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[CURRENT VERSION: v3.14.1 for minecraft 26.1.X]
Overly Realistic is a datapack that adds a variety of features to minecraft, its goal is to make the game.. well.. overly-realistic! This takes inspiration from Civilization's Beginnings and Joyful's video on the problem with simulating civilizations in minecraft
The project is also inspired by real human evolutionary history and how it ultimately unfolded; a core idea for this project is to make lone survival nearly impossible, meaning, players need to be grouping into tribes in order to more easily progress and survive
Note that this makes the progression system in the game intentionally slower and more difficult!
If you're unsure on how to progress, please check out the advancements tab!

New advancement system as a progression tree- Minecraft's vanilla advancements have been removed and replaced with Overly-Realistic's advancements, which act as a progression tree to help players know what they should be doing to progress
- All advancements fully explain and describe the next progression milestones, so players are able to play without tabbing into a wiki all the time or remaining hopeless
Progression overhaul- Progression is now much more realistic, making it both harder but also more complex, although, in a way that is easy to understand and follow
Various new player stats- Players must now care for their temperature, thirst, sanity, stamina, hygiene, vitality, and many other stats
- Players will now gain semi-randomized genetics when spawning in, which affects various stats, such as player size, attack damage, movement speed, etc
- Players are now generally much weaker and slower when spawning in, although, they can train their stats to improve them through time
Harsher health- Health is now much harder to manage: players are able to bleed, gain physical traumas, create medicinal items, get illnesses, etc
- Players are able to receive different debuffs depending on what body part they were hit on
- Natural regeneration is now slower and dependent on various factors
Hunger complexity- Players must eat different types of foods so they are able to manage their nutrients: fats, proteins, and fats
- Players' hunger now decreases through time, and, the lower the player's hunger, the weaker they get
New wisdom and intelligence systems- Certain actions can add up onto skill experience, which allows players to be able to become better in that skill through time. Wisdom skills include combat, blacksmithing, cookery, archery, healthcare, etc
Animal overhaul- Animals are now divided into 2 types, predators and prey; predator animals are aggressive towards players, while prey animals are not, and would rather flee when near a player
- Animal behaviour is now more complex: aggressive animals may choose to flee depending on factors like its current health and the amount of players hunting it, animals may spawn in with special traits that change their mannerisms, and animals will try to flee through good terrain
- Animals now spawn in with semi-randomized genetics, this affects their size, health, speed, damage, and knockback resistance. Animals' sizes affect their other stats: larger animals will have better health and damage but will be slower, while smaller animals will have lower health and damage genetics, but will also be faster
- Animals now have stamina, which is used up when fleeing, allowing players to exhaust animals through time, which makes them slower and more vulnerable
- Various animals now create corpses when being hunted down, allowing players to harvest hides, meats, and bones from them
Farming improvements- Crops now require specific biomes for them to be able to be successfully harvested
- Crops now need to be harvested with hoes
- Planting seeds and applying fertilizer items (such as bone meal) now takes time
- Crops can now be watered with water buckets to make them grow faster
And much more!- Overly-Realistic provides a lot of content and heavily incentivizes the use of cooperation between 2 or more players!
- An official Overly-Realistic wiki is in the works, and will soon become publicized!

- Youtube: YT LINK
- Modrinth: MR LINK
- Curseforge: CF LINK
- Smithed: SMTH LINK
- Discord: wilozyxx

- Normal respawning
- Makes respawning more vanilla-esque: re-enables the death screen, disables players being downed, allows for setting respawn points, disables ghosts, re-enables respawning
- Supports v1.3.1 and above
- Disable aggressive animals
- Disables the spawning of predator/aggressive animals in the world
- Supports v1.3.1 and above
- Base textures
- Adds textures for the items added by Overly-Realistic
- Supports v1.3.5 and above
- Want me to feature your own addon? Contact me on discord! :)
[ADDITIONAL CREDITS]
* Achim2393 -> For their various textures
* Cownmoonist -> For their hog texture and inspiration
* SilicatYT -> For their work on ScoreFixer, which this project uses
| Compatibility | Minecraft 26.1 |
| Tags |
66 Update Logs
v3.14.1 : by Wilozyx 06/17/2026 2:47:22 pmJune 17 @ 6:47 pm UTC
- Animals are now able to pass through leaves when fleeing
- Fleeing animals who are hurt while facing a wall will now be able to turn their head to continue fleeing
- Tool handles can now be placed atop slabs and campfires
- Fixed placeable features added by Overly-Realistic being placed inside mud instead of on top of it
- Fixed the wrong tip message being sent to players who knapped a sharpened flint
- Fixed the wrong tip message being sent to players who knapped a stone pickaxe head
- Fixed certain benefits & requirements shown for the stonecraft sub-skill being incorrect or hidden
- Fixed being able to instantly knap sharpened flint items
- Fixed the "failed to perform action" error message being frequently sent
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placing hardened molds is completely broken in survival -- they disappear and turn to bricks when broken. they work completely fine in creative.
building a copper hammer gives you a copper axe.
placing lava is unbearable. i see what its trying to do but it fails every single time. it places at my head no matter where i was when i emptied the bucket. guaranteed death (and loss of EVERYTHING) every time, which is incredibly frustrating when your entire inventory is custom items you cant just get out of creative.
i've waited up to 10 minutes for my crafted iron tools to finish heating and it never did. im assuming this is also broken, or at the very least mislabelled as only taking "a couple minutes". i've tried both submerged in lava, as well as on top of lava. if i run "loop_require_hot_block.mcfunction" it always returns 0 no matter what. if i use the test function, it will make it a forged item.
when using the test function in the forging plate functions, it works for all except the axe (assuming the plate is placed correctly)
the axe correctly creates smoke particles and sizzles after a few minutes, but does not actually switch to a heated or forged version of the tool.
either the sharpening mechanic does nothing or it fails to communicate what it does.
True Sumerian doesn't work.
Heater doesn't work.
Getting Hot doesn't work.
Evolutionary doesn't work.
I have also added a setting called "Restorable Deaths" in the settings menu to help with getting back items, since most of the items added by Overly-Realistic aren't (yet) in the creative menu. Having it enabled will store the latest dead player's inventory, and running "/function debug:retrieve" will replace your current inventory with the stored one
As for crafted iron tools not being able to be heated, while that is one of the bugs I have fixed, crafted iron tools that were made in older versions may or may not work, since they don't have the same data as items created in this version. If you wish, you can get iron tools from the creative menu which transforms them into crafted iron tools, or you can use "/loot give @s loot <item name>" to get yourself tool handles, tool heads, etc (heated & forged iron equipment should still work the same though!)
Spears have a bit of a weird hitbox, phasing through mobs from 2 blocks away and sometimes even hitting a player through walls even if he is reasonably far away.
Health works in weird or unexplained ways? You often get fully healed out of nowhere and one time when I was dying of starvation my health was just getting reset after a fatal instance of damage, also you have very good regeneration even on one hunger bar.
Hide tanning advancement isn't granted.
My friend somehow got his leg broken even though body part damage was disabled, but the issue was fixed after we revived him after he was downed.
One time a semi-large chicken dropped 8 chicken skulls.