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Hey folks!

Quick hotfix for you. Version 0.2.3 addresses some bugs that were bothering people:

Critical Fixes

Fixed the "is not a registered game setting" crash on startup

Fixed walls/doors placement losing visual paths

Fixed large packs (>1GB) requiring re-add after every browser refresh

Performance

Fixed severe painting lag when multiple packs are loaded

Reduced icon assets from 103MB to 8.8MB (switched to WebP)

Floor Painting

Fixed floor paint not persisting when closing editor or changing scenes

Fixed textures not appearing when painting with newly selected texture

Fixed some textures not rendering due to PIXI v7 compatibility

UI/UX

Fixed CSS leaking into Foundry core UI

Fixed object preview getting "stuck" when quickly switching assets

Fixed Assets panel persisting when switching to Lighting tab

Fixed Path tool hint saying "double-click" instead of "right-click"NEW* (0.2.2)New Feature: addPackFromBuffer now automatically detects whether a file is a .mfpack or .dungeondraft_pack based on the filename.

Bug Fix: Fixed the 'expected GDPC, got PK' error when reindexing .mfpack files.(0.2.3)Fixed "Transaction aborted" error when importing packs with 2000+ assets. Assets are now saved in batches to avoid browser timeout limits.__________________A quick note about Alpha

I want to be real with you all for a second.

MapForge is in alpha. That means bugs happen. Features are still missing. Things break sometimes.

I'm here almost every day pushing updates, reading your feedback, trying to fix things as fast as I can. When someone reports a bug on Discord, I genuinely try to address it quickly, sometimes within hours. If something is completely blocking you from using the module, reach out to me directly (Patreon DMs or Discord) and I'll do my best to push a hotfix for you.

But here's the thing: being part of this community during alpha means we're building this together. You're not just buying a finished product - you're helping shape it. Your feedback matters. Your patience matters.

If you're expecting a polished, bug-free experience right now... honestly, this might not be the right time to jump in. And that's okay! You can always wait until we hit a stable release down the road.

For those of you who get it, who report bugs constructively, who share ideas, who stick around through the rough patches - thank you. Seriously. You're the reason I keep pushing forward.

How to Install

Since this is an early access release, you'll need to install manually:

Download the ZIP file from the link below

Find your Foundry VTT data folder:

Windows: %localappdata%/FoundryVTT/Data/modules

Mac: ~/Library/Application Support/FoundryVTT/Data/modules

Linux: ~/.local/share/FoundryVTT/Data/modules

Extract the ZIP contents into the modules folder

You should end up with a folder called mapforge inside modules

Restart Foundry VTT (or refresh if it was already running)

Enable MapForge in your world's module settings

If you had a previous version installed, delete the old mapforge folder before extracting the new one.

See you on Discord ✌️

Comments

Apostol Apostolov

Where in the file structure should we put the content pack?

Gabe Feder

Thanks for the availability for the update! I will be commenting in Discord as a I have seen, experienced, and was confounded by the UI of DD - and so never bothered learning it further. I *will* make a point of using this because it is an added module to the Foundry software I am now very happy using and we all have come to know and love. Most likely there will be numerous "oh, it works THAT way" discussions coming there, but this sounds like a good step forward and I am happy to try it in isolation before ever promoting it to full usage - any plans for how you will proceed to that point and any projection on actual release?