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**`/routes settlement reconnect`** puts a withdrawn road back.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 cavern has walls, not just a roof, and its lanterns only hang
where there is rock to hang them from.
- **A bridge over water runs straight from bank to bank**, with a new **Straight bridges** option, on by
default. A short stream crossing keeps its deck instead of leaving a hole in the road.
- **Roads meet the water at the shore's own height.** The ramp that used to be dug into the bank is gone,
and a road steps onto a swimmable crossing at the water's level. Bridges keep their
ramps.
- **Water crossings can be followed at night**: each marker stone stands on a short pillar of the same
stone, with a sea lantern under it on a lit crossing. A signpost at a water crossing is always
a board on a post, never a sign hanging over the water.
- **Every real drop of two blocks or more gets a ladder**, measured on the road as it is built.
- **Rest stops fit the ground they stand on.** A campfire stop's cleared patch matches the place:
trodden podzol on grass, the ground itself on sand, gravel or snow. A picnic-table stop stands
on the grass itself, and its bread is in the table, with no basket beside it.
### The map
- **Xaero's world map is Xaero's own again.** The Routes panel drawn over it is gone, and with it
the on-demand Load chunks feature. The head start around spawn in a new world stays.
- **`/routesmap` opens a small screen with every map setting**: the chunk paint toggle, the waypoint
grouping, and an intensity and a colour for towns, roads and areas, applied as you change them. Its
subcommands do the same from chat, and `/routesmap list` prints a summary. It needs no operator
rights and works on any server. Turning the paint off and on is instant.
- **A key shows and hides the chunk paint.** Bind **Show / hide chunk paint** under **Routes** in
Controls; it ships unbound.
- **A road reads as one band about three chunks wide** on the map. Zone commands repaint the
minimap right away, not only the world map. With waypoints grouped per category, the
Settlements set is selected on your first join, so the markers show without hunting for them.
- **The map draws faster.** Working out a chunk's colour is about five times faster and allocates
nothing, and panning over wild country far from any road is up to twenty times faster.
### Fixes and housekeeping
- **Spawn is no longer moved onto a rock in the open sea** when every town nearby is underwater.
- **Routes refuses to install on a Minecraft version other than 1.21.1**, instead of crashing on
1.21.11.
- **The store page is rewritten**: no deleted buttons, no stale roadmap, and it says plainly that
Cobblemon is not required.
- The license inside the jar names all seven mods, and the development build only deploys to
test profiles that exist.
Optional dependencies
Xaero's Minimap
Any compatible version
Waystones
Any compatible version
Developer information
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle.
maven { name = "Modrinth"; url = "https://api.modrinth.com/maven" }