
RoadArchitect
Travel around the world without barriers: RoadArchitect automatically scans your world, finds villages, and other structures, and then lays a network of roads between them.
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RoadArchitect v1.6.2+1.21.6 [NeoForge]
Release3 мес. назад
Список изменений
v1.6.2 — Cache stack overhaul
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.datfiles 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,
enableCacheLogsandshowCacheStatsOverlay, gate the cache-specific log spam and the new F3 overlay (HudRenderCallback / RenderGuiOverlayEvent.Post) rendered byCacheDebugOverlayRenderer, 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.
Файлы
roadarchitect-1.6.2-neoforge+1.21.6.jar(1.20 MiB)
ОсновнойМетаданные
Канал релиза
Release
Номер версии
1.6.2-neoforge
Загрузчики
NeoForge
Версии игры
1.21.6
Загрузок
34
Дата публикации
3 мес. назад
