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Enderthyst Datapack
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Enderthyst Datapack

by MCRep · on Modrinth

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Enderthyst Datapack — screenshot 1Enderthyst Datapack — screenshot 2Enderthyst Datapack — screenshot 3Enderthyst Datapack — screenshot 4Enderthyst Datapack — screenshot 5Enderthyst Datapack — screenshot 6Enderthyst Datapack — screenshot 7Enderthyst Datapack — screenshot 8

Welcome to Enderthyst! The End x Amethyst Datapack! Explore and harness the magic of the End!

This datapack's main goal is to enhance the sights, challenges, and rewards of the End.

The 2nd goal is to add progression to the End for an End-only survival playthrough, without having to loot End Cities first.

The 3rd goal is to provide functionality to less-used blocks and items, the main being Amethyst.

Enderthyst adds many features to add to a full world's gameplay, such as:

Tips to get started:

This datapack was intended to work with my previous Forced End Spawn datapack, which causes players to have their spawn in the Outer End Islands. It is not necessary for playing this datapack.

Once in the End, the first thing to do is to craft an Amethyst block from the available amethyst, place it, then throw a sponge block onto it. This will give you the first Guide to transmutation. This will be the foundation for your adventure!

Ultimately, this is still a work in progress, so please bring any suggestions, criticisms, and clarifications! Much more to come!

I have thought deeply about how the End should be after an update, studied other people's suggestions, and consider what ideas are better suited in a datapack vs vanilla. If you are interested in my game design principles, please see below!

My Game Design Principles

The number one thing I consider is that the inevitable End update should be very different to the Nether Update. Many datapack/mods I see for the End often mimic what was done for the Nether (lots of grass, thick forests, "Enderite"). I sought to make additions that added to the End's visuals while maintaining similar infrastructure of buildings and emptiness of the void.

Progression should be different from the Overworld and Nether as well. The End and its inhabitants express a strength in its magical essence. So, progression should mimic that. Using Amethyst, players are to "transmute" items into different forms to gain their functionality. The base example is that those living in the End don't need to smelt chorus plants into popped chorus, when instead they can transform it with the magic of amethyst.

Every update to the game should integrate with previous items, giving them new functions. I've used this idea to give more use to various items and blocks. Of course, the biggest is Amethyst. It is the foundation for harnessing the new powers of the End. Other items include sponges, froglights, copper, phantom membranes, and pitcher plants, to name a few.

I believe End Armor should not be an upgrade to Netherite, but instead be an alternative upgrade path. This armor has shifted stats, uses diamonds as a base, and has different functionality to better match the End.

Many concepts were based around the End additions found in Minecraft Dungeons. Some structures are designed closely after parts of that world. The fauna of the End Wilds is mimicked by the plants in the End Midlands biome (we have so little yellow plants currently lol). This concept also includes two variants of Endermen found in the outer islands: Watchlings and Snarelings.

https://www.planetminecraft.com/data-pack/enderthyst-an-end-x-amethyst-datapack-transmutation-special-abilities-new-end-armor/

Quick facts

Install steps are the general flow for this file type — see the MC Java Mods guides for the full walkthrough.

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These come from our own check of the pack file, not from the source page.

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