promotional bannermobile promotional banner

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, and a re

File Details

forgewright-0.4.3.jar

  • R
  • Jun 5, 2026
  • 6.30 MB
  • 14
  • 26.1.2
  • NeoForge

File Name

forgewright-0.4.3.jar

Supported Versions

  • 26.1.2

Curse Maven Snippet

NeoForge

implementation "curse.maven:forgewright-1556736:8200510"
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

## [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.