ToddLLM/luanti-complete-dataset huggingface dataset:
**Title:** Legendary Ore

**Description:** 

**Details:**
# Legendary_ORE 

### Uses

Adds Legendary ores and blocks
Works well with Legendary Armor

### License
MIT license for code and media

### Dependencies
- Default

### TODO
- Lumps for smelting
- Extended functionality

**Tags:** building
**Repository:** https://github.com/gitgithu/legendary_ore
**License:** MIT
**Title:** Gear Up

**Description:** 

**Details:**
# gear_up

https://codeberg.org/random-wizard/gear_up/raw/branch/main/screenshot.png

Mod for luanti to allow character to equip items; jewelry, armor, outfits, etc... Also has a basic crate system to allow loot boxes to appear in different block types and depths; ice crates, sand crates, deep stone crates, etc...

Code is a fork of mod equippable accessories.
https://content.luanti.org/packages/davidthecreator/equippable_accessories/

Even though this mod is self contained, I would not recommend running this mod in conjuction with equippable_accessories or 3d_armor. It will produce a lot of duplicate items that do similar things but are slightly different. It will also produce duplicate inventory tabs that do similar things but are slightly different.


**Tags:** tools
**Repository:** https://codeberg.org/random-wizard/gear_up
**License:** MIT
**Title:** Example Lua mapgen

**Description:** 

**Details:**
This mod, [originally written by paramat](https://github.com/paramat/lvm_example/), serves as a basic example on how to write a performant Lua mapgen containing Perlin noise.

It optionally depends on [`biomegen`](https://content.luanti.org/packages/Gael%20de%20Sailly/biomegen/) which, if present, will decorate the mapgen with biomes and decorations.


**Tags:** custom_mapgen
**Repository:** https://github.com/rollerozxa/lvm_example
**License:** MIT
**Title:** Hexagonal

**Description:** 

**Details:**
# Hexagonal #
A **proof of concept** mod to make non-cube shapes.  
Expect bugs.

By default registers a few nodes from existing default nodes.  
Nodes are meshes, so expect frame drops with larger quantities.

Inspiration:  
![Image](https://camo.githubusercontent.com/ab1c74fd52a6b83da7af58ba31adaf6e0a462abc6274b5af93418002fdb8bdf8/68747470733a2f2f63646e2e646973636f72646170702e636f6d2f6174746163686d656e74732f3338343830333138383234303534373835302f3535383232353033333335333233323431342f696d616765302e6a7067)

Reality:  
![Image](https://camo.githubusercontent.com/7173ae14fe1dfcf9615a1979e2d79f9e83e73b4682568bf8f06339a2d4638c00/68747470733a2f2f63646e2e646973636f72646170702e636f6d2f6174746163686d656e74732f3336393132333137353538333138363936342f3535383432343831393636323731363933352f73637265656e73686f745f32303139303332315f3135353931392e706e67)


**Tags:** building, oneofakind__original
**Repository:** https://github.com/GreenXenith/hexagonal
**License:** MIT
**Title:** My Torches

**Description:** 

**Details:**
#mytorches

Torches for Luanti that burn out.

If you do not want them to burn out you can turn it off in the settings.

You can set the amount of time in the settings as well. It is set to 3600. That is in seconds which is 60 minutes or 1 hour.

-------------------------------------------------------------------------------------

Code Licence - MIT

Media Licence - CC0


**Tags:** decorative
**Repository:** https://github.com/DonBatman/mytorches.git
**License:** MIT
**Title:** My Parkour

**Description:** 

**Details:**
# myparkour
Nodes for making parkour tracks. Some of them are walkable and then they change to non-walkable. You fall. That means you better hurry. 

-----------------------------------------------------------------------------

Code Licence - MIT

Media Licence - CC0

**Tags:** building
**Repository:** https://github.com/DonBatman/myparkour.git
**License:** MIT
**Title:** TPH's Doors API Redo

**Description:** 

**Details:**
INTENDED FOR PROGRAMMING PURPOSES ONLY - please check init.lua currently for how functions work! Docs in the works! (wanted to make a quick demo release to get feedback). No demonstrative doors provided - you can check commit history on the GIT for them though ;p

I bring you my rendition at an overhaul of Minetest's doors system! A system that I personally dislike a lot - and wanted to see if I could rework from the ground up. Uses ONLY 2 nodes and tries to use meta calls as minimally as possible. No weird self object functionality either. Doors are pretty much fully functional already - any that you register with my mod.

This is intended to ease developer's woes with designing doors + adding a lot more customization and permitting more functionality and conditions. There's a lot more functions to your doors that you can specify such as the doors_interact callback and you now have the ability to use nodeboxes to make doors.

I'm working on setting up conversion from Minetest Game's system to my own system as well - lots of success but not fully furnished and bugs not fully fleshed out. I haven't created a system for trapdoors just yet - but it's in the brain works :D

Hope you enjoy! Feedback - praise and criticism alike is greatly appreciated! I'd like to made my mod as accessible and easy to use as is possible

**Tags:** library
**Repository:** https://codeberg.org/TPH/tph_doors
**License:** MIT
**Title:** Boots of Swiftness Mod

**Description:** 

**Details:**
This mod adds a new pair of boots to Minetest Game called the Boots of Swiftness. The Boots of Swiftness are made using Silk (a new material made out of cotton). The speed_boots is a helpful mod to add if you want a good form of mobility in the form of a cheap piece of armor.

**Tags:** player_effects, tools
**Repository:** https://github.com/ClothierEdward/speed_boots-MT-Mod
**License:** MIT