Please disclose if any significant portion of your mod was created using AI tools by adding the 'AI Generated' category. Failing to do so may result in the mod being removed from Thunderstore.
Backrooms Renewed
[v81] ENT#R TH# BACKR##MS - A new Backroom mod, completely reimagined. Enter an eerie world, oddly familiar but uncomfortable, in between slumber and consciousness, in the twilight of your mind.
| Last updated | 2 hours ago |
| Total downloads | 29 |
| Total rating | 1 |
| Categories | Mods Misc Client-side Server-side |
| Dependency string | VELD-Backrooms_Renewed-0.1.0 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
AinaVT-LethalConfig
Provides an in-game config menu for players to edit their configs, and an API for other mods to use and customize their entries.
Preferred version: 1.4.6Evaisa-FixPluginTypesSerialization
Fix custom Serializable structs and such not properly getting deserialized by Unity.
Preferred version: 1.1.4BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2305TeamXiaolan-DawnLib
A modern API for Lethal Company content and all sizes of mods [V81]
Preferred version: 0.9.24README
B#CKR##MS R#N#W#D
A new Backrooms mod for Lethal Company. Revamped. Reworked. Renewed.
📜 Explanation
This mod is not an interior mod, it does not add new interior and scrap does not spawn in the Backrooms. It is not a moon either.
What it does is different. It adds parallel place, The Backrooms, where you can be teleported when you're about to die, when you take damages (very small chance) or when you clip through a wall or through the floor but also in many other situations.
✨ Features
Here is a non-exhaustive list of features. Some will remain hidden as they're meant to be discovered by chance.
- Procedurally generated Backrooms: Pick between 4 generation algorithms for different backrooms designs and difficulties. Each cell/tile of the backrooms has many variants, some of them have specific features, easter eggs, etc.
- Situational TP: Teleport in various different situations with configurable chances.
- NavMesh: For those who know what it means, you can guess what comes with that.
- Random stuff hidden in the Backrooms: Mostly stuff I wanted to put there for fun or for the lore or ambience. Honestly it depends.
🔩 Settings
Streamer Mode: It's not because of any gore content, it's just because sometimes, the Backrooms can have speakers that broadcast music which can be occasionally copyrighted. It replaces the copyrighted musics with copyright-free musics.Use Fair Randomizer: Whether to use a fair randomizer (a.k.a. pity system in gacha games) or a normal random number generator for random events (e.g. Teleports)Teleport On Death: If enabled, player can be teleported to the backrooms with a certain % of chance.TP Odds On Death: The % of chance to get TP to the backrooms when dying (see TP on Death)Teleport On Clipping: If enabled, players will be teleported to the backrooms when clipping through the walls or floor. Yeah it can happen.TP Odds On Clipping: //Teleport On Damage: If enabled, player can be teleported when receiving damages, with a certain % of chance.TP Odds On Damage: //Drop Held Items: If enabled, will drop all the items on the ground when getting TP'd to the backrooms.Generation Algorithm: The generation algorithm for the backrooms. Doesn't require a restart, but will only apply the next round.Blob(default): Blob Algorithm is the algorithm that pictures the best the feeling of the Backrooms, with rooms and corridors. It also is a perfect balance between generation speed and difficulty.Kruskal: Kruskal Algorithm gives a more maze-ish style, while still having a lot of interconnections. It is very fast at generation and quite easy to navigate through.Prim: Prim Algorithm is really a maze. It has a moderate generation speed and can be difficult to navigate through.Wilson: Wilson Algorithm is the most difficult one. It has a moderate generation speed and is very difficult to go through, it's a real maze, compared to the others.Random Path Merge: [NOT IMPLEMENTED YET] Random Path Merge algorithm is similar to Kruskal but can occasionally generate rooms. It's one of the fourth fastest algorithm after Fractal Tesselation, Blob and Kruskal algorithms, and it's quite easy to navigate through.Fractal Tesselation: [NOT IMPLEMENTED YET] Fractal Tesselation algorithm is very unique: It will give a real feeling of déjà-vu while still having differences when navigating through. It's the fastest algorithm because of how it works.
Min Backroom Size: The minimum backroom size (width and length) in tiles. 1 tile is 8 meters. Recommended size is 20 (default)Max Backroom Size: It's not fun to have too small backrooms, so it's better to keep it around 40-50.Max Fake Exits Count: Sets how many fake exits shall spawn in the backrooms. Fake exits don't kill you, they teleport you somewhere else in the backrooms.
Credits
- I made models and programming myself
- Textures are either from the game itself or from AmbientCG.
- Thanks to JacuJ for helping me with modelling, I was a total noob before this project
- Thanks to TestAccount666 for playtesting the mod !
- Thanks to s1ckboy for playtesting the mod too !
- Thanks to Moroxide for providing and editing ambience sounds for the Backrooms !
- Thanks to Heymeelie/Neekhaulas for making the original Backrooms mod 🤩
- Thanks to Kenji for helping me to solve light flickers