
Overly Realistic
Introduces overly-realistic game mechanics, making the game extremely hard and time-consuming, as to incentivize players to cooperate!
- Загрузки
- 18K
- Подписчики
- 150
- Обновлён
- 29 июля 2026 г.
- Лицензия
- CC0-1.0
Опубликован 21 июля 2025 г.



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.
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!


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 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.
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.
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 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.
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 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 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.
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!











Feel free to DM me on discord!
username: wilozyxx


[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]
- William Wythers' Overhauled Overworld
- Overhauls the overworld world generation as to make it more picturesque
- J6's Mob Variants
- Adds some great animal variants to the game
- Halfstorm's Visual Health
- Changes entities' textures dynamically depending on their health, creates great injury-based immersion
- D3v_c's Realistic Tree Behaviour
- Makes trees fall down when broken, includes realistic animations and sounds
- Youly's Dynamic Crafting
- Makes crafting table recipes more in-world!


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

Ченджлог
v3.16.2-modРелиз26.2 · 29 июля 2026 г.
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
- Each of the levels specified within these UIs now have their own sub-menus
- The specific skill menus (ie. the blacksmithing skill menu, the combat skill menu, etc) have been rehauled
- 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
v3.16.2Релиз26.2 · 29 июля 2026 г.
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
- Each of the levels specified within these UIs now have their own sub-menus
- The specific skill menus (ie. the blacksmithing skill menu, the combat skill menu, etc) have been rehauled
- 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-modРелиз26.2 · 22 июля 2026 г.
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 the "Fractures" setting
- 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
v3.16.1Релиз26.2 · 22 июля 2026 г.
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 the "Fractures" setting
- 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-modРелиз26.2 · 18 июля 2026 г.
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
- Bleeding is now a per-limb property, instead of being a simple binary property
- 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
- When applying a bandage, a GUI is now shown, allowing the player select what body part they wish to apply the bandage to
- 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
- Leaf bandages can be made with 6 leaf piles and 3 natural fibers in a preparation plate
- 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
- Leather bandages can be made with 3 leather and 3 crude string in a preparation plate
- 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
- Wool bandages can be made with 3 wool, 3 leather, and 3 string in a preparation plate
- 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
- Copper needles can be placed on preparation plates alongside 4 string to create copper sewing needles
- 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
- Rehauled the icons of the root advancements of "age" advancement tabs
v3.16.0Релиз26.2 · 18 июля 2026 г.
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
- Bleeding is now a per-limb property, instead of being a simple binary property
- 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
- When applying a bandage, a GUI is now shown, allowing the player select what body part they wish to apply the bandage to
- 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
- Leaf bandages can be made with 6 leaf piles and 3 natural fibers in a preparation plate
- 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
- Leather bandages can be made with 3 leather and 3 crude string in a preparation plate
- 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
- Wool bandages can be made with 3 wool, 3 leather, and 3 string in a preparation plate
- 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
- Copper needles can be placed on preparation plates alongside 4 string to create copper sewing needles
- 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
- Rehauled the icons of the root advancements of "age" advancement tabs
v3.15.1-modРелиз26.2 · 11 июля 2026 г.
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
v3.15.1Релиз26.2 · 11 июля 2026 г.
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
Комментарии
Загружаем…









