Structure
Every specific group of blocks purposefully formed in Minecraft based on coding is part of a natural structure.
The Overworld
The Overworld contains numerous generated structures, at a wide variety of scales.
Terrain
Biomes dictate the shape and height of the world. At this stage, the ground is made mostly of stone and stone variants, with water filling in most empty spaces below layer 63, with exception for structures.
Mountain
Mountains are hills with extreme slopes and cliffs. Mountains can sometimes have caves through them. On an amplified world, mountains are extremely common in all biomes except ocean and swamp biomes.
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A picture of a mountains biome.
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A large overhang, occasionally found in mountains biomes.
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A mountain overhang with a floating island.
Floating "island"
Floating "islands" are structures that float in midair that are not connected to the ground, the sea, hills or cliffs. Floating "islands" are normally just random pieces of floating dirt and stone found near cliffs, but on rare occasions they can be large, floating structures that even have springs and trees on them. Floating Islands are most frequently found in mountains biomes (and its variants), along with the "hills", "mountains", and "modified" variants of most biomes, especially shattered savannas.
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A small floating "island".
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It is rare to see a naturally occurring, large, floating "island".
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A Large Floating "Island".
Hollows
Hollows are the opposite of floating islands. They look like caves, but they have nothing to do with cave generation (although they may intersect with them). When there are many overhangs, they close together and create a hollow. They have exactly the same floor as the terrain above, depending on the biome that they are located in, unlike caves. Hollows have no specific floor. Grass blocks can generate inside too, and interestingly will survive without light. When they generate under the sea level, they are filled with water. They are extremely rare in the default world, but can be found far more commonly in certain customized worlds.
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A hollow in a customized world.
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Another hollow connected to a cave.
Hill
Hills are randomly generated pieces of land in the map. Like stairs, hills are always traversable to their lowest point by virtue of the algorithm which generates them; there is almost always a place on each level from where the next level can be accessed, meaning that the player can climb a hill one level at a time until they reach the top. Cases where this is not true are rare.
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A randomly-generated hill with some tall grass and trees.
Surface
Surface layer
The uppermost layers of the terrain are converted to a biome-dependent material: usually grass blocks and dirt, or sand in deserts and beaches. Podzol is found in giant tree taiga, mycelium in mushroom field biomes, and red sand is found in the badlands biome. Sandstone is generated under sand.
Basin
Occasionally, instead of being converted to dirt or sand, the top layer is stripped away, leaving a 'basin' of bare stone. They bear some resemblance to a geological 'shield' (an area of tectonically stable rock that has been exposed to prolonged erosion due to its very old age; it is distinct from the geological term "basin"). They seem to be more common in forest or plains, and are occasionally seen filled with water. Commonly, minerals can be found in these, generally coal ore and iron ore. If generated in a Badlands biome, gold ore can also be seen.
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A naturally generated basin landform.
Water bodies
Lake
Lakes are small bodies of liquid. Water lakes, which are small pools of water springs, can generate above sea level or inside caverns. They can also generate isolated underground, connected to no other structures whatsoever. When in a winter biome, these small lakes are never initially frozen but will turn to ice if exposed. The lakes can also be composed of lava; however, lakes of lava are much rarer. Lava lakes found at the surface are surrounded by stone (which can be replaced by ore veins such as dirt, gravel and coal). Both types of lake generate with a small air pocket above them, which may result in floating sand, floating snow cover or even the top 2/3rds of trees above the lake. Lava lakes may cause trees to burn away.
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A lake in a plains biome.
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A lake in a taiga biome, which is freezing.
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A lava lake in a badlands biome.
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A waterfall naturally generated on top of a lava lake, turning it into obsidian.
Coral reef
Biomes |
Warm Ocean | ||
---|---|---|---|
Consists of |
|
{ "title": "Coral reef", "rows": [ { "field": "Warm Ocean", "label": "(link to Biome article, displayed as Biomes)" }, { "field": "(values exceeds 1000 characters...)", "label": "Consists of" } ], "invimages": [], "images": [ "Coral Reef.png" ] }
Coral reefs are structures that generate in warm ocean biomes. They consist of multiple clusters of coral blocks, coral and coral fans. These clusters come in a wide variety of shapes, sizes, and colors, ranging from a few blocks of brain coral on the ground to large tree-like structures of fire coral.
You can manually load every piece of coral reef structure using structure block in folder coralcrust, example: coralcrust/outcropping1 will load one of coral reef variant structure
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A coral reef viewed from above.
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A coral reef that generated in a ravine.
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A view of a coral reef close-up.
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A coral reef as of snapshot 18w14b.
Large structures
Cave
Cave are caverns and tunnels that are automatically generated under the ground in various places, composed of primarily stone and ores. Flooded caves are also able to generate in ocean biomes.
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A dark cave with a zombie.
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A large underground cavern. A tree grew with the light provided by the lava.
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A circular cave that generated exposed to the sky.
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A cave that generated in an ocean.
Ravine
Biomes |
Any |
---|---|
Generates in existing chunks |
No |
Consists of |
{ "title": "Ravine", "rows": [ { "field": "Any", "label": "(link to Biome article, displayed as Biomes)" }, { "field": "No", "label": "Generates in<br>existing chunks" }, { "field": "<span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:BlockSprite air.png article, displayed as 16x16px|link=Air|alt=|class=pixel-image|)</span>(link to Air article, displayed as <span class=\"sprite-text\">Air</span>)</span>", "label": "Consists of" } ], "invimages": [], "images": [ "Over Ravine.png" ] }
Ravines are tall, thin trenches that generate either underground or at the surface, and extend 30 - 50 blocks downwards or to bedrock level in the Bedrock Edition. Ravines can spawn in the ocean making it look like underwater trenches.
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Two ravines joined together underground.
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A ravine that is open to the sky.
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Two ravines open to the sky that generated next to each other, with a river biome between them.
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An underwater ravine.
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A ravine that exposed a mineshaft.
Mineshaft
Biomes |
Regular mineshaft: Anywhere in the Overworld. |
---|---|
Consists of |
{ "title": "Mineshaft", "rows": [ { "field": "Regular mineshaft: Anywhere in the Overworld.<br>Badlands mineshaft: (link to Badlands article, displayed as Badlands).", "label": "(link to Biome article, displayed as Biomes)" }, { "field": "(values exceeds 1000 characters...)", "label": "Consists of" } ], "invimages": [], "images": [] }
Mineshafts are structures generated underground (partially above ground in badlands biomes) which consist of branching mining tunnels with wooden supports and broken rails passing through it. They are the only places where cave spider spawners and minecarts with chests can be found naturally.
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An abandoned mineshaft with wooden bridges crossing over a ravine.
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A large cubic dirt room found in a mineshaft.
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An exposed mineshaft in a badlands biome.
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A mineshaft that is packed probably due to intersecting itself or another one.
Stronghold
{ "title": "Stronghold", "rows": [ { "field": "Any", "label": "(link to Biome article, displayed as Biomes)" }, { "field": "(values exceeds 1000 characters...)", "label": "Consists of" } ], "invimages": [], "images": [ "StrongholdPortalRoom.png" ] }
Strongholds are underground structures made up of stone bricks, monster eggs, and iron bars. They consist of many rooms, most notably libraries and end portal rooms. Although they are very rare, they can be found much more easily by using an eye of ender.
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The end portal room located within a stronghold.
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A pillar room in a stronghold, intersecting with other tunnels, notice that one of them is a dead end.
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A library inside a stronghold.
Small structures
The quantity of most of these features (aside from dungeons, mineral veins, and springs) is biome-dependent; not all features can be found in every biome.
Dungeon
Biomes |
Any |
---|---|
Generates in existing chunks |
No |
Consists of |
{ "title": "Dungeon", "rows": [ { "field": "Any", "label": "(link to Biome article, displayed as Biomes)" }, { "field": "No", "label": "Generates in<br>existing chunks" }, { "field": "(values exceeds 1000 characters...)", "label": "Consists of" } ], "invimages": [], "images": [ "Minecraft_Dungeon.png" ] }
Dungeons are small, mostly underground, one-room spaces bordered by moss stone and cobblestone, and typically contain chests with rare items, and a monster spawner in the center, which will spawn zombies, skeletons, or spiders.
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A dungeon with a spawner in the center and two chests. The torch was placed by the player.
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A desert dungeon, exposed to the surface and mostly covered with sand.
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The loot found in a dungeon chest.
Mineral vein
Biomes |
Coal, iron, gold, redstone, diamond, lapis lazuli: Anywhere in the Overworld. | ||
---|---|---|---|
Consists of |
|
{ "title": "Mineral vein", "rows": [ { "field": "Coal, iron, gold, redstone, diamond, lapis lazuli: Anywhere in the Overworld.<br>Emerald: Mountain biomes.<br>Nether quartz: the Nether.", "label": "(link to Biome article, displayed as Biomes)" }, { "field": "(values exceeds 1000 characters...)", "label": "Consists of" } ], "invimages": [], "images": [] }
A mineral vein is a natural deposit of ores. Players can come across these veins in caverns or anywhere where there is natural stone. Underground deposits of dirt and gravel are generated in this step, followed by the more precious ores: coal, iron, gold, redstone, diamond, emerald (in mountains biomes) and lapis lazuli. They can only form in stone, and do not replace each other or any other block. However, there is one exception: other ores can replace andesite, diorite and granite. Note that two or more mineral veins can form next to each other and make it look like a mineral vein made of more than one material.
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Multiple ores generated above an underground lava lake.
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A coal vein generated underwater.
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Multiple ore veins in a cave. Diamond ore and redstone ore as well as coal ore and gold ore are visible in the distance.
Tree
Biomes |
Any, except deserts, beaches, mushroom fields or badlands (but exist in wooded badland plateaus) |
---|---|
Consists of |
|
{ "title": "Tree", "rows": [ { "field": "Any, except deserts, beaches, mushroom fields or badlands (but exist in wooded badland plateaus)", "label": "(link to Biome article, displayed as Biomes)" }, { "field": "(values exceeds 1000 characters...)", "label": "Consists of" } ], "invimages": [], "images": [ "Oak Tree.png" ] }
Trees are common structures created both during world generation and by players (grown from saplings). They are made of wood and leaves, and in Bedrock Edition and Legacy Console Edition, might have vines or mushrooms (as dying trees and fallen trees respectively).
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A snowy spruce forest on the right.
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Two types of giant trees.
Huge mushroom
Biomes |
Mushroom Fields, Dark Forest or the Swamp[Pocket Edition only]. |
---|---|
Consists of |
{ "title": "Huge mushroom", "rows": [ { "field": "Mushroom Fields, Dark Forest or the Swamp<sup class=\"noprint nowrap Inline-Template \" title=\"\">[<i><span title=\"This statement only applies to Pocket Edition\">(link to Pocket Edition article, displayed as Pocket Edition) only</span></i>]</sup>.", "label": "(link to Biome article, displayed as Biomes)" }, { "field": "\n* <span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:BlockSprite huge-mushrooms.png article, displayed as 16x16px|link=Huge Mushrooms|alt=|class=pixel-image|)</span>(link to Huge Mushrooms article, displayed as <span class=\"sprite-text\">Huge Mushrooms</span>)</span>", "label": "Consists of" } ], "invimages": [], "images": [] }
Huge mushrooms are structures made up by mushroom blocks in the shape of a mushroom. They naturally generated in mushroom fields, swamps[Bedrock Edition only], and dark forests, and will also generate if the player uses bone meal on a mushroom.
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Red and brown huge mushrooms seen on a mushroom field.
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Huge mushrooms generated in a dark forest biome.
Spring
Springs are randomly generated blocks of either lava or water that act as a source of their respective material. While both can be found on the vertical side of stone blocks above the surface, lava springs are more often found underground beneath layer 32 in caverns and mineshafts. They do not generate above a certain Y altitude.
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A water spring falls from a cliff.
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A lava spring fall from a mountain side.
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A double lava stream fall (The wildfire is on the left).
Desert well
{ "title": "Desert well", "rows": [ { "field": "Desert", "label": "(link to Biome article, displayed as Biomes)" }, { "field": "\n* <span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:BlockSprite sandstone.png article, displayed as 16x16px|link=Sandstone|alt=|class=pixel-image|)</span>(link to Sandstone article, displayed as <span class=\"sprite-text\">Sandstone</span>)</span>\n* <span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:BlockSprite sandstone-slab.png article, displayed as 16x16px|link=Sandstone Slab|alt=|class=pixel-image|)</span>(link to Sandstone Slab article, displayed as <span class=\"sprite-text\">Sandstone Slab</span>)</span>\n* <span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:BlockSprite water.png article, displayed as 16x16px|link=Water|alt=|class=pixel-image|)</span>(link to Water article, displayed as <span class=\"sprite-text\">Water</span>)</span>", "label": "Consists of" } ], "invimages": [], "images": [ "Desert Well.png" ] }
These well-like structures built of sandstone blocks and slabs generate only in the desert biome. They have a 1/1000 chance to be generated in any desert chunk, which makes them a rare sight. It is possible for a well to generate around a cactus. The well structure will still generate with the "Generate Structures" option disabled. In Bedrock Edition, it is common to find two desert wells spawning in the same chunk.
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The well structure.
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The well structure found near a caved-in dungeon.
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An excavated well.
Moss stone boulder
Biomes |
Giant Tree Taiga |
---|---|
Consists of |
{ "title": "Moss stone boulder", "rows": [ { "field": "Giant Tree Taiga", "label": "(link to Biome article, displayed as Biomes)" }, { "field": "\n* <span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:BlockSprite moss-stone.png article, displayed as 16x16px|link=Moss Stone|alt=|class=pixel-image|)</span>(link to Moss Stone article, displayed as <span class=\"sprite-text\">Moss Stone</span>)</span>", "label": "Consists of" } ], "invimages": [], "images": [ "Moss_Stone_Boulder.png" ] }
These structures are meant to represent boulders, made entirely of moss stone. The arrangement of these structures varies greatly. They can be found dotted around areas of the giant tree taiga biome. Moss stone boulders are quite rare, due to the giant tree taiga biome's rarity.
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The first image of the giant tree taiga featuring moss stone boulders.
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A moss stone boulder generated in a ravine.
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Many moss stone boulders in water.
Ice spike
{ "title": "Ice spike", "rows": [ { "field": "Ice Spikes", "label": "(link to Biome article, displayed as Biomes)" }, { "field": "\n* <span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:BlockSprite packed-ice.png article, displayed as 16x16px|link=Packed Ice|alt=|class=pixel-image|)</span>(link to Packed Ice article, displayed as <span class=\"sprite-text\">Packed Ice</span>)</span>", "label": "Consists of" } ], "invimages": [], "images": [ "Ice_World_Spikes.png" ] }
Ice spikes are tall spires made of packed ice that can only be found in the snowy tundra biomes. There are two variants of ice spikes: one is short and thick, and the other is extremely tall and thin.
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An area largely covered by ice spikes. Both types of ice spikes are visible.
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A small group containing only short spikes.
Fossil
Biomes |
Desert and Swamps including "Hills" and "Desert Lakes" Variants |
---|---|
Consists of |
{ "title": "Fossil", "rows": [ { "field": "Desert and Swamps including \"Hills\" and \"Desert Lakes\" Variants", "label": "(link to Biome article, displayed as Biomes)" }, { "field": "\n* <span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:BlockSprite bone-block.png article, displayed as 16x16px|link=Bone Block|alt=|class=pixel-image|)</span>(link to Bone Block article, displayed as <span class=\"sprite-text\">Bone Block</span>)</span>\n* <span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:BlockSprite coal-ore.png article, displayed as 16x16px|link=Coal Ore|alt=|class=pixel-image|)</span>(link to Coal Ore article, displayed as <span class=\"sprite-text\">Coal Ore</span>)</span>", "label": "Consists of" } ], "invimages": [], "images": [] }
Fossils represent the remains of giant extinct creatures, and are composed of bone blocks, with random blocks removed and some of them replaced with coal ore.
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A fossil that generated inside a cave.
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All skull and spine structures, excluding those made of coal ore.
Buried treasure
Biomes |
Beach, Ocean (all variants; rarely), Deep Ocean (all variants; rarely) |
---|---|
Generates in existing chunks |
Yes, when using Buried Treasure Explorer Maps [verify] |
Consists of |
{ "title": "Buried treasure", "rows": [ { "field": "Beach, Ocean (all variants; rarely), Deep Ocean (all variants; rarely)", "label": "(link to Biome article, displayed as Biomes)" }, { "field": "Yes, when using (link to Buried Treasure Explorer Map article, displayed as Buried Treasure Explorer Maps) <sup class=\"noprint nowrap Inline-Template \" title=\"\">[<i>[https://minecraft.wiki/w/Talk:Structure <span title=\" \" >verify</span>]</i>]</sup>(link to Category:Verify article, displayed as Category:Verify)", "label": "Generates in<br>existing chunks" }, { "field": "See (link to Buried treasure#Structure article, displayed as Buried treasure <span style=\"white-space: nowrap;\">§ Structure</span>)", "label": "Consists of" } ], "invimages": [], "images": [ "Chest.png" ] }
Buried treasure structures consist of a single chest buried in the beach sand or gravel, with random loot in it.
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A dug-up chest in a buried treasure structure that generated on land barely.
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An open buried treasure chest, revealing lots of loot.
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A buried treasure naturally generated in a Village.
Shipwreck
Biomes |
Ocean (all variants), Deep Ocean (all variants), Beach (sometimes), River (rarely) |
---|---|
Consists of |
{ "title": "Shipwreck", "rows": [ { "field": "Ocean (all variants), Deep Ocean (all variants), Beach (sometimes), River (rarely)", "label": "(link to Biome article, displayed as Biomes)" }, { "field": "See (link to Shipwreck#Structure article, displayed as Shipwreck <span style=\"white-space: nowrap;\">§ Structure</span>)", "label": "Consists of" } ], "invimages": [], "images": [ "Shipwreck Jungle (With Mast).png" ] }
Shipwrecks are structures that generate on the floor of oceans or beaches. They are made up of wood materials, and contain 1-3 loot chests. They can generate sideways, upside-down, or upright.
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An upside-down shipwreck close to some underwater ruins.
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An undamaged Shipwreck generated entirely on land.
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A shipwreck in an ocean with its masts sticking out above the water.
-
A collection of shipwreck varieties.
Iceberg
Biomes |
Frozen Ocean, Deep Frozen Ocean |
---|---|
Consists of |
|
{ "title": "Iceberg", "rows": [ { "field": "Frozen Ocean, Deep Frozen Ocean", "label": "(link to Biome article, displayed as Biomes)" }, { "field": "(values exceeds 1000 characters...)", "label": "Consists of" } ], "invimages": [], "images": [ "Iceberg.png" ] }
Icebergs are structures that generate in frozen oceans and their deep variants. They consist primarily of packed ice with a little bit of ice and blue ice, and will often be topped with snow. They are the only place where blue ice can be found naturally. Icebergs generate in a wide variety of shapes and sizes, ranging from small "islands" to giant mountain-like ice structures. They can also generate with "cave-like" holes in them, which sometimes reach to the other side of the iceberg. Polar bears can also spawn here, much like other cold biomes.
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First screenshot of an iceberg.
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A naturally generated iceberg.
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An aerial view of a frozen ocean with icebergs.
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A snowy iceberg generated with blue ice.
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An iceberg viewed from below.
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The top view of a small iceberg, with other icebergs in the background.
Buildings
Buildings are naturally generating structures that form above ground. They can contain valuable treasure, but traps and puzzles as well.
Village
Biomes |
Plains, Desert, Savanna, Taiga, Snowy Taiga [Bedrock and Legacy Console editions only][upcoming Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value).], Snowy Tundra[Bedrock and Legacy Console editions only][upcoming Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value).], |
---|---|
Consists of |
{ "title": "Village", "rows": [ { "field": "(values exceeds 1000 characters...)", "label": "(link to Biome article, displayed as Biomes)" }, { "field": "See (link to Village#Structure article, displayed as Village <span style=\"white-space: nowrap;\">§ Structure</span>)", "label": "Consists of" } ], "invimages": [], "images": [ "OakHouse.png" ] }
Villages are generated in desert, plains, taiga, savanna, snowy taiga[upcoming Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value).], and snowy tundra biomes[upcoming Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value).] and are a site for villagers, with whom the player can trade. They are composed of a random selection of various buildings and farms.
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An old village generated on water.
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A desert village in 12w21a.
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A zombie village generated in a snowy tundra biome.
Desert pyramid
Biomes |
Desert | ||
---|---|---|---|
Consists of |
|
{ "title": "Desert pyramid", "rows": [ { "field": "Desert", "label": "(link to Biome article, displayed as Biomes)" }, { "field": "(values exceeds 1000 characters...)", "label": "Consists of" } ], "invimages": [], "images": [ "Desert pyramid.png" ] }
Desert temples, or desert pyramid[Java Edition only] are pyramid-shaped structures found in deserts, composed of mainly sandstone and stained terracotta. There is a hidden chamber in the middle of the temple, containing 4 treasure chests and a TNT trap. They always generate with their floor on layer 64.
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The front side of the temple.
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The inside of the temple.
-
The treasure room.
Jungle pyramid
Biomes |
Jungle and Jungle Hills | ||
---|---|---|---|
Consists of |
|
{ "title": "Jungle pyramid", "rows": [ { "field": "Jungle and Jungle Hills", "label": "(link to Biome article, displayed as Biomes)" }, { "field": "(values exceeds 1000 characters...)", "label": "Consists of" } ], "invimages": [], "images": [ "Jungle pyramid.png" ] }
Jungle temples or jungle pyramid[Java Edition only] are found in jungles, and mainly consist of cobblestone and moss stone. There are three floors, the bottom floor containing treasure chests, tripwire-activated traps and a puzzle consisting of three levers that must be pulled in the correct combination to reveal one of the chests.
Swamp hut
Biomes |
Swamp |
---|---|
Consists of |
{ "title": "Swamp hut", "rows": [ { "field": "Swamp", "label": "(link to Biome article, displayed as Biomes)" }, { "field": "(values exceeds 1000 characters...)", "label": "Consists of" } ], "invimages": [], "images": [ "Swamp hut.png" ] }
Witch huts or swamp hut[Java Edition only] are structures that generate in swamp biomes that have the ability to spawn witches. They are composed of several types of wood materials, and contain a crafting table, cauldron, and flower pot inside.
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A closeup of a witch hut.
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A witch hut at the top of a cave.
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A witch hut that generated in the middle of an ocean.
Woodland mansion
{ "title": "Woodland mansion", "rows": [ { "field": "Dark Forest", "label": "(link to Biome article, displayed as Biomes)" }, { "field": "See (link to Woodland Mansion#Structure article, displayed as Woodland Mansion <span style=\"white-space: nowrap;\">§ Structure</span>)", "label": "Consists of" } ], "invimages": [], "images": [ "Woodland Mansion.png" ] }
Woodland mansions are massive house structures that generate in dark forests, containing a wide variety of rooms. They are the only place where evokers, vindicators, and vexes spawn naturally (but only once) (until 1.14, since as of 1.14 they can spawn as part of raids).
Monument
Biomes |
Deep Ocean |
---|---|
Consists of |
{ "title": "Monument", "rows": [ { "field": "Deep Ocean", "label": "(link to Biome article, displayed as Biomes)" }, { "field": "(values exceeds 1000 characters...)", "label": "Consists of" } ], "invimages": [], "images": [ "Monument.png" ] }
Monuments are underwater structures that generate in deep oceans. They are composed of all three variants of prismarine and sea lantern, and are the only places where guardians and elder guardians spawn naturally.
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A view of the monument from above.
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The treasure room of the monument.
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An elder guardian roaming around the monument.
Igloo
Biomes |
Snowy Tundra, Snowy Taiga | ||
---|---|---|---|
Consists of |
|
{ "title": "Igloo", "rows": [ { "field": "Snowy Tundra, Snowy Taiga", "label": "(link to Biome article, displayed as Biomes)" }, { "field": "(values exceeds 1000 characters...)", "label": "Consists of" } ], "invimages": [], "images": [ "Igloo top.png", "Igloo bottom.png" ] }
Igloos are structures that generate in snowy biomes. The structure consists of the igloo house and in some cases, a basement hidden under the carpet.
-
An igloo from the outside.
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An igloo from the inside.
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A view of the secret basement.
Underwater ruins
Biomes |
Ocean (all variants), Deep Ocean (all variants), Beach (sometimes) |
---|---|
Consists of |
{ "title": "Underwater ruins", "rows": [ { "field": "Ocean (all variants), Deep Ocean (all variants), Beach (sometimes)", "label": "(link to Biome article, displayed as Biomes)" }, { "field": "See (link to Underwater ruins#Structure article, displayed as Underwater ruins <span style=\"white-space: nowrap;\">§ Structure</span>)", "label": "Consists of" } ], "invimages": [], "images": [] }
Underwater ruins are clusters of many different blocks that generate underwater in ocean biomes, as well as on the surface on beaches. They come in many different variants - the cold variants consist primarily of stone bricks and the warm consist primarily of sandstone. Some contain chests inside them.
-
An underwater ruined village.
-
One type of underwater ruin.
-
One type of underwater ruin found in warm oceans.
Upcoming structures
These structures have not been implemented into a full version yet but have appeared in snapshots of an upcoming version of Java Edition. (Refer to 1.14)
Pillager outpost
Biomes |
|
---|---|
Consists of |
{ "title": "Pillager outpost", "rows": [ { "field": "(values exceeds 1000 characters...)", "label": "(link to Biome article, displayed as Biomes)" }, { "field": "See (link to Pillager outpost#Structure article, displayed as Pillager outpost <span style=\"white-space: nowrap;\">§ Structure</span>)", "label": "Consists of" } ], "invimages": [], "images": [ "Pillager outpost watchtower.png" ] }
Pillager outposts generate in desert, plains, taiga, savanna, snowy tundra and snowy taiga biomes, and are inhabited by pillagers.
The Nether
The Nether, though equally vast, contains far fewer types of generated structures than the Overworld.
Lava sea
{ "title": "Lava Sea", "rows": [ { "field": "The Nether", "label": "(link to Biome article, displayed as Biomes)" }, { "field": "No", "label": "Generates in<br>existing chunks" }, { "field": "\n* <span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:BlockSprite lava.png article, displayed as 16x16px|link=Lava|alt=|class=pixel-image|)</span>(link to Lava article, displayed as <span class=\"sprite-text\">Lava</span>)</span>", "label": "Consists of" } ], "invimages": [], "images": [ "Swimming Ghasts.jpg" ] }
Lava seas are found at and below level 30 in the Nether. They make a large portion of the Nether, and are extremely common. They can stretch for hundreds of meters in any direction, and are usually bordered by netherrack (or more rarely soul sand).
-
A lava sea with ghasts taking a dip in it.
Fortress
{ "title": "Fortress", "rows": [ { "field": "Nether", "label": "(link to Biome article, displayed as Biomes)" }, { "field": "See (link to Fortress#Structure article, displayed as Fortress <span style=\"white-space: nowrap;\">§ Structure</span>)", "label": "Consists of" } ], "invimages": [], "images": [ "Fortress.png" ] }
Fortresses are very large complexes made mainly of nether bricks (with added nether brick fences and stairs to be found). They contain blaze spawners, nether wart farms, and loot chests in them.
-
A nether fortress generated in the Nether.
-
A nether wart room with nether wart growing on soul sand located within a nether fortress.
-
A blaze spawner located inside a nether fortress.
Glowstone clusters
Biomes |
Nether |
---|---|
Consists of |
{ "title": "Glowstone cluster", "rows": [ { "field": "Nether", "label": "(link to Biome article, displayed as Biomes)" }, { "field": "\n* <span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:BlockSprite glowstone.png article, displayed as 16x16px|link=Glowstone|alt=|class=pixel-image|)</span>(link to Glowstone article, displayed as <span class=\"sprite-text\">Glowstone</span>)</span>", "label": "Consists of" } ], "invimages": [], "images": [ "Glowstone_Cluster.png" ] }
Glowstone clusters are typically veins of glowstone that can be among the hardest natural materials to harvest that don't require digging. They form in coral-like structures on the underside of hanging Netherrack, so they are often found on the ceilings of the Nether, where they provide light along with the ever present lava.
-
A naturally occurring vein of glowstone.
Other things located in the Nether
There are areas of soul sand and gravel around layer 64, veins of nether quartz ore, large "veins" of magma blocks and "hidden lava", which is a single block of lava generated randomly between netherrack.
-
A patch of soul sand.
-
Hidden lava and nether quartz ore.
-
Magma veins.
The End
The End is the final and most barren dimension, with very few types of significant structures, until after defeating the Ender Dragon, which will open gateways to more structures.
The Central Island
The center of the End is a large, asteroid-like island composed entirely of end stone, floating in the void. At a distance of 1000 blocks away, an endless expanse of more islands begins, away from the main island. These consist of large islands, about the size of the main island, and smaller ones, which are usually very thin and small.
-
The central island with a lone enderman.
Obsidian pillar
Biomes |
The End |
---|---|
Generates in existing chunks |
Yes, while the Ender Dragon is respawning |
Consists of |
{ "title": "Obsidian Pillar", "rows": [ { "field": "The End", "label": "(link to Biome article, displayed as Biomes)" }, { "field": "Yes, while the (link to Ender Dragon article, displayed as Ender Dragon) is respawning", "label": "Generates in<br>existing chunks" }, { "field": "(values exceeds 1000 characters...)", "label": "Consists of" } ], "invimages": [], "images": [ "Obsidian_Pillar.png" ] }
Obsidian pillars, also known as obsidian spikes or obsidian towers, are tall, tower-like structures that generate in The End in a circle around the fountain. The End crystals on top of each one will heal the Ender Dragon.
-
Obsidian Pillars in The End before End Crystals were added. Endermen are also visible.
-
Several obsidian pillars surrounding the exit portal.
-
A square obsidian pillar (Prior to 1.9).
Obsidian platform
Biomes |
The End |
---|---|
Generates in existing chunks |
Yes, is replaced upon dimension re-entry |
Consists of |
{ "title": "Obsidian Platform", "rows": [ { "field": "The End", "label": "(link to Biome article, displayed as Biomes)" }, { "field": "Yes, is replaced upon dimension re-entry", "label": "Generates in<br>existing chunks" }, { "field": "\n* <span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:BlockSprite obsidian.png article, displayed as 16x16px|link=Obsidian|alt=|class=pixel-image|)</span>(link to Obsidian article, displayed as <span class=\"sprite-text\">Obsidian</span>)</span>", "label": "Consists of" } ], "invimages": [], "images": [ "End-Platform-inGround.png" ] }
The obsidian platform is a 5 by 5 square of obsidian that is generated once a player enters the End. (Note that if the obsidian is destroyed, or if a block is placed on top of it, when the player enters the End, the obsidian will be restored and any blocks on top of it will despawn.) Obsidian platforms generate at X, Y, Z = 100(100.5), 48, 0(0.5), mostly far away from the island, making it tough to get there. Players who enter the end will spawn at X, Y, Z = 100, 49, 0 and the other entities that enter the end will spawn at X, Y , Z = 100.5, 50, 0.5, the middle of platform and 1 block higher than the platform.
- Sometimes the platform generates inside a case of end stone. It will remove enough end stone so that the player can walk around.
- Occasionally the platform will generate in midair.
-
The obsidian platform, generated underground.
Exit portal
{ "title": "Exit portal", "rows": [ { "field": "The End", "label": "(link to Biome article, displayed as Biomes)" }, { "field": "(values exceeds 1000 characters...)", "label": "Consists of" } ], "invimages": [], "images": [ "EnderDragonPortal.png" ] }
The exit portal is a structure that generates when the player goes to the End. It will activate after the player has killed the ender dragon, allowing them to go back to the Overworld.
End gateway portal
Biomes |
The End |
---|---|
Generates in existing chunks |
Yes, when an ender dragon is killed. |
Consists of |
{ "title": "End Gateway Portal", "rows": [ { "field": "The End", "label": "(link to Biome article, displayed as Biomes)" }, { "field": "Yes, when an (link to ender dragon article, displayed as ender dragon) is killed.", "label": "Generates in<br>existing chunks" }, { "field": "\n* <span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:BlockSprite bedrock.png article, displayed as 16x16px|link=Bedrock|alt=|class=pixel-image|)</span>(link to Bedrock article, displayed as <span class=\"sprite-text\">Bedrock</span>)</span>\n* <span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:BlockSprite end-gateway.png article, displayed as 16x16px|link=End Gateway (block)|alt=|class=pixel-image|)</span>(link to End Gateway (block) article, displayed as <span class=\"sprite-text\">End Gateway</span>)</span>", "label": "Consists of" } ], "invimages": [], "images": [ "EndGatewayPortal.png" ] }
The end gateway portal is a portal to quickly get to the outer islands of the End. It can only be accessed via a one-block gap, meaning that ender pearl, elytra or correctly placed water is required to enter it. (As of 1.13, you can use water to swim through a 1x1 block gap.
-
A gateway portal emitting a magenta beam.
End city
Biomes |
The End | ||
---|---|---|---|
Generates in existing chunks |
No | ||
Consists of |
|
{ "title": "End City", "rows": [ { "field": "The End", "label": "(link to Biome article, displayed as Biomes)" }, { "field": "No", "label": "Generates in<br>existing chunks" }, { "field": "(values exceeds 1000 characters...)", "label": "Consists of" } ], "invimages": [], "images": [ "EndCityEntrance.png" ] }
End cities are tall castle-like structures that generate in the outer islands of the End, consisting primarily of end stone bricks, purpur blocks, and end rods. They are the only places where shulkers can be found.
-
The end city structure, including the end ship.
-
Inside the structure.
-
The treasure room of a city.
End ship
Biomes |
The End | ||
---|---|---|---|
Generates in existing chunks |
No | ||
Consists of |
|
{ "title": "End Ship", "rows": [ { "field": "The End", "label": "(link to Biome article, displayed as Biomes)" }, { "field": "No", "label": "Generates in<br>existing chunks" }, { "field": "(values exceeds 1000 characters...)", "label": "Consists of" } ], "invimages": [], "images": [ "End Ship.png" ] }
End ships are common floating structures that are often generated alongside end cities. They are the only place where the elytra and the dragon head can be legitimately obtained.
-
An end ship.
-
The end ship, viewed from the bow.
-
The treasure room of the ship.
Chorus tree
Biomes |
The End |
---|---|
Generates in existing chunks |
Yes, when a chorus flower is planted on end stone and left to grow. |
Consists of |
{ "title": "Chorus Tree", "rows": [ { "field": "The End", "label": "(link to Biome article, displayed as Biomes)" }, { "field": "Yes, when a (link to chorus flower article, displayed as chorus flower) is planted on (link to end stone article, displayed as end stone) and left to grow.", "label": "Generates in<br>existing chunks" }, { "field": "\n* <span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:BlockSprite chorus-plant.png article, displayed as 16x16px|link=Chorus Plant|alt=|class=pixel-image|)</span>(link to Chorus Plant article, displayed as <span class=\"sprite-text\">Chorus Plant</span>)</span>\n* <span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:BlockSprite chorus-flower.png article, displayed as 16x16px|link=Chorus Flower|alt=|class=pixel-image|)</span>(link to Chorus Flower article, displayed as <span class=\"sprite-text\">Chorus Flower</span>)</span>", "label": "Consists of" } ], "invimages": [], "images": [ "Chorus Tree.png" ] }
Chorus trees generate on the outer islands of the end. They are formed in tall, coral-like patterns.They consist of chorus stems and chorus flowers. A chorus flower will generate at the top of each branch. They are the only source of chorus fruit and chorus flowers. The player can grow a new chorus tree by planting a flower on a block of endstone.
-
A chorus tree, next to a freshly planted flower. Enderman for scale.
-
Four chorus trees at different points in the life cycle.
-
Half of a chorus tree generated inside of an end city room.
Return portal
Return portals are end gateway portals that generate randomly throughout the outer End islands. These will teleport the player back to the center island's spawn platform.
Technical details
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, they will be generated 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 will approximately double the amount of ore in it.
When structures are generated, they can spill over into neighboring chunks that have been previously generated. Thus, a tree at the edge of the generated world (and probably only visible using external tools) may be overwritten by a lake before the player reaches it. It is also theoretically possible for two worlds generated with the same seed, from the same version of Minecraft, to differ slightly depending on the players' travel routes, because the order in which chunks are generated may determine which of two conflicting structures will overwrite or suppress the other.
Videos
History
[hide]pre-classic | |||||||
---|---|---|---|---|---|---|---|
Cave game tech test | Development on "Cave Game" started; caverns added.
{"type": "pre-classic", "version": "Cave game tech test", "exp": "", "snap": "", "content": "Development on \"(link to Cave Game article, displayed as Cave Game)\" started; caverns added."} | ||||||
[hide]classic | |||||||
0.0.12a | Added ocean around map.
{"type": "classic", "version": "0.0.12a", "exp": "", "snap": "", "content": "Added ocean around map."} | ||||||
0.0.14a | Added trees. At this point they were simply stumps covered with a thin leaf layer.
{"type": "classic", "version": "0.0.14a", "exp": "", "snap": "", "content": "Added trees. At this point they were simply stumps covered with a thin leaf layer."} | ||||||
0.0.15a (Multiplayer Test 1) | Trees have a new shape.
{"type": "classic", "version": "0.0.15a (Multiplayer Test 1)", "exp": "", "snap": "", "content": "Trees have a new shape."} | ||||||
August 25, 2009 | Video uploaded showing changed cavern generation; longer and narrower caverns, and bigger caves the deeper you travel.
{"type": "classic", "version": "August 25, 2009", "exp": "", "snap": "", "content": "Video uploaded showing changed cavern generation; longer and narrower caverns, and bigger caves the deeper you travel."} | ||||||
Surface lava lakes shown to be possible but unlikely, despite existing as early as 0.0.12a_03.
{"type": "classic", "version": "August 25, 2009", "exp": "", "snap": "", "content": "Surface lava lakes shown to be possible but unlikely, despite existing as early as 0.0.12a_03."} | |||||||
[hide]infdev | |||||||
March 20, 2010 | Re-added trees.
{"type": "infdev", "version": "(March 20, 2010)", "exp": "", "snap": "", "content": "Re-added trees."} | ||||||
June 25, 2010, 2 | Added dungeons.
{"type": "infdev", "version": "(June 25, 2010, 2)", "exp": "", "snap": "", "content": "Added dungeons."} | ||||||
[hide]alpha | |||||||
v1.0.1 | Caves can be far bigger and more expansive.
{"type": "alpha", "version": "v1.0.1", "exp": "", "snap": "", "content": "Caves can be far bigger and more expansive."} | ||||||
v1.2.0 | Added the Nether and all Nether-related generated structures, except for nether fortresses and magma veins.
{"type": "alpha", "version": "v1.2.0", "exp": "", "snap": "", "content": "Added the Nether and all Nether-related generated structures, except for nether fortresses and magma veins."} | ||||||
v1.2.6 | Added small lakes and rare lava pools, both on the surface and randomly in caves.
{"type": "alpha", "version": "v1.2.6", "exp": "", "snap": "", "content": "Added small lakes and rare lava pools, both on the surface and randomly in caves."} | ||||||
[hide]beta | |||||||
1.8 | Added abandoned mineshafts.
{"type": "beta", "version": "1.8", "exp": "", "snap": "", "content": "Added abandoned mineshafts."} | ||||||
Added villages.
{"type": "beta", "version": "1.8", "exp": "", "snap": "", "content": "Added villages."} | |||||||
Added strongholds.
{"type": "beta", "version": "1.8", "exp": "", "snap": "", "content": "Added strongholds."} | |||||||
Added huge mushrooms.
{"type": "beta", "version": "1.8", "exp": "", "snap": "", "content": "Added huge mushrooms."} | |||||||
Added river biomes and vast oceans.
{"type": "beta", "version": "1.8", "exp": "", "snap": "", "content": "Added river biomes and vast oceans."} | |||||||
Sand and gravel beaches removed due to the changes in the terrain generation algorithm.
{"type": "beta", "version": "1.8", "exp": "", "snap": "", "content": "Sand and gravel beaches removed due to the changes in the terrain generation algorithm."} | |||||||
[hide]Java Edition | |||||||
1.0.0 | Added nether fortresses.
{"type": "java", "version": "1.0.0", "exp": "", "snap": "", "content": "Added nether fortresses."} | ||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | Added the End and End-related generated structures, including the End island, the obsidian platform, the obsidian towers and the end fountain.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Added (link to the End article, displayed as the End) and End-related generated structures, including the End island, the obsidian platform, the obsidian towers and the end fountain."} | ||||||
1.1 | Sand beaches have made a return, but the way they look and generate are not the same as before.
{"type": "java", "version": "1.1", "exp": "", "snap": "", "content": "Sand beaches have made a return, but the way they look and generate are not the same as before."} | ||||||
1.2.1 | Desert wells were added.
{"type": "java", "version": "1.2.1", "exp": "", "snap": "", "content": "Desert wells were added."} | ||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | The generation of beaches has been greatly improved.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "The generation of beaches has been greatly improved."} | ||||||
1.3.1 | Added desert temples.
{"type": "java", "version": "1.3.1", "exp": "", "snap": "", "content": "Added desert temples."} | ||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | Added jungle temples.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Added jungle temples."} | ||||||
1.4.2 | Added witch huts.
{"type": "java", "version": "1.4.2", "exp": "", "snap": "", "content": "Added witch huts."} | ||||||
1.6.1 | Water oases no longer generate in deserts.
{"type": "java", "version": "1.6.1", "exp": "", "snap": "", "content": "Water oases no longer generate in deserts."} | ||||||
1.7.2 | Gravel beaches have been returned to the terrain.
{"type": "java", "version": "1.7.2", "exp": "", "snap": "", "content": "Gravel beaches have been returned to the terrain."} | ||||||
Mountains now generate as part of the "M" biome variants.
{"type": "java", "version": "1.7.2", "exp": "", "snap": "", "content": "Mountains now generate as part of the \"M\" biome variants."} | |||||||
The desert oases appear in the desert M biome.
{"type": "java", "version": "1.7.2", "exp": "", "snap": "", "content": "The desert oases appear in the desert M biome."} | |||||||
Moss stone boulders were added.
{"type": "java", "version": "1.7.2", "exp": "", "snap": "", "content": "Moss stone boulders were added."} | |||||||
1.8 | Added ocean monuments.
{"type": "java", "version": "1.8", "exp": "", "snap": "", "content": "Added ocean monuments."} | ||||||
1.8.1 | New witch huts can spawn witches Y 64 to 71. This allows for three spawning floors for witches.
{"type": "java", "version": "1.8.1", "exp": "", "snap": "", "content": "New witch huts can spawn witches Y 64 to 71. This allows for three spawning floors for witches."} | ||||||
1.9 | Added the outer islands of the End.
{"type": "java", "version": "1.9", "exp": "", "snap": "", "content": "Added the outer islands of the End."} | ||||||
Added the end city dungeon.
{"type": "java", "version": "1.9", "exp": "", "snap": "", "content": "Added the end city dungeon."} | |||||||
Added chorus trees.
{"type": "java", "version": "1.9", "exp": "", "snap": "", "content": "Added chorus trees."} | |||||||
Added the end gateway portal.
{"type": "java", "version": "1.9", "exp": "", "snap": "", "content": "Added the end gateway portal."} | |||||||
1.9 | Added igloos with a 50% chance of having a basement.
{"type": "java", "version": "1.9", "exp": "", "snap": "", "content": "Added igloos with a 50% chance of having a basement."} | ||||||
1.10 | Added bone and coal ore fossils.
{"type": "java", "version": "1.10", "exp": "", "snap": "", "content": "Added bone and coal ore fossils."} | ||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | Blacksmiths now generate with cobblestone in all biomes, rather than acacia logs in savannas and sandstone in deserts.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Blacksmiths now generate with cobblestone in all biomes, rather than acacia logs in savannas and sandstone in deserts."} | ||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | Zombie villagers generated in zombie villages no longer despawn.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Zombie villagers generated in zombie villages no longer despawn."} | ||||||
Wooden fences are now substituted with the correct wood type for the biome.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Wooden fences are now substituted with the correct wood type for the biome."} | |||||||
Paths no longer replace most blocks, instead considering the blocks underneath, preventing them from generating in treetops or bridging ravines.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Paths no longer replace most blocks, instead considering the blocks underneath, preventing them from generating in treetops or bridging ravines."} | |||||||
1.11 | Added woodland mansions.
{"type": "java", "version": "1.11", "exp": "", "snap": "", "content": "Added woodland mansions."} | ||||||
Added /locate command that shows the coordinates of the nearest structures.
{"type": "java", "version": "1.11", "exp": "", "snap": "", "content": "Added <!-- Command --><code ><span>/(link to Commands/locate article, displayed as locate)</span></code><!-- /Command --> command that shows the coordinates of the nearest structures."} | |||||||
1.13 | Structures using structure files can now be modified, with the addition of data packs.
{"type": "java", "version": "1.13", "exp": "", "snap": "", "content": "Structures using structure files can now be modified, with the addition of (link to data pack article, displayed as data packs)."} | ||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | Flower pots in witch huts now have a mushroom inside of them; previously they were empty.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Flower pots in witch huts now have a mushroom inside of them; previously they were empty."} | ||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | Caves and ravines can now generate underwater.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Caves and ravines can now generate underwater."} | ||||||
Frozen Ocean have made a return, but without customized, they look and generate, but are not the same unused.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Frozen Ocean have made a return, but without (link to customized article, displayed as customized), they look and generate, but are not the same (link to Unused features article, displayed as unused)."} | |||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | Added underwater ruin structures.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Added underwater ruin structures."} | ||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | Added buried treasure structures.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Added buried treasure structures."} | ||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | Added coral reefs.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Added coral reefs."} | ||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | Added shipwrecks.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Added shipwrecks."} | ||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | Added icebergs.
{"type": "java", "version": "", "exp": "", "snap": "", "content": "Added icebergs."} | ||||||
[hide]Upcoming Java Edition | |||||||
1.14 | Added pillager outposts.
{"type": "java upcoming", "version": "1.14", "exp": "", "snap": "", "content": "Added pillager outposts."} | ||||||
1.14 | Overhauled villages.
{"type": "java upcoming", "version": "1.14", "exp": "", "snap": "", "content": "Overhauled villages."} | ||||||
[hide]Pocket Edition Alpha | |||||||
0.1.0 | Added beaches, ocean, frozen ocean, cliffs, mountains, basin, mineral vein, trees.
{"type": "pocket Alpha", "version": "0.1.0", "exp": "", "snap": "", "content": "Added beaches, ocean, frozen ocean, cliffs, mountains, basin, mineral vein, trees."} | ||||||
0.7.0 | Added gravel beaches.
{"type": "pocket Alpha", "version": "0.7.0", "exp": "", "snap": "", "content": "Added gravel beaches."} | ||||||
0.9.0 | Added villages, caves, lava pools, rivers, abandoned mineshafts, huge mushrooms, moss stone boulders, strongholds, ice patches, ice spikes, dungeons and desert wells.
{"type": "pocket Alpha", "version": "0.9.0", "exp": "", "snap": "", "content": "Added villages, caves, lava pools, rivers, abandoned mineshafts, huge mushrooms, moss stone boulders, strongholds, ice patches, ice spikes, dungeons and desert wells."} | ||||||
Frozen oceans are now no longer generated.
{"type": "pocket Alpha", "version": "0.9.0", "exp": "", "snap": "", "content": "Frozen oceans are now no longer generated."} | |||||||
Removed gravel beaches.
{"type": "pocket Alpha", "version": "0.9.0", "exp": "", "snap": "", "content": "Removed gravel beaches."} | |||||||
0.10.0 | Abandoned mineshafts generate above ground in mesa biomes.
{"type": "pocket Alpha", "version": "0.10.0", "exp": "", "snap": "", "content": "Abandoned mineshafts generate above ground in mesa biomes."} | ||||||
0.11.0 | Added desert wells.
{"type": "pocket Alpha", "version": "0.11.0", "exp": "", "snap": "", "content": "Added desert wells."} | ||||||
0.12.1 | Added the Nether along with lava oceans, glowstone clusters, Nether Fortresses, soul sand beaches, hidden lava, gravel beaches, and Nether quartz veins.
{"type": "pocket Alpha", "version": "0.12.1", "exp": "", "snap": "", "content": "Added the Nether along with lava oceans, glowstone clusters, Nether Fortresses, soul sand beaches, hidden lava, gravel beaches, and Nether quartz veins."} | ||||||
0.13.0 | Added desert temples.
{"type": "pocket Alpha", "version": "0.13.0", "exp": "", "snap": "", "content": "Added desert temples."} | ||||||
0.14.0 | Added witch huts.
{"type": "pocket Alpha", "version": "0.14.0", "exp": "", "snap": "", "content": "Added witch huts."} | ||||||
Cauldrons will now generate with a random potion.
{"type": "pocket Alpha", "version": "0.14.0", "exp": "", "snap": "", "content": "(link to Cauldron article, displayed as Cauldrons) will now generate with a random (link to potion article, displayed as potion)."} | |||||||
0.15.0 | Added jungle temples.
{"type": "pocket Alpha", "version": "0.15.0", "exp": "", "snap": "", "content": "Added jungle temples."} | ||||||
Added savanna and taiga village variants.
{"type": "pocket Alpha", "version": "0.15.0", "exp": "", "snap": "", "content": "Added savanna and taiga village variants."} | |||||||
Villages can generate in cold taiga and ice plains biomes. Buildings are made out of spruce wood like taiga villages.
{"type": "pocket Alpha", "version": "0.15.0", "exp": "", "snap": "", "content": "Villages can generate in cold taiga and ice plains biomes. Buildings are made out of spruce wood like taiga villages."} | |||||||
Villages have a 2% chance to generate as zombie villages. Buildings in zombie villages contain cobweb and moss stone.
{"type": "pocket Alpha", "version": "0.15.0", "exp": "", "snap": "", "content": "Villages have a 2% chance to generate as zombie villages. Buildings in zombie villages contain cobweb and moss stone."} | |||||||
0.16.0 | Added ocean monuments.
{"type": "pocket Alpha", "version": "0.16.0", "exp": "", "snap": "", "content": "Added ocean monuments."} | ||||||
[hide]Pocket Edition | |||||||
1.0 | Added the End and End-related generated structures, including the End islands, the obsidian platform, the obsidian towers, the end fountain, end cities, end gateways and chorus trees.
{"type": "pocket", "version": "1.0", "exp": "", "snap": "", "content": "Added the End and End-related generated structures, including the End islands, the obsidian platform, the obsidian towers, the end fountain, end cities, end gateways and chorus trees."} | ||||||
Added igloos.
{"type": "pocket", "version": "1.0", "exp": "", "snap": "", "content": "Added igloos."} | |||||||
1.1 | Added woodland mansions.
{"type": "pocket", "version": "1.1", "exp": "", "snap": "", "content": "Added woodland mansions."} | ||||||
1.1.3 | Added fossils.
{"type": "pocket", "version": "1.1.3", "exp": "", "snap": "", "content": "Added fossils."} | ||||||
[hide]Bedrock Edition | |||||||
1.2 | Added ravines.
{"type": "bedrock", "version": "1.2", "exp": "", "snap": "", "content": "Added ravines."} | ||||||
1.4 | Added buried treasure structures.
{"type": "bedrock", "version": "1.4", "exp": "", "snap": "", "content": "Added buried treasure structures."} | ||||||
Added shipwrecks.
{"type": "bedrock", "version": "1.4", "exp": "", "snap": "", "content": "Added shipwrecks."} | |||||||
Added icebergs.
{"type": "bedrock", "version": "1.4", "exp": "", "snap": "", "content": "Added icebergs."} | |||||||
Added coral reefs.
{"type": "bedrock", "version": "1.4", "exp": "", "snap": "", "content": "Added coral reefs."} | |||||||
Ravines can now generate underwater.
{"type": "bedrock", "version": "1.4", "exp": "", "snap": "", "content": "Ravines can now generate underwater."} | |||||||
Frozen oceans have made a return, but the way they look and generate are not the same as before.
{"type": "bedrock", "version": "1.4", "exp": "", "snap": "", "content": "Frozen oceans have made a return, but the way they look and generate are not the same as before."} | |||||||
Lua error in Module:Version_link at line 117: attempt to concatenate local 'text' (a nil value). | Added underwater ruins.
{"type": "bedrock", "version": "", "exp": "", "snap": "", "content": "Added underwater ruins."} | ||||||
Caves can now generate underwater.
{"type": "bedrock", "version": "", "exp": "", "snap": "", "content": "Caves can now generate underwater."} | |||||||
[hide]Upcoming Bedrock Edition | |||||||
1.10 | Added Pillager Outposts.
{"type": "bedrock upcoming", "version": "1.10", "exp": "", "snap": "", "content": "Added Pillager Outposts."} | ||||||
Overhauled villages.
{"type": "bedrock upcoming", "version": "1.10", "exp": "", "snap": "", "content": "Overhauled villages."} | |||||||
[hide]Legacy Console Edition | |||||||
Xbox 360 | Xbox One | PS3 | PS4 | PS Vita | Wii U | Switch | |
TU5 | CU1 | Patch 1 | Patch 1 | Added villages, abandoned mineshafts, strongholds and ravines.
{"type": "console", "xbox": "TU5", "xbone": "CU1", "ps3": "", "ps4": "", "psvita": "", "wiiu": "Patch 1", "switch": "Patch 1", "content": "Added villages, abandoned mineshafts, strongholds and ravines."} | |||
Sand and gravel beaches removed due to the changes in the terrain generation algorithm.
{"type": "console", "xbox": "TU5", "xbone": "CU1", "ps3": "", "ps4": "", "psvita": "", "wiiu": "Patch 1", "switch": "Patch 1", "content": "Sand and gravel beaches removed due to the changes in the terrain generation algorithm."} | |||||||
TU9 | Added the End along with End-related structures such as the End island, the obsidian platform, the obsidian towers and the end fountain.
{"type": "console", "xbox": "TU9", "xbone": "", "ps3": "", "ps4": "", "psvita": "", "wiiu": "", "switch": "", "content": "Added the End along with End-related structures such as the End island, the obsidian platform, the obsidian towers and the end fountain."} | ||||||
Sand beaches have made a return, but the way they look and generate are not the same as before.
{"type": "console", "xbox": "TU9", "xbone": "", "ps3": "", "ps4": "", "psvita": "", "wiiu": "", "switch": "", "content": "Sand beaches have made a return, but the way they look and generate are not the same as before."} | |||||||
TU12 | Desert wells were added.
{"type": "console", "xbox": "TU12", "xbone": "", "ps3": "", "ps4": "", "psvita": "", "wiiu": "", "switch": "", "content": "Desert wells were added."} | ||||||
TU14 | Added jungle and desert temples.
{"type": "console", "xbox": "TU14", "xbone": "", "ps3": "", "ps4": "", "psvita": "", "wiiu": "", "switch": "", "content": "Added jungle and desert temples."} | ||||||
TU19 | CU7 | Added witch huts.
{"type": "console", "xbox": "TU19", "xbone": "CU7", "ps3": "", "ps4": "", "psvita": "", "wiiu": "", "switch": "", "content": "Added witch huts."} | |||||
Water oases will now no longer generate in deserts.
{"type": "console", "xbox": "TU19", "xbone": "CU7", "ps3": "", "ps4": "", "psvita": "", "wiiu": "", "switch": "", "content": "Water oases will now no longer generate in deserts."} | |||||||
TU31 | CU19 | Patch 3 | Added ocean monuments.
{"type": "console", "xbox": "TU31", "xbone": "CU19", "ps3": "", "ps4": "", "psvita": "", "wiiu": "Patch 3", "switch": "", "content": "Added ocean monuments."} | ||||
TU43 | CU33 | Patch 13 | Added fossils and igloos.
{"type": "console", "xbox": "TU43", "xbone": "CU33", "ps3": "", "ps4": "", "psvita": "", "wiiu": "Patch 13", "switch": "", "content": "Added fossils and igloos."} | ||||
TU54 | CU44 | Patch 24 | Patch 4 | Added woodland mansions.
{"type": "console", "xbox": "TU54", "xbone": "CU44", "ps3": "", "ps4": "", "psvita": "", "wiiu": "Patch 24", "switch": "Patch 4", "content": "Added woodland mansions."} | |||
TU68 | Patch 38 | Added shipwrecks, underwater ruins, coral reefs, icebergs, underwater caves and ravines, and buried treasure chests.
{"type": "console", "xbox": "TU68", "xbone": "", "ps3": "", "ps4": "", "psvita": "", "wiiu": "Patch 38", "switch": "", "content": "Added shipwrecks, underwater ruins, coral reefs, icebergs, underwater caves and ravines, and buried treasure chests."} | |||||
[hide]New Nintendo 3DS Edition | |||||||
1.7.10 | Added chorus plants.
{"type": "new3ds", "version": "1.7.10", "exp": "", "snap": "", "content": "Added chorus plants."} |
Trivia
- In previous versions, before snow cover was solid, a lava lake with floating snow cover above it could be a deadly trap before the snow melted.
- The smallest possible fully-grown chorus tree (assuming the growth is not obstructed) would have 5 chorus plants.
See also
[hide] | |||||||
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Geography | |||||||
Sky and fog | |||||||
Dimensions | |||||||
World types |
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Player constructions |
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Matter | |||||||
Sound | |||||||
Weather | |||||||
Joke | |||||||
Removed |
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