The four datapacks

Terralith, Dungeons and Taverns, Epic Dungeons and Endercon ship with the server. What each one adds, and how to actually find it.

What ships with the world

Four datapacks are bundled with the plugin at pinned versions and copied into the world's datapack folder on first start. You do not install anything: if you can join, you already have all four, because they change world generation on the server rather than anything on your client.

PackVersionSizeFilesWhat it touches
Terralith26.2 v2.6.43.0 MB2,524The whole overworld
Dungeons and Tavernsv5.3.220.2 MB7,928Structures in every dimension
Epic Dungeons1.2.54.9 MB211Underground dungeons
Endercon3.2189 KB224The End

Dungeons and Taverns is by a wide margin the largest, at roughly two thirds of the total file count. Endercon is the smallest by size and the most far reaching in what it replaces, because rewriting a dimension takes very little data.

These versions are pinned, and they are not always the current public release. Numbers taken from a pack's website may not match what this server runs. Everything on this page was read out of the shipped files.

Reading the rarity numbers

Every structure below carries two numbers, and they are the honest answer to "how do I find one". Minecraft divides the world into a grid and tries to place a structure once per cell.

  • Spacing is the width of that cell in chunks. It is the average distance between two of the same structure.
  • Separation is the minimum distance in chunks. Two of them are never closer than this.

A chunk is 16 blocks, so spacing 50 is roughly 800 blocks between attempts. Lower spacing means more common. When separation sits close to spacing, the placement is nearly a fixed grid; when it is far below, the positions scatter.

Two structure sets that share the same spacing, the same separation and the same salt land on the same chunk. That is not a coincidence you can rely on in general, but Epic Dungeons uses it deliberately, and it is the single most useful thing on this page.

Terralith: the overworld you walk on

Terralith describes itself as "Overworld Evolved" and it is the reason the surface here does not look like vanilla. It adds 84 new biomes under its own namespace and rewrites 38 vanilla ones, so even a plains or a swamp is not the plains or swamp you know.

Among the ones worth travelling for: the four seasonal Skylands (spring, summer, autumn, winter), Amethyst Rainforest and Amethyst Canyon, Yellowstone, Volcanic Peaks and Caldera, Glacial Chasm, Sakura Grove and Sakura Valley, Lavender Forest, Moonlight Grove, Bryce Canyon, Mirage Isles and the Alpha Islands.

The rewritten vanilla biomes include badlands, birch forest, cherry grove, dark forest, desert, dripstone caves, jungle, lush caves, mangrove swamp, meadow, mushroom fields, pale garden, plains, savanna, swamp and taiga.

Terralith also brings 28 structures in seven groups:

GroupSpacingSeparationWhat is in it
Underground113Oak cabin, giant bee hive, mining outpost, old refinery, sunken tower
Underground dungeon96Frosted dungeon
Rubble2620Six climate variants: forest, taiga, jungle, mesa, mountain, desert
Regular2715Witch hut, desert outpost, valley lodge, glacial hut, igloo
Mage2816Mage tower plus four seasonal variants, and the mage complex
Rare dungeon3628Spire
Rare village4618Fortified village, fortified desert village

The underground groups are the densest placement in any of the four packs, at spacing 9 and 11, so ordinary mining runs into them. The Spire and the fortified villages are the rare end, and they have their own loot tables: the spire alone has four, split into common, junk, rare and treasure.

Terralith matters beyond scenery here, because the forge reads it. Of the server's 72 ore regions, 57 are Terralith biomes, and the biome an ore came from is stamped into the metal. See Ore regions.

Dungeons and Taverns: the biggest of the four

Its own description calls it a "structure datapack adding unique new structures in the vanilla style", and that is accurate: it is built to look like it always belonged. It ships 118 structures in 32 groups, with 636 template pools and 580 loot tables, which is more loot tables than the other three packs combined.

Taverns

The pack is named after them. There are twelve, one per wood or climate: oak, birch, spruce, dark oak, acacia, jungle, mangrove, cherry, pale, desert, snowy and swamp. They share one group at spacing 50, separation 30, so you meet them fairly often on any long walk, and which one you get depends on where you are standing.

Shrines

Eleven shrines sit in one group at spacing 70, separation 26. They come in two ladders: five biome tiers and six combat tiers. Separately, the shrine tower has its own group at spacing 150, separation 100, which makes it one of the rarer things in the pack.

Illagers

StructureSpacingSeparationWhere
Illager camp5032Surface
Illager barracks6025Surface, grouped with the vanilla pillager outpost
Illager manor18090Spooky taiga
Illager hideout20012Underground

The manor and the hideout are the two rarest illager structures, and the hideout is underground, so it is found by digging rather than by looking.

The Nether and the End

Nether content splits in two. Encampments are common at spacing 32, separation 16: four skeleton towers, one per theme, plus two piglin camps. Larger nether structures are rare at spacing 90, separation 40: the nether port, the nether keep, a hamlet, a piglin outstation, a piglin donjon and the sealing halls. The nether keep generates in the same biomes as a nether fortress, so the places you already search for fortresses are the places to search for it.

In the End there is an end castle, an end lighthouse at spacing 70, separation 22, and an end ship at spacing 70, separation 10 with a frequency of 0.25, meaning only a quarter of the eligible spots actually get one.

Oceans, crypts and the rest

GroupSpacingSeparationNotes
Small cave structures166Eight kinds, including the trial dungeon. The densest group in the pack
Mangrove witch hut328
Wells4015Six wood types
Wild ruin4018
Crypts5025Undead crypt, creeping crypt, catacomb
Firewatch towers5015Ten wood variants
Villages5116Birch, jungle and swamp villages, which vanilla does not have
Pale residence6015Pale garden only
Badlands miner outpost6012
Bunker7030
Ruin town7230
Remnants803026 variants, from a bee keeper to a sawmill to a zombie horse ranch
Swamp structures8020Witch villa, toxic lair
Desert ruins8012
Jungle ruins8012
Ocean structures14090Conduit ruin
Stray big structures15070Stray fort, lone citadel, stray outlook
Trident trial monument200190The rarest structure in the pack

The trident trial monument generates in the same biomes as an ocean monument, and with separation 190 against spacing 200 its placement is nearly a fixed grid. If you find one, the next is about 3,200 blocks away.

Seventeen enchantments you cannot buy

Dungeons and Taverns also ships 17 player-facing enchantments, all under its own namespace. Every one of them is tagged as treasure, which means the enchanting table will never offer them. They come out of chests and trades, so the structures above are the only route to them.

EnchantmentMax levelEnchantmentMax level
Aerials Bane5Outreach4
Illagers Bane5Hydro Veil4
Power5Piercing4
Ghasted3Spiteful3
Gravity3Swift Soar3
Traveler3Wither Coated3
Antidote1Photosynthesis1
Multishot1Wax Wings1
Conductivity Curse1

Note that Multishot, Piercing and Power share names with vanilla enchantments but are separate entries in the pack's own namespace, so they are additions rather than changes to the vanilla ones. Conductivity Curse is what its name suggests and is the only curse in the set.

The advancement tree is the checklist

The pack adds 75 advancements, and they are the practical way to track what you have seen: 34 under adventure, 14 under story, 13 in the nether, 10 at the root and 4 in the end. Many are simply "find this structure", and there are collection advancements for finding every tavern and every illager structure. Open your advancement screen and the pack's own tab lists what is left.

It also adds sixteen recipes, all of them for dyeing a harness in each of the sixteen colours.

Epic Dungeons: follow the obelisks

The smallest structure pack of the three, and the one with the cleverest idea. It adds twelve structures: three dungeon sizes in three climates, plus three obelisks.

GroupSpacingSeparationContents
Small dungeons314Ice, plains, sand
Medium dungeons4531Ice, plains, sand
Large dungeons6160Large dungeon, large ice dungeon, large sand dungeon
Large dungeon obelisks6160Ice obelisk, plains obelisk, sand obelisk

An obelisk marks a large dungeon. The obelisk group and the large dungeon group share the same spacing, the same separation and the same placement salt, which means they resolve to the same chunk. The obelisk generates at the surface, the dungeon underneath it. If you see one standing in the landscape, dig.

The climate variants are not evenly spread. The plains variants are allowed in 39 biomes, the ice variants in 30, and the sand variants in only 7, so a sand dungeon is the hardest of the three to run into by accident.

Most dungeons generate as underground structures, but both the large and medium sand dungeons are surface structures, so in a desert you can meet the entrance without mining at all.

The pack carries 17 loot tables, and their names describe the rooms rather than the dungeons: treasure, magic, mineral, potions, library, food, fish, dye, tnt, scary, zombie, snow and sand among them. A dungeon is a set of themed rooms, and the chest tells you which room you are in.

Endercon: the End, rebuilt

189 KB, and it replaces a whole dimension. Endercon does not decorate the End, it regenerates it: the dimension definition, the dimension type and the End noise settings are all overwritten.

The most concrete consequence is vertical. The End is now deeper and far taller than vanilla:

Vanilla EndWith Endercon
Lowest blockY 0Y -48
Build height256368
Logical height256352

It adds four new End biomes: End Depths, End Hallows, End Skies and End Sky Islands. It also rewrites all five vanilla End biomes: the end, end barrens, end highlands, end midlands and small end islands. The new biomes carry their own fog and sky colours and their own ambience; End Hallows, for example, drifts white ash and plays the warped forest ambient loop.

End cities are much more common

Endercon empties the vanilla end city placement and substitutes its own at spacing 11, separation 7. Vanilla places end cities at spacing 20, separation 11, so cities here are roughly twice as dense as you are used to. Expeditions into the outer islands pay off faster.

End ruins

The pack's one new structure is the end ruin, at spacing 8, separation 4, which makes it the single most common structure across all four datapacks. Its barrels hold ordinary supplies: beetroot, end stone, iron nuggets, obsidian, apples, then glowstone dust, gunpowder, paper, a firework rocket, beetroot soup or a pumpkin, then planks.

There is one prize. A ruin barrel can contain an Eye Armour Trim smithing template, weighted at 1 against an empty weight of 100, so roughly one barrel in a hundred. That is the reason to open every ruin you pass rather than only the ones that look promising.

Finding things, in short

Four habits cover most of it.

  1. Dig ordinary mines. Terralith's underground groups sit at spacing 9 and 11 and Dungeons and Taverns puts its cave structures at spacing 16. Those are the densest placements on the server, and a normal branch mine runs into them without trying.
  2. Treat an obelisk as a marker. It is standing over a large Epic dungeon, every time.
  3. Use the advancement screen. Dungeons and Taverns ships 75 advancements, most of them "find this", including collection ones for all taverns and all illager structures. It is a checklist the pack maintains for you.
  4. Search where the vanilla equivalent lives. The nether keep uses the nether fortress biomes and the trident trial monument uses the ocean monument biomes, so your existing habits already point at them.

Two things stay genuinely rare and are worth a deliberate trip: the trident trial monument at spacing 200, separation 190, and the illager hideout at spacing 200. Neither will turn up by accident.

Locator commands are not available to players here, which is why this page lists the placement numbers instead. They are the real ones, read from the packs the server runs.