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.
Does not follow a specific thematic focus apart from vanilla Minecraft.
Features a central focus of farming and villages/ homesteading.
Includes a large focus on traversing worlds with enhanced world generation, structures, dungeons, and more for players to find unique loot.
Contains enhancements to village mechanics, expanding on existing features or adding entirely new ones.
Features structures of no particular theme, or meant as background decoration.
General improvements to world generation, such as bug fixes, aesthetic overhauls, or misc additions.
Includes quality of life improvements and small tweaks to enhance and customize gameplay.
Forge is a popular mod loader for versions 1.1+ of Minecraft.
Neoforge is a fork of the Minecraft Forge available for versions 1.20.1+ of Minecraft. Many Forge mods are compatible with Neoforge and vice versa.
Fabric is a mod loader for versions 1.14+ of Minecraft, particularly popular for client side and optimization mods.
Quilt is a fork of the Fabric mod loader. Many Fabric mods are compatible with Quilt and vice versa.
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Must be installed on both the client and the server.
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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
- RoadArchitect Encounters: Modrinth / Curseforge / Github
📷 Screenshots
Plains (with lamp decorations)

Plains

Savanna

Desert

Forest

Cherry grove (with lamp decorations)

Cherry grove

Taiga

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_oceanand#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-liband 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_WALLinstead ofMOSSY_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
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
- RoadArchitect Encounters: Modrinth / Curseforge / Github
📷 Screenshots
Plains (with lamp decorations)
Plains
Savanna
Desert
Forest
Cherry grove
Cherry grove (with lamp decorations)
Taiga
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_oceanand#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-liband 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
- ⚙️ 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_WALLinstead ofMOSSY_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
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