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Routes

Physical roads generated in world-gen that connect your world's structures - named routes, towns and areas, with waypoints and full Xaero map integration.
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routes-neoforge-1.2.45.jar

File nameroutes-neoforge-1.2.45.jar
Uploader
shieroshiero
Uploaded
Aug 22, 2026
Downloads
157
Size
534.3 KB
Mod Loaders
NeoForge
File ID
8706863
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:routes-1584243:8706863"

Learn more aboutΒ Curse Maven

What's new

Roads that arrive properly: staircases with a way out, shorelines that stay near the water, and towns whose names come from every region. πŸ›£οΈ

  • Staircases lead somewhere. A road climbing into a bank used to lay its steps straight into the hillside and stop β€” three stairs facing a wall of dirt. The doorway at the top is cut now.
  • Roads meet a town at the town's own level. The last stretch into a settlement used to trace whatever ground was under it and give up the moment it disagreed by more than two blocks, which left a step at the gate β€” worst of all where the road arrived from a tunnel. It grades between the two ends now, cutting and filling to arrive level with the street.
  • Coming out of the water is gentler. A crossing used to rear up onto its bank at full tilt and read as a mound; the climb is spread over twice the distance and hugs the waterline for longer.
  • Water crossings are marked on both sides. A stone that fell in the next chunk over was quietly dropped and nobody ever placed it, so diagonal crossings came out marked down one side only.
  • Every settlement decides how many roads it wants, between one and four, instead of the whole world sharing one number. Hamlets with a single way out, crossroads towns with four.
  • Town names from every region. With Cobblemon installed the pool covers Kanto through Paldea instead of three regions.
  • Signposts sit at the right height. Hanging signs hang above head height instead of in your face; boards read at eye level instead of over your head. Lamp posts are one block tall, not three.
  • Roadside camps have no lamp β€” the campfire is the light β€” and the chest that sometimes stands beside one is now genuinely rare, and no longer announces itself to Lootr.
  • Roads break the plants in their way, including cocoa, apricorns and wildflowers, instead of treating them as somebody's build and stopping. Farm crops are still left alone.
  • The load says what it is doing. Surveying, graphing, planning or drawing, with counts and timings β€” it was written for the loading screen years ago and read by nobody.

Everything else since 1.1.6

Routes was rebuilt around Minecraft's own world generation in the meantime, and forty versions of it went by without a release. The short of each, newest first β€” the full detail is in CHANGELOG.md in the repository:

  • 1.2.44 β€” Somebody left a chest at the campfire. 🧰
  • 1.2.43 β€” Bridges are built out of the wood that grows where they stand, their steps meet the bank instead of starting a block above it, and stairs turn corners properly on a chunk seam. πŸŒ‰
  • 1.2.42 β€” Nothing changes for a player. Under the hood, the settlement survey can now be asked its question from inside world generation, which is what lets an add-on generate a structure at a spot the road network decides β€” the Elite Four, in Cobblemon Nuzlocke & Soul Link. πŸ”§
  • 1.2.41 β€” The town marker sits ON the waystone. πŸ“
  • 1.2.40 β€” Junctions that stand somewhere, bridges you can climb onto, and trees taken whole. πŸŒ‰
  • 1.2.39 β€” Groundwork for add-ons that change world rules in play. βš™οΈ
  • 1.2.38 β€” Towns that are really there. 🏘️
  • 1.2.37 β€” Towns say hello. πŸͺ§
  • 1.2.36 β€” Town markers sit on the waystone. πŸ“
  • 1.2.35 β€” Stone railings. 🧱
  • 1.2.34 β€” The "Cities include" checklist finally works both ways. 🏘️
  • 1.2.33 β€” The End stops counting as a town, and the lights calm down. 🏘️
  • 1.2.32 β€” Roads that get built at all, and a generator that stops asking the same question twice. ⚑
  • 1.2.31 β€” Steps you can actually walk, ladders where a step will not do, and towns that announce themselves again. πŸͺœ
  • 1.2.30 β€” Junctions you can walk through, roads that climb, and towns you arrive at instead of through. πŸ›€οΈ
  • 1.2.29 β€” Signposts you can read from the road, and towns you can name. πŸͺ§
  • 1.2.27 β€” The world closes. πŸͺ§
  • 1.2.26 β€” /routes settlement connect completes the coordinates for you. 🏘️
  • 1.2.25 β€” A road you can find on the map, and one that stops leaving things in the air. πŸ—ΊοΈ
  • 1.2.24 β€” Put a town where you want one. 🏘️
  • 1.2.23 β€” Roads join a village where its streets already end. πŸ›€οΈ
  • 1.2.22 β€” The mod's markers arrive in one place, and it is the place you are looking at. πŸ“
  • 1.2.21 β€” Both sides of a signpost point the same way. πŸͺ§
  • 1.2.20 β€” Counting the road network instead of guessing at it. πŸ”
  • 1.2.19 β€” Exploring stops costing what it did. πŸ—ΊοΈ
  • 1.2.18 β€” A crossing stays a crossing, and nothing balances on a step. πŸŒ‰
  • 1.2.17 β€” Walking down a hill is the same staircase as walking up it. πŸͺœ
  • 1.2.16 β€” The bridge audit says what it found, not just what it missed. πŸ”Ž
  • 1.2.15 β€” A road stops mistaking its own steps for someone else's wall. πŸͺ¨
  • 1.2.14 β€” Roads you can see, staircases that turn, and a bridge that can be inspected. πŸŒ‰
  • 1.2.13 β€” The survey stops being redone from scratch. πŸ—ΊοΈ
  • 1.2.8 β€” One signpost, built out of the forest it stands in. πŸͺ§
  • 1.2.7 β€” Generating a chunk stops waiting for a road. ⏱️
  • 1.2.6 β€” Every road knows its own name. πŸ›£οΈ
  • 1.2.5 β€” Roads that meet the ground properly. πŸŒ‰

Closes #75, #77, #113, #132, #133, #134, #135, #136, #137, #138, #145, #146, #149.

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