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Endercon
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Revamp of the end generation with an emphasis on level design, traversal and variety
Features strange, extraterrestrial environments and creatures, often with unique biomes and resources.
Introduces new dimensions with unique biomes, resources, and challenges.
Contains enhancements to the End dimension, expanding on existing features or adding entirely new ones.
Contains enhancements to cave generation, including ambience, decorative blocks, or changes to the noise generator itself.
Features structures of no particular theme, or meant as background decoration.
General improvements to world generation, such as bug fixes, aesthetic overhauls, or misc additions.
Features new biomes or content focused on overhauling existing ones.
Improves the visual aspects of the game with better textures, models, etc.
Data Packs were introduced to vanilla Minecraft in version 1.13 and allow the server to modify data about the game, or run commands. Data Packs are compatible with all mod loaders.
Forge is a popular mod loader for versions 1.1+ of Minecraft.
Neoforge is a fork of the Minecraft Forge available for versions 1.20.1+ of Minecraft. Many Forge mods are compatible with Neoforge and vice versa.
Fabric is a mod loader for versions 1.14+ of Minecraft, particularly popular for client side and optimization mods.
Quilt is a fork of the Fabric mod loader. Many Fabric mods are compatible with Quilt and vice versa.
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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 where all that remains are the small islands very low, you can see lamp post with glowstone in the distance that were build by people long ago, serving as beacons to help you not get lost
The end:
Apart of being the biome at the center where the dragon resides, it is now also the biome for lone islands around the small end islands, they are filled with rubble and ruins of long fallen structures, you can find barrels around this ruins with a few useful materials for traversing
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
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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