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
- Players spawn in with a random amount of intelligence (min: 0, max: 5)
- 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
- A packed kelp baseplate can be made by stirring a water-filled basket containing 9 kelp
- 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
Details
Licensed CC0-1.0
Published a month ago
Updated a day ago