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Cobblemon Routes

Create routes for cooblemon

File Details

cobblemon_routes-neoforge-0.67.0.jar

  • B
  • Jun 25, 2026
  • 250.59 KB
  • 15
  • 1.21.1
  • NeoForge

File Name

cobblemon_routes-neoforge-0.67.0.jar

Supported Versions

  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:cobblemon-routes-1584243:8319501"
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Fixed — route elevation, waystone names, arrival banner

  • Routes no longer arrive on the rooftops of cities, and the exaggerated Y jumps are gone. The route frontier carried its starting Y forward instead of following the terrain, so tunnels bored at the wrong height and a mountain-crossing road kept the mountain's elevation all the way into a lower city. The frontier now re-anchors to the actual ground at the end of each segment, so routes descend toward a city instead of landing on its roof. Tunnels also trigger on a smaller climb (rise ≥ 6, was 8) for flatter roads through hills.
  • No more nameless waystones. A GenerateWaystoneNameEvent hook gives any blank waystone (our spawn waystone, or any the pack left unnamed) a deterministic city name; real structure/town names (e.g. "Camphrier Town") are kept. Already-placed blank waystones are also named when first activated.
  • The "Now entering …" banner always matches the waystone now. It only fires for a REAL (waystone- or structure-confirmed) name, never a predicted placeholder — so it no longer announces a made-up name that differs from the waystone you actually see.

Diagnostics

  • Xaero chunk-paint: the client now logs how many cities/routes it received, and logs once when the highlighter actually paints a chunk — to pinpoint, in-game, whether a missing tint is a data or a render problem (registration itself already succeeds).