[1.0] Jewelry - Accessories, diamond, ruby and more ! [v1.4] Now Stable !

Started by Kikohi, February 27, 2019, 08:39:57 AM

Previous topic - Next topic

Kikohi


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

More Info





If you prefer any other file-sharing platform, just tell me  ;)

Install

It'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 ?



License
Can other modders include your mod in their modpack? Yes.
Can other modders make derivative mods based on yours? Not without asking.

DiamondBorne

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

Kikohi

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  :)

Mufflamingo

Are you planning on adding sapphire, emerald and other real world stones?

Also, other accessories such as earrings and bracelets would be nice. :)
Bleeeee. . . . .

Bunkier

Do you need better textures? I can provide you something, just dm me on discord: sma342#9694

Kikohi

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 🙂

agiber

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.

Kikohi

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 :

Idk if you guys like those. If so I will modify the art file from the mod

TacataX

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.

Kikohi

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?

agiber


Kikohi


Here you go, glad you liked it, I'm currently working on bracelet :D

Canute

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.

agiber

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.

Kikohi

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 😀