What is Towns and Towers?
Towns and Towers by Biban_Auriu and Kubek overhauls villages and pillager outposts with biome-fitted architecture, and then keeps going into port towns with docked ships, windmill hamlets, fortified pillager towers, and coastal shipwreck variants. It distributes as both a datapack and a mod for Fabric, Forge, and NeoForge.
Villages remain functionally vanilla (professions, beds, raids), so gameplay systems behave exactly as expected inside far better-looking towns.
Structure Variety and Compatibility
- Village themes for every vanilla biome family plus many modded ones — swamp stilt villages, badlands adobe towns, cherry-grove hamlets, and mountain terraces.
- Ships: merchant vessels and pirate ships anchor near coastal towns, boardable and lootable.
- Pillager outposts grow into proper fortifications with themed variants matching their region.
- Integrations: official compatibility datapacks align it with Terralith, BOP, and BWG biomes so modded regions get themed towns too; it also plays well beside ChoiceTheorem's Overhauled Village, with structure sets tuned to avoid collisions.
- Vanilla-block construction keeps it server-friendly in datapack form.
For explorers the practical change is that "found a village" ranges from routine to jackpot — port towns in particular are base-conversion goldmines.
Towns and Towers FAQ
Do Towns and Towers villages work with raids and trading?
Yes, villages keep vanilla mechanics: bells, beds, workstations, raid triggers, and trading all function normally in the new layouts.
Can I run Towns and Towers with ChoiceTheorem's Overhauled Village?
Yes, the two are commonly shipped together; their structure sets interleave so worlds show variety from both.