File Details
forgewright-0.4.2-beta.jar
- B
- Jun 2, 2026
- 5.99 MB
- 12
- 26.1.2
- NeoForge
File Name
forgewright-0.4.2-beta.jar
Supported Versions
- 26.1.2
Curse Maven Snippet
## [0.4.2-beta] (2026-06-02) Content release on top of 0.4.1.The mod is still pre-1.0 and saves are not guaranteed forward-compatible across releases, so back up your worlds before updating. ### Tier 2: Steam Age - Wet concrete now flows and falls like a poured material until it sets, so it needs support or a form to pour against. Industrial concrete is harder to break. - The Cementation Furnace runs a partial batch instead of waiting for a full charge to start, upgrades in place between tiers without losing a batch mid-cycle, and its Side and Rear Chambers come off cleanly with the Iron Pry Bar. - Food and processing machines now hold a recipe until you have researched it. The Bakery, Fermenter, Canning Line, Salt-Curing station, Smokehouse, Crucible, Calciner, and others show a clear research-required status when a recipe is locked, instead of silently doing nothing. - The Manual Crusher Station has been removed. Assign a worker to the powered Millstone for crushed ore instead. - Machines you place can always be recovered. Every machine block drops when broken, and any block that takes the Iron Pry Bar breaks in a single hit with it. ### Workforce and Zone Markers - Expedition Post. A new dispatch block that sends a hired Merchant out along a trade route you have established with a regional Factor. Load goods you crafted yourself, a camp kit (campfire, bedroll, tent), and food, pick a route, and dispatch. The Merchant is away for several days and returns with the coin. Proceeds arrive through a bound Letterbox. - Trading posts and the Factor's Catalogue. Factors keep posts out in the wild country, one per region (temperate, boreal, arid, tropical, plains, coastal). Find a post and its Factor will buy what you make and sell stock that rotates over time. - Field Camp for deep mining. Load a camp kit and food into a Quarry and its miner beds down at the working face overnight with a bedroll and a lit campfire, instead of walking home and back each day. A Camp Porter can carry the haul up. The Engineer's Spectacles show the camp day, the haul, and the supplies on hand. - Guard Marker. Post a worker to patrol a zone. It engages hostile mobs that wander in, takes hits, and withdraws to recover from injury rather than dying. - Hunter Marker. A worker culls wild mobs across the zone and delivers the drops to its buffer. Keep any herd you mean to keep outside the zone. - Bedroll and Tent. New provisions a worker carries on the road. The Bedroll is also a placeable, sleepable block. - Zone outlines. Each Zone Marker (Lumberyard, Cropfield, Pasture, Quarry, and the new Guard and Hunter markers) can draw its worked area as a colored box in the world, toggled from the marker's screen, with a distinct color per zone type. - Worker condition at a glance. The Pay-Worker screen and the look-at overlay now show a worker's hunger, sleep, and pay. - Workers sleep at night and wake rested. Nights they could not sleep are credited so they are not left stuck tired. ### Story, Quests, and Codex - New correspondence and quests for the work above: posting a Guard, setting a Hunter, camping a miner at the working face, and sending a worker out from an Expedition Post, with the matching letters archived in the Correspondence tab. - "Builds on" notes. A research entry can now point at the earlier real-world steps it builds on. These show on the Research Map detail panel and on the codex page even when they are not a hard prerequisite, so the science reads in the right order. - The codex no longer uses development shorthand. Internal version and delivery wording has been replaced with in-world language throughout. - The furnace-tender worker quest is rewritten in Surveyor Vance's practical voice. ### Fixes - Cropfields keep themselves planted. A harvest holds back one seed to replant the same crop, so a field sustains itself without a feed of seeds. - Workers recover sleep while sleeping, instead of staying tired indefinitely. - The codex shows recipes you have researched even before you have crafted them once, so you can look up what to build. - Networks no longer read stale values after a rebuild. When a fluid or shaft network is split or rejoined by changing pipes or shafts, the affected segments recompute correctly, so a far machine no longer reports zero pressure or zero speed after you edit the line. ### Known Limitations - Tiers 3 through 8 are not yet implemented. The codex documents the full roadmap, but only Tier 0, Tier 1, and most of Tier 2 are currently playable. - A worker that was away on an expedition at the time of your last save keeps its away state on load and returns when its travel time elapses. There is no migration for an expedition left in an unusual state across this update. - High Resolution texture packs are not yet published. The texture set is still iterating per tier and will appear as additional files once Tier 3 and beyond stabilise. - JEI is an optional runtime dependency. Curios is optional (the Engineer's Spectacles head slot). The mod loads cleanly without either.

