
Extractrooms
Extractrooms is a Backrooms-themed extraction looter for Minecraft. Clip into a randomly generated backrooms dimension, loot chests filled with random items from the entire game registry, and find the exit portal before your 5-minute timer runs out — or lose everything you collected, and everything you came with.

How it works
- Enter - suffocate in a wall, or get pushed into one via piston, and you're in.
- Loot — open chests filled with random items from the full item registry, enchantments included on supported tools and armor. the more mods you have the more loot available!
- Navigate & Escape — find and use the Temporal Compass to find the nearest exit room and step into the exit portal before time runs out
Die or run out of time and you lose everything.

What's in the mod
- Procedurally generated Backrooms dimension.
- 20+ hand-built loot rooms for you to discover
- Random loot system with configurable blacklists and enchantment toggles
- Temporal Compass that points to the nearest exit.
- 5-minute run timer ticking down in your HUD
- The Smiler, a predator that hunts in darkness; use the light to survive
- The Gaping, a hostile mob that patrols lit rooms
- Dark zones across the backrooms where you CANNOT see.
- Advancement tree with various helpful tips.
- All fully configurable.



Requirements
- Minecraft 1.21.1
- NeoForge 21.1+

Early & Active Dev Notice
This mod is in active dev. The core loop is complete and playable. Expect balance changes and rough edges as playtesting continues. Bug reports are welcome.
Made by GalaxiHD!
Ченджлог
1.0.2Релиз1.21.1 · 23 июля 2026 г.
1.0.2 — 2026-07-23
Gameplay Changes
- Added Noise blocks. They generate naturally in the Backrooms as organic blobs in three sizes — small, medium, and large — scattered throughout the floor. Stepping on one deals continuous damage regardless of crouching, with a zap sound and a custom death message: "PLAYER became part of the noise." Both Smilers and Gapings treat Noise patches as impassable and route around them. Placing any block directly on a Noise block displaces it and triggers a chain reaction: every adjacent Noise block converts into a random block drawn from the same loot pool as Backrooms chests, then their Noise neighbors do the same, one wave per tick, until the entire connected patch is consumed. Each block in the patch rolls independently, so a single trigger can produce a chaotic spread of mixed loot blocks. All blacklists and config filters apply.
- Exit portals are now guaranteed to appear at predictable, well-spaced intervals across the map — once per 64×64 chunk cell — rather than relying on rare-room chance rolls. The Temporal Compass scan range has been doubled to match, so it reliably finds the nearest exit across a much larger area.
- Rare rooms now spawn in isolation. If a neighboring chunk also rolled a rare room template, that second room has only a 25% chance to appear; a third adjacent room is effectively suppressed. Rare room clusters should no longer form. A room surrounded by rare rooms on multiple sides is suppressed entirely.
- Corridors now generate in four shapes: straight (existing), L-shaped (a 90° turn), T-shaped (three-way junction), and + shaped (four-way intersection). All share the same 4-block-wide path. Corridors are now significantly less frequent and shorter on average. Open edge probability reduced from 65% to 50%, cutting corridor-dominant chunks from ~88% to ~69% and halving the chance of long straight hallway chains. Junctions (T-shapes and + intersections) now sometimes leave one or two branch arms closed, creating dead ends and pockets rather than always opening every possible passage.
- When the run timer reaches zero, the hunt begins. Glaring lamps across a wide area go dark, and an ambient power-off sound plays the moment the timer hits zero. The first wave of Smilers and Gapings spawns immediately — no waiting for the first interval, with new waves arriving every 6 seconds. Each subsequent wave is slightly larger than the last, scaling linearly from 1 to 4 over the course of the hunt. Smilers and Gapings spawn in equal proportion and spawn only in rooms with a clear path to the player. The hunt never ends on its own; only reaching the exit portal or dying stops it. Reaching the exit portal still counts as a clean escape regardless of timer state.
- The inventory noise fill animation now cycles through 128 frames instead of 8, producing a much smoother and more varied static effect.
- Added 5 new room types to the Backrooms: Buttons, Hay, Mineshaft, Prison, and Pumpkin.
- Added a tick/tock sound that plays during a run now stops when the timer reaches zero. A faint ticking sound now plays every second while inside the Backrooms, alternating between a tick and a tock. Only audible client-side with slight random pitch variation.
- When 60 seconds remain on the run timer, a smooth reminder animation plays: the icon scales up 1.2x, vibrates rapidly in place, and fades red for exactly 2 seconds to match the new
TIMER_REMINDERburst sound. Configurable viatimerReminderTicks(set to -1 to disable). - Overhauled Smiler pathfinding and movement: they are now terrifyingly fast but butter-smooth. They gracefully round corners without jittering, brake cleanly at ledges, have a 50% larger attack reach, and are immune to fall damage.
- The Gaping now moves more aggressively and smoothly, rounding corners without stuttering. It lets out a shriek on death and attacks all non-hostile entities (animals, villagers, golems, etc.), not just players. Players remain the priority target, while other hostile mobs (including other Gapings and Smilers) are ignored.
- Added a config toggle (
showTimerText, on by default) that controls whether the remaining-seconds label (e.g. "120s") is shown beneath the run timer icon. - Apotheosis affix relics can now appear in Backrooms chest loot (25% chance per chest) when Apotheosis is installed, with fully random rarity from common to mythic. Toggleable via the
apotheosisRelicsconfig option. - Apotheosis gems can now appear in Backrooms chest loot (15% chance per chest) at random purity when Apotheosis is installed. Also toggleable via
apotheosisRelics. - Gaping and Smiler can now spawn as Apotheosis invader bosses when Apotheosis is installed. They scale across uncommon, rare, epic, and mythic rarities with increasing health, damage, speed, and size. Gaping invaders gain darkness and damage resistance at higher rarities; Smiler invaders grow progressively faster.
Bug Fixes
- Fixed the Gaping's shriek sound not playing correctly. Fixed Gaping shrieks stacking when a player is repeatedly spotted after briefly breaking line of sight.
- Fixed the timer seconds label (e.g. "120s") being invisible behind the chat message background while in the Backrooms.
- Fixed the timer HUD cycling only 8 animation frames; it now uses all 37 frames for a smoother urgency progression. (Timer sprites by Neko at Infernal Studios)
- Fixed the Timer HUD clipping into the game chat and disappearing entirely when opening inventories, pause menus, or other GUIs. It now properly renders on top of everything at all times.
- Fixed returning from the Backrooms potentially suffocating the player if the entry spot became blocked while they were inside; the game now places them at the nearest open 1×2 space around the entry point.
- Fixed spawning in isolated 2-room pockets with no way out; the spawn room is now guaranteed to connect directly into the corridor network.
- Fixed mod crashing on load when Waystones is not installed.
- Fixed chest loot ignoring
maxUniqueItemswhen set below 6, caused by a hardcoded minimum floor. Replaced withminSlotsFilledandmaxSlotsFilledconfig options that apply directly with no hidden floor.
1.0.1Релиз1.21.1 · 22 июля 2026 г.
1.0.1 — 2026-07-22
Gameplay Changes
- Unauthorized teleportation into the backrooms (mods like TempPad, Waystones, death-waypoint teleporters, etc.) is now cancelled before it happens; a message reading "Your destination is unreachable." is shown in chat, rate-limited to once every 3 seconds so looping portals from mods don't spam it; controlled by the
preventUnauthorizedEntryconfig option (default on) - Teleportation inside the backrooms is now blocked — ender pearls, chorus fruit, and mod teleport tools no longer work inside the dimension, also showing the "unreachable" message; controlled by the
blockInDimensionTeleportconfig option (default on) - Inventory is now force-dropped on death inside the backrooms even if the keepInventory gamerule is on; loot stays lost on the floor; controlled by the
forceDropOnDeathconfig option (default on) - Added loot keyword blacklist under
[loot]config (keywordBlacklist); items whose registry path or display name contains words like "creative", "admin", "infinity", "god", or "debug" are excluded from backrooms loot by default; matching is case-insensitive - Added
obfuscateCoordinatesconfig option (default on); replaces XYZ, Block, and Chunk lines in the F3 debug screen with ??? while inside the backrooms - When
preventUnauthorizedEntryis disabled in config, any mod-based entry into the backrooms automatically starts a run for that player at their current position; any mod-based exit counts as a clean escape and awards the escaped advancement without a second teleport - Added optional Cloth Config integration; when Cloth Config is installed, a full config screen is accessible from the mod list with editable string lists for all blacklists, toggles for booleans, sliders for integer values, and number fields for percentages
- Reworked the layout of the library room structure
- Added the "Place" painting (3×3)
- Added Lootr Compat
- Smilers named "SNES" now use a retro 8-bit texture; 0.5% chance to spawn naturally
- Xaero's Minimap is hidden, World Map is blocked, in-world waypoints are suppressed, all keybinds are disabled, and coordinate displays show "???" instead of real coordinates while inside the backrooms; all controlled by the
obfuscateXaerosconfig option (default on); has no effect if Xaero's mods are not installed - Waystones that lead into the backrooms are now grayed out in the destination list; all Waystones are grayed out while inside the backrooms; grayed-out entries hide their experience cost indicator and tooltip since the destination is unreachable; controlled by the
grayOutWaystonesconfig option (default on); has no effect if Waystones is not installed - Gaping and Smiler attacks now let shields absorb the hit before stripping them; shields block or reduce the blow as normal, then are stripped so the next attack lands unblocked
- Gaping and Smiler attacks now bypass armor, Protection enchantments, Resistance potions, and absorption hearts entirely — damage dealt is always the full raw value regardless of equipment or buffs; shields are still stripped on contact
- Run timer expiry now deals damage every second until the player dies; a Totem of Undying can no longer be used to survive the timer permanently; timer duration is set by the
runTimerTicksconfig option (default 6000 ticks / 5 minutes) - Temporal Compass can now be smelted in a furnace into an iron ingot, giving it a use even if you never plan to return to the backrooms
- Removed the glaring lamp flickering effect; lamps now turn on and off cleanly without flickering
- Removed the "Just the Way we're Wired" advancement; dying in the backrooms no longer awards an advancement, making the mod completable in Hardcore mode
- Gaping now has 50% knockback resistance and moves 10% faster
/extractrooms leaverenamed to/extractrooms exit;/extractrooms debugreorganised as/extractrooms devwith subcommandstemplate,grid, andchest;/extractrooms give chestmoved to/extractrooms dev chest- Added
/extractrooms runcommand suite:time set,time add,time query,reset,end, andpause; all subcommands accept an optionalfor <player>argument targeting any online player, defaulting to the command sender;pausetoggles the run timer on and off without ending the run
Bug Fixes
- Fixed doorway3.nbt chest having hardcoded loot items; replaced with a proper loot table chest
- Fixed piston entry triggering with a single piston; now requires two pistons stacked on top of each other facing the same direction
- Fixed backrooms chests appearing empty when Lootr is installed; loot now correctly generates per-player through Lootr's system
- Fixed players being able to teleport out of the backrooms using mods like Waystones or TempPad while a run is active; only the exit portal, death, or OP commands can now trigger an exit; mods that bypass pre-teleport events are now also caught and pulled back on the following tick
- Fixed keyword blacklist not filtering items whose "creative" or similar keyword appears in the item's display name rather than its registry path (e.g. Create's Creative Worldshaper)
- Fixed keyword blacklist matching being case-sensitive despite the config comment saying otherwise
1.0.0Релиз1.21.1 · 19 июля 2026 г.
1.0.0 — 2026-07-19
Gameplay Changes
- All advancements are now visible in the advancement tree from the start; earned advancements highlight as you progress
- "Out of Place" advancement is now a child of "In and Out. 5 Minute Adventure."
- Added "Out of Place" advancement awarded when placing any Extractrooms block outside the Backrooms
- The "Extractrooms" root advancement now unlocks on first entry into the Backrooms instead of on world join
- Removed the "I Found a Place" advancement; the advancement tree now branches directly from the root
- "In and Out. 5 Minute Adventure." is now a direct child of the root advancement
Bug Fixes
- Fixed Asphalt Wool dropping nothing when broken by hand (now drops itself; shears still break it faster)
- Fixed Asphalt Carpet appearing in the crafting table (no longer craftable; obtain it inside the Backrooms)
- Fixed Glaring Lamps not turning on when powered by redstone inside the Backrooms
Mod is now considered ready for v1.0.
0.0.2-alphaАльфа1.21.1 · 18 июля 2026 г.
Alpha 0.0.2 — 2026-07-18
Gameplay Changes
- Renamed the creative inventory tab from "Extractrooms Tab" to "Extractrooms"
- Gaping entities now have a 0.5% chance to spawn naturally with the name "fartnibbler"
- Added "fartnibbler" name tag easter egg for the Gaping: replaces its shriek with
gaping_fart.oggat randomised pitch, playsgaping_toot.oggat random pitch on successful attacks and when taking damage, and swaps its texture togaping_fart.png - Gaping now plays its shriek sound when it kills an entity; fartnibbler variant plays
gaping_fart.ogginstead - Renamed commands:
/extractrooms backrooms enterand/extractrooms backrooms leaveare now/extractrooms enterand/extractrooms leave - Reworked piston entry: the player must now occupy the piston head block itself to trigger entry, with two solid blocks in the piston's push direction — since pistons cannot physically push a player into a wall this simulates the squeeze; the 0.5-second window opens the moment the piston fires and is a one-shot event per extension
- Removed slot filler from the Extractrooms creative tab — the tab now shows only the 10 mod items
Bug Fixes
- Fixed a crash-recovery bug where a server crash at the exact moment of timer expiry could resurrect the expired run on reload, immediately killing the player again
- Fixed presence ticks only being saved at the 20-minute milestone — progress is now persisted once per second, preventing loss on unexpected shutdown
- Fixed re-entry exploit where a second entry trigger while already in a run would silently overwrite the player's return position, making escape impossible
- Fixed
/extractrooms entercausing a teleport loop when used on a player already inside the backrooms — entering from inside would capture the backrooms position as the return point - Fixed suffocation-noclip entry cancelling wall damage even when the backrooms dimension failed to load, leaving the player stuck at low health with damage permanently suppressed
- Fixed generated double chests only filling one half — the partner half is now located directly via
ChestBlock.getConnectedDirectioninstead of a loot-table scan that failed for NBT-loaded chests - Fixed the temporal compass being placed in a random chest slot, potentially overwriting a real item — it is now placed in the first available empty slot before the filler pass, guaranteeing it always lands without displacing loot
- Fixed the "player already has compass" check only scanning the 36 main inventory slots — offhand and armor slots are now included
- Fixed the compass LODESTONE_TRACKER component persisting after leaving the backrooms, causing the needle to spin uselessly in the overworld
- Fixed the loot item pool being reused across world sessions in singleplayer
- Fixed Gaping entities spawning naturally in the overworld
- Fixed Gaping attack animation firing on a missed hit
- Fixed Gaping shield-disable missing the block thud sound —
SHIELD_BLOCKis now played manually at the point of disable since the shield is stripped beforehurt()is called - Fixed Smiler
FindDarkGoalcompeting withChargeGoalwhen both conditions were active simultaneously - Fixed dead
LookAtPlayerGoalon the Smiler being permanently unreachable due to a direct yaw override intick() - Fixed the timer HUD rendering over the death screen and open inventory screens
- Fixed camera shake persisting into the death screen and overworld after a dimension change
- Fixed glaring lamp buzz sound being recreated one tick later than intended due to an off-by-one in the grace period check
- Fixed
RenderSystem.disableScissor()call corrupting scissor rects used by vanilla UI elements such as the chat box and boss bars - Fixed subtle timer HUD animation jitter caused by two separate
System.currentTimeMillis()calls that could straddle a millisecond boundary - Fixed a potential crash in room template selection when all template weights summed to zero
- Fixed double chests giving multiple temporal compasses — compass placement now only runs on the primary half; the partner half is filled without triggering the compass logic
- Fixed temporal compass silently not being placed when chest item density was high enough to leave no filler slots — compass is now placed before the filler pass, guaranteeing it always gets a slot
- Fixed double chest partner half not being filled due to vanilla's loot table unpacking being triggered during the fill, wiping the chest's item storage before items could be written
- Fixed chest fill logic calling
getItem()internally to detect empty slots, which triggeredunpackLootTableand could corrupt container state; slot tracking now uses a boolean array instead - Fixed block entities rendering through the Smiler — the emissive render type used for backrooms visibility does not write to the depth buffer; the main pass now uses
entityCutoutNoCull(depth-writing) with a brightness EyesLayer on top to preserve the full-brightness appearance
0.1.0-alphaАльфа1.21.1 · 16 июля 2026 г.
0.1.0-alpha — Initial Release
First playable alpha. Core gameplay loop is complete you can get in, loot, navigate to the exit, and escape (or not depending on your luck/how prepared you are).
What's included:
- Procedurally generated Backrooms dimension with many (21) hand-built room variants
- Full random loot system with support for enchantments and the Temporal Compass tool to find your way out
- 10-minute run timer, die or expire and you lose everything
- NEW ENTITIES The Smiler (hunts in darkness) and The Gaping (patrols lit rooms)
- Three ways in: wall clip, piston sandwich, suffocation at low HP
Feedback welcome, this mod is still in early development, expect balance changes.
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