Overview
End midlands is the sloping middle band of an outer End island, sitting between the raised end highlands at the centre and the flat end barrens at the rim. It is plain end stone terrain with far fewer chorus plants than the highlands and gentler ground, which makes it the practical landing zone: it is much easier to touch down on midlands and walk uphill than to try to hit a highland ledge on approach. The biome carries the same enderman spawn rate as the rest of the End and nothing else spawns here at all — no hostile mob generates naturally in the End except endermen, and shulkers, which exist only as part of an end city. Because the midlands are open and flat-ish, they are the safest place on an outer island to set up a temporary base, an ender chest and a bed, and the safest surface to fight an enderman on if one takes offence. Chorus plants that do grow here are worth collecting on the way through: chorus fruit is the End's only food. End midlands sits between end highlands and end barrens on every outer island.
A safe landing and staging area for end city runs, end stone for bridging and building, and chorus fruit for food that does not need to be carried in from the Overworld.
End Midlands is a temperate biome that generates in the End. Its base temperature of 0.5 places it in the temperate band, which controls whether water freezes, whether it rains or snows, and which passive mobs are allowed to spawn there.
End Midlands is in the The End, where there is no weather at all — no rain, no snow, no thunder, and no day-night cycle to go with it.
No mob spawns only in End Midlands — it draws on the general spawn pool of the End.
End biomes are floating islands of end stone over the void. The central island holds the dragon and the exit portal; the outer islands, reached by an end gateway, hold end cities, shulkers, chorus fruit and the only elytra in the game.
How to get it
Take an end gateway to the outer islands, roughly 1,000 blocks from the central island, then glide down; midlands is the sloped ground you cross between the rim and the tall interior.
Tips
- Set up an ender chest on the midlands before raiding a city so loot goes home without a return flight.
- Beds explode in the End exactly as they do in the Nether, so bring a respawn plan rather than a bed.
- Fight endermen in a 2-block-high corridor: they cannot enter it and you can hit their legs freely.
- Chorus fruit teleports you up to 8 blocks when eaten, so never eat it while standing near the edge of an island.
Climate and generation
End Midlands has a base temperature of 0.5, which puts it in the temperate band. Temperature is not a thermometer reading — it is the single number that decides snow versus rain, whether water freezes over, and what colour the grass renders.
Above 0.15 water stays liquid and any precipitation falls as rain.
| Property | Value | What it changes |
|---|---|---|
| Temperature | 0.5 | Decides whether rain falls as snow, whether water freezes, and the grass and foliage tint. |
| Precipitation | No | Nothing falls here, so a cauldron has to be filled by hand. |
| Dimension | The End | Sets which mobs, structures and ores can generate at all. |
| Grass and water tint | #000000 | The colour the game applies to grass, leaves and water in this biome. |
Properties
- Grass and water tint
- #000000
- Structures generating here
- 0
Guides and tools that cover this
Frequently asked questions
Where do I find End Midlands?
End Midlands generates in the The End. A locate command finds the nearest one instantly; without cheats, exploring in one direction and watching the F3 screen's biome line is the reliable method.
What spawns in End Midlands?
No mob is exclusive to this biome.
Does it rain in End Midlands?
No. Precipitation does not occur here at all.
