Module: Hard Hoof: Adventure (hardhoof_adventure)
Custom blocks, datapack dimension, chunk generator, and /backrooms entry are live.
Classic yellow-hall Backrooms as a playable Hard Hoof dimension: stacked floors, moist carpet, stuttering fluorescents, stairwells and elevators between levels, and something that grins in the dark. No sky, beds do not work.
Dimension
| Id | hardhoof_adventure:backrooms |
| Type |
hardhoof_adventure:backrooms (fixed time, no skylight, ceiling, nether-style cardinal light, short yellow fog) |
| Generator |
hardhoof_adventure:backrooms_level0 (BackroomsChunkGenerator) |
| Biome | hardhoof_adventure:level_0 |
| Spawn feet |
(1, 18, 1) -- subfloor at Y 16, carpet/air above |
Floors repeat every 8 blocks of pitch (subfloor + carpet + 3 air + ceiling + 2 gap). Every 32-block tile has a stairwell: eight steps climb south from one floor and come up beside a lit landing on the floor above. A tile's stairwells join alternate floor pairs, so on any floor about half lead up and half down. Debug overlay reports floor index and zone name.
Elevators
About half the 96-block tiles hold a metal elevator car on each floor (iron door on the north side, Elevator Panel on the south wall). Press the panel: the door shuts, the car hums, and everything inside arrives in another car on a random floor nearby, whose door opens with a chime. One ride in ten (with a player aboard) opens onto the way out instead: back to where you came in from, or the overworld spawn.
Odd events
Every 30 to 90 seconds something happens to each player in the Backrooms: lights flicker; a blackout kills every panel within about 20 blocks and they come back one by one, farthest first; soft footsteps come up behind you and stop; knocks or a slammed door somewhere out of sight; a stretch of wall behind you is suddenly a doorway. Walls are only ever removed and lights always come back.
The Smiler
A tall shadow with pale eyes and a white grin. It spawns in unlit spots, and a blackout may let one in near you. It hunts through the dark, creeps from far off and freezes while you look straight at it. Light drives it off: block light 8 or more, or facing you while you hold a torch or lantern, and it backs away; three seconds lit and it is gone.
Blocks
All under hardhoof_adventure:*, also in the Hard Hoof creative tab. They exist only in the Backrooms (no recipes), but each drops itself, so you can carry them out and build with them anywhere:
| Block | Id | Notes |
|---|---|---|
| Yellow Wallpaper | yellow_wallpaper |
Primary walls |
| Stained Wallpaper | stained_wallpaper |
Worn walls |
| Yellow Wallpaper Stairs | yellow_wallpaper_stairs |
Stair shafts |
| Backrooms Subfloor | subfloor |
Structural floor |
| Moist Carpet | moist_carpet |
Carpet layer |
| Wet Carpet | wet_carpet |
Wetter variant |
| Ceiling Tile | ceiling_tile |
Ceiling |
| Stained Ceiling Tile | ceiling_tile_stained |
Worn ceiling |
| Fluorescent Panel | fluorescent_on |
Light level 15 |
| Dim Fluorescent Panel | fluorescent_dim |
Light level 7 |
| Dead Fluorescent Panel | fluorescent_off |
Dark metal panel |
| Elevator Panel | elevator_panel |
Calls a Backrooms elevator car |
Generator also places vanilla water puddles, cobwebs, and iron chains in places.
/backrooms
Gamemaster command until no-clip / portal entry exists:
| Usage | Effect |
|---|---|
/backrooms / enter / spawn
|
Saves return position (if not already in Backrooms), teleports to Level 0 spawn. |
/backrooms leave |
Returns to the saved position, or overworld respawn if the return tag is missing. |
/backrooms event <flicker|blackout|footsteps|knocking|doorway> |
Makes one odd event happen now, to try it. |
Portals
This dimension is datapack-defined, not a Portals runtime pocket. Once loaded, Hard Hoof: Portals can adopt or link apertures into it like any other level -- see Portals and Runtime dimensions.