World
Structures & Dungeons
Over 900 structures from dozens of structure mods - dungeons, villages, towers, ruins and boss lairs in every dimension. What the pack switches off, how often they appear and where the loot is per player.
Nytheria has over 900 structures. A fresh world can place 952 of them, spread over the Overworld, the Nether, the End and the six extra dimensions, and the numbers come from dozens of structure mods. This page is the hub for exploring: it gives the counting rules, the biggest sets, what replaces vanilla structures and how rare the rare ones are. Per-mod details are on Structure Mods A-Z, and the per-player chests are explained on Per-Player Loot.
Overview#
The figure "over 900" is the number of structures a world can place, with variants counted separately: 952, of which 926 come from mods and 26 are vanilla. A variant is its own entry. For example, Moog's Voyager contributes 130 separate buildings, and Towns and Towers has a village version for each biome style. The pack ships 993 structure definitions in total, but 41 never generate: 31 are switched off by config, 5 are not used by any structure set and 5 need biomes that this pack does not have. That is why the page does not say "almost 1,000".
Structures come from 54 jars covering 51 mod namespaces, plus vanilla, and the jars define 510 structure sets. The full list is on Structure Mods A-Z. Per dimension, the pack places these numbers (a structure is counted once per dimension its biomes belong to, so six structures appear twice):
| Dimension | Placeable structures |
|---|---|
| Overworld | 668 |
| Nether | 150 |
| End | 74 |
| The Aether | 5 |
| The Otherside | 3 |
| Eternal Starlight | 3 |
| The Twilight Forest | 20 |
| Astral Dimension and Setback | 35 |
The mods behind it#
The ten biggest structure sets by placeable structures (mod namespaces only) are:
| # | Mod | Placeable | Definitions | Where |
|---|---|---|---|---|
| 1 | 130 | 130 | Overworld 127, Nether 3 | |
| 2 | 106 | 106 | Overworld 74, End 16, Nether 16 | |
| 3 | 93 | 96 | Overworld 76, Nether 14, End 3 | |
| 4 | 87 | 107 | Overworld 56, Nether 25, End 6, Otherside 1 | |
| 5 | 55 | 60 | Overworld 55 | |
| 6 | 52 | 52 | Nether 52 | |
| 7 | 38 | 40 | Overworld 37, End 4 | |
| 8 | 35 | 35 | Overworld 35 | |
| 9 | 35 | 35 | Astral Dimension 34, Overworld 1 | |
| 10 | 26 | 28 | Overworld 26 |
Next come
MES - Moog's End Structures (25, all in the End),
Explorify – Dungeons & Structures (23),
Structory: Towers (21),
The Twilight Forest (20) and
L_Ender's Cataclysm (15). The Cataclysm and Astral Dimension jars run through
Sporran.
What replaces vanilla structures#
Eight vanilla structure entries are off, because a mod replaces them. Six YUNG's mods switch off the vanilla version through their own configs, and Better Strongholds always replaces the stronghold.
| Vanilla structure | Replaced by |
|---|---|
| Desert pyramid | YUNG's Better Desert Temples |
| Jungle pyramid | YUNG's Better Jungle Temples |
| Nether fortress | YUNG's Better Nether Fortresses |
| Mineshaft (both types) | YUNG's Better Mineshafts |
| Ocean monument | YUNG's Better Ocean Monuments |
| Witch hut (swamp hut) | YUNG's Better Witch Huts |
| Stronghold | YUNG's Better Strongholds (built-in, no config switch) |
YUNG's Better Dungeons also removes the vanilla monster rooms. Several other vanilla structures stay, some of them re-skinned: villages, pillager outposts, ancient cities, trial chambers, trail ruins, bastions, end cities, shipwrecks, ruined portals, igloos and more. Dungeons and Taverns overhauls the ancient city, the pillager outpost and the woodland mansion. So do not expect "every vanilla structure is replaced".
Structures by dimension#
Which sets fill which dimension (placeable structures from each mod; the vanilla structures add to the Overworld, Nether and End totals):
| Dimension | Largest contributors |
|---|---|
| Overworld | Moog's Voyager 127, Dungeons and Taverns 76, AdoraBuild 74, Repurposed Structures 56, Towns and Towers 55, When Dungeons Arise 37, Moog's Soaring 35, Terralith 26, Explorify 21, Structory Towers 17, Structory 15, Cataclysm 12 |
| Nether | Moog's Nether 52, Repurposed Structures 25, AdoraBuild 16, Dungeons and Taverns 14, Better Nether 10, Incendium 9, Medieval Buildings Nether Edition 5, Eternal Nether 3 |
| End | Moog's End 25, AdoraBuild 16, Better End 8, Repurposed Structures 6, Medieval Buildings End Edition 5, When Dungeons Arise 4, Dungeons and Taverns 3, Nullscape 2 |
| The Aether | The Aether 4, Aether Villages 1 |
| The Otherside | Deeper and Darker 1, Repurposed Structures 1, Cataclysm 1 |
| Eternal Starlight | Eternal Starlight 3 (its five Portal Ruins stand in the Overworld) |
| The Twilight Forest | The Twilight Forest 20 |
| Astral Dimension and Setback | Astral Dimension 34 (plus 1 in the Overworld) |
The per-mod rows, with definitions and switched-off counts, are on Structure Mods A-Z.
Villages, outposts and the switched-off sets#
The pack keeps 31 structure definitions off in total: the 8 vanilla ones above, and 23 more.
- Repurposed Structures: all 11 Overworld pillager outposts, 7 of its 11 Overworld villages (badlands, birch, giant taiga, jungle, oak, ocean, swamp) and its Nether and End strongholds.
- Dungeons and Taverns: its birch, jungle and swamp villages.
Villages still appear. Vanilla villages stay on, Towns and Towers has all 60 definitions on, and
Improved Village Placement adds 5 small village variants (desert, plains, savanna, snowy, taiga).
Villages&Pillages, the Bakery village and
It Takes a Pillage Continuation also stay on. The global pack nytheria_worldgen_fixes adds Terralith and Oh The Biomes We've Gone biomes to five Towns and Towers village styles so that they can spawn, and it limits Medieval Buildings to biomes that exist in the pack.
How rare are structures?#
Structures sit at their normal spacing. The Cristel Lib placement files match each mod's defaults, vanilla spacing matches vanilla, and the global settings are neutral. The one exception is the woodland mansion, which is spread twice as far apart.
| Setting | Value | Effect |
|---|---|---|
| Sparse Structures spread factor | 1.0; mansions x2 | No spreading; only mansions are rarer |
| Structure Essentials | Minimum distance 32 blocks, modifier 1.0 | Structures keep at least 32 blocks apart |
| Moog's Structures | Multiplier 1.0, nothing disabled | Default frequency |
| Towns and Towers | Villages spacing 51, separation 12; outposts frequency 0.2 | Outpost and village rules of the mod |
| Improved Village Placement | generate_small_villages on | 5 small village variants |
A handful of sets are very rare landmarks. The table gives spacing and separation in chunks:
| Structure set | Spacing / separation (chunks) |
|---|---|
| Dungeons and Taverns shrine tower | 600 / 312 |
| Repurposed Structures ancient cities (Nether) | 400 / 250 |
| Repurposed Structures Nether monuments | 320 / 140 |
| Repurposed Structures mansions (Overworld) | 225 / 110 |
| Dungeons and Taverns illager hideout | 200 / 12 |
| Dungeons and Taverns trident trial monument | 200 / 190 |
Boss lairs#
Many bosses live in structures, so exploring is also how you find them.
| Boss | Structure | Where |
|---|---|---|
| Night Lich | Lich Tower | Cold Overworld biomes |
| Void Blossom | Void Blossom cave | Underground, many Overworld biomes |
| Nether Gauntlet | Gauntlet arena | Any Nether biome |
| Obsidilith | Obsidilith arena | The End |
| Ignis | Burning Arena | Nether wastes |
| Netherite Monstrosity | Soul Forge | Four Nether forest and valley biomes |
| Ender Guardian | Ruined Citadel | End highlands and midlands |
| The Harbinger | Ancient Factory | Underground |
| The Leviathan | Sunken City | Deep oceans |
| Ancient Remnant | Cursed Pyramid | Desert |
| Maledictus | Frosted Prison | Snowy plains |
| Scylla | Acropolis | Warm ocean |
The first four are from Bosses of Mass Destruction, the rest from Cataclysm. The Twilight Forest has eight more bosses in its structures; see Bosses for the complete list. Dungeons and Taverns spawns six smaller trial-spawner guardians in the End Castle, the Lone Citadel, the Toxic Lair and the Trident Trials Monument; read Other Bosses & Mini-Bosses.
Loot in structures#
Chests, barrels, shulker boxes, chest minecarts, decorated pots, suspicious sand and gravel and certain item frames hold per-player loot: each player who opens one gets their own roll.
Lootr Remastered does this, and it adds one or two extra stacks of items from other mods to chests in most structures (the dimension mods and a few others are excluded). Lootr chests do not refill, and you can break them only while sneaking. The details are on Per-Player Loot.
Several End Remastered eyes are found in the loot of structure chests. Their sources are tabled on The End Portal & the 16 Eyes.
Finding structures and biomes#
Nature's Compass finds biomes, not structures; it costs no XP and never breaks in this pack. Quest chapters send you to structures as well: see below. Other structures are found by exploring; the minimap and the world map help, see Maps & Navigation.
In the quest book#
The Part 3 chapter Ruins and Rumours in The Road is the structure-tourism chapter. Its visible quests send you to villages, a Structory fire tower, a shipwreck, a Betterdungeons small dungeon, the Greenwood Pub, a lighthouse, an old manor, a Terralith mage tower and the Coliseum, plus five biomes. Its capstone asks for six filled maps, a written book and a read at a lectern. The next chapter, Bells in the Mist, covers villages, trading, raids, a pillager outpost and the Illager Invasion fort.
Pages in this topic#
- Structure Mods A-Z - every structure mod with its count, dimensions and pack settings.
- Per-Player Loot (Lootr Remastered) - how per-player chests work, breaking, integrated loot.
See also#
- World Generation - how biomes, terrain and structures fit together.
- Biomes - what biome each structure can appear in.
- Bosses - the bosses that live in structures.
- Dimensions - structures per dimension.
- Tips & Tricks - exploration tips from across the pack.