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- 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
- 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
- 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
- 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
- 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
- This mod (2.0.6+) is compatible with Tectonic-V2 / Epic Terrain / Terralith, but incompatible with Tectonic-V3
- 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
- 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
Based on Countered's Settlement Roads, map inspired by RoadArchitect.
- More roadside decorations?
- Link multiple structure types
- Link biomes?
- More beautiful buildings?
- Road events?
- Custom linking
- Main road system?
- Slab transitions
- Bezier curve smoothing
Note
- 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