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Endless Highways
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Infinite procedurally generated roads with turns, dead ends, tunnels, and supported bridges.
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Runs entirely on the server. Also works in singleplayer.
Must be installed on both the client and the server.
Varies by version.
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Description
Procedurally generated tracks that stretch infinitely across your world, branching and twisting as you explore. No two paths are the same — turns, forks, and dead ends generate on the fly, creating routes that never end and never repeat.
Features
- Infinite generation — tracks extend endlessly as you travel, generated dynamically ahead of the player
- Turns & forks — the path curves naturally and splits into multiple branches
- Dead ends — not every branch leads somewhere; some routes simply stop
- Tunnels — automatically carved through terrain when the track meets elevation changes
- Supported bridges — realistic support pillars hold the track up when crossing valleys and low terrain
Roadmap
v1
- Improved bridge design
- Biome-dependent pillar/support variations
- Externalized config file
v2
- Multiple bridge design variants
- Unusual bridge types (collapsed sections, wrecks, abandoned vehicles)
- Compatibility with Aeronautics and other mods (spawning structures/vehicles on bridges based on those mods)
- Roadside structures (houses, gas stations, parking lots)
v3
- Generation rework — main highway + secondary/side roads
Feedback & Contributions
Got ideas, found a bug, or want to suggest a feature? Feel free to reach out — feedback and suggestions are always welcome and help shape the roadmap above.
Procedurally generated tracks that stretch infinitely across your world, branching and twisting as you explore. No two paths are the same - turns, forks, and dead ends generate on the fly, creating routes that never end and never repeat.
Features
Infinite generation - tracks extend endlessly as you travel, generated dynamically ahead of the player Turns&forks - the path curves naturally and splits into multiple branches Deadends - not every branch leads somewhere; some routes simply stop Tunnels - automatically carved through terrain when the track meets elevation changes Supported bridges - realistic support pillars hold the track up when crossing valleys and low terrain
Roadmap
v1
- Improved bridge design
- Biome-dependent pillar/support variations
- Externalized config file
v2
- Multiple bridge design variants
- Unusual bridge types (collapsed sections, wrecks, abandoned vehicles)
- Compatibility with Aeronautics and other mods (spawning structures/vehicles on bridges based on those mods)
- Roadside structures (houses, gas stations, parking lots)
v3
- Generation rework - main highway + secondary/side roads
Feedback & Contributions
Got ideas, found a bug, or want to suggest a feature? Feel free to reach out — feedback and suggestions are always welcome and help shape the roadmap above.
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