* (2017-02-11) Add recipe to create default:diamond from dye:blue + birthstones:diamond for playability (for when other mods like technic need diamonds for things)
* (2017-02-11) Add crafting recipe to convert block back into 9 gems
* (2017-02-11) Add Swords & Shovels
* (2017-02-11) Componentize into separate lua files for each category of operations
* !(2017-02-11) Make opal possible to get: added missing register_on_generated for changing some stone to opal (see oregen.lua)
* !(2017-02-11) Change drop for stone_with_topaz from stone_with_topaz to topaz (apparently this didn't cause an issue since craft method had been used)
* !(2017-02-10) Removed month from display names to avoid breaking immersion (draws too much attention to the items having a "label")
if re-added, months would have to be corrected anyway as follows (in the original mod, alphabetical order instead of actual birthstone month determined month):
see etc/birthstones list.csv
* !(2017-02-10) Fixed issue where topaz ore was registered twice (didn't seem to cause problems)
* !(2017-02-10) Capitalized stone name when used within tool display name
*#of uses, dig times, and fleshy damage group value now all based on real-life hardness values (see xlsx spreadsheet for details and sources and extrapolation formulas)
* Formulas were determined using Excel:
* Diamond theoretical Brinell explanation: Excel says the curve on 18carat.co.uk, if a power curve, is Brinell = 2.9592*(ans^2.2856) where ans is Moh value
* Other extrapolated Brinell values (rounded to nearest whole number) explanation: Excel says power function for predicting from density is Brinell = 9.0954*(ans^2.9757) where ans is metric density value
* Extrapolated Moh values explanation: Excel says power curve from 18carat.co.uk materials is: Moh = 0.6514*(ans^0.4269) where ans is Brinell value
(to use Speedcrunch to get values not listed, enter the number without any equation, then paste the formulas above exactly to use that "answer" as a variable--see spreadsheet's "Hardness - Extrapolated" sheet for spreadsheet version of formulas)
* birthstones:diamond will still be present for now (as opposed to becoming an alias for default:diamond), since the birthstones diamond texture looks cool. The display names for all of the items will say "White Diamond". (planned: recipe to make it into regular diamond)
* No shields & armor (planned as separate mod: birthstones_3d_armor)
* No arrows (planned as separate mod: birthstones_throwing)
### Future plans
* Look into changes in "birthstones fixed" at https://forum.minetest.net/viewtopic.php?f=9&t=11497&hilit=birthstones
* Look into overlap in stone list found in Glooptest
* Make compatible with glooptest
```lua
local glooptest = minetest.get_modpath("glooptest")
(If you rotate the gems, rotation must be applied, since absorption is manually done along object z axis--see "Blender gem tutorial" link below for why)
Do the following steps to re-render a block:
* Open the included Blend file in Blender and set the input nodes as follows (if there are two, set one as the input for absorption and turn that up--or experiment):
(you can also tweak whether fresnel, facing, or IsTransmissionRay is Factor for "Glow Mix" node (you can also flip the inputs)