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Liminal Roomgen

High-performance Java room generation engine for the Liminal Industries Rescripted backrooms — drop-in TPS booster, no pack edits needed.
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liminal_roomgen-1.6.0.jar

File nameliminal_roomgen-1.6.0.jar
Uploader
SdataGSdataG
Uploaded
Jun 26, 2026
Downloads
207
Size
1.1 MB
Mod Loaders
Forge
File ID
8326335
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:liminal-roomgen-1572580:8326335")

Learn more about Curse Maven

What's new

1.6.0 — Poolrooms entry prewarm + spawn-relative exit planning

Spawn-relative exit planning (PoolroomsSpawn, PoolroomsGenState, PoolExitPlanner) — pool_exit anchors are planned outward from the starting_pool room node, not a hardcoded world origin; spawn origin persisted in poolrooms saved data

Poolrooms entry prewarm (PoolroomsEntry, LiminalRoomgenAPI.beginPoolroomsEntry) — clicking the poolrooms portal now seeds the spawn node, force-loads spawn and exit chunks, runs PoolExitPlanner, queues starting_pool, and delays the teleport until the room is ready (or entryPrewarmMaxTicks elapses)

[poolrooms] config additions — entryPrewarm (default true), entryPrewarmMinTicks (20), entryPrewarmMaxTicks (60), entrySpawnChunkRadius (3), entryExitChunkRadius (2)

KubeJS bridge — global.enter_poolrooms calls liminalRoomgen.beginPoolroomsEntry(player) first; falls back to instant teleport if Java returns false

1.5.9 — Pool exit planning from starting_pool spawn

Spawn-relative exits — pool_exit anchors are planned outward from the starting_pool grid node, not a hardcoded world origin

Spawn origin tracking — recorded when starting_pool finishes placing; persisted in poolrooms saved data

Compass / findroom — targets use the same spawn-relative plan (rebuilt on upgrade if an old plan lacked spawn origin)

1.5.8 — Poolrooms original placement and pre-planned exits

Original poolrooms picking restored — sector 7 weighted table, standard dedup, and once-only for pool setpieces (not the backrooms cycle)

pool_exit spacing only — exempt from setpiece cycle; multiple exits allowed with uniqueMinSpacing / exitSpacingRooms between them

Pre-planned exit anchors — on world/dimension load, exit grid nodes are seeded from world seed so compasses and /roomgen findroom exit work before rooms are built

Compass on dimension enter — entering poolrooms retags compasses in inventory to the nearest planned exit

1.5.7 — Poolrooms free repeats and backrooms setpiece cycle

Poolrooms repeats allowed — no neighbor dedup or once-only blocking in backrooms:poolrooms (small room pool can repeat freely)

Once-only cycle (backrooms) — unique and loot setpieces rotate: after one is placed it stays blocked until half the once-only pool has received other placements, then earlier rooms become eligible again

[rarity] config — onceOnlyCycle, onceOnlyCycleUnique, onceOnlyCycleLoot, onceOnlyCycleMinPool; set onceOnlyCycle = false to restore permanent once-only behavior

Cycle persistence — placement order saved to world/data/liminal_roomgen_once_only_cycle.json

1.5.6 — Poolrooms variety and multiple exits

Multiple pool exits — poolrooms can place more than one pool_exit; spaced at least exitSpacingRooms grid steps apart with exitRepeatChance per eligible node (first exit rules unchanged)

Poolrooms dedup — sector 7 picks reject repeats within dedupRadius (4) grid steps; liminalDedup stops pool_3_way / base_pool streaks

Sector 7 table cleanup — removed duplicate pool_4_way / pool_exit entries; added missing community layouts (corridor_1, corridor_3, centerstairs, t-junctionlow)

/roomgen findroom exits — lists every placed pool exit with teleport buttons; exit still finds the nearest one

Compass — points at the nearest pool exit to the player

1.5.5 — Poolrooms placement retry and findroom exit

Queue-cap retry — rooms rejected when the placement queue is full are tracked and re-queued when you're nearby (fixes empty grid nodes in poolrooms)

/roomgen findroom pool_exit — tab-complete alias exit; accepts pool exit / pool-exit; falls back to recorded pool exit position

/roomgen whereami — shows pending room name from the node block entity when placement is still in progress

Failure log — queue-busy and KubeJS fallback cases now appear in /roomgen failures

1.5.4 — Spectator proximity restored

Spectator counts for expansion again — spectator camera position is included in expandRadius and cullingRadius checks (reverts 1.5.3 exclusion)

Expansion retry retained — frontier nodes still re-attempt Java expansion on BE tick when expansionOnlyOnComplete is on

1.5.3 — Spectator / expansion recovery

Spectator ignored for proximity — expandRadius and cullingRadius no longer use spectator camera position, so flying in spectator does not stall generation

Expansion retry on BE tick — when expansionOnlyOnComplete is on, frontier room_node_blocks re-attempt Java expansion once a non-spectator player is back in range (no relog needed)

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