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Mineforgian

liminalness

infinite procedurally generated liminal dimension(s)

Загрузки
724
Подписчики
11
Обновлён
24 июня 2026 г.
Лицензия
MIT

Опубликован 2 марта 2026 г.

You find yourself in a barren world straight out of the deepest depths of your mind. There is familiarity, yet nothing substantial to warrant staying. It's not a matter of surviving, its a matter of finding an exit. Don't get lost!

basic corridors


Builders can directly contribute!

This mod is currently in beta as of May 8, 2026, predominantly due to a particular aesthetic that I want to achieve, but am not very good at translating into the game, so building will take some time. This mod will stay in beta until I am happy with the rooms that either I make myself, or the ideas that others may share. If you wish to contribute directly to the mod, refer to this documentation to learn more.

Features:

  • Infinitely procedurally generated backrooms dimension.
  • Datapack support for custom dimension and rooms with extensive documentation.
  • Procedurally generated chest loot, including mods, with possible illegal enchantments (planned configurable).
  • No new blocks or entities, compatible on vanilla servers and clients.
  • Your mind.
  • Vanilla mechanics to enter and leave the backrooms.
How to get to the backrooms The designed method of entering the dimension is meant to be discovered accidentally through reasonable vanilla gameplay at any point in the game. However, if you want to get to it immediately:
SPOILER right click a bed in an area that has no light, including sunlight.
How to leave the backrooms Find a room that has a block(s) emitting black/purple particles and walk through it. You will end back at your bed's location. There is no /locate command for this, once you're in the backrooms, you are in! Rooms that contain these portals are generated completely randomly through exploration. Alternatively, dying will obviously spawn you back at your bed.

How does it work?

This mod does a unique take on dungeon/room generation, where there is a defined pool of schematics "rooms" created with markers indicating connections to other rooms. Generation is slightly slower, since it is entirely different than seeded vanilla Minecraft structure generation. In return for a slower generation, an infinite dungeon to explore is possible.

Adding more rooms and more points of interest is extremely trivial with the system I've created, and future release updates will likely consist of that.

Roadmap

  • Optimization, optimization, optimization as much as I can.
  • Custom terrain math functions (difficult)

Inspirations

Ченджлог

0.1.4Бета1.21.1 · 24 июня 2026 г.
  • fix room duplicated placements on top of each other
0.1.3Бета1.21.1 · 8 мая 2026 г.
  • add explicit initial spawn property
  • add config enchantment toggle
  • add config chest loot items and rates
  • add config blacklist chest loot modids
0.1.2Бета1.21.1 · 8 мая 2026 г.
  • add global configuration values for Neoforge's mod menu
0.1.1Бета1.21.1 · 8 мая 2026 г.
  • remove redundant properties that should be global configs
  • allow vanilla stained glass to exist decoratively within the centers of the schematic
  • add random portal rooms
  • refactor datapack format
  • add major documentation page: https://github.com/denialpan/liminalness/wiki
0.1.0Бета1.21.1 · 6 мая 2026 г.

massively overhaul mod backend

  • optimize AABB room bound checking, localized to player radius
  • optimize schematic connection points to chunk-placements
  • improve chunk repairs on ticks limited to only necessary chunks and frontier connection points
  • add individual schematic properties to enable infinitely more unique connection points
  • add automatic rotational and mirrored variants from one schematic, reducing number of manual schematic files to exist by a factor of 8
  • add multi-dimensional datapack support (documentation still needed)
  • a whole ton more i genuinely forgot since its been so many things
0.0.1Альфа1.21.1 · 2 марта 2026 г.

initial alpha release

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