extractrooms-0.0.2-alpha.jar
Curse Maven Snippet
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.oggat randomised pitch, playsgaping_toot.oggat random pitch on successful attacks and when taking damage, and swaps its texture togaping_fart.png - Gaping now plays its shriek sound when it kills an entity; fartnibbler variant plays
gaping_fart.ogginstead - Gaping entities now have a 0.5% chance to spawn naturally with the name "fartnibbler"
- Renamed commands:
/extractrooms backrooms enterand/extractrooms backrooms leaveare now/extractrooms enterand/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 entercausing 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.getConnectedDirectioninstead 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_BLOCKis now played manually at the point of disable since the shield is stripped beforehurt()is called - Fixed Smiler
FindDarkGoalcompeting withChargeGoalwhen both conditions were active simultaneously - Fixed dead
LookAtPlayerGoalon the Smiler being permanently unreachable due to a direct yaw override intick() - 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 triggeredunpackLootTableand 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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