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Routes

Routes

by shiero • Downloads: 0 • Followers: 0
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🗺️ 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:

  1. 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).
  2. Make sure you have the compatible loader or environment installed for Fabric, Neoforge.
  3. Move the downloaded Routes file into your Minecraft .minecraft/mods folder and launch the game.

All Versions

+ Add Version
Name Game version Platforms Published Downloads Actions
1.21.1
Neoforge
19d ago 1
1.21.1
Fabric
19d ago 1
1.21.1
Neoforge
26d ago 1
1.21.1
Fabric
26d ago 1
1.21.1
Neoforge
2mo ago 1
1.21.1
Fabric
2mo ago 1
1.21.1
Neoforge
2mo ago 1
1.21.1
Fabric
2mo ago 1
1.21.1
Neoforge
2mo ago 1
1.21.1
Fabric
2mo ago 1
1.21.1
Neoforge
3mo ago 1
1.21.1
Fabric
3mo ago 1
1.21.1
Neoforge
3mo ago 1
1.21.1
Fabric
3mo ago 1
1.21.1
Neoforge
4mo ago 1
1.21.1
Fabric
4mo ago 1
1.21.1
Neoforge
4mo ago 1
1.21.1
Fabric
4mo ago 1
1.21.1
Fabric
4mo ago 1
1.21.1
Neoforge
4mo ago 1
1.21.1
Fabric
4mo ago 1
1.21.1
Neoforge
4mo ago 1
1.21.1
Fabric
4mo ago 1
1.21.1
Fabric
4mo ago 1
1.21.x
Fabric
5mo ago 1
A second beta of Routes 2.0: roads are planned in a fraction of the time, a reopened world remembers its towns and roads, and the land around a new spawn gets its roads. 🧪

> ⚠️ **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
road, roads per town, town and city sizes, ring roads, curviness, slope, road width, straight bridges, which
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 set
saves the new value for the worlds you create next and says so, and /routes config list marks these
settings. 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
its first road out, in about two thirds of the time. Worlds you already have keep their value.
  • "Generate routes" off means no roads planned ahead and no spawn moved into a town.** The spawn stays where
the game puts it, and creating the world skips the town search.

### 🚀 Faster worlds

  • A reopened world remembers its towns and its roads.** The town survey and the plan of every road
already drawn are saved inside the world and read back as it opens, so reopening no longer pays for
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,
the towns at a road's ends are sized while the road is planned, and the ground under it is read on
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
full only when a road depends on its size or its edge.
  • 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
comes out the same, block for block.
  • Background road work no longer piles up or waits on itself.** Each survey or plan is queued once,
and a town search that another mod makes fail is not repeated by every chunk around it.
  • Work Routes used to repeat is now done once**: which structures count as towns and landmarks, where
two roads cross, whether each fork stands on solid footing, and whether a tree would stand on a
road, which no longer gets slower as the world grows.
  • The zone banner no longer gets slower with
...
A second beta of Routes 2.0: roads are planned in a fraction of the time, a reopened world remembers its towns and roads, and the land around a new spawn gets its roads. 🧪

> ⚠️ **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
road, roads per town, town and city sizes, ring roads, curviness, slope, road width, straight bridges, which
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 set
saves the new value for the worlds you create next and says so, and /routes config list marks these
settings. 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
its first road out, in about two thirds of the time. Worlds you already have keep their value.
  • "Generate routes" off means no roads planned ahead and no spawn moved into a town.** The spawn stays where
the game puts it, and creating the world skips the town search.

### 🚀 Faster worlds

  • A reopened world remembers its towns and its roads.** The town survey and the plan of every road
already drawn are saved inside the world and read back as it opens, so reopening no longer pays for
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,
the towns at a road's ends are sized while the road is planned, and the ground under it is read on
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
full only when a road depends on its size or its edge.
  • 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
comes out the same, block for block.
  • Background road work no longer piles up or waits on itself.** Each survey or plan is queued once,
and a town search that another mod makes fail is not repeated by every chunk around it.
  • Work Routes used to repeat is now done once**: which structures count as towns and landmarks, where
two roads cross, whether each fork stands on solid footing, and whether a tree would stand on a
road, which no longer gets slower as the world grows.
  • The zone banner no longer gets slower with
...
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.
  • /cobblemonroutes is gone; /routes is 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 sp
...
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.
  • /cobblemonroutes is gone; /routes is 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 sp
...
Landmarks, towns of every size, a map you set by command, and roads that look laid. 🗺️

### Towns, landmarks and the network

  • Settlements come in three sizes, village, town and city, and bigger ones carry more roads.** With
the default of four, a village gets one or two roads, a town two or three, a city three or four, and
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 the
three. 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
& landmarks**: every row reads Settlement, Landmark or Ignored, starts on the automatic answer, and
cycles with a click. /routes structures groups its file the same way. Unticking Villages now
really 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
little to pass beside the one nearest its way, and a signpost on the landmark's side says what it is,
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
always meant.
  • For add-on authors:** rest stops, signposts and junction plazas respect an add-on's keep-out claim,
as roads already did. An add-on can ask where a water crossing's marker rocks stand and
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
names the road it withdrew. Where two roads cross your chunk it lists them and removes nothing.
  • /routes settlement reconnect** puts a withdrawn road back.
  • /routes settlement disconnect works on generated roads**, so one road can go without deleting a
town. **/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 away
it 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,
and the things along a road (marker rocks, channel floors, signposts, junctions) keep one kind over a
stretch instead of cycling at every step.
  • Tunnels are 9 wide and 8 tall by default**, with new **Tunnel width** and **Tunnel height** options.
A tunnel that crosses a
...
Landmarks, towns of every size, a map you set by command, and roads that look laid. 🗺️

### Towns, landmarks and the network

  • Settlements come in three sizes, village, town and city, and bigger ones carry more roads.** With
the default of four, a village gets one or two roads, a town two or three, a city three or four, and
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 the
three. 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
& landmarks**: every row reads Settlement, Landmark or Ignored, starts on the automatic answer, and
cycles with a click. /routes structures groups its file the same way. Unticking Villages now
really 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
little to pass beside the one nearest its way, and a signpost on the landmark's side says what it is,
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
always meant.
  • For add-on authors:** rest stops, signposts and junction plazas respect an add-on's keep-out claim,
as roads already did. An add-on can ask where a water crossing's marker rocks stand and
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
names the road it withdrew. Where two roads cross your chunk it lists them and removes nothing.
  • /routes settlement reconnect** puts a withdrawn road back.
  • /routes settlement disconnect works on generated roads**, so one road can go without deleting a
town. **/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 away
it 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,
and the things along a road (marker rocks, channel floors, signposts, junctions) keep one kind over a
stretch instead of cycling at every step.
  • Tunnels are 9 wide and 8 tall by default**, with new **Tunnel width** and **Tunnel height** options.
A tunnel that crosses a
...
A map that builds the world, a settings screen you can read, roads that meet the water where the water is, signposts that only name real towns, and roads that keep up with a big load. 🗺️

  • The world map can now generate the ground around you, and tell you what that costs first.** Choose
how many chunks with a slider, press Load chunks, and a confirmation says how many will be generated
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
needed — fresh ground having just appeared — now happens on its own the instant a chunk load
finishes. (#67)

  • The ROUTES tab at world creation is split into sections.** Every setting sat in one list under a
single heading, twenty-six deep, so finding the one you wanted meant reading all of them. They are
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
along a road come up as one of its basic picnic tables instead, with a basket of bread standing
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
the shore, the ground either side of it was built up — sometimes a long way up — into a bank the road
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
out on arrival, so a road you could see from a hilltop — or one you crossed halfway along, without
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
...
A map that builds the world, a settings screen you can read, roads that meet the water where the water is, signposts that only name real towns, and roads that keep up with a big load. 🗺️

  • The world map can now generate the ground around you, and tell you what that costs first.** Choose
how many chunks with a slider, press Load chunks, and a confirmation says how many will be generated
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
needed — fresh ground having just appeared — now happens on its own the instant a chunk load
finishes. (#67)

  • The ROUTES tab at world creation is split into sections.** Every setting sat in one list under a
single heading, twenty-six deep, so finding the one you wanted meant reading all of them. They are
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
along a road come up as one of its basic picnic tables instead, with a basket of bread standing
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
the shore, the ground either side of it was built up — sometimes a long way up — into a bank the road
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
out on arrival, so a road you could see from a hilltop — or one you crossed halfway along, without
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
...
Roads that arrive properly: staircases with a way out, shorelines that stay near the water, and towns
whose names come from every region. 🛣️

  • Staircases lead somewhere.** A road climbing into a bank used to lay its steps straight into the
hillside and stop — 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 — 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** — the campfire is the light — 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 —
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 — the full detail is in CHANGELOG.md
in 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 that arrive properly: staircases with a way out, shorelines that stay near the water, and towns
whose names come from every region. 🛣️

  • Staircases lead somewhere.** A road climbing into a bank used to lay its steps straight into the
hillside and stop — 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 — 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** — the campfire is the light — 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 —
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 — the full detail is in CHANGELOG.md
in 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
...
The road-building update — and Routes stops being a Cobblemon mod. 🛣️

### ⛰️ 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
whatever was standing on the ground instead of the ground itself, so a wooded hillock — sometimes a
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
meet its floor — cutting an approach or raising an embankment over the last stretch — instead of
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
from was sampled before the noise that turns a smooth ridge into a jagged peak, so in high country —
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
country it became a staircase of drops nobody could climb — an audit over one mountain range found
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
from the ground under the water, so a crossing dived to the river bottom and the bridge was decked
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 stretch of water is either a bridge or an open lane you swim or sail, whatever its depth. (#117)
  • A bridge holds its height.** The step that keeps a road's climb gentle treats anything standing
proud of its surroundings as a bump to flatten — and a crossing standing clear of the water is
exactly that, so a bank a little lower than the waterline dragge
...
The road-building update — and Routes stops being a Cobblemon mod. 🛣️

### ⛰️ 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
whatever was standing on the ground instead of the ground itself, so a wooded hillock — sometimes a
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
meet its floor — cutting an approach or raising an embankment over the last stretch — instead of
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
from was sampled before the noise that turns a smooth ridge into a jagged peak, so in high country —
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
country it became a staircase of drops nobody could climb — an audit over one mountain range found
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
from the ground under the water, so a crossing dived to the river bottom and the bridge was decked
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 stretch of water is either a bridge or an open lane you swim or sail, whatever its depth. (#117)
  • A bridge holds its height.** The step that keeps a road's climb gentle treats anything standing
proud of its surroundings as a bump to flatten — and a crossing standing clear of the water is
exactly that, so a bank a little lower than the waterline dragge
...
The Nuzlocke rules move out into their own mod. 🧳

### 🧳 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
and its soul links — the save data is read from exactly where it always was — and your settings come
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
name with another's. The option catalog now refuses the clashing source and says so in the log,
instead of failing later with a message that pointed nowhere near the cause.
The Nuzlocke rules move out into their own mod. 🧳

### 🧳 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
and its soul links — the save data is read from exactly where it always was — and your settings come
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
name with another's. The option catalog now refuses the clashing source and says so in the log,
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
the last published build (0.77.0); the highlights of that journey are recapped at the end.

### 🗺️ One capture per city, per route, per area
  • The Nuzlocke first-encounter rule now follows the world's real geography **completely** (#42):
every **city**, every **route**, every named enclosed **area** (A1, A2, …) is its own capture
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
road get a direct connection, and every loop **encloses a new named AREA** (= a new capture
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
beside it** (#42) — no more gyms lost alone in the wilderness. One per town, just outside the
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
a short and a full form, on both stores.

### 📜 Everything since 0.77.0, in brief
  • Routes**: every world setting moved to the create-world tabs (applied BEFORE generation);
unified curvy + painted + signposted route generation with no roads-to-nowhere; per-route random
  • surfaces** and **illumination** (surface/tunnel/underwater); clear **water crossings** framed by
lane-marker rocks; junction plazas + signs; towns-only waypoints.
  • The map**: Xaero chunk-paint with correct, subtle per-category colours; **enclosed-only teal
areas with names** like *A3-Frostpine*; a **control column on the world map** (paint toggle,
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);
RCT owns the level cap; capped leads no longer block the team EXP share; Defeated Catch survives
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,
scaling with route length), owed-battle memory across relogs, and ambient **skirmishes** with a
10–15 block standoff, strict one-on-one due
...
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