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the_backrooms

If you're not careful and you noclip out of reality in the wrong areas, you'll end up in the Backrooms

I set off some AI agents to explore how to write level generation plugins. After a few days, I came back to this. They did things I didn't ask for. There's levels and levels, and some of the levels have... things in them. The agents say there is a way to escape, but I don't believe them.

The Lobby (with shaders)

The Lobby: classic backrooms of yellow office spaceThe Habitable Zone: dim parking garage/warehouse vibesThe Pipe Works:  dark industrial tunnels
The Poolrooms: sunlit white quartz halls with turquoise waterDisc 11: a jukebox in a dark stone dead endThe Library:  bookshelves lining every wall
The Corrupted Chunk: a gigantic bloody notch stares at youThe Poolrooms: a view of the skylightsThe Far Lands: terrain glitch from classic minecraft
a glowstone frame with water bucket in the overworldHerobrine Shrine: gold blocks with redstone torches and netherrack, flint and steel suggestively floating on the netherrackTwilight Portal - a flower ring around a water pool with a thrown diamond

Plugin Info (warning: spoilers)

This is an in-development survival horror plugin inspired by the Backrooms and minecraft "lore". It adds 11 unique levels, with more to come. Suggestions are welcome.

Players are pulled out of normal gameplay through various triggers and dropped into a series of procedurally generated liminal levels. Each level has its own world generator, atmosphere, entities, and exit conditions. The plugin tracks per-player state, escalates difficulty over time, and includes a custom advancement tree.

NOTE:

THIS SOFTWARE IS IN PRE-ALPHA AND PROVIDED AS-IS

SERIOUSLY, MAKE A BACKUP OF YOUR WORLD!

Jokes aside, this plugin may break your saves. I suggest using it on a fresh server and letting players discover things for themselves. it comes with an advancements system to give some hints and guidance. Feedback on the difficulty would be appreciated.

Custom advancement tree for The Backrooms

Levels

All level parameters (generation, events, entities, exits) are configurable in levels/level_*.yml.

LevelNameScreenshotDescriptionEntryExit
0The LobbyThe LobbyInfinite office space corridors lit by ochre froglights. The classic Backrooms.Suffocation (16+ damage in blocks), Void Fall (below Y=-64), Herobrine Shrine Herobrine Shrine: 3x3 gold base, netherrack on top, 4 redstone torches placed on the gold to each side of the netherrack. light the top.Collect 7 written books → Level 1
1The Habitable ZoneThe Habitable ZoneParking garage and warehouse vibes, corridors, overgrown garden patches. Gardens generate far from spawn and contain exits both above and below.From Level 0Submerge in a garden pool → Level 2, Climb through a garden breach → Level 94
2The Pipe WorksThe Pipe WorksCramped industrial pipe networks. Small 1x1 tunnels (copper trapdoors) generate in ~1/20 eligible rooms, punching through the bedrock floor.From Level 1Find and drop through a tunnel → Level 37
3The Server RoomThe Server RoomNonsensical redstone contraptions in fullbright white rooms. Hub level - four exits to different levels. Command blocks generate with lecterns on top containing cryptic hints about each destination.From Level 37, Level 4, Level 84, Level 94Rapidly power the same command block many times (e.g. redstone clock) → Level 4, 5, 7, or 64637 depending on which block
4The Far LandsThe Far Lands stretch off into the distanceBroken terrain simulating Minecraft's legacy coordinate overflow bug. Fixed at dusk.From Level 3Walk 1000 blocks → Level 3
5Disc 11Disc 11Dead-end level. An invisible pursuer follows you. Torches decay.From Level 3Right-click a jukebox - it explodes and kills you (respawn in Level 0)
7The Corrupted ChunkThe corrupted chunk: nonsensical structures placed among random blocks of all kindsEvery block type at once, random structures everywhere. A giant Notch watches you.From Level 3Fall below Y=0 → Overworld (escape)
37The PoolroomsThe PoolroomsPeaceful white pools with soft lighting. Multiple material palettes. A safe zone. Some pools are extra deep with a side drain that leads down.From Level 2Find a drain and fall through → Level 3
64637The LibraryThe LibraryInfinite bookshelves containing pre-written and procedurally generated books.Bed Anomaly (5% chance during thunderstorm), from Level 3Collect 16 written books → Overworld (escape), Fall 200 blocks → Overworld (escape)
84The Hedge MazeThe Hedge MazeA tall leaf-walled maze with poison punishment. Twilight sky. Bedrock holes generate at 200+ blocks from spawn (~1/60 chance per corridor cell).Twilight Portal (flowers, throw diamond) twilight portal: 2x2 water pool, flowers around it. throw a diamond in.Fall through a bedrock hole → Level 3, Climb above the walls → Level 94
94SkyblockA skyblock island, but something is not right.A single floating island. Presented as a "reality breach" error."Aether" Portal (use water bucket) a glowstone portal, with a water bucket suggestively floating in it. Also from Level 1, from Level 84Bridge outward and left-click the invisible barrier wall.
SpoilerThe barrier shatters in an expanding cascade revealing command blocks behind it. bridge out to the invisible barrier and click it. the skyblock island is revealed to be a simulation all along
→ Level 3

On entry from the overworld, the player's return location is saved and can be restored with /backrooms leave.

Entities

Entities are still WIP - more to come. They spawn around players at configurable distances and escalation thresholds. Each level's YAML file defines which entities appear, their skins, scale, behavior, spawn chance, and minimum escalation level.

Entity types:

TypeDescription
MannequinFake player (Paper's Mannequin entity) with a configurable skin. Can use the target player's own skin.
Floating HeadAn ItemDisplay showing a hovering player head that tracks the player.
HerobrineBuilt-in white-eyed Steve. Appears across multiple levels.
PursuerInvisible. Manifests only as footstep sounds behind the player. Level 5 exclusive.
Wrong EndermanA passive enderman that stares at you, never teleports, and makes you glow. Just unsettling. Level 4.

Behaviors (assignable to mannequins and floating heads per-level):

BehaviorDescription
Weeping AngelFreezes when the player looks at it, advances when they look away.
StalkSlowly follows the player at a distance.
AttackCharges at the player and deals configurable damage.
FleeRuns away when the player looks at it.
PatrolWanders in random directions.
Stationary StareStares at the player from a fixed position, despawns if approached.

Atmospheric Events & Escalation

Each level has configurable atmospheric events (ambient sounds, light flickering, blackouts, fake chat messages, footstep echoes, block corruption, inventory glitches, sign placement, and more). Events fire on randomized per-player timers with configurable intervals and chances. See event_config in each level's YAML for the full list and tuning parameters.

The plugin also tracks how long each player has spent in the Backrooms. As time increases, the escalation level rises (default thresholds: 5, 15, 30, 60, 120 minutes - configurable in config.yml). Each entity instance has a min_escalation requirement, so passive entities appear early while more aggressive ones only show up after the player has been trapped for a while. This part is still in development.

Commands & Permissions

Commands

All commands are under /backrooms:

SubcommandPermissionDescription
(none)backrooms.useEnter Level 0
leavebackrooms.useExit to saved return location
statusbackrooms.useShow current level, escalation, and time
goto <level>backrooms.adminTeleport to a level
enter <trigger>backrooms.adminFire an entry trigger directly
event <id>backrooms.adminTrigger an event immediately
spawn <entity>backrooms.adminSpawn an entity nearby
despawnbackrooms.adminDespawn all nearby custom entities
escalation [level]backrooms.adminView or set escalation level
resetbackrooms.adminClear player Backrooms state
list [level]backrooms.adminList levels or entities in a level
advance <id|*>backrooms.adminGrant advancements
regenerate [world]backrooms.regenerateRegenerate a Backrooms world

Permissions

PermissionDefaultDescription
backrooms.usetrueEnter and leave the Backrooms
backrooms.adminopAdmin commands
backrooms.regenerateopRegenerate worlds
backrooms.reloadopReload configuration

Configuration

Main config (config.yml)

Controls global settings:

  • Entry triggers - enable/disable each trigger, set damage thresholds, target levels, and trigger chances.
  • Entity spawner - max entities per player (default 3), spawn check interval, min/max spawn distance.
  • Player - death respawn level, escalation time thresholds.

Per-level configs (levels/level_*.yml)

Each level has its own YAML file defining:

  • World generator and generator-specific parameters (noise scales, material palettes, room dimensions).
  • Environment (NORMAL, NETHER, THE_END), dimension type, and custom biome.
  • Which events are active and their per-level tuning (chance, interval, sounds, messages).
  • Entity instances with type, skin URL, scale, behavior, behavior parameters, spawn chance, and escalation gate.
  • Exit triggers with target level and transition effects (blindness, nausea, darkness, delay, message).

All entity skins are referenced by Minecraft texture URL. The player skin keyword copies the target player's own skin.

Advancements

The plugin registers a custom advancement tree via a bundled datapack. Advancements are granted for entering the Backrooms, visiting each level, and finding exits. They appear in the standard Minecraft advancements screen and serve as both progress tracking and hints.

Совместимость

Minecraft: Java Edition

1.21.x

Платформы

Поддерживаемые окружения

Сервер

Создатели

Детали

Лицензия:LicenseRef-All-Rights-Reserved
Опубликован:4 недели назад
Обновлён:3 дня назад
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