ChoiceTheorem's Overhauled Village in FTB Evolution 2

FTB Evolution 2 1.4.0 ships version 4.0.0 · First seen in 1.0.2

Checked Sep 17, 2026FTB Evolution 2 1.4.0Sources: FTB Evolution 2 1.4.0 modlist.json · Modrinth

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ChoiceTheorem's Overhauled Village is a mod in FTB Evolution 2 1.4.0, where it is version 4.0.0. Enhances and creates new villages and pillager outposts, that perfectly fit into your Minecraft world. (Summary from the mod's Modrinth page.)

ChoiceTheorem's Overhauled Village guide for FTB Evolution 2

Written for FTB Evolution 2 1.1.0 · also fits 1.0.2 to 1.4.0 · updated Oct 16, 2026

Last verified for FTB Evolution 2 v1.4.0 on Oct 16, 2026 · text last changed Oct 16, 2026

Also applies to:All the Mods 10 0.32 to 8.3

Sections
6
Items named
1

2 sections are written for this pack; 4 are shared from another pack's guide.

Every recipe and number here was checked against FTB Evolution 2 1.4.0, read from the running game on Oct 17, 2026.

What is ChoiceTheorem's Overhauled Village?

2 parts

Same as in the All the Mods 10 8.1 guide

ChoiceTheorem's Overhauled Village, or CTOV, is a world-generation mod that adds new and improved villages and pillager outposts. It brings 23 village variants and 14 pillager outpost variants, and each one is tailored to the terrain, theme and biome it spawns in.[1]

The pack ships CTOV 3.6.3 as the NeoForge build, and it has been included since version 2.25 or earlier. It adds no machines or progression items you need to chase. It only changes what the villages and outposts you stumble across look like.[1][2]

Who it's for

If you like exploring, this one is for you. It gives you more varied villages and outposts to find, and the structures still use vanilla loot tables for the most part. You will still find pillager outpost loot in outposts, profession chests in villages, and bells and workstations. Some custom loot tables also add food, armour and other goodies.[1]

Good to know

  • CTOV relies on vanilla biome tags, so world-generation mods that add biomes should get fitting CTOV villages in those biomes.[1]
  • Mods that add new villagers need compatibility packs. The sources don't say whether this pack includes any, so that is unverified.[1]
  • CTOV's own structures are separate from vanilla villages in newer versions. The author says it only modifies vanilla villages in older versions.[1]
Tip: The new structures only spawn in newly generated chunks. If you are exploring terrain you have already generated, you won't see CTOV villages there. Head into fresh territory instead.[1]

Unverified The sources don't show any quests or ATM Star path involvement for this mod, so don't expect it to be part of the pack's progression.

How do you get started with ChoiceTheorem's Overhauled Village?

1 part

Same as in the All the Mods 10 8.1 guide

This one is a little different from most mods in the pack. ChoiceTheorem's Overhauled Village (CTOV) is a structure mod. It adds new and improved villages and pillager outposts to the world, so you don't have anything to craft first. Your first step is to go find the structures.[1]

The mod adds 23 village variants and 14 pillager outpost variants. Each one is tailored to the terrain, theme and biome it generates in. It relies on vanilla biome tags, so world-generation mods that add biomes should still get fitting CTOV villages.[1]

Step by step

  1. Explore new terrain. CTOV structures only spawn in newly generated chunks, so chunks you've already explored won't get them. If you add the mod to an existing world, head out to unexplored areas.[1]
  2. Use the locate command to track a structure down. On 1.19 and later the format is /locate structure ctov:[structure_from_list]. On 1.18.2 it's /locate ctov:[structure_from_list]. The part in brackets is the name of the structure you want.[1]
  3. Loot the structures. Most of them use vanilla loot tables, so you'll still find pillager outpost loot in outposts and profession chests in villages. You'll also find bells and workstations. Some custom loot tables add extras like food and armour.[1]
Tip: CTOV's own structures are separate from vanilla villages in newer versions. If /locate with a ctov: name finds something, you know it's one of the mod's villages and not a vanilla one.[1]

Unverified I couldn't confirm the exact structure names available in this pack, any in-pack recipes or quests involving this mod, or any pack-specific config changes. Check tab completion on the locate command in-game for the structure names.

How does ChoiceTheorem's Overhauled Village work?

5 parts

Same as in the All the Mods 10 8.2 guide

This mod is about world generation. The project page describes it as adding new and improved villages and pillager outposts to Minecraft. So the mechanics worth knowing are how the structures are grouped, how you find them, and how they get their look.[1]

Village variants and size tiers

The project page says the mod adds 23 village variants and 14 pillager outpost variants, each tailored to the terrain, theme and biome. Villages come in large, medium and small versions. Each size has its own structure tag, and one combined village tag pulls all three together.[1][3][4][5][6]

Every theme also has its own tag that groups its large, medium and small versions. Beach, christmas, desert, dark forest, jungle, mesa, mountain and mushroom all work this way.[7][8][9][10][11][12][13][14]

Plains, savanna, swamp and taiga follow the same pattern. So does the snowy theme, which is built around the igloo village.[15][16][17][18][19]

Some themes have a special form with its own tag: plains fortified, mesa fortified, swamp fortified, taiga fortified, desert oasis, mountain alpine, jungle tree, savanna na and an underground village.[20][21][22][23][24][25][26][27][28]

Pillager outposts

The mod's pillager outpost tag lists biome-themed outposts for beach, dark forest, desert, jungle, badlands, mountain, plains, savanna, snowy, swamp and taiga. The vanilla pillager outpost is included in the same tag.[29]

Finding structures

To find a structure, use the locate command. On 1.19 and later the form is: /locate structure ctov:[structure_from_list]. The structure ids come from the tags above, for example ctov:large/village_plains.[1][15]

Watch out: The mod's structures only spawn in newly generated chunks. Adding the mod to an existing world is safe, but you won't see its villages in terrain that has already been generated.[1]

How villages get their look

The mod reskins buildings with processor lists in its data files. The bountiful lists use a block swap to turn oak planks, oak slabs and spruce fences into biome-appropriate blocks. In the desert list they become cut sandstone, cut sandstone slabs and sandstone walls. In the badlands list they become cut red sandstone, its slab and red sandstone walls.[30][31]

  • Jungle and beach: jungle planks, slabs and fences.[32][33]
  • Dark forest: dark oak planks, slabs and fences.[34]
  • Savanna: acacia planks, slabs and fences.[35]
  • Swamp: mangrove planks, slabs and fences.[36]
  • Snowy and taiga: spruce planks and slabs, with the spruce fence kept.[37][38]
  • Mountain: dark oak planks and slabs, with the spruce fence kept.[39]
  • Mushroom: brown mushroom blocks for the planks and slabs, and mushroom stems for the fences.[40]
  • Plains: an empty processor list, so nothing is swapped.[41]

The beach village shows how these lists stack. Its house list has a compatibility processor for Nature's Spirit. It also has a rule that turns campfires into jungle leaves with a probability of 0.2. The farm and town center lists then reference the house list.[42][43][44]

Some processor lists only load when another mod is present. The beach Croptopia farm and orchard lists, for example, are conditional on Croptopia being loaded.[45][46]

Extras and loot

The mod has a village flowers placed feature. It uses the flower forest flower feature with a count of 3 and a rarity filter with a chance of 2.[47]

The vast majority of structures use vanilla loot tables, with some custom ones mixed in. You still find pillager outpost loot in outposts, profession chests in villages, and bells and workstations. You may also find extras like food and armour.[1]

Tip: The mod relies on vanilla biome tags, so villages should show up in biomes added by world generation mods too. Mods that add new villagers need compatibility packs.[1]

How do you progress through ChoiceTheorem's Overhauled Village?

1 part

Same as in the All the Mods 10 8.2 guide

This mod works differently from a tech or magic mod, so there are no crafting tiers to climb. It adds villages to the world, and your progress comes from finding them and looting their chests. The village structure tag groups three sets of villages: large, medium and small.[6]

What the village chests give you

Several of the house chests share the same setup: they roll between 3 and 8 times on a short list of everyday items. Here is what the ones I can confirm contain.[48][49][50]

  • Badlands house: red sand, green dye, cactus, wheat, bread, a book, dead bush and Emerald (1 to 3 at a time).[48]
  • Beach house: sand, sugar cane, wheat, bread, a book, dead bush and Emerald (1 to 3 at a time).[49]
  • Dark forest house: gold nuggets, dandelions, poppies, potatoes, bread, apples, a book, a feather, dark oak saplings and Emerald (1 to 4 at a time).[50]
  • Bakery: gets one roll on the vanilla butcher village chest table and one roll on the farm village chest table from this mod.[51]
  • Forager: rolls 5 times on a mix of mushrooms and saplings from the BYG mod, with a stack size of 1 to 10.[52]

The takeaway is that these chests are basic supplies. The one valuable find in the houses above is the Emerald, which is handy if you plan to trade with villagers.[48][49][50]

Which ChoiceTheorem's Overhauled Village config options matter?

3 parts

Everything for ChoiceTheorem's Overhauled Village lives in one file in this pack: config/ctov-common.toml. It has two groups of options, the on/off switches for each structure type and the spawn weights. Here is how the pack sets them.[53]

Structure switches

All four structure toggles are set to true, so the mod's large villages, medium villages, small villages and pillager outposts all generate in this pack.[53]

Which variants can generate

structures.enabledVillages controls which village variants can generate. The pack lists: beach, christmas, desert, desert_oasis, dark_forest, jungle, jungle_tree, mesa, mesa_fortified, mountain, mountain_alpine, mushroom, plains, plains_fortified, savanna, savanna_na, snowy_igloo, swamp, swamp_fortified, taiga and taiga_fortified.[53]

structures.enabledPillagerOutposts does the same for outposts. The pack lists: beach, dark_forest, desert, jungle, badlands, mountain, plains, savanna, snowy, swamp and taiga.[53]

If you want to remove a variant you do not like, take its name out of the matching list.[53]

Spawn weights

The pack leaves all four spawn weights at the mod default, so nothing here has been changed. Each weight must be greater than 0.[53]

Small villages carry the highest weight at 10, then medium villages at 4, while large villages and pillager outposts sit at 1 each.[53]

Tip: Per the mod's own page, adding the mod to an existing world is safe, but its new structures only spawn in newly generated chunks. Keep that in mind if you test config changes in an area you have already explored.[1]

What changed in ChoiceTheorem's Overhauled Village between versions?

1 part

FTB Evolution 2 1.1.0 ships ChoiceTheorem's Overhauled Village at version 4.0.0, using the NeoForge build of the mod. The mod was already in the pack by 1.0.2 or earlier, so it is not a new addition in this release.[54]

4.0.0

  • The mod's own changelog for 4.0.0 lists one change: it was updated to Minecraft 26.1.[55]

Sources

  1. ChoiceTheorem's Overhauled Village project page (modrinth) · official mod data
  2. All the Mods 10 8.1 mod list · pack file
  3. data/ctov/tags/worldgen/structure/large_village.json (ctov's jar) · official mod data
  4. data/ctov/tags/worldgen/structure/medium_village.json (ctov's jar) · official mod data
  5. data/ctov/tags/worldgen/structure/small_village.json (ctov's jar) · official mod data
  6. data/ctov/tags/worldgen/structure/village.json (ctov's jar) · official mod data
  7. data/ctov/tags/worldgen/structure/village_beach.json (ctov's jar) · official mod data
  8. data/ctov/tags/worldgen/structure/village_christmas.json (ctov's jar) · official mod data
  9. data/ctov/tags/worldgen/structure/village_desert.json (ctov's jar) · official mod data
  10. data/ctov/tags/worldgen/structure/village_dark_forest.json (ctov's jar) · official mod data
  11. data/ctov/tags/worldgen/structure/village_jungle.json (ctov's jar) · official mod data
  12. data/ctov/tags/worldgen/structure/village_mesa.json (ctov's jar) · official mod data
  13. data/ctov/tags/worldgen/structure/village_mountain.json (ctov's jar) · official mod data
  14. data/ctov/tags/worldgen/structure/village_mushroom.json (ctov's jar) · official mod data
  15. data/ctov/tags/worldgen/structure/village_plains.json (ctov's jar) · official mod data
  16. data/ctov/tags/worldgen/structure/village_savanna.json (ctov's jar) · official mod data
  17. data/ctov/tags/worldgen/structure/village_swamp.json (ctov's jar) · official mod data
  18. data/ctov/tags/worldgen/structure/village_taiga.json (ctov's jar) · official mod data
  19. data/ctov/tags/worldgen/structure/village_snowy.json (ctov's jar) · official mod data
  20. data/ctov/tags/worldgen/structure/village_plains_fortified.json (ctov's jar) · official mod data
  21. data/ctov/tags/worldgen/structure/village_mesa_fortified.json (ctov's jar) · official mod data
  22. data/ctov/tags/worldgen/structure/village_swamp_fortified.json (ctov's jar) · official mod data
  23. data/ctov/tags/worldgen/structure/village_taiga_fortified.json (ctov's jar) · official mod data
  24. data/ctov/tags/worldgen/structure/village_desert_oasis.json (ctov's jar) · official mod data
  25. data/ctov/tags/worldgen/structure/village_mountain_alpine.json (ctov's jar) · official mod data
  26. data/ctov/tags/worldgen/structure/village_jungle_tree.json (ctov's jar) · official mod data
  27. data/ctov/tags/worldgen/structure/village_savanna_na.json (ctov's jar) · official mod data
  28. data/ctov/tags/worldgen/structure/village_underground.json (ctov's jar) · official mod data
  29. data/ctov/tags/worldgen/structure/pillager_outpost.json (ctov's jar) · official mod data
  30. data/ctov/worldgen/processor_list/bountiful/badlands.json (ctov's jar) · official mod data
  31. data/ctov/worldgen/processor_list/bountiful/desert.json (ctov's jar) · official mod data
  32. data/ctov/worldgen/processor_list/bountiful/jungle.json (ctov's jar) · official mod data
  33. data/ctov/worldgen/processor_list/bountiful/beach.json (ctov's jar) · official mod data
  34. data/ctov/worldgen/processor_list/bountiful/dark_forest.json (ctov's jar) · official mod data
  35. data/ctov/worldgen/processor_list/bountiful/savanna.json (ctov's jar) · official mod data
  36. data/ctov/worldgen/processor_list/bountiful/swamp.json (ctov's jar) · official mod data
  37. data/ctov/worldgen/processor_list/bountiful/snowy.json (ctov's jar) · official mod data
  38. data/ctov/worldgen/processor_list/bountiful/taiga.json (ctov's jar) · official mod data
  39. data/ctov/worldgen/processor_list/bountiful/mountain.json (ctov's jar) · official mod data
  40. data/ctov/worldgen/processor_list/bountiful/mushroom.json (ctov's jar) · official mod data
  41. data/ctov/worldgen/processor_list/bountiful/plains.json (ctov's jar) · official mod data
  42. data/ctov/worldgen/processor_list/village/beach/house.json (ctov's jar) · official mod data
  43. data/ctov/worldgen/processor_list/village/beach/farm.json (ctov's jar) · official mod data
  44. data/ctov/worldgen/processor_list/village/beach/town_center.json (ctov's jar) · official mod data
  45. data/ctov/worldgen/processor_list/village/beach/croptopia_farm.json (ctov's jar) · official mod data
  46. data/ctov/worldgen/processor_list/village/beach/croptopia_orchard.json (ctov's jar) · official mod data
  47. data/ctov/worldgen/placed_feature/village_flowers.json (ctov's jar) · official mod data
  48. data/ctov/loot_table/chests/village/village_badlands_house.json (ctov's jar) · official mod data
  49. data/ctov/loot_table/chests/village/village_beach_house.json (ctov's jar) · official mod data
  50. data/ctov/loot_table/chests/village/village_dark_forest_house.json (ctov's jar) · official mod data
  51. data/ctov/loot_table/chests/village/village_bakery.json (ctov's jar) · official mod data
  52. data/ctov/loot_table/chests/village/village_forager.json (ctov's jar) · official mod data
  53. FTB Evolution 2 1.1.0 config: config/ctov-common.toml · pack file
  54. FTB Evolution 2 1.1.0 mod list · pack file
  55. ChoiceTheorem's Overhauled Village 4.0.0 changelog · changelog
Where this guide comes from

Written from what FTB Evolution 2 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 16, 2026.

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Version in each release

9 releases, first in 1.0.2
FTB Evolution 2VersionJarWhere it came from
1.4.0
Oct 17, 2026
4.0.0[Neoforge]ctov-26-4.0.0.jarFrom the published release
1.3.2
Oct 16, 2026
4.0.0[Neoforge]ctov-26-4.0.0.jarFrom the published release
1.3.1
Oct 15, 2026
4.0.0[Neoforge]ctov-26-4.0.0.jarFrom the published release
1.3.0
Oct 14, 2026
4.0.0[Neoforge]ctov-26-4.0.0.jarFrom the published release
1.2.2
Oct 13, 2026
4.0.0[Neoforge]ctov-26-4.0.0.jarFrom the published release
1.2.1
Oct 12, 2026
4.0.0[Neoforge]ctov-26-4.0.0.jarFrom the published release
1.2.0
Oct 12, 2026
4.0.0[Neoforge]ctov-26-4.0.0.jarFrom the published release
1.1.0
Oct 10, 2026
4.0.0[Neoforge]ctov-26-4.0.0.jarFrom the published release
1.0.2
Oct 8, 2026
4.0.0[Neoforge]ctov-26-4.0.0.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 ctov, 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

Config options (how FTB Evolution 2 sets them)

10 settings shipped in the pack's config files; 0 differ from the mod's documented default.

See all 10 settings →

Show settings
SettingFTB Evolution 2 valueMod default
structures.enabledPillagerOutposts
Which pillager outpost variants should generate
config/ctov-common.toml
["beach","dark_forest","desert","jungle","badlands","mountain","plains","savanna","snowy","swamp","taiga"]not documented
structures.enabledVillages
Which village variants should generate
config/ctov-common.toml
["beach","christmas","desert","desert_oasis","dark_forest","jungle","jungle_tree","mesa","mesa_fortified","mountain","mountain_alpine","mushroom","plains","plains_fortified","savanna","savanna_na","snowy_igloo","swamp","swamp_fortified","taiga","taiga_fortified"]not documented
structures.generateLargeVillage
Should CTOV large villages generate?
config/ctov-common.toml
truenot documented
structures.generateMediumVillage
Should CTOV medium villages generate?
config/ctov-common.toml
truenot documented
structures.generatePillagerOutpost
Should CTOV pillager outposts generate?
config/ctov-common.toml
truenot documented
structures.generateSmallVillage
Should CTOV small villages generate?
config/ctov-common.toml
truenot documented

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