smithery-forge-1.20.1-1.18.0
Curse Maven Snippet
What's new
Forge glazing, an electric heat source, and the forge as a village building.
Added
- Furnace Glass, in plain and all sixteen dyed colours. Glazes the forge shell without breaking the multiblock. The cast-iron frame is drawn only around the outside of a pane rather than around every block in it, so a wall of it reads as one sheet; every colour counts as a connection for every other, so a pane can mix dyes without being cut into pieces.
- Furnace Brick Slab, from crafting or the stonecutter.
- Forge RF Coil — heats the forge electrically to a configurable target temperature
instead of by burning fuel. Tuned through
forge.rfCoilMaxTemperatureC,rfCoilCoefficient,rfCoilThermalMassDivisorandrfCoilBufferSeconds. - The forge as a village building. A smithy generates in villages, appended to the
vanilla house pools and to those registered by village-overhaul mods rather than
redefining either, so nothing another mod contributed is lost. Controlled by
worldgen.villageForge,villageForgeWeight,villageForgeChance,villageForgeMinPiecesandvillageForgeModdedVillages. - Forge controller status readout: a built forge with no fuel now says so, with a hint pointing at the fuel port, instead of reading as broken.
Fixed
- Village forges generated disconnected. Furnace glass framed every block as a single
cube, and fluid pipes and fuel ports drew no arms. Jigsaw placement writes template states
with
UPDATE_KNOWN_SHAPEand worldgen runs throughProtoChunk, so neitherupdateShapenoronPlaceever fires on a generated building — whatever the structure's palette holds is what stands. The structure now carries the neighbour-derived states itself. The blocks healed themselves as soon as anything updated a neighbour, which is what made this look intermittent. - Village forges placed at the wrong rotation. Furnace glass and fluid pipes now rotate and mirror their connection properties, so their geometry points the right way at all four jigsaw rotations rather than only the unrotated one.
- Several forges per village. A jigsaw pool has no notion of "at most one of these": the placer walks every connector on every street piece, shuffles the whole house pool for each and takes the first candidate that fits, so a village draws far more times than it has buildings. Weight could move the average but never bound the count. A forge is now capped at exactly one per village, and the lot that would have taken a second gets an ordinary house rather than an empty plot.
- Village forge rarity is now a dial in its own right.
villageForgeChance(20% by default) is rolled once per village from its own origin, so it neither depends on the order chunks are visited nor consumes generator randomness — no vanilla village layout shifts for having the mod installed.villageForgeMinPiecescan instead hold the forge to villages that grow past a given size.
Changed
- Retextured the casting basin, casting table, fluid pipe, forge controller, forge drain, forge item port and part press.
- Smithery now ships one mixin, on the jigsaw placer, for the per-village forge cap. It touches nothing else and no other structure.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include

