RoadArchitect

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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RoadArchitect

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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

- 🏘 Terralith-ready of villages and other structures - 🎨 Terralith-ready for better immersion - 🧭 Terralith-ready using A* with terrain caching - 💾 Terralith-ready — roads remain between sessions - 🔄 Terralith-ready, minimal setup - 🧰 Terralith-ready via Terralith-ready *(required on Fabric / Quilt / NeoForge)* - 🌐 Terralith-ready included: English, Russian, Ukrainian, Spanish, French, German, Chinese - 🛰 Terralith-ready with pan/zoom, tooltips, and a color legend; in singleplayer, clicking a node teleports to it (default hotkey Terralith-ready) - 🗺 Terralith-ready — works out of the box with the Terralith world-generation datapack

🧩 Add-ons

- RoadArchitect Encounters: RoadArchitect Encounters / %%MD1%% / %%MD2%%

📷 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

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

Highlights

- ⚡ Fixes: significant speedup (up to ~2×) in structure scanning and pathfinding; - 🌲 Fixes: automatic removal of trees from the road corridor; - 🎨 Fixes: more default presets for vanilla biomes; broad coverage for <code>Biomes O' Plenty</code>; - 🧰 Fixes: - works across dimensions; - road style customization; - lamppost customization; - road width customization; - 🔧 Fixes: 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. <code>Biomes O' Plenty</code> 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

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

- 🧩 No changes out of the box: 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

- 🧠 : post-processing reduces spikes and clamps extreme slopes for cleaner elevation transitions. - 🌐 : major performance boost for large-area scans and many structure types—smoother gameplay, cleaner road graphs, and more reliable structure detection. - 🌲 : post-processing reduces spikes and clamps extreme slopes for cleaner elevation transitions. - 🌐 : 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. - 💡 : post-processing reduces spikes and clamps extreme slopes for cleaner elevation transitions. - 🌐 : fresh styles and better fence integration where appropriate. - 🧭 : post-processing reduces spikes and clamps extreme slopes for cleaner elevation transitions. - 🌐 : shows your position and direction (red dot + arrow). - ⚙️ **New settings (*all loaders*): post-processing reduces spikes and clamps extreme slopes for cleaner elevation transitions. - 🌐 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

- 🪄 Localizations: dropped `owo-lib` and switched to vanilla rendering (Fabric/Quilt and NeoForge), showing the current pipeline stage. - 🧭 Localizations: pan/zoom, tooltips, and a color legend; in singleplayer, clicking a node teleports to it. Opens with Localizations. - 🧰 Localizations: Localizations on all loaders; Localizations support (Fabric/Quilt); Localizations 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 Apache License 2.0 file for details. Full license text: %%MD1%%

<sub>Crafted with ❤️ for the Minecraft community</sub>

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