunger and saturation
      • Sweetened sweet berry drinks replenish more nutrition & saturation, making it slightly better than a golden carrot
      • Drinking too many too quickly can cause the player to gain nausea
  • Healing stews can no longer be made through a crafting table, it must now be made through baskets
  • Naturally aggressive wolves will now use the angry-wolf texture when being spawned in
  • Heavy entities like players, cows, sheep, horses, etc can break ice blocks that they are standing on
    • This only happens if the ice block they are standing on is not supported by a solid or considerable block
    • Nearby ice blocks have a chance to break or turn into frosted ice and break with time aswell
  • Players will now become slower when walking on/atop snow/snow blocks
  • Added new "Snow Boots" item
    • Similar functionality to leather boots
    • Can be crafted with planks, sticks, and leather boots
    • When worn, the player will not be slowed down when on snow and won't break ice blocks when walking on them
  • Capitalization in advancement names should now be a bit more uniform
  • Added new "Waterskin" item
    • Crafted with 1 hide of any type and 1 vine or string
    • Supposed to be used as an early-game way to collect and drink water
    • Crafting this item will give the player an empty waterskin
    • When right clicking on a water source block with it, the waterskin will pick up the water, removing the block, and transforming the empty waterskin into a filled waterskin
      • If the water source block was in an ocean (or ocean-adjacent) biome, the waterskin will turn into a "Sea-Water-Filled Waterskin"
      • If the water source block was not in an ocean (or ocean-adjacent) biome, the waterskin will turn into a "Dirty-Water-Filled Waterskin"
    • Drinking from dirty-water-filled waterskins will cause the player to gain hunger & nausea and rarely an illness, it will also replenish 1 thirst
    • Drinking from a sea-water-filled waterskin will give the player similar effects, although, it will have 33% chance of either replenishing 1 thirst, subtracting 1 thirst, or not affecting thirst at all
    • Waterskins use bundle item models and have a durability bar to visualize if they are empty/filled
  • Thirst is now decreased faster by default
  • Thirst can now be decreased quicker under certain conditions, such as:
    • If the player is ill
    • If the player is running
    • If the player is low on stamina
    • If the player's temperature is too high
    • If the player is bleeding
    • If the player is exposed to the sun during daytime
  • Fixed a minor bug related to capping the illness cooldown value
  • Polar bears now drop "Polar Bear Hide" items
  • A "Preparation Plate" block can now be crafted with 2 flint, 1 leaf litter, and 1 vine
    • The preparation plate serves as an early-game crafting table so the player can craft some more complex recipes early-on
    • Interacting with the preparation plate with an item in your mainhand will make it so that item is placed on the plate
    • Interacting with the preparation plate with an empty hand will attempt to craft a specified item depending on the contents of the preparation plate
    • Shifting and interactiong with a preparation plate will remove all items from it
  • Stone hatchets can no longer be crafted through the player's inventory, they now need to be made in the preparation plate, they utilize the same recipe as before (1 hide, 1 sharpened flint, 1 stick, and 1 vine)
  • Short bows can no longer be crafted through a crafting table, they now need to be made in the preparation plate, to craft them, you need 3 sticks, 3 vines, and 1 flint
  • Added a new "Wooden Arrow" item
    • Can be made in a preparation table with 1 sharpened stick and 1 vine
    • Can be shot from bows just like a normal arrow
    • Wooden arrows travel less far than normal arrows and have more gravity/weight applied, although they are cheaper to craft
    • Intended to be used during early-game progression
  • Added new "Wooden Spear" item
    • Can be crafted in a preparation table with 1 sharpened stick and 1 flint
    • Holding down the "use" keybind (right click by default) will allow you to charge up a spear throw
    • Thrown spears can damage any entity that they come across, they do nearly 3x the amount of damage they normally do in melee (2.35 & 6.8 for melee and thrown, respectivelly)
    • When colliding with a block or entity, a thrown spear will break off into its item form and will lose 1-3 durability
  • Optimized operations done with arrows & bows
  • Added internal system to modify held items
  • Added new "Dry Tinder" block
    • Crafted on a preparation plate with 2 vines and 7 leaf litters
    • This block serves as a replacement for the old "drop 10 sticks on the ground for a campfire" concept
    • As such, dropping 10 sticks on the ground will no longer do anything
    • Players can interact with the dry tinder while having sticks on their mainhand to place them on the dry tinder pile
    • Shifting + interacting with dry tinder will remove any sticks placed on it
    • Interacting with dry tinder without utilizing sticks while the block already contains 10 sticks will replace it with a campfire
  • Replaced string requirements in iron tool recipes with leads instead
  • You can now craft armor stands with arms using sticks, armor stands, and string
  • Melons can now drop "Juicy Melon Slices" alongside normal melon slices
    • Eating juicy melon slices will replenish some thirst
  • Oak leaves can now drop "Juicy Apples" alongside normal apples
    • Eating juicy apples will replenish some thirst
  • When getting ill, a player now has a 10% chance of getting a harsher illness, which has additional functionalities
    • Certain harsh illnesses make it so the player maintains higher body temperature
    • Certain harsh illnesses make it so the player maintains lower body temperature
    • Certain harsh illnesses can make it so the player gets nausea, slowness, or weakness
    • Certain harsh illnesses can give the player poison 3
  • Fixed pluralization issue in the "Dirty Work" advancement description
  • Dirt now has a 10% chance of dropping a "Maggot Meat" item
    • When consumed, half a hunger bar is replenished and the player has a 5% chance of getting an illness
  • Players flying in creative mode will no longer lose stamina
  • Players flying with an elytra while pressing their sprint keybind will no longer lose stamina
  • Campfires can emit more and longer-lasting smoke depending on how much fuel they currently have
  • Slightly increased the drop rate of flint from breaking gravel
  • Fixed being able to attempt to strip a stripped log
  • Increased the max amount of stamina a player can spawn in with by default (previously: 32, now: 52)
  • Spiders will now randomly spawn in forests and jungles, even during daytime
    • When being spawned in, they may create cobwebs in the surface
  • Spiders can now randomly place down cobwebs from time to time
  • TNT will now display less particles if there are other nearby TNT around its explosion
  • TNT will now clear nearby water blocks upon exploding
  • Randomized stone/cobblestone/stone brick/deepslate blocks can now become infested with silverfish
    • This happens rather rarely and slowly
  • Randomized cobblestone/stone brick blocks can now be turned into their mossy variants
    • This happens rather rarely and slowly
  • The glass bottle recipe now requires 2 string and a plank
  • Frogs can now randomly, naturally, spawn in most biomes
  • Enhanced aggro/predator animal behaviour
    • Aggressive animals can have "smart fear" meaning, if they detect that there are 3+ players nearby and there are less than 3 other common animals nearby, they will no longer be aggro, instead, they will choose to flee
    • This "smart fear" attribute can be dependent on animal size
    • 30% of normal and large scaled aggressive animals will have this attribute
    • 85% of smaller scaled animals will have this attribute
  • Centralized specialized items into loot tables
  • All items added by Overly-Realistic now have custom_model_data strings to allow 3rd party resource packs to easily modify their textures
  • Spiders now have a 38% chance of dropping a "Spider Meat" item
    • This item is equivalent to rotten flesh dropped by zombies
  • Silverfish now have a 15% chance of dropping a "Silverfish Meat" item
    • This item is equivalent to rotten flesh dropped by zombies
  • Crops like carrots and potatoes, when dropping their contents, will now drop "dirty" items
    • When eaten, the user will get an illness
    • To clean it, the player must drop it into water
    • Clean foods can be eaten normally without the risk of illnesses
  • Disabled repairing tools/equipment by combining 2 of the same item
  • Fixed bees not being small
  • Silverfish are now smaller
  • Ocelots are now treated as common animals, meaning: they can become aggro, they can flee, they have complex thought, etc
  • It no longer takes a randomized short while for entity data to update when the entity is spawned in with spawn eggs
  • Puddles are now more commonly generated
  • Optimized looping operations
  • Fixed boats not dropping anything when being broken by a fall
  • Fixed player falling operations being done more times than needed
  • Fixed players being able to dry off by being near unlit campfires
  • Fixed the rain not getting players wet for long enough
  • Fixed campfires not drying off players quick enough

Files

wilos-overly-realistic-v1.3.0.jar(1.17 MiB) Primary Download

Project members

Wilozyx

Member

Details

Licensed CC0-1.0
Published a month ago
Updated a day ago