Stronghold

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For the mission in Minecraft Dungeons, see MCD:The Stronghold.
Stronghold
StrongholdPortalRoom.png: Infobox image for Minecraft structure 'Stronghold'
Biomes All Overworld biomes
Mobs Silverfish (from monster spawner and infested blocks)
Generates in
existing chunks  
No
Consists of
There is a related tutorial page for this topic!

A stronghold is an underground structure in the Overworld, and is the only place where an End portal can be found. Strongholds can be located by using an eye of ender.

Generation

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For locating strongholds, see Eye of Ender § Locating strongholds.
The End portal room

Strongholds generate at any Y-level, mostly underground, but generate underwater if necessary. Strongholds may generate at bedrock level, cutting the bedrock.

Most parts of the stronghold can be overwritten by caves, ocean monuments, ancient cities, mineshafts, fossils, amethyst geodes, trial chambers, and monster rooms; but it is rare for the End portal to be replaced, which would force a player to find one of the other strongholds, as a portal can be activated only with all 12 End portal frames present. Canyons do not overwrite strongholds; rather, a stronghold can occasionally be found exposed by a canyon.

Bedrock Edition

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In Bedrock Edition, strongholds generate randomly throughout the world and they are at least 160 blocks away from the world origin. There is no limit to the number of strongholds that can generate, unlike in Java Edition. There are 3 extra strongholds at least 453 blocks away from the world origin, which tend to be close to the 453-block boundary, and are guaranteed to generate below meeting points of a village. In rare cases, these 3 extra strongholds can be very far from the world origin, sometimes over 10,000 blocks away.

Java Edition

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Stronghold layout through the world 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 (X=0, Z=0). For a given ring, the strongholds are generated at roughly equal angles from the center point of the world (for instance, 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 above ground; any portion above the sea level is replaced with air, leaving a cutaway. If a stronghold generates in an ocean, which occurs rarely, it typically generates with terrain covered above it. Strongholds are biased toward biomes in the #stronghold_biased_to biome tag by searching horizontally for biomes in that tag (similar to the /locate biome command, except that also searches up and down) and moving the start of the stronghold to the location found this way.

There are eight rings, containing 128 strongholds in total:

  1. The first ring has 3 strongholds within 1,280–2,816 blocks of the origin.
  2. The second ring has 6 strongholds within 4,352–5,888 blocks of the origin.
  3. The third ring has 10 strongholds within 7,424–8,960 blocks of the origin.
  4. The fourth ring has 15 strongholds within 10,496–12,032 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 19,712–21,248 blocks of the origin.
  8. The eighth and outermost ring has 9 strongholds within 22,784–24,320 blocks of the origin.

The number of strongholds in each ring is the triangular number of the number one more than the ring number, except for the outermost ring, where 45 would be expected.

The outermost ring has the further unusual property of putting the strongholds at angles of roughly 36° (not the expected 40°) as if there were to be ten equally spaced strongholds, like in the third ring. One of these ten does not generate, however, keeping the number at nine.

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Structure

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Main article: /Structure
An isometric view of a stronghold in a superflat world.[n 1]

Stronghold generation starts with a spiral staircase room that leads down to a five-way intersection. From there, additional rooms are randomly generated. The layout can extend up to 50 rooms away from the original room and within a horizontal radius of 112 blocks.​[more information needed] If no portal room is generated during this process, the stronghold generation restarts.

Blocks

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The distribution of stone brick variants is roughly as follows:

  • BlockSprite stone-bricks.png: Sprite image for stone-bricks in MinecraftStone Bricks: 45%
  • BlockSprite mossy-stone-bricks.png: Sprite image for mossy-stone-bricks in MinecraftMossy Stone Bricks: 30%
  • BlockSprite cracked-stone-bricks.png: Sprite image for cracked-stone-bricks in MinecraftCracked Stone Bricks: 20%
  • BlockSprite infested-stone-bricks.png: Sprite image for infested-stone-bricks in MinecraftInfested Stone Bricks: 5%

Infested cracked stone bricks and infested mossy stone bricks do not naturally generate; they only appear when silverfish infest these blocks.[1]

Components

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Pieces
Name
id
Description Blocks Image
Straight
minecraft:SHS
This sub-structure consists of a corridor; it generates with an entrance and an exit on opposite sides, making it a 5 block long corridor. On each side, a side exit has a 50% chance to generate; if it does not, the corresponding side is sealed with a stone bricks wall.

This sub-structure can also include up to 4 torches, each with a 10% chance to generate. They are placed hanging on the walls beside the potential side exits, regardless of whether the exits generate.

The render on the side depicts the sub-structure with all the features generated.

94-112 Stone Bricks[n 3]
0-4 Torch
Right turn
minecraft:SHRT
These sub-structures are corridors with 90° turns. Both types have an equal chance of appearing. 80 Stone Bricks[n 3]
Left turn
minecraft:SHLT
Spiral staircase
minecraft:SHSD
This sub-structure consists of a staircase, with its entrance at the top and its exit at the bottom.

Between 0 and 5 spiral staircases can generate per stronghold, plus a starter staircase.

When an eye of ender is thrown, it will fly toward chunk coordinates 0, ~, 0 of the chunk the start piece is in. The center of the starter staircase will always generate at chunk coordinates 4, ~, 4. The starter staircase will always generate with an opening as its entrance.

187 Stone Bricks[n 3]
6 Smooth Stone Slab
Start piece
minecraft:SHStart
Straight staircase
minecraft:SHSSD
This sub-structure consists of a staircase, with its entrance at the top and its exit at the bottom.

There is also an empty alcove under the stairs.

Between 0 and 5 straight staircases can generate per stronghold.

275 Stone Bricks[n 3]
18 Cobblestone stairs
Five-way crossing
minecraft:SH5C
This room consists of a small atrium from which 2 to 6 paths can branch out:
  • The first exit (1), located in front of the stairway, always generates, as it acts as the entrance to the room.
  • The second exit (2), located down the stairway, always generates.
  • The upper exit facing east or south (+x or +z) (4 or 5) has a 2⁄3 chance to generate.
  • The remaining three exits each have an independent 1⁄2 chance to generate.

This room can branch out to hidden rooms. If the room is rotated such that the player faces west or north (-x or -z) when entering it, a hidden room may try to generate. Hidden rooms always attempt to generate directly adjacent to indentations on the same wall; the attempt can sometimes fail meaning no hidden room generates.

Between 0 and 4 five-way crossings can generate per stronghold. In addition to these, an extra five-way crossing always generates as part of the starting point of the structure.

536-572 Stone Bricks[n 3]
36 Smooth Stone Slab
1 Torch
Prison hall
minecraft:SHPH
This room consists of a corridor with two cells located on one of its sides. In Bedrock Edition, jail cells generate without iron doors.

Between 0 and 5 prison halls can generate per stronghold.

300 Stone Bricks[n 3]
20 Iron Bars
2 Iron Door‌[JE only]
Chest corridor
minecraft:SHCC
This sub-structure consists in a chest on an altar in a corridor.

Between 0 and 4 chest corridors can generate per stronghold.

115 Stone Bricks[n 3]
7 Stone Brick Slab
1 Chest[n 4]
Room crossing
minecraft:SHRC
This large room consists of a cross junction; four exits (including the entrance) always generate.

Large rooms come in 4 variants:

  • Empty: has no decoration.
  • Fountain: has a fountain.
  • Pillar: has a stone brick pillar with torches.
  • Store: has 2 floors, each 2 blocks high, with a cobblestone center structure joining the two and a torch housed within the structure; a ladder runs up the side wall, providing access to the second floor, which is a chamber made of oak planks and that contains a loot chest.

Between 0 and 6 large rooms, regardless of variants, can generate per stronghold.

406 Stone Bricks[n 3] (all)

Fountain:
19 Stone Bricks[n 5]
1 Water

Pillar:
3 Stone Bricks[n 5]
8 Smooth Stone Slab
4 Torch

Store:
51 Cobblestone
40 Oak Planks
3 Ladder
1 Chest[n 6]
1 Torch

Library
minecraft:SHLi

Libraries come in 2 variants:

  • Large: a duplex library containing 2 chests.
  • Small: a single-level library containing 1 chest.

Libraries generate in their small variant only when there isn't enough space for the large variant; otherwise, they always generate in their large variant.

Each air block within 4 blocks above the ground (inclusive) has a 7% chance of being replaced by a cobweb upon generation.

Between 0 and 2 libraries can generate per stronghold. Additionally, libraries can never generate within four rooms of the starting staircase.

Large:
895 Stone Bricks[n 3]
233 Bookshelf
166 Oak Planks
46 Oak Fence
14 Torch
7 Ladder
2 Chest[n 7]
0-417 Cobweb (avg.: 29)

Small:
627 Stone Bricks[n 3]
161 Bookshelf
32 Oak Planks
8 Torch
1 Chest[n 7]
0-422 Cobweb (avg.: 29)

Portal room
minecraft:SHPR
The End portal room is the only room guaranteed to generate in a stronghold. It never generates within five rooms of the starting staircase, although it is less likely to generate farther away.

Unlike all other rooms in the stronghold, it always generates with a complete outer wall, making it the only room that is consistently fully formed after generation.

Each portal frame has a 10% chance to generate containing an eye of ender; the average number of portal frames found prefilled is 1.2. The chance of the portal being completely pre-filled is one in a trillion (1:1,000,000,000,000 or 10-12).

Its entry door is always grates.

704 Stone Bricks[n 3]
39 Iron Bars
15 Lava
8 Stone Brick Stairs
12 End Portal Frame
1 Monster Spawner
Small doors
Name Description Blocks Image
Opening

Small doors are the separating sub-structures that generate at the entrance of various rooms of strongholds. There are 4 types of door: the empty opening, the grates of iron bars, the wood door and the iron door.

They are generated randomly, with each having an equal chance of appearing, except for the empty opening which is twice as likely to occur. The start piece will always generate an opening, and the portal room will always generate grates.

In order to prevent two doors from generating directly adjacent to each other, they are generated only as room entrances.

Wood and iron doors always face the direction in which the stronghold generates: a door that is flush with the wall always leads away from the starting staircase, while a door that is indented into the wall leads toward it.

9 Air
Grates 7 Iron Bars
Wood door 7 Stone Bricks[n 5]
1 Oak Door
Iron door 7 Stone Bricks[n 5]
1 Iron Door
1 Stone Button
Other
Name
id
Description Blocks Image
Filler corridor
minecraft:SHFC
Filler corridors, also known as dead-end corridors, are a special kind of sub-structure that generates when a normal stronghold room fails to generate, but the exit from where came the generation attempt is close enough to other parts of the stronghold. You can distinguish these from normal corridors by two details:
  • they are composed of only normal stone bricks: no mossy, nor cracked, nor infested.
  • their generation is always complete and cannot be overwritten by caves (like the portal room). This can result in them appearing like they are totally disconnected from the rest of the stronghold, if they are generated in caves.

They consist of a vertical one-block wide ring of stone bricks, the same size as a normal corridor. For them to generate, the game checks for, in order:

  • failed generation of rooms from exits;
  • other parts of the stronghold that are 4 blocks or less away horizontally from the selected exit, and at the same y-level of the exit.

When these criteria are met, it generates up to 3 filler corridors sub-structures, stacked horizontally on the same y-level, starting from the selected exit until it hits the other room's outer wall, in which in most cases makes a dent or an opening. In this way, the filler corridor is usually able to connects up near parts of the strongholds in order to form a denser network of passages.

Unlike every other stronghold room, these pieces do not generate doors.

16-48 Stone bricks
See also: Chest loot

Altars

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In Java Edition, each stronghold altar chest contains items drawn from 2 pools, with the following distribution:

Item Stack Size Weight Chance Avg.
per chest
Avg. # chests
to search
2–3× 1× 2–3× 1×
BlockSprite air.png: Sprite image for air in MinecraftNothing[A] —1—9⁄1090.0%0.9001.1
Apple 1–3—15⁄101—32.9%0.7433.0
Bread 1–3—15⁄101—32.9%0.7433.0
Iron Ingot 1–5—10⁄101—22.8%0.7434.4
Ender Pearl 1—10⁄101—22.8%0.2484.4
Redstone Dust 4–9—5⁄101—11.9%0.8048.4
Gold Ingot 1–3—5⁄101—11.9%0.2488.4
Iron Pickaxe 1—5⁄101—11.9%0.1248.4
Iron Sword 1—5⁄101—11.9%0.1248.4
Iron Helmet 1—5⁄101—11.9%0.1248.4
Iron Chestplate 1—5⁄101—11.9%0.1248.4
Iron Leggings 1—5⁄101—11.9%0.1248.4
Iron Boots 1—5⁄101—11.9%0.1248.4
Eye Armor Trim —1—1⁄1010.0%0.10010.0
Diamond 1–3—3⁄101—7.3%0.14913.8
Leather 1–5—1⁄101—2.5%0.07440.7
Copper Horse Armor 1—1⁄101—2.5%0.02540.7
Music Disc (otherside) 1—1⁄101—2.5%0.02540.7
Enchanted Book[B] 1—1⁄101—2.5%0.02540.7
Iron Horse Armor 1—1⁄101—2.5%0.02540.7
Golden Apple 1—1⁄101—2.5%0.02540.7
Golden Horse Armor 1—1⁄101—2.5%0.02540.7
Diamond Horse Armor 1—1⁄101—2.5%0.02540.7

In Bedrock Edition, each stronghold altar chest contains items drawn from 2 pools, with the following distribution:

Item Stack Size Weight Chance Avg.
per chest
Avg. # chests
to search
2–3× 1× 2–3× 1×
BlockSprite air.png: Sprite image for air in MinecraftNothing[A] —1—9⁄1090.0%0.9001.1
Apple 1–3—75⁄521—32.0%0.7203.1
Bread 1–3—75⁄521—32.0%0.7203.1
Iron Ingot 1–5—50⁄521—22.2%0.7204.5
Ender Pearl 1—50⁄521—22.2%0.2404.5
Redstone Dust 4–9—25⁄521—11.5%0.7808.7
Gold Ingot 1–3—25⁄521—11.5%0.2408.7
Iron Pickaxe 1—25⁄521—11.5%0.1208.7
Iron Sword 1—25⁄521—11.5%0.1208.7
Iron Helmet 1—25⁄521—11.5%0.1208.7
Iron Chestplate 1—25⁄521—11.5%0.1208.7
Iron Leggings 1—25⁄521—11.5%0.1208.7
Iron Boots 1—25⁄521—11.5%0.1208.7
Eye Armor Trim —1—1⁄1010.0%0.10010.0
Emerald 1–3—15⁄521—7.0%0.14414.2
Diamond 1–3—15⁄521—7.0%0.14414.2
Enchanted Book[B] 1—6⁄521—2.9%0.02935.1
Leather 1–5—5⁄521—2.4%0.07242.0
Copper Horse Armor 1—5⁄521—2.4%0.02442.0
Music Disc (otherside) 1—5⁄521—2.4%0.02442.0
Iron Horse Armor 1—5⁄521—2.4%0.02442.0
Golden Apple 1—5⁄521—2.4%0.02442.0
Golden Horse Armor 1—5⁄521—2.4%0.02442.0
Diamond Horse Armor 1—5⁄521—2.4%0.02442.0
  1. ↑ a b 'Nothing' does not refer to the chance of an empty chest. Instead, it refers to the chance that the random loot generator does not add any loot on a single roll.
  2. ↑ a b Enchantment probabilities are the same as a level-30 enchantment on an enchanting table that was able to apply treasure enchantments (except Soul Speed, Swift Sneak, and Wind Burst), and where the chance of multiple enchantments is not reduced.

Storerooms

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Storeroom chests are found in the "store" room variant of large rooms.

In Java Edition, each stronghold storeroom chest contains 1–4 item stacks, with the following distribution:

Item Stack Size Weight Chance Avg.
per chest
Avg. # chests
to search
Apple 1–315⁄6247.5%1.2102.1
Bread 1–315⁄6247.5%1.2102.1
Coal 3–810⁄6234.3%2.2182.9
Iron Ingot 1–510⁄6234.3%1.2102.9
Redstone Dust 4–95⁄6218.6%1.3105.4
Gold Ingot 1–35⁄6218.6%0.4035.4
Enchanted Book[A] 11⁄624.0%0.04025.2
Iron Pickaxe 11⁄624.0%0.04025.2

In Bedrock Edition, each stronghold storeroom chest contains 1–4 item stacks, with the following distribution:

Item Stack Size Weight Chance Avg.
per chest
Avg. # chests
to search
Apple 1–375⁄38640.0%0.9722.5
Bread 1–375⁄38640.0%0.9722.5
Ink Sac 1–375⁄38640.0%0.9722.5
Coal 3–850⁄38628.5%1.7813.5
Iron Ingot 1–550⁄38628.5%0.9723.5
Redstone Dust 4–925⁄38615.2%1.0526.6
Gold Ingot 1–325⁄38615.2%0.3246.6
Enchanted Book[A] 16⁄3863.8%0.03926.1
Iron Pickaxe 15⁄3863.2%0.03231.3
  1. ↑ a b Enchantment probabilities are the same as a level-30 enchantment on an enchanting table that was able to apply treasure enchantments (except Soul Speed, Swift Sneak, and Wind Burst), and where the chance of multiple enchantments is not reduced.

Libraries

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In Java Edition, each stronghold library chest contains items drawn from 2 pools, with the following distribution:

Item Stack Size Weight Chance Avg.
per chest
Avg. # chests
to search
2–10× 1× 2–10× 1×
Eye Armor Trim —1—1⁄1100.0%1.0001.0
Paper 2–7—20⁄52—89.2%10.3851.1
Book 1–3—20⁄52—89.2%4.6151.1
Enchanted Book[A] 1—10⁄52—67.8%1.1541.5
Compass 1—1⁄52—10.9%0.1159.2
Empty Map 1—1⁄52—10.9%0.1159.2

In Bedrock Edition, each stronghold library chest contains items drawn from 2 pools, with the following distribution:

Item Stack Size Weight Chance Avg.
per chest
Avg. # chests
to search
2–10× 1× 2–10× 1×
Eye Armor Trim —1—1⁄1100.0%1.0001.0
Paper 2–7—100⁄270—88.3%10.0001.1
Book 1–3—100⁄270—88.3%4.4441.1
Enchanted Book[A] 1—60⁄270—72.9%1.3331.4
Compass 1—5⁄270—10.5%0.1119.5
Map[B] 1—5⁄270—10.5%0.1119.5
  1. ↑ a b Enchantment probabilities are the same as a level-30 enchantment on an enchanting table that was able to apply treasure enchantments (except Soul Speed, Swift Sneak, and Wind Burst), and where the chance of multiple enchantments is not reduced.
  2. ↑ Named unknown map, but changed to map 0, the scale level is 1:4, Maps from the same stack are stackable, but maps that are not stacked are unstackable despite looking identical.


Data values

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Java Edition:

Structure typeIdentifier
EnvSprite stronghold.png: Sprite image for stronghold in Minecraft Strongholdstronghold
StructureIdentifier
EnvSprite stronghold.png: Sprite image for stronghold in Minecraft Strongholdstronghold

Bedrock Edition:

StructureIdentifier Translation key
EnvSprite stronghold.png: Sprite image for stronghold in Minecraft Strongholdstronghold feature.stronghold

Config

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Java Edition:

Advancements

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IconAdvancementIn-game descriptionActual requirements (if different)
Eye SpyFollow an Eye of EnderEnter a stronghold.

History

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Java Edition

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Java Edition Beta
July 01, 2011 Jens Bergensten shares an image of mysterious ruins that resemble a stronghold. Unlike the implemented strongholds, a large part of these ruins are above-ground.
1.8Pre-release Added strongholds as part of the Adventure Update. A single one generates per world. They are vacant except for regular mobs that spawn under normal conditions.
Strongholds have chests in libraries and in storerooms.
Due to a bug, strongholds do not generate correctly. Only the central staircase generates; the rest of the stronghold does not generate.
Pre-release (reupload) Strongholds now generate as intended.
Pre-release 2 ;) Increased stronghold count to three per world instead of one.
Java Edition
1.0.0Beta 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 not 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 feature that Jeb forgot to remove.[2]
Strongholds now also have chests in corridor altars.
Beta 1.9 Prerelease 4 Removed glass towers generating above strongholds.
The End portal is now functional.
Eyes of ender now properly point to strongholds.
? The game no longer prints the coordinates of generated strongholds to the output log.
1.4.212w40a Strongholds can now generate in the air in Superflat worlds with certain customization presets.
1.915w43a Increased stronghold count to 128 per world, rather than 3.
Library chests now have 2–10 stacks of items, rather than 1–4 stacks.
Enchanted books found in library chests is now weighted to 10 rather than 2, and in single books rather than in groups of 1–5.
16w06a Stronghold placement formula changed.
pre3 Eyes of ender can now point to the 125 new strongholds.
1.1721w07a Strongholds are no longer exposed in oceans. Instead, they get covered by the seabed.[3]
1.18.222w07a Strongholds now spawn in superflat, but not in the "Classic Flat" preset.
1.19.322w42a The placement code has been changed to be more efficient, causing stronghold positions to shift.
1.19.4
Experiment
Update 1.20
23w04a Eye armor trims are now found in stronghold chests.
23w05a Increased the chance of eye armor trims from 4.7% to 10% in altar chests, and to 100% in library chests.
1.2023w12a Changes from 23w04a and 23w05a are now available without using the "Update 1.20" experimental data pack.
1.21.2pre1 Strongholds can now generate in the pale garden biome.
1.21.424w44a The changes from 1.21.2-pre1 are now available without using the "Winter Drop" experimental data pack.
1.21.625w20a Removed saddles from stronghold corridor loot tables, replaced with 1–5 leather.
1.21.925w31a Copper horse armor now generates in stronghold altar chests.

Bedrock Edition

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Pocket Edition Alpha
v0.9.0May 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 1 Added strongholds.
The End portal block frame exists, but the player cannot travel to the End.
v0.9.2 Strongholds are now more common.
v0.12.0 Enchanted books can now be found in stronghold library chests.
v0.15.0build 1 Maps can now be found in stronghold library chests.
Pocket Edition
1.0.0alpha 0.17.0.1 Strongholds now generate in new chunks.
Strongholds can now be found using eyes of ender.
Chests now generate in stronghold storerooms.
Ender pearls now generate in altar chests.
Bedrock Edition
1.9.0beta 1.9.0.0 Cobblestone stairs in strongholds are replaced with stone stairs.
1.10.0beta 1.10.0.3 Most strongholds no longer generate under village wells; they now generate under village meeting points.
Reduced chance of strongholds generating under villages.
beta 1.10.0.4 Stone stairs in strongholds are changed back to cobblestone stairs.
1.18.0beta 1.18.0.22 Strongholds are no longer able to generate mid-air in large caves.
1.19.80
Experiment
Next Major Update
Preview 1.19.80.21 Eye armor trims are now found in stronghold chests.
1.20.70Preview 1.20.70.22 Strongholds now always generate with an End portal room.
1.21.111Preview 1.21.110.22 Copper horse armor now generates in stronghold altar chests.
26.30Preview 26.30.25 Added iron doors and stone buttons for hallways in strongholds, to match Java Edition.

Legacy Console Edition

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Legacy Console Edition
Xbox 360Xbox OnePS3PS4PS VitaWii USwitch
TU5CU11.001.001.00Patch 11.0.1 Added strongholds.
TU25CU141.171.171.17 Strongholds can now generate in the air in Superflat worlds with certain customization presets.
It is now possible to change the amount of strongholds that generate in a Superflat world. This means it is possible to have up to 3 strongholds instead of only 1.
TU60CU511.641.641.64Patch 301.0.11 Stronghold chests can now generate emeralds and ink sacs.

New Nintendo 3DS Edition

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New Nintendo 3DS Edition
0.1.0 Added strongholds.

Issues

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Issues relating to "Stronghold" are maintained on the bug tracker. Issues should be reported and viewed there.

Trivia

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  • There are always 233 bookshelves in a large library, yielding 699 books if mined without Silk Touch, which is 10 stacks plus 59 left over.
  • Along with some other older structures, strongholds do not generate with air inside them.
  • As of Java Edition 1.16, all world seeds that have a pre-activated End portal in the first ring have been found.[4]
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Screenshots

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Unique generation

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In other media

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Official artwork

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Notes

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  1. ↑ In superflat worlds, strongholds generate with the maximum number of rooms possible.
  2. ↑ If the portal is lit.
  3. ↑ a b c d e f g h i j k For simplicity, this number assumes the rooms are composed solely of stone bricks. However, the actual composition is as follows:
  4. ↑ This chest uses the altar chest loot. This loot is found in loot_tables/chests/stronghold_corridor.
  5. ↑ a b c d Unlike other rooms, this structure only generates with stone bricks. It does not include mossy stone bricks, cracked stone bricks, and infested stone bricks.
  6. ↑ This chest uses the storeroom chest loot. This loot is found in loot_tables/chests/stronghold_crossing.
  7. ↑ a b This chest uses the library chest loot. This loot is found in loot_tables/chests/stronghold_library.

References

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  1. ↑ MC-140209 – Cracked and mossy stone brick infested blocks/monster eggs do not generate in strongholds – resolved as "Invalid".
  2. ↑ "Ah LOL! I forgot to remove the debug pillars from the strongholds. Oh well, it's not severe enough for another update" – @jeb_ (Jens Bergensten) on X (formerly Twitter), October 6, 2011
  3. ↑ MC-216191 – resolved as "Works As Intended".
  4. ↑ "1.16 12-eye seeds with spawn locations Latest" by hube12 – github.com, September 14, 2020.
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