A mod for allowing modpack creators to have as many village replacing mods as they like, setting biome, weights, and frequency of pool structures.
Minecraft 1.21.1 | NeoForge & Fabric | MIT License
Multi Village Selector gives you control over village spawning in Minecraft. Instead of each village mod fighting for spawn slots, MVS intercepts village generation and selects from all your installed village mods using configurable weights.
When you install multiple village mods (Cobblemon Additions, ChoiceTheorem's Overhauled Village, Towns & Towers, etc.), they compete for the same spawn locations. Some mods override others, some never spawn, and you have no control over the mix. MVS fixes this by:
Requirements:
mods/ folder/mvs generate in-game to scan your installed modslocal/mvs/multivillageselector.json5config/multivillageselector.json5That's it! Villages from all your mods will now spawn with weighted representation -- but be sure to look over the weights, the generator makes some guesses and isn't perfect.
For detailed setup instructions, see the Getting Started Guide.
MVS uses a JSON5 config file with four main sections:
{
// Which structure sets MVS controls (usually just minecraft:villages)
intercept_structure_sets: ["minecraft:villages"],
// Your village structures with per-biome weights
structure_pool: [
{ structure: "minecraft:village_plains", biomes: {"#minecraft:is_plains": 25} },
{ structure: "bca:village/default_mid", biomes: {"#bca:villages": 29} }, // Cobblemon Additions
// ... more structures
],
// Optional: Reduce spawn rate in specific biomes
biome_frequency: {
"#minecraft:is_ocean": 0.3, // Only 30% of ocean spawn attempts proceed
},
// Optional: Control village density (vanilla defaults shown)
placement: {
"minecraft:villages": {
spacing: 34,
separation: 8,
}
}
}
See the Configuration Guide for complete documentation.
/mvs generate # Scan mods and generate config
/mvs biome # Show current biome info
/mvs locate <structure> # Find nearest structure with teleport links
/mvs structure biomes <id> # Show biome rules for a structure
/mvs structure pool # List structures in MVS config pool
/mvs structure list # Dump all game structures to file
/mvs structure nearby # List structures near player
/mvs structure predict # Predict what would spawn at current location
/mvs help # Show all commands
See the Commands Reference for full documentation.
MVS works with mods that add new villages to structure sets:
Some mods require disabling their own village spawning. See Mod Compatibility for setup instructions.
These mods have been tested alongside MVS without issues:
MVS intercepts structure selection, not jigsaw piece assembly. Mods that replace individual village pieces (buildings, paths) rather than adding whole village structures work differently:
These mods will still apply their changes to whatever village MVS selects, usually the vanilla villages. This is usually fine if you only use one - MVS picks which village type spawns, then the jigsaw replacer modifies its buildings. But MVS doesn't help you with fighting between those types of mods.
| Guide | Description |
|---|---|
| Getting Started | Installation and first-time setup |
| Configuration | Complete config reference |
| Mod Compatibility | Per-mod setup instructions |
| Commands | In-game command reference |
| Spacing Guide | Controlling village density |
| Troubleshooting | Common issues and solutions |
| Project Scope | Design philosophy and limitations |
relaxed_biome_validation: true in config.See Troubleshooting for details and workarounds.
MVS works with vanilla, but you'll only see vanilla villages. Install village mods like Cobblemon Additions or Towns & Towers for variety.
Check the Troubleshooting Guide. Common causes: mod conflicts, biome mismatches, or spacing settings.
Currently MVS focuses on villages. See Scope for design rationale. You can add any structure to MVS's pool, but it's designed for only one structure pool.
Both! MVS v0.3.0+ supports both platforms via Architectury.
Yes! Please file an issue if you have feature requests or find bugs. If it's outside the project scope, I'll likely say no.
That's harder. Managing ALL structure pools this way is much more complex. I'm considering it, but honestly comprehensive datapacks are probably easier for that use case.
Use the placement config section to adjust spacing and separation. See the Spacing Guide for details and recommendations.
Contributions are welcome! Please:
For bug reports and feature requests, use GitHub Issues.
Project Design: RhettL -- Rhett takes no responsibility for the code in this repo, he didn't write any of it.
Implementation: This mod was developed entirely with Claude Code (Claude Sonnet 4.5), an AI coding assistant by Anthropic. RhettL provided design direction and testing.
MIT License - see LICENSE for details.