CurseForge · Minecraft mod
HEEnderlicious
Brings Hardcore Ender Expansion's islands and End towers back to Enderlicious's End.
Quick answer
Which HEEnderlicious release matches 1.7.10?
HEEnderlicious heeenderlicious-1.7.10-1.1.29.jar targets 1.7.10 with Forge. The project page does not say whether this file belongs on the client, dedicated server, or both. No extra mods listed for this file.
Where it goes
Is HEEnderlicious required on the client, server, or both?
The project page does not say whether this file belongs on the client, dedicated server, or both.
The source does not explicitly classify this release as client-only or server-only.
What else does HEEnderlicious heeenderlicious-1.7.10-1.1.29.jar need?
heeenderlicious-1.7.10-1.1.29.jar on 1.7.10. Every mod below is checked against that same setup.
This file does not list any required mods. Do not add a library just because a different file uses it.
This file does not list any required or optional mods.
Before you install it
Add HEEnderlicious without breaking your instance.
Built for HEEnderlicious heeenderlicious-1.7.10-1.1.29.jar on 1.7.10. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use heeenderlicious-1.7.10-1.1.29.jar. It targets 1.7.10 with Forge; another release may have different loader, side or dependency requirements.
- 02
Bring the mods it needs
This file does not list any required mods. Do not add a library just because a different file uses it.
- 03
Put it on the correct side
The project page does not say whether this file belongs on the client, dedicated server, or both.
- 04
Pick the file you checked
Use the “Get this file” button beside heeenderlicious-1.7.10-1.1.29.jar. It opens that exact file at the source.
About this project
What does HEEnderlicious add?
HEEnderlicious brings Hardcore Ender Expansion's End structures back to Enderlicious's End dimension.
Run HEE and Enderlicious together and you will notice something missing: the floating islands, the End towers, the dungeons inside them — none of it generates. HEE's spire, volcano, ores, mobs and biomes are all still there, so at first glance HEE looks fine. It is, except for structure generation.
This is a small, focused addon that puts those structures back. It does not touch a single line of either mod.
What it restores
- Floating islands — the 208×208 End islands, including everything inside them: ravaged dungeons, laboratories, puzzle dungeons and hidden cellars
- End towers — the towers and their bosses
- Island content — chests, spawners and the rest of the loot
- Scattered features — small floating blob islands and meteoroids, with configurable density
- Spooky trees — with a distance limit so they stop growing on top of the small blob islands (see Known Limitations)
- Dungeon entrances — a ruined tower above every dungeon, so you can find it without digging up the whole island
How it works
The mod does not replace any chunk provider and does not re-register dimension 1. It hooks PopulateChunkEvent.Post, remembers the chunk coordinates, and on the next server tick runs HEE's own MapGenIsland and MapGenTower for that chunk.
Writing the structures immediately inside populate would trigger recursive chunk loading — an island spans 13×13 chunks — so the work is deferred by one tick.
Because HEE's generators are public and PopulateChunkEvent.Post is a standard hook, the main path needs no bytecode injection at all. The Mixins that do exist are for tuning and for the entrance towers: throttling the scattered blob islands and meteoroids, raising the island and tower spawn chances, rewriting HEE's protected minimum-distance fields so structures can appear closer to the centre, keeping spooky trees off the small blob islands, and adding the entrance towers described below.
Entrance towers are built at the end of HEE's decoration pass, not right after the dungeon. That detail matters: a burning-mountains island is written in a fixed order — cinder patches, then the dungeon puzzle, then ores, lava, and obsidian pillars last — so a tower built any earlier would have obsidian growing through its roof.
Keeping the world in sync
Generating the structures is only half the job. HEE writes blocks additively: it never places air, and it relies on the world being empty wherever a room should be. That assumption breaks in two ways.
First, an island can overlap terrain another mod has already generated. HEE happily stacks its island on top, but the rooms, shafts and caves it "carves" are simply positions it does not write to — so whatever was already there stays there, and you end up digging through solid white sand to reach a chest.
Second, HEE records progress per column, and it records a column as done before the blocks are actually in the world. A column that fails to write once is skipped forever, so an interrupted island stays missing that piece permanently.
Both are handled the same way: after a structure chunk is written, it is checked against HEE's own buffer — the authoritative "what this island should look like".
- Columns whose blocks are missing from the world get their progress mark cleared, so HEE writes them again
- Positions where the buffer says air, but the world holds a block, are carved out
The check is deliberately conservative. It only ever removes blocks where the buffer says there should be air, it never touches anything above the island's own surface, and it never touches blocks with a tile entity — chests, spawners and machines are left alone.
Features
- Restores every structure type HEE generates in the End, not just the islands
- Distance and probability of islands and towers are configurable, so you can bring them closer to the central island
completeStructureswrites the whole island when you first touch it, so teleporting to one shows a finished island instead of a corner of it- Self-repair — islands left half-written, and dungeons that ended up filled with terrain, fix themselves the next time you visit them
/locateheefinds the nearest islands and towers by coordinates, without you having to explore first/locatehee dungeongoes further: it works out from the world seed which of HEE's four dungeon types an island holds — Ravaged Dungeon, Dungeon Puzzle, Laboratory or Hidden Cellar — and reports the coordinates, the island's extent and roughly how deep to dig/locatehee progressreports how much of each structure has actually been written into the world — handy when an island or dungeon seems to be missing, since "nothing written yet" and "half written" look identical in game- A ruined 9×9 entrance tower above every dungeon, with a brick-lined shaft and a ladder down to the first floor. HEE's own entrances are a bare 3×3 hole you would walk straight past
- Each dungeon type is built from its own materials — ravaged brick, puzzle blocks, laboratory obsidian and glass, or persegrit — instead of the same tower everywhere
- Command output is fully localised — English and Chinese included, and adding a language only needs a new
.langfile - Server-side friendly: works in single player and on dedicated servers
Requirements
Minecraft 1.7.10 + Forge 10.13.4.1614
Hardcore Ender Expansion ( 1.12.28-GTNH or newer )
Enderlicious ( 1.1.2 )
This mod uses Mixins, but the jar does not bundle the Mixin framework. Without UniMixins the game will fail to launch - and you will see NO error message: the game window simply never appears (the crash happens in the launchwrapper phase, before Forge's mod loading, so no "missing dependency" prompt is shown). Please double-check that UniMixins is in your mods/ folder.
only needed with the GTNH build of HEE, which depends on it.
Without Enderlicious this mod loads but does nothing: HEE alone already generates its own structures, and it is Enderlicious replacing the End's chunk provider that removes them. Nothing has to be installed on the client specifically - the mod runs on both sides.
Installation
- Install Forge 1.7.10 and drop UniMixins into
mods/ - Drop Hardcore Ender Expansion and Enderlicious into
mods/ - Drop
heeenderlicious-1.7.10-1.1.29.jarintomods/ - Launch
Existing worlds: no new world is needed. Islands are written into chunks as they load, so an End you have already explored fills in the next time you fly through it — including islands that were left half-written by an earlier version, and dungeons that ended up filled with terrain. Entrance towers are part of island generation, so on an existing island they only appear where that island had to be repaired. Two things to keep in mind: structures may overwrite anything you have built in the End, and the repair pass can remove blocks you placed inside a damaged dungeon room.
Configuration
Config file: config/heeenderlicious.cfg
structures
enableIslands(defaulttrue) — floating islands and everything on themenableTower(defaulttrue) — End towerscompleteStructures(defaulttrue) — write the whole structure when a chunk of it is generated. Turning this off writes only the chunks that actually generate, so teleporting to an island shows a fragmentrepairDamagedStructures(defaulttrue) — check each structure chunk against HEE's buffer after writing it, re-queue columns that are missing, and carve out blocks that should be air. See "Keeping the world in sync" abovebuildDungeonEntrance(defaulttrue) — build a ruined 9×9 entrance tower above every dungeon. Only affects newly generated islands, plus islands that get repaired
scattered
blobChance(default0.3) — keep ratio for small blob islands.1.0is vanilla HEE behaviour,0removes them allmeteoroidChance(default1.0) — keep ratio for meteoroidstreeDistanceLimit(default250) — no spooky trees beyond this distance from the End centre.0disables the limit
distance
islandMinDistance(default400) — minimum distance from the End centre. HEE's default is 1600, which is why you rarely find islands near spawntowerMinDistance(default150) — HEE's default is 350islandChanceBoost(default1.5) — island generation multiplier,1.0is vanillatowerChanceBoost(default1.5) — tower generation multiplier,1.0is vanilla
command
locateRadius(default2000, maximum5056) — default search radius for/locateheein blocks. The cap is the per-scan chunk budget; a larger number would silently scan less than you asked for
debug
debugLog(defaultfalse) — log every chunk that actually receives structure blocks, the structure statistics, and the computed heights of each entrance tower
Distance settings only apply to chunks that have not been generated yet.
Commands
/locatehee nearest islands and towers, 3 of each
/locatehee island islands only
/locatehee island 4000 islands only, within 4000 blocks
/locatehee tower 4000 10 towers only, within 4000 blocks, list up to 10
/locatehee dungeon nearest islands that hold a dungeon, with the dungeon type
/locatehee dungeon 3000 5 up to 5 of them within 3000 blocks
/locatehee progress how much of each known structure has been written (10 nearest)
/locatehee progress 30 same, list 30
Results are listed nearest first with block coordinates. Positions are found by asking HEE's generators whether a structure starts in a given chunk, so they match what will actually generate — you do not need to explore the area first.
When you do not pass a radius, a search that comes up empty widens itself and tries again, up to the 5056-block cap.
Known limitations
- Repair is per chunk. Explored End chunks are repaired as they load, so you have to get within render distance of an island for it to fix itself
- Entrance towers are only retrofitted where an island was repaired. They are written into the island when it generates, so an island that was already complete keeps its tower-less shape
/locatehee dungeonpredicts the island's content type, not a successful dungeon. HEE's dungeon puzzle gives up if it cannot find a flat enough spot in 500 attempts; such an island ends up with neither a dungeon nor a tower- End dimension only. Other dimensions are untouched
- Depends on HEE internals. It calls
MapGenIsland,MapGenTower,WorldGenBlobandWorldGenMeteoroiddirectly, so a major HEE rewrite may require an update - Completing a structure costs a moment. Touching a new island generates up to 169 chunks at once, which shows up as a brief stutter the first time
- Spooky trees on blob islands. This is a pre-existing conflict between HEE and Enderlicious: blob island tops use the same block Enderlicious treats as ground, and the two cannot be told apart by block type.
treeDistanceLimitworks around it by distance
Credits
- chylex — Hardcore Ender Expansion, whose structures this mod restores
- DelirusCrux — Enderlicious, the End overhaul this mod is built for
This mod contains no code from either project. It only references their public API at compile time, and both are distributed under their own licenses.
License
All Rights Reserved. See the LICENSE file inside the jar for the full text.
In plain terms:
- Playing with it, using it in a private pack, writing about it or making videos — no permission needed
- Including the jar in a publicly distributed modpack — please ask first
- Republishing, modifying and redistributing, or commercial use — please ask first
To request permission, mention it in the comments of my mod page and describe what you want to do.
Minecraft is a trademark of Mojang Studios. This is an independent, unofficial project.
Project description from CurseForge.
Pick your setup
HEEnderlicious by Minecraft version and loader
Choose the version and loader you play, then open the matching release.
Check the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
HEEnderlicious versions and loaders
heeenderlicious-1.7.10-1.1.29.jar
11 Nov 2026
heeenderlicious-1.7.10-1.1.20.jar
8 Nov 2026
heeenderlicious-1.7.10-1.1.16.jar
8 Nov 2026
heeenderlicious-1.7.10-1.0.8.jar
3 Nov 2026
Looking for an older file? The official CurseForge project page is in Resources.