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Immersive Jewelry

Immersive Jewelry adds many Curios supported jewelry items to the game which are fully modular and grant a variety of buffs, along with an immersive means of producing them in an engaging way involving mini-games.
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Immersive Jewelry 1.1.0 (Forge 1.20.1)

File nameimmersive-jewelry-1.1.0.jar
Uploader
OtectusOtectus
Uploaded
Sep 28, 2026
Downloads
193
Size
1.0 MB
Mod Loaders
Forge
File ID
8999993
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:immersive-jewelry-1716219:8999993")

Learn more about Curse Maven

What's new

1.1.0 - Progression hooks, station messages that stay readable

Upgrading from 1.0.0

  • Network protocol 2. Client and server must both run 1.1.0; a 1.0.0 client cannot join a 1.1.0 server, and a 1.1.0 client cannot join a 1.0.0 server.
  • Worlds, items and datapacks carry over unchanged. New config keys take their defaults.
  • GemCutEvent is now posted before the stone goes back into the wheel and before experience, advancements and the result screen are handed out; in 1.0.0 it came last. Listeners that only read the event see the same values.

API for progression mods

  • ImmersiveJewelryAPI.registerCraftGate(IJewelryCraftGate) (IMC craft_gate): refuses a jeweler a new piece with a reason. Asked when setting starts on a blank, after the design, stones and finish have been checked and before any stone or finish material is taken. The bench shows the first reason as a failure notice. A gate that throws is skipped.
  • registerWearGate(IJewelryWearGate) (IMC wear_gate): decides whether a worn piece is active for a player. A refused piece stays where it is worn but does nothing, like a broken one, and does not count toward max<Form>Slots; the built-in jewelry slots (without Curios) refuse to take it. Asked on both sides whenever the wearer's jewelry is re-examined, not every tick. A gate that throws allows the piece.
  • registerAssistSource(IJewelryAssistSource) (IMC assist_source): per-player relief for cutting and setting (Kind.CUTTING, Kind.SETTING). Answers multiply the server's difficulty multiplier, and the product is clamped to minAssistDifficulty..1.0 (new server config under minigames, default 0.5, 0.25-1.0), so assistance can only ease a session. The eased parameters travel in the existing start packets, so the client simulates the same session. A source that throws counts as 1.0.
  • Matching unregisterCraftGate, unregisterWearGate and unregisterAssistSource, plus craftGates(), wearGates(), assistSources(), craftDenial(...), mayWear(...) and assistDifficulty(...) for mods that need the same answers.
  • GemCutEvent is settable. setAfter and setCutQuality change a cut stone's quality (the same gem, cut, size and damage only; a shattered stone stays shattered), and addExtraDust leaves more Gem Grit from a shattered stone (up to 62 extra). Experience, the First Facet and Without a Flaw advancements and the result screen follow the final quality.

Station messages

  • Station messages (what a station needs, errors, a worn-out lap, a cancelled session's reason) stay readable above the hotbar instead of on the action bar, where the next message replaced them. Up to three show at once, newest lowest; a repeated message refreshes instead of stacking. Failures are tinted, with a colour-blind-safe tint under colorblindSafeColors. Notices are narrated when the narrator reads system messages, hide with the HUD and clear on logout.
  • New client config: stationNotices (default on; off uses the vanilla action bar) and noticeSeconds (default 8, 2-60).

Minigames

  • A click or Space tap that begins and ends between two simulation steps is no longer lost: it presses for one step.
  • Cutting and setting event labels ("Facet cut", "Prong set", "Chipped") stay readable longer: new client config feedbackLabelMs (default 2500 ms, 500-10000; 1.0.0 showed them for 900 ms). A newer event replaces the label at once.

Testing

  • GameTests for the new API: the first craft-gate denial wins and a throwing gate is skipped, wear gates refuse only when one says no, assistance only eases and stops at the floor, and GemCutEvent accepts only the same stone at another quality.

1.0.0

First version, for Minecraft 1.20.1 and Forge 47. Successor to Jewelcraft Reforged, whose worlds and items migrate.

The loop

  • Gemstones. Diamonds, emeralds, amethyst, lapis and quartz are rough stones as they are, and so is any gem from another mod (forge:gems/* tags). Rubies, sapphires, topaz and onyx also turn up rough in treasure and Jeweler trades, so the mod is complete on its own. A stone is appraised the first time it reaches the wheel (size, natural quality, inclusions); that character is fixed, so cancelling a cut never re-rolls it.
  • Lapidary Wheel - cutting. Choose a cut (Cabochon, Round, Emerald, Brilliant) and grind facet by facet: keep the contact point on the facet, stop inside the depth band and let the stone cool before it chips. Hardness, brittleness, inclusions, size, the cut and the fitted lap (Emery or Diamond, worn by every cut) set the difficulty. Cut grades run Ruined, Chipped, Acceptable, Fine, Excellent and Flawless. Failure costs size, quality or a damage state (scratched, chipped, fractured); a stone is destroyed only with catastrophicGemFailure. The stone stays in the wheel for the whole session, so cancelling, disconnecting or breaking the wheel leaves it unchanged.
  • Blanks. With Immersive Smithing, ring blanks, amulet frames, bracelet blanks and circlet frames are small jobs at the Smith's Forge and Anvil in any metal it knows, and the smithing quality is kept. Without it, blanks are crafted from nuggets with middling metalwork (fallbackSmithingQuality).
  • Jeweler's Bench - setting. Place a blank, use the bench with Jeweler's Pliers, and choose a design, the stones (all of one gem) and a finish. Prongs are pressed in a balanced order: hold to squeeze and release inside the pressure band, which follows the pressure already on the opposite prong. Overshooting bends a prong or chips a brittle stone. Fine Pliers give wider pressure windows. Stones and finish material wait in the bench's escrow and are used or returned exactly once.
  • Finishes. Polished (takes Polishing Compound), Burnished and Antique (takes gunpowder). A finished piece can be refinished at the bench.
  • Workmanship combines metalwork, the cut and the setting (weights in server config) and is graded Faulty, Common, Fine, Exceptional or Masterwork.

Wearing jewelry

  • Rings, amulets, bracelets and circlets: two ring slots and one of each other form. With Curios they use its slots (the legacy charm slot also takes amulets); without it, built-in slots open from a ring button in the inventory or with J. Other equipment systems plug in through IJewelryEquipmentProvider.
  • Each gem has a trait and each form expresses it differently: a ruby ring builds heat with every hit, a ruby amulet saves its wearer when nearly beaten, a ruby bracelet rewards a charge. The metal biases the effect (gold favours magic, silver protection, copper answers quickly), the cut sets its strength and steadiness, workmanship its efficiency and the finish tunes it. Ten traits ship; gems found through tags get the neutral Resonance.
  • max<Form>Slots (server config) caps how many pieces of each form are active.

Care and rework

  • Jewelry has Integrity instead of durability, worn only by a single heavy hit (severeHitFraction of max health). At zero a piece is broken and inert, never deleted.
  • Repair at the bench with one nugget of the frame's metal, a little less fully after every rework. Stones can be lifted out gently with the pliers and loose prongs retightened; a chipped or poorly cut stone is recut at the wheel, smaller but whole.

Designs, villagers and loot

  • Ten designs. Solitaire and bezel rings, pendant and locket amulets, the cuff bracelet and the simple circlet are known to everyone; the three-stone trilogy ring, halo amulet, link bracelet and diadem are learned from Design Sketches (requireDesignSketches).
  • The Jeweler villager works at the Jeweler's Bench and trades rough and cut stones, pliers, laps, sketches and, at the highest level, village jewelry that is never a Masterwork (villagerMaxWorkmanship).
  • Rough stones and Design Sketches in dungeon, temple, stronghold and other treasure chests.
  • Twelve advancements, from the first cut to a Masterwork piece, a recovered stone, a new design and a repair.

Compatibility

  • Immersive Smithing (optional): blank recipes for every metal with a jewelry metal definition and for every family Smithing knows, small-workpiece forge and anvil patterns, the quench quality carried onto the blank, and blanks recycled for their metal (finished jewelry never is). requireImmersiveSmithing and enableFallbackBlankRecipes (common config) decide the fallback.
  • Curios (optional), JEI (Gem Cutting, Jewelry Design, Finishing and Reworking categories) and Jade (wheel and bench overlays).
  • Seventeen metal definitions: gold, iron, copper, netherite, silver, rose gold, steel, bronze, electrum, platinum, tin, nickel, aluminum, mithril, manasteel, terrasteel and elementium. Other metals get a generic profile from Smithing's tint and name.
  • Gem auto-detection: every forge:gems/<name> tag without a definition becomes a generic gem, its colour sampled from the item's texture.
  • IJewelryEffectContributor lets other mods add effects to a worn piece from their own data on it (Immersive Apotheosis affixes and socketed gems).

Migrating from Jewelcraft Reforged

  • The old ids (jewelcraft:material_ring, material_amulet, material_bracelet, material_circlet, jeweler_bench and the jeweler profession) resolve to the new entries in inventories, chests, Curios slots, chunks and villagers, and worlds open without the missing-entries warning.
  • Legacy jewelry NBT converts on load into the new model (craftsmanship 0.65 per stage, round cut, polished finish); names, enchantments and other mods' NBT are kept. enableLegacyConversion (common config) turns it off.
  • jewelcraft:jewelry_box has no successor and becomes a chest.

Datapacks, configuration, commands and API

  • Datapack definitions under data/<namespace>/immersive_jewelry/: gems, gem_cuts, finishes, jewelry_forms, traits and metals. Designs are the recipe type immersive_jewelry:jewelry_design. Definitions sync to clients after every reload.
  • Common config (integration switches), server config (synced: minigames, quality, effects, wear, display, progression) and client config (presentation and accessibility). Accessibility: larger targets and slower minigames (honoured by the server while allowAccessibilityAssist is on), colour-blind and high-contrast palettes, larger markers, reduced motion, cue sounds and screen-shake strength. Success is always shown by shape, text and sound as well as colour.
  • /immersivejewelry (operators): give, givegem, inspect, setquality, appraise, listgems, listcuts, reloaddebug, sessions, worn and learn.
  • ImmersiveJewelryAPI: custom effect types (registerEffectType), equipment providers and effect contributors (also by IMC), and the jewelry, gem, blank, power and worn queries. Forge-bus events GemCutEvent, JewelryCraftedEvent, JewelryReworkedEvent, JewelryEquipEvent and JewelryBrokenEvent.

Presentation

  • Layered, tinted item models (metal, finish and gem colours, sparkle by cut quality) with a gem shape per cut, so no per-combination textures.
  • Generated pixel-art textures and synthesised sounds; gem dust, gem sparkle and metal spark particles.
  • Stoneborn-style workshop screens, the Jeweler's Handbook and matching JEI cards.

Multiplayer

  • Minigames are server-authoritative and deterministic: clients send only per-step inputs, and the server replays them through the same simulation, bounds latency compensation and grades the result.
  • One player at a time works a wheel. Bench escrow left in an unloading chunk is saved and dropped at the bench when it next loads.

Known issues

  • Immersive Smithing 1.0.0 does not add provider recipes to the recipe manager, so blank recipes for metals without a jewelry metal definition work at the forge but do not show in JEI.

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