Overly-Realistic v3.16.2
Curse Maven Snippet
What's new
- Added new sneaking mechaning for animal-hunting
- Animals can now detect players from farther away
- If a player is crouching while near an animal, such player will only be detected from small ranges
- Added preserved player heads
- When combining either a honeycomb or a resin clump with a player head within crafting slots, a preserved player head can now be made
- Preserved player heads do not decay into skulls after being placed
- Preserved player head items have "Preserved" within their tooltips
- Added new tips and changed existing tips
- Added a new tip that is triggered when being near an animal while not crouching; it informs the user about the new sneaking mechanic
- Added a new tip that is triggered when taking fall damage; it informs the victim about crouching as to reduce damage
- Tweaked the animal-hunting tip to include a reference to the new sneaking mechanic
- Changed various aspects of the wisdom menus
- The specific skill menus (ie. the blacksmithing skill menu, the combat skill menu, etc) have been rehauled
- Each of the levels specified within these UIs now have their own sub-menus
- In these sub-menus, all requirements and benefits are displayed
- The "Unlock Benefits" button now appears in each level sub-menu
- Requirements will now be colored green if the user has met such requirement
- The specified skill levels are now buttons, which take the user to the sub-menus, and they are now structured vertically instead of horizontally
- These buttons will also show "X" or "check" symbols depending on the skill level of the user
- The tooltip shown when hovering over the skill title will now show the user how much experience they have in that skill
- Changed certain gameplay aspects related to crouching
- The fall damage reduction gained from crouching is now dependent on the sneaking gene, and its potency is now dynamic
- If the player crouches while having a positive sneaking speed gene value, they will now gain more resistance to knockback, the potency of which is dynamic
- Changed certain parts of the character customization menu
- The genetics pages are no longer numbered, and instead their titles just show a "Genetics" label
- The "Sneaking Speed" gene is now called "Sneaking"
- Its tooltip now also references the new sneaking-related mechanics
- Water source blocks will no longer turn into air when filling up liquid-containing items as long as the water's location passes the following conditions:
- The block is within an ocean, beach, or river
- There is water touching all 4 of its horizontal faces and its bottom face
- Healthcare level 2 no longer requires the player to help a downed player
- Panicking fish will now be less likely to get stuck looking at walls
- Increased the amount of time that is added to campfires' fuel when being fed with logs, planks, and other certain items
- Bleeding and fractures will no longer be gained from falls if the fall damage is equivalent to less than 1 and a half hearts
- Slightly optimized campfire operations
- Optimized fish panic operations
- Optimized iron bucket usage
- Optimized operations done at the start of singleplayer worlds, once the world loads for the first time
- Fixed the creative menu's hardened clay leg cast and hardened clay torso cast items having the wrong translation keys
- Fixed the death settings menu not displaying its "values" page button
- Fixed the requirements for healthcare level 3 being inaccurate
- Fixed sometimes not being able to meet the "craft a bandage" requirement for healthcare level 1
- Fixed hogs sometimes spawnings as babies
- Fixed several items not having proper durability operations being done, leading to several oddities
This mod has no additional files

