This article is about natural buildings and other structures. For terrain features, see Terrain features. For the block, see Structure Block. For the definition of structures in data packs, see Structure definition.
A mineshaft generating across a large cave.
This page lists structures (also known as generated structures or structure features) in Minecraft. A structure is defined as what is disabled when the "Generate structures" world creation option is turned off. Features, such as monster rooms and desert wells, do still generate with this option turned off; however, they are listed on this page in § Structure-like features due to them having the appearance of an artificial structure as opposed to a natural formation.
Long corridors made of deepslate and wool, connecting to a central building with a frame like structure made of reinforced deepslate. The central structure resembles a warden. Small ruins can be found scattered around the ancient city containing loot chests inside. Since this structure generates in the deep dark biome, it contains many sculk sensors, shriekers, and catalysts.
Maze-like stone bricks structures containing many rooms, including one with a usually unactivated end portal. In Java Edition, they have a specific, fixed way of generating, and a maximum of 128 can generate in a single world.
A group of ruined buildings meant to resemble small, ancient settlements. The entire structure is buried underground except for the tip of the tower, which is exposed to the surface. The structure can contain suspicious gravel.
A large underground structure made of copper and tuff-related blocks, featuring trial spawners and vaults. It is the only place where the breeze is found. This is also the only area besides swamps in which bogged can spawn.
Large sandstone buildings containing four chests with loot in an underground room hidden beneath terracotta. The chests are trapped with TNT that detonates when a stone pressure plate in the center is stepped on, destroying the chests and their contents. Also contains suspicious sand in a buried side room. Sometimes called Desert Temple.
Snow buildings that may have a basement hidden under a carpet. The igloo itself contains little of value, but the basement has a villager and a zombie villager held captive behind iron bars. A sign near them asks to cure the zombie villager. To cure the zombie villager, use the splash potion of weakness found on the brewing stand together with the golden apple in the loot chest. After weakening and feeding the zombie villager, it displays golden particle effects and eventually converts to a regular villager.
Overgrown cobblestone structures containing two loot chests, with one trapped with two dispensers firing arrows by redstone and the other hidden behind a lever puzzle. Setting the correct combination for the lever puzzle moves a block on the main floor, revealing a hidden cavity and the chest.
An assortment of structures spawning pillagers. The main feature of interest is the watchtower: a tall structure built with wood and cobblestone that generates a loot chest on the top. Located around the watchtower are up to four small structures, including tents, target scarecrows, and wooden cages sometimes containing an iron golem or a couple of allays.
Also known as witch huts. They are small wooden buildings on top of log stilts containing a cauldron and crafting table. Each Swamp Hut spawns witches. Upon their generation, one black cat and one witch occupy the structure's area and the mobs do not despawn naturally. The huts can be used to create a witch farm, as replacement witches spawn automatically.
A town full of houses and job sites inhabited by villagers with random professions and up to two iron golems defending the village. They are constructed with a wide variety of materials, depending on the biome that they generate in. Although village buildings do not have variants for jungle and swamp biomes, villagers wear different outfits when spawning in said biomes.
Also known as a "Zombie Village". A variant of the regular village, however it is run down. Houses no longer have torches, some blocks are broken and replaced with cobwebs, all glass panes are replaced with brown stained glass panes and all the villagers are zombified. No iron golems spawn, however, cats still spawn with generation of the structure.
Massive, systematically-generated buildings constructed with dark oak and a cobblestone foundation. They contain many rooms (some hidden) and loot chests in their three floors, and are inhabited by vindicators and evokers that do not naturally despawn or respawn when defeated. Allays can sometimes be found in prison cells.
An incomplete nether portal constructed with various types of stone or blackstone materials when generating in the Overworld or the Nether respectively. They can generate in varying sizes and positions. A netherrack platform underneath, as well as a loot chest and a few gold blocks, often generates.
Massive prismarine temples inhabited by guardians, as well as three elder guardians in fixed positions. Wet sponges, along with eight blocks of gold as treasure, also generate naturally here. The interior structure is randomly generated, resembling a maze of sorts.
Enormous, castle-like blackstone structures housing piglins and piglin brutes. They can generate in various forms (bridges, housing units, hoglin stables, and treasure rooms) and chest loot varies from one form to the next.
An incomplete nether portal constructed with various types of stone or blackstone materials when generating in the Overworld or the Nether respectively. They can generate in varying sizes and positions. A netherrack platform underneath, as well as a loot chest and a few gold blocks, often generates.
These worldgen features have similarities to structures but they are not true structures. Instead, they are coded and generated the same way as trees or ores. This is why they generate even when the "Generate structures" world option is disabled, and also cannot be located with the /locate command.
Small sandstone feature holding water in their center cavity. They do not generate gold or treasure as part of their generation but the water can be used as an infinite water source. Contains suspicious sand blocks that can be brushed.
Large, hollow spherical rocks composed of outer layers of smooth basalt and calcite with an inner layer of amethyst blocks. This is the only place where budding amethyst and amethyst blocks can be found. They come in many sizes, including open geodes and entirely encased geodes.
A platform made of stone with a cobblestone block in the center. They can spawn only in superflat worlds with "The Void" preset selected. Only available in Java Edition.
A giant pyramid that had no interior and was made solely out of bricks. The official name for this structure is unknown. Was removed in Java Edition Infdev 20100327.
A tall, 1×1 glass pillar that stretched from the end portal room in the stronghold all the way to the build limit. According to Jeb, it was a debug feature that he forgot to remove. It was removed in the version Java Edition Beta 1.9 Prerelease 4.
It used to serve as the spawn location for the player during the Indev phase. The first edition of this house was made of mossy cobblestone, but later it was changed to wooden planks. It also included two chests with various items, which was later removed.
These were chunk-sized patches of terrain that would generate up to the height limit. They were never intended to be in the game as they were just a "glitch". Monoliths were patched in the version Alpha v1.2.0 Preview.
It's a player-built structure that would turn into the "Nether Spire", and would give the player access to unobtainable items. The reason for its addition is because the Nether did not exist in Pocket Edition back then. It was then removed after the addition of the Nether in Pocket Edition.
It was a tall and round structure that spawned over the nether reactor. It was made out of obsidian, which was later changed to netherrack. It would spawn various zombie pigmen and items from the Nether. Its purpose was to enable the players on Pocket Edition to obtain certain items, since the Nether was not implemented yet.
Anywhere, since it stretched toward every direction.
A 2 block tall obsidian wall that was present during some versions of the Infdev phase. It started in the middle of the world, and stretched toward north, south, west and east. This structure doesn't have an official name.
Structures are generated for a given chunk after the terrain has been formed. The chunk format includes a tag called TerrainPopulated that indicates whether structures whose "point of origin" is in that chunk have been generated. If it is false or missing, it generates again. Structure generation is based on what is already in the chunk, so (for example) flagging a chunk that has already been populated for repopulation approximately doubles the amount of ore in it. When structures are generated, they can spill over into neighboring chunks that have been previously generated.
The following table lists configured structure features' IDs in Java Edition and structure features' IDs in Bedrock Edition. These IDs can be used in /locate command.