Every structure that generates in a Java world — where it appears, which version added it and what's inside. Each one links straight to a finder that locates it from your seed.
Overworld17 structures
Everything that generates in the main dimension, from villages on the surface to ancient cities at the bottom of the world.
Village
Added in Beta 1.8
Inhabited settlements whose style matches their biome — sandstone in deserts, spruce in taigas. The best early-game head start in the game: food, shelter and villager trading from day one.
Where:
Plains, desert, savanna, taiga, snowy plains and meadow
Loot:
Beds, crops, chest loot, trading and an iron golem
Buried stone fortresses that hold the world's only end portals. Eyes of ender point toward the nearest one; the finder shows every stronghold in the world at once.
Where:
Underground, in rings around world origin — the first ring 1,280–2,816 blocks out
Copper-and-tuff combat dungeons built around trial spawners that scale to your party size. Beat the waves for trial keys, then unlock vaults for the good loot — repeatable per player.
Where:
Underground — the starting room between Y −40 and −20, most rooms above it
Loot:
Trial keys, vaults and ominous vaults — heavy core, wind charges and the mace's breeze rods
Vast ruined cities in the deep dark, patrolled by nothing — until sculk shriekers summon the warden. Sneak between the loot chests; fighting is optional and usually a mistake.
Where:
The deep dark, with the city floor at exactly Y −51
Loot:
Swift Sneak books (only source), echo shards, disc fragments and enchanted golden apples
One of the rarest overworld structures — a huge illager stronghold full of themed rooms, vindicators and evokers. The only place totems of undying drop outside raids.
Where:
Dark forests (and pale gardens from 1.21.5), usually far from spawn
Loot:
Totems of undying from evokers, allays in cells, and room chests
Prismarine temples guarded by guardians and three elder guardians, whose Mining Fatigue makes raiding them a proper mid-game project. The only place sponges are found.
Where:
Deep ocean variants
Loot:
Sponges, 8 gold blocks in the core, and guardian drops
Sandstone pyramids with four buried loot chests — and a pressure plate over nine TNT between you and them. Since 1.20 they also hide suspicious sand for archaeology.
Where:
Desert biomes
Loot:
Diamonds, emeralds and enchanted books under a TNT trap; suspicious sand archaeology
Cozy snow shelters — about half conceal a trapdoor to a basement holding a cleric zombie villager and everything needed to cure it into a discounted trader.
Where:
Snowy plains, snowy taiga and snowy slopes
Loot:
Half hide a basement with a brewing stand, a golden apple and a zombie villager to cure
Sunken (and occasionally beached) ships with up to three chests. The map chest's buried treasure map is the fastest legitimate route to a heart of the sea.
Where:
Oceans and beaches — upright, sideways or upside-down
Loot:
Supply, treasure and map chests — the map chest holds a buried treasure map
Sunken village remnants patrolled by drowned. Since 1.20 their suspicious sand and gravel hide archaeology loot — including sniffer eggs in warm ruins.
Where:
Ocean floors — stone-brick ruins in normal and cold oceans, sandstone in warm
Loot:
Chest loot with maps and gear, drowned with tridents, and suspicious blocks with sniffer eggs
A single chest hidden under the sand, marked with an X on shipwreck and ruin maps. The only place a heart of the sea generates, and the finder gives exact dig coordinates.
Where:
Under beaches, at chunk position (9, 9)
Loot:
The heart of the sea — its only source — plus iron, gold and emeralds
Broken nether portals with a gold-heavy loot chest. Swap out any crying obsidian, fill the frame and you can be in the Nether minutes into a new world.
Where:
Every biome but the deep dark — Overworld and Nether, surface or buried
Loot:
Gold gear and blocks, obsidian, and flint and steel — a shortcut to an early portal
Mostly-buried archaeology sites — brush the suspicious gravel for pottery sherds and the Wayfinder, Raiser, Shaper and Host armor trims found nowhere else.
Where:
Buried in taigas, snowy taigas, old growth taigas, old growth birch forests and jungles
Loot:
Pottery sherds and four exclusive armor trims via suspicious gravel
Sprawling abandoned tunnel networks threaded through cave systems. Too common and too spread out for a 'nearest' finder to be useful — toggle them on the seed map instead.
Where:
Underground almost everywhere; at surface level in badlands
Loot:
Minecart chests with name tags, golden apples and rails; cave spider spawners
Structures on the Nether map — remember Nether coordinates cover 8× the Overworld distance horizontally.
Nether Fortress
Added in 1.0
Netherbrick keeps holding the three things you can't finish the game without: blaze rods for ender eyes, nether wart for potions and wither skulls for the wither fight.
Where:
All Nether biomes — each 432×432 region rolls a fortress or a bastion
Loot:
Blaze rods, wither skeleton skulls and nether wart — all progression-critical
Blackstone piglin fortresses in four layouts — housing, stables, bridge and treasure room. Treasure bastions hold the biggest hauls; every chest risks angering the residents.
Where:
All Nether biomes except basalt deltas
Loot:
Netherite upgrade templates, ancient debris (best odds in treasure rooms) and the Pigstep disc
Structures of the End's outer islands, past the ~1,000-block void gap around the central island.
End City
Added in 1.9
Purpur towers guarded by shulkers, with the game's best loot tables. Some generate with a bridge out to an end ship — and every ship carries an elytra in its item frame.
Where:
End highlands on the outer islands
Loot:
Elytra (on end ships), shulker shells and heavily enchanted gear
Tiny bedrock portals activated by throwing an ender pearl in — the fast route between the central island and the outer End. The finder maps the outer-island return gateways.
Where:
Up to 20 around the central island, plus return gateways on the outer islands
Loot:
No loot — a bedrock portal that teleports you across the void gap
This page tells you what generates and where — the finders tell you where in your world. Every finder runs the same Java worldgen your game does, right in the browser, and lists the nearest instances with coordinates you can copy into a /tp command. For the full picture, the seed map renders all of them on one map, and the biome reference covers the terrain they generate in.
Frequently asked questions
How do I find these structures in my own world?
Every structure here (except mineshafts) has a dedicated finder — enter your seed and it lists the nearest ones with exact coordinates on an interactive map. All finders run the real Java world generation in your browser, so results match your world exactly.
Do structures generate in the same places on Bedrock Edition?
No — Java and Bedrock place structures differently, so the same seed gives different worlds on each edition. Everything on this site is Java Edition worldgen.
Why can a structure be missing in an older world?
Structures only generate in chunks created on a version that has them. If your world predates a structure's release, already-explored terrain won't have it — only newly generated chunks will. Each finder's version selector matches the version your chunks were generated in.
Which structures should I visit first in a new world?
A village for food and beds, a ruined portal for an early Nether shortcut, and a shipwreck's map chest for buried treasure. After that, a nether fortress and a bastion cover everything you need to reach the End.