Enoq-Jewelcraft icon

Jewelcraft

Hunt monsters for Bless and Soul gems, then refine equipment to +9 at the workbench. Translucent gems, shared armor colors, glints, wisps, and display support.

By Enoq

CHANGELOG

Changelog

0.8.6

  • Changed Embla armor's automatic surface glow, glints, and wisps from rose to cyan while preserving its native blue textures. Eitr-weave armor and the feather cape retain their rose palette.
  • Added the local jewelglow cyan style and Cyan per-item palette overrides.

0.8.5

  • Reduced the default monster drop chance for Jewel of Bless from 15% to 11% and Jewel of Soul from 12% to 8%.
  • Existing configuration files keep their saved drop chances. Set Drops.BlessChance to 11 and Drops.SoulChance to 8 to apply the new rates to an existing profile or server.

0.8.4

  • Added distinct contrasting glints for each equipment palette: amethyst on pearl, rose on blue, mint on red-pink, ice blue on gold, coral on green, turquoise on violet, and cobalt on ember. Matching pieces keep matching accents; mixed sets and weapons retain their own palettes.
  • Preserved the stable surface glow and the existing particle sizes and emission limits.
  • Updated the player guide, configuration reference, and release package documentation.

0.8.3

  • Enlarged contrasting glints so they remain readable over the equipment's surface glow at normal camera distances.
  • Increased advanced-tier wisp size, color contribution, and outward/upward drift. Wisps stay attached to animated equipment and leave the armor detail visible.
  • Adjusted the bounded emission population across chest, legs, and weapons while keeping head effects limited. Intermediate gear retains glints only; advanced gear has glints and wisps.
  • Made particle simulation follow the controller's explicit visibility/distance stop and restart policy instead of also relying on automatic particle bounds culling.
  • Added live particle counts for the player and nearby armor stands to jewelglow status.
  • Preserved surface colors, the camera flicker correction, and gem display placement.

0.8.2

  • Matched the surface glow's camera projection to the opaque equipment pass. Temporal antialiasing previously shifted the additive redraw relative to the armor depth, causing moving gaps and flicker. The original transparent projection is restored after the draw.
  • Kept existing surface colors, intensity, glints, and mist settings.
  • Turned Soul upright on wooden wall displays and measured its contact offset after rotation. Ground items, horizontal displays, and Bless keep their existing orientation.

0.8.1

  • Restored stronger soft edge reflections and broader flowing highlights while keeping native textures, the corrected coordinate scale, and a single depth-tested surface pass.
  • Assigned the eitr-weave mage set and feather cape a red-pink palette.
  • Replaced fixed particle anchors with sampled equipment surfaces. Glints visit the chest, arms, legs, and weapon geometry and follow the current skeleton pose. Exposed skin is excluded using the clothing mask.
  • Reduced head-dominant wisps and distributed a bounded particle population across each item. Mesh data is cached, including GPU-only robe meshes; no per-frame mesh baking is used.
  • Centered crystals on wooden displays with separate horizontal and vertical contact offsets. Softened facet reflections and filtered world textures to reduce shimmering edges.

0.8.0

  • Corrected the reflection pattern's coordinate scale on native skinned equipment. The pattern follows the renderer's real dimensions instead of imported bind-mesh bounds, preventing compressed bands that shimmer with camera movement.
  • Assigned fixed palettes to native armor sets, weapons, and shields. Matching sets remain consistent, while mixed-set pieces keep their own color on players and armor stands.
  • Kept manual palette controls and per-item overrides; unknown equipment still uses its own material colors.
  • Excluded utility tools from refinement, bonuses, and glow while preserving any older saved refinement metadata. Combat axes, knives, and sledges remain eligible.

0.7.2

  • Rendered surface reflections directly from the native equipment renderer, sharing its current skeleton pose and blend shapes instead of maintaining a second skinned mesh.
  • Preserved the current glow palette, intensity, and particle appearance.

0.7.1

  • Kept the same native font when switching between Quality and Gems.
  • Replaced the expanded glow shell with a single depth-biased surface pass to prevent bands and triangle seams on equipment.
  • Softened surface reflections and reduced their coverage to preserve armor materials and details.
  • Increased crystal model size by 75% and fitted the existing collision boxes to the enlarged models.
  • Added native dropped-item sparkles and subtle coral or ice-blue crystal emission, halos, and short-range lighting.

0.7.0

  • Added monster loot: 15% chance for one Bless and an independent 12% chance for one Soul by default.
  • Added server-managed drop percentages and eligibility checks for wild monsters and bosses.
  • Integrated gems with native immediate and delayed corpse loot, with one roll per death and no extra star, player-count, or world-resource scaling.
  • Removed gem crafting recipes. Existing gems and refinement data remain compatible.

0.6.1

  • Enabled Bless and Soul on native wooden wall and horizontal item stands, including existing stands.
  • Kept native single-item attachment, persistence, removal, and restrictions for other display types.

0.6.0

  • Integrated gem refinement into Workbench > Upgrade with native Quality and Gems selectors, equipment rows, resource icons, and progress controls.
  • Added workbench checks and cancelable progress; gems are consumed only when a valid attempt completes.
  • Allowed compatible equipment from any station and items at maximum normal quality to be refined at a level 1 workbench.
  • Preserved refinement when standard Valheim quality crafting replaces the item.
  • Replaced the standalone F8 window with a shortcut to the workbench's Gems mode.

0.5.0

  • Added translucent coral-red Bless and ice-blue Soul models, pixel textures, and matching inventory icons.
  • Added a shared crystal shader with transparent centers and textured facet reflections.
  • Preserved gem prefab identifiers, recipes, stack sizes, and refinement rules for existing saves.
  • Kept native pickup, attachment, physics, and networking components when replacing gem visuals.

0.4.2

  • Advanced equipment displays colored wisps and stronger contrasting glints together.
  • Sparkles and Mist settings independently control the two effects on players and armor stands.

0.4.1

  • Increased intermediate glint brightness, size, and screen visibility.

0.4.0

  • Added recipe-based equipment tiers, contrasting glints, and advanced colored wisps.
  • Added native armor stand support using saved item refinement data.
  • Added per-prefab tier overrides, bounded emitters, distance limits, and cleanup when equipment changes.

0.3.1

  • Refined equipment reflections and preserved dark material detail, UVs, and alpha cutouts.

0.3.0

  • Added a shared outfit palette with chest, legs, helmet, and cape priority.
  • Added automatic color selection, manual palettes, overrides, and reflection softness.
  • Added custom surface and particle shaders, validated asset bundles, and transactional profile installation.

0.2.1

  • Improved shader lookup, retry behavior, and visual diagnostics.

0.2.0

  • Introduced surface reflections, armor masking, animated glow, and local visual settings.

0.1.0

  • Added forge-crafted Bless and Soul gems, persistent refinement to +9, and the F8 interface.
  • Added configurable success chances and additive equipment bonuses.
  • Added English and Spanish in-game text, multiplayer visual data, and server-managed balance settings.