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ВЕРСИИ (218)
release
RoadArchitect v1.6.6+1.20.1 [Fabric/Quilt]
1.6.6-fabric3 мая 2026 г.4,4 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v1.6.6 — <em>Feature parity with the 1.21.x line</em>
### Fixes
- 🛡️ Corrupted cache files quarantined instead of poisoning new writes
- 💾 Hardened cache writes (fsync before commit)
- 🚀 Memory budget actually respected
- ⚡ No more multi-second freezes on world load
- 🧵 No more `NoSuchFileException` spam from concurrent flushes
- 🛡️ Broken selector lists no longer crash the mod
- 💬 "Did you mean ..." hint for mistyped structure ids
### Added
- 🎛️ Hide the scanning progress bar (*Debug → Show Scanning Bar*)
- 🗺️ Disable the road graph debug map (*Debug → Enable Debug Map*)
- ⚙️ Async Worker Threads setting (*Debug → Async Worker Threads*, requires restart)
- 📊 F3 cache stats overlay (*Debug → Show Cache Stats Overlay*)
### Tuning
- ⚖️ Smarter default RAM split (runtime 128 / snapshot 32 / pages 192 MiB)
### Compatibility
- Existing v1.6.1 configs preserved with safe defaults
- Legacy `road_cache.dat` auto-moved to `.legacy` on first open; new region cache rebuilds from chunk loads
release
RoadArchitect v1.6.6+1.20.1 [Forge]
1.6.6-forge3 мая 2026 г.4,7 тыс.Minecraft: 1.20.1forge
Что нового
v1.6.6 — <em>Feature parity with the 1.21.x line</em>
### Fixes
- 🛡️ Corrupted cache files quarantined instead of poisoning new writes
- 💾 Hardened cache writes (fsync before commit)
- 🚀 Memory budget actually respected
- ⚡ No more multi-second freezes on world load
- 🧵 No more `NoSuchFileException` spam from concurrent flushes
- 🛡️ Broken selector lists no longer crash the mod
- 💬 "Did you mean ..." hint for mistyped structure ids
### Added
- 🎛️ Hide the scanning progress bar (*Debug → Show Scanning Bar*)
- 🗺️ Disable the road graph debug map (*Debug → Enable Debug Map*)
- ⚙️ Async Worker Threads setting (*Debug → Async Worker Threads*, requires restart)
- 📊 F3 cache stats overlay (*Debug → Show Cache Stats Overlay*)
### Tuning
- ⚖️ Smarter default RAM split (runtime 128 / snapshot 32 / pages 192 MiB)
### Compatibility
- Existing v1.6.1 configs preserved with safe defaults
- Legacy `road_cache.dat` auto-moved to `.legacy` on first open; new region cache rebuilds from chunk loads
release
RoadArchitect v1.6.6+1.21.10 [Fabric/Quilt]
1.6.6-fabric2 мая 2026 г.854Minecraft: 1.21.10fabric, quilt
Что нового
v1.6.6 — <em>Cache flush race fix</em>
### Fixes
- 🧵 **No more `NoSuchFileException` spam in the log when the cache is busy.** Two background workers could try to save the same region at the same moment and step on each other's temporary file, leaving a stack trace in the log every time it happened. Each save now uses its own private temp file, and any leftovers from a previous crashed run are cleaned up at startup.
---
v1.6.5 — <em>Config robustness</em>
### Fixes
- 🛡️ **Broken selector lists no longer crash the mod.** A truncated or partially-corrupt config file (e.g. after a game crash mid-write) sometimes left `null` entries inside `structureSelectors` / `dimensionSelectors` / `forbiddenBiomes.selectors`. These are now filtered out at load time and the mod keeps running on whatever entries are still valid.
- 💬 **Helpful hint when a structure id is mistyped.** Invalid selectors used to log a flat `Structure selector 'X' is invalid`. The mod now searches the registry for the closest-matching id or tag and adds `did you mean 'Y'?` — handy when adding ids from Mo' Structures, Tectonic, etc.
---
v1.6.4 — <em>Config & performance toggles</em>
### Added
- 🎛️ **Hide the scanning progress bar.** New *Debug → Show Scanning Bar* toggle removes the road scanning overlay from the world loading screen for players who find it noisy. On by default.
- 🗺️ **Disable the road graph debug map.** New *Debug → Enable Debug Map* toggle gates the keybind that opens the in-game graph view. On by default; turn it off if you don't want the map (or its draw cost) at all.
- ⚙️ **Choose how many cores RoadArchitect can use.** New *Debug → Async Worker Threads* setting controls the size of the background worker pool. `0` keeps the auto-sized default (`CPU cores − 2`, leaving headroom for the OS, the main game thread, and vanilla worldgen workers). Setting an explicit number above 0 caps it at that value. Useful for capping RA on shared servers or under Distant Horizons-heavy setups. Requires a game restart.
---
v1.6.3 — <em>Cache stability hotfix</em>
### Fixes
- 🛡️ **Corrupted cache files no longer poison your world.** If a region cache file ever ends up unreadable (after a server kill, disk hiccup, or any other failure), it is now safely set aside and the cache rebuilds from scratch — instead of silently spreading the damage across new writes.
- 💾 **Hardened cache writes.** Cache files are now flushed to disk before being committed, so a server kill or power loss while saving no longer leaves you with a `ZipException: invalid stored block lengths` on the next launch.
- 🚀 **Memory budget actually respected.** The cache previously underestimated its own size and could keep growing past the configured RAM limit, dragging TPS down. The accounting is fixed — the limit you set in the Cache config now reflects reality.
### Tuning
- ⚖️ **Smarter default RAM split.** Default Cache budgets retuned for typical 2–4 GB heap setups: runtime 256 → 128 MiB, snapshots 64 → 32 MiB, pages 128 → 192 MiB. Total drops from 448 to 352 MiB while the main page cache grows by 50 % — hot regions stay in RAM instead of being read from disk on every chunk load. Existing configs are untouched; only fresh installs pick up the new values (use Cache → Reset to defaults if you want them).
- ⚡ **No more multi-second freezes when loading into a world.** Cache writes triggered by chunk loads are now handled on a background worker. Returning to a world with hundreds of chunks streaming in at once no longer stalls the server tick for seconds while region files decompress.
Compatibility: existing caches are read as before, no world migration needed.
release
RoadArchitect v1.6.6+1.21.10 [NeoForge]
1.6.6-neoforge2 мая 2026 г.181Minecraft: 1.21.10neoforge
Что нового
v1.6.6 — <em>Cache flush race fix</em>
### Fixes
- 🧵 **No more `NoSuchFileException` spam in the log when the cache is busy.** Two background workers could try to save the same region at the same moment and step on each other's temporary file, leaving a stack trace in the log every time it happened. Each save now uses its own private temp file, and any leftovers from a previous crashed run are cleaned up at startup.
---
v1.6.5 — <em>Config robustness</em>
### Fixes
- 🛡️ **Broken selector lists no longer crash the mod.** A truncated or partially-corrupt config file (e.g. after a game crash mid-write) sometimes left `null` entries inside `structureSelectors` / `dimensionSelectors` / `forbiddenBiomes.selectors`. These are now filtered out at load time and the mod keeps running on whatever entries are still valid.
- 💬 **Helpful hint when a structure id is mistyped.** Invalid selectors used to log a flat `Structure selector 'X' is invalid`. The mod now searches the registry for the closest-matching id or tag and adds `did you mean 'Y'?` — handy when adding ids from Mo' Structures, Tectonic, etc.
---
v1.6.4 — <em>Config & performance toggles</em>
### Added
- 🎛️ **Hide the scanning progress bar.** New *Debug → Show Scanning Bar* toggle removes the road scanning overlay from the world loading screen for players who find it noisy. On by default.
- 🗺️ **Disable the road graph debug map.** New *Debug → Enable Debug Map* toggle gates the keybind that opens the in-game graph view. On by default; turn it off if you don't want the map (or its draw cost) at all.
- ⚙️ **Choose how many cores RoadArchitect can use.** New *Debug → Async Worker Threads* setting controls the size of the background worker pool. `0` keeps the auto-sized default (`CPU cores − 2`, leaving headroom for the OS, the main game thread, and vanilla worldgen workers). Setting an explicit number above 0 caps it at that value. Useful for capping RA on shared servers or under Distant Horizons-heavy setups. Requires a game restart.
---
v1.6.3 — <em>Cache stability hotfix</em>
### Fixes
- 🛡️ **Corrupted cache files no longer poison your world.** If a region cache file ever ends up unreadable (after a server kill, disk hiccup, or any other failure), it is now safely set aside and the cache rebuilds from scratch — instead of silently spreading the damage across new writes.
- 💾 **Hardened cache writes.** Cache files are now flushed to disk before being committed, so a server kill or power loss while saving no longer leaves you with a `ZipException: invalid stored block lengths` on the next launch.
- 🚀 **Memory budget actually respected.** The cache previously underestimated its own size and could keep growing past the configured RAM limit, dragging TPS down. The accounting is fixed — the limit you set in the Cache config now reflects reality.
### Tuning
- ⚖️ **Smarter default RAM split.** Default Cache budgets retuned for typical 2–4 GB heap setups: runtime 256 → 128 MiB, snapshots 64 → 32 MiB, pages 128 → 192 MiB. Total drops from 448 to 352 MiB while the main page cache grows by 50 % — hot regions stay in RAM instead of being read from disk on every chunk load. Existing configs are untouched; only fresh installs pick up the new values (use Cache → Reset to defaults if you want them).
- ⚡ **No more multi-second freezes when loading into a world.** Cache writes triggered by chunk loads are now handled on a background worker. Returning to a world with hundreds of chunks streaming in at once no longer stalls the server tick for seconds while region files decompress.
Compatibility: existing caches are read as before, no world migration needed.
release
RoadArchitect v1.6.6+1.21.9 [Fabric/Quilt]
1.6.6-fabric2 мая 2026 г.69Minecraft: 1.21.9fabric, quilt
Что нового
v1.6.6 — <em>Cache flush race fix</em>
### Fixes
- 🧵 **No more `NoSuchFileException` spam in the log when the cache is busy.** Two background workers could try to save the same region at the same moment and step on each other's temporary file, leaving a stack trace in the log every time it happened. Each save now uses its own private temp file, and any leftovers from a previous crashed run are cleaned up at startup.
---
v1.6.5 — <em>Config robustness</em>
### Fixes
- 🛡️ **Broken selector lists no longer crash the mod.** A truncated or partially-corrupt config file (e.g. after a game crash mid-write) sometimes left `null` entries inside `structureSelectors` / `dimensionSelectors` / `forbiddenBiomes.selectors`. These are now filtered out at load time and the mod keeps running on whatever entries are still valid.
- 💬 **Helpful hint when a structure id is mistyped.** Invalid selectors used to log a flat `Structure selector 'X' is invalid`. The mod now searches the registry for the closest-matching id or tag and adds `did you mean 'Y'?` — handy when adding ids from Mo' Structures, Tectonic, etc.
---
v1.6.4 — <em>Config & performance toggles</em>
### Added
- 🎛️ **Hide the scanning progress bar.** New *Debug → Show Scanning Bar* toggle removes the road scanning overlay from the world loading screen for players who find it noisy. On by default.
- 🗺️ **Disable the road graph debug map.** New *Debug → Enable Debug Map* toggle gates the keybind that opens the in-game graph view. On by default; turn it off if you don't want the map (or its draw cost) at all.
- ⚙️ **Choose how many cores RoadArchitect can use.** New *Debug → Async Worker Threads* setting controls the size of the background worker pool. `0` keeps the auto-sized default (`CPU cores − 2`, leaving headroom for the OS, the main game thread, and vanilla worldgen workers). Setting an explicit number above 0 caps it at that value. Useful for capping RA on shared servers or under Distant Horizons-heavy setups. Requires a game restart.
---
v1.6.3 — <em>Cache stability hotfix</em>
### Fixes
- 🛡️ **Corrupted cache files no longer poison your world.** If a region cache file ever ends up unreadable (after a server kill, disk hiccup, or any other failure), it is now safely set aside and the cache rebuilds from scratch — instead of silently spreading the damage across new writes.
- 💾 **Hardened cache writes.** Cache files are now flushed to disk before being committed, so a server kill or power loss while saving no longer leaves you with a `ZipException: invalid stored block lengths` on the next launch.
- 🚀 **Memory budget actually respected.** The cache previously underestimated its own size and could keep growing past the configured RAM limit, dragging TPS down. The accounting is fixed — the limit you set in the Cache config now reflects reality.
### Tuning
- ⚖️ **Smarter default RAM split.** Default Cache budgets retuned for typical 2–4 GB heap setups: runtime 256 → 128 MiB, snapshots 64 → 32 MiB, pages 128 → 192 MiB. Total drops from 448 to 352 MiB while the main page cache grows by 50 % — hot regions stay in RAM instead of being read from disk on every chunk load. Existing configs are untouched; only fresh installs pick up the new values (use Cache → Reset to defaults if you want them).
- ⚡ **No more multi-second freezes when loading into a world.** Cache writes triggered by chunk loads are now handled on a background worker. Returning to a world with hundreds of chunks streaming in at once no longer stalls the server tick for seconds while region files decompress.
Compatibility: existing caches are read as before, no world migration needed.
release
RoadArchitect v1.6.6+1.21.9 [NeoForge]
1.6.6-neoforge2 мая 2026 г.28Minecraft: 1.21.9neoforge
Что нового
v1.6.6 — <em>Cache flush race fix</em>
### Fixes
- 🧵 **No more `NoSuchFileException` spam in the log when the cache is busy.** Two background workers could try to save the same region at the same moment and step on each other's temporary file, leaving a stack trace in the log every time it happened. Each save now uses its own private temp file, and any leftovers from a previous crashed run are cleaned up at startup.
---
v1.6.5 — <em>Config robustness</em>
### Fixes
- 🛡️ **Broken selector lists no longer crash the mod.** A truncated or partially-corrupt config file (e.g. after a game crash mid-write) sometimes left `null` entries inside `structureSelectors` / `dimensionSelectors` / `forbiddenBiomes.selectors`. These are now filtered out at load time and the mod keeps running on whatever entries are still valid.
- 💬 **Helpful hint when a structure id is mistyped.** Invalid selectors used to log a flat `Structure selector 'X' is invalid`. The mod now searches the registry for the closest-matching id or tag and adds `did you mean 'Y'?` — handy when adding ids from Mo' Structures, Tectonic, etc.
---
v1.6.4 — <em>Config & performance toggles</em>
### Added
- 🎛️ **Hide the scanning progress bar.** New *Debug → Show Scanning Bar* toggle removes the road scanning overlay from the world loading screen for players who find it noisy. On by default.
- 🗺️ **Disable the road graph debug map.** New *Debug → Enable Debug Map* toggle gates the keybind that opens the in-game graph view. On by default; turn it off if you don't want the map (or its draw cost) at all.
- ⚙️ **Choose how many cores RoadArchitect can use.** New *Debug → Async Worker Threads* setting controls the size of the background worker pool. `0` keeps the auto-sized default (`CPU cores − 2`, leaving headroom for the OS, the main game thread, and vanilla worldgen workers). Setting an explicit number above 0 caps it at that value. Useful for capping RA on shared servers or under Distant Horizons-heavy setups. Requires a game restart.
---
v1.6.3 — <em>Cache stability hotfix</em>
### Fixes
- 🛡️ **Corrupted cache files no longer poison your world.** If a region cache file ever ends up unreadable (after a server kill, disk hiccup, or any other failure), it is now safely set aside and the cache rebuilds from scratch — instead of silently spreading the damage across new writes.
- 💾 **Hardened cache writes.** Cache files are now flushed to disk before being committed, so a server kill or power loss while saving no longer leaves you with a `ZipException: invalid stored block lengths` on the next launch.
- 🚀 **Memory budget actually respected.** The cache previously underestimated its own size and could keep growing past the configured RAM limit, dragging TPS down. The accounting is fixed — the limit you set in the Cache config now reflects reality.
### Tuning
- ⚖️ **Smarter default RAM split.** Default Cache budgets retuned for typical 2–4 GB heap setups: runtime 256 → 128 MiB, snapshots 64 → 32 MiB, pages 128 → 192 MiB. Total drops from 448 to 352 MiB while the main page cache grows by 50 % — hot regions stay in RAM instead of being read from disk on every chunk load. Existing configs are untouched; only fresh installs pick up the new values (use Cache → Reset to defaults if you want them).
- ⚡ **No more multi-second freezes when loading into a world.** Cache writes triggered by chunk loads are now handled on a background worker. Returning to a world with hundreds of chunks streaming in at once no longer stalls the server tick for seconds while region files decompress.
Compatibility: existing caches are read as before, no world migration needed.
release
RoadArchitect v1.6.6+1.21.8 [Fabric/Quilt]
1.6.6-fabric2 мая 2026 г.373Minecraft: 1.21.8fabric, quilt
Что нового
v1.6.6 — <em>Cache flush race fix</em>
### Fixes
- 🧵 **No more `NoSuchFileException` spam in the log when the cache is busy.** Two background workers could try to save the same region at the same moment and step on each other's temporary file, leaving a stack trace in the log every time it happened. Each save now uses its own private temp file, and any leftovers from a previous crashed run are cleaned up at startup.
---
v1.6.5 — <em>Config robustness</em>
### Fixes
- 🛡️ **Broken selector lists no longer crash the mod.** A truncated or partially-corrupt config file (e.g. after a game crash mid-write) sometimes left `null` entries inside `structureSelectors` / `dimensionSelectors` / `forbiddenBiomes.selectors`. These are now filtered out at load time and the mod keeps running on whatever entries are still valid.
- 💬 **Helpful hint when a structure id is mistyped.** Invalid selectors used to log a flat `Structure selector 'X' is invalid`. The mod now searches the registry for the closest-matching id or tag and adds `did you mean 'Y'?` — handy when adding ids from Mo' Structures, Tectonic, etc.
---
v1.6.4 — <em>Config & performance toggles</em>
### Added
- 🎛️ **Hide the scanning progress bar.** New *Debug → Show Scanning Bar* toggle removes the road scanning overlay from the world loading screen for players who find it noisy. On by default.
- 🗺️ **Disable the road graph debug map.** New *Debug → Enable Debug Map* toggle gates the keybind that opens the in-game graph view. On by default; turn it off if you don't want the map (or its draw cost) at all.
- ⚙️ **Choose how many cores RoadArchitect can use.** New *Debug → Async Worker Threads* setting controls the size of the background worker pool. `0` keeps the auto-sized default (`CPU cores − 2`, leaving headroom for the OS, the main game thread, and vanilla worldgen workers). Setting an explicit number above 0 caps it at that value. Useful for capping RA on shared servers or under Distant Horizons-heavy setups. Requires a game restart.
---
v1.6.3 — <em>Cache stability hotfix</em>
### Fixes
- 🛡️ **Corrupted cache files no longer poison your world.** If a region cache file ever ends up unreadable (after a server kill, disk hiccup, or any other failure), it is now safely set aside and the cache rebuilds from scratch — instead of silently spreading the damage across new writes.
- 💾 **Hardened cache writes.** Cache files are now flushed to disk before being committed, so a server kill or power loss while saving no longer leaves you with a `ZipException: invalid stored block lengths` on the next launch.
- 🚀 **Memory budget actually respected.** The cache previously underestimated its own size and could keep growing past the configured RAM limit, dragging TPS down. The accounting is fixed — the limit you set in the Cache config now reflects reality.
### Tuning
- ⚖️ **Smarter default RAM split.** Default Cache budgets retuned for typical 2–4 GB heap setups: runtime 256 → 128 MiB, snapshots 64 → 32 MiB, pages 128 → 192 MiB. Total drops from 448 to 352 MiB while the main page cache grows by 50 % — hot regions stay in RAM instead of being read from disk on every chunk load. Existing configs are untouched; only fresh installs pick up the new values (use Cache → Reset to defaults if you want them).
- ⚡ **No more multi-second freezes when loading into a world.** Cache writes triggered by chunk loads are now handled on a background worker. Returning to a world with hundreds of chunks streaming in at once no longer stalls the server tick for seconds while region files decompress.
Compatibility: existing caches are read as before, no world migration needed.
release
RoadArchitect v1.6.6+1.21.8 [NeoForge]
1.6.6-neoforge2 мая 2026 г.62Minecraft: 1.21.8neoforge
Что нового
v1.6.6 — <em>Cache flush race fix</em>
### Fixes
- 🧵 **No more `NoSuchFileException` spam in the log when the cache is busy.** Two background workers could try to save the same region at the same moment and step on each other's temporary file, leaving a stack trace in the log every time it happened. Each save now uses its own private temp file, and any leftovers from a previous crashed run are cleaned up at startup.
---
v1.6.5 — <em>Config robustness</em>
### Fixes
- 🛡️ **Broken selector lists no longer crash the mod.** A truncated or partially-corrupt config file (e.g. after a game crash mid-write) sometimes left `null` entries inside `structureSelectors` / `dimensionSelectors` / `forbiddenBiomes.selectors`. These are now filtered out at load time and the mod keeps running on whatever entries are still valid.
- 💬 **Helpful hint when a structure id is mistyped.** Invalid selectors used to log a flat `Structure selector 'X' is invalid`. The mod now searches the registry for the closest-matching id or tag and adds `did you mean 'Y'?` — handy when adding ids from Mo' Structures, Tectonic, etc.
---
v1.6.4 — <em>Config & performance toggles</em>
### Added
- 🎛️ **Hide the scanning progress bar.** New *Debug → Show Scanning Bar* toggle removes the road scanning overlay from the world loading screen for players who find it noisy. On by default.
- 🗺️ **Disable the road graph debug map.** New *Debug → Enable Debug Map* toggle gates the keybind that opens the in-game graph view. On by default; turn it off if you don't want the map (or its draw cost) at all.
- ⚙️ **Choose how many cores RoadArchitect can use.** New *Debug → Async Worker Threads* setting controls the size of the background worker pool. `0` keeps the auto-sized default (`CPU cores − 2`, leaving headroom for the OS, the main game thread, and vanilla worldgen workers). Setting an explicit number above 0 caps it at that value. Useful for capping RA on shared servers or under Distant Horizons-heavy setups. Requires a game restart.
---
v1.6.3 — <em>Cache stability hotfix</em>
### Fixes
- 🛡️ **Corrupted cache files no longer poison your world.** If a region cache file ever ends up unreadable (after a server kill, disk hiccup, or any other failure), it is now safely set aside and the cache rebuilds from scratch — instead of silently spreading the damage across new writes.
- 💾 **Hardened cache writes.** Cache files are now flushed to disk before being committed, so a server kill or power loss while saving no longer leaves you with a `ZipException: invalid stored block lengths` on the next launch.
- 🚀 **Memory budget actually respected.** The cache previously underestimated its own size and could keep growing past the configured RAM limit, dragging TPS down. The accounting is fixed — the limit you set in the Cache config now reflects reality.
### Tuning
- ⚖️ **Smarter default RAM split.** Default Cache budgets retuned for typical 2–4 GB heap setups: runtime 256 → 128 MiB, snapshots 64 → 32 MiB, pages 128 → 192 MiB. Total drops from 448 to 352 MiB while the main page cache grows by 50 % — hot regions stay in RAM instead of being read from disk on every chunk load. Existing configs are untouched; only fresh installs pick up the new values (use Cache → Reset to defaults if you want them).
- ⚡ **No more multi-second freezes when loading into a world.** Cache writes triggered by chunk loads are now handled on a background worker. Returning to a world with hundreds of chunks streaming in at once no longer stalls the server tick for seconds while region files decompress.
Compatibility: existing caches are read as before, no world migration needed.
release
RoadArchitect v1.6.6+1.21.7 [Fabric/Quilt]
1.6.6-fabric2 мая 2026 г.45Minecraft: 1.21.7fabric, quilt
Что нового
v1.6.6 — <em>Cache flush race fix</em>
### Fixes
- 🧵 **No more `NoSuchFileException` spam in the log when the cache is busy.** Two background workers could try to save the same region at the same moment and step on each other's temporary file, leaving a stack trace in the log every time it happened. Each save now uses its own private temp file, and any leftovers from a previous crashed run are cleaned up at startup.
---
v1.6.5 — <em>Config robustness</em>
### Fixes
- 🛡️ **Broken selector lists no longer crash the mod.** A truncated or partially-corrupt config file (e.g. after a game crash mid-write) sometimes left `null` entries inside `structureSelectors` / `dimensionSelectors` / `forbiddenBiomes.selectors`. These are now filtered out at load time and the mod keeps running on whatever entries are still valid.
- 💬 **Helpful hint when a structure id is mistyped.** Invalid selectors used to log a flat `Structure selector 'X' is invalid`. The mod now searches the registry for the closest-matching id or tag and adds `did you mean 'Y'?` — handy when adding ids from Mo' Structures, Tectonic, etc.
---
v1.6.4 — <em>Config & performance toggles</em>
### Added
- 🎛️ **Hide the scanning progress bar.** New *Debug → Show Scanning Bar* toggle removes the road scanning overlay from the world loading screen for players who find it noisy. On by default.
- 🗺️ **Disable the road graph debug map.** New *Debug → Enable Debug Map* toggle gates the keybind that opens the in-game graph view. On by default; turn it off if you don't want the map (or its draw cost) at all.
- ⚙️ **Choose how many cores RoadArchitect can use.** New *Debug → Async Worker Threads* setting controls the size of the background worker pool. `0` keeps the auto-sized default (`CPU cores − 2`, leaving headroom for the OS, the main game thread, and vanilla worldgen workers). Setting an explicit number above 0 caps it at that value. Useful for capping RA on shared servers or under Distant Horizons-heavy setups. Requires a game restart.
---
v1.6.3 — <em>Cache stability hotfix</em>
### Fixes
- 🛡️ **Corrupted cache files no longer poison your world.** If a region cache file ever ends up unreadable (after a server kill, disk hiccup, or any other failure), it is now safely set aside and the cache rebuilds from scratch — instead of silently spreading the damage across new writes.
- 💾 **Hardened cache writes.** Cache files are now flushed to disk before being committed, so a server kill or power loss while saving no longer leaves you with a `ZipException: invalid stored block lengths` on the next launch.
- 🚀 **Memory budget actually respected.** The cache previously underestimated its own size and could keep growing past the configured RAM limit, dragging TPS down. The accounting is fixed — the limit you set in the Cache config now reflects reality.
### Tuning
- ⚖️ **Smarter default RAM split.** Default Cache budgets retuned for typical 2–4 GB heap setups: runtime 256 → 128 MiB, snapshots 64 → 32 MiB, pages 128 → 192 MiB. Total drops from 448 to 352 MiB while the main page cache grows by 50 % — hot regions stay in RAM instead of being read from disk on every chunk load. Existing configs are untouched; only fresh installs pick up the new values (use Cache → Reset to defaults if you want them).
- ⚡ **No more multi-second freezes when loading into a world.** Cache writes triggered by chunk loads are now handled on a background worker. Returning to a world with hundreds of chunks streaming in at once no longer stalls the server tick for seconds while region files decompress.
Compatibility: existing caches are read as before, no world migration needed.
release
RoadArchitect v1.6.6+1.21.7 [NeoForge]
1.6.6-neoforge2 мая 2026 г.23Minecraft: 1.21.7neoforge
Что нового
v1.6.6 — <em>Cache flush race fix</em>
### Fixes
- 🧵 **No more `NoSuchFileException` spam in the log when the cache is busy.** Two background workers could try to save the same region at the same moment and step on each other's temporary file, leaving a stack trace in the log every time it happened. Each save now uses its own private temp file, and any leftovers from a previous crashed run are cleaned up at startup.
---
v1.6.5 — <em>Config robustness</em>
### Fixes
- 🛡️ **Broken selector lists no longer crash the mod.** A truncated or partially-corrupt config file (e.g. after a game crash mid-write) sometimes left `null` entries inside `structureSelectors` / `dimensionSelectors` / `forbiddenBiomes.selectors`. These are now filtered out at load time and the mod keeps running on whatever entries are still valid.
- 💬 **Helpful hint when a structure id is mistyped.** Invalid selectors used to log a flat `Structure selector 'X' is invalid`. The mod now searches the registry for the closest-matching id or tag and adds `did you mean 'Y'?` — handy when adding ids from Mo' Structures, Tectonic, etc.
---
v1.6.4 — <em>Config & performance toggles</em>
### Added
- 🎛️ **Hide the scanning progress bar.** New *Debug → Show Scanning Bar* toggle removes the road scanning overlay from the world loading screen for players who find it noisy. On by default.
- 🗺️ **Disable the road graph debug map.** New *Debug → Enable Debug Map* toggle gates the keybind that opens the in-game graph view. On by default; turn it off if you don't want the map (or its draw cost) at all.
- ⚙️ **Choose how many cores RoadArchitect can use.** New *Debug → Async Worker Threads* setting controls the size of the background worker pool. `0` keeps the auto-sized default (`CPU cores − 2`, leaving headroom for the OS, the main game thread, and vanilla worldgen workers). Setting an explicit number above 0 caps it at that value. Useful for capping RA on shared servers or under Distant Horizons-heavy setups. Requires a game restart.
---
v1.6.3 — <em>Cache stability hotfix</em>
### Fixes
- 🛡️ **Corrupted cache files no longer poison your world.** If a region cache file ever ends up unreadable (after a server kill, disk hiccup, or any other failure), it is now safely set aside and the cache rebuilds from scratch — instead of silently spreading the damage across new writes.
- 💾 **Hardened cache writes.** Cache files are now flushed to disk before being committed, so a server kill or power loss while saving no longer leaves you with a `ZipException: invalid stored block lengths` on the next launch.
- 🚀 **Memory budget actually respected.** The cache previously underestimated its own size and could keep growing past the configured RAM limit, dragging TPS down. The accounting is fixed — the limit you set in the Cache config now reflects reality.
### Tuning
- ⚖️ **Smarter default RAM split.** Default Cache budgets retuned for typical 2–4 GB heap setups: runtime 256 → 128 MiB, snapshots 64 → 32 MiB, pages 128 → 192 MiB. Total drops from 448 to 352 MiB while the main page cache grows by 50 % — hot regions stay in RAM instead of being read from disk on every chunk load. Existing configs are untouched; only fresh installs pick up the new values (use Cache → Reset to defaults if you want them).
- ⚡ **No more multi-second freezes when loading into a world.** Cache writes triggered by chunk loads are now handled on a background worker. Returning to a world with hundreds of chunks streaming in at once no longer stalls the server tick for seconds while region files decompress.
Compatibility: existing caches are read as before, no world migration needed.
release
RoadArchitect v1.6.6+1.21.6 [Fabric/Quilt]
1.6.6-fabric2 мая 2026 г.142Minecraft: 1.21.6fabric, quilt
Что нового
v1.6.6 — <em>Cache flush race fix</em>
### Fixes
- 🧵 **No more `NoSuchFileException` spam in the log when the cache is busy.** Two background workers could try to save the same region at the same moment and step on each other's temporary file, leaving a stack trace in the log every time it happened. Each save now uses its own private temp file, and any leftovers from a previous crashed run are cleaned up at startup.
---
v1.6.5 — <em>Config robustness</em>
### Fixes
- 🛡️ **Broken selector lists no longer crash the mod.** A truncated or partially-corrupt config file (e.g. after a game crash mid-write) sometimes left `null` entries inside `structureSelectors` / `dimensionSelectors` / `forbiddenBiomes.selectors`. These are now filtered out at load time and the mod keeps running on whatever entries are still valid.
- 💬 **Helpful hint when a structure id is mistyped.** Invalid selectors used to log a flat `Structure selector 'X' is invalid`. The mod now searches the registry for the closest-matching id or tag and adds `did you mean 'Y'?` — handy when adding ids from Mo' Structures, Tectonic, etc.
---
v1.6.4 — <em>Config & performance toggles</em>
### Added
- 🎛️ **Hide the scanning progress bar.** New *Debug → Show Scanning Bar* toggle removes the road scanning overlay from the world loading screen for players who find it noisy. On by default.
- 🗺️ **Disable the road graph debug map.** New *Debug → Enable Debug Map* toggle gates the keybind that opens the in-game graph view. On by default; turn it off if you don't want the map (or its draw cost) at all.
- ⚙️ **Choose how many cores RoadArchitect can use.** New *Debug → Async Worker Threads* setting controls the size of the background worker pool. `0` keeps the auto-sized default (`CPU cores − 2`, leaving headroom for the OS, the main game thread, and vanilla worldgen workers). Setting an explicit number above 0 caps it at that value. Useful for capping RA on shared servers or under Distant Horizons-heavy setups. Requires a game restart.
---
v1.6.3 — <em>Cache stability hotfix</em>
### Fixes
- 🛡️ **Corrupted cache files no longer poison your world.** If a region cache file ever ends up unreadable (after a server kill, disk hiccup, or any other failure), it is now safely set aside and the cache rebuilds from scratch — instead of silently spreading the damage across new writes.
- 💾 **Hardened cache writes.** Cache files are now flushed to disk before being committed, so a server kill or power loss while saving no longer leaves you with a `ZipException: invalid stored block lengths` on the next launch.
- 🚀 **Memory budget actually respected.** The cache previously underestimated its own size and could keep growing past the configured RAM limit, dragging TPS down. The accounting is fixed — the limit you set in the Cache config now reflects reality.
### Tuning
- ⚖️ **Smarter default RAM split.** Default Cache budgets retuned for typical 2–4 GB heap setups: runtime 256 → 128 MiB, snapshots 64 → 32 MiB, pages 128 → 192 MiB. Total drops from 448 to 352 MiB while the main page cache grows by 50 % — hot regions stay in RAM instead of being read from disk on every chunk load. Existing configs are untouched; only fresh installs pick up the new values (use Cache → Reset to defaults if you want them).
- ⚡ **No more multi-second freezes when loading into a world.** Cache writes triggered by chunk loads are now handled on a background worker. Returning to a world with hundreds of chunks streaming in at once no longer stalls the server tick for seconds while region files decompress.
Compatibility: existing caches are read as before, no world migration needed.
release
RoadArchitect v1.6.6+1.21.6 [NeoForge]
1.6.6-neoforge2 мая 2026 г.28Minecraft: 1.21.6neoforge
Что нового
v1.6.6 — <em>Cache flush race fix</em>
### Fixes
- 🧵 **No more `NoSuchFileException` spam in the log when the cache is busy.** Two background workers could try to save the same region at the same moment and step on each other's temporary file, leaving a stack trace in the log every time it happened. Each save now uses its own private temp file, and any leftovers from a previous crashed run are cleaned up at startup.
---
v1.6.5 — <em>Config robustness</em>
### Fixes
- 🛡️ **Broken selector lists no longer crash the mod.** A truncated or partially-corrupt config file (e.g. after a game crash mid-write) sometimes left `null` entries inside `structureSelectors` / `dimensionSelectors` / `forbiddenBiomes.selectors`. These are now filtered out at load time and the mod keeps running on whatever entries are still valid.
- 💬 **Helpful hint when a structure id is mistyped.** Invalid selectors used to log a flat `Structure selector 'X' is invalid`. The mod now searches the registry for the closest-matching id or tag and adds `did you mean 'Y'?` — handy when adding ids from Mo' Structures, Tectonic, etc.
---
v1.6.4 — <em>Config & performance toggles</em>
### Added
- 🎛️ **Hide the scanning progress bar.** New *Debug → Show Scanning Bar* toggle removes the road scanning overlay from the world loading screen for players who find it noisy. On by default.
- 🗺️ **Disable the road graph debug map.** New *Debug → Enable Debug Map* toggle gates the keybind that opens the in-game graph view. On by default; turn it off if you don't want the map (or its draw cost) at all.
- ⚙️ **Choose how many cores RoadArchitect can use.** New *Debug → Async Worker Threads* setting controls the size of the background worker pool. `0` keeps the auto-sized default (`CPU cores − 2`, leaving headroom for the OS, the main game thread, and vanilla worldgen workers). Setting an explicit number above 0 caps it at that value. Useful for capping RA on shared servers or under Distant Horizons-heavy setups. Requires a game restart.
---
v1.6.3 — <em>Cache stability hotfix</em>
### Fixes
- 🛡️ **Corrupted cache files no longer poison your world.** If a region cache file ever ends up unreadable (after a server kill, disk hiccup, or any other failure), it is now safely set aside and the cache rebuilds from scratch — instead of silently spreading the damage across new writes.
- 💾 **Hardened cache writes.** Cache files are now flushed to disk before being committed, so a server kill or power loss while saving no longer leaves you with a `ZipException: invalid stored block lengths` on the next launch.
- 🚀 **Memory budget actually respected.** The cache previously underestimated its own size and could keep growing past the configured RAM limit, dragging TPS down. The accounting is fixed — the limit you set in the Cache config now reflects reality.
### Tuning
- ⚖️ **Smarter default RAM split.** Default Cache budgets retuned for typical 2–4 GB heap setups: runtime 256 → 128 MiB, snapshots 64 → 32 MiB, pages 128 → 192 MiB. Total drops from 448 to 352 MiB while the main page cache grows by 50 % — hot regions stay in RAM instead of being read from disk on every chunk load. Existing configs are untouched; only fresh installs pick up the new values (use Cache → Reset to defaults if you want them).
- ⚡ **No more multi-second freezes when loading into a world.** Cache writes triggered by chunk loads are now handled on a background worker. Returning to a world with hundreds of chunks streaming in at once no longer stalls the server tick for seconds while region files decompress.
Compatibility: existing caches are read as before, no world migration needed.
release
RoadArchitect v1.6.6+1.21.5 [Fabric/Quilt]
1.6.6-fabric2 мая 2026 г.163Minecraft: 1.21.5fabric, quilt
Что нового
v1.6.6 — <em>Cache flush race fix</em>
### Fixes
- 🧵 **No more `NoSuchFileException` spam in the log when the cache is busy.** Two background workers could try to save the same region at the same moment and step on each other's temporary file, leaving a stack trace in the log every time it happened. Each save now uses its own private temp file, and any leftovers from a previous crashed run are cleaned up at startup.
---
v1.6.5 — <em>Config robustness</em>
### Fixes
- 🛡️ **Broken selector lists no longer crash the mod.** A truncated or partially-corrupt config file (e.g. after a game crash mid-write) sometimes left `null` entries inside `structureSelectors` / `dimensionSelectors` / `forbiddenBiomes.selectors`. These are now filtered out at load time and the mod keeps running on whatever entries are still valid.
- 💬 **Helpful hint when a structure id is mistyped.** Invalid selectors used to log a flat `Structure selector 'X' is invalid`. The mod now searches the registry for the closest-matching id or tag and adds `did you mean 'Y'?` — handy when adding ids from Mo' Structures, Tectonic, etc.
---
v1.6.4 — <em>Config & performance toggles</em>
### Added
- 🎛️ **Hide the scanning progress bar.** New *Debug → Show Scanning Bar* toggle removes the road scanning overlay from the world loading screen for players who find it noisy. On by default.
- 🗺️ **Disable the road graph debug map.** New *Debug → Enable Debug Map* toggle gates the keybind that opens the in-game graph view. On by default; turn it off if you don't want the map (or its draw cost) at all.
- ⚙️ **Choose how many cores RoadArchitect can use.** New *Debug → Async Worker Threads* setting controls the size of the background worker pool. `0` keeps the auto-sized default (`CPU cores − 2`, leaving headroom for the OS, the main game thread, and vanilla worldgen workers). Setting an explicit number above 0 caps it at that value. Useful for capping RA on shared servers or under Distant Horizons-heavy setups. Requires a game restart.
---
v1.6.3 — <em>Cache stability hotfix</em>
### Fixes
- 🛡️ **Corrupted cache files no longer poison your world.** If a region cache file ever ends up unreadable (after a server kill, disk hiccup, or any other failure), it is now safely set aside and the cache rebuilds from scratch — instead of silently spreading the damage across new writes.
- 💾 **Hardened cache writes.** Cache files are now flushed to disk before being committed, so a server kill or power loss while saving no longer leaves you with a `ZipException: invalid stored block lengths` on the next launch.
- 🚀 **Memory budget actually respected.** The cache previously underestimated its own size and could keep growing past the configured RAM limit, dragging TPS down. The accounting is fixed — the limit you set in the Cache config now reflects reality.
### Tuning
- ⚖️ **Smarter default RAM split.** Default Cache budgets retuned for typical 2–4 GB heap setups: runtime 256 → 128 MiB, snapshots 64 → 32 MiB, pages 128 → 192 MiB. Total drops from 448 to 352 MiB while the main page cache grows by 50 % — hot regions stay in RAM instead of being read from disk on every chunk load. Existing configs are untouched; only fresh installs pick up the new values (use Cache → Reset to defaults if you want them).
- ⚡ **No more multi-second freezes when loading into a world.** Cache writes triggered by chunk loads are now handled on a background worker. Returning to a world with hundreds of chunks streaming in at once no longer stalls the server tick for seconds while region files decompress.
Compatibility: existing caches are read as before, no world migration needed.
release
RoadArchitect v1.6.6+1.21.5 [NeoForge]
1.6.6-neoforge2 мая 2026 г.44Minecraft: 1.21.5neoforge
Что нового
v1.6.6 — <em>Cache flush race fix</em>
### Fixes
- 🧵 **No more `NoSuchFileException` spam in the log when the cache is busy.** Two background workers could try to save the same region at the same moment and step on each other's temporary file, leaving a stack trace in the log every time it happened. Each save now uses its own private temp file, and any leftovers from a previous crashed run are cleaned up at startup.
---
v1.6.5 — <em>Config robustness</em>
### Fixes
- 🛡️ **Broken selector lists no longer crash the mod.** A truncated or partially-corrupt config file (e.g. after a game crash mid-write) sometimes left `null` entries inside `structureSelectors` / `dimensionSelectors` / `forbiddenBiomes.selectors`. These are now filtered out at load time and the mod keeps running on whatever entries are still valid.
- 💬 **Helpful hint when a structure id is mistyped.** Invalid selectors used to log a flat `Structure selector 'X' is invalid`. The mod now searches the registry for the closest-matching id or tag and adds `did you mean 'Y'?` — handy when adding ids from Mo' Structures, Tectonic, etc.
---
v1.6.4 — <em>Config & performance toggles</em>
### Added
- 🎛️ **Hide the scanning progress bar.** New *Debug → Show Scanning Bar* toggle removes the road scanning overlay from the world loading screen for players who find it noisy. On by default.
- 🗺️ **Disable the road graph debug map.** New *Debug → Enable Debug Map* toggle gates the keybind that opens the in-game graph view. On by default; turn it off if you don't want the map (or its draw cost) at all.
- ⚙️ **Choose how many cores RoadArchitect can use.** New *Debug → Async Worker Threads* setting controls the size of the background worker pool. `0` keeps the auto-sized default (`CPU cores − 2`, leaving headroom for the OS, the main game thread, and vanilla worldgen workers). Setting an explicit number above 0 caps it at that value. Useful for capping RA on shared servers or under Distant Horizons-heavy setups. Requires a game restart.
---
v1.6.3 — <em>Cache stability hotfix</em>
### Fixes
- 🛡️ **Corrupted cache files no longer poison your world.** If a region cache file ever ends up unreadable (after a server kill, disk hiccup, or any other failure), it is now safely set aside and the cache rebuilds from scratch — instead of silently spreading the damage across new writes.
- 💾 **Hardened cache writes.** Cache files are now flushed to disk before being committed, so a server kill or power loss while saving no longer leaves you with a `ZipException: invalid stored block lengths` on the next launch.
- 🚀 **Memory budget actually respected.** The cache previously underestimated its own size and could keep growing past the configured RAM limit, dragging TPS down. The accounting is fixed — the limit you set in the Cache config now reflects reality.
### Tuning
- ⚖️ **Smarter default RAM split.** Default Cache budgets retuned for typical 2–4 GB heap setups: runtime 256 → 128 MiB, snapshots 64 → 32 MiB, pages 128 → 192 MiB. Total drops from 448 to 352 MiB while the main page cache grows by 50 % — hot regions stay in RAM instead of being read from disk on every chunk load. Existing configs are untouched; only fresh installs pick up the new values (use Cache → Reset to defaults if you want them).
- ⚡ **No more multi-second freezes when loading into a world.** Cache writes triggered by chunk loads are now handled on a background worker. Returning to a world with hundreds of chunks streaming in at once no longer stalls the server tick for seconds while region files decompress.
Compatibility: existing caches are read as before, no world migration needed.
release
RoadArchitect v1.6.6+1.21.4 [Fabric/Quilt]
1.6.6-fabric2 мая 2026 г.276Minecraft: 1.21.4fabric, quilt
Что нового
v1.6.6 — <em>Cache flush race fix</em>
### Fixes
- 🧵 **No more `NoSuchFileException` spam in the log when the cache is busy.** Two background workers could try to save the same region at the same moment and step on each other's temporary file, leaving a stack trace in the log every time it happened. Each save now uses its own private temp file, and any leftovers from a previous crashed run are cleaned up at startup.
---
v1.6.5 — <em>Config robustness</em>
### Fixes
- 🛡️ **Broken selector lists no longer crash the mod.** A truncated or partially-corrupt config file (e.g. after a game crash mid-write) sometimes left `null` entries inside `structureSelectors` / `dimensionSelectors` / `forbiddenBiomes.selectors`. These are now filtered out at load time and the mod keeps running on whatever entries are still valid.
- 💬 **Helpful hint when a structure id is mistyped.** Invalid selectors used to log a flat `Structure selector 'X' is invalid`. The mod now searches the registry for the closest-matching id or tag and adds `did you mean 'Y'?` — handy when adding ids from Mo' Structures, Tectonic, etc.
---
v1.6.4 — <em>Config & performance toggles</em>
### Added
- 🎛️ **Hide the scanning progress bar.** New *Debug → Show Scanning Bar* toggle removes the road scanning overlay from the world loading screen for players who find it noisy. On by default.
- 🗺️ **Disable the road graph debug map.** New *Debug → Enable Debug Map* toggle gates the keybind that opens the in-game graph view. On by default; turn it off if you don't want the map (or its draw cost) at all.
- ⚙️ **Choose how many cores RoadArchitect can use.** New *Debug → Async Worker Threads* setting controls the size of the background worker pool. `0` keeps the auto-sized default (`CPU cores − 2`, leaving headroom for the OS, the main game thread, and vanilla worldgen workers). Setting an explicit number above 0 caps it at that value. Useful for capping RA on shared servers or under Distant Horizons-heavy setups. Requires a game restart.
---
v1.6.3 — <em>Cache stability hotfix</em>
### Fixes
- 🛡️ **Corrupted cache files no longer poison your world.** If a region cache file ever ends up unreadable (after a server kill, disk hiccup, or any other failure), it is now safely set aside and the cache rebuilds from scratch — instead of silently spreading the damage across new writes.
- 💾 **Hardened cache writes.** Cache files are now flushed to disk before being committed, so a server kill or power loss while saving no longer leaves you with a `ZipException: invalid stored block lengths` on the next launch.
- 🚀 **Memory budget actually respected.** The cache previously underestimated its own size and could keep growing past the configured RAM limit, dragging TPS down. The accounting is fixed — the limit you set in the Cache config now reflects reality.
### Tuning
- ⚖️ **Smarter default RAM split.** Default Cache budgets retuned for typical 2–4 GB heap setups: runtime 256 → 128 MiB, snapshots 64 → 32 MiB, pages 128 → 192 MiB. Total drops from 448 to 352 MiB while the main page cache grows by 50 % — hot regions stay in RAM instead of being read from disk on every chunk load. Existing configs are untouched; only fresh installs pick up the new values (use Cache → Reset to defaults if you want them).
- ⚡ **No more multi-second freezes when loading into a world.** Cache writes triggered by chunk loads are now handled on a background worker. Returning to a world with hundreds of chunks streaming in at once no longer stalls the server tick for seconds while region files decompress.
Compatibility: existing caches are read as before, no world migration needed.
release
RoadArchitect v1.6.6+1.21.4 [NeoForge]
1.6.6-neoforge2 мая 2026 г.54Minecraft: 1.21.4neoforge
Что нового
v1.6.6 — <em>Cache flush race fix</em>
### Fixes
- 🧵 **No more `NoSuchFileException` spam in the log when the cache is busy.** Two background workers could try to save the same region at the same moment and step on each other's temporary file, leaving a stack trace in the log every time it happened. Each save now uses its own private temp file, and any leftovers from a previous crashed run are cleaned up at startup.
---
v1.6.5 — <em>Config robustness</em>
### Fixes
- 🛡️ **Broken selector lists no longer crash the mod.** A truncated or partially-corrupt config file (e.g. after a game crash mid-write) sometimes left `null` entries inside `structureSelectors` / `dimensionSelectors` / `forbiddenBiomes.selectors`. These are now filtered out at load time and the mod keeps running on whatever entries are still valid.
- 💬 **Helpful hint when a structure id is mistyped.** Invalid selectors used to log a flat `Structure selector 'X' is invalid`. The mod now searches the registry for the closest-matching id or tag and adds `did you mean 'Y'?` — handy when adding ids from Mo' Structures, Tectonic, etc.
---
v1.6.4 — <em>Config & performance toggles</em>
### Added
- 🎛️ **Hide the scanning progress bar.** New *Debug → Show Scanning Bar* toggle removes the road scanning overlay from the world loading screen for players who find it noisy. On by default.
- 🗺️ **Disable the road graph debug map.** New *Debug → Enable Debug Map* toggle gates the keybind that opens the in-game graph view. On by default; turn it off if you don't want the map (or its draw cost) at all.
- ⚙️ **Choose how many cores RoadArchitect can use.** New *Debug → Async Worker Threads* setting controls the size of the background worker pool. `0` keeps the auto-sized default (`CPU cores − 2`, leaving headroom for the OS, the main game thread, and vanilla worldgen workers). Setting an explicit number above 0 caps it at that value. Useful for capping RA on shared servers or under Distant Horizons-heavy setups. Requires a game restart.
---
v1.6.3 — <em>Cache stability hotfix</em>
### Fixes
- 🛡️ **Corrupted cache files no longer poison your world.** If a region cache file ever ends up unreadable (after a server kill, disk hiccup, or any other failure), it is now safely set aside and the cache rebuilds from scratch — instead of silently spreading the damage across new writes.
- 💾 **Hardened cache writes.** Cache files are now flushed to disk before being committed, so a server kill or power loss while saving no longer leaves you with a `ZipException: invalid stored block lengths` on the next launch.
- 🚀 **Memory budget actually respected.** The cache previously underestimated its own size and could keep growing past the configured RAM limit, dragging TPS down. The accounting is fixed — the limit you set in the Cache config now reflects reality.
### Tuning
- ⚖️ **Smarter default RAM split.** Default Cache budgets retuned for typical 2–4 GB heap setups: runtime 256 → 128 MiB, snapshots 64 → 32 MiB, pages 128 → 192 MiB. Total drops from 448 to 352 MiB while the main page cache grows by 50 % — hot regions stay in RAM instead of being read from disk on every chunk load. Existing configs are untouched; only fresh installs pick up the new values (use Cache → Reset to defaults if you want them).
- ⚡ **No more multi-second freezes when loading into a world.** Cache writes triggered by chunk loads are now handled on a background worker. Returning to a world with hundreds of chunks streaming in at once no longer stalls the server tick for seconds while region files decompress.
Compatibility: existing caches are read as before, no world migration needed.
release
RoadArchitect v1.6.6+1.21.3 [Fabric/Quilt]
1.6.6-fabric2 мая 2026 г.33Minecraft: 1.21.3fabric, quilt
Что нового
v1.6.6 — <em>Cache flush race fix</em>
### Fixes
- 🧵 **No more `NoSuchFileException` spam in the log when the cache is busy.** Two background workers could try to save the same region at the same moment and step on each other's temporary file, leaving a stack trace in the log every time it happened. Each save now uses its own private temp file, and any leftovers from a previous crashed run are cleaned up at startup.
---
v1.6.5 — <em>Config robustness</em>
### Fixes
- 🛡️ **Broken selector lists no longer crash the mod.** A truncated or partially-corrupt config file (e.g. after a game crash mid-write) sometimes left `null` entries inside `structureSelectors` / `dimensionSelectors` / `forbiddenBiomes.selectors`. These are now filtered out at load time and the mod keeps running on whatever entries are still valid.
- 💬 **Helpful hint when a structure id is mistyped.** Invalid selectors used to log a flat `Structure selector 'X' is invalid`. The mod now searches the registry for the closest-matching id or tag and adds `did you mean 'Y'?` — handy when adding ids from Mo' Structures, Tectonic, etc.
---
v1.6.4 — <em>Config & performance toggles</em>
### Added
- 🎛️ **Hide the scanning progress bar.** New *Debug → Show Scanning Bar* toggle removes the road scanning overlay from the world loading screen for players who find it noisy. On by default.
- 🗺️ **Disable the road graph debug map.** New *Debug → Enable Debug Map* toggle gates the keybind that opens the in-game graph view. On by default; turn it off if you don't want the map (or its draw cost) at all.
- ⚙️ **Choose how many cores RoadArchitect can use.** New *Debug → Async Worker Threads* setting controls the size of the background worker pool. `0` keeps the auto-sized default (`CPU cores − 2`, leaving headroom for the OS, the main game thread, and vanilla worldgen workers). Setting an explicit number above 0 caps it at that value. Useful for capping RA on shared servers or under Distant Horizons-heavy setups. Requires a game restart.
---
v1.6.3 — <em>Cache stability hotfix</em>
### Fixes
- 🛡️ **Corrupted cache files no longer poison your world.** If a region cache file ever ends up unreadable (after a server kill, disk hiccup, or any other failure), it is now safely set aside and the cache rebuilds from scratch — instead of silently spreading the damage across new writes.
- 💾 **Hardened cache writes.** Cache files are now flushed to disk before being committed, so a server kill or power loss while saving no longer leaves you with a `ZipException: invalid stored block lengths` on the next launch.
- 🚀 **Memory budget actually respected.** The cache previously underestimated its own size and could keep growing past the configured RAM limit, dragging TPS down. The accounting is fixed — the limit you set in the Cache config now reflects reality.
### Tuning
- ⚖️ **Smarter default RAM split.** Default Cache budgets retuned for typical 2–4 GB heap setups: runtime 256 → 128 MiB, snapshots 64 → 32 MiB, pages 128 → 192 MiB. Total drops from 448 to 352 MiB while the main page cache grows by 50 % — hot regions stay in RAM instead of being read from disk on every chunk load. Existing configs are untouched; only fresh installs pick up the new values (use Cache → Reset to defaults if you want them).
- ⚡ **No more multi-second freezes when loading into a world.** Cache writes triggered by chunk loads are now handled on a background worker. Returning to a world with hundreds of chunks streaming in at once no longer stalls the server tick for seconds while region files decompress.
Compatibility: existing caches are read as before, no world migration needed.
release
RoadArchitect v1.6.6+1.21.3 [NeoForge]
1.6.6-neoforge2 мая 2026 г.29Minecraft: 1.21.3neoforge
Что нового
v1.6.6 — <em>Cache flush race fix</em>
### Fixes
- 🧵 **No more `NoSuchFileException` spam in the log when the cache is busy.** Two background workers could try to save the same region at the same moment and step on each other's temporary file, leaving a stack trace in the log every time it happened. Each save now uses its own private temp file, and any leftovers from a previous crashed run are cleaned up at startup.
---
v1.6.5 — <em>Config robustness</em>
### Fixes
- 🛡️ **Broken selector lists no longer crash the mod.** A truncated or partially-corrupt config file (e.g. after a game crash mid-write) sometimes left `null` entries inside `structureSelectors` / `dimensionSelectors` / `forbiddenBiomes.selectors`. These are now filtered out at load time and the mod keeps running on whatever entries are still valid.
- 💬 **Helpful hint when a structure id is mistyped.** Invalid selectors used to log a flat `Structure selector 'X' is invalid`. The mod now searches the registry for the closest-matching id or tag and adds `did you mean 'Y'?` — handy when adding ids from Mo' Structures, Tectonic, etc.
---
v1.6.4 — <em>Config & performance toggles</em>
### Added
- 🎛️ **Hide the scanning progress bar.** New *Debug → Show Scanning Bar* toggle removes the road scanning overlay from the world loading screen for players who find it noisy. On by default.
- 🗺️ **Disable the road graph debug map.** New *Debug → Enable Debug Map* toggle gates the keybind that opens the in-game graph view. On by default; turn it off if you don't want the map (or its draw cost) at all.
- ⚙️ **Choose how many cores RoadArchitect can use.** New *Debug → Async Worker Threads* setting controls the size of the background worker pool. `0` keeps the auto-sized default (`CPU cores − 2`, leaving headroom for the OS, the main game thread, and vanilla worldgen workers). Setting an explicit number above 0 caps it at that value. Useful for capping RA on shared servers or under Distant Horizons-heavy setups. Requires a game restart.
---
v1.6.3 — <em>Cache stability hotfix</em>
### Fixes
- 🛡️ **Corrupted cache files no longer poison your world.** If a region cache file ever ends up unreadable (after a server kill, disk hiccup, or any other failure), it is now safely set aside and the cache rebuilds from scratch — instead of silently spreading the damage across new writes.
- 💾 **Hardened cache writes.** Cache files are now flushed to disk before being committed, so a server kill or power loss while saving no longer leaves you with a `ZipException: invalid stored block lengths` on the next launch.
- 🚀 **Memory budget actually respected.** The cache previously underestimated its own size and could keep growing past the configured RAM limit, dragging TPS down. The accounting is fixed — the limit you set in the Cache config now reflects reality.
### Tuning
- ⚖️ **Smarter default RAM split.** Default Cache budgets retuned for typical 2–4 GB heap setups: runtime 256 → 128 MiB, snapshots 64 → 32 MiB, pages 128 → 192 MiB. Total drops from 448 to 352 MiB while the main page cache grows by 50 % — hot regions stay in RAM instead of being read from disk on every chunk load. Existing configs are untouched; only fresh installs pick up the new values (use Cache → Reset to defaults if you want them).
- ⚡ **No more multi-second freezes when loading into a world.** Cache writes triggered by chunk loads are now handled on a background worker. Returning to a world with hundreds of chunks streaming in at once no longer stalls the server tick for seconds while region files decompress.
Compatibility: existing caches are read as before, no world migration needed.
release
RoadArchitect v1.6.6+1.21.2 [Fabric/Quilt]
1.6.6-fabric2 мая 2026 г.42Minecraft: 1.21.2fabric, quilt
Что нового
v1.6.6 — <em>Cache flush race fix</em>
### Fixes
- 🧵 **No more `NoSuchFileException` spam in the log when the cache is busy.** Two background workers could try to save the same region at the same moment and step on each other's temporary file, leaving a stack trace in the log every time it happened. Each save now uses its own private temp file, and any leftovers from a previous crashed run are cleaned up at startup.
---
v1.6.5 — <em>Config robustness</em>
### Fixes
- 🛡️ **Broken selector lists no longer crash the mod.** A truncated or partially-corrupt config file (e.g. after a game crash mid-write) sometimes left `null` entries inside `structureSelectors` / `dimensionSelectors` / `forbiddenBiomes.selectors`. These are now filtered out at load time and the mod keeps running on whatever entries are still valid.
- 💬 **Helpful hint when a structure id is mistyped.** Invalid selectors used to log a flat `Structure selector 'X' is invalid`. The mod now searches the registry for the closest-matching id or tag and adds `did you mean 'Y'?` — handy when adding ids from Mo' Structures, Tectonic, etc.
---
v1.6.4 — <em>Config & performance toggles</em>
### Added
- 🎛️ **Hide the scanning progress bar.** New *Debug → Show Scanning Bar* toggle removes the road scanning overlay from the world loading screen for players who find it noisy. On by default.
- 🗺️ **Disable the road graph debug map.** New *Debug → Enable Debug Map* toggle gates the keybind that opens the in-game graph view. On by default; turn it off if you don't want the map (or its draw cost) at all.
- ⚙️ **Choose how many cores RoadArchitect can use.** New *Debug → Async Worker Threads* setting controls the size of the background worker pool. `0` keeps the auto-sized default (`CPU cores − 2`, leaving headroom for the OS, the main game thread, and vanilla worldgen workers). Setting an explicit number above 0 caps it at that value. Useful for capping RA on shared servers or under Distant Horizons-heavy setups. Requires a game restart.
---
v1.6.3 — <em>Cache stability hotfix</em>
### Fixes
- 🛡️ **Corrupted cache files no longer poison your world.** If a region cache file ever ends up unreadable (after a server kill, disk hiccup, or any other failure), it is now safely set aside and the cache rebuilds from scratch — instead of silently spreading the damage across new writes.
- 💾 **Hardened cache writes.** Cache files are now flushed to disk before being committed, so a server kill or power loss while saving no longer leaves you with a `ZipException: invalid stored block lengths` on the next launch.
- 🚀 **Memory budget actually respected.** The cache previously underestimated its own size and could keep growing past the configured RAM limit, dragging TPS down. The accounting is fixed — the limit you set in the Cache config now reflects reality.
### Tuning
- ⚖️ **Smarter default RAM split.** Default Cache budgets retuned for typical 2–4 GB heap setups: runtime 256 → 128 MiB, snapshots 64 → 32 MiB, pages 128 → 192 MiB. Total drops from 448 to 352 MiB while the main page cache grows by 50 % — hot regions stay in RAM instead of being read from disk on every chunk load. Existing configs are untouched; only fresh installs pick up the new values (use Cache → Reset to defaults if you want them).
- ⚡ **No more multi-second freezes when loading into a world.** Cache writes triggered by chunk loads are now handled on a background worker. Returning to a world with hundreds of chunks streaming in at once no longer stalls the server tick for seconds while region files decompress.
Compatibility: existing caches are read as before, no world migration needed.
release
RoadArchitect v1.6.6+1.21.2 [NeoForge]
1.6.6-neoforge2 мая 2026 г.31Minecraft: 1.21.2neoforge
Что нового
v1.6.6 — <em>Cache flush race fix</em>
### Fixes
- 🧵 **No more `NoSuchFileException` spam in the log when the cache is busy.** Two background workers could try to save the same region at the same moment and step on each other's temporary file, leaving a stack trace in the log every time it happened. Each save now uses its own private temp file, and any leftovers from a previous crashed run are cleaned up at startup.
---
v1.6.5 — <em>Config robustness</em>
### Fixes
- 🛡️ **Broken selector lists no longer crash the mod.** A truncated or partially-corrupt config file (e.g. after a game crash mid-write) sometimes left `null` entries inside `structureSelectors` / `dimensionSelectors` / `forbiddenBiomes.selectors`. These are now filtered out at load time and the mod keeps running on whatever entries are still valid.
- 💬 **Helpful hint when a structure id is mistyped.** Invalid selectors used to log a flat `Structure selector 'X' is invalid`. The mod now searches the registry for the closest-matching id or tag and adds `did you mean 'Y'?` — handy when adding ids from Mo' Structures, Tectonic, etc.
---
v1.6.4 — <em>Config & performance toggles</em>
### Added
- 🎛️ **Hide the scanning progress bar.** New *Debug → Show Scanning Bar* toggle removes the road scanning overlay from the world loading screen for players who find it noisy. On by default.
- 🗺️ **Disable the road graph debug map.** New *Debug → Enable Debug Map* toggle gates the keybind that opens the in-game graph view. On by default; turn it off if you don't want the map (or its draw cost) at all.
- ⚙️ **Choose how many cores RoadArchitect can use.** New *Debug → Async Worker Threads* setting controls the size of the background worker pool. `0` keeps the auto-sized default (`CPU cores − 2`, leaving headroom for the OS, the main game thread, and vanilla worldgen workers). Setting an explicit number above 0 caps it at that value. Useful for capping RA on shared servers or under Distant Horizons-heavy setups. Requires a game restart.
---
v1.6.3 — <em>Cache stability hotfix</em>
### Fixes
- 🛡️ **Corrupted cache files no longer poison your world.** If a region cache file ever ends up unreadable (after a server kill, disk hiccup, or any other failure), it is now safely set aside and the cache rebuilds from scratch — instead of silently spreading the damage across new writes.
- 💾 **Hardened cache writes.** Cache files are now flushed to disk before being committed, so a server kill or power loss while saving no longer leaves you with a `ZipException: invalid stored block lengths` on the next launch.
- 🚀 **Memory budget actually respected.** The cache previously underestimated its own size and could keep growing past the configured RAM limit, dragging TPS down. The accounting is fixed — the limit you set in the Cache config now reflects reality.
### Tuning
- ⚖️ **Smarter default RAM split.** Default Cache budgets retuned for typical 2–4 GB heap setups: runtime 256 → 128 MiB, snapshots 64 → 32 MiB, pages 128 → 192 MiB. Total drops from 448 to 352 MiB while the main page cache grows by 50 % — hot regions stay in RAM instead of being read from disk on every chunk load. Existing configs are untouched; only fresh installs pick up the new values (use Cache → Reset to defaults if you want them).
- ⚡ **No more multi-second freezes when loading into a world.** Cache writes triggered by chunk loads are now handled on a background worker. Returning to a world with hundreds of chunks streaming in at once no longer stalls the server tick for seconds while region files decompress.
Compatibility: existing caches are read as before, no world migration needed.
release
RoadArchitect v1.6.6+1.21.1 [Fabric/Quilt]
1.6.6-fabric2 мая 2026 г.4,1 тыс.Minecraft: 1.21.1fabric, quilt
Что нового
v1.6.6 — <em>Cache flush race fix</em>
### Fixes
- 🧵 **No more `NoSuchFileException` spam in the log when the cache is busy.** Two background workers could try to save the same region at the same moment and step on each other's temporary file, leaving a stack trace in the log every time it happened. Each save now uses its own private temp file, and any leftovers from a previous crashed run are cleaned up at startup.
---
v1.6.5 — <em>Config robustness</em>
### Fixes
- 🛡️ **Broken selector lists no longer crash the mod.** A truncated or partially-corrupt config file (e.g. after a game crash mid-write) sometimes left `null` entries inside `structureSelectors` / `dimensionSelectors` / `forbiddenBiomes.selectors`. These are now filtered out at load time and the mod keeps running on whatever entries are still valid.
- 💬 **Helpful hint when a structure id is mistyped.** Invalid selectors used to log a flat `Structure selector 'X' is invalid`. The mod now searches the registry for the closest-matching id or tag and adds `did you mean 'Y'?` — handy when adding ids from Mo' Structures, Tectonic, etc.
---
v1.6.4 — <em>Config & performance toggles</em>
### Added
- 🎛️ **Hide the scanning progress bar.** New *Debug → Show Scanning Bar* toggle removes the road scanning overlay from the world loading screen for players who find it noisy. On by default.
- 🗺️ **Disable the road graph debug map.** New *Debug → Enable Debug Map* toggle gates the keybind that opens the in-game graph view. On by default; turn it off if you don't want the map (or its draw cost) at all.
- ⚙️ **Choose how many cores RoadArchitect can use.** New *Debug → Async Worker Threads* setting controls the size of the background worker pool. `0` keeps the auto-sized default (`CPU cores − 2`, leaving headroom for the OS, the main game thread, and vanilla worldgen workers). Setting an explicit number above 0 caps it at that value. Useful for capping RA on shared servers or under Distant Horizons-heavy setups. Requires a game restart.
---
v1.6.3 — <em>Cache stability hotfix</em>
### Fixes
- 🛡️ **Corrupted cache files no longer poison your world.** If a region cache file ever ends up unreadable (after a server kill, disk hiccup, or any other failure), it is now safely set aside and the cache rebuilds from scratch — instead of silently spreading the damage across new writes.
- 💾 **Hardened cache writes.** Cache files are now flushed to disk before being committed, so a server kill or power loss while saving no longer leaves you with a `ZipException: invalid stored block lengths` on the next launch.
- 🚀 **Memory budget actually respected.** The cache previously underestimated its own size and could keep growing past the configured RAM limit, dragging TPS down. The accounting is fixed — the limit you set in the Cache config now reflects reality.
### Tuning
- ⚖️ **Smarter default RAM split.** Default Cache budgets retuned for typical 2–4 GB heap setups: runtime 256 → 128 MiB, snapshots 64 → 32 MiB, pages 128 → 192 MiB. Total drops from 448 to 352 MiB while the main page cache grows by 50 % — hot regions stay in RAM instead of being read from disk on every chunk load. Existing configs are untouched; only fresh installs pick up the new values (use Cache → Reset to defaults if you want them).
- ⚡ **No more multi-second freezes when loading into a world.** Cache writes triggered by chunk loads are now handled on a background worker. Returning to a world with hundreds of chunks streaming in at once no longer stalls the server tick for seconds while region files decompress.
Compatibility: existing caches are read as before, no world migration needed.
release
RoadArchitect v1.6.6+1.21.1 [NeoForge]
1.6.6-neoforge2 мая 2026 г.12 тыс.Minecraft: 1.21.1neoforge
Что нового
v1.6.6 — <em>Cache flush race fix</em>
### Fixes
- 🧵 **No more `NoSuchFileException` spam in the log when the cache is busy.** Two background workers could try to save the same region at the same moment and step on each other's temporary file, leaving a stack trace in the log every time it happened. Each save now uses its own private temp file, and any leftovers from a previous crashed run are cleaned up at startup.
---
v1.6.5 — <em>Config robustness</em>
### Fixes
- 🛡️ **Broken selector lists no longer crash the mod.** A truncated or partially-corrupt config file (e.g. after a game crash mid-write) sometimes left `null` entries inside `structureSelectors` / `dimensionSelectors` / `forbiddenBiomes.selectors`. These are now filtered out at load time and the mod keeps running on whatever entries are still valid.
- 💬 **Helpful hint when a structure id is mistyped.** Invalid selectors used to log a flat `Structure selector 'X' is invalid`. The mod now searches the registry for the closest-matching id or tag and adds `did you mean 'Y'?` — handy when adding ids from Mo' Structures, Tectonic, etc.
---
v1.6.4 — <em>Config & performance toggles</em>
### Added
- 🎛️ **Hide the scanning progress bar.** New *Debug → Show Scanning Bar* toggle removes the road scanning overlay from the world loading screen for players who find it noisy. On by default.
- 🗺️ **Disable the road graph debug map.** New *Debug → Enable Debug Map* toggle gates the keybind that opens the in-game graph view. On by default; turn it off if you don't want the map (or its draw cost) at all.
- ⚙️ **Choose how many cores RoadArchitect can use.** New *Debug → Async Worker Threads* setting controls the size of the background worker pool. `0` keeps the auto-sized default (`CPU cores − 2`, leaving headroom for the OS, the main game thread, and vanilla worldgen workers). Setting an explicit number above 0 caps it at that value. Useful for capping RA on shared servers or under Distant Horizons-heavy setups. Requires a game restart.
---
v1.6.3 — <em>Cache stability hotfix</em>
### Fixes
- 🛡️ **Corrupted cache files no longer poison your world.** If a region cache file ever ends up unreadable (after a server kill, disk hiccup, or any other failure), it is now safely set aside and the cache rebuilds from scratch — instead of silently spreading the damage across new writes.
- 💾 **Hardened cache writes.** Cache files are now flushed to disk before being committed, so a server kill or power loss while saving no longer leaves you with a `ZipException: invalid stored block lengths` on the next launch.
- 🚀 **Memory budget actually respected.** The cache previously underestimated its own size and could keep growing past the configured RAM limit, dragging TPS down. The accounting is fixed — the limit you set in the Cache config now reflects reality.
### Tuning
- ⚖️ **Smarter default RAM split.** Default Cache budgets retuned for typical 2–4 GB heap setups: runtime 256 → 128 MiB, snapshots 64 → 32 MiB, pages 128 → 192 MiB. Total drops from 448 to 352 MiB while the main page cache grows by 50 % — hot regions stay in RAM instead of being read from disk on every chunk load. Existing configs are untouched; only fresh installs pick up the new values (use Cache → Reset to defaults if you want them).
- ⚡ **No more multi-second freezes when loading into a world.** Cache writes triggered by chunk loads are now handled on a background worker. Returning to a world with hundreds of chunks streaming in at once no longer stalls the server tick for seconds while region files decompress.
Compatibility: existing caches are read as before, no world migration needed.
release
RoadArchitect v1.6.2+1.21.10 [Fabric/Quilt]
1.6.2-fabric9 нояб. 2025 г.4,1 тыс.Minecraft: 1.21.10fabric, quilt
Что нового
v1.6.2 — <em>Cache stack overhaul</em>
### Highlights
- 🧠 **Tiered cache backend**: Replaced the old SavedData maps with a WTinyLFU+Caffeine runtime cache backed by paged region stores per dimension. Chunk snapshots now live in their own cache with separate budgets, prefill works chunk-by-chunk with budget guards, and legacy `road_cache.dat` files are quarantined automatically while data is rebuilt on demand.
- 🛠️ **Dedicated cache controls**: Added a Cache tab to the config on all platforms covering runtime/snapshot/persisted RAM budgets, region page size, async prefill limits, and per-dataset persistence flags. Every budget is clamped to at most 65% of the JVM heap (never below 64 MB) before any cache starts so memory usage stays predictable.
- 🧾 **Debug visibility**: Two new toggles, `enableCacheLogs` and `showCacheStatsOverlay`, gate the cache-specific log spam and the new F3 overlay (HudRenderCallback / RenderGuiOverlayEvent.Post) rendered by `CacheDebugOverlayRenderer`, showing runtime/snapshot/page usage, limits, and prefill status in real time.
Compatibility: No breaking world changes; caches migrate automatically and legacy cache files are moved aside safely.
release
RoadArchitect v1.6.2+1.21.10 [NeoForge]
1.6.2-neoforge9 нояб. 2025 г.481Minecraft: 1.21.10neoforge
Что нового
v1.6.2 — <em>Cache stack overhaul</em>
### Highlights
- 🧠 **Tiered cache backend**: Replaced the old SavedData maps with a WTinyLFU+Caffeine runtime cache backed by paged region stores per dimension. Chunk snapshots now live in their own cache with separate budgets, prefill works chunk-by-chunk with budget guards, and legacy `road_cache.dat` files are quarantined automatically while data is rebuilt on demand.
- 🛠️ **Dedicated cache controls**: Added a Cache tab to the config on all platforms covering runtime/snapshot/persisted RAM budgets, region page size, async prefill limits, and per-dataset persistence flags. Every budget is clamped to at most 65% of the JVM heap (never below 64 MB) before any cache starts so memory usage stays predictable.
- 🧾 **Debug visibility**: Two new toggles, `enableCacheLogs` and `showCacheStatsOverlay`, gate the cache-specific log spam and the new F3 overlay (HudRenderCallback / RenderGuiOverlayEvent.Post) rendered by `CacheDebugOverlayRenderer`, showing runtime/snapshot/page usage, limits, and prefill status in real time.
Compatibility: No breaking world changes; caches migrate automatically and legacy cache files are moved aside safely.
release
RoadArchitect v1.6.2+1.21.9 [NeoForge]
1.6.2-neoforge9 нояб. 2025 г.75Minecraft: 1.21.9neoforge
Что нового
v1.6.2 — <em>Cache stack overhaul</em>
### Highlights
- 🧠 **Tiered cache backend**: Replaced the old SavedData maps with a WTinyLFU+Caffeine runtime cache backed by paged region stores per dimension. Chunk snapshots now live in their own cache with separate budgets, prefill works chunk-by-chunk with budget guards, and legacy `road_cache.dat` files are quarantined automatically while data is rebuilt on demand.
- 🛠️ **Dedicated cache controls**: Added a Cache tab to the config on all platforms covering runtime/snapshot/persisted RAM budgets, region page size, async prefill limits, and per-dataset persistence flags. Every budget is clamped to at most 65% of the JVM heap (never below 64 MB) before any cache starts so memory usage stays predictable.
- 🧾 **Debug visibility**: Two new toggles, `enableCacheLogs` and `showCacheStatsOverlay`, gate the cache-specific log spam and the new F3 overlay (HudRenderCallback / RenderGuiOverlayEvent.Post) rendered by `CacheDebugOverlayRenderer`, showing runtime/snapshot/page usage, limits, and prefill status in real time.
Compatibility: No breaking world changes; caches migrate automatically and legacy cache files are moved aside safely.
release
RoadArchitect v1.6.2+1.21.9 [Fabric/Quilt]
1.6.2-fabric9 нояб. 2025 г.309Minecraft: 1.21.9fabric, quilt
Что нового
v1.6.2 — <em>Cache stack overhaul</em>
### Highlights
- 🧠 **Tiered cache backend**: Replaced the old SavedData maps with a WTinyLFU+Caffeine runtime cache backed by paged region stores per dimension. Chunk snapshots now live in their own cache with separate budgets, prefill works chunk-by-chunk with budget guards, and legacy `road_cache.dat` files are quarantined automatically while data is rebuilt on demand.
- 🛠️ **Dedicated cache controls**: Added a Cache tab to the config on all platforms covering runtime/snapshot/persisted RAM budgets, region page size, async prefill limits, and per-dataset persistence flags. Every budget is clamped to at most 65% of the JVM heap (never below 64 MB) before any cache starts so memory usage stays predictable.
- 🧾 **Debug visibility**: Two new toggles, `enableCacheLogs` and `showCacheStatsOverlay`, gate the cache-specific log spam and the new F3 overlay (HudRenderCallback / RenderGuiOverlayEvent.Post) rendered by `CacheDebugOverlayRenderer`, showing runtime/snapshot/page usage, limits, and prefill status in real time.
Compatibility: No breaking world changes; caches migrate automatically and legacy cache files are moved aside safely.
release
RoadArchitect v1.6.2+1.21.8 [NeoForge]
1.6.2-neoforge9 нояб. 2025 г.180Minecraft: 1.21.8neoforge
Что нового
v1.6.2 — <em>Cache stack overhaul</em>
### Highlights
- 🧠 **Tiered cache backend**: Replaced the old SavedData maps with a WTinyLFU+Caffeine runtime cache backed by paged region stores per dimension. Chunk snapshots now live in their own cache with separate budgets, prefill works chunk-by-chunk with budget guards, and legacy `road_cache.dat` files are quarantined automatically while data is rebuilt on demand.
- 🛠️ **Dedicated cache controls**: Added a Cache tab to the config on all platforms covering runtime/snapshot/persisted RAM budgets, region page size, async prefill limits, and per-dataset persistence flags. Every budget is clamped to at most 65% of the JVM heap (never below 64 MB) before any cache starts so memory usage stays predictable.
- 🧾 **Debug visibility**: Two new toggles, `enableCacheLogs` and `showCacheStatsOverlay`, gate the cache-specific log spam and the new F3 overlay (HudRenderCallback / RenderGuiOverlayEvent.Post) rendered by `CacheDebugOverlayRenderer`, showing runtime/snapshot/page usage, limits, and prefill status in real time.
Compatibility: No breaking world changes; caches migrate automatically and legacy cache files are moved aside safely.
release
RoadArchitect v1.6.2+1.21.8 [Fabric/Quilt]
1.6.2-fabric9 нояб. 2025 г.1,3 тыс.Minecraft: 1.21.8fabric, quilt
Что нового
v1.6.2 — <em>Cache stack overhaul</em>
### Highlights
- 🧠 **Tiered cache backend**: Replaced the old SavedData maps with a WTinyLFU+Caffeine runtime cache backed by paged region stores per dimension. Chunk snapshots now live in their own cache with separate budgets, prefill works chunk-by-chunk with budget guards, and legacy `road_cache.dat` files are quarantined automatically while data is rebuilt on demand.
- 🛠️ **Dedicated cache controls**: Added a Cache tab to the config on all platforms covering runtime/snapshot/persisted RAM budgets, region page size, async prefill limits, and per-dataset persistence flags. Every budget is clamped to at most 65% of the JVM heap (never below 64 MB) before any cache starts so memory usage stays predictable.
- 🧾 **Debug visibility**: Two new toggles, `enableCacheLogs` and `showCacheStatsOverlay`, gate the cache-specific log spam and the new F3 overlay (HudRenderCallback / RenderGuiOverlayEvent.Post) rendered by `CacheDebugOverlayRenderer`, showing runtime/snapshot/page usage, limits, and prefill status in real time.
Compatibility: No breaking world changes; caches migrate automatically and legacy cache files are moved aside safely.
release
RoadArchitect v1.6.2+1.21.7 [Fabric/Quilt]
1.6.2-fabric9 нояб. 2025 г.122Minecraft: 1.21.7fabric, quilt
Что нового
v1.6.2 — <em>Cache stack overhaul</em>
### Highlights
- 🧠 **Tiered cache backend**: Replaced the old SavedData maps with a WTinyLFU+Caffeine runtime cache backed by paged region stores per dimension. Chunk snapshots now live in their own cache with separate budgets, prefill works chunk-by-chunk with budget guards, and legacy `road_cache.dat` files are quarantined automatically while data is rebuilt on demand.
- 🛠️ **Dedicated cache controls**: Added a Cache tab to the config on all platforms covering runtime/snapshot/persisted RAM budgets, region page size, async prefill limits, and per-dataset persistence flags. Every budget is clamped to at most 65% of the JVM heap (never below 64 MB) before any cache starts so memory usage stays predictable.
- 🧾 **Debug visibility**: Two new toggles, `enableCacheLogs` and `showCacheStatsOverlay`, gate the cache-specific log spam and the new F3 overlay (HudRenderCallback / RenderGuiOverlayEvent.Post) rendered by `CacheDebugOverlayRenderer`, showing runtime/snapshot/page usage, limits, and prefill status in real time.
Compatibility: No breaking world changes; caches migrate automatically and legacy cache files are moved aside safely.
release
RoadArchitect v1.6.2+1.21.7 [NeoForge]
1.6.2-neoforge9 нояб. 2025 г.45Minecraft: 1.21.7neoforge
Что нового
v1.6.2 — <em>Cache stack overhaul</em>
### Highlights
- 🧠 **Tiered cache backend**: Replaced the old SavedData maps with a WTinyLFU+Caffeine runtime cache backed by paged region stores per dimension. Chunk snapshots now live in their own cache with separate budgets, prefill works chunk-by-chunk with budget guards, and legacy `road_cache.dat` files are quarantined automatically while data is rebuilt on demand.
- 🛠️ **Dedicated cache controls**: Added a Cache tab to the config on all platforms covering runtime/snapshot/persisted RAM budgets, region page size, async prefill limits, and per-dataset persistence flags. Every budget is clamped to at most 65% of the JVM heap (never below 64 MB) before any cache starts so memory usage stays predictable.
- 🧾 **Debug visibility**: Two new toggles, `enableCacheLogs` and `showCacheStatsOverlay`, gate the cache-specific log spam and the new F3 overlay (HudRenderCallback / RenderGuiOverlayEvent.Post) rendered by `CacheDebugOverlayRenderer`, showing runtime/snapshot/page usage, limits, and prefill status in real time.
Compatibility: No breaking world changes; caches migrate automatically and legacy cache files are moved aside safely.
release
RoadArchitect v1.6.2+1.21.6 [Fabric/Quilt]
1.6.2-fabric9 нояб. 2025 г.310Minecraft: 1.21.6fabric, quilt
Что нового
v1.6.2 — <em>Cache stack overhaul</em>
### Highlights
- 🧠 **Tiered cache backend**: Replaced the old SavedData maps with a WTinyLFU+Caffeine runtime cache backed by paged region stores per dimension. Chunk snapshots now live in their own cache with separate budgets, prefill works chunk-by-chunk with budget guards, and legacy `road_cache.dat` files are quarantined automatically while data is rebuilt on demand.
- 🛠️ **Dedicated cache controls**: Added a Cache tab to the config on all platforms covering runtime/snapshot/persisted RAM budgets, region page size, async prefill limits, and per-dataset persistence flags. Every budget is clamped to at most 65% of the JVM heap (never below 64 MB) before any cache starts so memory usage stays predictable.
- 🧾 **Debug visibility**: Two new toggles, `enableCacheLogs` and `showCacheStatsOverlay`, gate the cache-specific log spam and the new F3 overlay (HudRenderCallback / RenderGuiOverlayEvent.Post) rendered by `CacheDebugOverlayRenderer`, showing runtime/snapshot/page usage, limits, and prefill status in real time.
Compatibility: No breaking world changes; caches migrate automatically and legacy cache files are moved aside safely.
release
RoadArchitect v1.6.2+1.21.6 [NeoForge]
1.6.2-neoforge9 нояб. 2025 г.70Minecraft: 1.21.6neoforge
Что нового
v1.6.2 — <em>Cache stack overhaul</em>
### Highlights
- 🧠 **Tiered cache backend**: Replaced the old SavedData maps with a WTinyLFU+Caffeine runtime cache backed by paged region stores per dimension. Chunk snapshots now live in their own cache with separate budgets, prefill works chunk-by-chunk with budget guards, and legacy `road_cache.dat` files are quarantined automatically while data is rebuilt on demand.
- 🛠️ **Dedicated cache controls**: Added a Cache tab to the config on all platforms covering runtime/snapshot/persisted RAM budgets, region page size, async prefill limits, and per-dataset persistence flags. Every budget is clamped to at most 65% of the JVM heap (never below 64 MB) before any cache starts so memory usage stays predictable.
- 🧾 **Debug visibility**: Two new toggles, `enableCacheLogs` and `showCacheStatsOverlay`, gate the cache-specific log spam and the new F3 overlay (HudRenderCallback / RenderGuiOverlayEvent.Post) rendered by `CacheDebugOverlayRenderer`, showing runtime/snapshot/page usage, limits, and prefill status in real time.
Compatibility: No breaking world changes; caches migrate automatically and legacy cache files are moved aside safely.
release
RoadArchitect v1.6.2+1.21.5 [NeoForge]
1.6.2-neoforge8 нояб. 2025 г.80Minecraft: 1.21.5neoforge
Что нового
v1.6.2 — <em>Cache stack overhaul</em>
### Highlights
- 🧠 **Tiered cache backend**: Replaced the old SavedData maps with a WTinyLFU+Caffeine runtime cache backed by paged region stores per dimension. Chunk snapshots now live in their own cache with separate budgets, prefill works chunk-by-chunk with budget guards, and legacy `road_cache.dat` files are quarantined automatically while data is rebuilt on demand.
- 🛠️ **Dedicated cache controls**: Added a Cache tab to the config on all platforms covering runtime/snapshot/persisted RAM budgets, region page size, async prefill limits, and per-dataset persistence flags. Every budget is clamped to at most 65% of the JVM heap (never below 64 MB) before any cache starts so memory usage stays predictable.
- 🧾 **Debug visibility**: Two new toggles, `enableCacheLogs` and `showCacheStatsOverlay`, gate the cache-specific log spam and the new F3 overlay (HudRenderCallback / RenderGuiOverlayEvent.Post) rendered by `CacheDebugOverlayRenderer`, showing runtime/snapshot/page usage, limits, and prefill status in real time.
Compatibility: No breaking world changes; caches migrate automatically and legacy cache files are moved aside safely.
release
RoadArchitect v1.6.2+1.21.5 [Fabric/Quilt]
1.6.2-fabric8 нояб. 2025 г.525Minecraft: 1.21.5fabric, quilt
Что нового
v1.6.2 — <em>Cache stack overhaul</em>
### Highlights
- 🧠 **Tiered cache backend**: Replaced the old SavedData maps with a WTinyLFU+Caffeine runtime cache backed by paged region stores per dimension. Chunk snapshots now live in their own cache with separate budgets, prefill works chunk-by-chunk with budget guards, and legacy `road_cache.dat` files are quarantined automatically while data is rebuilt on demand.
- 🛠️ **Dedicated cache controls**: Added a Cache tab to the config on all platforms covering runtime/snapshot/persisted RAM budgets, region page size, async prefill limits, and per-dataset persistence flags. Every budget is clamped to at most 65% of the JVM heap (never below 64 MB) before any cache starts so memory usage stays predictable.
- 🧾 **Debug visibility**: Two new toggles, `enableCacheLogs` and `showCacheStatsOverlay`, gate the cache-specific log spam and the new F3 overlay (HudRenderCallback / RenderGuiOverlayEvent.Post) rendered by `CacheDebugOverlayRenderer`, showing runtime/snapshot/page usage, limits, and prefill status in real time.
Compatibility: No breaking world changes; caches migrate automatically and legacy cache files are moved aside safely.
release
RoadArchitect v1.6.2+1.21.4 [NeoForge]
1.6.2-neoforge8 нояб. 2025 г.86Minecraft: 1.21.4neoforge
Что нового
v1.6.2 — <em>Cache stack overhaul</em>
### Highlights
- 🧠 **Tiered cache backend**: Replaced the old SavedData maps with a WTinyLFU+Caffeine runtime cache backed by paged region stores per dimension. Chunk snapshots now live in their own cache with separate budgets, prefill works chunk-by-chunk with budget guards, and legacy `road_cache.dat` files are quarantined automatically while data is rebuilt on demand.
- 🛠️ **Dedicated cache controls**: Added a Cache tab to the config on all platforms covering runtime/snapshot/persisted RAM budgets, region page size, async prefill limits, and per-dataset persistence flags. Every budget is clamped to at most 65% of the JVM heap (never below 64 MB) before any cache starts so memory usage stays predictable.
- 🧾 **Debug visibility**: Two new toggles, `enableCacheLogs` and `showCacheStatsOverlay`, gate the cache-specific log spam and the new F3 overlay (HudRenderCallback / RenderGuiOverlayEvent.Post) rendered by `CacheDebugOverlayRenderer`, showing runtime/snapshot/page usage, limits, and prefill status in real time.
Compatibility: No breaking world changes; caches migrate automatically and legacy cache files are moved aside safely.
release
RoadArchitect v1.6.2+1.21.4 [Fabric/Quilt]
1.6.2-fabric8 нояб. 2025 г.409Minecraft: 1.21.4fabric, quilt
Что нового
v1.6.2 — <em>Cache stack overhaul</em>
### Highlights
- 🧠 **Tiered cache backend**: Replaced the old SavedData maps with a WTinyLFU+Caffeine runtime cache backed by paged region stores per dimension. Chunk snapshots now live in their own cache with separate budgets, prefill works chunk-by-chunk with budget guards, and legacy `road_cache.dat` files are quarantined automatically while data is rebuilt on demand.
- 🛠️ **Dedicated cache controls**: Added a Cache tab to the config on all platforms covering runtime/snapshot/persisted RAM budgets, region page size, async prefill limits, and per-dataset persistence flags. Every budget is clamped to at most 65% of the JVM heap (never below 64 MB) before any cache starts so memory usage stays predictable.
- 🧾 **Debug visibility**: Two new toggles, `enableCacheLogs` and `showCacheStatsOverlay`, gate the cache-specific log spam and the new F3 overlay (HudRenderCallback / RenderGuiOverlayEvent.Post) rendered by `CacheDebugOverlayRenderer`, showing runtime/snapshot/page usage, limits, and prefill status in real time.
Compatibility: No breaking world changes; caches migrate automatically and legacy cache files are moved aside safely.
release
RoadArchitect v1.6.2+1.21.3 [Fabric/Quilt]
1.6.2-fabric8 нояб. 2025 г.74Minecraft: 1.21.3fabric, quilt
Что нового
v1.6.2 — <em>Cache stack overhaul</em>
### Highlights
- 🧠 **Tiered cache backend**: Replaced the old SavedData maps with a WTinyLFU+Caffeine runtime cache backed by paged region stores per dimension. Chunk snapshots now live in their own cache with separate budgets, prefill works chunk-by-chunk with budget guards, and legacy `road_cache.dat` files are quarantined automatically while data is rebuilt on demand.
- 🛠️ **Dedicated cache controls**: Added a Cache tab to the config on all platforms covering runtime/snapshot/persisted RAM budgets, region page size, async prefill limits, and per-dataset persistence flags. Every budget is clamped to at most 65% of the JVM heap (never below 64 MB) before any cache starts so memory usage stays predictable.
- 🧾 **Debug visibility**: Two new toggles, `enableCacheLogs` and `showCacheStatsOverlay`, gate the cache-specific log spam and the new F3 overlay (HudRenderCallback / RenderGuiOverlayEvent.Post) rendered by `CacheDebugOverlayRenderer`, showing runtime/snapshot/page usage, limits, and prefill status in real time.
Compatibility: No breaking world changes; caches migrate automatically and legacy cache files are moved aside safely.
release
RoadArchitect v1.6.2+1.21.3 [NeoForge]
1.6.2-neoforge8 нояб. 2025 г.50Minecraft: 1.21.3neoforge
Что нового
v1.6.2 — <em>Cache stack overhaul</em>
### Highlights
- 🧠 **Tiered cache backend**: Replaced the old SavedData maps with a WTinyLFU+Caffeine runtime cache backed by paged region stores per dimension. Chunk snapshots now live in their own cache with separate budgets, prefill works chunk-by-chunk with budget guards, and legacy `road_cache.dat` files are quarantined automatically while data is rebuilt on demand.
- 🛠️ **Dedicated cache controls**: Added a Cache tab to the config on all platforms covering runtime/snapshot/persisted RAM budgets, region page size, async prefill limits, and per-dataset persistence flags. Every budget is clamped to at most 65% of the JVM heap (never below 64 MB) before any cache starts so memory usage stays predictable.
- 🧾 **Debug visibility**: Two new toggles, `enableCacheLogs` and `showCacheStatsOverlay`, gate the cache-specific log spam and the new F3 overlay (HudRenderCallback / RenderGuiOverlayEvent.Post) rendered by `CacheDebugOverlayRenderer`, showing runtime/snapshot/page usage, limits, and prefill status in real time.
Compatibility: No breaking world changes; caches migrate automatically and legacy cache files are moved aside safely.
release
RoadArchitect v1.6.2+1.21.2 [Fabric/Quilt]
1.6.2-fabric8 нояб. 2025 г.51Minecraft: 1.21.2fabric, quilt
Что нового
v1.6.2 — <em>Cache stack overhaul</em>
### Highlights
- 🧠 **Tiered cache backend**: Replaced the old SavedData maps with a WTinyLFU+Caffeine runtime cache backed by paged region stores per dimension. Chunk snapshots now live in their own cache with separate budgets, prefill works chunk-by-chunk with budget guards, and legacy `road_cache.dat` files are quarantined automatically while data is rebuilt on demand.
- 🛠️ **Dedicated cache controls**: Added a Cache tab to the config on all platforms covering runtime/snapshot/persisted RAM budgets, region page size, async prefill limits, and per-dataset persistence flags. Every budget is clamped to at most 65% of the JVM heap (never below 64 MB) before any cache starts so memory usage stays predictable.
- 🧾 **Debug visibility**: Two new toggles, `enableCacheLogs` and `showCacheStatsOverlay`, gate the cache-specific log spam and the new F3 overlay (HudRenderCallback / RenderGuiOverlayEvent.Post) rendered by `CacheDebugOverlayRenderer`, showing runtime/snapshot/page usage, limits, and prefill status in real time.
Compatibility: No breaking world changes; caches migrate automatically and legacy cache files are moved aside safely.
release
RoadArchitect v1.6.2+1.21.2 [NeoForge]
1.6.2-neoforge8 нояб. 2025 г.56Minecraft: 1.21.2neoforge
Что нового
v1.6.2 — <em>Cache stack overhaul</em>
### Highlights
- 🧠 **Tiered cache backend**: Replaced the old SavedData maps with a WTinyLFU+Caffeine runtime cache backed by paged region stores per dimension. Chunk snapshots now live in their own cache with separate budgets, prefill works chunk-by-chunk with budget guards, and legacy `road_cache.dat` files are quarantined automatically while data is rebuilt on demand.
- 🛠️ **Dedicated cache controls**: Added a Cache tab to the config on all platforms covering runtime/snapshot/persisted RAM budgets, region page size, async prefill limits, and per-dataset persistence flags. Every budget is clamped to at most 65% of the JVM heap (never below 64 MB) before any cache starts so memory usage stays predictable.
- 🧾 **Debug visibility**: Two new toggles, `enableCacheLogs` and `showCacheStatsOverlay`, gate the cache-specific log spam and the new F3 overlay (HudRenderCallback / RenderGuiOverlayEvent.Post) rendered by `CacheDebugOverlayRenderer`, showing runtime/snapshot/page usage, limits, and prefill status in real time.
Compatibility: No breaking world changes; caches migrate automatically and legacy cache files are moved aside safely.
release
RoadArchitect v1.6.2+1.21.1 [NeoForge]
1.6.2-neoforge8 нояб. 2025 г.8,1 тыс.Minecraft: 1.21.1neoforge
Что нового
v1.6.2 — <em>Cache stack overhaul</em>
### Highlights
- 🧠 **Tiered cache backend**: Replaced the old SavedData maps with a WTinyLFU+Caffeine runtime cache backed by paged region stores per dimension. Chunk snapshots now live in their own cache with separate budgets, prefill works chunk-by-chunk with budget guards, and legacy `road_cache.dat` files are quarantined automatically while data is rebuilt on demand.
- 🛠️ **Dedicated cache controls**: Added a Cache tab to the config on all platforms covering runtime/snapshot/persisted RAM budgets, region page size, async prefill limits, and per-dataset persistence flags. Every budget is clamped to at most 65% of the JVM heap (never below 64 MB) before any cache starts so memory usage stays predictable.
- 🧾 **Debug visibility**: Two new toggles, `enableCacheLogs` and `showCacheStatsOverlay`, gate the cache-specific log spam and the new F3 overlay (HudRenderCallback / RenderGuiOverlayEvent.Post) rendered by `CacheDebugOverlayRenderer`, showing runtime/snapshot/page usage, limits, and prefill status in real time.
Compatibility: No breaking world changes; caches migrate automatically and legacy cache files are moved aside safely.
release
RoadArchitect v1.6.2+1.21.1 [Fabric/Quilt]
1.6.2-fabric8 нояб. 2025 г.9,1 тыс.Minecraft: 1.21.1fabric, quilt
Что нового
v1.6.2 — <em>Cache stack overhaul</em>
### Highlights
- 🧠 **Tiered cache backend**: Replaced the old SavedData maps with a WTinyLFU+Caffeine runtime cache backed by paged region stores per dimension. Chunk snapshots now live in their own cache with separate budgets, prefill works chunk-by-chunk with budget guards, and legacy `road_cache.dat` files are quarantined automatically while data is rebuilt on demand.
- 🛠️ **Dedicated cache controls**: Added a Cache tab to the config on all platforms covering runtime/snapshot/persisted RAM budgets, region page size, async prefill limits, and per-dataset persistence flags. Every budget is clamped to at most 65% of the JVM heap (never below 64 MB) before any cache starts so memory usage stays predictable.
- 🧾 **Debug visibility**: Two new toggles, `enableCacheLogs` and `showCacheStatsOverlay`, gate the cache-specific log spam and the new F3 overlay (HudRenderCallback / RenderGuiOverlayEvent.Post) rendered by `CacheDebugOverlayRenderer`, showing runtime/snapshot/page usage, limits, and prefill status in real time.
Compatibility: No breaking world changes; caches migrate automatically and legacy cache files are moved aside safely.
release
RoadArchitect v1.6.1+1.21.10 [NeoForge]
1.6.1-neoforge22 окт. 2025 г.104Minecraft: 1.21.10neoforge
Что нового
v1.6.1 — <em>Oh yes, more hotfixes!</em>
### Highlights
- 🐞 **Fixes**:
- Fixing server startup error
Compatibility: No breaking changes; existing worlds remain compatible.
release
RoadArchitect v1.6.1+1.21.10 [Fabric/Quilt]
1.6.1-fabric22 окт. 2025 г.773Minecraft: 1.21.10fabric, quilt
Что нового
v1.6.1 — <em>Oh yes, more hotfixes!</em>
### Highlights
- 🐞 **Fixes**:
- Fixing server startup error
Compatibility: No breaking changes; existing worlds remain compatible.
release
RoadArchitect v1.6.1+1.21.9 [Fabric/Quilt]
1.6.1-fabric22 окт. 2025 г.107Minecraft: 1.21.9fabric, quilt
Что нового
v1.6.1 — <em>Oh yes, more hotfixes!</em>
### Highlights
- 🐞 **Fixes**:
- Fixing server startup error
Compatibility: No breaking changes; existing worlds remain compatible.
release
RoadArchitect v1.6.1+1.21.9 [NeoForge]
1.6.1-neoforge22 окт. 2025 г.32Minecraft: 1.21.9neoforge
Что нового
v1.6.1 — <em>Oh yes, more hotfixes!</em>
### Highlights
- 🐞 **Fixes**:
- Fixing server startup error
Compatibility: No breaking changes; existing worlds remain compatible.
release
RoadArchitect v1.6.1+1.21.8 [Fabric/Quilt]
1.6.1-fabric22 окт. 2025 г.343Minecraft: 1.21.8fabric, quilt
Что нового
v1.6.1 — <em>Oh yes, more hotfixes!</em>
### Highlights
- 🐞 **Fixes**:
- Fixing server startup error
Compatibility: No breaking changes; existing worlds remain compatible.
release
RoadArchitect v1.6.1+1.21.8 [NeoForge]
1.6.1-neoforge22 окт. 2025 г.56Minecraft: 1.21.8neoforge
Что нового
v1.6.1 — <em>Oh yes, more hotfixes!</em>
### Highlights
- 🐞 **Fixes**:
- Fixing server startup error
Compatibility: No breaking changes; existing worlds remain compatible.
release
RoadArchitect v1.6.1+1.21.7 [NeoForge]
1.6.1-neoforge22 окт. 2025 г.18Minecraft: 1.21.7neoforge
Что нового
v1.6.1 — <em>Oh yes, more hotfixes!</em>
### Highlights
- 🐞 **Fixes**:
- Fixing server startup error
Compatibility: No breaking changes; existing worlds remain compatible.
release
RoadArchitect v1.6.1+1.21.7 [Fabric/Quilt]
1.6.1-fabric22 окт. 2025 г.37Minecraft: 1.21.7fabric, quilt
Что нового
v1.6.1 — <em>Oh yes, more hotfixes!</em>
### Highlights
- 🐞 **Fixes**:
- Fixing server startup error
Compatibility: No breaking changes; existing worlds remain compatible.
release
RoadArchitect v1.6.1+1.21.6 [NeoForge]
1.6.1-neoforge22 окт. 2025 г.14Minecraft: 1.21.6neoforge
Что нового
v1.6.1 — <em>Oh yes, more hotfixes!</em>
### Highlights
- 🐞 **Fixes**:
- Fixing server startup error
Compatibility: No breaking changes; existing worlds remain compatible.
release
RoadArchitect v1.6.1+1.21.6 [Fabric/Quilt]
1.6.1-fabric22 окт. 2025 г.44Minecraft: 1.21.6fabric, quilt
Что нового
v1.6.1 — <em>Oh yes, more hotfixes!</em>
### Highlights
- 🐞 **Fixes**:
- Fixing server startup error
Compatibility: No breaking changes; existing worlds remain compatible.
release
RoadArchitect v1.6.1+1.21.5 [Fabric/Quilt]
1.6.1-fabric22 окт. 2025 г.128Minecraft: 1.21.5fabric, quilt
Что нового
v1.6.1 — <em>Oh yes, more hotfixes!</em>
### Highlights
- 🐞 **Fixes**:
- Fixing server startup error
Compatibility: No breaking changes; existing worlds remain compatible.
release
RoadArchitect v1.6.1+1.21.5 [NeoForge]
1.6.1-neoforge22 окт. 2025 г.23Minecraft: 1.21.5neoforge
Что нового
v1.6.1 — <em>Oh yes, more hotfixes!</em>
### Highlights
- 🐞 **Fixes**:
- Fixing server startup error
Compatibility: No breaking changes; existing worlds remain compatible.
release
RoadArchitect v1.6.1+1.21.4 [Fabric/Quilt]
1.6.1-fabric22 окт. 2025 г.85Minecraft: 1.21.4fabric, quilt
Что нового
v1.6.1 — <em>Oh yes, more hotfixes!</em>
### Highlights
- 🐞 **Fixes**:
- Fixing server startup error
Compatibility: No breaking changes; existing worlds remain compatible.
release
RoadArchitect v1.6.1+1.21.4 [NeoForge]
1.6.1-neoforge22 окт. 2025 г.29Minecraft: 1.21.4neoforge
Что нового
v1.6.1 — <em>Oh yes, more hotfixes!</em>
### Highlights
- 🐞 **Fixes**:
- Fixing server startup error
Compatibility: No breaking changes; existing worlds remain compatible.
release
RoadArchitect v1.6.1+1.21.3 [Fabric/Quilt]
1.6.1-fabric22 окт. 2025 г.13Minecraft: 1.21.3fabric, quilt
Что нового
v1.6.1 — <em>Oh yes, more hotfixes!</em>
### Highlights
- 🐞 **Fixes**:
- Fixing server startup error
Compatibility: No breaking changes; existing worlds remain compatible.
release
RoadArchitect v1.6.1+1.21.3 [NeoForge]
1.6.1-neoforge22 окт. 2025 г.13Minecraft: 1.21.3neoforge
Что нового
v1.6.1 — <em>Oh yes, more hotfixes!</em>
### Highlights
- 🐞 **Fixes**:
- Fixing server startup error
Compatibility: No breaking changes; existing worlds remain compatible.
release
RoadArchitect v1.6.1+1.21.2 [Fabric/Quilt]
1.6.1-fabric22 окт. 2025 г.15Minecraft: 1.21.2fabric, quilt
Что нового
v1.6.1 — <em>Oh yes, more hotfixes!</em>
### Highlights
- 🐞 **Fixes**:
- Fixing server startup error
Compatibility: No breaking changes; existing worlds remain compatible.
release
RoadArchitect v1.6.1+1.21.2 [NeoForge]
1.6.1-neoforge22 окт. 2025 г.18Minecraft: 1.21.2neoforge
Что нового
v1.6.1 — <em>Oh yes, more hotfixes!</em>
### Highlights
- 🐞 **Fixes**:
- Fixing server startup error
Compatibility: No breaking changes; existing worlds remain compatible.
release
RoadArchitect v1.6.1+1.21.1 [Fabric/Quilt]
1.6.1-fabric22 окт. 2025 г.1,1 тыс.Minecraft: 1.21.1fabric, quilt
Что нового
v1.6.1 — <em>Oh yes, more hotfixes!</em>
### Highlights
- 🐞 **Fixes**:
- Fixing server startup error
Compatibility: No breaking changes; existing worlds remain compatible.
release
RoadArchitect v1.6.1+1.21.1 [NeoForge]
1.6.1-neoforge22 окт. 2025 г.1,1 тыс.Minecraft: 1.21.1neoforge
Что нового
v1.6.1 — <em>Oh yes, more hotfixes!</em>
### Highlights
- 🐞 **Fixes**:
- Fixing server startup error
Compatibility: No breaking changes; existing worlds remain compatible.
release
RoadArchitect v1.6.1+1.21 [NeoForge]
1.6.1-neoforge22 окт. 2025 г.97Minecraft: 1.21neoforge
Что нового
v1.6.1 — <em>Oh yes, more hotfixes!</em>
### Highlights
- 🐞 **Fixes**:
- Fixing server startup error
Compatibility: No breaking changes; existing worlds remain compatible.
release
RoadArchitect v1.6.1+1.21 [Fabric/Quilt]
1.6.1-fabric22 окт. 2025 г.863Minecraft: 1.21fabric, quilt
Что нового
v1.6.1 — <em>Oh yes, more hotfixes!</em>
### Highlights
- 🐞 **Fixes**:
- Fixing server startup error
Compatibility: No breaking changes; existing worlds remain compatible.
release
RoadArchitect v1.6.1+1.20.1 [Fabric/Quilt]
1.6.1-fabric22 окт. 2025 г.6,4 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v1.6.1 — <em>Oh yes, more hotfixes!</em>
### Highlights
- 🐞 **Fixes**:
- Fixing server startup error
Compatibility: No breaking changes; existing worlds remain compatible.
release
RoadArchitect v1.6.1+1.20.1 [Forge]
1.6.1-forge22 окт. 2025 г.16 тыс.Minecraft: 1.20.1forge
Что нового
v1.6.1 — <em>Oh yes, more hotfixes!</em>
### Highlights
- 🐞 **Fixes**:
- Fixing server startup error
Compatibility: No breaking changes; existing worlds remain compatible.
release
RoadArchitect v1.6.0+1.21.10 [NeoForge]
1.6.0-neoforge21 окт. 2025 г.26Minecraft: 1.21.10neoforge
Что нового
v1.6.0 — <em>performance improvements, biome styles, more flexible configuration</em>
### 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.
release
RoadArchitect v1.6.0+1.21.10 [Fabric/Quilt]
1.6.0-fabric21 окт. 2025 г.75Minecraft: 1.21.10fabric, quilt
Что нового
v1.6.0 — <em>performance improvements, biome styles, more flexible configuration</em>
### 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.
release
RoadArchitect v1.6.0+1.21.9 [Fabric/Quilt]
1.6.0-fabric21 окт. 2025 г.22Minecraft: 1.21.9fabric, quilt
Что нового
v1.6.0 — <em>performance improvements, biome styles, more flexible configuration</em>
### 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.
release
RoadArchitect v1.6.0+1.21.9 [NeoForge]
1.6.0-neoforge21 окт. 2025 г.14Minecraft: 1.21.9neoforge
Что нового
v1.6.0 — <em>performance improvements, biome styles, more flexible configuration</em>
### 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.
release
RoadArchitect v1.6.0+1.21.8 [NeoForge]
1.6.0-neoforge21 окт. 2025 г.10Minecraft: 1.21.8neoforge
Что нового
v1.6.0 — <em>performance improvements, biome styles, more flexible configuration</em>
### 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.
release
RoadArchitect v1.6.0+1.21.8 [Fabric/Quilt]
1.6.0-fabric21 окт. 2025 г.51Minecraft: 1.21.8fabric, quilt
Что нового
v1.6.0 — <em>performance improvements, biome styles, more flexible configuration</em>
### 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.
release
RoadArchitect v1.6.0+1.21.7 [Fabric/Quilt]
1.6.0-fabric21 окт. 2025 г.11Minecraft: 1.21.7fabric, quilt
Что нового
v1.6.0 — <em>performance improvements, biome styles, more flexible configuration</em>
### 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.
release
RoadArchitect v1.6.0+1.21.7 [NeoForge]
1.6.0-neoforge21 окт. 2025 г.14Minecraft: 1.21.7neoforge
Что нового
v1.6.0 — <em>performance improvements, biome styles, more flexible configuration</em>
### 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.
release
RoadArchitect v1.6.0+1.21.6 [Fabric/Quilt]
1.6.0-fabric21 окт. 2025 г.13Minecraft: 1.21.6fabric, quilt
Что нового
v1.6.0 — <em>performance improvements, biome styles, more flexible configuration</em>
### 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.
release
RoadArchitect v1.6.0+1.21.6 [NeoForge]
1.6.0-neoforge21 окт. 2025 г.15Minecraft: 1.21.6neoforge
Что нового
v1.6.0 — <em>performance improvements, biome styles, more flexible configuration</em>
### 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.
release
RoadArchitect v1.6.0+1.21.5 [Fabric/Quilt]
1.6.0-fabric21 окт. 2025 г.22Minecraft: 1.21.5fabric, quilt
Что нового
v1.6.0 — <em>performance improvements, biome styles, more flexible configuration</em>
### 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.
release
RoadArchitect v1.6.0+1.21.5 [NeoForge]
1.6.0-neoforge21 окт. 2025 г.16Minecraft: 1.21.5neoforge
Что нового
v1.6.0 — <em>performance improvements, biome styles, more flexible configuration</em>
### 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.
release
RoadArchitect v1.6.0+1.21.4 [NeoForge]
1.6.0-neoforge21 окт. 2025 г.15Minecraft: 1.21.4neoforge
Что нового
v1.6.0 — <em>performance improvements, biome styles, more flexible configuration</em>
### 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.
release
RoadArchitect v1.6.0+1.21.4 [Fabric/Quilt]
1.6.0-fabric21 окт. 2025 г.14Minecraft: 1.21.4fabric, quilt
Что нового
v1.6.0 — <em>performance improvements, biome styles, more flexible configuration</em>
### 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.
release
RoadArchitect v1.6.0+1.21.3 [Fabric/Quilt]
1.6.0-fabric21 окт. 2025 г.12Minecraft: 1.21.3fabric, quilt
Что нового
v1.6.0 — <em>performance improvements, biome styles, more flexible configuration</em>
### 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.
release
RoadArchitect v1.6.0+1.21.3 [NeoForge]
1.6.0-neoforge21 окт. 2025 г.11Minecraft: 1.21.3neoforge
Что нового
v1.6.0 — <em>performance improvements, biome styles, more flexible configuration</em>
### 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.
release
RoadArchitect v1.6.0+1.21.2 [NeoForge]
1.6.0-neoforge21 окт. 2025 г.15Minecraft: 1.21.2neoforge
Что нового
v1.6.0 — <em>performance improvements, biome styles, more flexible configuration</em>
### 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.
release
RoadArchitect v1.6.0+1.21.2 [Fabric/Quilt]
1.6.0-fabric21 окт. 2025 г.9Minecraft: 1.21.2fabric, quilt
Что нового
v1.6.0 — <em>performance improvements, biome styles, more flexible configuration</em>
### 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.
release
RoadArchitect v1.6.0+1.21 [Fabric/Quilt]
1.6.0-fabric21 окт. 2025 г.30Minecraft: 1.21fabric, quilt
Что нового
v1.6.0 — <em>performance improvements, biome styles, more flexible configuration</em>
### 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.
release
RoadArchitect v1.6.0+1.21 [NeoForge]
1.6.0-neoforge21 окт. 2025 г.20Minecraft: 1.21neoforge
Что нового
v1.6.0 — <em>performance improvements, biome styles, more flexible configuration</em>
### 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.
release
RoadArchitect v1.6.0+1.21.1 [Fabric/Quilt]
1.6.0-fabric21 окт. 2025 г.89Minecraft: 1.21.1fabric, quilt
Что нового
v1.6.0 — <em>performance improvements, biome styles, more flexible configuration</em>
### 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.
release
RoadArchitect v1.6.0+1.21.1 [NeoForge]
1.6.0-neoforge21 окт. 2025 г.154Minecraft: 1.21.1neoforge
Что нового
v1.6.0 — <em>performance improvements, biome styles, more flexible configuration</em>
### 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.
release
RoadArchitect v1.5.0+1.20.1 [Fabric/Quilt]
1.5.0-fabric29 сент. 2025 г.1,6 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v1.5.0 — <em>Smarter pathfinding, Terrain Analyzer (beta)</em>
### 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 <code>#minecraft:is_ocean</code> and <code>#minecraft:is_deep_ocean</code>
- 🔒 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.
release
RoadArchitect v1.5.0+1.21.8 [Fabric/Quilt]
1.5.0-fabric21 сент. 2025 г.1,5 тыс.Minecraft: 1.21.8fabric, quilt
Что нового
v1.5.0 — <em>Smarter pathfinding, Terrain Analyzer (beta)</em>
### 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 <code>#minecraft:is_ocean</code> and <code>#minecraft:is_deep_ocean</code>
- 🔒 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.
release
RoadArchitect v1.5.0+1.21.8 [NeoForge]
1.5.0-neoforge21 сент. 2025 г.145Minecraft: 1.21.8neoforge
Что нового
v1.5.0 — <em>Smarter pathfinding, Terrain Analyzer (beta)</em>
### 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 <code>#minecraft:is_ocean</code> and <code>#minecraft:is_deep_ocean</code>
- 🔒 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.
release
RoadArchitect v1.5.0+1.21.7 [Fabric/Quilt]
1.5.0-fabric21 сент. 2025 г.87Minecraft: 1.21.7fabric, quilt
Что нового
v1.5.0 — <em>Smarter pathfinding, Terrain Analyzer (beta)</em>
### 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 <code>#minecraft:is_ocean</code> and <code>#minecraft:is_deep_ocean</code>
- 🔒 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.
release
RoadArchitect v1.5.0+1.21.7 [NeoForge]
1.5.0-neoforge21 сент. 2025 г.17Minecraft: 1.21.7neoforge
Что нового
v1.5.0 — <em>Smarter pathfinding, Terrain Analyzer (beta)</em>
### 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 <code>#minecraft:is_ocean</code> and <code>#minecraft:is_deep_ocean</code>
- 🔒 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.
release
RoadArchitect v1.5.0+1.21.6 [Fabric/Quilt]
1.5.0-fabric21 сент. 2025 г.241Minecraft: 1.21.6fabric, quilt
Что нового
v1.5.0 — <em>Smarter pathfinding, Terrain Analyzer (beta)</em>
### 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 <code>#minecraft:is_ocean</code> and <code>#minecraft:is_deep_ocean</code>
- 🔒 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.
release
RoadArchitect v1.5.0+1.21.6 [NeoForge]
1.5.0-neoforge21 сент. 2025 г.27Minecraft: 1.21.6neoforge
Что нового
v1.5.0 — <em>Smarter pathfinding, Terrain Analyzer (beta)</em>
### 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 <code>#minecraft:is_ocean</code> and <code>#minecraft:is_deep_ocean</code>
- 🔒 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.
release
RoadArchitect v1.5.0+1.21.5 [Fabric/Quilt]
1.5.0-fabric21 сент. 2025 г.370Minecraft: 1.21.5fabric, quilt
Что нового
v1.5.0 — <em>Smarter pathfinding, Terrain Analyzer (beta)</em>
### 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 <code>#minecraft:is_ocean</code> and <code>#minecraft:is_deep_ocean</code>
- 🔒 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.
release
RoadArchitect v1.5.0+1.21.5 [NeoForge]
1.5.0-neoforge21 сент. 2025 г.28Minecraft: 1.21.5neoforge
Что нового
v1.5.0 — <em>Smarter pathfinding, Terrain Analyzer (beta)</em>
### 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 <code>#minecraft:is_ocean</code> and <code>#minecraft:is_deep_ocean</code>
- 🔒 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.
release
RoadArchitect v1.5.0+1.21.4 [Fabric/Quilt]
1.5.0-fabric21 сент. 2025 г.265Minecraft: 1.21.4fabric, quilt
Что нового
v1.5.0 — <em>Smarter pathfinding, Terrain Analyzer (beta)</em>
### 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 <code>#minecraft:is_ocean</code> and <code>#minecraft:is_deep_ocean</code>
- 🔒 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.
release
RoadArchitect v1.5.0+1.21.4 [NeoForge]
1.5.0-neoforge21 сент. 2025 г.36Minecraft: 1.21.4neoforge
Что нового
v1.5.0 — <em>Smarter pathfinding, Terrain Analyzer (beta)</em>
### 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 <code>#minecraft:is_ocean</code> and <code>#minecraft:is_deep_ocean</code>
- 🔒 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.
release
RoadArchitect v1.5.0+1.21.3 [Fabric/Quilt]
1.5.0-fabric21 сент. 2025 г.22Minecraft: 1.21.3fabric, quilt
Что нового
v1.5.0 — <em>Smarter pathfinding, Terrain Analyzer (beta)</em>
### 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 <code>#minecraft:is_ocean</code> and <code>#minecraft:is_deep_ocean</code>
- 🔒 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.
release
RoadArchitect v1.5.0+1.21.3 [NeoForge]
1.5.0-neoforge21 сент. 2025 г.18Minecraft: 1.21.3neoforge
Что нового
v1.5.0 — <em>Smarter pathfinding, Terrain Analyzer (beta)</em>
### 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 <code>#minecraft:is_ocean</code> and <code>#minecraft:is_deep_ocean</code>
- 🔒 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.
release
RoadArchitect v1.5.0+1.21.2 [Fabric/Quilt]
1.5.0-fabric21 сент. 2025 г.27Minecraft: 1.21.2fabric, quilt
Что нового
v1.5.0 — <em>Smarter pathfinding, Terrain Analyzer (beta)</em>
### 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 <code>#minecraft:is_ocean</code> and <code>#minecraft:is_deep_ocean</code>
- 🔒 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.
release
RoadArchitect v1.5.0+1.21.2 [NeoForge]
1.5.0-neoforge21 сент. 2025 г.21Minecraft: 1.21.2neoforge
Что нового
v1.5.0 — <em>Smarter pathfinding, Terrain Analyzer (beta)</em>
### 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 <code>#minecraft:is_ocean</code> and <code>#minecraft:is_deep_ocean</code>
- 🔒 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.
release
RoadArchitect v1.5.0+1.21.1 [Fabric/Quilt]
1.5.0-fabric21 сент. 2025 г.3,2 тыс.Minecraft: 1.21.1fabric, quilt
Что нового
v1.5.0 — <em>Smarter pathfinding, Terrain Analyzer (beta)</em>
### 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 <code>#minecraft:is_ocean</code> and <code>#minecraft:is_deep_ocean</code>
- 🔒 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.
release
RoadArchitect v1.5.0+1.21.1 [NeoForge]
1.5.0-neoforge21 сент. 2025 г.3 тыс.Minecraft: 1.21.1neoforge
Что нового
v1.5.0 — <em>Smarter pathfinding, Terrain Analyzer (beta)</em>
### 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 <code>#minecraft:is_ocean</code> and <code>#minecraft:is_deep_ocean</code>
- 🔒 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.
release
RoadArchitect v1.5.0+1.21 [NeoForge]
1.5.0-neoforge21 сент. 2025 г.40Minecraft: 1.21neoforge
Что нового
v1.5.0 — <em>Smarter pathfinding, Terrain Analyzer (beta)</em>
### 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 <code>#minecraft:is_ocean</code> and <code>#minecraft:is_deep_ocean</code>
- 🔒 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.
release
RoadArchitect v1.5.0+1.21 [Fabric/Quilt]
1.5.0-fabric21 сент. 2025 г.866Minecraft: 1.21fabric, quilt
Что нового
v1.5.0 — <em>Smarter pathfinding, Terrain Analyzer (beta)</em>
### 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 <code>#minecraft:is_ocean</code> and <code>#minecraft:is_deep_ocean</code>
- 🔒 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.
release
RoadArchitect v1.4.0+1.21.8 [Fabric]
1.4.0-fabric29 авг. 2025 г.533Minecraft: 1.21.8fabric
Что нового
v1.4.0 — <em>Add-ons support</em>
### 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.
release
RoadArchitect v1.4.0+1.21.8 [NeoForge]
1.4.0-neoforge29 авг. 2025 г.55Minecraft: 1.21.8neoforge
Что нового
v1.4.0 — <em>Add-ons support</em>
### 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.
release
RoadArchitect v1.4.0+1.21.8 [Quilt]
1.4.0-quilt29 авг. 2025 г.32Minecraft: 1.21.8quilt
Что нового
v1.4.0 — <em>Add-ons support</em>
### 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.
release
RoadArchitect v1.4.0+1.21.7 [Fabric]
1.4.0-fabric29 авг. 2025 г.34Minecraft: 1.21.7fabric
Что нового
v1.4.0 — <em>Add-ons support</em>
### 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.
release
RoadArchitect v1.4.0+1.21.7 [Quilt]
1.4.0-quilt29 авг. 2025 г.16Minecraft: 1.21.7quilt
Что нового
v1.4.0 — <em>Add-ons support</em>
### 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.
release
RoadArchitect v1.4.0+1.21.7 [NeoForge]
1.4.0-neoforge29 авг. 2025 г.26Minecraft: 1.21.7neoforge
Что нового
v1.4.0 — <em>Add-ons support</em>
### 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.
release
RoadArchitect v1.4.0+1.21.6 [Fabric]
1.4.0-fabric29 авг. 2025 г.29Minecraft: 1.21.6fabric
Что нового
v1.4.0 — <em>Add-ons support</em>
### 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.
release
RoadArchitect v1.4.0+1.21.6 [Quilt]
1.4.0-quilt29 авг. 2025 г.18Minecraft: 1.21.6quilt
Что нового
v1.4.0 — <em>Add-ons support</em>
### 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.
release
RoadArchitect v1.4.0+1.21.6 [NeoForge]
1.4.0-neoforge29 авг. 2025 г.12Minecraft: 1.21.6neoforge
Что нового
v1.4.0 — <em>Add-ons support</em>
### 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.
release
RoadArchitect v1.4.0+1.21.5 [Fabric]
1.4.0-fabric29 авг. 2025 г.67Minecraft: 1.21.5fabric
Что нового
v1.4.0 — <em>Add-ons support</em>
### 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.
release
RoadArchitect v1.4.0+1.21.5 [Quilt]
1.4.0-quilt29 авг. 2025 г.15Minecraft: 1.21.5quilt
Что нового
v1.4.0 — <em>Add-ons support</em>
### 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.
release
RoadArchitect v1.4.0+1.21.5 [NeoForge]
1.4.0-neoforge29 авг. 2025 г.17Minecraft: 1.21.5neoforge
Что нового
v1.4.0 — <em>Add-ons support</em>
### 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.
release
RoadArchitect v1.4.0+1.21.4 [NeoForge]
1.4.0-neoforge29 авг. 2025 г.22Minecraft: 1.21.4neoforge
Что нового
v1.4.0 — <em>Add-ons support</em>
### 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.
release
RoadArchitect v1.4.0+1.21.4 [Quilt]
1.4.0-quilt29 авг. 2025 г.19Minecraft: 1.21.4quilt
Что нового
v1.4.0 — <em>Add-ons support</em>
### 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.
release
RoadArchitect v1.4.0+1.21.4 [Fabric]
1.4.0-fabric29 авг. 2025 г.43Minecraft: 1.21.4fabric
Что нового
v1.4.0 — <em>Add-ons support</em>
### 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.
release
RoadArchitect v1.4.0+1.21.3 [Quilt]
1.4.0-quilt29 авг. 2025 г.12Minecraft: 1.21.3quilt
Что нового
v1.4.0 — <em>Add-ons support</em>
### 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.
release
RoadArchitect v1.4.0+1.21.3 [NeoForge]
1.4.0-neoforge29 авг. 2025 г.16Minecraft: 1.21.3neoforge
Что нового
v1.4.0 — <em>Add-ons support</em>
### 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.
release
RoadArchitect v1.4.0+1.21.3 [Fabric]
1.4.0-fabric29 авг. 2025 г.21Minecraft: 1.21.3fabric
Что нового
v1.4.0 — <em>Add-ons support</em>
### 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.
release
RoadArchitect v1.4.0+1.21.2 [Quilt]
1.4.0-quilt29 авг. 2025 г.19Minecraft: 1.21.2quilt
Что нового
v1.4.0 — <em>Add-ons support</em>
### 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.
release
RoadArchitect v1.4.0+1.21.2 [NeoForge]
1.4.0-neoforge29 авг. 2025 г.18Minecraft: 1.21.2neoforge
Что нового
v1.4.0 — <em>Add-ons support</em>
### 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.
release
RoadArchitect v1.4.0+1.21.2 [Fabric]
1.4.0-fabric29 авг. 2025 г.27Minecraft: 1.21.2fabric
Что нового
v1.4.0 — <em>Add-ons support</em>
### 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.
release
RoadArchitect v1.4.0+1.21.1 [Fabric]
1.4.0-fabric29 авг. 2025 г.213Minecraft: 1.21.1fabric
Что нового
v1.4.0 — <em>Add-ons support</em>
### 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.
release
RoadArchitect v1.4.0+1.21.1 [Quilt]
1.4.0-quilt29 авг. 2025 г.15Minecraft: 1.21.1quilt
Что нового
v1.4.0 — <em>Add-ons support</em>
### 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.
release
RoadArchitect v1.4.0+1.21.1 [NeoForge]
1.4.0-neoforge29 авг. 2025 г.458Minecraft: 1.21.1neoforge
Что нового
v1.4.0 — <em>Add-ons support</em>
### 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.
release
RoadArchitect v1.4.0+1.21 [Fabric]
1.4.0-fabric29 авг. 2025 г.53Minecraft: 1.21fabric
Что нового
v1.4.0 — <em>Add-ons support</em>
### 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.
release
RoadArchitect v1.4.0+1.21 [Quilt]
1.4.0-quilt29 авг. 2025 г.17Minecraft: 1.21quilt
Что нового
v1.4.0 — <em>Add-ons support</em>
### 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.
release
RoadArchitect v1.4.0+1.21 [NeoForge]
1.4.0-neoforge29 авг. 2025 г.22Minecraft: 1.21neoforge
Что нового
v1.4.0 — <em>Add-ons support</em>
### 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.
release
RoadArchitect v1.3.0+1.21 [Quilt]
1.3.0-quilt28 авг. 2025 г.11Minecraft: 1.21quilt
Что нового
v1.3.0 — <em>Smarter scans & deterministic decorations</em>
### 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.
release
RoadArchitect v1.3.0+1.21 [NeoForge]
1.3.0-neoforge28 авг. 2025 г.13Minecraft: 1.21neoforge
Что нового
v1.3.0 — <em>Smarter scans & deterministic decorations</em>
### 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.
release
RoadArchitect v1.3.0+1.21 [Fabric]
1.3.0-fabric28 авг. 2025 г.25Minecraft: 1.21fabric
Что нового
v1.3.0 — <em>Smarter scans & deterministic decorations</em>
### 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.
release
RoadArchitect v1.3.0+1.21.8 [Quilt]
1.3.0-quilt27 авг. 2025 г.19Minecraft: 1.21.8quilt
Что нового
v1.3.0 — <em>Smarter scans & deterministic decorations</em>
### 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.
release
RoadArchitect v1.3.0+1.21.8 [NeoForge]
1.3.0-neoforge27 авг. 2025 г.27Minecraft: 1.21.8neoforge
Что нового
v1.3.0 — <em>Smarter scans & deterministic decorations</em>
### 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.
release
RoadArchitect v1.3.0+1.21.8 [Fabric]
1.3.0-fabric27 авг. 2025 г.83Minecraft: 1.21.8fabric
Что нового
v1.3.0 — <em>Smarter scans & deterministic decorations</em>
### 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.
release
RoadArchitect v1.3.0+1.21.7 [Quilt]
1.3.0-quilt27 авг. 2025 г.12Minecraft: 1.21.7quilt
Что нового
v1.3.0 — <em>Smarter scans & deterministic decorations</em>
### 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.
release
RoadArchitect v1.3.0+1.21.7 [NeoForge]
1.3.0-neoforge27 авг. 2025 г.14Minecraft: 1.21.7neoforge
Что нового
v1.3.0 — <em>Smarter scans & deterministic decorations</em>
### 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.
release
RoadArchitect v1.3.0+1.21.7 [Fabric]
1.3.0-fabric27 авг. 2025 г.25Minecraft: 1.21.7fabric
Что нового
v1.3.0 — <em>Smarter scans & deterministic decorations</em>
### 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.
release
RoadArchitect v1.3.0+1.21.6 [Fabric]
1.3.0-fabric27 авг. 2025 г.11Minecraft: 1.21.6fabric
Что нового
v1.3.0 — <em>Smarter scans & deterministic decorations</em>
### 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.
release
RoadArchitect v1.3.0+1.21.6 [Quilt]
1.3.0-quilt27 авг. 2025 г.16Minecraft: 1.21.6quilt
Что нового
v1.3.0 — <em>Smarter scans & deterministic decorations</em>
### 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.
release
RoadArchitect v1.3.0+1.21.6 [NeoForge]
1.3.0-neoforge27 авг. 2025 г.10Minecraft: 1.21.6neoforge
Что нового
v1.3.0 — <em>Smarter scans & deterministic decorations</em>
### 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.
release
RoadArchitect v1.3.0+1.21.5 [Fabric]
1.3.0-fabric27 авг. 2025 г.22Minecraft: 1.21.5fabric
Что нового
v1.3.0 — <em>Smarter scans & deterministic decorations</em>
### 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.
release
RoadArchitect v1.3.0+1.21.5 [NeoForge]
1.3.0-neoforge27 авг. 2025 г.11Minecraft: 1.21.5neoforge
Что нового
v1.3.0 — <em>Smarter scans & deterministic decorations</em>
### 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.
release
RoadArchitect v1.3.0+1.21.5 [Quilt]
1.3.0-quilt27 авг. 2025 г.10Minecraft: 1.21.5quilt
Что нового
v1.3.0 — <em>Smarter scans & deterministic decorations</em>
### 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.
release
RoadArchitect v1.3.0+1.21.4 [Quilt]
1.3.0-quilt27 авг. 2025 г.14Minecraft: 1.21.4quilt
Что нового
v1.3.0 — <em>Smarter scans & deterministic decorations</em>
### 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.
release
RoadArchitect v1.3.0+1.21.4 [NeoForge]
1.3.0-neoforge27 авг. 2025 г.13Minecraft: 1.21.4neoforge
Что нового
v1.3.0 — <em>Smarter scans & deterministic decorations</em>
### 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.
release
RoadArchitect v1.3.0+1.21.4 [Fabric]
1.3.0-fabric27 авг. 2025 г.26Minecraft: 1.21.4fabric
Что нового
v1.3.0 — <em>Smarter scans & deterministic decorations</em>
### 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.
release
RoadArchitect v1.3.0+1.21.3 [Fabric]
1.3.0-fabric27 авг. 2025 г.13Minecraft: 1.21.3fabric
Что нового
v1.3.0 — <em>Smarter scans & deterministic decorations</em>
### 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.
release
RoadArchitect v1.3.0+1.21.3 [NeoForge]
1.3.0-neoforge27 авг. 2025 г.14Minecraft: 1.21.3neoforge
Что нового
v1.3.0 — <em>Smarter scans & deterministic decorations</em>
### 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.
release
RoadArchitect v1.3.0+1.21.3 [Quilt]
1.3.0-quilt27 авг. 2025 г.8Minecraft: 1.21.3quilt
Что нового
v1.3.0 — <em>Smarter scans & deterministic decorations</em>
### 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.
release
RoadArchitect v1.3.0+1.21.2 [Quilt]
1.3.0-quilt27 авг. 2025 г.10Minecraft: 1.21.2quilt
Что нового
v1.3.0 — <em>Smarter scans & deterministic decorations</em>
### 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.
release
RoadArchitect v1.3.0+1.21.2 [Fabric]
1.3.0-fabric27 авг. 2025 г.14Minecraft: 1.21.2fabric
Что нового
v1.3.0 — <em>Smarter scans & deterministic decorations</em>
### 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.
release
RoadArchitect v1.3.0+1.21.2 [NeoForge]
1.3.0-neoforge27 авг. 2025 г.12Minecraft: 1.21.2neoforge
Что нового
v1.3.0 — <em>Smarter scans & deterministic decorations</em>
### 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.
release
RoadArchitect v1.3.0+1.21.1 [Quilt]
1.3.0-quilt27 авг. 2025 г.15Minecraft: 1.21.1quilt
Что нового
v1.3.0 — <em>Smarter scans & deterministic decorations</em>
### 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.
release
RoadArchitect v1.3.0+1.21.1 [Fabric]
1.3.0-fabric27 авг. 2025 г.54Minecraft: 1.21.1fabric
Что нового
v1.3.0 — <em>Smarter scans & deterministic decorations</em>
### 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.
release
RoadArchitect v1.3.0+1.21.1 [NeoForge]
1.3.0-neoforge27 авг. 2025 г.44Minecraft: 1.21.1neoforge
Что нового
v1.3.0 — <em>Smarter scans & deterministic decorations</em>
### 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.
release
RoadArchitect v1.2.0+1.21.8 [Quilt]
1.2.0-quilt17 авг. 2025 г.19Minecraft: 1.21.8quilt
Что нового
v1.2.0</strong> — <em>Vanilla loading, convenient settings, visual debug</em>
### Highlights
- 🪄 **Progress screen**: dropped `owo-lib` and 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.
release
RoadArchitect v1.2.0+1.21.8 [Fabric]
1.2.0-fabric17 авг. 2025 г.150Minecraft: 1.21.8fabric
Что нового
v1.2.0</strong> — <em>Vanilla loading, convenient settings, visual debug</em>
### Highlights
- 🪄 **Progress screen**: dropped `owo-lib` and 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.
release
RoadArchitect v1.2.0+1.21.8 [NeoForge]
1.2.0-neoforge17 авг. 2025 г.64Minecraft: 1.21.8neoforge
Что нового
v1.2.0</strong> — <em>Vanilla loading, convenient settings, visual debug</em>
### Highlights
- 🪄 **Progress screen**: dropped `owo-lib` and 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.
release
RoadArchitect v1.2.0+1.21.7 [Quilt]
1.2.0-quilt17 авг. 2025 г.12Minecraft: 1.21.7quilt
Что нового
v1.2.0</strong> — <em>Vanilla loading, convenient settings, visual debug</em>
### Highlights
- 🪄 **Progress screen**: dropped `owo-lib` and 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.
release
RoadArchitect v1.2.0+1.21.7 [Fabric]
1.2.0-fabric17 авг. 2025 г.30Minecraft: 1.21.7fabric
Что нового
v1.2.0</strong> — <em>Vanilla loading, convenient settings, visual debug</em>
### Highlights
- 🪄 **Progress screen**: dropped `owo-lib` and 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.
release
RoadArchitect v1.2.0+1.21.7 [NeoForge]
1.2.0-neoforge17 авг. 2025 г.10Minecraft: 1.21.7neoforge
Что нового
v1.2.0</strong> — <em>Vanilla loading, convenient settings, visual debug</em>
### Highlights
- 🪄 **Progress screen**: dropped `owo-lib` and 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.
release
RoadArchitect v1.2.0+1.21.6 [Quilt]
1.2.0-quilt17 авг. 2025 г.15Minecraft: 1.21.6quilt
Что нового
v1.2.0</strong> — <em>Vanilla loading, convenient settings, visual debug</em>
### Highlights
- 🪄 **Progress screen**: dropped `owo-lib` and 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.
release
RoadArchitect v1.2.0+1.21.6 [Fabric]
1.2.0-fabric17 авг. 2025 г.21Minecraft: 1.21.6fabric
Что нового
v1.2.0</strong> — <em>Vanilla loading, convenient settings, visual debug</em>
### Highlights
- 🪄 **Progress screen**: dropped `owo-lib` and 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.
release
RoadArchitect v1.2.0+1.21.6 [NeoForge]
1.2.0-neoforge17 авг. 2025 г.16Minecraft: 1.21.6neoforge
Что нового
v1.2.0</strong> — <em>Vanilla loading, convenient settings, visual debug</em>
### Highlights
- 🪄 **Progress screen**: dropped `owo-lib` and 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.
release
RoadArchitect v1.2.0+1.21.5 [Fabric]
1.2.0-fabric17 авг. 2025 г.44Minecraft: 1.21.5fabric
Что нового
v1.2.0</strong> — <em>Vanilla loading, convenient settings, visual debug</em>
### Highlights
- 🪄 **Progress screen**: dropped `owo-lib` and 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.
release
RoadArchitect v1.2.0+1.21.5 [Quilt]
1.2.0-quilt17 авг. 2025 г.13Minecraft: 1.21.5quilt
Что нового
v1.2.0</strong> — <em>Vanilla loading, convenient settings, visual debug</em>
### Highlights
- 🪄 **Progress screen**: dropped `owo-lib` and 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.
release
RoadArchitect v1.2.0+1.21.5 [NeoForge]
1.2.0-neoforge17 авг. 2025 г.18Minecraft: 1.21.5neoforge
Что нового
v1.2.0</strong> — <em>Vanilla loading, convenient settings, visual debug</em>
### Highlights
- 🪄 **Progress screen**: dropped `owo-lib` and 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.
release
RoadArchitect v1.2.0+1.21.4 [Quilt]
1.2.0-quilt17 авг. 2025 г.16Minecraft: 1.21.4quilt
Что нового
v1.2.0</strong> — <em>Vanilla loading, convenient settings, visual debug</em>
### Highlights
- 🪄 **Progress screen**: dropped `owo-lib` and 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.
release
RoadArchitect v1.2.0+1.21.3 [Quilt]
1.2.0-quilt17 авг. 2025 г.17Minecraft: 1.21.3quilt
Что нового
v1.2.0</strong> — <em>Vanilla loading, convenient settings, visual debug</em>
### Highlights
- 🪄 **Progress screen**: dropped `owo-lib` and 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.
release
RoadArchitect v1.2.0+1.21.2 [Quilt]
1.2.0-quilt17 авг. 2025 г.13Minecraft: 1.21.2quilt
Что нового
v1.2.0</strong> — <em>Vanilla loading, convenient settings, visual debug</em>
### Highlights
- 🪄 **Progress screen**: dropped `owo-lib` and 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.
release
RoadArchitect v1.2.0+1.21.1 [Quilt]
1.2.0-quilt17 авг. 2025 г.11Minecraft: 1.21.1quilt
Что нового
v1.2.0</strong> — <em>Vanilla loading, convenient settings, visual debug</em>
### Highlights
- 🪄 **Progress screen**: dropped `owo-lib` and 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.
release
RoadArchitect v1.2.0+1.21.4 [Fabric]
1.2.0-fabric17 авг. 2025 г.21Minecraft: 1.21.4fabric
Что нового
v1.2.0</strong> — <em>Vanilla loading, convenient settings, visual debug</em>
### Highlights
- 🪄 **Progress screen**: dropped `owo-lib` and 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.
release
RoadArchitect v1.2.0+1.21.4 [NeoForge]
1.2.0-neoforge17 авг. 2025 г.15Minecraft: 1.21.4neoforge
Что нового
v1.2.0</strong> — <em>Vanilla loading, convenient settings, visual debug</em>
### Highlights
- 🪄 **Progress screen**: dropped `owo-lib` and 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.
release
RoadArchitect v1.2.0+1.21.3 [Fabric]
1.2.0-fabric17 авг. 2025 г.16Minecraft: 1.21.3fabric
Что нового
v1.2.0</strong> — <em>Vanilla loading, convenient settings, visual debug</em>
### Highlights
- 🪄 **Progress screen**: dropped `owo-lib` and 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.
release
RoadArchitect v1.2.0+1.21.3 [NeoForge]
1.2.0-neoforge17 авг. 2025 г.16Minecraft: 1.21.3neoforge
Что нового
v1.2.0</strong> — <em>Vanilla loading, convenient settings, visual debug</em>
### Highlights
- 🪄 **Progress screen**: dropped `owo-lib` and 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.
release
RoadArchitect v1.2.0+1.21.2 [Fabric]
1.2.0-fabric17 авг. 2025 г.13Minecraft: 1.21.2fabric
Что нового
v1.2.0</strong> — <em>Vanilla loading, convenient settings, visual debug</em>
### Highlights
- 🪄 **Progress screen**: dropped `owo-lib` and 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.
release
RoadArchitect v1.2.0+1.21.2 [NeoForge]
1.2.0-neoforge17 авг. 2025 г.16Minecraft: 1.21.2neoforge
Что нового
v1.2.0</strong> — <em>Vanilla loading, convenient settings, visual debug</em>
### Highlights
- 🪄 **Progress screen**: dropped `owo-lib` and 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.
release
RoadArchitect v1.2.0+1.21.1 [NeoForge]
1.2.0-neoforge17 авг. 2025 г.109Minecraft: 1.21.1neoforge
Что нового
v1.2.0</strong> — <em>Vanilla loading, convenient settings, visual debug</em>
### Highlights
- 🪄 **Progress screen**: dropped `owo-lib` and 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.
release
RoadArchitect v1.2.0+1.21.1 [Fabric]
1.2.0-fabric17 авг. 2025 г.85Minecraft: 1.21.1fabric
Что нового
v1.2.0</strong> — <em>Vanilla loading, convenient settings, visual debug</em>
### Highlights
- 🪄 **Progress screen**: dropped `owo-lib` and 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.
release
RoadArchitect v1.1.0-1.21.8
1.1.014 авг. 2025 г.28Minecraft: 1.21.8quilt
Что нового
v1.1.0 — <em>Smoother paths, smarter junctions, cleaner buoys</em>
### ✨ Highlights
- ⚙️ Improved pathfinding (A* / ARA*): adjusted heuristic, removed early termination, expanded profiling.
- 🏗️ Post-processing: added trimming of roads near nodes, improved junction merging and stabilization.
- 🌊 Buoys: now placed only on “clean” water, spaced by real distance, with increased interval (12 → 18).
- 🔧 Fixed client ↔ server sync when registering command arguments.
- 🐛 Fixed swamp style: uses `MOSSY_COBBLESTONE_WALL` instead of `MOSSY_COBBLESTONE`.
- 📦 Reduced mod size.
**⚠ Compatibility:** No breaking changes, worlds from 1.0.1 remain fully compatible.
release
RoadArchitect v1.1.0-1.21.7
1.1.014 авг. 2025 г.18Minecraft: 1.21.7quilt
Что нового
v1.1.0 — <em>Smoother paths, smarter junctions, cleaner buoys</em>
### ✨ Highlights
- ⚙️ Improved pathfinding (A* / ARA*): adjusted heuristic, removed early termination, expanded profiling.
- 🏗️ Post-processing: added trimming of roads near nodes, improved junction merging and stabilization.
- 🌊 Buoys: now placed only on “clean” water, spaced by real distance, with increased interval (12 → 18).
- 🔧 Fixed client ↔ server sync when registering command arguments.
- 🐛 Fixed swamp style: uses `MOSSY_COBBLESTONE_WALL` instead of `MOSSY_COBBLESTONE`.
- 📦 Reduced mod size.
**⚠ Compatibility:** No breaking changes, worlds from 1.0.1 remain fully compatible.
release
RoadArchitect v1.1.0-1.21.6
1.1.014 авг. 2025 г.12Minecraft: 1.21.6quilt
Что нового
v1.1.0 — <em>Smoother paths, smarter junctions, cleaner buoys</em>
### ✨ Highlights
- ⚙️ Improved pathfinding (A* / ARA*): adjusted heuristic, removed early termination, expanded profiling.
- 🏗️ Post-processing: added trimming of roads near nodes, improved junction merging and stabilization.
- 🌊 Buoys: now placed only on “clean” water, spaced by real distance, with increased interval (12 → 18).
- 🔧 Fixed client ↔ server sync when registering command arguments.
- 🐛 Fixed swamp style: uses `MOSSY_COBBLESTONE_WALL` instead of `MOSSY_COBBLESTONE`.
- 📦 Reduced mod size.
**⚠ Compatibility:** No breaking changes, worlds from 1.0.1 remain fully compatible.
release
RoadArchitect v1.1.0-1.21.5
1.1.014 авг. 2025 г.19Minecraft: 1.21.5quilt
Что нового
v1.1.0 — <em>Smoother paths, smarter junctions, cleaner buoys</em>
### ✨ Highlights
- ⚙️ Improved pathfinding (A* / ARA*): adjusted heuristic, removed early termination, expanded profiling.
- 🏗️ Post-processing: added trimming of roads near nodes, improved junction merging and stabilization.
- 🌊 Buoys: now placed only on “clean” water, spaced by real distance, with increased interval (12 → 18).
- 🔧 Fixed client ↔ server sync when registering command arguments.
- 🐛 Fixed swamp style: uses `MOSSY_COBBLESTONE_WALL` instead of `MOSSY_COBBLESTONE`.
- 📦 Reduced mod size.
**⚠ Compatibility:** No breaking changes, worlds from 1.0.1 remain fully compatible.
release
RoadArchitect v1.1.0-1.21.4
1.1.014 авг. 2025 г.18Minecraft: 1.21.4quilt
Что нового
v1.1.0 — <em>Smoother paths, smarter junctions, cleaner buoys</em>
### ✨ Highlights
- ⚙️ Improved pathfinding (A* / ARA*): adjusted heuristic, removed early termination, expanded profiling.
- 🏗️ Post-processing: added trimming of roads near nodes, improved junction merging and stabilization.
- 🌊 Buoys: now placed only on “clean” water, spaced by real distance, with increased interval (12 → 18).
- 🔧 Fixed client ↔ server sync when registering command arguments.
- 🐛 Fixed swamp style: uses `MOSSY_COBBLESTONE_WALL` instead of `MOSSY_COBBLESTONE`.
- 📦 Reduced mod size.
**⚠ Compatibility:** No breaking changes, worlds from 1.0.1 remain fully compatible.
release
RoadArchitect v1.1.0-1.21.3
1.1.014 авг. 2025 г.15Minecraft: 1.21.3quilt
Что нового
v1.1.0 — <em>Smoother paths, smarter junctions, cleaner buoys</em>
### ✨ Highlights
- ⚙️ Improved pathfinding (A* / ARA*): adjusted heuristic, removed early termination, expanded profiling.
- 🏗️ Post-processing: added trimming of roads near nodes, improved junction merging and stabilization.
- 🌊 Buoys: now placed only on “clean” water, spaced by real distance, with increased interval (12 → 18).
- 🔧 Fixed client ↔ server sync when registering command arguments.
- 🐛 Fixed swamp style: uses `MOSSY_COBBLESTONE_WALL` instead of `MOSSY_COBBLESTONE`.
- 📦 Reduced mod size.
**⚠ Compatibility:** No breaking changes, worlds from 1.0.1 remain fully compatible.
release
RoadArchitect v1.1.0-1.21.2
1.1.014 авг. 2025 г.13Minecraft: 1.21.2quilt
Что нового
v1.1.0 — <em>Smoother paths, smarter junctions, cleaner buoys</em>
### ✨ Highlights
- ⚙️ Improved pathfinding (A* / ARA*): adjusted heuristic, removed early termination, expanded profiling.
- 🏗️ Post-processing: added trimming of roads near nodes, improved junction merging and stabilization.
- 🌊 Buoys: now placed only on “clean” water, spaced by real distance, with increased interval (12 → 18).
- 🔧 Fixed client ↔ server sync when registering command arguments.
- 🐛 Fixed swamp style: uses `MOSSY_COBBLESTONE_WALL` instead of `MOSSY_COBBLESTONE`.
- 📦 Reduced mod size.
**⚠ Compatibility:** No breaking changes, worlds from 1.0.1 remain fully compatible.
release
RoadArchitect v1.1.0-1.21.1
1.1.014 авг. 2025 г.15Minecraft: 1.21.1quilt
Что нового
v1.1.0 — <em>Smoother paths, smarter junctions, cleaner buoys</em>
### ✨ Highlights
- ⚙️ Improved pathfinding (A* / ARA*): adjusted heuristic, removed early termination, expanded profiling.
- 🏗️ Post-processing: added trimming of roads near nodes, improved junction merging and stabilization.
- 🌊 Buoys: now placed only on “clean” water, spaced by real distance, with increased interval (12 → 18).
- 🔧 Fixed client ↔ server sync when registering command arguments.
- 🐛 Fixed swamp style: uses `MOSSY_COBBLESTONE_WALL` instead of `MOSSY_COBBLESTONE`.
- 📦 Reduced mod size.
**⚠ Compatibility:** No breaking changes, worlds from 1.0.1 remain fully compatible.
release
RoadArchitect v1.1.0-1.21.8
1.1.014 авг. 2025 г.97Minecraft: 1.21.8fabric
Что нового
v1.1.0 — <em>Smoother paths, smarter junctions, cleaner buoys</em>
### ✨ Highlights
- ⚙️ Improved pathfinding (A* / ARA*): adjusted heuristic, removed early termination, expanded profiling.
- 🏗️ Post-processing: added trimming of roads near nodes, improved junction merging and stabilization.
- 🌊 Buoys: now placed only on “clean” water, spaced by real distance, with increased interval (12 → 18).
- 🔧 Fixed client ↔ server sync when registering command arguments.
- 🐛 Fixed swamp style: uses `MOSSY_COBBLESTONE_WALL` instead of `MOSSY_COBBLESTONE`.
- 📦 Reduced mod size.
**⚠ Compatibility:** No breaking changes, worlds from 1.0.1 remain fully compatible.
release
RoadArchitect v1.1.0-1.21.7
1.1.014 авг. 2025 г.26Minecraft: 1.21.7fabric
Что нового
v1.1.0 — <em>Smoother paths, smarter junctions, cleaner buoys</em>
### ✨ Highlights
- ⚙️ Improved pathfinding (A* / ARA*): adjusted heuristic, removed early termination, expanded profiling.
- 🏗️ Post-processing: added trimming of roads near nodes, improved junction merging and stabilization.
- 🌊 Buoys: now placed only on “clean” water, spaced by real distance, with increased interval (12 → 18).
- 🔧 Fixed client ↔ server sync when registering command arguments.
- 🐛 Fixed swamp style: uses `MOSSY_COBBLESTONE_WALL` instead of `MOSSY_COBBLESTONE`.
- 📦 Reduced mod size.
**⚠ Compatibility:** No breaking changes, worlds from 1.0.1 remain fully compatible.
release
RoadArchitect v1.1.0-1.21.6
1.1.014 авг. 2025 г.19Minecraft: 1.21.6fabric
Что нового
v1.1.0 — <em>Smoother paths, smarter junctions, cleaner buoys</em>
### ✨ Highlights
- ⚙️ Improved pathfinding (A* / ARA*): adjusted heuristic, removed early termination, expanded profiling.
- 🏗️ Post-processing: added trimming of roads near nodes, improved junction merging and stabilization.
- 🌊 Buoys: now placed only on “clean” water, spaced by real distance, with increased interval (12 → 18).
- 🔧 Fixed client ↔ server sync when registering command arguments.
- 🐛 Fixed swamp style: uses `MOSSY_COBBLESTONE_WALL` instead of `MOSSY_COBBLESTONE`.
- 📦 Reduced mod size.
**⚠ Compatibility:** No breaking changes, worlds from 1.0.1 remain fully compatible.
release
RoadArchitect v1.1.0-1.21.5
1.1.014 авг. 2025 г.37Minecraft: 1.21.5fabric
Что нового
v1.1.0 — <em>Smoother paths, smarter junctions, cleaner buoys</em>
### ✨ Highlights
- ⚙️ Improved pathfinding (A* / ARA*): adjusted heuristic, removed early termination, expanded profiling.
- 🏗️ Post-processing: added trimming of roads near nodes, improved junction merging and stabilization.
- 🌊 Buoys: now placed only on “clean” water, spaced by real distance, with increased interval (12 → 18).
- 🔧 Fixed client ↔ server sync when registering command arguments.
- 🐛 Fixed swamp style: uses `MOSSY_COBBLESTONE_WALL` instead of `MOSSY_COBBLESTONE`.
- 📦 Reduced mod size.
**⚠ Compatibility:** No breaking changes, worlds from 1.0.1 remain fully compatible.
release
RoadArchitect v1.1.0-1.21.4
1.1.014 авг. 2025 г.24Minecraft: 1.21.4fabric
Что нового
v1.1.0 — <em>Smoother paths, smarter junctions, cleaner buoys</em>
### ✨ Highlights
- ⚙️ Improved pathfinding (A* / ARA*): adjusted heuristic, removed early termination, expanded profiling.
- 🏗️ Post-processing: added trimming of roads near nodes, improved junction merging and stabilization.
- 🌊 Buoys: now placed only on “clean” water, spaced by real distance, with increased interval (12 → 18).
- 🔧 Fixed client ↔ server sync when registering command arguments.
- 🐛 Fixed swamp style: uses `MOSSY_COBBLESTONE_WALL` instead of `MOSSY_COBBLESTONE`.
- 📦 Reduced mod size.
**⚠ Compatibility:** No breaking changes, worlds from 1.0.1 remain fully compatible.
release
RoadArchitect v1.1.0-1.21.3
1.1.014 авг. 2025 г.17Minecraft: 1.21.3fabric
Что нового
v1.1.0 — <em>Smoother paths, smarter junctions, cleaner buoys</em>
### ✨ Highlights
- ⚙️ Improved pathfinding (A* / ARA*): adjusted heuristic, removed early termination, expanded profiling.
- 🏗️ Post-processing: added trimming of roads near nodes, improved junction merging and stabilization.
- 🌊 Buoys: now placed only on “clean” water, spaced by real distance, with increased interval (12 → 18).
- 🔧 Fixed client ↔ server sync when registering command arguments.
- 🐛 Fixed swamp style: uses `MOSSY_COBBLESTONE_WALL` instead of `MOSSY_COBBLESTONE`.
- 📦 Reduced mod size.
**⚠ Compatibility:** No breaking changes, worlds from 1.0.1 remain fully compatible.
release
RoadArchitect v1.1.0-1.21.2
1.1.014 авг. 2025 г.34Minecraft: 1.21.2fabric
Что нового
v1.1.0 — <em>Smoother paths, smarter junctions, cleaner buoys</em>
### ✨ Highlights
- ⚙️ Improved pathfinding (A* / ARA*): adjusted heuristic, removed early termination, expanded profiling.
- 🏗️ Post-processing: added trimming of roads near nodes, improved junction merging and stabilization.
- 🌊 Buoys: now placed only on “clean” water, spaced by real distance, with increased interval (12 → 18).
- 🔧 Fixed client ↔ server sync when registering command arguments.
- 🐛 Fixed swamp style: uses `MOSSY_COBBLESTONE_WALL` instead of `MOSSY_COBBLESTONE`.
- 📦 Reduced mod size.
**⚠ Compatibility:** No breaking changes, worlds from 1.0.1 remain fully compatible.
release
RoadArchitect v1.1.0-1.21.1
1.1.013 авг. 2025 г.90Minecraft: 1.21.1fabric
Что нового
v1.1.0 — <em>Smoother paths, smarter junctions, cleaner buoys</em>
### ✨ Highlights
- ⚙️ Improved pathfinding (A* / ARA*): adjusted heuristic, removed early termination, expanded profiling.
- 🏗️ Post-processing: added trimming of roads near nodes, improved junction merging and stabilization.
- 🌊 Buoys: now placed only on “clean” water, spaced by real distance, with increased interval (12 → 18).
- 🔧 Fixed client ↔ server sync when registering command arguments.
- 🐛 Fixed swamp style: uses `MOSSY_COBBLESTONE_WALL` instead of `MOSSY_COBBLESTONE`.
- 📦 Reduced mod size.
**⚠ Compatibility:** No breaking changes, worlds from 1.0.1 remain fully compatible.
release
RoadArchitect v1.0.1-1.21.5
1.0.110 авг. 2025 г.19Minecraft: 1.21.5fabric
Что нового
Fix load screen
---
- Fix for correct loading of user screen
release
RoadArchitect v1.0.1-1.21.4
1.0.110 авг. 2025 г.33Minecraft: 1.21.4fabric
Что нового
Fix load screen
---
- Fix for correct loading of user screen
release
RoadArchitect v1.0.1-1.21.3
1.0.110 авг. 2025 г.26Minecraft: 1.21.3fabric
Что нового
Fix load screen
---
- Fix for correct loading of user screen
release
RoadArchitect v1.0.1-1.21.2
1.0.110 авг. 2025 г.24Minecraft: 1.21.2fabric
Что нового
Fix load screen
---
- Fix for correct loading of user screen
release
RoadArchitect v1.0.1-1.21.1
1.0.110 авг. 2025 г.42Minecraft: 1.21.1fabric
Что нового
Fix load screen
---
- Fix for correct loading of user screen
release
RoadArchitect v1.0.1-1.21.8
1.0.110 авг. 2025 г.57Minecraft: 1.21.8fabric
Что нового
Hotfix-01
---
Fix debug overlay artifacts & text rendering:
- Fixed artifacts in debug overlay rendering / load screen
- Restored proper text drawing
- Corrected drag direction behavior (“drag=move”)
- Fixed node click for teleportation
release
RoadArchitect v1.0.1-1.21.7
1.0.110 авг. 2025 г.25Minecraft: 1.21.7fabric
Что нового
Hotfix-01
---
Fix debug overlay artifacts & text rendering:
- Fixed artifacts in debug overlay rendering / load screen
- Restored proper text drawing
- Corrected drag direction behavior (“drag=move”)
- Fixed node click for teleportation
release
RoadArchitect v1.0.1-1.21.6
1.0.110 авг. 2025 г.26Minecraft: 1.21.6fabric
Что нового
Hotfix-02
---
- Fixed node click for teleportation
release
RoadArchitect v1.0.1-1.21.6
1.0.110 авг. 2025 г.28Minecraft: 1.21.6fabric
Что нового
Hotfix-01
---
Fix debug overlay artifacts & text rendering:
- Fixed artifacts in debug overlay rendering / load screen
- Restored proper text drawing
- Corrected drag direction behavior (“drag=move”)
beta
RoadArchitect v1.0.0-1.21.8
1.0.010 авг. 2025 г.28Minecraft: 1.21.8fabric
Что нового
Up to 1.21.8
---
Issues identified:
- Graphical artifacts in the debug menu / load screen
beta
RoadArchitect v1.0.0-1.21.7
1.0.010 авг. 2025 г.30Minecraft: 1.21.7fabric
Что нового
Up to 1.21.7
---
Issues identified:
- Graphical artifacts in the debug menu / load screen
beta
RoadArchitect v1.0.0-1.21.6
1.0.010 авг. 2025 г.22Minecraft: 1.21.6fabric
Что нового
Up to 1.21.6
---
Issues identified:
- Graphical artifacts in the debug menu / load screen
beta
RoadArchitect v1.0.0-1.21.5
1.0.010 авг. 2025 г.21Minecraft: 1.21.5fabric
Что нового
Up to 1.21.5
---
beta
RoadArchitect v1.0.0-1.21.4
1.0.010 авг. 2025 г.23Minecraft: 1.21.4fabric
Что нового
Up to 1.21.4
---
beta
RoadArchitect v1.0.0-1.21.3
1.0.09 авг. 2025 г.22Minecraft: 1.21.3fabric
Что нового
Up to 1.21.3
---
beta
RoadArchitect v1.0.0-1.21.2
1.0.09 авг. 2025 г.23Minecraft: 1.21.2fabric
Что нового
Up to 1.21.2
---
beta
RoadArchitect v1.0.0-1.21.1
1.0.09 авг. 2025 г.39Minecraft: 1.21.1fabric
Что нового
No changelog was specified.