Towns and Towers - Structure Add-on

Mods
986,795 Downloads Last Updated: Aug 12, 2022 Game Version: 1.19.2   +5

AS OF RIGHT NOW, TOWNS AND TOWERS IS AVAILABLE FOR BOTH FORGE AND FABRIC/QUILT, VERSION 1.18.2 AND 1.19 (.1 & .2) RESPECTIVELY. WORKS SERVERSIDE.

IF YOU USE FABRIC, USE FABRIC LOADER 1.14.6 OR ABOVE (FOR 1.19).
IF YOU USE FORGE, USE FORGE LOADER 41.0.21 OR ABOVE (FOR 1.19).

THERE ARE NO PLANS FOR BACKPORTS BEYOND 1.18.2, SO DON'T ASK FOR A 1.16.5 VERSION OR I AM SENDING YOU TO BRAZIL.

 

Important news: Due to large demand, we decided to work on backporting version 1.8.2 of Towns and Towers for 1.18.2. This includes modded biome pairing, improvements to structures, and a bunch of other stuff. Some things may not be ported in their total capacity due to version differences, as 1.19 changed quite a few things related to structure gen. After this, all future additions will be for 1.19+ exclusively, as it's hard to maintain 2 separate versions. Thank you for your patience and understanding! Lots of stuff happened irl, in case you wondered why developement has been so slow lately.


 

 

What is Towns and Towers?

 

Towns & Towers is a mod / datapack which aims to expand upon the 1.14 update created by Mojang with new villages, pillager outposts, and even brand new ships. The structures themselves are a bit more detailed than their vanilla counterparts, but they still fit seamlessly into the world. Not only that but many are inspired by real-life buildings or architecture styles, giving them a fresh new feel. There are over 50 structures added by Towns and Towers so far (as of update 1.8), so have fun exploring! And remember, it’s not the destination that’s important, but the journey to get there.

 

Frequently asked questions

 

These are just some of the most asked questions we’ve had from people, but if you have any more, please leave a comment down below and we’ll try to help you as best we can.

1. Is it safe to update Towns and Towers to a newer version?
Yes. Just note that sometimes when we update a few things get changed, so there might be a bit of console spam. If any serious problems arise because of that, let us know.

2. Is it safe to add Towns and Towers to an already existing world?
Yep. Just note that the new structures will only spawn in newly generated chunks.

3. Is this mod for Forge or Fabric/Quilt?
Both. We have a universal version for both (now three?) mod loaders.

4. How can I locate the new structures?
For 1.18.2: /locate towns_and_towers:[structure_from_list]
For 1.19+: /locate structure towns_and_towers:[structure_from_list]
Note that some structures have the exclusives tag added in front. Those structures cannot be located if you only have T&T installed. You also need to have one of the mods that T&T is paired with, such as Terralith, BoP, BYG, or Promenade (hence the name).

5. Does Towns and Towers modify existing vanilla structures?
The only structure modified by T&T is the vanilla pillager outpost so that it is in line with the rest of the outposts. Other than that, Towns and Towers only adds new structures and does not replace anything else.

6. What about the loot of these structures?
The majority of structures use vanilla loot tables for better mod compatibility (see the Compatibility section below for more info), but they also use some custom loot tables to better integrate said structures into the world. You will still find pillager outpost loot in pillager outposts, profession chests in villages, as well as bells, workstations, etc., but also new stuff like food, armor, and other goodies.

7. How can I report bugs/issues/suggestions?
Write them down below in the comments and I’ll try to answer them as soon as possible and as best as possible. I’m still relatively new to all of this, so excuse that.

8. Can I include Towns and Towers into my modpack?
Sure, but make sure to give credit and a link to our page.

9. 1.16.5???
https://www.youtube.com/watch?v=DTvrv4f3Yho

 

Compatibility

 

In a perfect world, Towns and Towers is compatible with everything and all the cool features from various mods are present in ours. But this is not a perfect world. As a general rule, remember that Towns and Towers is compatible with the major worldgen mods and structure mods, but might have a few issues with mods that add stuff to villages and pillager outposts. Check the list below for a full explanation if you wish.

  • World generation mods
    As of 1.19, Towns and Towers is compatible AND paired with some of the larger worldgen mods, such as Terralith, Biomes O’ Plenty, Biomes You’ll Go, and Promenade. This means that not only will you find structures from T&T in both vanilla and the specific biomes added by these mods, but you will also encounter unique and exclusive structures found only when you have these mods installed. Examples include the Mediterranean village and Pillager vineyard, Wandering Trader camp, pre 1.14 villages, and many more! There is also no need for extra compatibility packs or changes. Just load T&T with any of these mods and you are good to go. Keep in mind that not all of these play nicely with one another, so pick and choose.

 

  • Mods that add new structures

Our mod is also compatible with other structure mods, like Repurposed Structures, When Dungeons Arise, ChoiceTheorem’s Overhauled Villages, or mods that modify the vanilla villages or vanilla loot tables. In general, T&T is compatible with all mods that add new structures. Just keep in mind that if you load too many of these mods without doing some changes, some structures may overlap.

 

  • Mods that modify existing structures

At the moment, our villages don’t contain some features from other mods. Examples include the Guard Villages (there are no guard villagers in the new villages), Bountiful, or Waystone mod. The features of these mods can still be found in the vanilla villages. In the future, we want to follow what TelepathicGrunt did and create some compatibility datapcks for these, so if you have any suggestions for mods that need compatibility with T&T, do let us know. Down below we have a list of mods we plan on adding compatibility with.

 

Planned mod pairings

 

 This is a list of mods we plan to pair with Towns and Towers in the near future. Pair doesn't mean to make compatible, as theoretically T&T is already compatible with almost all of them. Rather, what we are referring to is integrating certain features from those mods into T&T, like adding mod-specific buildings or entities.  This will be done via a series of datapacks, similar to Repurposed Structures. If you have any more suggestions, let us know in the comments. 

  • Farmer’s Delight
  • Bountiful
  • Friends and Foes
  • More Villagers
  • Drunken Mug
  • Immersive Engineering
  • PneumaticCraft
  • Waystone mod
  • Villager Guard mod
  • End Remastered
  • Equippable utilities
  • Things
  • Artifacts
  • William Wyther’s Overhauled Overworld

 

Modifying Towns and Towers (for personal use only)

 

Say you want to modify Towns and Towers. At the moment, we don’t have a config as all the cool kids have, but there are still ways to manually modify the mod / pack. Keep in mind that this is for personal use only. You may not use the modified version of Towns and Towers for any modpacks / large servers, but you can use it for personal use or if you are playing with friends.
We will have a proper config in the future, but for now, that's the best we've got. Sorry about that.

The first thing you should do is to download the latest jar file for Towns and Towers, found in the files section. After that, unzip it with something like Winrar or 7Zip and you should be left with the mod folder. We’ll work from there. It’s the same for the datapack, just without the final step in this section.

1. How do I make a structure spawn more / less frequently?
  Go to data/towns_and_towers/worldgen/structure_set. There are some files defining certain types of structures. Increase the salt parameter in each of these files to make structures appear less frequently, and decrease it to make them spawn more frequently. The value should be at the bottom of the list. There are separate files for pillager outposts, villages, and ships.

2. How can I remove a structure?
  Go to data/towns_and_towers/worldgen/structure. There, you’ll find a list of .json files with names corresponding to specific structures. Simply delete every file with the name of the structure you don’t want to spawn anymore. After that, go to the structure_set folder (it should be right next to the structure folder) and delete the entry of your structure (for example, towns_and_towers:village_beach. Just make sure you also delete the curly brackets associated).

When you are finished, add the contents of the folder to a .zip file again. For the datapack, that’s it. For the mod, convert said zip file to a jar file (there are numerous file converters online) and paste that into the mods folder. Enjoy!

 

Extra info about the structures


If you want to just explore and have fun, skip this section. If you are still here, here’s some extra info for you related to the structures from T&T.

The pack was originally designed as a datapack and later converted as a mod thanks to Robified, which is why we have some limitations at the moment.


The pack contains 51 structures as of patch 1.8.1:

  • 1 desert temple mimic
  • 25 outposts (5 of those exclusives)
  • 3 ships/ocean structures
  • 22 villages (6 of those exclusives)


1. Villages

Villages, in general, are in line with what the vanilla game has to offer. You will find all professions in almost all villages (exception being the sunflower plains farm, beach lighthouse, snowy slopes inn, and wandering trader camp). Bells, cats, and iron golems can be found at the town centers, just like in vanilla. As for the loot, all villages use vanilla loot tables for the respective professions' chests, and the majority use vanilla loot tables for the normal houses. An exception are the structures listed down below, which have custom loot tables (this is more important if you use a mod that alters vanilla loot tables like Artifacts)
 

  • badlands and wooded badlands villages
  • jungle and sparse jungle villages
  • mushroom village
  • mediterranenan village
  • swamp village
  • wandering trader camp and the classic village blacksmith


Other than that, there are a few more villagers than in vanilla villages, so keep that in mind. You might have a bit of lag when entering one of these, so it’s best to pre-gen your world.
 


2. Pillager Outposts

Outposts perhaps received the biggest change overall. They are now grander, more imposing, and have a lot more loot and pillagers.
The outposts can be classified into three main groups: towers, forts, and camps. Depending on the type, you will encounter a different number of pillagers, but the loot is the same in all of them.
Here’s a quick rundown of what you can always find in a pillager outpost now:
 

  • 3 standard pillager outpost chests
  • 1 armory chest with armor and tools/weapons
  • 1 barrel of food
  • 1 bell (for highlighting pillagers)


Each outpost now spawns the first time with a pillager outpost (generally at the top), so be careful.
Allays have also been added as of patch 1.8. Instead of a random number per outpost like in vanilla, you will now find a set number of them, depending on the outpost type as such:
 

  • 2 allays — fort outposts
  • 1 allay — tower outposts
  • 0 allays — camp outposts


The outposts also generate a lot less decor around them now but make up for it with unique biome-specific designs. There is also a secret chest in each outpost with a Morrowind reference for those who've played it, so if you find them all, you have my respect. They are really hidden though, so good luck!
Finally, pillagers still spawn around pillager outposts, though at different rates, depending on the size of the outpost. I need to test this some more to give more concrete information.

 
3. Ships

Have you ever thought about where all those shipwrecks came from? Well, now you know the answer. Not only will you find villages and outposts on land, but also the sea.
3 structures can be found in the oceans of the overworld as follow:
 

  • Villager fleet (deep ocean biomes except for frozen and warm biomes)
  • Pillager Galleon (deep ocean biomes except for frozen and warm biomes)
  • Flotsam / Wreckage (normal ocean biomes except frozen biomes)


Theoretically, these don’t act as villages and outposts, but they are fun to explore and fit the theme pretty well.
The fleet is composed of various small ships surrounding a mothership, which has quite a bit of loot, so keep an eye out for it.
The Illager Galleon is a mighty ship that’s as big as a normal outpost. It has more loot than a normal outpost, but a whole lot more enemies too, so watch out.
Finally, the wreckage is not something to be amazed by, but it’s still a nice change of scenery and can provide a bit of supplies while you are out on the sea.


4. Desert temple mimic

This one is a remnant of another add-on for WWOO, but we thought it would be a shame to lose it, so we implemented it. It’s a normal desert temple, but with a secret, we’ll let you uncover. Don’t want to spoil all of the fun, after all.

 

 

Structure Gallery (WIP)

 
Don’t want to spend time exploring but are still curious about the new structures? No worries! Here’s a gallery of every structure added by Towns and Towers (so far). More to come in the future!

 

Socials and other platforms


Thanks to WilliamWythers, we have our own section in his discord for Towns and Towers, where you can ask us various stuff related to our pack. Towns and Towers is also available on Modrinth and on Planet Minecraft (the original datapack version).

 


Also, check out our friend, ChoiceTheorem, and his awesome project similar to Towns and Towers here. He’s been a massive help to us. In fact, here’s a meme to show our appreciation:

 

 

Credits


Big thanks to Robified for helping with the mod version!
Also a big shoutout to TelepathicGrunt for answering my stupid questions lol.
Finally, a big shoutout to William Wythers for making a place for us on his discord and to Kubek, the glorious madman behind the pack.
The rest of the credits can be found here:

Outposts
*Birch outpost (mushroom roof tower) inspired by Frqnny’s villager market from Mo’ Structures (https://www.curseforge.com/minecraft/mc-mods/mo-structures)
*Sparse Jungle and Wooded badlands outposts (bandit camps) made by William Wythers, later remastered with tent designs inspired by Goldrobin
*Desert outpost (ruined desert manor) used from patrykss desert house pack and heavily modified (https://www.planetminecraft.com/project/schematic-desert-house-pack-by-patrykss/)
*Mediterranean (vineyard) and Old Growth Taiga (fortified polish cabin) outposts made by Kubek, later remastered
*Tudor and remastered vanilla outpost heavily inspired by u/swordself_mc and tweaked
*Flower forest (Japanese watchtower) outpost design made from Cortezerino’s tutorial (https://www.youtube.com/watch?v=ByM-Lyeocnw&t=2s) and tweaked
*Grove (ruined fort), and Tiaga (fire watch tower) outpost designs inspired by blockdown_builds and tweaked. Part of Kubek’s old desert hills outpost was also repurposed and used here.
*Meadow (Medieval Tower) outpost design used from Novv’s medieval building pack (https://www.planetminecraft.com/project/medieval-building-bundle-98192/) and tweaked
*Snowy plains (castle/prison) outpost design inspired by Oldshoes’s Isolated island fort and heavily modified (https://www.planetminecraft.com/project/isolated-island-fort/)
*Snowy slopes (church) outpost design used from TheHyperboloid’s Small Medieval Church and heavily modified (https://www.planetminecraft.com/project/small-medieval-church-5128506/)
*Mushroom outpost design used from Dyiing’s schematic and heavily modified (https://www.planetminecraft.com/project/mushroom-house-schematic-litematic-fully-furnished/)
*Desert Oasis outpost (oriental tower) design inspired by PAV’s Japarabic Building Bundle (https://www.planetminecraft.com/project/japarabic-houses-building-bundle-by-pav/)
*Swedish outpost (nordic church) inspired by this https://www.reddit.com/r/Minecraft/comments/rnjppa/i_really_need_to_get_something_better_to_build/ and changed a bit
*Badlands, Forest, Savanna, Beach, Snowy Beach, Sunflower Plains, Swamp, Rustic, and Alpha Islands outposts, as well as any tweaks/remasters/changes made by Biban_Auriu

*Snowy taiga outpost (Viking tower) inspired by this Reddit post: https://www.reddit.com/r/Minecraft/comments/kt1ngw/i_rebuilt_and_redesigned_the_pillager_outpost/

Ships
*Villager Fleet made by Kubek, with mothership remade by Biban_Auriu
*Pillager Galleon and Flotsam made by William Wythers, remade by Biban_Auriu

Villages
*Jungle, Badlands, Forest, Wandering trader camp and Wooded Badlands camp made by William Wythers, later remastered by Biban_Auriu
*Flower forest village made by Fusion Swarly, slightly tweaked by Biban_Auriu
*Swamp®, Sunflower Plains®, Sparse Jungler®, Snowy Slopes(t), Old Growth Taiga(t), Meadow(t), Mediterranean(t), Swedish(t), Alpha Islands, Beach®, Viking, Rustic(t), and Tudor villages(t) made by Kubek.
    r - remastered by Biban_Auriu
    t - tweaked by Biban_Auriu

*Birch Forest, Grove, and Mushroom village made by Biban_Auriu

Other
*Desert mimic made by William Wythers, remastered by Biban_Auriu

 

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