Moog's Paths 1.1.0-26.1+ [NEOFORGE]
Curse Maven Snippet
What's new
Paths now lead to structures!
Added
- Roads lead out from the ends of village streets, styled to their biome
- Trails lead from the doors of witch huts and jungle temples
- Towns and Towers villages get roads too
- Four Moog's Voyager Structures houses get a path up to their door
- A rarity slider for each path, in the config or in game with Cloth Config
- Datapacks can start paths at any structure, door or street end
- Minecraft 26.3 support (Fabric and NeoForge)
- Players without the mod can join Forge servers that have it
Changed
- Paths appear in modded biomes from Terralith, Biomes O' Plenty and Regions Unexplored
- Dirt roads also run through snowy taigas
- Paths on 1.20 generate in the background, so worlds load faster
/paths locatefinds structure roads, works from the console and puts you on the path- Uses less memory on 1.21 and newer
- Datapack
spacingandfadenow count blocks, as the guide says
Fixed
- Paths no longer cut through houses, farms, doors or chests
- Bushes no longer grow on paths
- Flowers line paths near spawn too
- No roads to temples or huts that YUNG's mods replace
- Long-running servers no longer slow down as paths pile up
- Paths from one world no longer turn up in the next
- Paths stay in the overworld on Forge and NeoForge
- Flowers grow along plains paths on 1.20 and 26.1
- 1.20 Fabric asks for a newer Fabric Loader instead of generating no paths
- Dirt paths no longer stack or sit under blocks
- Mushroom paths now generate
/paths locateno longer points into water

This mod has no additional files

