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

**Description:** 

**Details:**
### Description:

Adds slingshots that can throw inventory items as ammunition.

The original code was extracted from [hook](https://content.luanti.org/packages/AiTechEye/hook/) mod by AiTechEye.

### Licensing:

- Code
	- Original code by AiTechEye: CC0
	- Code by Jordan Irwin (AntumDeluge): [MIT](https://github.com/AntumMT/mod-slingshot/blob/master/LICENSE.txt)
- Textures:
	- Originals by AiTechEye: CC BY-SA 4.0
	- New: CC0

### Requirements:

- Minimum Minetest version: 5.0.0
- Depends: none
- Optional depends:
	- [![default](https://img.shields.io/badge/GitHub-default-%23375a7f)](https://github.com/minetest/minetest_game/tree/master/mods/default) (required for craft recipe)
	- [![technic](https://img.shields.io/badge/ContentDB-technic-%23375a7f)](https://content.luanti.org/packages/RealBadAngel/technic/) (changes craft recipes to use rubber band)
	- [![xdecor](https://img.shields.io/badge/ContentDB-xdecor-%23375a7f)](https://content.luanti.org/packages/jp/xdecor/) (workbench can be used to repair slingshots)
	- [![workbench](https://img.shields.io/badge/GitHub-workbench-%23375a7f)](https://github.com/AntumMT/mod-workbench) (can be used to repair slingshots)

### Usage:

- *Left-click*: Throws items from slot right of slingshot.

##### Settings:

```
slingshot.old_textures
	- Use old 16x16 textures.
	- type:    bool
	- default: false

slingshot.ammos
	- Value of these items will be added to slingshot attack when thrown.
	- type:    string (comma-separated key=value list)
	- default: default:mese_crystal=5
```

### Links:

- [Reference](https://antummt.github.io/mod-slingshot/docs/api.html)
- [Changelog](https://github.com/AntumMT/mod-slingshot/blob/master/changelog.txt)
- [TODO](https://github.com/AntumMT/mod-slingshot/blob/master/TODO.txt)

### Alternative mods:

- [![hook](https://img.shields.io/static/v1?label=ContentDB&message=hook&color=%23375a7f&logo=minetest)](https://content.luanti.org/packages/AiTechEye/hook/)
- [![projectile](https://img.shields.io/static/v1?label=ContentDB&message=projectile&color=%23375a7f&logo=minetest)](https://content.luanti.org/packages/Noodlemire/projectile/)
- [![sling](https://img.shields.io/static/v1?label=ContentDB&message=sling&color=%23375a7f&logo=minetest)](https://content.luanti.org/packages/texmex/sling/)

**Tags:** tools
**Repository:** https://github.com/AntumMT/mod-slingshot
**License:** MIT
**Title:** Experience ATM for MineClone 2/5

**Description:** 

**Details:**
# Experience ATMs for MineClone 2/5

Adds Experience "Bank Accounts" to MineClone 2.

Why does this exist?
--------------------
In Mineclone 2/5, it takes a while to gain the xp needed to do things like enchant, but its very easy to loose that xp when you die, either intentionally, or because of other players or hostile mobs. This allows you to keep any xp you put into your account safe for later use.

**Tags:** commerce, survival
**Repository:** https://github.com/mt-mods/mcl_xp_atm.git
**License:** MIT
**Title:** Isogen

**Description:** 

**Details:**

# isogen
Generate isometric images from ingame builds
# Commands

If the `worldedit` mod is present you can use the following command to render the current we-region to a png-file:

```
//isogen [filename]
```

**NOTE**: larger regions require more memory

Full documentation and api: https://github.com/BuckarooBanzay/isogen/blob/master/readme.md

**Tags:** library
**Repository:** https://github.com/BuckarooBanzay/isogen
**License:** MIT
**Title:** Boulders

**Description:** 

**Details:**
Boulders mod Copyright (c) 2024 Neuromancer

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

Licenses: 

Code: MIT
Texture and models: CC BY-SA 3.0

see LICENSE.txt

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

This mod adds boulders which are found in dirt and stone.  When they fall they cause sigificant harm to the player.  Boulders can be pushed/rolled to a new location.  When a boulder winds up on top of another boulder, it tumbles off of it.  You can craft them into stone and vice versa.   You could try creating traps to drop boulders on mobs or other players.  You can use the dirt_tunneler mod to find them more quickly.
This mod can be used stand alone, but the intent was to introduce some of the fun of the 1984 game Boulder Dash.  If you want that, then you should also install the mod boulder_dig.  

There are also boulder dropper nodes that spawn falling boulders beneath them every few seconds.  If boulders fall in lava they melt.

### Boulder Dash: The original game.

Boulder Dash  gameplay can be seen here: https://www.youtube.com/watch?v=FiEVfa1OK_o&t=530s&pp=ygUMYm91bGRlciBkYXNo

The plan is to have all of these "boulder_dig" mods function as stand alone mods so that they can combined in other ways with other mods to work with and create other games.

From [Wikipedia] https://en.wikipedia.org/wiki/Boulder_Dash_(video_game) :

> Boulder Dash takes place in a series of caves, each of which is laid out as rectangular grid of blocks. The player guides the player character, Rockford, with a joystick or arrow keys. In each cave, Rockford has to collect as many diamonds as are needed and avoid dangers, such as falling rocks. When enough diamonds have been collected, the exit door opens, and going through this exit door completes the cave.
	 
You can play it here:  https://boulder-dash.com/online-free-game/

Have fun!

**Tags:** decorative, mapgen
**Repository:** https://github.com/Neuromancer56/boulders
**License:** MIT
**Title:** Spawn Builder

**Description:** 

**Details:**
Generates a stone platform at world origin or the static spawn point.
Ideal to get started in the *singlenode* mapgen, but can be used in other mapgens as well.

Default size: 33×2×33. All stone, with a single cobblestone in the center.
The width can be changed with the `spawnbuilder_width` setting.

By default, the platform will be centered at (0,-1,0), but if the setting “`static_spawnpoint`” is present, the platform appears below that instead.
Also, 3 layers of air are generated above the platform, so it works in the underground, too.

**Tags:** custom_mapgen
**Repository:** https://codeberg.org/Wuzzy/minetest_spawnbuilder
**License:** MIT
**Title:** Landscape Shaping

**Description:** 

**Details:**
## Landscape Shaping

This mod add various tools with God-like power to reshape the landscape.
This is meant for creative mode, so those *magic wands* have no crafting recipe yet.

Also, **you should backup your world** before using this, because a mistake can really mess things up.

Current magic wands:

* **Transmute wand:** left click copy a node, right click change pointed node into the copy node, existing rotation is preserved
* **Blow wand:** blow nodes away, left click is like TNT, blowing away anything within the radius, right-click do the same but only for the upward hemisphere instead
  of the whole sphere, the later is useful to flatten an area
* **Flat hemisphere wand:** fill the downward hemisphere with the pointed node's type (left-click) or the copied node (right-click), useful to fill holes
* **Flat square wand:** fill the area of a thin horizontal square at the y-level of the pointed node, with the pointed node's type (left-click)
  or the copied node (right-click), useful to pave things quickly
* **Water wand:** left-click: remove all water around (sphere), right-click create a water hemisphere
* **Lava wand:** works like the water wand for lava
* **Fall wand:** all nodes within the radius will fall if there isn't anything solid below. Beware, in-range cavern will collapse! Non-blocky things that receive
  the falling node will be destroyed (snow slabs, grass, ...)
* **Cover wand:** cover the landscape within the radius with a layer of dirt (left-click) or a layer of the copied node (right-click)
* **Smooth wand:** smooth the heightmap of the surrounding landscape, left-click: smooth just a bit (just one smooth pass),
  right-click: smooth more (multiple pass depending on the current wand radius, each pass average with 20 neighbors instead of the 8 closest).
  Grass and things like snow slabs are preserved in the process, for each voxel on top of the heigtmap, two voxels above and two voxels
  below are preserved (they move along), but don't mess with trees!


**Tags:** creative
**Repository:** https://gitlab.com/cronvel/mt-landscape-shaping
**License:** MIT