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Dungeon Train Pack- A Lore-Rich Roguelite RPG Adventure

Adventure time inspired dungeon crawler on a train. Procedurally generated carriages on a infinite sable physics train. Rich narrative, with custom made mods for a completely unique experience.
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Dungeon Train v0.828.0

File namedungeon-train-0.828.0.zip
Uploaded
Sep 10, 2026
Downloads
1.5K
Size
501.1 KB
Mod Loaders
NeoForge
File ID
8851107
Type
B
Beta
Supported game versions
  • 1.21.1

What's new

0.828.0

Editor phase gates cover the whole line

The Train Editor's phase gates only ever showed the first four phases, so the later stretches of the line were invisible and impossible to toggle. Every phase picker in the editor now shows one letter per phase: the floating type menu, the Stages panel, the parts position menu, the Stage edit screen and the gate summary line. Templates you had already gated to a later phase were spawning correctly all along — the editor just could not show or change that gate.

  • Every phase now appears in the editor's gate cells, not just the first four
  • Later-phase gates can be toggled from the world-space menus instead of only by command
  • Gate summaries list every enabled phase, so a template gated to a later phase no longer reads as ungated

Traps arrive in order, and one more joins them

The traps carriages used to all be in play from the moment their stretch of the line began. Each one now has a level floor, so the gentler traps greet you early and the nastier ones wait until you have a few carriages behind you. A new trap carriage joins the group — designed and built by FireFly in the in-game editor, and our thanks go to them for it — and the group itself now rides the Overworld stretch as well as the Void and Upside Down.

  • A new trap carriage joins the rotation, designed and built by FireFly — thank you!
  • Every trap carriage is level-gated — the harshest ones no longer turn up on your first run
  • Traps now appear in the Overworld stretch, and no longer in Chunks

0.827.0

Train Editor no longer drags the tick rate down

Standing at a plot in the Train Editor, especially a Contents group parent, used to cost the server most of its tick budget: the editor was re-checking which pack every template came from on disk every tick, and rebuilding the whole contents registry for every plot lookup. Both are now cached, so the editor ticks at full speed with hundreds of plots stamped. A new "traps" contents group with four members rides along, gated to the Void, Upside Down and Chunks stretches of the line.

  • Editor overlay cost at a Contents group plot: 85–180 ms per tick → about 3 ms
  • Template provenance (yours / imported / bundled) is cached and refreshes immediately on save, delete, rename, import or pack switch
  • New "traps" contents group (mild_1, tntbarrel, mild_3, mild_4) in the Void, Upside Down and Chunks phases
  • Dev builds log a 1 Hz [editor.timing] line so editor tick cost is visible

Observers no longer fire when the train builds around them

An observer saved into a carriage pulsed every time Dungeon Train placed that carriage: when a template opened in the editor, when the carriage spawned onto the train, and again as its contents and parts were filled in. Redstone contraptions fired themselves on load. Observers now stay quiet while the mod is doing its own building and only react to real causes: you breaking or placing a block, a piston, a door.

  • Observers stay silent while a carriage is placed, lifted onto the train, and furnished
  • Also applies when a template opens in the editor or builder, and when a saved train reloads
  • Player and gameplay triggers on a running carriage are unchanged

0.826.0

Minecarts in your builds, boats in dimensional carriages

Minecarts you park inside a carriage, part, track, tunnel or dimensional carriage are now saved with the build and put back every time it is stamped — chest contents included. Boats are kept only in dimensional carriages, which stand still; on a carriage the editor tells you straight away that a boat won't be saved. In the editor a minecart can be placed on any block without laying rails first, and you get a heads-up when you put one on rails, since carts don't run on rails aboard a moving carriage but ride along fine off them. Also fixes a long-standing bug where pictures, mobs and stands saved in a carriage template never appeared on the running train.

  • Minecarts (all but command-block carts) are saved in templates and restored on stamp
  • Boats are saved in dimensional carriages only; the editor warns when a boat won't be kept
  • Place minecarts anywhere inside a build, no rails needed
  • Fix: entities saved in carriage templates now actually spawn on the running train

Random potion loot entries, and potions that spawn as authored

Chest and barrel loot on the train now uses three new random potion entries: any potion, a good potion, or a bad potion. Each can scale its strength with how far you have travelled or pick flat from the whole range, and can be pinned to a drinkable, splash or lingering bottle. Potions authored into a loot pool now spawn exactly as placed, so a Water Bottle stays a Water Bottle and a Potion of Healing stays healing. The train's brewing chests, potion barrels and end loot roll from wider pools, so a chest that drops several potions is much less likely to repeat the same one.

  • New loot entries: Random Potion, Random Good Potion, Random Bad Potion
  • Per-entry Scale toggle: strength follows distance, or flat across every tier
  • Per-entry Form toggle: Any / Potion / Splash / Lingering
  • Authored potions in loot pools spawn exactly as placed
  • Wider potion pools so several drops in one chest rarely repeat

Trade Anything: sharper value display and previewed-item fill

The villager Trade Anything slot got a round of polish: value comparison popups for pairs like leather/hide and logs/sticks now close properly instead of lingering, foods with status effects show their result instead of a blank slot, and clicking the Trade Anything row now fills it straight from the previewed item.

  • Value comparison popups (leather/hide, logs/sticks) close correctly
  • Foods with status effects show a proper result slot
  • Clicking the Trade Anything row fills it with the previewed item

0.825.0

Translators can rename themselves on the Credits page

If you have sent in translations, the Credits page now shows an Edit button beside your name. Change it and every place your translations are credited picks up the new name — other players see it on their next launch, and the game's own credits list catches up with the next release.

  • Edit button beside your own name on the Credits page
  • Renames apply to all your past translations at once
  • A name another translator already uses is refused

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