ToddLLM/luanti-complete-dataset huggingface dataset:
**Title:** More mclx_fences

**Description:** 

**Details:**
# More mclx_fences (more_mclx_fences)
## Description
Adds fences and fence gates with bark textures for logs and hyphae. Despite using bark textures, the crafting recipe uses log/hypha blocks. Fences with bark can be stripped with axes. Hyphae fences are not flammable and cannot be used as fuel.
### Crafting
The crafting recipe for bark fences follows the same crafting format as plank fences, replacing planks with equivalent logs/hyphae.

**Tags:** building, decorative
**Repository:** https://github.com/JoseDouglas26/more_mclx_fences
**License:** MIT
**Title:** NodeCore Skyhell

**Description:** 

**Details:**
This is the most brutal skyblock challenge for NodeCore.  How much can *you* create with it?

The world has been replaced with an array of identical floating sky islands scattered a considerable distance from each other.  Each player starts in a different island.  If you fall off into the void, you may restart on a *new island* and finding your way back to your old one will be difficult, if not infeasible.

Each island has all the starting resources needed to build a supply of every major resource in the game using only vanilla renewal mechanics:

- 15 lux stones
- 4 amalgamation
- 1 sand
- 2 living sponges
- 1 lode ore
- 1 tree
- some humus
- some pumice

Note that your starting island is guaranteed to be "viable", in that the tree will definitely yield enough sticks and wood to make tools, and enough eggcorns to start tree farming.  Beyond that, you are on your own.

**Tags:** custom_mapgen, survival
**Repository:** https://gitlab.com/Kimapr/nc_sky_ultra_hard
**License:** MIT
**Title:** Drying Rack

**Description:** 

**Details:**
# Drying Rack Mod for Luanti

The **Drying Rack Mod** is a straightforward addition to Luanti, allowing players to transform rotten flesh into Monster Jerky, a safe and reliable alternative to eating rotten flesh. Perfect for survival gameplay, this simple mechanic adds a small but useful enhancement to your experience.

---

##  Features

- **Dry Items into New Materials**:
  - Transform rotten flesh into **Monster Jerky**, a safe alternative to eating rotten flesh.

- **Easy-to-Use Mechanic**:
  - Right-click the drying rack with an item to place it on the rack.
  - Wait a specific amount of time for the item to dry (time depends on the item).

- **Crafting Recipe**:
  - Craft the drying rack with three wooden slabs placed horizontally in a crafting table.


## Credits:
- 3d model from  https://www.curseforge.com/minecraft/mc-mods/simple-drying-racks



## License

This project is licensed under the MIT License. See the [LICENSE](https://codeberg.org/Tydragon/luanti-drying-rack/src/branch/main/LICENSE) file for details.

**Tags:** food, survival
**Repository:** https://codeberg.org/Tydragon/luanti-drying-rack
**License:** MIT
**Title:** The Road (NC)

**Description:** 

**Details:**
# The Long Road of NodeCore

The Long Road (a NodeCore Mod)
====================

Adds a long road from -Z to +Z to the world, during world-generation.

The road partially follows the terrain and tunnels through higher ground otherwise.

The road materials depend on the environment. 

Small amounts of loot can be found in little buildings beside the road.

Per default the road will be generated at around x = 100.


Version: 1.2

License: The MIT License (MIT)

Dependencies: nc_api_all, nc_terrain, nc_concrete 

Download original for MTG from: https://github.com/Distributed-DeadLock/thelowerroad

Compatibility with Mapgens:
generally works with all mapgens which provide a heightmap via minetest.get_mapgen_object
works better when a heatmap is provided as well.

Fully compatible with : v5, v7, flat, fractal, valleys, lualandmg

Compatible with slightly different behaviour with: v6

Not compatible with singlenode unless you provide at least a heightmap in the corresponding lua-mapgenerator, 
see https://github.com/SmallJoker/lualandmg/blob/b72ef91/init.lua#L97-L109 for an example on how to provide heightmap and heatmap properly.


**Tags:** adventure__rpg, mapgen, transport
**Repository:** https://github.com/wintersknight94/NC-TheLongRoad
**License:** MIT
**Title:** Treasure chest

**Description:** 

**Details:**
Treasure Chest is a small mod for the Minetest game that adds a kind of chest made for world designers.
The chest has no crafting recipe, so it has to be obtained by /giveme or other commands.

When used by a regular (without the `give` priv) player the chest will hand out the rewards configured within the chest. This can be controlled so that, for each player individually, the chest gives out its rewards once per week, per day, or even just once per lifetime (meaning one-time use chest) - again per each player.

The intended use and original idea, comes from trying to design challenges in a survival world,
and having some way to automatically reward players who complete the challenges.

The rewards can be somewhat randomized, with a probability for each one, and can reset after
a specified time, on a per user basis, after being given out.

### Configuring

When the chest is used by someone without the `give` privilege, the chest will attempt to give
a copy of the items inside it (with some chance) to the user. The chest then records the last time
this user has tried to get the items, and the user will then have to wait for a timeout period to
expire before he/she can have a chance of obtaining the items again. This timeout period is per-user.

For someone with the `give` privilege, the chest will display a GUI that allows you to configure it.

- 1st input: Refresh Time: An integer value
  - The number of minutes of gametime that must pass before the chest can give its items out again.
  - This is on a per-user basis, so two users can always obtain the reward if they use the chest, but if the same user tries to use it before the refresh timeout, he will get nothing.
  - Passing -1 (negative one) as the refresh time makes the chest a one-time use per player. 

- 2nd line: Six input: Integer values
  - Probabilities, ranging 0..100, of how likely a reward is to be given to a user. Randomly determined each time the chest is used. Associated with the inventory slot below each one

- 3rd line: Six inventory slots
  - The items to be given out, as associated by the probabilities above them. Each slot can hold a regular item stack. Items stacks are given out as a whole, so the user will get either the whole item stack, or nothing from that slot. Item stacks in these slots are not taken by regular users using the chest, instead they get copied.


**Tags:** adventure__rpg
**Repository:** https://github.com/ZenonSeth/treasure_chest
**License:** MIT
**Title:** DogBlocks

**Description:** 

**Details:**
This adds nodes for dogs and dog fur. They can be crafted with wool.
Many dogs bark if another dog is next to them or an object such as a player or dropped item is near them. They also make a sound when punched. And they glow.

The mod is based on Dogzilla131's DogBlocks mod. 
For more details, please read the forum topic.


**Tags:** building, mobs, sound_music
**Repository:** https://codeberg.org/HybridDog/dogblocks
**License:** MIT