RoadArchitect

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

<p align="center"> <img src="https://cdn.modrinth.com/data/cached_images/5e3cf4526c4f1ff191f1c98debe19db5e23161de_0.webp" width="128" height="128" alt="RoadArchitect icon"> </p>

<p align="center" style="display:flex;justify-content:center;gap:8px;margin:6px 0;"> <a href="https://modrinth.com/mod/roadarchitect"> <img alt="Modrinth" height="48" src="https://cdn.jsdelivr.net/npm/@intergrav/devins-badges@3/assets/cozy-minimal/available/modrinth_vector.svg"> </a>  <a href="https://curseforge.com/minecraft/mc-mods/roadarchitect"> <img alt="CurseForge" height="48" src="https://cdn.jsdelivr.net/npm/@intergrav/devins-badges@3/assets/cozy-minimal/available/curseforge_vector.svg"> </a>  <a href="https://discord.gg/9JRb3JMAD3"> <img alt="Discord" height="48" src="https://cdn.jsdelivr.net/npm/@intergrav/devins-badges@3/assets/cozy-minimal/social/discord-plural_vector.svg"> </a>  <a href="https://github.com/Shadscure/RoadArchitect"> <img alt="GitHub" height="48" src="https://cdn.jsdelivr.net/npm/@intergrav/devins-badges@3/assets/cozy-minimal/available/github_vector.svg"> </a> </p>

<p align="center"> <img alt="Latest release" src="https://img.shields.io/github/v/release/Shadscure/RoadArchitect?display_name=release&sort=semver&style=flat-square&color=00ae5d"> </p>

RoadArchitect

RoadArchitect is a mod 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.

> Wiki: <a href="https://github.com/0xCoDSnet/RoadArchitect/wiki">RoadArchitect Wiki</a>

✨ Features

- 🏘 Terralith-ready of villages and other structures - 🎨 Terralith-ready for better immersion - 🧭 Terralith-ready using A* with terrain caching - 💾 Terralith-ready — roads remain between sessions - 🔄 Terralith-ready, minimal setup - 🧰 Terralith-ready via Terralith-ready *(required on Fabric / Quilt / NeoForge)* - 🌐 Terralith-ready included: English, Russian, Ukrainian, Spanish, French, German, Chinese - 🛰 Terralith-ready with pan/zoom, tooltips, and a color legend; in singleplayer, clicking a node teleports to it (default hotkey Terralith-ready) - 🗺 Terralith-ready — works out of the box with the <a href="https://modrinth.com/datapack/terralith">Terralith</a> world-generation datapack

🧩 Add-ons

- RoadArchitect Encounters: RoadArchitect Encounters / %%MD1%% / %%MD2%%

📷 Screenshots

Plains (with lamp decorations)

<p align="left"> <img src="https://cdn.modrinth.com/data/dLRvLyY3/images/6396ec0041c37f3a716514a5622a438c7d5aa838.webp" height="512"> </p>

Plains

<p align="left"> <img src="https://cdn.modrinth.com/data/dLRvLyY3/images/36c5f56757f8d448dc00cffddbd3ac129cb2bb91.webp" height="512"> </p>

Savanna

<p align="left"> <img src="https://cdn.modrinth.com/data/dLRvLyY3/images/4b3da6120c5ff2e47f76a8c30fc501b09f19fdff.webp" height="512"> </p>

Desert

<p align="left"> <img src="https://cdn.modrinth.com/data/dLRvLyY3/images/295ab7327a26e0178f709c9ea4ea4e884607b5fe.webp" height="512"> </p>

Forest

<p align="left"> <img src="https://cdn.modrinth.com/data/dLRvLyY3/images/827177b77f8dfdbdd7d066a0d5f810645b51f172.webp" height="512"> </p>

Cherry grove

<p align="left"> <img src="https://cdn.modrinth.com/data/dLRvLyY3/images/45a4421507316e4a5c8a945f7689804dd054821a.webp" height="512"> </p>

Cherry grove (with lamp decorations)

<p align="left"> <img src="https://cdn.modrinth.com/data/dLRvLyY3/images/ad851b4b32f62f165b6e37b3c26fffaf36129ff8.webp" height="512"> </p>

Taiga

<p align="left"> <img src="https://cdn.modrinth.com/data/dLRvLyY3/images/138dc531317fc291c44471533066d6d997d53af8.webp" height="512"> </p>

Swamp

<p align="left"> <img src="https://cdn.modrinth.com/data/dLRvLyY3/images/d794b96b28bf84884902ca2e05504617ee1f9800.webp" height="512"> </p>

Old growth spruce taiga

<p align="left"> <img src="https://cdn.modrinth.com/data/dLRvLyY3/images/a228fa4f9649aea42ae66d9269442686df6521a9.webp" height="512"> </p>

River

<p align="left"> <img src="https://cdn.modrinth.com/data/dLRvLyY3/images/c99e8d83bce571228c71efa6a3f6522551af16d9.webp" height="512"> </p>

🗒️ Recent changes

v1.6.0performance improvements, biome styles, more flexible configuration

Highlights

- ⚡ Fixes: significant speedup (up to ~2×) in structure scanning and pathfinding; - 🌲 Fixes: automatic removal of trees from the road corridor; - 🎨 Fixes: more default presets for vanilla biomes; broad coverage for <code>Biomes O' Plenty</code>; - 🧰 Fixes: - works across dimensions; - road style customization; - lamppost customization; - road width customization; - 🔧 Fixes: new “Debug & Diagnostics (Advanced)” tab in the config; outputs debug messages and pipeline profiler results; - 🐞 Fixes: corrected translation keys for NeoForge.

Compatibility: no world reset required. Save format unchanged. Existing settings are preserved. <code>Biomes O' Plenty</code> support is optional and activates when the mod is present. The “Detailed debug logging” flag is off by default.

v1.5.0Smarter pathfinding, Terrain Analyzer (beta)

Highlights

- 🧭 Localization & data: clearer recognition of mountainous terrain, with new config options and full translations - 🧠 Localization & data: configurable land preference and water behavior (acceptable water level, coastal buffer, max coastal speed) - 🛣️ Localization & data: when a full route can’t be completed, high-progress searches can return the best partial path instead - 🌊 Localization & data: oceans are no longer hard-blocked; default “prohibited biomes” now include <code>#minecraft:is_ocean</code> and <code>#minecraft:is_deep_ocean</code> - 🔒 Localization & data: thread-safe biome selector cache (eliminates race conditions in concurrent scans) - 🔧 Localization & data: correct player direction on the debug map and reliable point teleportation packet handling; RA config tweaks - 🧩 Localization & data: improved boot behavior when Distant Horizons is installed - 🌐 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 — review new pathfinding options if you rely on custom configs.

v1.4.0Add-ons support

Highlights

- 🧩 No changes out of the box: official API so other mods can extend Road Architect (events, read-only core views, and per-world storage). - 📴 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.

v1.3.0Smarter scans & deterministic decorations

Highlights

- 🧠 : post-processing reduces spikes and clamps extreme slopes for cleaner elevation transitions. - 🌐 : major performance boost for large-area scans and many structure types—smoother gameplay, cleaner road graphs, and more reliable structure detection. - 🌲 : post-processing reduces spikes and clamps extreme slopes for cleaner elevation transitions. - 🌐 : consistent, per-path placement of decorations (lamps, buoys, side pieces) across chunk loads—less pop-in and cleaner chunk borders. Also fixes common issues like floating fence posts or off-grid buoys. - 💡 : post-processing reduces spikes and clamps extreme slopes for cleaner elevation transitions. - 🌐 : fresh styles and better fence integration where appropriate. - 🧭 : post-processing reduces spikes and clamps extreme slopes for cleaner elevation transitions. - 🌐 : shows your position and direction (red dot + arrow). - ⚙️ **New settings (*all loaders*): post-processing reduces spikes and clamps extreme slopes for cleaner elevation transitions. - 🌐 Smoother road profiles: post-processing reduces spikes and clamps extreme slopes for cleaner elevation transitions. - 🌐 Localization & UI**: updated strings (EN/RU/ES/FR/DE/ZH) and a small progress-stage label fix (“initialisation”).

Compatibility: No breaking changes; existing worlds remain compatible.

v1.2.0Vanilla loading, convenient settings, visual debug

Highlights

- 🪄 Localizations: dropped `owo-lib` and switched to vanilla rendering (Fabric/Quilt and NeoForge), showing the current pipeline stage. - 🧭 Localizations: pan/zoom, tooltips, and a color legend; in singleplayer, clicking a node teleports to it. Opens with Localizations. - 🧰 Localizations: Localizations on all loaders; Localizations support (Fabric/Quilt); Localizations support (NeoForge). - 🌐 Localizations: English, Russian, Spanish, French, German, Chinese.

Compatibility: No breaking changes; existing worlds remain compatible.

v1.1.0Smoother paths, smarter junctions, cleaner buoys

Highlights

- ⚙️ Pathfinding (A* / ARA*): adjusted heuristic, removed early termination, expanded profiling. - 🏗️ Post-processing: trimming roads near nodes, improved junction merging and stabilization. - 🌊 Buoys: placed only on “clean” water, spaced by real distance, interval increased 12 → 18. - 🔧 Fixed client ↔ server sync when registering command arguments. - 🐛 Fixed swamp style: uses `MOSSY_COBBLESTONE_WALL` instead of `MOSSY_COBBLESTONE`. - 📦 Reduced mod size.

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

❓ 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 — RoadArchitect is fully compatible with <a href="https://modrinth.com/datapack/terralith">Terralith</a>. 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.

🌉 Related mods & inspiration

- **Countered’s Settlement Roads** — generates roads between villages with curving paths and smart A* pathfinding. - **All Roads** — automatically generates roads between villages and other structures; includes waypoints over water.

*Thanks to the authors and the community for pushing this idea forward.*

📜 License

This project is licensed under the Apache License 2.0 — see the Apache License 2.0 file for details. Full license text: %%MD1%%

<p align="center"> <sub>Crafted with ❤️ for the Minecraft community</sub> </p>

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