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Brennan Hatton edited this page Oct 16, 2026 · 18 revisions

Editor

The Dungeon Train editor is a built-in, in-world authoring tool. Build carriages, interiors, parts, tracks, pillars, and tunnels by placing blocks — save them as templates, and the train spawner picks from your saves at runtime, deterministically per car. Export your library as a zip package to share with friends.

Single-player creative already has it; survival players don't need to switch — entering the editor auto-grants creative and exiting restores your previous game mode.

Launching the Editor

You can launch the editor from the title screen "Train Editor" button, or in any world: /dt editor or press X → Editor.

Entering the Editor teleports you to the Carriages plot grid.

The editor world sits at a stopped midday — no day/night cycle, no natural mob spawning — so every plot is authored under the same light. The one exception is a dimensional-carriage plot whose Sky is Day/Night: while you stand in it the clock runs at 10× (a full day in about two minutes) and snaps back to noon the moment you step out. See Sky.

A couple of seconds after you first enter the editor each session, a short welcome message appears in chat with a quick orientation and a clickable @brennanhatton mention — click it to message Brennan directly (it reaches him on Discord), so you can ask questions or show off what you're building.

Plots

You stand in a plot — a bedrock-caged region, one per template. The status HUD at the top of the screen tells you which plot you're in (Editor: Carriages / standard). Whatever you build inside the cage is what saves on /dt save.

Each kind of template has its own category and plot grid:

Category What you build
Carriages The outer shell — walls, roof, doors as one monolithic NBT.
Carriage parts Reusable FLOOR / WALLS / ROOF / DOORS overlaid on a shell.
Contents The interior stamped inside a shell — chests, fixtures, decor.
Tracks Open-air rail tiles, tiled along the train axis.
Pillars Top / middle / bottom column sections + stair adjuncts.
Tunnels Section + portal templates.

Full walkthroughs in Templates.

Which end is which

Every plot has two ends, and they look alike. The editor names them: a blue Entrance floats over the doorway players walk in through, and a yellow Exit over the end they leave by, each in a matching wireframe box. The train runs in one direction, so the Entrance is always the end a rider reaches first.

Carriage and Contents plots get the words and the boxes only — the doorway itself is yours to build, so nothing is drawn over your blocks. Dimensional carriage rooms are the exception: their corridors are not part of the template at all, so the editor stands a see-through ghost door in each opening to show you what you have to build around.

The words fade in as you get close; the coloured boxes carry across the plot grid. Turn the whole overlay off with /dt editor doorghosts off.

Templates and variants

The editor has two layers that work together: templates and variants.

A template is one saved train piece — a carriage, a floor, a tunnel section. You build it block-by-block in its plot, hit save, and from then on the train can spawn it. The more templates you save in a category, the more variety you get as you ride — and you can weight them so some appear more often than others.

A variant is randomisation inside a single template, so two carriages built from the same template don't have to be identical:

  • Block variants mark a block as "this could be any of these blocks." A windowed carriage could roll glass, stained glass, or iron bars at each window — different on every carriage, but consistent on the same one forever.
  • Container variants mark a chest, barrel, hopper, or shulker with a loot pool. The spawner rolls the actual contents when the carriage appears.

Every roll — which template spawns, which block fills a variant slot, which items land in a chest — is tied to the world seed. Walk back over a stretch of track and you'll see the same carriages with the same blocks and the same loot, every time.

Controls

Three keys, layered on the same plot:

  • X — the command menu. Billboarded in-world panel for everything menu-driven: pick a category, save the plot, create / rename / remove templates, toggle DevMode, nudge weights, jump between templates.
  • Z — block variants. Mark individual block positions with a random pool — every spawned carriage rolls a different state per cell.
  • C — container variants. Open a chest / barrel / hopper / shulker and mark it with a weighted item pool that rolls into the container at spawn.
  • V — the template blocks menu. Lists every block used in the plot with counts, and swaps one everywhere — structure and block-variant candidates alike — with whatever you're holding, keeping its orientation. Built for reskinning a duplicated template in one pass.

Every menu action also has a /dt … slash equivalent — see Commands.

Editing numbers (since v0.1310.0)

Every number in the editor — weights, min / max levels (a mob variant's too), container fill, stack count and drop chances, room length / width / height, exit spacing, floor depth, book shares, menu distance, and the builder's tiles-per-row and room-size chips — is one cell that answers to the same three gestures (PR #2041):

Gesture Effect
click +1 (chance cells step by 5)
shift-click or right-click −1
Cmd-click (Ctrl on Windows / Linux) type the value — a number pad, or a field over the cell on the editor screen's sheet

On a max (level, fill), leaving the typed value empty sets it back to all. The rows that used to be [-] value [+] are a single number now; right-click on anything that isn't a number does nothing.

Sharing what you build

Open X → Package → Save to bundle everything you've made into one zip you can hand to a friend — or share in the Discord to get it considered for the next mod release. See Packaging.

Where to go next

For implementation-level reference: Feature-Carriage-Editor, Feature-Command-Menu, Feature-Block-Variant-Menu, Feature-Container-Contents-Menu, Feature-User-Content-Export, Feature-Template-Blocks-Menu.

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