These are the default rates. Server settings and datapacks can change them. To change a value, use the configuration guide.
Structure chances
Each possible location has a chance to contain a structure. The structure also needs suitable terrain and enough room, so a setting of 100% cannot guarantee it will appear.
| Structure or feature | Default chance |
|---|---|
| Mine, forge, fortified gate, watch bridge, archives, necropolis or city | 76% once that type is chosen |
| Throne room | 40% once a throne room is chosen |
| Extra watch bridge | 100%, if watch bridges are enabled |
| Village | 70% |
| Great avenue | 90% |
| Underground lake | 34% |
| Camp, ore cart, repair station or memorial | 100%, where there is room |
| Giant ore deposit | 58% |
The main structure choices have different frequencies. Mines are chosen most often; throne rooms are rarest. Villages and extra watch bridges are placed separately.
Structure selection and spacing
The mod chooses a structure type first, then applies the chance above. These percentages describe the first choice.
| Structure | Share of choices |
|---|---|
| Mine | 23% |
| Forge | 20% |
| Fortified gate | 16% |
| Watch bridge | 13% |
| Archives | 11% |
| Necropolis | 10% |
| City | 4.5% |
| Throne room | 2.5% |
The world is divided into regions for these choices. A region can remain empty if its terrain is unsuitable.
| Feature | Region size |
|---|---|
| Main structures | 896 × 896 blocks |
| Extra watch bridges | 1,024 × 1,024 blocks, with at least 768 blocks between extra bridges |
| Villages | 2,048 × 2,048 blocks |
| Giant ore deposits | 192 × 192 blocks |
| Ancient gate searches | 24 chunks across by default |
| Small remains | One possible location per 256 × 256-block region |
Ore selection
Iron, copper and coal are the most common choices. Diamond deposits are rarer and smaller. You can also find extra diamond pockets near the bottoms of deep fissures.
| Ore | Share of giant deposits | Share of small pockets |
|---|---|---|
| Iron | 34% | 32% |
| Copper | 23% | 21% |
| Coal | 19% | 27% |
| Gold | 14% | 10% |
| Redstone | 6.5% | 6.5% |
| Lapis | 2.7% | 3% |
| Diamond | 0.8% | 0.5% |
lode_frequency controls giant deposits. Small pockets have a separate 72% chance per possible location and still need rock in which to form.
Combat and spawning
Two HP equal one heart. Damage values below are before armor, difficulty and other effects. Special attacks can deal more damage.
| Enemy | Health | Basic damage |
|---|---|---|
| Revenant miner | 26 HP | 8 |
| Revenant guard | 36 HP | 10 |
| Mine Elder | 24 HP | 6 |
| Basalisk head | 100 HP | 14 |
| Fallen King | 1,000 HP | 32 |
The Basalisk has 18 armored body and tail segments with 16 HP each. Break them to expose its head.
The Fallen King becomes enraged at half health. He has 20 armor and 12 armor toughness.
| King’s attack | Normal damage | Enraged damage | Reach |
|---|---|---|---|
| Hammer | 32 | 44 | 6 blocks |
| Stomp | 24 | 32 | 9 blocks |
| Spawn setting | Default |
|---|---|
| Natural Basalisk spawn chance | 25% when other spawn conditions are met |
| Separation from nearby Basalisks | 384 blocks |
| Dwarves attempted per spawner wave | 2 |
| Nearby dwarves before a spawner pauses | 4 |
| Player distance to activate a spawner | 12 blocks |
| Time between dwarf waves | 12–24 seconds |
| Time between elder waves | 18–30 seconds |
| King’s summoned dwarf limit | 6 |
A spawner can start its first wave as soon as a player enters range. Difficulty, nearby creatures and available space can prevent spawning.
Loot rates
These bonuses require items from compatible mods or a custom datapack. Each chance is checked separately for each chest. An item may be picked more than once.
| Location | Possible bonus |
|---|---|
| Mine | 45% for 1–3 materials; 8% for 1 exploration item |
| Forge | 55% for 1–3 materials; 25% for 1 workshop item |
| Fortified gate | 25% for 1 material; 12% for 1 combat item |
| Watch bridge | 12% for 1 exploration item; 8% for 1 combat item |
| Archives | 35% for 1 arcane item; 10% for 1 exploration item |
| Necropolis | 20% for 1 arcane item; 15% for 1 combat item |
| City | 25% for 1 workshop item; 12% for 1 exploration item |
| Throne chest | 35% for 1 royal item; 35% for 1 arcane item |
| Fallen King | 2 royal items, if any are available |
Each pick gives one item. Adding more mods changes the items available, while the chances above stay the same. Other mods can add their own rewards.
For the ordinary chest contents, see the loot tables.