ToddLLM/luanti-complete-dataset huggingface dataset:
**Title:** Sausages

**Description:** 

**Details:**
# Yum, sausages!
Here they are! Support MineClone2/5, Farming Redo, and Animalia.

Textures from [Malcolm Riley's Unused Textures](https://github.com/malcolmriley/unused-textures), and are avaliable under [CC BY-SA 4.0](https://creativecommons.org/licenses/by/4.0/).


**Tags:** food
**Repository:** https://github.com/C-C-Minetest-Server/sausages
**License:** MIT
**Title:** PostgreSQL Library

**Description:** 

**Details:**
# PostgresConnection (Lua/Minetest)

A simple Lua wrapper for PostgreSQL using a C library (`luapg.so`) for Minetest.

## Functions

### `PostgresConnection.new(host, dbname, user, password)`

Creates a new connection to a PostgreSQL database.

**Returns:**  
- `PostgresConnection` object on success  
- `nil, error_message` on failure  

### `PostgresConnection.new_from_conf(config_path)`

Creates a new connection using a configuration file.

**Returns:**  
- `PostgresConnection` object on success  
- `nil, error_message` if config file is missing or empty  

### `PostgresConnection:execute(query)`

Executes a non-select SQL query (`INSERT`, `UPDATE`, `DELETE`, etc.).

**Returns:**  
- `true` on success  
- `false, error_message` on failure  

### `PostgresConnection:select(query)`

Executes a `SELECT` query and returns the resulting rows.

**Returns:**  
- `table` of rows on success  
- `nil, error_message` on failure  

### `PostgresConnection:escape(text, escaping_type)`

Escapes a string or identifier for safe usage in SQL queries.  

**Parameters:**  
- `text` (string) – the value or identifier to escape  
- `escaping_type` (string) – `"value"` for SQL values, `"identifier"` for table/column names (defaults to `"value"` if invalid)  

**Returns:**  
- Escaped string on success  
- `nil, error_message` on failure


**Tags:** complex_installation, developer_tools, library
**Repository:** https://codeberg.org/Tomlaus/postgresql.git
**License:** MIT
**Title:** itemshelf (Fork)

**Description:** 

**Details:**
# itemshelf

Fork from [itemshelf](https://github.com/hkzorman/itemshelf)

## Changelog
- add crafting recipes in "recipes.lua"
- crafting with all wood planks

## Original readme

### Itemshelf

The item shelf mod is a simple mod that adds to shelves that can hold up to 4 or 6 items. This small limitation is due to the fact that shelves show the items they are holding using entities. The entities are purely static and consume 0 CPU (like the ones in itemframes for example), but still the limitation is to avoid lag.

There are no crafting recipes at the moment. To get an item shelf, play on `creative` or use:
`/giveme itemshelf:small_shelf` or `/giveme itemshelf:large_shelf`. Both shelves are of the same size, however they can hold 4 or 6 items respectively.

#### Developers
Developers using this mod can register a particular node to use the item shelf functionality. To do that, the following function is used:
```lua
itemshelf.register_shelf(name, def)
```
where `name` is the name of the node (`itemshelf:` will be the prefix) and `def` is a Lua table defining the following:
  - `description`: shown in inventory
  - `textures` (if drawtype is nodebox)
  - `nodebox` (like default minetest.register_node def). Do not use with `mesh`.
  - `mesh` (like default minetest.register_node def). Do not use with `nodebox`.
  - `item capacity` (how many items will fit into the shelf, use even numbers, max 16)
  - `shown_items` (how many items to show, will always show first (shown_items/2) items of each row, max 6)

#### License
All code is copyright (C) 2018 Hector Franqui (zorman2000), licensed under the MIT license. See `LICENSE` for details.

#### Roadmap
  - Add shelves in all varieties of woods
  - Add crafting recipe
  - Add sounds when placing items
  - Allow shelves to contain only specific items
  - Allow overlays if shelf holds specific items


**Tags:** decorative, storage
**Repository:** https://codeberg.org/nac/itemshelf.git
**License:** MIT
**Title:** hexcol color picker

**Description:** 

**Details:**
# Color picker for hexcol mod
Quite heavy weight color picker for [hexcol](https://content.luanti.org/packages/erov/hexcol/). Featuring two mapping options and four different color spaces.
## mapping
- Sliders: Adjust sliders to the exact value for the selected color space, click on the color preview to receive the item.
- 2d map: A map showing a whole range of colors in the selected color space, including a slider since evey space is 3 dimensions wide.

## color spaces
- RGB: The simple direct represenation of the color, the mapping is a little different than the other spaces, with b/g on x/y and red as slider
- HSV: Hue Saturation Value, represented in degrees, and percentage. Value being "brightness"
- HSL: same as hsv, expect lightness instead of brightness
- Oklab: actually OklcH, a space where lightness is not direct, rather perceived brightness, selecting a hue and chroma (similar to saturation) and sliding through brightness, should yield colors that look equally bright

In the top left, the mapping can be selected with the dropdown, and the top right the color space.
The 2d map is quite heavy on resources, hence sliders is the default selected option. A "rate limiter" is added with the option to modify the minimum interval between updates for the map int he mod settings.
The picker is added as an inventory item, but also integrated into unified inventory as a button

![screenshot](https://github.com/Mjokfox/color_picker/blob/main/Screenshot.png)


**Tags:** building_mechanics
**Repository:** https://github.com/Mjokfox/color_picker
**License:** MIT
**Title:** Chest2

**Description:** 

**Details:**
# Chest2

The Advanced Chest mod

## What's in the box

- A chest (single node, but unlike all other chests, somewhat larger inventory size, but gains paging, so you get multiple inventories in 1 chest)
- Simple to use features
- Settings by `minetest.conf`
- A remote (Access your Chest2 chests via remote) \*

\* **Remote is a WIP feature**, and currently works within 10 blocks from the chest.

## How the `chest2:chest` differs from say `default:chest`?

While a standard chest requires you to make keys for others to access it too, Chest2 simply requires the `Members` setting and 1 player name per line (that's `bob123` or `tv_frank` but one on each line, then click Save)

While a standard chest is 8x3 the Chest2 is 12x5 not to mention Chest2 supports multiple pages (which are seperate inventories, so 12x5 times each page)

While there is no way to remotely access a standard chest, Chest2 comes with a Remote, just punch a `chest2:chest` with the remote to connect it to that Chest, then from there punch (left click), use (right click) to access that chest from anywhere in the world (unlimited distance included).

> Note, the remote will reset to a unconnected remote if it looses connection/i.e. someone broke the chest/moved the chest. (When the mod refers to chest it refers to `chest2:chest`)

## Settings

This mod comes with almost full customization from crafting a remote, to crafting a `chest2:chest`, even the number of pages in a `chest2:chest`.

Just run this mod, (it auto-generates the settings into your `minetest.conf`),
then edit `minetest.conf` or for singleplayer worlds change it via Minetest Settings (under the Mods section will be Chest2)



**Tags:** storage
**Repository:** https://github.com/Beanzilla/chest2
**License:** MIT
**Title:** Wield Events

**Description:** 

**Details:**
Events for wield item switching

Provides callbacks for `on_select`, `on_step` and `on_deselect` on wielded items

Documentation and api: https://github.com/mt-mods/wield_events/

**Tags:** library
**Repository:** https://github.com/mt-mods/wield_events/
**License:** MIT
**Title:** Random (Useful) stuff

**Description:** 

**Details:**
[![ContentDB](https://content.luanti.org/packages/pl608/random_stuff/shields/title/)](https://content.luanti.org/packages/pl608/random_stuff/)[![ContentDB](https://content.luanti.org/packages/pl608/random_stuff/shields/downloads/)](https://content.luanti.org/packages/pl608/random_stuff/)
# Random Stuff Mod
adds 3 usable items along with a few more items used exclusively for crafting
### Usable Nodes/Wearables
* Bright Water (random_stuff:bright_water), a water-like node that is set to the max light output. You cant drown in it, has 0 viscosity and has the same spread as lava.
* Wings (3d_armor:wings), a power-up that utilizes the 3d_armor mod to give you reduced gravity and an immortal health status. Downside is that to craft it you need an item rarer then diamonds or mese.(warning: for some reason immortal=1 doesnt actually make you immortal... will fix)
* Spring Boots (3d_armor:spring_boots) also uses the 3d_armor mod to let you jump super high and increases your speed. This bit of armor is equivalent to bronze in its strength and is a lot easier to craft the the wings. Beware of using this with wings though... undesired results may occur(reverse meteor)
### Crafting Items
* Weird Soul Thing(random_stuff:soul) This very creatively named item is used soully for crafting wings. It is found only in The Sole Stone ore block that is naturally occurring but rather rare
* The Sole Stone(random_stuff:stone_with_soul) A naturally occurring ore stone that contains a soul for crafting wings. The texture was made from the Soul Thing with the alpha set from mese ore... looks odd though.
* Springs(For Bouncy Things) (random_stuff:springs) crafted itself from 3 steel ingots this is used in conjunction with steel boots to make spring boots.
### Commands
* /crawl enables a head only mode that alows you to go into 1x1 areas
* /stand disables /crawl and returns the player to the normal character(3d_armor character model is enabled if that mod is installed)
#### Looking for:
someone to help fix the soul or the spring texture.

**Tags:** player_effects
**Repository:** https://github.com/pl608/random_stuff_mod.git
**License:** MIT
**Title:** Minetest Emotions

**Description:** 

**Details:**
# minetest_emotions
Explore a world of emotions with the Emotions Mod for Minetest! This unique and visually captivating mod introduces a small variety of blocks, each representing a distinct emotion through carefully crafted textures. Immerse yourself in the ambiance of these expressive blocks as you build and create within the game.

Features:
Includes 5 different types of blocks: 
- Angry block
- Happy block
- Sad block
- Ooh shiny block
- Augh block

Enjoy to your heart's content!

**Tags:** building, decorative
**Repository:** https://github.com/OpenLearningQuest/minetest_emotions.git
**License:** MIT