Liminal Roomgen is a drop-in performance engine for Liminal Industries and compatible forks — base LI, Rescripted, community remixes, anything using the standard KubeJS backrooms pipeline. Same rooms, same sector rules, dramatically better TPS. Minecraft 1.20.1 · Forge 47+ · KubeJS required.
/place commands; no more exploration lag spikeskubejs/config/sectors/ at runtime; change rooms in the pack and Roomgen follows/roomgen hud on or off for FPS / TPS / MSPT overlay
KubeJS still owns room lists, sectors, and layout rules. Roomgen owns speed — picking, placing slices, and expanding connectors.
Pack layer (unchanged)
kubejs/config/sectors/get_sector, get_random_room, room-node block ticks)Roomgen layer (Java)
Remove the jar and generation falls back to vanilla KubeJS — fail-open, safe on existing worlds.
When a new grid node appears:
sectorN.json, plus #common_rooms / #community_rooms tokens)Overworld sector rings (distance from -1000, -1000): outer rings pull sector 2 themed pools → void-adjacent sectors 3–6 with nest rings → inner sector 1 is common rooms only. Exact thresholds match the pack's step3.js and Roomgen's native picker.
Roomgen does not keep a separate room registry. It reads whatever your pack already has in kubejs/config/sectors/. Add or remove rooms in KubeJS — the mod picks them up on reload. No extra registration step.
Roomgen only writes room_classes.json (auto NBT scan for rarity tiers). Optional room_class_overrides.json for hand-tuned classes. Advanced packs can override the bridge at kubejs/roomgen_bridge.js.
When enabled in config, rooms are weighted by class:
Run /roomgen classify to rescan layouts, or classify full for a full rebuild./roomgen hud on / off — toggle performance overlay/roomgen status — queue and health (ops / console)/roomgen whereami — grid node, sector, room, and class/roomgen findroom [type] — locate nearest special room (dev / testing)/roomgen failures — recent placement errors/roomgen rooms — placed-room counts by class (op)/roomgen classify [full] — rescan room classes (op)

config/liminal_roomgen-server.toml
[placement] — enable, expansion radius, graph expansion, spawn bootstrap[performance] — tick budget, queue cap, relight deferral[rarity] — class weights, dedup spacing, once-only rules for rare rooms[debug] — verbose loggingOptional [rarity] knobs for modding and tuning (not needed for normal play): procedural vast rooms (vastRoomChance, extra vertical slices), class overrides in room_class_overrides.json, and custom pick hooks via kubejs/roomgen_bridge.js.
Works with Liminal Industries (base), Rescripted, and LI forks that keep the standard room-node + sector JSON setup. Rescripted is the primary dev target; the mod is not locked to one fork.
Needs KubeJS startup handlers (tick_layered_node, tick_spawn_node) and sector config under kubejs/config/sectors/. If a pack removes KubeJS generation entirely, Roomgen stays idle.
Part of an ongoing Liminal Industries tooling line. Liminal Relooted adds loot vignettes and void nest danger on the same pipeline. Check out my future work on CurseForge for more plug-and-play LI mods — drop the jar in, remove it cleanly, no manual script surgery. *