
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.
Tags
Creators
Details
3.0+26.3
Compatibility
Changes
3.0+26.3
Updated to Minecraft 26.3. The headline feature is a persistent chunk cache, so a build bigger than your render distance can be captured across as many play sessions as it takes. The Printer was also rebuilt to stop slowing down on large schematics.
Added
- Persistent chunk cache. Archetect remembers block data for chunks after they unload instead of forgetting them the moment they leave render distance. Walk a build over as many sessions as you need, then save once the file is complete.
- A real "unspecified" state, distinct from air, for any position never actually captured. Without it an uncovered gap would have to be saved as air, and printing that file would start clearing blocks to match a hole that was never there. Unspecified positions are skipped by the Printer and left alone on paste.
- Per-server budgets, 1000 MB by default, with oldest-first eviction and a one-per-session warning as a server nears its limit.
- Manage Chunk Cache screen listing every server with cached data and its usage, with per-server budget control and a clear option.
- Per-chunk coverage colouring on the selection outline — green where covered, red where not, using outline weight and fill rather than colour alone so it reads for colourblind players.
- Cached-chunk map with full per-column detail, matching vanilla map fidelity, a controls legend, and middle-click drag to pan.
- Temporary selection cache. Wilderness inside an armed selection is held in memory while the selection tool is on, so it counts as covered without being written to disk.
/archetect cache coverage— how much of the current selection is cached, the age spread, and a sample of what's still missing.
Changed
- Updated to Minecraft 26.3, Fabric API 0.160.7+26.3, Fabric Loader 0.19.5, Java 25.
- Save formats reordered to
.archetect,.schem,.litematic,.schematic, with.archetectthe default. - Version scheme is now
3.0+26.3rather than3.0-26.3.
Fixed
Printer
- Place Adjacent Only could freeze the Printer outright. The rule now compares each neighbouring block against the schematic and the world rather than against a bounding box and a cached set, so a build with an air margin at the bottom, or a layer above the first, can start.
- Large builds were far slower than small ones. The scan now walks the blocks within your reach instead of the whole schematic, so placement rate no longer falls away as the schematic grows.
- Removed a full-volume rescan that ran every few seconds and on every anchor nudge, rotate, flip and layer keypress — a visible hitch on large builds.
- Blocks with no placeable item (water, lava, fire, kelp, portals, piston heads) permanently consumed the per-tick placement budget, slowing any schematic containing a pool, moat or farm channel.
- Fixed a crash when the anchor was placed outside the world's build height.
- Fixed candidate positions that could be skipped indefinitely and never attempted.
- The Printer kept placing blocks while the game was paused in singleplayer. It now stops with the world, and the placement delay freezes rather than draining, so unpausing doesn't fire immediately.
- A Printer session never ended when leaving a world, and the Printer stayed armed into the next one — skipping the confirmation arming is meant to require. Leaving a world now ends the session and disarms.
- Lily pad and frogspawn placements weren't recorded as built.
Rendering and memory
- Fixed a native memory leak in ghost rebuilding.
- Fixed unbounded overlay memory growth under
/tick freeze. - The ghost now re-validates after a settings change instead of keeping stale build status.
- Ghost entities are released on disconnect.
- Blocks incorrectly showed as see-through in All Layers mode where the next layer should have hidden them.
- Rebuilt the ghost renderer's GPU draw path against 26.3's reworked rendering API, with no change to its design. One runtime-only regression came with it: 26.3 renders solid and translucent terrain in one continuous pass, so the hook ghost blocks drew from fired while that pass was still open. Rehooked to fire after the engine's main pass closes.
Interface
- Text and buttons now stay on screen and within bounds on the Save, Load, cache, settings and materials screens — including long file paths, the coverage list, and the Done buttons that could be pushed off-screen.
- The schematic name box shows a "Name File" hint while empty.
Known limitation
A server's cache budget can't be set below 1 MB. A cache whose real content never reaches 1 MB won't show eviction no matter how far you drag the budget down — it's already under the floor, not broken.
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:NlfV9j4f"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:bbBdvxYW:NlfV9j4f"
}
