* (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)
* Install filmic blender (recommended: install Cycles Denoising build of Blender, and place filmic blender in there)
* IF you make a new object that should be the gem, add the Gem3 material to your object (this is recommended for consistency--with previous versions, you must hide ground and show Ground sky reflection in order for top view to look shiny--this may be since both clamping settings were above 0).
* 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; ~ means wasn't plugged into any nodes):
(v1L you can also tweak whether fresnel, facing, or IsTransmissionRay is Factor for "Glow Mix" node (you can also flip the inputs)
(v2 you can also tweak whether Tangent, which Light Path output [and whether passes through Reduction node], or nothing [0.00] is used for Glare Mix's Factor; warped block shards can be fitted together then scaled by 1.01 on the x&z [s, shift z, 1.01])
*** old shader (usually Gem2, or sometimes Gem) was used as opposed to Gem3 (Frost was called Scatter, but it wasn't actually volumetric scatter in Gem shaders 1-2)
(where '-' appears in IOR column, double refraction is used [different values in each IOR value input node])
* If you are making a new gem, I recommend making surface imperfect as follows (avoid Edge Split since it breaks edges into two lines, leading to problems with further modifiers and possibly with refraction or other light paths):
* Make a gem
* Tools, Smooth
* Add Modifier, Subdivision Surface, simple, View: 3 (that will be applied), Apply
* Go to edit mode, and select any edges that should be sharp, and click Mesh, Edges, Mark Sharp
* Object Data, check Autosmooth
* Change angle (can be all the way up, such as 90, if you did mark sharp on all edges above)
* Add Modifier, Displace, Add New, click "Show texture in texture tab" button to the right of it, change it from "Image or Movie" to Musgrave Multifractal, Intensity around .3, Size 2.0 or a little more than the size of the gem, then go back to Displace modifier and change Strength as needed (may have to be negative especially for some Musgrave patterns).