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All Roads Lead to Rome

Entity pathfinding and more performance optimizer
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arlr-1.2.0-26.2-fabric.jar

File namearlr-1.2.0-26.2-fabric.jar
Uploader
ExersExers
Uploaded
Oct 12, 2026
Downloads
20
Size
45.0 KB
Mod Loaders
Fabric
File ID
9148877
Type
R
Release
Supported game versions
  • 26.2

Curse Maven Snippet

Fabric

modImplementation "curse.maven:all-roads-lead-to-rome-1590648:9148877"

Learn more about Curse Maven

What's new

1.2.0


Pathfinder is now called All Roads Lead To Rome (ARLR).

Before Updating:
- Make sure to remove the old Pathfinder jar.
- Delete `config/pathfinder-common.toml`. The new config file is `config/arlr-common.toml`.

More loaders and Minecraft versions

- Minecraft 1.20.1: Fabric and Forge. The Forge jar also works on NeoForge 1.20.1.
- Minecraft 1.21.1, 1.21.11, 26.1.2, 26.2 and 26.3: Fabric and NeoForge.
- On Fabric you need Fabric API. Forge Config API Port is optional: install it to get the in game cofig
  file. Without it the mod uses the Balanced profile.

Performance profiles

After a lot of testing time and data, floor and ceiling values have now been determined, these profiles ensure a working stable environment offering different performance defaults, as a tradeoff the Agressive profile being the ceiling tested as to how far can arlr be pushed without breaking the game and only often showing minor changes like delays in out of combat behavior at most. Going values beyond the agressive is not recommended but does can further increase performance.

- **LIGHT**: closest to vanilla. Same tuning as the old Pathfinder defaults.
- **BALANCED** (default): bigger savings that are still hard to notice.
- **AGGRESSIVE**: the biggest savings. Animals far from players wander around less.
- **CUSTOM**: set every value yourself in the `[custom]` section.

Villagers

- Villagers no longer keep checking beds and job blocks they cannot reach, before they tried
  again about every 12 seconds, forever, instead, now they wait a little longer after each failed try up
  to a limit set by the profile. New beds and job blocks are still claimed right away.
- When a villager cannot find any path to where it wants to walk, it no longer searches for the
  same spot again on the very next tick. (This made a loop rather than helping actual performance)

Bug fixes

- Crowded spots fix: villagers could ignore beds and job blocks they were able to reach, when too many mobs were
  looking for paths at the same time, ARLR made the villager wait and the villager took that as
  "unreachable" and stopped trying for a while. Bed and job block searches are never made to
  wait anymore.
- Golem spawn fix: far away villagers that were idle or sleeping remembered things for too long, for example
  "I saw an iron golem recently" could last several times longer than normal, which slowed down
  iron golem spawning.
- Animals following a player or looking for a mate asked for a path every tick without doing any
  work, and each of those calls still used up one of the path searches allowed per tick, villagers
  could be left with none so now only searches that actually run count toward the limit.
- When the limit made a villager wait for a path, the mod remembered that as a failed walk and
  skipped that destination for a while, villagers getting up at dawn could stand still for no
  reason. Waiting is no longer counted as a failure.

Removed

- The setting that made mobs wait longer after a failed path search is gone. (this the one that made the loop)

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