How Many Strongholds Are In Minecraft

A
stronghold
is a structure that occurs naturally hugger-mugger in the Overworld, and is the just place where a role player can detect an end portal. Strongholds tin be located past using an centre of ender.

Generation

[
]

The cease portal room.

Strongholds mostly generate undercover and prefer to generate in biomes above ocean level merely generate underwater if necessary. Strongholds may generate at bedrock level, cutting the bedrock.

Nigh parts of the stronghold can be overwritten by caves, bounding main monuments, ancient cities, mineshafts, fossils, amethyst geodes, and dungeons; but information technology is rare for the cease portal to be replaced, which would force a player to find i of the other strongholds, every bit a portal can exist activated only with all 12 frame blocks nowadays. Canyons do not overwrite strongholds; rather, a stronghold can occasionally be found exposed by a canyon.

Bedrock Edition

[
]

In Bedrock Edition, strongholds generate randomly throughout the globe. They normally generate under a village. Unlike most structures they appear to have no fixed fix altitude, which ways that rarely they may overlap. A stronghold may generate in the ocean. If it has to, a stronghold could generate perfectly fine above ground, in caves, and in canyons. At that place appears to be an space corporeality of strongholds, even formerly capable of generating in the Far Lands. Considering Boulder Edition appears to brainstorm stronghold generation at a spiraling staircase, it is rare to discover no portal room in the stronghold.

Java Edition

[
]

Stronghold layout through the globe in
Java Edition.

In
Java Edition, all strongholds are located at random coordinates within rings in all biomes, where each ring is a certain radius from the center of the world (10=0, Z=0). The strongholds are generated at roughly equal angles from the heart point of the earth (for case, each stronghold in a ring of 3 is in the region of 120 degrees from the others, measured from the origin). The game does not generate a stronghold partially higher up-ground, any portion higher up the sea level is replaced with air, leaving a cutaway. If a stronghold generates in an ocean, which occurs rarely, it typically generates with a floating portal room.

There are viii rings, containing 128 strongholds in total:

  1. The outset ring has 3 strongholds inside ane,280-ii,816 blocks of the origin.
  2. The 2nd ring has 6 strongholds inside iv,352-5,888 blocks of the origin.
  3. The 3rd ring has 10 strongholds inside 7,424-8,960 blocks of the origin.
  4. The fourth ring has xv strongholds within ten,496-12,032 blocks of the origin.
  5. The fifth ring has 21 strongholds within 13,568-15,104 blocks of the origin.
  6. The sixth ring has 28 strongholds within 16,640-18,176 blocks of the origin.
  7. The seventh ring has 36 strongholds within nineteen,712-21,248 blocks of the origin.
  8. The 8th and outermost ring has 9 strongholds inside 22,784-24,320 blocks of the origin.

Structure

[
]

Strongholds vary in size. They comprise several doors and rooms made mostly of stone bricks (45%), mossy stone bricks (thirty%), cracked stone bricks (xx%) and infested stone bricks (5%). Infested cracked stone bricks and infested mossy stone bricks do not generate, unless silverfish enter these blocks.[1]
Strongholds are lit by enough torches to provide visibility in almost areas, though non enough to suppress mob spawns. Stairs that generate within these structures include stone brick and cobblestone stairs, but non their mossy variants.[2]

In generated chest corridors and storerooms, dispersed chests containing a variety of loot can be establish.

Rooms

[
]

Strongholds feature diverse types of master rooms. Each room has an entrance, which is either a manifestly 3×3 opening, a wall with a wooden door, a wall with an atomic number 26 door (with buttons), or a three×3 opening with a gate of atomic number 26 bars along the top and sides. Rooms may have exits to other room pieces or expressionless-end “exits” into stone. Additional “passages” betwixt rooms may exist if their generation overlaps or if the stronghold intersects a cave, mineshaft, or other structure. Sometimes, doors can be sealed off by stone bricks in 5-way crossings, resulting in “secret doors”.[3]

Stronghold generation begins with a spiral staircase room with a five-way crossing at the bottom, with additional rooms being randomly generated from the exits of previous rooms up to a maximum distance of 50 rooms and 112 blocks horizontally. If a portal room is non generated, the generation is redone.

  • End portal room: Contains an terminate portal and a silverfish spawner. There are ii pools of three lava sources in the front sides of the room and a bigger lava pool of 9 beneath the end portal, and 16 windows of ii iron bars in the room, with the entrance, always being a gate. In most cases, this room cannot exist overwritten by other structures generated around information technology. But one per stronghold, and information technology is never within v rooms of the starting staircase. Each portal frame has a 10% chance to generate containing an eye; the average number of portal frames plant prefilled is 1.2. The chance of the portal being completely pre-filled is ane in a
    trillion
    (1:1,000,000,000,000 or 10-12).

    • In
      Java Edition, all seeds for one.16 that take a pre-activated cease portal in the first ring have been found.[4]
    • In Bedrock Edition, it is intended that some strongholds practise non generate with end portal rooms.[5]
  • Libraries (see below). 0–ii libraries per stronghold, and never within 4 rooms of the starting staircase.
  • Big rooms: A room with 3 exits (four counting the entrance). The heart of the room may take various decorations. 0–six rooms per stronghold.
    • Empty rooms: Has no decoration.
    • Rock Pillar rooms Has a stone brick pillar with torches on it.
    • Fountain rooms: Contain a fountain in the center, which consists of a stone brick ring and pillar with a water source cake on top of the pillar.
    • Storerooms: Dual-level rooms, each two blocks high, with a cobblestone center structure joining the two. A lone torch is housed within the structure. A ladder runs up the sidewall for admission to the second floor, which is a bedroom made of oak wood planks containing a breast.
  • Five-manner crossing: Has up to five exits (6 counting the entrance): ane across from the entrance downward a short stairway made of smooth rock slabs and rock brick blocks, one each to the left and correct of the entrance, one on the left side of the upper level reached by a short stairway made of smooth rock slabs and rock brick blocks, and ane on the correct side of the upper level across a span of smooth stone slabs and double smooth stone slabs over the down stair. A single torch is on the side of the bridge. In Bedrock Edition, it ordinarily has 1–4 entrances sealed.[
    citation needed
    ]

    In that location is ever one crossing in every stronghold as part of the starting betoken, while an extra 0-iv crossings may likewise generate.
  • Empty prison cells: A corridor with one wall partially made of iron confined and with two fe doors (in an “open” position, with no buttons). Beyond each iron door are cells with an iron bar wall between them. An leave is opposite the entrance. 0–five rooms per stronghold. In Bedrock Edition, no iron doors are generated.
  • Spiral staircase: A three×3 spiral stair made of stone bricks and stone brick slabs, leading down, with an exit at the bottom. Like 5-way crossings, there is ever one flying per stronghold as part of the starting point, while an boosted 0–5 flights may also generate.
  • Straight staircase: A iii block wide staircase of cobblestone stairs leading downward, with an leave at the bottom of the stairs. In that location is also an empty alcove nether the stairs. 0–5 flights per stronghold.
  • Corridor: A blank corridor with up to 3 exits: 1 straight alee, and optional exits to the left and correct.
  • Breast corridor: A corridor with a small altar made of stone brick slabs, with a chest on the altar. An exit is on the opposite side of the archway. 0–4 corridors per stronghold.
  • Corridor turn: A bare corridor with one get out, left or right. May resemble a small room if both the archway and the next room’s entrance have oak doors.
  • Dead-end corridor: A bare corridor with no exits, although it is likely to intersect other rooms. This room type never has a door or gate at the entrance.

Libraries

[
]

A library within a stronghold.

Libraries occur in ii sizes: small unmarried-level libraries and larger duplex libraries. All libraries contain bookshelves, oak planks, and 1 (single level) or two (duplex) chests, with cobwebs dispersed randomly.

Small libraries usually generate when the second level of the library is blocked by another part of the stronghold. If there are no obstructions, then big libraries usually generate.

Large libraries comprise a 2nd level consisting of a surrounding balcony with oak fences as railings, and fences & torches bundled like a chandelier over the center of the room. The 2 levels are continued past a ladder on the wall furthest from the entrance. No cobwebs generate here.

Blocks

[
]

Block


Rock Bricks


Cracked Stone Bricks


Mossy Stone Bricks


Infested Stone Bricks

(both generated naturally and if silverfish enters stone bricks)


Infested Mossy Stone Bricks

(if silverfish enters mossy rock bricks)


Infested Croaky Stone Bricks

(if silverfish enters cracked stone bricks)


Infested Rock

(if silverfish enters regular stone ‌[
Exist only
]
)


Infested Cobblestone

(if silverfish enters asphalt)


Water


Silverfish Spawner


Iron Confined


Lava


Terminate Portal Frame


End Portal Cake


Torch


Oak Fence


Chest


Stone Brick Slab


Cobblestone


Stone Brick Stairs


Oak Planks


Ladder


Smooth Stone Slab


Stone Button
[
JE only
]


Iron Door
[
JE only
]


Oak Door


Asphalt Stairs


Bookshelf


Cobweb

Loot

[
]

Altars

[
]

In
Java Edition, each stronghold chantry chest contains 2–3 item stacks, with the following distribution:

In Bedrock Edition, each stronghold altar chest contains 2–3 item stacks, with the following distribution:


  1. a
    b

    The size of stacks (or for unstackable items, number) of this particular on any given roll.

  2. a
    b

    The weight of this particular relative to other items in the pool.

  3. a
    b

    The odds of finding any of this particular in a single chest.

  4. a
    b

    The number of items expected per chest, averaged over a large number of chests.

  5. a
    b

    The average number of chests the player should expect to search to find whatever of this item.

  6. a
    b

    Enchantment probabilities are the aforementioned as a level-30 enchantment on an enchantment table that was able to utilize treasure enchantments (except Soul Speed, and Swift Sneak), and where the chance of multiple enchantments is not reduced.

Storerooms

[
]

In
Java Edition, each stronghold storeroom breast contains 1–four item stacks, with the following distribution:

In Bedrock Edition, each stronghold storeroom chest contains 1–four detail stacks, with the post-obit distribution:


  1. a
    b

    The size of stacks (or for unstackable items, number) of this item on whatsoever given roll.

  2. a
    b

    The weight of this particular relative to other items in the puddle.

  3. a
    b

    The odds of finding whatsoever of this detail in a single chest.

  4. a
    b

    The number of items expected per breast, averaged over a large number of chests.

  5. a
    b

    The average number of chests the histrion should expect to search to find whatsoever of this item.

  6. a
    b

    Enchantment probabilities are the same every bit a level-30 enchantment on an enchantment tabular array that was able to apply treasure enchantments (except Soul Speed, and Swift Sneak), and where the risk of multiple enchantments is not reduced.

Libraries

[
]

In
Coffee Edition, each stronghold library chest contains two–ten item stacks, with the following distribution:

Item
Stack Size


[A]

Weight


[B]

Run a risk


[C]

Avg.
per chest


[D]

Avg. # chests
to search


[East]

Newspaper
2–7 xx52 89.2% 10.385 1.1

Book
ane–3 2052 89.2% 4.615 1.ane

Enchanted Book
[F]
1 1052 67.8% 1.154 1.five

Compass
one 152 10.nine% 0.115 9.2

Empty Map
ane i52 x.9% 0.115 nine.2

In Bedrock Edition, each stronghold library breast contains 2–10 detail stacks, with the following distribution:

Item
Stack Size


[A]

Weight


[B]

Chance


[C]

Avg.
per chest


[D]

Avg. # chests
to search


[E]

Newspaper
two–7 100270 88.three% 10.000 1.1

Book
1–three 100270 88.3% four.444 i.i

Enchanted Volume
[F]
ane threescore270 72.ix% 1.333 1.4

Compass
1 5270 10.5% 0.111 9.five

Map
[G]
1 5270 ten.five% 0.111 9.five

  1. a
    b

    The size of stacks (or for unstackable items, number) of this item on whatever given curl.

  2. a
    b

    The weight of this particular relative to other items in the puddle.

  3. a
    b

    The odds of finding whatsoever of this item in a single chest.

  4. a
    b

    The number of items expected per breast, averaged over a large number of chests.

  5. a
    b

    The average number of chests the actor should expect to search to find any of this particular.

  6. a
    b

    Enchantment probabilities are the aforementioned every bit a level-30 enchantment on an enchantment table that was able to apply treasure enchantments (except Soul Speed, and Swift Sneak), and where the chance of multiple enchantments is not reduced.

  7. Named unknown map, merely changed to map 0, the scale level is ane:four, Maps from the aforementioned stack are stackable, but maps that are not stacked are unstackable despite looking identical.

Advancements

[
]

Icon Advancement In-game description Parent Bodily requirements (if dissimilar) Resource location

Advancement-plain-raw.png




Eye Spy
Follow an Ender Eye We Demand to Get Deeper Enter a
stronghold.
story/follow_ender_eye

Video

[
]

Annotation: This video is outdated, every bit 128 strongholds at present generate per globe as of Java Edition one.9.

Data values

[
]

History

[
]

Name Identifier

[No displayed name]
stronghold
Java Edition Beta
July 01, 2011 Jens Bergensten shares an image of mysterious ruins which resemble a stronghold. Unlike the implemented strongholds, a large part of these ruins are above-ground.
i.8 Pre-release Added strongholds as part of the Gamble Update. A single 1 generates per globe. They are vacant except for regular mobs that spawn under normal conditions.
Strongholds have chests in libraries and in storerooms.
Pre-release two 😉 Increased stronghold count to iii per world instead of one.
Java Edition
one.0.0 Beta 1.9 Prerelease 3 The end portal room was added to the stronghold. The portal frames can be filled in using eyes of ender, but does non activate.
A pair of glass towers indicated the location of a stronghold’s start (aka main entrance) and second for the portal room on top of them, extending from the top of the map to the stone bricks. This was a debug characteristic which Jeb forgot to remove.[6]
Strongholds now likewise have chests in corridor altars.
Beta one.9 Prerelease iv Removed glass towers generating above strongholds.
The end portal is now functional.
Optics of ender now properly point to strongholds.
i.4.2 12w40a Strongholds tin now generate in the air in Superflat worlds with certain customization presets.
1.9 15w43a Increased stronghold count to 128 per globe, rather than three.
Library chests now take 2–10 stacks of items, rather than one–4 stacks
Enchanted books found in library chests is now weighted to 10 rather than 2, and in single books rather than in groups of 1–v.
16w06a Stronghold placement formula changed.
pre3 Ender eyes can now point to the 125 new strongholds.
i.17 21w07a Strongholds tin can no longer generate floating and without walls, floors, or ceilings when inside caves.[7]
Strongholds are no longer exposed in oceans. Instead, they become covered by the seabed.[8]
21w08a Strongholds once again generate floating and without walls, floors, or ceilings when inside caves.[9]
1.18 21w37a Strongholds no longer generate due to a bug.[10]
21w38a Strongholds generate once once more.
Upcoming Java Edition
1.19.3 22w42a The placement code has been inverse to be more efficient, causing stronghold positions to shift.
Pocket Edition Alpha
v0.nine.0 May 6, 2014 Jeb posts on Instagram a photo of one section of a stronghold.
May 8, 2014 Jeb posts another image of a stronghold, this time within the end portal room.
build ane Added strongholds.
The end portal block frame exists, but the actor cannot travel to the Finish.
v0.9.2 Strongholds are now more mutual.
v0.12.0 As of the release of the Windows ten Edition, the enchanted volume tin be establish in stronghold library chest. It is not known when this was added for other then-Pocket Edition platforms.
v0.15.0 build 1 Maps tin can be found in stronghold library chests.
Pocket Edition
1.0.0 alpha 0.17.0.ane Strongholds now generate in new chunks.
Strongholds can at present exist found using eyes of ender.
Chests now generate in Stronghold storeroom.
Ender pearls now generate in altar breast.
Bedrock Edition
i.9.0 ? Cobblestone stairs in strongholds are replaced with stone stairs.
1.10.0 beta 1.10.0.iii Near strongholds no longer generate under hamlet wells; they now generate under village meeting points.
Reduced take chances of strongholds generating under villages.
beta 1.x.0.4 Stone stairs in strongholds are inverse back to asphalt stairs.
1.eighteen.0 beta ane.18.0.22 Strongholds are no longer able to generate mid-air in large caves.
Legacy Console Edition
TU5 CU1 1.0 Patch 1 Added strongholds.
New Nintendo 3DS Edition
0.1.0 Added strongholds.

Issues

[
]

Issues relating to “Stronghold” are maintained on the problems tracker. Report bug there.

Trivia

[
]

  • There are exactly 233 bookshelves in a large library, yielding 699 books if mined without Silk Touch, which is 10 stacks plus 59 left over.
  • Although strongholds do not generate above basis, they can exist exposed through higher up-ground dungeons or canyons.
  • Sometimes, they can also be exposed underwater if they generate in terrain that is close to an ocean, or exposed past an underwater canyon.
  • When generating in a buffet world, many rooms lack the outer wall layer, causing the stronghold to appear fragmented, with the exception of the portal room.

Gallery

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]

Overview

[
]

Rooms

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Odd generation

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Other

[
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External links

[
]

  • Eye of Ender throw plotting tool
  • Another Stronghold Locator
  • A stronghold and village finder for ane.7
  • Python implementation to find strongholds
  • (Yet some other, only working) Minecraft stronghold locator
  • Still another stronghold finder
  • Wikipedia article on Stronghold

References

[
]



  1. MC-140209


  2. MC-140117 – resolved as “Works as Intended”

  3. https://world wide web.youtube.com/scout?v=vztJNmUdyBY&t=37s

  4. https://github.com/hube12/SSGOutput/releases/tag/1.1


  5. MCPE-19426

  6. “Ah LOL! I forgot to remove the debug pillars from the strongholds. Oh well, information technology’south not astringent enough for another update” – @jeb_ (Jens Bergensten) on Twitter, October half dozen, 2011


  7. MC-214814 – “Strongholds generate floating and without walls, floors, or ceilings when inside caves” – resolved as “Stock-still”


  8. MC-216191
    Resolved as “Works Equally Intended”


  9. MC-216881 – Strongholds spawn shattered again


  10. MC-236618 – Strongholds don’t generate in 21w37a



Source: https://minecraft.fandom.com/wiki/Stronghold