End Midlands

Transition biome between End Highlands and End Barrens. End Cities can generate here but without End Ships. Less chorus vegetation than the highlands.
Overview of End Midlands
The middle band of an outer End island: flatter than the highlands, greener than nothing, and the place where the chorus thins out.
End cities generate here as well, but never with a ship attached, so the loot is purpur, shulker shells and whatever the chests hold rather than an elytra. Endermen are the only mob, in the numbers the End always gives you.
The climate is a formality: 0.5, permanently weatherless, no weather, no rain, no snow, a black sky and the void underneath. minecraft:end_midlands came in 1.9 with the rest of the outer islands, and 26.2 still lays it between the high ground and the edge.
Where to find End Midlands
The middle of an outer island in the End, reached the way the rest of it is: Stronghold, End Portal, gateway. End Highlands and End Barrens sit on either side.
It is the middle band of the outer End islands, between the lush highlands and the bare barrens.
Common, and mostly a corridor between the two. End cities generate here as well, so walking inland from a barren rim is worth doing before you throw another pearl. Getting here means opening a portal in a stronghold, and ordinary exploration does the rest of the work: watch for the neighbours either side and keep walking inland.
Mobs in End Midlands
One mob is listed for the midlands, and it is the enderman, four to a spawn. There is no shulker here because there is nothing built for it to hide in until you reach a city.
An enderman teleports, picks up blocks and stays neutral until you look straight at its head, so crossing this island is a matter of watching your feet and the horizon rather than the mobs themselves. Nothing else spawns on the end stone at all. Counted per attempt, the enderman is all of the hostile spawns, and it turns on you if you look directly at its head at the wrong time.
End Midlands blocks & resources
End Stone, and that is the entire block list, but the midlands are where the cities that hold everything else actually stand: the towers reach down from the highlands above and their loot lands on this ground.
It is the flattest useful floor in the dimension, one block deep in every direction, which is why an ender pearl farm or a launch pad ends up built here rather than on the broken edges.
Breaking end stone here is the fastest way to a stack of it, because the surface runs flat for hundreds of blocks in every direction.
Structures & features in End Midlands
End cities reach this far in but their ships do not. A towering purpur structure guarded by shulkers can generate on the midlands islands, chests full of diamond and enchanted gear inside it, and only two biomes anywhere here produce a city.
What the midlands lack is the end ship, which stays with the highlands. That makes this the biome you cross rather than the one you clear, sitting between the large highland islands and the barrens at the edge, with end stone the whole way. A city here is the main reason to cross the midlands, and finding one is the whole trip, filled as it is with generation you cannot build yourself. Reasons to seek the midlands out come down to that one, and among the End biomes, only these islands and the highlands carry a city.
End Midlands biome colours
The same black #000000 overhead as the four other End pages, the same absence of music, and the same total lack of carvers. Colour data exists for grass and leaves, as it does for every biome, but chorus plants are not tinted by it, so nothing on this island reads it. There is no fog value either, which is why the void stays sharp instead of hazy.
End Midlands terrain features
- -medium-sized end islands
- -between highlands and barrens
End Midlands: what generates per chunk
Nothing generates here at all: zero placement passes, the same as the barrens. No chorus plants, no gateways, no ore. An end city can still be built on this ground, because a structure is placed by a different system than the one counted here, and that is the only thing that ever will be.
End Midlands: spawn rules and variants
The midlands share the cold classification of the rest of the End, which is a rule about cows on an island where the only mob is an enderman.
It is the flattest place in the dimension and the emptiest in this comparison.
End Midlands: structure depths and spawns
Cities can generate on the midlands as well as on the highlands, which is the whole structural difference between this biome and the barrens next to it.
Nothing else is built out here at all, and nothing spawns except endermen.
Structures found in End Midlands
Which biomes border End Midlands
Around End Midlands the temperature runs from 0.5 to 0.5, against 0.5 here.
- End Highlands: no change in temperature at 0.5, you gain Shulker.
- End Barrens: no change in temperature at 0.5.
What the mobs in End Midlands drop
Everything that spawns in End Midlands is worth something. Between them the mobs here drop 1 different thing: ender pearls.
100 percent of the monster draw in End Midlands goes to Enderman, so ender pearls is what this biome hands out most.
What End Midlands is good for
The End Midlands are the belt where an end city can reach the ground, so if you are hunting cities this is the terrain to fly over rather than past. The islands are large enough to land on and flat enough to build a portal on.
End stone is all the midlands generate, and endermen are all that spawn there, which makes it the plainest of the four outer End biomes and the easiest place to set up a base between raids.
How to find End Midlands
The middle band of an outer island still carries End Cities but none of the chorus forest above it, so run the /locate biome search, which keeps the middle band of an island apart from the highlands above it:
This command over the middle band requires cheats to be enabled for the world that middle band belongs to, or operator permissions on a server, after which the ground you use it to reach slopes down towards the barren edge.
End Midlands on Java Edition against End Midlands on Bedrock
The End Midlands are a Java biome only. Bedrock puts the whole outer ring under the single id the_end, so the ring between the barrens and the highlands has no name of its own there.
Java gives the midlands a temperature of 0.5 and a downfall of 0.5, the same as every other End biome, and uses them as the belt where end cities are allowed to reach the ground.
| End Midlands | Java | Bedrock |
|---|---|---|
| End Midlands in /locate biome | minecraft:end_midlands | not in Bedrock |
| End Midlands temperature | 0.5 | no value |
| End Midlands water colour | #3F76E4 | no value |
End Midlands name and version history
End Midlands has carried the same name in every release since 1.13, 51 of them, and the biome was added to Java Edition in 1.9. The rename round of 1.18 left End Midlands alone.
- 1.9End Midlands starts generating
End Midlands: which advancements count
No advancement asks you to stand in End Midlands. Adventuring Time wants 56 of the game's 67 biomes and End Midlands is one of the 11 it leaves out, along with the rest of the 5 End biomes. Going there costs you nothing and earns you nothing on the advancement screen.




