Features:
- Automatically generates roads between villages and custom structures
- Multiple pathfinding algorithms avoid steep and dangerous areas
- Bezier curve smoothing creates natural curves instead of sharp turns
- Artificial road presets plus biome-adaptive natural road materials
- Tunnels through mountains and bridges over water
- Terrain cutting, filling, tree removal and slab transitions keep roads passable
- Road foundations blend the road smoothly into the surrounding terrain
- Redstone lamps with automatic day and night control, signposts and roadside decorations
- KNN, Delaunay and RNG network planning with A-star, bidirectional A-star and fluid simulation pathfinding
- Interactive road map on the H key with drag, zoom and right-click teleport
- Multi-threaded async generation, Cloth Config screen, Fabric for Minecraft 1.21.1
- Made by shiroha
RoadWeaver fills one of the quietest gaps in Minecraft world generation: villages and other structures sit in the landscape with nothing connecting them. The mod plans a road network across the world and builds it automatically as you explore, so travelling between settlements finally feels like following a route instead of cutting through wilderness.
Roads are not simply stamped onto the ground. Pathfinding weighs terrain height, biomes and ground stability to steer around steep or dangerous ground, then Bezier smoothing turns the raw polyline into a flowing curve. Where the terrain refuses to cooperate the mod cuts, fills, removes trees, digs tunnels through mountains and throws bridges over water, while slabs smooth out elevation changes and a generated foundation keeps the road from floating above the landscape. You can pick artificial materials such as stone bricks with slabs or dirt with mud bricks, mix your own set in the preset editor, or let biome-adaptive natural roads decide.
Finished routes get furnished as well. Redstone lamps light the way and switch themselves with the day and night cycle, signposts show distances and directions, and benches, campfires and other small structures appear randomly along the roadside. Press H for the road network map, where colours mark planned, generating, completed and failed segments, statistics cover road count, length and status, and a right click teleports you to a spot; the settings screen opens from its top right corner. A manual link mode is there as well if you would rather plan the network yourself.
Generation runs in dedicated thread pools with height and terrain caching, so structure prediction and pathfinding stay off the main game thread. Worth knowing before you start: every extra structure type you configure slows world creation down but leaves you with a denser finished network, roads cannot generate in chunks that are already loaded, and mods that overhaul vanilla mechanics can slow generation to a crawl.