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:
- Instant Player-made travel between the End and Overworld at exact coordinates. Be mindful/prepared for natural generation.
- An unbreakable End Armor set - Enderon - that causes you to levitate when close to the Void
- More generation features and new structures to explore
- Ender Pearl Protector and Lifter to remove any downsides of Ender Pearl usage
- Challenging Endermen variants- the quiet Watchlings, the weaving Snarelings, and invisible Voidlings. Loot and harness their Essences!
- Throwing bonemeal on End Stone to grow a plant in the Highlands and Midlands
- And more!
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.








