v2.4.0
- Added more recipe hints for items/blocks that don't already have them
- Getting planks unlocks the crafting table recipe in the player's recipe book
- Getting cobblestone, coal, or clay balls unlocks the furnace recipe in the player's recipe book
- The maximum and minimum genetical values for block breaking speed having been tweaked as to be closer to the midpoint-value
- Nearly all advancements are now able to have resource-pack-specific images under their texts
- This does not apply to wisdom skill overview advancements
- Previously, this only applied to a limited number of advancements
- Interacting with a campfire while holding a log will now place it onto the campfire, logs can be heated into charcoal when on a campfire
- Added new ways to get blacksmithing wisdom experience
- Crafting 5+ metal tongs (iron or copper) will add 20 experience
- Crafting 10+ crucibles will add 8 experience
- Heating metals in crucibles will add 30 experience
- The blacksmith wisdom experience increase that is triggered by crafting equipment now includes equipment created through tool handles
- This, now, also means that copper tools/weapons are valid for this increase
- When eating cake, particles will be displayed and sound will be played at the player's face
- Fixed players not receiving nutrients when eating the last slice of cakes
- Overhauled iron tool sharpening
- All iron tools can now be sharpened with a grindstone
- When sharpened, tools will now gain better block breaking speed, meaning they will be able to break blocks faster
- The quality of the increase on block breaking speed is dependent on the player's blacksmithing wisdom skill, meaning, the better your blacksmithing skill, the better the sharpened tool will be
- Sharpened tools will now gain a small text lore label on its tooltips, this label is dependent on the blacksmithing skill of the player sharpening the tool
- If the player has blacksmithing level 0, the label will read "[Adequately Sharpened]"
- If the player has blacksmithing level 1, the label will read "[Decently Sharpened]"
- If the player has blacksmithing level 3, the label will read "[Well Sharpened]"
- If the player has blacksmithing level 5, the label will read "[Very Well Sharpened]"
- Swords and axes will gain better attack damage when getting sharpened
- Previously, this only applied to swords
- The amount of increase that is applied to attack damage is dependent on the player's blacksmithing skill
- Sharpening tools is no longer RNG-dependent
- When clicking on a grindstone with a forged iron tool, a percentage value will now be displayed below the crosshair
- Clicking on the grindstone will increase the percentage value, the increase is higher if the player has a higher blacksmithing level
- When the percentage reaches 100%, the player's tool will become sharpened
- Added the new "Reinforced Iron Helmet" item
- This is crafted by surrounding an iron helmet with 8 iron ingots in a crafting table
- Reinforced iron helmets have higher armor and armor toughness stats than normal iron helmets, though, they slow the player down more than a normal helmet
- Fixed being able to create a sweet berry additional in a basket if the player stirred the ingredients for a poison additional while the basket is unboiled
- Resource packs are now able to edit the names of root advancements
- The "Industrial Age" advancement has been renamed to "Contemporary Age"
- The "Metallic Productions" advancement has been renamed to "Medieval Age"
- Changed the "Medieval Age" advancement's description
- Changed the "Evolutionary" advancement's description
- Changed the "World of Color" advancement's description
- Widened the tooltip of several advancements' descriptions
- Changed the "The Vine Things In Life" advancement's description & icon
- Fixed a typo in the level 0 blacksmithing advancement
- Added new advancements and changed existing advancements to reflect the changes made in this update
- Added the new "A Proper Knight" advancement -> craft a reinforced iron helmet
- Added the new "Toolwork" advancement -> craft a grindstone
- Added the new "It Keeps Getting Sharper" advancement -> successfully sharpen an iron tool
- Fixed hide not properly turning into leather when being placed in a tanning rack
- Armor items now have additional data
- Tongs now play sounds when being broken
v2.3.0
- (Note: The main focus of this update is the new metallurgy overhaul, though, not everything that I wanted to do, or planned to do, was actually done, and this is due to time constraints. Expect more metallurgy changes and additions in future updates to account for this!)
- Fixed the wooden spear being able to dupe itself if it was hitting an entity within the first tick of its existence
- Wooden spears should now be able to hit entities better
- This serves as a fix for spears being able to phase through entities prior to this update
- Lighting campfires with fire starters by using string/vines/bows is now easier
- Throwing spears now decreases players' stamina
- Shooting arrows from bows now decreases players' stamina
- ~6 stamina is lost when shooting a bow if the player's archery skill level is less than 3
- ~3 stamina is lost when shooting a bow if the player's archery skill level is between 3 and 4
- No stamina is lost when shooting a bow if the player's archery skill level is at 5
- Obsidian shards now deal 2.5 damage instead of 3
- Fixed obsidian shards' attack damage modifier tooltip being blue instead of green
- Fixed the illness cooldown time value not stopping players from getting ill
- Fixed various settings not being saved when reloading a world/server
- Fixed the "No Monsters" setting not working
- Fixed players not being able to craft wooden arrows in a preparation plate
- Wooden arrows are now made when placing down a sharpened stick on a preparation plate and interacting with it using a vine
- Fixed players not earning various crafting recipes in their recipe book when acquiring certain items
- Zombies, zombie villagers, and husks no longer drop iron ingots
- Ground props now generate more commonly
- Basket recipes now follow a binary tree depending on the additional used (if there is one)
- Added the new "Bone Glue" item
- This is an adhesive type of item (more on them below)
- Bone glue can be made by stirring 9 bone meal in a waterlogged, boiling, basket
- Added the new "Fish Scraps" item
- Fish scraps can be made by crushing 4 fish of any type in a mortar
- Fish scraps can be used as fertilizers for crops, similarly to bone meal or water buckets
- Fish scrap fertilization takes the crop around 16-19 minutes to grow a stage
- Fertilization items no longer have a 100% chance to grow a crop, they are now dependent on the "quality" of the fertilizer
- After the specified time passes needed to grow a crop, per fertilizer, the crop will run an RNG call, if it passes, the crop will successfully grow by a stage
- The chances per fertilizer is specified below:
- Bone meal: 80% chance the crop will grow
- Fish scraps: 60% chance the crop will grow
- Watering: 33% chance the crop will grow
- Added the new "Fish Glue" item
- This is an adhesive type of item
- Fish glue can be made by stirring 9 fish scraps in a waterlogged, boiling, basket
- Putting 9 honeycombs into a waterlogged basket and stirring it will now create a honey additional
- Added the new "Pine Pitch Glue" item
- This is an adhesive type of item
- Pine pitch glue can be made by stirring a boiling basket with a honey additional that includes the following ingredients: 3 honeycombs, 3 resin clumps, and 3 charcoal
- Certain blocks can no longer have gravity applied to them
- This applies to: flowers, sugar cane, bamboo, short/tall grass, seagrass, and short/tall dry grass
- Fixed a block dupe depending upon certain blocks having gravity be applied to them
- Fixed the "20-39" vitality value check being incorrectly processed
- Players will now reach 100 heat if they have hot items (such as lava buckets) in their inventory
- This can be remedied if the player has tongs (a new item type) in either of their hands
- If the player does have tongs in their hand(s), the player's temperature will not rise, but the tongs will slowly be damaged
- A "Wooden Tongs" item can be crafted with 2 sticks and 2 string
- Wooden tongs have 32 durability
- A "Copper Tongs" item can be crafted with 2 copper ingots and 2 string
- Copper tongs have 520 durability
- A "Iron Tongs" item can be crafted with 2 copper ingots and 2 string
- Iron tongs have 1500 durability
- The "Forging Hammer" item has now been renamed to "Iron Forging Hammer"
- The iron forging hammer now has durability
- This is set to 1200 by default
- Added a new "Copper Forging Hammer" item
- Copper forging hammers have 500 durability by default
- Overhauled the current metallurgy progression line and systems
- 4 raw copper can now be placed into a mortar and crushed into 1 "Copper Fragments" item
- A "Crucible" block can be crafted out of 7 bricks
- Copper fragments can be placed inside of placed crucibles
- A "Bellow" block can be crafted with 3 leather, 4 string, and 1 stick,
- By surrounding a campfire with 4 blocks (1 in each side) then adding 2 blocks above each of those 4 blocks, the player will enclose the campfire
- Players can add bellows to the outside of an enclosed campfire, and, if the bellow is facing the campfire (from the outside), it will be able to heat up the fire
- If a crucible is on the campfire (and has metals in it), the player will be shown a percentage value on their screen
- The shown value is how hot the crucible is. The player must reach 100% for the metal inside the crucible to be melted
- Each bellow adds 2% to the heat, though, multiple bellows can be used for the same campfire
- If a crucible is on the campfire (and has metals in it), the player will be shown a percentage value on their screen
- Once a crucible, that previously had copper fragments in it, gets to 100% heat, the player can break it to get a crucible with melter copper fragments
- Players can hold their use keybind with such item to dispense its contents, similarly to a lava bucket, though, instead of lava it will place fire
- Crucibles with melted copper fragments act similarly to lava buckets, where, it'll set the player to 100 heat unless they are holding tongs in either hand
- A "Clay Mold" block can be crafted with 6 clay balls
- Upon being placed down, players can interact with clay molds, this will bring up a screen that contains a 3x3 grid of light gray squares
- Clicking on the light gray squares will "mold a piece of the clay mold" and make the square dark gray
- Having certain formations of dark and light gray squares will allow you to shape the clay mold into different types of molds
- Crouching and interacting with a clay mold will attempt to shape the clay mold
- If the player successfully formed the gray squares into an existing recipe, then the clay mold will be shaped
- Breaking a clay mold that has been shaped into a certain mold will give you the clay mold back with the specified mold shape (this is displayed through the item's name)
- Clay molds that have been molded can be put on lit campfires to be slowly heated
- After around 5 minutes, clay molds will be heated into "Hardened Clay Molds"
- Upon being placed down, players can interact with clay molds, this will bring up a screen that contains a 3x3 grid of light gray squares
- The contents of a crucible with molten metal in it can be dispensed, and, if the particles hit a placed-down hardened clay mold, the mold will be filled
- Hardened clay molds that contain molten metals in them require tongs to be carried around without being damaged
- Hardened clay molds with molten metals in them can be cooled down by putting them inside sediment blocks like dirt, sand, red sand, etc, and leaving them to cool
- When cooling down, they will occasionally display smoke particles
- After around 5 minutes, hardened clay molds will cool down and will create the proper metal items they were made for
- Breaking a hardened clay mold that has had its contents cooled will make it so the proper contents item is dropped (ie. an axe head, a pickaxe head, etc) but the hardened clay mold will break (and not drop itself)
- Tool heads (axe heads, pickaxe heads, hoe heads, etc) are now their own proper items
- Tool handles are used for creating tools
- Due to the changes and additions made in this update, various items' crafting recipes & smelting recipes have been removed, namely:
- Tools (iron axe, copper pickaxe, gold sword, etc)
- Metal ingots (copper ingots, gold ingots, iron ingots)
- 4 raw iron can be placed into a mortar and crushed into 1 "Iron Fragments" item
- Iron fragments can be put into crucibles
- A "Charcoal Clump" block can be crafted with 6 charcoal
- Charcoal clumps can be placed on campfires. Attempting to place them anywhere else will cause them to break into charcoal
- Adding a charcoal clump into a campfire that is within the same detailed stated before (with bellows and the campfire being surrounded by 4 blocks on its sides, with 2 more blocks above those ones) will allow the player to heat iron
- Heating the previously mentioned campfire setup whilst having the iron fragments crucible atop it will heat up the iron and give the player a "Heated Bloom" block
- Heated blooms can be placed down and interacted with
- Upon interacting with heated blooms, a percentage value is displayed to the player, this percentage shows how much the player has hit/beaten the bloom
- The more the player interacts with the bloom, the more the value shown increases, until its at 100%, where it will then drop a "Heated Wrought Iron" block
- Heated wrought iron can be placed down and interacted with by using a copper or iron forging hammer
- When interacted with, the player is shown a handful of symbols, alongside a percentage value
- These symbols represent the type/direction of force that the player will apply to the metal (alongside the "complete" and "reset" symbols) and the percentage represents how much force has been applied
- The symbols are detailed below:
- ✔ -> Complete forge (attempts to complete the forge process and drop the item that has been forged)
- ❌ -> Reset forge (resets the symbols selected so far)
- ↑↓ -> Vertical force
- ←→ -> Horizontal force
- ▼ -> Downwards force
- The symbols are constantly cycled through, every ~1.25 seconds, the next symbol is chosen by coloring it orange instead of gray
- This lets players choose which symbol/force-type they wish to pick by interacting with the placed heated wrought iron while that symbol is colored
- Certain iron items can only be forged/output if certain symbols are chosen in a specific order
- This is detailed in the advancements tab
- The recipe for various iron items can be seen below:
- Iron pickaxe head: horizontal, horizontal, horizontal, complete
- Iron shovel head: downwards, complete
- Iron sword head: vertical, complete
- Iron axe head: horizontal, vertical, complete
- Iron hoe head: horizontal, horizontal, complete
- Iron hammer head: horizontal, downwards, complete
- Iron ingot: horizontal, complete
- Iron nugget: complete
- When interacting with the placed heated wrought iron while a symbol is chosen, the percentage value will be increased
- Using an iron forging hammer will increase the percentage value higher than a copper forging hammer can
- This value needs to get to 100% for the symbol to actually be "inputted" into the wrought iron
- Symbols that have been input are displayed by a translucent text that appears above the heated wrought iron
- When selecting a symbol, the game will cycle back onto the first symbol of the list and re-continue the cycle
- When interacted with, the player is shown a handful of symbols, alongside a percentage value
- Placing 4 gold into a mortar and crushing them will output 1 "Gold Fragments" item
- Gold fragments can be placed into a crucible, it can be smelt in an enclosed compass setup just like copper
- When gold fragment crucibles are done smelting, players can break them to get a melted gold fragments crucible, its contents can be spilled over hardened clay molds to fill them up
- Currently, only the nugget and ingot molds work for gold!
- Hardened clay molds that contain melted gold fragments can be placed within sediment blocks like dirt, sand, gravel, etc to cool it down
- When cooled, players can break it to get the proper, adequate, gold item
- Added new "Tool Handle" blocks
- Currently there are 3 tool handles: wooden tool handles, bone tool handles, and iron tool handles
- The crafting of tools (axes, swords, hoes, axes, etc) are now dependent on tool handles, instead of crafting tables
- Tool handles can be placed down and interacted with. Players can interact with them with certain items in specific orders to slowly create and customize their tools. The steps for tool creation are detailed below:
- 1: Placing a tool head item on the handle
- 2: Placing cordage on the handle (this can be: leads, string, crude string, or vines)
- 3: Applying adhesives on the handle: (this can be: resin, bone glue, fish glue, honey bottles, and pine pitch glue)
- 4: Interacting again with the handle will craft the tool specified by the tool head (ie. an axe from an axe head, a pickaxe from a pickaxe head, etc) - the player can then safely break the handle to get the item
- Tool handles, adhesives, and cordage all add onto the item's max durability, meaning, utilizing better items to craft your tools will allow your tool to have better durability. The durability added per ingredient used are detailed below:
- Tool handles:
- Wooden handle: +0
- Bone handle: +25
- Iron handle: +100
- Cordage:
- Vine: +50
- Crude string: +200
- String: +450
- Lead: +650
- Adhesives:
- Honey bottle: +35
- Fish glue: +120
- Resin clump: +180
- Bone glue: +250
- Pine pitch glue: +500
- Tool handles:
- Added new "Forging Plate" block
- Players can place tools & weapons on forging plates, aswell as interact with them using forging hammers
- Forging plates allow players to forge iron equipment
- Overhauled the iron tool forging process
- When creating iron equipment with tool handles, the items will have the "Crafted" prefix, and will have worsened stats, just like before
- Crafted iron equipment can be heated by placing them on forging plates that are above or inside hot blocks (magma, lava, or lava cauldrons)
- The forging plate will display smoke particles, until the item is heated after a while
- Heated iron tools will have the "Heated" prefix, just like before
- Heated iron items will now also require tongs to be picked up
- Forging plates can be placed above anvils so players are able to interact with them using forging hammers
- Interacting with a forging plate that contains a heated iron tool (and is above an anvil) will allow the player to forge the heated tool
- The forging sequence follows the same process as the flint knapping one, where, the player is shown a percentage value that cycles through various colors, signifying power, and players must hit at higher power levels to increase the percentage more
- When the shown percentage value reaches 100%, the tool will be successfully shaped, turning it into a "shaped" iron tool
- Shaped iron tools have a "Shaped" prefix in their names
- Shaped iron equipment will start cooling down if the forging plate they're on is inside a cold block (water or powdered snow)
- This process usually takes a few minutes
- When cooling down, a shaped iron tool will turn into a "forged" iron tool
- Just like before, forged iron tools will have the "Forged" prefix in their names
- Previously, forged iron tools' max durability would always be set to 1550, though, now, it is 1300 + (what the tool's max durability previously was)
- This is because of the dynamic max durabiliity values done for the tool handle item recipes
- The "forged tier" is the last step for most tools, though, iron swords can still be sharpened with grindstones
- Campfires whose fire time exceeds 5 minutes will now display small flame particles around the block
- This informs the player that the fire will still be active for atleast 5 more minutes
- Campfires, when broken, now break any existing fire starters that were previously placed on them
- Added the new "Gift" blocks
- Gifts can be placed down and interacted with
- When interacting with a gift for the first time, if the player is holding an item in their mainhand, they will be able to place it inside the gift
- When broken, gifts will still hold onto the item that is inside them, similarly to shulkers in the vanilla game
- When interacting with a gift that has an item inside them, the item will pop out of the gift
- Gifts can be crafted with string, leather, and wool
- There are currently 16 different types of gifts, one for each type of wool/dye
- Added new function tags
- '#overly_realistic:general_loops/main_301t'
- '#overly_realistic:general_loops/main_302t'
- Overly-Realistic-related blocks will now break when being placed inside of other Overly-Realistic-related blocks
- Added new advancements and changed existing advancements, as to reflect the changes made in this update
- Added the "Crushing Realization" advancement -> crush raw copper into copper fragments in a mortar
- Added the "Preparations" advancement -> craft a crucible
- Added the "Pretty Much a Microwave" advancement -> place a crucible on a lit campfire
- Added the "So Long, Copper!" advancement -> place copper fragments into a crucible
- Added the "As Above, So Bellow" advancement -> craft a bellow
- Added the "Wind Power" advancement -> interact with a bellow and heat a crucible
- Added the "Hot Topic" advancement -> craft tongs
- Added the "Molding Reality" advancement -> craft a clay mold
- Added various advancements relating to creating certain mold shapes. These are:
- "The Creation Of The Shovel" -> create a shovel head mold
- "The Creation Of The Sword" -> create a sword head mold
- "The Creation Of The Axe" -> create an axe head mold
- "The Creation Of The Hammer" -> create a hammer head mold
- "The Creation Of The Hoe" -> create a hoe head mold
- "The Creation Of The Pickaxe" -> create a pickaxe head mold
- "The Creation Of The Ingot" -> create an ingot mold
- "The Creation Of The Nugget" -> create a nugget mold
- Added the "Firey Shapes" advancement -> harden a clay mold into a hardened clay mold
- Added the "Molded Building" advancement -> place down a hardened clay mold
- Added the "Molten Arsenal" advancement -> dispense molten metals into a hardened clay mold
- Added the "Cooled Arsenal" advancement -> cool down a hardened clay mold that contains molten metals
- Added the "Plenty of scraps in the sea" advancement -> make fish scraps in a mortar
- Added the "Sweet Like Honey" advancement -> make a honey additional in a basket
- Added the "Sticky" advancement -> get any adhesive item
- Added the "Smells Fishy" advancement -> acquire fish glue
- Added the "Skeletal Solutions" advancement -> acquire bone glue
- Added the "All Pine" advancement -> acquire pine pitch glue
- Added the "Can't Handle This" advancement -> craft a tool handle
- Added the "Handling This" advancement -> place down a tool handle
- Added the "Heading Upwards" advancement -> place a tool hand on a tool handle
- Added the "Acordage To The Manual" advancement -> place cordage on a tool handle
- Added the "Keeping It In Place" advancement -> place adhesives on a tool handle
- Added the "True Craftsmanship" advancement -> successfully create a tool from a tool handle
- Added the "Crushing Irony" advancement -> crush raw iron into iron fragments
- Added the "Iron Bowl" advancement -> put iron fragments into a crucible
- Added the "What Are You Charring To Do?!" advancement -> craft a charcoal clump
- Added the "Town of Ember" advancement -> Place a charcoal clump on a campfire
- Added the "The Beginning of Something Great" advancement -> place a iron fragments crucible onto a lit campfire
- Added the "Heater" advancement -> heat a iron fragment crucible until its contents turn into heated iron fragments
- Added the "Blooming View" advancement -> acquire heated bloom
- Added the "Smash Hit" advancement -> place and interact with heated bloom
- Added the "Wrought Iron Age" advancement -> get heated wrought iron
- Added the "The Start of a New Forge" advancement -> place down a heated wrought iron
- Added the "Forging Fanatic" advancement -> start forging a heated wrought iron
- Added various advancements relating to forging certain iron tool heads & items from heated wrought iron. These are:
- "The Spectacle of an Iron Shovel" -> create an iron shovel head
- "The Spectacle of an Iron Sword" -> create an iron sword head
- "The Spectacle of an Iron Axe" -> create an iron axe head
- "The Spectacle of an Iron Hammer" -> create an iron hammer head
- "The Spectacle of an Iron Hoe" -> create an iron hoe head
- "The Spectacle of an Iron Pickaxe" -> create an iron pickaxe head
- "The Spectacle of an Iron Ingot" -> create an iron ingot
- "The Spectacle of an Iron Nugget" -> create an iron nugget
- Added the "Back To The Present" advancement -> put an item inside a gift
- Added the "Golden Days" advancement -> get gold fragments
- Added the "Oo, Shiny!" advancement -> place gold fragments into a crucible
- Added the "Hot Rocks" advancement -> melt gold fragments crucibles
- Added the "Fool's Magma" advancement -> fill a hardened clay mold with melted gold fragments
- Added the "Gold Rush" advancement -> get a proper gold item
- Changed the description of the "Ea Nasir" advancement
- Slightly changed the description of the "True Sumerian" advancement
- The "True Sumerian" advancement is now a child of "Copper Age"
- Changed the description of the "Who Needs Bronze?!" advancement
- The iron age root advancement ("Iron Age") is now granted by acquiring raw iron, instead of iron ingots
- This advancement also has had its icon and description changed (and subsequently, the iron age advancement tab as well)
- An "Iron Age" advancement is now also found in the copper age advancement tab, as a child of "True Sumerian"
- Tweaked the description of the "Let There be Light" advancement as to be more descriptive
- The "Forgery" advancement now requires the player to craft a forging plate
- The "Hammer Time" advancement now requires you shape a heated iron tool
- The "Mesopotamian" advancement now requires the player to acquire a forged tool
- Added the "Getting Hot" advancement -> place a crafted iron tool on a forging plate that is above a hot block
- Added the "Hot Tool For Sale" advancement -> get a heated iron tool
- Added the "Shaping a Better Future" advancement -> successfully shape a heated iron tool into a shaped iron tool
- Added the "Getting Cold" advancement -> place a shaped iron tool on a forging plate that is inside a cool block

v2.2.1
- Fixed stripped logs & wood not being able to be cut into logs in a preparation plate if the player is using a stone hatchet
v2.2.0
- Overhauled how the fire starter item works
- The fire starter can now be placed down on campfires
- Interacting with placed down campfires will spin the fire starter and display a percentage value below the player's crosshair. This value equates to the progress of lighting the fire
- The percentage gets decreased by 1 every tick
- Every interaction with the placed-down fire starter will increase the percentage by 2 if the player is using their hand, and 3 if the player is holding a bow, vine, or string in their mainhand
- As the fire starter's percentage value rises, it will start spinning faster, and will also start displaying more particles
- Once a fire starter's percentage reaches 100%, it will light the campfire its on
- This will have a 50% chance of it breaking itself, and a 50% chance of it dropping itself
- Changed the fire time of campfires that are lit through fire starters
- It is now 30
- Previously, it was 520
- Changed how spears are made
- Placing a sharpened stick in a preparation plate will now place the sharpened stick as a singular large item
- Interacting with a preparation plate that contains a sharpened stick with a sharpened flint, axe, or sword, will start sharpening it, displaying a percentage value of success to the player
- This increase is dependent on what tool was used to sharpen it, the increase per tool is detailed below:
- Sharpened flint, wooden axe, wooden sword: +2%
- Stone axe, stone sword: +4%
- Iron axe, iron sword: +6%
- This increase is dependent on what tool was used to sharpen it, the increase per tool is detailed below:
- When reaching 100%, the player will successfully sharpen the sharpened stick into a spear
- There is now a 33% chance that a spruce log will drop resin when stripped
- Basket stirring is no longer RNG-dependent
- Baskets will now instead show the user a percentage value that gets increased through stirring
- Stirring a basket to 100% will successfully stir the contents of the basket
- Slightly optimized basket stirring
- Fixed not being able to place sticks on dry tinder blocks
- When placing dry tinder now, there will now be a counter above it, showing the player how many sticks are on the dry tinder
- This counter hides itself if the player is too far away
- Added new vitality system
- Vitality is considered a player stat, similarly to heat, thirst, sanity, etc. Players spawn in with 100 vitality by default
- Players' vitality is increased by 1 every 15 seconds as long as they aren't bleeding
- If a player is bleeding, their vitality will be decreased by 1 every 4 seconds
- Vitality controls the max amount of hearts the player is able to have & regenerate
- The max hearts the player is able to have per vitality value is detailed below:
- 90-100 vitality -> 100% (normal) max health
- 60-89 vitality -> -10% max health
- 40-59 vitality -> -20% max health
- 20-39 vitality -> -30% max health
- 0-19 vitality -> -50% max health
- (Example: if the player's genetics allow him to spawn in with 10 hearts, and the player gets to 89 vitality (-10%), they will stay at 9 hearts until they can get back to 90+ vitality again)
- The max hearts the player is able to have per vitality value is detailed below:
- Added new function tags
- '#overly_realistic:general_loops/main_41t'
- Fixed spears printing debug messages in chat
- Plays will now gain temporary hunger when getting to 0 stamina
- The particles displayed by logs when they're being stripped through a stone hatchet will now be of the log texture, instead of sticks
- Ground props will now generate more commonly
- Players will now gain sanity when wearing feather crowns
- Added new advancements and changed existing advancements to reflect the changes made in this update
- Added the "Blood, Sweat, and Tears" advancement -> start bleeding due to damage
- The "Resourceful" advancement now uses the stick ground prop as an icon
- Changed the description of certain advancements as to be more descriptive, such advancements include:
- "All Vine"
- "Ancient Warfare"
- "Evolving"
- "Let There be Light"
- "Looking Fly"
- "Technological Infancy"
- "The Pillar of Death"
- "The Pillar of War"
- "Tribesman"
v2.1.0
- Changed how flint flakes are sharpened
- When hitting a rock with a flint flake, a flint icon will appear under the player's crosshair, following it, a percentage text is also displayed
- The percentage text will cycle through different colors with time, these being: green -> yellow -> orange -> red
- The color of the percentage values indicate the amount of power that you will strike the stone/stone-adjacent block with
- The more "force" you hit it with, the more the percentage goes up:
- Green = +0%
- Yellow = +5%
- Orange = +10%
- Red = +15%
- The more "force" you hit it with, the more the percentage goes up:
- If the player reaches 100% then their flint flake will be sharpened into a sharpened flint
- If the player looks away from the stone/stone-adjacent block or if they take too long to strike the block with the flint flake, their progress will be reset
- Each cylce takes around 10 ticks (0.5 seconds)
- When hitting flint flakes on stone/stone-adjacent blocks, there is always a stamina cost now
- The stamina cost depends on how much power the player is using when sharpening the flint flake
- Extra stamina is lost if the player is in high altitudes
- Previously, a RNG call was used for this
- Fixed animals sometimes getting force-despawned when created by a spawn egg
- Added new ground props generation
- Through out the world, ground props such as sticks and rocks may appear on the ground
- Due to the focus of Overly-Realistic being compatible with world generation projects, ground prop generation is tied to the spawning of animals
- This means that ground props can only ever spawn near where common animals are able to spawn in worlds
- Players can either interact with or break ground props
- By interacting with a ground prop, the player will be given an item directly (a stick gives 1 stick, a rock gives 1 flint)
- By breaking a ground prop, an item will be dropped at the location of the prop (a stick will drop 1 stick, a rock will drop 1 flint)
- If a player consumes foods or liquids while underwater, drowning damage will be dealt to them
- Optimized preparation plate interaction actions
- Changed the way players must acquire planks
- Players can no longer craft planks by placing stripped logs/wood in crafting slots
- Stripped logs/wood can now be placed in preparation plates as singular items
- They appear as single, big, items
- Interacting with a preparation plate that holds a stripped log/wood item whilst holding either an axe, stone hatchet, or a sharpened flint will make it so the player will start cutting the stripped log/wood
- When cutting stripped logs/wood, a percentage value will appear under the player's crosshair, indicating the cutting progress
- Using stone axes to cut logs/wood speeds up this process, and using iron axes speeds this up even more
- Added a new block cutting system for stonecutters
- If specific blocks are above a stonecutter, the stonecutter will begin cutting/processing them
- Currently this process happens with the following blocks:
- Logs: get turned into stripped logs (this takes ~120 ticks, or ~6 seconds)
- Stripped logs: get turned into planks (this takes ~100 ticks, or ~5 seconds)
- Ghosts will now be given blindness
- Signs, hanging signs, levers, and buttons can no longer fall due to gravity
- Watering farmland blocks with crops over them will make it so the crop's growth will be slowly sped up through out time
- Fixed bone meal items' count always being set to 50
- Added the new "Mortar" block
- Mortars are bowls made from rocks, that players can place ingredients into and crush/mix them into different items
- A maximum of 4 ingredients can be placed into mortars
- A mortar can be made by combining 3 flint and 3 clay balls in a preparation plate
- Mortars' recipes include:
- 4 bones can be crushed into 1 bone meal
- 4 sugar cane can be crushed into 1 sugar
- 4 gravel can be processed into 1 flint
- 1 charcoal, 1 sulfur, 1 redstone dust, and 1 raw copper can be mixed into 1 gunpowder
- 4 sweet berries can be crushed into 1 red dye
- 4 charcoal can be crushed into 1 black dye
- 4 coal can be crushed into 1 black dye
- 4 bone meal can be mixed into 1 white dye
- Dye ingredients that were previously used in crafting slots (such as flowers, redstone, beetroots, wildflowers, ink sacs, etc) can be crushed/mixed into their related dyes
- Multiple dye ingredients can be put into 1 mortar and processed into their own dyes
- Dyes can no longer be crafted in crafting slots (such as in the inventory or with crafting tables)
- Combining dyes into different dyes still requires crafting slots, however
- Removed the old crafting table recipe
- Added the new "Crafting Table Setup" block
- This setup can be crafted with 4 planks
- Upon being placed down, it will display a wooden plate on the ground alongside a text above it
- The text informs the player what they need to place onto the setup to progress/build it
- Players must now slowly build the crafting table by placing certain items into the setup
- The steps and ingredients used for the crafting table are detailed below:
- 1 stripped log
- 10 planks
- 1 leather
- 3 clay balls
- 1 final plank
- After placing down all of the necessary items, the crafting table will be built. The crafting table can optionally be broken and picked up normally afterwards
- The recipe for the crafting table setup now takes the old crafting table recipe's place
- Tweaked the velocity values of the spear slightly
- The average speed of animals is now slower
- Fixed stonecutter items always being given in counts of 8
- Added new advancements and changed existing advancements to reflect the changes made in this update
- The "Monkey See, Monkey Do" advancement now has extra information about flint knapping in its description
- Added the new "Resourceful" advancement (acquired when picking up ground props such as sticks and rocks)
- Changed the description of the "Plankful" advancement as to make it more informative on how to get planks
- Added the new "Lumber" advancement (acquired when placing a log above a stonecutter)
- Added the new "Crushing it" advancement (acquired when creating a mortar in a preparation plate)
- Added the new "Dyeful" advancement (acquired when creating dyes with flowers, plants, vegetables, ink sacs, etc with mortars)
- Added the new "Rocky" advancement (acquired when processing 4 gravel into flint on mortars)
- Added the new "Grim" advancement (acquired when crushing 4 bones into bone meal in a mortar)
- Added the new "Berrying Results" advancement (acquired when crushing 4 sweet berries into red dye in a mortar)
- Added the new "Coaling Down" advancement (acquired when mixing 4 coal/charcoal in a mortar to get black dye)
- Added the new "Nearly Chalk" advancement (acquired when mixing 4 bone meal in a mortar to get white dye)
- Added the new "Sweet Like Cane" advancement (acquired when crushing 4 sugar cane in a mortar to get sugar)
- Changed the description of the "The Great Invention" advancement as to inform the player that gunpowder is acquired through the mortar
- Changed the description of the "Mesolithic" advancement to tell the player about the crafting table setup
- Added new message that is displayed when a player joins a world or server that has a new OR update
- This message has a translation key of "initialization.overlyrealistic.join_message_v2_1_0" and can be used to detect if a resource pack is out of date in regards to the version being played
- The translation key updates to always have the same value as the current version
- Obsidian shards now have a white name
- Obsidian shards now have a max stack size of 1
- Added the new "No Monsters" setting
- This setting is disabled by default
- Upon being enabled, the setting will remove all unrealistic, aggressive mobs present in the world (such as skeletons, zombies, creepers, etc) - do note that this setting does not touch mobs such as spiders, cave spiders, or bats
- The starting message now contains a section warning players about the difficulty of playing alone
- Being in powdered snow now decreases your temperature a lot more now
- Slightly optimized the rain check for the temperature system
v2.0.0
- (WARNING: Updating a world which had a previous version of Overly-Realisitc into v2.0.0+ updates is unsupported! You must either stick to the previous version or create a new world with the new version installed)
- Overly Realistic now supports 1.21.9 - 1.21.10
- Added a warning screen that is displayed to players if the world they are playing on has had a previous, unsupported, version of Overly-Realistic installed
- Added new item editing system
- Foods can now be eaten even when the player is on full hunger
- Foods now take longer to eat
- The amount of time taken to eat varies per food, usually depending on the "size" of the food item
- Cooked foods take slightly less time to eat than raw ones as well
- Added a food spoilage system
- Food will now have a durability bar, this shows the player more clearly their state/time until they get spoiled
- Food items whose bars are higher (in the green) will be in prestine condition while items whose bars are low (in the red/black) are spoiled or close to spoiled
- Every 10 real life minutes, foods will start getting spoiled
- It takes around 1 hour and 40 minutes of real life time (a little less than 2 days in-game) for a food item to be completely spoiled
- Food items will still be spoiled if they are within containers
- Spoilage can be slowed down by putting food inside containers surrounded by cold blocks (such as ice, packed ice, blue ice, or snow blocks)
- Containers don't necessarily need to be completely surrounded in all 6 sides for this to work
- This works for: decorated pots, chests, copper chests, and barrels
- Eating spoiled food will increase the chances of the player getting ill, has a chance to decrease their sanity, and will give them hunger II for 3 seconds
- Items now have select stack sizes
- Weight level 0 (light) blocks = 32
- Weight level 1 (heavy) blocks = 16
- Weight level 2 (very heavy) blocks = 8
- Food = 1
- Honey bottles = 1
- Sticks = 8
- Flint = 8
- Torches = 8
- Buckets = 1
- Doors = 1
- Glass bottles = 1
- Bowls = 4
- Banners = 4
- Bandages = 4
- Metals/gems = 16
- Seeds = 50
- Saplings = 50
- Short grass = 50
- Saplings = 50
- Flowers = 50
- Gunpowder = 50
- Sugar = 50
- Sulfur = 50
- Coal = 50
- Redstone dust = 50
- String = 50
- All other items = 20
- Fixed pale oak button not having its purposeful recipe
- Command blocks, structure void blocks, and jigsaw blocks are no longer affected by gravity
- Fixed bone meal still being craftable
- The scribe book now stacks to 1
- Removed temporary data fixing
- Fixed standing on a unlit campfire setting the player to 100 heat
- Removed soul campfire, soul lantern, and soul torch recipes
- Donkeys now drop donkey meat when killed
- Horses' meat drops are no longer tied to their hide drops
- Mules now drop mule meat
- Changed sulfur drops
- 1-2 sulfur will now have a 40% chance to drop from deepslate gold ore under Y=-25 if the miner has level 1 mining, or higher
- 1 sulfur will now have a 8% chance to drop from deepslate gold ore under Y=-25 if the miner has level 0 mining
- Changed the structure for player-rejoining checks
- Flint flakes can no longer be used in recipes
- Feather crowns can no longer be used in recipes
- Removed some vanilla functionality from the wooden spoon item
- Seed planting has been rehauled
- Players can now hold down their interact key with a seed in their hand while looking at farmland to start planting it
- Planting it will now take time, and a small sequence of particles and sounds will play out
- Dirt particles and sounds will play, indicating the player is digging up a chunk of dirt, then, crop particles and sounds will play, indicating the player is planting the seeds
- Having a higher husbandry skill level will make it so this process takes less time
- Bone meal now takes time to apply to crops
- Players can hold down their interact key with bone meal in hand while looking at farmland to start applying it
- White smoke and bone meal sounds will play out while the player is applying the bone meal
- Players with higher husbandry skills are able to apply bone meal quicker
- Bone meal no longer instantly grows crops
- When applied to crops, bone meal will now take a while to grow the crop (this is, on average, around 3-5 minutes)
- Spears can now be thrown quicker
- Feather crowns now require either hide or leather
- Fixed bandages not being able to be used sometimes
- Players can now apply bandages to other players
- When shifting while holding down your interact key whilst holding a bandage, you may look at a player to begin applying a bandage. If a player is found, you will see "[Bandaging Player]" below your crosshair
- When using a bandage on a player, the user will receive healthcare experience and +1 sanity; the player that got bandaged will receive +2 sanity
- The time it takes to apply bandages is now slightly randomized and is dependent on the healthcare skill
- The minimum and maximum times (respectively) for each level is detailed below, in seconds:
- Level 0: 5s - 10s
- Level 1 & 2: 4s - 7.5s
- Level 3: 3.5s - 6s
- Level 4 & 5: 3s - 5s
- The minimum and maximum times (respectively) for each level is detailed below, in seconds:
- There is now a very small stamina cost for opening/closing certain containers like chests, copper chests, and barrels
- Changed the nutrition and saturation values of healing stews
- They are now 4 and 2, respectively
- Disabled the vanilla shield blocking delay
- Polar bears can now drop bones
- Ocelots can now drop "ocelot meat" and "ocelot hide" items
- Polar bears are now defined as a "common animal"
- This means polar bears can naturally become aggressive and/or flee
- Overhauled the death of various animals
- When killing an animal, the animal will leave behind a corpse
- Hitting animal corpses will harvest its contents. Previous to this update, these "contents" were items dropped when killing an animal (for example: hide, meat, bones, skulls, etc)
- The amount of items (and what items) harvested from animals is dictated by what the player has in their main hand
- Using an iron axe or an iron sword will allow you to harvest the highest possible amount of items
- Using stone swords/axes, shovels, tridents, hoes, or maces will allow you to harvest a moderate amount of items
- Using sticks, flint, wooden swords, or wooden axes will allow you to harvest a small amount of items
- Using your hands or other, inadequate, items will make it so you are unable to harvest anything
- The max amount of possible items acquired is dictated by the size of the killed animal
- Smaller animals provide less maximum possible items, while larger ones provide more possible items
- After a while of harvesting items from the animal's corpse, it will dissapear
- Animals release additional blood particles when dying now
- Optimized time checks and the day/night cycle
- The game's random tick speed is now dynamic
- The random tick speed is now halved when it is night time
- The random tick speed is now doubled when it is raining (if it is both night time and raining, the raining factor will not be considered)
- This affects grass-spread speed, crop growth speed, etc
- Optimized skylight checks for players
- Regeneration time checks are now a little more robust
- Optimized player regeneration
- Having low sanity now makes it so it takes longer to regenerate health
- Being ill now makes it so it takes longer to regenerate health
- Getting damaged by a poison tipped arrow will now make you more likely to become ill
- The chance additions per tipped arrow type, from highest to lowest:
- strong poison: +4
- long poison: +3
- poison: +2
- The chance additions per tipped arrow type, from highest to lowest:
- Overhauled animal genetics
- Animals now have a greater range of genetic diversity
- Animal size is now correlated to their attack damage, speed, and knockback resistance
- The larger the animal, the greater their attack damage and knockback resistance will be
- The smaller the animal, the greater their speed will be
- This does also mean larger animals will have worse movement speed, and small animals will have worse attack damage and knockback resistance
- Animals now get slowly healed through out time
- Fixed baskets not dropping themselves
- Centralized and modularized various Overly-Realistic-specific blocks (tanning racks, basket, dry tinder, leaf trap, preparation plate)
- Added a new settings menu
- The settings UI/menu allows you to easily toggle various options within the game
- You can open the settings menu by sending, in chat, the command '/function or:options' or '/function or:settings'
- The current options include:
- "Predator Animal Spawns" -> Toggles if predator animals should exist or not
- "Nerfed Predator Animals" -> Nerfs the attack damage and health of predator animals when they spawn, and makes predator animals less likely to spawn
- "Food Spoilage" -> Allows food to spoil
- "Body Part Damage" -> Allows the game to detect where players gets hit and execute certain events depending on it
- "Footstep Markings" -> When enabled, the game will create footstep markings below players when they are walking over sand, red sand, or snow blocks
- "Blood Splatters" -> When enabled, the game will create blood splatters below players when they are bleeding or sometimes when they get damaged
- "Block Gravity" -> Allows blocks to fall if they are structurally unsupported
- "No XP" -> Disables the vanilla XP system
- Predator animals' "flee" decisions no longer use static values for checking health threasholds, it is now dependent on their max health
- Fixed predator animals attempting to damage ghosts
- Fixed some animals sometimes floating when fleeing
- Fixed the basket not being able to be interacted with from beneath
- Fixed tanning racks not being able to be interacted with from beneath
- Sweet berries now increase half a hunger icon per berry consumed
- String items crafted from vines & hanging roots are now called "Crude String" and are able to have a seperate texture
- Decreased skeleton health by 30%
- Changed polar bear behavior
- Polar bears now, naturally, have higher attack damage and are less affected by knockback; they are also now harder to kill
- Polar bears will now always be predators
- When harvesting polar bear corpses, they will output more hide and meat than most other animals
- Common animals no longer follow players with food in their hands, they must instead be leashed
- Wolves, who were previously predators, now lose their anger texture when deciding to flee
- Baked bread will now replenish 2 hunger bars instead of 2.5
- It also now replenishes 3.5 saturation instead of 6.0
- Sharpened flint items now increase attack damage by +2.0 (1 heart)
- Item checks no longer use harsh custom data checks
- Items that are considered tools will now have extra custom data
- Changed iron armor items
- The iron armor speed debuff is now per-item worn, instead of a static value given to the player whenever they equip any amount of armor
- Iron armor items will now show their speed debuff attribute in the tooltip
- The speed debuff caused by iron armor is now a percentage instead of an added value
- By default, this is -15% per piece worn (-60% total for an entire set worn)
- Slightly buffed iron armor pieces' armor stat
- Each piece of iron armor now has +1.0 armor toughness
- Changed chainmail armor items
- The chainmail armor speed debuff is now per-item worn, instead of a static value given to the player whenever they equip any amount of armor
- Chainmail armor items will now show their speed debuff attribute in the tooltip
- The speed debuff caused by chainmail armor is now a percentage instead of an added value
- By default, this is -8% per piece worn (-32% total for an entire set worn)
- The chainmail armor speed debuff is now different from iron armor's
- Added a new dynamic item-based temperature modifier system, so items are able to dynamically add or remove heat from the player
- Changed leather armor items
- Leather armor now utilizes the new dynamic temperature modifier system
- Leather armor items now show their "heat" stat in their tooltips
- Iron ores now require you to mine them with a copper pickaxe (or a pickaxe of a higher tier)
- This means stone pickaxes are no longer useful for mining iron ore
- Changed copper armor items
- Copper armor now has a -12% speed stat per piece worn
- Copper armor items now have their speed debuff shown in their tooltips
- Copper tools' recipes now require leather and string
- Pickaxes can now more easily break obsidian blocks
- Obsidian blocks' breaking speed is now slightly longer than stone's, when using a pickaxe
- When breaking obsidian blocks, they will now drop 1-2 'Obsidian Shard' items
- Obsidian shards currently do not serve a purpose but will have one in the future
- Nerfed the mining wisdom skill experience acquired from being underground for long periods of time while holding mining-related items
- The experience gotten per Y-level is detailed below:
- Y=30 to Y=0: 1
- Y=-1 to Y=-30: 2
- Y=-31 to Y=-50: 4
- Y=-51 and below: 6
- The experience gotten per Y-level is detailed below:
- Overhauled how the water bucket works
- Water buckets can no longer instantly place water, players now need to hold down their interact button while holding a water bucket to dispense the water inside it
- When dispensing water, water particles will appear in front of the player's view; sounds will also be played
- After around 2 seconds, the water from the bucket will be dispensed. The water dispensed will follow where the particles went, not (specifically) what block the player is facing (although the particles start appearing relative to the player's face)
- If the particles intersected with a cauldron, the cauldron will be filled; if it intersected with farmland, the farmland will become moist
- If the particles did not intersect with any special blocks, then it will attempt to place a water source block following the water particle stream
- For this to be successful, the location needs to detect a block's face in any of its 6 sides
- The stream will only be followed through 8 blocks
- Lava buckets will now act similarly to water buckets
- Placing lava down takes time, and the placement follows a stream of lava particles created by the player
- Unlike water buckets, lava buckets will not moisten farmland, though it can still be placed into cauldrons
- Buckets with fish will now act similarly to water buckets, although, they still can't be placed directly into cauldrons, and the fish is spawned when the water is dispensed
- Added holder values for player genetics
- Vines now drop more commonly
- Mangrove roots now drop 1-4 sticks
- Muddy mangrove roots now drop 1 mud block aswell as 1-4 sticks
- Players can now combine 4 sticks together when crafting to create a "Stick Confinement" block
- Planting mushrooms or sweet berries will no longer grant the "Neolithic" advancement to the player
- The "Neolithic" advancement will now only be given to a player when planting down seeds
- How to do so is now explained in the advancement description
- The "Band Age" advancement now explains that you can shift to apply the bandage to another player
- Added the "Copper Age" advancement tab
- The "The Pillar of History" advancement now has more information about how to collect sticks
- Added new advancements that reflect the changes made in this update
- These are:
- "Full of it" -> Eat foods or liquids while having a fully filled hunger bar
- "Healthy Diet" -> Consume foods which are in very prestine conditions
- "Fertilizing" -> Use fertilization items, such as bonemeal, to, more quickly, grow crops through out time
- "Effective Butchery" -> Use tools, weapons, or sharp items to harvest animal corpses
- "Copper Age" -> Get raw copper by mining copper ore
- "Ea Nasir" -> Smelt raw copper into copper ingots using a furnace
- "True Sumerian" -> Craft a copper pickaxe
- "Who Needs Bronze?!" -> Craft copper armor pieces
- "Aztec Mining" -> Break obsidian to get obsidian shards
- "Hold This for Me" -> Craft a bucket
- "Crop Connoisseur" -> Water farmland
- "Makeshift Shelter" -> Craft a Stick Confinement block
- These are:
- Certain special item functionalities are now more modularized
- This applies to flint flakes, forged iron tools, forging hammers, short bows, bows, and fire starters
- Removed the old held-item modification system
- Stonecutters are now internally defined as a custom block from Overly-Realistic
- Shovels, forging hammers, and maces are now defined as "stun weapons"
- Stun weapons deal more knockback to entities hit by them
- The starting message now includes a section detailing how to open the settings menu
- The minimum possible amount of stamina a player can spawn in with is now 25
- Previously, it was 12
- Decreased the maximum amount and increased the minimum amount of sneaking speed that is randomly applied through genetics to a player
- The minimum amount of block breaking speed applied to a player through genetics was slightly increased
- Slightly increased the minimum amount of attack speed applied to a player through genetics
- Increased the minimum amount of max health applied to a player through genetics
- Fixed some blood splatters created by animals being damaged sometimes getting created in the air
- Leaves now drop sticks & vines more commonly if they are next to a log block
- Increased the likelihood of getting vines from breaking vines
- The "All Vine" advancement now details (in the description) what types of leaves can drop vines
- It is now possible to apply textures to maggot meat
- Fixed the spears sometimes not hitting an entity they flew through if the entity was within a specific distance from the player who threw such spear
- The "Technological Infancy" advancement now comes after "All Vine" instead of "This is Game"
- Fixed TNT explosion visuals and operations not being done correctly
v1.4.5
- Fixed the stone hatchet usage raycast being broken by non-full blocks
v1.4.4
- Fixed players dropping enchanted items on death
- Players will now only lose their inventory when getting killed while downed
- Fixed players floating when leaving and rejoined after being downed
- Leaving while being downed will result in being killed when rejoining the game now
- Reduced the amount of bleeding particles displayed by players
v1.4.3
- Fixed items screaming at the player (debug feature accidentally left enabled)
V1.4.2
- Renamed the "wisdom" advancement to "brain development"
- There are now advancements in the "Livelyhood" tab that show the player their skill levels, and explain how to gain experience for each skill
- Optimized the check for dirty clothes in water & water-adjacent blocks
- Turtles will now have a certain chance that they'll drop a turtle scute and a 85% chance to drop 1-3 turtle meat
- The game will now increase players' block and entity interaction range/reach depending on their scale genetics
- The bigger the player is, the better their interaction range is
- This is to combat an issue pertaining to earlier versions of Overly-Realistic that made it so having bigger sizes would be way too debilitating because of lower interaction ranges, making any action unrealistically challenging
- Fixed items not dropping on death in new worlds



