
Modrinth · Minecraft mod
RoadArchitect
Travel around the world without barriers: RoadArchitect automatically scans your world, finds villages, and other structures, and then lays a network of roads between them.
Quick answer
Which RoadArchitect release should I use?
RoadArchitect 1.6.6-fabric targets 1.20.1 with Fabric, Quilt. Installation on the client is optional. Installation on the dedicated server is optional. All 1 required mods have matching files.
Where it goes
Is RoadArchitect required on the client, server, or both?
Installation on the client is optional. Installation on the dedicated server is optional.
The source marks this as usable on both the client and server.
What else does RoadArchitect 1.6.6-fabric need?
1.6.6-fabric. Change the file and its required mods may change too.
Install Cloth Config API first. We found matching files for this game-version and loader setup.
We only count dependency files that match this setup. A file for another loader does not fill the gap.
Before you install it
Add RoadArchitect without breaking your instance.
Built for RoadArchitect 1.6.6-fabric. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use 1.6.6-fabric. It targets 1.20.1 with Fabric, Quilt; another release may have different loader, side or dependency requirements.
- 02
Bring the mods it needs
Install Cloth Config API first. We found matching files for this game-version and loader setup.
- 03
Put it on the correct side
Installation on the client is optional. Installation on the dedicated server is optional.
- 04
Pick the file you checked
Use the “Get this file” button beside 1.6.6-fabric. It opens that exact file at the source.
About this project
What does RoadArchitect add?
RoadArchitect
RoadArchitect is a mod that automatically scans the world for villages and other structures and connects them with roads to form a persistent travel network.
Roads adapt their style to the biome, and the network is saved between game sessions.
Wiki: RoadArchitect Wiki
✨ Features
- 🏘 Automatic detection of villages and other structures
- 🎨 Biome-aware road styles for better immersion
- 🧭 Smart pathfinding using A* with terrain caching
- 💾 Persistent network — roads remain between sessions
- 🔄 Fully automated, minimal setup
- 🧰 Configurable via Cloth Config (required on Fabric / Quilt / NeoForge)
- 🌐 Localization included: English, Russian, Ukrainian, Spanish, French, German, Chinese
- 🛰 Visual road-graph debugger with pan/zoom, tooltips, and a color legend; in singleplayer, clicking a node teleports to it (default hotkey H)
- 🗺 Terralith-ready — works out of the box with the Terralith world-generation datapack
🧩 Add-ons
- RoadArchitect Encounters: Modrinth / Curseforge / Github
📷 Screenshots
Plains (with lamp decorations)
Plains
Savanna
Desert
Forest
Cherry grove
Cherry grove (with lamp decorations)
Taiga
Swamp
Old growth spruce taiga
River
🗒️ Recent changes
v1.6.0 — performance improvements, biome styles, more flexible configuration
Highlights
- ⚡ Performance: significant speedup (up to ~2×) in structure scanning and pathfinding;
- 🌲 Route clearing: automatic removal of trees from the road corridor;
- 🎨 Biome styles: more default presets for vanilla biomes; broad coverage for
Biomes O' Plenty; - 🧰 Configuration:
- works across dimensions;
- road style customization;
- lamppost customization;
- road width customization;
- 🔧 Debugging: new “Debug & Diagnostics (Advanced)” tab in the config; outputs debug messages and pipeline profiler results;
- 🐞 Fixes: corrected translation keys for NeoForge.
Compatibility: no world reset required. Save format unchanged. Existing settings are preserved. Biomes O' Plenty support is optional and activates when the mod is present. The “Detailed debug logging” flag is off by default.
v1.5.0 — Smarter pathfinding, Terrain Analyzer (beta)
Highlights
- 🧭 Terrain Analyzer (beta): clearer recognition of mountainous terrain, with new config options and full translations
- 🧠 Pathfinding controls: configurable land preference and water behavior (acceptable water level, coastal buffer, max coastal speed)
- 🛣️ Partial paths: when a full route can’t be completed, high-progress searches can return the best partial path instead
- 🌊 Safer defaults: oceans are no longer hard-blocked; default “prohibited biomes” now include
#minecraft:is_oceanand#minecraft:is_deep_ocean - 🔒 Stability: thread-safe biome selector cache (eliminates race conditions in concurrent scans)
- 🔧 Fixes: correct player direction on the debug map and reliable point teleportation packet handling; RA config tweaks
- 🧩 Compatibility: improved boot behavior when Distant Horizons is installed
- 🌐 Localization & data: updated category labels, new keys for fresh options, translations split and refreshed (EN/RU/ES/FR/DE/ZH/UK)
Compatibility: No world resets needed. Defaults for water/ocean behavior changed — review new pathfinding options if you rely on custom configs.
v1.4.0 — Add-ons support
Highlights
- 🧩 Add-ons support: official API so other mods can extend Road Architect (events, read-only core views, and per-world storage).
- 📴 No changes out of the box: there are no built-in add-ons; gameplay stays the same unless you install one.
Compatibility: No visible gameplay changes by default; add-ons are optional.
v1.3.0 — Smarter scans & deterministic decorations
Highlights
- 🧠 Smarter scanning: major performance boost for large-area scans and many structure types—smoother gameplay, cleaner road graphs, and more reliable structure detection.
- 🌲 Deterministic decorations: consistent, per-path placement of decorations (lamps, buoys, side pieces) across chunk loads—less pop-in and cleaner chunk borders. Also fixes common issues like floating fence posts or off-grid buoys.
- 💡 New Lamp decorations: fresh styles and better fence integration where appropriate.
- 🧭 Debug map: shows your position and direction (red dot + arrow).
- ⚙️ New settings (all loaders):
- Lamp interval
- Side decoration interval
- Buoy interval
- Mask erosion near land/water transitions
- Toggle for deterministic decorations
- 🛤️ Smoother road profiles: post-processing reduces spikes and clamps extreme slopes for cleaner elevation transitions.
- 🌐 Localization & UI: updated strings (EN/RU/ES/FR/DE/ZH) and a small progress-stage label fix (“initialisation”).
Compatibility: No breaking changes; existing worlds remain compatible.
v1.2.0 — Vanilla loading, convenient settings, visual debug
Highlights
- 🪄 Progress screen: dropped
owo-liband switched to vanilla rendering (Fabric/Quilt and NeoForge), showing the current pipeline stage. - 🧭 Road-graph debug screen: pan/zoom, tooltips, and a color legend; in singleplayer, clicking a node teleports to it. Opens with H.
- 🧰 Settings: Cloth Config on all loaders; Mod Menu support (Fabric/Quilt); Catalogue support (NeoForge).
- 🌐 Localizations: English, Russian, Spanish, French, German, Chinese.
Compatibility: No breaking changes; existing worlds remain compatible.
v1.1.0 — Smoother paths, smarter junctions, cleaner buoys
Highlights
- ⚙️ Pathfinding (A* / ARA*): adjusted heuristic, removed early termination, expanded profiling.
- 🏗️ Post-processing: trimming roads near nodes, improved junction merging and stabilization.
- 🌊 Buoys: placed only on “clean” water, spaced by real distance, interval increased 12 → 18.
- 🔧 Fixed client ↔ server sync when registering command arguments.
- 🐛 Fixed swamp style: uses
MOSSY_COBBLESTONE_WALLinstead ofMOSSY_COBBLESTONE. - 📦 Reduced mod size.
Compatibility: No breaking changes; worlds from 1.0.1 remain fully compatible.
❓ FAQ
Is this mod server side? or is it both server-client sided?
The mod is both server and client sided.To join a server, the mod must be installed on both the server and the client.
Does it work with the Terralith world-generation datapack?
Yes — RoadArchitect is fully compatible with Terralith. Roads scan and connect structures in Terralith biomes out of the box.Only villages are being connected?
Not only! RoadArchitect can connect any structure discoverable via /locate structure. Add the structure IDs or a #tag in the config, then reload/restart the world to rescan.
🌉 Related mods & inspiration
- Countered’s Settlement Roads — generates roads between villages with curving paths and smart A* pathfinding.
- All Roads — automatically generates roads between villages and other structures; includes waypoints over water.
Thanks to the authors and the community for pushing this idea forward.
📜 License
This project is licensed under the Apache License 2.0 — see the LICENSE file for details.
Full license text: Apache 2.0
Crafted with ❤️ for the Minecraft community
Project description from Modrinth.
Pick your setup
RoadArchitect by Minecraft version and loader
Choose the version and loader you play, then open the matching release.
1.21.10
3 loader builds1.21.9
3 loader builds1.21.8
3 loader builds1.21.7
3 loader builds1.21.6
3 loader builds1.21.5
3 loader builds1.21.4
3 loader builds1.21.3
3 loader builds1.21.2
3 loader builds1.21.1
3 loader builds1.21
3 loader builds1.20.1
3 loader buildsCheck the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
RoadArchitect versions and loaders
1.6.6-fabric
roadarchitect-1.6.6-fabric+1.20.1.jar
3 May 2026
1.6.6-forge
roadarchitect-1.6.6-forge+1.20.1.jar
3 May 2026
1.6.6-fabric
roadarchitect-1.6.6-fabric+1.21.10.jar
2 May 2026
1.6.6-neoforge
roadarchitect-1.6.6-neoforge+1.21.10.jar
2 May 2026
1.6.6-fabric
roadarchitect-1.6.6-fabric+1.21.9.jar
2 May 2026
1.6.6-neoforge
roadarchitect-1.6.6-neoforge+1.21.9.jar
2 May 2026
1.6.6-fabric
roadarchitect-1.6.6-fabric+1.21.8.jar
2 May 2026
1.6.6-neoforge
roadarchitect-1.6.6-neoforge+1.21.8.jar
2 May 2026
1.6.6-fabric
roadarchitect-1.6.6-fabric+1.21.7.jar
2 May 2026
1.6.6-neoforge
roadarchitect-1.6.6-neoforge+1.21.7.jar
2 May 2026
1.6.6-fabric
roadarchitect-1.6.6-fabric+1.21.6.jar
2 May 2026
1.6.6-neoforge
roadarchitect-1.6.6-neoforge+1.21.6.jar
2 May 2026
Looking for an older file? The official Modrinth project page is in Resources.