RoadArchitect

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RoadArchitect

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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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Village & Farm Life
Adventure/Exploration
Village Improvements
Misc Structures
World Gen Improvements
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Minecraft

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Where It Runs
Client and Server

Must be installed on both the client and the server.

About

Project Details

Type
Mod
License
Apache License 2.0
Latest Version
RoadArchitect v1.6.6+1.20.1 [Fabric/Quilt]
Authors
CurseForge
Modrinth

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About

Description

RoadArchitect icon

Modrinth CurseForge Discord GitHub

Latest release

RoadArchitect

RoadArchitect is a mod that automatically scans the world for villages and other structures, connecting 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:  RoadArchitect Wiki


Features

  • 🏘 Automatic detection of villages and other structures
  • 🎨 Biome-aware road styles for better immersion
  • 🧭 Smart pathfinding using A* with terrain caching
  • 💾 Persistent network — roads remain between sessions
  • 🔄 Fully automated, minimal configuration required
  • 🧰 Configurable via Cloth Config (required on Fabric / Quilt / NeoForge)
  • 🌐 Localization: English, Russian, Ukrainian, Spanish, French, German, Chinese
  • 🛰 Visual road-graph debugger with pan/zoom, tooltips, and a color legend; in singleplayer, clicking a node teleports to it (default hotkey H)
  •  🗺 Terralith-ready — works out of the box with the Terralith world-generation datapack

🧩 Add-ons


📷 Screenshots

Plains (with lamp decorations)

Plains

Savanna

Desert

Forest

Cherry grove (with lamp decorations)

Cherry grove

Taiga

RoadArchitect icon

Swamp

Old growth spruce taiga

River


📜 Recent changes

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

✨ Highlights

  • ⚡ Performance: significant speedup (up to ~2×) in structure scanning and pathfinding;
  • 🌲 Route clearing: automatic removal of trees from the road corridor;
  • 🎨 Biome styles: more default presets for vanilla biomes; broad coverage for Biomes O' Plenty;
  • 🧰 Configuration:
    • works across dimensions;
    • road style customization;
    • lamppost customization;
    • road width customization;
  • 🔧 Debugging: 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. Biomes O' Plenty support is optional and activates when the mod is present. The “Detailed debug logging” flag is off by default.

v1.5.0 — Smarter pathfinding, Terrain Analyzer (beta)

✨ Highlights

  • 🧭 Terrain Analyzer (beta): clearer recognition of mountainous terrain, with new config options and full translations
  • 🧠 Pathfinding controls: configurable land preference and water behavior (acceptable water level, coastal buffer, max coastal speed)
  • 🛣️ Partial paths: when a full route can’t be completed, high-progress searches can return the best partial path instead
  • 🌊 Safer defaults: oceans are no longer hard-blocked; default “prohibited biomes” now include #minecraft:is_ocean and #minecraft:is_deep_ocean
  • 🔒 Stability: thread-safe biome selector cache (eliminates race conditions in concurrent scans)
  • 🔧 Fixes: correct player direction on the debug map and reliable point teleportation packet handling; RA config tweaks
  • 🧩 Compatibility: 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.

v1.4.0 — Add-ons support

✨ Highlights

  • 🧩 Add-ons support: 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.;

v1.3.0 — Smarter scans & deterministic decorations

✨ Highlights

  • 🧠 Smarter scanning: major performance boost for large-area scans and many structure types—smoother gameplay, cleaner road graphs, and more reliable structure detection.
  • 🌲 Deterministic decorations: 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.
  • 💡 New Lamp decorations: fresh styles and better fence integration where appropriate.
  • 🧭 Debug map: shows your position and direction (red dot + arrow).
  • ⚙️ New settings (all loaders):
    • Lamp interval
    • Side decoration interval
    • Buoy interval
    • Mask erosion near land/water transitions
    • Toggle for deterministic decorations
  • 🛤️ 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.

v1.2.0 — Vanilla loading, convenient settings, visual debug

✨ Highlights

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

Compatibility: No breaking changes; existing worlds remain compatible.

v1.1.0 — Smoother paths, smarter junctions, cleaner buoys

✨ Highlights

  • ⚙️ Improved pathfinding (A* / ARA*): adjusted heuristic, removed early termination, expanded profiling.
  • 🏗️ Post-processing: added trimming of roads near nodes, improved junction merging and stabilization.
  • 🌊 Buoys: now placed only on “clean” water, spaced by real distance, with increased interval (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.


🌉 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 LICENSE file for details.
Full license text: Apache 2.0

Crafted with ❤️ for the Minecraft community

RoadArchitect icon

Modrinth   CurseForge   Discord   GitHub

Latest release

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: RoadArchitect Wiki

✨ Features

  • 🏘 Automatic detection of villages and other structures
  • 🎨 Biome-aware road styles for better immersion
  • 🧭 Smart pathfinding using A* with terrain caching
  • 💾 Persistent network — roads remain between sessions
  • 🔄 Fully automated, minimal setup
  • 🧰 Configurable via Cloth Config (required on Fabric / Quilt / NeoForge)
  • 🌐 Localization included: English, Russian, Ukrainian, Spanish, French, German, Chinese
  • 🛰 Visual road-graph debugger with pan/zoom, tooltips, and a color legend; in singleplayer, clicking a node teleports to it (default hotkey H)
  • 🗺 Terralith-ready — works out of the box with the Terralith world-generation datapack

🧩 Add-ons

📷 Screenshots

Plains (with lamp decorations)

6396ec0041c37f3a716514a5622a438c7d5aa838.webp

Plains

36c5f56757f8d448dc00cffddbd3ac129cb2bb91.webp

Savanna

4b3da6120c5ff2e47f76a8c30fc501b09f19fdff.webp

Desert

295ab7327a26e0178f709c9ea4ea4e884607b5fe.webp

Forest

827177b77f8dfdbdd7d066a0d5f810645b51f172.webp

Cherry grove

45a4421507316e4a5c8a945f7689804dd054821a.webp

Cherry grove (with lamp decorations)

ad851b4b32f62f165b6e37b3c26fffaf36129ff8.webp

Taiga

138dc531317fc291c44471533066d6d997d53af8.webp

Swamp

d794b96b28bf84884902ca2e05504617ee1f9800.webp

Old growth spruce taiga

a228fa4f9649aea42ae66d9269442686df6521a9.webp

River

c99e8d83bce571228c71efa6a3f6522551af16d9.webp

🗒️ Recent changes

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

Highlights

  • Performance: significant speedup (up to ~2×) in structure scanning and pathfinding;
  • 🌲 Route clearing: automatic removal of trees from the road corridor;
  • 🎨 Biome styles: more default presets for vanilla biomes; broad coverage for Biomes O' Plenty;
  • 🧰 Configuration:
    • works across dimensions;
    • road style customization;
    • lamppost customization;
    • road width customization;
    • 🔧 Debugging: 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. Biomes O' Plenty 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

  • 🧭 Terrain Analyzer (beta): clearer recognition of mountainous terrain, with new config options and full translations
  • 🧠 Pathfinding controls: configurable land preference and water behavior (acceptable water level, coastal buffer, max coastal speed)
  • 🛣️ Partial paths: when a full route can’t be completed, high-progress searches can return the best partial path instead
  • 🌊 Safer defaults: oceans are no longer hard-blocked; default “prohibited biomes” now include #minecraft:is_ocean and #minecraft:is_deep_ocean
  • 🔒 Stability: thread-safe biome selector cache (eliminates race conditions in concurrent scans)
  • 🔧 Fixes: correct player direction on the debug map and reliable point teleportation packet handling; RA config tweaks
  • 🧩 Compatibility: 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

  • 🧩 Add-ons support: 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

  • 🧠 Smarter scanning: major performance boost for large-area scans and many structure types—smoother gameplay, cleaner road graphs, and more reliable structure detection.
  • 🌲 Deterministic decorations: 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.
  • 💡 New Lamp decorations: fresh styles and better fence integration where appropriate.
  • 🧭 Debug map: shows your position and direction (red dot + arrow).
  • ⚙️ New settings (all loaders):
    • Lamp interval
    • Side decoration interval
    • Buoy interval
    • Mask erosion near land/water transitions
    • Toggle for deterministic decorations
    • 🛤️ 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

  • 🪄 Progress screen: dropped owo-lib and switched to vanilla rendering (Fabric/Quilt and NeoForge), showing the current pipeline stage.
  • 🧭 Road-graph debug screen: pan/zoom, tooltips, and a color legend; in singleplayer, clicking a node teleports to it. Opens with H.
  • 🧰 Settings: Cloth Config on all loaders; Mod Menu support (Fabric/Quilt); Catalogue 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 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.

🌉 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 LICENSE file for details.
Full license text: Apache 2.0

Crafted with ❤️ for the Minecraft community

Screenshots

Gallery

  • Savanna
    Savanna
  • Desert
    Desert
  • Cherry grove
    Cherry grove
  • Old growth spruce taiga
    Old growth spruce taiga
  • Plains
    Plains
  • Forest
    Forest
  • Taiga
    Taiga
  • Swamp
    Swamp
  • River
    River
  • Taiga
    Taiga
  • Desert
    Desert
  • Plains
    Plains
  • Cherry grove
    Cherry grove
  • Savanna
    Savanna
  • Plains (with lamp decorations)
    Plains (with lamp decorations)
  • Forest
    Forest
  • Old growth spruce taiga
    Old growth spruce taiga
  • Cherry grove (with lamp decorations)
    Cherry grove (with lamp decorations)
  • River
    River
  • Swamp
    Swamp

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~170,000
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Modrinth
~78,000
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