🗺️ Routes
Your world has towns. It should have roads between them.
Routes builds a real road network during world generation — physical, signposted, named and lit — running from one settlement to the next across whatever terrain is in the way. It bridges rivers, bores tunnels through mountains and lays paved channels across open water, so the map between two towns stops being a gap you cross and becomes a place you travel.
Works on a plain Minecraft world, and picks up the towns your modpack adds without being told.
✨ What you get
- 🛣️ A road network that plans around the ground — terrain-aware pathfinding lays 3–5 block roads, built incrementally as you explore and picked up again after a restart.
- 🏘️ You choose what counts as a town — a checklist built from the structures your world actually has, grouped by the mod each one came from. Villages by default; your pack's own settlements are right there in the list.
- 🌉 Bridges, tunnels and water crossings — a river gets a deck, a mountain gets a bore with lanterns in it, and open water gets a swimmable channel with a paved, lit bed and marker rocks down both sides of the lane.
- 🪧 Every road has a name and says so — Route 3: Steep Pass on the signposts and the map (the descriptive half is a setting), junction signs where roads meet, and a welcome board on the way into town.
- 🔵 Loops enclose named areas — as the network closes rings between nearby towns, the ground they surround becomes a numbered, named region (A3-Frostpine; the name is a setting).
- 🔦 Each road has its own look — surface material and lighting are decided per route, so most are lit and the occasional dark one keeps exploring spooky. All of it overridable.
- ⛺ Somewhere to stop — campfire camps along the longer stretches, with supplies.
- 🏙️ You start in a town — world spawn moves to a real settlement, already on the network.
All of it is configurable — per world when you create it, and in game once you are in it, in English and Spanish.
🗺️ Map integration (optional)
With Xaero's Minimap (CurseForge), Xaero's World Map (CurseForge) or JourneyMap (CurseForge) installed, towns, roads and areas each get their own waypoints in their own filterable sets, and an optional layer tints every chunk by what it is — towns, roads, and the areas that only paint once your roads truly enclose them. The colours are yours to pick, and every map shows the same thing.
New worlds generate a circle of ground around spawn, so the map opens on towns and roads instead of an empty grid.
With Waystones installed, activating a waystone puts it on the network as a named town.
🧩 Requirements
- Minecraft 1.21.1 · Fabric or NeoForge · Java 21
- Fabric: Fabric API + Architectury API + Cloth Config.
- NeoForge: Architectury API + Cloth Config.
Cobblemon is not required. Routes declares no Cobblemon dependency of any kind. It does pair with it: with Cobblemon installed the towns take their names from the mainline regions, and with Cobblemon Picnic (CurseForge) installed some rest stops come up as picnic tables instead of camps. Without either, nothing is missing.
📖 Everything else
Settings, commands and the full feature reference live on the wiki.
Found a bug or have an idea? The Discord picks reports up automatically and replies in your thread when the fix ships.
The mod is free and stays free — you can sponsor the author if it made your world worth walking across.
License: "If you make money, I make money" — free to use and redistribute for free; commercial use needs a revenue-sharing agreement. Videos, streams and reviews are always free, monetized or not. Full terms.
How to Install Routes (Mod)
Routes by shiero is verified for Fabric, Neoforge across Minecraft versions 1.21.1, 1.21.10, 1.21.11, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6 (latest release: 2.0.0-beta.2+neoforge, file size: 848 KB). Follow the steps below to install it safely from ModCraft.tv:
- Click the Download button above and select your Minecraft version (1.21.1, 1.21.10, 1.21.11, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6) and platform (Fabric, Neoforge).
- Make sure you have the compatible loader or environment installed for Fabric, Neoforge.
- Move the downloaded Routes file into your Minecraft
.minecraft/modsfolder and launch the game.
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> ⚠️ **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.
### ⚠️ Changed
- The settings that shape the road network are fixed for each world.** Changing one mid-world (the longest
structures get connected, or the landmark settings) gave the land generated afterwards a second network whose
roads stopped short of the old ones. A world now keeps the values it was created with:
/routes config setsaves the new value for the worlds you create next and says so, and
/routes config list marks thesesettings. A world you already have keeps the values it uses today.
- New worlds pregenerate 512 chunks around spawn by default, down from 1024**: enough for the spawn town and
- "Generate routes" off means no roads planned ahead and no spawn moved into a town.** The spawn stays where
### 🚀 Faster worlds
- A reopened world remembers its towns and its roads.** The town survey and the plan of every road
them again. Both are thrown away and rebuilt on their own when a mod, a datapack or the world's road settings
change; deleting the files only costs time.
- Roads are planned much sooner.** Landmarks along the way are looked up once and several at a time,
several threads at once. On a test walk through new land, roads finished planning in about half the
time. The roads are exactly the same.
- Finding the towns of a new area is faster.** A town is confirmed from its first building and laid out in
- Routes looks for towns only where you are about to go**, not in a wide square around every player.
- Shaping the ground under a road takes over a thousand times less work per road chunk**, and the ground
- Background road work no longer piles up or waits on itself.** Each survey or plan is queued once,
- Work Routes used to repeat is now done once**: which structures count as towns and landmarks, where
road, which no longer gets slower as the world grows.
- The zone banner no longer gets slower with
> ⚠️ **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.
### ⚠️ Changed
- The settings that shape the road network are fixed for each world.** Changing one mid-world (the longest
structures get connected, or the landmark settings) gave the land generated afterwards a second network whose
roads stopped short of the old ones. A world now keeps the values it was created with:
/routes config setsaves the new value for the worlds you create next and says so, and
/routes config list marks thesesettings. A world you already have keeps the values it uses today.
- New worlds pregenerate 512 chunks around spawn by default, down from 1024**: enough for the spawn town and
- "Generate routes" off means no roads planned ahead and no spawn moved into a town.** The spawn stays where
### 🚀 Faster worlds
- A reopened world remembers its towns and its roads.** The town survey and the plan of every road
them again. Both are thrown away and rebuilt on their own when a mod, a datapack or the world's road settings
change; deleting the files only costs time.
- Roads are planned much sooner.** Landmarks along the way are looked up once and several at a time,
several threads at once. On a test walk through new land, roads finished planning in about half the
time. The roads are exactly the same.
- Finding the towns of a new area is faster.** A town is confirmed from its first building and laid out in
- Routes looks for towns only where you are about to go**, not in a wide square around every player.
- Shaping the ground under a road takes over a thousand times less work per road chunk**, and the ground
- Background road work no longer piles up or waits on itself.** Each survey or plan is queued once,
- Work Routes used to repeat is now done once**: which structures count as towns and landmarks, where
road, which no longer gets slower as the world grows.
- The zone banner no longer gets slower with
> ⚠️ **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,
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 isone.
/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
### 🚀 Faster worlds
- The land around your spawn is ready when you arrive.** Routes surveys the towns around your spawn on the
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
- Spawn pregeneration generates what it promises**, and its progress bar moves at the pace of the work;
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
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
- 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
- The loading-screen road waits for your sp
> ⚠️ **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,
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 isone.
/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
### 🚀 Faster worlds
- The land around your spawn is ready when you arrive.** Routes surveys the towns around your spawn on the
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
- Spawn pregeneration generates what it promises**, and its progress bar moves at the pace of the work;
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
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
- 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
- The loading-screen road waits for your sp
### Towns, landmarks and the network
- Settlements come in three sizes, village, town and city, and bigger ones carry more roads.** With
no town is left unreachable. New options on the ROUTES tab: **Bigger towns, more roads**, **Town
size** and **City size**;
/routes debug settlements shows how the towns around you fall into thethree. It changes which roads exist, so it applies to worlds created from this version on.
- Every structure is a settlement, a landmark or ignored.** The create-world checklist is now **Towns
cycles with a click.
/routes structures groups its file the same way. Unticking Villages nowreally keeps them off the network, and the Fossils row, which connected nothing on Cobblemon
1.8, is gone.
- Roads respect landmarks.** A road steers around a landmark instead of cutting through it, bends a
in English or Spanish; a structure from another mod is named from its id. New options: **Roads go
around landmarks**, **Landmark pull** (0 to 10, default 3), **Landmark reach** (default 96 blocks) and
- Landmark signs**. They apply to worlds created with this version and to ground not generated yet.
- Roads wander a quarter less** at every Route curviness setting; the setting itself means what it
- For add-on authors:** rest stops, signposts and junction plazas respect an add-on's keep-out claim,
whether a point on a road is a bridge deck.
### Managing the network
- New command:
/routes remove** (operator) takes away the town or the road you are standing on, and
/routes settlement reconnect** puts a withdrawn road back./routes settlement disconnectworks on generated roads**, so one road can go without deleting a
/routes settlement restore** brings back a town you removed, with its name and roads,and **
/routes delcity** removes the town next to you, telling you which one and how far awayit was.
- As with every removal, ground that has already generated keeps its road; only new chunks change.
### On the road
- The road surface comes in patches**, like laid paving, instead of changing at every block,
stretch instead of cycling at every step.
- Tunnels are 9 wide and 8 tall by default**, with new **Tunnel width** and **Tunnel height** options.
...
### Towns, landmarks and the network
- Settlements come in three sizes, village, town and city, and bigger ones carry more roads.** With
no town is left unreachable. New options on the ROUTES tab: **Bigger towns, more roads**, **Town
size** and **City size**;
/routes debug settlements shows how the towns around you fall into thethree. It changes which roads exist, so it applies to worlds created from this version on.
- Every structure is a settlement, a landmark or ignored.** The create-world checklist is now **Towns
cycles with a click.
/routes structures groups its file the same way. Unticking Villages nowreally keeps them off the network, and the Fossils row, which connected nothing on Cobblemon
1.8, is gone.
- Roads respect landmarks.** A road steers around a landmark instead of cutting through it, bends a
in English or Spanish; a structure from another mod is named from its id. New options: **Roads go
around landmarks**, **Landmark pull** (0 to 10, default 3), **Landmark reach** (default 96 blocks) and
- Landmark signs**. They apply to worlds created with this version and to ground not generated yet.
- Roads wander a quarter less** at every Route curviness setting; the setting itself means what it
- For add-on authors:** rest stops, signposts and junction plazas respect an add-on's keep-out claim,
whether a point on a road is a bridge deck.
### Managing the network
- New command:
/routes remove** (operator) takes away the town or the road you are standing on, and
/routes settlement reconnect** puts a withdrawn road back./routes settlement disconnectworks on generated roads**, so one road can go without deleting a
/routes settlement restore** brings back a town you removed, with its name and roads,and **
/routes delcity** removes the town next to you, telling you which one and how far awayit was.
- As with every removal, ground that has already generated keeps its road; only new chunks change.
### On the road
- The road surface comes in patches**, like laid paving, instead of changing at every block,
stretch instead of cycling at every step.
- Tunnels are 9 wide and 8 tall by default**, with new **Tunnel width** and **Tunnel height** options.
...
- The world map can now generate the ground around you, and tell you what that costs first.** Choose
and roughly how long it takes before anything starts. The job runs in the background — the map fills
in as it goes, a counter tracks it, and the same button becomes Cancel until it finishes. On a
server, starting one is an operator's call; in your own world it is yours. (#67)
- The Repaint map button is gone.** It re-drew the map by hand, and the one moment that is genuinely
finishes. (#67)
- The ROUTES tab at world creation is split into sections.** Every setting sat in one list under a
grouped now — Route Generation, Towns & Settlements, Road Shape, Surface & Lighting, World Spawn,
Map & Notifications — in the order you meet them, and the in-game settings screen follows the same
grouping. Nothing was renamed and nothing changed value: the worlds and the config file you already
have are untouched. (#69)
- With Cobblemon Picnic installed, some rest stops are picnic tables.** About a third of the camps
beside it — so a stop is somewhere you can actually sit down and picnic, not only somewhere to warm
your hands. The rest are the campfire camps they have always been. Without Cobblemon Picnic nothing
changes at all: every stop is a camp, and no imitation table is ever built out of ordinary blocks.
Stops on roads that have already generated stay as they are. (#143)
- A road coming out of the water no longer climbs a mound to do it.** Where a swimmable crossing met
then had to come back down. It was the crossing's own bed pulling the shoreline up to meet it. The
road follows the ground down to the waterline instead, and where the shore is already low it simply
stays low. Bridges are untouched: a bridge approach still climbs to its deck and still meets it in a
single step. (#169)
- A road is numbered the moment it is built, not the moment you walk it.** Route numbers were handed
ever reaching either end — was nameless, and its fingerposts could only point at two towns. Roads are
numbered as the world draws them now, so every road that exists has a number and its signs read it
from the first one you meet. Numbers stay short and
...
- The world map can now generate the ground around you, and tell you what that costs first.** Choose
and roughly how long it takes before anything starts. The job runs in the background — the map fills
in as it goes, a counter tracks it, and the same button becomes Cancel until it finishes. On a
server, starting one is an operator's call; in your own world it is yours. (#67)
- The Repaint map button is gone.** It re-drew the map by hand, and the one moment that is genuinely
finishes. (#67)
- The ROUTES tab at world creation is split into sections.** Every setting sat in one list under a
grouped now — Route Generation, Towns & Settlements, Road Shape, Surface & Lighting, World Spawn,
Map & Notifications — in the order you meet them, and the in-game settings screen follows the same
grouping. Nothing was renamed and nothing changed value: the worlds and the config file you already
have are untouched. (#69)
- With Cobblemon Picnic installed, some rest stops are picnic tables.** About a third of the camps
beside it — so a stop is somewhere you can actually sit down and picnic, not only somewhere to warm
your hands. The rest are the campfire camps they have always been. Without Cobblemon Picnic nothing
changes at all: every stop is a camp, and no imitation table is ever built out of ordinary blocks.
Stops on roads that have already generated stay as they are. (#143)
- A road coming out of the water no longer climbs a mound to do it.** Where a swimmable crossing met
then had to come back down. It was the crossing's own bed pulling the shoreline up to meet it. The
road follows the ground down to the waterline instead, and where the shore is already low it simply
stays low. Bridges are untouched: a bridge approach still climbs to its deck and still meets it in a
single step. (#169)
- A road is numbered the moment it is built, not the moment you walk it.** Route numbers were handed
ever reaching either end — was nameless, and its fingerposts could only point at two towns. Roads are
numbered as the world draws them now, so every road that exists has a number and its signs read it
from the first one you meet. Numbers stay short and
...
whose names come from every region. 🛣️
- Staircases lead somewhere.** A road climbing into a bank used to lay its steps straight into the
- Roads meet a town at the town's own level.** The last stretch into a settlement used to trace
step at the gate — 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
- Water crossings are marked on both sides.** A stone that fell in the next chunk over was quietly
- Every settlement decides how many roads it wants**, between one and four, instead of the whole world
- Town names from every region.** With Cobblemon installed the pool covers Kanto through Paldea
- Signposts sit at the right height.** Hanging signs hang above head height instead of in your face;
- Roadside camps have no lamp** — the campfire is the light — and the chest that sometimes stands
- Roads break the plants in their way**, including cocoa, apricorns and wildflowers, instead of
- The load says what it is doing.** Surveying, graphing, planning or drawing, with counts and timings —
### 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 — the full detail is in
CHANGELOG.mdin the repository:
- 1.2.44** — Somebody left a chest at the campfire. 🧰
- 1.2.43** — 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. 🌉
- 1.2.42** — 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 — the Elite Four, in Cobblemon Nuzlocke & Soul Link. 🔧
- 1.2.41** — The town marker sits ON the waystone. 📍
- 1.2.40** — Jun
whose names come from every region. 🛣️
- Staircases lead somewhere.** A road climbing into a bank used to lay its steps straight into the
- Roads meet a town at the town's own level.** The last stretch into a settlement used to trace
step at the gate — 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
- Water crossings are marked on both sides.** A stone that fell in the next chunk over was quietly
- Every settlement decides how many roads it wants**, between one and four, instead of the whole world
- Town names from every region.** With Cobblemon installed the pool covers Kanto through Paldea
- Signposts sit at the right height.** Hanging signs hang above head height instead of in your face;
- Roadside camps have no lamp** — the campfire is the light — and the chest that sometimes stands
- Roads break the plants in their way**, including cocoa, apricorns and wildflowers, instead of
- The load says what it is doing.** Surveying, graphing, planning or drawing, with counts and timings —
### 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 — the full detail is in
CHANGELOG.mdin the repository:
- 1.2.44** — Somebody left a chest at the campfire. 🧰
- 1.2.43** — 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. 🌉
- 1.2.42** — 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 — the Elite Four, in Cobblemon Nuzlocke & Soul Link. 🔧
- 1.2.41** — The town marker sits ON the waystone. 📍
- 1.2.40** — Jun
### ⛰️ Roads stop diving underground at the first hill
- A small rise no longer turns a road into a tunnel.** The decision was being made on the height of
single tall spruce on the route — read as a mountain. The road would bore a sealed pocket a few
blocks under the surface while the rest of it carried on over the top, and you would find a stretch
of road buried under your feet with no way in or out. Roads now measure the land, and a tunnel is
only dug through a hill that is genuinely in the way and long enough to be worth a passage. (#112)
- Tunnel mouths are junctions you can walk through.** Where a bore ends, the road now comes down to
stopping against a wall of rock with the passage sitting below it. The passage keeps going until it
genuinely reaches daylight, and the road picks it up level, one step at most. (#112)
- Roads are planned against the mountains that are actually there.** The height the planner worked
windswept hills, groves, jagged peaks — the world stood many blocks above what the plan believed. A
road would be laid across a mountain the plan never saw, and then paved over its spikes one by one.
The profile a road is built on now reads the real, jagged terrain. (#112)
- Roads are graded.** A road was laid on whatever the ground happened to do, so crossing broken
thirty-nine unwalkable steps on open road, one of them fifty-one blocks tall. Roads are now built to
their planned profile, cutting into a rise and embanking across a dip to hold the climb the "maximum
grade" setting allows. The full width of the road sits at one height too, so it never straddles an
edge with half of itself dropping away. (#112)
### 🌉 Water is crossed on top of it
- Bridges are built above the water, not on the riverbed.** The height a road was planned at came
down there with the river flowing over it. A road now rises to meet its crossing and the deck rides
clear of the surface. (#117)
- Deep water is crossed on the surface too.** Paved, lantern-lit corridors along the seabed are gone:
- A bridge holds its height.** The step that keeps a road's climb gentle treats anything standing
exactly that, so a bank a little lower than the waterline dragge
...
### ⛰️ Roads stop diving underground at the first hill
- A small rise no longer turns a road into a tunnel.** The decision was being made on the height of
single tall spruce on the route — read as a mountain. The road would bore a sealed pocket a few
blocks under the surface while the rest of it carried on over the top, and you would find a stretch
of road buried under your feet with no way in or out. Roads now measure the land, and a tunnel is
only dug through a hill that is genuinely in the way and long enough to be worth a passage. (#112)
- Tunnel mouths are junctions you can walk through.** Where a bore ends, the road now comes down to
stopping against a wall of rock with the passage sitting below it. The passage keeps going until it
genuinely reaches daylight, and the road picks it up level, one step at most. (#112)
- Roads are planned against the mountains that are actually there.** The height the planner worked
windswept hills, groves, jagged peaks — the world stood many blocks above what the plan believed. A
road would be laid across a mountain the plan never saw, and then paved over its spikes one by one.
The profile a road is built on now reads the real, jagged terrain. (#112)
- Roads are graded.** A road was laid on whatever the ground happened to do, so crossing broken
thirty-nine unwalkable steps on open road, one of them fifty-one blocks tall. Roads are now built to
their planned profile, cutting into a rise and embanking across a dip to hold the climb the "maximum
grade" setting allows. The full width of the road sits at one height too, so it never straddles an
edge with half of itself dropping away. (#112)
### 🌉 Water is crossed on top of it
- Bridges are built above the water, not on the riverbed.** The height a road was planned at came
down there with the river flowing over it. A road now rises to meet its crossing and the deck rides
clear of the surface. (#117)
- Deep water is crossed on the surface too.** Paved, lantern-lit corridors along the seabed are gone:
- A bridge holds its height.** The step that keeps a road's climb gentle treats anything standing
exactly that, so a bank a little lower than the waterline dragge
...
### 🧳 Nuzlocke & Soul Link is now its own mod
Everything about the run — one catch per zone, permadeath, mandatory nicknames, the shiny clause,
level caps, the starter randomiser, Defeated Catch and Soul Link co-op — now lives in
- Cobblemon Nuzlocke & Soul Link**, a separate mod that depends on this one.
- Playing a Nuzlocke? Install it and nothing changes.** Your world keeps its zone log, its deaths
across on their own, both the global ones and the per-world rules. The NUZLOCKE tab is still on the
create-world screen; the add-on puts it there.
- Not playing a Nuzlocke?** This release is lighter and there is nothing to do.
Why split at all: the two do different jobs. Routes builds the world — roads between structures,
named routes and towns, the map integration and the waypoints. The Nuzlocke rules are a way to
- play* in that world, and plenty of people want one without the other.
### 🧭 What Routes is now
Roads, named zones, map integration, waypoints and the Escape Rope. That is the whole mod.
### 🐛 Fixed
- Opening the create-world screen could crash when a mod registered config options that clashed by
instead of failing later with a message that pointed nowhere near the cause.
### 🧳 Nuzlocke & Soul Link is now its own mod
Everything about the run — one catch per zone, permadeath, mandatory nicknames, the shiny clause,
level caps, the starter randomiser, Defeated Catch and Soul Link co-op — now lives in
- Cobblemon Nuzlocke & Soul Link**, a separate mod that depends on this one.
- Playing a Nuzlocke? Install it and nothing changes.** Your world keeps its zone log, its deaths
across on their own, both the global ones and the per-world rules. The NUZLOCKE tab is still on the
create-world screen; the add-on puts it there.
- Not playing a Nuzlocke?** This release is lighter and there is nothing to do.
Why split at all: the two do different jobs. Routes builds the world — roads between structures,
named routes and towns, the map integration and the waypoints. The Nuzlocke rules are a way to
- play* in that world, and plenty of people want one without the other.
### 🧭 What Routes is now
Roads, named zones, map integration, waypoints and the Escape Rope. That is the whole mod.
### 🐛 Fixed
- Opening the create-world screen could crash when a mod registered config options that clashed by
instead of failing later with a message that pointed nowhere near the cause.
- Out of the testing phase — Cobblemon Routes 1.0!** 🎉 This release also carries everything since
### 🗺️ One capture per city, per route, per area
- The Nuzlocke first-encounter rule now follows the world's real geography **completely** (#42):
zone — and the **open wilderness is one single shared zone** per dimension. It no longer borrows
the nearest zone's slot: **growing your road network is how you earn new capture zones**.
### 🛣️ Ring roads — your region fills itself in
- The road network now keeps **closing loops**: towns that are close on the map but far apart by
zone). Watch the teal pockets multiply as your region matures. Toggleable (**Ring roads**), and
ops can force it anytime with **
/routes weave**.### 🏋️ Gyms move into town
- With a gym pack installed (e.g. COBBLEVERSE), every discovered city now gets a **gym placed right
streets, on its own capture zone. Toggleable (**Gyms next to cities**).
### ⌨️ The Nuzlocke log is one key away
- Press **I** (rebindable) to open your **visited-zones log** anywhere — same screen as
/nuzlocke log.### 🏪 Store pages refreshed
- The project descriptions were rewritten to showcase everything the mod does today (#22), in both
- Routes**: every world setting moved to the create-world tabs (applied BEFORE generation);
- surfaces** and **illumination** (surface/tunnel/underwater); clear **water crossings** framed by
- The map**: Xaero chunk-paint with correct, subtle per-category colours; **enclosed-only teal
repaint, live City/Route/Area intensity sliders); zone pop-ups that fire exactly when the paint
under you changes, in your chosen style.
- Nuzlocke**: simplified, always-on core ruleset (permadeath, spectator-on-loss, Hard difficulty);
battle-end; shiny clause; dedicated **Starter** section (Mix/Random modes, filters, **shiny
starters by default**); **visited-zones log** (key I) and **Soullock linked-teams summary** GUIs.
- Trainers**: route trainers with sight-line challenges, a **density** setting (Low → Brutal,
10–15 block standoff, strict one-on-one due
...