


Several mods aim more or less at the creation of villages. The old villages mod was first. Towntest allows to help build a house, and deploy nodes places individual buildings on the map. MTcities (part of MM2.6) seems to be no longer available. Structure I/O places random buildings on a map and is the most modern, and my own random_buildings spawns lumberjack- and clay trader houses randomly on the map. The closest all these mods come to a city/village is that they may place houses relatively close together. But that's not yet a city. Even a village has more structure than that. Unfortionately, the terrain in MT is not easy to handle for building. The height differences make it difficult (don't want to open your front door and fall down a cliff). However, most human players do not seem to be capable to integrate the landscape into their buildings either. Only very few builders care about that. And even those sometimes create flat platforms for larger projects. So why care about it at all? Going 2d makes everything much much easier! It will also help a lot if mobs willl roam the village later on (they don't do that yet). Height differences are obstacles and traps for mobs.

Regarding structure: This mod creates villages with a complexity/structure that ought to be ok for villages: One main road of which other roads may branch off, no parallel roads, central structure: village square with church, inn and forge.


Recent developments in the engine allowed to spawn objects like buildings a lot faster - and, what is even more important, more reliable. In older versions, even a small house was difficult to spawn because mapgen would interfere or the area not entirely be loaded - thus resulting in half-spawned houses.
Many thanks to hmmm for adding the Lua voxelmanipulator and the place_schematic function! It speeds village creation up considerably and allows to create pretty large villages reliably. And many thanks to PilzAdam who added the option to exchange materials in the schematics when placing them (i.e. use sandstone instead of cobble). That allows to create villages that look slightly diffrent and are thus more intresting.
Download: https://github.com/Sokomine/villages/archive/master.zip
Browse code: https://github.com/Sokomine/villages
Version: 0.1 alpha test version - not for productive use!
Licence: GPLv3
Depends on: Depends - you need all those mods installed that the buildings of your village will use; for the standard villages, that will be cottages, bells and farming plus.
Further requirements: Use a sufficiently recent built.
Usage:
Go to a free place in your flat world, stand on the ground (don't fly - else your village will fly) and type "/road 0" or "/road 90" (180 and 270 are supported as well), and the village will be placed at your location. Since there's no priv required for that, it ought to be obvious that you won't want to have it on a server in its current development state!
Next (large) steps planned:
Create a flat area so that the village can be spawned on normal maps.
Add fields around the village.
Integrate the flat area somehow into the rest of the map (help welcomed!).
Add inhabitants that live there and sell seeds/fruits/crafted building material.
Allow players to help build a new house (partly done in random_buildings, but needs to be ported to the new system).
Allow players to manage their own villages.