Every Structure in Minecraft and What Is Inside
Every generated structure in Minecraft — which dimension it is in, how to find it, and the loot inside, from villages to ancient cities and End ships.
Eighteen structure types are worth crossing a world for, spread across the three dimensions, and nearly every one holds something you cannot get anywhere else — a heavy core, an elytra, a Swift Sneak book, a netherite template. Small generated features like dungeons, desert wells, fossils and ocean ruins are not on this list; these are the trips worth planning. Here is the whole list: dimension, how to find it, and the loot worth the trip. Java Edition, current version.
How to find any structure
- Explorer maps. A journeyman cartographer can sell an Ocean Monument Map (13 emeralds and a compass) or a Buried Trial Chambers Map (12 and a compass), two of its three possible trades. A master sells the Woodland Mansion Map for 14 emeralds and a compass. Since 26.3 each is its own item, renamed from the Ocean, Trial and Woodland Explorer Map.
- Abandoned camp maps. A camp's hidden chest (below) always holds an explorer map, including four kinds no villager sells: ancient city, mineshaft, desert pyramid and warm ocean ruins.
- Buried treasure maps come out of shipwreck map chests and some ocean ruin chests.
- Eyes of Ender for strongholds. No map leads to one.
- The seed map. Enter your seed on our seed map and it shows where the game tries to place most structures. It doesn't check biomes yet, so confirm the biome before a long trip.
Overworld surface
Villages
Plains, desert, savanna, taiga and snowy biomes, out in the open. Most profession buildings carry a themed chest, and the ones you want are the toolsmith and weaponsmith: iron ingots, iron tools and gear, and a small chance at diamonds. The rest is a supply depot — beds, hay bales, crops, bells, workstations. A small fraction generate as zombie villages: cobwebs, no doors, zombie villagers inside, all curable for permanent trade discounts.
Pillager outposts
A dark oak watchtower in village biomes and the mountains, patrolled by crossbow pillagers, some of them captains carrying the ominous banner.
- Loot — one chest at the top of the tower: crossbows, arrows, iron ingots, wheat, potatoes, dark oak logs, tripwire hooks, sometimes the Sentry armour trim template. The tents, cages and target around the base are decoration, not containers.
- The real reward — killing a captain drops an Ominous Bottle of a random level from I to V. Drink it for Bad Omen, walk into a village, and 30 seconds later a raid starts.
- Cages beside the tower sometimes hold an iron golem or allays. Outposts and mansions are the only places allays appear.
Ruined portals
These generate in both the Overworld and the Nether: a broken frame of obsidian and crying obsidian, with netherrack, gold blocks and usually lava. Every one comes with a chest holding gold nuggets, golden apples, enchanted golden tools and armour, obsidian, flint and steel, often a lodestone and, rarely, a bell. That is most of a working portal already, but only plain obsidian counts as frame — crying obsidian does not — so swap out the crying blocks, fill the gaps with obsidian and light it where it stands.
Shipwrecks
Oceans and beaches, upright, listing or half-buried in sand. Up to three chests survive, and a badly broken hull can be missing one or two of them:
- Map chest — a buried treasure map, plus compasses, clocks, paper and empty maps.
- Supply chest — food, wheat, coal, paper and other stores.
- Treasure chest — iron and gold ingots, emeralds, lapis, occasionally diamonds.
Follow the map to the X and dig at that exact block. Every buried treasure chest contains a heart of the sea, the core of a conduit, plus ingots, emeralds, TNT and prismarine crystals.
Desert pyramids
Sandstone with orange terracotta patterns on its two front towers. The chamber is under the centre: a blue-and-orange terracotta pattern set into the floor, a stone pressure plate at the bottom of the shaft below the blue block, and nine TNT underneath that. Break one of the orange blocks diagonal to the blue centre and you drop in beside the plate, not onto it (a 12-block fall, so bring water), then break the plate before touching anything else.
Four chests line the walls: diamonds, iron and gold ingots, emeralds, enchanted books, golden apples, horse armour from copper to diamond, and sometimes the Dune armour trim template. Suspicious sand generates here too — brush it for the Archer, Miner, Prize and Skull pottery sherds.
Jungle temples
Mossy cobblestone, three storeys, swallowed by foliage. Both chests are on the bottom floor. The first sits past two tripwires, each wired to an arrow dispenser: cut the string with shears and it never fires, then mine the dispensers out. The second sits behind a three-lever piston puzzle — do not guess combinations, mine through the wall beside the levers. Loot is close to the desert pyramid's — diamonds, ingots, emeralds, horse armour, an enchanted book — plus bamboo and the Wild armour trim template.
Igloos
Snowy plains, snowy taiga and snowy slopes: a snow dome with a bed, furnace, crafting table and redstone torch on a carpet floor. Roughly half of all igloos hide a basement. Pull up the carpet in the middle of the floor, and if there is a trapdoor under it, take the ladder down, and you find two cells holding a villager and a zombie villager, a brewing stand with a splash Potion of Weakness, and a chest with a golden apple — the complete cure kit, pre-packaged. Splash, feed the apple, wait, and you own a villager who trades at huge discounts.
Woodland mansions
Dark forests and pale gardens only, and both are uncommon, so a mansion can sit tens of thousands of blocks from spawn. Buy the map; searching is not a plan.
Inside are vindicators and evokers, and every evoker drops a Totem of Undying. Chests through the rooms hold enchanted books, diamond chestplates and hoes, iron, gold, redstone, the odd enchanted golden apple and, in half of them, the Vex armour trim template, and several rooms are sealed with no entrance at all — spot the gaps in the floor plan and mine in. Full walkthrough in the woodland mansion guide.
Trail ruins
Almost entirely buried, in taiga variants, old-growth birch forests and jungles, usually with only a scrap of mud brick breaking the surface. Dig the footprint out to expose suspicious gravel, then brush it with a brush (feather, copper ingot and stick in a column). Most gravel gives dyes, candles, stained glass panes, bricks and clay. Some uses a rarer table, and that is the point of the structure: the Wayfinder, Raiser, Shaper and Host armour trim templates, which generate nowhere else, a set of pottery sherds you cannot dig up anywhere else either, and the music disc Relic.
Abandoned camps
New in 26.3, and only in chunks generated since: a white wool tent and an unlit campfire, in 18 biomes, mostly forests and taigas. The common chests hold copper gear and always a map to another camp. The prize is a hidden oxidized copper chest near the campfire, in about two camps in five: it can hold a diamond and always holds an explorer map. Where to dig is in the abandoned camps guide.
Overworld underground
Mineshafts
Wooden corridors, rails, cobwebs and chest minecarts, generating throughout the underground. Badlands mineshafts are the exception — they sit far higher and often break out into open terrain.
Chest minecarts hold iron and gold ingots, redstone, lapis, coal, every kind of rail, name tags, golden apples, occasional diamonds and, very rarely, an enchanted golden apple. The webbed rooms hide cave spider spawners; cave spiders fit through gaps a normal mob cannot and they poison you, so wall the spawner off first and carry milk.
Strongholds
Deep underground. A Java world generates 128 of them in rings around the world's centre, so the nearest is usually a couple of thousand blocks out rather than next door. Throw an Eye of Ender, note its direction, walk several hundred blocks perpendicular, throw again, and head for the intersection — full method in how to find a stronghold.
Inside: libraries with mineable bookshelves and chests of enchanted books, paper and maps; corridor chests with ingots, ender pearls, redstone, an iron pickaxe and sometimes diamonds; and the End Portal room with its silverfish spawner. Each of the twelve frames has only about a one-in-ten chance of already holding an eye, so bring twelve and expect to place most of them.
Ancient cities
The Deep Dark biome, far below y=0, most often under mountainous terrain. Sculk covers everything, and the fourth shriek from a sculk shrieker summons the Warden. Walk on wool to kill the vibrations, sneak constantly, and never fight what turns up — read the Warden guide first. The chests justify the risk:
- Swift Sneak books, which exist nowhere else in the game.
- Echo shards — eight plus a compass make a Recovery Compass, and again, nowhere else.
- Disc Fragment 5; nine craft the music disc 5. Otherside generates here too.
- Enchanted golden apples, enchanted diamond leggings and hoes, diamond horse armour and Regeneration II potions.
The reinforced deepslate frame in the centre does nothing. It is scenery.
Trial chambers
Copper and tuff complexes down in the deepslate layer, under most Overworld biomes. Trial spawners produce waves scaled to how many players are nearby, then eject rewards and go on cooldown — a chamber is farmable, not a one-time raid. Vaults open with Trial Keys and pay out once per player, so bring friends. Drink an Ominous Bottle and let a spawner see you for the ominous version: harder waves that can drop Ominous Trial Keys. Those open the chamber's Ominous Vaults, separate vaults placed when it generated and the only source of the Heavy Core that combines with a breeze rod to craft the Mace. Room-by-room detail in trial chambers explained.
Oceans
Ocean monuments
Deep ocean biomes, prismarine, lit by sea lanterns. Guardians shoot lasers, and three elder guardians hit every player within 50 blocks with Mining Fatigue III, walls or not — milk clears it, but they reapply it every minute until all three are dead.
There are no chests here. The treasure is structural: eight blocks of gold sealed inside dark prismarine in the treasure chamber, sponge rooms full of wet sponges, and a mountain of prismarine and sea lanterns. Every elder guardian you kill also drops a wet sponge.
The Nether
Nether fortresses
Dark netherbrick corridors and bridges, in any Nether biome, often spanning open lava. Three reasons to go:
- Blazes, from spawners and natural spawns inside the fortress — the only source of blaze rods, and therefore of the blaze powder needed for brewing and Eyes of Ender.
- Wither skeletons, which spawn anywhere inside the fortress boundary, corridors and bridges alike. Three skulls plus four soul sand summon the Wither.
- Nether wart in the soul sand stairwell gardens. Take the wart and the soul sand.
Chests hold diamonds, gold and iron ingots, golden swords and chestplates, obsidian, flint and steel, nether wart, saddles, and horse armour from copper to diamond.
Bastion remnants
Blackstone fortresses in four layouts: bridge, hoglin stables, housing units and treasure room. Wearing any piece of gold armour stops ordinary piglins attacking on sight, but opening a chest, breaking gold or mining gilded blackstone in view of them turns the bastion hostile anyway. Piglin brutes never care about gold and hit brutally hard.
- Netherite Upgrade smithing templates generate here and only here. One template plus seven diamonds and a block of netherrack duplicates it into two.
- Ancient debris in chests, and occasionally a netherite ingot in a treasure room.
- Blocks of gold, enchanted golden apples, crossbows, spectral arrows.
- Gilded blackstone in the walls, which drops gold nuggets and responds to Fortune.
The End
End cities
Out on the outer islands, past the void gap around the central island. Once the dragon is dead an End Gateway appears; throw an ender pearl into it and you land roughly a thousand blocks out, in end city country.
Purpur towers full of shulkers that teleport and inflict Levitation; shells drop about half the time, and Looting improves that. Chests hold diamonds, emeralds, ingots, saddles, horse armour, and enchanted diamond and iron gear that often beats your own table's output. The End Ship beside some cities is the jackpot: two chests, a dragon head on the bow, and an Elytra in an item frame. Shells plus chests become shulker boxes — see shulker boxes and end cities.
Three mistakes that cost people their loot
- 1.Breaking suspicious sand or gravel instead of brushing it. The item dies with the block. Both obey gravity too, so digging out the support drops the block, which breaks when it lands, and the loot is gone before you notice.
- 2.Standing on the desert pyramid pressure plate. Nine TNT removes you, the four chests and everything in them. Drop in beside the plate and disarm it first.
- 3.Letting sculk shriekers fire four times. Warning level follows the player rather than the room and drops by only one level every ten minutes, so three careless steps at the entrance plus one deep inside spawn the Warden at the worst moment.