🧩 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.
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.