2.0.0
Compatibility
Changes
End Update — v2.0.0
Headline of this release: a complete overhaul of the Potion of Void Levitation into a full "void flight" toolkit, plus a comprehensive in-game wiki (powered by the optional Patchouli mod) that documents every feature the mod adds.
New in 2.0.0
Void Levitation — reworked from the ground up
The old effect was just glorified Slow Falling. It's now a genuine movement toolkit. It lasts 3 minutes and is deliberately balanced — powerful mobility and quality-of-life, not creative flight.
Core movement
- Controlled flight — hold Jump to fly straight up (speed-capped, well below creative flight). Release to hover; left alone you drift down very slowly and jumps become long, floaty hops.
- Void Glide — while falling, hold forward to glide elytra-style, trading descent for horizontal speed in the direction you're looking.
- Void Step (dash) — press the Void Step key (default V, rebindable under Options → Controls → Key Binds → End Update) to blink a short distance along your look. It stops safely at the first wall so you never phase into blocks. ~2-second cooldown.
- Sneak-dive — hold Sneak to descend fast and land on demand (this also arms the Fall-Slam).
Perks
- No fall damage while active, plus a short grace window after it wears off.
- Void Safety Net — fall below the world and you're pulled back to the last solid ground you stood on; out-of-world damage can't touch you while levitating.
- Enderman Calm — endermen won't turn hostile from your gaze while active (they'll still defend themselves if struck).
- Item & XP Magnet — dropped items and experience orbs within ~5 blocks drift toward you and snap in.
- Fall-Slam Shockwave — land after a fast dive (5+ block drop) to knock nearby mobs back. Deals no damage — it's for style and space, not stomping.
Brewing
- A custom recipe: brew directly onto a Bottle o' Enchanting (not a water bottle) using Endium Dust as the ingredient, with Blaze Powder as the usual fuel.
In-game Wiki — "The End Update Compendium"
- A full guide book documenting every feature of the mod, organized into 10 categories: Getting Started, Biomes, Structures, Ores & Materials, Tools & Hammers, Armor, Creatures, Void Levitation, Flora & Building, and Enchantments.
- Illustrated with in-world screenshots throughout.
- Obtain it: craft Book + Ender Pearl in survival, grab it from the End Update creative tab, or run
/patchouli give @s end_update:guide. - Patchouli is optional — the mod runs perfectly fine without it (you just won't have the book). If Patchouli isn't installed, a one-time in-game notice offers a Get Patchouli link and a Continue without guide button.
📖 Full Feature Reference
Biomes
- End Forest — End Trees rooted in End Nylium, carpeted with End Grass, Roots and Shrubs. A gentle first landing; source of the End wood set.
- Endium Forest — a glowing forest of Endium wood, Endium Flowers and End Bushes. Prime territory for gathering Endium.
- Old Growth Endium Forest — the Endium Forest grown ancient: taller, denser, far more Endium per tree.
- End Jungle — dense, tangled growth of End Jungle Stems and Leaves, with its own plank set.
- End Spikes — fields of crystalline spikes tipped with End Spike Crystal, generating in dense clusters that fade out toward the biome edges.
- Ponds & Streams — small water ponds and winding streams now generate across the outer islands (carefully, so they never spill into the void).
Structures
- End Temples (I, II, III) — three grand variants, the classic place to find Enderite as loot without mining.
- End Shrines — small sites in safe and unsafe variants; approach the unsafe one with care.
- End Outpost — a fortified lookout and ready-made shelter.
- End Lamp — a humble beacon of light on the dark islands, useful for navigation.
- End Spike Clusters — the dense spike formations of the End Spikes biome.
Ores & Materials
- Enderite — the End's premier metal (Ore → Raw → Ingot → Block). Also found as End Temple loot. Backbone of the top tool/armor tier.
- Ambynite — the second metal (Ore → Raw → Ingot → Block); a solid mid-tier stepping stone.
- Endium & Endium Dust — the glowing material behind the Endium woods; Endium Dust (from End Cubes) is the key reagent for Void Levitation.
- Flavolite — warm-toned End stone, excellent for building.
- End Spike Crystal — the crystalline block capping the End Spikes; a striking decorative block.
Tools & Hammers
- Hammers mine a full 3×3 area in one swing. Available in Iron, Gold, Diamond, Netherite, Enderite and Ambynite.
- Enderite Tools — the top tier: Pickaxe, Axe, Shovel, Hoe, Sword, Hammer (crafted with Enderite Ingots plus Reinforced Tool Handle / Enderite Sheet).
- Ambynite Tools — a complete mid-tier set on the road to Enderite.
Armor
- Enderite Armor — the flagship set (Helmet, Chestplate, Leggings, Boots).
- Ambynite Armor — a dependable mid-tier set.
Creatures
- End Cube — a cube-shaped creature of the outer End. The source of Endium Dust used to brew Void Levitation.
Flora & Building
- End Plants — End Nylium, End Grass, End Roots, End Shrub, End Bush, Endium Flowers.
- Woods of the End — three full wood-style sets: End Wood, End Jungle, and Endium (each with logs/stems, leaves, planks and more).
- Decorative — End Stone Pillar, Flavolite, and other building blocks.
Enchantments
- Teleportation — an anti-loss enchantment: drop an item that carries it (press Q) and it teleports right back into your inventory. Sneak while dropping to actually let it go.
- Auto Collect — a tool enchantment: blocks you mine go straight into your inventory instead of dropping on the ground. Pairs perfectly with Hammers and Enderite tools.
Requires Minecraft 1.21.1 on NeoForge. The in-game guide additionally requires the free, optional Patchouli mod.
Optional dependencies
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:94HlrSYI:aMyu5IvE"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:94HlrSYI:aMyu5IvE"
}

