Talk:Generated structures

Are fossils structures or terrain features?
Fossils are hardly artificial... I think they should go in terrain features.73.208.227.101 17:46, 10 November 2019 (UTC)


 * Hm. I can see both sides of this. They, like most other generated structures, use structure blocks and no terrain features use structure blocks. However, they aren't exactly artificial. But, they do stand out a lot from the terrain, unlike most terrain features. I'd personally lean towards keeping them here, but I'm not set on that. -PancakeIdentity (talk) 20:05, 10 November 2019 (UTC)


 * Weak oppose keeping them here. Unlike any other structure listed on the page, they are not artificial. Some entries on the Terrain features article are likely artificial, specifically those relating to the End. If, however, we consider primary structure generation depending on world generation, and fossils do generate based on that configuration, they should be kept; though I'm not certain it's a good idea to rely on technical classification. --AttemptToCallNil (report bug, view backtrace) 23:35, 10 November 2019 (UTC)

Confirmation
In bedrock edition, /locate Won't let you locate igloos Hazbo111 (talk) 14:33, 17 February 2020 (UTC)
 * They're included under Temple, see . FVbico (talk) 14:34, 17 February 2020 (UTC)

missed structure
https://i.postimg.cc/rwmMKG0t/pi-Zstructure-Zmis-ZXwiki.png

Irvnriir1578 (talk) 18:41, 20 February 2020 (UTC)
 * That's an ocean ruin that spawned above the water level. FVbico (talk) 18:46, 20 February 2020 (UTC)

the page appears bugged!
I’ve seen this page a thousand times, but now is messed up, with the stronghold and mineshaft ocupying much more space that what should do. –Preceding unsigned comment was added by 81.41.143.88 (talk) at 06:28, 30 July 2020 (UTC). Please sign your posts with


 * The page was vandalized, but the vandalism has since been reverted and the page is normal now. – Sonicwave talk  18:45, 30 July 2020 (UTC)

Subjective rarity values

 * I notice you corrected the rarity of several structures. That's fine.

My problem with it is, some seem to be made up. Rarity applies to items, blocks, and advancements. Not structures. Calling something "epic" is meaningless in the context of generated structures. Are there corresponding enumerated values for rarity of generated structures in the Minecraft game code, or are these terms just made up?

It would be better if instead of subjective terms, that the actual probabilities of generating were displayed in the tables. ~ Amatulic (talk) 01:41, 23 September 2020 (UTC)

Rarity?
I just looked into the rarity values given to these structures. These values, as I suppose, are used to guide player's expectations about bumping into these structures. However, there is discrepancy within this value. The chance of a player bumping into a structure is determined by a lot of factors, that is related to their play style and progression within the game. In comparison, by calculating the frequency of a particular structure in a world of large enough size, we can get a frequency that is easily measurable and accurate.

One example is villages and mineshafts - which is more common? Some might say villages, but the answer is the latter. It's just that exploring overground is much easier than underground, that the player can encounter (or more accurately, recognize) more villages than mineshafts in a given amount of time, but it does not necessarily mean there are more villages in a given area than there are mineshafts.

Also, the rarity level does not give any information about the evenness of a structure - whether it is restricted to certain biomes but common in those biomes, or can generate in any biome but is less clustered. Based on these reasons, I strongly recommend that the rarity system be renovated, or replaced with a more accurate system. Windwend (talk) 20:11, 12 April 2021 (UTC)