extractrooms2.0.4.jar
Curse Maven Snippet
What's new
2.0.4
Gameplay Changes
- Smilers now retreat to the nearest dark room when caught somewhere too bright to hunt in, instead of just standing still
- Overtime Smilers no longer charge at a flat, unavoidable sprint — they now close in at half that speed, more of a relentless stalk than a rush
- Overtime Smilers can now be seen emerging out of the Darkness effect's fog wall as they close within 16 blocks, instead of only becoming visible right at the fog's edge
- Holding a light source no longer keeps a Smiler from targeting you on its own — actual light level is what matters now
- Added a (server-side, off by default) option to let holding a light source kill nearby Smilers the same way placing one does, for players using a dynamic-lighting mod/pack
- Smilers now drop experience when killed by light, matching a normal kill
- Gaping Hatchlings now drop experience on death
- Smilers dying to light now show a smaller, subtler puff of particles instead of a large burst
Bug Fixes
- Fixed Smilers being able to hunt and attack players in tall rooms that were lit but had low enough floor-level brightness to slip past the old light check
- Fixed Smilers going completely idle (no hunting, no retreating) when placed somewhere genuinely dark but outside a naturally-generated dark room — including creative/spawn-egg placement, and rooms outside the Backrooms dimension entirely
- Fixed distant terrain visibly showing through a Smiler standing in front of it
- Fixed a game crash when hovering over (or near) the noise/static filler slots inside a chest or other container
- Fixed the noise/static filler slots showing an empty tooltip box on hover
- Fixed the Temporal Compass being able to hold onto a backrooms-only tracking target after returning to the overworld, instead of fully clearing it
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