
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.
Список изменений
0.741.0
Your backpack is there when you open a chest
Until now the backpack only existed on your own inventory screen, so opening a chest made it vanish — moving a stack between the two meant closing the chest, opening your inventory, dragging, and opening the chest again. The panels now sit either side of chests, ender chests, barrels and shulker boxes as well, and shift-click moves stacks straight between the container, your inventory and the backpack. Shift-clicking out of the backpack puts things in the chest, the way a shift-click in a chest always has. The open/close button is also smaller and quieter, and now shows at a glance whether the backpack is open.
- Backpack panels appear in chests, ender chests, barrels and shulker boxes
- Shift-click moves stacks between the container, your inventory and the backpack in one click
- Shift-clicking out of the backpack deposits into the container, falling back to your inventory when it is full
- The open/close button is smaller, and its icon dims while the backpack is shut
The portal room's two doorways now say which is which
Building a portal room, the two corridor doorways used to be identical amber outlines, so there was no way to tell the way in from the way out until you had already clicked one. The entrance is now blue and the exit yellow, and standing near either one names it.
- Entrance and Exit labels float over the doorway you are standing at
- The entry mouth is drawn blue, the exit yellow, at any distance
The loading screen starts themed
Opening a world no longer flashes the main-menu panorama before the Dungeon Train loading screen appears — the themed screen is there from the first frame of the load.
- The world-open screens are themed, so the join starts on the train panel instead of vanilla chrome
0.740.0
Item names match the item again in Vietnamese, Filipino and Simplified Chinese
Three languages were drawing item-name synonyms from the whole pool instead of the right category, so a sword could end up called "Boots". They now name swords like swords and helmets like helmets, the way the other seventeen languages already did. Simplified Chinese also gained the Discord Presence screens — the consent prompt, the feedback survey and the chat auto-responses — which had been showing in English.
- Vietnamese, Filipino and Simplified Chinese item names now match the item's category
- Simplified Chinese: rebuilt the synonym list, which had drifted onto a different set of item categories
- Simplified Chinese: Discord Presence consent screen, feedback survey and chat replies are translated
0.739.0
Submit a build for review, and see where it stands
Submitting a build from My Builds now actually reaches a person. Your build waits in a review queue, and the screen tells you whether it is waiting, accepted, or not accepted — instead of quietly publishing and never mentioning it again. Only accepted builds can ride other players' trains.
- My Builds shows each build's review state as a coloured badge in the corner of its tile
- Filter your builds by kind and by review state, and choose how many fit in a row
- A build that wasn't accepted says so, so you can change it and submit it again
Nineteen languages stop falling back to English, and player translations flow again
Every language except English was missing the same 144 pieces of interface text — the data-recovery screen, the backup options, the abandon-run confirmation, twelve advancements and the leaderboard headers all read in English no matter what language you play in. All 144 are now translated in all 20 languages. The same gap had also jammed the weekly job that pulls player-submitted translations back into the mod: it had never once succeeded, because 198 approved submissions had nowhere to land and took 979 good ones down with them every time it ran.
- 144 missing strings translated into all 20 languages — 2,850 in total
- Player-approved translations import again: 1,102 that were being discarded now land, and anything that cannot is listed by name instead of failing the whole run
- The in-game translation editor no longer asks you for plural forms your language does not have — Russian was being shown 27 of them
- Fixed a crash on the AI-policy screen caused by an unescaped percent sign in the English text
- Three buttons in the editor settings showed raw key names in English; the note markers on one story letter pointed past the end of the translated text in five languages
0.738.0
The opening ramp is half as long
Your first ride used to spend 25 carriages easing you in — nothing hostile at all for the first 10, then only small slimes for another 15. That is now 10 carriages: no hostiles through carriage 5, slimes through carriage 10, and the real mobs from there. Starter-tier chest loot follows the same window, so the gentle stretch stays consistent and then gets out of your way.
- No hostiles for the first 5 carriages (was 10)
- Small slimes for carriages 5-10 (was 10-25)
- Authored mobs — and their proper chest loot — from carriage 10 instead of 25
The loading screen now hands you the shot
Joining a run reads as one continuous themed loading screen — no more flash back to a vanilla screen when the world finishes loading and the train starts. Once the bar fills it says "All Aboard!", the panel fades away over 30 seconds into a dim over the live world, and the camera is already sitting exactly where the arrival shot begins, so pressing Space flies you in from the frame you were looking at. The train's engine now eases in from silence instead of arriving at full volume.
- The world-join loading screen no longer flashes back to the vanilla "Downloading terrain" panorama
- At 100% the screen reads "All Aboard!" and slowly reveals the composed arrival shot behind a dim
- The train engine ambient fades in over 30 seconds when you first come aboard
0.737.0
Crash Assistant now ships with the modpack
If the game ever crashes, a window now opens explaining what went wrong — it checks your logs against dozens of known causes, from graphics-driver faults to running out of memory. One button uploads every relevant log and hands you a ready-to-paste report, and the help button drops you straight into #bugs-feedback on the Dungeon Train Discord.
- A post-crash window that diagnoses dozens of common crash causes
- One click uploads every log and gives you a ready-to-paste report
- Takes you straight to #bugs-feedback on the Dungeon Train Discord
- Client-side only — dedicated servers are unaffected
0.736.0
New translators are credited without a manual step
When someone translates part of the game for the first time, the weekly job that pulls approved player translations back into the mod used to stop dead until a maintainer added that person to the credits registry by hand. It now adds them itself, as part of the same change a human reviews and approves — so a new translator's work no longer waits on a round trip nobody is scheduled to make.
- A first-time translator no longer blocks the whole week's import
- New names are added only once their work has actually landed, and are listed for review
- Work credited to a machine is still refused outright
0.734.0
Dimensional carriage doorways can be placed independently
A dimensional carriage's two doorways no longer have to line up. Builders can put the way in and the way out at different points along a room's wall and at different heights, so a portal room can bend your path instead of running you straight through it. Place a door on the mouth you want to move and only that mouth moves; rooms built before this keep both doorways where they were.
- Set each of a portal room's two doorways separately — along the wall and up it
- Aim a door at the near opening to move the way in, the far one to move the way out
- Fixed doorways that could be bricked over at the top, or leave a gap to the rock below, when a door was raised off the room's floor
