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Archetect

A modern rebuild of the classic Schematica. Save any build and load it back as a translucent ghost you can build inside, by hand or with the Printer. Reads .schem, .litematic and .schematic, plus its own .archetect.
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Archetect 1.1+26.1.2

File nameArchetect-1.1-26.1.2.jar
Uploaded
Nov 8, 2026
Downloads
7
Size
264.7 KB
Mod Loaders
Fabric
File ID
9516740
Type
R
Release
Supported game versions
  • 26.1.2

Curse Maven Snippet

Fabric

modImplementation "curse.maven:archetect-1792675:9516740"

Learn more about Curse Maven

What's new

Changelog

All notable changes to Archetect are documented here.

[1.1] - 2026-07-29

Added

  • Settings menu (Ghost Opacity, Render Distance, Z-Fight Offset, Highlight Air, Place Adjacent Only), persisted to config/archetect/settings.json.
  • Live build validation for the ghost preview: a position disappears once the real world matches it exactly, turns red if a different block occupies it, and turns yellow if the right block is there but facing the wrong way (or otherwise has the wrong blockstate).
  • "Open Folder" button on the Load Schematic screen, opening config/archetect/schematics/ in the system file browser.
  • /archetect help [page] - a paginated, colored in-chat reference for keybinds, the selection tool, and the schematics folder. The same content is written to config/archetect/README.md on every launch, so the two can never drift apart.
  • Best-effort recovery when loading legacy .schematic files that contain a block id with an unmapped metadata value (previously a hard failure): substitutes that block id's lowest known variant and logs the substitution, so one stray byte no longer blocks loading an otherwise-valid file.
  • Custom mod icon.

Changed

  • All of Archetect's files now live under one root, config/archetect/ (schematics/, logs/, settings.json, README.md), instead of being scattered across the game directory.
  • Keybinds reordered in the Controls screen into a logical sequence (Open Schematic Controls, Open Load Panel, Open Save Panel, Open Settings, Move Here, Toggle Layer Mode, Layer Up, Layer Down, Toggle Printer), with sensible non-conflicting defaults instead of everything being unbound.
  • Layers stepper row redesigned: label on the left, current value right-aligned on the same row.
  • Consolidated duplicated GUI code (the coordinate-row builder shared by the Control and Save screens, and the centered/right-aligned label helpers used across three screens) into a single shared class.

Fixed

  • The selection tool's overlay (and its click handlers) were incorrectly active by default from the moment the game launched, rather than only after the Save screen had been opened at least once.

Performance

  • Rewrote ghost rendering to use persistent GPU buffers instead of rebuilding vertex data every frame - a schematic with millions of blocks on screen now holds full framerate instead of crashing or dropping to single-digit FPS.
  • Added frustum and render-distance culling for the ghost preview.
  • Schematic builds are now asynchronous and incremental (off-thread bucketing, budgeted per-frame GPU upload) - loading or rotating a very large schematic no longer freezes the game.
  • Added hidden-face culling between adjacent ghost blocks - roughly 13-20x faster full rebuilds and dramatically higher steady-state FPS for dense structures.

Removed

  • Unused debug/example code left over from early development (a loader-verification harness, a raw NBT dumper, and two unmodified Fabric-template mixin stubs).

Verified

  • Compatibility with Sodium 0.9.1 and Iris 1.11.2 confirmed: clean launch, no mixin conflicts, correct ghost rendering, no measurable FPS regression.

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