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Mineforgian

Overly Realistic

Introduces overly-realistic game mechanics, making the game extremely hard and time-consuming, as to incentivize players to cooperate!

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Подписчики
124
Обновлён
1 июля 2026 г.
Лицензия
CC0-1.0

Опубликован 21 июля 2025 г.

Overly Realistic title

Overly Realistic is a datapack & mod that adds a variety of features to minecraft, its goal is to make the game.. well.. overly-realistic! 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 extremely hard, meaning, players need to be grouping into tribes in order to more easily progress and survive..

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

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

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

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

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!

Overly Realistic features

  • 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, making it both harder but also 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 will now gain semi-randomized genetics when spawning in, which affects various stats, such as player size, attack damage, movement speed, etc
    • 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: players are able to bleed, gain physical traumas, create medicinal items, get 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 fats
    • 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
  • 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, animals may spawn in with special traits that change their mannerisms, and animals will try to flee through good terrain
    • 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
    • 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
  • farming icon Farming improvements
    • Crops now require specific biomes for them to be able to be successfully harvested
    • Crops now need to be harvested with hoes
    • Planting seeds and applying fertilizer items (such as bone meal) now takes time
    • Crops can now be watered with water buckets to make them grow faster
  • more icon And much more!
    • Overly-Realistic provides a lot of content and heavily incentivizes the use of cooperation between 2 or more players!
    • An official Overly-Realistic wiki is in the works, and will soon become publicized!

Creator's socials

Addons for Overly-Realistic

[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]

[Additional Credits]

  • Achim2393 -> For their various textures
  • Cownmoonist -> For their hog texture and inspiration
  • SilicatYT -> For their work on ScoreFixer, which this project uses

Ченджлог

v3.14.3-modРелиз26.1, 26.1.1, 26.1.2 · 1 июля 2026 г.

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
v3.14.3Релиз26.1, 26.1.1, 26.1.2 · 1 июля 2026 г.

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-modРелиз26.1, 26.1.1, 26.1.2 · 24 июня 2026 г.

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
v3.14.2Релиз26.1, 26.1.1, 26.1.2 · 24 июня 2026 г.

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-modРелиз26.1, 26.1.1, 26.1.2 · 17 июня 2026 г.

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
v3.14.1Релиз26.1, 26.1.1, 26.1.2 · 17 июня 2026 г.

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-modРелиз26.1, 26.1.1, 26.1.2 · 16 июня 2026 г.

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"
v3.14.0Релиз26.1, 26.1.1, 26.1.2 · 16 июня 2026 г.

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"

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