A Vanilla-styled overhaul of the End! An overhaul with new biomes, blocks, mobs, and so much more! Is the End really the finale of your journey, or is it just a new Beginning...?
Select version for changelog:
Changelog
(Changelog: Update 1.1, added new features and modified showcase page.)
(Changelog: Update 1.2, added new features and modified showcase page.)
(Changelog: Update 1.2, re-added images to showcase page, fixed link.)

![The Deep End [UPDATE 1.2, JUST RELEASED!]](https://st2.mcpedl.com/submissions/105695/100/deependbanner_1-520x245.png)


Block custom component subscribed to 'onTick' but the block 'deep_end:bismuth_block' is missing the 'minecraft:tick' component. Add the 'minecraft:tick' component to the block to configure tick interval
My ideas and concepts:
1. About 3-4 layers are enough, with increasing depth the complexity increases.
2. We can use the theme of contamination or depth, as the depth increases the entities will be more aggressive or sicker or susceptible to contamination. If we consider the idea of spoilage, there should be tools to fight it, safe zones or flora-fauna cleansing the world (flora feeds on contamination).
3. an interesting solution would be to make the world more vertical. Now the difference in height between the remains is only a few blocks. If we realize the islands by analogy with the movie Avatar, the wings will be a perfect fit in design.
Well, that's all I can think of for now. I am ready to discuss my and your ideas below.
PS. omg, it translated so badly.