Skip to content

🧩 World Creation & Config

Everything is decided when you create the world — a dedicated ROUTES tab sits next to GAME / WORLD / MORE on the create-world screen. Outside world creation there's a global config screen for defaults.

Looking for the NUZLOCKE tab?

The Nuzlocke ruleset, its starter options and the Soul Link toggles belong to Cobblemon Nuzlocke & Soul Link — install that add-on and its tab appears next to this one.

saved per world

defaults when a world
wasn't configured

🆕 ROUTES tab
at world creation

🌍 Your world's rules
never clobbered later

⚙️ Global config — key K
config/routes.json

ROUTES tab

The tab is split into six sections, in the order you meet them: what the network is, what it connects, how a road is shaped, what it is made of, where you start, and what you are shown.

Route Generation

Option Default Notes
Generate routes on master switch
Native route generation on roads are drawn as chunks generate — no walking needed. Off falls back to the classic generator that builds as you explore
Connect all structures off also connect surface structures that are not towns
Routes per city 4 a ceiling, not a count: each town rolls its own up to this, inside the band its size puts it in — a village low, a city high — so the network has hamlets and crossroads
Longest road 1600 the farthest two towns can be and still get a direct road
Ring roads on keep closing loops between nearby towns — loops are what enclose named areas

Towns & Settlements

Option Default Notes
Towns & landmarks automatic every structure your world has, each set to Settlement, Landmark or Ignored — see Which structures get roads
Settlement allowlist (advanced) empty exact structure ids that count as towns. Empty = the automatic rule
Never spawn here RS ocean village towns that may never be the world's first town. They stay ordinary towns otherwise
Confirm towns exist on check the jigsaw really assembles before the network treats a candidate as a town — no towns on the map with an empty field under them
Bigger towns, more roads on settlements come as village, town or city by their real footprint, and a bigger one carries more roads. Needs Confirm towns exist
Town size 64 blocks across from which a settlement is a town rather than a village
City size 128 blocks across from which it is a city. /routes debug settlements shows how your world's towns fall into the three
Roads go around landmarks on a road steers around a landmark's real footprint instead of cutting through it; where one fills the only way through, the road is still built
Landmark pull 3 0–10: how strongly a road bends to pass beside the one landmark it visits — a few blocks, never a detour. 0 = off
Landmark reach 96 how far off a road's straight line, in blocks, a landmark can be and still pull it
Landmark signs on a signpost beside the road names the landmark it passes

Road Shape

Option Default Notes
Road width 5 odd numbers; the brush is symmetric around the centreline
Water crossing width 10 its own number, not a multiple of the road — open water reads much wider than it is
Road curviness 5 0 = ruler-straight, 10 = maximum seeded wander
Straight bridges on a bridge over water runs straight from bank to bank however much the roads wander; off, the crossing weaves with the road. A bridge over a dry gap weaves either way
Steepest climb 8 tenths of a block per block, before a road cuts or bores instead of hugging the ground
Dig tunnels on off, a planned tunnel is built as a steep surface road over the top
Tunnel width 9 a tunnel's own width, twice the road's — only the bore, the ramp down to it stays road-width. Odd numbers, like the road
Tunnel height 8 floor to ceiling. Taller tunnels leave a thinner roof in low hills
Build bridges on off, a river becomes an open water lane and a dry gap is followed on the ground
Shape terrain around roads on the ground is road-shaped before anything is planted on it, instead of demolished afterwards. Decided once, when the world is created
Warm road chunks ahead on generate a road's chunks a little before you reach them, so the cost lands while you walk

Surface & Lighting

Option Default Notes
Road surface Random (per route) each route picks its own material, or fix one for every road
Road lamp posts Random Random / On / Off — Random decides per route
Tunnel lighting Random Random keeps some tunnels as dark caves
Underwater lighting Random a sea lantern in the pillar under each water-crossing marker — Random decides per route

World Spawn

Option Default Notes
Spawn in city on move a new world's spawn into the nearest town; off leaves the vanilla wilderness spawn
Pregenerate around spawn 1024 chunks built in the background the first time you enter, so the map already shows towns and routes. 0 = off

Map & Notifications

Option Default Notes
Zone notifications Toast how entering a route or an area is announced: Off / Toast / Announcement / Chat
Xaero chunk paint on tint chunks on Xaero's maps by category. Needs Xaero's Minimap; inert otherwise

Who stands on the roads and what gets built beside the towns is the Nuzlocke add-on's: road trainers, the gyms next to towns and the league are configured on its NUZLOCKE tab. Routes on its own builds the towns and the roads between them.

The map tint intensity and colours (City / Route / Area) are not world-creation choices — set them in play with /routesmap, with the map in front of you.

Saved per world

Choices made in these tabs are stored per world and only applied to a brand-new world — loading an existing world never gets its rules clobbered. Picking Hardcore at world creation auto-enables the full Nuzlocke rule set.

Global defaults

The global defaults live in config/routes.json (English & Spanish labels) and are used when a world wasn't configured through the tabs. The map-paint intensity and colours are changed in play with /routesmap.

Commands

The root is /routes; /cobblemonroutes … is accepted as an alias. The full manual — every command, argument, permission and behaviour — lives on the Commands page.

Supports the project 💛 Enjoying shiero's mods? A small sponsorship keeps them coming — no ads needed when the community carries it.