routes-fabric-2.0.0-beta.1.jar
Curse Maven Snippet
What's new
A beta of Routes 2.0: new worlds open much sooner, nothing stalls the server while land is being built, and the old road generator is retired. 🧪
⚠️ This is a beta. It has not had its full in-game test pass yet. Back up your world before you update, and tell us on Discord or GitHub if anything looks wrong.
⚠️ Breaking
- The classic road generator is gone. A world made with it is frozen: it loads and plays as before, keeps every road, its map paint, zone banners and Nuzlocke zones, and never grows a new road. It is never converted, never gets the new roads laid over its own, and no longer pre-generates its spawn. The Native route generation switch is removed.
- Eight commands that only worked on frozen worlds (
scan,connect,addcity,delcity,weave,repaint,reset,debug structures) now answer with one line that names their replacement, if there is one. /cobblemonroutesis gone;/routesis the only command. Update command blocks and macros.- Add-ons built for an older Routes keep working: the safe-landing and ground-height lookups they use stay as deprecated forwards until the next major.
🚀 Faster worlds
- The land around your spawn is ready when you arrive. Routes surveys the towns around your spawn on the loading screen (Routes: surveying the towns around your spawn), once per world, so the chunks around you load four to five times faster after you join.
- With spawn in city on, your town is no longer built before the world opens. In the automatic speed test the wait went from 139–364 s to 60–103 s. You still wake up in the town.
- Spawn pregeneration generates what it promises, and its progress bar moves at the pace of the work; the chunks of the road ahead are pre-loaded the same way. A new singleplayer world pregenerates its spawn even if you never open the ROUTES tab.
- Towns are found faster: the village checks run side by side and find exactly the same towns.
- The spawn in a city step gives up after three starts instead of freezing the server on every one.
🐛 Fixes
- No more stutters while a new world is being built. Road signs, map markers and the zone banner made the whole server wait for land still being generated. They now wait their turn in the background, and signs that were left blank get their text as soon as their ground loads.
- Joining a server with a huge road map no longer disconnects you.
- Creating a world after leaving another one no longer crashes with Failed to load registries.
- Another mod's world generator failing no longer stops your world from opening: Routes skips the town spawn and names the error in the log.
- Two kinds of settlement can no longer swap towns when they are looked up at the same moment.
- Route markers and a route's first signs stand where the road leaves town, on the real surface, and stay there after you rejoin.
- The loading-screen road waits for your spawn, held just short of full with Routes: placing your spawn and a running count of seconds.
- Tunnels are carved clear through ore and dripstone, tunnel lighting follows its setting, and signposts keep their posts where two roads overlap.
/routes config setrefuses a value it does not know, and Mod Menu names every Routes setting, in English and Spanish.
✨ New
- Descriptive names are back: Route 3: Steep Pass on signposts, waypoints and the zone banner, and A3-Frostpine for enclosed areas. Each has a setting to turn it off, and applies to roads and areas numbered from now on.
- JourneyMap support: the same chunk paint and waypoints you get on Xaero's maps.
- Routes ships its own list of towns, landmarks and structures to ignore, so a pack like the Cobblemon Official Modpack gets roads to its gym entrances with no config, and a data pack can extend it.
/routes renamerenames a town, signs and welcome board included./routes status,list,nearest,zoneandtpwork on the new roads, showing what you have discovered.
🔧 For server owners
- New read-only diagnostics:
/routes debug workers,/routes debug bore,/routes debug forks, and a no town in common line in/routes debug edges. - Failures that used to vanish while building roads are now logged and counted.
- Every change to Routes is now built for both loaders and tested automatically, and a headless speed test, a road fingerprint and a road-quality audit catch a version that moves or worsens your roads before it ships.
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