Overworld Structures
The primary dimension with surface and underground structures.
A tent of white wool stairs with a campsite next to it
Spherical structure with three layers
Massive deep slate city structure
Single chest buried under sand or gravel
Sandstone pyramid with orange terracotta
Snow block dome structure
Cobblestone and mossy cobblestone construction
Network of wooden-supported tunnels
Large underwater prismarine structure
Ruined stone or sandstone buildings
Tall watchtower structure
Incomplete nether portal frame
Wooden ship structure, partially destroyed
End portal room with silverfish spawner
Buried archaeological structure
Copper and tuff block construction
Contains houses, farms, and workstations
Small wooden hut on stilts
Massive three-story wooden structure
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.