• • 7/29/26 3:52 pm • 73 logs
- 18.1k views • 7 today
- save_alt 1.8k downloads • 1 today
- Compatibility
- Minecraft 26.2
- Changes include
- Advancements
- Functions
- Loot Tables
- Predicates
- Recipes
- Structures
- 52
- 58
- 55
Required Resource Pack
43

[ Current version: v3.16.2 for minecraft 26.2 ]



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 hard and unfruitful, meaning, players need to (and are pushed 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 in-game!
Also note that if you are using the datapack, you will need to use the resource pack too!
Overly Realistic has pretty frequent updates (updated every 1-2 weeks currently!) - Make sure you check up on this page from time to time!!
Current Overly Realistic versions should be considered as beta updates! There is still a lot I haven't done/changed/added!

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 and made with cooperative aspects in mind, making it both harder and 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 now have genetics, which affect various aspects of the game such as movement speed, attack damage, height, etc. Genetics can be customized in a character customization menu when spawning in.
- 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, and will generally require a groupmate who can specialize into healthcare: players are able to bleed, fracture bones, get infections, create medicinal items, receive 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 carbs. Only ever eating 1 type of food is no longer a viable approach.
- 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.
- Wisdom skills have categories, those being: primary skills, secondary skills, and sub-skills.
- When leveling up one skill, other skills of the same category will decrease in level (by default), which makes it so one singular player isn't able to specialize into all skills at once, thus needing to rely on other players, who have specialized into different skill sets than their own.
- 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. They prefer hunting down smaller groups and individual players, and may get scared off by larger hunting parties, meaning that the more players collaborating on hunting, the better.
- 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, allowing players to be selective with their hunts. They will also have traits that change up their mannerisms.
- 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.
Resource changes
- Resource scarcity is much more prevalent. Crops can only be farmed in certain biomes, and ores have a distinction of poor and high quality material, which is tied to which biome they were harvested in, this allows different groups of players to hold different goods and valueables, thus incentivizing trade, trade routes, conflicts, and cooperation.
And much more!
- Overly-Realistic provides a lot of content and heavily incentivizes the use of cooperation between groups of players!
- An official Overly-Realistic wiki is in the works, and will soon become publicized!




Feel free to DM me on discord!
username: wilozyxx


[Addons for Overly Realistic]
- 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! :)
[Projects that work well with Overly Realistic]
- William Wythers' Overhauled Overworld)
- Overhauls the overworld world generation as to make it more picturesque
- J6's Mob Variants
- Adds some great animal variants to the game
- Halfstorm's Visual Health
- Changes entities' textures dynamically depending on their health, creates great injury-based immersion
- D3v_c's Realistic Tree Behaviour
- Makes trees fall down when broken, includes realistic animations and sounds
- Youly's Dynamic Crafting
- Makes crafting table recipes more in-world!


Fever
For their various textures
Achim2393
For their various textures
Cowmoonist
For their hog texture and inspiration
SilicatYT
For their work on the ScoreFixer library, which this project uses

73 Update Logs
v3.16.2 : by Wilozyx 07/29/2026 3:52:20 pmJuly 29 @ 7:52 pm UTC
- 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
- Each of the levels specified within these UIs now have their own sub-menus
- The specific skill menus (ie. the blacksmithing skill menu, the combat skill menu, etc) have been rehauled
- 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
LOAD MORE LOGS
More like this
6494768
119



















Have something to say?
Please implement the setting of the respawn timer as planed to like a few premade options 1 minute, 2.5, 5 10.
There's still a few bugs with players getting downed/respawned and having their size being different afterwards.
Knocked players should be knocked, if the crawling state causes too many bugs consider using a mannequin thats doing so.
Some loud sfx when finishing fermenting, being half way into healing a player and the campfire being close to going out would be appreciated.
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!)