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Travel around the world without barriers: RoadArchitect automatically scans your world, finds villages, and other structures, and then lays a network of roads between them.

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RoadArchitect icon

Modrinth Downloads CurseForge Downloads

Available on Fabric Available on Quilt Available on NeoForge

Boosty โ€” Support

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RoadArchitect

RoadArchitect is a Fabric / Quilt / NeoForge mod for Minecraft 1.21โ€“1.21.8 that automatically scans the world for villages and other structures and connects them with roads to form a persistent travel network.
Roads adapt their style to the biome, and the network is saved between game sessions.

Current version: v1.5.0

Wiki: RoadArchitect Wiki

โœจ Features

  • ๐Ÿ˜ Automatic detection of villages and other structures
  • ๐ŸŽจ Biome-aware road styles for better immersion
  • ๐Ÿงญ Smart pathfinding using A* with terrain caching
  • ๐Ÿ’พ Persistent network โ€” roads remain between sessions
  • ๐Ÿ”„ Fully automated, minimal setup
  • ๐Ÿงฐ Configurable via Cloth Config (required on Fabric / Quilt / NeoForge)
  • ๐ŸŒ Localization included: English, Russian, Ukrainian, Spanish, French, German, Chinese
  • ๐Ÿ›ฐ Visual road-graph debugger with pan/zoom, tooltips, and a color legend; in singleplayer, clicking a node teleports to it (default hotkey H)
  • ๐Ÿ—บ Terralith-ready โ€” works out of the box with the Terralith world-generation datapack

๐Ÿ“ท Screenshots

Plains (with lamp decorations)

Plains

Savanna

Desert

Forest

Cherry grove

Cherry grove (with lamp decorations)

Taiga

Swamp

Old growth spruce taiga

River


๐Ÿ“ฅ Installation (Minecraft 1.21.x)

Loaders: Fabric / Quilt / NeoForge

  1. Install a loader compatible with your game:
    • Fabric
    • Quilt
    • NeoForge
  2. Required dependency (all loaders):
    • Cloth Config (mandatory on Fabric / Quilt / NeoForge)
  3. Download the mod:

    Available on Modrinth Available on CurseForge

  4. Place the .jar file in your mods folder.
  5. (Optional)
    • Mod Menu (Fabric/Quilt) for quick access to settings.
    • Catalogue by MrCrayfish (NeoForge)

      Settings are also available from the mods list

Note: Starting with v1.2.0, owo-lib is not required.


๐Ÿ•น Usage

  • The mod automatically scans the world and builds roads between detected structures.
  • Open the road-graph debug window with H (rebindable in Controls).
  • In singleplayer, clicking a node in the debug view teleports you to it.

๐Ÿ—’๏ธ Recent changes

v1.5.0 โ€” Smarter pathfinding, Terrain Analyzer (beta)

Highlights

  • ๐Ÿงญ Terrain Analyzer (beta): clearer recognition of mountainous terrain, with new config options and full translations
  • ๐Ÿง  Pathfinding controls: configurable land preference and water behavior (acceptable water level, coastal buffer, max coastal speed)
  • ๐Ÿ›ฃ๏ธ Partial paths: when a full route canโ€™t be completed, high-progress searches can return the best partial path instead
  • ๐ŸŒŠ Safer defaults: oceans are no longer hard-blocked; default โ€œprohibited biomesโ€ now include #minecraft:is_ocean and #minecraft:is_deep_ocean
  • ๐Ÿ”’ Stability: thread-safe biome selector cache (eliminates race conditions in concurrent scans)
  • ๐Ÿ”ง Fixes: correct player direction on the debug map and reliable point teleportation packet handling; RA config tweaks
  • ๐Ÿงฉ Compatibility: improved boot behavior when Distant Horizons is installed
  • ๐ŸŒ Localization & data: updated category labels, new keys for fresh options, translations split and refreshed (EN/RU/ES/FR/DE/ZH/UK)

Compatibility: No world resets needed. Defaults for water/ocean behavior changed โ€” review new pathfinding options if you rely on custom configs.

v1.4.0 โ€” Add-ons support

Highlights

  • ๐Ÿงฉ Add-ons support: official API so other mods can extend Road Architect (events, read-only core views, and per-world storage);
  • ๐Ÿ“ด No changes out of the box: there are no built-in add-ons; gameplay stays the same unless you install one.;

Compatibility: No visible gameplay changes by default; add-ons are optional.;

v1.3.0 โ€” Smarter scans & deterministic decorations

Highlights

  • ๐Ÿง  Smarter scanning: major performance boost for large-area scans and many structure typesโ€”smoother gameplay, cleaner road graphs, and more reliable structure detection.
  • ๐ŸŒฒ Deterministic decorations: consistent, per-path placement of decorations (lamps, buoys, side pieces) across chunk loadsโ€”less pop-in and cleaner chunk borders. Also fixes common issues like floating fence posts or off-grid buoys.
  • ๐Ÿ’ก New Lamp decorations: fresh styles and better fence integration where appropriate.
  • ๐Ÿงญ Debug map: shows your position and direction (red dot + arrow).
  • โš™๏ธ New settings (all loaders):
    • Lamp interval
    • Side decoration interval
    • Buoy interval
    • Mask erosion near land/water transitions
    • Toggle for deterministic decorations
  • ๐Ÿ›ค๏ธ Smoother road profiles: post-processing reduces spikes and clamps extreme slopes for cleaner elevation transitions.
  • ๐ŸŒ Localization & UI: updated strings (EN/RU/ES/FR/DE/ZH) and a small progress-stage label fix (โ€œinitialisationโ€).

Compatibility: No breaking changes; existing worlds remain compatible.

v1.2.0 โ€” Vanilla loading, convenient settings, visual debug

Highlights

  • ๐Ÿช„ Progress screen: dropped owo-lib and switched to vanilla rendering (Fabric/Quilt and NeoForge), showing the current pipeline stage.
  • ๐Ÿงญ Road-graph debug screen: pan/zoom, tooltips, and a color legend; in singleplayer, clicking a node teleports to it. Opens with H.
  • ๐Ÿงฐ Settings: Cloth Config on all loaders; Mod Menu support (Fabric/Quilt); Catalogue support (NeoForge).
  • ๐ŸŒ Localizations: English, Russian, Spanish, French, German, Chinese.

Compatibility: No breaking changes; existing worlds remain compatible.

v1.1.0 โ€” Smoother paths, smarter junctions, cleaner buoys

Highlights

  • โš™๏ธ Pathfinding (A* / ARA*): adjusted heuristic, removed early termination, expanded profiling.
  • ๐Ÿ—๏ธ Post-processing: trimming roads near nodes, improved junction merging and stabilization.
  • ๐ŸŒŠ Buoys: placed only on โ€œcleanโ€ water, spaced by real distance, interval increased 12 โ†’ 18.
  • ๐Ÿ”ง Fixed client โ†” server sync when registering command arguments.
  • ๐Ÿ› Fixed swamp style: uses MOSSY_COBBLESTONE_WALL instead of MOSSY_COBBLESTONE.
  • ๐Ÿ“ฆ Reduced mod size.

Compatibility: No breaking changes; worlds from 1.0.1 remain fully compatible.


โ“ FAQ

Is this mod server side? or is it both server-client sided? The mod is both server and client sided.

To join a server, the mod must be installed on both the server and the client.

Does it work with the Terralith world-generation datapack? Yes โ€” RoadArchitect is fully compatible with Terralith. Roads scan and connect structures in Terralith biomes out of the box.
Only villages are being connected?

Not only! RoadArchitect can connect any structure discoverable via /locate structure. Add the structure IDs or a #tag in the config, then reload/restart the world to rescan.


๐Ÿ“œ License

This project is licensed under the Apache License 2.0 โ€” see the LICENSE file for details.
You can also read the full license text here: Apache 2.0


Crafted with โค๏ธ for the Minecraft community

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Travel around the world without barriers: RoadArchitect automatically scans your world, finds villages, and other structures, and then lays a network of roads between them.

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