Taverns
The pack's namesake. Taverns generate with beds for the night and a resident villager. Level that villager to Apprentice while they're inside and they become a Tavern Cartographer, selling treasure charts to DnT dungeons and ruins.
Everything Dungeons and Taverns adds to your world: what each structure is, which biome or dimension it generates in, and what is worth carrying home. Click any screenshot for the full size version.
Looking for a specific one? Run /locate structure nova_structures: and tab through the suggestions.
The quieter half of the pack: places to rest, trade and poke around. These are the structures that make a world feel settled and lived in.
The pack's namesake. Taverns generate with beds for the night and a resident villager. Level that villager to Apprentice while they're inside and they become a Tavern Cartographer, selling treasure charts to DnT dungeons and ruins.
Villages finally made it into the swamp, along with some locals you didn't invite. Witches wander these streets, so that Mending librarian won't come easy.
Proper villages for jungle biomes, so the jungle is no longer a place you only visit for a temple and leave.
Tall atmospheric towers with a view for days. No boss, no puzzle, just a place to sleep, scout your next destination, or move into as an early base.
Why should deserts be the only biome with unnecessary wells? Now everyone gets one.
The witches moved into the mangrove swamp, bringing three different hut styles with them.
A cozy buried cabin for anyone who digs in the right place. In the maker's own words: “'tis but a Terraria reference.”
Small camps, huts, dead redstone golems and other leftovers of adventurers who came before you. Pure set dressing, and the world is better for it.
Whole settlements reduced to rubble. Brush the suspicious gravel for pottery sherds and the occasional treasure mixed in with the junk.
Wild Ruins' much, much rarer cousins, and one of them is an entire abandoned classic village. If you find one, buy a lottery ticket.
Where the fighting happens. Overworld dungeons range from quick creeper crypts to the Lone Citadel, a fortress lifted straight out of Minecraft Dungeons.
Harmless-looking swamp ruins with suspicious gravel on the surface, and a full dungeon underneath with a miniboss, trial spawners, vaults and ominous vaults.
Each shrine descends into one to five themed combat arenas. The copper bulbs outside tell you how many. Shrine Keys and Ominous Shrine Keys open the good stuff; only level-5 shrines hide ominous vaults.
Surface-exposed stronghold lookalikes with a bigger room pool and no portal chamber. The stronghold experience without accidentally ending up in the End.
A small, fairly rare camp around a central campfire. The chest holds a chart to a pillager outpost, if you feel like escalating.
A rare underground dungeon crawling with illagers, tuned for late-game players who want a proper fight.
A gigantic dark oak and spruce manor in old-growth taiga. Rarer than a Woodland Mansion, and one of two homes of the Illager's Bane enchantment.
The witches' answer to the woodland mansion: a swamp estate with experiments in progress and a backyard to match.
A taiga crypt packed with creepers, gunpowder and suspicious gravel. If you're lucky, or unlucky depending on your armor, there's a genuine creeper spawner inside.
A mining operation gone wrong in the badlands. Good haul of gold and TNT for anyone willing to finish what the miners started.
A rare cold-biome watchpost in spruce or stone. Holds the chart that starts the frozen trail: next stop, a Stray Fort.
A rare fortress in the frozen wilds that spawns extra strays at night. Its chart points to the Lone Citadel.
Probably DnT's biggest structure: the Lone Fortress from Minecraft Dungeons, rebuilt for survival and garrisoned by breezes and strays.
Not impressed by the vanilla jungle temple? These overgrown ruins spawn bogged and hide the Photosynthesis enchantment.
Structures woven into cave generation itself. Cave Chambers even generate their own cave systems around them so nothing ever looks pasted in.
The wild ruins of the underground. Each chamber generates a working cave system around itself to sit naturally in the world. Some hold trial spawners or vaults locked with Cave Chamber Keys.
One guaranteed classic spawner plus up to eight trial spawners, adapted to the caves around them. The spawners occasionally drop the very keys that open the vaults here.
Bones, skulls and more bones around a single spawner room. Bring torches.
Deepslate halls below y=0 in cold biomes. No remarkable loot, unless you collect skulls, in which case: jackpot.
Two reasons to pack a potion of water breathing.
Two rival factions run the Nether in DnT: piglins on one road, nether skeletons on the other. Both roads end at a megastructure.
Fairly common camps holding gold ore and charts that point to Hamlets. The first step on the piglin road.
A piglin village up top, an apartment complex below. Magma cube trial spawners guard vaults with charts to Piglin Outstations.
A rare piglin hold inspired by Minecraft Legends' Horde of the Bastion and the vault rooms of Minecraft Dungeons. Its vaults hold charts to the Piglin Donjon.
A crimson forest megastructure stitched from every bastion remnant room type, crates of gold and hidden vault rooms, topped with a colosseum where vault keys are earned.
Skeleton and wither-skeleton encampments whose chests point to other tower variants, and to a Nether Port. Mobs don't respawn, so a cleared tower stays yours.
Always at lava level: a central port ringed by towers, with trial spawners, Swift Soar in the vaults, and one chart to the Nether Keep.
A giant tower with three blaze spawner rooms and their treasure, bridge arenas that pay out vault keys, and the chart to the Sealing Halls.
The rarest Nether structure in DnT and the skeletons' answer to the Donjon. Every DnT Nether enchantment can be found here, plus a trial spawner with ominous consequences.
The End finally gets more than one landmark. Start at a lighthouse, end at a castle.
The End's version of a tavern. Pick up maps to End Castles here, along with keys to End Ship vaults.
Lone end ships adrift in the void, each with a vault that opens to an End Ship Key and always holds an elytra. Sometimes one enchanted with Wax Wings.
A stronghold–end city hybrid and the End's crown dungeon: Gravity, Wax Wings, End Crystals and End Ship Keys. Reach it with an End Castle map or by throwing Eyes of Ender.
Maps beat luck. Most of these structures sell their location at a tavern or hide a chart to the next one in the chain. See how the progression works, then check which enchantments each dungeon guards.