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Моды/Forgewright
Forgewright

Forgewright

Start by tapping a rubber tree with a treetap. End by fabricating matter from raw energy in an orbital station you built with construction drones. Forgewright is an eight-tier engineering mod on NeoForge 26.1.x, with real chemistry, hired workers

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0.4.3

Release05.06.2026

Список изменений

[0.4.3] (2026-06-05)

A large content release on top of 0.4.2. Two new support professions (Cook and Medic), four new Expedition Post jobs, a guard combat overhaul, a worker reputation and bond system, a rebuilt deep-mining quarry, and selectable distillation modes. The mod is still pre-1.0 and saves are not guaranteed forward-compatible across releases. This update changes the guard's internal storage, so a guard placed in an older world loses its equipped gear on load. Back up your worlds before updating.

Tier 1: Mechanical Age

  • Rotational power now models strain. A drivetrain runs at full output up to its rated capacity, then strains and stalls once it is pushed about a third past that capacity, instead of hard-freezing the whole line. The load readout shows "Strained" as it nears the limit.
  • Gearboxes and Speed Controllers now conserve power across a gear change. Halving the output speed doubles the available Stress Units, and the reverse.
  • Machines driven by a shaft run proportionally faster at higher RPM.
  • The Edge Runner Mill and Trip Hammer now orient to face you when placed.

Tier 2: Steam Age

  • The Distillation Column has selectable operating modes. Pick which fraction the column runs from its controller, drain the column on demand, and the output port labels follow the selected mode.
  • The Bakery and Fermenter screens have been rebuilt to the standard machine layout. The Bakery shows a steam-pressure gauge and now accepts piped water. The Fermenter no longer shows blank zeros on its recipe.
  • The Brass Pressure Vessel now takes fluid in through the top and pushes it out the bottom, and no longer drops a second copy of itself when broken.
  • Construction steps for nine multiblocks now show in the codex before you have researched them, so you can see how a thing is built before you unlock it.

Workforce

  • Cook and Kitchen. A new support profession. A Cook prepares meals at a Kitchen. A Prepared Meal eaten from a pantry gives a worker a timed Well-Fed boost that speeds their work.
  • Medic and Infirmary. A new support profession. Injured workers withdraw to the nearest Infirmary Marker, where a posted Medic treats them with Bandages and returns them to work faster than rest alone, falling back to housing when there is no ward.
  • New Expedition Post jobs. Beyond the Merchant trade route, an Expedition Post can now run as a Buyer (spend a coin budget to bring back a chosen catalogue good at the region's buy price), an Explorer (return with a sample of what a region yields, scaled by the length of the trip), a Cartographer (turn paper into a filled survey map centered on the Post), or a Courier (carry a parcel to a Letterbox you have addressed with the new Waybill item).
  • Guard overhaul. Guards now fight with a real weapon and wear armor from a rack, taking and dealing damage on the vanilla curve. They walk a patrol circuit, ring a threat bell when a hostile enters the zone, and bank their loot to the marker's output.
  • Worker reputation and bonds. Your standing now drifts over time and carries graded penalties, with a hiring lifeline so you are never fully locked out. From the Job Office hire tab you can pay a restitution bond to restore standing, and a notice explains when low standing is the reason a worker will not hire on.
  • Zone marker idle status now says why an assigned worker has stopped (hungry, resting, off shift), and reads "Unassigned" only when no worker is bound.

Deep Mining

  • The deep miner has been rebuilt from the ground up. It sinks a ladder shaft to the working depth, branch-mines four galleries out from each landing, lights the shaft and galleries with torches as it goes, and mines out a whole connected ore vein when it strikes one. A Camp Porter carries the haul up. The miner parks and waits when it runs out of ladders, filler, or a porter rather than freezing or pacing the shaft.
  • A quarry footprint can now be set far larger (up to 99 blocks across), and the worked area and its workers stay loaded while mining even when you are away.

Story, Quests, and Codex

  • New correspondence and quests for the work above: the Factor's buyer and courier services, Vance's exploration and survey commissions, standing up a Kitchen, and posting a Medic to an Infirmary, with the matching letters archived in the Correspondence tab.

Fixes

  • Lumberjacks no longer strip the trunks of neighbouring trees.
  • The Iron Pry Bar and Brass Wrench now reliably remove brass pipes and any machine in a single click, and machine screens no longer swallow the tool.
  • Filling and draining the Brass Boiler, Coke Kiln, and Distillation Column with a bucket on the controller works again.
  • The Prospector's Chart now always resolves on arrival and names the biome correctly.
  • The pressure alarm fires promptly the first time so the failure is clear, then settles to rare.
  • Camp kit items are no longer hidden behind the slot insets on the marker screen.
  • Fixed several crashes caused by large notepad and blueprint data.

Known Limitations

  • Tiers 3 through 8 are not yet implemented. The codex documents the full roadmap; Tier 0, Tier 1, and most of Tier 2 are playable.
  • Saves are not guaranteed forward-compatible across releases. This update changes the guard's internal storage, so a guard placed in an older world loses its equipped gear on load.
  • High Resolution texture packs are not yet published.
  • JEI is an optional runtime dependency. Curios is optional (the Engineer's Spectacles head slot). The mod loads cleanly without either.

Файлы

forgewright-0.4.3.jar(6.30 MiB)
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Метаданные

Канал релиза

Release

Номер версии

0.4.3

Загрузчики

NeoForge

Версии игры

26.1.2

Загрузок

24

Дата публикации

05.06.2026

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ID версии

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