ToddLLM/luanti-complete-dataset huggingface dataset:
**Title:** Regrowing Fruits

**Description:** 

**Details:**
Regrowing Fruits
===

Info
---

This mod causes fruits on trees from various other mods to regrow like apples in the 5.0 release of Minetest Game. It also offers a small API to add fruit regrowth quickly.
If the fruit was placed by hand or the tree was chopped down, the fruit won't grow back. There is also a small chance that regrowth will stop randomly, so trees will bear less fruit over time.

Currently supported mods/modpacks are: `default`, `ethereal`, `cool_trees`, `moretrees`, `farming_plus`, `multibiomegen`, `australia` and `aotearoa`. 

The standard regrowth time can be changed in settings (`min_regrow_interval` and `max_regrow_interval`) as well as the chance of regrowth stopping (`regrowth_stop_chance`).

Ideas, bug reports or requests for more mod support are always welcome in the [Minetest Forum topic](https://forum.minetest.net/viewtopic.php?f=9&t=24986) or via the [Git Issue Tracker](https://git.sp-codes.de/minetest/regrowing_fruits/issues)!

API
----

The `regrowing_fruits.add()` function overrides the fruits `after_dig_node` function and registers a placeholder node that will be placed once the fruit is taken and regrows the fruit after a timer expires.

**Definition:**
```
regrowing_fruits.add(fruitname, leafname, param2, multiplier)
```

* `fruitname`: nodename of the fruit to be added.
* `leafname`: nodename of the corresponding leaves (used as a reference whether tree is still alive).
* `param2`: param2 value of fruit when placed naturally (not by player). Defaults to 0; -1 disables param2 checks for fruit regrowth (use this if your fruit has different rotations). If set, overrides `after_place_node` of fruit node to be able to differentiate fruits by param2 when placed by player.
* `multiplier`: multiplier for the standard average regrowth time.

**Examples:**
```
regrowing_fruits.add("default:apple", "default:leaves")
regrowing_fruits.add("ethereal:golden_apple", "ethereal:yellowleaves", nil, 3)
regrowing_fruits.add("cacaotree:pod", "cacaotree:trunk", -1)
```

For more examples see [init.lua](https://git.sp-codes.de/minetest/regrowing_fruits/src/branch/master/init.lua).

Alternative Mods
----

Consider using [`regrow`](https://content.luanti.org/packages/TenPlus1/regrow/) by TenPlus1. It has similar features, but registers only one placeholder node in total instead of one node for every fruit.

Credits
----

This mod is based on "[endless_apples](https://forum.minetest.net/viewtopic.php?f=11&t=20060)" by Shara RedCat (2018).


**Tags:** environment, food, library, plants_and_farming, pve, survival
**Repository:** https://git.sp-codes.de/philipmi/regrowing_fruits.git
**License:** MIT
**Title:** Flyspeed

**Description:** 

**Details:**
This mod enables fine grained control over your flight speed. Useful for changing your speeds when flying around beyond the built-in fast mode toggle.

Passing the `/flyspeed` command a decimal number multiplies the current flight speed (e.g. `1.5` means 150%, `2` means 200%). It will save this value between multiple joins and is saved per-player.

### Known issues
The mod tries to detect if you're flying and only applies the speed if you are flying. As the client can't trustworthily report if it is in a (legal) flying mode it works about as well as a fly anti-cheat. 

**Tags:** chat, creative
**Repository:** https://github.com/rollerozxa/flyspeed
**License:** MIT
**Title:** Hardcore Farming

**Description:** 

**Details:**
My idea is to make farming much more challenging and interesting. This mod is an experiment in how to do that. For now it adds pests that devour your crops far more often than they normally do. Thanks to Liil for the locust and rat mobs, DuckGo for the crow mob. This mod is compatible with the default farming, farming redo, crops mod, and x_farming mods. I intend to add support for more farming mods.  I have added rat-traps & crows fly away from the scarecrow (also from the scarecrow in x_farming).    Locusts are also caught by the rat-traps.

You can configure how often the pests spawn, how likely they are to spawn, and how often they eat your crops by clicking on Settings>All Settings>Content:Mods>hardcore_farming and changing the values there.

**Tags:** mobs
**Repository:** https://github.com/Neuromancer56/hardcore_farming
**License:** MIT
**Title:** Magma Conduits

**Description:** 

**Details:**
This mapgen mod modifies how lava is distributed and how lava interacts with neighboring nodes in a variety of ways. Its various features can be enabled or disabled independently via configuration settings.

This mod makes magma more sparsely distributed across the map, but where it is found it will be available in massive quantities. Using this mod in conjunction with the dynamic_liquid mod can result in !!fun!! lava flows when caves intersect with magma conduits.

## Lava interaction with adjacent nodes

This mod provides an ABM that causes some types of nodes adjacent to lava to slowly convert into glowing "hot" forms, and then back to cool forms again if the lava goes away. Stone is converted into hot cobble and obsidian converts to a glowing red form.

Other mods can hook into this ABM by adding the following to node definitions:

    group:lava_heatable
    _magma_conduits_heats_to = hot node name

and

    group:lava_heated
    _magma_conduits_cools_to = cool node name

so for example default:stone is added to the lava_heatable group and given _magma_conduits_heats_to = "magma_conduits:hot_cobble" and magma_conduits:hot_cobble is in the lava_heated group and is given _magma_conduits_cools_to = "default:cobble".

Also included is an ABM that causes soil adjacent to lava to be cooked into barren sand.

## Magma veins

Magma veins are magma-filled conduits that thread through the ground somewhat like a cave system. The veins have a bias toward vertical orientation but can curve and twist in any direction.

Magma veins can be optionally be lined with a layer of obsidian. The density of vein generation is configurable.

## Volcanoes

Volcanoes are large cone-shaped mountains formed from magma that rises through a central vertical pipe. This mod can scatter randomly sized and shaped volcanoes across the map, with configurable spacing and probability. Volcanoes come in "extinct", "dormant" and "active" forms, and tall volcanoes can have a mantle of snow clinging to their peaks.

If a player has the "findvolcano" priviledge he can use the "findvolcano" console command to locate nearby volcanoes.

### Namegen and named_waypoint support

If the mods namegen and named_waypoints are installed, then names and HUD markers will be automatically generated for volcanoes.


**Tags:** custom_mapgen, education, environment, library, mapgen
**Repository:** https://github.com/FaceDeer/magma_conduits
**License:** MIT
**Title:** Datacards

**Description:** 

**Details:**
# Wanting a SSD for Digiline systems?

So here is the Datacard mod, SSD for Digiline! There are three types of datacards, that can store up to 800 datablocks. Punch a diskdrive with a datacard to insert it, and punch it again to take the datacard out.

## Messages sent by the diskdrive

### `responce_type = "inject"`

Sent when a datacard is injected into a diskdrive.

```lua
{
	responce_type = "inject",
}
```

### `responce_type = "eject"`

Sent when a datacard is ejected, either because a user punched it, or [requested by another digiline signal](#type--eject).

```lua
{
	responce_type = "eject",
	id = ..., -- Only when requested via digiline
}
```

## Digiline API

A request to the datacard diskdrive must be in table form:

```lua
{
	type = "read" or "write",
	data = ..., -- only when type == "write"
	id   = ..., -- Kept intact in every responces
}
```

In every responces, including the error ones, the ID will be kept.

### `type = "read"`

The responce table would be like this:

```lua
{
	responce_type = "read",
	success = true,
	data = ..., -- the data of the disk or nil
	used = 0, -- used datablocks
	capacity = 800, -- maximum usable datablocks
}
```

### `type = "write"`

The `data` field is required to store data, use `nil` to clear the data in a datacard.

The responce table would be like this:

```lua
{
	responce_type = "write",
	success = true,
	used = 0, -- used datablocks
	capacity = 800, -- maximum usable datablocks
}
```

### `type = "eject"`

This type of request ejects the datacard.

A normal eject responce will be returned.

### Errors

An error responce is like this:

```lua
{
	responce_type = "read" or "write",
	success = false,
	error = "ERROR_CODE",
}
```

#### Error Codes

* **`TOO_BIG`**: The data is too big for the datacard inserted into the diskdrive.<br>*Appear only on `write` requests*
* **`ERR_SERIALIZE`**: A serialize bug happened. A possible reason is that the data is too large for the engine to handle.<br>*Appear only on `write` requests*
* **`NO_DISK`**: There are no datacards in the diskdrive.
* **`UNKNOWN_CMD`**: The `type` value is not `"read"` or `"write"`.

## License

The code are avaliable under the MIT License. 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:** technology
**Repository:** https://github.com/C-C-Minetest-Server/datacard
**License:** MIT
**Title:** Real World Time

**Description:** 

**Details:**
# Real World Time
Real World Time is a Minetest mod that syncs in-game time with the real-world time, so that the time in the game will always be the same as the time in real life. As a result, the day-night cycle will sync with the real-world one and will cycle at the same speed as the real world.

## How it works
If enabled, this mod syncs the time of your world with your system clock and adjusts the game's time-speed to be the same as the real-world. Then, it verifies every 60 seconds to make sure the time is properly synced.

## Commands
To manually sync the time with the real-world time, run:
```
/sync_time
```

To stop syncing and restore the default time speed, run:
```
/unsync_time
```
> The `server` priv is required to run the commands.

## Disabling the Mod
To disable this mod and not sync the time anymore, run `/unsync_time`, close the world, and disable this Mod.


**Tags:** environment
**Repository:** https://gitlab.com/OrangeBlob/realtime.git
**License:** MIT
**Title:** Fireflies

**Description:** 

**Details:**
This mod was originally adapted from the Hidden Worlds game to work with Minetest Game, and has since been added to Minetest Game itself. This version (at https://github.com/Ezhh/fireflies) is now maintained independently from the main Minetest Game version for the purpose of possible expansions to the mod which may or may not also be added to Minetest Game at a later time.

This version of the mod is also intended for use with other games that use the default mod from Minetest Game.

**Tags:** environment, mapgen
**Repository:** https://github.com/Ezhh/fireflies
**License:** MIT
**Title:** HUD Compass

**Description:** 

**Details:**
This mod provides the option to place a compass, or a compass and a 24-hour clock, in one of the four corners of the screen.

By default nothing is displayed. Type the chat command "/compass" to place a compass in the bottom right corner of the screen.

Repeated use of this command will toggle the display of the compass off and on.

When given with an argument, the user can select whether to display just a compass, or a compass and a clock, and which corner of the screen to place them in. This is particularly useful with Android clients, where the bottom right corner of the screen has the jump button.

* "/compass 1" -> compass only, top right corner
* "/compass 2" -> compass only, bottom right corner
* "/compass 3" -> compass only, bottom left corner
* "/compass 4" -> compass only, top left corner
* "/compass 5" -> compass and clock, top right corner
* "/compass 6" -> compass and clock, bottom right corner
* "/compass 7" -> compass and clock, bottom left corner
* "/compass 8" -> compass and clock, top left corner

In addition:

* "/compass 0" -> forces compass and clock off.

**Notes**

* The clock is a 24-hour clock, with only one hand that displays the hours. Noon is at the top and midnight is at the bottom.
* Local mod storage is used to maintain the state and position of hud_compass display between sessions, per user.
* A mod config setting is available to change the default initial state of this mod.

2020-04-23 Release fixes one clock texture that wasn't consistent, and significantly reduces the size of all the texture image files.

**Tags:** hud, inventory, survival
**Repository:** https://github.com/kestral246/hud_compass
**License:** MIT
**Title:** Quick Stack

**Description:** 

**Details:**
Adds Terraria's "quick stack to nearby chests" feature to Unified Inventory.

### Usage

Performing a quick stack is as simple as clicking the button in your inventory. If any items were successfully quick stacked, you will hear a pop sound.

In addition to the quick stack button, another button allows you to configure how the quick stack button works. You can choose to lock inventory slots, lock all tools, enable metadata matching, or show locked slots.

Locking inventory slots functions like Terraria's "favorite" feature, in that any locked slots will not be quick stacked. Locking tools works similarly, preventing any tools from being quick stacked, even if they are not in a locked slot.

### Settings

By default, all nodes with "chest" in their name or description will be automatically detected for quick stacking. To remove wrongly detected nodes, or add other nodes, you can use the following settings:

- `quickstack_exclude_nodes` - A comma separated list of node names to exclude from quick stacking.
- `quickstack_include_nodes` - A comma separated list of node names to include in quick stacking.


**Tags:** gui, inventory, storage, survival
**Repository:** https://github.com/OgelGames/quickstack
**License:** MIT
**Title:** Gemstones

**Description:** 

**Details:**
Adds Gemstones: Amethyst, Emerald, Ruby and Sapphire.

## Gems

- Emerald

   - Emerald is hard to find 
   - It's armor has twice the jump boost than ruby
   - Stronger and more durable than diamond
   - Damage: 8
     - Kills players very easily

- Ruby

   - Ruby is hard to find 
   - It's armor give physical abilities like jump
   - Stronger and more durable than diamond
   - Damage: 9
     - Kills players very easily

- Amethyst

   - Amethyst is hard to find 
   - It's armor give physical abilities like speed
   - It's the strongest gemstone in the mod
   - Stronger and more durable than diamond
   - Damage: 11
     - Kills players in two to three hits

- Sapphire

   - Sapphire is hard to find 
   - It's armor has twice the speed as Amethyst
   - It is the weakest gemstone in the mod
   - As good as diamond and other materials
   - Damage: 7
     - Kills players quickly



**Tags:** adventure__rpg, pvp, tools
**Repository:** https://github.com/KodaTheGuy/Gemstones
**License:** MIT
**Title:** Cannon73

**Description:** 

**Details:**
## Items

| Name             | ID                 | Image                                 | Description                                                                            |
| ---------------- | ------------------ | ------------------------------------- | -------------------------------------------------------------------------------------- |
| Cannon           | cannon73:cannon    | ![](https://raw.githubusercontent.com/MrRar/cannon73/main/textures/cannon73_cannon_inv.png) | Cannon Node                                                                            |
| Cannon Shell     | cannon73:shell     | ![](https://raw.githubusercontent.com/MrRar/cannon73/main/textures/cannon73_shell_inv.png)  | Cannon projectile that destroys entities and nodes                                     |
| Cannon Ball      | cannon73:ball      | ![](https://raw.githubusercontent.com/MrRar/cannon73/main/textures/cannon73_ball_inv.png)   | Cannon projectile that destroys entities                                               |
| Cannon Gunpowder | cannon73:gunpowder | ![](https://raw.githubusercontent.com/MrRar/cannon73/main/textures/cannon73_gunpowder.png)  | Item that powers cannons. This is only registered if no gunpowder is found in the game |


## Operation

First place a cannon. Put gunpowder into the gunpowder slot and a projectile into the projectile slot. Move the yaw and pitch sliders to adjust the cannon's aim. Press the fire button to fire the cannon. Cannons can also be triggered by a mesecon signal. If the projectile is a Cannon Shell, it will explode on impact and will destroy nodes and damage entitles in the area of the explosion. If the shell is in the air for 3 seconds with out making contact with anything it will automatically explode. If the projectile is a Cannon Ball, it will explode on impact and will damage entities in the explosion area. If the ball is in the air for more than 10 seconds then the cannon ball will be eliminated. If you place multiple balls or shells in the projectile slot, the explosion area will be increased. If the projectile is a stack of nodes, on impact, the nodes will be placed near the impact site. Sometimes some of the nodes are eliminated if no space can be found to place them. If the projectile is a stack of mob spawners, mobs will be spawned at the impact site. The speed of the projectile is increased proportionately to the amount of gunpowder that is supplied.


**Tags:** shooter
**Repository:** https://github.com/MrRar/cannon73
**License:** MIT
**Title:** Colored Meselamps

**Description:** 

**Details:**
# Colored Meselamps mod for Minetest

This is a rather rough, but usable mod for Minetest Game that adds colored versions of the "meselamp" into the game. Colored meselamps are obtained by combining dyes with the regular meselamp.


**Tags:** building, decorative
**Repository:** https://github.com/slashdevslashurandom/colored-meselamps
**License:** MIT