2.0.0
Compatibility
Changes
The Backrooms Update — 2.0.0
A community-feedback update, and the biggest one yet — portals rebuilt from scratch, a material that lets you cut The Complex open, and for the first time a way to take your world back from it.
Heads up before you update: portals no longer use an iron door, and a lever alone no longer lights one. Any portal built on 1.3.0 or earlier won't relight — tear it down and build a new frame. Worlds, inventories and everything else carry over fine.
Added
Memarium — a mirror-bright alloy that exists nowhere in your world. Not in your caves, not in the Nether, nowhere you can dig. Only in The Complex, seaming the growths in the walls and standing in for the stone in every structure it misremembered. It never saw real ore, so it made its own.
Memarium tools — a smithing table, a diamond tool, a Memarium ingot and the torn Remembered Upgrade schematic you'll find in the ruined structures. They're the only thing that can break The Complex's blocks. They're also a key, not an upgrade: The Complex gives nothing back when you cut it, 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 — four blocks of Memarium, four of redstone and an echo shard. It's a full-strength redstone source in its own right, which is exactly what a portal needs. Wire one to a lit portal and the breach comes under control: no new thin spots form anywhere, and every thin spot already out there reverts — not to a hole in the ground, but to the block it ate. Ground you've never visited repairs itself the moment it loads. Break the wire and it all stops.
The Recollection — ring a lit portal with four anchors instead, and the fourth closes it for good. The anchors are consumed, the portal collapses, and that frame will never light again until it's torn down and rebuilt.
A config file, at last — config/backrooms-server.toml, per-world via <world>/serverconfig/. If your players spend more time in the Backrooms than out of it, thinSpots.spreadChancePerChunk is the dial (try 0.005 instead of 0.08), or enabled = false to switch them off entirely and keep the portals. Portals, the Lifeform, Still Lifes and the insanity effect all have their own toggles. Every default matches the old behaviour, so nothing changes unless you change it.
The descent runs both ways — cut your way up through the highest ceiling and you come back in at the bottom, the same way falling through the lowest floor already brings you back to the top.
Changed
Portals are any shape you like — the frame is no longer a fixed pattern. Build an iron border of any size, from a 1×2 doorway up to something you could drive a minecart through, cross-shaped or arched or whatever you want. The only rule is that the border must be unbroken iron, corners included.
Portals need real power — a full-strength redstone signal on any part of the frame, corners included. A redstone block will do it. Dust that's run a long way won't. And a portal is a switch now: cut the power and it closes, restore it and it opens again.
Portals open like they mean it — light gathers along the inside edge of the opening and thickens, the tone climbs, the aperture stutters as it tries to catch, and then it takes, with a boom.
Stepping in takes you across immediately — no more standing in the doorway waiting. The old dwell is still there as a config value if you preferred it.
The Complex's growths and corrupted structures now seam Memarium instead of sculk.
The Lifeform and the Still Lifes have more to say — every sound now rolls between three to five variants, all still built from pitched-down vanilla audio.
The insanity and sanity effect icons have been redrawn as a matched pair — sanity radiates outward from a bright core, insanity creeps inward as dark veins.
/backrooms breach has been removed. It set the flag correctly but scattered thin spots up to 320 blocks away into chunks that mostly weren't loaded, so it looked broken every time anyone ran it.
Fixed
The Lifeform's sound layering endlessly — its horn re-fired every single tick, twenty overlapping roars a second, because a player who had died but not yet respawned still passed its target search while failing its "is this a valid target" check. It also now notices when another mod vetoes its targeting, instead of retrying forever.
"Spawns me in the void and never loads" — several causes, all real. The check that waited for the destination chunk was testing the chunk's ticket level rather than whether it had actually generated, and the code added its own ticket right before checking, so it always passed instantly. Thin-spot entry didn't wait at all. Falling below the world teleported you back to the top unconditionally, so a chunk that hadn't generated became a permanent, invisible, endless fall. And the loading screen was suppressed, so there was no "Downloading terrain" and no timeout.
Freezing when entering The Complex — chunk generation was writing about 86,000 redundant heightmap updates per chunk and placing solid planes of light blocks, up to 2,200 light sources per chunk through a single-threaded light engine. Both are gone; lighting is on a grid now, with no visible difference.
Thin spots that wouldn't go away — the cleanup was guessing where they were from the surface heightmap and only checking three blocks around it, so any thin spot on a ledge or under an overhang was silently skipped. It now reads the exact list the chunk already keeps.
Roughly fifty other bugs found across three adversarial review passes — portals that could be left half-lit, gateways that stopped responding after a server restart, a Memory Anchor that could be born permanently dead, an ignition that could resume against an unloaded world, and a lot of smaller edges.
Notes
Memarium is only found inside The Complex, and you can't mine it at first — the dimension is unbreakable, so your first ingot and the Remembered Upgrade schematic have to come out of the chests in the ruined structures. Same shape as finding ancient debris before you can work it.
Existing worlds are fine, but The Complex's chunks won't regenerate. If you're coming from a version before the height change, start a new world.
Join the Discord for bug reports & mod-compatibility help: https://discord.gg/6QV5kEw5R
Requires NeoForge for MC 1.21.1 (Java 21). No dependencies. Works in singleplayer and on servers, solo or with friends.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:eEGSRZhq:B3HCcecM"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:eEGSRZhq:B3HCcecM"
}

