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== Generation ==
== Generation ==
{{About|the generation mechanics|locating strongholds|Eye of Ender#Locating strongholds}}
{{About|the generation mechanics|locating strongholds|Eye of Ender#Locating strongholds}}
[[File:EndPortalRoom.png|thumb|right|The [[end portal]] room.]]
[[File:EndPortalRoom.png|thumb|right|The [[end portal]] room]]


Strongholds generate at any Y level, mostly underground, and prefer to generate in [[biome]]s above sea level, but generate underwater if necessary. Strongholds may generate at [[bedrock]] level, cutting the bedrock.
Strongholds generate at any Y level, mostly underground, and prefer to generate in [[biome]]s above sea level, but generate underwater if necessary. Strongholds may generate at [[bedrock]] level, cutting the bedrock.
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=== ''Java Edition'' ===
=== ''Java Edition'' ===
[[File:Strongholds 1.9.png|thumb|right|400px|Stronghold layout through the world {{in|Java}}.]]
[[File:Strongholds 1.9.png|thumb|right|400px|Stronghold layout through the world {{in|Java}}]]
{{IN|je}}, all strongholds are located at random coordinates within rings in all biomes, where each ring is a certain radius from the center of the world (X=0, Z=0). <!--Strongholds also may extend further in or out of that area.--is this referring to being a few blocks out because of the generation?--> For a given ring, the strongholds are generated at roughly equal angles from the center point of the world (for instance, each stronghold in a ring of 3 is in the region of 120 degrees from the others, measured from the origin). The game does not generate a stronghold partially above ground; any portion above the sea level is replaced with [[air]], leaving a cutaway. If a stronghold generates in an [[ocean]], which occurs rarely, it typically generates with terrain covered above it.
{{IN|je}}, all strongholds are located at random coordinates within rings in all biomes, where each ring is a certain radius from the center of the world (X=0, Z=0). <!--Strongholds also may extend further in or out of that area.--is this referring to being a few blocks out because of the generation?--> For a given ring, the strongholds are generated at roughly equal angles from the center point of the world (for instance, each stronghold in a ring of 3 is in the region of 120 degrees from the others, measured from the origin). The game does not generate a stronghold partially above ground; any portion above the sea level is replaced with [[air]], leaving a cutaway. If a stronghold generates in an [[ocean]], which occurs rarely, it typically generates with terrain covered above it.


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=== Libraries ===
=== Libraries ===
[[File:Stronghold Library.png|200px|thumb|right|A library inside a stronghold.]]
[[File:Stronghold Library.png|200px|thumb|right|A library inside a stronghold]]
Libraries occur in two sizes: small single-level libraries and larger duplex libraries. All libraries contain [[Bookshelf|bookshelves]], oak [[planks]], and one (single level) or two (duplex) [[chest]]s, with [[cobweb]]s dispersed randomly.
Libraries occur in two sizes: small single-level libraries and larger duplex libraries. All libraries contain [[Bookshelf|bookshelves]], oak [[planks]], and one (single level) or two (duplex) [[chest]]s, with [[cobweb]]s dispersed randomly.


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}}
}}
<gallery>
<gallery>
Unnamed Brick Blocks.png|The first image of a stronghold that [[Jeb]] posted.
Unnamed Brick Blocks.png|The first image of a stronghold that [[Jeb]] posted
Ruins1.png|The first image of a stronghold that [[Notch]] posted.
Ruins1.png|The first image of a stronghold that [[Notch]] posted
Beta 1.9 pre3 stronghold.png|Stronghold markers in [[Beta 1.9 Prerelease 3]].
Beta 1.9 pre3 stronghold.png|Stronghold markers in [[Beta 1.9 Prerelease 3]]
Strongholdgeneration.png|A stronghold generated on Superflat using Customization GUI in 12w40a and 12w40b.
Strongholdgeneration.png|A stronghold generated on Superflat using Customization GUI in 12w40a and 12w40b.
StrongholdUncovered1.png|The side view of an uncovered stronghold.
StrongholdUncovered1.png|The side view of an uncovered stronghold
StrongholdUncovered2.png|Overhead view of an uncovered stronghold.
StrongholdUncovered2.png|Overhead view of an uncovered stronghold
StrongholdUncovered3.png|Top view of an uncovered stronghold.
StrongholdUncovered3.png|Top view of an uncovered stronghold
</gallery>
</gallery>


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=== Screenshots ===
=== Screenshots ===
<gallery>
<gallery>
File:Iron Door in Stronghold.png|An iron door in a stronghold.
File:Iron Door in Stronghold.png|An iron door in a stronghold
File:Stone Bricks in Stronghold.png|Many stone bricks in a stronghold with an [[iron door]] on it.
File:Stone Bricks in Stronghold.png|Many stone bricks in a stronghold with an [[iron door]] on it
File:Stronghold1.png|A stronghold with a fountain.
File:Stronghold1.png|A stronghold with a fountain
File:PillarRoom.png|A stone pillar generated in a large room.
File:PillarRoom.png|A stone pillar generated in a large room.
File:Library In Stronghold.png|A small library.
File:Library In Stronghold.png|A small library
File:Large Stronghold Library.png|A large library.
File:Large Stronghold Library.png|A large library
File:Stronghold Chest.png|A chest in a stronghold chamber.
File:Stronghold Chest.png|A chest in a stronghold chamber
File:Stronghold Torch Glitch.png|A floating torch in a pillar room, from a rendering glitch.
File:Stronghold Torch Glitch.png|A floating torch in a pillar room, from a rendering glitch
File:Floating torch in a library.png|A floating torch in a library.
File:Floating torch in a library.png|A floating torch in a library
File:Incomplete End Portal.png|The [[end portal]] room, with an inactive end portal.
File:Incomplete End Portal.png|The [[end portal]] room, with an inactive end portal
File:End Portal Spawner.png|Finished end portal.
File:End Portal Spawner.png|Finished end portal
File:Ladder in Stronghold.png|A ladder in a stronghold library, which gives a player access to a second floor.
File:Ladder in Stronghold.png|A ladder in a stronghold library, which gives a player access to a second floor
File:End Portal without Silverfish Spawner.png|An end portal with a silverfish spawner.
File:End Portal without Silverfish Spawner.png|An end portal with a silverfish spawner
File:Active portal.png|This portal is already activated upon world generation. (That is a 1/1,000,000,000,000 chance)
File:Active portal.png|This portal is already activated upon world generation. (1/10^12 chance)
File:Silverfish Near Fountain.png|Four [[silverfish]] chasing the player in a stronghold.
File:Silverfish Near Fountain.png|Four [[silverfish]] chasing the player in a stronghold
File:Mushrooms In Cell.png|Mushrooms growing in a cell made of iron bars.
File:Mushrooms In Cell.png|Mushrooms growing in a cell made of iron bars
File:FloatingLadders.png|A glitch where the ladders of a stronghold can appear floating.
File:FloatingLadders.png|A glitch where the ladders of a stronghold can appear floating
File:Stronghold Portal Room Screenshot.png|The portal room.
File:Stronghold Portal Room Screenshot.png|The portal room
File:Preset stronghold below.png|A stronghold under a [[village]].
File:Preset stronghold below.png|A stronghold under a [[village]]
</gallery>
</gallery>


=== Unique generation ===
=== Unique generation ===
<gallery>
<gallery>
Over.png|An underground view of the top of a stronghold.
Over.png|An underground view of the top of a stronghold
Stronghold at surface.png|An end portal room generated partially above sea level, noted by the windows.
Stronghold at surface.png|An end portal room generated partially above sea level, noted by the windows
Surface stronghold console.png|A stronghold generating on the surface in {{el|xbox 360}}.
Surface stronghold console.png|A stronghold generating on the surface in {{el|xbox 360}}
Tiny Underwater Stronghold.png|An underwater end portal room with no other rooms.
Tiny Underwater Stronghold.png|An underwater end portal room with no other rooms
Under.png|An underground view of the bottom of a stronghold.
Under.png|An underground view of the bottom of a stronghold
Canyon intersecting a stronghold.png|Ravine with multiple ores, water and lava falls, and a stronghold bridge over it.
Canyon intersecting a stronghold.png|Ravine with multiple ores, water and lava falls, and a stronghold bridge over it
3 structures together.png|A desert pyramid, mineshaft, and stronghold generated together.
3 structures together.png|A desert pyramid, mineshaft, and stronghold generated together
Monster room in stronghold.png|A zombie [[monster room]]. Though not technically part of the stronghold, monster rooms can generate in strongholds.
Monster room in stronghold.png|A zombie [[monster room]] overriding a stronghold's generation
Monster room in a stronghold corridor.png|A monster room intersecting a stronghold.
Monster room in a stronghold corridor.png|A monster room intersecting a stronghold
Ravine2.png|A canyon cutting through a stronghold.
Ravine2.png|A canyon cutting through a stronghold
Stronghold Mineshaft.png|A stronghold intersecting with a mineshaft.
Stronghold Mineshaft.png|A stronghold intersecting with a mineshaft
Lava Ravine Stronghold.png|A floating library generated in a canyon over a lava lake.
Lava Ravine Stronghold.png|A floating library generated in a canyon over a lava lake
RavineStronghold.png|Another stronghold cut by a canyon.
RavineStronghold.png|A stronghold cut by a canyon
Library Mine.png|A [[mineshaft]] generated inside a stronghold library.
Library Mine.png|A [[mineshaft]] generated inside a stronghold library
Monster room betwixt two libraries.jpg|A monster room intersecting a stronghold and library room.
Monster room betwixt two libraries.jpg|A monster room intersecting a stronghold and library room
Stronghold-mineshaft.png|A stronghold and a mineshaft intersection.
Stronghold-mineshaft.png|A stronghold and a mineshaft intersection
3inone.png|A monster room, stronghold, and a mineshaft in one area.
3inone.png|A monster room, stronghold, and a mineshaft in one area
Stronghold floating doors.png|A stronghold and a cave system. This causes the doors to float.
Stronghold floating doors.png|A stronghold and a cave system
Monster room in a stronghold.png|A [[skeleton]] monster room that generated in a stronghold.
Monster room in a stronghold.png|A [[skeleton]] monster room that generated in a stronghold
Monster room in stronghold library.png|A monster room generated in a library.
Monster room in stronghold library.png|A monster room generated in a library
EndPortalIncomplete.png|An end portal room intersected by a mineshaft.
EndPortalIncomplete.png|An end portal room intersected by a mineshaft
Floorless Stronghold Library.png|A stronghold library above a cave.
Floorless Stronghold Library.png|A stronghold library above a cave
Underwater Exposed Stronghold.png|A stronghold exposed underwater.
Underwater Exposed Stronghold.png|A stronghold exposed underwater
Stronghold Cave Spider Spawner.png|A stronghold intersecting the monster spawner corridor in a mineshaft.
Stronghold Cave Spider Spawner.png|A stronghold intersecting the monster spawner corridor in a mineshaft
3 rooms stronghold.png|A stronghold with only 3 rooms.
3 rooms stronghold.png|A stronghold with only 3 rooms
Small Stronghold.png|Another small stronghold.
Small Stronghold.png|A small stronghold
SmallStronghold.png|A small stronghold with a small library, a chest corridor, and a portal room.
SmallStronghold.png|A small stronghold with a small library, a chest corridor, and a portal room
2way.png|An end portal room in a stronghold with 2 possible ways to get in. Check the image for the seed and coordinates.
2way.png|An end portal room in a stronghold with 2 possible ways to get in. Check the image for the seed and coordinates.
Multiple structures in a canyon.png|A [[mineshaft]] along with a stronghold and [[jungle pyramid]] generated in one canyon.
Multiple structures in a canyon.png|A [[mineshaft]] along with a stronghold and [[jungle pyramid]] generated in one canyon.
GlitchedMinecartChest.png|This [[minecart with chest]] is trapped inside of a [[stone brick]], due to a stronghold and a [[mineshaft]] that generated partially overlapping.
GlitchedMinecartChest.png|This [[minecart with chest]] is trapped inside of a [[stone brick]], due to a stronghold and a [[mineshaft]] that generated partially overlapping.
Minecartportal.png|A minecart with chest generated on top of an [[end portal frame]], because there is a [[mineshaft]] behind the wall.
Minecartportal.png|A minecart with chest generated on top of an [[end portal frame]], because there is a [[mineshaft]] behind the wall
Minecraftstoreroom.png|Two store rooms that are intersecting with a [[mineshaft]].
Minecraftstoreroom.png|Two store rooms that are intersecting with a [[mineshaft]].
Libraryintheair.png|Stronghold library generated in ravine, making it float.
Libraryintheair.png|Stronghold library generated in a ravine, making it float
AmethystGeodeStronghold.jpg|An [[amethyst geode]] intersecting with a stronghold.
AmethystGeodeStronghold.jpg|An [[amethyst geode]] intersecting with a stronghold
Exposed portal.png|A portal room at the bottom of an ocean.
Exposed portal.png|A portal room at the bottom of an ocean
Sf.jpg|A stronghold room generated at bedrock level.
Sf.jpg|A stronghold room generated at bedrock level
Deep Stronghold Stairs.png|A staircase leading to bedrock.
Deep Stronghold Stairs.png|A staircase leading to bedrock
Library Set Ablaze.png|Stronghold libraries can sometimes be set on [[fire]] by naturally-occurring lava.
Library Set Ablaze.png|Stronghold libraries can sometimes be set on [[fire]] by naturally-occurring lava.
</gallery>
</gallery>
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=== In other media ===
=== In other media ===
<gallery>
<gallery>
File:Live2023-03.jpeg|[[Ari]] and [[Efe]] in the stronghold library, from the [[Minecraft Live is back for 2023!|announcement]] of [[Minecraft Live 2023]].
File:Live2023-03.jpeg|[[Ari]] and [[Efe]] in the stronghold library, from the [[Minecraft Live is back for 2023!|announcement]] of [[Minecraft Live 2023]]
File:Strongholds Exhibit.png|The stronghold exhibit in [[15 Year Journey]].
File:Strongholds Exhibit.png|The stronghold exhibit in [[15 Year Journey]]
File:The Stronghold (Dungeons).png|A [[Dungeons:The Stronghold|stronghold]] as it appears in ''[[Minecraft Dungeons]]''.
File:The Stronghold (Dungeons).png|A [[Dungeons:The Stronghold|stronghold]] as it appears in ''[[Minecraft Dungeons]]''.
File:LEGO 21124-1.jpg|A [[LEGO Minecraft|Lego]] set of a stronghold intersected with a badlands mineshaft.
File:LEGO 21124-1.jpg|A [[LEGO Minecraft|Lego]] set of a stronghold intersected with a badlands mineshaft
</gallery>
</gallery>


=== Official artwork ===
=== Official artwork ===
<gallery>
<gallery>
File:Stronghold Artwork.jpg|Artwork of the structure.
File:Stronghold Artwork.jpg|Artwork of the structure
</gallery>
</gallery>



Revision as of 03:26, 12 April 2025

For the mission in Minecraft Dungeons, see MCD:The Stronghold.
Stronghold
StrongholdPortalRoom.png: Infobox image for Stronghold the structure in Minecraft
Biomes

Any Overworld biome

Mobs

Silverfish (from monster spawner)

Generates in
existing chunks

No

Consists of

A stronghold is a structure that occurs naturally underground in the Overworld, and is the only place where an end portal can be found. Strongholds can be located by using an eye of ender.

Generation

This article is about the generation mechanics. For locating strongholds, see Eye of Ender § Locating strongholds.
The end portal room

Strongholds generate at any Y level, mostly underground, and prefer to generate in biomes above sea level, but generate underwater if necessary. Strongholds may generate at bedrock level, cutting the bedrock.

Most parts of the stronghold can be overwritten by caves, ocean monuments, ancient cities, mineshafts, fossils, amethyst geodes, trial chambers, and monster rooms; but it is rare for the end portal to be replaced, which would force a player to find one of the other strongholds, as a portal can be activated only with all 12 end portal frames present. Canyons do not overwrite strongholds; rather, a stronghold can occasionally be found exposed by a canyon.

Bedrock Edition

In Bedrock Edition, strongholds generate randomly throughout the world and they are at least 160 blocks away from the world origin. There is no limit to the number of strongholds that can generate, unlike in Java Edition. There are 3 extra strongholds at least 453 blocks away from the world origin, which tend to be close to the 453-block boundary, and are guaranteed to generate below meeting points of a village.

Java Edition

Stronghold layout through the world in Java Edition

In Java Edition, all strongholds are located at random coordinates within rings in all biomes, where each ring is a certain radius from the center of the world (X=0, Z=0). For a given ring, the strongholds are generated at roughly equal angles from the center point of the world (for instance, each stronghold in a ring of 3 is in the region of 120 degrees from the others, measured from the origin). The game does not generate a stronghold partially above ground; any portion above the sea level is replaced with air, leaving a cutaway. If a stronghold generates in an ocean, which occurs rarely, it typically generates with terrain covered above it.

There are eight rings, containing 128 strongholds in total:

  1. The first ring has 3 strongholds within 1,280–2,816 blocks of the origin.
  2. The second ring has 6 strongholds within 4,352–5,888 blocks of the origin.
  3. The third ring has 10 strongholds within 7,424–8,960 blocks of the origin.
  4. The fourth ring has 15 strongholds within 10,496–12,032 blocks of the origin.
  5. The fifth ring has 21 strongholds within 13,568–15,104 blocks of the origin.
  6. The sixth ring has 28 strongholds within 16,640–18,176 blocks of the origin.
  7. The seventh ring has 36 strongholds within 19,712–21,248 blocks of the origin.
  8. The eighth and outermost ring has 9 strongholds within 22,784-24,320 blocks of the origin.

The number of strongholds in each ring is the triangular number of the number one more than the ring number, except for the outermost ring, where 45 would be expected.

The outermost ring has the further unusual property of putting the strongholds at angles of roughly 36° (not the expected 40°) as if there were to be ten equally spaced strongholds, like in the third ring. One of these ten does not generate, however, keeping the number at nine.

Structure

Main article: /Structure

Strongholds vary in size. They contain several doors and rooms made mostly of stone bricks (45%), mossy stone bricks (30%), cracked stone bricks (20%) and infested stone bricks (5%). Infested cracked stone bricks and infested mossy stone bricks do not generate, unless silverfish enter these blocks.[1] Strongholds are lit by enough torches to provide visibility in most areas which suppresses mob spawns, while dark areas (light level 0) can spawn mobs. Stairs that generate within these structures include stone brick and cobblestone stairs, but not their mossy variants.[2]

In generated chest corridors and storerooms, dispersed chests containing a variety of loot can be found.

Rooms

Strongholds feature various types of main rooms. Each room has an entrance, which is either a plain 3×3 opening, a wall with a wooden door, a wall with an iron door (with a stone button on each side), or a 3×3 opening with a gate of iron bars along the top and sides. Rooms may have exits to other room pieces or dead-end "exits" into stone. Additional "passages" between rooms may exist if their generation overlaps or if the stronghold intersects a cave, mineshaft, or other structure. Sometimes, doors can be sealed off by stone bricks in 5-way crossings, resulting in "secret doors".[3]

Stronghold generation begins with a spiral staircase room with a 5-way crossing at the bottom, with additional rooms being randomly generated from the exits of previous rooms up to a maximum distance of 50 rooms and 112 blocks horizontally. If a portal room is not generated, the generation is redone.

The wooden and iron doors always face the direction the stronghold generates toward, meaning a door flush with the wall always leads away from the starting staircase, and a door indented into the wall leads toward the starting staircase.

  • End portal room: Contains an end portal and a silverfish monster spawner. There are two pools of 3 lava sources in the front sides of the room and a bigger lava pool of 9 below the end portal, and 16 windows of 2 iron bars in the room, with the entrance, always being a gate of iron bars. In most cases, this room cannot be overwritten by other structures generated around it. Only one generates per stronghold, and it is never within 5 rooms of the starting staircase, although it is less likely to generate farther away from the starting staircase. Each portal frame has a 10% chance to generate containing an eye; the average number of portal frames found prefilled is 1.2. The chance of the portal being completely pre-filled is one in a trillion (1:1,000,000,000,000 or 10-12).
    • In Java Edition, all seeds for 1.16 that have a pre-activated end portal in the first ring have been found.[4]
  • Library (see below): 0–2 libraries per stronghold, and never within 4 rooms of the starting staircase.
  • Large room: A room with three exits (four counting the entrance). The center of the room may have various decorations. 0–6 rooms per stronghold.
    • Empty room: Has no decoration.
    • Stone Pillar room: Has a stone brick pillar with torches on it.
    • Fountain room: Contains a fountain in the center, which consists of a stone brick ring and pillar with a water source block on top of the pillar.
    • Storeroom: A dual-level room, each 2 blocks high, with a cobblestone center structure joining the two. A lone torch is housed within the structure. A ladder runs up the sidewall for access to the second floor, which is a chamber made of oak planks containing a loot chest.
  • Five-way crossing: Has up to five exits (six counting the entrance): one across from the entrance down a short stairway made of smooth stone slabs and stone brick blocks, one each to the left and right of the entrance, one on the left side of the upper level reached by a short stairway made of smooth stone slabs and stone brick blocks, and one on the right side of the upper level across a bridge of smooth stone slabs and double smooth stone slabs over the downward stair. A single torch is on the side of the bridge. In Bedrock Edition, it usually has 1–4 entrances sealed. There is always one crossing in every stronghold as part of the starting point, while an extra 0-4 crossings may also generate.
  • Empty prison cells: A corridor with one wall partially made of iron bars and with two iron doors (in an "open" position, with no buttons). Beyond each iron door are cells with an iron bar wall between them. An exit is opposite the entrance. 0–5 rooms per stronghold. In Bedrock Edition, no iron doors are generated.
  • Spiral staircase: A 3×3 spiral stair made of stone bricks and smooth stone slabs, leading down, with an exit at the bottom. Like 5-way crossings, there is always one flight per stronghold as part of the starting point, while an additional 0–5 flights may also generate.
  • Straight staircase: A 3 block wide staircase of cobblestone stairs leading downward, with an exit at the bottom of the stairs. There is also an empty alcove under the stairs. 0–5 flights per stronghold.
  • Corridor: A bare corridor with up to 3 exits: one straight ahead, and optional exits to the left and right.
  • Chest corridor: A corridor with a small altar made of stone brick slabs, with a loot chest on the altar. An exit is on the opposite side of the entrance. 0–4 corridors per stronghold.
  • Corridor turn: A bare corridor with one exit, left or right. May resemble a small room if both the entrance and the next room's entrance have doors.
  • Dead-end corridor: A bare corridor with no exits, although it is likely to intersect other rooms. This room type never has a door or gate at the entrance.

Libraries

A library inside a stronghold

Libraries occur in two sizes: small single-level libraries and larger duplex libraries. All libraries contain bookshelves, oak planks, and one (single level) or two (duplex) chests, with cobwebs dispersed randomly.

Small libraries usually generate when the second level of the library is blocked by another part of the stronghold. If there are no obstructions, then large libraries usually generate.

Large libraries contain a second level consisting of a surrounding balcony with oak fences as railings, and fences and torches arranged like a chandelier over the center of the room. The two levels are connected by a ladder on the wall furthest from the entrance. No cobwebs generate on the second level.

Libraries are the most well-lit rooms in the stronghold, having enough torches to prevent mob spawning entirely within them.

Blocks

Block
Stone Bricks
Cracked Stone Bricks
Mossy Stone Bricks
Infested Stone Bricks (both generated naturally and if silverfish enters stone bricks)
Infested Mossy Stone Bricks (if silverfish enters mossy stone bricks)
Infested Cracked Stone Bricks (if silverfish enters cracked stone bricks)
Infested Cobblestone (if silverfish enters cobblestone)
Infested Deepslate (if silverfish enters deepslate)
Water
Silverfish monster spawner
Iron Bars
Lava
End Portal Frame
End Portal Block (after lighting the portal)
Torch
Oak Fence
Chest
Stone Brick Slab
Cobblestone
Stone Brick Stairs
Oak Planks
Ladder
Smooth Stone Slab
Stone Button[JE only]
Iron Door[JE only]
Oak Door
Cobblestone Stairs
Bookshelf
Cobweb

Loot

See also: Chest loot

Altars

In Java Edition, each stronghold altar chest contains items drawn from 2 pools, with the following distribution:

Item Stack Size [A] Weight [B] Chance [C] Avg.
per chest
[D]
[hide] Avg. # chests
to search
[E]
2–3× 2–3×
BlockSprite air.png: Sprite image for air in MinecraftNothing[F] 191090.0%0.9001.1
Apple 1–31510033.2%0.7503.0
Bread 1–31510033.2%0.7503.0
Iron Ingot 1–51010023.0%0.7504.3
Ender Pearl 11010023.0%0.2504.3
Redstone Dust 4–9510012.0%0.8128.3
Gold Ingot 1–3510012.0%0.2508.3
Iron Pickaxe 1510012.0%0.1258.3
Iron Sword 1510012.0%0.1258.3
Iron Helmet 1510012.0%0.1258.3
Iron Chestplate 1510012.0%0.1258.3
Iron Leggings 1510012.0%0.1258.3
Iron Boots 1510012.0%0.1258.3
Eye Armor Trim Smithing Template 111010.0%0.10010.0
Diamond 1–331007.3%0.15013.7
Music Disc (otherside) 111002.5%0.02540.3
Enchanted Book[G] 111002.5%0.02540.3
Saddle 111002.5%0.02540.3
Iron Horse Armor 111002.5%0.02540.3
Golden Apple 111002.5%0.02540.3
Golden Horse Armor 111002.5%0.02540.3
Diamond Horse Armor 111002.5%0.02540.3

In Bedrock Edition, each stronghold altar chest contains items drawn from 2 pools, with the following distribution:

Item Stack Size [A] Weight [B] Chance [C] Avg.
per chest
[D]
[hide] Avg. # chests
to search
[E]
2–3× 2–3×
BlockSprite air.png: Sprite image for air in MinecraftNothing[F] 191090.0%0.9001.1
Apple 1–37551632.3%0.7273.1
Bread 1–37551632.3%0.7273.1
Iron Ingot 1–55051622.4%0.7274.5
Ender Pearl 15051622.4%0.2424.5
Redstone Dust 4–92551611.6%0.7878.6
Gold Ingot 1–32551611.6%0.2428.6
Iron Pickaxe 12551611.6%0.1218.6
Iron Sword 12551611.6%0.1218.6
Iron Helmet 12551611.6%0.1218.6
Iron Chestplate 12551611.6%0.1218.6
Iron Leggings 12551611.6%0.1218.6
Iron Boots 12551611.6%0.1218.6
Eye Armor Trim Smithing Template 111010.0%0.10010.0
Emerald 1–3155167.1%0.14514.1
Diamond 1–3155167.1%0.14514.1
Enchanted Book[G] 165162.9%0.02934.7
Music Disc (otherside) 155162.4%0.02441.6
Saddle 155162.4%0.02441.6
Iron Horse Armor 155162.4%0.02441.6
Golden Apple 155162.4%0.02441.6
Golden Horse Armor 155162.4%0.02441.6
Diamond Horse Armor 155162.4%0.02441.6
  1. Jump up to: a b The size of stacks (or for unstackable items, number) of this item on any given roll.
  2. Jump up to: a b The weight of this item relative to other items in the pool.
  3. Jump up to: a b The odds of finding any of this item in a single chest.
  4. Jump up to: a b The number of items expected per chest, averaged over a large number of chests.
  5. Jump up to: a b The average number of chests the player should expect to search to find any of this item.
  6. Jump up to: a b 'Nothing' does not refer to the chance of an empty chest. Instead, it refers to the chance that the random loot generator does not add any loot on a single roll.
  7. Jump up to: a b Enchantment probabilities are the same as a level-30 enchantment on an enchantment table that was able to apply treasure enchantments (except Soul Speed, Swift Sneak, and Wind Burst), and where the chance of multiple enchantments is not reduced.

Storerooms

In Java Edition, each stronghold storeroom chest contains 1–4 item stacks, with the following distribution:

Item Stack Size [A] Weight [B] Chance [C] Avg.
per chest
[D]
[hide] Avg. # chests
to search
[E]
Apple 1–3156247.5%1.2102.1
Bread 1–3156247.5%1.2102.1
Coal 3–8106234.3%2.2182.9
Iron Ingot 1–5106234.3%1.2102.9
Redstone Dust 4–956218.6%1.3105.4
Gold Ingot 1–356218.6%0.4035.4
Enchanted Book[F] 11624.0%0.04025.2
Iron Pickaxe 11624.0%0.04025.2

In Bedrock Edition, each stronghold storeroom chest contains 1–4 item stacks, with the following distribution:

Item Stack Size [A] Weight [B] Chance [C] Avg.
per chest
[D]
[hide] Avg. # chests
to search
[E]
Apple 1–37538640.0%0.9722.5
Bread 1–37538640.0%0.9722.5
Ink Sac 1–37538640.0%0.9722.5
Coal 3–85038628.5%1.7813.5
Iron Ingot 1–55038628.5%0.9723.5
Redstone Dust 4–92538615.2%1.0526.6
Gold Ingot 1–32538615.2%0.3246.6
Enchanted Book[F] 163863.8%0.03926.1
Iron Pickaxe 153863.2%0.03231.3
  1. Jump up to: a b The size of stacks (or for unstackable items, number) of this item on any given roll.
  2. Jump up to: a b The weight of this item relative to other items in the pool.
  3. Jump up to: a b The odds of finding any of this item in a single chest.
  4. Jump up to: a b The number of items expected per chest, averaged over a large number of chests.
  5. Jump up to: a b The average number of chests the player should expect to search to find any of this item.
  6. Jump up to: a b Enchantment probabilities are the same as a level-30 enchantment on an enchantment table that was able to apply treasure enchantments (except Soul Speed, Swift Sneak, and Wind Burst), and where the chance of multiple enchantments is not reduced.

Libraries

In Java Edition, each stronghold library chest contains items drawn from 2 pools, with the following distribution:

Item Stack Size [A] Weight [B] Chance [C] Avg.
per chest
[D]
[hide] Avg. # chests
to search
[E]
2–10× 2–10×
Eye Armor Trim Smithing Template 111100.0%1.0001.0
Paper 2–7205289.2%10.3851.1
Book 1–3205289.2%4.6151.1
Enchanted Book[F] 1105267.8%1.1541.5
Compass 115210.9%0.1159.2
Empty Map 115210.9%0.1159.2

In Bedrock Edition, each stronghold library chest contains items drawn from 2 pools, with the following distribution:

Item Stack Size [A] Weight [B] Chance [C] Avg.
per chest
[D]
[hide] Avg. # chests
to search
[E]
2–10× 2–10×
Eye Armor Trim Smithing Template 111100.0%1.0001.0
Paper 2–710027088.3%10.0001.1
Book 1–310027088.3%4.4441.1
Enchanted Book[F] 16027072.9%1.3331.4
Compass 1527010.5%0.1119.5
Map[G] 1527010.5%0.1119.5
  1. Jump up to: a b The size of stacks (or for unstackable items, number) of this item on any given roll.
  2. Jump up to: a b The weight of this item relative to other items in the pool.
  3. Jump up to: a b The odds of finding any of this item in a single chest.
  4. Jump up to: a b The number of items expected per chest, averaged over a large number of chests.
  5. Jump up to: a b The average number of chests the player should expect to search to find any of this item.
  6. Jump up to: a b Enchantment probabilities are the same as a level-30 enchantment on an enchantment table that was able to apply treasure enchantments (except Soul Speed, Swift Sneak, and Wind Burst), and where the chance of multiple enchantments is not reduced.
  7. Named unknown map, but changed to map 0, the scale level is 1:4, Maps from the same stack are stackable, but maps that are not stacked are unstackable despite looking identical.


Data values

ID

Java Edition:

Structure type[hide]Identifier
EnvSprite stronghold.png: Sprite image for stronghold in Minecraft Strongholdstronghold
Structure[hide]Identifier
EnvSprite stronghold.png: Sprite image for stronghold in Minecraft Strongholdstronghold

Bedrock Edition:

StructureIdentifier[hide]Translation key
EnvSprite stronghold.png: Sprite image for stronghold in Minecraft Strongholdstrongholdfeature.stronghold

Config

Java Edition:

Advancements

IconAdvancementIn-game descriptionActual requirements (if different)
Eye SpyFollow an Eye of EnderEnter a stronghold.

History

[hide]Java Edition Beta
July 01, 2011Jens Bergensten shares an image of mysterious ruins that resemble a stronghold. Unlike the implemented strongholds, a large part of these ruins are above-ground.
1.8Pre-releaseAdded strongholds as part of the Adventure Update. A single one generates per world. They are vacant except for regular mobs that spawn under normal conditions.
Strongholds have chests in libraries and in storerooms.
Pre-release 2 ;)Increased stronghold count to three per world instead of one.
[hide]Java Edition
1.0.0Beta 1.9 Prerelease 3The end portal room was added to the stronghold. The portal frames can be filled in using eyes of ender, but does not activate.
A pair of glass towers indicated the location of a stronghold's start (aka main entrance) and second for the portal room on top of them, extending from the top of the map to the stone bricks. This was a debug feature that Jeb forgot to remove.[5]
Strongholds now also have chests in corridor altars.
Beta 1.9 Prerelease 4Removed glass towers generating above strongholds.
The end portal is now functional.
Eyes of ender now properly point to strongholds.
?The game no longer prints the coordinates of generated strongholds to the output log.
1.4.212w40aStrongholds can now generate in the air in Superflat worlds with certain customization presets.
1.915w43aIncreased stronghold count to 128 per world, rather than 3.
Library chests now have 2–10 stacks of items, rather than 1–4 stacks.
Enchanted books found in library chests is now weighted to 10 rather than 2, and in single books rather than in groups of 1–5.
16w06aStronghold placement formula changed.
pre3Eyes of ender can now point to the 125 new strongholds.
1.1721w07aStrongholds are no longer exposed in oceans. Instead, they get covered by the seabed.[6]
1.18.222w07aStrongholds now spawn in superflat, but not in the "Classic Flat" preset.
1.19.322w42aThe placement code has been changed to be more efficient, causing stronghold positions to shift.
1.19.4
Experiment
Update 1.20
23w04aEye armor trims are now found in stronghold chests.
23w05aIncreased the chance of eye armor trims from from 4.7% to 10% in altar chests, and to 100% in library chests.
[hide]Pocket Edition Alpha
v0.9.0May 6, 2014Jeb posts on Instagram a photo of one section of a stronghold.
May 8, 2014Jeb posts another image of a stronghold, this time within the end portal room.
build 1Added strongholds.
The end portal block frame exists, but the player cannot travel to the End.
v0.9.2Strongholds are now more common.
v0.12.0Enchanted books can now be found in stronghold library chests.
v0.15.0build 1Maps can be found in stronghold library chests.
[hide]Pocket Edition
1.0.0alpha 0.17.0.1Strongholds now generate in new chunks.
Strongholds can now be found using eyes of ender.
Chests now generate in stronghold storerooms.
Ender pearls now generate in altar chests.
[hide]Bedrock Edition
1.9.0beta 1.9.0.0Cobblestone stairs in strongholds are replaced with stone stairs.
1.10.0beta 1.10.0.3Most strongholds no longer generate under village wells; they now generate under village meeting points.
Reduced chance of strongholds generating under villages.
beta 1.10.0.4Stone stairs in strongholds are changed back to cobblestone stairs.
1.18.0beta 1.18.0.22Strongholds are no longer able to generate mid-air in large caves.
1.19.80
Experiment
Next Major Update
Preview 1.19.80.21Eye armor trims are now found in stronghold chests.
1.20.70Preview 1.20.70.22Strongholds now always generate with an end portal room.
[hide]Legacy Console Edition
Xbox 360Xbox OnePS3PS4PS VitaWii USwitch
TU5CU11.001.001.00Patch 11.0.1Added strongholds.
TU25CU141.171.171.17Strongholds can now generate in the air in Superflat worlds with certain customization presets.
It is now possible to change the amount of strongholds that generate in a Superflat world. This means it is possible to have up to 3 strongholds instead of only 1.
TU60CU511.641.641.64Patch 301.0.11Stronghold chests can now generate emeralds and ink sacs.
[hide]New Nintendo 3DS Edition
0.1.0Added strongholds.

Issues

Issues relating to "Stronghold" are maintained on the bug tracker. Issues should be reported and viewed there.

Trivia

  • There are exactly 233 bookshelves in a large library, yielding 699 books if mined without Silk Touch, which is 10 stacks plus 59 left over.

Gallery

Screenshots

Unique generation

In other media

Official artwork

External links

References

  1. MC-140209 — resolved as "Invalid".
  2. MC-140117 — resolved as "Works As Intended".
  3. https://www.youtube.com/watch?v=vztJNmUdyBY&t=37s
  4. https://github.com/hube12/SSGOutput/releases/tag/1.1
  5. "Ah LOL! I forgot to remove the debug pillars from the strongholds. Oh well, it's not severe enough for another update"@jeb_ (Jens Bergensten) on X (formerly Twitter), October 6, 2011
  6. MC-216191 — resolved as "Works As Intended".

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