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Backrooms Level 0

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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.

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