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EXTRACTROOMS

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EXTRACTROOMS 2.2.0

2.2.0
7 окт. 2026 г.1,8 тыс.Minecraft: 1.21.1neoforge
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## 2.2.0 — The Perfectly Polished Update **Requires MilkyWayLib 1.0.3 or newer.** ### Gameplay Changes - Fixed doorways that opened onto a wall: pillar rooms next to narrow corridors, pillars left standing where two rooms merge, and filing cabinets spawning in doorways. Newly generated areas only; already-explored rooms keep their old walls - The invisible blocker inside a closed lockdown doorway is now named "Lockdown Shutter" (instead of a raw name) in Jade and similar mods, and its outline matches a shutter segment instead of a full block - **Difficulty now matters in the Backrooms.** The run timer depends on world difficulty: Peaceful 10 minutes, Easy 500 seconds, Normal 300 seconds (unchanged), Hard and Hardcore 200 seconds - Every spawn is now guaranteed an exit you can reach in time at normal walking speed, with plenty of slack for wrong turns. This also applies to pit-fall landings - Mobs scale with difficulty: Easy halves how often Smilers, Gapings and Chompers spawn and how far they notice you, Hard makes it 1.5x. Mob damage still follows vanilla difficulty - Peaceful has no mobs, so the clock is the threat: when it runs out, you die - New `overtimeEnabled` server option: turn it off and anyone still inside dies at 0 ("ran out of time") instead of entering overtime. Modpacks can set it in `defaultconfigs/`, players in the config screen - Players who join a squad mid-run now arrive one room away from where most of their squad is, instead of at the squad's starting point - New server options: `runTimerTicksPeaceful`, `runTimerTicksEasy`, `runTimerTicksHard` (`runTimerTicks` is now Normal's timer) and `mobScaleEasy`/`mobScaleNormal`/`mobScaleHard` - **Config change:** gameplay and balance settings moved from `extractrooms-common.toml` to `extractrooms-server.toml`, which the server syncs to players. Your existing values are copied over automatically the first time a world starts (the old file is backed up). Modpacks: ship the server config in `defaultconfigs/` - All advancements now use a custom `extractrooms:event` trigger, so datapacks can create their own advancements on the same game events (escaping, overtime, drinking Almond Water, and more) - Almond Water's drink effects (food, Instant Damage and Nausea chances) are now set by a datapack data map, `extractrooms:drink_effects` - Backrooms biomes can now set their own ceiling block, ceiling lamp, hidden fill block, Glitched Anomaly style, and which mob (if any) is attracted by placing a light in the dark; new `extractrooms:connects_as_wall` block tag lets different wall blocks connect to each other - Time-extender items are now set with a NeoForge data map, `extractrooms:time_extender` (the unused `extractrooms_time_extender` folder was removed); per-stack custom data still works - Changed the full Hazmat Armor set bonus: instead of breathing longer underwater, a full set now lets you drink Almond Water completely safely (no Instant Damage or Nausea), but every drink costs 1 durability on each armor piece - Hazmat Armor now has 10% more durability than leather (helmet 61, chestplate 88, leggings 83, boots 72) - The Almond Water drinking advancements ("Mmm! Is This Organic?" and "Stomach Ache") can now be earned by drinking Almond Water itself, not just bottles - Chompers no longer spawn in Endless Backrooms worlds by default, since without a timer they had unlimited time to eat through bases (new "Spawn in Endless Worlds" toggle) - Backrooms entry points now stay within 128,000 blocks of the center, fixing jittery block outlines and invisible Chompers far out - New addon and modpack guide (`docs/ADDONS.md`) with every datapack format, tag, command and API event, plus a working example addon datapack - KubeJS support, no plugin needed: `docs/ADDONS.md` has a new KubeJS section and `examples/kubejs/` has ready-to-copy scripts (refuse entry with an ender chest, die when the timer runs out, edit chest loot, earn time from kills) - Ender chests opened in the Backrooms show only slot noise, so you can't stash or pull loot through them. Your real ender chest items are untouched and back as normal outside (server config `enderChestNoise`, on by default). Shulker boxes work normally - Pack devs: new item tag `extractrooms:backrooms_banned` stops items being used or placed in the Backrooms (empty by default; add backpacks or other portable storage) - Create compat (optional, Create not required): a Lockdown Door slamming shut on dropped items presses them with Create's pressing recipes, the whole stack at once (a stack of 40 iron ingots becomes 40 iron sheets). Datapack and KubeJS pressing recipes work too - Lootr: every Backrooms chest and filing cabinet now becomes a Lootr container. Before, roughly half stayed plain containers because they were opened (or emptied by a hopper) before Lootr got round to converting them - Smilers near a player in overtime now ignore light completely and chase them through lit rooms. To the hunted player the lights are already out, so this always should have happened (it had silently stopped working) - Naturally generated painter's tape is now always blue: wall tape, the floor strips in rooms, and the strips around anomaly structures like the sculk, crystal and Aether ones (they used to come out grey). Pack devs: set `tape_color` in a biome's zone file to change it, and leave `extractrooms:painters_tape` out of `features` to turn wall tape off - Familiar Walls now drop a Birch Plank and Beige Walls an Oak Plank (Silk Touch still drops the wall itself), so digging out gives you wood to work with - Backrooms walls take 4 times longer to dig through, inside the Backrooms only (block tag `extractrooms:backrooms_walls`) - Light no longer kills Smilers instantly: they drop their target and flee for 3 seconds, and only die if they're still in light after that - Gapings stuck chasing you now break through simple walls you build (deepslate or softer, never the maze walls, chests or other block entities), like zombies breaking doors; off when `mobGriefing` is off - Pack devs: adding run time inside `RunExpiredEvent` now saves the run (no overtime, no out-of-time death) - Pack devs: other mobs can be added to the Backrooms with standard NeoForge biome modifiers (documented in `docs/ADDONS.md`, with an example in the example addon). New events `SmilerScaredByLightEvent` and `GapingBreakBlockEvent`, and a "which tool for what" guide for choosing between datapacks, config and KubeJS - `/reload` now rebuilds the chest item pool, so tag changes and KubeJS loot edits apply without restarting the server - Datapack problems are now reported instead of silently ignored: unknown fields, unknown block/biome/item ids, bad values, missing structures and rooms that can never spawn are all listed by `/extractrooms data` and in the log, and one broken file no longer stops the rest of a pack from loading - **Reorganized `/extractrooms`** into clear groups, with a help list when you type `/extractrooms` on its own: - `run start|exit|end|reset|pause|resume [player]` and `run time get|set|add [seconds] [player]` (replaces `enter`/`exit`, the `for <player>` syntax, `run time query`, and the pause toggle, now separate `pause`/`resume`) - `where` (biome, room, height, darkness at your position, with clickable coordinates) and `where chunk` (replaces `biome current` and `debug chunk`) - `inspect biome <id>` / `inspect palette <id>` (replace `biome inspect` / `palette preview`) - `locate room <id>` (accepts other mods' room ids) and new `locate exit` - `data` and `data reload` (replaces `reload`, and now shows the datapack report after reloading) - `dev template|grid|chest|check|timer ...` with duplicate aliases removed - `enter`, `exit`, `/extractrooms locate <room>` and `/locate backrooms_room` still work this release with a deprecation notice - All messages are translatable and look like vanilla command feedback: plain white text, red errors, green clickable coordinates (no more gold `[Extractrooms]` prefix, except on deprecation notices) - Room templates can be disabled with `"weight": 0`, can use the vanilla `structure/` folder, and exit rooms with no biome list now work in every biome - Water coolers can be kept from holding specific fluids with the new `extractrooms:water_cooler_blacklist` fluid tag - Shipped test biomes and two unused block tags were removed - Large performance pass: less work per tick from Watchers, filing cabinets, lockdown doors, Traders, Chompers, Gapings and Smilers, faster Backrooms generation, and the lamp buzz scan now only runs in the Backrooms ### API Changes - `ExtractroomsAPI.API_VERSION` is now 2. Two behaviour changes can affect addons: - `FilingCabinetOpenEvent.getCabinet()` can now be null (Lootr filing cabinets) - `RunExpiredEvent` now fires before anything happens at 0, so `squad.isInHunt()` is false inside it. Adding time with `ExtractroomsAPI.addRunTime` in the handler saves the run ### Bug Fixes - Fixed some full-size rooms (including exit rooms and other special rooms) having a cramped 3-block ceiling meant only for slim corridors; rooms are now always regular (4 blocks) or tall (8 blocks), and only slim corridors are 3 blocks tall - Fixed a severe freeze when entering the Backrooms in large modpacks, caused by the wall-texture pass generating neighbouring chunks on the server thread - Fixed `/locate` for exit rooms taking minutes and never finding anything; it's now instant - Fixed the mod menu crashing the game when opened from the main menu - Fixed Painters Tape Strips missing from four shipped rooms (Sky, Prison, Pillars, Hay) since the 2.1.0 rename, and Painters Tape blocks, items and placed tape now carry over from pre-2.1.0 worlds (worlds already opened in 2.1.x have lost them) - Fixed squad health HUD packets being re-sent every tick while two or more squads were online - Fixed a run starting in the Overworld when a blocked Liminal Respawn Unit made you respawn at world spawn instead - Fixed noise spread loading chunks it reached the edge of - Fixed the pit fall generating its landing area all at once on the teleport tick; it now loads during the fall - Fixed a Trader that couldn't find a path while carrying a player re-running up to 12 path searches every tick - Fixed several memory leaks, including a maze cache that grew for as long as the game ran - Fixed `getNearestExitPos` / `teleportToNearestExit` in the API pointing at exits that don't exist in Endless worlds - Fixed cancelling `ChomperEatBlockEvent` leaving the Chomper stuck, and `GapingPersonalitySelectEvent` cancellation being ignored - Fixed a datapack with a negative room weight crashing world generation, and a biome with `has_exit_room` and no exit room crashing startup (both are now reported instead) - Fixed screen shake and shutter sounds carrying over after respawning or logging out
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EXTRACTROOMS 2.1.1

2.1.1
11 сент. 2026 г.1,4 тыс.Minecraft: 1.21.1neoforge
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## 2.1.1 — 2026-09-11 ### Bug Fixes - Fixed a server freeze (repeated "single server tick has taken N milliseconds" watchdog warnings, growing without bound) triggered by cosmetic wall-face updates and noise-spread ticks, these were still cascading into a full neighbor shape-update pass despite intending to skip it, which could synchronously block the server thread on a still-generating neighbor chunk - Fixed Backrooms chunk generation crashing (aborting that chunk's feature placement, leaving unfinished/floating geometry) when an Almond Water Pool's egg nest spawned its guarding Gaping parent, under some combinations of world-generation optimization mods - Fixed egg nest guardian Gapings sometimes rolling a random personality instead of reliably being the intended "Parent" personality
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EXTRACTROOMS 2.1.0

2.1.0
11 сент. 2026 г.29Minecraft: 1.21.1neoforge
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## 2.1.0 ### Gameplay Changes - Renamed all "blue tape" and "big blue tape" mentions, identifiers, textures, models, blockstates, recipes, and loot tables to Painters Tape and Painters Tape Strip, naming wall decals Painters Tape and connectable floor tape Painters Tape Strip - Painters Tape, Painters Tape Strips, and Hazmat Armor are now recolored dynamically at runtime by any dye — including modded dyes like Dye Depot — using rich multi-stop palette shading instead of flat tints - Right-clicking placed Painters Tape with any dye (including modded dyes) recolors it directly; a held Painters Tape or Painters Tape Strip can be recolored the same way at a crafting table by combining it with a dye - Added pre-dyed Painters Tape and Painters Tape Strips for every dye color; differently colored strips connect to each other, and colors are grouped in expandable Creative inventory groups - Removed the plain undyed Painters Tape and Painters Tape Strip items; only the dyed color variants can be obtained now - Added a recipe to craft a Painters Tape Strip from 2 paper, 1 slime ball, and a dye of the matching color - Added recipes to recolor a Painters Tape or Painters Tape Strip of any color by combining it with a dye of the new color - Added a 1:1 recipe to convert a Painters Tape Strip into a Painters Tape of the same color and back, for every color - Expanded Gaping Head into 10 unique variants matching all Gaping mob variants (Default Steve, Alex, Ari, Efe, Kai, Makena, Noor, Sunny, Zuri, and Fartnibbler) - Added full vanilla mob head parity for Gaping Heads: - Playing a note block with a Gaping Head on top plays a custom sound (Gaping Shriek for standard variants, Gaping Fart for Fartnibbler) - Right-clicking note blocks with any Gaping Head places the head directly instead of tuning the note block - Wearing any Gaping Head in the helmet slot reduces detection radius of Gaping and Gaping Hatchlings by 50% - Gaping mobs killed by a charged creeper drop their respective variant Gaping Head - Gaping mobs drop their corresponding variant head upon death - Gaping Heads can be equipped directly or via Dispensers - Added `#extractrooms:gaping_heads` tag, included in `#minecraft:skulls`, `#c:skulls`, `#minecraft:noteblock_top_instruments`, and `#minecraft:head_armor` - The "Look Who's Gaping Now!" advancement now triggers when wearing any Gaping Head variant - Added a collapsible "Gaping Heads" item group to The Lobby section of the Creative inventory tab - Added the Hazmat suit armor set with 16 dyed color variants for Helmets, Chestplates, and Leggings, and a single untinted Hazmat Boots item, organized into collapsible Creative inventory groups by slot inside The Lobby category - Hazmat suit grants increased underwater breathing capacity when worn as a complete set - Implemented dedicated per-piece custom armor models for each Hazmat suit slot, improving fit, proportions, and vanilla armor layer integration - Backrooms chests now have a small chance to contain a Hazmat suit piece, always the Yellow variant — every other color is only reachable by dyeing a found piece - Removed the leather crafting recipes for Hazmat Helmet, Chestplate, Leggings, and Boots; the suit is now treasure-only, found in Backrooms chests - Added 15 new advancements covering 2.0.0 features: Sitcom Vibes, Stealing from Work, I Saw The Signs!, Crushing., Mmm! Is This Organic?, Stomach Ache, I AM AN ARCHITECT!, Mattermouth, I Wanna Run Away, Jekyll..., Man's Best Flesh Mound, I Am Crewmate, Who turned out the Lights?, Houdini, and How did you do that... - The Smiler-killed-by-light advancement is now a Goal instead of a Challenge - Filing Cabinets now output a redstone comparator signal based on their contents, like barrels and chests - Filing Cabinets now emit Container Open/Close game events, Keyboards emit Block Activate/Deactivate on click, and Water Coolers emit Fluid Pickup/Place when bottles or buckets are used — all now audible to Sculk Sensors and Wardens - Filing Cabinets (including the Lootr variant) now play a louder metal door sound when opened/closed instead of a barrel sound - Water Coolers now output a redstone comparator signal (0-15) based on their fill level - Rebalanced Gaping personality odds: the slow, easy-to-kill "melee walker" type is now much rarer, the fast "sprinter" type is now the most common, and the "flees when stared at" type shows up more often; Sprinters are also noticeably faster than before - Gaping now has dedicated hurt and death sounds instead of reusing/inheriting a generic one, plus ambient noises while roaming - Gaping Hatchlings now have ambient, hurt, and death sounds, reusing the adult Gaping's ordinary sounds (not its shriek) - Added a config option to let Gaping Hatchlings spawn with a random skin from the adult Gaping's variant pool instead of always looking the same - Tamed Gaping Hatchlings can now be healed by feeding them tame food, using the food's real (enchantment-aware) nutrition value doubled to match vanilla tamed-animal healing, and their food tag now also matches `#c:foods/raw_meat` for better mod compatibility - Right-clicking a tamed, owned Gaping Hatchling now toggles sitting regardless of what's in your hand, instead of requiring a completely empty hand - Tamed Gaping Hatchlings standing near their owner now follow them out of the Backrooms through the exit portal instead of always being left behind - Gaping Hatchling taming now respects the same cancellable taming event vanilla pets do, so claim-protection/pet-limit mods can veto it - Gaping Hatchlings now stand up out of a sit order when attacked, and immediately stop moving/clear their target when ordered to sit, instead of finishing their current action first - Traders will now break through office furniture (desk, chair, filing cabinet) blocking a doorway instead of getting permanently stuck - Noise blocks converting in a burst now cap how many can play their sound in the same tick, instead of all firing at once - Generic Chair, Desk Table, Wall Vent, and Computer can now be waterlogged (Keyboard is intentionally still washed away by water) - Waterlogged Computers can no longer power on while receiving a redstone signal; they short-circuit instead, emitting smoke particles until dried out with a bucket - Almond Jelly no longer sticks to Honey Blocks, Slime Blocks, or other sticky blocks when pushed by a piston, matching vanilla honey/slime behavior ### Bug Fixes - Fixed water flowing down onto Almond Water failing to form Almond Jelly, and lava failing to form Sandstone - Fixed the Place painting never appearing when placing paintings - Fixed tape strips failing to connect when Dye Depot is not installed - Fixed dyed Painters Tape losing its color when broken or picked in Creative - Fixed existing undyed Painters Tape turning gray after updating - Fixed tape variants showing outdated names - Fixed applying the same dye to Painters Tape consuming dye unnecessarily - Fixed placed Painters Tape Strips rendering a tinted square background on transparent areas by declaring the cutout render type - Fixed exit portals appearing invisible with shaders (such as Miniature Shaders or other Iris/Oculus shaderpacks) — they now display as a plain glowing white cube whenever a shaderpack is active, and render the authentic animated parallax core seamlessly whenever one isn't - Fixed dye palette colors being estimated with mathematical fallback approximations by restoring authentic handcrafted dye palettes matching Minecraft's dye items and improving dynamic extraction across shades - Fixed auto-generated dyed items (Hazmat Armor pieces, Painters Tape) displaying raw translation keys (such as `item.extractrooms.amber_hazmat_helmet`) when modded dyes are loaded; runtime virtual resource packs now generate item models and Title Case `en_us` translations dynamically out-of-the-box, backed by a common fail-safe name fallback - Fixed datagen generating or deleting hundreds of per-color recipe JSONs depending on which dye mods were installed in the dev environment; replaced with generic dynamic recipes in MilkyWayLib - Fixed Hazmat Boots item texture missing in inventory and GUI - Fixed Hazmat armor rendering pieces from other equipment slots (such as boots rendering pants or leggings rendering boots) - Fixed Hazmat armor model geometry overlap when mixing individual Hazmat pieces with other armor sets - Added Hazmat armor items to standard vanilla and common armor tags (`#minecraft:head_armor`, `#minecraft:chest_armor`, `#minecraft:leg_armor`, `#minecraft:foot_armor`, `#c:armors`) - Fixed a server crash when a player respawned via a Liminal Respawn Unit while endless mode conditions prevented starting a new run - Fixed Chair Seat marker entities being needlessly written to chunk NBT instead of being treated as ephemeral - Fixed Gaping parents spawned guarding eggs during chunk generation skipping difficulty-based finalization (equipment, modifiers, and the NeoForge spawn event) that vanilla-placed mobs receive - Fixed the Backrooms dimension reporting a sea level below its floor (`-63` vs. a minimum Y of `0`), which could confuse vanilla mechanics and mods that query sea level - Removed the unused Dead End Chest feature (and its `isDeadEndChunk` check); the current room generator no longer produces true dead ends, so the feature never placed anything - Converted hardcoded Escape Party join/rejoin/result and bed-sleeping-denied chat messages to translatable keys so they can be localized or overridden by datapacks - Added subtitles for every custom mod sound (Smiler, Gaping, trader, timers, filing cabinet, shutters, and glaring lamp) for accessibility - Fixed Asphalt Carpet and Itchy Carpet being registered under a nonstandard `#minecraft:carpets` tag instead of vanilla's `#minecraft:wool_carpets`, which broke Asphalt Tuft placement on Asphalt Carpet and prevented Llamas from wearing either carpet - Added Asphalt Wool, Itchy Wool, Asphalt Carpet, and Itchy Carpet to `#minecraft:dampens_vibrations` and `#minecraft:occludes_vibration_signals`, matching vanilla wool/carpet sculk behavior - Liminal Respawn Unit now requires a diamond pickaxe to mine, matching its Respawn-Anchor-tier blast resistance (previously mineable with a wooden pickaxe) - Converted hardcoded Temporal Compass tooltip tracking strings to translatable keys - Added `minecraft:survives_explosion` to the loot tables for Generic Chair, Filing Cabinet, Glaring Lamp, Asphalt Wool, Itchy Wool, and Keyboard, so they no longer always drop from TNT/creeper explosions - Asphalt Tuft and Itchy Twine loot tables now check `#c:tools/shears` instead of hardcoded vanilla shears, restoring compatibility with modded shears - Filing Cabinet is now also tagged `#c:barrels` as an item, matching its existing block tag - Fixed the Painters Tape/Hazmat Armor dye recipes in JEI showing one entry that cycled through every color at once instead of a separate, specific entry per color
release

EXTRACTROOMS 2.0.4

2.0.4
3 сент. 2026 г.399Minecraft: 1.21.1neoforge
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## 2.0.4 ### Gameplay Changes - Smilers now retreat to the nearest dark room when caught somewhere too bright to hunt in, instead of just standing still - Overtime Smilers no longer charge at a flat, unavoidable sprint — they now close in at half that speed, more of a relentless stalk than a rush - Overtime Smilers can now be seen emerging out of the Darkness effect's fog wall as they close within 16 blocks, instead of only becoming visible right at the fog's edge - Holding a light source no longer keeps a Smiler from targeting you on its own — actual light level is what matters now - Added a (server-side, off by default) option to let holding a light source kill nearby Smilers the same way placing one does, for players using a dynamic-lighting mod/pack - Smilers now drop experience when killed by light, matching a normal kill - Gaping Hatchlings now drop experience on death - Smilers dying to light now show a smaller, subtler puff of particles instead of a large burst ### Bug Fixes - Fixed Smilers being able to hunt and attack players in tall rooms that were lit but had low enough floor-level brightness to slip past the old light check - Fixed Smilers going completely idle (no hunting, no retreating) when placed somewhere genuinely dark but outside a naturally-generated dark room — including creative/spawn-egg placement, and rooms outside the Backrooms dimension entirely - Fixed distant terrain visibly showing through a Smiler standing in front of it - Fixed a game crash when hovering over (or near) the noise/static filler slots inside a chest or other container - Fixed the noise/static filler slots showing an empty tooltip box on hover - Fixed the Temporal Compass being able to hold onto a backrooms-only tracking target after returning to the overworld, instead of fully clearing it
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EXTRACTROOMS 2.0.3

2.0.3
2 сент. 2026 г.128Minecraft: 1.21.1neoforge
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### Bug Fixes - Fixed vanilla creepers, skeletons, and zombies occasionally spawning as breakable block-like entities instead of normal mobs
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EXTRACTROOMS 2.0.2

2.0.2
2 сент. 2026 г.18Minecraft: 1.21.1neoforge
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### Bug Fixes - Fixed the game crashing on startup on dedicated servers ("Attempted to load class ... LocalPlayer for invalid dist DEDICATED_SERVER")
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EXTRACTROOMS 2.0.1

2.0.1
2 сент. 2026 г.33Minecraft: 1.21.1neoforge
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### Bug Fixes - Fixed the game crashing on "Create World" for players without Apotheosis installed - Fixed a slow memory leak in Backrooms room generation that retained every previously visited dimension's data for the life of the game session - Fixed the game crashing when opening a filing cabinet or lobby chest on a server without Lootr installed
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EXTRACTROOMS 2.0.0

2.0.0
2 сент. 2026 г.27Minecraft: 1.21.1neoforge
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# ExtractRooms 2.0.0 - Chatter & Clatter ![image](https://media.forgecdn.net/attachments/1612671/changelog/changelog_9b9c6c68-6564-4572-961b-15c70144561d.png) ### Changelog - Integrated MilkyWayLib as a shared library I'll be using it for the rest of my mods going forward, including Extractrooms :) #### New Mechanics & Changes - Added Squads, entering the backrooms within 16 blocks of another players entry point will add you to their run as a party member, allowing you to see their activity in your action bare (Escape, Death, Joining, etc.), obviously this only works in multiplayer, mobs cannot join your party. - Added Overtime, you no longer die or are even swarmed when the timer hits 0s, instead it starts ticking up into overtime, in overtime you will have permanant darkness and it will be very hard to navigate to the exit room. You may unintentionally run into a monster, or shaft, and die. I hope this will be very fun. Lol. - Added "Endless Backrooms" World type, with exclusive room types ("ruined" and "portal_room") and blocks like the Liminal Respawn Unit allowing you to set a spawn point. Along with a entry method for the Nether and End, a fixed seed-deterministic spawn, and no squads/timer functionality. - The backrooms now has a 60% chance to summon a "chomper" when you place a light source, which will try to eat it. - Changed how loot chest filling works to make it more universally mod compatible, allowing items like Apothic Gems and more to appear in random loot tables. - Random loot is now less random, as it is tied to the seed. (Mainly made for Endless Backrooms players) - Overhauled the mods config, then replaced most of it with datapack- and tag-driven tuning for better modpack development & compatibility, leaving a leaner in-game config. If anything else is needed by modpack devs let me know. - Overhauled visual feedback: a corner-concentrated pixelated vignette, heartbeat sfx, FOV pulse, and a purely client-side light cap during overtime (no server-side lamp shutoff causing horrific lag anymore) - Creative Menu now has Create Aeronautics inspired Category banners. #### Modding / API - Added an extensive datapack/KubeJS modding API: 24 events, data-driven chest loot pools and keyword filtering, time-extender items, and Gaping texture variants #### World Gen (Backrooms Only) - Added New Biome "The Office", with new unique rooms & blocks. You'll find loot much easier to come-by here. - Added new Features; Almond Water Pools, Tuft & Twine patches, Blue Tape, Clipped Features (Mini-Structures), Dead End Chests (Should Never Appear, but added JUST incase), Filing Cabinet Patches, Glitched Anomolies (Pretty much just lamps & stuff where they shouldn't be), Random Walls, Signpost Clusters and Wall Vents. - Overhauled world generation new room partition walls, corridor size variation, new & more varied shafts, taller ceilings, pillar-rooms, trippable lockdown door frames at biome boundaries and jittered but consistent exit-room placement. - Reworked all rooms to work with both regular height & taller ceilings. #### Blocks - Added Yellow Sign, a decorative sign block, very sign. - Added Red Sign, a decorative sign block, even more sign arguably. - Added Blue Tape, a painting like decorative block - Added BIG Blue tape, a redstone like decorative block - Added Generic Chair, a generic chair, really generic if you ask me. - Added Asphalt Tuft, a short grass like decorative block - Added Wall Vent, it blows. - Added Gaping Egg, which hatches gaping hatchlings if you step on it. Big Splat. - Added Almond Jelly, its literally just a retextured honey block - Added Almond Water Fluid, "mmmmhmmm is this organic?" - Added Beige Wall, a new connecting wall block - Added Itchy Wool, what do you think it is? - Added Itchy Carpet, seriously, you can't even ASSUME what this is? You REALLY need me to tell you? - Added Itchy Twine, a short grass like decorative block - Added Desk Table, a connecting table block. - Added Keyboard, for all my keyboard warriors out there. You're welcome. - Added Computer, a computery guy, made out of buttons n' wires. - Added Water Cooler, cools water (also other stuff) - Added Filing Cabinet (& Lootr Filing Cabinet, requiring Lootr), a new barrel like block that spawns with less loot than a chest. - Added Watcher, a new redstone component - Added Lockdown Door Frame, allows you to create a multiblock in a portal-like fashion, when powered a lockdown shutter will fall dramatically to block your path, or split you in half. Be careful. - Added Liminal Respawn Unit (Endless Backrooms Only), allows you to respawn in the backrooms, by providing it with 8 unique items you find for 1 charge, up to 3 times. It forgets overtime allowing re-use. #### Items - Added Almond Water, 30% chance for Instant Damage on Use, 80% Chance for Nausea on use, Adds 10s to the Backrooms Escape timer. - Added Spawn Eggs for all new mobs. (Chomper, Trader & Gaping Hatchling) #### Mobs - Added the Chomper, a new Skeleton-Like entity that will eat the ground it passes through creating shafts. Spawned when you place light sources in dark rooms, acts as a deterrent. - Added the Trader, a new Villager & Golem-Like entity which will attempt to pick you up and run somewhere random, attempting to faulter your escape. - Added the Gaping Hatchling, a baby Gaping that spawns when you step on the new Gaping Egg, kill it within 30s before it grows up otherwise you'll have a much bigger problem. Drips blood particles. Can be tamed with raw meat. - Overhauled the Smiler with new model, textures and behaviors. It is now a full-fledged flying entity. - Added Mob Personalities (Only used by the Gaping) so that Each Interaction could be different. (Stalker follows, Sprinter runs, Watcher watches, Wanderer doesn't care, Shy will run when looked at, Parent protects Eggs.) - Added All Default Skin Variants to the Gaping, now spawns with equal chance to be given any of them. Can be named the default skin variant you want to change its appearence. ### Story Changes - Added a little green man who has a 0.00000000000017% chance to show up when you escape the backrooms and give you a fully voice-acted cut scene, with serious lore implications. ### Bug Fixes - A ton but i honestly didn't keep track, sorry, it's MUCH more stable now though. trust me. lol.****
release

Extractrooms 1.0.2

1.0.2
23 июл. 2026 г.2,8 тыс.Minecraft: 1.21.1neoforge
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## 1.0.2 — 2026-07-23 ## Gameplay Changes * Added Noise blocks. They generate naturally in the Backrooms as organic blobs in three sizes — small, medium, and large — scattered throughout the floor. Stepping on one deals continuous damage regardless of crouching, with a zap sound and a custom death message: "PLAYER became part of the noise." Both Smilers and Gapings treat Noise patches as impassable and route around them. Placing any block directly on a Noise block displaces it and triggers a chain reaction: every adjacent Noise block converts into a random block drawn from the same loot pool as Backrooms chests, then their Noise neighbors do the same, one wave per tick, until the entire connected patch is consumed. Each block in the patch rolls independently, so a single trigger can produce a chaotic spread of mixed loot blocks. All blacklists and config filters apply. * Exit portals are now guaranteed to appear at predictable, well-spaced intervals across the map — once per 64×64 chunk cell — rather than relying on rare-room chance rolls. The Temporal Compass scan range has been doubled to match, so it reliably finds the nearest exit across a much larger area. * Rare rooms now spawn in isolation. If a neighboring chunk also rolled a rare room template, that second room has only a 25% chance to appear; a third adjacent room is effectively suppressed. Rare room clusters should no longer form. A room surrounded by rare rooms on multiple sides is suppressed entirely. * Corridors now generate in four shapes: straight (existing), L-shaped (a 90° turn), T-shaped (three-way junction), and + shaped (four-way intersection). All share the same 4-block-wide path. Corridors are now significantly less frequent and shorter on average. Open edge probability reduced from 65% to 50%, cutting corridor-dominant chunks from ~88% to ~69% and halving the chance of long straight hallway chains. Junctions (T-shapes and + intersections) now sometimes leave one or two branch arms closed, creating dead ends and pockets rather than always opening every possible passage. * When the run timer reaches zero, the hunt begins. Glaring lamps across a wide area go dark, and an ambient power-off sound plays the moment the timer hits zero. The first wave of Smilers and Gapings spawns immediately — no waiting for the first interval, with new waves arriving every 6 seconds. Each subsequent wave is slightly larger than the last, scaling linearly from 1 to 4 over the course of the hunt. Smilers and Gapings spawn in equal proportion and spawn only in rooms with a clear path to the player. The hunt never ends on its own; only reaching the exit portal or dying stops it. Reaching the exit portal still counts as a clean escape regardless of timer state. * The inventory noise fill animation now cycles through 128 frames instead of 8, producing a much smoother and more varied static effect. * Added 5 new room types to the Backrooms: Buttons, Hay, Mineshaft, Prison, and Pumpkin. * Added a tick/tock sound that plays during a run now stops when the timer reaches zero. A faint ticking sound now plays every second while inside the Backrooms, alternating between a tick and a tock. Only audible client-side with slight random pitch variation. * When 60 seconds remain on the run timer, a smooth reminder animation plays: the icon scales up 1.2x, vibrates rapidly in place, and fades red for exactly 2 seconds to match the new `TIMER_REMINDER` burst sound. Configurable via `timerReminderTicks` (set to -1 to disable). * Overhauled Smiler pathfinding and movement: they are now terrifyingly fast but butter-smooth. They gracefully round corners without jittering, brake cleanly at ledges, have a 50% larger attack reach, and are immune to fall damage. * The Gaping now moves more aggressively and smoothly, rounding corners without stuttering. It lets out a shriek on death and attacks all non-hostile entities (animals, villagers, golems, etc.), not just players. Players remain the priority target, while other hostile mobs (including other Gapings and Smilers) are ignored. * Added a config toggle (`showTimerText`, on by default) that controls whether the remaining-seconds label (e.g. "120s") is shown beneath the run timer icon. * Apotheosis affix relics can now appear in Backrooms chest loot (25% chance per chest) when Apotheosis is installed, with fully random rarity from common to mythic. Toggleable via the `apotheosisRelics` config option. * Apotheosis gems can now appear in Backrooms chest loot (15% chance per chest) at random purity when Apotheosis is installed. Also toggleable via `apotheosisRelics`. * Gaping and Smiler can now spawn as Apotheosis invader bosses when Apotheosis is installed. They scale across uncommon, rare, epic, and mythic rarities with increasing health, damage, speed, and size. Gaping invaders gain darkness and damage resistance at higher rarities; Smiler invaders grow progressively faster. ### Bug Fixes * Fixed the Gaping's shriek sound not playing correctly. Fixed Gaping shrieks stacking when a player is repeatedly spotted after briefly breaking line of sight. * Fixed the timer seconds label (e.g. "120s") being invisible behind the chat message background while in the Backrooms. * Fixed the timer HUD cycling only 8 animation frames; it now uses all 37 frames for a smoother urgency progression. (Timer sprites by Neko at Infernal Studios) * Fixed the Timer HUD clipping into the game chat and disappearing entirely when opening inventories, pause menus, or other GUIs. It now properly renders on top of everything at all times. * Fixed returning from the Backrooms potentially suffocating the player if the entry spot became blocked while they were inside; the game now places them at the nearest open 1×2 space around the entry point. * Fixed spawning in isolated 2-room pockets with no way out; the spawn room is now guaranteed to connect directly into the corridor network. * Fixed mod crashing on load when Waystones is not installed. * Fixed chest loot ignoring `maxUniqueItems` when set below 6, caused by a hardcoded minimum floor. Replaced with `minSlotsFilled` and `maxSlotsFilled` config options that apply directly with no hidden floor.
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Extractrooms 1.0.1

1.0.1
22 июл. 2026 г.214Minecraft: 1.21.1neoforge
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## 1.0.1 — 2026-07-22 ### Gameplay Changes - Unauthorized teleportation into the backrooms (mods like TempPad, Waystones, death-waypoint teleporters, etc.) is now cancelled before it happens; a message reading "Your destination is unreachable." is shown in chat, rate-limited to once every 3 seconds so looping portals from mods don't spam it; controlled by the `preventUnauthorizedEntry` config option (default on) - Teleportation inside the backrooms is now blocked — ender pearls, chorus fruit, and mod teleport tools no longer work inside the dimension, also showing the "unreachable" message; controlled by the `blockInDimensionTeleport` config option (default on) - Inventory is now force-dropped on death inside the backrooms even if the keepInventory gamerule is on; loot stays lost on the floor; controlled by the `forceDropOnDeath` config option (default on) - Added loot keyword blacklist under `[loot]` config (`keywordBlacklist`); items whose registry path or display name contains words like "creative", "admin", "infinity", "god", or "debug" are excluded from backrooms loot by default; matching is case-insensitive - Added `obfuscateCoordinates` config option (default on); replaces XYZ, Block, and Chunk lines in the F3 debug screen with ??? while inside the backrooms - When `preventUnauthorizedEntry` is disabled in config, any mod-based entry into the backrooms automatically starts a run for that player at their current position; any mod-based exit counts as a clean escape and awards the escaped advancement without a second teleport - Added optional Cloth Config integration; when Cloth Config is installed, a full config screen is accessible from the mod list with editable string lists for all blacklists, toggles for booleans, sliders for integer values, and number fields for percentages - Reworked the layout of the library room structure - Added the "Place" painting (3×3) - Added Lootr Compat - Smilers named "SNES" now use a retro 8-bit texture; 0.5% chance to spawn naturally - Xaero's Minimap is hidden, World Map is blocked, in-world waypoints are suppressed, all keybinds are disabled, and coordinate displays show "???" instead of real coordinates while inside the backrooms; all controlled by the `obfuscateXaeros` config option (default on); has no effect if Xaero's mods are not installed - Waystones that lead into the backrooms are now grayed out in the destination list; all Waystones are grayed out while inside the backrooms; grayed-out entries hide their experience cost indicator and tooltip since the destination is unreachable; controlled by the `grayOutWaystones` config option (default on); has no effect if Waystones is not installed - Gaping and Smiler attacks now let shields absorb the hit before stripping them; shields block or reduce the blow as normal, then are stripped so the next attack lands unblocked - Gaping and Smiler attacks now bypass armor, Protection enchantments, Resistance potions, and absorption hearts entirely — damage dealt is always the full raw value regardless of equipment or buffs; shields are still stripped on contact - Run timer expiry now deals damage every second until the player dies; a Totem of Undying can no longer be used to survive the timer permanently; timer duration is set by the `runTimerTicks` config option (default 6000 ticks / 5 minutes) - Temporal Compass can now be smelted in a furnace into an iron ingot, giving it a use even if you never plan to return to the backrooms - Removed the glaring lamp flickering effect; lamps now turn on and off cleanly without flickering - Removed the "Just the Way we're Wired" advancement; dying in the backrooms no longer awards an advancement, making the mod completable in Hardcore mode - Gaping now has 50% knockback resistance and moves 10% faster - `/extractrooms leave` renamed to `/extractrooms exit`; `/extractrooms debug` reorganised as `/extractrooms dev` with subcommands `template`, `grid`, and `chest`; `/extractrooms give chest` moved to `/extractrooms dev chest` - Added `/extractrooms run` command suite: `time set`, `time add`, `time query`, `reset`, `end`, and `pause`; all subcommands accept an optional `for <player>` argument targeting any online player, defaulting to the command sender; `pause` toggles the run timer on and off without ending the run ### Bug Fixes - Fixed doorway3.nbt chest having hardcoded loot items; replaced with a proper loot table chest - Fixed piston entry triggering with a single piston; now requires two pistons stacked on top of each other facing the same direction - Fixed backrooms chests appearing empty when Lootr is installed; loot now correctly generates per-player through Lootr's system - Fixed players being able to teleport out of the backrooms using mods like Waystones or TempPad while a run is active; only the exit portal, death, or OP commands can now trigger an exit; mods that bypass pre-teleport events are now also caught and pulled back on the following tick - Fixed keyword blacklist not filtering items whose "creative" or similar keyword appears in the item's display name rather than its registry path (e.g. Create's Creative Worldshaper) - Fixed keyword blacklist matching being case-sensitive despite the config comment saying otherwise
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Extractrooms 1.0.0

1.0.0
19 июл. 2026 г.39Minecraft: 1.21.1neoforge
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## 1.0.0 — 2026-07-19 ### Gameplay Changes - All advancements are now visible in the advancement tree from the start; earned advancements highlight as you progress - "Out of Place" advancement is now a child of "In and Out. 5 Minute Adventure." - Added "Out of Place" advancement awarded when placing any Extractrooms block outside the Backrooms - The "Extractrooms" root advancement now unlocks on first entry into the Backrooms instead of on world join - Removed the "I Found a Place" advancement; the advancement tree now branches directly from the root - "In and Out. 5 Minute Adventure." is now a direct child of the root advancement ### Bug Fixes - Fixed Asphalt Wool dropping nothing when broken by hand (now drops itself; shears still break it faster) - Fixed Asphalt Carpet appearing in the crafting table (no longer craftable; obtain it inside the Backrooms) - Fixed Glaring Lamps not turning on when powered by redstone inside the Backrooms Mod is now considered ready for v1.0.
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Extractrooms 0.0.2-alpha

0.0.2-alpha
18 июл. 2026 г.18Minecraft: 1.21.1neoforge
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## Alpha 0.0.2 — 2026-07-18 ### Gameplay Changes - Renamed the creative inventory tab from "Extractrooms Tab" to "Extractrooms" - Gaping entities now have a 0.5% chance to spawn naturally with the name "fartnibbler" - Added "fartnibbler" name tag easter egg for the Gaping: replaces its shriek with `gaping_fart.ogg` at randomised pitch, plays `gaping_toot.ogg` at random pitch on successful attacks and when taking damage, and swaps its texture to `gaping_fart.png` - Gaping now plays its shriek sound when it kills an entity; fartnibbler variant plays `gaping_fart.ogg` instead - Renamed commands: `/extractrooms backrooms enter` and `/extractrooms backrooms leave` are now `/extractrooms enter` and `/extractrooms leave` - Reworked piston entry: the player must now occupy the piston head block itself to trigger entry, with two solid blocks in the piston's push direction — since pistons cannot physically push a player into a wall this simulates the squeeze; the 0.5-second window opens the moment the piston fires and is a one-shot event per extension - Removed slot filler from the Extractrooms creative tab — the tab now shows only the 10 mod items ### Bug Fixes - Fixed a crash-recovery bug where a server crash at the exact moment of timer expiry could resurrect the expired run on reload, immediately killing the player again - Fixed presence ticks only being saved at the 20-minute milestone — progress is now persisted once per second, preventing loss on unexpected shutdown - Fixed re-entry exploit where a second entry trigger while already in a run would silently overwrite the player's return position, making escape impossible - Fixed `/extractrooms enter` causing a teleport loop when used on a player already inside the backrooms — entering from inside would capture the backrooms position as the return point - Fixed suffocation-noclip entry cancelling wall damage even when the backrooms dimension failed to load, leaving the player stuck at low health with damage permanently suppressed - Fixed generated double chests only filling one half — the partner half is now located directly via `ChestBlock.getConnectedDirection` instead of a loot-table scan that failed for NBT-loaded chests - Fixed the temporal compass being placed in a random chest slot, potentially overwriting a real item — it is now placed in the first available empty slot before the filler pass, guaranteeing it always lands without displacing loot - Fixed the "player already has compass" check only scanning the 36 main inventory slots — offhand and armor slots are now included - Fixed the compass LODESTONE_TRACKER component persisting after leaving the backrooms, causing the needle to spin uselessly in the overworld - Fixed the loot item pool being reused across world sessions in singleplayer - Fixed Gaping entities spawning naturally in the overworld - Fixed Gaping attack animation firing on a missed hit - Fixed Gaping shield-disable missing the block thud sound — `SHIELD_BLOCK` is now played manually at the point of disable since the shield is stripped before `hurt()` is called - Fixed Smiler `FindDarkGoal` competing with `ChargeGoal` when both conditions were active simultaneously - Fixed dead `LookAtPlayerGoal` on the Smiler being permanently unreachable due to a direct yaw override in `tick()` - Fixed the timer HUD rendering over the death screen and open inventory screens - Fixed camera shake persisting into the death screen and overworld after a dimension change - Fixed glaring lamp buzz sound being recreated one tick later than intended due to an off-by-one in the grace period check - Fixed `RenderSystem.disableScissor()` call corrupting scissor rects used by vanilla UI elements such as the chat box and boss bars - Fixed subtle timer HUD animation jitter caused by two separate `System.currentTimeMillis()` calls that could straddle a millisecond boundary - Fixed a potential crash in room template selection when all template weights summed to zero - Fixed double chests giving multiple temporal compasses — compass placement now only runs on the primary half; the partner half is filled without triggering the compass logic - Fixed temporal compass silently not being placed when chest item density was high enough to leave no filler slots — compass is now placed before the filler pass, guaranteeing it always gets a slot - Fixed double chest partner half not being filled due to vanilla's loot table unpacking being triggered during the fill, wiping the chest's item storage before items could be written - Fixed chest fill logic calling `getItem()` internally to detect empty slots, which triggered `unpackLootTable` and could corrupt container state; slot tracking now uses a boolean array instead - Fixed block entities rendering through the Smiler — the emissive render type used for backrooms visibility does not write to the depth buffer; the main pass now uses `entityCutoutNoCull` (depth-writing) with a brightness EyesLayer on top to preserve the full-brightness appearance
alpha

Extractrooms 0.1.0-alpha

0.1.0-alpha
16 июл. 2026 г.20Minecraft: 1.21.1neoforge
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## 0.1.0-alpha — Initial Release First playable alpha. Core gameplay loop is complete you can get in, loot, navigate to the exit, and escape (or not depending on your luck/how prepared you are). **What's included**: - Procedurally generated Backrooms dimension with many (21) hand-built room variants - Full random loot system with support for enchantments and the Temporal Compass tool to find your way out - 10-minute run timer, die or expire and you lose everything - NEW ENTITIES The Smiler (hunts in darkness) and The Gaping (patrols lit rooms) - Three ways in: wall clip, piston sandwich, suffocation at low HP Feedback welcome, this mod is still in early development, expect balance changes.