An end generation datapack with an emphasis on level design
Looking for an end dimension which feels interesting and fun to walk and traverse, and doesnt use blocks which feel out of place
The terrain has been shaped with traversal at its goal, expecting players to use enderpearls to be able to get across all islands safely and without needing to use execessive amounts of blocks just to continue
All the end biomes have been reimagined to fit to the terrain types along with 2 new biomes
End midlands and End highlands:
Both have become massive islands separated from the rest of the islands, here is where all end cities are located, you can find small caves filled with glow lichen, after all lichen in real life has proven to survive even in outer space
End barrens:
The most common biome, it features multiple layers of islands stacked together and a lot of chorus fruit
Small end islands:
Very desolated areas between the big islands, they are empty with no terrain at all, due to vanilla using this biome for the space between big islands it was kept as such for this, even if it no longer has the small islands
The end:
It is still just the biome at the center where the dragon resides
End hallows:
A new biome from endercon, this is where the very tall islands that tower over all are found, they reach far up into the end borders, and feature ruins as well as mysterious obsidian totems that appear to try to mimic the enderman
End Skies:
A new biome from endercon, at the highest altitudes you will find this biome were phantoms can spawn
End Depths:
A new biome from endercon, at the lowest altitudes you will find this biome were endermites spawn, you can find here what the small end islands were reworked into
End Sky Islands:
A new biome from endercon, high above the empty space isolated from the rest of the terrain there will be floating islands with very unique broken down terrain and steep cliffs
Along with the biomes, the end has received big visual changes in its ambiance and slight gameplay effects (1.21.10+)
Changes to fog
The end fog has been adjusted for improved visuals, with different biomes affecting the fog, the Skies and Depths biomes feature a dark and dense fog
Added a subtle "day"/"night" cycle of 14 minutes (7min of "day" and 7min of "night")
During the "night" the end will be very slightly darker, the end flashes get dimmer, creakings will wake up (if brought to the end) and bees will go to their hive/nest (if brought to the end), during the "day" the opposite will be true
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Due to 26.3 implementing the new density function type
minecraft:distance_to_point the center of the end has been slightly improved- The center island will be slightly wider
- The big empty space around it will be properly circular and will ensure that taking the end gateways will always lead to traversable terrain
Downside is new endercon versions won't be backported to prior versions, this shouldn't affect much considering the datapack was mostly complete
I may consider checking back on prior versions to implement compatibilities like the enderscape one, although the project doesn't receive much of my time nowadays
Due to 26.3 implementing the new density function type
minecraft:distance_to_point the center of the end has been slightly improved- The center island will be slightly wider
- The big empty space around it will be properly circular and will ensure that taking the end gateways will always lead to traversable terrain
Downside is new endercon versions won't be backported to prior versions, this shouldn't affect much considering the datapack was mostly complete
I may consider checking back on prior versions to implement compatibilities like the enderscape one, although the project doesn't receive much of my time nowadays
Added compatibility with [enderscape](https://modrinth.com/mod/enderscape), it needs [lithostitched](https://modrinth.com/mod/lithostitched) to work
available for 1.21.1 forward
Added compatibility with [enderscape](https://modrinth.com/mod/enderscape), it needs [lithostitched](https://modrinth.com/mod/lithostitched) to work
available for 1.21.1 forward
- Updated for 1.21.10/11
- Entire rework of the end visuals with attributes (only 1.21.10+)
- The fog gets very close and dark when approaching the depths or heights
- There is a very subtle day/night cycle of 14 minutes, this day/night cycle makes the end look slightly darker at times, with the flashes being noticeable dimmer, and affects creakings and bees
- Updated for 1.21.10/11
- Entire rework of the end visuals with attributes (only 1.21.10+)
- The fog gets very close and dark when approaching the depths or heights
- There is a very subtle day/night cycle of 14 minutes, this day/night cycle makes the end look slightly darker at times, with the flashes being noticeable dimmer, and affects creakings and bees
Adjusted the size of the big islands of end highlands and end midlands to not take over so much space in the end
<details>
<summary>Spoiler</summary>
Have fun :3
</details>
Adjusted the size of the big islands of end highlands and end midlands to not take over so much space in the end
<details>
<summary>Spoiler</summary>
Have fun :3
</details>
Increased the build height from
-32 - 288, to -48 - 320Increased the build height from
-32 - 288, to -48 - 320- Support for biome placement using vegetation and humidity for mods to place their biomes
- The terrain shapes have been adjusted, they are generally bigger now
- The center island has been improved
- New island type: Sky islands
- Sky islands with a very fragmented apperance which generate high over the vast void
- They have nothing going for them but they are an impressive place to explore
- End border has been split into 2 biomes: End skies and End depths
- Each refers to either being above or bellow
Prior worlds made with endercon will have ugly chunk borders, I recommend resetting your end by deleting the
DIM1 folder on your save (make sure to make a backup)Go me !!