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Моды/Dungeon Train - Лорный Рогалик RPG
Dungeon Train - Лорный Рогалик RPG

Dungeon Train - Лорный Рогалик RPG

Сборка модов Dungeon Train для Майнкрафт вдохновлена Adventure Time. Это бесконечный подземный лабиринт в поезде с процедурной генерацией, физикой и глубоким сюжетом.

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Все версииDungeon Train v0.802.0

Dungeon Train v0.802.0

Beta05.09.2026

Список изменений

0.802.0

A new room in the house set, and fewer empty ones

More to find on the way through the dimensional carriages: a new room joins the house set, the short portal rooms have been reworked, and two rooms that opened as bare generated walls are gone from the mix.

  • A new house room, turning up between levels 7 and 17
  • The deserter's hall now keeps to the early part of the run
  • Reworked short portal rooms
  • Two rooms with no build behind them no longer turn up

Editor and review tooling

Behind-the-scenes work on the build editor and the tools for reviewing what players upload.

0.801.0

Your clock pauses when you stop playing

Time on the train is now a measure of play rather than of the game being left open. The clock pauses while the pause menu is open, after 30 seconds without mouse movement, after 5 minutes without input, or if you haven't passed 3 carriages in 10 minutes — and starts again the moment you move. Nothing else about your run changes: you don't die, nothing resets, and you can stand still as long as you like. Those minutes simply aren't added to your time. Every place the game reports that time — the death screen, run reports, and the Longest Aboard leaderboards — now shows time on the train instead of time since you spawned.

  • Idle and paused minutes no longer count toward your time on the train — your run keeps going, only the clock stops
  • The death screen and both Longest Aboard leaderboards now report time on the train, not time since spawn

0.800.0

Dimensional carriage polish

A small refinement to dimensional carriages.

0.799.0

Variant and loot menus work in the Train Builder

The block-variant menu (Z) and the container-contents menu (C) now work while you are building a carriage, room, part, track piece or portal room in the Train Builder — not just in the Train Editor. What you author is kept with that build and written onto the template when you save it, and loaded back when you open one. Both menus also follow the block you are looking at rather than the ground you are standing on, so you can back off a build and keep editing it from outside.

  • Tap Z on any block of your build to give it a pool of random variants, and C on a chest to fill it with weighted loot.
  • Variant pools and chest contents follow a build: they load when you open a template and are written back when you save it.
  • Wireframes and lock-group labels are drawn in the builder, so you can see which blocks you have flagged.
  • Both menus open on whatever you are looking at, so authoring a wall from outside the carriage works.

Downloaded builds remember who made them

A carriage, room or part you load from another player's profile now keeps their name. Open it in the Train Builder and the info panel says who built it — and it stays theirs when you edit it, rename it, or pass it on to somebody else.

  • Builds loaded from another creator are captioned "Built by " in the Train Builder's info panel.
  • The original creator sticks: editing and re-saving a downloaded build never re-attributes it to you.
  • Attribution survives being passed along — a build that travels through a second player's profile still names the person who actually made it.

Dimensional carriages tile exactly as their author built them

Endless rooms no longer get extra walls added by the game. Copies of a room used to have the wall between them cut open, their outer edges bricked up with mirrored blocks, and the doorway back to the train boxed in with a wall of the room's own floor block — an open-sided room ended up with walls nobody built. Every room now repeats as drawn: openings stay open, edges stay as they are, and the way back to the train is whatever the room has there. Room authors who want the old merged look can turn it on per room in the editor (Room Walls: Merged). Also fixes the editor's Test the Carriage button stamping a room one block too small on some tries, restores the Book room's floor and walls, and adds a batch of new rooms — Outside the Box, Foundation and Chess by Firefly_on_ytb, Suspicious Furniture Store and Nostalgia by Lil Detective Crunch, and Peatear Griffin by Dot.

  • Built by Firefly_on_ytb (Outside the Box, Foundation, Chess), Lil Detective Crunch (Suspicious Furniture Store, Nostalgia) and Dot (Peatear Griffin)
  • Endless rooms repeat exactly as authored — no invented walls at the doorway, no bricked-up edges, no cut seams (Room Walls now defaults to Kept)
  • Test the Carriage always stamps the room at its true size, and says so when the plot has unsaved size changes
  • Book room's floor and walls are back
  • New house rooms: Suspicious Furniture Store, Peatear Griffin, Foundation, Chess, Nostalgia
  • New patterns rooms Bigger and Smallpat, a second Single Pillar, an Ender room among the distant enemies, and Outside the Box
  • Abandoned Room, Upside Down, Cubes, Patterns and Deserter rebuilt; Book and Labyrinth appear a little less often

0.798.0

Sealed portal rooms can be walled in any block

A dimensional carriage set to Bedrock Lock used to be wrapped in bedrock, always. The block is now the room author's choice: a Lock row in the portal-room editor, sitting right under Walls, that takes whatever block you are holding when you tap it. Bedrock unless you say otherwise, so every room that exists today looks exactly as it did — but a room can now be sealed in obsidian, deepslate, or a skybox block that makes its edges read as open air. Emptying your hand sets it to nothing at all, which leaves the room genuinely unsealed.

  • New Lock row in the dimensional-carriage editor — tap it with a block in hand to seal the room in that block
  • Applies to the whole shell: the skin around the room, both corridors, and the plugs behind their dead outer doors
  • Chunk-dimension rooms take the setting too — they are sealed the same way
  • An empty hand means no shell at all, for a room meant to be dug out of

0.797.0

Chunk dimensions: a portal room made of real world generation

A new kind of dimensional carriage opens onto a single chunk of genuine Minecraft world — terrain, caves, trees, a structure and the mobs that live there — sealed in a box of sky, with its doorways standing on the ground. Most are a slice of the Overworld; deeper in the run, the Nether and the End turn up too.

  • Every chunk dimension is a real 16x16 chunk, two chunks tall: noise, surface, carvers, decoration and one guaranteed structure, generated from the seed rather than built by hand.
  • Walk out onto the ground rather than a floor — each of the room's two doorways stands at the height of the terrain in front of it, so a sloped chunk gives you two doors at two heights.
  • The chunk comes inhabited: a meadow with its animals, a village with its villagers, a Nether cavern with its zombified piglins, and chests that hold what that structure's loot table says they hold.
  • One room in ten borrows another dimension's structure — an End city standing in a meadow, a bastion in a birch forest.
  • Nether and End chunk dimensions unlock at Diff-Level 4 and 5.

0.796.0

The editor's X menu is an inventory screen

The Train Editor's X menu is now a full screen laid out like an inventory: tabs across the top, a searchable grid of 3D template previews, and a detail pane where the numbers on the sheet are the things you edit. Dimensional carriages gained the most from it — a room's sub-variants open under it, Test the Carriage works on whichever room you picked, and a room set to Daylight is lit like one wherever it stands.

  • Browse every template in one grid, filter by name, and see each one turning in 3D before you go anywhere near it
  • Edit a template's weight, size, level band and stage by clicking the number on its data sheet
  • Test the Carriage no longer needs you standing in the room, and a Daylight room is bright in the test as well as on its plot
  • Dimensional carriage plots no longer overlap or leave copies of themselves behind
  • Rooms can be 90 blocks tall — every world's basement grew to stand one up — with new builds capped at 64 per side
  • Skybox blocks can be switched off to build behind them, and switch themselves back on for a test

A new dimensional carriage: the Terrarium

Firefly_on_ytb built the Terrarium — a tall glass house of sand, grass and trees, open to the daylight — and it joins House's rooms, so a dimensional carriage can now drop you into it from level 4 onward.

  • Built by Firefly_on_ytb

Tougher monsters are worth more experience

A monster now drops more experience the more dangerous it actually is. Its armour, weapon, enchantments and active buffs are all weighed up at the moment it dies, and the payout scales with them — so the heavily-geared horrors that come out later on the train finally pay for the fight instead of dropping the same few orbs as a bare zombie on carriage one. A fully-kitted late-train mob can be worth several times a normal one.

  • Experience drops now scale with a monster's armour, weapon and enchantments
  • Beneficial potion effects on a monster raise its payout too — the buffs that make late-train mobs hard now make them worth killing
  • Naturally well-armoured vanilla mobs are rewarded on the same terms, anywhere in the game
  • Tunable (or switchable off) in the server config under [difficulty]

Файлы

dungeontrain-0.802.0.jar(28.13 MiB)
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Канал релиза

Beta

Номер версии

v0.802.0

Загрузчики

NeoForge

Версии игры

1.21.1

Загрузок

146

Дата публикации

05.09.2026

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