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Vanilla flavored End overhaul

Description

Title art

Most End mods are either unfinished or way overdone... Endless End aims for a vanilla-style dimension update, reimagining the End with new biomes, creatures, and minerals suitable for the end game. This mod is a work in progress, but is more or less complete in its present state. This page should explain most of the mod's contents... but you may want to explore it for yourself, hence the spoiler tabs. Feedback is appreciated, but please read the FAQ before commenting. This mod requires Geckolib to function.


Overview title

 

Reaching the End is in some ways easier! The good news is you now only need a single eye of ender to locate the portal. The bad news is where I moved the portal.

YEARNING EYE

Using gold, ancient debris, and an eye of ender, players can craft a Yearning Eye. This mysterious compass gazes endlessly into the distance, leading its wielder on with a mysterious song. Upon reaching its destination, the eye enters a frenzy, indicating the presence of a portal nearby. 

 ESSENCE & ADAMANT

Strongholds are no more- instead, the Yearning Eye leads players to the nearest ancient city, in the center of which is a new variety of portal. End Portals can now be created by players, in any size, using Adamant- a new block akin to Obsidian. Adamant is forged by combining lava with Essence- a new fluid formed of concentrated souls. Essence is incredibly dangerous- in addition to damaging the player like lava, it rapidly drains XP, inflicts freezing, and draws its victims in deeper. Any rectangular adamant portal of 3*3 blocks or larger can be lit to form an End Portal... though you'll need something a little more powerful than regular fire. 

Essence is abundant in the End, but in the Overworld, can only be found in the center of ancient cities. If for some reason you manage to break the city's portal, there's more than enough raw material to repair it... though if you make a lot of noise, you may want to make sure nothing's followed you through...

 THE DRAGON

The spawning platform and pillars look a bit different, but the fight is the same as ever... Ten pillars heal the dragon; destroy them all to open the gate. In addition to cages, some of the crystals, (along with the central well), are now guarded by phantoms. Once the dragon is defeated, the lamps surrounding the well grant additional paths to the outer isles.

 

Chorus Title

 

The first new biome; the Chorus Orchard replaces vanilla chorus forests. These floral groves harness the power of wayward souls, giving life to peculiar flora and fauna, and granting the area its unique resonance. A peaceful place, so long as one doesn't provoke the locals...

VIOLET SEPAL

A brand new wood set that comprises this biome's tuning-fork-shaped trees. Sepal wood is fire resistant, and significantly harder than other wood types, making for a handy building material. Its stripped wood variant has a unique swirling pattern. In addition to violet trees, nine tune rods can craft a single block of sepal.

 TUNE RODS

A smaller, bamboo like variant of violet sepal that grows abundantly in this biome. Tune Rods behave like bamboo, but can be placed facing any direction. They occasionally grow or retract flanges, and split into a double tuning fork once mature. Tune rods can be used to craft Violet sepal, as well as swingshots, warp whistles, tune blocks, swingsilk spools, and sticks. They can also be potted for decoration.

 PURPUR

Noticeably absent from the Chorus Orchard are... actual chorus plants. (Forgive me, but they look really ugly.) Chorus flowers can still be found amidst bulbous cysts throughout this biome, buried amongst Moldering Purpur... rotten chorus fruit that can be directly smelted into Purpur Blocks. If you're a purpur fan, you'll have to excavate and grow the plants yourself. 

 FLORA

Canticle moss grows in patches throughout this biome; a soft, mysterious plant that flows hypnotically, gradually degrading End Stone. Lydian Petals move within the moss, occasionally sprouting forth- a preferred food for certain residents of the orchard, they also increase speed and jump height, and unlike other flowers, can be placed on any face of a block. Treble Blossoms sprout along the isle's edges; their stems can be climbed, and their flowers provide temporary slow falling when poofed. Swirling Phyrigia Grass sprouts forth from Canticle, and Violet Fronds grow amongst the trees, dropping their petals to form the moss below.

 FAUNA

The Orchard is primarily inhabited by various Arthropods... wandering Grazers munch on moss, covering themselves in the stuff for camoflauge. Their much larger counterparts, Trawlers, can even sprout Lydian petals. These creatures drop insect flesh, a quick source of more-or-less edible food; along with Brittle Carapace, a handy resource used to craft shulker shells. While normally passive, these critters mark attackers with foul pheromones- harm one, and all others will become hostile on sight. However, use Lydian petals to brew a pleasanter pheromone, and they can be temporarily pacified. Grazers drop Strange Eggs when bred, and if placed on Canticle, these eggs can eventually hatch into Endermites, leaving brittle carapace behind as a peaceful alternative. (Of course, what you do with the Endermites is up to you.) Similar eggs can be found in popped chorus cysts throughout the biome, and can hatch prematurely if near a player inflicted with bad pheromones... If for some reason you provoke them, Grazers will attempt to teleport behind and forcefully ram agressors... whereas Trawlers will attempt to teleport directly on top of them, releasing Grazers from within when slain.

 POLYPS & MOON JELLY

Lastly, the Orchard is inhabited by small bands of Polyps- passive little space jellies, which can of course become a nuisance if provoked. Polyps drop Moon Jelly, a unique variant of slime that can be thrown, turning ordinary surfaces into super-charged trampolines. Moon Jelly can be crafted into Jelly Blocks, which propel anything in them upwards- time a jump to get a powerful boost, stack the blocks to create a quick elevator, or sneak to negate the jelly's effects. (Or throw the stuff at your friends... it's harmless, but deals quite a lot of knockback...)

 

Inverted Title

 

The second new biome, a strange place hidden from view... wherever a Chorus Orchard grows, so does its counterpart. Inverted Orchards only grow beneath the isles, producing a perilous landscape for would be explorers... 

AZURE SEPAL

A peculiar new wood set with golden bark and bright blue flesh... like Violet sepal, all Azure blocks are fire proof and more durable than regular wood. Also like Violet Sepal, its stripped variant has a unique swirling pattern. 

FLORA

Azure Trees arch from the bottom of isles to form precarious platforms of flowering Golden Fronds... Puff Blossoms, similar to Spore Blossoms, rain golden particles throughout the biome. The 'ground' (or rather ceiling), is strewn with Golden Humus, a unique sort of 'grass' block that can face up or down. Golden Sprouts and Roots cling to the Humus, and can be found throughout the other isles. 

 WEAVERS, SWINGSILK & SWINGSHOTS

In addition to golden variants of Polyps and Grazers, the Inverted Orchard is home to Weavers, small spiders capable of producing Swingsilk. Weaver nests grow from Azure trees, and house a single weaver... weavers periodically leave their nests to search for pollen from Golden Fronds, hanging downwards on strands of silk. If successful, they gradually weave silk around their nests, until it can be harvested with shears. (If the weaver is killed or falls from their nest, the nest becomes useless.) If aggravated, or if they sense a player with bad pheremones, weavers defend themselves with a ranged spit attack.

Swingsilk can be stuck to blocks, allowing the player to swing from them. Swingsilk can be crafted with Tunerods into a Swingsilk Spool, which can be unwound, allowing players to swing much further. Lastly, swingsilk can be combined with amethyst and tunerods to create Swingshots, spears that attach a strand of silk wherever they land. Players can use swingshots to swing between isles, launch themselves into the air, and even to swing from other entities. (It's essentially a very powerful grappling hook.) Swingshots break on use, but drop the silk used to craft them. 

 BLAST BERRIES

Blast berries grow throughout the biome. If you think it's a good idea to eat something called a blast berry, you deserve what's coming to you. Blastberries can be crafted with gunpowder to create... more powerful blast berries. You can sneak to control the direction of the blast. If you manage to kill yourself with a blast berry, you also deserve what's coming to you.

 

Delta Title

 

A crystalline biome flooded with Essence. Great spires of Flourite pierce the heavens. A fine place to find ores, so long as one doesn't overstay their welcome...

CALCITE & FLOURITE

Calcite and Calcified Endstone make up most of the biome... the tops of the spires are composed of Flourite, a crystal that reacts to touch, shifting and spreading colors throughout. Flourite can be combined with Tunerods to create Flourite Lamps, a redstone block similar to a glowstone lamp, which changes color depending on the strength of the redstone signal, cycling through all 16 colors of dye. 

 FLURRIES

If placed in the end dimension, Flourite Crystals with access to the sky can ignite, changing color, and summoning a Flurry, which immediately seeks out the nearest player. Kin to the Blaze and Breeze, flurries inflict freezing, and fire Flurry Charges, a homing projectile that creates temporary crystals on impact, ensnaring anything nearby. Flurries drop Flurry Rods on death, which can be used to create temporary bridges, platforms, pillars, and shields depending on the direction the wielder is facing. (They can also be crafted into Flurry Charges). If you hit a flurry charge while it's seeking you, it will rebound, increasing its speed and accuracy, and resetting its target to its original shooter.

 MINING

End Amethyst Ore and End Iron Ore can be found throughout the End, but are especially abundant in the deltas. In addition, End Diamonds can be found in the depths and pillars of the delta- if you're willing to brave the Flurries, and the occasional spring of deadly liquid souls. The End now feature rudimentary networks of caves and ravines, offering new opportunities for mining...

 

End Wastes Title

 

The familiar, desolate wastes... aside for a few scattered boulders and the occasional sprout, shattered stone now slows one's progress... otherwise, the wastes remain much the same.

LOOMERS

In addition to endermen and occasional bands of Grazers, the wastes are haunted by Loomers, giant, mature versions of Polyps, found in wastes and along the edges of isles. Loomers shoot spiked tendrils at nearby players, attempting to real them into their hungry jaws, which can be a bit of a problem as they tend to prefer hovering over the endless void. Attack them quickly to snap the line, or let them reel you in to go for a close attack. When their health is low, loomers charge their enemies, bursting open in a giant explosion. (Hope you brought a shield.) Do not bother trying to lasso these things with a Swingshot, they will just eat it and use it to draw you in...

 END CITIES, AMALGAMS, & SAGES

End cities have seen quite a bit of an overhaul. In addition to shulkers, Trial Spawners can be found throughout these structures, offering players renewable sources of shulker shells and other rewards... some spawners summon Sages, dangerous humanoids with a regenerating magical shield, which must be broken before they can be harmed. Others summon Amalgams, hideous combinations of blazes, breezes, and flurries. Amalgams periodically charge and flee player. They choose from one of three deadly spells- armed with a Blaze spell, flames appear beneath their target's feet. Armed with a breeze spell, they deflect arrows and generate increasingly powerful pillars of wind beneath their targets, attempting to launch them into the air. Armed with a flurry spell, they produce a mess of crystalline stars, attempting to ensnare their target. Upon death, they burst forth in a blast of lightning, inflicting anyone nearby with a blinding radiance, and dealing intense magical damage. (Attempt to block, but don't get too attatched to your shield...) For the considerably task of killing one of these things, you can claim blaze, breeze, and flurry rods. 

The cities themselves are generally a bit smaller, but more common. They are found exclusively in End Wastes. End cities no longer contain elytra, but instead, Mystic Carapaces can be won from the city's spawners. Combine mystic carapace with a netherite ingot and a nether star to craft a set of elytra.

 

Arbor Title

 

The twisted origin of a terrible corruption. A cruel and deadly place, the biome itself does everything in its power to claim its invaders as its own...

CORRUPTION

Sculk now inflicts Corruption, a deadly status effect that wraps your hearts in sickly veins... while corrupted, any lost hearts are filled with sculk, rendering them unhealable. Hearts corrupted by sculk can only be restored through the power of golden apples- a regular golden apple restores a single heart from corruption; an enchanted golden apple fully clears the infection. In both ancient cities, and the arbor itself, tread lightly, as any damage will be much harder to restore...

...Of course, corruption doesn't only claim hearts. The longer one remains corrupted, the more powerful corruption becomes, gradually draining your EXP to generate sculk around its victim. At its highest intensity, the sculk forms itself into new forms in order to attack the corrupted... Burrowing Thorns lash out with corrupted spikes, Warding Eyes watch the player, Spiteful Eyes cast deadly spells and blind the player with radiance; and Burrowing Spikes generate giant prongs of deadly bone. These traps can also be found naturally throughout the arbor, and can also be crafted using corrupted materials found therein.

SINGING SAND, BLUE ROSES

In addition to sculk, the arbor is filled with Singing Sand, a strange amalgamation of soul sand and sculk. Singing sand absorbs EXP from players standing on it, and can accumulate and spread up to 15 levels. Once the sand has absorbed experience, you can break the sand to regain some of it, or use bottles to drain it into Bottles o' Enchanting. Singing sand can be crafted by combining soul sand and sculk with an echo shard; by planting a wither rose in sculk, or by planting a ghost bulb in soul sand. Either of the botanical experiments also produces a Blue Rose, a sickly chimera that inflicts both corruption and wither. It can also be planted in a flower pot for decoration.

 VERTEBRAE

The last new wood set, a foul, sticky material crafted from the corrupted tendrils found throughout the region. A dark cyan texture for those who really want their builds to scream "diseased pulsating flesh." Vertabrae can be used to craft various sculk traps, along with existing sculk blocks, such as catalysts and shriekers.

 MINERALS

An incredibly rare mineral unique to the craters and cysts of this biome; Cosmic Debris drop star fragments, which, combined with a netherite ingot, can be used to craft nether stars. (Which, in addition to being a required ingredient for elytra, now have some additional uses.) Diamonds can be found amidst the biome's Grimstone, but take caution- it's difficult to mine, and occasionally infested... In any case, not the safest place to go caving.

THE HOLLOW

The Warden of the End. If you've seen it, it's probably already too late. Summons worms when wounded. If you manage to slay it, beware the trapped soul within.

 

Other Title

 

A couple of other new systems unique to the end:

MATERIALS

Several new materials have been added throughout the End. Shattered Endstone injures players without boots, and otherwise damages footwear, in addition to slowing movement- it's found throughout the wastes. Strongstone makes up the lower parts of islands. Strongstone is more durable than regular endstone, and is the new required ingredient for endstone bricks- it can also be crafted by smelting endstone. Lastly, deposits of Amnesoclast can be found throughout the isles; the remnants of material stolen by endermen and lost to the ages. Occasionally, Amnesoclast carries messages from worlds long past. Disregard its suggestions.

 ENDORITE

Endorite is a new mineral unique to the end, with some highly unusual properties. The ore has a chance of shifting about when you attempt to mine it, and can be used to craft an Endorite Block, which vanishes when powered by redstone. Raw Endorite can also be combined with chorus fruit to craft ender pearls. Using a blast furnace, it can be smelted into Endorite Ingots, which can in turn be combined with other ingredients to craft Endorite Tiles, Endorite Mesh, Endorite Cores, and Endorite Membrane. Endorite Tiles vanish whenever a living thing touches them, and reappear later if there's nothing in their former position. Endorite Mesh vanishes whenever powered by redstone, and reappears when unpowered. Endorite Cores detect when a player is looking at them, producing a weak redstone signal. Lastly, Endorite Membranes act as a directional forcefield, only allowing entities to pass through in the direction they're facing. (Both living things, and various projectiles.)

Lastly, combine endorite with a diamond and copper to create a Transceiver, a redstone circuit which can be toggled to send or recieve signals. A sending transceiver wirelessly activates any recieving transceivers within a several block radius. If a sending transceiver is filled with items, it will only activate recievers that contain at least one matching item. Transceivers can also be provided with a transponder, allowing them to be activated remotely from great distances.

 ENDERPORTERS & WARP WHISTLES

A more-or-less vanilla friendly method of teleportation. Enderporters can be crafted relatively cheaply, using glass, crying obsidian, and endorite. Warp whistles are rather more expensive, requiring ancient debris, a tunerod, and bottled starlight. Enderporters and warp whistles can be dyed in the sixteen different colors. Interacting with an enderporter saves its location and color- using a warp whistle of the same color will teleport the player to this saved location, so long as it's in the same dimension. Teleporting in this manner damages the warp whistle, and also requires EXP levels based on distance. This cost can be configured using the /enderporterCost gamerule. Destroying an enderporter also notifies anyone carrying a warp whistle of a matching color.

TETHERS & STARDUST

Stardust can be crafted by grinding a star fragment into a glass bottle... it can be consumed, granting the player the Ascension effect, a temporary version of creative flight with some nifty particles. A Tether can be crafted using mystic carapace, star fragments, and shulker shells. Tethers grant permanent Ascension within a small radius. Constructing a frame around a tether in the same manner as a conduit increases the radius of the effect.

 TUNEBLOCKS

Crafted using noteblocks, tunerods, and amethyst, Tuneblocks are essentially a sustained version of a noteblock- they play a note while redstone powered, and stop when their power is cutoff. Tuneblocks can be toggled between a range of 13 notes, and like noteblocks, can gain special insturnments from a block placed behind them:

  • By default, tuneblocks play a simple strings synth.
  • Ice and Snow produce a cold choral synth. (The needle synth from Mother 3 X) )
  • Magma and Netherrack produce a warm, warbly synth.
  • Bamboo and Leaves produce a flute synth.
  • Deepslate and Obsidian produce a distorted bass synth.
  • Regular Copper produces a trumpet synth.
  • Oxidized Copper produces a low-brass synth.
  • Stone produces a soft electric-organ synth.
  • Gold produces a church organ synth.
  • Adamant and Quartz produces a spacey synth.
  • Emerald and Diamond play a simple square synth.

 MUSIC DISCS

Several new disc fragments can be obtained from the end city and crafted into discs, including...

Elegy ~ A somber tune by a certain talented individual I know... 

Chorus ~ A spacey song by the talented Patricia Taxxon, which I could not help but include after listening to the album on loop for like several hours while trying to get the Chorus Orchard right. Check out her music on Bandcamp and Youtube!

Intro ~ An unused song by C418, which requires a star fragment to craft.

11? ~ ...Rumor has it there might be a way to repair that creepy old disc...

 

FAQ Title

 

KNOWN ISSUES

  • Yes, I am aware the biomes are generally smaller than I'd like. No, I cannot figure out how to change this without also changing the size of overworld biomes. I'm open to suggestions.
  • If you turn around enough times, the Yearning Eye can sometimes get confused. (Relogging solves this, though it's rarely an issue.) The music should still work regardless.
  • Tuneblocks only process a sound cutoff at 1 second intervals. (This is unfourtunately intended behavior- no I could not actually figure out how to add Midi instruments to minecraft, the tuneblocks just play clever little sound loops at set intervals.) Yes I'm aware this makes it difficult to time music precisely, kind of defeating the point. Again, open to suggestions.
  • Occasionally, End Portals cannot be lit- this issue seems quite rare, and I cannot reproduce it, though relogging seems to solve the problem. (Also, portals have an upper limit of 25*25. This is pretty arbitrary, but if it's for some reason as issue, it could probably be made into a gamerule.
  • Yes, I am aware a modpack by the name of Endless End already exists. No, I did not know this when I started the project. No, the namespace shouldn't conflict. If it's an issue, I'm sure there's some other end pun that hasn't been made yet...

 FUTURE PLANS

I'm currently developing my own game solo- in addition to a job and classes, which is pretty time consuming! I may update this mod to more recent versions when and if MCreator and various plugins update; however, I'm trying to move away from modding, but may revisit the project at some point. Potential new features I've been considering include:

  • The ability to ride Grazers
  • More room variants for End Cities
  • Better, more distinct terrain generation for different biomes. 
  • Additional applications for star fragments. (Such as some sort of brewing interaction.)
  • Additional Arthropods, including some sort of hive themed dungeon, as an alternate means of obtaining Elytra.
  • ...etc.

...Since it may be awhile before I get to this, anyone is welcome to do a fork of this project, so long as the original is credited. You can find the sourcecode on Github. And as always, anyone's welcome to use this in a Modpack.