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Endesium

  • 27 Devlogs
  • 202 Total hours

Endesium is an end update minecraft mod because Mojang wouldn't do it so I took it into my own hands. In this mod, there are several new biomes like the end wastes, chorus wilds, ashen expanse, luminous groves, void skirts, etc. In addition, there are several new structures that go with them like the elderwood sanctum, ember shrine, lightwell gazebo, etc. There are many new mobs like the ash wraith, chorus stalker, galefin, lumin moth, etc. Also, there are many new bosses being the end warden, and end golem. The dragon fight has been updated so that there are new attacks, new loot drops, the egg now hatches into the end golem, etc. Overall, this is a pretty huge update to the vanilla End dimension.

Ship #1 Pending review

I created a Minecraft mod called Endesium, which is an End Update mod. I learned Minecraft modding from scratch for this. There are 10 new biomes, 15 new mobs, 4 new bosses, 4 new sets of armor, and a lot of cool and incredible stuff. The new structures look incredible, like the elderwood sanctum, and many other cool and magnificent structures. It was challenging to figure out how to make custom mob models and make them spawn with boss bars and stuff of that sort. I am incredibly proud of my project, and I have put over 1 weeks worth of time into this project. I have learned many things along the way, and it was truly an incredible experience learning how to make a mod for Minecraft. It is a fabric 1.21.1 mod, sorry no modrinth - that takes weeks to verify.

  • 27 devlogs
  • 202h
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10h 49m 20s logged

Devlog 28 - The Egg Becomes an Altar

hey guys.

last devlog for this project

The egg now hatches

I made the egg hatch into an end golem after 1 minute - a very op, hard to defeat mob. However, defeating it gives 3-5 additional permanent hearts (lose it upon death).
Also, when you kill the dragon now, a chest spawns where it died, with dragon wings (gives iron-level protection, slowness 1 while worn, functions like an elytra).

what that means for the endgame

so the progression reads clean now. beat the dragon, take the egg, set it up,and call up the colossus that guards everything past the first kill. the dragon fight is the warm-up act for something that doesn’t even spawn until you put the trophy to work.

that’s it. that’s the end of the end. thanks for following along - go fight the dragon for real, then come back and raise one of your own.

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7h 22m 22s logged

Devlog 26

hey guys.

I turned the dragon fight into a bunch of small fixes that all made the fights read better.nothing shiny, just the stuff that was quietly wrong.

stuff that was supposed to do stuff but didnt lol

the dragon fight had announcements. not the kind players see - the kind thatonly exist in code. the enrage thresholds (“The Dragon Remembers” at 60%,35%, 15%) and the hoard reveal were computed, and then… dropped. a soundplayed, a title was built, and nobody ever saw the title. the function wasliterally called announce and it announced nothing.

same story in the special attacks. the imports for title packets were sittingthere, imported and never used. so now the scripted set-pieces finally namethemselves:

  • Burrow - “The Dragon Descends” before the ground starts shifting
  • Seize - “The Dragon Takes You” right before it swoops to carry you aloft
  • Rifts - “Reality Tears” as the gravity rifts start opening around you

i’m genuinely annoyed this was broken for as long as it was. the drama of thedragon fight was all there in the code - the escalation, the set-pieces, the named thresholds - and none of it reached the player. now it does.

the sentinel’s grab is escapable now

the crown sentinel’s grab-and-hurl from a few devlogs ago was a one-way trip.if it got its hands on you, you watched the animation and then got launched.no counterplay, which felt wrong for a fight that’s supposed to be about reading the boss.

so it got the same rule the warden and golem already had: deal enough damage mid-hold and it drops you early. 18 damage is the breaking point - enough that you can’t just tickle it, but enough that a player who’s actually fighting back gets out before the throw. it also shields against the worst feeling case, where the hold just deletes you with nothing to do about it.

and while I was in there: the goal list had two goals at priority 4, whichmeant the sentinel’s behavior was occasionally picking the wrong thing to doat the same weight. renumbered so the hierarchy actually means something.

next up

the dragon’s hoard, the sentinel’s other moves, and the stronghold is still missing its advancements - the burrow is found, but it doesn’t have a single achievement attached to finding it. that’s next.

the fights are starting to feel like they have a conversation with you now.the dragon tells you what it’s about to do, and you get to do something about it.

That is the top view of the crown sentinel btw, it looks pretty dope imo

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10h 19m 49s logged

Devlog 25

Wrapping things up

Hi guys, this was mostly wrapping up the project. I have had a lot of fun working on the project, but I want to ship soon, maybe at like 200 hours. I hope everyone has enjoyed watching my progress on this, as I thoroughly enjoyed working on it myself. I hope everyone gets a chance to try it out and give some feedback.

Models

I touched up some 3d models and improved them a bit, making them look a bit cleaner. I touched the void stalker’s model, and the dragon’s model primarily

Loot tables

I customized the loot tables for a lot of the custom or modified structures like the stronghold to be a lot nicer and more fitting towards the endesium mod. They are a lot stronger, but not too OP I’d say.

Nothing much else done

I know I spent 10 hours coding, but I didn’t get much done because of how long I spent wondering what to do lol.

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2h 58m 4s logged

Devlog 24 - Making the Stronghold Even Better

hey guys.

DEVLOG_23 was about replacing the vanilla stronghold - the layout, the rooms, the portal cathedral. and it shipped, and it worked, and then i walked back through it and something was off. the shape was right but the rooms read empty. a big citadel of bare stone is just a bigger version of the problem i was trying to kill. so yesterday/today was the boring pass nobody gets excited about in a change log: making rooms feel lived in.

the noise

every room had the bones but none of the clutter. so i went room by room and dressed them like actual inhabitants left mess behind:

  • wall shelf rows with candles on top, sconce rows down the hall, two-tone  floor tiles instead of one flat slab
  • clustered corners - reading nooks, work benches, storage piles - instead of
  • hanging lanterns and chandeliers where the ceiling actually had headroom  for them
  • crypts and catacombs got coffin rows, skull niches, soul lanterns
  • barracks got lockers, footlockers, armor stands
  • treasury got actual stacks of gold, not a promise of gold
  • gardens finally read as gardens - flower meadows instead of a dirt square

and corridors stopped being dead space: candle runs, clutter, tiled edges.it’s not glamorous but it’s the difference between a structure and a place.

three new district wings

once the rooms felt alive, the citadel wanted more than the hub spine. so it grew three themed districts, and i love how they ground the place:

  • Forge - a contained lava pit ringed in polished deepslate, anvils,  furnaces, coal stores. the stronghold had no industry before; now it reads  like it smiths something down there.
  • Dining Hall - a proper mess: table rows, benches, chandeliers. a  fortress this size would have somewhere to eat.
  • Prison - iron-bar cells, chains, a witch behind the barracks. every  good stronghold needs a brig.

plus a monumental columned entrance to the Great Descent Hall, an amethyst landing dais, cross-bridges over the Star well, a grand staircase dropping from the cathedral gallery, and a carpet runner down every corridor so you always know you’re on the path.

Also started playing hades :P

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15h 39m 16s logged

Devlog 23 - The Stronghold Update

hey guys.for a while now the Endesium identity stopped at the end. everything past theportal was ours - the island, the dragon, the resonance, the gear - but the road to it was still vanilla’s stronghold. a cramped maze of hallways and libraries copy-pasted a hundred times, holding the exact same end portal the game shipped with in 2011. it never matched. the mod’s big gate got the smallest room in the game.that’s done now. the vanilla stronghold is gone and the Endesium stronghold replaced it: a buried citadel that previews the end without spoiling it. this one took a while, so let me walk the whole thing.

the layout: a citadel

vanilla strongholds are random. rooms are scattered, corridors dead-end,libraries repeat, and the portal is wherever the RNG put it. the Endesium stronghold is authored: a fixed, connected, three-times-bigger floor plant that always works.

  • a Great Descent Hall buries you - a switchback staircase that drops  from the surface as much as 90 blocks down into the stone, red runner  carpet down the aisle, end rods lighting the way, two vindicator sentinels  waiting at the top.

  • a sealed Arrival Vault is what the eye of ender actually points at: a  quiet chamber with a radial purple sigil on the floor and exactly one  grounded door - the route onward, always.

- the Hub is the spine: an atrium with a carpeted floor, a central  resonance dais (amethyst block, end rod, the works), purpur pillars at the  cardinal axes, bookshelves and barrels lining every wall, bats circling the  ceiling, and a real staircase up to the gallery instead of a visual  platform.

  • junctions are readable - four grounded route markers plus a carpet cross -  so you never need signs to find your way.

the rooms

sixteen distinct room kinds, every one hand-dressed:- Library - bookshelves three shelves high around the walls, two  lecterns, a chiseled-bookshelf reading dais, blue carpet, bats.- Treasury - iron-bar vault bars with a single gap, chests and barrels  in rows, gold, candles, and a captain guarding the middle.- Guard Post - weapon racks (fence posts) with candles, a phantom  spawner in the center, two vindicators on the door.- Sanctum - end stone brick floor, purpur pillars, crying obsidian and a  chorus plant on a pedestal, purple carpet, an enderman spawner, a live  enderman pacing the corner.- Barracks - four red beds with proper head/foot parts, smoker, furnace,  crafting table, three guards on duty.- Scriptorium - lecterns with candles, bookshelves and chiseled shelves,  a cauldron of ink, a bat haunting the rafters.- Arboretum - a glass-ceilinged garden: dirt floor, flowering azaleas,  ferns, moss carpet, a lily pad pond.- Observatory - concentric purpur ring inlays, an amethyst  telescope-core, end-rod instruments along the walls.- Resonance Engine - amethyst conduit pillars with end-rod emitters and a  crying obsidian reactor - the end’s power plant, studied safely from  outside the portal.- Bastion - deepslate pillars, an iron-bar partition, weapon racks, a  captain and two guards. military.- Conservatory - chorus plants and chorus flowers growing on end stone,  flower pots and moss, an enderman in residence.- Reliquary - concentric obsidian ritual rings, an ender chest at the  heart, candles, a captain standing watch.- Portal Cathedral

what’s next

the stronghold finally reads like the end’s doorstep. next up is the rest ofthe ten-hour pass - every file retyped, every line deliberate - and afterthat, the bosses and dragon still want their second pass of polish. but thegate is fixed. you’ll never walk vanilla’s cramped hallways to the end again.

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16h 49m 21s logged

Devlog 22 - End Fight Update (again)hey guys.this one’s a two-day entry. yesterday was the sky getting alive and the gear lines finally clicking together into actual fighting systems. today was the dragon. the end fight has been building layers for a while - phases, enrage,scripted moves - but it still had one big problem: the first dragon barely used any of it. that’s fixed now. the first kill is the fight now. therespawned one is the nightmare.

yesterday - 8/26the sky got three new mobssky jelly, galefin, and deep lurker went in (that one got its own devlog - 21).the sky half of AmbientSkyManager fills the air with biome motes when youfly high, and the deep half keeps the under-island dark honest: lurkersspawned into the black pockets below the heightmap, capped so the deep end isominous without ever becoming a wall.the sets became systemsthe luminous, ash, and null sets each got a cross-set layer inEndgearSetBonuses - wear the full set and hold that line’s tool andarmor + weapon merge into one fighting identity:

luminous + prism grip - speed II and haste II while channelling; every hit blinds with a flash (3 true damage + glowing) and sparks light shards.ash + ember core - fire resistance while channelling; hits stoke the burn for 2 extra seconds and throw weight behind the strike.null + erased edge - strength I and haste I; every hit shreds 4 armor durability off the target and drags them into the blade.
and the void set finally got its signature: hover. full void set, sneak inthe air, and you stop falling - a gentle drift at -0.12 blocks/tick instead ofa tumble, with void motes trailing under you. it pairs with the sword’ssingularity for total sky control, and it’s the boots’ tooltip promise kept.

today - 8/27the dragon actually fights nowthefour-phase fight controller - impact dives, shockwaves, screeches, gales,storms, collapses, the final roar, catastrophe - now runs on the firstdragon too. before, the first kill was vanilla strafing plus harassment, andall the authored grammar was locked behind the respawned dragon. that gate isgone. the first dragon opens with the full attack schedule, escalates throughall four phases, and the transformation still makes things worse: 1.6x scaleand the resonance-exclusive moves are still the awakened dragon’s alone.the pillars became cooler with new mechanicscrystals were just a heal before. now the aegis is a shield:- every surviving pillar grants the dragon 10% damage reduction (capped at 60%), so clearing the pillars is a real first phase, not an optional chore.- destroying a crystal detonates at its pillar with a roar.- the last crystal falling breaks the aegis: the dragon is staggered for five seconds and takes +40% damage, a wisp wave pours out, and the next scripted set-piece fires immediately. that’s your payoff window.

set-pieces are guaranteed nowscripted specials used to roll a dice every tick. now they’re scheduled:one opens the fight about thirty seconds in, every enrage escalationforces the next one within a second, and a broken aegis queues one on thespot. the random cadence only fills the gaps. you will see these moves, everyfight, on purpose.

two new attacksOblivion Charge (enrage 2+, set-piece) - the dragon climbs high, paints a straight lane through the nearest player with end-rod markers, then dives it twice, tearing through anyone on the line and leaving void-fire wakes in its path. get off the lane.- Resonance Collapse (transformed dragon only) - drags every player toward the dragon for three seconds with converging rings, then detonates at its position. gain distance and find cover; standing still loses.

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5h 20m 31s logged

Devlog 21

hey guys.the End’s been empty for a while. the ecology mobs live on the islands, thebosses live under them, but the sky itself was a void. this one fixes that,and it brings back something else that was missing: three new mobs

three new mobsSky Jelly - ambient, drifts with the wind. a soft bell of a thing withfour trailing tentacles, pulsing gently and leaving end-rod motes behind it.it bobs upward every now and then like it’s breathing. 8 hp, doesn’t careabout you. just ambient.Galefin - the fastest thing in the End. a sleek sky-fish that cutsthrough the air at 0.75 flying speed and avoids you entirely - the momentyou get within 12 blocks it’s gone. 4 hp. you see them flicker past in thecorner of your eye more than you ever actually look at one.Deep Lurker - this is the mean one. it lives below the islands, in thedark air pockets under the heightmap, and it waits. 22 hp, leaps at you,does real damage. when one spawns you get a portal-particle burst as awarning, and then you have maybe a second to look down.all three are geckolib animated - jelly pulses, galefin swims, lurker idleswith a slow head sway - and all three have spawn eggs and their own loottables.

the sky and the deep are managed now

AmbientSkyManager runs two server-side systems:sky half - if you’re flying more than 12 blocks above the surface, theair around you fills with biome motes (highland wind, lumen motes, endwastes dust). it makes flying at height feel alive instead of empty.deep half - a managed lurker spawner. every 5 seconds it looks for darkpockets below the islands: solid floor, air to spawn in, brightness under 7,at least 34 blocks of island above you. spawns are capped at 6 lurkerswithin 96 blocks per player, so the deep end gets ominous without everbecoming a wall of them.

what’s nextthe deep end is less empty now, but it’s still just lurking. the design docskeep pointing at something bigger under the islands - the Umbral Reach - andthe sky could always use more than motes. more ambient life is on the table.

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6h 43m 33s logged

Devlog 20 - Three New Sets

this one adds the thing that’s been missing since the void set went in being actual custom armor that isn’t void. Luminous, Ash, and Null are new. 12 armor pieces, 15 tools, all with their own textures, their own powers, and their own place in the creative tab.

##the new sets

the void set already had its silhouette and its trim workflow. the new sets follow the same P-mode two-layer model so trims work the same, but they’re recolored palettes with their own read:- Luminous gold-cyan, glassy, the grove’s light. high enchantability, diamond-tier defense with a light-mobility kit.- Ash gray-ember with ember-orange highlights, volcano-forged. slightly lighter than void but built for fire.- Null violet-void, deleted matter. void-tier defense, hungrier enchant cost, gravity-deletion kit.

you can read them now

none of the three sets had working names before — datagen was fine, but the generated lang had Luminous_helmet with a capital L, so the game looked for item.endesium.luminous_helmet and found nothing. 26 keys showed item.endesium.___ in inventories.src/main/generated/assets/endesium/lang/en_us.json is now lowercase for all luminous/ash/null armor and tools, the phantom Ash_boots is gone. hover a luminous sword and it actually says luminous sword.

armor is per-piece now

new rule: every single piece does something on its own. the full set is an upgrade, not the only reason to wear it.Luminous — the grove’s lightGearAbilities per piece + tooltips on GearArmorItem:

  • helmet Gleamsight – night vision while worn- chest Radiant Aegis — attackers get glowing 8s; full set Prism Ward adds darkness 3s + 3 magic burn-back- leggings Lightspeed — speed I (II with full set)- boots Lumen Leap — jump IIAsh — the volcano — volcano kit, fire is fuel:- helmet Ember Crown — fire resistance while worn- chest Searing Plate — attackers ignite 4s; burning/in lava gives strength I- leggings Magma Blood — regen I while burning/in lava- boots Ashwalker — stand on lava, and now hold shift in lava to sink at -0.18/tick to -0.55 like scaffolding, release and you stay down with LAVA puffs every 4tfull ash Volcanic Heart is permanent strength I. the set wants you in lava.Null — deleted matterErased Mind helmet purges levitation/darkness/nausea every tick, Erased Wound chest gives absorption 5s on hit, Weightless leggings no fall damage, Null Step boots +1 step height via attribute, full set Void Body deletes 25% of incoming projectiles with smoke + shield block feedback.

what’s next

more landmark variants, ambient life for the empty skies, and the deep end is still sitting there being ominous.

Sorry, no sneak peak yet - still not finished yet

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6h 20m 6s logged

Devlog #19

Sorry for the random numbering before - i guess i suck at counting. Anyways, devlog.

Updated structures

Before, structures were just decoration and weren’t technically vanilla structures (kaupenjoe misled me). However, I managed to turn them into structure with help from OpenCode. I also added some new structues, like a castle (needs some works still), some new cathedrals, willowtree trunk, etc. I am adding some more custom armor, and I will make it cool with cool abilities.

Custom armor

My plan for custom armor includes:

  • Luminous armor (infinite night vision, light level control panel, more ideas to come),
  • Ash armor (fire-related abilities, ashwalker boots already exist)
  • Null armor (i have no idea on what to do for this, but it sounds cool)

Dragon fight

  • Improve the dragon fight so it has several new stages
  • Made it so that it spawns void wisps here and there
  • Added a bunch of new drops it gives, working on adding Dragon Wings (slow but give iron-chestplate armor level)

What’s next?

  • Add the custom armor and tools and weapons
  • Finish the dragon fight so it is exceptional
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13h 9m 30s logged

Devlog 16

Short one, but it is the one I have been putting off. The dragon fight was authored with attacks, phases, telegraphs but the pillars were just decor and the last third of the health bar played identically to the first.

The pillars fight back

Crystal aegis is the simplest thing in the world: while crystals stand, thedragon heals. One line of health regen did more for the fight’s shape than anyattack I have authored, because it moves the win condition backwards. You donot win by out-DPS-ing a health bar; you win by climbing pillars under fire.Five crystals means two HP a second, which is enough to visibly undo a sloppyopening. That is the fight telling you it is watching.

Enrage is a ladder, not a switch

Three thresholds - 60, 35, 15 percent - each announced, each spawning void wisps into the arena. The wisps are not the threat; they are the clock. Every second you spend swatting a wisp off your back is a second the dragon is cycling toward catastrophe. From enrage two the dragon leaves breath pools under its flight path, which turns its flyovers into map control.

killing the dragon

The kill now drops a real pile: heart, fangs, bone, resonant scales. First kill still fires the transformation.
/dragonfight gives a live readout for tuning the curve without guessing.

Notes for next time

  • The wisps cap at eight; if playtests say the floor is unreadable, that cap  is the first knob.
  • Aegis regen is intentionally visible (1-2 HP/s). If it feels unfair, the  fix is fewer crystals required, not slower regen.
  • Docs live in docs/DRAGON_FIGHT.md now, including the testing checklist.
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10h 23m 8s logged

Devlog 15

this one is mostly bug fixing, and I lowkey should have done it a while ago. two big ones got found and killed.

bosses were not spawning properly

the wardens were supposed to be standing in every flagship - crypt floors, balcony rings, throne daises, all of it. and most of them just werent there. I found out that the placement helper was asking for a heightmap that doesn’t even exist yet during world gen. so the game would try to figure out where the ground was, get garbage back, fail the collision check, and die

To fix it, I (and opencode) used the surface heightmap that actually works mid-generation, check footing with real collision shapes instead of vibes, and stop teleporting interior wardens to the roof. a warden meant to stand in a crypt now stands in the crypt. if there’s genuinely nowhere legal to stand, we log it loudly instead of pretending everything’s fine.

the structure grid

I noticed flagships spawn in a straight line. I then found out the placement gate checked chunk coords against two fixed numbers with modulo math - which doesn’t pick ONE spot per cell, it picks EVERY chunk that matches the mod. so the game was building a perfect lattice. cathedral, 160 blocks, cathedral, 160 blocks, forever, in neat little rows like crops.

landmarks had the same bug at 256 block scale.

both features now hash the cell coordinates themselves to pick a single host chunk per region per cell, so every attempt lands somewhere different. flagships also got pushed out to a 384 block minimum since they’re supposed to be rare landmarks.

what’s next

back to content. more landmark variants, ambient life in the skies, the deep end is still sitting there on the roadmap being ominous.

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4h 9m 48s logged

Devlog 14

hey guys. another one. smaller than 13 but a lot of the actual gameplay got wired up this time.

void gear is done

netherite-tier stats: 2031 durability, 9.0 attack damage, 4.0 speed. sword, pickaxe, axe, shovel, hoe — full tool set, all void ingot + stick.the armor follows the void set: helmet, chestplate, leggings, boots. two-layer P-mode armor model with gold shoulder plates. helmet has the retexture layers. the full set bonus is coming later but the base is solid. void ingot chain works: void gem -> smelt -> void ingot. ingot <-> 9 nuggets. void brick from void slate (2x2). slab, stairs, wall. all the recipes are wired up in datagen.

black holes

hold void sword for 5 seconds with the full void set -> singularity fires 6 blocks ahead, pulls everything in a 14 block radius for 8 seconds, 5 minute cooldown. the HUD has a charge bar now: resonance cyan rising to pale glow, ancient gold pulse when full. the label “VOID SINGULARITY” sits above it.this is client-side display only. the actual singularity logic lives on the server through the use item tick.

sonic boom

elbyra + resonant wings -> press R -> sonic boom fires. client sends a packet, server validates wings + cooldown + alive-ness before executing. keybind registered on client tick.

the client is finally wired

all 13 entities now have renderers. the crash where any entity without a renderer NPE’d the level renderer is gone. particles registered (void skirt mote), block render layers set for void glass and mireglass (translucent), guidebook screen opens on right-click.dragon armor model layer registered for the resonant wings passives.

what was deleted

the old void stalker entity, old resonance lens item, old void shard item, old foundation test block, and the old generated loot/recipe/advancement JSONs for them — all removed. everything has been replaced by the production versions.## what’s nextmore ruin variants for the landmark tier, ambient life for the empty skies, maybe the deep end. see the roadmap.

go find a black hole.!!!

(the black box is the singularity/black hole)

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8h 11m 35s logged

Update -

What I have worked on
I have added a custom mini boss per biome, and I have also added a custom big boss that drops op loot. I am working on names and textures, but this is a WIP. This is going really well so far.

Future yap
I am going to figure out a name for each item, some custom weapons and abilities, then I will balance out the game a bit. Right now, it is too easy to kill a boss, so I will make them harder.

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8h 2m 19s logged

Devlog #12

Hi guys!

I added a lot here. Instead of having multiple small structures that are sort of just arbitrary, I made it so that there is just 1 big but incredible structure per custom biome in my end mod. This makes it feel so much cleaner and nicer, and although there are still some bugs that need to be patched, I plan on improving them a lot. Here are some screenshots that I took of updated structures. I plan to make a lot more and better structures in the futures (also the volcano is split in half so you (the ppl) could see the inside with a vault room)

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11h 18m 44s logged

Devlog 12

this one is huge. i rebuilt basically every system in the mod and fixed a mountain of bugs that were making the whole thing feel broken. endesium finally feels so much better now and actually playable.

Updates:

Black holes: the void sword’s signature ability actually works now. hold right-click for 4 seconds with full void armor on and a singularity spawns 6 blocks ahead of your crosshair. it pulls mobs, items, everything within 14 blocks with an inverse-square gravity curve plus an orbital swirl near the core, shreds anything caught inside, then implodes after 8 seconds with falloff damage. accretion disc particles orbit it while it’s live. 5 minute cooldown because it is absolutely devastating. full void set makes you immune to your own hole.

Void armor + tools: the whole set got redone from scratch. armor textures are now built directly off vanilla netherite’s palette structure (same silhouette, same transparency map) but re-tinted to abyssal navy with cyan seams and gold shoulder trim, so it renders perfectly on the body — no more magenta mannequin glitch. tools now have true netherite stats: 2031 durability, 9.0 speed, 4.0 damage bonus, proper attack speed/damage attributes on every tool so tooltips show real numbers. pickaxe has an AoE resonance blast, axe has a dash, sword applies slow on hit.

Ten landmark structures: every biome got a flagship now, not just perimeters. the ashen expanse has a 28-block stratovolcano with lava falls and a hidden obsidian vault, plus a lava-moated bastion fortress. luminous groves has a 27x27 lumen castle with prism-roofed towers. void skirts has a prison citadel with a 16-block spire and nullwalker wardens. there’s also a wastes cathedral with a crypt, a chorus mother tree, a highland lighthouse with a working beacon, a sunken mire cathedral, a crystal sanctum palace, a crown spire, and a null citadel. each one has exclusive loot you can’t get anywhere else, a guardian mob spawner, environmental dangers, and a resonance mechanism to wake.

Item art overhaul: every custom item got handcrafted pixel art instead of flat recolors. edge-darkening, biome-specific palettes (lumen lime, ashen fire, crystal lilac, marsh teal), gold flecks on highlights. skyglass shards are faceted ice-blue, the windscar winch is a bronze gear with a hook, prism seeds have rainbow gradients. also resized everything that was clipping outside its inventory slot.

Guidebook rewrite: went from 36 pages to 42 across 8 tabs. every biome gets its own page covering blocks, mobs, and landmarks. new pages for the landmark index, biome relics, exclusive loot tables, and the full tool/armor ability breakdown. if it’s in the mod, it’s in the book now.    /locate support: added /endesium locate biome and /endesium locate structure commands so you can find any of the ten biomes or any structure from the command line. no more wandering the void for an hour looking for the volcano.

Whats next?

Dragon fight polish: the respawned dragon phases work but the telegraphs could be way more readable. i want distinct visual tells before each resonance attack.    Sound design: most sounds reuse vanilla assets right now. custom .ogg recordings for the black hole ambience and landmark mechanisms would be great as well.    More structure variants: the flagships are rare by design, but smaller biome-specific ruins between them would make exploration feel less empty.

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4h 52m logged

Devlog 12 - a shorter one

I am working on adding cool stuff like black holes to my end update mod. I want to make it so that if you get full void armor and right click your void sword for 5 seconds, it summons a black hole (with a long cooldown) that affects every entity thats not wearing any piece of void armor. It may look something like in the image below. I don’t have much to yap about here; sorry :P

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10h 21m 9s logged

Devlog 11hey guys.some pretty large changes were added.I’ve been working on a big stability and polish pass over the whole mod, fixing a bunch of long-standing issues from the brutal audit and making the realm feel a lot more solid.Updates:- Guidebook clarity: The guidebook was pretty blurry in the inventory, so I fixed the item model to use an integer scale with no rotation, and reworked the screen to draw all the text with shadows. It reads crisp at any GUI scale now, and I added a bunch of new pages - field notes on the ruins, a crafting reference, and notes on the resonance system.- Structure stability: Ruins, spires, and archives used to check support at the origin column’s height, which meant they could float over dips or clip into rises on sloped terrain. I switched all three landmark features to per-column support checks, so each column is sampled at its own surface height. They sit on real ground now.- Far chunk writes: The landmark builders were writing blocks into chunks outside the generating region, which triggered “setBlock in a far chunk” warnings and risked corrupting already-saved chunks. I added a write gate to StructurePlacement that refuses any write outside the generating 3x3 region, so the warnings are gone and the footprints still fit fine.- Resonance system: The Resonance attachment was dead code - it had get and add helpers but nothing ever called them. I built a ResonanceSystem that grants resonance when you defeat Endesium mobs, with tier notices when you cross thresholds. It’s wired into the mod now and persists per player.- Texture fixes: void_gravel.png was 15x16 instead of 16x16, which made it shimmer. I wrote a script that pads any non-power-of-two texture up to the next power of two by repeating edge pixels, and swept the whole texture tree so nothing else can regress.- Verification tooling: I added audit_verify.py, a read-only script that checks every audit fix is present in the source tree, plus a guidebook-specific verifier. It exits non-zero on failure so I can run it in CI or before every release.## Whats next?- Resonance recipes: Now that the resonance system is wired, I want to gate some of the later recipes on resonance tiers so progression through the realm actually matters.- Landmark system: The hand-authored structures work, but I’m thinking about moving the big-footprint ones over to the vanilla Structure system so they get proper bounding-box arbitration instead of the write gate.- More guidebook content: The book is a lot better now, but I want to add an interactive region map and maybe a bestiary section before the next devlog.

Also some roti buns i had while coding :P

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1h 7m 46s logged

added a guidebook to my end update mod. This is a simple update, nothing much. I made it look nice, though a bit blurry. I will fix it, then continue improving the rest of the mod. :D

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8h 32m 27s logged

Devlog - I improved the biomes and structures in my end update mod by a solid bit. There are now volcanoes in the ashen expanse (WIP), monuments, etc. I am also adding a new guidebook that you get by killing the updated ender dragon to help you in your journey of understanding Endesium and conquering the end.

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7h 44m 22s logged

Update on my end update mod: I added several new biomes - the ashen expanse, luminous grove, shattered highlands, umbral reach, void crown, void marshes, and void skirts. I am working on adding mobs and structures unique to each biome to give it some life, but it is coming together really well.

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6h 7m 21s logged

I’m now doing a deep overhaul of the ender dragon fight in my end update mod. I am adding several new attacks, stages, updating the terrain, etc. I am making this much bigger than what is in the base game, and I am also making it so that it can spawn subminions. Overall, the mod is going very well.

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4h 22m 29s logged

updated main end island to be of many parts. I made it so that there’s a central arena, ruins, ridges, fractures (the part visible in the sc), spires, etc.

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4h 52m 21s logged

added two new biomes to my end mod. I added the end wastes and the chorus wilds. Added some structures and new blocks to give it some life, and as well as added the new mob (void stalker) to it. I am working on adding the next BIG biome - the Deep End (and then after that is the void realm)

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5h 31m logged

Progress Update – Last 5.5 hours

Added a bunch of custom items to my end mod, working on adding functionality to different items. It is going very well overall, thank you kaupenjoe for the yt tutorial!

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