Dungeon Train v0.887.0
What's new
Dungeon Train modpack v0.887.0 — bundles Dungeon Train v0.887.0 + Sable for NeoForge 1.21.1.
Balance ×3 · New Feature ×2 · New Content ×2 · Train ×2 · Mobs ×2 · Bug Fix ×1 · Compatibility ×1 · Books ×1 · Advancements ×1
0.887.0
Three new enemy carriages
The enemies pool grows by three: a split zombie room, a zombie pack, and a skeleton carriage that starts showing up from Diff-Level 3. Existing enemy carriages were reweighted slightly to make room for them.
- New: zombiesplit, zombie4 and skeleton2 enemy carriages
- Enemies group weights retuned; skeleton2 appears from Diff-Level 3
0.886.0
Echoes no longer get stuck on doors (PlayerMob 0.98.0)
Echoes walking the train could wedge against a carriage door for good. Dungeon Train now requires PlayerMob 0.98.0, where a marching echo judges doors by the train's own direction — corridor doors open ahead of it and stay open — and an echo that still gets stuck tries the door both ways before moving on. The launcher installs the new PlayerMob automatically.
- Requires PlayerMob 0.98.0 (auto-installed by the CurseForge and Modrinth apps)
- Corridor doors open ahead of marching echoes and are no longer closed in their faces
Mid-library floors vary; mild trap at any level
The mid-library dimensional carriage now picks its floor material per train, and the mild trap carriage is no longer capped at the early levels.
- Mid-library floor varies per train
- Mild trap carriage can appear at any level
Faulthurst has stronger opinions
A Note From Faulthurst has more to say, and means it. He greets you in new ways, asks harder questions, and isn't shy about telling you what he thinks of how you've been travelling.
- Many new openers and closing lines, in every language.
- He notices how you play — and says so.
0.885.0
Advancements can be switched off, or out of the final tally, without an update
Individual advancements can now be switched off remotely — one that is switched off is not shown and cannot be earned, and the advancements beneath it move up to its parent. Separately, an advancement can be kept in the game but dropped from the set a late-game advancement counts. Both take effect the next time you launch.
- Switched-off advancements disappear from the L screen; their children re-attach to the nearest one still on.
- Nothing changes unless the operator flips a switch — every advancement stays on and counted by default.
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