So are there any coders willing to help us with this? Especially any familiar with the Technic Launcher?
Try and:
Make each biome a 60% chance of being "city" and 40% of being "Park"; Park is a normal biome, city is a villiage on top of the regular biome.
Villages have had all their buildings replaced with large multistory buildings with lots and lots of windows, probably multiple doors.
Spaces between buildings in villages have pavement or slabs (roads or sidewalks).
The things villagers will trade for are widely more varried, but they're more stingy (requiring more trade goods to give an emerald and giving less for and emerald)
As well as regular villagers, there will be a second variety of villager mob called an Anti-Hobo Villager, which is technically a Hostile mob; passive and behaves like a villager, until you right click them to try to trade, but then they attack you when you do. Because they don't tollerate begging. Anyways, it means tradable villagers will be few and far between, because they count as villagers and there are more of them.
There are some "hobo" monsters that resemble players, but instead of noses like villagers they have fuzzy coat trims, which are always hostile. There are "Urchins" which are even smaller but have the same size head (A hobo has a 15% chance of spawning as an Urchin). Urchins will grow into hobos if they don't despawn in 3 day/night cycles.
Feeding rotten meat or other foods to hobos or urchins might tame them, with a 4% chance. Tamed hobos and urchins will follow you and attack other non-passive mobs, pick up items, and you can right click them to access their 8 block inventory. Untamed hobos will attack other hobos or villagers, as well as other mobs.
Some hobos will be "Elite" and cannot be tamed. Elite hobos will tame other hobos; hobos will remember who tamed them and remain hostile to others (such as you). Urchins can be Elite too. This can result in all out wars between hobos when two elite hobos with hobo armies meet.
Tamed Hobos also have a hunger stat, which will slowly degrade, and they can consume food from their inventory (even rotting meat). When they run out of hunger they'll turn back to untamed.
Iron Golems still exist, but are not spawned by villages (which there will be 1 world spanning village (due to overlap) or up to 6 slightly smaller ones); while Iron Golems can be produced by other means, villages spawn "Fuzz" now, which are mobs that resemble villagers with blue uniforms, fancy hats, and swords. Fuzz will attack hobos, urchins, zombies, or anyone/anything who attacks a Fuzz, Villager, or Anti-Hobo Villager.
It can interface with the most popular Mob Damage Indicator mod's APIs to display the health AND hunger of Hobo and Urchin mobs.
Just like with their Villager version, there can be a Hobo version for a zombie (Zombie with a ragged coat trim). And because there are miniature Hobos (Urchins), then there are miniature hobo zombies.
Hobos (And Urchins, and the tamed versions) when killed have a 10% chance of dropping rotten meat, 2 5% chances of dropping an apple (0.25% of two apples), a 1% chance each of dropping raw mutton, raw pork, raw beef, or raw chicken, a 20% chance of dropping a loaf of bread, a 5% chance of dropping a wooden sword, a 10% chance of dropping a wooden axe, and a 0.5% chance of dropping an emerald.
Fuzz when killed have a 40% chance of dropping a damaged iron tool (sword, axe, pickaxe, or shovel) with 10-50% durability, have 4 10% chances of dropping iron ingots, 3 5% chances of dropping stacks of 2 sticks, and 2 1% chances of dropping an emerald.
Anti-Hobo Villagers when killed have the same drops as villagers.
Zombie Hobos (And urchins) have the same drops as zombies.
Buildings in the mod will have glass blocks between the buildings (with a algorithm to connect them in a logical manner) with redstone dust on them, and redstone repeaters in the buildings; the purpose of these paths is to create a network of energy that lights up the glowstone lanterns in the buildings. Some buildings have sources for the redstone signals.
There are special carpets (non-craftable) inside all the buildings; when you stand on them, then any Anti-Hobo villagers will attack without being right clicked, as will nearby Fuzz.
Villagers have had their combat skills buffed to fend off zombies a little better; they can still be converted easily, though, so if a zombie outbreak begins it will be very difficult to stop.