MVS - Moog's Voyager Structures in FTB Evolution 2

FTB Evolution 2 1.4.0 ships version 5.1.3 · 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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MVS - Moog's Voyager Structures is a mod in FTB Evolution 2 1.4.0, where it is version 5.1.3. adds 130+ vanilla style structures to your world to bring it alive, using vanilla blocks. Includes dungeons and enemies to fight! (Summary from the mod's Modrinth page.)

MVS - Moog's Voyager Structures guide for FTB Evolution 2

Written for FTB Evolution 2 1.1.0 · also fits 1.0.2 to 1.4.0 · updated Oct 13, 2026

Last verified for FTB Evolution 2 v1.4.0 on Oct 13, 2026 · text last changed Oct 13, 2026

Also applies to:All the Mods 10 1.7 to 8.3

Sections
6
Items named
4

3 sections are written for this pack; 3 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 MVS - Moog's Voyager Structures?

2 parts

Same as in the All the Mods 10 8.1 guide

MVS - Moog's Voyager Structures adds more than 130 vanilla-style structures to your world. They're built from vanilla blocks, so exploring feels like finding new corners of regular Minecraft instead of a whole new tech tree.[1]

Expect dungeons with enemies to fight, loot to find, and friendly villagers along the way. The mod uses vanilla blocks and entities, so it blends in with the base game's look and feel.[1]

Who it's for

This one is for explorers. If you like heading out to find something new, whether that's a loot run or a fight in a dungeon, MVS gives your travels more to discover. It adds no machines or progression gates of its own that the sources describe.[1]

In this pack

The pack ships version 5.0.14 of the mod.[2]

Every aspect of the mod can be customized with datapacks, and the mod's author offers a config pack template with full instructions for that. The mod can also be installed server-side only.[1]

Unverified The sources don't show any quests for this mod, a place for it on the ATM Star path, or any pack-specific changes to its structures or loot. Treat the mod's default behavior as unconfirmed for this pack until that's checked in-game.

How do you get started with MVS - Moog's Voyager Structures?

2 parts

Good news first: MVS - Moog's Voyager Structures is a world generation mod, so there is nothing you need to craft to get started. It adds 130+ vanilla style structures to your world, built from vanilla blocks, and they include dungeons and enemies to fight.[1]

The structures come with loot, challenging enemies and friendly villagers, and they are meant to keep the classic Minecraft feel. So your first step is simply to go exploring.[1][3]

What to do first

  1. Head out and explore. The structures are part of world generation, so you find them by travelling, not by building anything.[1][3]
  2. Remember that config changes only affect newly generated chunks and apply on world reload. Ground you have already explored will not change.[4]
  3. Be ready for a fight when you walk into a dungeon, because these structures include enemies as well as loot.[1][3]

How the pack sets it up

The pack leaves the mod's frequency at its neutral setting: frequency.universal_multiplier is 1. In the mod's own wording, 2x means about twice as many structures and 0.5x about half as many.[4][5]

The pack also does not swap any vanilla structures for Moog's versions. The presets for the desert temple (presets.mtr.replace_desert_temple), jungle temple (presets.mtr.replace_jungle_temple), ocean monument (presets.mtr.replace_ocean_monument), stronghold (presets.mtr.replace_stronghold) and Nether fortress (presets.mns.replace_nether_fortress) are all set to false.[4]

Nothing is switched off either: disabled_structures and hidden_buttons are both empty lists.[4]

Tip: If you run a server, the mod can be installed server-side only, so players do not need anything extra on their end for the structures to appear.[1]

Unverified Whether this pack's quest book has a chapter that mentions this mod, and whether any crafting recipe exists for its items, is not shown in the sources here. Check the quest book in game for anything beyond exploring.

How does MVS - Moog's Voyager Structures work?

3 parts

Same as in the All the Mods 10 8.2 guide

This mod is a world generation mod, so there are no machines, multiblocks, power, fluids or item automation to learn. It adds 130+ vanilla style structures built from vanilla blocks and entities, with dungeons and enemies to fight. The mechanics that matter are how structures are placed and how their spawners and block swaps behave, and that is what this section covers.[1][6]

How structures are placed

Each structure has its own structure set file. It lists the structure with a weight of 1 and uses the placement type advanced_random_spread, which has a salt, a spacing and a separation. Spacing and separation are set per structure, so each one has its own rarity. These are the ones I can confirm:[7][8][9][10][11][12][13]

  • Acacia log pile: spacing 26, separation 16.[7]
  • Acacia tree: spacing 18, separation 13.[8]
  • Azelea house: spacing 35, separation 31.[9]
  • Barn: spacing 31, separation 26.[10]
  • Beach bar: spacing 48, separation 20.[11]
  • Bee dome: spacing 34, separation 12.[12]
  • Bench: spacing 18, separation 14.[13]

The mod also has a universal rarity setting that multiplies the spacing of every Moog's structure. Higher means rarer and lower means more common. There is a per-mod version of the same idea too. For the exact spacing of any other structure, look at that structure's own structure set file.[14]

The mod also groups biomes with tags. Dark forest, cherry grove, crimson forest and mangrove swamp each have a tag of their own, and the cherry, crimson and mangrove ones are filed under a primary wood type.[15][16][17][18]

Tip: The mod says every aspect of it can be customized with datapacks, and that it can be installed server-side only.[1]

Spawners in dungeons

Dungeon spawners are handled by a spawner randomizing processor. It gives a spawner a list of weighted entities to pick from, plus its timing and range values. The cathedral mixes skeletons (weight 5) and zombies (weight 3). The ocean tower mixes drowned (weight 6) and guardians (weight 8). Both use a minimum spawn delay of 200, a maximum spawn delay of 800, a spawn count of 4, a maximum of 6 nearby entities, a required player range of 16 and a spawn range of 4.[19][20]

The jungle mineshaft spawner picks between a zombie and a bogged, each with weight 1. Its file lists no timing or range values.[21]

There are also single-mob spawner presets for cave spider, pillager, skeleton, stray and zombie. Each one has weight 1 and the same values as above: delays of 200 to 800, spawn count 4, up to 6 nearby entities, player range 16 and spawn range 4.[22][23][24][25][26]

Block swaps at generation

Several structures use processor lists that replace blocks as the structure is placed. Each swap has a probability between 0 and 1.[19][20][27][28][29][30]

  • Blue concrete always becomes water.[27]
  • Stone becomes Diamond Ore with probability 0.25.[28]
  • Tuff becomes raw iron blocks with probability 0.2 and iron blocks with probability 0.05.[29]
  • One tuff list swaps tuff for Diamond Ore (0.3), Emerald Ore (0.3) and Coal Ore (0.4).[30]
  • The cathedral turns crimson signs into air, blue wool into dirt, redstone blocks into stone (0.9) and lanterns into air (0.9).[19]
  • The ocean tower turns diamond blocks into prismarine with probability 0.7.[20]

How do you progress through MVS - Moog's Voyager Structures?

1 part

Same as in the All the Mods 10 8.2 guide

This mod has no tier ladder that the sources here can confirm. What they do show is structure loot, so this section covers what the chests give you rather than an upgrade path.[31][32][33]

What the chests give you

  • Abandoned loot: 1 to 5 rolls of cobweb (2 to 4), string (1 to 3), rotten flesh (2 to 6) and oak planks (0 to 2). A separate single roll gives an Emerald, gold nuggets (1 to 3) or iron nuggets (1 to 2).[31]
  • Cart loot: potatoes (1 to 3 rolls), baked potatoes (1 to 2 rolls), Emerald (1 to 3 rolls, plus 1 to 3 bonus rolls), leather (1 to 2 rolls) and oak planks (0 to 6 rolls).[32]
  • Cathedral base loot: 4 to 8 rolls from brown wool, oak planks, cobweb, candle, book and paper.[33]

All of this is basic material: food, building blocks, paper goods and the odd emerald or nugget. Treat these structures as places to scavenge a few extras while you explore.[31][32][33]

The mod also ships a dark forest biome tag, and it contains only the vanilla dark forest biome.[15]

Unverified Many of the mod's other loot tables, such as the cathedral common and rare tables and the floating islands table, are data files in the mod's jar that the sources here do not show. What those structures give you is unverified.

Which MVS - Moog's Voyager Structures config options matter?

3 parts

MVS - Moog's Voyager Structures keeps its settings in one file, config/moogs_structures.json. The good news is that the pack leaves it very plain: nothing is disabled, nothing is boosted and no vanilla structure is swapped out.[4]

Structure frequency

The file's own comment (_comment) explains the scale: a multiplier of 2.0 means about twice as many structures and 0.5 means about half as many. The effective rate is the universal multiplier times the per-mod multiplier times the per-structure multiplier.[4]

frequency.universal_multiplier is set to 1 in this pack, so the universal setting does not change how common any structure is.[4]

Tip: Changes to these settings apply on world reload and only affect newly generated chunks. Chunks you have already explored will not change.[4]

Presets that replace vanilla structures

Presets swap vanilla structures for Moogs ones. This pack has every preset switched off, so the vanilla versions stay as they are:[4]

Disabled structures and hidden buttons

disabled_structures is an empty list in this pack, so no structure is turned off through it. hidden_buttons is empty too.[4]

If you want to go deeper than this file, the mod's project page says every aspect of the mod can be customized using datapacks.[1]

What changed in MVS - Moog's Voyager Structures between versions?

1 part

FTB Evolution 2 1.1.0 ships MVS - Moog's Voyager Structures at version 5.1.3. The mod was already in the pack in 1.0.2 or earlier, so you may have met it before this release.[34]

MVS 5.1.3

The 5.1.3 changelog is all fixes. Here is what changed:[35]

  • Structures no longer cluster right around world spawn.[35]
  • Villagers now pick up food, so they can restock and breed.[35]
  • Chests and barrels roll fresh loot in every world instead of the same items each time.[35]
  • A few chests in the cathedral that always spawned empty now have loot.[35]

In practice, if you explore a new world in this pack, the structures should be spread out rather than piled up near spawn, and the loot should differ from world to world.[34][35]

Unverified The pack's own changelogs may mention this mod, but the sources here contain no pack changelog entries for it, so any pack-level changes to MVS are unverified. Only the mod's 5.1.3 changelog is shown above.

Sources

  1. MVS - Moog's Voyager Structures project page (modrinth) · official mod data
  2. All the Mods 10 8.1 mod list · pack file
  3. mvs names, screen text and descriptions (English lang file) · official mod data
  4. FTB Evolution 2 1.1.0 config: config/moogs_structures.json · pack file
  5. moogs_structures names, screen text and descriptions (English lang file) · official mod data
  6. mvs names, screen text and descriptions (English lang file) · official mod data
  7. data/mvs/worldgen/structure_set/acacia_log_pile.json (mvs's jar) · official mod data
  8. data/mvs/worldgen/structure_set/acacia_tree.json (mvs's jar) · official mod data
  9. data/mvs/worldgen/structure_set/azelea_house.json (mvs's jar) · official mod data
  10. data/mvs/worldgen/structure_set/barn.json (mvs's jar) · official mod data
  11. data/mvs/worldgen/structure_set/beach_bar.json (mvs's jar) · official mod data
  12. data/mvs/worldgen/structure_set/bee_dome.json (mvs's jar) · official mod data
  13. data/mvs/worldgen/structure_set/bench.json (mvs's jar) · official mod data
  14. moogs_structures names, screen text and descriptions (English lang file) · official mod data
  15. data/mvs/tags/worldgen/biome/is_dark_forest.json (mvs's jar) · official mod data
  16. data/mvs/tags/worldgen/biome/primary_wood_type/cherry.json (mvs's jar) · official mod data
  17. data/mvs/tags/worldgen/biome/primary_wood_type/crimson.json (mvs's jar) · official mod data
  18. data/mvs/tags/worldgen/biome/primary_wood_type/mangrove.json (mvs's jar) · official mod data
  19. data/mvs/worldgen/processor_list/cathedral.json (mvs's jar) · official mod data
  20. data/mvs/worldgen/processor_list/ocean_tower.json (mvs's jar) · official mod data
  21. data/mvs/worldgen/processor_list/jungle_mineshaft_spawner.json (mvs's jar) · official mod data
  22. data/mvs/worldgen/processor_list/spawners/cave_spider.json (mvs's jar) · official mod data
  23. data/mvs/worldgen/processor_list/spawners/pillager.json (mvs's jar) · official mod data
  24. data/mvs/worldgen/processor_list/spawners/skeleton.json (mvs's jar) · official mod data
  25. data/mvs/worldgen/processor_list/spawners/stray.json (mvs's jar) · official mod data
  26. data/mvs/worldgen/processor_list/spawners/zombie.json (mvs's jar) · official mod data
  27. data/mvs/worldgen/processor_list/blue_to_water.json (mvs's jar) · official mod data
  28. data/mvs/worldgen/processor_list/stone_to_diamond.json (mvs's jar) · official mod data
  29. data/mvs/worldgen/processor_list/tuff_to_iron.json (mvs's jar) · official mod data
  30. data/mvs/worldgen/processor_list/tuff_to_ores.json (mvs's jar) · official mod data
  31. data/mvs/loot_table/abandoned.json (mvs's jar) · official mod data
  32. data/mvs/loot_table/cart.json (mvs's jar) · official mod data
  33. data/mvs/loot_table/cathedral_base.json (mvs's jar) · official mod data
  34. FTB Evolution 2 1.1.0 mod list · pack file
  35. MVS - Moog's Voyager Structures 5.1.3 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 13, 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
5.1.3MoogsVoyagerStructures-universal-1.21-5.1.3.jarFrom the published release
1.3.2
Oct 16, 2026
5.1.3MoogsVoyagerStructures-universal-1.21-5.1.3.jarFrom the published release
1.3.1
Oct 15, 2026
5.1.3MoogsVoyagerStructures-universal-1.21-5.1.3.jarFrom the published release
1.3.0
Oct 14, 2026
5.1.3MoogsVoyagerStructures-universal-1.21-5.1.3.jarFrom the published release
1.2.2
Oct 13, 2026
5.1.3MoogsVoyagerStructures-universal-1.21-5.1.3.jarFrom the published release
1.2.1
Oct 12, 2026
5.1.3MoogsVoyagerStructures-universal-1.21-5.1.3.jarFrom the published release
1.2.0
Oct 12, 2026
5.1.3MoogsVoyagerStructures-universal-1.21-5.1.3.jarFrom the published release
1.1.0
Oct 10, 2026
5.1.3MoogsVoyagerStructures-universal-1.21-5.1.3.jarFrom the published release
1.0.2
Oct 8, 2026
5.1.3MoogsVoyagerStructures-universal-1.21-5.1.3.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 mvs, moogs_structures, 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)

9 settings this pack ships for the mod. We don't have the mod's own defaults to compare them against yet.

See all 9 settings →

Show settings
SettingFTB Evolution 2 value
_comment
config/moogs_structures.json
Presets replace vanilla structures with Moogs ones. Frequency multipliers say how common structures are: 2.0 means about twice as many, 0.5 about half as many; effective = universal x per_mod x per_structure. Changes apply on world reload and only affect newly generated chunks.
disabled_structures
config/moogs_structures.json
[]
frequency.universal_multiplier
config/moogs_structures.json
1
hidden_buttons
config/moogs_structures.json
[]
presets.mns.replace_nether_fortress
config/moogs_structures.json
false
presets.mtr.replace_desert_temple
config/moogs_structures.json
false

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