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RoadWeaver

Mod

A Minecraft mod that automatically generates beautiful roads between structures like villages and outposts.

Type

Mod

CurseForge Downloads

0

CurseForge ID

1358489

Modrinth Downloads

0

Modrinth ID

6jk8Pote

Last Updated

Apr 12, 2026

Description

# RoadWeaver [![Modrinth Downloads](https://img.shields.io/modrinth/dt/6jk8Pote?style=flat-square&logo=Modrinth&label=Modrinth)](https://modrinth.com/mod/roadweaver) [![CurseForge Downloads](https://img.shields.io/curseforge/dt/1358489?style=flat-square&logo=CurseForge&label=CurseForge&color=f16436)](https://www.curseforge.com/minecraft/mc-mods/roadweaver) [![Discord Invite](https://img.shields.io/badge/Discord-Join-5865F2?logo=discord&logoColor=white&style=flat-square)](https://discord.gg/tUJMJkbbr2) [![Github Stars](https://img.shields.io/github/stars/shiroha-233/RoadWeaver?logo=github&style=flat-square)](https://github.com/shiroha-233/RoadWeaver) English | [简体中文](README_CN.md) A Minecraft mod that automatically generates beautiful roads between villages or custom structures. ## Key Features ### 1. Smart Road Generation - **Intelligent Pathfinding**: Multiple pathfinding algorithms that avoid steep and dangerous areas; adjusts routes based on terrain height, biomes, and ground stability - **Bezier Curves**: Applies Bezier curve smoothing to polyline paths, creating natural smooth curves and avoiding sharp turns - **Multiple Road Types**: - Artificial roads: (stone bricks, slabs), (dirt, mud bricks), etc., or customize your own in the preset editor - Natural roads: Biome-adaptive road materials - **Obstacle Avoidance**: Cuts, fills terrain and removes trees to ensure road passability - **Tunnel & Bridge System**: Tunnels through mountains, bridges over water - **Slab System**: Fills slabs at elevation changes to improve passability - **Road Foundation**: Smoothly interpolates surrounding height field based on road elevation, fills foundation only when road is above original terrain, creating natural convex slopes that blend seamlessly with the landscape ### 2. Decoration System - **Lamp System**: Redstone lamps with automatic day/night control - **Signpost System**: Distance markers and directional signs - **Roadside Structure Decorations**: Randomly generates benches, campfires and other decorative structures along roads ### 3. Configuration Options - **Performance Optimization**: Multi-threaded async generation with concurrency control; height and terrain caching to reduce redundant calculations - **Multiple Network Planning Algorithms**: KNN (sparsest) / Delaunay (densest) / RNG (balanced) - **Multiple Pathfinding Algorithms**: A* / Bidirectional A* / Fluid Simulation - **Road Block Customization**: Mix and match in the preset editor ### 4. Visualization Tools - **Visual Debugging**: Road network map; status colors (planned/generating/completed/failed); interactions (drag, zoom, right-click teleport); statistics for road count, length and status - **Manual Link Mode**: Plan road networks according to your preferences ## Compatibility - New versions (2.0.0+) completely abandon the old `/locate` command search mechanism, no longer blocking the game main thread - Structure prediction, road network planning and pathfinding all run in dedicated thread pools; main thread only handles driving and result application ### Known Compatibility & Performance Issues - This mod (2.0.6+) is compatible with Tectonic-V2 / Epic Terrain / Terralith, but **incompatible with Tectonic-V3** - This mod relies on vanilla mechanics, so it's incompatible with mods that overhaul vanilla mechanics like TerraFirmaCraft: The Next Generation **Incompatibility symptoms:** - Extremely slow road generation - Very slow or blank map data loading - Map shows roads as generated but nothing appears when approaching **Performance factors:** - World terrain complexity - Pathfinding step size and weight configuration - Concurrent road generation count and thread pool size ## Usage - **Auto Generation**: Roads automatically generate between structures after entering the world - **Road Network Map**: Press **H** to open the debug map and view the road network - **Configuration**: Cloth Config API settings screen (built-in since 2.0.2), accessible from the world creation screen or by pressing **H** in-game and clicking the top-right corner ## Inspiration Based on [Countered's Settlement Roads](https://modrinth.com/mod/countereds-settlement-roads), map inspired by [RoadArchitect](https://github.com/FranckRJ/RoadArchitect). ## Future Plans - [ ] More roadside decorations? - [x] Link multiple structure types - [ ] Link biomes? - [ ] More beautiful buildings? - [ ] Road events? - [x] Custom linking - [ ] Main road system? - [x] Slab transitions - [x] Bezier curve smoothing ## Notes - The more structures configured to locate when loading a world, the longer world creation takes, but the more complete the road network - Roads cannot generate on already-loaded chunks, so don't approach road segments before they finish generating 简体中文 自动在村庄或自定义结构之间生成美观道路的 Minecraft 模组。 ## 主要特性 ### 1. 智能道路生成 - **智能路径生成**:多种寻路算法,避开陡峭与危险区域;根据地形高度、生物群系与地面稳定性调整路线 - **贝塞尔曲线**:对寻路得到的折线路径应用贝塞尔曲线平滑插值,将其变为更自然的平滑曲线,避免生硬拐弯 - **多种道路类型**: - 人工道路:(石砖、石板)、(泥土、泥砖)等,也可在预设编辑器中自行搭配 - 自然道路:按生物群系自适应道路材料 - **避障系统**:为确保道路的通过性,会对地形进行切削、填补、移除树木等处理 - **隧道 & 桥梁系统**:遇山开山、遇水搭桥 - **半砖系统**:为道路有高度差的地方填补半砖提高通过性 - **路基生成**:根据道路高度对周围高度场进行平滑插值,只在道路高于原始地形时填充路基,形成自然的"凸"字形坡面,避免道路悬空的同时又完美融入了地形 ### 2. 装饰系统 - **路灯系统**:红石灯与昼夜自动控制 - **路标系统**:距离标志和方向指引 - **路边结构装饰**:在路旁随机生成座椅、小火堆等结构装饰 ### 3. 配置选项 - **性能优化**:多线程异步生成并发控制;高度与地形缓存减少重复计算 - **多种路网规划算法**:提供 KNN(最稀疏)/ Delaunay(最密集)/ RNG(适中)三种路网规划算法 - **多种寻路算法**:提供 A* / 双向 A* / 流体模拟 三种寻路算法 - **道路方块自定义**:可在预设编辑器中自行搭配 ### 4. 可视化工具 - **可视化调试**:道路网络地图;状态颜色(计划/生成/完成/失败);交互(拖拽、缩放、右键传送);统计道路数量、长度与状态 - **手动链接模式**:按自己的喜好来规划路网 ## 兼容性 - 新版本(2.0.0 版本以上)完全抛弃了旧版依赖的原版指令 `/locate` 搜索机制,不会阻塞游戏主线程 - 结构预测、路网规划和寻路均在专用线程池中执行,主线程只负责驱动与结果应用 ### 已知兼容性与性能问题 - 本模组(2.0.6 版本以上)与 Tectonic-V2 版 / 史诗地形 / Terralith 模组兼容,与 Tectonic-V3 版不兼容 - 本模组依赖原版机制,所以与群峦传说:次世代等颠覆了原版机制的模组不兼容 **不兼容具体表现为:** - 道路生成极为缓慢 - 地图数据加载极为缓慢甚至长时间空白 - 地图显示已生成但走近却完全没有 **性能影响因素:** - 世界地形复杂度 - 寻路步长、权重配置 - 道路同时生成数量与线程池数量 ## 使用方式 - **默认自动生成**:进入世界后道路会自动在结构间生成 - **路网地图**:按 **H** 打开调试地图查看道路网络 - **配置选项**:模组 Cloth Config API 配置界面(2.0.2 以上版本已内嵌),可在新建世界界面或在游戏中按快捷键 **H** 打开地图后在右上角打开 ## 模组灵感 模组基于 [Countered's Settlement Roads](https://modrinth.com/mod/countereds-settlement-roads) 制作,地图灵感来源 [RoadArchitect](https://github.com/FranckRJ/RoadArchitect)。 ## 未来计划 - [ ] 更多路边装饰? - [x] 链接多种结构 - [ ] 链接群系? - [ ] 更多精美建筑? - [ ] 路途事件? - [x] 自定义链接 - [ ] 主路系统? - [x] 半砖过渡 - [x] 贝塞尔曲线平滑 ## 注意事项 - 设置里加载世界时定位的结构数量越多,创建世界的时间就越久,完整度越高 - 道路无法在已加载区块上生成,所以,如道路未生成完毕,请不要走近该路段

Compatibility

Mod Loaders

Fabric Forge Neoforge

Game Versions

1.20.1 1.21.1 1.21.11

Screenshots

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External Resources