extractrooms-2.3.0.jar
Curse Maven Snippet
What's new
2.3.0 — 2026-10-29
Requires MilkyWayLib 1.1.0 or newer.
Performance
- Backrooms chunks generate about 10 times faster, and the generated world is exactly the same block for block. Loading the area around a player who just arrived went from about 3.3 seconds with server freezes of up to a third of a second to under a second with no noticeable freeze
- Entering the Backrooms no longer freezes the server for a moment: the server keeps two fresh entry spots generated in the background, so a new run starts in a room that's already there
- Endless worlds generate the spawn room while the server starts, not when the first player joins
Gameplay Changes
- Every new run starts in a part of the Backrooms nobody has generated or visited yet, with untouched rooms and loot, at least 64 chunks from every earlier run's start. Squadmates who join later still arrive next to their squad
- Chompers now come for the nearest survival player whenever there is no light for them to eat, in lit rooms too. Before, they only chased a player standing in a Backrooms dark zone, so most of the time they ignored you
- Mining a Chomper now works exactly like mining a block: same speed with Efficiency and Haste, a visible outline that follows its animated body, block-style cracks, bone sounds and particles, and the Jade tooltip with the required tool. It still needs a stone pickaxe or better, and it breaks about as fast as before: around a third of a second with a diamond pickaxe, faster with Efficiency
- Explosions now break Chompers like blocks (TNT, creepers and so on), dropping their loot. Blasts that don't break blocks, like a creeper with
mobGriefingoff, leave them alone - Smilers can now only be killed by light. Iron golems, explosions and weapons no longer hurt them
- The Temporal Compass is now only in the first chest or filing cabinet you open on each run, instead of in every one until you pick it up. If you leave it there you can go back for it; everything else still rolls normal loot. If you lose it or leave it behind, each container after that has a 20% chance of a spare one while you don't carry a compass. Re-joining a run (after a death, say) puts one in the next container you open again
- New runs now start inside the overworld's world border, so servers with a small border keep the Backrooms in that area too. Worlds without one still use the full range of 128,000 blocks
- Chompers no longer get stuck when another Chomper is in their way: they step around it instead of stopping (this mostly happened while chasing a light)
- Chompers bite a player standing on top of them instead of freezing in place. They are short enough that players get pushed up onto them when they lunge, which made them stop dead and never attack
- Outside the Backrooms, Chompers now dig out the block underneath them as they move (a trench), instead of the deep shafts they carve in the Backrooms. They never dig chests, other block entities or unbreakable blocks
- Chompers now follow the
mobGriefinggame rule: with it off they don't eat lights, break blocks or dig, and they ignore lights they can't eat - Fortune now increases Chomper drops (Looting no longer does). Bone meal drops 1-3 plus up to the Fortune level, and the bonus bone chance is 50% (65% / 80% / 95% with Fortune I / II / III)
- Chompers ignore all damage except
/killand the void (/killworks now) - Secret options in a new
[weird]section ofextractrooms-server.toml(not in the config screen; the server syncs them so every player sees the same colours):rgbGaplingsrecolours Gaping Hatchlings to anygaplingColor(#RRGGBB,#FFFFFFfor greyscale) and lets players dye them like sheep (a tamed one only by its owner), andrainbowGaplingsgives every hatchling its own random colour. Requested by Neko - The
[weird]hatchling colours now also recolour their blood and the inside of the egg they hatched from, each matching its own hatchling. Name a hatchlingjeb_for a cycling rainbow, like sheep; this works with no setting. The newallHatchlingsJeboption gives every hatchling the effect without a name tag - Removed the old command forms deprecated in 2.2.0:
/extractrooms enterand/extractrooms exit(userun startandrun exit),/extractrooms locate <room>(uselocate room <room>) and/locate backrooms_room - Removed the leftover Chomper mining packet and its old hit-based mining code
Fixes
- Fixed not being able to break blocks, place blocks or open chests and drawers in the Backrooms, with a red border around the screen, on servers that set a world border. The client was still using the overworld's border. This is also the likely cause of Lootr drawers not opening on servers
- Fixed the entry and exit lock (
preventUnauthorizedEntry) never actually stopping players:/tp, Tempad and other mods could move players into the Backrooms without a run, or out of it mid-run. It now blocks them as intended (Waystones were already blocked) - Fixed the server freezing (stuck on "Saving worlds" or during autosaves) when Lockdown Doors were near unloading chunks
- Fixed a server crash when time ran out with overtime off (or on Peaceful) while more than one squad was in the Backrooms
- Fixed a run staying active after death when a grave, corpse or totem mod handled the death first, which left the timer running (or stuck in overtime) back in the overworld
- Fixed the likely cause of a crash when popping a Create: Aeronautics balloon (fixed in MilkyWayLib 1.1.0)
- Fixed dead-end doorways around exit rooms: the exit room's doorways and its neighbours' didn't line up, so a doorway could lead into a solid wall on one side. The route the game guarantees from a new run to an exit now also follows the real doorways
- Fixed a startup crash mentioning
extractrooms:glaring_lamp_buzzin some modpacks. If another mod is failing to load, its real error should now show instead - Lockdown Doors keep their state when you save and reload: a closed door no longer slams again (sound, dust and screen shake) when you rejoin or walk back into its area, and a door stays registered as active after its area unloads
- Fixed players who logged in with a run but no saved Backrooms position being unable to enter the Backrooms again
- Fixed a lag spike on the first chest opened after joining a world in big modpacks: the chest loot pool is now built once when the world starts
- Spread the post-entry wall clean-up more evenly so entering the Backrooms in a heavy modpack stutters less
- Fixed the overtime darkness and red vignette sometimes carrying over into your next Backrooms visit after dying in overtime
- Fixed a possible crash in modpacks that also change the advancement screen, inventory slot highlight or F3 screen: those small visual tweaks now switch themselves off instead
- Fixed a possible crash when Xaero's maps, Waystones or the F3 screen asked Extractrooms for a world setting while no world was loaded
- Fixed a possible race when leaving a singleplayer world, where Extractrooms cleared server state from the client thread while the server was still running
- Fixed a "Failed to load model extractrooms:block/lootr_filing_cabinet" error on every launch when Lootr isn't installed
- Fixed "Stomach Ache" counting drinks from a different world
For modpacks
- New
"type": "spawn"for datapack rooms: the room is placed at the world centre (chunk 0, 0), and every player's first entry into the Backrooms lands there, once per world. Good for a hub or safe zone. Every later run's landing spot becomes a spawn room too, built ahead of time like before, so entering stays instant. A spawn room with fixed doorways is only used where they match, so the exit stays reachable in time. See Rooms in the guide andoptional/08-spawn-roomin the example pack - New entity tag
extractrooms:overtime_spawns(empty by default): mobs in it spawn near hunted players once the timer runs out, ignoring light and their usual spawn rules. Two new server options set how often (overtimeSpawnIntervalTicks, default 20 seconds) and how many can be nearby (overtimeSpawnMaxNearby, default 3) - Exit portals can already be made rarer: raise
spacingindata/extractrooms/worldgen/structure_set/exit_room.json(default 32 chunks between exits). The guide's Exit room spacing section covers it - New server option
accidentalEntryDimensionspicks the dimensions where suffocating or a piston sandwich clips you into the Backrooms. The default["*"]keeps every dimension;["minecraft:overworld"]limits it to the overworld, and an empty list turns accidental entry off. Commands, endless mode and scripts are unaffected. The guide and the example KubeJS script now show how to add your own way in
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include

