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ВЕРСИИ (4)
release
0.4.4
0.4.49 июн. 2026 г.111Minecraft: 26.1.2neoforge
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
0.4.35 июн. 2026 г.45Minecraft: 26.1.2neoforge
Что нового
## [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-beta2 июн. 2026 г.43Minecraft: 26.1.2neoforge
Что нового
## [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-alpha29 мая 2026 г.29Minecraft: 26.1.2neoforge
Что нового
## [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.