Dungeon Train v0.548.0
Curse Maven Snippet
What's new
0.548.0
Carriages you've walked away from stop running their mobs
A long train used to keep every mob in every carriage you had already passed thinking at full speed, forever. Now, once every player has been more than 55 blocks from a carriage for a few seconds, that carriage's mobs are set aside — and restored the moment someone comes back, exactly as you left them: villager trades, gear, inventories, names and positions all intact. Half-loot a carriage, wander off, come back, and you'll find what you left rather than a fresh roll. This mostly helps dedicated servers and multiplayer, where mobs on carriages nobody is near were pure overhead. You may occasionally spot mobs in a far-off carriage blink out and reappear as you get closer; that's this at work.
- Mobs on carriages no player is near are stored instead of running AI
- Restored exactly as you left them — villager trades and half-looted state included
- Server operators can toggle it with /dungeontrain debug contentsdespawn on|off|status
New "Dungeon Train (Flat)" world type
Creating a world now offers "Dungeon Train (Flat)" alongside the usual Dungeon Train option. The train runs across level ground with no terrain generation at all, which makes it a calm place to build, test contraptions, or just watch the train without the landscape getting in the way. One thing to know before you pick it: because nothing is generated around the track, the shifting terrain bands don't appear either — no disintegration stretch and no Nether transition. Choose the normal Dungeon Train world type if you want those.
- Pick "Dungeon Train (Flat)" from the world type list when creating a world
- Level ground the whole way, with no terrain generation
- Band content (disintegration, Nether transition) does not generate in flat worlds
This mod has no additional files

