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EXTRACTROOMS

A Backrooms-Themed Extraction Looter Mod. Clip in, find random loot, and escape before the timer runs out.
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extractrooms2.0.0.jar

File nameextractrooms2.0.0.jar
Uploader
GalaxiHDGalaxiHD
Uploaded
Sep 2, 2026
Downloads
38
Size
2.2 MB
Mod Loaders
NeoForge
File ID
8791922
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:extractrooms-1612671:8791922"

Learn more about Curse Maven

What's new

ExtractRooms 2.0.0 - Chatter & Clatter

image

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.****

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