Mod compatibility is taking off! Here's the first batch of compatibility patches to integrate certain features from other mods into our structures. More to come in the next updates!
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added a config for the mod version (Fabric + Forge & 1.18.2 + 1.19.2), located in the config/towns_and_towers folder. There, you will find 2 json files, one for disabling certain structures, and one to edit the frequency of structure types. You'll know which one is which by the name;
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added automatic compatibility with the Waystone mod (www.curseforge.com/minecraft/mc-mods/waystones) (for both Forge and Fabric). You don't have to download anything! Just have both mods installed. Also works with the other waystone mod, so you can have both installed at the same time!
-- waystones will not appear as their own small structure in villages though. Instead, 1 waystone will always be found at the town center. Some villages don't contain waystones, particularly camps or single-piece structure villages. -
added automatic compatibility with Fabric Waystones (www.curseforge.com/minecraft/mc-mods/fabric-waystones) (for both Forge and Fabric). You don't have to download anything! Just have both mods installed. Also works with the other waystone mod, so you can have both installed at the same time!
-- waystones will appear as their separate structure piece in the village like in the normal mod (max of 1 per village). Some villages don't contain waystones, particularly camps or single-piece structure villages, like the tipi camp (wooded badlands) or snowy slopes village (alpine inn). -
added automatic compatibility with Guard Villagers (www.curseforge.com/minecraft/mc-mods/guard-villagers) (for both Forge and Fabric). You don't have to download anything! Just have both mods installed.
-- guard villagers spawn in a cluster of 6 around each iron golem per village, so we made sure each village only has 1 iron golem. Some villages don't have one as they are either too small or for other reasons, like the ruined forest village which has no inhabitants. No compatibility patch is needed. -
remove some unnecessary jigsaws that caused errors;
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improved the grove village a bit, by removing some unnecessary decor that caused the structure to look a bit unnatural and adding some tables to the side (these will only appear if you don't use Fabric Waystones, which will spawn a waystone shrine there instead);
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re-organized the changelogs a bit;
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(FOR 1.18.2 ONLY) fixed a bug with the Pillager Galleon that sometimes caused the bottom part of the ship to shift around instead of being aligned with the top part (example here: https://imgur.com/a/T4ZN55i).
This is only for the 1.18.2 version of the pack. Ignore if you are using the 1.19.2 version, as that one doesn't have this issue in the first place.
- fixed a jigsaw misspelling that caused a crash when locating/discovering a badlands village. Thanks, @estpulvis for pointing that out!
THIS IS THE EQUIVALENT OF THE 1.9 VERSION FOR 1.19.2 BUT FOR 1.18.2 (with the necessary changes included).
THE CHANGES IN THIS VERSION FROM THE LAST VERSION UPLOADED FOR 1.18.2 (from 1.6 all the way to 1.9) ARE ALL INCLUDED IN THIS ONE.
THE DIFFERENCES BETWEEN 1.19.2 AND THIS VERSION FOR 1.18.2 INCLUDE THE FOLLOWING:
- 1.18.2 doesn't include the Nilotic village, as it uses 90% 1.19.2 blocks;
- Packed mud has been replaced in various situations either with jungle planks, coarse dirt, or rooted dirt. Places, where this is noticeable, are:
  * Iberian village;
  * sparse jungle village;
  * sunflower plains village;
  * Iberian outpost;
  * rustic outpost. - The lighthouse uses sea lanterns in the 1.18.2 version instead of froglights.
- Mangrove roots and mud are no longer present in the swamp village. The roots have been replaced with oak wood and the mud used for the roads with smooth basalt;
- The Swedish village in 1.18.2 uses red terracotta instead of mangrove planks like in 1.19.2;
- The method for spawning ships is a bit different in 1.18.2, but the structures are the same as in 1.19.2;
- The rare pillager galleon with Cthulu face doesn't exist in 1.18.2;
MAKE A BACKUP OF YOUR WORLD BEFORE UPDATING. YOUR WORLDS MAY CRASH OR CAN POTENTIALLY BE CORRUPTED.
FOR THE FULL LIST OF CHANGES, PLEASE LOOK AT THE CHANGELOGS OF ALL THE VERSIONS FROM VERSION 1.6 UP UNTIL 1.9.
If you experience any errors/issues, please let us know!
It's been a while since we last posted an update. Sorry about that. Here are the latest changes in this update:
- paired the pack with Tectonic (www.curseforge.com/minecraft/mc-mods/tectonic). Now, T&T structures will spawn in the new biomes added by the mod (Apollo did all the work, with some minor tweaks by us. Thanks, Apollo!);
- paired the pack with Traverse (www.curseforge.com/minecraft/mc-mods/traverse). Now, T&T structures will also spawn in biomes added by this mod;
- paired the pack with Terrestria (www.curseforge.com/minecraft/mc-mods/terrestria). Now, T&T structures will also spawn in biomes added by this mod;
- paired the pack with JermsyBoy's World Overhaul (www.planetminecraft.com/data-pack/jermsyboy-s-world-overhaul/). Now, T&T structures will also spawn in biomes added by this mod;
- re-arranged the folder/file structure a bit (shouldn't cause any log errors or crashes);
- made some small changes to some processors for some village streets;
- lots of bug fixes across all structures, mostly related to broken jigsaws which spammed the logs. Other small changes include:
  * fixing structure pieces that had profession blocks in places where villagers couldn't reach them;
  * modifying a few structure pieces so they would be more consistent with the rest;
  * adding unused structures into the template pools (ex: the small farm for the polish village, which would never spawn) - tweaked the rustic outpost a bit so the scaffolding under the beehives would not break upon worldgen;
- fixed bug where villager fleet would overcrowd the oceans (hopefully);
- removed the 3 unique villagers from the sparse jungle, beach, and Mediterranean villages respectively. They will be added in a later update with nerfed trades, as they were a bit OP;
- removed conduit from pillager galleon secret chest, and instead replaced it with 3 nautilus shells;
- removed the improved vanilla pillager outpost for better mod compatibility and to keep in line with the idea of only adding new structures instead of replacing existing ones. The vanilla pillager outpost will now only spawn in plains biomes;
- mushroom outpost no longer spawns pillagers over time (this was made as a balance change, as hostile mobs couldn't spawn in the mushroom fields biome, which theoretically meant you could make an OP pillager farm);
- reduced the frequency of villages and outposts quite a bit;
- massively reduced pillager spawn rate. Now it's just slightly faster than vanilla. (Vanilla: max-1 / min-1 --- T&T: max-2 / min-1);
- added the Iberian village, a Mediterranean / Spanish structure found in warmer biomes;
- added the Iberian outpost, an old Spanish fortress now occupied by pillagers;
- added a rare variant of the pillager galleon, with a Cthulu face instead of the illager face embedded on the main sail as an homage to William Wythers, the original creator of the structure;
NOTE: We have also updated the 1.18.2 version to be on par with the 1.9 update of T&T, changing a few blocks and a few other things here and there. For a full list of changes between versions, check out the patch notes for versions 1.7, 1.8 (+ 1.8.1 + 1.8.2), and 1.9.
Do note that while upgrading from version 1.6 to version 1.9 is possible, doing so may cause a few errors to occur, and CAN POTENTIALLY CORRUPT YOUR WORLD, so we strongly recommend making a new world with the latest version for 1.18.2. At the very least, backup your world before upgrading.
- re-added Nilotic village (WWOO exclusive) (still WIP);
- paired the pack with William Wyther's Overhauled Overworld (www.curseforge.com/minecraft/mc-mods/william-wythers-overhauled-overworld). Now, T&T structures will also spawn in the new custom biomes from WWOO;
- tweaked some random template pool values;
- added some minor improvements to the Tudor village;
- fixed a couple of broken jigsaws;
- added some "crutch" files to help prevent log spam/errors;
- added the rustic outpost, inspired by medieval apiaries (exclusive structure);
- added the snowy taiga outpost, in line with the Viking theme of the village.
- fixed the desert temple mimic spawning a bit too high;
- fixed the wandering traders not spawning in the wandering trader camp;
- fixed the issue where the pack would not validate sometimes.
Tis' a big one lads.
- massive overhaul for almost all structures, which can be sorted into multiple categories:
1) Folder structure
- removed unused/irrelevant NBT files or replaced certain files with their vanilla counterparts (like for the vanilla villages);
- re-named the majority of files so they are on par with vanilla naming conventions.
2) Structure modifications
- added a bell, cats, and iron golems to all town centers for all villages;
- added the remaining missing professions to all villages (exceptions being the beach lighthouse, snowy slopes inn, and sunflower plains farm villages, where they were never supposed to be all present); -added a chest/chests to each villager's profession house, corresponding to its corresponding profession (like how they are in vanilla);
- made the villager profession houses separate instead of them being merged into house pieces;
- added more loot to all villages (including a few easter eggs here and there);
- massive interior and exterior overhaul for all structure pieces, made while taking into consideration villager pathfinding (meaning we made sure they could reach their workstation and bed correctly and made sure they wouldn't get stuck in the doorway because of carpets);
- changed trades for Shipmaster (Beach village) and Bishop (Med village), giving them more balanced trades, but still maintaining their uniqueness (+ a few easter eggs for you to find);
- replaced some custom loot tables with vanilla counterparts for better mod compatibility;
- replaced some villager types (for example, in the snowy slopes inn, one can find snowy villagers instead of plains villagers);
- made the villages a bit bigger overall;
- changed the ocean wreckage loot a bit.
3) Structure additions
OUTPOSTS
- added allays to outposts. The number of allays will differ per outpost type:
  * towers - 1 allay
  * forts - 2 allays
  * camps - 0 allays - SPOILER: added a secret chest to each outpost containing an inspirational message and a few diamonds.
VILLAGES
- remastered the sparse jungle village by adding new houses, a unique villager with unique trades (villager chief found in the town center house), and in general tidying up the whole thing to look like a proper Polynesian village;
- remastered the sunflower plains farm, improving the detailing and adding more loot (but also removing the majority of sponges as we considered those a bit too OP). More will come in the next updates (I won't spoil anything);
- moderately improved the Tudor village to better match its real-life design, with more wooden frames (basically made it a bit more detailed);
- moderately improved the meadow and snowy slopes villages by adding more flowers instead of spamming berry bushes, along with some nicer decor;
- moderately improved the swamp village, with a new town center, removing the barrel spam and making it seem more weathered (the boat house designs remain though);
- moderately improved the tipi camp (correctly spelled now) by adding loot to all yurts and making them look a bit nicer;
- remade the beach village, with new houses, interior, general design, and loot;
- added the rustic village, which can be found in more autumnal biomes (this includes modded ones) (exclusive structure);
- added the Viking village, which can be found in the snowy taiga biome and various other modded biomes with large trees and snowy landscapes;
- added the grove villager outpost, which can be found in, well, the grove biome. It's basically a whole village with everything one might contain shoved into a giant building (including loot);
- (INCOMPLETE) added the Nilotic village, which can be found in the flooded savanna biome (WWOO exclusive --- not available as of now).
SHIPS
- remade the pillager galleon from the ground up. The structure is now worthy of that title, being literally an outpost on the sea, with lots of loot and pillagers, so be careful!
- remastered the villager fleet mothership by adding new loot and making the ship grander in general.
OTHER
- remade the final room for the desert temple mimic, which now contains only 3 treasure chests instead of 8, but now has a husk spawner;
- added a layer of protection to the corridor pieces so that the redstone mechanism doesn't get destroyed by water.
4) Bug fixes (keep in mind this isn't the full list because I forgot many of them):
- fixed all broken jigsaws (HOPEFULLY for the last time, but I doubt it);
- fixed some empty loot chests, most commonly found in the villager fleet;
- fixed certain pieces not generating, like the large farm for the classic village;
- fixed some villagers getting stuck in walls and suffocating;
- fixed some naming errors here and there;
- fixed chests found on villager fleet, causing servers to sometimes crash upon opening them;
- fixed an issue where jungle, flower forest, and birch villages were too sparse;
- fixed bug where some carpets were blocking villagers from entering certain houses;
- fixed certain jigsaws turning into unwanted blocks (like terracotta for the mushroom fields village);
- fixed some minor inconsistencies in a few outposts;
- fixed the issue with lower pillager spawn rates;
- fixed the mimic desert temple creating a giant hole in the ground due to incorrect structure type;
This update took quite a while to make, so sorry about that. We'll keep you posted about what we will take up soon. Cheers!
Loads of big and exciting changes with the 1.19 release for Minecraft! (This is basically the 1.19 datapack release + the 2 other hotfixes bundled in. That's why it's labeled 1.7.2 instead of 1.7)
- updated the pack to 1.19, with all the necessary technical changes;
- major tag overhaul for all structures. This will not affect the player in any major way, but it's a measure to organize the pack a lot more;
- paired the pack with Biomes O' Plenty (BoP) (www.curseforge.com/minecraft/mc-mods/biomes-o-plenty). Now, structures from T&T will also spawn in appropriate biomes from this mod. Some vanilla villages were switched with ones from our mod in some cases;
- paired the pack with Oh, The Biomes You'll Go (BYG) (www.curseforge.com/minecraft/mc-mods/oh-the-biomes-youll-go). Now, structures from T&T will also spawn in appropriate biomes from this mod. Some vanilla villages were switched with ones from our mod in some cases;
- paired the pack with Promenade (www.curseforge.com/minecraft/mc-mods/promenade). Now, structures from T&T will also spawn in appropriate biomes from this mod (ex: a Japanese village in the cherry forests);
- reorganized the structure distribution for Terralith. Some structures were moved around to better fit their respective biome.
- added exclusion zones. Now, structures are a lot less likely to mesh with each other (WIP);
- removed the barrels from the sunflower plains farm fence, so now villagers no longer become fishers there;
- added the Nilotic village to the flooded savanna biome (WWOO exclusive);
- fixed a bug where the mothership for the villager fleet would sometimes not spawn;
Initial release on Modrinth.
For the full changelog for versions 1.0 to 1.6, check out our PMC page.