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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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extractrooms-2.2.0.jar

File nameextractrooms-2.2.0.jar
Uploader
GalaxiHDGalaxiHD
Uploaded
Oct 7, 2026
Downloads
1.3K
Size
2.7 MB
Mod Loaders
NeoForge
File ID
9089339
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:extractrooms-1612671:9089339"

Learn more about Curse Maven

What's new

2.2.0 — The Perfectly Polished Update

Requires MilkyWayLib 1.0.3 or newer.

Gameplay Changes

  • Fixed doorways that opened onto a wall: pillar rooms next to narrow corridors, pillars left standing where two rooms merge, and filing cabinets spawning in doorways. Newly generated areas only; already-explored rooms keep their old walls
  • The invisible blocker inside a closed lockdown doorway is now named "Lockdown Shutter" (instead of a raw name) in Jade and similar mods, and its outline matches a shutter segment instead of a full block
  • Difficulty now matters in the Backrooms. The run timer depends on world difficulty: Peaceful 10 minutes, Easy 500 seconds, Normal 300 seconds (unchanged), Hard and Hardcore 200 seconds
  • Every spawn is now guaranteed an exit you can reach in time at normal walking speed, with plenty of slack for wrong turns. This also applies to pit-fall landings
  • Mobs scale with difficulty: Easy halves how often Smilers, Gapings and Chompers spawn and how far they notice you, Hard makes it 1.5x. Mob damage still follows vanilla difficulty
  • Peaceful has no mobs, so the clock is the threat: when it runs out, you die
  • New overtimeEnabled server option: turn it off and anyone still inside dies at 0 ("ran out of time") instead of entering overtime. Modpacks can set it in defaultconfigs/, players in the config screen
  • Players who join a squad mid-run now arrive one room away from where most of their squad is, instead of at the squad's starting point
  • New server options: runTimerTicksPeaceful, runTimerTicksEasy, runTimerTicksHard (runTimerTicks is now Normal's timer) and mobScaleEasy/mobScaleNormal/mobScaleHard
  • Config change: gameplay and balance settings moved from extractrooms-common.toml to extractrooms-server.toml, which the server syncs to players. Your existing values are copied over automatically the first time a world starts (the old file is backed up). Modpacks: ship the server config in defaultconfigs/
  • All advancements now use a custom extractrooms:event trigger, so datapacks can create their own advancements on the same game events (escaping, overtime, drinking Almond Water, and more)
  • Almond Water's drink effects (food, Instant Damage and Nausea chances) are now set by a datapack data map, extractrooms:drink_effects
  • Backrooms biomes can now set their own ceiling block, ceiling lamp, hidden fill block, Glitched Anomaly style, and which mob (if any) is attracted by placing a light in the dark; new extractrooms:connects_as_wall block tag lets different wall blocks connect to each other
  • Time-extender items are now set with a NeoForge data map, extractrooms:time_extender (the unused extractrooms_time_extender folder was removed); per-stack custom data still works
  • Changed the full Hazmat Armor set bonus: instead of breathing longer underwater, a full set now lets you drink Almond Water completely safely (no Instant Damage or Nausea), but every drink costs 1 durability on each armor piece
  • Hazmat Armor now has 10% more durability than leather (helmet 61, chestplate 88, leggings 83, boots 72)
  • The Almond Water drinking advancements ("Mmm! Is This Organic?" and "Stomach Ache") can now be earned by drinking Almond Water itself, not just bottles
  • Chompers no longer spawn in Endless Backrooms worlds by default, since without a timer they had unlimited time to eat through bases (new "Spawn in Endless Worlds" toggle)
  • Backrooms entry points now stay within 128,000 blocks of the center, fixing jittery block outlines and invisible Chompers far out
  • New addon and modpack guide (docs/ADDONS.md) with every datapack format, tag, command and API event, plus a working example addon datapack
  • KubeJS support, no plugin needed: docs/ADDONS.md has a new KubeJS section and examples/kubejs/ has ready-to-copy scripts (refuse entry with an ender chest, die when the timer runs out, edit chest loot, earn time from kills)
  • Ender chests opened in the Backrooms show only slot noise, so you can't stash or pull loot through them. Your real ender chest items are untouched and back as normal outside (server config enderChestNoise, on by default). Shulker boxes work normally
  • Pack devs: new item tag extractrooms:backrooms_banned stops items being used or placed in the Backrooms (empty by default; add backpacks or other portable storage)
  • Create compat (optional, Create not required): a Lockdown Door slamming shut on dropped items presses them with Create's pressing recipes, the whole stack at once (a stack of 40 iron ingots becomes 40 iron sheets). Datapack and KubeJS pressing recipes work too
  • Lootr: every Backrooms chest and filing cabinet now becomes a Lootr container. Before, roughly half stayed plain containers because they were opened (or emptied by a hopper) before Lootr got round to converting them
  • Smilers near a player in overtime now ignore light completely and chase them through lit rooms. To the hunted player the lights are already out, so this always should have happened (it had silently stopped working)
  • Naturally generated painter's tape is now always blue: wall tape, the floor strips in rooms, and the strips around anomaly structures like the sculk, crystal and Aether ones (they used to come out grey). Pack devs: set tape_color in a biome's zone file to change it, and leave extractrooms:painters_tape out of features to turn wall tape off
  • Familiar Walls now drop a Birch Plank and Beige Walls an Oak Plank (Silk Touch still drops the wall itself), so digging out gives you wood to work with
  • Backrooms walls take 4 times longer to dig through, inside the Backrooms only (block tag extractrooms:backrooms_walls)
  • Light no longer kills Smilers instantly: they drop their target and flee for 3 seconds, and only die if they're still in light after that
  • Gapings stuck chasing you now break through simple walls you build (deepslate or softer, never the maze walls, chests or other block entities), like zombies breaking doors; off when mobGriefing is off
  • Pack devs: adding run time inside RunExpiredEvent now saves the run (no overtime, no out-of-time death)
  • Pack devs: other mobs can be added to the Backrooms with standard NeoForge biome modifiers (documented in docs/ADDONS.md, with an example in the example addon). New events SmilerScaredByLightEvent and GapingBreakBlockEvent, and a "which tool for what" guide for choosing between datapacks, config and KubeJS
  • /reload now rebuilds the chest item pool, so tag changes and KubeJS loot edits apply without restarting the server
  • Datapack problems are now reported instead of silently ignored: unknown fields, unknown block/biome/item ids, bad values, missing structures and rooms that can never spawn are all listed by /extractrooms data and in the log, and one broken file no longer stops the rest of a pack from loading
  • Reorganized /extractrooms into clear groups, with a help list when you type /extractrooms on its own:
    • run start|exit|end|reset|pause|resume [player] and run time get|set|add [seconds] [player] (replaces enter/exit, the for <player> syntax, run time query, and the pause toggle, now separate pause/resume)
    • where (biome, room, height, darkness at your position, with clickable coordinates) and where chunk (replaces biome current and debug chunk)
    • inspect biome <id> / inspect palette <id> (replace biome inspect / palette preview)
    • locate room <id> (accepts other mods' room ids) and new locate exit
    • data and data reload (replaces reload, and now shows the datapack report after reloading)
    • dev template|grid|chest|check|timer ... with duplicate aliases removed
    • enter, exit, /extractrooms locate <room> and /locate backrooms_room still work this release with a deprecation notice
    • All messages are translatable and look like vanilla command feedback: plain white text, red errors, green clickable coordinates (no more gold [Extractrooms] prefix, except on deprecation notices)
  • Room templates can be disabled with "weight": 0, can use the vanilla structure/ folder, and exit rooms with no biome list now work in every biome
  • Water coolers can be kept from holding specific fluids with the new extractrooms:water_cooler_blacklist fluid tag
  • Shipped test biomes and two unused block tags were removed
  • Large performance pass: less work per tick from Watchers, filing cabinets, lockdown doors, Traders, Chompers, Gapings and Smilers, faster Backrooms generation, and the lamp buzz scan now only runs in the Backrooms

API Changes

  • ExtractroomsAPI.API_VERSION is now 2. Two behaviour changes can affect addons:
    • FilingCabinetOpenEvent.getCabinet() can now be null (Lootr filing cabinets)
    • RunExpiredEvent now fires before anything happens at 0, so squad.isInHunt() is false inside it. Adding time with ExtractroomsAPI.addRunTime in the handler saves the run

Bug Fixes

  • Fixed some full-size rooms (including exit rooms and other special rooms) having a cramped 3-block ceiling meant only for slim corridors; rooms are now always regular (4 blocks) or tall (8 blocks), and only slim corridors are 3 blocks tall
  • Fixed a severe freeze when entering the Backrooms in large modpacks, caused by the wall-texture pass generating neighbouring chunks on the server thread
  • Fixed /locate for exit rooms taking minutes and never finding anything; it's now instant
  • Fixed the mod menu crashing the game when opened from the main menu
  • Fixed Painters Tape Strips missing from four shipped rooms (Sky, Prison, Pillars, Hay) since the 2.1.0 rename, and Painters Tape blocks, items and placed tape now carry over from pre-2.1.0 worlds (worlds already opened in 2.1.x have lost them)
  • Fixed squad health HUD packets being re-sent every tick while two or more squads were online
  • Fixed a run starting in the Overworld when a blocked Liminal Respawn Unit made you respawn at world spawn instead
  • Fixed noise spread loading chunks it reached the edge of
  • Fixed the pit fall generating its landing area all at once on the teleport tick; it now loads during the fall
  • Fixed a Trader that couldn't find a path while carrying a player re-running up to 12 path searches every tick
  • Fixed several memory leaks, including a maze cache that grew for as long as the game ran
  • Fixed getNearestExitPos / teleportToNearestExit in the API pointing at exits that don't exist in Endless worlds
  • Fixed cancelling ChomperEatBlockEvent leaving the Chomper stuck, and GapingPersonalitySelectEvent cancellation being ignored
  • Fixed a datapack with a negative room weight crashing world generation, and a biome with has_exit_room and no exit room crashing startup (both are now reported instead)
  • Fixed screen shake and shutter sounds carrying over after respawning or logging out

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