Structure data reference

Exactly what the seed map computes for structures, and the values it computes it from.

The region algorithm

For a structure with spacing S, separation P and salt K:

regionSeed = regionX * 341873128712 + regionZ * 132897987541 + worldSeed + K
random     = new java.util.Random(regionSeed)
range      = S - P
offsetX    = random.nextInt(range)                                 // linear
offsetX    = (random.nextInt(range) + random.nextInt(range)) / 2   // triangular
chunkX     = regionX * S + offsetX

The same is repeated for Z. The result is the structure start chunk; the map draws the marker at the centre of that chunk. Buried treasure is the exception: it uses a one-chunk region and a probability roll, and always sits nine blocks in from the chunk corner.

Placement values

Structure placement values
StructureSpacingSeparationSaltSpreadRequires
Village34810387312linearbiome
Pillager Outpost328165745296linearbiome
Desert Pyramid32814357617linearbiome
Jungle Temple32814357619linearbiome
Swamp Hut32814357620linearbiome
Igloo32814357618linearbiome
Ocean Monument32510387313linearbiome
Woodland Mansion802010387319triangularbiome
Ocean Ruin20814357621linearbiome
Shipwreck244165745295linearbiome
Buried Treasure1010387320linearbiome
Ruined Portal401534222645linearterrain
Nether Ruined Portal251034222645linearterrain
Ancient City24820083232triangularbiome
Trail Ruins34883469867linearbiome
Trial Chamber341294251327linearterrain
Nether Fortress27430084232linearterrain
Bastion Remnant27430084232linearbiome
Nether Fossil2114357921linearbiome
End City201110387313triangularterrain
Stronghold———concentric_ringsring_search, biome
Mineshaft———per_chunk_probabilitybiome

Requirement flags

  • biome — Minecraft checks the biome at the candidate position. Needs the generation engine.
  • terrain — the structure needs suitable terrain, such as solid ground or deep water.
  • ring_search — placement uses concentric rings plus a biome search rather than a region grid.

Engine-only structures

Strongholds and mineshafts are marked engine-only. Strongholds are placed on rings and then snapped to the nearest valid biome; mineshafts are rolled per chunk. Neither can be derived from a region grid, so the map disables those layers rather than showing positions that might be wrong.

Verification

The placement values above mirror vanilla worldgen structure sets and match the reference C implementation used by the WebAssembly engine. When the engine is present, candidates are filtered through its real checks, which is also the practical way to verify these values end to end. Corrections are welcome — report a mismatch with the seed, version and coordinates.