When getting ill, players will now have 3 symbols be shown in their HUD's status bar
These symbols are randomly chosen when the player receives their illness
Illness symbols held by players equate to what they will experience while ill, similarly to symptoms. Symbols and their effects are detailed below:
Upwards triangle = constant poison 1 effect
Heart = constant +10 heat, also makes it harder to increase sanity
Oval = constant hunger 1 effect
Creeper face = constant mining fatigue 1 effect
Snowflake = constant -10 heat, also makes it harder to increase sanity
Square = constant slowness 1 effect
Downwards triangle = faster thirst decrease
Pi = slower stamina increase
Boiling water in a basket, putting 5 brown mushrooms & 4 red mushrooms into the basket, and then stirring it will produce a mushroom additional
Interacting with the basket while holding a bowl will let the player acquire mushroom stew, this will reward the player with cookery experience
Certain ingredients can be placed into the mushroom-addition-filled basket in rows of 3, these ingredients are intentionally not defined in-game, making it so players need to test out different ingredients
Each ingredient has a purpose of being able to heal a certain illness symbol
Stirring these ingredients will create a suspicious additional
Interacting with the basket while it has the suspicious additional, and while holding a bowl, will allow the user to acquire suspicious stew, it will also reward the player with healthcare experience
Ill players will now display particles around them & make coughing sounds every few seconds
When consuming foods, ill players will now have a 60% chance to vomit
This will only happen if the player has all 3 symbols displayed
When vomiting, a sound will be played and particles will be displayed in front of the player's face
Vomiting causes the player's thirst and hunger to be dramatically decreased
Overhauled suspicious stews
Suspicious stews' primary use is now to heal afflictions caused by illnesses
Suspicious stews now have a "cure chance" that dictates the probabilty of it being able to rid players of their illness symbols
This probability is dependent on the healthcare skill of the user who collected the suspicious stew from the basket
The cure chance percentages are listed below, per healthcare level:
Healthcare level 0 = 1%
Healthcare level 1 = 12%
Healthcare level 2 = 25%
Healthcare level 3 = 60%
Healthcare level 4 = 80%
Healthcare level 5 = 100%
Suspicious stew items now have their quality, their cure chance, and what symbols they cure upon consumption listed on their tooltips
When consuming suspicious stews, if the cure chance allows for it, they will now clear all illness symbols (that are listed in their tooltip) from the user
If all symbols are cleared, the illness will be successfully cured
Overhauled how players are meant to get heated wrought iron from heated bloom
When interacting with a placed heated bloom with a pickaxe, an indicator will now be created atop the heated bloom (similarly to indicators created when chopping stripped logs on preparation plates, or when forging heated wrought iron)
The player must interact with the indicator while holding a pickaxe to progress through breaking the bloom. The indicator will move and change the bloom's model when interacted with
When successfully breaking the heated bloom with a pickaxe, the bloom will drop 2-4 slag, and, if the player has a blacksmithing level of 2+, it will also drop the heated wrought iron
Added the new "Slag" item
2-4 slag can be acquired when breaking open a placed heated bloom with a pickaxe
Slag can be used on composters to fill them up
Added the new "Salt" item
When boiling sea water in a basket, salt will be dropped from it
Expanded the food system
Foods no longer drop as fully pristine unspoiled items, they now have a semi-randomized amount of spoilage added to them
All foods can now be put on cooking boards
Placing meats into cooking boards and interacting with the block while holding salt will now apply the salt to the food
This will decrease the food's spoilage
The amount of spoilage decreased depends on the player's cookery skill level. The amount per level is detailed below:
Cookery level 0 = 1% spoilage decrease
Cookery level 1 = 10% spoilage decrease
Cookery level 2 = 30% spoilage decrease
Cookery level 3 = 50% spoilage decrease
Cookery level 4 = 70% spoilage decrease
Cookery level 5 = 100% spoilage decrease
Macronutrient values can now accept decimals
Changed the macronutrient values of most foods. The new values are detailed below:
[TLDR for macronutrient changes: most foods now only increase one type of nutrient, fish meat now mainly increases fats as to employ the need of both hunting land animals and fishing instead of only one or the other]
Milk = 13 fats
Sweet berry drink = 10 carbs
Sweetened sweet berry drink = 13 carbs
Apple = 7 carbs
Baked bread = 9 carbs
Baked potato = 8.25 carbs
Bat carcass = 2 proteins
Bear steak = 18 proteins, 4 fats
Raw beef = 7 proteins
Beetroot soup = 14 carbs
Brown coconut = 10 fats
Canine steak = 13 proteins
Carrot = 5 carbs
Raw chicken = 8 proteins
Raw cod = 5 proteins, 1 fat
Cooked bat = 6 proteins
Steak = 13 proteins
Cooked camel = 13 proteins
Cooked chicken = 13 proteins
Cooked feline = 12 proteins
Cooked fish = 12 fats
Cooked mutton = 13 proteins
Cooked porkchop = 13 proteins
Cooked rabbit = 9 proteins
Cooked turtle = 10 proteins
Cookie = 5 carbs, 9 fats
Dough = 1 carbs
Dried kelp = 1 carbs
Equine steak = 13 proteins
Fried egg = 9 fats
Glow berries = 1 carbs
Green coconut = 13 fats
Hard boiled egg = 11 fats
Maggot = 1 proteins
Meat stew = 12 proteins, 4 fats
Melon slice = 2.5 carbs
Mushroom stew = 15 carbs, 2 fats
Mushrooms = 1 carbs
Raw mutton = 8 proteins
Raw porkchop = 8 proteins
Potato = 5 carbs
Pufferfish = 4 proteins, 1 fat
Pumpkin pie = 8 carbs, 14 fats
Rabbit stew = 7 carbs, 10 proteins, 2 fats
Raw rabbit = 5 proteins
Raw bear = 7 proteins
Raw camel = 6 proteins
Raw canine = 6 proteins
Raw equine = 6 proteins
Raw feline = 6 proteins
Raw fish = 5 proteins, 1 fat
Raw turtle = 5 proteins
Rotten flesh = 2 proteins
Raw salmon = 5 proteins, 3 fats
Silverfish grub = 1 protein
Spider eye = 1 proteins
Spider grub = 2 proteins
Suspicious stew = 9 carbs, 1 fat
Sweet berries = 0.5 carbs
Tropical fish = 2 proteins, 1 fat
Vegetable stew = 18 carbs
Added new food slice items
These are multiple items, these being: apple slices, carrot slices, potato slices, beetroot slices
Food slices can be acquired by placing their respective "whole" food items on cooking boards and cutting them with knives
The consumption stats for each food slice is seen below:
Added the new "Clay Pot", "Hardened Clay Pot", "Clay Pot Lid", and "Hardened Clay Pot Lid" blocks
Clay pots & clay pot lids can be crafted with clay balls in a crafting table
These blocks can be placed atop lit campfires to heat them. After a while, they will will turn into their hardened counterparts
Hardened clay pots that are placed atop lit campfires will be able to heat items put into it
Currently, they only accept food slices
For the items inside the pot to be successfully heated, a hardened clay lid must be placed on the pot
Hardened clay pots can be placed on trapdoors above lit campfires and they will still be able to heat the items inside it
Added the "Roasted Carrot Slices", "Roasted Potato Slices", "Roasted Beetroot Slices", and "Dried Apple Slices" items
These items can be acquired by putting their respective food slices into a hardened clay pot and successfully heating them on a campfire
These items will have a decreased amount of spoilage compared to their previous raw slice counterparts
The amount of spoilage decreased from these foods is dependent on the user's cookery skill level (specfically the user who placed the slices into the pot)
The specific percentage/amount of decreased spoilage is the same as from the salting system
These items will have their heating quality displayed in their tooltip
The consumption stats for each food slice is seen below:
Dried apple slices = 3 nutrition, 1.8 saturation, 6 carbs
Telescopes can be placed down. They occupy 2 blocks vertically
The telescope can be crafted in a crafting table with gold ingots, spyglasses, stripped logs, and an amethyst shard
Crouching and interacting with a telescope will allow the player to rotate it
Interacting with telescopes will allow the player to attempt to use it
If there is a non-air block on the way of the telescope's view, a black screen will be displayed to the user
Attempting to use the telescope while it is day time will make it so a warning screen will be shown instead
When using a telescope, the player will be shown a randomized puzzle that such player must complete
Completing the puzzle will reward the player with scribing experience
Players can only complete 1 puzzle per night, attempting to do more will result in the player being met with an error screen
Added the new "Rope" item
Rope can be crafted with 7 string/crude string in a crafting table
Tool handles now require rope from the player instead of leads
The lead recipe has been changed to require 2 rope instead of 5 string
Added new settings
The "world" settings page now has a "values" sub-page. A button shown on the "world" settings page has now been added to take the player to this new sub-page
Added the "Bloom blacksmith level" value setting
It is found under the "world" page's value settings
This setting is set to 2 by default
This setting controls the minimum blacksmithing level value that the player needs to have to acquire heated wrought iron from heated bloom
Added the "Ore Quality" setting
This setting is enabled by default, and it is found under the "world" page
When disabled, all ores will drop their high quality ore variants
Added the "Vomiting" setting
This setting is enabled by default and it is found under the "players" page
This setting controls if vomiting is possible or not
Added the "Illnesses" setting
This setting is enabled by default and it is found under the "players" page
This setting controls if players are able to get ill
Added the "Implicit Cure Chance" setting
This setting is disabled by default and it is found under the "misc" page
If this setting is enabled, the game will act as if all suspicious stews' cure chances are 100%
Added new tips
Added a tip that is triggered when a player attempts to break heated bloom to get heated wrought iron while not having a blacksmithing skill level of 2+, it informs the player about not being able to get heated wrought iron
This tip's message informs the player they can change this in the settings if they are either registered as an operator or inside a singleplayer world
Added a tip that is triggered when a player grinds high quality ores in a mortar, it informs them that the drops are dependent on their mining skill
Added a tip that is triggered when a player attempts to heat a crucible with iron fragments inside without the furnace having atleast 10 deepslate blocks, it informs the player of such requirement
Rehauled certain textures. These include the following:
All axe, pickaxe, sword, knife, hoe, shovel, and forging hammer heads
All tool components (cordage/adhesives/tool heads/tool handles) from axes, pickaxes, swords, knives, hoes, shovels, and forging hammers
Crucibles and their variants can no longer be destroyed due to fire
Heating iron fragment-filled crucibles now requires the furnace the player built to be made of atleast 10 deepslate bricks
The amount of ore fragments that players get from grinding high quality ore in a mortar is now dependent on the user's mining skill
A mining skill level of 1+ will result in a 30% chance of getting an 2nd ore fragment
A mining skill level of 3+ will result in a 15% chance of getting a 3rd ore fragment
A mining skill level of 5 will result in a 10% chance of getting a 4th ore fragment
Charcoal clumps are no longer broken when placed in the same block as a crucible
Fertilizers can now be used on mushrooms
When applied, and the fertilizer takes effect, the mushroom will spread towards nearby blocks
When creating metal-based armor through lay figures (copper, iron, and chainmail equipment), quality modifiers are now applied to the item
These modifiers control how protective the piece of armor is for the wearer, they are also dependent on the blacksmithing skill
The levels, quality names, and damage protection values are detailed below:
Blacksmithing 0 (Badly Forged) = -10% total armor per piece worn (this refers to the armor attribute, unlike the below-listed qualities)
Blacksmithing 1 (Adequately Forged) = No reductions or increases
Blacksmithing 2 (Decently Forged) = +1.8 damage protection against all damage types
Blacksmithing 3 (Well Forged) = +2.5 damage protection against all damage types
Blacksmithing 4 (Delightfully Forged) = +3.65 damage protection against all damage types
Blacksmithing 5 (Excellently Forged) = +4.5 damage protection against all damage types
Modularized operations relating to blocks getting heated through time due to lit campfires
The time it takes for successfully heating blocks has also been modularized
Updated certain textures that still displayed outdated sprites, these include:
Tool handle requirement displays
Changed the distance-dependent bowshot requirements for increasing archery experience. They now require lesser distances
A building experience increase of 13 is now given to players for every 10 "reinforced type" blocks placed
This applies to stone bricks (and its shape variants), deepslate bricks (and its shape variants), and chiseled copper blocks (and its oxidization/waxed variants)
Sea water can now be acquired when getting water from beaches, snowy beaches, and stony shores (aswell as ocean biomes)
Packed ice and blue ice can now be mined and dropped if the player mining it has a mining level of 2+
Snow blocks and ice blocks no longer slow down the spoilage of food inside container
Packed ice and blue ice no longer fall due to gravity
Instead, they are now broken
Removed healing stews
(Note: If you have made healing stews in previous versions, those items will purposefully still be existant and functional, this will likely change in the future however)
Removed the lead recipe that required string & leather
Removed the ability of leashing boats
Removed being able to drink rain water directly by looking upwards while being exposed to rain
Decreased the eating time of beetroot
Changed the spyglass recipe to require gold ingots
Fixed not being able to create pine pitch glue in baskets
Fixed certain tips being able to be sent multiple times
Fixed placing down an iron tool handle making it so a bone placing sound is played
Fixed heated wrought iron being placed incorrectly
Fixed not being able to acquire clean water from baskets
Fixed not receiving shelf recipes in the recipe book
Fixed being able to craft mud bricks from 4 packed mud within crafting slots
Fixed being able to craft leather from 4 hide within crafting slots
Fixed players not receiving blacksmithing experience increases from creating metal armors from lay figures
Fixed being able to bypass the attack damage cooldown
Fixed non-iron lanterns being able to fall due to gravity
Fixed not being able to harvest animal corpses with copper/iron knives
Fixed log/wood blockstates getting reset to their default values when being stripped
Added new advancements and changed existing advancements
Added a new advancement tab: "Cooking Board Uses"
Added the "Food Reserve" advancement -> place food on a cooking board
Added the "Slice and Dice" advancement -> cut fruits/vegetables into slices on a cooking board
Added the "Stew Brew" advancement -> create a mushroom stew in a basket
Added the "Great Healthcare" advancement -> create a suspicious stew in a basket
Added the "Quite Suspicious" advancement -> acquire a suspicious stew item by using a bowl on a basket that has the stew inside it
Added the "High Seas" advancement -> place sea water into a basket
Added the "Salty" advancement -> acquire salt
Added the "The pot of luck" advancement -> craft a clay pot
Added the "The lid of luck" advancement -> craft a clay pot lid
Added the "Telescopic" advancement -> craft a telescope
Added the "Frosty" advancement -> acquire packed/blue ice
The "Fishy Business" advancement has been moved to the "Cooking Board Uses" tab
The "Tribesman" advancement is now a child of the "Mesolithic" advancement
Removed the "Plague Doctor" advancement
Removed the "A Sight to Behold" advancement
Removed the "Let Them Eat Cake" advancement
Its child advancement now has the "Contemporary Age" advancement as a parent
Tweaked the "Smash Hit" advancement description
Tweaked the "Wrought Iron Age" advancement description
Tweaked the "Heater" advancement description
Tweaked the "Full of Proteins" & "Full of Fats" advancement descriptions
Tweaked the "Primitive Chef" advancement description
Tweaked the "Acordage To The Manual" advancement description
Tweaked the "Armorer" advancement description
Tweaked the descriptions of multiple advancements found in the "Chisel Uses" tab to inform the player they're denoted as "reinforced" blocks
Various new advancements now include images
Tweaked various advancements' tooltip sizes
Overly Realistic v3.12.0 for 26.1.X
release19 мая 2026 г.
v3.12.0
Overhauled the illness system
Light and harsh illnesses have been removed
When getting ill, players will now have 3 symbols be shown in their HUD's status bar
These symbols are randomly chosen when the player receives their illness
Illness symbols held by players equate to what they will experience while ill, similarly to symptoms. Symbols and their effects are detailed below:
Upwards triangle = constant poison 1 effect
Heart = constant +10 heat, also makes it harder to increase sanity
Oval = constant hunger 1 effect
Creeper face = constant mining fatigue 1 effect
Snowflake = constant -10 heat, also makes it harder to increase sanity
Square = constant slowness 1 effect
Downwards triangle = faster thirst decrease
Pi = slower stamina increase
Boiling water in a basket, putting 5 brown mushrooms & 4 red mushrooms into the basket, and then stirring it will produce a mushroom additional
Interacting with the basket while holding a bowl will let the player acquire mushroom stew, this will reward the player with cookery experience
Certain ingredients can be placed into the mushroom-addition-filled basket in rows of 3, these ingredients are intentionally not defined in-game, making it so players need to test out different ingredients
Each ingredient has a purpose of being able to heal a certain illness symbol
Stirring these ingredients will create a suspicious additional
Interacting with the basket while it has the suspicious additional, and while holding a bowl, will allow the user to acquire suspicious stew, it will also reward the player with healthcare experience
Ill players will now display particles around them & make coughing sounds every few seconds
When consuming foods, ill players will now have a 60% chance to vomit
This will only happen if the player has all 3 symbols displayed
When vomiting, a sound will be played and particles will be displayed in front of the player's face
Vomiting causes the player's thirst and hunger to be dramatically decreased
Overhauled suspicious stews
Suspicious stews' primary use is now to heal afflictions caused by illnesses
Suspicious stews now have a "cure chance" that dictates the probabilty of it being able to rid players of their illness symbols
This probability is dependent on the healthcare skill of the user who collected the suspicious stew from the basket
The cure chance percentages are listed below, per healthcare level:
Healthcare level 0 = 1%
Healthcare level 1 = 12%
Healthcare level 2 = 25%
Healthcare level 3 = 60%
Healthcare level 4 = 80%
Healthcare level 5 = 100%
Suspicious stew items now have their quality, their cure chance, and what symbols they cure upon consumption listed on their tooltips
When consuming suspicious stews, if the cure chance allows for it, they will now clear all illness symbols (that are listed in their tooltip) from the user
If all symbols are cleared, the illness will be successfully cured
Overhauled how players are meant to get heated wrought iron from heated bloom
When interacting with a placed heated bloom with a pickaxe, an indicator will now be created atop the heated bloom (similarly to indicators created when chopping stripped logs on preparation plates, or when forging heated wrought iron)
The player must interact with the indicator while holding a pickaxe to progress through breaking the bloom. The indicator will move and change the bloom's model when interacted with
When successfully breaking the heated bloom with a pickaxe, the bloom will drop 2-4 slag, and, if the player has a blacksmithing level of 2+, it will also drop the heated wrought iron
Added the new "Slag" item
2-4 slag can be acquired when breaking open a placed heated bloom with a pickaxe
Slag can be used on composters to fill them up
Added the new "Salt" item
When boiling sea water in a basket, salt will be dropped from it
Expanded the food system
Foods no longer drop as fully pristine unspoiled items, they now have a semi-randomized amount of spoilage added to them
All foods can now be put on cooking boards
Placing meats into cooking boards and interacting with the block while holding salt will now apply the salt to the food
This will decrease the food's spoilage
The amount of spoilage decreased depends on the player's cookery skill level. The amount per level is detailed below:
Cookery level 0 = 1% spoilage decrease
Cookery level 1 = 10% spoilage decrease
Cookery level 2 = 30% spoilage decrease
Cookery level 3 = 50% spoilage decrease
Cookery level 4 = 70% spoilage decrease
Cookery level 5 = 100% spoilage decrease
Macronutrient values can now accept decimals
Changed the macronutrient values of most foods. The new values are detailed below:
[TLDR for macronutrient changes: most foods now only increase one type of nutrient, fish meat now mainly increases fats as to employ the need of both hunting land animals and fishing instead of only one or the other]
Milk = 13 fats
Sweet berry drink = 10 carbs
Sweetened sweet berry drink = 13 carbs
Apple = 7 carbs
Baked bread = 9 carbs
Baked potato = 8.25 carbs
Bat carcass = 2 proteins
Bear steak = 18 proteins, 4 fats
Raw beef = 7 proteins
Beetroot soup = 14 carbs
Brown coconut = 10 fats
Canine steak = 13 proteins
Carrot = 5 carbs
Raw chicken = 8 proteins
Raw cod = 5 proteins, 1 fat
Cooked bat = 6 proteins
Steak = 13 proteins
Cooked camel = 13 proteins
Cooked chicken = 13 proteins
Cooked feline = 12 proteins
Cooked fish = 12 fats
Cooked mutton = 13 proteins
Cooked porkchop = 13 proteins
Cooked rabbit = 9 proteins
Cooked turtle = 10 proteins
Cookie = 5 carbs, 9 fats
Dough = 1 carbs
Dried kelp = 1 carbs
Equine steak = 13 proteins
Fried egg = 9 fats
Glow berries = 1 carbs
Green coconut = 13 fats
Hard boiled egg = 11 fats
Maggot = 1 proteins
Meat stew = 12 proteins, 4 fats
Melon slice = 2.5 carbs
Mushroom stew = 15 carbs, 2 fats
Mushrooms = 1 carbs
Raw mutton = 8 proteins
Raw porkchop = 8 proteins
Potato = 5 carbs
Pufferfish = 4 proteins, 1 fat
Pumpkin pie = 8 carbs, 14 fats
Rabbit stew = 7 carbs, 10 proteins, 2 fats
Raw rabbit = 5 proteins
Raw bear = 7 proteins
Raw camel = 6 proteins
Raw canine = 6 proteins
Raw equine = 6 proteins
Raw feline = 6 proteins
Raw fish = 5 proteins, 1 fat
Raw turtle = 5 proteins
Rotten flesh = 2 proteins
Raw salmon = 5 proteins, 3 fats
Silverfish grub = 1 protein
Spider eye = 1 proteins
Spider grub = 2 proteins
Suspicious stew = 9 carbs, 1 fat
Sweet berries = 0.5 carbs
Tropical fish = 2 proteins, 1 fat
Vegetable stew = 18 carbs
Added new food slice items
These are multiple items, these being: apple slices, carrot slices, potato slices, beetroot slices
Food slices can be acquired by placing their respective "whole" food items on cooking boards and cutting them with knives
The consumption stats for each food slice is seen below:
Added the new "Clay Pot", "Hardened Clay Pot", "Clay Pot Lid", and "Hardened Clay Pot Lid" blocks
Clay pots & clay pot lids can be crafted with clay balls in a crafting table
These blocks can be placed atop lit campfires to heat them. After a while, they will will turn into their hardened counterparts
Hardened clay pots that are placed atop lit campfires will be able to heat items put into it
Currently, they only accept food slices
For the items inside the pot to be successfully heated, a hardened clay lid must be placed on the pot
Hardened clay pots can be placed on trapdoors above lit campfires and they will still be able to heat the items inside it
Added the "Roasted Carrot Slices", "Roasted Potato Slices", "Roasted Beetroot Slices", and "Dried Apple Slices" items
These items can be acquired by putting their respective food slices into a hardened clay pot and successfully heating them on a campfire
These items will have a decreased amount of spoilage compared to their previous raw slice counterparts
The amount of spoilage decreased from these foods is dependent on the user's cookery skill level (specfically the user who placed the slices into the pot)
The specific percentage/amount of decreased spoilage is the same as from the salting system
These items will have their heating quality displayed in their tooltip
The consumption stats for each food slice is seen below:
Dried apple slices = 3 nutrition, 1.8 saturation, 6 carbs
Telescopes can be placed down. They occupy 2 blocks vertically
The telescope can be crafted in a crafting table with gold ingots, spyglasses, stripped logs, and an amethyst shard
Crouching and interacting with a telescope will allow the player to rotate it
Interacting with telescopes will allow the player to attempt to use it
If there is a non-air block on the way of the telescope's view, a black screen will be displayed to the user
Attempting to use the telescope while it is day time will make it so a warning screen will be shown instead
When using a telescope, the player will be shown a randomized puzzle that such player must complete
Completing the puzzle will reward the player with scribing experience
Players can only complete 1 puzzle per night, attempting to do more will result in the player being met with an error screen
Added the new "Rope" item
Rope can be crafted with 7 string/crude string in a crafting table
Tool handles now require rope from the player instead of leads
The lead recipe has been changed to require 2 rope instead of 5 string
Added new settings
The "world" settings page now has a "values" sub-page. A button shown on the "world" settings page has now been added to take the player to this new sub-page
Added the "Bloom blacksmith level" value setting
It is found under the "world" page's value settings
This setting is set to 2 by default
This setting controls the minimum blacksmithing level value that the player needs to have to acquire heated wrought iron from heated bloom
Added the "Ore Quality" setting
This setting is enabled by default, and it is found under the "world" page
When disabled, all ores will drop their high quality ore variants
Added the "Vomiting" setting
This setting is enabled by default and it is found under the "players" page
This setting controls if vomiting is possible or not
Added the "Illnesses" setting
This setting is enabled by default and it is found under the "players" page
This setting controls if players are able to get ill
Added the "Implicit Cure Chance" setting
This setting is disabled by default and it is found under the "misc" page
If this setting is enabled, the game will act as if all suspicious stews' cure chances are 100%
Added new tips
Added a tip that is triggered when a player attempts to break heated bloom to get heated wrought iron while not having a blacksmithing skill level of 2+, it informs the player about not being able to get heated wrought iron
This tip's message informs the player they can change this in the settings if they are either registered as an operator or inside a singleplayer world
Added a tip that is triggered when a player grinds high quality ores in a mortar, it informs them that the drops are dependent on their mining skill
Added a tip that is triggered when a player attempts to heat a crucible with iron fragments inside without the furnace having atleast 10 deepslate blocks, it informs the player of such requirement
Rehauled certain textures. These include the following:
All axe, pickaxe, sword, knife, hoe, shovel, and forging hammer heads
All tool components (cordage/adhesives/tool heads/tool handles) from axes, pickaxes, swords, knives, hoes, shovels, and forging hammers
Crucibles and their variants can no longer be destroyed due to fire
Heating iron fragment-filled crucibles now requires the furnace the player built to be made of atleast 10 deepslate bricks
The amount of ore fragments that players get from grinding high quality ore in a mortar is now dependent on the user's mining skill
A mining skill level of 1+ will result in a 30% chance of getting an 2nd ore fragment
A mining skill level of 3+ will result in a 15% chance of getting a 3rd ore fragment
A mining skill level of 5 will result in a 10% chance of getting a 4th ore fragment
Charcoal clumps are no longer broken when placed in the same block as a crucible
Fertilizers can now be used on mushrooms
When applied, and the fertilizer takes effect, the mushroom will spread towards nearby blocks
When creating metal-based armor through lay figures (copper, iron, and chainmail equipment), quality modifiers are now applied to the item
These modifiers control how protective the piece of armor is for the wearer, they are also dependent on the blacksmithing skill
The levels, quality names, and damage protection values are detailed below:
Blacksmithing 0 (Badly Forged) = -10% total armor per piece worn (this refers to the armor attribute, unlike the below-listed qualities)
Blacksmithing 1 (Adequately Forged) = No reductions or increases
Blacksmithing 2 (Decently Forged) = +1.8 damage protection against all damage types
Blacksmithing 3 (Well Forged) = +2.5 damage protection against all damage types
Blacksmithing 4 (Delightfully Forged) = +3.65 damage protection against all damage types
Blacksmithing 5 (Excellently Forged) = +4.5 damage protection against all damage types
Modularized operations relating to blocks getting heated through time due to lit campfires
The time it takes for successfully heating blocks has also been modularized
Updated certain textures that still displayed outdated sprites, these include:
Tool handle requirement displays
Changed the distance-dependent bowshot requirements for increasing archery experience. They now require lesser distances
A building experience increase of 13 is now given to players for every 10 "reinforced type" blocks placed
This applies to stone bricks (and its shape variants), deepslate bricks (and its shape variants), and chiseled copper blocks (and its oxidization/waxed variants)
Sea water can now be acquired when getting water from beaches, snowy beaches, and stony shores (aswell as ocean biomes)
Packed ice and blue ice can now be mined and dropped if the player mining it has a mining level of 2+
Snow blocks and ice blocks no longer slow down the spoilage of food inside container
Packed ice and blue ice no longer fall due to gravity
Instead, they are now broken
Removed healing stews
(Note: If you have made healing stews in previous versions, those items will purposefully still be existant and functional, this will likely change in the future however)
Removed the lead recipe that required string & leather
Removed the ability of leashing boats
Removed being able to drink rain water directly by looking upwards while being exposed to rain
Decreased the eating time of beetroot
Changed the spyglass recipe to require gold ingots
Fixed not being able to create pine pitch glue in baskets
Fixed certain tips being able to be sent multiple times
Fixed placing down an iron tool handle making it so a bone placing sound is played
Fixed heated wrought iron being placed incorrectly
Fixed not being able to acquire clean water from baskets
Fixed not receiving shelf recipes in the recipe book
Fixed being able to craft mud bricks from 4 packed mud within crafting slots
Fixed being able to craft leather from 4 hide within crafting slots
Fixed players not receiving blacksmithing experience increases from creating metal armors from lay figures
Fixed being able to bypass the attack damage cooldown
Fixed non-iron lanterns being able to fall due to gravity
Fixed not being able to harvest animal corpses with copper/iron knives
Fixed log/wood blockstates getting reset to their default values when being stripped
Added new advancements and changed existing advancements
Added a new advancement tab: "Cooking Board Uses"
Added the "Food Reserve" advancement -> place food on a cooking board
Added the "Slice and Dice" advancement -> cut fruits/vegetables into slices on a cooking board
Added the "Stew Brew" advancement -> create a mushroom stew in a basket
Added the "Great Healthcare" advancement -> create a suspicious stew in a basket
Added the "Quite Suspicious" advancement -> acquire a suspicious stew item by using a bowl on a basket that has the stew inside it
Added the "High Seas" advancement -> place sea water into a basket
Added the "Salty" advancement -> acquire salt
Added the "The pot of luck" advancement -> craft a clay pot
Added the "The lid of luck" advancement -> craft a clay pot lid
Added the "Telescopic" advancement -> craft a telescope
Added the "Frosty" advancement -> acquire packed/blue ice
The "Fishy Business" advancement has been moved to the "Cooking Board Uses" tab
The "Tribesman" advancement is now a child of the "Mesolithic" advancement
Removed the "Plague Doctor" advancement
Removed the "A Sight to Behold" advancement
Removed the "Let Them Eat Cake" advancement
Its child advancement now has the "Contemporary Age" advancement as a parent
Tweaked the "Smash Hit" advancement description
Tweaked the "Wrought Iron Age" advancement description
Tweaked the "Heater" advancement description
Tweaked the "Full of Proteins" & "Full of Fats" advancement descriptions
Tweaked the "Primitive Chef" advancement description
Tweaked the "Acordage To The Manual" advancement description
Tweaked the "Armorer" advancement description
Tweaked the descriptions of multiple advancements found in the "Chisel Uses" tab to inform the player they're denoted as "reinforced" blocks
Various new advancements now include images
Tweaked various advancements' tooltip sizes
Overly Realistic v3.11.1 for 26.1.X
release12 мая 2026 г.
v3.11.1
Fixed lay figures being placed incorrectly
Fixed incorrect pricing operations done for copper helmets
Overly Realistic v3.11.1 for 26.1.X
release12 мая 2026 г.
v3.11.1
Fixed lay figures being placed incorrectly
Fixed incorrect pricing operations done for copper helmets
Overly Realistic v3.11.0 for 26.1.X
release12 мая 2026 г.
v3.11.0
[WARNING: This update rehauls some data related to baskets. If baskets placed prior to this update don't work correctly, you can break and re-place them and they should keep working as intended]
Overhauled the settings screen: it has now been split into various tabs
This allows for settings to be organized into different categories
The general settings menu now displays the various settings tabs
The following tabs have been added:
Mobs
World
Death
Players
Misc
Debug
Added 2 new debug settings
Added the "Instant Bellows" setting
This setting is disabled by default
When enabled, the user is able to instantly heat up crucible contents to 100% heat when using a bellow
Added the "Instant HWI" setting
This setting is disabled by default
When enabled, the user is able to instantly input a shape when interacting with a heated wrought iron indicator
Added an in-game warning for players who update their Overly Realistic from previous versions to the current one
This warning informs them about the data changes to baskets
Added a new minecart boost feature
If minecarts are moving above powered rails, and there are chiseled copper blocks 2 blocks under the rails, minecarts will receive a boost
This boost is only kept while the minecart is above the block setup listed above
Boosts are only applied to minecarts moving in straight horizontal lines
While the setup needed for minecart boosts to be applicable is expensive in terms of materials, they are considerably faster than horses sprinting on "road-categorized" blocks
Added various new tip messages and changed existing tips:
Added a tip that is triggered when attacking a player corpse, that informs the user of some various possible interactions that they can perform with corpses
Added a tip that is triggered when players chop stripped logs into planks in preparation plates that informs the user that players skilled in building are able to get more planks from stripped logs
Added 2 new tips that are triggered when players fill waterskins with water, it informs players they can get ill from dirty water and that they can boil water to clean it
Added a new tip that is triggered when the player tries to heat iron fragments without first placing down a charcoal clump, it informs them that they need the clump
Added a new tip that is triggered when a player places a preparation plate, it informs them of the interaction possibilities of the block
Added a new tip that is triggered after a player has spent atleast 60 seconds playing, it informs them of a few animal-related features
The tip sent when a player gets ill now informs the user that illnesses are able to spread to nearby players
All rail-related recipes now have increased output amounts
All rail types will now output 30 items when crafted
Item updates caused by items that requires tongs (to players with no tongs in either hand) will now cause such player to be set on fire for 10 seconds
The initial amount of damage has also been increased slighty (from 2.0 to 3.0)
Being exposed to rain/snowfall will increase the player's illness chance
(Note: while there were conditions already set for players who were wet, there were none prior to this update for players specifically exposed to rain/snow)
Human meat can no longer be cooked
Changed how baskets handle and display liquids & additionals
Removed being able to gain mining skill experience from placing torches & lanterns underground
Removed being able to place heated wrought iron on top of slabs & campfires
Updated the ScoreFixer library to the latest version (1.3.0)
Various operations are now no longer done for players if they're in spectator mode
Compasses now stack to 1
Ground props can no longer generate above stairs, slabs, trapdoors, or carpets
Waterskins, iron buckets, wooden buckets, and glass bottles now use centralized data for the management of liquids
Fixed wooden hoes, pickaxes, and axes being craftable
Fixed a typo in the poor quality ores tip
Fixed tribal masks not covering the hat layer of players' skins
Fixed the crude tool handle tip being sent to players who already received the tip before
Fixed players not receiving the low-nutrients tip
Fixed players not waking up if the time was set to a daytime-specific time that wasn't during the morning
Fixed being able to smelt iron fragments without having a charcoal clump on the campfire
Fixed being unable to place fire starters on campfires if the block above them was a solid block
Fixed heads & skulls being able to collapse/fall due to gravity
Fixed blocks not being able to collapse/fall due to gravity if the block below them was a liquid
Fixed being able to successfully crush items in a mortar without the full amount of input items
Fixed certain blocks being placed inside of dirt paths when attempting to place them above such blocks
Fixed being able to place tool handles above air
Fixed certain oddities happening to player data when players would leave/join the game
Fixed player corpses being created underground if they were killed while downed or while they were in certain blocks
Fixed animal holder entities being able to be detached
Fixed dungeons being able to generate in worlds
Fixed all stripped logs/stripped wood (that weren't oak stripped logs) not being able to have the cut textures on them when being chopped in a preparation plate for planks
Fixed being able to look around in 3rd person when riding an animal
(Note: This fix only applies to animals who spawn after this update is installed)
Fixed diving helmets having food & consumable data
Fixed being able to eat obsidian shards
(Note: This fix only applies to obsidian shards acquired after this update is installed)
Fixed oddities that could happen if a ghost player relogged
Fixed melon seeds crafted from melon slices not having proper data
Fixed not being able to cook raw canine
Fixed being able to fill up non-ingot hardened clay molds with gold invisibly
Fixed hardened clay molds not dropping themselves when being placed inside non-full blocks
Fixed ground markings being able to generate over liquids
Fixed raw fish dropped from cutting whole fish in cooking boards having its spoil data reset
Fixed placing down a cooking board allowing the player to get the "Town of Ember" advancement
Fixed certain users crashing upon loading the game due to mipmapping issues
Fixed certain lay figure button icons having improper texture dimensions
Fixed gravel being able to drop both itself and flint at the same time if 'Easier Drop Rates' was enabled
Fixed dirty carrots/potatoes/beetroots being able to be deleted if washed together
Fixed the texture for the letter H in advancement titles having improper texture dimensions
Fixed sweet berry bushes dropping multiple sweet berries when broken
Fixed sweet berry bushes being able to fall due to gravity
Fixed predator animals' genes (ie. attack damage & follow range) not being applied correctly
Fixed weird basket behaviour where tannin solution would be defined as dirty water at times
Fixed turning on the "Normal Respawning" setting while downed making it so the death countdown is kept on players' screens
Fixed odd timing issues with certain tips
Added new advancements
Added the "Railwork" advancement -> Craft powered rails