extractrooms-1.0.2.jar
Curse Maven Snippet
What's new
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_REMINDERburst sound. Configurable viatimerReminderTicks(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
apotheosisRelicsconfig 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
maxUniqueItemswhen set below 6, caused by a hardcoded minimum floor. Replaced withminSlotsFilledandmaxSlotsFilledconfig options that apply directly with no hidden floor.
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