All Mods Resource Packs Data Packs Shaders Modpacks Plugins
Overly Realistic

Overly Realistic

by Wilozyx • Downloads: 0 • Followers: 0
Description
Gallery
Changelog
Versions

Overly Realistic title line divider

Overly Realistic banner

line divider

Overly Realistic is a datapack & mod that adds a variety of features to minecraft, it mainly aims to incentivize cooperation between various players through a medium of realism! 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 hard and unfruitful, meaning, players need to (and are pushed to) be grouping into tribes in order to more easily progress and survive.

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

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

warning icon Also note that if you are using the datapack version of Overly-Realistic, you will need to use the resourcepack found here

update icon Overly Realistic has pretty frequent updates (updated every 1-2 weeks currently!) - Make sure you check up on this page from time to time!!

beta icon While the versions uploaded for this project are marked as releases, such versions should be considered as beta updates! There is still a lot I haven't done/changed/added!

line divider

features title

  • advancement icon New advancement system as a progression tree
    • Minecraft's vanilla advancements have been removed and replaced with Overly-Realistic's advancements, which act as a progression tree to help players know what they should be doing to progress.
    • All advancements fully explain and describe the next progression milestones, so players are able to play without tabbing into a wiki all the time or remaining hopeless.
  • progression icon Progression overhaul
    • Progression is now much more realistic and made with cooperative aspects in mind, making it both harder and more complex, although, in a way that is easy to understand and follow.
  • player stats icon Various new player stats
    • Players must now care for their temperature, thirst, sanity, stamina, hygiene, vitality, and many other stats.
    • Players now have genetics, which affect various aspects of the game such as movement speed, attack damage, height, etc. Genetics can be customized in a character customization menu when spawning in.
    • Players are now generally much weaker and slower when spawning in, although, they can train their stats to improve them through time.
  • health icon Harsher health
    • Health is now much harder to manage, and will generally require a groupmate who can specialize into healthcare: players are able to bleed, fracture bones, get infections, create medicinal items, receive illnesses, etc.
    • Players are able to receive different debuffs depending on what body part they were hit on.
    • Natural regeneration is now slower and dependent on various factors.
  • hunger icon Hunger complexity
    • Players must eat different types of foods so they are able to manage their nutrients: fats, proteins, and carbs. Only ever eating 1 type of food is no longer a viable approach.
    • Players' hunger now decreases through time, and, the lower the player's hunger, the weaker they get.
  • wisdom icon New wisdom and intelligence systems
    • Certain actions can add up onto skill experience, which allows players to be able to become better in that skill through time. Wisdom skills include combat, blacksmithing, cookery, archery, healthcare, etc.
    • Wisdom skills have categories, those being: primary skills, secondary skills, and sub-skills.
    • When leveling up one skill, other skills of the same category will decrease in level (by default), which makes it so one singular player isn't able to specialize into all skills at once, thus needing to rely on other players, who have specialized into different skill sets than their own.
  • animal icon Animal overhaul
    • Animals are now divided into 2 types, predators and prey; predator animals are aggressive towards players, while prey animals are not, and would rather flee when near a player.
    • Animal behaviour is now more complex: aggressive animals may choose to flee depending on factors like its current health and the amount of players hunting it. They prefer hunting down smaller groups and individual players, and may get scared off by larger hunting parties, meaning that the more players collaborating on hunting, the better.
    • Animals now spawn in with semi-randomized genetics, this affects their size, health, speed, damage, and knockback resistance. Animals' sizes affect their other stats: larger animals will have better health and damage but will be slower, while smaller animals will have lower health and damage genetics, but will also be faster, allowing players to be selective with their hunts. They will also have traits that change up their mannerisms.
    • Animals now have stamina, which is used up when fleeing, allowing players to exhaust animals through time, which makes them slower and more vulnerable.
    • Various animals now create corpses when being hunted down, allowing players to harvest hides, meats, and bones from them.
  • resource icon Resource changes
    • Resource scarcity is much more prevalent. Crops can only be farmed in certain biomes, and ores have a distinction of poor and high quality material, which is tied to which biome they were harvested in, this allows different groups of players to hold different goods and valueables, thus incentivizing trade, trade routes, conflicts, and cooperation.
  • more icon And much more!
    • Overly-Realistic provides a lot of content and heavily incentivizes the use of cooperation between groups of players!
    • An official Overly-Realistic wiki is in the works, and will soon become publicized!

100% Human-made badge (No AI Usage)

line divider

available on curseforge! available on modrinth! available on planet minecraft! available on smithed!

Available for Fabric Available for Forge Available for NeoForge Available for Quilt Available for Paper Available for Purpur Available for Spigot Available for Vanilla

line divider

Socials Title

Check me out on Youtube! Check me out on Smithed! Check me out on Planet Minecraft! Check me out on Modrinth! Check me out on Curseforge!

Join the discord!

Feel free to DM me on discord!

username: wilozyxx

line divider

Addons Title

[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
  • Base textures
    • Adds textures for the items added by Overly-Realistic
    • Supports v1.3.5 and above
  • Want me to feature your own addon? Contact me on discord! :)

[Projects that work well with Overly Realistic]

line divider

Additional Credits Title

Fever

For their various textures

Achim2393

For their various textures

Cowmoonist

For their hog texture and inspiration

SilicatYT

For their work on the ScoreFixer library, which this project uses

line divider

All Versions

+ Add Version
Name Game version Platforms Published Downloads Actions
26.2
Fabric Forge Neoforge Quilt
14h ago 1
26.2
Datapack
14h ago 1
26.2
Fabric Forge Neoforge Quilt
14h ago 1
26.2
Datapack
14h ago 1
26.2
Fabric Forge Neoforge Quilt
14h ago 1
26.2
Datapack
14h ago 1
26.2
Fabric Forge Neoforge Quilt
14h ago 1
26.2
Datapack
14h ago 1
26.2
Fabric Forge Neoforge Quilt
14h ago 1
26.2
Datapack
14h ago 1
26.1.x
Fabric Forge Neoforge Quilt
14h ago 1
26.1.x
Datapack
14h ago 1
26.1.x
Fabric Forge Neoforge Quilt
14h ago 1
26.1.x
Datapack
14h ago 1
26.1.x
Fabric Forge Neoforge Quilt
14h ago 1
26.1.x
Datapack
14h ago 1
26.1.x
Fabric Forge Neoforge Quilt
14h ago 1
26.1.x
Datapack
14h ago 1
26.1.x
Fabric Forge Neoforge Quilt
14h ago 1
26.1.x
Datapack
14h ago 1
26.1.x
Fabric Forge Neoforge Quilt
14h ago 1
26.1.x
Datapack
14h ago 1
26.1.x
Fabric Forge Neoforge Quilt
14h ago 1
26.1.x
Datapack
14h ago 1
26.1.x
Fabric Forge Neoforge Quilt
14h ago 1
26.1.x
Datapack
14h ago 1
26.1.x
Fabric Forge Neoforge Quilt
14h ago 1
26.1.x
Datapack
14h ago 1
26.1.x
Fabric Forge Neoforge Quilt
14h ago 1
26.1.x
Datapack
14h ago 1
26.1.x
Fabric Forge Neoforge Quilt
14h ago 1
26.1.x
Datapack
14h ago 1
26.1.x
Fabric Forge Neoforge Quilt
14h ago 1
26.1.x
Datapack
14h ago 1
26.1.x
Fabric Forge Neoforge Quilt
14h ago 1
26.1.x
Datapack
14h ago 1
26.1.x
Fabric Forge Neoforge Quilt
14h ago 1
26.1.x
Datapack
14h ago 1
26.1.x
Fabric Forge Neoforge Quilt
14h ago 1
26.1.x
Datapack
14h ago 1
26.1.x
Fabric Forge Neoforge Quilt
14h ago 1
26.1.x
Datapack
14h ago 1
26.1.x
Fabric Forge Neoforge Quilt
14h ago 1
26.1.x
Datapack
14h ago 1
26.1.x
Fabric Forge Neoforge Quilt
14h ago 1
26.1.x
Datapack
14h ago 1
1.21.11
Fabric Forge Neoforge Quilt
14h ago 1
1.21.11
Datapack
14h ago 1
1.21.11
Fabric Forge Neoforge Quilt
14h ago 1
1.21.11
Datapack
14h ago 1
1.21.11
Fabric Forge Neoforge Quilt
14h ago 1
1.21.11
Datapack
14h ago 1
1.21.11
Fabric Forge Neoforge Quilt
14h ago 1
1.21.11
Datapack
14h ago 1
1.21.11
Fabric Forge Neoforge Quilt
14h ago 1
1.21.11
Datapack
14h ago 1
1.21.11
Fabric Forge Neoforge Quilt
14h ago 1
1.21.11
Datapack
14h ago 1
1.21.11
Fabric Forge Neoforge Quilt
14h ago 1
1.21.11
Datapack
14h ago 1
1.21.11
Fabric Forge Neoforge Quilt
14h ago 1
1.21.11
Datapack
14h ago 1
1.21.11
Fabric Forge Neoforge Quilt
14h ago 1
1.21.11
Datapack
14h ago 1
1.21.11
Fabric Forge Neoforge Quilt
14h ago 1
1.21.11
Datapack
14h ago 1
1.21.11
Fabric Forge Neoforge Quilt
14h ago 1
1.21.11
Datapack
14h ago 1
1.21.11
Fabric Forge Neoforge Quilt
14h ago 1
1.21.11
Datapack
14h ago 1
1.21.11
Fabric Forge Neoforge Quilt
14h ago 1
1.21.11
Datapack
14h ago 1
1.21.11
Fabric Forge Neoforge Quilt
14h ago 1
1.21.11
Datapack
14h ago 1
1.21.11
Fabric Forge Neoforge Quilt
14h ago 1
1.21.11
Datapack
14h ago 1
1.21.11
Fabric Forge Neoforge Quilt
14h ago 1
1.21.11
Datapack
14h ago 1
1.21.11
Fabric Forge Neoforge Quilt
14h ago 1
1.21.11
Datapack
14h ago 1
1.21.11
Fabric Forge Neoforge Quilt
14h ago 1
1.21.11
Datapack
14h ago 1
1.21.11
Fabric Forge Neoforge Quilt
14h ago 1
1.21.11
Datapack
14h ago 1
1.21.11
Fabric Forge Neoforge Quilt
14h ago 1
1.21.11
Datapack
14h ago 1
1.21.11
Fabric Forge Neoforge Quilt
14h ago 1
1.21.11
Datapack
14h ago 1
1.21.11
Fabric Forge Neoforge Quilt
14h ago 1
1.21.11
Datapack
14h ago 1
1.21.11
Fabric Forge Neoforge Quilt
14h ago 1
1.21.11
Datapack
14h ago 1
1.21.11
Fabric Forge Neoforge Quilt
14h ago 1
1.21.11
Datapack
14h ago 1
1.21.11
Fabric Forge Neoforge Quilt
14h ago 1
1.21.11
Datapack
14h ago 1
1.21.x
Fabric Forge Neoforge Quilt
14h ago 1
1.21.x
Datapack
14h ago 1
1.21.x
Fabric Forge Neoforge Quilt
14h ago 1
1.21.x
Datapack
14h ago 1
1.21.x
Fabric Forge Neoforge Quilt
14h ago 1
1.21.x
Datapack
14h ago 1
1.21.x
Fabric Forge Neoforge Quilt
14h ago 1
1.21.x
Datapack
14h ago 1
1.21.x
Fabric Forge Neoforge Quilt
14h ago 1
1.21.x
Datapack
14h ago 1
1.21.x
Fabric Forge Neoforge Quilt
14h ago 1
1.21.x
Datapack
14h ago 1
1.21.x
Fabric Forge Neoforge Quilt
14h ago 1
1.21.x
Datapack
14h ago 1
1.21.x
Fabric Forge Neoforge Quilt
14h ago 1
1.21.x
Datapack
14h ago 1
1.21.x
Fabric Forge Neoforge Quilt
14h ago 1
1.21.x
Datapack
14h ago 1
1.21.x
Fabric Forge Neoforge Quilt
14h ago 1
1.21.x
Datapack
14h ago 1
1.21.x
Fabric Forge Neoforge Quilt
14h ago 1
1.21.x
Datapack
14h ago 1
1.21.x
Fabric Forge Neoforge Quilt
14h ago 1
1.21.x
Datapack
14h ago 1
1.21.x
Fabric Forge Neoforge Quilt
14h ago 1
1.21.x
Datapack
14h ago 1
1.21.x
Fabric Forge Neoforge Quilt
14h ago 1
1.21.x
Datapack
14h ago 1
1.21.x
Fabric Forge Neoforge Quilt
14h ago 1
1.21.x
Datapack
14h ago 1
1.21.x
Fabric Forge Neoforge Quilt
14h ago 1
1.21.x
Datapack
14h ago 1
1.21.x
Fabric Forge Neoforge Quilt
14h ago 1
1.21.x
Datapack
14h ago 1
1.21.x
Fabric Forge Neoforge Quilt
14h ago 1
1.21.x
Datapack
14h ago 1
1.21.x
Fabric Forge Neoforge Quilt
14h ago 1
1.21.x
Datapack
14h ago 1
1.21.x
Fabric Forge Neoforge Quilt
14h ago 1
1.21.x
Datapack
14h ago 1
1.21.x
Fabric Forge Neoforge Quilt
14h ago 1
1.21.x
Datapack
14h ago 1
1.21.x
Fabric Forge Neoforge Quilt
14h ago 1
1.21.x
Datapack
14h ago 1
1.21.x
Fabric Forge Neoforge Quilt
14h ago 1
1.21.x
Datapack
14h ago 1
1.21.x
Fabric Forge Neoforge Quilt
14h ago 1
1.21.x
Datapack
14h ago 1
1.21.x
Fabric Forge Neoforge Quilt
14h ago 1
1.21.x
Datapack
14h ago 1
1.21.x
Fabric Forge Neoforge Quilt
14h ago 1
1.21.x
Datapack
14h ago 1
1.21.x
Fabric Forge Neoforge Quilt
14h ago 1
1.21.x
Datapack
14h ago 1
1.21.x
Fabric Forge Neoforge Quilt
14h ago 1
1.21.x
Datapack
14h ago 1
1.21.x
Fabric Forge Neoforge Quilt
14h ago 1
1.21.x
Datapack
14h ago 1
1.21.x
Fabric Forge Neoforge Quilt
14h ago 1
1.21.x
Datapack
14h ago 1
1.21.x
Fabric Forge Neoforge Quilt
14h ago 1
1.21.x
Datapack
14h ago 1
1.21.x
Fabric Forge Neoforge Quilt
14h ago 1
1.21.x
Datapack
14h ago 1
### v3.16.2

  • Added new sneaking mechaning for animal-hunting
  • Animals can now detect players from farther away
  • If a player is crouching while near an animal, such player will only be detected from small ranges
  • Added preserved player heads
  • When combining either a honeycomb or a resin clump with a player head within crafting slots, a preserved player head can now be made
  • Preserved player heads do not decay into skulls after being placed
  • Preserved player head items have "Preserved" within their tooltips
  • Added new tips and changed existing tips
  • Added a new tip that is triggered when being near an animal while not crouching; it informs the user about the new sneaking mechanic
  • Added a new tip that is triggered when taking fall damage; it informs the victim about crouching as to reduce damage
  • Tweaked the animal-hunting tip to include a reference to the new sneaking mechanic
  • Changed various aspects of the wisdom menus
  • The specific skill menus (ie. the blacksmithing skill menu, the combat skill menu, etc) have been rehauled
  • Each of the levels specified within these UIs now have their own sub-menus
  • In these sub-menus, all requirements and benefits are displayed
  • The "Unlock Benefits" button now appears in each level sub-menu
  • Requirements will now be colored green if the user has met such requirement
  • The specified skill levels are now buttons, which take the user to the sub-menus, and they are now structured vertically instead of horizontally
  • These buttons will also show "X" or "check" symbols depending on the skill level of the user
  • The tooltip shown when hovering over the skill title will now show the user how much experience they have in that skill
  • Changed certain gameplay aspects related to crouching
  • The fall damage reduction gained from crouching is now dependent on the sneaking gene, and its potency is now dynamic
  • If the player crouches while having a positive sneaking speed gene value, they will now gain more resistance to knockback, the potency of which is dynamic
  • Changed certain parts of the character customization menu
  • The genetics pages are no longer numbered, and instead their titles just show a "Genetics" label
  • The "Sneaking Speed" gene is now called "Sneaking"
  • Its tooltip now also references the new sneaking-related mechanics
  • Water source blocks will no longer turn into air when filling up liquid-containing items as long as the water's location passes the following conditions:
  • The block is within an ocean, beach, or river
  • There is water touching all 4 of its horizontal faces and its bottom face
  • Healthcare level 2 no longer requires the player to help a downed player
  • Panicking fish will now be less likely to get stuck looking at walls
  • Increased the amount of time that is added to campfires' fuel when being fed with logs, planks, and other certain items
  • Bleeding and fractures will no longer be gained from falls if the fall damage is equivalent to less than 1 and a half hearts
  • Slightly optimized campfire operations
  • Optimized fish panic operations
  • Optimized iron bucket usage
  • Optimized operations done at the start of singleplayer worlds, once the world loads for the first time
  • Fixed the creative menu's hardened clay leg cast and hardened clay torso cast items having the wrong translation keys
  • Fixed the death settings menu not displaying its "values" page button
  • Fixed the requirements for healthcare level 3 being inaccurate
  • Fixed sometimes not being able to meet the "craft a bandage" requirement for healthcare level 1
  • Fixed hogs sometimes spawnings as babies
  • Fixed several items not having proper durability operations being done, leading to several oddities

### v3.16.2

  • Added new sneaking mechaning for animal-hunting
  • Animals can now detect players from farther away
  • If a player is crouching while near an animal, such player will only be detected from small ranges
  • Added preserved player heads
  • When combining either a honeycomb or a resin clump with a player head within crafting slots, a preserved player head can now be made
  • Preserved player heads do not decay into skulls after being placed
  • Preserved player head items have "Preserved" within their tooltips
  • Added new tips and changed existing tips
  • Added a new tip that is triggered when being near an animal while not crouching; it informs the user about the new sneaking mechanic
  • Added a new tip that is triggered when taking fall damage; it informs the victim about crouching as to reduce damage
  • Tweaked the animal-hunting tip to include a reference to the new sneaking mechanic
  • Changed various aspects of the wisdom menus
  • The specific skill menus (ie. the blacksmithing skill menu, the combat skill menu, etc) have been rehauled
  • Each of the levels specified within these UIs now have their own sub-menus
  • In these sub-menus, all requirements and benefits are displayed
  • The "Unlock Benefits" button now appears in each level sub-menu
  • Requirements will now be colored green if the user has met such requirement
  • The specified skill levels are now buttons, which take the user to the sub-menus, and they are now structured vertically instead of horizontally
  • These buttons will also show "X" or "check" symbols depending on the skill level of the user
  • The tooltip shown when hovering over the skill title will now show the user how much experience they have in that skill
  • Changed certain gameplay aspects related to crouching
  • The fall damage reduction gained from crouching is now dependent on the sneaking gene, and its potency is now dynamic
  • If the player crouches while having a positive sneaking speed gene value, they will now gain more resistance to knockback, the potency of which is dynamic
  • Changed certain parts of the character customization menu
  • The genetics pages are no longer numbered, and instead their titles just show a "Genetics" label
  • The "Sneaking Speed" gene is now called "Sneaking"
  • Its tooltip now also references the new sneaking-related mechanics
  • Water source blocks will no longer turn into air when filling up liquid-containing items as long as the water's location passes the following conditions:
  • The block is within an ocean, beach, or river
  • There is water touching all 4 of its horizontal faces and its bottom face
  • Healthcare level 2 no longer requires the player to help a downed player
  • Panicking fish will now be less likely to get stuck looking at walls
  • Increased the amount of time that is added to campfires' fuel when being fed with logs, planks, and other certain items
  • Bleeding and fractures will no longer be gained from falls if the fall damage is equivalent to less than 1 and a half hearts
  • Slightly optimized campfire operations
  • Optimized fish panic operations
  • Optimized iron bucket usage
  • Optimized operations done at the start of singleplayer worlds, once the world loads for the first time
  • Fixed the creative menu's hardened clay leg cast and hardened clay torso cast items having the wrong translation keys
  • Fixed the death settings menu not displaying its "values" page button
  • Fixed the requirements for healthcare level 3 being inaccurate
  • Fixed sometimes not being able to meet the "craft a bandage" requirement for healthcare level 1
  • Fixed hogs sometimes spawnings as babies
  • Fixed several items not having proper durability operations being done, leading to several oddities

### v3.16.1

  • Added a death sound, which is played once a player dies
  • This sound is not triggered if the "Normal Respawning" setting is enabled
  • Added new settings
  • Added the "Fractures" setting
  • This setting is enabled by default and it is found under general settings, in the "Players" category
  • This setting controls if players are able to receive fractures
  • Added the "Infections" setting
  • This setting is enabled by default and it is found under general settings, in the "Players" category
  • This setting controls if players are able to receive infections
  • Added the "Bleeding" setting
  • This setting is enabled by default and it is found under general settings, in the "Players" category
  • This setting controls if players are able to bleeding
  • Added the "Creative Afflictions" setting
  • This setting is disabled by default and it is found under general settings, in the "Players" category
  • When disabled, creative mode players will not be able to have any body afflictions (ie. infections, bleeding, fractures, etc)
  • Added the "Respawn Countdown Time" setting
  • This is a value setting that is set to 0 minutes & 30 seconds by default. It can be found by going into general settings, into the "Death" category, and into "values"
  • This setting controls the time dead players spend waiting when dead, while the setting "Respawn Countdown" is enabled. Both minutes and seconds can be changed
  • Added a fermentation sound that is played once a basket finishes its fermentation process
  • Added new tips
  • Added a tip that is triggered when interacting with a hardened clay mold, it informs the player how to pour molten contents into the mold
  • Only players are now affected by thin ice
  • Players' arms will no longer swing when attempting to interact with a hardened clay mold
  • Puddles will now generate closer to players
  • Leaf litter spread now checks if the current biome is a forest
  • Changed the following overly realistic sounds:
  • Pouring melted copper/gold fragments from a crucible
  • Pouring lava from a lava bucket
  • Changed the following vanilla sounds:
  • Grass footsteps
  • Sand footsteps
  • Stone footsteps
  • Stone breaking
  • Creative mode players will no longer be able to bleed, have infections, or have fractures, by default
  • (Note: this can be changed with the new 'Creative Afflictions' setting)
  • Changed multiple aspects regarding blood splatters
  • Blood splatters are now much less likely to z-fight
  • Added variated textures for blood splatters
  • Rehauled the blood splatter texture
  • Removed head fractures
  • (Note: This is a temporary change)
  • Removed green particles appearing near downed players when they get helped up
  • These particles have now been replaced with hearts
  • When helping up a downed player, the player that is currently helping the victim will now be shown the time remaining until the player is able to get back up
  • Increased the healthcare experience gained from creating suspicious stews
  • The interaction indicator created by stripping logs now displays a small shadow behind it
  • Bee nests will now drop 1 honeycomb when broken normally, as long as they have a honey level of 5
  • Optimized thin ice operations
  • Optimized entity ticking
  • Optimized puddle creation
  • Optimized randomized action operations
  • Optimized build inspiration marker operations
  • Optimized players' bookshelf checks
  • Optimized food spoilage operations
  • Optimized clay mold usage
  • Optimized player ticking operations
  • Fixed fractures not properly being detected internally
  • Fixed the healthcare skill menu not informing the player of the new experience-gain events and benefits
  • Fixed bleeding not working correctly
  • Fixed the wool bandage not working correctly
  • Fixed not being able to acquire the bandage requirement for healthcare level 1
  • Fixed incorrect spacing in the "Handling This" advancement description
  • Fixed certain advancements not displaying their skill requirements
  • Fixed spacing issues in the item names of crucibles with certain contents
  • Fixed being able to gain combat experience from breaking hardened clay molds
  • Fixed players sometimes having their genes reset upon getting downed if they have gotten downed before
  • Changed existing advancements
  • The root advancement icons of "uses"-type advancement tabs now feature a small icon signifying what type of advancement tab they are
  • Added a new advancement tab: "Preparation Plate Uses"
  • All preparation plate recipe-related advancements that were previously in the "Stone Age" tab were moved to this tab
  • Added images to the following advancements:
  • "Band Age"
  • "Leather is More"
  • "Wool Medicine"
  • "To Be Sewn"
  • "Fuel It"
  • The "Not a Cauldron" advancement now shows the basket recipe
  • Tweaked the "The Handyman" , "Woody" , and "Ancient Warfare" advancement descriptions
  • Changed the description formatting of the following advancements:
  • "Ancient Warfare"
  • "Rock and a Hard Place"
  • "Crushing it"
  • "The Pillar of Death"
  • "Band Age"
  • "Arrow Head"
  • "To Be Sewn"
  • "Bukket"
  • "The Handyman"
  • "Not a Cauldron"
  • "The Base of Life"
  • "Leather is more"
  • "Wool Medicine"
  • "Creating a Better Suture"
  • "Woody"
  • "Boiling Point"
  • "Tanned"
  • "Quick Douse"
  • "Revolutionary Process"
  • "Fuel It"
  • The "Creating a Better Suture" advancement is now a child of the "To Be Sewn" advancement

### v3.16.1

  • Added a death sound, which is played once a player dies
  • This sound is not triggered if the "Normal Respawning" setting is enabled
  • Added new settings
  • Added the "Fractures" setting
  • This setting is enabled by default and it is found under general settings, in the "Players" category
  • This setting controls if players are able to receive fractures
  • Added the "Infections" setting
  • This setting is enabled by default and it is found under general settings, in the "Players" category
  • This setting controls if players are able to receive infections
  • Added the "Bleeding" setting
  • This setting is enabled by default and it is found under general settings, in the "Players" category
  • This setting controls if players are able to bleeding
  • Added the "Creative Afflictions" setting
  • This setting is disabled by default and it is found under general settings, in the "Players" category
  • When disabled, creative mode players will not be able to have any body afflictions (ie. infections, bleeding, fractures, etc)
  • Added the "Respawn Countdown Time" setting
  • This is a value setting that is set to 0 minutes & 30 seconds by default. It can be found by going into general settings, into the "Death" category, and into "values"
  • This setting controls the time dead players spend waiting when dead, while the setting "Respawn Countdown" is enabled. Both minutes and seconds can be changed
  • Added a fermentation sound that is played once a basket finishes its fermentation process
  • Added new tips
  • Added a tip that is triggered when interacting with a hardened clay mold, it informs the player how to pour molten contents into the mold
  • Only players are now affected by thin ice
  • Players' arms will no longer swing when attempting to interact with a hardened clay mold
  • Puddles will now generate closer to players
  • Leaf litter spread now checks if the current biome is a forest
  • Changed the following overly realistic sounds:
  • Pouring melted copper/gold fragments from a crucible
  • Pouring lava from a lava bucket
  • Changed the following vanilla sounds:
  • Grass footsteps
  • Sand footsteps
  • Stone footsteps
  • Stone breaking
  • Creative mode players will no longer be able to bleed, have infections, or have fractures, by default
  • (Note: this can be changed with the new 'Creative Afflictions' setting)
  • Changed multiple aspects regarding blood splatters
  • Blood splatters are now much less likely to z-fight
  • Added variated textures for blood splatters
  • Rehauled the blood splatter texture
  • Removed head fractures
  • (Note: This is a temporary change)
  • Removed green particles appearing near downed players when they get helped up
  • These particles have now been replaced with hearts
  • When helping up a downed player, the player that is currently helping the victim will now be shown the time remaining until the player is able to get back up
  • Increased the healthcare experience gained from creating suspicious stews
  • The interaction indicator created by stripping logs now displays a small shadow behind it
  • Bee nests will now drop 1 honeycomb when broken normally, as long as they have a honey level of 5
  • Optimized thin ice operations
  • Optimized entity ticking
  • Optimized puddle creation
  • Optimized randomized action operations
  • Optimized build inspiration marker operations
  • Optimized players' bookshelf checks
  • Optimized food spoilage operations
  • Optimized clay mold usage
  • Optimized player ticking operations
  • Fixed fractures not properly being detected internally
  • Fixed the healthcare skill menu not informing the player of the new experience-gain events and benefits
  • Fixed bleeding not working correctly
  • Fixed the wool bandage not working correctly
  • Fixed not being able to acquire the bandage requirement for healthcare level 1
  • Fixed incorrect spacing in the "Handling This" advancement description
  • Fixed certain advancements not displaying their skill requirements
  • Fixed spacing issues in the item names of crucibles with certain contents
  • Fixed being able to gain combat experience from breaking hardened clay molds
  • Fixed players sometimes having their genes reset upon getting downed if they have gotten downed before
  • Changed existing advancements
  • The root advancement icons of "uses"-type advancement tabs now feature a small icon signifying what type of advancement tab they are
  • Added a new advancement tab: "Preparation Plate Uses"
  • All preparation plate recipe-related advancements that were previously in the "Stone Age" tab were moved to this tab
  • Added images to the following advancements:
  • "Band Age"
  • "Leather is More"
  • "Wool Medicine"
  • "To Be Sewn"
  • "Fuel It"
  • The "Not a Cauldron" advancement now shows the basket recipe
  • Tweaked the "The Handyman" , "Woody" , and "Ancient Warfare" advancement descriptions
  • Changed the description formatting of the following advancements:
  • "Ancient Warfare"
  • "Rock and a Hard Place"
  • "Crushing it"
  • "The Pillar of Death"
  • "Band Age"
  • "Arrow Head"
  • "To Be Sewn"
  • "Bukket"
  • "The Handyman"
  • "Not a Cauldron"
  • "The Base of Life"
  • "Leather is more"
  • "Wool Medicine"
  • "Creating a Better Suture"
  • "Woody"
  • "Boiling Point"
  • "Tanned"
  • "Quick Douse"
  • "Revolutionary Process"
  • "Fuel It"
  • The "Creating a Better Suture" advancement is now a child of the "To Be Sewn" advancement

### v3.16.0

  • Rehauled the body part damage, bleeding, physical trauma, and health systems
  • Bleeding is now a per-limb property, instead of being a simple binary property
  • This means that, each limb is now able to be bleeding, seperately
  • As such, bleeding will only commence in each limb if such limb is damaged by someone or something
  • Bleeding particles will now only be shown near the body part that is bleeding
  • Blood splatters will now only occur if the player started bleeding, instead of randomly whenever the player receives damage
  • The chance of the player being able to start bleeding is now dependent on if the damaged limb had armor (and if so, which type of armor)
  • Bleeding & limb damage are no longer done/initiated if the attacker was a player who was using their fist
  • Added infections
  • Bleeding players' wounds are now able to get infected if they don't apply any bandages to themselves, or if they apply improper bandaging
  • Infections will cause the player to have a higher likelihood of getting ill, decrease their vitality faster, and will not allow the player's vitality to go above 40%
  • Infections are able to heal, albeit, very slowly, their heal time range from 30 minutes to 1 hour (in real life time)
  • This time can be amplified up to 1:30h if the player is low on hygiene
  • Bleeding is now seperated into 2 categories: "minor bleeding" and "major bleeding"
  • When receiving damage, if the player was not previously bleeding (and if they start doing so), the body part will start off with minor bleeding
  • If a bleeding body part is damaged, that body part has a chance to receive "major bleeding"
  • Body parts that are majorly bleeding will have higher chances to get infected, bleed for longer, reduce vitality faster, and will also decrease more sanity than minor bleeding
  • While minor bleeding can be treated with bandages, players must use sewing needles to turn major bleeding into minor bleeding, and then treat such with a bandage
  • Added fractures
  • Fractures serve as a rehaul of certain aspects of the old physical trauma system
  • When a body part is damaged while low on health, there is a chance the player will receive a fracture
  • Bone-breaking sounds are now only played when the player receives a fracture
  • Previously, the types of physical trauma that would be applied due to direct damage were semi-randomized, though, now, they are dependent on what limb is getting fractured
  • This means that players won't receive movement speed debuffs if their legs weren't attacked, and so on
  • The current fractures and their effects are detailed below:
  • Receiving a torso fracture will decrease swing speed by 20% and mining speed by 30%
  • Receiving a leg fracture will decrease movement speed by 25%
  • Fractures don't heal naturally, they require special treatment with casts
  • Leg fractures can be caused due to fall damage as well as strikes to players' legs
  • Added new health menu
  • Previously, going into the Overly Realistic Overview menu and clicking on the "health" button would show a "WIP" page, now, it'll take the user to the new health menu
  • In the health menu, the player can see a colored silhouette of a player, alongside 2 different elements in the bottom of the page
  • Hovering over each body part of the silhouette with the cursor will allow the user to see information regarding that body part, including if that body part is fractured, if it is bleeding (and what type of bleeding), if it is infected, or if it is healthy
  • Healthy body parts will be shown in green, although, if there is some type of affliction regarding that body part, it'll be shown in red
  • One of the elements at the bottom of the menu is a circle with a smiley face on it; hovering over this element will allow the user to see the player's "mood" - this can be any of: sane, lonely, or dull
  • The other element at the bottom is a button with a question mark on it, clicking on this button will bring the player to a different page, which serves to inform the player of various health afflictions and what they are
  • The "Health" menu button in the overview UI has had its description changed to better reflect what it displays now
  • Regular mobs will now inflict 10s of pain on players they attack
  • Certain damage types will now affect certain body parts
  • Explosion damage affects all body parts
  • Lightning bolt damage affects solely the head
  • Being on fire affects all body parts
  • Rehauled the old bandage item and the bandaging system
  • When applying a bandage, a GUI is now shown, allowing the player select what body part they wish to apply the bandage to
  • The body part selection works the same as in the health menu, displaying a silhouette of the player with information on each part's afflictions
  • If the player is applying the bandage on themselves, they will be shown their own afflictions. If the player is applying the bandage on another player, the other player's afflictions will be shown
  • When applying a bandage to a body part, the player will be shown one of the body part's limbs alongside a piece of bandage and an indicator that moves as this process progresses, the user must click on the indicators until the bandage wraps around the limb a few times
  • When the user is done with this action, the bandaging will successfully apply
  • If the player attempts to bandage a player who then moves away from their sight, the bandaging will be unsuccessful, and the player attempting to apply the bandage will keep the item
  • Bandages have now been modularized
  • The old bandage item's recipe has been removed
  • If a player who played on previous versions still has a bandage, they'll still be able to use it normally, however, this might not be the case for future versions
  • Added the leaf bandage item
  • Leaf bandages can be made with 6 leaf piles and 3 natural fibers in a preparation plate
  • Doing so will reward the player with healthcare skill experience
  • Upon being used, the body part selected will have its bleeding time decreased by 10%, though, there will be a 15% chance of that body part getting infected
  • If this bandage is applied by a player with healthcare level 0, there will be a +10% (so 25% total) chance to receive an infection
  • Added the leather bandage item
  • Leather bandages can be made with 3 leather and 3 crude string in a preparation plate
  • Doing so will reward the player with healthcare skill experience
  • The recipe will fail if the user has a healthcare skill level below 1
  • Upon being used, the body part selected will have its bleeding time decreased by 25%, though, there will be an 8% chance of that body part getting infected
  • If this bandage is applied by a player with healthcare level 0, there will be a +40% (so 48% total) chance to receive an infection
  • Added the wool bandage item
  • Wool bandages can be made with 3 wool, 3 leather, and 3 string in a preparation plate
  • Doing so will reward the player with healthcare skill experience
  • The recipe will fail if the user has a healthcare skill level below 2
  • Upon being used, the body part selected will have its bleeding time decreased by 50%, though, there will be an 3% chance of that body part getting infected
  • If this bandage is applied by a player with a healthcare level of 1 and below, there will be a +80% (so 83% total) chance to receive an infection
  • Added the sewing needle tool type and the sewing (player) system
  • Needles and sewing needles are now properly defined types of items
  • Sewing needles can be used similarly to bandages
  • Holding the use keybind (by default, right click) with a sewing needle in hand will allow the user to see the same UI that is displayed by bandages. Crouching while performing this action will allow players to use sewing needles on other players
  • Selecting a body part to apply the sewing needle to will make it so a UI is displayed where the player must click on a moving indicator, until the action is complete
  • Applying a sewing needle to a body part that is majorly bleeding will allow the user to turn the major bleeding into a minorly bleeding wound, which can then be treated with a bandage
  • Added the bone needle and the bone sewing needle items
  • Players can now hold a bone on one hand and hold (and use) a sharpened flint on another hand to knap the bone into a sharpened bone
  • Sharpened bones can be knapped into bone needles through the same method described above
  • A bone sewing needle can be created in a preparation plate by inputting 1 bone needle and 3 crude string
  • Upon applying a bone sewing needle, theres a 40% chance that it'll turn major bleeding into minor bleeding, though, theres a 25% chance to receive an infection
  • If applied by a player who has a healthcare skill level of 0, there is a +10% (so 35% total) chance the user will receive an infection
  • Added the needle clay mold & needle hardened clay mold
  • Needle clay molds can be acquired by shaping clay molds. They can be fired just like other shaped clay molds
  • Melted copper fragments can be poured into needle hardened clay molds and cooled to get copper needles
  • Added the copper needle & copper sewing needle items
  • Copper needles can be placed on preparation plates alongside 4 string to create copper sewing needles
  • If the player has a healthcare skill level lower than 2, this recipe will fail
  • Upon applying a copper sewing needle, theres a 70% chance that it'll turn major bleeding into minor bleeding, though, theres a 5% chance to receive an infection
  • If applied by a player who has a healthcare skill level of 1 and below, there is a 70% (so 75% total) chance the user will receive an infection
  • Added the clay cast
  • Clay casts can be made in a pottery wheel with 2 layers of the hollow shape, the recipe also requires the user to have a healthcare skill level of 1+
  • Interacting with a clay cast whilst holding a stick will allow the user to place it in the cast
  • The sticks are displayed in the cast's model
  • Placing 1 stick will allow the user to create a torso cast, placing 2 sticks will allow the user to create a leg cast
  • Clay casts can be placed down and fired similarly to other clay-type blocks, when put atop lit campfires
  • Firing a clay cast will transform it into a hardened clay cast
  • Added the hardened clay cast
  • Hardened clay casts are acquired by firing clay casts
  • Interacting with a hardened clay cast whilst holding wool will allow the player to create the proper wearable item version of the hardened clay cast
  • Doing so will reward the player with healthcare experience
  • Wearable hardened clay casts can be worn (either on the chest slot or the legs slot, depending on the type of cast)
  • While being worn, the cast will slowly heal any fracture that the player has in the adequate body part
  • Hardened clay cast wearables have very low durability and will receive damage when the user is hurt
  • Added the bamboo flute & wooden flute
  • These can be crafted with 1 piece of cordage, 1 flint, and 1 stick or bamboo
  • When being used, these instruments will make flute noises
  • Each flute produces a different pitch, their pitches change if the user is crouching as well
  • Added new tips
  • Added a new tip that is triggered upon receiving an infection, it informs the user of such and tells them to go to the health menu
  • Added a new tip that is triggered when a player starts bleeding, it informs the user of their situation and tells them to go to the health menu
  • Added new tips that are triggered when creating bandages and sewing needles, it informs the user that they can apply these items to other players
  • Changed the item ID of the sharpened bone
  • Note that old sharpened bones may not work in this version due to this reason
  • Removed the old sharpened bone recipe
  • Slightly optimized stamina operations
  • Slightly optimized armor sound operations
  • Slightly optimized horse-riding checks
  • Optimized player breathing operations
  • Optimized limb damage operations from animal-based attackers
  • Optimized certain periodic player operations
  • Optimized nutrition operations
  • Optimized temperature operations
  • Optimized status operations
  • Optimized sharpened flint usage
  • Fixed animals sometimes not inflicting pain on the player
  • Fixed improper armor checks being done by the limb damage system
  • Fixed players not decreasing in stamina when being hit on the torso
  • Fixed fall damage checks not having proper distinguishing between potent and regular damage
  • Fixed the "Rock and a Wet Place" advancement having a missing texture icon in its tooltip
  • Fixed clay molds being dropped from pottery wheels when attempting to make clay cubes
  • Fixed clients receiving constant resource pack version error messages
  • Fixed improper detection for receiving damage from lightning bolts & explosions
  • Added new advancements and changed existing advancements
  • Rehauled the icons of the root advancements of "age" advancement tabs
  • All such icons now have an "AGE" label displayed on them, they are also enboldened and enlargened
  • The stone age tab now shows a flint item instead of a stone block
  • The medieval age tab now shows the front face of a blast furnace, instead of the blast furnace block model
  • The contemporary age tab now shows the front face of a lit copper bulb, instead of the copper rod block model
  • Added the "Leather is More" advancement -> Create a leather bandage
  • Added the "Wool Medicine" advancement -> Create a wool bandage
  • Added the "Bone-Trembling" advancement -> Knap a bone into a sharpened bone
  • Added the "Needle Me This" advancement -> Knap a sharpened bone into a bone needle
  • Added the "To be Sewn" advancement -> Create a bone sewing needle
  • Added the "Creating a Better Suture" advancement -> Create a copper sewing needle
  • Added the "The Creation of the Needle" advancement -> Create a needle clay mold
  • Added the "Shaping a Clay Cast" advancement -> Create a clay cast in a pottery wheel
  • Added the "Cast Aside" advancement -> Insert sticks in a clay cast
  • Added the "Castaway" advancement -> Create a proper hardened clay torso/leg cast
  • Rehauled the old "Band Age" advancement
  • Its requirements, description, and icon were changed. It is also now a child of the "technological infancy" advancement
  • Changed the "Mysophobic" advancement's description
  • Tweaked the "Sticks and Stones" advancement's description

### v3.16.0

  • Rehauled the body part damage, bleeding, physical trauma, and health systems
  • Bleeding is now a per-limb property, instead of being a simple binary property
  • This means that, each limb is now able to be bleeding, seperately
  • As such, bleeding will only commence in each limb if such limb is damaged by someone or something
  • Bleeding particles will now only be shown near the body part that is bleeding
  • Blood splatters will now only occur if the player started bleeding, instead of randomly whenever the player receives damage
  • The chance of the player being able to start bleeding is now dependent on if the damaged limb had armor (and if so, which type of armor)
  • Bleeding & limb damage are no longer done/initiated if the attacker was a player who was using their fist
  • Added infections
  • Bleeding players' wounds are now able to get infected if they don't apply any bandages to themselves, or if they apply improper bandaging
  • Infections will cause the player to have a higher likelihood of getting ill, decrease their vitality faster, and will not allow the player's vitality to go above 40%
  • Infections are able to heal, albeit, very slowly, their heal time range from 30 minutes to 1 hour (in real life time)
  • This time can be amplified up to 1:30h if the player is low on hygiene
  • Bleeding is now seperated into 2 categories: "minor bleeding" and "major bleeding"
  • When receiving damage, if the player was not previously bleeding (and if they start doing so), the body part will start off with minor bleeding
  • If a bleeding body part is damaged, that body part has a chance to receive "major bleeding"
  • Body parts that are majorly bleeding will have higher chances to get infected, bleed for longer, reduce vitality faster, and will also decrease more sanity than minor bleeding
  • While minor bleeding can be treated with bandages, players must use sewing needles to turn major bleeding into minor bleeding, and then treat such with a bandage
  • Added fractures
  • Fractures serve as a rehaul of certain aspects of the old physical trauma system
  • When a body part is damaged while low on health, there is a chance the player will receive a fracture
  • Bone-breaking sounds are now only played when the player receives a fracture
  • Previously, the types of physical trauma that would be applied due to direct damage were semi-randomized, though, now, they are dependent on what limb is getting fractured
  • This means that players won't receive movement speed debuffs if their legs weren't attacked, and so on
  • The current fractures and their effects are detailed below:
  • Receiving a torso fracture will decrease swing speed by 20% and mining speed by 30%
  • Receiving a leg fracture will decrease movement speed by 25%
  • Fractures don't heal naturally, they require special treatment with casts
  • Leg fractures can be caused due to fall damage as well as strikes to players' legs
  • Added new health menu
  • Previously, going into the Overly Realistic Overview menu and clicking on the "health" button would show a "WIP" page, now, it'll take the user to the new health menu
  • In the health menu, the player can see a colored silhouette of a player, alongside 2 different elements in the bottom of the page
  • Hovering over each body part of the silhouette with the cursor will allow the user to see information regarding that body part, including if that body part is fractured, if it is bleeding (and what type of bleeding), if it is infected, or if it is healthy
  • Healthy body parts will be shown in green, although, if there is some type of affliction regarding that body part, it'll be shown in red
  • One of the elements at the bottom of the menu is a circle with a smiley face on it; hovering over this element will allow the user to see the player's "mood" - this can be any of: sane, lonely, or dull
  • The other element at the bottom is a button with a question mark on it, clicking on this button will bring the player to a different page, which serves to inform the player of various health afflictions and what they are
  • The "Health" menu button in the overview UI has had its description changed to better reflect what it displays now
  • Regular mobs will now inflict 10s of pain on players they attack
  • Certain damage types will now affect certain body parts
  • Explosion damage affects all body parts
  • Lightning bolt damage affects solely the head
  • Being on fire affects all body parts
  • Rehauled the old bandage item and the bandaging system
  • When applying a bandage, a GUI is now shown, allowing the player select what body part they wish to apply the bandage to
  • The body part selection works the same as in the health menu, displaying a silhouette of the player with information on each part's afflictions
  • If the player is applying the bandage on themselves, they will be shown their own afflictions. If the player is applying the bandage on another player, the other player's afflictions will be shown
  • When applying a bandage to a body part, the player will be shown one of the body part's limbs alongside a piece of bandage and an indicator that moves as this process progresses, the user must click on the indicators until the bandage wraps around the limb a few times
  • When the user is done with this action, the bandaging will successfully apply
  • If the player attempts to bandage a player who then moves away from their sight, the bandaging will be unsuccessful, and the player attempting to apply the bandage will keep the item
  • Bandages have now been modularized
  • The old bandage item's recipe has been removed
  • If a player who played on previous versions still has a bandage, they'll still be able to use it normally, however, this might not be the case for future versions
  • Added the leaf bandage item
  • Leaf bandages can be made with 6 leaf piles and 3 natural fibers in a preparation plate
  • Doing so will reward the player with healthcare skill experience
  • Upon being used, the body part selected will have its bleeding time decreased by 10%, though, there will be a 15% chance of that body part getting infected
  • If this bandage is applied by a player with healthcare level 0, there will be a +10% (so 25% total) chance to receive an infection
  • Added the leather bandage item
  • Leather bandages can be made with 3 leather and 3 crude string in a preparation plate
  • Doing so will reward the player with healthcare skill experience
  • The recipe will fail if the user has a healthcare skill level below 1
  • Upon being used, the body part selected will have its bleeding time decreased by 25%, though, there will be an 8% chance of that body part getting infected
  • If this bandage is applied by a player with healthcare level 0, there will be a +40% (so 48% total) chance to receive an infection
  • Added the wool bandage item
  • Wool bandages can be made with 3 wool, 3 leather, and 3 string in a preparation plate
  • Doing so will reward the player with healthcare skill experience
  • The recipe will fail if the user has a healthcare skill level below 2
  • Upon being used, the body part selected will have its bleeding time decreased by 50%, though, there will be an 3% chance of that body part getting infected
  • If this bandage is applied by a player with a healthcare level of 1 and below, there will be a +80% (so 83% total) chance to receive an infection
  • Added the sewing needle tool type and the sewing (player) system
  • Needles and sewing needles are now properly defined types of items
  • Sewing needles can be used similarly to bandages
  • Holding the use keybind (by default, right click) with a sewing needle in hand will allow the user to see the same UI that is displayed by bandages. Crouching while performing this action will allow players to use sewing needles on other players
  • Selecting a body part to apply the sewing needle to will make it so a UI is displayed where the player must click on a moving indicator, until the action is complete
  • Applying a sewing needle to a body part that is majorly bleeding will allow the user to turn the major bleeding into a minorly bleeding wound, which can then be treated with a bandage
  • Added the bone needle and the bone sewing needle items
  • Players can now hold a bone on one hand and hold (and use) a sharpened flint on another hand to knap the bone into a sharpened bone
  • Sharpened bones can be knapped into bone needles through the same method described above
  • A bone sewing needle can be created in a preparation plate by inputting 1 bone needle and 3 crude string
  • Upon applying a bone sewing needle, theres a 40% chance that it'll turn major bleeding into minor bleeding, though, theres a 25% chance to receive an infection
  • If applied by a player who has a healthcare skill level of 0, there is a +10% (so 35% total) chance the user will receive an infection
  • Added the needle clay mold & needle hardened clay mold
  • Needle clay molds can be acquired by shaping clay molds. They can be fired just like other shaped clay molds
  • Melted copper fragments can be poured into needle hardened clay molds and cooled to get copper needles
  • Added the copper needle & copper sewing needle items
  • Copper needles can be placed on preparation plates alongside 4 string to create copper sewing needles
  • If the player has a healthcare skill level lower than 2, this recipe will fail
  • Upon applying a copper sewing needle, theres a 70% chance that it'll turn major bleeding into minor bleeding, though, theres a 5% chance to receive an infection
  • If applied by a player who has a healthcare skill level of 1 and below, there is a 70% (so 75% total) chance the user will receive an infection
  • Added the clay cast
  • Clay casts can be made in a pottery wheel with 2 layers of the hollow shape, the recipe also requires the user to have a healthcare skill level of 1+
  • Interacting with a clay cast whilst holding a stick will allow the user to place it in the cast
  • The sticks are displayed in the cast's model
  • Placing 1 stick will allow the user to create a torso cast, placing 2 sticks will allow the user to create a leg cast
  • Clay casts can be placed down and fired similarly to other clay-type blocks, when put atop lit campfires
  • Firing a clay cast will transform it into a hardened clay cast
  • Added the hardened clay cast
  • Hardened clay casts are acquired by firing clay casts
  • Interacting with a hardened clay cast whilst holding wool will allow the player to create the proper wearable item version of the hardened clay cast
  • Doing so will reward the player with healthcare experience
  • Wearable hardened clay casts can be worn (either on the chest slot or the legs slot, depending on the type of cast)
  • While being worn, the cast will slowly heal any fracture that the player has in the adequate body part
  • Hardened clay cast wearables have very low durability and will receive damage when the user is hurt
  • Added the bamboo flute & wooden flute
  • These can be crafted with 1 piece of cordage, 1 flint, and 1 stick or bamboo
  • When being used, these instruments will make flute noises
  • Each flute produces a different pitch, their pitches change if the user is crouching as well
  • Added new tips
  • Added a new tip that is triggered upon receiving an infection, it informs the user of such and tells them to go to the health menu
  • Added a new tip that is triggered when a player starts bleeding, it informs the user of their situation and tells them to go to the health menu
  • Added new tips that are triggered when creating bandages and sewing needles, it informs the user that they can apply these items to other players
  • Changed the item ID of the sharpened bone
  • Note that old sharpened bones may not work in this version due to this reason
  • Removed the old sharpened bone recipe
  • Slightly optimized stamina operations
  • Slightly optimized armor sound operations
  • Slightly optimized horse-riding checks
  • Optimized player breathing operations
  • Optimized limb damage operations from animal-based attackers
  • Optimized certain periodic player operations
  • Optimized nutrition operations
  • Optimized temperature operations
  • Optimized status operations
  • Optimized sharpened flint usage
  • Fixed animals sometimes not inflicting pain on the player
  • Fixed improper armor checks being done by the limb damage system
  • Fixed players not decreasing in stamina when being hit on the torso
  • Fixed fall damage checks not having proper distinguishing between potent and regular damage
  • Fixed the "Rock and a Wet Place" advancement having a missing texture icon in its tooltip
  • Fixed clay molds being dropped from pottery wheels when attempting to make clay cubes
  • Fixed clients receiving constant resource pack version error messages
  • Fixed improper detection for receiving damage from lightning bolts & explosions
  • Added new advancements and changed existing advancements
  • Rehauled the icons of the root advancements of "age" advancement tabs
  • All such icons now have an "AGE" label displayed on them, they are also enboldened and enlargened
  • The stone age tab now shows a flint item instead of a stone block
  • The medieval age tab now shows the front face of a blast furnace, instead of the blast furnace block model
  • The contemporary age tab now shows the front face of a lit copper bulb, instead of the copper rod block model
  • Added the "Leather is More" advancement -> Create a leather bandage
  • Added the "Wool Medicine" advancement -> Create a wool bandage
  • Added the "Bone-Trembling" advancement -> Knap a bone into a sharpened bone
  • Added the "Needle Me This" advancement -> Knap a sharpened bone into a bone needle
  • Added the "To be Sewn" advancement -> Create a bone sewing needle
  • Added the "Creating a Better Suture" advancement -> Create a copper sewing needle
  • Added the "The Creation of the Needle" advancement -> Create a needle clay mold
  • Added the "Shaping a Clay Cast" advancement -> Create a clay cast in a pottery wheel
  • Added the "Cast Aside" advancement -> Insert sticks in a clay cast
  • Added the "Castaway" advancement -> Create a proper hardened clay torso/leg cast
  • Rehauled the old "Band Age" advancement
  • Its requirements, description, and icon were changed. It is also now a child of the "technological infancy" advancement
  • Changed the "Mysophobic" advancement's description
  • Tweaked the "Sticks and Stones" advancement's description

### v3.15.1

  • Added the "Unskilled Respawn" setting
  • This setting is enabled by default, it is a general setting that can be found in the "Death" category
  • When disabled, players will not lose their skills when respawning
  • Added the "Unskilled Knapping" setting
  • This setting is disabled by default, it is a general setting that can be found in the "Player" category
  • When enabled, players are able to knap any stone item regardless of the stonecraft skill level requirements
  • Shaping clay in a pottery wheel will now cause the user's hygiene to decrease
  • Tweaked the stone ground prop model
  • Stick/stone ground props will now generate more commonly in biomes that previously lacked them (such as in tundras, deserts, etc)
  • Stone spears will no longer be dull when created
  • Optimized secondary animal operations
  • Optimized entity-riding checks
  • Optimized boat operations
  • Fixed certain advancements not being registered
  • Fixed various oddities relating to damaging animal corpses
  • Fixed crashed boats not dropping wooden items
  • Fixed mining skill conditions no longer being properly checked for
  • Fixed diamond ring no longer working
  • Fixed no longer being able to shear sheep
  • Fixed certain damage detections no longer working
  • Fixed no longer being able to get equitation experience from breeding equidae
  • Fixed oddities pertaining to horse-riding
  • Fixed cave-in checks not being properly ran
  • Fixed certain mining skill experience triggers not being properly ran
  • Fixed still being exhausted upon respawning when dying with 0 stamina
  • Fixed certain player stats not being reset when respawning
  • Fixed players still hearing the falling sound after landing
  • Fixed the "None" trait button having improper spacing
  • Fixed various UIs not working correctly if the player managed to click certain buttons twice within 50-100ms
  • Fixed stone ground props being 1 pixel below ground
  • Fixed z-fighting issues relating to the cordage textures on spears
  • Fixed various oddities with knapping and the stonecraft sub-skill that would happen after respawning

### v3.15.1

  • Added the "Unskilled Respawn" setting
  • This setting is enabled by default, it is a general setting that can be found in the "Death" category
  • When disabled, players will not lose their skills when respawning
  • Added the "Unskilled Knapping" setting
  • This setting is disabled by default, it is a general setting that can be found in the "Player" category
  • When enabled, players are able to knap any stone item regardless of the stonecraft skill level requirements
  • Shaping clay in a pottery wheel will now cause the user's hygiene to decrease
  • Tweaked the stone ground prop model
  • Stick/stone ground props will now generate more commonly in biomes that previously lacked them (such as in tundras, deserts, etc)
  • Stone spears will no longer be dull when created
  • Optimized secondary animal operations
  • Optimized entity-riding checks
  • Optimized boat operations
  • Fixed certain advancements not being registered
  • Fixed various oddities relating to damaging animal corpses
  • Fixed crashed boats not dropping wooden items
  • Fixed mining skill conditions no longer being properly checked for
  • Fixed diamond ring no longer working
  • Fixed no longer being able to shear sheep
  • Fixed certain damage detections no longer working
  • Fixed no longer being able to get equitation experience from breeding equidae
  • Fixed oddities pertaining to horse-riding
  • Fixed cave-in checks not being properly ran
  • Fixed certain mining skill experience triggers not being properly ran
  • Fixed still being exhausted upon respawning when dying with 0 stamina
  • Fixed certain player stats not being reset when respawning
  • Fixed players still hearing the falling sound after landing
  • Fixed the "None" trait button having improper spacing
  • Fixed various UIs not working correctly if the player managed to click certain buttons twice within 50-100ms
  • Fixed stone ground props being 1 pixel below ground
  • Fixed z-fighting issues relating to the cordage textures on spears
  • Fixed various oddities with knapping and the stonecraft sub-skill that would happen after respawning

### v3.15.0

  • Updated Overly Realistic to 26.2
  • Rehauled the genetics system
  • Genetics are no longer randomized
  • When spawning in, players will now be shown a character customization UI, this UI lets the user change their genes and traits
  • For gene modifications, players will be shown their "gene points"
  • By default, players will start off with only 1 gene point and all their genes set to their mid-points (half of the maximum values)
  • 1 gene point is given to the player when decreasing/worsening a gene, and 1 gene point is taken away when increasing/improving a gene
  • When the player is in the character customization UI, they will be forcefully set into spectator mode
  • Max health is no longer modified by genetics
  • Added a traits system
  • Players now have traits, which change non-attribute-based aspects of the game
  • One positive trait and one negative trait can be selected by the user, after modifying genes
  • The user can also choose to have no traits
  • Added new pottery wheel & pottery system
  • Pottery wheels can be crafted in a crafting tables, with 3 planks, 3 logs, and 1 stripped log
  • There are 10 different pottery wheel variations, as they are wood-type-dependent
  • Interacting with a pottery wheel while holding a clay block will allow the player to add clay to the pottery wheel
  • The player can add up to 3 layers of clay
  • If the player interacts (with an empty hand) with a pottery wheel that contains clay, such player will be shown a HUD element below their crosshair
  • This HUD element will show the player 5 shape icons and 1 confirmation icon
  • If the user holds down their sprint key (by default, left ctrl) and interacts with the pottery wheel, they will be able to cycle through each icon
  • Interacting with the same pottery wheel for a 2nd time, without holding the sprint key, will allow the user to select their shape, which brings up a different HUD element, which is the same one used for the chiseling mechanic, where the player must match the arrows shown
  • Progressing through this mechanic is the same as with chiseling, the player must select the same arrow shown to the right of their crosshair until the progress percentage reaches 100%
  • When completing a shape, the clay in the pottery wheel will have its model changed to reflect the newly selected shape
  • Only the top-most layer can be shaped like this (so if you have 1 layer of clay, that's the layer thats shaped, if you have 2, the 2nd layer will be shaped, and so on)
  • To confirm the formation of the clay in the pottery wheel, the user must select the checkmark/confirmation icon
  • Depending on what formations the player made, different items can be created
  • Items that can be created through pottery, currently, are:
  • Clay pot
  • Clay pot lid
  • Clay mold
  • Clay cube
  • Added new clay cube block
  • The clay cube can be made in a pottery wheel and placed down
  • Putting a clay cube atop a lit campfire will make it so it gets fired into a hardened clay cube
  • Added new hardened clay cube and painted hardened clay cube(s) blocks
  • A hardened clay cube can be acquired by firing a clay cube block
  • If the player interacts with the hardened clay cube while holding a dye item in their mainhand, an UI will open
  • In the hardened clay cube's UI, the player is able to select various types of paint jobs to apply to the hardened clay cube
  • Each paint job has a different cost, these costs are dye-item requirements
  • When successfully painting a hardened clay cube, it'll change its texture to the same one shown in the UI
  • The user will also be able to gain building skill experience from such action
  • The current applicable paint jobs for hardened clay cubes are:
  • Book
  • Stone
  • Barrel
  • Flower pot
  • Decorated pot
  • Red ceramic pot
  • Brick chimney
  • Lead knot
  • Leather pile
  • Filled wooden mug
  • Added new tool type: "lances"
  • Lances are medium-ranged weaponry, similar to spears, though, they differ from spears due to their thrust-focused functionality
  • When a user is holding their use key (by default, right click) while holding a lance, the lance will begin a "thrusting-"/"charging-" (also known as a kinetic-weapon-) attack, which is similar to the functionality of vanilla spears' jabs/thrusts
  • Lances can't be thrown, unlike spears. Lances are also less effective as on-the-ground weaponry, being primarily intended for usage when riding animals
  • Lances have longer attack cooldowns and lower attack damage when not being thrusted, compared to spears
  • The lance's thrusting functionality differs slightly from vanilla
  • Lances are able to dismount players when hitting them at high speeds, they are also able to be held in a charging postition for 25s instead of 11s. Thrusting is also only able to deal damage when in higher amounts of speed than when sprinting on the ground
  • Thrusting will stop dealing knockback to victims after 400 ticks (20s) of the stance being held
  • Thrusts will stop being able to make victims dismount from entities after 300 ticks (15s) of the stance being held
  • Thrust attacks will greatly damage the lance, the amount of damage applied to the item is dependent on the player's combat skill, the amount per skill level is detailed below:
  • Combat level 0-1: The lance will immediately break
  • Combat level 2-3: The lance will receive a durability damage value of 950
  • Combat level 4+: The lance will receive a durability damage value of 600
  • Added new iron lance & iron lance head
  • An iron lance head can be acquired by forging it with a heated wrought iron, similarly to all other iron tool heads
  • Iron lances have an attack damage of +2 with a thrust damage multiplier of 1.45x (this scales with speed, using the same calculation as vanilla spears!)
  • Added new settings
  • Added a new general setting: "Instant Pottery"
  • This setting is disabled by default and can be found under "Debug"
  • When enabled, pottery wheel usage will become instantaneous
  • Added new tips
  • Added a tip that is triggered when a player interacts with a hardened clay cube without holding dyes, this tip informs the user of the painting functionality for this block
  • Removed certain recipes that are now attributed to the new pottery system, this includes the following:
  • Clay mold
  • Clay pot
  • Clay pot lid
  • Players with the "OverlyRealistic.Player.NoCameraDistanceChange" tag will no longer have their camera distance removed (the user still has to remove the applied modifier however)
  • (Note: This is meant primarily to be used for debugging for now, a proper setting for this feature may be implemented in a future version)
  • Tweaked certain UIs to displace the "custom UI warning" button
  • Slightly increased the time needed to regenerate health
  • The game no longer pauses during the initialization screen
  • This allows the game to generate chunks near spawn during the start of the world, which should offload some server-side stress
  • Fixed players regenerating health slower when having their hunger bar full
  • Fixed camels being referred to twice in the "How to get experience" section of the equitation skill menu
  • Added new advancements and changed existing advancements
  • Added the "Pottery Wheel Uses" advancement tab
  • This tab is unlocked when the player acquires the "Pottery Age" advancement
  • Added the "The Spectactle of an Iron Lance" advancement -> Forge an iron lance with heated wrought iron
  • Added the "Pottery Age" advancement -> Craft a pottery wheel
  • Added the "Clay Play" advancement -> Place clay on a pottery wheel
  • Added the "Hand-Made" advancement -> Interact with a pottery wheel that has clay on it
  • Added the "Shapeware" advancement -> Successfully shape a piece of clay on a pottery wheel
  • Added the "Shaping a Clay Mold" advancement -> Create a clay mold on a pottery wheel
  • Added the "Shaping a Clay Cube" advancement -> Create a clay cube on a pottery wheel
  • Added the "Shaping a Clay Pot" advancement -> Create a clay pot on a pottery wheel
  • Added the "Shaping a Clay Pot Lid" advancement -> Create a clay pot lid on a pottery wheel
  • Added the "Professional Decorator" advancement -> Interact with a hardened clay cube with a dye of any type
  • The "The Pot of Luck" advancements is now a child of the "Pottery Age" advancement
  • Tweaked the description of the following advancements:
  • "The Pot of Luck"
  • "The Lid of Luck"
  • "Molding Reality"

### v3.15.0

  • Updated Overly Realistic to 26.2
  • Rehauled the genetics system
  • Genetics are no longer randomized
  • When spawning in, players will now be shown a character customization UI, this UI lets the user change their genes and traits
  • For gene modifications, players will be shown their "gene points"
  • By default, players will start off with only 1 gene point and all their genes set to their mid-points (half of the maximum values)
  • 1 gene point is given to the player when decreasing/worsening a gene, and 1 gene point is taken away when increasing/improving a gene
  • When the player is in the character customization UI, they will be forcefully set into spectator mode
  • Max health is no longer modified by genetics
  • Added a traits system
  • Players now have traits, which change non-attribute-based aspects of the game
  • One positive trait and one negative trait can be selected by the user, after modifying genes
  • The user can also choose to have no traits
  • Added new pottery wheel & pottery system
  • Pottery wheels can be crafted in a crafting tables, with 3 planks, 3 logs, and 1 stripped log
  • There are 10 different pottery wheel variations, as they are wood-type-dependent
  • Interacting with a pottery wheel while holding a clay block will allow the player to add clay to the pottery wheel
  • The player can add up to 3 layers of clay
  • If the player interacts (with an empty hand) with a pottery wheel that contains clay, such player will be shown a HUD element below their crosshair
  • This HUD element will show the player 5 shape icons and 1 confirmation icon
  • If the user holds down their sprint key (by default, left ctrl) and interacts with the pottery wheel, they will be able to cycle through each icon
  • Interacting with the same pottery wheel for a 2nd time, without holding the sprint key, will allow the user to select their shape, which brings up a different HUD element, which is the same one used for the chiseling mechanic, where the player must match the arrows shown
  • Progressing through this mechanic is the same as with chiseling, the player must select the same arrow shown to the right of their crosshair until the progress percentage reaches 100%
  • When completing a shape, the clay in the pottery wheel will have its model changed to reflect the newly selected shape
  • Only the top-most layer can be shaped like this (so if you have 1 layer of clay, that's the layer thats shaped, if you have 2, the 2nd layer will be shaped, and so on)
  • To confirm the formation of the clay in the pottery wheel, the user must select the checkmark/confirmation icon
  • Depending on what formations the player made, different items can be created
  • Items that can be created through pottery, currently, are:
  • Clay pot
  • Clay pot lid
  • Clay mold
  • Clay cube
  • Added new clay cube block
  • The clay cube can be made in a pottery wheel and placed down
  • Putting a clay cube atop a lit campfire will make it so it gets fired into a hardened clay cube
  • Added new hardened clay cube and painted hardened clay cube(s) blocks
  • A hardened clay cube can be acquired by firing a clay cube block
  • If the player interacts with the hardened clay cube while holding a dye item in their mainhand, an UI will open
  • In the hardened clay cube's UI, the player is able to select various types of paint jobs to apply to the hardened clay cube
  • Each paint job has a different cost, these costs are dye-item requirements
  • When successfully painting a hardened clay cube, it'll change its texture to the same one shown in the UI
  • The user will also be able to gain building skill experience from such action
  • The current applicable paint jobs for hardened clay cubes are:
  • Book
  • Stone
  • Barrel
  • Flower pot
  • Decorated pot
  • Red ceramic pot
  • Brick chimney
  • Lead knot
  • Leather pile
  • Filled wooden mug
  • Added new tool type: "lances"
  • Lances are medium-ranged weaponry, similar to spears, though, they differ from spears due to their thrust-focused functionality
  • When a user is holding their use key (by default, right click) while holding a lance, the lance will begin a "thrusting-"/"charging-" (also known as a kinetic-weapon-) attack, which is similar to the functionality of vanilla spears' jabs/thrusts
  • Lances can't be thrown, unlike spears. Lances are also less effective as on-the-ground weaponry, being primarily intended for usage when riding animals
  • Lances have longer attack cooldowns and lower attack damage when not being thrusted, compared to spears
  • The lance's thrusting functionality differs slightly from vanilla
  • Lances are able to dismount players when hitting them at high speeds, they are also able to be held in a charging postition for 25s instead of 11s. Thrusting is also only able to deal damage when in higher amounts of speed than when sprinting on the ground
  • Thrusting will stop dealing knockback to victims after 400 ticks (20s) of the stance being held
  • Thrusts will stop being able to make victims dismount from entities after 300 ticks (15s) of the stance being held
  • Thrust attacks will greatly damage the lance, the amount of damage applied to the item is dependent on the player's combat skill, the amount per skill level is detailed below:
  • Combat level 0-1: The lance will immediately break
  • Combat level 2-3: The lance will receive a durability damage value of 950
  • Combat level 4+: The lance will receive a durability damage value of 600
  • Added new iron lance & iron lance head
  • An iron lance head can be acquired by forging it with a heated wrought iron, similarly to all other iron tool heads
  • Iron lances have an attack damage of +2 with a thrust damage multiplier of 1.45x (this scales with speed, using the same calculation as vanilla spears!)
  • Added new settings
  • Added a new general setting: "Instant Pottery"
  • This setting is disabled by default and can be found under "Debug"
  • When enabled, pottery wheel usage will become instantaneous
  • Added new tips
  • Added a tip that is triggered when a player interacts with a hardened clay cube without holding dyes, this tip informs the user of the painting functionality for this block
  • Removed certain recipes that are now attributed to the new pottery system, this includes the following:
  • Clay mold
  • Clay pot
  • Clay pot lid
  • Players with the "OverlyRealistic.Player.NoCameraDistanceChange" tag will no longer have their camera distance removed (the user still has to remove the applied modifier however)
  • (Note: This is meant primarily to be used for debugging for now, a proper setting for this feature may be implemented in a future version)
  • Tweaked certain UIs to displace the "custom UI warning" button
  • Slightly increased the time needed to regenerate health
  • The game no longer pauses during the initialization screen
  • This allows the game to generate chunks near spawn during the start of the world, which should offload some server-side stress
  • Fixed players regenerating health slower when having their hunger bar full
  • Fixed camels being referred to twice in the "How to get experience" section of the equitation skill menu
  • Added new advancements and changed existing advancements
  • Added the "Pottery Wheel Uses" advancement tab
  • This tab is unlocked when the player acquires the "Pottery Age" advancement
  • Added the "The Spectactle of an Iron Lance" advancement -> Forge an iron lance with heated wrought iron
  • Added the "Pottery Age" advancement -> Craft a pottery wheel
  • Added the "Clay Play" advancement -> Place clay on a pottery wheel
  • Added the "Hand-Made" advancement -> Interact with a pottery wheel that has clay on it
  • Added the "Shapeware" advancement -> Successfully shape a piece of clay on a pottery wheel
  • Added the "Shaping a Clay Mold" advancement -> Create a clay mold on a pottery wheel
  • Added the "Shaping a Clay Cube" advancement -> Create a clay cube on a pottery wheel
  • Added the "Shaping a Clay Pot" advancement -> Create a clay pot on a pottery wheel
  • Added the "Shaping a Clay Pot Lid" advancement -> Create a clay pot lid on a pottery wheel
  • Added the "Professional Decorator" advancement -> Interact with a hardened clay cube with a dye of any type
  • The "The Pot of Luck" advancements is now a child of the "Pottery Age" advancement
  • Tweaked the description of the following advancements:
  • "The Pot of Luck"
  • "The Lid of Luck"
  • "Molding Reality"

### v3.14.3

  • Added a dynamic ambient sounds system
  • Players will now hear ambient sounds while playing
  • These sounds are dependent on biomes, weather, time, and some minor locational contexts
  • Ambient sounds are seperated into 2 categories: long tracks & short sounds
  • Short sounds are shorter in duration, play more regularly, and can be overlayed on top of long tracks
  • Long tracks are longer in duration and more fluid
  • Ambient sounds include:
  • Birds chirping
  • Cricket noises
  • Crows cawing
  • Eagle & hawk screeches
  • Frog/toad ribbits/croaking
  • Miscellaneous insect sounds
  • Wolf & coyote howls
  • Underwater bubbles popping
  • Wind gusts/blowing
  • Ambient sound volume can be adjusted through the "Ambient/Environment" sound slider
  • Added new settings
  • Added the "Ambient Sounds" setting
  • This is a player setting, found under the "Sounds" category, and it is set to "On" by default
  • This setting controls if the user hears Overly Realistic's ambient sounds or not
  • Added new tips
  • Added a tip that is triggered when being above Y=75, it informs the player of stamina reductions due to high altitudes
  • Small ash particles will now be periodically shown to players in caves below Y=-10
  • Changed the textures of the following items:
  • All hardened clay mold shapes that contain melted copper fragments
  • All hardened clay mold shapes that contain melted gold fragments
  • Players can now get mining skill experience for every 10 stone/deepslate blocks broken, instead of for every 32
  • Subsequently, the experience gained from doing so has been slightly decreased, however, it is now slightly greater than it was prior
  • Tweaked the grass block's "flower" model variant
  • Tweaked altitude staminda reductions to be slightly less punishing
  • Altitude-based stamina reductions are now as detailed below:
  • Y=75-94 -> -1 stamina per action
  • Y=95-124 -> -2 stamina per action
  • Y=125+ -> -4 stamina per action
  • Hygiene reductions from being outside are no longer dependent on time
  • Walking on sand, grass blocks, red sand, and snow without boots will now cause the player's hygiene to decrease quicker
  • Tweaked hygeiene decrease condition weights
  • The grindstone recipe is now given to players when collecting cobblestone
  • Removed the delay that existed for getting mining skill experience from mining stone & deepslate blocks
  • Removed unnecessary files & code sections
  • Removed a deprecated functionality where players would receive attack damage value debuffs when low on intelligence
  • Optimized the compression of all texture assets
  • Fixed animals being able to clip through walls
  • Fixed being able to place fire starters inside of other blocks/placeable features
  • Fixed not being able to scrape gory hides with iron & copper knives
  • Fixed the "How to get experience" section of the husbandry skill menu not listing "breeding animals"
  • Fixed lilypads being affected by gravity
  • Fixed consuming sweet berries causing the player to get dehydrated instead of hydrated further
  • Fixed the dry grass tuft preparation plate having the same model as the grass tuft preparation plate
  • Fixed not being able to start cutting branches into spears when holding a knife
  • Fixed "Randomized Respawning" setting's description calling the "Normal Respawning" setting "Natural Respawning"
  • Fixed cordage textures z-fighting in the following tools' models: axes, pickaxes, shovels, hoes
  • Changed existing advancements
  • Tweaked the "Proper Footwear" advancement description

### v3.14.3

  • Added a dynamic ambient sounds system
  • Players will now hear ambient sounds while playing
  • These sounds are dependent on biomes, weather, time, and some minor locational contexts
  • Ambient sounds are seperated into 2 categories: long tracks & short sounds
  • Short sounds are shorter in duration, play more regularly, and can be overlayed on top of long tracks
  • Long tracks are longer in duration and more fluid
  • Ambient sounds include:
  • Birds chirping
  • Cricket noises
  • Crows cawing
  • Eagle & hawk screeches
  • Frog/toad ribbits/croaking
  • Miscellaneous insect sounds
  • Wolf & coyote howls
  • Underwater bubbles popping
  • Wind gusts/blowing
  • Ambient sound volume can be adjusted through the "Ambient/Environment" sound slider
  • Added new settings
  • Added the "Ambient Sounds" setting
  • This is a player setting, found under the "Sounds" category, and it is set to "On" by default
  • This setting controls if the user hears Overly Realistic's ambient sounds or not
  • Added new tips
  • Added a tip that is triggered when being above Y=75, it informs the player of stamina reductions due to high altitudes
  • Small ash particles will now be periodically shown to players in caves below Y=-10
  • Changed the textures of the following items:
  • All hardened clay mold shapes that contain melted copper fragments
  • All hardened clay mold shapes that contain melted gold fragments
  • Players can now get mining skill experience for every 10 stone/deepslate blocks broken, instead of for every 32
  • Subsequently, the experience gained from doing so has been slightly decreased, however, it is now slightly greater than it was prior
  • Tweaked the grass block's "flower" model variant
  • Tweaked altitude staminda reductions to be slightly less punishing
  • Altitude-based stamina reductions are now as detailed below:
  • Y=75-94 -> -1 stamina per action
  • Y=95-124 -> -2 stamina per action
  • Y=125+ -> -4 stamina per action
  • Hygiene reductions from being outside are no longer dependent on time
  • Walking on sand, grass blocks, red sand, and snow without boots will now cause the player's hygiene to decrease quicker
  • Tweaked hygeiene decrease condition weights
  • The grindstone recipe is now given to players when collecting cobblestone
  • Removed the delay that existed for getting mining skill experience from mining stone & deepslate blocks
  • Removed unnecessary files & code sections
  • Removed a deprecated functionality where players would receive attack damage value debuffs when low on intelligence
  • Optimized the compression of all texture assets
  • Fixed animals being able to clip through walls
  • Fixed being able to place fire starters inside of other blocks/placeable features
  • Fixed not being able to scrape gory hides with iron & copper knives
  • Fixed the "How to get experience" section of the husbandry skill menu not listing "breeding animals"
  • Fixed lilypads being affected by gravity
  • Fixed consuming sweet berries causing the player to get dehydrated instead of hydrated further
  • Fixed the dry grass tuft preparation plate having the same model as the grass tuft preparation plate
  • Fixed not being able to start cutting branches into spears when holding a knife
  • Fixed "Randomized Respawning" setting's description calling the "Normal Respawning" setting "Natural Respawning"
  • Fixed cordage textures z-fighting in the following tools' models: axes, pickaxes, shovels, hoes
  • Changed existing advancements
  • Tweaked the "Proper Footwear" advancement description

### v3.14.2

  • Added new visual & auditory feedback for wisdom skill experience gains
  • When gaining wisdom skill experience, a stylized text will appear under the player's crosshair and a xylophone tune/sound will be played, informing the player they have gained experience in a certain skill for performing the action that they were performing
  • The sound played can be configured with 4 possible options
  • The method of which the player is informed can be configured, with 3 possible options
  • Added a new type of settings menu: "Player Settings"
  • These settings apply per-player, instead of applying to all players or the game itself
  • Unlike general settings, users don't need operator permissions to access player settings
  • The player settings menu currently has 2 setting categories: "Sounds" and "UI"
  • Rehauled the settings overview screen
  • The settings overview will now show the player 2 buttons
  • The "Player Settings" button will show the player all "player settings" setting categories, these are the new per-player setting categories
  • The "General Settings" button will show the player all the "general settings" setting categories, these are all the (previous) setting categories, that apply to the game itself
  • Added 2 new settings
  • Added the "XP Gain" setting
  • This is a player setting, located under "Sounds", its' options are word-based instead of true/false values, it is set to "Xylo" by default
  • Its options are: "Xylo" , "Ding" , "Upgrade" , "Off"
  • The "Xylo"/"Ding"/"Upgrade" options set different sounds to be played upon gaining skill experience
  • The "Off" option will disable auditory feedback when gaining skill experience
  • This setting controls what sound the player hears when receiving a skill-experience-gain notification
  • Added the "XP Notice" setting
  • This is a player setting, located under "UI", its' options are word-based instead of true/false values, it is set to "UI" by default
  • Its options are: "UI" , "Chat" , "Off"
  • When set to UI, users are shown a small UI element under their crosshair when gaining skill experience
  • When set to Chat, users are sent a message in chat when gaining skill experience
  • When set to Off, users will not be visually notified when gaining skill experience
  • This setting controls how players are visually notified of increases to their wisdom skills
  • Added new tips
  • Added a new tip that is triggered by being near an exposed player corpse, it informs the user of the affects of such event
  • Added a new tip that is triggered by harvesting a player corpse, it informs the user of the sanity decrease from doing so
  • Created new system for specialized operations being run upon specific blocks being mined
  • Multiple players are now able to be registered as someone who "has sharpened a tool in a whetstone"
  • Previously, only the player who last interacted with a whetstone indicator would be registered as such
  • This condition is used for the stonecraft skill level requirements
  • Changed certain aspects regarding log-stripping times
  • Removed the checks for solid blocks above logs that was previously used for longer log-stripping times
  • It now takes a longer time for logs to be stripped if there is another regular log either above or below the block being stripped
  • Stripped logs can now be harvested quicker than regular logs
  • Increased, very slightly, the amount of mining skill experience players get from mining copper ore
  • Players will now get mining experience for every 3 ore blocks (of the same type) broken, instead of 10
  • Coarse dirt can now be turned into mud when dropped into water
  • Players no longer get blacksmithing experience from creating stone tools
  • Increased the illness chance increase gained from eating spoiled foods and raw meats
  • Decreased the Y coordinate levels needed for the application of stamina decreases for certain actions, the amount of stamina decreased has also now been increased
  • The new heights & stamina decrease values are detailed below:
  • Y=75-Y=89 -> -1 stamina per action
  • Y=90-Y=109 -> -3 stamina per action
  • Y=110+ -> -5 stamina per action
  • Such decreases apply to placing weighted blocks, knapping, iron-forging, combat, climbing, jumping, sprinting, and log-stripping
  • Players who stay near player corpses who are exposed to the air will now have their sanity decrease and will have an increased chance to gain illnesses
  • Harvesting player corpses will now decrease sanity
  • Removed the decorated pot requirement for the chest recipe
  • Player corpses will now despawn in 4.5 minutes instead of 10 if their items have already been collected
  • Slightly optimized tool creation
  • Slightly optimized XP orb entity operations
  • Slightly optimized player corpse hit operations
  • Optimized equidae-riding checks
  • Optimized altitude checks
  • Fixed short bows turning into dry whetstones when being crafted in a preparation plate
  • Fixed the game sometimes not detecting players mining copper ore blocks
  • Fixed lapis ore not giving players mining experience upon being mined
  • Fixed lapis ore not having a chance to drop cobblestone/cobbled deepslate
  • Fixed tool data for axes being incorrect
  • Fixed the numerals in the "My Skills" tooltip, in the secondary wisdom skills menu, being off-center
  • Fixed the equitation line in the "My Skills" tooltip, in the sub-skills wisdom skills menu, wrongfully using the archery skill icon
  • Fixed certain wisdom skill level requirements mentioning 8 possible tools that must be created, instead of 9
  • Fixed players only ever receiving scribing experience as a bonus for leveling up near a player with a scribery level of 4+
  • Fixed leaf piles not being able to be used as fuel for campfires
  • (Note: This might not apply to leaf piles gathered in previous updates)
  • Fixed players not receiving the chest recipe in their recipe book when acquiring planks
  • Fixed players not receiving the decorated pot recipe in their recipe book when acquiring clay balls
  • Fixed player corpses not dropping their items when harvested with an improper item or with an empty hand
  • Fixed animals sometimes getting stuck in certain situations inside leaves
  • Fixed high quality ores not dropping if they were mined in cave biomes under their properly-assigned biomes

### v3.14.2

  • Added new visual & auditory feedback for wisdom skill experience gains
  • When gaining wisdom skill experience, a stylized text will appear under the player's crosshair and a xylophone tune/sound will be played, informing the player they have gained experience in a certain skill for performing the action that they were performing
  • The sound played can be configured with 4 possible options
  • The method of which the player is informed can be configured, with 3 possible options
  • Added a new type of settings menu: "Player Settings"
  • These settings apply per-player, instead of applying to all players or the game itself
  • Unlike general settings, users don't need operator permissions to access player settings
  • The player settings menu currently has 2 setting categories: "Sounds" and "UI"
  • Rehauled the settings overview screen
  • The settings overview will now show the player 2 buttons
  • The "Player Settings" button will show the player all "player settings" setting categories, these are the new per-player setting categories
  • The "General Settings" button will show the player all the "general settings" setting categories, these are all the (previous) setting categories, that apply to the game itself
  • Added 2 new settings
  • Added the "XP Gain" setting
  • This is a player setting, located under "Sounds", its' options are word-based instead of true/false values, it is set to "Xylo" by default
  • Its options are: "Xylo" , "Ding" , "Upgrade" , "Off"
  • The "Xylo"/"Ding"/"Upgrade" options set different sounds to be played upon gaining skill experience
  • The "Off" option will disable auditory feedback when gaining skill experience
  • This setting controls what sound the player hears when receiving a skill-experience-gain notification
  • Added the "XP Notice" setting
  • This is a player setting, located under "UI", its' options are word-based instead of true/false values, it is set to "UI" by default
  • Its options are: "UI" , "Chat" , "Off"
  • When set to UI, users are shown a small UI element under their crosshair when gaining skill experience
  • When set to Chat, users are sent a message in chat when gaining skill experience
  • When set to Off, users will not be visually notified when gaining skill experience
  • This setting controls how players are visually notified of increases to their wisdom skills
  • Added new tips
  • Added a new tip that is triggered by being near an exposed player corpse, it informs the user of the affects of such event
  • Added a new tip that is triggered by harvesting a player corpse, it informs the user of the sanity decrease from doing so
  • Created new system for specialized operations being run upon specific blocks being mined
  • Multiple players are now able to be registered as someone who "has sharpened a tool in a whetstone"
  • Previously, only the player who last interacted with a whetstone indicator would be registered as such
  • This condition is used for the stonecraft skill level requirements
  • Changed certain aspects regarding log-stripping times
  • Removed the checks for solid blocks above logs that was previously used for longer log-stripping times
  • It now takes a longer time for logs to be stripped if there is another regular log either above or below the block being stripped
  • Stripped logs can now be harvested quicker than regular logs
  • Increased, very slightly, the amount of mining skill experience players get from mining copper ore
  • Players will now get mining experience for every 3 ore blocks (of the same type) broken, instead of 10
  • Coarse dirt can now be turned into mud when dropped into water
  • Players no longer get blacksmithing experience from creating stone tools
  • Increased the illness chance increase gained from eating spoiled foods and raw meats
  • Decreased the Y coordinate levels needed for the application of stamina decreases for certain actions, the amount of stamina decreased has also now been increased
  • The new heights & stamina decrease values are detailed below:
  • Y=75-Y=89 -> -1 stamina per action
  • Y=90-Y=109 -> -3 stamina per action
  • Y=110+ -> -5 stamina per action
  • Such decreases apply to placing weighted blocks, knapping, iron-forging, combat, climbing, jumping, sprinting, and log-stripping
  • Players who stay near player corpses who are exposed to the air will now have their sanity decrease and will have an increased chance to gain illnesses
  • Harvesting player corpses will now decrease sanity
  • Removed the decorated pot requirement for the chest recipe
  • Player corpses will now despawn in 4.5 minutes instead of 10 if their items have already been collected
  • Slightly optimized tool creation
  • Slightly optimized XP orb entity operations
  • Slightly optimized player corpse hit operations
  • Optimized equidae-riding checks
  • Optimized altitude checks
  • Fixed short bows turning into dry whetstones when being crafted in a preparation plate
  • Fixed the game sometimes not detecting players mining copper ore blocks
  • Fixed lapis ore not giving players mining experience upon being mined
  • Fixed lapis ore not having a chance to drop cobblestone/cobbled deepslate
  • Fixed tool data for axes being incorrect
  • Fixed the numerals in the "My Skills" tooltip, in the secondary wisdom skills menu, being off-center
  • Fixed the equitation line in the "My Skills" tooltip, in the sub-skills wisdom skills menu, wrongfully using the archery skill icon
  • Fixed certain wisdom skill level requirements mentioning 8 possible tools that must be created, instead of 9
  • Fixed players only ever receiving scribing experience as a bonus for leveling up near a player with a scribery level of 4+
  • Fixed leaf piles not being able to be used as fuel for campfires
  • (Note: This might not apply to leaf piles gathered in previous updates)
  • Fixed players not receiving the chest recipe in their recipe book when acquiring planks
  • Fixed players not receiving the decorated pot recipe in their recipe book when acquiring clay balls
  • Fixed player corpses not dropping their items when harvested with an improper item or with an empty hand
  • Fixed animals sometimes getting stuck in certain situations inside leaves
  • Fixed high quality ores not dropping if they were mined in cave biomes under their properly-assigned biomes

### v3.14.1

  • Animals are now able to pass through leaves when fleeing
  • Fleeing animals who are hurt while facing a wall will now be able to turn their head to continue fleeing
  • Tool handles can now be placed atop slabs and campfires
  • Fixed placeable features added by Overly-Realistic being placed inside mud instead of on top of it
  • Fixed the wrong tip message being sent to players who knapped a sharpened flint
  • Fixed the wrong tip message being sent to players who knapped a stone pickaxe head
  • Fixed certain benefits & requirements shown for the stonecraft sub-skill being incorrect or hidden
  • Fixed being able to instantly knap sharpened flint items
  • Fixed the "failed to perform action" error message being frequently sent

### v3.14.1

  • Animals are now able to pass through leaves when fleeing
  • Fleeing animals who are hurt while facing a wall will now be able to turn their head to continue fleeing
  • Tool handles can now be placed atop slabs and campfires
  • Fixed placeable features added by Overly-Realistic being placed inside mud instead of on top of it
  • Fixed the wrong tip message being sent to players who knapped a sharpened flint
  • Fixed the wrong tip message being sent to players who knapped a stone pickaxe head
  • Fixed certain benefits & requirements shown for the stonecraft sub-skill being incorrect or hidden
  • Fixed being able to instantly knap sharpened flint items
  • Fixed the "failed to perform action" error message being frequently sent

### v3.14.0

  • Added a dullness system for tools
  • Tools will now become duller over time as they are used and their durability is consumed
  • The amount of durability loss needed for a tool to dull is randomized
  • Players with mining skills have a decreased chance to have their pickaxes dull
  • Mining level 1 will decrease the chance by 15%
  • Mining level 2 will decrease the chance by 38%
  • Mining level 3-4 will decrease the chance by 50%
  • Mining level 5 will decrease the chance by 80%
  • Players with combat skills have a decreased chance to have their swords dull
  • Combat levels & chance metrics are the same as the mining skill's
  • Tools have 3 "levels" of dullness: "dull", "very dull" and "extremely dull"
  • Each dullness level decreases the tool's stats more:
  • "Dull" tools will cause a 10% attack damage decrease and a 15% block breaking speed decrease
  • "Very dull" tools will cause a 25% attack damage decrease and a 33% block breaking speed decrease
  • "Extremely dull" tools will cause a 33% attack damage decrease and a 45% block breaking speed decrease
  • If a player continues to use a dull tool, such item's dullness level will increase (unless the tool is extremely dull, in which case it will remain being extremely dull)
  • If the player is dulling a sharpened iron tool, the tool's sharpness tier will be decreased up until it is at a forged tier, in which case it will then start increasing its dullness levels
  • When sharpening a forged iron tool on a grindstone, if the tool has any level of dullness, it'll first decrease the dullness, instead of making the tool sharpened
  • Added the "Wet Whetstone" and "Dry Whetstone" items
  • A dry whetstone can be created in a preparation plate by placing 6 flint into it
  • Dry whetstones can be dropped into water to become wet whetstones
  • Whetstones can be "specially" placed on preparation plates
  • When this is done, any item placed on the preparation plate is dropped, and the whetstone will be placed above the plate, occupying a major section of it
  • Stone & copper tools can be placed on wet whetstones as long as such tools are dull/very dull/extremely dull
  • Rehauled the Overly Realistic Overview menu
  • When opened, the menu now has custom textures used for its background and its button elements
  • The menu is now seperated into 2 categories: "Player" & "General"
  • The "Player" category displays buttons related to player-related pages and content
  • The "General" category displays buttons related to generic or arbitrary pages and content, this category holds all the buttons that were in the old menu style
  • Added 2 new buttons
  • Added the "Health" button, which is under the "Player" category
  • Clicking this button will lead the player to a "WIP" page
  • Added the "Wisdom" button, which is under the "Player" category
  • Clicking this button will lead the player to the new wisdom menu
  • The credits page, update page, and contact page have also been rehauled
  • Rehauled various aspects relating to wisdom skills
  • Wisdom skills are now divided into "primary skills", "secondary skills", and "sub-skills"
  • Primary skills denote an important set of skills. When leveling up a primary skill, all other primary skills' levels will decrease by 1
  • Secondary skills denote a set of skills that are still noteworthy, but more minor than primary ones. When leveling up a secondary skill, all other secondary skills' levels will decrease by 1
  • Sub-skills denote more minor skills. Leveling up a sub-skill will not decrease other sub-skills
  • The archery, fishing, and scribing skills are now part of the secondary skills category
  • The equitation skill is now a part of the sub-skills category
  • Added a new sub-skill: "stonecraft"
  • Players can gain levels in this sub-skill by knapping stones and creating stone tool heads
  • Unlike other skills, the stonecraft sub-skill's levels are increased by knapping different items instead of through experience
  • Removed all wisdom-skill-related advancements
  • Added a new wisdom menu
  • When opened, 3 buttons will be displayed, these buttons are labeled "Primary", "Secondary", and "Sub-skills"
  • When clicking on the displayed buttons, wisdom skill pages will open
  • These pages inform the player of their skill levels, skills' benefits, what is needed to gain experience in each skill, and other skill-related information
  • Added new requirements for knapping stone tool heads
  • Different stone tool heads now require different stonecraft skill levels to be able to be knapped
  • Rehauled various aspects relating to log-stripping
  • When stripping logs, a white flashing indicator is now displayed on the side of the log being stripped
  • Players must now aim at logs' indicators while holding down their use keybind (by default, right click) to successfully strip logs
  • When doing so, the indicator will move around the log's face semi-randomly
  • The log-chopping-process value is now per-block instead of per-player
  • If multiple players are stripping the same log, the log will now be stripped faster
  • The speed increases linearly in regards to the amount of players
  • If a player fails to aim at the indicator in a short amount of time, the indicator will dissapear. Another one can appear if the player continues to attempt to strip the log
  • Added a new "Hats" category for the lay figure's helmet menu
  • When the user is in the helmet type selection screen, "Hats" are now able to be selected
  • It currently only has 1 option available, the "Straw Hat"
  • Added new "Straw Hat" wearable item
  • Straw hats can be made through the lay figure. They require 20 wheat
  • When worn, straw hats will impede the player's heat from being affected by sun exposure, they will also allow players to gain more husbandry experience when performing actions pertaining to such skill
  • Straw hats do not increase armor protection, they also have 64 durability and good visibilty
  • Added new tips & tweaked existing tips
  • When consuming undesired foods/liquids (raw meat, spoiled food, dirty food, raw food, maggots, bat carcasses, dirty water, etc) the user will now receive a tip informing them of the negative effects of consuming such items
  • When knapping a flint flake into a sharpened flint, the user will now receive a tip informing them of the wisdom skill system
  • When knapping a sharpened flint into a stone pickaxe head, the user will now receive a tip informing them that they need a mining level of 1 to mine copper, and that they need a copper pickaxe to mine iron
  • When stripping a log, the user will now receive a tip informing them that logs are stripped faster if multiple players strip the same log
  • When attempting to knap an object that requires a stonecraft skill level that the user does not have, the user will now receive a tip informing them of such
  • The animal predation tip now shows a small image in the bottom of the message
  • Added new settings
  • Added the "Instant Whetstones" setting
  • This setting can be found in the "Debug" category. It is disabled by default
  • When enabled, players are able to instantly sharpen their tools in a whetstone
  • Added new low-sanity hallucinations
  • Added hallucination where the player's mainhand item is switched with the player's offhand item
  • Copper/iron/gold/diamond ores will have a 100% chance of dropping cobblestone/cobbled deepslate when being mined unless the player has a mining skill level of 1+
  • When making stone tools, the tools created can now be dull depending one the user's stonecraft level
  • If the player has a stonecraft level of 1, the tool will be "very dull"
  • If the player has a stonecraft level of 2 through 4, the tool will be "dull"
  • Stone tools made by players with a stonecraft level of 5 will not have any dullness when created
  • When consuming mushrooms, they now give the user +0.05 carbs, instead of +1
  • Increased the amount of stone ground props that generate through out the world's surface
  • Animals are now faster when in water
  • Players can now skip the adhesive step in tool creation by interacting with the tool handle with any item that isn't an adhesive
  • Previously, the player was required to use an empty hand
  • Hallucinations caused by low sanity are now done more frequently
  • (Note that this means they're more frequent than previously intended, not that they are more frequent than in previous updates, as, due to a bug, hallucinations became too common. Read the fixes below for the bullet point)
  • Players are now slightly slower when in water
  • Predator animals will now immediately flee if they are being hunted by 5 or more players, regardless of the animal's health
  • Increased the amount of trapdoors players get when crafting them
  • Wooden trapdoors output 6 per recipe
  • Iron trapdoors output 2 per recipe
  • Copper trapdoors (still) output 2 per recipe
  • Expanded on the sun-exposure heat changes
  • If it is not noon, but it is still day time, the player will gain +3 heat when exposed to the sun
  • Previously, the game would only apply a heat increase to players if it was noon
  • It now takes slightly longer to strip logs if there are solid blocks above it
  • Optimized predator animals' logic operations
  • Optimized tool creation operations from tool handles
  • Optimized wooden rack operations
  • Optimized log-stripping
  • Fixed players sometimes not getting fishing experience when catching fish
  • Fixed players not receiving the drop ladder recipe in their recipe books
  • Fixed eating mushrooms sometimes not giving the user any carbs
  • Fixed players not receiving the crude tool handle recipe on their recipe books
  • Fixed items sometimes not being able to be placed on Overly Realistic blocks and being removed from players' hands regardless
  • Fixed not being able to strip a log if a fern, large fern, flower pot, or filled flower pot was in the way
  • Fixed low sanity hallucinations being too common
  • Fixed a spelling mistake in the "Livelihood" advancement title
  • Fixed predator animals being able to (attempt to) attack players in creative mode & spectator mode
  • Fixed players sometimes having their third person camera re-enabled
  • Added new advancements and changed existing advancements
  • Added the "Rock and a Hard Place" advancement -> craft a dry whetstone in a preparation plate
  • Added the "Rock and a Wet Place" advancement -> drop a dry whetstone into water
  • Added the "Rock and a Sharp Place" advancement -> place a wet whetstone on a preparation plate
  • Tweaked the images of the following advancements:
  • "Crushing it"
  • "All Bark, No Bite"
  • Tweaked the descriptions of the following advancements:
  • "Stone Age"
  • "Wisdom"
  • "All Bark, No Bite"

### v3.14.0

  • Added a dullness system for tools
  • Tools will now become duller over time as they are used and their durability is consumed
  • The amount of durability loss needed for a tool to dull is randomized
  • Players with mining skills have a decreased chance to have their pickaxes dull
  • Mining level 1 will decrease the chance by 15%
  • Mining level 2 will decrease the chance by 38%
  • Mining level 3-4 will decrease the chance by 50%
  • Mining level 5 will decrease the chance by 80%
  • Players with combat skills have a decreased chance to have their swords dull
  • Combat levels & chance metrics are the same as the mining skill's
  • Tools have 3 "levels" of dullness: "dull", "very dull" and "extremely dull"
  • Each dullness level decreases the tool's stats more:
  • "Dull" tools will cause a 10% attack damage decrease and a 15% block breaking speed decrease
  • "Very dull" tools will cause a 25% attack damage decrease and a 33% block breaking speed decrease
  • "Extremely dull" tools will cause a 33% attack damage decrease and a 45% block breaking speed decrease
  • If a player continues to use a dull tool, such item's dullness level will increase (unless the tool is extremely dull, in which case it will remain being extremely dull)
  • If the player is dulling a sharpened iron tool, the tool's sharpness tier will be decreased up until it is at a forged tier, in which case it will then start increasing its dullness levels
  • When sharpening a forged iron tool on a grindstone, if the tool has any level of dullness, it'll first decrease the dullness, instead of making the tool sharpened
  • Added the "Wet Whetstone" and "Dry Whetstone" items
  • A dry whetstone can be created in a preparation plate by placing 6 flint into it
  • Dry whetstones can be dropped into water to become wet whetstones
  • Whetstones can be "specially" placed on preparation plates
  • When this is done, any item placed on the preparation plate is dropped, and the whetstone will be placed above the plate, occupying a major section of it
  • Stone & copper tools can be placed on wet whetstones as long as such tools are dull/very dull/extremely dull
  • Rehauled the Overly Realistic Overview menu
  • When opened, the menu now has custom textures used for its background and its button elements
  • The menu is now seperated into 2 categories: "Player" & "General"
  • The "Player" category displays buttons related to player-related pages and content
  • The "General" category displays buttons related to generic or arbitrary pages and content, this category holds all the buttons that were in the old menu style
  • Added 2 new buttons
  • Added the "Health" button, which is under the "Player" category
  • Clicking this button will lead the player to a "WIP" page
  • Added the "Wisdom" button, which is under the "Player" category
  • Clicking this button will lead the player to the new wisdom menu
  • The credits page, update page, and contact page have also been rehauled
  • Rehauled various aspects relating to wisdom skills
  • Wisdom skills are now divided into "primary skills", "secondary skills", and "sub-skills"
  • Primary skills denote an important set of skills. When leveling up a primary skill, all other primary skills' levels will decrease by 1
  • Secondary skills denote a set of skills that are still noteworthy, but more minor than primary ones. When leveling up a secondary skill, all other secondary skills' levels will decrease by 1
  • Sub-skills denote more minor skills. Leveling up a sub-skill will not decrease other sub-skills
  • The archery, fishing, and scribing skills are now part of the secondary skills category
  • The equitation skill is now a part of the sub-skills category
  • Added a new sub-skill: "stonecraft"
  • Players can gain levels in this sub-skill by knapping stones and creating stone tool heads
  • Unlike other skills, the stonecraft sub-skill's levels are increased by knapping different items instead of through experience
  • Removed all wisdom-skill-related advancements
  • Added a new wisdom menu
  • When opened, 3 buttons will be displayed, these buttons are labeled "Primary", "Secondary", and "Sub-skills"
  • When clicking on the displayed buttons, wisdom skill pages will open
  • These pages inform the player of their skill levels, skills' benefits, what is needed to gain experience in each skill, and other skill-related information
  • Added new requirements for knapping stone tool heads
  • Different stone tool heads now require different stonecraft skill levels to be able to be knapped
  • Rehauled various aspects relating to log-stripping
  • When stripping logs, a white flashing indicator is now displayed on the side of the log being stripped
  • Players must now aim at logs' indicators while holding down their use keybind (by default, right click) to successfully strip logs
  • When doing so, the indicator will move around the log's face semi-randomly
  • The log-chopping-process value is now per-block instead of per-player
  • If multiple players are stripping the same log, the log will now be stripped faster
  • The speed increases linearly in regards to the amount of players
  • If a player fails to aim at the indicator in a short amount of time, the indicator will dissapear. Another one can appear if the player continues to attempt to strip the log
  • Added a new "Hats" category for the lay figure's helmet menu
  • When the user is in the helmet type selection screen, "Hats" are now able to be selected
  • It currently only has 1 option available, the "Straw Hat"
  • Added new "Straw Hat" wearable item
  • Straw hats can be made through the lay figure. They require 20 wheat
  • When worn, straw hats will impede the player's heat from being affected by sun exposure, they will also allow players to gain more husbandry experience when performing actions pertaining to such skill
  • Straw hats do not increase armor protection, they also have 64 durability and good visibilty
  • Added new tips & tweaked existing tips
  • When consuming undesired foods/liquids (raw meat, spoiled food, dirty food, raw food, maggots, bat carcasses, dirty water, etc) the user will now receive a tip informing them of the negative effects of consuming such items
  • When knapping a flint flake into a sharpened flint, the user will now receive a tip informing them of the wisdom skill system
  • When knapping a sharpened flint into a stone pickaxe head, the user will now receive a tip informing them that they need a mining level of 1 to mine copper, and that they need a copper pickaxe to mine iron
  • When stripping a log, the user will now receive a tip informing them that logs are stripped faster if multiple players strip the same log
  • When attempting to knap an object that requires a stonecraft skill level that the user does not have, the user will now receive a tip informing them of such
  • The animal predation tip now shows a small image in the bottom of the message
  • Added new settings
  • Added the "Instant Whetstones" setting
  • This setting can be found in the "Debug" category. It is disabled by default
  • When enabled, players are able to instantly sharpen their tools in a whetstone
  • Added new low-sanity hallucinations
  • Added hallucination where the player's mainhand item is switched with the player's offhand item
  • Copper/iron/gold/diamond ores will have a 100% chance of dropping cobblestone/cobbled deepslate when being mined unless the player has a mining skill level of 1+
  • When making stone tools, the tools created can now be dull depending one the user's stonecraft level
  • If the player has a stonecraft level of 1, the tool will be "very dull"
  • If the player has a stonecraft level of 2 through 4, the tool will be "dull"
  • Stone tools made by players with a stonecraft level of 5 will not have any dullness when created
  • When consuming mushrooms, they now give the user +0.05 carbs, instead of +1
  • Increased the amount of stone ground props that generate through out the world's surface
  • Animals are now faster when in water
  • Players can now skip the adhesive step in tool creation by interacting with the tool handle with any item that isn't an adhesive
  • Previously, the player was required to use an empty hand
  • Hallucinations caused by low sanity are now done more frequently
  • (Note that this means they're more frequent than previously intended, not that they are more frequent than in previous updates, as, due to a bug, hallucinations became too common. Read the fixes below for the bullet point)
  • Players are now slightly slower when in water
  • Predator animals will now immediately flee if they are being hunted by 5 or more players, regardless of the animal's health
  • Increased the amount of trapdoors players get when crafting them
  • Wooden trapdoors output 6 per recipe
  • Iron trapdoors output 2 per recipe
  • Copper trapdoors (still) output 2 per recipe
  • Expanded on the sun-exposure heat changes
  • If it is not noon, but it is still day time, the player will gain +3 heat when exposed to the sun
  • Previously, the game would only apply a heat increase to players if it was noon
  • It now takes slightly longer to strip logs if there are solid blocks above it
  • Optimized predator animals' logic operations
  • Optimized tool creation operations from tool handles
  • Optimized wooden rack operations
  • Optimized log-stripping
  • Fixed players sometimes not getting fishing experience when catching fish
  • Fixed players not receiving the drop ladder recipe in their recipe books
  • Fixed eating mushrooms sometimes not giving the user any carbs
  • Fixed players not receiving the crude tool handle recipe on their recipe books
  • Fixed items sometimes not being able to be placed on Overly Realistic blocks and being removed from players' hands regardless
  • Fixed not being able to strip a log if a fern, large fern, flower pot, or filled flower pot was in the way
  • Fixed low sanity hallucinations being too common
  • Fixed a spelling mistake in the "Livelihood" advancement title
  • Fixed predator animals being able to (attempt to) attack players in creative mode & spectator mode
  • Fixed players sometimes having their third person camera re-enabled
  • Added new advancements and changed existing advancements
  • Added the "Rock and a Hard Place" advancement -> craft a dry whetstone in a preparation plate
  • Added the "Rock and a Wet Place" advancement -> drop a dry whetstone into water
  • Added the "Rock and a Sharp Place" advancement -> place a wet whetstone on a preparation plate
  • Tweaked the images of the following advancements:
  • "Crushing it"
  • "All Bark, No Bite"
  • Tweaked the descriptions of the following advancements:
  • "Stone Age"
  • "Wisdom"
  • "All Bark, No Bite"

### v3.13.2

  • Created new dynamic per-player boolean value system
  • Changed how tips are saved & checked for
  • Updated certain, now outdated, textures
  • Potatoes now need to be farmed in high-elevation biomes
  • Attempting to plant crops in incorrect biomes will now reject the seed-placement and will send a warning to the player in chat
  • Fixed certain knives not being able to mine cobwebs
  • Fixed knives not having proper durability data
  • Fixed improper stack sizes from paper crafted in crafting tables
  • Fixed players being unable to sleep on the ground while it is thundering
  • Fixed breaking baskets sometimes causing invisible blocks to stay in their position
  • Fixed not being able to pickup rain water from baskets
  • Fixed the illness status not being properly displayed
  • Fixed being able to dupe items when having both the "Player Corpses" & "Normal Respawning" settings enabled
  • Fixed not being able to gain the "The Pillar Of Death" advancement
  • Fixed falling blocks not destroying farmland, mud, or soul sand
  • Fixed chiseling blocks not giving the player building experience
  • Fixed placing reinforced blocks not giving the player building experience
  • Fixed certain tags not being removed from players
  • Fixed players sometimes being shown the same tip multiple times
  • Fixed the crucible acquired from its recipe having incorrect data
  • Added new advancements and changed existing advancements
  • Added the "Melon Gatherer" advancement -> Acquire melon slices
  • Added the "Pumpkin Gatherer" advancement -> Acquire pumpkins
  • Added images to various advancements. This applies to:
  • "Like Lilac"
  • "Dusty"
  • "Tanned"
  • "Getting Dough"
  • Tweaked various advancement descriptions & added icon to various descriptions. This applies to:
  • "Potato Gatherer"
  • "Carrot Gatherer"
  • "Beetroot Gatherer"
  • "Wheat Gatherer"
  • "Mysophobic"
  • "Leaves Galore"
  • "Grassy Fields"
  • "Branching Out"

### v3.13.2

  • Created new dynamic per-player boolean value system
  • Changed how tips are saved & checked for
  • Updated certain, now outdated, textures
  • Potatoes now need to be farmed in high-elevation biomes
  • Attempting to plant crops in incorrect biomes will now reject the seed-placement and will send a warning to the player in chat
  • Fixed certain knives not being able to mine cobwebs
  • Fixed knives not having proper durability data
  • Fixed improper stack sizes from paper crafted in crafting tables
  • Fixed players being unable to sleep on the ground while it is thundering
  • Fixed breaking baskets sometimes causing invisible blocks to stay in their position
  • Fixed not being able to pickup rain water from baskets
  • Fixed the illness status not being properly displayed
  • Fixed being able to dupe items when having both the "Player Corpses" & "Normal Respawning" settings enabled
  • Fixed not being able to gain the "The Pillar Of Death" advancement
  • Fixed falling blocks not destroying farmland, mud, or soul sand
  • Fixed chiseling blocks not giving the player building experience
  • Fixed placing reinforced blocks not giving the player building experience
  • Fixed certain tags not being removed from players
  • Fixed players sometimes being shown the same tip multiple times
  • Fixed the crucible acquired from its recipe having incorrect data
  • Added new advancements and changed existing advancements
  • Added the "Melon Gatherer" advancement -> Acquire melon slices
  • Added the "Pumpkin Gatherer" advancement -> Acquire pumpkins
  • Added images to various advancements. This applies to:
  • "Like Lilac"
  • "Dusty"
  • "Tanned"
  • "Getting Dough"
  • Tweaked various advancement descriptions & added icon to various descriptions. This applies to:
  • "Potato Gatherer"
  • "Carrot Gatherer"
  • "Beetroot Gatherer"
  • "Wheat Gatherer"
  • "Mysophobic"
  • "Leaves Galore"
  • "Grassy Fields"
  • "Branching Out"

### v3.13.1

  • Fixed non-acacia leaves not properly dropping branches

### v3.13.1

  • Fixed non-acacia leaves not properly dropping branches

### v3.13.0

  • Added leaf pile items
  • Leaf piles are distinct in relation to leaf block types, currently there are: oak leaf piles, birch leaf piles, acacia leaf piles, dark oak leaf piles, mangrove leaf piles, cherry leaf piles, and pale oak leaf piles
  • When breaking leaf blocks, leaf piles will have a chance to be dropped
  • Leaf piles can be heated inside hardened clay pots, transforming them into dried leaf piles
  • Added the "Marroneous Dust" item
  • Marroneous dust can be acquired by mixing 2 sugar and 2 redstone dust in a mortar
  • Added the "Lilac Petals" & "Dried Lilac Petals" items
  • Lilac petals can be acquired by grinding lilacs in a mortar
  • Cookery level 1+ players are able to get 2 petals per lilac
  • Heating lilac petals inside a hardened clay pot will allow you to acquire dried lilac petals
  • Added the "Dried Fern" item
  • Dried ferns can be acquired by heating ferns in hardened clay pots
  • Added a tea system
  • Stirring 9 dried leaf piles in a boiling basket will create a dried leaf additional
  • Stirring 9 marroneous dust in a boiling basket with a dried leaf additional will create a marroneous liquid
  • Teas have various different effects, the chance of their effects successfully applying is dependent on the brewer's cookery skill
  • Teas' "success chance" stat is displayed on their tooltip alongside a quality string that changes depending on the brewer's cookery skill
  • The success chance & quality string of teas is displayed below per the needed cookery skill levels:
  • Cookery level 0 = 1% success chance (Badly Brewed)
  • Cookery level 1 = 10% success chance (Adequately Brewed)
  • Cookery level 2 = 25% success chance (Decently Brewed)
  • Cookery level 3 = 50% success chance (Well Brewed)
  • Cookery level 4 = 70% success chance (Delightfully Brewed)
  • Cookery level 5 = 100% success chance (Excellently Brewed)
  • Teas require players to hold glass bottles to be able to be picked up
  • Added new teas
  • Added the "Sunflower Tea"
  • This tea is brewed by stirring 3 sunflowers, 3 leaf litters, and 3 dandelions in a boiling basket with a dried leaf additional & a marroneous liquid
  • Upon successful consumption, the drink: removes nausea, clears dizziness after a short while, increases fats by 10, and gives saturation I for 2 seconds
  • Added the "Lilac Tea"
  • This tea is brewed by stirring 6 dried lilac petals and 3 sugar in a boiling basket with a dried leaf additional & a marroneous liquid
  • Upon successful consumption, the drink: decreases illness time by 15%, decreases illness chance increases by 50%, 33% chance to not get sick when the game attempts to give the user a sickness
  • Added the "Tubhu Tea"
  • This tea is brewed by stirring 6 dried ferns and 3 honeycombs in a boiling basket with a dried leaf additional & a marroneous liquid
  • Upon successful consumption, the drink: gives the user the regeneration I effect for 18 seconds (+3.5 hearts) & absorption I for 2 minutes (+2 absorption hearts)
  • Added the "Poppy Tea"
  • This tea is brewed by stirring 6 poppies and 3 honeycombs in a boiling basket with a dried leaf additional & a marroneous liquid
  • Upon successful consumption, the drink: gives the user the slowness III effect for 25 seconds & resistance II for 10 seconds, reduces the user's sanity by 30
  • Added the "Noble Grey Tea"
  • This tea is brewed by stirring 6 cornflowers and 3 pale oak leaf piles in a boiling basket with a dried leaf additional & a marroneous liquid
  • Upon successful consumption, the drink has the following effects, for up to 4 minutes:
  • If the player has mining level 1+ and has higher levels in mining than in combat/fishing:
  • When standing at Y=-35 to Y20, the user is given haste I
  • When standing at Y=-55 to Y=-36, the user is given haste II
  • When standing below Y=-55, the user is given haste III
  • If the player has combat level 1+ and has higher levels in combat than in mining/fishing:
  • If the player's health is at 3.5-9 hearts, the user is given speed I
  • If the player's health is below 3.5 hearts, the user is given speed II
  • If the player has fishing level 1+ and has higher levels in fishing than in combat/mining:
  • The player is given luck I
  • Added the "Sweet Tea"
  • This tea is brewed by stirring 3 poppies, 3 sugar, and 3 honeycombs in a boiling basket with a dried leaf additional & a marroneous liquid
  • Upon successful consumption, the drink: sets the user's current stamina to the same value as their max stamina, decreases sanity by 10, increases (for the next 60 seconds) the user's movement speed by 10% if they are wearing atleast 3 plated armor pieces (iron/copper) and have a combat or archery level of 5
  • Added the "Eyeblossom Tea"
  • This tea is brewed by stirring 3 poppies, 3 open eyeblossoms, and 3 honeycombs in a boiling basket with a dried leaf additional & a marroneous liquid
  • Upon successful consumption, the drink: gives the user nausea for 10 seconds, decreases the user's sanity by 15, increases the user's stamina by 3 every 27 ticks (~1.6 seconds) for the next 2 minutes
  • Added the great pain system
  • When a player is attacked by an arrow shot by a player with an archery level of 4+, the victim will now be in great pain for 60 seconds, as opposed to being in, regular, pain
  • When in great pain, the user's status will display "In Great Pain" with a double exclamation mark icon. The user will also be unable to place, break, or interact with blocks (such players are still able to interact with entities however)
  • Added biome-dependent feature compatibility with the following worldgen content:
  • Clifftree
  • Geophilic
  • Terralith
  • Tectonic
  • Still life
  • William Wythers' Overhauled Overworld
  • Arboria
  • Cascades
  • All worldgen content that use #c biome tags
  • Added the "Branch" item
  • Branches can be acquired by breaking tree leaves which are connected to logs from up to 2 blocks away
  • Attacking with a branch will make it play the same stab animation as spears
  • Overhauled how players are meant to acquire wooden spears
  • Sharpened sticks are no longer able to be sharpened into spears
  • Branches are now able to be placed on preparation plates
  • Interacting with it while holding axes, knives, or a sharpened flint will make it so a white indicator is created above the branch
  • The player can interact with the indicator above the branch to progress through cutting the branch into a spear
  • The indicator will move itself and the branch's texture will change through the process
  • The wooden spear texture has been changed to reflect the new process to create it
  • Overhauled certain aspects relating to the wisdom skill system
  • Changed how skill levels are influenced by the increase of other skill levels
  • Prior to this update, when having a certain skill's experience value increase, all other skills' experience would decrease, which tended to cause confusion
  • From this update forward, when increasing a certain skill's level, all other skills' levels will be decreased by 1
  • When increasing a skill's level, the skill's experience is now set to 50 instead of 150
  • When performing certain tasks that are attributed to 2 or more skills, now, only the skill that has the most levels will be added onto
  • If both skills have the same value, a fallback skill is chosen by default
  • Certain skill levels now have item/action requirements
  • These requirements disallow players from having their level increase in that skill if they haven't acquired a certain item or performed a certain action
  • The following item/action requirements were added, per each skill:
  • Blacksmithing 1 = Acquire all copper tools
  • Blacksmithing 2 = Acquire all copper armor pieces
  • Blacksmithing 3 = Acquire all chainmail armor pieces
  • Blacksmithing 4 = Acquire all iron tools
  • Blacksmithing 5 = Acquire all iron armor pieces
  • Mining 1 = Mine 100 stone, mine 50 coal ore
  • Mining 2 = Acquire a copper pickaxe, mine 50 copper ore
  • Mining 3 = Acquire an iron pickaxe, mine 50 iron ore, mine 500 stone blocks
  • Mining 4 = Mine 50 gold ore, mine 1000 deepslate blocks
  • Mining 5 = mine 50 diamond ore
  • Healthcare 1 = Craft a bandage
  • Healthcare 2 = Help a downed player
  • Healthcare 3 = Create suspicious stew in a basket and pick it up with a bowl
  • Cookery 1 = Craft a basket
  • Cookery 2 = Slice vegetables in a cooking board, salt food in a cooking board
  • Skill/action requirements are detailed in skill advancements
  • Added new wisdom skill experience-increase conditions
  • Crafting a bow will now grant the user +5 archery experience
  • Grinding wheat into wheat flour in a mortar will now grant the user either +2 husbandry experience or +2 cookery experience (cookery as default)
  • Grinding sugar cane into sugar in a mortar will now grant the user either +2 husbandry experience or +2 cookery experience (cookery as default)
  • Grinding redstone dust & sugar into marroneous dust in a mortar will now grant the user with +3 cookery experience
  • Added new benefits from wisdom skill levels
  • Players who have a husbandry level of 4+ will now be able to break bee nests with hoes and have them drop
  • Cookery levels 1-3 will now increase the amount of wheat flour gotten from grinding wheat in mortars
  • Subsequently, the amount of flour gotten by players who don't have such skill levels has been lowered
  • Cookery levels 1-4 will now increase the amount of sugar gotten from grinding sugar cane in mortars
  • Mining levels now dictate how much redstone dust players will get when crushing redstone gems in mortars
  • Added a secret easter egg feature
  • Added new settings & tweaked existing settings
  • Added the "Instant Stirring" setting
  • This setting is found under the "Debug" category and it is disabled by default
  • When enabled, stirring baskets become an instant action
  • Added the "Implicit Tea Chance" setting
  • This setting is found under the "Misc" category and it is disabled by default
  • When enabled, tea's success chance will be overriden and the game will act as if it is always 100%
  • Added the "Fluid XP Decrease" setting
  • This setting is found under the "Player" category and it is disabled by default
  • When enabled, the old system for XP decrease will be used, where, when gaining experience in one skill, all other skill experience values will be decreased
  • Added the "Dynamic Skills" setting
  • This setting is found under the "Player" category and it is enabled by default
  • When disabled, players won't have their levels decreased when increasing one skill's level
  • Tweaked the description of the "Harsher Pain" setting
  • Changed the banner item model
  • Banners are now displayed differently in the first person right/left hand & third person right/left hand contexts
  • There is now a failsafe system in case Overly-Realistic data is wiped
  • In such occurence, the game will attempt to re-create all the data that Overly-Realistic requires
  • The recipes for wooden tongs, copper tongs, iron tongs, and fishing rods now accept crude string as well as string
  • Wall blocks no longer fall due to gravity
  • Blocks that fall due to gravity will now break non-full blocks if they pass through them
  • Redstone ore can now be mined with a copper pickaxe
  • Item quality improvements are now listed on wisdom skill advancement descriptions
  • Removed unused files
  • Slightly optimized block placement operations
  • Slightly optimized skill-related buff operations
  • Fixed basket stirring not being completed at 100%
  • Fixed not being able to crouch and interact with hardened clay pots to make them drop their contents
  • Fixed being able to create items in baskets without the required input ingredients
  • Fixed baskets not having their boil time reset when having their liquids removed
  • Fixed certain skill buffs not being applied & removed correctly
  • Fixed certain skill experience increase triggers not working
  • Fixed oddities that would happen when certain animals would touch water (this includes animals losing their ability to target players, animals damaging players from further away than intended, etc)
  • Fixed the game not properly detecting players mining stone/deepslate/ores for the purpose of mining experience
  • Fixed being able to craft sugar within crafting slots
  • Fixed the death screen not being shown to players if they died after the downed timer counted down fully
  • Fixed being able to survive being downed by quitting the game and rejoining in certain situations
  • Fixed an easter egg advancement's condition being wrongfully set
  • Fixed salt not being removed when salting food on a cooking board
  • Added new advancements and changed existing advancements
  • Certain advancement names now have wisdom skill icons suffixed on them
  • These icons show what skill xp is increased when the required action described in the advancement is performed
  • Added a new advancement tab: "Pot Uses"
  • This tab, similarly to other "feature uses" tabs, houses advancements relating to the hardened clay pot
  • This tab is unlocked by acquiring a hardened clay pot
  • Added the "Branching Out" advancement -> Acquire branches
  • Added the "Leaves Galore" advancement -> Acquire leaf piles
  • Added the "Quite Marroneous" advancement -> Grind sugar & redstone dust in a mortar to get marroneous dust
  • Added the "Like Lilac" advancement -> Grind lilacs in a mortar to get lilac petals
  • Added the "Ferny" advancement -> Heat a fern in a hardened clay pot to get dried ferns
  • Added the "Unlike Lilac" advancement -> Heat lilac petals in a hardened clay pot to get dried lilac petals
  • Added the "Pile On" advancement -> Heat a leaf pile in a hardened clay pot to get a dried leaf pile
  • Added the "Dice and Slice" advancement -> Heat fruit/vegetable slices in a hardened clay pot to get dried/roasted slices
  • Added the "Tea Connoisseur" advancement -> Make a dried leaf additional in a basket
  • Added the "Marroneous Brewing" advancement -> Make a marroneous liquid in a basket
  • Added the "The Delicious Tubhu Tea" advancement -> Brew tubhu tea in a basket
  • Added the "The Delicious Sweet Tea" advancement -> Brew sweet tea in a basket
  • Added the "The Delicious Sunflower Tea" advancement -> Brew sunflower tea in a basket
  • Added the "The Delicious Poppy Tea" advancement -> Brew poppy tea in a basket
  • Added the "The Delicious Noble Grey Tea" advancement -> Brew noble grey tea in a basket
  • Added the "The Delicious Lilac Tea" advancement -> Brew tubhu lilac in a basket
  • Added the "The Delicious Eyeblossom Tea" advancement -> Brew eyeblossom tea in a basket
  • Tweaked certain skill advancement descriptions' wordings
  • Changed the description of the "The Pillar of Death" & "The Pillar of War" advancement
  • Changed the formatting of wisdom skill advancement descriptions
  • Wisdom skill advancement descriptions now show skill level requirements
  • The "Frosty" advancement's description now informs the player they need a mining level of 2+ to mine packed/blue ice

### v3.13.0

  • Added leaf pile items
  • Leaf piles are distinct in relation to leaf block types, currently there are: oak leaf piles, birch leaf piles, acacia leaf piles, dark oak leaf piles, mangrove leaf piles, cherry leaf piles, and pale oak leaf piles
  • When breaking leaf blocks, leaf piles will have a chance to be dropped
  • Leaf piles can be heated inside hardened clay pots, transforming them into dried leaf piles
  • Added the "Marroneous Dust" item
  • Marroneous dust can be acquired by mixing 2 sugar and 2 redstone dust in a mortar
  • Added the "Lilac Petals" & "Dried Lilac Petals" items
  • Lilac petals can be acquired by grinding lilacs in a mortar
  • Cookery level 1+ players are able to get 2 petals per lilac
  • Heating lilac petals inside a hardened clay pot will allow you to acquire dried lilac petals
  • Added the "Dried Fern" item
  • Dried ferns can be acquired by heating ferns in hardened clay pots
  • Added a tea system
  • Stirring 9 dried leaf piles in a boiling basket will create a dried leaf additional
  • Stirring 9 marroneous dust in a boiling basket with a dried leaf additional will create a marroneous liquid
  • Teas have various different effects, the chance of their effects successfully applying is dependent on the brewer's cookery skill
  • Teas' "success chance" stat is displayed on their tooltip alongside a quality string that changes depending on the brewer's cookery skill
  • The success chance & quality string of teas is displayed below per the needed cookery skill levels:
  • Cookery level 0 = 1% success chance (Badly Brewed)
  • Cookery level 1 = 10% success chance (Adequately Brewed)
  • Cookery level 2 = 25% success chance (Decently Brewed)
  • Cookery level 3 = 50% success chance (Well Brewed)
  • Cookery level 4 = 70% success chance (Delightfully Brewed)
  • Cookery level 5 = 100% success chance (Excellently Brewed)
  • Teas require players to hold glass bottles to be able to be picked up
  • Added new teas
  • Added the "Sunflower Tea"
  • This tea is brewed by stirring 3 sunflowers, 3 leaf litters, and 3 dandelions in a boiling basket with a dried leaf additional & a marroneous liquid
  • Upon successful consumption, the drink: removes nausea, clears dizziness after a short while, increases fats by 10, and gives saturation I for 2 seconds
  • Added the "Lilac Tea"
  • This tea is brewed by stirring 6 dried lilac petals and 3 sugar in a boiling basket with a dried leaf additional & a marroneous liquid
  • Upon successful consumption, the drink: decreases illness time by 15%, decreases illness chance increases by 50%, 33% chance to not get sick when the game attempts to give the user a sickness
  • Added the "Tubhu Tea"
  • This tea is brewed by stirring 6 dried ferns and 3 honeycombs in a boiling basket with a dried leaf additional & a marroneous liquid
  • Upon successful consumption, the drink: gives the user the regeneration I effect for 18 seconds (+3.5 hearts) & absorption I for 2 minutes (+2 absorption hearts)
  • Added the "Poppy Tea"
  • This tea is brewed by stirring 6 poppies and 3 honeycombs in a boiling basket with a dried leaf additional & a marroneous liquid
  • Upon successful consumption, the drink: gives the user the slowness III effect for 25 seconds & resistance II for 10 seconds, reduces the user's sanity by 30
  • Added the "Noble Grey Tea"
  • This tea is brewed by stirring 6 cornflowers and 3 pale oak leaf piles in a boiling basket with a dried leaf additional & a marroneous liquid
  • Upon successful consumption, the drink has the following effects, for up to 4 minutes:
  • If the player has mining level 1+ and has higher levels in mining than in combat/fishing:
  • When standing at Y=-35 to Y20, the user is given haste I
  • When standing at Y=-55 to Y=-36, the user is given haste II
  • When standing below Y=-55, the user is given haste III
  • If the player has combat level 1+ and has higher levels in combat than in mining/fishing:
  • If the player's health is at 3.5-9 hearts, the user is given speed I
  • If the player's health is below 3.5 hearts, the user is given speed II
  • If the player has fishing level 1+ and has higher levels in fishing than in combat/mining:
  • The player is given luck I
  • Added the "Sweet Tea"
  • This tea is brewed by stirring 3 poppies, 3 sugar, and 3 honeycombs in a boiling basket with a dried leaf additional & a marroneous liquid
  • Upon successful consumption, the drink: sets the user's current stamina to the same value as their max stamina, decreases sanity by 10, increases (for the next 60 seconds) the user's movement speed by 10% if they are wearing atleast 3 plated armor pieces (iron/copper) and have a combat or archery level of 5
  • Added the "Eyeblossom Tea"
  • This tea is brewed by stirring 3 poppies, 3 open eyeblossoms, and 3 honeycombs in a boiling basket with a dried leaf additional & a marroneous liquid
  • Upon successful consumption, the drink: gives the user nausea for 10 seconds, decreases the user's sanity by 15, increases the user's stamina by 3 every 27 ticks (~1.6 seconds) for the next 2 minutes
  • Added the great pain system
  • When a player is attacked by an arrow shot by a player with an archery level of 4+, the victim will now be in great pain for 60 seconds, as opposed to being in, regular, pain
  • When in great pain, the user's status will display "In Great Pain" with a double exclamation mark icon. The user will also be unable to place, break, or interact with blocks (such players are still able to interact with entities however)
  • Added biome-dependent feature compatibility with the following worldgen content:
  • Clifftree
  • Geophilic
  • Terralith
  • Tectonic
  • Still life
  • William Wythers' Overhauled Overworld
  • Arboria
  • Cascades
  • All worldgen content that use #c biome tags
  • Added the "Branch" item
  • Branches can be acquired by breaking tree leaves which are connected to logs from up to 2 blocks away
  • Attacking with a branch will make it play the same stab animation as spears
  • Overhauled how players are meant to acquire wooden spears
  • Sharpened sticks are no longer able to be sharpened into spears
  • Branches are now able to be placed on preparation plates
  • Interacting with it while holding axes, knives, or a sharpened flint will make it so a white indicator is created above the branch
  • The player can interact with the indicator above the branch to progress through cutting the branch into a spear
  • The indicator will move itself and the branch's texture will change through the process
  • The wooden spear texture has been changed to reflect the new process to create it
  • Overhauled certain aspects relating to the wisdom skill system
  • Changed how skill levels are influenced by the increase of other skill levels
  • Prior to this update, when having a certain skill's experience value increase, all other skills' experience would decrease, which tended to cause confusion
  • From this update forward, when increasing a certain skill's level, all other skills' levels will be decreased by 1
  • When increasing a skill's level, the skill's experience is now set to 50 instead of 150
  • When performing certain tasks that are attributed to 2 or more skills, now, only the skill that has the most levels will be added onto
  • If both skills have the same value, a fallback skill is chosen by default
  • Certain skill levels now have item/action requirements
  • These requirements disallow players from having their level increase in that skill if they haven't acquired a certain item or performed a certain action
  • The following item/action requirements were added, per each skill:
  • Blacksmithing 1 = Acquire all copper tools
  • Blacksmithing 2 = Acquire all copper armor pieces
  • Blacksmithing 3 = Acquire all chainmail armor pieces
  • Blacksmithing 4 = Acquire all iron tools
  • Blacksmithing 5 = Acquire all iron armor pieces
  • Mining 1 = Mine 100 stone, mine 50 coal ore
  • Mining 2 = Acquire a copper pickaxe, mine 50 copper ore
  • Mining 3 = Acquire an iron pickaxe, mine 50 iron ore, mine 500 stone blocks
  • Mining 4 = Mine 50 gold ore, mine 1000 deepslate blocks
  • Mining 5 = mine 50 diamond ore
  • Healthcare 1 = Craft a bandage
  • Healthcare 2 = Help a downed player
  • Healthcare 3 = Create suspicious stew in a basket and pick it up with a bowl
  • Cookery 1 = Craft a basket
  • Cookery 2 = Slice vegetables in a cooking board, salt food in a cooking board
  • Skill/action requirements are detailed in skill advancements
  • Added new wisdom skill experience-increase conditions
  • Crafting a bow will now grant the user +5 archery experience
  • Grinding wheat into wheat flour in a mortar will now grant the user either +2 husbandry experience or +2 cookery experience (cookery as default)
  • Grinding sugar cane into sugar in a mortar will now grant the user either +2 husbandry experience or +2 cookery experience (cookery as default)
  • Grinding redstone dust & sugar into marroneous dust in a mortar will now grant the user with +3 cookery experience
  • Added new benefits from wisdom skill levels
  • Players who have a husbandry level of 4+ will now be able to break bee nests with hoes and have them drop
  • Cookery levels 1-3 will now increase the amount of wheat flour gotten from grinding wheat in mortars
  • Subsequently, the amount of flour gotten by players who don't have such skill levels has been lowered
  • Cookery levels 1-4 will now increase the amount of sugar gotten from grinding sugar cane in mortars
  • Mining levels now dictate how much redstone dust players will get when crushing redstone gems in mortars
  • Added a secret easter egg feature
  • Added new settings & tweaked existing settings
  • Added the "Instant Stirring" setting
  • This setting is found under the "Debug" category and it is disabled by default
  • When enabled, stirring baskets become an instant action
  • Added the "Implicit Tea Chance" setting
  • This setting is found under the "Misc" category and it is disabled by default
  • When enabled, tea's success chance will be overriden and the game will act as if it is always 100%
  • Added the "Fluid XP Decrease" setting
  • This setting is found under the "Player" category and it is disabled by default
  • When enabled, the old system for XP decrease will be used, where, when gaining experience in one skill, all other skill experience values will be decreased
  • Added the "Dynamic Skills" setting
  • This setting is found under the "Player" category and it is enabled by default
  • When disabled, players won't have their levels decreased when increasing one skill's level
  • Tweaked the description of the "Harsher Pain" setting
  • Changed the banner item model
  • Banners are now displayed differently in the first person right/left hand & third person right/left hand contexts
  • There is now a failsafe system in case Overly-Realistic data is wiped
  • In such occurence, the game will attempt to re-create all the data that Overly-Realistic requires
  • The recipes for wooden tongs, copper tongs, iron tongs, and fishing rods now accept crude string as well as string
  • Wall blocks no longer fall due to gravity
  • Blocks that fall due to gravity will now break non-full blocks if they pass through them
  • Redstone ore can now be mined with a copper pickaxe
  • Item quality improvements are now listed on wisdom skill advancement descriptions
  • Removed unused files
  • Slightly optimized block placement operations
  • Slightly optimized skill-related buff operations
  • Fixed basket stirring not being completed at 100%
  • Fixed not being able to crouch and interact with hardened clay pots to make them drop their contents
  • Fixed being able to create items in baskets without the required input ingredients
  • Fixed baskets not having their boil time reset when having their liquids removed
  • Fixed certain skill buffs not being applied & removed correctly
  • Fixed certain skill experience increase triggers not working
  • Fixed oddities that would happen when certain animals would touch water (this includes animals losing their ability to target players, animals damaging players from further away than intended, etc)
  • Fixed the game not properly detecting players mining stone/deepslate/ores for the purpose of mining experience
  • Fixed being able to craft sugar within crafting slots
  • Fixed the death screen not being shown to players if they died after the downed timer counted down fully
  • Fixed being able to survive being downed by quitting the game and rejoining in certain situations
  • Fixed an easter egg advancement's condition being wrongfully set
  • Fixed salt not being removed when salting food on a cooking board
  • Added new advancements and changed existing advancements
  • Certain advancement names now have wisdom skill icons suffixed on them
  • These icons show what skill xp is increased when the required action described in the advancement is performed
  • Added a new advancement tab: "Pot Uses"
  • This tab, similarly to other "feature uses" tabs, houses advancements relating to the hardened clay pot
  • This tab is unlocked by acquiring a hardened clay pot
  • Added the "Branching Out" advancement -> Acquire branches
  • Added the "Leaves Galore" advancement -> Acquire leaf piles
  • Added the "Quite Marroneous" advancement -> Grind sugar & redstone dust in a mortar to get marroneous dust
  • Added the "Like Lilac" advancement -> Grind lilacs in a mortar to get lilac petals
  • Added the "Ferny" advancement -> Heat a fern in a hardened clay pot to get dried ferns
  • Added the "Unlike Lilac" advancement -> Heat lilac petals in a hardened clay pot to get dried lilac petals
  • Added the "Pile On" advancement -> Heat a leaf pile in a hardened clay pot to get a dried leaf pile
  • Added the "Dice and Slice" advancement -> Heat fruit/vegetable slices in a hardened clay pot to get dried/roasted slices
  • Added the "Tea Connoisseur" advancement -> Make a dried leaf additional in a basket
  • Added the "Marroneous Brewing" advancement -> Make a marroneous liquid in a basket
  • Added the "The Delicious Tubhu Tea" advancement -> Brew tubhu tea in a basket
  • Added the "The Delicious Sweet Tea" advancement -> Brew sweet tea in a basket
  • Added the "The Delicious Sunflower Tea" advancement -> Brew sunflower tea in a basket
  • Added the "The Delicious Poppy Tea" advancement -> Brew poppy tea in a basket
  • Added the "The Delicious Noble Grey Tea" advancement -> Brew noble grey tea in a basket
  • Added the "The Delicious Lilac Tea" advancement -> Brew tubhu lilac in a basket
  • Added the "The Delicious Eyeblossom Tea" advancement -> Brew eyeblossom tea in a basket
  • Tweaked certain skill advancement descriptions' wordings
  • Changed the description of the "The Pillar of Death" & "The Pillar of War" advancement
  • Changed the formatting of wisdom skill advancement descriptions
  • Wisdom skill advancement descriptions now show skill level requirements
  • The "Frosty" advancement's description now informs the player they need a mining level of 2+ to mine packed/blue ice

### v3.12.1

  • Added certain items to the creative inventory that were previously missing, these include:
  • Slag
  • Salt
  • Telescope
  • Apple Slices
  • Dried Apple Slices
  • Carrot Slices
  • Roasted Carrot Slices
  • Potato Slices
  • Roasted Potato Slices
  • Beetroot Slices
  • Roasted Beetroot Slices
  • Clay Pot
  • Clay Pot Lid
  • Hardened Clay Pot
  • Hardened Clay Pot Lid
  • Crucible [Copper Fragments]
  • Crucible [Iron Fragments]
  • Crucible [Gold Fragments]
  • Crucible [Melted Copper Fragments]
  • Crucible [Melted Gold Fragments]
  • Crucible [Heated Iron Fragments]
  • Dirty Carrot
  • Dirty Potato
  • Dirty Beetroot
  • Added new splash texts:
  • "Thanks, Fever!"
  • "Absolute realism!"
  • "Multiplayer-compatible!"
  • "Report any bugs!"
  • Tweaked the initialization UI
  • The Overly-Realistic logo is now slightly larger
  • A "[ BETA ]" subtitle section is now displayed under the logo
  • The "The player!" splash text has been replaced with "Player is you!"
  • Smooth basalt can now be placed on top of stonecutters, making it so smooth basalt gets cut into regular basalt
  • If a player respawns above water, they will now be put on a bamboo raft
  • Mobs no longer drop their equipment upon dying
  • Cave-ins are now able to affect more block locations
  • Slightly changed the position of the mast in the large ship model
  • Slightly optimized spear throwing operations
  • Slightly optimized crucible breaking operations
  • Slightly optimized the cave-in system
  • Fixed player data being removed in certain situations
  • Fixed thrown spears not getting thrown the right direction in extreme distances due to precision errors
  • Fixed being able to respawn outside of the worldborder if either its center or its size was modified
  • Fixed players being able to be respawned in the air
  • Fixed being unable to get the "Mysophobic", "Dyeful", and "Food Reserve" advancements
  • Fixed crucibles losing their data once breaking due to being placed in an invalid space
  • Fixed baby animals' corpses being generated as adults
  • Fixed green/brown coconuts not increasing fats & thirst
  • Fixed brown coconuts not giving any effects to the player
  • Fixed telescopes not being rotated correctly when placing them
  • Fixed ships not being properly rotated after being constructed in a ship setup
  • Fixed various items not having proper translation key support
  • Fixed breaking crucibles making it so certain data gets printed into chat
  • Fixed green & brown coconuts not having proper spoilage data
  • Fixed various foods not having proper spoilage data when being cooked on campfires/furnaces
  • Fixed dirty carrots not having proper spoilage data
  • Fixed players not receiving a recipe for drop ladders in their recipe book
  • Fixed the Overly-Realistic logo texture having improper dimensions
  • Fixed sometimes washing crops causing oddities (such as game freezes, extreme amounts of experience, and crops not getting washed)
  • Fixed dripstone blocks dropping calcite when broken
  • Fixed various types of blocks not being able to trigger cave-ins
  • This applies to: all ores, tuff, dripstone blocks, calcite, andesite, granite, diorite, and smooth basalt
  • Fixed ships having incorrect lighting
  • Note: this fix might not apply to ships created in previous versions

### v3.12.1

  • Added certain items to the creative inventory that were previously missing, these include:
  • Slag
  • Salt
  • Telescope
  • Apple Slices
  • Dried Apple Slices
  • Carrot Slices
  • Roasted Carrot Slices
  • Potato Slices
  • Roasted Potato Slices
  • Beetroot Slices
  • Roasted Beetroot Slices
  • Clay Pot
  • Clay Pot Lid
  • Hardened Clay Pot
  • Hardened Clay Pot Lid
  • Crucible [Copper Fragments]
  • Crucible [Iron Fragments]
  • Crucible [Gold Fragments]
  • Crucible [Melted Copper Fragments]
  • Crucible [Melted Gold Fragments]
  • Crucible [Heated Iron Fragments]
  • Dirty Carrot
  • Dirty Potato
  • Dirty Beetroot
  • Added new splash texts:
  • "Thanks, Fever!"
  • "Absolute realism!"
  • "Multiplayer-compatible!"
  • "Report any bugs!"
  • Tweaked the initialization UI
  • The Overly-Realistic logo is now slightly larger
  • A "[ BETA ]" subtitle section is now displayed under the logo
  • The "The player!" splash text has been replaced with "Player is you!"
  • Smooth basalt can now be placed on top of stonecutters, making it so smooth basalt gets cut into regular basalt
  • If a player respawns above water, they will now be put on a bamboo raft
  • Mobs no longer drop their equipment upon dying
  • Cave-ins are now able to affect more block locations
  • Slightly changed the position of the mast in the large ship model
  • Slightly optimized spear throwing operations
  • Slightly optimized crucible breaking operations
  • Slightly optimized the cave-in system
  • Fixed player data being removed in certain situations
  • Fixed thrown spears not getting thrown the right direction in extreme distances due to precision errors
  • Fixed being able to respawn outside of the worldborder if either its center or its size was modified
  • Fixed players being able to be respawned in the air
  • Fixed being unable to get the "Mysophobic", "Dyeful", and "Food Reserve" advancements
  • Fixed crucibles losing their data once breaking due to being placed in an invalid space
  • Fixed baby animals' corpses being generated as adults
  • Fixed green/brown coconuts not increasing fats & thirst
  • Fixed brown coconuts not giving any effects to the player
  • Fixed telescopes not being rotated correctly when placing them
  • Fixed ships not being properly rotated after being constructed in a ship setup
  • Fixed various items not having proper translation key support
  • Fixed breaking crucibles making it so certain data gets printed into chat
  • Fixed green & brown coconuts not having proper spoilage data
  • Fixed various foods not having proper spoilage data when being cooked on campfires/furnaces
  • Fixed dirty carrots not having proper spoilage data
  • Fixed players not receiving a recipe for drop ladders in their recipe book
  • Fixed the Overly-Realistic logo texture having improper dimensions
  • Fixed sometimes washing crops causing oddities (such as game freezes, extreme amounts of experience, and crops not getting washed)
  • Fixed dripstone blocks dropping calcite when broken
  • Fixed various types of blocks not being able to trigger cave-ins
  • This applies to: all ores, tuff, dripstone blocks, calcite, andesite, granite, diorite, and smooth basalt
  • Fixed ships having incorrect lighting
  • Note: this fix might not apply to ships created in previous versions

### v3.12.0

  • Overhauled the illness system
  • Light and harsh illnesses have been removed
  • When getting ill, players will now have 3 symbols be shown in their HUD's status bar
  • These symbols are randomly chosen when the player receives their illness
  • Illness symbols held by players equate to what they will experience while ill, similarly to symptoms. Symbols and their effects are detailed below:
  • Upwards triangle = constant poison 1 effect
  • Heart = constant +10 heat, also makes it harder to increase sanity
  • Oval = constant hunger 1 effect
  • Creeper face = constant mining fatigue 1 effect
  • Snowflake = constant -10 heat, also makes it harder to increase sanity
  • Square = constant slowness 1 effect
  • Downwards triangle = faster thirst decrease
  • Pi = slower stamina increase
  • Boiling water in a basket, putting 5 brown mushrooms & 4 red mushrooms into the basket, and then stirring it will produce a mushroom additional
  • Interacting with the basket while holding a bowl will let the player acquire mushroom stew, this will reward the player with cookery experience
  • Certain ingredients can be placed into the mushroom-addition-filled basket in rows of 3, these ingredients are intentionally not defined in-game, making it so players need to test out different ingredients
  • Each ingredient has a purpose of being able to heal a certain illness symbol
  • Stirring these ingredients will create a suspicious additional
  • Interacting with the basket while it has the suspicious additional, and while holding a bowl, will allow the user to acquire suspicious stew, it will also reward the player with healthcare experience
  • Ill players will now display particles around them & make coughing sounds every few seconds
  • When consuming foods, ill players will now have a 60% chance to vomit
  • This will only happen if the player has all 3 symbols displayed
  • When vomiting, a sound will be played and particles will be displayed in front of the player's face
  • Vomiting causes the player's thirst and hunger to be dramatically decreased
  • Overhauled suspicious stews
  • Suspicious stews' primary use is now to heal afflictions caused by illnesses
  • Suspicious stews now have a "cure chance" that dictates the probabilty of it being able to rid players of their illness symbols
  • This probability is dependent on the healthcare skill of the user who collected the suspicious stew from the basket
  • The cure chance percentages are listed below, per healthcare level:
  • Healthcare level 0 = 1%
  • Healthcare level 1 = 12%
  • Healthcare level 2 = 25%
  • Healthcare level 3 = 60%
  • Healthcare level 4 = 80%
  • Healthcare level 5 = 100%
  • Suspicious stew items now have their quality, their cure chance, and what symbols they cure upon consumption listed on their tooltips
  • When consuming suspicious stews, if the cure chance allows for it, they will now clear all illness symbols (that are listed in their tooltip) from the user
  • If all symbols are cleared, the illness will be successfully cured
  • Overhauled how players are meant to get heated wrought iron from heated bloom
  • When interacting with a placed heated bloom with a pickaxe, an indicator will now be created atop the heated bloom (similarly to indicators created when chopping stripped logs on preparation plates, or when forging heated wrought iron)
  • The player must interact with the indicator while holding a pickaxe to progress through breaking the bloom. The indicator will move and change the bloom's model when interacted with
  • When successfully breaking the heated bloom with a pickaxe, the bloom will drop 2-4 slag, and, if the player has a blacksmithing level of 2+, it will also drop the heated wrought iron
  • Added the new "Slag" item
  • 2-4 slag can be acquired when breaking open a placed heated bloom with a pickaxe
  • Slag can be used on composters to fill them up
  • Added the new "Salt" item
  • When boiling sea water in a basket, salt will be dropped from it
  • Expanded the food system
  • Foods no longer drop as fully pristine unspoiled items, they now have a semi-randomized amount of spoilage added to them
  • All foods can now be put on cooking boards
  • Placing meats into cooking boards and interacting with the block while holding salt will now apply the salt to the food
  • This will decrease the food's spoilage
  • The amount of spoilage decreased depends on the player's cookery skill level. The amount per level is detailed below:
  • Cookery level 0 = 1% spoilage decrease
  • Cookery level 1 = 10% spoilage decrease
  • Cookery level 2 = 30% spoilage decrease
  • Cookery level 3 = 50% spoilage decrease
  • Cookery level 4 = 70% spoilage decrease
  • Cookery level 5 = 100% spoilage decrease
  • Macronutrient values can now accept decimals
  • Changed the macronutrient values of most foods. The new values are detailed below:
  • [TLDR for macronutrient changes: most foods now only increase one type of nutrient, fish meat now mainly increases fats as to employ the need of both hunting land animals and fishing instead of only one or the other]
  • Milk = 13 fats
  • Sweet berry drink = 10 carbs
  • Sweetened sweet berry drink = 13 carbs
  • Apple = 7 carbs
  • Baked bread = 9 carbs
  • Baked potato = 8.25 carbs
  • Bat carcass = 2 proteins
  • Bear steak = 18 proteins, 4 fats
  • Raw beef = 7 proteins
  • Beetroot soup = 14 carbs
  • Brown coconut = 10 fats
  • Canine steak = 13 proteins
  • Carrot = 5 carbs
  • Raw chicken = 8 proteins
  • Raw cod = 5 proteins, 1 fat
  • Cooked bat = 6 proteins
  • Steak = 13 proteins
  • Cooked camel = 13 proteins
  • Cooked chicken = 13 proteins
  • Cooked feline = 12 proteins
  • Cooked fish = 12 fats
  • Cooked mutton = 13 proteins
  • Cooked porkchop = 13 proteins
  • Cooked rabbit = 9 proteins
  • Cooked turtle = 10 proteins
  • Cookie = 5 carbs, 9 fats
  • Dough = 1 carbs
  • Dried kelp = 1 carbs
  • Equine steak = 13 proteins
  • Fried egg = 9 fats
  • Glow berries = 1 carbs
  • Green coconut = 13 fats
  • Hard boiled egg = 11 fats
  • Maggot = 1 proteins
  • Meat stew = 12 proteins, 4 fats
  • Melon slice = 2.5 carbs
  • Mushroom stew = 15 carbs, 2 fats
  • Mushrooms = 1 carbs
  • Raw mutton = 8 proteins
  • Raw porkchop = 8 proteins
  • Potato = 5 carbs
  • Pufferfish = 4 proteins, 1 fat
  • Pumpkin pie = 8 carbs, 14 fats
  • Rabbit stew = 7 carbs, 10 proteins, 2 fats
  • Raw rabbit = 5 proteins
  • Raw bear = 7 proteins
  • Raw camel = 6 proteins
  • Raw canine = 6 proteins
  • Raw equine = 6 proteins
  • Raw feline = 6 proteins
  • Raw fish = 5 proteins, 1 fat
  • Raw turtle = 5 proteins
  • Rotten flesh = 2 proteins
  • Raw salmon = 5 proteins, 3 fats
  • Silverfish grub = 1 protein
  • Spider eye = 1 proteins
  • Spider grub = 2 proteins
  • Suspicious stew = 9 carbs, 1 fat
  • Sweet berries = 0.5 carbs
  • Tropical fish = 2 proteins, 1 fat
  • Vegetable stew = 18 carbs
  • Added new food slice items
  • These are multiple items, these being: apple slices, carrot slices, potato slices, beetroot slices
  • Food slices can be acquired by placing their respective "whole" food items on cooking boards and cutting them with knives
  • The consumption stats for each food slice is seen below:
  • Apple slices = 2 nutrition, 1.2 saturation, 3 carbs, +1-4 thirst
  • Beetroot slices = 1 nutrition, 0.6 saturation, 1 carb
  • Carrot slices = 1 nutrition, 0.6 saturation, 1.5 carb
  • Potato slices = 1 nutrition, 0.3 saturation, 1.5 carb
  • Added the new "Clay Pot", "Hardened Clay Pot", "Clay Pot Lid", and "Hardened Clay Pot Lid" blocks
  • Clay pots & clay pot lids can be crafted with clay balls in a crafting table
  • These blocks can be placed atop lit campfires to heat them. After a while, they will will turn into their hardened counterparts
  • Hardened clay pots that are placed atop lit campfires will be able to heat items put into it
  • Currently, they only accept food slices
  • For the items inside the pot to be successfully heated, a hardened clay lid must be placed on the pot
  • Hardened clay pots can be placed on trapdoors above lit campfires and they will still be able to heat the items inside it
  • Added the "Roasted Carrot Slices", "Roasted Potato Slices", "Roasted Beetroot Slices", and "Dried Apple Slices" items
  • These items can be acquired by putting their respective food slices into a hardened clay pot and successfully heating them on a campfire
  • These items will have a decreased amount of spoilage compared to their previous raw slice counterparts
  • The amount of spoilage decreased from these foods is dependent on the user's cookery skill level (specfically the user who placed the slices into the pot)
  • The specific percentage/amount of decreased spoilage is the same as from the salting system
  • These items will have their heating quality displayed in their tooltip
  • The consumption stats for each food slice is seen below:
  • Dried apple slices = 3 nutrition, 1.8 saturation, 6 carbs
  • Roasted Beetroot slices = 2 nutrition, 0.85 saturation, 4 carb
  • Roasted Carrot slices = 2 nutrition, 1.6 saturation, 5 carb
  • Roasted Potato slices = 3 nutrition, 0.8 saturation, 4 carb
  • Added the new "Telescope" block
  • Telescopes can be placed down. They occupy 2 blocks vertically
  • The telescope can be crafted in a crafting table with gold ingots, spyglasses, stripped logs, and an amethyst shard
  • Crouching and interacting with a telescope will allow the player to rotate it
  • Interacting with telescopes will allow the player to attempt to use it
  • If there is a non-air block on the way of the telescope's view, a black screen will be displayed to the user
  • Attempting to use the telescope while it is day time will make it so a warning screen will be shown instead
  • When using a telescope, the player will be shown a randomized puzzle that such player must complete
  • Completing the puzzle will reward the player with scribing experience
  • Players can only complete 1 puzzle per night, attempting to do more will result in the player being met with an error screen
  • Added the new "Rope" item
  • Rope can be crafted with 7 string/crude string in a crafting table
  • Tool handles now require rope from the player instead of leads
  • The lead recipe has been changed to require 2 rope instead of 5 string
  • Added new settings
  • The "world" settings page now has a "values" sub-page. A button shown on the "world" settings page has now been added to take the player to this new sub-page
  • Added the "Bloom blacksmith level" value setting
  • It is found under the "world" page's value settings
  • This setting is set to 2 by default
  • This setting controls the minimum blacksmithing level value that the player needs to have to acquire heated wrought iron from heated bloom
  • Added the "Ore Quality" setting
  • This setting is enabled by default, and it is found under the "world" page
  • When disabled, all ores will drop their high quality ore variants
  • Added the "Vomiting" setting
  • This setting is enabled by default and it is found under the "players" page
  • This setting controls if vomiting is possible or not
  • Added the "Illnesses" setting
  • This setting is enabled by default and it is found under the "players" page
  • This setting controls if players are able to get ill
  • Added the "Implicit Cure Chance" setting
  • This setting is disabled by default and it is found under the "misc" page
  • If this setting is enabled, the game will act as if all suspicious stews' cure chances are 100%
  • Added new tips
  • Added a tip that is triggered when a player attempts to break heated bloom to get heated wrought iron while not having a blacksmithing skill level of 2+, it informs the player about not being able to get heated wrought iron
  • This tip's message informs the player they can change this in the settings if they are either registered as an operator or inside a singleplayer world
  • Added a tip that is triggered when a player grinds high quality ores in a mortar, it informs them that the drops are dependent on their mining skill
  • Added a tip that is triggered when a player attempts to heat a crucible with iron fragments inside without the furnace having atleast 10 deepslate blocks, it informs the player of such requirement
  • Rehauled certain textures. These include the following:
  • All axe, pickaxe, sword, knife, hoe, shovel, and forging hammer heads
  • All tool components (cordage/adhesives/tool heads/tool handles) from axes, pickaxes, swords, knives, hoes, shovels, and forging hammers
  • Crucibles and their variants can no longer be destroyed due to fire
  • Heating iron fragment-filled crucibles now requires the furnace the player built to be made of atleast 10 deepslate bricks
  • The amount of ore fragments that players get from grinding high quality ore in a mortar is now dependent on the user's mining skill
  • A mining skill level of 1+ will result in a 30% chance of getting an 2nd ore fragment
  • A mining skill level of 3+ will result in a 15% chance of getting a 3rd ore fragment
  • A mining skill level of 5 will result in a 10% chance of getting a 4th ore fragment
  • Charcoal clumps are no longer broken when placed in the same block as a crucible
  • Fertilizers can now be used on mushrooms
  • When applied, and the fertilizer takes effect, the mushroom will spread towards nearby blocks
  • When creating metal-based armor through lay figures (copper, iron, and chainmail equipment), quality modifiers are now applied to the item
  • These modifiers control how protective the piece of armor is for the wearer, they are also dependent on the blacksmithing skill
  • The levels, quality names, and damage protection values are detailed below:
  • Blacksmithing 0 (Badly Forged) = -10% total armor per piece worn (this refers to the armor attribute, unlike the below-listed qualities)
  • Blacksmithing 1 (Adequately Forged) = No reductions or increases
  • Blacksmithing 2 (Decently Forged) = +1.8 damage protection against all damage types
  • Blacksmithing 3 (Well Forged) = +2.5 damage protection against all damage types
  • Blacksmithing 4 (Delightfully Forged) = +3.65 damage protection against all damage types
  • Blacksmithing 5 (Excellently Forged) = +4.5 damage protection against all damage types
  • Modularized operations relating to blocks getting heated through time due to lit campfires
  • The time it takes for successfully heating blocks has also been modularized
  • Updated certain textures that still displayed outdated sprites, these include:
  • Tool handle requirement displays
  • Changed the distance-dependent bowshot requirements for increasing archery experience. They now require lesser distances
  • A building experience increase of 13 is now given to players for every 10 "reinforced type" blocks placed
  • This applies to stone bricks (and its shape variants), deepslate bricks (and its shape variants), and chiseled copper blocks (and its oxidization/waxed variants)
  • Sea water can now be acquired when getting water from beaches, snowy beaches, and stony shores (aswell as ocean biomes)
  • Packed ice and blue ice can now be mined and dropped if the player mining it has a mining level of 2+
  • Snow blocks and ice blocks no longer slow down the spoilage of food inside container
  • Packed ice and blue ice no longer fall due to gravity
  • Instead, they are now broken
  • Removed healing stews
  • (Note: If you have made healing stews in previous versions, those items will purposefully still be existant and functional, this will likely change in the future however)
  • Removed the lead recipe that required string & leather
  • Removed the ability of leashing boats
  • Removed being able to drink rain water directly by looking upwards while being exposed to rain
  • Decreased the eating time of beetroot
  • Changed the spyglass recipe to require gold ingots
  • Slightly optimized stamina operations
  • Slightly optimized cooking board interaction operations
  • Optimized basket boiling operations
  • Fixed not being able to create pine pitch glue in baskets
  • Fixed certain tips being able to be sent multiple times
  • Fixed placing down an iron tool handle making it so a bone placing sound is played
  • Fixed heated wrought iron being placed incorrectly
  • Fixed not being able to acquire clean water from baskets
  • Fixed not receiving shelf recipes in the recipe book
  • Fixed being able to craft mud bricks from 4 packed mud within crafting slots
  • Fixed being able to craft leather from 4 hide within crafting slots
  • Fixed players not receiving blacksmithing experience increases from creating metal armors from lay figures
  • Fixed being able to bypass the attack damage cooldown
  • Fixed non-iron lanterns being able to fall due to gravity
  • Fixed not being able to harvest animal corpses with copper/iron knives
  • Fixed log/wood blockstates getting reset to their default values when being stripped
  • Added new advancements and changed existing advancements
  • Added a new advancement tab: "Cooking Board Uses"
  • Added the "Food Reserve" advancement -> place food on a cooking board
  • Added the "Slice and Dice" advancement -> cut fruits/vegetables into slices on a cooking board
  • Added the "Stew Brew" advancement -> create a mushroom stew in a basket
  • Added the "Great Healthcare" advancement -> create a suspicious stew in a basket
  • Added the "Quite Suspicious" advancement -> acquire a suspicious stew item by using a bowl on a basket that has the stew inside it
  • Added the "High Seas" advancement -> place sea water into a basket
  • Added the "Salty" advancement -> acquire salt
  • Added the "The pot of luck" advancement -> craft a clay pot
  • Added the "The lid of luck" advancement -> craft a clay pot lid
  • Added the "Telescopic" advancement -> craft a telescope
  • Added the "Frosty" advancement -> acquire packed/blue ice
  • The "Fishy Business" advancement has been moved to the "Cooking Board Uses" tab
  • The "Tribesman" advancement is now a child of the "Mesolithic" advancement
  • Removed the "Plague Doctor" advancement
  • Removed the "A Sight to Behold" advancement
  • Removed the "Let Them Eat Cake" advancement
  • Its child advancement now has the "Contemporary Age" advancement as a parent
  • Tweaked the "Smash Hit" advancement description
  • Tweaked the "Wrought Iron Age" advancement description
  • Tweaked the "Heater" advancement description
  • Tweaked the "Full of Proteins" & "Full of Fats" advancement descriptions
  • Tweaked the "Primitive Chef" advancement description
  • Tweaked the "Acordage To The Manual" advancement description
  • Tweaked the "Armorer" advancement description
  • Tweaked the descriptions of multiple advancements found in the "Chisel Uses" tab to inform the player they're denoted as "reinforced" blocks
  • Various new advancements now include images
  • Tweaked various advancements' tooltip sizes

### v3.12.0

  • Overhauled the illness system
  • Light and harsh illnesses have been removed
  • When getting ill, players will now have 3 symbols be shown in their HUD's status bar
  • These symbols are randomly chosen when the player receives their illness
  • Illness symbols held by players equate to what they will experience while ill, similarly to symptoms. Symbols and their effects are detailed below:
  • Upwards triangle = constant poison 1 effect
  • Heart = constant +10 heat, also makes it harder to increase sanity
  • Oval = constant hunger 1 effect
  • Creeper face = constant mining fatigue 1 effect
  • Snowflake = constant -10 heat, also makes it harder to increase sanity
  • Square = constant slowness 1 effect
  • Downwards triangle = faster thirst decrease
  • Pi = slower stamina increase
  • Boiling water in a basket, putting 5 brown mushrooms & 4 red mushrooms into the basket, and then stirring it will produce a mushroom additional
  • Interacting with the basket while holding a bowl will let the player acquire mushroom stew, this will reward the player with cookery experience
  • Certain ingredients can be placed into the mushroom-addition-filled basket in rows of 3, these ingredients are intentionally not defined in-game, making it so players need to test out different ingredients
  • Each ingredient has a purpose of being able to heal a certain illness symbol
  • Stirring these ingredients will create a suspicious additional
  • Interacting with the basket while it has the suspicious additional, and while holding a bowl, will allow the user to acquire suspicious stew, it will also reward the player with healthcare experience
  • Ill players will now display particles around them & make coughing sounds every few seconds
  • When consuming foods, ill players will now have a 60% chance to vomit
  • This will only happen if the player has all 3 symbols displayed
  • When vomiting, a sound will be played and particles will be displayed in front of the player's face
  • Vomiting causes the player's thirst and hunger to be dramatically decreased
  • Overhauled suspicious stews
  • Suspicious stews' primary use is now to heal afflictions caused by illnesses
  • Suspicious stews now have a "cure chance" that dictates the probabilty of it being able to rid players of their illness symbols
  • This probability is dependent on the healthcare skill of the user who collected the suspicious stew from the basket
  • The cure chance percentages are listed below, per healthcare level:
  • Healthcare level 0 = 1%
  • Healthcare level 1 = 12%
  • Healthcare level 2 = 25%
  • Healthcare level 3 = 60%
  • Healthcare level 4 = 80%
  • Healthcare level 5 = 100%
  • Suspicious stew items now have their quality, their cure chance, and what symbols they cure upon consumption listed on their tooltips
  • When consuming suspicious stews, if the cure chance allows for it, they will now clear all illness symbols (that are listed in their tooltip) from the user
  • If all symbols are cleared, the illness will be successfully cured
  • Overhauled how players are meant to get heated wrought iron from heated bloom
  • When interacting with a placed heated bloom with a pickaxe, an indicator will now be created atop the heated bloom (similarly to indicators created when chopping stripped logs on preparation plates, or when forging heated wrought iron)
  • The player must interact with the indicator while holding a pickaxe to progress through breaking the bloom. The indicator will move and change the bloom's model when interacted with
  • When successfully breaking the heated bloom with a pickaxe, the bloom will drop 2-4 slag, and, if the player has a blacksmithing level of 2+, it will also drop the heated wrought iron
  • Added the new "Slag" item
  • 2-4 slag can be acquired when breaking open a placed heated bloom with a pickaxe
  • Slag can be used on composters to fill them up
  • Added the new "Salt" item
  • When boiling sea water in a basket, salt will be dropped from it
  • Expanded the food system
  • Foods no longer drop as fully pristine unspoiled items, they now have a semi-randomized amount of spoilage added to them
  • All foods can now be put on cooking boards
  • Placing meats into cooking boards and interacting with the block while holding salt will now apply the salt to the food
  • This will decrease the food's spoilage
  • The amount of spoilage decreased depends on the player's cookery skill level. The amount per level is detailed below:
  • Cookery level 0 = 1% spoilage decrease
  • Cookery level 1 = 10% spoilage decrease
  • Cookery level 2 = 30% spoilage decrease
  • Cookery level 3 = 50% spoilage decrease
  • Cookery level 4 = 70% spoilage decrease
  • Cookery level 5 = 100% spoilage decrease
  • Macronutrient values can now accept decimals
  • Changed the macronutrient values of most foods. The new values are detailed below:
  • [TLDR for macronutrient changes: most foods now only increase one type of nutrient, fish meat now mainly increases fats as to employ the need of both hunting land animals and fishing instead of only one or the other]
  • Milk = 13 fats
  • Sweet berry drink = 10 carbs
  • Sweetened sweet berry drink = 13 carbs
  • Apple = 7 carbs
  • Baked bread = 9 carbs
  • Baked potato = 8.25 carbs
  • Bat carcass = 2 proteins
  • Bear steak = 18 proteins, 4 fats
  • Raw beef = 7 proteins
  • Beetroot soup = 14 carbs
  • Brown coconut = 10 fats
  • Canine steak = 13 proteins
  • Carrot = 5 carbs
  • Raw chicken = 8 proteins
  • Raw cod = 5 proteins, 1 fat
  • Cooked bat = 6 proteins
  • Steak = 13 proteins
  • Cooked camel = 13 proteins
  • Cooked chicken = 13 proteins
  • Cooked feline = 12 proteins
  • Cooked fish = 12 fats
  • Cooked mutton = 13 proteins
  • Cooked porkchop = 13 proteins
  • Cooked rabbit = 9 proteins
  • Cooked turtle = 10 proteins
  • Cookie = 5 carbs, 9 fats
  • Dough = 1 carbs
  • Dried kelp = 1 carbs
  • Equine steak = 13 proteins
  • Fried egg = 9 fats
  • Glow berries = 1 carbs
  • Green coconut = 13 fats
  • Hard boiled egg = 11 fats
  • Maggot = 1 proteins
  • Meat stew = 12 proteins, 4 fats
  • Melon slice = 2.5 carbs
  • Mushroom stew = 15 carbs, 2 fats
  • Mushrooms = 1 carbs
  • Raw mutton = 8 proteins
  • Raw porkchop = 8 proteins
  • Potato = 5 carbs
  • Pufferfish = 4 proteins, 1 fat
  • Pumpkin pie = 8 carbs, 14 fats
  • Rabbit stew = 7 carbs, 10 proteins, 2 fats
  • Raw rabbit = 5 proteins
  • Raw bear = 7 proteins
  • Raw camel = 6 proteins
  • Raw canine = 6 proteins
  • Raw equine = 6 proteins
  • Raw feline = 6 proteins
  • Raw fish = 5 proteins, 1 fat
  • Raw turtle = 5 proteins
  • Rotten flesh = 2 proteins
  • Raw salmon = 5 proteins, 3 fats
  • Silverfish grub = 1 protein
  • Spider eye = 1 proteins
  • Spider grub = 2 proteins
  • Suspicious stew = 9 carbs, 1 fat
  • Sweet berries = 0.5 carbs
  • Tropical fish = 2 proteins, 1 fat
  • Vegetable stew = 18 carbs
  • Added new food slice items
  • These are multiple items, these being: apple slices, carrot slices, potato slices, beetroot slices
  • Food slices can be acquired by placing their respective "whole" food items on cooking boards and cutting them with knives
  • The consumption stats for each food slice is seen below:
  • Apple slices = 2 nutrition, 1.2 saturation, 3 carbs, +1-4 thirst
  • Beetroot slices = 1 nutrition, 0.6 saturation, 1 carb
  • Carrot slices = 1 nutrition, 0.6 saturation, 1.5 carb
  • Potato slices = 1 nutrition, 0.3 saturation, 1.5 carb
  • Added the new "Clay Pot", "Hardened Clay Pot", "Clay Pot Lid", and "Hardened Clay Pot Lid" blocks
  • Clay pots & clay pot lids can be crafted with clay balls in a crafting table
  • These blocks can be placed atop lit campfires to heat them. After a while, they will will turn into their hardened counterparts
  • Hardened clay pots that are placed atop lit campfires will be able to heat items put into it
  • Currently, they only accept food slices
  • For the items inside the pot to be successfully heated, a hardened clay lid must be placed on the pot
  • Hardened clay pots can be placed on trapdoors above lit campfires and they will still be able to heat the items inside it
  • Added the "Roasted Carrot Slices", "Roasted Potato Slices", "Roasted Beetroot Slices", and "Dried Apple Slices" items
  • These items can be acquired by putting their respective food slices into a hardened clay pot and successfully heating them on a campfire
  • These items will have a decreased amount of spoilage compared to their previous raw slice counterparts
  • The amount of spoilage decreased from these foods is dependent on the user's cookery skill level (specfically the user who placed the slices into the pot)
  • The specific percentage/amount of decreased spoilage is the same as from the salting system
  • These items will have their heating quality displayed in their tooltip
  • The consumption stats for each food slice is seen below:
  • Dried apple slices = 3 nutrition, 1.8 saturation, 6 carbs
  • Roasted Beetroot slices = 2 nutrition, 0.85 saturation, 4 carb
  • Roasted Carrot slices = 2 nutrition, 1.6 saturation, 5 carb
  • Roasted Potato slices = 3 nutrition, 0.8 saturation, 4 carb
  • Added the new "Telescope" block
  • Telescopes can be placed down. They occupy 2 blocks vertically
  • The telescope can be crafted in a crafting table with gold ingots, spyglasses, stripped logs, and an amethyst shard
  • Crouching and interacting with a telescope will allow the player to rotate it
  • Interacting with telescopes will allow the player to attempt to use it
  • If there is a non-air block on the way of the telescope's view, a black screen will be displayed to the user
  • Attempting to use the telescope while it is day time will make it so a warning screen will be shown instead
  • When using a telescope, the player will be shown a randomized puzzle that such player must complete
  • Completing the puzzle will reward the player with scribing experience
  • Players can only complete 1 puzzle per night, attempting to do more will result in the player being met with an error screen
  • Added the new "Rope" item
  • Rope can be crafted with 7 string/crude string in a crafting table
  • Tool handles now require rope from the player instead of leads
  • The lead recipe has been changed to require 2 rope instead of 5 string
  • Added new settings
  • The "world" settings page now has a "values" sub-page. A button shown on the "world" settings page has now been added to take the player to this new sub-page
  • Added the "Bloom blacksmith level" value setting
  • It is found under the "world" page's value settings
  • This setting is set to 2 by default
  • This setting controls the minimum blacksmithing level value that the player needs to have to acquire heated wrought iron from heated bloom
  • Added the "Ore Quality" setting
  • This setting is enabled by default, and it is found under the "world" page
  • When disabled, all ores will drop their high quality ore variants
  • Added the "Vomiting" setting
  • This setting is enabled by default and it is found under the "players" page
  • This setting controls if vomiting is possible or not
  • Added the "Illnesses" setting
  • This setting is enabled by default and it is found under the "players" page
  • This setting controls if players are able to get ill
  • Added the "Implicit Cure Chance" setting
  • This setting is disabled by default and it is found under the "misc" page
  • If this setting is enabled, the game will act as if all suspicious stews' cure chances are 100%
  • Added new tips
  • Added a tip that is triggered when a player attempts to break heated bloom to get heated wrought iron while not having a blacksmithing skill level of 2+, it informs the player about not being able to get heated wrought iron
  • This tip's message informs the player they can change this in the settings if they are either registered as an operator or inside a singleplayer world
  • Added a tip that is triggered when a player grinds high quality ores in a mortar, it informs them that the drops are dependent on their mining skill
  • Added a tip that is triggered when a player attempts to heat a crucible with iron fragments inside without the furnace having atleast 10 deepslate blocks, it informs the player of such requirement
  • Rehauled certain textures. These include the following:
  • All axe, pickaxe, sword, knife, hoe, shovel, and forging hammer heads
  • All tool components (cordage/adhesives/tool heads/tool handles) from axes, pickaxes, swords, knives, hoes, shovels, and forging hammers
  • Crucibles and their variants can no longer be destroyed due to fire
  • Heating iron fragment-filled crucibles now requires the furnace the player built to be made of atleast 10 deepslate bricks
  • The amount of ore fragments that players get from grinding high quality ore in a mortar is now dependent on the user's mining skill
  • A mining skill level of 1+ will result in a 30% chance of getting an 2nd ore fragment
  • A mining skill level of 3+ will result in a 15% chance of getting a 3rd ore fragment
  • A mining skill level of 5 will result in a 10% chance of getting a 4th ore fragment
  • Charcoal clumps are no longer broken when placed in the same block as a crucible
  • Fertilizers can now be used on mushrooms
  • When applied, and the fertilizer takes effect, the mushroom will spread towards nearby blocks
  • When creating metal-based armor through lay figures (copper, iron, and chainmail equipment), quality modifiers are now applied to the item
  • These modifiers control how protective the piece of armor is for the wearer, they are also dependent on the blacksmithing skill
  • The levels, quality names, and damage protection values are detailed below:
  • Blacksmithing 0 (Badly Forged) = -10% total armor per piece worn (this refers to the armor attribute, unlike the below-listed qualities)
  • Blacksmithing 1 (Adequately Forged) = No reductions or increases
  • Blacksmithing 2 (Decently Forged) = +1.8 damage protection against all damage types
  • Blacksmithing 3 (Well Forged) = +2.5 damage protection against all damage types
  • Blacksmithing 4 (Delightfully Forged) = +3.65 damage protection against all damage types
  • Blacksmithing 5 (Excellently Forged) = +4.5 damage protection against all damage types
  • Modularized operations relating to blocks getting heated through time due to lit campfires
  • The time it takes for successfully heating blocks has also been modularized
  • Updated certain textures that still displayed outdated sprites, these include:
  • Tool handle requirement displays
  • Changed the distance-dependent bowshot requirements for increasing archery experience. They now require lesser distances
  • A building experience increase of 13 is now given to players for every 10 "reinforced type" blocks placed
  • This applies to stone bricks (and its shape variants), deepslate bricks (and its shape variants), and chiseled copper blocks (and its oxidization/waxed variants)
  • Sea water can now be acquired when getting water from beaches, snowy beaches, and stony shores (aswell as ocean biomes)
  • Packed ice and blue ice can now be mined and dropped if the player mining it has a mining level of 2+
  • Snow blocks and ice blocks no longer slow down the spoilage of food inside container
  • Packed ice and blue ice no longer fall due to gravity
  • Instead, they are now broken
  • Removed healing stews
  • (Note: If you have made healing stews in previous versions, those items will purposefully still be existant and functional, this will likely change in the future however)
  • Removed the lead recipe that required string & leather
  • Removed the ability of leashing boats
  • Removed being able to drink rain water directly by looking upwards while being exposed to rain
  • Decreased the eating time of beetroot
  • Changed the spyglass recipe to require gold ingots
  • Slightly optimized stamina operations
  • Slightly optimized cooking board interaction operations
  • Optimized basket boiling operations
  • Fixed not being able to create pine pitch glue in baskets
  • Fixed certain tips being able to be sent multiple times
  • Fixed placing down an iron tool handle making it so a bone placing sound is played
  • Fixed heated wrought iron being placed incorrectly
  • Fixed not being able to acquire clean water from baskets
  • Fixed not receiving shelf recipes in the recipe book
  • Fixed being able to craft mud bricks from 4 packed mud within crafting slots
  • Fixed being able to craft leather from 4 hide within crafting slots
  • Fixed players not receiving blacksmithing experience increases from creating metal armors from lay figures
  • Fixed being able to bypass the attack damage cooldown
  • Fixed non-iron lanterns being able to fall due to gravity
  • Fixed not being able to harvest animal corpses with copper/iron knives
  • Fixed log/wood blockstates getting reset to their default values when being stripped
  • Added new advancements and changed existing advancements
  • Added a new advancement tab: "Cooking Board Uses"
  • Added the "Food Reserve" advancement -> place food on a cooking board
  • Added the "Slice and Dice" advancement -> cut fruits/vegetables into slices on a cooking board
  • Added the "Stew Brew" advancement -> create a mushroom stew in a basket
  • Added the "Great Healthcare" advancement -> create a suspicious stew in a basket
  • Added the "Quite Suspicious" advancement -> acquire a suspicious stew item by using a bowl on a basket that has the stew inside it
  • Added the "High Seas" advancement -> place sea water into a basket
  • Added the "Salty" advancement -> acquire salt
  • Added the "The pot of luck" advancement -> craft a clay pot
  • Added the "The lid of luck" advancement -> craft a clay pot lid
  • Added the "Telescopic" advancement -> craft a telescope
  • Added the "Frosty" advancement -> acquire packed/blue ice
  • The "Fishy Business" advancement has been moved to the "Cooking Board Uses" tab
  • The "Tribesman" advancement is now a child of the "Mesolithic" advancement
  • Removed the "Plague Doctor" advancement
  • Removed the "A Sight to Behold" advancement
  • Removed the "Let Them Eat Cake" advancement
  • Its child advancement now has the "Contemporary Age" advancement as a parent
  • Tweaked the "Smash Hit" advancement description
  • Tweaked the "Wrought Iron Age" advancement description
  • Tweaked the "Heater" advancement description
  • Tweaked the "Full of Proteins" & "Full of Fats" advancement descriptions
  • Tweaked the "Primitive Chef" advancement description
  • Tweaked the "Acordage To The Manual" advancement description
  • Tweaked the "Armorer" advancement description
  • Tweaked the descriptions of multiple advancements found in the "Chisel Uses" tab to inform the player they're denoted as "reinforced" blocks
  • Various new advancements now include images
  • Tweaked various advancements' tooltip sizes

### v3.11.1

  • Fixed lay figures being placed incorrectly
  • Fixed incorrect pricing operations done for copper helmets

### v3.11.1

  • Fixed lay figures being placed incorrectly
  • Fixed incorrect pricing operations done for copper helmets

Overly Realistic Icon
Download Overly Realistic
Select game version
Select platform