File Details
Overly-Realistic v3.16.0
- R
- Jul 18, 2026
- 15.96 MB
- 74
- 26.2
- Forge + 3
File Name
wilos-overly-realistic-v3.16.0.jar
Supported Versions
- 26.2
Curse Maven Snippet
- Rehauled the body part damage, bleeding, physical trauma, and health systems
- Bleeding is now a per-limb property, instead of being a simple binary property
- This means that, each limb is now able to be bleeding, seperately
- As such, bleeding will only commence in each limb if such limb is damaged by someone or something
- Bleeding particles will now only be shown near the body part that is bleeding
- Blood splatters will now only occur if the player started bleeding, instead of randomly whenever the player receives damage
- The chance of the player being able to start bleeding is now dependent on if the damaged limb had armor (and if so, which type of armor)
- Bleeding & limb damage are no longer done/initiated if the attacker was a player who was using their fist
- Added infections
- Bleeding players' wounds are now able to get infected if they don't apply any bandages to themselves, or if they apply improper bandaging
- Infections will cause the player to have a higher likelihood of getting ill, decrease their vitality faster, and will not allow the player's vitality to go above 40%
- Infections are able to heal, albeit, very slowly, their heal time range from 30 minutes to 1 hour (in real life time)
- This time can be amplified up to 1:30h if the player is low on hygiene
- Bleeding is now seperated into 2 categories: "minor bleeding" and "major bleeding"
- When receiving damage, if the player was not previously bleeding (and if they start doing so), the body part will start off with minor bleeding
- If a bleeding body part is damaged, that body part has a chance to receive "major bleeding"
- Body parts that are majorly bleeding will have higher chances to get infected, bleed for longer, reduce vitality faster, and will also decrease more sanity than minor bleeding
- While minor bleeding can be treated with bandages, players must use sewing needles to turn major bleeding into minor bleeding, and then treat such with a bandage
- Added fractures
- Fractures serve as a rehaul of certain aspects of the old physical trauma system
- When a body part is damaged while low on health, there is a chance the player will receive a fracture
- Bone-breaking sounds are now only played when the player receives a fracture
- Previously, the types of physical trauma that would be applied due to direct damage were semi-randomized, though, now, they are dependent on what limb is getting fractured
- This means that players won't receive movement speed debuffs if their legs weren't attacked, and so on
- The current fractures and their effects are detailed below:
- Receiving a torso fracture will decrease swing speed by 20% and mining speed by 30%
- Receiving a leg fracture will decrease movement speed by 25%
- Fractures don't heal naturally, they require special treatment with casts
- Leg fractures can be caused due to fall damage as well as strikes to players' legs
- Added new health menu
- Previously, going into the Overly Realistic Overview menu and clicking on the "health" button would show a "WIP" page, now, it'll take the user to the new health menu
- In the health menu, the player can see a colored silhouette of a player, alongside 2 different elements in the bottom of the page
- Hovering over each body part of the silhouette with the cursor will allow the user to see information regarding that body part, including if that body part is fractured, if it is bleeding (and what type of bleeding), if it is infected, or if it is healthy
- Healthy body parts will be shown in green, although, if there is some type of affliction regarding that body part, it'll be shown in red
- One of the elements at the bottom of the menu is a circle with a smiley face on it; hovering over this element will allow the user to see the player's "mood" - this can be any of: sane, lonely, or dull
- The other element at the bottom is a button with a question mark on it, clicking on this button will bring the player to a different page, which serves to inform the player of various health afflictions and what they are
- The "Health" menu button in the overview UI has had its description changed to better reflect what it displays now
- Regular mobs will now inflict 10s of pain on players they attack
- Certain damage types will now affect certain body parts
- Explosion damage affects all body parts
- Lightning bolt damage affects solely the head
- Being on fire affects all body parts
- Bleeding is now a per-limb property, instead of being a simple binary property
- Rehauled the old bandage item and the bandaging system
- When applying a bandage, a GUI is now shown, allowing the player select what body part they wish to apply the bandage to
- The body part selection works the same as in the health menu, displaying a silhouette of the player with information on each part's afflictions
- If the player is applying the bandage on themselves, they will be shown their own afflictions. If the player is applying the bandage on another player, the other player's afflictions will be shown
- When applying a bandage to a body part, the player will be shown one of the body part's limbs alongside a piece of bandage and an indicator that moves as this process progresses, the user must click on the indicators until the bandage wraps around the limb a few times
- When the user is done with this action, the bandaging will successfully apply
- If the player attempts to bandage a player who then moves away from their sight, the bandaging will be unsuccessful, and the player attempting to apply the bandage will keep the item
- Bandages have now been modularized
- The old bandage item's recipe has been removed
- If a player who played on previous versions still has a bandage, they'll still be able to use it normally, however, this might not be the case for future versions
- When applying a bandage, a GUI is now shown, allowing the player select what body part they wish to apply the bandage to
- Added the leaf bandage item
- Leaf bandages can be made with 6 leaf piles and 3 natural fibers in a preparation plate
- Doing so will reward the player with healthcare skill experience
- Upon being used, the body part selected will have its bleeding time decreased by 10%, though, there will be a 15% chance of that body part getting infected
- If this bandage is applied by a player with healthcare level 0, there will be a +10% (so 25% total) chance to receive an infection
- Leaf bandages can be made with 6 leaf piles and 3 natural fibers in a preparation plate
- Added the leather bandage item
- Leather bandages can be made with 3 leather and 3 crude string in a preparation plate
- Doing so will reward the player with healthcare skill experience
- The recipe will fail if the user has a healthcare skill level below 1
- Upon being used, the body part selected will have its bleeding time decreased by 25%, though, there will be an 8% chance of that body part getting infected
- If this bandage is applied by a player with healthcare level 0, there will be a +40% (so 48% total) chance to receive an infection
- Leather bandages can be made with 3 leather and 3 crude string in a preparation plate
- Added the wool bandage item
- Wool bandages can be made with 3 wool, 3 leather, and 3 string in a preparation plate
- Doing so will reward the player with healthcare skill experience
- The recipe will fail if the user has a healthcare skill level below 2
- Upon being used, the body part selected will have its bleeding time decreased by 50%, though, there will be an 3% chance of that body part getting infected
- If this bandage is applied by a player with a healthcare level of 1 and below, there will be a +80% (so 83% total) chance to receive an infection
- Wool bandages can be made with 3 wool, 3 leather, and 3 string in a preparation plate
- Added the sewing needle tool type and the sewing (player) system
- Needles and sewing needles are now properly defined types of items
- Sewing needles can be used similarly to bandages
- Holding the use keybind (by default, right click) with a sewing needle in hand will allow the user to see the same UI that is displayed by bandages. Crouching while performing this action will allow players to use sewing needles on other players
- Selecting a body part to apply the sewing needle to will make it so a UI is displayed where the player must click on a moving indicator, until the action is complete
- Applying a sewing needle to a body part that is majorly bleeding will allow the user to turn the major bleeding into a minorly bleeding wound, which can then be treated with a bandage
- Added the bone needle and the bone sewing needle items
- Players can now hold a bone on one hand and hold (and use) a sharpened flint on another hand to knap the bone into a sharpened bone
- Sharpened bones can be knapped into bone needles through the same method described above
- A bone sewing needle can be created in a preparation plate by inputting 1 bone needle and 3 crude string
- Upon applying a bone sewing needle, theres a 40% chance that it'll turn major bleeding into minor bleeding, though, theres a 25% chance to receive an infection
- If applied by a player who has a healthcare skill level of 0, there is a +10% (so 35% total) chance the user will receive an infection
- Added the needle clay mold & needle hardened clay mold
- Needle clay molds can be acquired by shaping clay molds. They can be fired just like other shaped clay molds
- Melted copper fragments can be poured into needle hardened clay molds and cooled to get copper needles
- Added the copper needle & copper sewing needle items
- Copper needles can be placed on preparation plates alongside 4 string to create copper sewing needles
- If the player has a healthcare skill level lower than 2, this recipe will fail
- Upon applying a copper sewing needle, theres a 70% chance that it'll turn major bleeding into minor bleeding, though, theres a 5% chance to receive an infection
- If applied by a player who has a healthcare skill level of 1 and below, there is a 70% (so 75% total) chance the user will receive an infection
- Copper needles can be placed on preparation plates alongside 4 string to create copper sewing needles
- Added the clay cast
- Clay casts can be made in a pottery wheel with 2 layers of the hollow shape, the recipe also requires the user to have a healthcare skill level of 1+
- Interacting with a clay cast whilst holding a stick will allow the user to place it in the cast
- The sticks are displayed in the cast's model
- Placing 1 stick will allow the user to create a torso cast, placing 2 sticks will allow the user to create a leg cast
- Clay casts can be placed down and fired similarly to other clay-type blocks, when put atop lit campfires
- Firing a clay cast will transform it into a hardened clay cast
- Added the hardened clay cast
- Hardened clay casts are acquired by firing clay casts
- Interacting with a hardened clay cast whilst holding wool will allow the player to create the proper wearable item version of the hardened clay cast
- Doing so will reward the player with healthcare experience
- Wearable hardened clay casts can be worn (either on the chest slot or the legs slot, depending on the type of cast)
- While being worn, the cast will slowly heal any fracture that the player has in the adequate body part
- Hardened clay cast wearables have very low durability and will receive damage when the user is hurt
- Added the bamboo flute & wooden flute
- These can be crafted with 1 piece of cordage, 1 flint, and 1 stick or bamboo
- When being used, these instruments will make flute noises
- Each flute produces a different pitch, their pitches change if the user is crouching as well
- Added new tips
- Added a new tip that is triggered upon receiving an infection, it informs the user of such and tells them to go to the health menu
- Added a new tip that is triggered when a player starts bleeding, it informs the user of their situation and tells them to go to the health menu
- Added new tips that are triggered when creating bandages and sewing needles, it informs the user that they can apply these items to other players
- Changed the item ID of the sharpened bone
- Note that old sharpened bones may not work in this version due to this reason
- Removed the old sharpened bone recipe
- Slightly optimized stamina operations
- Slightly optimized armor sound operations
- Slightly optimized horse-riding checks
- Optimized player breathing operations
- Optimized limb damage operations from animal-based attackers
- Optimized certain periodic player operations
- Optimized nutrition operations
- Optimized temperature operations
- Optimized status operations
- Optimized sharpened flint usage
- Fixed animals sometimes not inflicting pain on the player
- Fixed improper armor checks being done by the limb damage system
- Fixed players not decreasing in stamina when being hit on the torso
- Fixed fall damage checks not having proper distinguishing between potent and regular damage
- Fixed the "Rock and a Wet Place" advancement having a missing texture icon in its tooltip
- Fixed clay molds being dropped from pottery wheels when attempting to make clay cubes
- Fixed clients receiving constant resource pack version error messages
- Fixed improper detection for receiving damage from lightning bolts & explosions
- Added new advancements and changed existing advancements
- Rehauled the icons of the root advancements of "age" advancement tabs
- All such icons now have an "AGE" label displayed on them, they are also enboldened and enlargened
- The stone age tab now shows a flint item instead of a stone block
- The medieval age tab now shows the front face of a blast furnace, instead of the blast furnace block model
- The contemporary age tab now shows the front face of a lit copper bulb, instead of the copper rod block model
- Added the "Leather is More" advancement -> Create a leather bandage
- Added the "Wool Medicine" advancement -> Create a wool bandage
- Added the "Bone-Trembling" advancement -> Knap a bone into a sharpened bone
- Added the "Needle Me This" advancement -> Knap a sharpened bone into a bone needle
- Added the "To be Sewn" advancement -> Create a bone sewing needle
- Added the "Creating a Better Suture" advancement -> Create a copper sewing needle
- Added the "The Creation of the Needle" advancement -> Create a needle clay mold
- Added the "Shaping a Clay Cast" advancement -> Create a clay cast in a pottery wheel
- Added the "Cast Aside" advancement -> Insert sticks in a clay cast
- Added the "Castaway" advancement -> Create a proper hardened clay torso/leg cast
- Rehauled the old "Band Age" advancement
- Its requirements, description, and icon were changed. It is also now a child of the "technological infancy" advancement
- Changed the "Mysophobic" advancement's description
- Tweaked the "Sticks and Stones" advancement's description
- Rehauled the icons of the root advancements of "age" advancement tabs