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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

Автор: Forgewright2282обновлён 9 июн. 2026 г.
ПриключенияТехнологии

Описание

Forgewright Website

 

Forgewright is an engineering mod for Minecraft on NeoForge 26.1.x. The first thing you do is tap a rubber tree with a treetap. The last thing you do, hundreds of hours later, is fabricate matter from raw energy in an orbital station you built with construction drones. Everything between those two points is authored as real-world engineering, anchored in chemistry, physics, and historical industrial practice.

Every block, item, fluid, and reagent unlocks through a research node with named prerequisites and a "how to discover" hint. Every node opens a parchment codex page documenting the chemistry, the historical precedent, and what the machine actually does. You will not need a wiki.

The tiers:

  • T0: Foundation. Vanilla world. You spawn into it normally. Hand tools: flint hammer, mortar and pestle, treetap. Sticky resin smelts to rubber. Bronze from copper and tin. The first time you double an ore yield by crushing it before smelting is the first "better than vanilla" moment.
  • T1: Mechanical Age. Water wheels and windmills feed shafts. The SU (Stress Units) system enforces capacity: exceed a shaft's rating and it locks up. Saw mills, crushing wheels, trip hammers, bellows. A coke kiln yields coke and coal tar. A bloomery and a cementation furnace give you wrought iron and steel.
  • T2: Steam Age. A Brass Boiler eats coal and water and produces steam tracked by pressure and temperature. Steam engines convert it back to SU. A Basic Chemistry Bench opens the input-output-byproduct pattern through soap, lye, quicklime, and crude sulfuric acid. A distillation column fractionates coal tar into creosote, pitch, and benzene. A Calciner and a Cement Mixer give you Portland cement and industrial concrete.
  • T3: LV Electric. A dynamo converts SU to LV. Macerator, compressor, wire mill, electric furnace, alloy smelter. The Electrolyzer opens chlor-alkali (brine to chlorine, hydrogen, sodium hydroxide). Pollution becomes a real number: boilers near crops slow growth, and dirty chemistry needs settling tanks and scrubbers before it leaves your plant. Aluminum arrives through the Bayer process and Hall-Héroult electrolysis.
  • T4: MV Industrial. Chemical Plants are 5x5x5 multiblocks that chain up to eight reaction stages with piped feedstock, catalyst slots, heat control, and pressure control. Polymers arrive: PE, PVC, polystyrene. The PLC is a block with a visual logic-gate GUI; assign pins to its six faces and you replace redstone for anything non-trivial. Modular tools build from a head, a motor, a battery, and a handle. Titanium via the Kroll process.
  • T5: HV Advanced and Nuclear. A configurable Fission Reactor (5x5x5 minimum, scales to 9x9x9) with fuel rods, control rods, and three coolant options (water, pressurised water, liquid sodium). Heat is a real number with real consequences. YBCO superconductors carry zero loss when cooled with liquid nitrogen. Kevlar, Teflon, and epoxy open at this tier. The first Automation Drones fetch items from tagged chests.
  • T6: EV Fusion and Construction Drones. The Tokamak is an 11x11x11 multiblock running deuterium plus tritium bred from lithium in the blanket. The Survey Tablet opens a top-down planning view: draw cable runs, walls, platforms, and machine placements across multiple Z-levels. Save the blueprint to a Construction Hub. Construction Drones haul materials from supply chests and place blocks per plan while you watch. AAC (Advanced Automation Controller) is node-based visual programming for the heavy logic.
  • T7: IV Space. Build a launch pad complex, fuel it with cryogenic LH2 and LOX, and put a crewed rocket into orbit. Orbital stations live in a lightweight modded dimension. Lunar regolith yields helium-3. Asteroid mining drones travel the belt for return cargo. Vacuum chemistry opens reactions impossible at the surface. A mass driver launches cargo from a long surface rail.
  • T8: UV Matter Fabrication. A particle accelerator produces stable antimatter, trapped in a Penning bottle whose containment must never fail. Antimatter annihilation reactors output UV-tier power. Paired wormhole generators open traversable links between two points fixed at craft time. A matter fabricator consumes massive UV power to produce UU-Matter, configurable into any element by atomic number.

After the pinnacle: colonisation of a mod-added orbital, megaprojects you commission and fund, Directorate missions threaded through a hub-and-spoke quest design.


A workforce you hire and pay. The Job Office is a placeable workstation. Workers carry roles (Worker, Supervisor, Manager, Treasurer) and skills (Lumberjack, Farmer, Smelter, Postman, Engineer, and others). They walk to placed Zone Markers (a Lumberyard, a Cropfield, a Pasture, a Quarry) and do the work. The Postman delivers correspondence between your workstations and the four primary correspondents.

A story told in letters. You arrive at a remote District post. Four characters write to you across the playthrough. Inspector Mara Holloway, your Senior District Engineer, opens the work and complains about bureaucracy in the postscripts. Surveyor Tomas Vance, ex-District and currently drifting, sends short notes folded into found maps. Captain Henrika Reeve, frontier militia, writes brief dispatches and bounty postings. Clerk Othman Pell starts in officious paperwork and ends with his own letterhead and apprentices. Their tone shifts as you graduate from apprentice to peer. There is paperwork, sketches enclosed, the occasional postscript in different ink.

No magic. No mana, no runes, no arcane anything. The Haber process needs an iron catalyst at roughly 450°C and 200 atm. The Bessemer converter blows air through molten pig iron to remove carbon. Town gas is coal pyrolysed in a retort. Every flavor paragraph reads like an engineer wrote it, because one did.

Parallel to vanilla. Your iron pickaxe still works. Vanilla recipes still craft. Forgewright is the deeper path, optional all the way through.


Dependencies (auto-resolved): Neoforge on Minecraft 26.1.2 +

Optional integrations:

  • JEI for recipe lookup.
  • Curios for the Engineer's Spectacles head slot.
  • LambDynamicLights for real wearable-torch world-light.

Status. Alpha. Currently shipping Phase 4 of an eleven-phase roadmap (Tiers 0, 1, and most of 2 are playable; later tiers still in development). Save compatibility across alpha releases is best-effort. Back up your worlds before each update.

License. All Rights Reserved. The source repository is private. Modpack inclusion is granted per-modpack by request through the CurseForge page (comments tab or direct message).

Последние версии

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release

0.4.4

0.4.4
9 июн. 2026 г.111Minecraft: 26.1.2neoforge
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Что нового
## [0.4.4] (2026-06-09) Hotfix for a crash that made the mod unusable on NeoForge in 0.4.1–0.4.3. ### Fixed - Opening the Codex book or a letter no longer crashes the game. The markdown parser library (CommonMark) that backs the Codex engine was present while developing the mod but was never packaged into the released jar, so the first time a player opened the book or a letter the game crashed with `NoClassDefFoundError: org/commonmark/node/Node` (caused by `ClassNotFoundException`). The library is now embedded inside the mod jar, so the Codex works on a normal install. No world or save changes; updating from 0.4.3 is safe. - GeckoLib is now declared as a required dependency. The animation engine behind the mod's moving machines (water wheel, windmill, steam engine, and more) was always needed but was never listed as a dependency, so a player who launched without it got an unclear crash the first time one of those machines was placed or loaded. The game now shows a clear "GeckoLib is required" message at startup instead. (GeckoLib remains a normal mod you install alongside Forgewright.)
release

0.4.3

0.4.3
5 июн. 2026 г.45Minecraft: 26.1.2neoforge
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## [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.
beta

0.4.2-beta

0.4.2-beta
2 июн. 2026 г.43Minecraft: 26.1.2neoforge
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## [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.
alpha

0.4.1-alpha

0.4.1-alpha
29 мая 2026 г.29Minecraft: 26.1.2neoforge
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## [0.4.1-alpha] (2026-05-29) Bug-fix release on top of 0.4.0-alpha. Save-compatible with 0.4.0-alpha. ### Fixes - The mod now loads cleanly when Curios is not installed. The Tier 2 Brass Spectacles previously registered their Curios accessory binding unconditionally at startup, which crashed the game for players who did not have Curios installed. - Uncured insulated copper wire is now gated behind Wire Drawing research rather than Rubber Curing. - Recipe-locked chat messages are now clickable — clicking the research name opens its Codex entry. - Cured wire (and any other dried output) can be taken directly off a Drying Rack with an empty-hand right-click; no need to break the rack or let items drop on the ground. - The postman's cap no longer covers the entire face. It now sits as a crown and brim with the face visible. - Quests whose objective was already satisfied before the quest was granted now auto-complete on activation — for example, crafting an item that a later quest asks for. Backed by vanilla statistics for craft, pickup, mine, and kill objectives. - Quest rewards can no longer be lost. When the Letterbox and inventory are both full (or no Letterbox is bound), rewards are held and re-delivered on the next login and when a Letterbox is placed, instead of being dropped on the ground where they can despawn. ## [0.4.0-alpha] (2026-05-28) First CurseForge upload. Alpha pre-release: feature surface is in active development through later phases of the roadmap; saves are **not** guaranteed forward-compatible across alpha releases. Back up your worlds. ### Tier 0: Foundation - Rubber tree worldgen in jungle, swamp, and mangrove biomes. Distinct yellow-orange trunk; drips animate on tappable sides. - Treetap, sticky resin, rubber, rubber sheet. Spile + Resin Collector drip-budget system survives partial-stripping and pre-patch saves. - Flint Hammer, Mortar and Pestle, Crushed Ore + Ore Dust pipeline. - Tin worldgen, bronze alloying (copper + tin), rubber-insulated copper wire. ### Tier 1: Mechanical Age - Water Wheels (3 sizes), Windmills (sail count + height scaling), Hand Crank. - Stress Units (SU) network: wooden / iron / bronze shafts, gearboxes, clutches, brakes, speed controllers. - Millstone, Saw Mill, Edge Runner Mill, Trip Hammer, Bellows, Archimedes Screw, Rope Drum. - Coke Kiln (3x3x3 sealed multiblock): coal to coke and coal tar. - Bloomery (bellows-fed): iron ore to wrought iron. - Cementation Furnace: wrought iron + coke to steel. ### Tier 2: Steam Age - Brass Boiler multiblock (3x3x4); steam tracked by pressure and temperature. - Steam Engines and Steam Turbines (multiblock) producing SU at real efficiency curves. - Brass piping with pressure-loss-over-distance and instant-break under the Iron Pry Bar / Brass Wrench. - Belt Drive blocks (standard and heavy-duty) with all-direction rotation via Iron Pry Bar and port-side spine indicators. - Basic Chemistry Bench: soap, lye, quicklime, crude sulfuric acid. - Distillation Column (variable-height multiblock; 5 fixed-height variants). - Calciner, Cement Mixer, Edge-Runner Bed, Trip-Hammer Anvil. - Ironworks Mk1 (historical-faithful air + water fluid model). - Oil Pumpjack (surface-seep extraction). - Alloys: brass, invar, electrum, zinc, nickel, silver. - Concrete is grey-only and structural; the dyed concrete palette belongs to vanilla and stays there. - Machine recipes accept any wood-plank type through the `#minecraft:planks` tag. ### Workforce and Zone Markers - Job Office workstation. - Worker hierarchy: roles (Worker, Supervisor, Manager, Treasurer) on one axis, skills (Lumberjack, Farmer, Smelter, Postman, Engineer, and others) on a second axis. - NPC visual variety: postman variants, role insignia layers, two body builds, 20 hero skins. - Zone Marker family: Lumberyard, Cropfield, Pasture, Quarry. Each is an abstract zone marker with a planCycle / performAction override hook reused across the family. ### Story, Quests, and Codex - In-house Codex engine (markdown-backed, parchment theme). Replaces the retired GuideME integration. - Research Map UI with cluster + barycenter layout, orthogonal routing cache, click-through to codex pages. - Backbone hub-and-spoke quest design: Carpentry, Mechanical Breadth, the four primary correspondents' opening chains (Surveyor, Defense, Trade, plus Holloway's Engineering Bureau spine). - Correspondence tab: letter archive for all four primary correspondents. - Postman delivery system on the hero-skin NPCs. ### Engineering Infrastructure - Platform isolation layer: NeoForge wrapped under `com.forgewright.platform`; library mods (GeckoLib, Curios, JEI, LambDynamicLights) wrapped under `com.forgewright.compat.*`. - ArchUnit baseline-frozen architecture rules. Direct NeoForge imports outside the platform layer fail the build beyond the frozen baseline. - JUnit 5 unit-test surface for pure-logic code (fluid network, recipe codecs, orientation math). ### Known Limitations - Tiers 3 through 8 are not yet implemented. The codex documents the full roadmap, but only T0, T1, and most T2 content is currently playable. - High Resolution texture packs are not yet published. The texture set is still iterating per tier; HD packs will appear as additional files on this CurseForge page once T3+ stabilises. - JEI is an optional runtime dependency. Curios is optional (Engineer's Spectacles head slot). The mod loads cleanly without either.