Villages&Pillages in All the Mods 11

All the Mods 11 0.12.0-beta ships version 2.0.0 · First seen in 0.10.0-beta

Checked Sep 17, 2026All the Mods 11 0.12.0-betaSources: All the Mods 11 0.12.0-beta modlist.json · Modrinth

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Villages&Pillages is a mod in All the Mods 11 0.12.0-beta, where it is version 2.0.0. Structure mod that brings an exciting twist to Minecraft by introducing hostile and unfriendly pillages, providing a thrilling contrast to the peaceful villages. (Summary from the mod's Modrinth page.)

Villages&Pillages guide for All the Mods 11

Written for All the Mods 11 0.10.0-beta · also fits 0.12.0-beta · updated Oct 17, 2026

Last verified for All the Mods 11 v0.12.0-beta on Oct 17, 2026 · text last changed Oct 17, 2026

Also applies to:All the Mods 10 0.46 to 8.3

Sections
5
Items named
18

3 sections are written for this pack; 2 are shared from another pack's guide.

Every recipe and number here was checked against All the Mods 11 0.12.0-beta, read from the running game on Oct 15, 2026.

What is Villages&Pillages?

3 parts

Same as in the All the Mods 10 8.1 guide

Villages&Pillages is a structure mod. It adds hostile, unfriendly pillages to the world as a contrast to Minecraft's peaceful villages. If you like exploring and finding new places to loot and survive, this one is for you.[1]

What it adds

The mod is planned to grow through seasonal updates. Season 1 is the Witch Village, hidden deep in swamp and mangrove biomes. You'll find mossy houses and bubbling cauldrons, and you have to get through treacherous bogs to uncover the village's dark secrets.[1]

Compatibility

The mod is designed to be fully compatible with all world generation mods, and it currently offers enhanced compatibility with the Waystones mod.[1]

In this pack

This pack ships Villages&Pillages 1.0.3, built for NeoForge on Minecraft 1.21.1. The mod was already included in version 2.25 or earlier, so it's a long-standing part of the pack.[2]

Unverified The sources don't show where the mod fits in the pack's progression. They also don't confirm any quests or an ATM Star path involving it, so treat it as an optional exploration mod.

How do you get started with Villages&Pillages?

2 parts

Same as in the All the Mods 10 8.1 guide

Villages&Pillages is a structure mod that adds hostile and unfriendly pillages as a contrast to the peaceful villages. Its first season adds the Witch Village, so that's the place to head for first.[1]

Your first step: find the Witch Village

The mod is getting seasonal updates, and Season 1 adds the Witch Village. You'll find it hidden deep within swamp and mangrove biomes, so head for those if you want to see it. Expect mossy houses, bubbling cauldrons and treacherous bogs to get through before the village's dark secrets are revealed.[1]

  1. Travel to a swamp or mangrove biome, since that's where the Witch Village generates.[1]
  2. Look around for mossy houses and bubbling cauldrons, which mark the village.[1]
  3. Watch your step in the bogs while you explore. They're described as treacherous.[1]

Travel and compatibility

The mod is designed to be fully compatible with all world generation mods, so it should sit alongside the other biome and structure mods without trouble. It also has enhanced compatibility with the Waystones mod, which is handy once you've found a village you want to come back to.[1]

Tip: Since the Witch Village is hostile, get yourself properly geared up before you go looking for it. This is general advice rather than something the mod's page spells out.[1]

Unverified I couldn't confirm any in-pack recipes, quests or item descriptions for this mod, so there's no crafting order to follow here. If you spot something craftable or any loot worth chasing in the Witch Village, that isn't verified yet.

How does Villages&Pillages work?

5 parts

Villages&Pillages is a structure mod, so there are no machines, multiblocks or power networks to wire up. The mechanics worth knowing are how the Witch Village is placed and built, and what lives inside it. That is what this section covers.[1]

Where Witch Villages generate

Witch Villages are tied to swamps. The biome tag lists swamp and mangrove swamp, plus two optional swamp tags that only apply if another mod provides them. The structure itself is added to the surface structures step of world generation.[1][3][4]

Placement uses random spread with a spacing of 24 and a separation of 16. The structure set holds just this one village type, with a weight of 1.[5]

The village is a jigsaw structure with a size of 7. It starts at an absolute height of 64 and can reach out 63 blocks horizontally from its centre.[4]

How the village is assembled

Generation starts from a single centre piece, and everything else branches off it. If a branch cannot place anything from its pool, it falls back to a pool of road ends so the paths finish cleanly.[6][7]

The road and house pool is weighted. Each of the three small houses has a weight of 4, and each of the two medium houses has a weight of 3. Road pieces share the same pool: long roads weigh 6, medium roads 4 and short roads 2. The four-way crossroad weighs 4, the three-way 3, the two-way 2 and the one-way 1. Damaged and broken one-way crossroads weigh 3 each, which is where the village gets its run-down look.[8]

Road ends come from the terminator pool. The dead end is the most common (weight 5), followed by the short (4), medium (3) and long (2) ends. A broken one-way crossroad can also cap a branch, at weight 1.[7]

Decorations are mostly empty. The empty entry has a weight of 100, so most decoration spots stay bare. When something does appear, it is a villager cage (weight 8 for each cage variant) or a dead tree (weight 3 for each tree variant).[9]

What makes it look like a witch village

After the pieces are placed, processors rewrite blocks. In houses, moss blocks become mossy cobblestone with a probability of 0.33, and cobblestone does so with a probability of 0.75. Vines are removed with a probability of 0.7, and cobwebs with a probability of 0.75.[10]

The house processors also add some witchy touches. Some black concrete markers become lit black candles (3 or 4 candles), and some white concrete markers become flower pots. Orange concrete markers always become lit campfires with the signal fire property. Brown concrete becomes oak wood, and there are dedicated processors for waterlogging, open doors and brewing stands.[10]

Roads and other village pieces use a lighter processor list. Vines are removed with a probability of 0.5, light gray concrete becomes mossy cobblestone wall, and light blue concrete becomes spruce slab for the collapsed underwater parts. The black candle and flower pot rules are similar to the houses, but candles are more likely, with a probability of 0.3 for each candle count instead of 0.2.[10][11]

Who lives there

The structure overrides mob spawns inside its pieces. Expect groups of 4 to 8 witches in the monster category and 2 to 4 cats in the creature category. The village also has entity pools for a cat, a villager and a witch.[4][12][13][14]

Watch out: The village is built around hostile witches, so go in prepared. The structure is set up to spawn between 4 and 8 of them.[1][4]

Compatibility

The mod is designed to be compatible with world generation mods, and it currently offers enhanced compatibility with the Waystones mod.[1]

Unverified The loot inside the witch house chests (attic chest, barrel and personal chest) is defined in the mod's loot table data files. The sources here do not show what those tables contain, so check them in game before you count on any particular drop.

How do you progress through Villages&Pillages?

3 parts

There is no tier ladder to climb with Villages&Pillages in this pack. What the sources show is one thing to go and find: the witch village. This section covers where it generates and what you can loot there.[4][15]

Finding the witch village

The witch village generates in swamp and mangrove swamp biomes. The biome list also accepts other mods' swamp biomes if they use the common swamp tags, but those entries are optional.[3]

Villages are placed with a random spread of 24 spacing and 16 separation. The structure is a jigsaw build with size 7 that starts at height 64 and can reach up to 63 blocks horizontally from its center.[4][5]

Who lives there

The village has its own spawn overrides. Expect 4 to 8 witches as monster spawns and 2 to 4 cats as creature spawns, both tied to the individual village pieces. Go in prepared.[4]

Loot in the witch houses

Two house loot tables are available to check. The attic chest rolls two separate pools of items, and the first pool is rolled 2 to 4 times.[4][16]

The barrel is the better stop for brewing ingredients. It has one pool of ingredients and a second pool of bottles and potions, and the second pool is rolled 2 to 4 times.[4][17]

Unverified The village's personal chest loot, its building layout and its villager, witch and cat placement are set in data files that the sources here do not show, so those details are unverified.

What changed in Villages&Pillages between versions?

1 part

Villages&Pillages is at version 2.0.0 in All the Mods 11 0.10.0-beta. The pack uses the NeoForge build for Minecraft 26.1.2. The pack's mod list says it was first included in 0.10.0-beta or earlier, so the sources here don't show exactly which release added it.[18]

2.0.0

Here is what the mod's own 2.0.0 changelog lists:[19]

  • Most of the internal mod setup was reworked.[19]
  • Terrain checks are more accurate and perform better.[19]
  • Terrain generation around the structures was improved.[19]

Unverified The sources here include no pack changelog entries for this mod, so any pack-specific changes to it are not shown. Those would be told in the All the Mods 11 pack changelogs.

Sources

  1. Villages&Pillages project page (modrinth) · official mod data
  2. All the Mods 10 8.1 mod list · pack file
  3. data/villagesandpillages/tags/worldgen/biome/has_structure/village_witch.json (villagesandpillages's jar) · official mod data
  4. data/villagesandpillages/worldgen/structure/village_witch.json (villagesandpillages's jar) · official mod data
  5. data/villagesandpillages/worldgen/structure_set/village_witch.json (villagesandpillages's jar) · official mod data
  6. data/villagesandpillages/worldgen/template_pool/village_witch/center.json (villagesandpillages's jar) · official mod data
  7. data/villagesandpillages/worldgen/template_pool/village_witch/terminators.json (villagesandpillages's jar) · official mod data
  8. data/villagesandpillages/worldgen/template_pool/village_witch/road_and_house.json (villagesandpillages's jar) · official mod data
  9. data/villagesandpillages/worldgen/template_pool/village_witch/decoration.json (villagesandpillages's jar) · official mod data
  10. data/villagesandpillages/worldgen/processor_list/village_witch_house.json (villagesandpillages's jar) · official mod data
  11. data/villagesandpillages/worldgen/processor_list/village_witch.json (villagesandpillages's jar) · official mod data
  12. data/villagesandpillages/worldgen/template_pool/village_witch/entity/cat.json (villagesandpillages's jar) · official mod data
  13. data/villagesandpillages/worldgen/template_pool/village_witch/entity/villager.json (villagesandpillages's jar) · official mod data
  14. data/villagesandpillages/worldgen/template_pool/village_witch/entity/witch.json (villagesandpillages's jar) · official mod data
  15. data/villagesandpillages/tags/worldgen/structure/village_witch.json (villagesandpillages's jar) · official mod data
  16. data/villagesandpillages/loot_table/village_witch/house/attic_chest.json (villagesandpillages's jar) · official mod data
  17. data/villagesandpillages/loot_table/village_witch/house/barrel.json (villagesandpillages's jar) · official mod data
  18. All the Mods 11 0.10.0-beta mod list · pack file
  19. Villages&Pillages 2.0.0 changelog · changelog
Where this guide comes from

Written from what All the Mods 11 itself ships: its files and recipes, the in-game guidebooks and the mods' own pages. Every statement links to the source it came from, and the numbers are checked against the pack before publishing.

Guide last verified Oct 17, 2026.

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Version in each release

2 releases, first in 0.10.0-beta
All the Mods 11VersionJarWhere it came from
0.12.0-beta
Oct 15, 2026
2.0.0villagesandpillages-neoforge-2.0.0+mc26.1.2.jarFrom the published release
0.10.0-beta
Oct 4, 2026
2.0.0villagesandpillages-neoforge-2.0.0+mc26.1.2.jarFrom the published release

"From pack files" means the list came from the pack's own files; "from the published release" means ForgeBase read the jars of the release itself.

Items and blocks

We can't match this mod to the pack's item list: it registers as villagesandpillages, and the pack's recipe dump has nothing under that name. That means we found nothing, not that the mod adds nothing. Search the item browser

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