(https://i.imgur.com/kb2Fu9L.png)
Features
- Adding Diamond ore, Ruby ore, and Sapphire ore
- Adding raw diamond, ruby, sapphire
- Those can be processed at the sculpting table or laser bench to make cut gems, as well as vanilla jade.
- Adding LaserBench, 2x faster than a sculpting bench ( can also be used to make sculpture)
- Diamond and ruby can be used to make weapons and sculpture
- Adding necklace and bracelet from all gems type, as well as gold earring.
- Adding mood boost for wearing gems things.
- Gems are very valuable and can be sold for quite a lot of cash
- They are mineable in deep drill
- There is multiple research project for being able to cut gems and make jewelry
(https://i.imgur.com/D9NAPBK.png)
More Info(https://i.imgur.com/FoZOHmw.png) (https://github.com/Kik0hi/Jewelry/releases)
(https://cdn.discordapp.com/attachments/270668468045479936/507158242418229259/steam.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=1673071343)
If you prefer any other file-sharing platform, just tell me ;)
InstallIt's safe to install in an already started game unless you did have the previous version of the mod loaded (v1.3).
Future
- I'm glad to hear any suggestion for the mod
- Please report any bug or unbalanced things
Liking my work ?(https://i.imgur.com/6F80CHF.png) (https://ko-fi.com/O5O5R5G0)
LicenseCan other modders include your mod in their modpack? Yes.
Can other modders make derivative mods based on yours? Not without asking.
Me likey.
Didn't play it yet, but diamondsmithing should requires like 10 in crafting due to how hard (pun intended) and how complex these things are in real life 0
Updated :
The last update adds Ruby and LaserBench.
Cutting diamond now require a 10 crafting skill as well as artistic skill.
Please give me feedback :)
Are you planning on adding sapphire, emerald and other real world stones?
Also, other accessories such as earrings and bracelets would be nice. :)
Do you need better textures? I can provide you something, just dm me on discord: sma342#9694
Quote from: Mufflamingo on February 28, 2019, 07:23:06 AM
Are you planning on adding sapphire, emerald and other real world stones?
Also, other accessories such as earrings and bracelets would be nice. :)
I'm definitely gonna add sapphire and emerald and maybe other. I also want to add jewelry made of ivory.
Next update will maybe be better graphics and new accessories, like earrings and bracelet.
I also want to have the opinion of people on this idea :
Instead of having full gems furniture, have gems encrusted furniture, with proper graphics. But maybe it's off topic for this mod, idk. Please tell me 🙂
I have not tried mod yet, but I like the idea!
Personally I think that there should not be mining available for diamonds and ruby. Just like with hyperweave player would buy "ores". Not from orbital traders but from tribal traders. And i'd call it "raw ruby", "raw diamond". Then process it into "<gem> cut", and then make an item combining with silver/gold/something. Something like: crafter takes golden ring (+M1 mood, + S1 social, because it's jewelry itself) and combines it with ruby cut. As a result there will be ruby golden ring (+M2 mood + S2 social). But nvm, sounds too complex.
Don't forget piercings :)
Encrusted walls, doors and floors will be nice thing which will require art + construction.
Hey, I'm gonna work on new accessories.
I like the idea of having some different step on jewelry creation.
I made those two new art for raw and cut diamond :
(https://i.imgur.com/cs7TWAY.png) (https://i.imgur.com/i9qd3wm.png)
Idk if you guys like those. If so I will modify the art file from the mod
I get these errors when I added the mod:
XML error: <supportedVersions><li>1.0</li></supportedVersions> doesn't correspond to any field in type ModMetaDataInternal. Context: <ModMetaData><name>Jewelry</name><author>Kikohi</author><supportedVersions><li>1.0</li></supportedVersions><description>Let all of them shine!</description></ModMetaData>
Verse.Log:Error(String, Boolean)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
Verse.ModMetaData:Init()
Verse.ModMetaData:.ctor(String)
Verse.ModLister:RebuildModList()
Verse.ModLister:.cctor()
Verse.<>c__Iterator0:MoveNext()
Verse.<>c__Iterator0:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
Verse.LoadedModManager:InitializeMods()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Mod Jewelry has incorrectly formatted target version 'Unknown'. For the current version, write: <targetVersion>1.0.2059</targetVersion>
Verse.Log:Error(String, Boolean)
Verse.Log:ErrorOnce(String, Int32, Boolean)
Verse.ModMetaData:Init()
Verse.ModMetaData:.ctor(String)
Verse.ModLister:RebuildModList()
Verse.ModLister:.cctor()
Verse.<>c__Iterator0:MoveNext()
Verse.<>c__Iterator0:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
Verse.LoadedModManager:InitializeMods()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
XML error: <supportedVersions><li>1.0</li></supportedVersions> doesn't correspond to any field in type ModMetaDataInternal. Context: <ModMetaData><name>Jewelry</name><author>Kikohi</author><supportedVersions><li>1.0</li></supportedVersions><description>Let all of them shine!</description></ModMetaData>
Verse.Log:Error(String, Boolean)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
Verse.ModMetaData:Init()
Verse.ModMetaData:.ctor(String)
Verse.ModLister:RebuildModList()
Verse.ModLister:.cctor()
Verse.<>c__Iterator0:MoveNext()
Verse.<>c__Iterator0:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
Verse.LoadedModManager:InitializeMods()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Even when I add it to my game, the price of necklaces become 0.00.
Are you sure you're running the 1.0 game ??
supportedVersions is the new tag for the mod version in the 1.0.
And for the price of the necklace, it's my bad... It's fixed on the last release.
Could you also give me your thoughts on the artwork I posted?
Quote from: Kikohi on March 01, 2019, 02:15:20 AM
(https://i.imgur.com/cs7TWAY.png) (https://i.imgur.com/i9qd3wm.png)
As for me the art looks pretty good! Can you post an ingame screenshot, please?
(https://i.imgur.com/NLIEU9F.png)
Here you go, glad you liked it, I'm currently working on bracelet :D
Quote from: TacataX on March 01, 2019, 05:22:15 AM
Mod Jewelry has incorrectly formatted target version 'Unknown'. For the current version, write: <targetVersion>1.0.2059</targetVersion>
You use 1.0.2059, and this mod is made for 1.0.2150.
That's why you got these errors.
Quote from: Kikohi on March 01, 2019, 06:45:47 AM
[...] I'm currently working on bracelet :D
Maybe too big, but for me seems OK. Style is fine and size can be fixed at any time, don't waste time now. One note - the cut version (the one to the right) looks unnatural. Things usually don't stay in this position if gravitation works :) 45% to left or right will fix this, so leave this for later.
Btw, do you know the mod "RPG Style Inventory"? While I don't like it, it is kinda popular to others. I wonder how it will display tons of jewelry.
Sould work for all version as i marked for 1.0 and not 1.0.2150 ?
I'm gonna check with the RPG Inventory thanks for mentioning it. Definitely need to change size of bracelet in the Defs. Thanks for feedback. Gonna work on a update this weekend, hopefully will be out next week 😀
The artwork for the diamonds look great. Unfortunately, I still have problems with your mod even though I downloaded the latest version from github.
Could not resolve cross-reference: No Verse.ResearchProjectDef named JewelryCrafting found to give to Verse.RecipeDef Make_DiamondNecklace
Could not resolve cross-reference: No Verse.ResearchProjectDef named JewelryCrafting found to give to Verse.RecipeDef Make_RubyNecklace
Could not resolve cross-reference: No Verse.ResearchProjectDef named JewelryCrafting found to give to Verse.RecipeDef Make_JadeNecklace
Could not resolve cross-reference: No Verse.ThingDef named Jewelry_GoldBracelet found to give to Verse.ThingDefCountClass (1x null)
Could not resolve cross-reference: No Verse.ResearchProjectDef named JewelryCrafting found to give to Verse.RecipeDef Make_GoldBracelet
Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.
Could not resolve cross-reference: No Verse.ResearchProjectDef named JewelryCrafting found to give to Verse.RecipeDef Make_DiamondNecklace
Could not resolve cross-reference: No Verse.ResearchProjectDef named JewelryCrafting found to give to Verse.RecipeDef Make_RubyNecklace
Could not resolve cross-reference: No Verse.ResearchProjectDef named JewelryCrafting found to give to Verse.RecipeDef Make_JadeNecklace
Could not resolve cross-reference: No Verse.ThingDef named Jewelry_GoldBracelet found to give to Verse.ThingDefCountClass (1x null)
Could not resolve cross-reference: No Verse.ResearchProjectDef named JewelryCrafting found to give to Verse.RecipeDef Make_GoldBracelet
Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.
Could not resolve cross-reference: No Verse.ResearchProjectDef named JewelryCrafting found to give to Verse.RecipeDef Make_DiamondNecklace
Could not resolve cross-reference: No Verse.ResearchProjectDef named JewelryCrafting found to give to Verse.RecipeDef Make_RubyNecklace
Could not resolve cross-reference: No Verse.ResearchProjectDef named JewelryCrafting found to give to Verse.RecipeDef Make_JadeNecklace
Could not resolve cross-reference: No Verse.ThingDef named Jewelry_GoldBracelet found to give to Verse.ThingDefCountClass (1x null)
Could not resolve cross-reference: No Verse.ResearchProjectDef named JewelryCrafting found to give to Verse.RecipeDef Make_GoldBracelet
Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.
Could not resolve cross-reference: No Verse.ResearchProjectDef named JewelryCrafting found to give to Verse.RecipeDef Make_DiamondNecklace
Could not resolve cross-reference: No Verse.ResearchProjectDef named JewelryCrafting found to give to Verse.RecipeDef Make_RubyNecklace
Could not resolve cross-reference: No Verse.ResearchProjectDef named JewelryCrafting found to give to Verse.RecipeDef Make_JadeNecklace
Could not resolve cross-reference: No Verse.ThingDef named Jewelry_GoldBracelet found to give to Verse.ThingDefCountClass (1x null)
Could not resolve cross-reference: No Verse.ResearchProjectDef named JewelryCrafting found to give to Verse.RecipeDef Make_GoldBracelet
Indeed. There are errors when loading Jewelry mod.
Yeah I'm sorry for the inconvenience... I'm gonna work on it, for now i will delete the download link until its fixed. Version 1.4 of the mod will be stable :)
Sorry again
Hey, I think the download button is broken.
Good work on the new Diamond gfx! The mod is looking better and better.
Quote from: QuickSave on March 02, 2019, 10:59:26 AM
Hey, I think the download button is broken.
Hey, i think you forget to put your glasses on.
Yes the download got disabled, check the posting above yours.
Mod updated to v1.4 :
- Bug should all be fixed
- Reworked all art
- Added earring and bracelet
Please give me feedback! :D
Hi, not a suggestion but rather an Idea. How about an alternate version of Jewelry Mod to go along with the more magical side of Rimworld such as A Rimworld of Magic mod or Infused mod?
Basically, jewelry now gives off small mystical bonus based on the type of gem you create with. For example:
-Diamond represents purity, strength, indestructibility.
Diamond bracelet gives bonus to melee damage and melee skill.
Diamond necklace gives bonus to pain treshold and damage reduction.
-Emerald represent Health, healing, growth.
Emerald bracelet gives bonus to medical skill and medical tending success chance.
Emerald necklace gives bonus to immunity gain speed and healing speed.
-Ruby repersents passion, energy, life.
Ruby bracelet gives bonus to plants, animal and social skill.
Ruby necklace gives bonus to walk speed and rest rate. (acts like a mini quicksleeper)
Now I don't know if Rimworld's quality system could affect other stats than beauty and hit points of an item or not. If it can't be done the normal way (by crafting and let the game roll the quality), just lock higher tier jewelries behind research projects like Jewelries refining I -> II -> III -> IV to simulate the pawn gaining deeper understanding and skill in crafting magical jewelries.
As the pawn gain more skill in crafting, they'll be able to craft higher tiers of jewelries that gives off larger bonus. Like this: Normal ruby neckless(no suffix) Skill Req.6, +1% --> Fine ruby necklace. Skill Req.9, +2% --> Expertcraft ruby necklace. Skill Req.12, +3% --> Mastercraft ruby necklace. Skill Req.15, +4% --> Perfect ruby necklace. Skill Req.18, +5%
Hope you don't mind my rambling. :)
With Rim of Magic you can craft enchantments and these can be put on jewelery.
So you got 1 equipment slot more and more bonis, don't you think that is enough.
Thanks for suggestion I'm gonna think about it :)
I think you should make the mod more like skyrim's jewelry system. Like, flawless jems, circlets, silver, gold, maybe even platinum.
Edit: Also add rings, maybe remove ear rings. Also maybe a limit for amount of jewelry being worn.
I really like this mod. Thanks for making it. I have a suggestion. What about tribal jewelry? With weaker mood bonus. Could be just basic leather/wood/gold etc. Plenty of ancient cultures had jewelry.
Hi. I would have liked to try this mod, but the Github link is a "404 Page not found". Too bad.