Did you always have a good Minecraft mod idea but u cant code? please leave them below and if I see a good idea i'll probably make it since I'm not creative at all and I'm bored.
I had an idea for guns in minecraft. Basically, you could craft three guns, A Pistol, a Long Rifle and an Automatic Rifle. The Pistol would be a revolver that holds six rounds that do 5 damage each, you have to click to cock it each time as well. The Long Rifle is a single shot long range bolt action rifle that does 9 damage per shot and it can be fitted with a Spyglass. The Automatic Rifle is shorter than the Long rifle and has a top fed magazine has 10 rounds that it can shoot in full auto, rounds do 5 damage each.
All of the guns will be crafted with respective amounts of Netherite and blocks of wood and the ammo would be crafted with Gunpowder, Copper and Lead (A new ore found in the End). You could also put the guns into a smiting table to upgrade them with iron blocks to replace the wood and they would have better durability.
Enchantments for the guns would also be added. For the Pistol: Double Action lets you shoot 6 rounds without cooking the gun, Pinpoint makes the gun more accurate, Firepower I,II,III gives one to three extra shots in the cylinder depending on level of enchantment, Silence makes the gun very quiet. For the Rifle: Pinpoint, Silence, Catapult gives the gun more range, Haste makes loading quicker. And for the Automatic Rifle: Pinpoint, Firepower I,II,III but each level adds 5 rounds instead, Catapult, And Acceleration gives a higher rate of fire.These enchantments can be found in all the same ways you would find other enchantments.
For visual aspects of this mod, the guns would have a 2d item texture and a 3d model (similar to the trident, when you hold it it has a 3d model but in the inventory, hotbar or chest it has a 2d texture.) The bullets would have a very faint trail of smoke but you cannot see the bullets themselves and they would make black dots in whatever they land in, these dots disappear over a short period of time.
If the chance is given, I would describe one, even if I don't like the newest versions of the game, the modding community goes with it.
So the mod idea is actually a "noise". A noise value with 10 means a radius of 320 blocks, while the 1 just 32 blocks and the lowest with 0.1 only 3 blocks range.
It means the player would cause noise with each action and those noise would attract or scare mobs.
For example :
- Casually walking would cause a constant noise with a value of 3 (from 0.1 to 10),
- Running/sprinting value would be 7, while running with jumping goes up to 10,
- Standing idle with "shifting", means sneak, would be the lower as 0.1
And every action the player do would cause noise, mining, chopping trees, destroy leaves, digging dirt, harvest crops, wearing armor that "tinkles" (like metal), etc.
And the nose would spread around the player within a radius, the higher the noise its caused, the wider the range.
The monsters are attracted to these noise, while the animals as the sheep, cow, pig will be scared and run away.
For example a zombie would detect your running within a 224 block radius and if you can't leave it, it would chase you until you or the monster die.
Also there would be a poiton that would reduce the noise you cause with some percent, and the enhanced one do this with a higher percent.
Not too detailed but the rough outlines of the idea are served. I don't know is it a good idea and description or not, but I hope at least understandable since my native language is not english.
I had an idea for guns in minecraft. Basically, you could craft three guns, A Pistol, a Long Rifle and an Automatic Rifle. The Pistol would be a revolver that holds six rounds that do 5 damage each, you have to click to cock it each time as well. The Long Rifle is a single shot long range bolt action rifle that does 9 damage per shot and it can be fitted with a Spyglass. The Automatic Rifle is shorter than the Long rifle and has a top fed magazine has 10 rounds that it can shoot in full auto, rounds do 5 damage each.
All of the guns will be crafted with respective amounts of Netherite and blocks of wood and the ammo would be crafted with Gunpowder, Copper and Lead (A new ore found in the End). You could also put the guns into a smiting table to upgrade them with iron blocks to replace the wood and they would have better durability.
Enchantments for the guns would also be added. For the Pistol: Double Action lets you shoot 6 rounds without cooking the gun, Pinpoint makes the gun more accurate, Firepower I,II,III gives one to three extra shots in the cylinder depending on level of enchantment, Silence makes the gun very quiet. For the Rifle: Pinpoint, Silence, Catapult gives the gun more range, Haste makes loading quicker. And for the Automatic Rifle: Pinpoint, Firepower I,II,III but each level adds 5 rounds instead, Catapult, And Acceleration gives a higher rate of fire.These enchantments can be found in all the same ways you would find other enchantments.
For visual aspects of this mod, the guns would have a 2d item texture and a 3d model (similar to the trident, when you hold it it has a 3d model but in the inventory, hotbar or chest it has a 2d texture.) The bullets would have a very faint trail of smoke but you cannot see the bullets themselves and they would make black dots in whatever they land in, these dots disappear over a short period of time.
There are many gun mods though.. but I will try to make it more unique I guess. I suggest you to use MrCrayfish's Gun mod for now thats a really good one aswell.
If the chance is given, I would describe one, even if I don't like the newest versions of the game, the modding community goes with it.
So the mod idea is actually a "noise". A noise value with 10 means a radius of 320 blocks, while the 1 just 32 blocks and the lowest with 0.1 only 3 blocks range.
It means the player would cause noise with each action and those noise would attract or scare mobs.
For example :
- Casually walking would cause a constant noise with a value of 3 (from 0.1 to 10),
- Running/sprinting value would be 7, while running with jumping goes up to 10,
- Standing idle with "shifting", means sneak, would be the lower as 0.1
And every action the player do would cause noise, mining, chopping trees, destroy leaves, digging dirt, harvest crops, wearing armor that "tinkles" (like metal), etc.
And the nose would spread around the player within a radius, the higher the noise its caused, the wider the range.
The monsters are attracted to these noise, while the animals as the sheep, cow, pig will be scared and run away.
For example a zombie would detect your running within a 224 block radius and if you can't leave it, it would chase you until you or the monster die.
Also there would be a poiton that would reduce the noise you cause with some percent, and the enhanced one do this with a higher percent.
Not too detailed but the rough outlines of the idea are served. I don't know is it a good idea and description or not, but I hope at least understandable since my native language is not english.
I like the idea since this doesnt exist I think but wouldnt it make it really hard to get to friendly animals? You have to chase a sheep for example just to get some mutton.
I like the idea since this doesnt exist I think but wouldnt it make it really hard to get to friendly animals? You have to chase a sheep for example just to get some mutton.
Actually you need to sneak up on it and then to beat to death before its run away or using bow and arrows.
But yes, it'd give a harder time to the players. But the values for friendly, hostile and neutral mobs can be different. I just described it with some examples.
Also, another mod idea came to my mind, which is also similar to this noise.
A mod about stamina.
It describes what should do it. The players gain a stamina bar that depleted by actions, such as running, swimming, mining, fighting, etc.
But it would have a kind of state of it with 3 different phase.
1st phase : The player can do anything and recover fast.
2nd phase : The player get a state of "Fatigued" which prohibid him/her to do harder task as running, fast swimming, mining and reduce the natural recovery ...
3rd phase : The Exhausted phase when the player gain negative effects due to its state like slowness, mining fatigue, temporal nausea. And the natural recovery also goes to the lowest value. Recovery potions and similar stuff effects are halved.
What depletes the stamina the most is : Mining, Sprinting, Fighting, Blocking attacks, Digging, Swimming
What depletes the stamina in a modest way : Farming, Sailing (boat), Chopping, Fishing, Wearing Armors, Holding Items in your hand
What do not decrease nor recover : Crafting, Walking,
What recover stamina : Eating, Standing Idle, Drinking
While the sleeping recover your stamina after waking up and giving a status as (Well Rested) which is reduce your stamina consumption by 30% for 2-3 minutes (for example. If you eat food with a lot of saturation value also gives a similar effect as (Well Fed) that reduce the stamina consumption by 10% for 30 seconds.
Also if the player don't sleep, the maximum stamina it can recover continously decrease as the days goes.
Example :
After 1 day, only up to 70%
After 2 days, only up to 40%
After 3 days, the Fatigued effect are permanent 'till the player sleep.
But the player needs to sleep as many days to reach the 100% stamina as it's skipped previously. So if a player skipped 2 days, it needs to sleep in the next 2 following days to "unlock" its max stamina.
The stamina would go with a bar with a value of 100.
And also there will be some potion to decrease the stamina depletion or recover in an instant, also an echantment for the armors that reduce the consumptions (Fitness or something like that) or increase the regenerations (Refreshment)(both can not exist on the same armor). Also for the items an enchantment like (Lightweight 1-2-3) that decrease the stamina consumption if you use that item.
It is a mythical creature, of Native American and Canadian folklore. Humans overpowered by greed could turn into wendigos; the myth thus served as a method of encouraging cooperation and moderation. Other sources say wendigos were created when a human resorted to cannibalism to survive. Humans could also turn into wendigos by being in contact with them for too long.
Maybe make it so if you eat too much rotten flesh, a wendigo will appear near you. This will give you buffs if you continue to eat rotten flesh in its presence. But after a set amount of time, you get a mew bar on your hotbar. You don't need the presence of the wendigo anymore to receive buffs. instead, you will get buffs if you eat rotten flesh. The bar will then grow and the more you eat, the more it will fill, the better the buffs. But watch out! If the bar becomes full, you will temporarily turn in as a wendigo until the bar runs out. You don't have control over what you do. Killing animals and players will satisfy the bar and speeds up the turning back.
Clerics can cure your sickness.
However, if you see a witch in the sick form, it will not aggro. You can trade 3 horns of wendigo (dropped by a wendigo) to get a neckless. If you equiddp this, you can control yourself to some extent if you are a wendigo.
During the night, the existing end mobs are rather normal. Nothing particularly changed. However, the mob distribution and biome spawning (plus, multiple biomes) may be different. There is a sculk biome, however, and the sky (space) is sort of an aurora borealis (like in many texture packs / shaders) and some blocks glow that don’t currently (sculk-theme blocks, for example)
During one of the two transitions, the fauna (mobs, plants, block carpeting) change from End-themed to Sky-themed, as the entire dimension changes based on time of day. Mobs take 5 minutes to transform, and the blocks change (async) from upper height limit downward.
During the day, the sky is visible like in the Skylands/Aether/Overworld. The sun is out, too.
The dragon becomes a demidragon, a sort of runt, pinkish-white avian mob that is neutral/friendly towards the player and can be befriended (not tamed). This is different as, due to the dragon’s intelligence, the player and mob function in a symbiotic relationship. It functions a bit as a Tamagotchi pet. You need to feed it, just like a player, in order to keep it happy. If you don’t, and it is close to starving, it de-friends you and you cannot befriend it again. It becomes “feral” (this is a state in the game that is just like being Wild but makes sure you can’t tame it again).
This is as to reduce animal cruelty.
Also, you can’t ride it too much or the same thing happens.
Basically, it’s a friend that can fly.
(I don’t know how much use one could get out of this, but, oh well.)
You have to feed it every real life hour or it starves. However if you make it so it’s sleeping then you don’t need to feed it. And you can easily see how much hunger it has by looking at the “boss bar” on-screen when friended.
Ender dragons are no longer automatically aggressive. Their boss bar doesn’t show up, even, unless you start fighting one.
Also, they are a randomly spawning, though rare, mob in the end.
Oh, also, end portals now spawn automatically completed when you are in the end, and you can only get to the end in the first place from a stronghold that spawns in the Deep Dark biome (connected to ancient cities), only accessible after defeating the Warden.
Elytras can be gathered and (farmed?) from either Rogue Dragons or some wild phantom-like mob.
Rogue Dragons are dragons that, in terms of the lore but not actually in-game, likely misbehaved and were born evil and were discarded from the rest of the group.
They are the Red Dragons, because of course they are.
(However, this actually makes some sense as they are normally (daytime-wise) pink; red is just darker, and is a reflection of their mood, which is not good as they are rogue and stubborn and cannot be re-convinced to rejoin a pack; this is just lore, ok?)
Red Dragons can be fought (as they are automatically aggressive like Ender Dragons are now) for elytra fragments or whatever. Maybe Red Dragons would be more like mega red dragonflies, as I know elytras are found on insects in real life.
In fairness, though, dragons aren’t real, though I would assume most consider them to be mammals.
Endermites are Skymites during the day.
Sculk is found throughout the end, just like in the Ancient Cities/Deep Dark, though Wardens aren’t (though there is one mob inspired/based on the warden’s palette and theme that is actually peaceful during the day).
If you somehow get a warden into the Ender dimension (renamed as it should not be considered the Endgame of the game, and Ender is the best we can do without completely changing the name), it becomes pink and white, the inverted opposite of what it currently is (blue and black).
The main “End Island” is removed. Ender dragons now randomly spawn throughout the world, but can be predicted similarly to slime chunks (their spawn locations are pre-programmed; i.e., if one is on a set seed, one could find them with ease)
To reiterate: one no longer requires the Ender Dragon to complete the game, nor to exit the end. The Rogue (Red) Dragon, its purpose-replacement, has a bunch of XP like the Ender Dragon did, and maybe could drop Elytra Fragments (to make Elytras renewable) but that’s it. The portal is already done for you, where & when you spawn in, and they’re now more like nether portals.
———
During the day, the world is covered in sculk block carpet, but when it turns day and all the mobs turn, it becomes moss carpet.
There is now Enderdirt, which is the first few layers in the end. (Enderstone is found a few blocks under Ender Dirt, just like normal Stone is found a few blocks under normal Dirt in the overworld.) This is so it is a lighter, less stone-like block, and so moss carpet (though also still sculk carpet) makes more sense on it. More organic.
The ender (chorus) fruit plants found in the End in 1.9+ still spawn, and are found throughout the Ender dimension.
———
You can make new end portals if you make a 4 block vertical pillar of sculk blocks, one obsidian on top, and place an Ender Crystal on top.
(sculk blocks can be obtained from crafting sculk carpets in a 9x9 array or via being obtained from the Deep Dark).
Did you always have a good Minecraft mod idea but u cant code? please leave them below and if I see a good idea i'll probably make it since I'm not creative at all and I'm bored.
Hope u guys come up with some good ones!
https://www.curseforge.com/members/modsbyblast/projects
Try mine: https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/requests-ideas-for-mods/3164317-request-for-mod-expanding-world
I had an idea for guns in minecraft. Basically, you could craft three guns, A Pistol, a Long Rifle and an Automatic Rifle. The Pistol would be a revolver that holds six rounds that do 5 damage each, you have to click to cock it each time as well. The Long Rifle is a single shot long range bolt action rifle that does 9 damage per shot and it can be fitted with a Spyglass. The Automatic Rifle is shorter than the Long rifle and has a top fed magazine has 10 rounds that it can shoot in full auto, rounds do 5 damage each.
All of the guns will be crafted with respective amounts of Netherite and blocks of wood and the ammo would be crafted with Gunpowder, Copper and Lead (A new ore found in the End). You could also put the guns into a smiting table to upgrade them with iron blocks to replace the wood and they would have better durability.
Enchantments for the guns would also be added. For the Pistol: Double Action lets you shoot 6 rounds without cooking the gun, Pinpoint makes the gun more accurate, Firepower I,II,III gives one to three extra shots in the cylinder depending on level of enchantment, Silence makes the gun very quiet. For the Rifle: Pinpoint, Silence, Catapult gives the gun more range, Haste makes loading quicker. And for the Automatic Rifle: Pinpoint, Firepower I,II,III but each level adds 5 rounds instead, Catapult, And Acceleration gives a higher rate of fire.These enchantments can be found in all the same ways you would find other enchantments.
For visual aspects of this mod, the guns would have a 2d item texture and a 3d model (similar to the trident, when you hold it it has a 3d model but in the inventory, hotbar or chest it has a 2d texture.) The bullets would have a very faint trail of smoke but you cannot see the bullets themselves and they would make black dots in whatever they land in, these dots disappear over a short period of time.
If the chance is given, I would describe one, even if I don't like the newest versions of the game, the modding community goes with it.
So the mod idea is actually a "noise". A noise value with 10 means a radius of 320 blocks, while the 1 just 32 blocks and the lowest with 0.1 only 3 blocks range.
It means the player would cause noise with each action and those noise would attract or scare mobs.
For example :
- Casually walking would cause a constant noise with a value of 3 (from 0.1 to 10),
- Running/sprinting value would be 7, while running with jumping goes up to 10,
- Standing idle with "shifting", means sneak, would be the lower as 0.1
And every action the player do would cause noise, mining, chopping trees, destroy leaves, digging dirt, harvest crops, wearing armor that "tinkles" (like metal), etc.
And the nose would spread around the player within a radius, the higher the noise its caused, the wider the range.
The monsters are attracted to these noise, while the animals as the sheep, cow, pig will be scared and run away.
For example a zombie would detect your running within a 224 block radius and if you can't leave it, it would chase you until you or the monster die.
Also there would be a poiton that would reduce the noise you cause with some percent, and the enhanced one do this with a higher percent.
Not too detailed but the rough outlines of the idea are served. I don't know is it a good idea and description or not, but I hope at least understandable since my native language is not english.
There are many gun mods though.. but I will try to make it more unique I guess. I suggest you to use MrCrayfish's Gun mod for now thats a really good one aswell.
https://www.curseforge.com/members/modsbyblast/projects
I like the idea since this doesnt exist I think but wouldnt it make it really hard to get to friendly animals? You have to chase a sheep for example just to get some mutton.
https://www.curseforge.com/members/modsbyblast/projects
Actually you need to sneak up on it and then to beat to death before its run away or using bow and arrows.
But yes, it'd give a harder time to the players. But the values for friendly, hostile and neutral mobs can be different. I just described it with some examples.
Also, another mod idea came to my mind, which is also similar to this noise.
A mod about stamina.
It describes what should do it. The players gain a stamina bar that depleted by actions, such as running, swimming, mining, fighting, etc.
But it would have a kind of state of it with 3 different phase.
1st phase : The player can do anything and recover fast.
2nd phase : The player get a state of "Fatigued" which prohibid him/her to do harder task as running, fast swimming, mining and reduce the natural recovery ...
3rd phase : The Exhausted phase when the player gain negative effects due to its state like slowness, mining fatigue, temporal nausea. And the natural recovery also goes to the lowest value. Recovery potions and similar stuff effects are halved.
What depletes the stamina the most is : Mining, Sprinting, Fighting, Blocking attacks, Digging, Swimming
What depletes the stamina in a modest way : Farming, Sailing (boat), Chopping, Fishing, Wearing Armors, Holding Items in your hand
What do not decrease nor recover : Crafting, Walking,
What recover stamina : Eating, Standing Idle, Drinking
While the sleeping recover your stamina after waking up and giving a status as (Well Rested) which is reduce your stamina consumption by 30% for 2-3 minutes (for example. If you eat food with a lot of saturation value also gives a similar effect as (Well Fed) that reduce the stamina consumption by 10% for 30 seconds.
Also if the player don't sleep, the maximum stamina it can recover continously decrease as the days goes.
Example :
After 1 day, only up to 70%
After 2 days, only up to 40%
After 3 days, the Fatigued effect are permanent 'till the player sleep.
But the player needs to sleep as many days to reach the 100% stamina as it's skipped previously. So if a player skipped 2 days, it needs to sleep in the next 2 following days to "unlock" its max stamina.
The stamina would go with a bar with a value of 100.
And also there will be some potion to decrease the stamina depletion or recover in an instant, also an echantment for the armors that reduce the consumptions (Fitness or something like that) or increase the regenerations (Refreshment)(both can not exist on the same armor). Also for the items an enchantment like (Lightweight 1-2-3) that decrease the stamina consumption if you use that item.
What do you think about?
I like the stamina idea I will for sure try to make something like it, thank you!
https://www.curseforge.com/members/modsbyblast/projects
If I have time, I will share a full-fledged mod description about these survival-oriented ideas, if you would listen to it.
And your welcome ^^ I'm glad you liked my ideas.
I have a suggestion: a wendigo
It is a mythical creature, of Native American and Canadian folklore. Humans overpowered by greed could turn into wendigos; the myth thus served as a method of encouraging cooperation and moderation. Other sources say wendigos were created when a human resorted to cannibalism to survive. Humans could also turn into wendigos by being in contact with them for too long.
Maybe make it so if you eat too much rotten flesh, a wendigo will appear near you. This will give you buffs if you continue to eat rotten flesh in its presence. But after a set amount of time, you get a mew bar on your hotbar. You don't need the presence of the wendigo anymore to receive buffs. instead, you will get buffs if you eat rotten flesh. The bar will then grow and the more you eat, the more it will fill, the better the buffs. But watch out! If the bar becomes full, you will temporarily turn in as a wendigo until the bar runs out. You don't have control over what you do. Killing animals and players will satisfy the bar and speeds up the turning back.
Clerics can cure your sickness.
However, if you see a witch in the sick form, it will not aggro. You can trade 3 horns of wendigo (dropped by a wendigo) to get a neckless. If you equiddp this, you can control yourself to some extent if you are a wendigo.
The End Upended
(Mod idea!)
End now has passage of time
There are two primary and two secondary stages:
Night - lasts for 30 days
Sunrise – lasts for 5 minutes
Day – lasts for 30 days
Dusk – lasts for 5 minutes
During the night, the existing end mobs are rather normal. Nothing particularly changed. However, the mob distribution and biome spawning (plus, multiple biomes) may be different. There is a sculk biome, however, and the sky (space) is sort of an aurora borealis (like in many texture packs / shaders) and some blocks glow that don’t currently (sculk-theme blocks, for example)
During one of the two transitions, the fauna (mobs, plants, block carpeting) change from End-themed to Sky-themed, as the entire dimension changes based on time of day. Mobs take 5 minutes to transform, and the blocks change (async) from upper height limit downward.
During the day, the sky is visible like in the Skylands/Aether/Overworld. The sun is out, too.
The dragon becomes a demidragon, a sort of runt, pinkish-white avian mob that is neutral/friendly towards the player and can be befriended (not tamed). This is different as, due to the dragon’s intelligence, the player and mob function in a symbiotic relationship. It functions a bit as a Tamagotchi pet. You need to feed it, just like a player, in order to keep it happy. If you don’t, and it is close to starving, it de-friends you and you cannot befriend it again. It becomes “feral” (this is a state in the game that is just like being Wild but makes sure you can’t tame it again).
This is as to reduce animal cruelty.
Also, you can’t ride it too much or the same thing happens.
Basically, it’s a friend that can fly.
(I don’t know how much use one could get out of this, but, oh well.)
You have to feed it every real life hour or it starves. However if you make it so it’s sleeping then you don’t need to feed it. And you can easily see how much hunger it has by looking at the “boss bar” on-screen when friended.
Ender dragons are no longer automatically aggressive. Their boss bar doesn’t show up, even, unless you start fighting one.
Also, they are a randomly spawning, though rare, mob in the end.
Oh, also, end portals now spawn automatically completed when you are in the end, and you can only get to the end in the first place from a stronghold that spawns in the Deep Dark biome (connected to ancient cities), only accessible after defeating the Warden.
Elytras can be gathered and (farmed?) from either Rogue Dragons or some wild phantom-like mob.
Rogue Dragons are dragons that, in terms of the lore but not actually in-game, likely misbehaved and were born evil and were discarded from the rest of the group.
They are the Red Dragons, because of course they are.
(However, this actually makes some sense as they are normally (daytime-wise) pink; red is just darker, and is a reflection of their mood, which is not good as they are rogue and stubborn and cannot be re-convinced to rejoin a pack; this is just lore, ok?)
Red Dragons can be fought (as they are automatically aggressive like Ender Dragons are now) for elytra fragments or whatever. Maybe Red Dragons would be more like mega red dragonflies, as I know elytras are found on insects in real life.
In fairness, though, dragons aren’t real, though I would assume most consider them to be mammals.
Endermites are Skymites during the day.
Sculk is found throughout the end, just like in the Ancient Cities/Deep Dark, though Wardens aren’t (though there is one mob inspired/based on the warden’s palette and theme that is actually peaceful during the day).
If you somehow get a warden into the Ender dimension (renamed as it should not be considered the Endgame of the game, and Ender is the best we can do without completely changing the name), it becomes pink and white, the inverted opposite of what it currently is (blue and black).
The main “End Island” is removed. Ender dragons now randomly spawn throughout the world, but can be predicted similarly to slime chunks (their spawn locations are pre-programmed; i.e., if one is on a set seed, one could find them with ease)
To reiterate: one no longer requires the Ender Dragon to complete the game, nor to exit the end. The Rogue (Red) Dragon, its purpose-replacement, has a bunch of XP like the Ender Dragon did, and maybe could drop Elytra Fragments (to make Elytras renewable) but that’s it. The portal is already done for you, where & when you spawn in, and they’re now more like nether portals.
———
During the day, the world is covered in sculk block carpet, but when it turns day and all the mobs turn, it becomes moss carpet.
There is now Enderdirt, which is the first few layers in the end. (Enderstone is found a few blocks under Ender Dirt, just like normal Stone is found a few blocks under normal Dirt in the overworld.) This is so it is a lighter, less stone-like block, and so moss carpet (though also still sculk carpet) makes more sense on it. More organic.
The ender (chorus) fruit plants found in the End in 1.9+ still spawn, and are found throughout the Ender dimension.
———
You can make new end portals if you make a 4 block vertical pillar of sculk blocks, one obsidian on top, and place an Ender Crystal on top.
(sculk blocks can be obtained from crafting sculk carpets in a 9x9 array or via being obtained from the Deep Dark).
This might be really simple but i think we need this, i know i do, cant find it with a search :
https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/requests-ideas-for-mods/3177240-ignore-list-mod