The Backrooms Update

The Backrooms is a standalone NeoForge 1.21.1 mod that adds an infinite, multi-level liminal dimension to Minecraft.
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backrooms-2.0.0.jar

File namebackrooms-2.0.0.jar
Uploader
MC_CREATIONSMC_CREATIONS
Uploaded
Jul 27, 2026
Downloads
198
Size
304.4 KB
Mod Loaders
NeoForge
File ID
8522677
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:minecraft-backrooms-update-1574683:8522677"

Learn more about Curse Maven

What's new

2.0.0

 

A community-feedback update built from your reports on CurseForge. This one contains a 

breaking change to portals - please read the first item.

 

⚠️ Breaking change - existing portals must be rebuilt

 

Gateways no longer use an iron door, and a lever or button no longer lights one. Any portal 

built on 1.3.0 or earlier will not relight - tear it down and build a new frame. Worlds, 

inventories and everything else carry over fine; only the portal frames are affected.

 

Portals rebuilt

 

  • Any shape you like. The frame is no longer measured as a rectangle - the opening is 
  • flood-filled and then checked for a full iron border, including diagonally. So openings 
  • as small as 1x2 work, up to 441 blocks, and arbitrary silhouettes (crosses, arches) 
  • light too - as long as every corner is filled with iron.
  • Powered by full redstone, and it is a switch. Feed the iron frame a signal of 
  • strength 15 - any frame block, corners included. Cut the power and the gateway 
  • closes; restore it and it opens again.
  • Wire a Memory Anchor to it and the breach comes under control. While a live redstone 
  • connection runs from an anchor to the frame, thin spots steadily revert to the blocks they 
  • ate. Break the wire and the healing stops. (The anchor is a full-strength redstone source 
  • in its own right, so it both holds the gateway open and governs it.)
  • It opens like it means it. Light gathers along the inside edge of the aperture and 
  • thickens, the charge tone climbs, the opening stutters as it tries to catch - and then it 
  • lands with a boom.
  • Breaking any part of the frame - including a corner - now tears down the whole opening, 
  • at any size.

 

Memarium - a new material, and a way to fight back

 

  • Memarium ore exists nowhere in the overworld. It is found only where The Complex made 
  • its own material: seaming the organic nests, and substituted into the misremembered 
  • structures where the copied building should have had ordinary rock. You cannot mine it at 
  • first either - the dimension is unbreakable, so your first Memarium and the Remembered 
  • Upgrade schematic come out of the glitched-structure chests.
  • Memarium tools are made at a smithing table from the Remembered Upgrade, a diamond 
  • tool and a Memarium ingot. They are a key, not an upgrade:
    • They are the only thing that can break The Complex's blocks...
    • ...but The Complex gives nothing back - cutting it drops no items. You can carve a 
    • doorway, a shortcut, a way down. You cannot mine the place.
    • And the alloy is wrong for other worlds: outside The Complex it cuts at a fraction of 
    • its speed and wears out several times faster. It will not replace your netherite.
  • The Memory Anchor (4 Memarium Blocks + 4 Redstone Blocks + an Echo Shard) is a 
  • full-strength redstone source. Wire one to a gateway and the breach comes under control: 
  • thin spots stop forming and existing ones revert to the blocks they ate, across the whole 
  • world. Break the wire and it stops. This is the in-game answer to "the Backrooms keep 
  • eating my base" - no config editing required.
  • The Recollection. Ring a lit gateway with four anchors instead and it is closed for 
  • good: the anchors are consumed, the gateway collapses, and that frame will not relight 
  • until it is rebuilt.

 

A config file, at last

 

<mark>config/backrooms-server.toml</mark> (per-world via <mark><world>/serverconfig/</mark>) and 

<mark>backrooms-client.toml</mark>. Every default matches 1.3.0 exactly, so nothing changes unless you 

change it. Highlights:

 

  • <mark>thinSpots.spreadChancePerChunk</mark> - the main frequency dial (default <mark>0.08</mark>)
  • <mark>thinSpots.enabled</mark> / <mark>requireBreach</mark> / <mark>patchMaxRadius</mark> / <mark>patchHoleChance</mark>
  • Portal, Lifeform, Still Life and insanity toggles

 

For thin spots as a rare, special event rather than a regular hazard, the file's own header 

suggests <mark>spreadChancePerChunk = 0.005</mark>, <mark>patchMaxRadius = 1</mark>, <mark>breachScatterCount = 6</mark>.

 

Fixed

 

  • The Lifeform's sound layering endlessly. Its horn re-fired every tick - twenty 
  • Warden roars a second, each stretched to ~8s by the low pitch - because a player who had 
  • died but not yet respawned still passed the hunter's target search while failing its 
  • "is this target valid" check. Dead players are now excluded from both selectors, the horn 
  • is on a cooldown and only sounds for a genuinely new victim, and the mod now notices when 
  • another mod (In Control! and friends) vetoes its targeting instead of retrying forever.
  • "Spawns me in the void and never loads." Several causes, all real:
    • The "wait for the destination chunk" check tested a chunk's ticket level, not whether 
    • it had generated - and the code added its own ticket immediately before checking, so it 
    • always passed instantly. Crossings dumped you into ungenerated space.
    • Thin-spot entry did not wait for the destination at all.
    • Falling below the world teleported you back to the top unconditionally, so a chunk 
    • that had not generated became a permanent, invisible, endless fall.
    • The loading screen was suppressed unconditionally, so there was no "Downloading terrain" 
    • and no timeout - and with no sky and permanent fog, empty space looks exactly like being 
    • inside The Complex.
  • Freezing when entering The Complex. Chunk generation was writing ~86,000 redundant 
  • heightmap updates per chunk and placing solid planes of light-15 blocks - 1,400-2,200 
  • light sources per chunk, through a single-threaded light engine. Both are fixed; light is 
  • now on an 8-block grid (~130 sources) with no visible difference.
  • <mark>/backrooms breach</mark> has been removed. It set the flag correctly but scattered thin 
  • spots up to 320 blocks away into chunks that were mostly unloaded, so it looked broken.

 

Diagnostics

 

The Complex now logs its generator, height range, seed and biome source on every load, and 

validates its vertical range - so a dimension-stacking or world-height mod conflict reports 

itself in one line instead of silently dropping you into an empty world.

This mod has no additional files