ToddLLM/luanti-complete-dataset huggingface dataset:
**Title:** World Borders

**Description:** 

**Details:**
### Legends of the Edges

It is said that if you dig deep enough into the crust of the earth, you'll eventually find a stone so hard that it is unbreakable by conventional means.  It is also said that if, somehow, you managed to get through this layer, you may be lucky enough to gaze upon the impenetrable mantle itself.

I think its just a rumor, but I have seen the edge of the world.

At the edge of the world stands a barrier who's extent, from the depths of the earth and beyond the clouds above, belies reason; its origin a mystery.  Such a feat of engineering could not have been the result of any technology known to the world.  While it is a sight to behold, don't plan on continuing your journey beyond it.  No one has yet managed to breach its unconventional substance, at least not for any really meaningful distance.

### Description
The World Borders mod adds two major things to minetest.  

The first you may have seen before in such mods as [bedrock] and [bedrock2]. I've combined some ideas / code from these two and added some user settings.  This part of the mod adds "deepstone", which is an extremely hard rock that replaces stone near the bottom of the world.  Deepstone is, by default, unbreakable except perhaps by advanced tools, tnt, or mining lasers (see [technic]).  Underneath this, you'll find mantlestone, an unbreakable layer of stone that represents the lower border of the world.  Mantlestone resembles the bedrock you may be familiar with.

The second thing you'll find is out near the world edges (where mapgen ends - currently 31km from the center).  This is a gigantic barrier structure extending into the sky as well as the ground that will prevent further movement beyond its confines.

**Tags:** mapgen
**Repository:** https://github.com/argyle77/borders.git
**License:** MIT
**Title:** Elepower Fixes

**Description:** 

**Details:**
This minetest mod aims to fix some of the problems with the elepower modpack. Currently it only kinda fixes the issues with the power cells not working properly. This mod is not finished so expect bugs. Please feel free to give suggestions/ideas in the form of issues on github at: https://github.com/DustyBagel/elepower_fixes/issues

License

This project is licensed under the MIT License. See the LICENSE file for details. 
If you have questions about the copyright of this mod, you can reach me at aldoessoftwaredevelopment@gmail.com.

**Tags:** technology
**Repository:** https://github.com/DustyBagel/elepower_fixes
**License:** MIT
**Title:** Dirt Tunneler

**Description:** 

**Details:**
Dirt Tunneler mod Copyright (c) 2024 Neuromancer

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

Licenses: 

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

see LICENSE.txt

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

Adds the ability to tunnel through dirt simply by walking through it.   It also makes dirt layers deeper by default (30 nodes rather than 3).

The mod wielded_light is recommended as an addon as it let's you see while you are rapidly tunneling.   Press spacebar to tunnel up.   If you hit your head on dirt, it will dig above you and automatically place a ladder for you to climb.   Likewise press shift/sneak to tunnel down.  If you are on a ladder and hold down spacebar/shift it will rapidly tunnel up or down.

The mod boulders is recommended as an addon as it adds the challenge of being crushed by boulders if you tunnel uncautiously.

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.  

### 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:** building_mechanics, mapgen, player_effects
**Repository:** https://github.com/Neuromancer56/dirt_tunneler
**License:** MIT
**Title:** Autobox

**Description:** 

**Details:**
# Autobox

Autobox is Minetest Utility Mod for auto collision/selection boxes for nodes with drawtype=mesh. 

These auto-defined boxes come from its sister lua utility program, [boxgen](https://github.com/ExeVirus/boxgen), 
in the form of <filename>.box files. These are placed in your mod's "data/" folder to be used with autbox's only function:

    autobox.register_node(name, data_filename, node_definition, respect_nodes)

This function takes 4 parameters:

- **name** name of the node, for example: "yourmod:example"

- **data_filename** name of the node's box data, for example: "example.box"

- **node_definition** This is your normal node_definition you provide to minetest.register_node()

- **respect_nodes** Whether multi-node autobox nodes overwrite existing nodes or not
    
Putting it all together:

    autobox.register_node("yourmod:example", "example.box", yournode_def, true)
    
---

Autobox is special because it allows modders (I believe for the first time) to create nodes using meshes
*larger* than 3x3x3. Minetest has a restriction on mesh sizes of 3x3x3 for performance tradeoffs, and autobox 
allows us to represent larger meshes in a single-node-like way that respects this limitation. 

Any mesh that is larger than 3x3x3 can have ".box" data generated with [boxgen](https://github.com/ExeVirus/boxgen),
and autobox will create "child nodes" that help represent the "parent node" you register.

When you dig, punch, rotate, or do anything to a child node, you will do it to all nodes connected with the parent, and vice versa.
This allows them to act as a single node. But, to the user, child nodes will rarely be noticed. 

---

When working with multi-node representations, it's important to realize that rotation can result in orientations where a child node might
need to take the place of an existing node, like the ground when you spin a tower mesh updside down. In these cases, if you have registered your nodes with "respect_nodes"=true, the node will merely fail to rotate into the orientation and alert the rotating player why and where the rotation failed.
This always occurs for protected nodes, even with respect_nodes = false. 

---

Child_nodes are not in creative inventory, and should never be dropped in any way. If a player has access to a child node, they either hacked it in, or the server crashed just as the child nodes were being removed in some way. 

---

## Sample

To get a sample of what Autobox can let you do, uncomment the "init.lua" file's last line, which loads "example.lua". Then load up a creative world with autobox enabled and start placing and rotating and digging some "autobox:example" and "autobox:wagon" nodes to get a feel for the mod.

Happy *Auto*boxing!




**Tags:** library
**Repository:** https://github.com/ExeVirus/autobox
**License:** MIT