
Archetect
A modern rebuild of the classic Schematica. Save any build and load it back as a translucent ghost you can build inside, layer by layer or automatically with the Printer. Reads .schem, .litematic and .schematic, plus its own .archetect that saves entities.
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Creators
Details
1.1
Compatibility
Changes
Changelog
All notable changes to Archetect are documented here.
[1.1] - 2026-07-29
Added
- Settings menu (Ghost Opacity, Render Distance, Z-Fight Offset, Highlight Air, Place Adjacent Only), persisted to
config/archetect/settings.json. - Live build validation for the ghost preview: a position disappears once the real world matches it exactly, turns red if a different block occupies it, and turns yellow if the right block is there but facing the wrong way (or otherwise has the wrong blockstate).
- "Open Folder" button on the Load Schematic screen, opening
config/archetect/schematics/in the system file browser. /archetect help [page]- a paginated, colored in-chat reference for keybinds, the selection tool, and the schematics folder. The same content is written toconfig/archetect/README.mdon every launch, so the two can never drift apart.- Best-effort recovery when loading legacy
.schematicfiles that contain a block id with an unmapped metadata value (previously a hard failure): substitutes that block id's lowest known variant and logs the substitution, so one stray byte no longer blocks loading an otherwise-valid file. - Custom mod icon.
Changed
- All of Archetect's files now live under one root,
config/archetect/(schematics/,logs/,settings.json,README.md), instead of being scattered across the game directory. - Keybinds reordered in the Controls screen into a logical sequence (Open Schematic Controls, Open Load Panel, Open Save Panel, Open Settings, Move Here, Toggle Layer Mode, Layer Up, Layer Down, Toggle Printer), with sensible non-conflicting defaults instead of everything being unbound.
- Layers stepper row redesigned: label on the left, current value right-aligned on the same row.
- Consolidated duplicated GUI code (the coordinate-row builder shared by the Control and Save screens, and the centered/right-aligned label helpers used across three screens) into a single shared class.
Fixed
- The selection tool's overlay (and its click handlers) were incorrectly active by default from the moment the game launched, rather than only after the Save screen had been opened at least once.
Performance
- Rewrote ghost rendering to use persistent GPU buffers instead of rebuilding vertex data every frame - a schematic with millions of blocks on screen now holds full framerate instead of crashing or dropping to single-digit FPS.
- Added frustum and render-distance culling for the ghost preview.
- Schematic builds are now asynchronous and incremental (off-thread bucketing, budgeted per-frame GPU upload) - loading or rotating a very large schematic no longer freezes the game.
- Added hidden-face culling between adjacent ghost blocks - roughly 13-20x faster full rebuilds and dramatically higher steady-state FPS for dense structures.
Removed
- Unused debug/example code left over from early development (a loader-verification harness, a raw NBT dumper, and two unmodified Fabric-template mixin stubs).
Verified
- Compatibility with Sodium 0.9.1 and Iris 1.11.2 confirmed: clean launch, no mixin conflicts, correct ghost rendering, no measurable FPS regression.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:bbBdvxYW:H7SG5D3k"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:bbBdvxYW:H7SG5D3k"
}
