Roads that arrive properly: staircases with a way out, shorelines that stay near the water, and towns
whose names come from every region. π£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. π§°
- **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. π
- **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. π§
- **1.2.41** β The town marker sits ON the waystone. π
- **1.2.40** β Junctions that stand somewhere, bridges you can climb onto, and trees taken whole. π
- **1.2.39** β Groundwork for add-ons that change world rules in play. βοΈ
- **1.2.38** β Towns that are really there. ποΈ
- **1.2.37** β Towns say hello. πͺ§
- **1.2.36** β Town markers sit on the waystone. π
- **1.2.35** β Stone railings. π§±
- **1.2.34** β The "Cities include" checklist finally works both ways. ποΈ
- **1.2.33** β The End stops counting as a town, and the lights calm down. ποΈ
- **1.2.32** β Roads that get built at all, and a generator that stops asking the same question twice. β‘
- **1.2.31** β Steps you can actually walk, ladders where a step will not do, and towns that announce themselves again. πͺ
- **1.2.30** β Junctions you can walk through, roads that climb, and towns you arrive at instead of through. π€οΈ
- **1.2.29** β Signposts you can read from the road, and towns you can name. πͺ§
- **1.2.27** β The world closes. πͺ§
- **1.2.26** β `/routes settlement connect` completes the coordinates for you. ποΈ
- **1.2.25** β A road you can find on the map, and one that stops leaving things in the air. πΊοΈ
- **1.2.24** β Put a town where you want one. ποΈ
- **1.2.23** β Roads join a village where its streets already end. π€οΈ
- **1.2.22** β The mod's markers arrive in one place, and it is the place you are looking at. π
- **1.2.21** β Both sides of a signpost point the same way. πͺ§
- **1.2.20** β Counting the road network instead of guessing at it. π
- **1.2.19** β Exploring stops costing what it did. πΊοΈ
- **1.2.18** β A crossing stays a crossing, and nothing balances on a step. π
- **1.2.17** β Walking down a hill is the same staircase as walking up it. πͺ
- **1.2.16** β The bridge audit says what it found, not just what it missed. π
- **1.2.15** β A road stops mistaking its own steps for someone else's wall. πͺ¨
- **1.2.14** β Roads you can see, staircases that turn, and a bridge that can be inspected. π
- **1.2.13** β The survey stops being redone from scratch. πΊοΈ
- **1.2.8** β One signpost, built out of the forest it stands in. πͺ§
- **1.2.7** β Generating a chunk stops waiting for a road. β±οΈ
- **1.2.6** β Every road knows its own name. π£οΈ
- **1.2.5** β Roads that meet the ground properly. π
Closes #75, #77, #113, #132, #133, #134, #135, #136, #137, #138, #145, #146, #149.
Optional dependencies
Waystones
Any compatible version
Xaero's Minimap
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" }