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Extractrooms

Backrooms-themed looter mod. Clip inside, loot randomly generated rooms, and find the exit before the timer runs out.
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extractrooms-0.0.2-alpha.jar

File nameextractrooms-0.0.2-alpha.jar
Uploader
GalaxiHDGalaxiHD
Uploaded
Jul 18, 2026
Downloads
10
Size
643.2 KB
Mod Loaders
NeoForge
File ID
8456782
Type
A
Alpha
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:extractrooms-1612671:8456782"

Learn more about Curse Maven

What's new

Alpha 0.0.2 — 2026-07-18

Gameplay Changes

  • Renamed the creative inventory tab from "Extractrooms Tab" to "Extractrooms"
  • 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
  • Gaping entities now have a 0.5% chance to spawn naturally with the name "fartnibbler"
  • 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

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