Repository navigation
Editor Packaging
A package is a named bundle of editor content — carriages, parts, contents, tracks, pillars, tunnels, and their variants. Everything you build in the editor lives in a package on disk. Saving a package as a zip lets a friend drop it onto their install and have your library appear in-game, or send it to the dev for inclusion in the mod.
All packages live in your dtpacks/ folder, inside the Minecraft game
directory. Each package is a folder there, optionally paired with a .zip.
X → Package opens the Packages screen. The top row has two controls:
-
Reload — re-scans
dtpacks/for new folders or zips someone dropped in. -
Open Packages — opens the
dtpacks/folder in your file manager.
Below that, one row per package: Name | Save | Open | Enable.
| Cell | What it does |
|---|---|
| Name | Click to make this package active — the place where new edits land. The active package shows a ● marker. |
| Save | Drops into a text field with the package's name. Submit to package the active folder into <name>.zip (ready to share). |
| Open | Opens this package's folder in your file manager. |
| Enable / Disable | Toggles whether this package's content shows up in the train. Disabled packages stay on disk but stop contributing to spawn. |
In the X editor screen, select a template and click the folder button in the icon row to open its folder. Inside a package, each kind has its own folder:
| Kind | Folder |
|---|---|
| Whole rooms | wholecarriages/ |
| Whole groups | carriagegroups/ |
| Carriages | templates/ |
| Contents | contents/ |
| Parts | parts/<kind>/ |
| Track tiles | tracks/ |
| Pillars |
pillars/top/, pillars/middle/, pillars/bottom/
|
| Stairs |
pillars/adjunct_stairs/, pillars/adjunct_stairs_entrance/
|
| Tunnels |
tunnels/section/, tunnels/portal/
|
| Dimensional carriages | portals/room/ |
| Chunk frames | chunk_frames/ |
The package root is <game dir>/dungeontrain/user/ for the unsaved package, and <game dir>/dtpacks/<name>/ for a named one. Built-in templates live inside the mod jar and only appear on disk once you save your own copy.
Everything you build starts in a package called unsaved. When you're ready to share, save it as a named package:
- Open
X→ Package. - Click Save on the
unsavedrow. - Type a name and hit Enter. The mod copies your work into
dtpacks/<name>/and writes a paired<name>.zipyou can hand to a friend.
If you keep editing after saving, the changes land in the new active package. Click Save again on its row to refresh its zip.
- Drop their
.zipinto yourdtpacks/folder. Use Open Packages in the Packages menu if you need a fast path there. - Restart the game — or click Reload in the Packages menu.
- The mod extracts the zip into
dtpacks/<name>/next to it, and the new package appears in your Packages list — enabled and ready to use.
If you already have a package with the same name, the import is skipped. Rename or remove yours first to accept the new one.
You can have many packages installed at once. All enabled packages contribute content to the spawn pool — carriages from package A, parts from package B, and contents from package C all coexist.
Use Enable / Disable in the Packages menu to swap themes without deleting anything: disable everything except your "medieval" package to ride a medieval train, or enable a "scifi" pack and a "loot" pack together for a mash-up.
The active package only matters for editing — it's where new saves land. Enable / Disable controls what shows up at spawn.
Built something you're proud of? Brennan (the mod author) would love to bundle great community content straight into the mod — so every new player who installs Dungeon Train gets your carriages, parts, and loot setups by default, with credit.
How to submit:
- Save your package as a zip (see above).
- Post the zip in the Dungeon Train Discord with a short note about what's in it.
- Standout submissions get pulled into the next mod release.
Especially welcome:
- Themed carriages — a mining cart, a dining car, a greenhouse, a brewery, anything with a clear vibe.
- Interior contents — chests with curated loot pools, decorative furniture, lighting, mob set-pieces.
- Track, pillar, and tunnel designs — alternative aesthetics for the bridge.
- Lock-grouped patterns — windows, stripes, mosaics — anything that benefits from coordinated randomisation across cars.
If you'd like to coordinate before authoring something big, or have an idea you'd love to see in the mod, drop it in the Discord first.
- Templates — what you save into a package.
- Block variants — randomise blocks inside a template.
- Container variants — fill chests with rolled loot.