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PathWeaver

Mod

Experimental opt-in server-side A* offload for Walk/Swim mobs. Default-off in v0.1.1. Rejected dispatches stay sync; worker failures force a later request sync. No universal MSPT speedup or full safety/equivalence claim.

Type

Mod

Modrinth Downloads

1,164

Modrinth ID

ZQJOU3vB

Last Updated

Jul 30, 2026

Description

🚧 Actively developed — early alpha, not a final release. PathWeaver improves constantly (a major safety & correctness rework is underway). Async pathfinding is on by default — it's a clearly-labeled experimental alpha, so expect rough edges and keep backups. You can disable async any time.

⚡ PathWeaver

Less server lag from mobs — pathfinding, moved off the main thread.

On a busy world, a surprising share of every server tick goes to one thing: working out where mobs walk (their A* pathfinding). PathWeaver runs that search off the main server thread, giving your tick more room to breathe — while aiming to keep mobs behaving exactly like vanilla.


📊 What it does — measured, not hyped

Benchmarked with public spark profiles (4 paired runs, 160 pathfinding mobs on a real server). Server-thread pathfinding cost, async OFF → ON:

Server-thread work OFF ON Change
WalkNodeEvaluator (the A* search) 2613 ms 236 ms ↓ 91%
PathfindingContext 499 ms 76 ms ↓ 85%
PathFinder 787 ms 0 ms ↓ 100%

✅ This proves the pathfinding work genuinely moves off the server thread. ⚖️ The honest caveat: in that test it did not speed up the overall tick — the server had plenty of headroom to spare. The real benefit is for servers that are actually struggling under a heavy mob load. If your server has room, you won't notice much. We're measuring the overloaded-server case next, and we'll publish whatever it shows.

Spark evidence — OFF: run1 · run2 · run3 · run4 — ON: run1 · run2 · run3 · run4


🛡️ Is it safe?

  • Off-thread, it only ever reads the world — it never writes to it.
  • If anything looks risky, it silently falls back to normal vanilla pathfinding. No crashes.
  • It's on by default but honestly experimental — the deeper safety guarantees are being built and proven with real tests, not promises, right now. Keep backups, and if you want maximum caution, set asyncEnabled: false.

🔌 Compatibility — what to expect

PathWeaver is a careful guest. It never forces itself on pathfinding it doesn't understand:

  • ✅ Vanilla-style mobs (most animals, zombies, villagers, etc.) — eligible for the off-thread speedup.
  • 🔁 Mods that change how pathfinding works — PathWeaver auto-detects them and keeps those mobs on vanilla pathfinding. Safe, just no speedup for them. It deliberately errs on caution: if it can't prove a pathfinding-touching mod is safe, it leaves those mobs synchronous (so heavily-modded packs may see fewer mobs accelerated — that's by design, and safe).
  • 🤝 Lithium — recommended; PathWeaver is built to cooperate with it.
  • ❌ Hard incompatibilities: none known. The worst case for any mod is "no speedup for those mobs," never a break.

Running a specific pack and unsure? Just play — the safe-by-default gate should handle it — and report anything odd.


🚀 Setup

  1. Install Fabric API + Cloth Config (required). Lithium recommended.
  2. That's it — async is on by default. To turn it off: ModMenu → PathWeaver, or set asyncEnabled: false in config/pathweaver.json.
  3. Server-side — dedicated servers, LAN hosts, or singleplayer. Vanilla clients can join.

🗺️ Roadmap

  • 🔒 Safety rework — run the off-thread search on a fully-isolated world snapshot (earn a true "safe by construction" guarantee)
  • 📈 Load-tested numbers — prove whether it helps a server that's actually overloaded
  • 🧩 More Minecraft versions

Requires Minecraft 26.1.x · Fabric · Fabric API · Cloth Config · Java 25. Full technical details, safety internals & benchmark methodology → GitHub.

Compatibility

Mod Loaders

Fabric

Game Versions

26.1.2

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External Resources