OVERWORLD · SETTLEMENTS
Woodland Mansion
Page updated
Huge illager houses whose rooms change from world to world. Players explore them for totems from evokers, imprisoned allays, armor trim templates, and hidden treasure rooms.
This guide follows vanilla Java 26.3. Older Java releases and Bedrock differences are labeled separately. The seeds below retain their own verified game versions.

28462718234064871 · Java 26.3 · overworldReference capture · Naturally generated structure, photographed in Minecraft Java 26.3.Game data and source research
Where to find a woodland mansion
In Java 26.3, the mansion's starting position must qualify as Dark Forest or Pale Garden. The building can extend across a biome border, so some rooms or foundation columns may stand outside those biomes. [1][2]
A woodland explorer map gives you a destination to travel toward. In Java 26.3, abandoned camps can also provide mansion maps, and the item is named Woodland Mansion Map. For a world you already have, use the finder above; for a new world, the verified seed list gives coordinates and the version we checked. [8][9]
The Java finder marks predicted starts. Its current model does not apply the mansion's full terrain check or generate its rooms and chest contents. Confirm a predicted location in your selected game version before planning a journey around it. [2][14]
How mansion generation works
Minecraft chooses one potential starting chunk in each 80 × 80 chunk region, then checks its biome and terrain. That region spans 1,280 blocks on each side. It is a candidate grid: many regions never receive a mansion, and 1,280 blocks is not an average search distance. [1][2]
The starting height comes from the lowest of four nearby terrain columns, at five-block offsets along X and Z. A starting Y below 60 rejects the candidate. This small check does not flatten or test every part of the building's footprint. After placement, cobblestone columns fill air or liquid underneath occupied parts of the base, which can leave tall supports over low terrain. [2]
The audited Java 26.3 placement rules contain no mansion-specific minimum distance from world spawn. A nearby mansion is possible when the seed supplies a suitable starting position; the placement grid alone cannot tell you how far you will need to travel. [2]
Rooms and hidden treasures
The layout generator groups room slots into small, medium and large rooms, then picks from floor-specific templates. Some rooms have no corridor entrance and become secret rooms. Check walls and unused spaces when exploring: neither a hidden treasure room nor an allay jail is guaranteed. [4][8]
The generator first groups available layout cells, then selects a template that fits the room's size, floor and entrance orientation. Neighboring cells are eight blocks apart. Small, medium and large mean 1×1, 1×2 and 2×2 layout cells; the stored templates span 7×7, 7×15 and 15×15 blocks before rotation. Walls, doors and corridors are placed separately, so these are template bounds rather than measurements of clear walking space. [3][4]
Room choices differ by floor. Allay jails and fake portal rooms belong to the ground floor; attic rooms and rooms containing evokers belong to the upper floors. A floor's corridor connections affect which rooms can be chosen, so the exterior alone cannot reveal its interior plan. [3][4]
Small 1×1 layout cells
7 × 7 blocks
Flower room
Template height: 8 blocks 1x1_a1A ground-floor example decorated with potted flowers and cobblestone. This template has no chest or generated-mob marker. [3][4]
Medium 1×2 layout cells
7 × 15 blocks
Tree-chopping room
Template height: 8 blocks 1x2_a6A ground-floor example with dark oak logs, leaves and a fixed chest containing an Efficiency I iron axe. [3][4][6]
Large 2×2 layout cells
15 × 15 blocks
Large jail
Template height: 8 blocks 2x2_a1A ground-floor example with four allay cells and one generated vindicator. Each cell receives 1–3 allays when the room generates. [3][4][5]
Inside naturally generated rooms
These photographs show the actual templates found in the pictured worlds. They may differ from the diagram's examples. Each caption identifies the room template, seed, coordinates and game version.

28462718234064871 · Java 26.3 · overworldReference capture · Naturally generated woodland mansion small room in Minecraft Java 26.3; generated template minecraft:woodland_mansion/1x1_a3. No blocks changed for this view.Room template 1x1_a3
28462718234064871 · Java 26.3 · overworldReference capture · Naturally generated woodland mansion medium room in Minecraft Java 26.3; generated template minecraft:woodland_mansion/1x2_a5. No blocks changed for this view.Room template 1x2_a5
28462718234064871 · Java 26.3 · overworldReference capture · Naturally generated woodland mansion large room in Minecraft Java 26.3; generated template minecraft:woodland_mansion/2x2_b5. No blocks changed for this view.Room template 2x2_b5
28462718234064871 · Java 26.3 · overworldReference capture · Naturally generated woodland mansion secret attic in Minecraft Java 26.3; generated template minecraft:woodland_mansion/1x2_se1. No blocks changed for this view. This view shows the lower compartment; the two loot chests in the upper compartment are outside the frame.Room template 1x2_se1| Room template | Floor · footprint | What to look for |
|---|---|---|
| Large allay jail · 2x2_a1 | Ground · 15×15 blocks | An optional room with four cells. Each cell generates 1–3 allays, giving 4–12 per large jail; the room also generates one vindicator. [3][4][5] |
| Obsidian room · 1x1_as3 | Any floor · 7×7 blocks | A secret room with one diamond block enclosed in obsidian. Its template is eight blocks high. [3][4] |
| Lava room · 2x2_s1 | Any floor · 15×15 blocks | A secret room with one diamond block inside a lava-filled enclosure. Its template is eleven blocks high, including when chosen for the ground floor. [3][4] |
| Spider room · 1x1_as2 | Any floor · 7×7 blocks | A secret room containing cobwebs and a functioning spider spawner. [3][4] |
| Fake End portal · 1x2_s2 | Ground · 7×15 blocks | A secret room with a wool imitation portal, two ender pearls in a trapped chest, TNT and infested cobblestone. [3][4] |
| Attic · 1x2_se1 | Upper floors · 7×15 blocks | A secret room with two chests containing mansion loot in a raised compartment. Its stored template is eleven blocks high. [3][4][5] |
Illagers, allays and spawners
Once you defeat the mansion's original vindicators and evokers, they do not respawn. A spider-room spawner can keep producing spiders while its spawning conditions are met. [3][5][8]
Evoker-bearing room templates belong to the upper-floor collection. Evokers can summon vexes and drop Totems of Undying. Room selection determines which evoker rooms are present, so a mansion marker cannot promise an evoker count or a number of totems. [4][5][6]
| Item | How you get it |
|---|---|
| One per defeated evoker under vanilla Java 26.3 drop rules. It is an entity drop, separate from the mansion chest table. [6] |
Chest loot in Java 26.3
Only chests assigned the woodland mansion loot table use the odds below. Many storage-room chests are empty. Other rooms have fixed contents, such as eight alliums, 28 dark oak saplings, an Efficiency I iron axe or the fake portal's two ender pearls. Counting every chest block as another treasure roll overstates what a mansion offers. [5][6]
These are calculated chances of finding at least one of each item in a single chest using the mansion loot table. Multiple rolls can repeat an item. The percentages are rounded and do not add up to 100%; they describe vanilla Java 26.3 loot rules, rather than a tested chest or a chance per mansion. [7]
Item icons use the original Java 26.3 textures. The enchanted golden apple shares the golden-apple base texture; its animated in-game glint is not shown here. [19]
| Item | Chance per loot-table chest | Quantity when present |
|---|---|---|
| 50.0% | 1 [6][7] | |
| 3.7% | 1–3 [6][7] | |
| 17.6% | 1–3 [6][7] | |
| 53.8% | 2–16 in total; each successful selection supplies 2–4 [6][7] | |
| 25.5% | 1–3 [6][7] | |
| 25.5% | 1–3 [6][7] |
Versions change what you find
Woodland mansions arrived in Java 1.11, released November 14, 2016, and Pocket 1.1.0, released June 1, 2017 as part of the Discovery Update. The dates below refer to game releases, not when we reviewed the guide. [8][15][16]
In the inspected Java 1.20.1 data (released June 12, 2023), Dark Forest is the only eligible mansion biome, and Name Tags appear in mansion chest loot. Java 26.1 (March 24, 2026) removed Name Tags from that table. Java 26.3 was released September 15, 2026. Its chest rules no longer offer Name Tags; existing items in an upgraded world may have been generated under older rules. [6][9][10][11][17]
Bedrock 26.50 was also released September 15, 2026, and its loot weights differ. Calculating from Mojang's pinned sample gives a 17.2% resin chance and a 20.4% enchanted-book chance per mansion loot-table chest. These are labeled sample-data calculations; this Java code audit does not establish Bedrock's room-generation or terrain rules. [12][13][18]
Checked in game by SeedLookout
Screenshots

28462718234064871 · Java 26.3 · overworldReference capture · Naturally generated structure, photographed in Minecraft Java 26.3.
28462718234064871 · Java 26.3 · overworldReference capture · Naturally generated woodland mansion entrance in Minecraft Java 26.3; generated template minecraft:woodland_mansion/entrance. No blocks changed for this view.
28462718234064871 · Java 26.3 · overworldReference capture · Naturally generated woodland mansion corridor in Minecraft Java 26.3; generated template minecraft:woodland_mansion/corridor_floor. No blocks changed for this view.
23449166200361261 · Java 26.3
23449166200361261 · Java 26.3Our screenshots of naturally generated structures in Minecraft. Each caption gives the seed, coordinates and version. Select one to open it at full size.
Seeds with this woodland mansion
We found each woodland mansion at these coordinates in the seed's Java version. Other versions and Bedrock may generate a different world.
| Seed | Version | Variant | X, Y, Z |
|---|---|---|---|
Woodland mansion by a river in dark forest with giant mushrooms, and a taiga village23449166200361261 | Java 26.3 | Woodland mansion | 64, 82, 96 |
Woodland mansion and village in a mountain ring5811050894855099212 | Java 1.20.1 | Woodland mansion | 45, 107, 95 |
Sources
References identify the edition, version and evidence behind the guide. Game code and data describe generation rules; the seed table records locations checked in game. Research reviewed 2026-10-01.
- Mojang Java 26.3: mansion generation data ↗
Inner archive META-INF/versions/26.3/server-26.3.jar: data/minecraft/tags/worldgen/biome/has_structure/woodland_mansion.json; data/minecraft/worldgen/structure_set/woodland_mansions.json; data/minecraft/worldgen/structure/mansion.json.
Evidence details
Official server SHA-1 verified against Mojang version metadata: 33680f5f2ac32864d6d7cf5e56a705fdb3e05f4c. The biome tag contains dark_forest and pale_garden. Placement uses spacing 80, separation 20, salt 10387319 and triangular spread. These fields describe potential starts, not observed mansion frequency.
- Mojang Java 26.3: placement and terrain implementation ↗
net.minecraft.world.level.levelgen.structure.structures.WoodlandMansionStructure.findGenerationPoint / afterPlace; Structure.findValidGenerationPoint / getLowestYIn5by5Box / getCornerHeights; Structure.GenerationContext.isValidBiome; placement.RandomSpreadStructurePlacement.getPotentialStructureChunk; RandomSpreadType.evaluate; AbstractSpreadingStructurePlacement.placementCodec / isStructureChunk; ChunkGenerator.createStructures.
Evidence details
Relevant official bytecode inspected through CFR 0.152; this is reconstructed Java, not Mojang's original source checkout. The starting anchor is chunk minimum X/Z plus 7. Four terrain columns five blocks apart set starting Y; a value below 60 rejects the start. The final biome check is at the anchor and chosen Y. Cobblestone columns stop at non-air, non-liquid blocks. No mansion-specific spawn-distance requirement was found in this audited vanilla path.
- Mojang Java 26.3: mansion room templates ↗
data/minecraft/structure/woodland_mansion/*.nbt; large jail 2x2_a1; obsidian 1x1_as3; lava 2x2_s1; spider 1x1_as2; fake portal 1x2_s2; attic 1x2_se1.
Evidence details
All 73 mansion NBT templates were parsed and matched against the official client copies. Room facts come from block palettes, block-entity contents and data markers. These are available templates, not guarantees about any seed.
- Mojang Java 26.3: floor layout and room selection ↗
net.minecraft.world.level.levelgen.structure.structures.WoodlandMansionPieces.MansionGrid.identifyRooms / setupThirdFloor; MansionPiecePlacer.createMansion; FirstFloorRoomCollection / SecondFloorRoomCollection / ThirdFloorRoomCollection.
Evidence details
CFR 0.152 representation of official compiled classes. Rooms are grouped into 1×1, 1×2 and 2×2 slots; rooms without corridor entrances can select secret templates. Ground and upper floors use different collections. Third-floor setup has abort paths; their frequency and reachability in generated worlds were not measured. A conditional room-pool choice is not a mansion-wide probability.
- Mojang Java 26.3: mansion mob markers and evoker spells ↗
WoodlandMansionPieces.WoodlandMansionPiece.handleDataMarker; net.minecraft.world.entity.monster.illager.Evoker.EvokerSummonSpellGoal.performSpellCasting; mansion.json /spawn_overrides and vanilla biome spawn lists.
Evidence details
Mage creates one evoker; Warrior creates one vindicator; Group of Allays creates 1–3 allays. Chest* markers create chests assigned the mansion loot table. Created entities are persistent. The large jail has four allay-group markers. Upper-floor templates 1x2_d3, 2x2_b1, 2x2_b2 and 2x2_b4 each have one Mage and two Warrior markers. No replenishing mansion illager spawn table was found. Evokers summon vexes through their spell code; vexes are not mansion template markers.
- Mojang Java 26.3: chest contents and evoker drops ↗
data/minecraft/loot_table/chests/woodland_mansion.json, /pools; data/minecraft/loot_table/entities/evoker.json, /pools/0; woodland_mansion room NBT Items lists and Chest* data markers.
Evidence details
Loot JSON SHA-256: ef821ecaef13e8080158659f5a12f5b612eb60bef851f4258545f666718cca98. Nine room templates contain randomized-chest markers. Fixed examples: 1x1_b5 has 8 alliums; 1x2_a4 has 28 dark oak saplings; 1x2_a6 has an Efficiency I iron axe; 1x2_s2 has 2 ender pearls. Storage-room templates 1x2_a9 and 2x2_a2 contain empty chest blocks.
- Java 26.3 loot odds: calculation from official weights and rolls ↗
woodland_mansion.json /pools/0, /pools/1 and /pools/3; LootPool.addRandomItem / addRandomItems; UniformContainerBase.uniformFields; UniformGenerator.getIntUnsafe; Mth.nextInt.
Evidence details
Chance of at least one = 1 − mean((1 − weight/totalWeight)^n), averaging over each possible integer roll count. Pool 0 rolls 1–3 times with total weight 107: enchanted apple 2, book 10, each disc 15. Pool 1 rolls 1–4 times with resin weight 50 of 175. The trim pool chooses once between two equally weighted entries, trim and empty. Java's compiled loot implementation confirms repeat selections, inclusive integer ranges and default weight 1. Rounded to one decimal place. These are theoretical per-table-chest odds, not measured per-mansion or seed-specific chances.
- Minecraft Wiki: Woodland Mansion, revision 3809673 ↗
Generation, Structure / Rooms, Mobs, Loot and History; revision timestamp 2026-10-01T13:22:48Z.
Evidence details
Used for familiar room names, exploration context and historical cross-checks. The article revision does not freeze transcluded loot data; published probabilities instead use pinned official game files. Wiki descriptions are attributed under CC BY-NC-SA 3.0.
- Mojang Java 26.3 release notes: woodland mansion maps ↗
Abandoned Camp Explorer Maps; Explorer Maps.
Evidence details
The release adds mansion maps to abandoned camps and makes Woodland Mansion Map a dedicated explorer-map item.
- Mojang Java 26.1 release notes: Name Tag removal ↗
Changes: Name Tags removed from Woodland Mansion loot chests.
- Mojang Java 1.20.1: historical mansion data ↗
META-INF/versions/1.20.1/server-1.20.1.jar: has_structure/woodland_mansion biome tag; worldgen/structure_set/woodland_mansions.json; loot_tables/chests/woodland_mansion.json.
Evidence details
Official server SHA-1 verified: 84194a2f286ef7c14ed7ce0090dba59902951553. This comparison inspected data, not all historical generation code. The biome tag contains dark_forest only; chest data contains Name Tags and no resin.
- Mojang Bedrock 26.50 sample: mansion loot table ↗
behavior_pack/loot_tables/chests/woodland_mansion.json, /pools/0 and /pools/1; release v1.26.50.4, commit 46ba6ea985fb5a92d79a9419198f10dda14c199d.
Evidence details
Pinned official sample SHA-256: 1cd13af8636d01bd443a9fc8fa8ad6365c4858a55792bc51f7b2bd638ae15da9. Applying uniform integer rolls gives resin 17.1968% (weight 50/675, 1–4 rolls) and enchanted book 20.4468% (weight 60/545, 1–3 rolls). The sample release explicitly links Bedrock 26.50. This is a sample-data calculation, not a Bedrock engine audit.
- Microsoft Creator documentation: loot weights and rolls ↗
Loot table pools: rolls and relative entry weights.
Evidence details
Explains the weighted-roll model applied to the pinned Bedrock sample. Different chests and different pools can select the same entry repeatedly.
- Cubiomes: the Java mansion prediction model ↗
finders.c, isViableStructurePos, Mansion branch; SeedLookout web/engine/world-wrapper.c, sl_structure_viable.
Evidence details
Pinned upstream revision 18edd56575a60fe7129705bf972de0a511437527. The Java mansion branch uses a biome sample at Y319 and has a surface-height TODO. SeedLookout's exposed viability wrapper does not call the separate approximate terrain function. The finder does not generate room layouts or chest loot. This source documents prediction limits, not vanilla game behavior.
- Mojang Java 1.11 version metadata: release date ↗
/id; /releaseTime: 2016-11-14T14:34:40+00:00.
Evidence details
Metadata SHA-1 verified against Mojang's version manifest. This establishes the release date; the Wiki History section separately identifies the mansion's introduction.
- Mojang: The Discovery Update is here ↗
Announcement dated June 1, 2017: 1.1 for Pocket and Windows 10 is available; woodland mansions are listed among its features.
Evidence details
The historical edition was called Pocket Edition. The Wiki identifies the canonical release number as 1.1.0.
- Mojang Java 1.20.1 version metadata: release date ↗
/id; /releaseTime: June 12, 2023.
Evidence details
Release date from pinned official version metadata; the historical data reference supplies the biome and chest comparisons.
- Mojang Bedrock 26.50: Wilderness Bound release notes ↗
Changelog publication and availability announcement: September 15, 2026.
Evidence details
This is the game's release date. The corresponding sample package was published later and does not establish that date.
- Mojang Java 26.3: vanilla item textures ↗
assets/minecraft/textures/item/{vex_armor_trim_smithing_template,golden_apple,enchanted_book,resin_clump,music_disc_13,music_disc_cat,totem_of_undying}.png; assets/minecraft/items/enchanted_golden_apple.json and models/item/enchanted_golden_apple.json.
Evidence details
Original 16×16 transparent PNGs, checked against the official client SHA-1 and individual texture SHA-256 hashes. Displayed at twice their native size with nearest-neighbor scaling. The enchanted golden apple uses the golden-apple base texture in game; its animated enchantment glint is a separate rendering effect and is not reproduced here. Minecraft textures belong to Mojang/Microsoft.
Item art uses vanilla Java 26.3 assets from the official client release. Icons retain their game version alongside the guide.
Descriptions adapted from the Minecraft Wiki retain its attribution under CC BY-NC-SA 3.0. Calculations and code analysis are SeedLookout research. Screenshot captions identify each capture. The seed table contains our published verified seeds; checking a location does not establish particular room contents or chest loot.