Despite being removed from the downloadable database in the latest Minetest (5.5+ as I write this), it works just fine if combined with all needed dependencies and installed in the mods folder manually (in a mg_villages folder)
handle_schematics and cottages are required for full function of this mod without errors.
However, keep the following in mind.
This introduces villages with ownership, meaning you cannot try to rip down houses or anything else unless you purchase the area in question, which usually costs gold or other valuable bricks/ores.
If you have the Traders mod, you can trade for various good with villages, who are usually static and lie in various beds. Some glitch out and lie on stairs or on roofs from time to time.
Anything in treasure chests is fair game to take, and depending on the mods you have, their contents can vary greatly.
You cannot build or destroy anything within the radius of a village designated area, the game will inform you of these, unless you have ownership of the area in question.
Overall, this mod does exactly what it advertises and synergizes well with many other mods, but keep the above in mind.
This mod adds some basic villages mostly using default blocks around the world, usually letting you spawn in one. They tend to be simple looking, with a collection of various houses and having a generic wood and stone look with some glass windows here and there, with the generic church being the most fancy setpiece. You can also find some basic crops to harvest, some treasure with good to get you started, and a few places to sleep and craft things, like the furnaces at the blacksmith.
This mod still works out of the box on Minetest 5.0+, and if combined with mg_villages, you get much more detailed villages which have people and other things, depending on the additional mods you get to complement it.
Stick with this if you want some basic villages to raid for resources and use as a home base without worrying about anyone else in singleplayer. Also good for those servers where you want to make it feel like an apocalyptic scenario killed everyone and all that is left is the villages they built.
Tree harvesting can be very boring, this speeds it up quite a bit by chopping down all the wood you'd get manually and subtracting the uses it would take if you did it the hard way from your axe.
It does not harvest anything other than the wood, fruit and leaf droppables will drop to the ground instead of being auto harvested, which may be annoying. This does work rather well with the "woodcutting mod" if you want the best aspects of harvesting all tree drops without missing anything as well.
Ethereal is the go to mod for spicing up your game biome game. If you want a mod that makes your world feel like a diverse planet, this is an excellent option. You got lots of variety in biomes, a lot of new items, and it goes very well with the V7 mapgen.
That said, bear in mind the following: You may want to edit which biomes show up in it's mod options menu, some I find tedious and boring. Also, some biomes tend to be far more common than others and if you need resources from certain biomes, you are kinda stuck doing a LOT of exploring to find them. Finally, it does add a lot of ground clutter that may not be for all players who aren't crazy about tons of underbrush.
I like the idea of making certain things easier to make in survival mode. Wool is a pain to get if you have trouble hunting down cotton or really need it and find hunting down cotton seeds and growing them really tedious.
My Easycraft mod forks and extends this concept to other items, and I want to thank Tim7 for originating the idea.