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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-1.6.1.jar

File nameliminal_roomgen-1.6.1.jar
Uploader
SdataGSdataG
Uploaded
Jun 30, 2026
Downloads
24
Size
1.1 MB
Mod Loaders
Forge
File ID
8346212
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:liminal-roomgen-1572580:8346212")

Learn more about Curse Maven

What's new

1.6.1 — Rarity-config, slice cut-off, and duplicate-room fixes RoomPicker.passesRarityFilters — sculk (and all class) rarity now honors config; sculkedMinSpacingNodes is the real density cap, and 0 disables both the spacing rule and the previously unconditional adjacent-sculk block, so weightSculked governs frequency outright (raising weightSculked alone did nothing before — a hidden neighbor/spacing gate overrode it) RoomPicker.computePlaceable — pick-time validation now requires the full slice set (slice1–4) or a full-room template; rooms missing slice 2/3/4 (e.g. nether_library2) are no longer picked and then stranded mid-placement PlacementQueue — in-progress rooms exempt from distance culling, the queue cap, and pending-timeout drops, and force-load their own footprint, so a half-built room can no longer be dropped when a player walks past cullingRadius (the "rooms cut themselves off" report) RoomPicker.collectImmediateNeighborRooms — duplicate dedup now covers all 8 immediate neighbors (cardinals + diagonals) for every class; the weighted path previously skipped liminal dedup and only checked the 4 cardinals, so identical rooms appeared back-to-back and on diagonals LiminalRoomgen.onConfigReload — editing the server config and /reload now clears the cached rarity tables and sector lists instead of requiring a brand-new world LiminalRoomgen.onAddReloadListeners — datapack /reload drops the stale file-template cache and re-reads sector lists; newly added rooms still need /roomgen classify to be rarity-scanned ChunkLoadHelper.acquireActive — in-progress rooms force-load their footprint until complete even when forceLoadChunks prefetch is off; ticket release/expiry no longer gated on forceLoadChunks (prevents leaked tickets), non-stacking ref so repeated defers can't pin chunks Defaults — weightSculked 4 → 8, sculkedMinSpacingNodes 8 → 3 (sculked rooms ~138 blocks apart instead of ~368); applies to new worlds — existing worlds keep their generated serverconfig toml (edit there, /reload now picks it up)

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