- The Broken Script dimensions are anomalous areas reached through entities, events, blocks, or void interactions.
- clan_void is an infinite repeating maze made from rooms related to the clan_build structure.
- Null Torture is a bedrock corridor system with lava, dirt hills, signs, and dangerous entity spawns.
- The Field is an endless grassland with trees, occasional pigs, and Maze Shadows.
- Voidexp is an infinite void landscape beneath clan_void, while Bedrock Tunnels can create dangerous dead ends.
The Broken Script dimensions: Core Rules
The Broken Script dimensions are anomalous places that transport the player away from the ordinary world. They are not presented as a standard progression map with a single entrance. Instead, access can depend on an entity, an event, a generated block, or a fall into a specific void location.
The three dimensions normally listed as accessible are clan_void, Null Torture, and The Field. Voidexp, also called day_b, is connected to clan_void and has its own entry condition in newer versions. Bedrock Tunnels, sometimes called The Dead End, are better understood as failed or distorted world-generation spaces rather than a conventional destination.
Video Highlights:
- The Quartz Dimension features a dangerous void environment and unusual creature behavior.
- A glass platform can provide a temporary barrier around a void observatory.
- Way Stones are used to establish safer return points during exploration.
- Lighting, time changes, and entity activity strongly affect each expedition.
- Voidexp exploration can become much more dangerous after the light cycle changes.
The dimensions share several generation traits, although each location has a distinct identity:
| Shared Feature | How It Appears | Exploration Meaning |
|---|---|---|
| Grass top layer | Terrain commonly begins with grass | Surface areas may resemble the overworld |
| Quartz water replacement | Water is replaced by quartz blocks | Familiar landmarks can look distorted |
| Altered stone | Smooth stone, cobblestone, or Bedrock replaces ordinary stone | Mining routes may behave differently |
| Heavy entity activity | Random Entities or Maze Shadows may spawn excessively | Open areas are not automatically safe |
| Ambient audio | normalambienceevent.ogg plays in added dimensions | Sound can signal that the environment is anomalous |
The dimensions also support generated structures that can be placed with the /place command. That makes them important not only as exploration zones but also as sources of repeatable environmental motifs, rooms, corridors, and staged anomalies.
Treat every dimension as a separate hazard map. Establish a return point before testing unfamiliar terrain, and avoid assuming that an overworld-style surface means the area is safe.
clan_void: Rooms, Maze Layout, and Exits
clan_void is an infinitely repeating maze made from rooms that resemble sections of the clan_build base. Its repeating layout can make orientation difficult, especially when similar rooms appear in sequence. The safest way to explore is to record room types, mark turning points, and identify any exit structure before moving deeper.
Eight room types are associated with clan_void. Several are visually sparse, while others contain furniture, storage, signs, or music-related details. The exit room is rare and is the most important structure to identify.
Empty Room
A plain room with no listed contents. Use its entrance and nearby room order as navigation markers.
Pillars Room
Contains four pillars. Its simple layout makes it useful as a recognizable waypoint.
Storage Room
Contains sixteen empty chests and two double chests in each corner.
Signs Room
Contains doors and obscured signs displaying “IKNOWWHATYOUFEAR.”
Other rooms include the crafting table room, jukebox room, and furnace room. The crafting table room resembles the pillars room but uses connected crafting tables. The jukebox room contains four jukeboxes, four double chests filled with disc 13, and cobblestone corner pillars. The furnace room places crafting tables and furnaces around the room.
| Room Type | Main Contents | Recognition Cue |
|---|---|---|
| Empty room | Nothing listed | Bare interior |
| Pillars room | Four pillars | Open central space |
| Crafting table room | Connected crafting tables | Tables replace pillars |
| Storage room | Empty chests | Multiple chest walls and corners |
| Signs room | Doors and obfuscated signs | “IKNOWWHATYOUFEAR” message |
| Jukebox room | Jukeboxes, chests, disc 13 | Music-focused layout |
| Furnace room | Crafting tables and furnaces | Repeated workstation pairs |
| Exit room | Exit blocks | Rare room that returns the player |
The exit room is rare, but it has a clear functional purpose. Walking into its exit blocks transports the player back to the overworld, often hundreds of blocks above the surface. That elevation change is a major hazard, so prepare for the return rather than treating the exit as a normal doorway.
An exit from clan_void may place you high above the overworld. Keep fall protection, a landing plan, or a teleportation option ready before entering the exit room.
Null Torture and The Field
Null Torture and The Field provide very different exploration experiences. Null Torture is enclosed, linear, and visually oppressive. The Field is open and repetitive, with fewer obvious landmarks but a wider sightline. Both can become dangerous because entity activity is part of their environmental design.
Null Torture generates as an infinite bedrock corridor with lava along the sides. Dirt hills appear far from the corridor floor, and caves are made entirely from dirt rather than ordinary underground materials. Large groups of random entities can spawn inside the dimension.
The corridor may contain empty hallways or hallways with signs. Eight sign-hallway variations are listed, so a message can help distinguish one segment from another without guaranteeing that the area is close to an exit.
| Dimension | Terrain | Notable Structures | Main Risk |
|---|---|---|---|
| Null Torture | Bedrock corridors, lava, dirt hills | Empty halls and sign halls | Large groups of random entities |
| The Field | Grassland similar to superflat terrain | A few trees and rare floating dirt hills | Maze Shadows and occasional pigs |
| clan_void | Repeating room maze | Eight room types and a rare exit | Disorientation and dangerous return height |
| Voidexp | Void with dirt and Bedrock islands | End-like islands and underground terrain | Excessive Maze Shadow activity |
The Null Torture exit can appear randomly. If it generates behind the player, a wall may block the route and display the message “Wrong way =)”. A nearby chest can contain multiple name.revuxors and a single chirp disc, with a jukebox behind it. Because several hallway sets can generate when the player enters, switching between hallway sections may help locate an exit.
The Field, also called day_a, is an infinitely generating field similar to a superflat world with a few trees. A floating dirt hill may appear, although the reference material identifies this as rare and possibly a generation bug. Bedrock can also appear between generated bases. No exits are listed for The Field, so do not enter it expecting a naturally generated return room.
Before Entering a Dimension:
- Create or identify a reliable return point
- Bring blocks for barriers and emergency bridges
- Prepare for excessive entity or Maze Shadow activity
- Record room, hallway, or terrain landmarks
- Keep a fallback teleportation method available
Null Torture rewards corridor discipline, while The Field rewards landmark tracking. Match your navigation method to the dimension instead of using the same route plan everywhere.
Voidexp and Bedrock Tunnels: High-Risk Areas
Voidexp, also called day_b, is an infinite void dimension containing end-like islands made from dirt and Bedrock. It is found beneath clan_void. In versions identified as 1.9.5+NEW, falling to approximately Y = -80 can transport the player into Voidexp, although the transfer is not described as guaranteed.
The entry effect can provide Feather Falling for 40 ticks and display “ERR.INTEGRITY” on the screen. The player may still be placed inside unbreakable walls, so this route should be treated as an experiment rather than a dependable travel method.
| Voidexp Detail | Recorded Behavior | Practical Response |
|---|---|---|
| Entry depth | Around Y = -80 in newer versions | Confirm the version before testing |
| Entry effect | Feather Falling for 40 ticks | Use the window to orient yourself |
| Screen message | “ERR.INTEGRITY” | Treat it as an arrival warning |
| Transfer reliability | Falling does not always teleport the player | Avoid carrying irreplaceable supplies |
| Alternative attempt | /tp ~ -80 ~ may increase the chance | Use only when prepared for bad placement |
| Hostile activity | Maze Shadows spawn excessively | Keep moving and plan an immediate return |
The Quartz Plains described during exploration represent the kind of open, alien terrain that can appear in a dimension. Digging downward may reveal unusual blocks, small caves, bedrock, and even unexpected terrain formations. Bedrock can mark the lowest practical mining limit, while natural cavities may appear beneath the surface.
Bedrock Tunnels, or The Dead End, are long, narrow corridors created when world generation fails. Their walls are made entirely from Bedrock, making ordinary escape impossible. Teleportation items or commands may be necessary if the player becomes trapped.
The tunnels are associated with unusual entity and audio behavior. Null or The Missing Texture Man may appear at the end of a corridor, while static or slowed ambient tracks can intensify the sense that the area is unstable. Entering one may also trigger an Emergency Shutdown or the Black Menu screen.
Secure the Entry Area
Before testing Voidexp or a distorted tunnel, place a return marker and build a small protected platform. Glass can help contain a void-facing opening because mobs cannot spawn on glass blocks according to the exploration strategy.
Control the Descent
Use a controlled route instead of an uncontrolled fall whenever possible. Watch the Feather Falling duration, screen warnings, and terrain position so you can react if the transfer fails.
Mark the First Landmark
Record the arrival terrain, visible islands, caves, and unusual blocks. In an infinite or repeating environment, the first landmark becomes the foundation for every later route.
Avoid Extended Exposure
If Maze Shadows or other entities begin spawning heavily, leave while the return route is still clear. Do not continue mining simply because the terrain appears empty.
Test Bedrock Escape Carefully
Enter a Bedrock Tunnel only with a teleportation fallback. If the corridor leads to an entity or event trigger, retreat rather than assuming the end contains a normal exit.
Voidexp entry can fail or place the player inside unbreakable terrain. Use a controlled setup, keep valuables elsewhere, and treat the dimension as a high-risk anomaly.
Dimension Route Planning and Reference Notes
A strong expedition plan separates discovery, navigation, and survival. First identify how the destination is reached. Next determine whether the environment repeats, stretches infinitely, or changes through generated structures. Finally, prepare for the entity behavior associated with that location.
Way Stones are especially valuable during dimensional exploration. A return point can prevent a successful discovery from becoming a one-way loss. However, a Way Stone does not remove every danger: an exit may still return the player at a dangerous height, and a new dimension can immediately generate entities around the arrival point.
| Expedition Goal | Best Preparation | Why It Matters |
|---|---|---|
| Map clan_void | Track room order and mark exits | Repeating rooms can erase your sense of direction |
| Find a Null Torture exit | Compare hallway sections and sign variants | Exits generate rarely and may be blocked behind you |
| Survey The Field | Use distant trees, bases, and terrain anomalies | No listed exit makes return planning essential |
| Test Voidexp | Protect the entry platform and carry a return method | Teleportation may fail or place you in Bedrock |
| Investigate Bedrock Tunnels | Bring teleportation support | Bedrock walls prevent ordinary mining escape |
Use the following exploration order when you want to reduce unnecessary risk:
- Start with a documented entry point. Write down the dimension name, arrival coordinates, and nearby structures.
- Inspect the immediate area. Do not sprint into a corridor, maze, or void island before checking for entity activity.
- Choose a landmark system. Rooms work well in clan_void, signs work well in Null Torture, and trees or bases help in The Field.
- Build only temporary infrastructure first. A protected platform or observation post is easier to abandon than a large permanent station.
- Return after the first major anomaly. A new entity, sudden audio distortion, or failed teleport is enough reason to reset the expedition.
The Dimensions page on The Broken Script Wiki is useful for cross-checking room names, dimension aliases, exit behavior, and generation notes. Version differences matter, particularly for Voidexp entry conditions and the behavior of anomalous terrain.
Dimension behavior can vary between releases. Confirm whether your installation uses the newer Voidexp entry rules before relying on Y = -80 or /tp ~ -80 ~ as an access method.
The Broken Script dimensions FAQ
Q: What are The Broken Script dimensions?
They are anomalous locations that can transport the player through entities, events, blocks, or special void interactions. The normally accessible dimensions listed for the setting are clan_void, Null Torture, and The Field, with Voidexp connected to clan_void.
Q: Which dimension has the rare exit room?
clan_void contains the rare exit room. Its exit blocks return the player to the overworld, but the return may occur hundreds of blocks above the surface, creating a fall hazard.
Q: Can The Field generate an exit?
No exit is listed for The Field. It is an infinite grassland-like environment with a few trees, occasional pigs, rare floating dirt hills, and possible Maze Shadow activity, so bring a planned return method.
Q: How do I enter Voidexp?
In versions identified as 1.9.5+NEW, falling toward Y = -80 may trigger the transfer. The behavior is not consistent, and using `/tp ~ -80 ~` is described as increasing the chance rather than guaranteeing entry.
The safest dimensional habit is simple: mark the route, identify the exit condition, and leave before entity activity turns an expedition into an emergency.