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Description
Disclaimer: This fork adds support for Tectonic v3 only. No other improvements over the original RoadWeaver have been implemented (yet?).
RoadWeaver with Tectonic v3 support
This is a fork of the original RoadWeaver by shiroha, with support for Tectonic v3. All credit for the original mod belongs to its creator.
RoadWeaver
A Minecraft mod that automatically generates beautiful roads between villages or custom structures.
Key Features
1. Smart Road Generation
- Intelligent Pathfinding: Multiple pathfinding algorithms that avoid steep and dangerous areas; adjusts routes based on terrain height, biomes, and ground stability
- Bezier Curves: Applies Bezier curve smoothing to polyline paths, creating natural smooth curves and avoiding sharp turns
- Multiple Road Types:
- Artificial roads: (stone bricks, slabs), (dirt, mud bricks), etc., or customize your own in the preset editor
- Natural roads: Biome-adaptive road materials
- Obstacle Avoidance: Cuts, fills terrain and removes trees to ensure road passability
- Tunnel & Bridge System: Tunnels through mountains, bridges over water
- Slab System: Fills slabs at elevation changes to improve passability
- Road Foundation: Smoothly interpolates surrounding height field based on road elevation, fills foundation only when road is above original terrain, creating natural convex slopes that blend seamlessly with the landscape
2. Decoration System
- Lamp System: Redstone lamps with automatic day/night control
- Signpost System: Distance markers and directional signs
- Roadside Structure Decorations: Randomly generates benches, campfires and other decorative structures along roads
3. Configuration Options
- Performance Optimization: Multi-threaded async generation with concurrency control; height and terrain caching to reduce redundant calculations
- Multiple Network Planning Algorithms: KNN (sparsest) / Delaunay (densest) / RNG (balanced)
- Multiple Pathfinding Algorithms: A* / Bidirectional A* / Fluid Simulation
- Road Block Customization: Mix and match in the preset editor
4. Visualization Tools
- Visual Debugging: Road network map; status colors (planned/generating/completed/failed); interactions (drag, zoom, right-click teleport); statistics for road count, length and status
- Manual Link Mode: Plan road networks according to your preferences
Compatibility
- New versions (2.0.0+) completely abandon the old
/locatecommand search mechanism, no longer blocking the game main thread - Structure prediction, road network planning and pathfinding all run in dedicated thread pools; main thread only handles driving and result application
Known Compatibility & Performance Issues
- This fork supports Tectonic 3.0.28 on NeoForge 1.21.1, including custom terrain height limits and alternate noise scaling. See the Tectonic 3 guide and configuration reference.
- Existing chunks and roads are preserved when updating. Roads appear as new chunks generate; previously explored chunks are not paved retroactively.
- This mod relies on vanilla mechanics, so it's incompatible with mods that overhaul vanilla mechanics like TerraFirmaCraft: The Next Generation
Incompatibility symptoms:
- Extremely slow road generation
- Very slow or blank map data loading
- Map shows roads as generated but nothing appears when approaching
Performance factors:
- World terrain complexity
- Pathfinding step size and weight configuration
- Concurrent road generation count and thread pool size
Usage
- Auto Generation: Roads automatically generate between structures after entering the world
- Road Network Map: Press H to open the debug map and view the road network
- Configuration: Cloth Config API settings screen (built-in since 2.0.2), accessible from the world creation screen or by pressing H in-game and clicking the top-right corner
Inspiration
Based on Countered's Settlement Roads, map inspired by RoadArchitect.
Future Plans
- More roadside decorations?
- ✔️ Link multiple structure types
- Link biomes?
- More beautiful buildings?
- Road events?
- ✔️ Custom linking
- Main road system?
- ✔️ Slab transitions
- ✔️ Bezier curve smoothing
Notes
- The more structures configured to locate when loading a world, the longer world creation takes, but the more complete the road network
- Roads cannot generate on already-loaded chunks, so don't approach road segments before they finish generating
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