Structures (also known as a "generated structure" or "structure feature") are naturally-generated formations that can be located using /locate structure and will not spawn in the world when the "Generate Structures" option is disabled during world creation.[JE only] Players can generate structures using /place. Certain features, such as monster rooms or desert wells, still generate when this option is disabled and are listed under § Structure-like features due to their resemblance to other defined structures.
Long corridors made of deepslate and wool, connecting to a central building with a frame like structure made of reinforced deepslate. The central structure resembles a warden. Small ruins can be found scattered around the ancient city containing loot chests inside. Since this structure generates in the deep dark biome, it contains many sculk sensors, shriekers, and catalysts.
A hidden chest containing valuable loot that spawn in coastal biomes. They are found using treasure maps located in shipwrecks and occasionally ocean ruins. The most notable item in buried chests are the heart of the sea, which is guaranteed to be found. Other common loot that can be found are diamonds, iron and gold ingots, emeralds, TNT, and potions.
Strongholds in Minecraft are generated with maze-like underground structures composed of various specialized rooms, including the essential End portal room, libraries, prison cells, and storage areas. The End portal in the stronghold is the only way to access the End dimension, and it requires eyes of ender to activate. Eyes of ender are also used to locate the stronghold.
A group of ruined buildings meant to resemble small, ancient settlements. The entire structure is buried underground except for the tip of the tower, which is exposed to the surface. The structure can contain suspicious gravel with various archaeology items.
A large underground structure made of copper and tuff-related blocks, featuring trial spawners and vaults in challenging combat rooms. It is the only place where the breeze is found, as well as the heavy core in vault loot.
Large sandstone buildings containing four chests with loot in an underground room hidden beneath terracotta. The chests are trapped with TNT that detonates when a stone pressure plate in the center is stepped on, destroying the chests and their contents. There is also a buried side room with suspicious sand.
Snow buildings that may have a basement hidden under a white carpet. The igloo itself contains little of value, but the basement has a villager and a zombie villager held captive behind iron bars. Acting as a tutorial, the basement contains all ingredients to cure the zombie villager, including a splash potion of Weakness on a brewing stand and golden apple in a chest.
Overgrown cobblestone structures containing two loot chests, with one trapped with two dispensers firing arrows by redstone and the other hidden behind a lever puzzle. Setting the correct combination for the lever puzzle moves a block on the main floor, revealing a hidden cavity and the chest.
An assortment of structures spawning pillagers. The main feature of interest is the watchtower: a tall structure built with wood and cobblestone that generates a loot chest in the top floor. Located around the watchtower are up to four small structures, including tents, target scarecrows, and wooden cages sometimes containing an iron golem or a group of up to 3 allays.
Swamp huts are small wooden buildings on top of log stilts containing a cauldron with a random potion[BE only] and crafting table. Upon their generation, one black cat and one witch occupy the structure's area and the mobs do not despawn naturally. The huts can be used to create a witch farm, as replacement witches spawn automatically.
A town full of houses and job sites inhabited by villagers with random professions and up to two iron golems defending the village. They are constructed with a wide variety of materials and different architecture, depending on the biome that they generate in. Villages also contain farms with animals and crops, and cats spawn commonly around the houses.
Villages can rarely generate as abandoned villages where zombie villagers spawn instead of villagers. Houses no longer have torches, some blocks are broken and replaced with cobwebs or mossy cobblestone, and no iron golems spawn.
Massive, systematically-generated buildings constructed with dark oak and a cobblestone foundation. They contain many rooms (some hidden) and loot chests scattered across their three floors, and are inhabited by vindicators and evokers that do not naturally despawn or respawn when defeated. Allays can sometimes be found in prison cells.
An incomplete Nether portal constructed with various types of stone materials. They can generate in varying sizes and positions, on the surface, underwater, and in caves. A netherrack platform generates underneath, as well as a loot chest and a few gold blocks.
Massive prismarine temples inhabited by guardians, as well as three elder guardians in fixed positions. Wet sponges, along with eight blocks of gold as treasure, also generate naturally here. The interior structure is randomly generated, resembling a maze of sorts.
A collection of small structures made of stone bricks or sandstone depending on the ocean temperature. Drowned may spawn naturally here. Along with loot chests, they contain suspicious sand or suspicious gravel. Suspicious sand in warm ocean ruins is the only way to get the sniffer egg.
Enormous, castle-like blackstone structures housing piglins and piglin brutes. They can generate in various forms (bridges, housing units, hoglin stables, and treasure rooms) and chest loot varies from one form to the next. Large quantities of gold blocks generate within the structure and this is the only place where netherite upgrades can be found.
Similar to the Overworld ruined portal, this is an incomplete Nether portal constructed with blackstone materials instead of stone. They can generate in varying sizes and positions, with a loot chest and a few gold blocks.
These world generation features share similarities with structures but are generated in the same manner as trees and ores. They will generate even when the "Generate Structures" option[JE only] is disabled. These cannot be located using the /locate command.
Large, hollow spherical rocks composed of outer layers of smooth basalt and calcite with an inner layer of amethyst blocks. This is the only place where budding amethyst, amethyst buds, amethyst clusters and amethyst blocks can be found. They come in many sizes, including open geodes and entirely encased geodes.
A 1-block portal that activates after the ender dragon is defeated. Using an ender pearl, the player can teleport to the outer regions of the End. They generate infinetely throughout the world as gateways back to the main island.
A feature that looks like a fountain. It becomes the only portal to the Overworld and a dragon egg spawns on it after the player defeats the ender dragon.
A giant pyramid that had no interior and was made solely out of bricks. It was made to test structure generation. The official name for this structure is unknown. Was removed in Java Edition Infdev 20100327.
A tall, 1×1 glass pillar that stretched from the End portal room in the stronghold all the way to the build limit. According to Jeb, it was a debug feature that he forgot to remove. It was removed in the version Java Edition Beta 1.9 Prerelease 4.
Used to serve as the spawn location for the player during the Indev phase. The first edition of this house was made of mossy cobblestone, but later it was changed to wooden planks. It also originally included chests with various items, which were later removed.
Chunk-sized patches of terrain that would generate up to the height limit. They were never intended to be in the game as they were just a "glitch". Monoliths were patched in the version Alpha v1.2.0 Preview.
A player-built structure that would turn into the "Nether Spire", and would give the player access to unobtainable items. The reason for its addition is because the Nether did not exist in Pocket Edition back then. It was then removed after the addition of the Nether in Pocket Edition.
A tall and round structure that spawned over the Nether reactor. It was made out of obsidian, which was later changed to netherrack. It would spawn various zombie pigmen and items from the Nether. Its purpose was to enable the players on Pocket Edition to obtain certain items, since the Nether was not implemented yet.
Anywhere, since it stretched toward every direction.
A 2 block tall obsidian wall that was present during some versions of the Infdev phase. It started in the middle of the world, and stretched toward north, south, west and east. This structure doesn't have an official name.
Structures are generated for a given chunk after the terrain has been formed. The chunk format includes a tag called TerrainPopulated that indicates whether structures whose "point of origin" is in that chunk have been generated. If it is false or missing, it generates again. Structure generation is based on what is already in the chunk, so (for example) flagging a chunk that has already been populated for repopulation approximately doubles the amount of ore in it. When structures are generated, they can spill over into neighboring chunks that have been previously generated.
The following table lists configured structure features' IDs in Java Edition and structure features' IDs in Bedrock Edition. These IDs can be used in /locate command.