!An end generation datapack with an emphasis on level designAn end generation datapack with an emphasis on level design
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
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
The most common biome, it features multiple layers of islands stacked together and a lot of chorus fruit
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
It is still just the biome at the center where the dragon resides
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
A new biome from endercon, at the highest altitudes you will find this biome were phantoms can spawn
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
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
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
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

Revamp of the end generation with an emphasis on level design, traversal and variety