ToddLLM/luanti-complete-dataset huggingface dataset:
**Title:** Attachable Bomb(ctf)

**Description:** 

**Details:**
# Attachable Bomb
Adds a bomb that can be left-click attached to a player in standard rubenwardy capture the flag.
# Stats:
* Time to explode = default is 10 seconds
* Damage = 52(double a standard grenade so that it will one-shot ALL types players(except invincable medics and just spawned players))
*  Has a beep sound that increases in rapidity as the timer gets closer to explosion
*  Has a blink effect on the sprite(color ≠team color its just red)
*  Punch the Entity on top of the player to set it off with double the radius(In future it will detatch the bomb)
# Issues:
* Declines to take the bomb away from the attacher once it is used
* No way to obtain the item except creative inventory and /give


**Tags:** multiplayer, pvp
**Repository:** https://github.com/pl608/attachable_bomb
**License:** MIT
**Title:** Knives

**Description:** 

**Details:**
# knives

Adds various knives with extreme damage

# Knives

* Steel (10 Damage)
* Bronze (15 Damage)
* Mese (17 Damage)
* Diamond (20 Damage)

## Power Mode

Each knife supports Power Mode, it essentially doubles the damage dealt making it quite useful for one swing kills.

> While it doubles the damage it only has 1 use durability (this means it breaks on use)

# Settings

* Optional setting for if knives can be crafted (Supports default Minetest Game (MTG) and MineClone (MCL) games)
* Optional setting for if knives can enter Power Mode (Power Mode is currently a toggled state, and a player chooses if they want power mode or not)

### Credits

All knife textures are from default Minetest Game (MTG) thus CC-BY-SA-3.0

> Looks just like default's swords, just modified to be short, where "powered" adds a yellow tint around the texture

See LICENSE for more information on texture license.

> TLDR; BlockMen (CC BY-SA 3.0): default_tool_\*.png (which has been renamed and modifed for knives_\*.png which includes knives_\*_pwr.png)


**Tags:** pvp
**Repository:** https://github.com/Beanzilla/knives
**License:** MIT
**Title:** Liberties

**Description:** 

**Details:**
######An implementation of Go for Nodecore, allowing you to build beautiful boards, good-looking stones, and even territory-marker tokens to help with scoring!

#####Features:
* 4 new concrete tiles for building gobans
* detecting and removing captured groups, with special fx if on a proper board!
* preventing suicide moves
* enforcing ko rule
* pick up connected groups with sneak/aux1
* marker tokens flood-fill in properly surrounded territory, for easy counting and scoring
* 3+ player support!
* last-played-move smoke effect

**Tags:** mini-game
**Repository:** https://git.mcft.net/lizzie/lc_liberties
**License:** MIT
**Title:** Flow Extras

**Description:** 

**Details:**
[![busted](https://github.com/Lazerbeak12345/flow-extras/actions/workflows/busted.yml/badge.svg)](https://github.com/Lazerbeak12345/flow-extras/actions/workflows/busted.yml)
[![luacheck](https://github.com/Lazerbeak12345/flow-extras/actions/workflows/luacheck.yml/badge.svg)](https://github.com/Lazerbeak12345/flow-extras/actions/workflows/luacheck.yml)
[![Coverage Status](https://img.shields.io/coverallsCoverage/github/Lazerbeak12345/flow-extras)](https://coveralls.io/github/Lazerbeak12345/flow-extras?branch=master)
[![versioned: semantically](https://img.shields.io/badge/versioned-semantically-orange)](https://semver.org)
![image badge containing latest version number](https://img.shields.io/github/v/tag/Lazerbeak12345/flow-extras?filter=*.*.*&label=latest%20version)

An experimental collection of extra widget APIs for [flow].

> Not officially associated with flow
[flow]: https://github.com/luk3yx/minetest-flow

## Features
- Full passing code coverage at 100%, written by a professional QA Engineer for maximum quality. Test to code LoC ratio around 4:1.
- `flow_extras.List` a widget that has extended functionality over `flow.widgets.List`
    - List tile background images for theming (plays nice with custom list spacing)
    - Remainders (ex you could have a vertical 2 x 2 with remainder of one to get exactly 5 tiles)
    - All arguments from `flow.widgets.List`
    - Liststring support
- An alternate image for disabled list tiles added in 1.1
-  `flow_extras.flow_container_elms` set. Intended for walking over flow formspecs using `formspec_ast.walk`. Added in 1.3.
- `flow_extras.walk` The above, done for you. Added in 1.3
- `flow_extras.search` A function for searching for nodes matching particular descriptions. Used just like `walk`. Supports multiple names in one iteration to allow you to make multiple changes in only one search (O(n) instead of O(n * m)). Added in 1.3
    - Throws a more readable error message if `tree` is not present Added 1.4
    - `check_root` is now a feature. Added 1.5
- Tools to set and get context. Added 1.6
- `flow_extras.contains`, a wrapper around `flow_extras.search` returning a boolean if there's a match. Intended for unit testing. Added 1.7
- More on the way!

## Docs
For now, see the busted spec file


**Tags:** gui, library
**Repository:** https://github.com/Lazerbeak12345/flow-extras
**License:** MIT
**Title:** Quest Framework

**Description:** 

**Details:**
A simple quest framework that lets you define your own quests and handles the representation.

You can see a full list of your active quests with the chatcommand `/quests`.

A sample quests mod can be found [here](https://github.com/TeTpaAka/sample_quest).

API:
```
quests.register_quest(questname, quest)
-- registers a quest for later use
--
-- questname is the name of the quest to identify it later
--      it should follow the naming conventions: "modname:questname"
-- quest is a table in the following format
--      {
--        title,                -- is shown to the player and should contain usefull information about the quest.
--        description,          -- a small description of the mod.
--        max,                  -- is the desired maximum. If max is 1, no maximum is displayed. defaults to 1
--        autoaccept,           -- is true or false, wether the result of the quest should be dealt by this mod or the registering mod.
--        callback              -- when autoaccept is true, at the end of the quest, it gets removed and callback is called.
--                              -- function(playername, questname, metadata)
--      }
--
-- returns true, when the quest was successfully registered
-- returns falls, when there was already such a quest

quests.start_quest(playername, questname)
-- starts a quest for a specified player
--
-- playername - the name of the player
-- questname  - the name of the quest, which was registered with quests.register_quest
-- metadata   - optional additional data
--
-- returns false on failure
-- returns true if the quest was started

quests.update_quest(playername, questname, value)
-- when something happens that has effect on a quest, a mod should call this method
-- playername is the name of the player
-- questname is the quest which gets updated
-- the quest gets updated by value
-- this method calls a previously specified callback if autoaccept is true
-- returns true if the quest is finished
-- returns false if there is no such quest or the quest continues

quests.accept_quest(playername, questname)
-- When the mod handels the end of quests himself, e.g. you have to talk to somebody to finish the quest,
-- you have to call this method to end a quest
-- returns true, when the quest is completed
-- returns false, when the quest is still ongoing

quests.abort_quest(playername, questname)
-- call this method, when you want to end a quest even when it was not finished
-- example: the player failed
--
-- returns false if the quest was not aborted
-- returns true when the quest was aborted

quests.show_hud(playername)
-- shows the hud to player playername

quests.hide_hud(playername)
-- hides the hud for player playername

quests.show_formspec(playername)
-- shows the player playername his/her questlog

quests.get_metadata(playername, questname)
-- get metadata of the quest if the quest exists, else return nil

quests.set_metadata(playername, questname, metadata)
-- set metadata of the quest
```

**Tags:** developer_tools, library
**Repository:** https://github.com/TeTpaAka/quests
**License:** MIT
**Title:** NodeCore Flood

**Description:** 

**Details:**
# NodeCore Flood

Changes some water mechanics in NodeCore.

- Sufficiently large connected bodies of non-sponge water flood down and horizontally into open spaces.
- Water does not flood upward, so if a cave slopes down, then up, an air pocket or un-flooded passage will remain. There are some cases where an "air-pocket" is actually open to the sky. The water level in these doesn't rise to sea level, even though it would in the real world.
- Nonetheless, many caves, chasms, and dungeons previously accessible in the early-game will be filled with water. Many sources of light don't work underwater, so this makes flooded caves nearly impossible to navigate until later in the game.
- Realism is enhanced: no more impossible walls of water in chasms and caves adjacent to oceans and rivers. Large bodies of water behave more intuitively.
- Digging arbitrarily long canals becomes possible, making it easier to farm some things and easier to move [redacted] and [redacted] from one body of water to another.
- On the other hand, there are now exciting new mine flood disasters! Better plug that hole before you've got a new underground sea...
- Floods never create water above the level of existing water, and small bodies of water don't flood, so sponges are still important. Sponges are also important because their water flow can be turned off...
- The threshold for a "sufficiently large" body of connected water is configurable. Default 100 contiguous water sources.
- The ABM which handles flooding is as efficient as is reasonably possible. There's some slowdown as new mapblocks are explored, but after the floods fill up all the caves they can, the computational load decreases to almost nothing. If necessary, the mod can be activated for a while then deactivated once explored areas are sufficiently flooded.
- Warning: this mod permanently changes most worlds in ways which cannot be undone by simply deactivating the mod. The changes will only be in map blocks which are visited while the mod is active, but removing water from a flooded area is not easy.


**Tags:** environment
**Repository:** https://gitlab.com/Hussell/flood
**License:** MIT