1.3.0
Compatibility
Changes
The Backrooms Update — 1.3.0
A community-feedback update — multiplayer is fixed, it plays nicely with other world-generation mods, and there are new ways for The Complex to get under your skin.
Added
The way home isn't guaranteed — crossing into The Complex now has a chance to build your return portal blown apart. You land safe beside it, but you'll have to repair or rebuild to leave. The chance scales with difficulty (rare on Easy, ~1-in-4 on Normal, ~2-in-5 on Hard).
Difficulty-scaled loot — Easy keeps a full pantry and escape gear is common; Normal is unchanged; Hard is genuinely barren (fewer chests, thin food, scarce gear, some turn up empty).
Shifting walls — very rarely, leave a part of The Complex and come back and its interior has quietly rearranged itself. Never while you're watching, never touches your builds or the landmarks, at most once a day per area — just often enough to make you doubt your map.
Changed
Still Lifes come apart a piece at a time — instead of one hit dropping a single stew, each punch or right-click now tears off a limb (a bowl of mushroom stew each, and the body shrinks) until there's nothing left and it collapses. Direct hits only — no farming them from range.
Fixed
Multiplayer portal crash — crossing a portal while another player was on the server could crash it (or freeze the world). Co-op portals work now.
"Falling into the void forever" with terrain mods — The Complex no longer breaks with Tectonic, Continents, Deeper Oceans. If it ever still fails to load right, it sends you back to the overworld with a warning instead of dropping you into an endless void.
Sable compatibility — The Backrooms now coexists with Sable.
Per-player memory leak on long-running servers (crossing/insanity state is cleared on logout).
Notes
The multiplayer, terrain-mod (Tectonic / Continents / Deeper Oceans) and Sable fixes were all tested directly. The terrain-mod fix applies to newly generated Complex chunks, so start a new world or explore fresh area for it.
Join the Discord for bug reports & mod-compatibility help: https://discord.gg/6QV5kEw5R
Requires NeoForge for MC 1.21.1 (Java 21). Start a new world for the best experience.
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:qYg2p5IV"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:eEGSRZhq:qYg2p5IV"
}

