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Backrooms: The Complex (WIP)

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Some Kane Pixels' Backrooms-inspired blocks and assets, for my WIP world map.
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Backrooms-0.1.12--0.5.6.jar

File nameBackrooms-0.1.12--0.5.6.jar
Uploader
FavasurkoFavasurko
Uploaded
Jul 10, 2026
Downloads
15
Size
5.1 MB
File ID
8405830
Type
R
Release
Supported game versions
  • 0.5

What's new

Changelog — Last 6 Hours (July 10, 2026)

All commits pushed to origin/master on https://github.com/favasur/backrooms-hytale.git


Latest — acbd176 (tag: v0.1.12-0.5.6) — Refactor flickering onto vanilla block with proper OFF variant

Repo rename

Big refactor: Custom blocks → Vanilla override

  • Removed all 3 custom Block_White_Build_Lightsource variants (ON/Flickering/Off)
  • Created vanilla Build_Lightsource_White override at Build/Lightsource/ with:
    • AmbientSoundEventId: "Backrooms_Light_Buzz" for looping buzz sound
    • Light.Radius: 15 for actual world light emission
  • Created Block_Lightsource_White_Off as OFF variant (same vanilla texture, no light, no sound)
  • Flickering now works on the vanilla lightsource block — no custom block needed

Flickering timing rebalance

  • Flicker burst chance: 50% → 12% (much rarer)
  • Rest period between bursts: 0.5-1s → 2-6s
  • Initial delay before first flicker: 0.25-1s → 1.5-4.5s
  • Rapid cycling during bursts kept the same (1-4 ticks per state)
  • BLOCK_OFF changed from Build_Black_CubeBlock_Lightsource_White_Off

Sound fixes

  • Sound events restored at Server/Audio/SoundEvents/ (correct path the game scans)
  • Removed old test path Server/soundevent/
  • Added AudioCategory: AudioCat_Ambient back to both sound events
  • Changed Volume from 0 back to 0.0 (matching original working format)
  • Lightsource and Caveman Cutout now emit their looping ambient sounds correctly

Texture fixes

  • Panel_2Tall and Panel_3Tall blockymodels:
    • doubleSided: true → false (single layer rendering)
    • Back face offset matches front face offset (was using different atlas region)
    • Right/left face offsets changed to x=0 (solid color, prevents texture bleeding)

2c7a211 — Fix Caveman/Stop Sign collision

  • Block_Caveman_Cutout.json, Block_Stop_Sign.json
    • Removed Material: Solid field entirely (following base game plant block pattern)
    • Changed HitboxType from None -> Plant_Tall_Full (valid 2-block-tall plant hitbox)
    • Removes collision by mimicking how plant blocks handle it

b65d4d0 — Major rework: Flickering, sound, panels

New flickering variant block

  • Created Block_White_Build_Lightsource_Flickering.json with buzz sound
  • Deleted Block_White_Build_Lightsource_Dimmed.json (ON/OFF only now)

Rewritten flickering logic

  • FlickeringTickingSystem.java: ON/OFF only, rapid cycling, 50% flicker start chance
  • Buzz sound flickers naturally with block swaps

Double-layer texture fix

  • Panel_2Tall.blockymodel, Panel_3Tall.blockymodel: doubleSided false

Sound fix

  • Block_White_Build_Lightsource.json: restored buzz sound on FULL variant only

d14580a — Texture, placement & sound fixes

  • Block_Caveman_Cutout: fixed texture proportions (StretchUV)
  • Wool slabs: SlabFacingPlayer rotation mode
  • Block_Stop_Sign: Stone -> Metal sound

2dfa5c0 — Validation error fixes

  • Fixed Block_Stop_Sign RotationMode error
  • Removed unused Flammable/Friction/Hardness from all 15 blocks

350bbd9 — Sound ID fix

  • All blocks: ItemSoundSetId ISS_Items_Stone -> ISS_Blocks_Stone

f1c37b8 — Icons, models & missing fields

  • Added PNG icons for all 15 blocks
  • Created blockymodel files for slabs/stairs
  • Added missing JSON fields

01a14cb & f31ad1b — Audio fixes

  • Moved sound events to Server/Audio/SoundEvents/
  • Converted audio to mono (Common/Sounds/)
  • Created SFX_Attn_Loud parent event

0ebbbe5 — Ambient sound restore

  • Restored AmbientSoundEventId on lightsource and caveman blocks

3e2e310 — Validation error fixes

  • Corrected sound/particle IDs
  • Removed invalid hitbox types

5469211 — Mod ID rename

  • wrongyellow_flicker -> wrongyellow

8d44333 — Initial asset validation fixes

  • Removed invalid HitboxType: FullBlock
  • Fixed SlabFacingPlayer rotation
  • Restored vanilla blockymodel references
  • Added Opacity, State, ConnectedBlockRuleSet to slabs/stairs

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