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An end generation datapack with an emphasis on level designAn 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 borders:

A new biome from endercon, at the very bottom bellow everything else and at the very top in the highest peaks of the hallows they feature a dense atmosphere of dust and phantoms spawn for anyone who dares to get close

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Project members

Walls

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Technical information

License
CC-BY-NC-SA-4.0
Project ID