extractrooms-2.2.0.jar
Curse Maven Snippet
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
overtimeEnabledserver option: turn it off and anyone still inside dies at 0 ("ran out of time") instead of entering overtime. Modpacks can set it indefaultconfigs/, 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(runTimerTicksis now Normal's timer) andmobScaleEasy/mobScaleNormal/mobScaleHard - Config change: gameplay and balance settings moved from
extractrooms-common.tomltoextractrooms-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 indefaultconfigs/ - All advancements now use a custom
extractrooms:eventtrigger, 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_wallblock tag lets different wall blocks connect to each other - Time-extender items are now set with a NeoForge data map,
extractrooms:time_extender(the unusedextractrooms_time_extenderfolder 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.mdhas a new KubeJS section andexamples/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_bannedstops 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_colorin a biome's zone file to change it, and leaveextractrooms:painters_tapeout offeaturesto 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
mobGriefingis off - Pack devs: adding run time inside
RunExpiredEventnow 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 eventsSmilerScaredByLightEventandGapingBreakBlockEvent, and a "which tool for what" guide for choosing between datapacks, config and KubeJS /reloadnow 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 dataand in the log, and one broken file no longer stops the rest of a pack from loading - Reorganized
/extractroomsinto clear groups, with a help list when you type/extractroomson its own:run start|exit|end|reset|pause|resume [player]andrun time get|set|add [seconds] [player](replacesenter/exit, thefor <player>syntax,run time query, and the pause toggle, now separatepause/resume)where(biome, room, height, darkness at your position, with clickable coordinates) andwhere chunk(replacesbiome currentanddebug chunk)inspect biome <id>/inspect palette <id>(replacebiome inspect/palette preview)locate room <id>(accepts other mods' room ids) and newlocate exitdataanddata reload(replacesreload, and now shows the datapack report after reloading)dev template|grid|chest|check|timer ...with duplicate aliases removedenter,exit,/extractrooms locate <room>and/locate backrooms_roomstill 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 vanillastructure/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_blacklistfluid 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_VERSIONis now 2. Two behaviour changes can affect addons:FilingCabinetOpenEvent.getCabinet()can now be null (Lootr filing cabinets)RunExpiredEventnow fires before anything happens at 0, sosquad.isInHunt()is false inside it. Adding time withExtractroomsAPI.addRunTimein 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
/locatefor 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/teleportToNearestExitin the API pointing at exits that don't exist in Endless worlds - Fixed cancelling
ChomperEatBlockEventleaving the Chomper stuck, andGapingPersonalitySelectEventcancellation being ignored - Fixed a datapack with a negative room weight crashing world generation, and a biome with
has_exit_roomand no exit room crashing startup (both are now reported instead) - Fixed screen shake and shutter sounds carrying over after respawning or logging out
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include

