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Overworld Structures

The primary dimension with surface and underground structures.

Abandoned CampOverworld Surface

A tent of white wool stairs with a campsite next to it

UncommonY: 63 to 160
Amethyst GeodeOverworld Underground

Spherical structure with three layers

UncommonY: -58 to 30
Ancient CityOverworld Underground

Massive deep slate city structure

RareY: -64 to -30
Buried TreasureOcean

Single chest buried under sand or gravel

CommonY: 60 to 65
Desert PyramidOverworld Surface

Sandstone pyramid with orange terracotta

UncommonY: 60 to 75
IglooOverworld Surface

Snow block dome structure

UncommonY: 62 to 74
Jungle PyramidOverworld Surface

Cobblestone and mossy cobblestone construction

RareY: 60 to 80
MineshaftOverworld Underground

Network of wooden-supported tunnels

CommonY: -60 to 50
Ocean MonumentOcean

Large underwater prismarine structure

UncommonY: 30 to 60
Ocean RuinsOcean

Ruined stone or sandstone buildings

CommonY: 30 to 65
Pillager OutpostOverworld Surface

Tall watchtower structure

UncommonY: 60 to 90
Ruined Portal (Overworld)Overworld Surface

Incomplete nether portal frame

CommonY: -60 to 100
ShipwreckOcean

Wooden ship structure, partially destroyed

CommonY: 30 to 65
StrongholdOverworld Underground

End portal room with silverfish spawner

RareY: -30 to 0
Trail RuinsOverworld Underground

Buried archaeological structure

UncommonY: -15 to 2
Trial ChamberOverworld Underground

Copper and tuff block construction

UncommonY: -40 to -20
VillageOverworld Surface

Contains houses, farms, and workstations

CommonY: 60 to 80
Witch HutOverworld Surface

Small wooden hut on stilts

UncommonY: 60 to 70
Woodland MansionOverworld Surface

Massive three-story wooden structure

Very RareY: 60 to 80

Which biomes each Overworld structure needs

A structure only generates where the biome at its starting point allows it, and most of them are picky. This is the list from Java Edition 26.2. Bedrock places structures by its own rules, so a few biomes differ there. Villages and pillager outposts can also turn up in sunflower plains, for example.

Village

Plains and meadows get the plains style, while desert, savanna, taiga and snowy plains each have their own. All five styles share one grid of possible spots, so the biome under the spot decides which one you get.

Pillager Outpost

Every village biome, plus cherry groves, groves, snowy slopes and the jagged, frozen and stony peaks. In Java an outpost never generates within 10 chunks of a village.

Desert Pyramid

Deserts only.

Jungle Pyramid

Jungles and bamboo jungles. Sparse jungles never get one.

Witch Hut

Swamps only. Mangrove swamps don't count.

Igloo

Snowy plains, snowy taigas and snowy slopes.

Woodland Mansion

Dark forests and pale gardens.

Trail Ruins

Taigas, snowy taigas, old growth pine and spruce taigas, old growth birch forests and jungles.

Ancient City

The deep dark only, the cave biome that forms far below mountains.

Trial Chamber

Any Overworld biome except the deep dark.

Mineshaft

Nearly everywhere, oceans and mushroom fields included. Badlands get the dark oak kind instead, and no mineshaft starts in the deep dark, though one from next door can run into it.

Stronghold

Any Overworld biome, the deep dark included. Java lays its 128 strongholds out in rings around the center of the world.

Ocean Monument

The four deep oceans: deep, deep lukewarm, deep cold and deep frozen.

Ocean Ruins

Sandstone ruins in warm, lukewarm and deep lukewarm oceans, stone brick ruins in every other ocean.

Shipwreck

Every ocean biome. The beached kind generates on beaches and snowy beaches.

Buried Treasure

Beaches and snowy beaches.

Ruined Portal

Almost anywhere, in a style that matches the biome: desert, jungle, swamp, ocean, mountain (which also covers badlands, meadows, cherry groves and stony shores) or the standard style for everything else.

When structures run into each other

Most kinds of structure have a grid of their own, so two different kinds can land in the same place. Strongholds take the most damage. Caves, ocean monuments, ancient cities, mineshafts, fossils, amethyst geodes, trial chambers and monster rooms can all cut through one, although the End portal room is rarely the part that goes.

Pillager outposts and villages are the one pair Java keeps apart on purpose. Bedrock has no such rule, so an outpost there can generate right next to a village or even inside it.

For what each structure holds and how to get through it, see the surface, underground and ocean lists.