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Road Architect: Goosker's Patch
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This mod aims to optimize the mod Road Architect so that it runs smoothly and has less bugs.
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Must be installed on both the client and the server.
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This is a performance/bug fix fork. This mod is to be added in place of Road Architect. Full credit goes to the original creator of the mod.
This mod is completely compatible with the config file that the original mod generates, and works seemlessly with Road Architect: Encounters, so this can be used interchangably with the original mod.
There are 3 main fixes that this mod aims to target:
- Reduce the cpu getting hung up causing entity freezing and chunk stalling in game, especially when running the mod in conjunction with an LOD like Distant Horizons. This mod prevents that almost entirely by introducing across-tick asynchronous pathfinding.
- Makes roads generate in a more natural, weaving pattern instead of the occaisional straight shot, making the roads more naturally bendy and windy.
- Prevents deletion of structures the roads generate past or into, prioritizing the structure gen over the pathway gen. See github issue here: https://github.com/Shadscure/RoadArchitect/issues/51
Bonus Features
- This mod also adds compatibility with Countered's Terrain Slabs and generates vanilla slabs too so there is no need to put their slab variants in via the config unless you want the pathway to look more textured
- Added road pathway generation compatibility with Terralith structures and all mods included in the modpack "Goosker's Medieval Modpack"
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- The way this mod was reworked, paths will spawn in AFTER your chunk loads in (in most cases)
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