World
Structures
A field atlas of every fixed structure registry found in the installed mods, plus the procedural dungeon system that cannot be reduced to a normal JSON list.
Explore terrain that has never been generated before. Existing chunks normally do not gain newly added structures. Make a backup before changing world-generation mods.
Recognize the destination.
One reference view per major family. Exact layouts can vary, especially the procedural dungeon interiors.






Every fixed ID, plus village pieces.
This is intentionally exhaustive. Names are cleaned for reading, while the exact namespace and ID stay underneath so commands, logs, and data-pack edits remain traceable.
- Rooms, corridors, stairs, mobs and loot are assembled dynamically; there is no honest finite list of dungeon layouts to print.
- Dungeons often appear near villages, but normal
/locate structuredoes not work for this generator. - Search newly generated chunks. Treat the entrance as a forward base before descending.
- The mod is server-side; players can connect without installing its client assets.
The three Beekeeper Area entries under Friends & Foes are pieces embedded in Plains, Savanna and Taiga village templates. They are included because they are buildings you can encounter, but they are not independent registry targets.
Registry names were read from the locally installed 26.3 JARs. Named stills come from official project galleries and Moog’s archived wiki; every MVS entry also links to the current official interactive 3D preview. Other references: Structory, Forest Ruins, Friends & Foes, and Roguelike Dungeons.