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

**Description:** 

**Details:**
Providing a node which can store the world... literally.

### Quick Launch

1. Craft all the parts to craft a Camp (Or `/giveme camps:camp`), then place it somewhere, like outside your home, then get building on it.
2. Once you're done, Punch the center block (That would show your playername and the camp's id) to pick it all up.
3. Now as you adventure, tired or need food, or maybe you're on your last pickaxe, just place you're Camp.

I've even done a \[[Guide](https://gitlab.com/ApolloX939/camps/-/blob/v1.0/guides/readme.md?ref_type=tags) v1.0\] (Mostly crafting recipes)

> Crafting can be disabled by `camps.craft = false` into you're settings (minetest.conf)


**Tags:** building, building_mechanics, storage, transport
**Repository:** https://gitlab.com/ApolloX939/camps
**License:** MIT
**Title:** Skyboard

**Description:** 

**Details:**
## craft
 - groundboard -> iron ingot + copper ingot
 - skyboard -> 2x groundboard

##  groundboard
- collide up + test case up
- collide down + test case down
- small auto jump
- climb on wall

## skyboard
- small auto jump
- unlimited flight
- fall when collide


**Tags:** transport
**Repository:** https://github.com/oblerion/skyboard
**License:** MIT
**Title:** Quarry Mechanics

**Description:** 

**Details:**
Quarry Mechanics (quarry)
==============

By David G [kestral246@gmail.com]

This mod adds quarry mechanics to stone nodes.

What do I mean by that?
--------------------------

- Stone can now either be broken with a pickaxe (into cobble), or cut with a Quarry Hammer (into cut\_stone).

- The resulting cobble or cut\_stone nodes remain in place after digging, but since they're now falling nodes, they will fall if not supported. They can then be dug by hand to pick them up into ones inventory.

- For building, a Trowel and Mortar tool is provided. It can mortar placed cobble nodes into stonebrick nodes, and mortar placed cut\_stone nodes back into stone nodes.

Additional notes
----------------

- Stone, Desert Stone, Sandstone, Desert Sandstone, and Silver Sandstone are supported. Sandstone_rubble nodes are added, which correspond to cobble nodes for stone.

- A Quarry Hammer is only able to cut out a stone node if it has at least two faces open to the air (or water)—to be able to cut all its sides with the implied chisel. (With only one face open, it will break the stone to cobble.)

- When digging stone\_with\_ore nodes, the ore lump will enter inventory, while the remaining cobble node will be left behind.

- A scaffold node is provided to support the cobble and cut\_stone nodes while digging and mortaring them.

Crafting changes
----------------

- Cobble cannot be converted back into stone by melting it in a furnace.

- Cut\_stone\_blocks can be crafted from cut\_stone, which can then be mortered into the uncut versions.

- Stairs and slabs are supported for all stone types. However, they have to be crafted from cut or cobble versions, and then mortared into the solid or brick versions.

Optional recommended mods
----------------------

**Falling Dirt** by karlexceed ([falling\_dirt](https://content.luanti.org/packages/karlexceed/falling_dirt/)):

- Since the quarry mod makes cobblestone a falling node, using this mod will make dirt nodes more consistent by making them also falling.

**Stonebrick Dungeons** by Hamlet—**Dropped**

- **Note:** I've dropped the dependency on Stonebrick Dungeons by Hamlet, since this mod has been abandoned by the developer and deleted from ContentDB.

- The alternatives are to either live with collapsing dungeons, or to disable the "Dungeons" mapgen flag during world creation.

**Tags:** building, building_mechanics, survival, tools
**Repository:** https://github.com/kestral246/quarry
**License:** MIT
**Title:** Simple Fast Inventory Buttons

**Description:** 

**Details:**
Adds a tab to your default Minetest Game inventory in which other mods can add simple buttons to access special functionality.

Just open the inventory menu, select the “More” tab and click on a button.

The mod itself does not add these buttons on its own, instead other mods need to depend on this mod.

**Tags:** inventory
**Repository:** https://codeberg.org/Wuzzy/minetest_sfinv_buttons
**License:** MIT
**Title:** Pizzas and cakes

**Description:** 

**Details:**
Pizzas and cakes:<br>
Contain code, base mesh and base texture. Some first pizzas are in https://content.luanti.org/packages/MatyasP/pizzas_pack1/.<br>
Contain 8 colors of baking level - repaintable with "Repainter D" from my mod repainter (see https://content.luanti.org/packages/MatyasP/repainter/)<br>
Rotatable both with "Rotator D" from repainter and with //param2 <> from worldedit.

License:<br>
Palette is under the CC0. Code is under the MIT License.<br>
Base texture and model are under the CC-BY 4.0.

File "crafting.lua" isn't actually used and is empty because crafting will be added in the future.

Actually isn't supported baking and eating of pizzas, cakes or other circle food. It could be in future. Planned is too "bake level tool".

Creating own pizzas are simple: download both pizzas and pizzas_pack1, copy and edit texture in pizzas_pack1, edit file "pizzas.lua" in pizzas_pack1 and save it.<br>
It is very simple :)<br>
When do you want to share your pizzas as mod, please, do not it as pull request but:<br>
create it as your own mod pizzas_* and to end of your pizzas names add your name/initials (for not duplication of pizza name).


**Repository:** https://github.com/Matyas-Pilz/pizzas
**License:** MIT
**Title:** Mineclone2  Multitool

**Description:** 

**Details:**
# mcl_multitool

So, I made this simple tool to use in my constructions, no need to change tools.
I'm still learning, so I hope you like it and it's useful :)

**Tags:** singleplayer, survival, tools
**Repository:** https://codeberg.org/duckgo/mcl_multitool
**License:** MIT
**Title:** Fallen Nodes Redo

**Description:** 

**Details:**
**_Adds dirt, cobble, straw and cactus nodes to the falling_node group. Papyrus will fall too._**

Dirt, cobble, straw and cactus nodes nodes will no longer 'float'.
Papyrus nodes will fall as well.

Forked from Hamlet's abandoned [`fallen_nodes`](https://codeberg.org/Hamlet/fallen_nodes) and [`nodes_crumble`](https://codeberg.org/Hamlet/nodes_crumble).

**License:** [MIT](https://opensource.org/license/mit/).

**Supported:** default, stairs, farming (found in [Minetest Game](https://content.luanti.org/packages/Minetest/minetest_game/)), [Landscape](https://forum.minetest.net/viewtopic.php?t=5190), [Experimental Mapgen](https://content.luanti.org/packages/Nore/mg/), [Darkage](https://content.luanti.org/packages/addi/darkage/) (Addi's fork)

**Advanced setting:** Settings -> All Settings -> Mods -> fallen_nodes

**API**

If you want to change certain nodes to fall, either define or override their definition by setting this group:
```
falling_node = 1
```
Or depend on this mod and use this function:
```
fallen_nodes.TurnToFalling(node_name, def)
```
Set the node name in the first argument, and optionally provide the node definition in the second argument. If you don't, this mod will look it up for you.

**Tags:** environment
**Repository:** https://gitlab.com/csirolli-minetest-mods/fallen_nodes
**License:** MIT
**Title:** Better Command Blocks

**Description:** 

**Details:**
# Better Command Blocks
Adds command blocks similar to those of a certain other voxel game (hereafter referred to as ACOVG). It is the only command block mod to support my [Better Commands](https://github.com/minetest-mods/better_commands) mod. It includes impulse, repeating, and chain command blocks, and *should* be game-agnostic (although you kind of need Mesecons/redstone for impulse command blocks to be useful).

To use the command blocks, you must have the `better_command_blocks` priv.

## License:
* Code: Licensed under MIT
* Textures: Created by me, inspired by ACOVG's (and various ACOVG texture packs that I considered using instead), and licensed under CC-BY-SA-4.0

**Tags:** chat, developer_tools, gui, server_tools, world_tools
**Repository:** https://github.com/minetest-mods/better_command_blocks
**License:** MIT
**Title:** Skeleton

**Description:** 

**Details:**
### Description

A skeleton mob using the [cmer (Creatures Revived)](https://forum.minetest.net/viewtopic.php?t=26684) or [mobs_redo](https://content.luanti.org/packages/TenPlus1/mobs/) API.

### Usage

Settings:
```
skeleton.lifetime
- Entity lifespan (cmer only).
- type:    int
- default: 900

skeleton.spawn_interval
- Spawn interval in seconds.
- type:    int
- default: 120

skeleton.spawn_chance
- Chance of spawn at interval.
- type:    int
- default: 7000
```

### Licensing

- Code: [MIT](https://github.com/AntumMT/mod-skeleton/blob/master/LICENSE.txt)
- Textures:
	- [skeleton_mesh](https://github.com/MultiCraft/MultiCraft_game/blob/df93498/files/mobs/mobs_monster/textures/mobs_skeleton.png): © 2016 MultiCraft Development Team (CC BY-SA 4.0)
	- [skeleton_bone](https://opengameart.org/node/3755): by bart (CC0)
- Models:
	- [creatures_zombie.b3d](https://github.com/BlockMen/cme): by BlockMen (CC-BY-SA 3.0)

### Requirements

```
Minetest min version: 5.0

Depends: none

Optional depends:
  - mobs
  - cmer
  - creatures
  - asm_spawneggs
  - sounds
```

***NOTE:** `mobs` & `cmer` are listed as optional depends so that either can be used. But it is required that at least one is installed. `mobs` will take precedence over `cmer`.*

### Links

- [Changelog](https://github.com/AntumMT/mod-skeleton/blob/master/changelog.txt)
- [TODO](https://github.com/AntumMT/mod-skeleton/blob/master/TODO.txt)

**Tags:** mobs
**Repository:** https://github.com/AntumMT/mod-skeleton
**License:** MIT
**Title:** Slow Eater

**Description:** 

**Details:**
This mod adds a simple change to the default eating mechanic in Luanti: After eating something, the player must wait for 5 seconds before eating again. This also adds an eating sound.

NOTE: This mod is incompatible with pretty much all other eating-related mods as well as games with their own eating mechanic. Do not use this mod together with other eating mods, otherwise conflicts are very likely. Minetest Game is fine and probably some other (untested) games as well.

**Tags:** player_effects
**Repository:** https://codeberg.org/Wuzzy/minetest_sloweater
**License:** MIT
**Title:** Custom Falling Nodes

**Description:** 

**Details:**
 - Added new group {falling_node_hurt} to hurt players below falling items.
 - Falling nodes will only replace airlike, buildable to, water and attached nodes.
 - Any attached nodes will drop as item when replaced.
  - Falling nodes with a light source fall with glow active.
 - Added 'falling_step(self, pos, dtime)' custom on_step for falling items.
   'self' contains falling object data.
   'self.node' is the node currently falling.
   'self.meta' is the metadata contained within the falling node.
   'pos' holds position of falling item.
   'dtime' used for timers.

   return false to skip further checks by falling_item

**Tags:** environment, library, pve
**Repository:** https://codeberg.org/tenplus1/falling_item
**License:** MIT
**Title:** Lava Ore Gen

**Description:** 

**Details:**
This mod makes the lava turn stone into ore over time. When lava comes in contact with stone it turns red hot. After a specific time it turns into ore.

## api
lava_ore_gen.blacklist is a table where you can blacklist node names.

Example code:

``` lua
lava_ore_gen.blacklist["default:stone_with_iron"] = true
```

## config
Fixed interval of when stone is changed into ore.
```
lava_ore_gen.interval = 3600
```


Random chance of when to change stone into ore.
```
lava_ore_gen.chance = 86400
```

Make ores random instead of being based on how rare they are.
```
lava_ore_gen.random = false
```

**Tags:** environment, plants_and_farming, survival
**Repository:** https://gitlab.com/Coder12a/lava_ore_gen
**License:** MIT
**Title:** Tower Defense

**Description:** 

**Details:**
### The Tanks are coming. Are you ready?

#### Usage

*/new_td_game* easy|medium|hard will create a new tower defense game and tell you the ID needed to join it.

*/end_td_game* will end the tower defense game with the id.

*/join_td_game* will join the game of the given id.

*/leave_td_game* will exit your current game.

*/td_high_score* will tell you the current high score.

In order to create and end games you need the tower_defense priv.

Once in-game open your inventory to access the store where you can buy barricades, turrets, weapons, health for your flag, or even start the next wave.

**Tags:** jam_combat_mod, pve, survival
**Repository:** https://github.com/CBugDCoder/tower_defense
**License:** MIT
**Title:** Ancient Fertilizer

**Description:** 

**Details:**
# Ancient Fertilizer
In this mod, Ancient Stone, abundant in key nutrients like potassium, phosphorus, and calcium, is crushed and used to enrich the soil, leading to flowers, grass, mushroom and sapling duplication.

Created for [minetest_game](https://content.luanti.org/packages/Minetest/minetest_game/), with gameplay balance in mind. Added support for [mineclone2](https://content.luanti.org/packages/Wuzzy/mineclone2/).

## Features
- Use Ancient Fertilizer to duplicate vegetation.
- Explore the underground in search of Ancient Stone.
- New dark stone type and cracked variations.
- Simple and extensible.

### Minetest Game
- Ancient Stone appears at y = -255 (underground) and below.
- Wild Cotton is now obtainable on survival.

### MineClone2
- Ancient Stone appears at y = 0 (sea level) and below.

## Distinctions
- Won't spawn patches of flora on soil.
- Won't "grow" saplings or crops.
- Good for farming flowers for dye.

## Design Choices
- Try to support plants from other mods without tweaks.
- Animals such as corals shouldn't be duplicated.

**Tags:** building, mapgen, plants_and_farming, survival
**Repository:** https://github.com/backdaniel/ancient_fertilizer
**License:** MIT
**Title:** Oxidizing Copper

**Description:** 

**Details:**
In real life, both copper and bronze will slowly "oxidize" when exposed to oxygen. This process is sped up by other substances, among them is water.

So, with this mod, when copper or bronze touches water it will slowly turn into "Oxidized Block".

You can also craft "Oxidized Block" by mixing copper or bronze block with a water bucket.

**Tags:** building, environment
**Repository:** https://github.com/starninjas/xcopper
**License:** MIT
**Title:** NodeCore Skins

**Description:** 

**Details:**
### Installing skins

The custom skin for each player needs to be installed into the `textures` folder within this mod (create it if it does not exist).  Files need to be named `nc_skins_player_`*playername*`.png`, where *playername* is the exact name of the player.

**N.B. after installing or changing skins, *the server needs to be restarted* for the changes to take effect**

### Enabling skins

Players' skins will only display if:

- The skin was present at the time the server was started, and
- The player either has the `nc_skins` priv, or the `nc_skins_nopriv` setting is enabled

### Configuration

See [settingtypes.txt](https://gitlab.com/sztest/nc_skins/-/raw/master/settingtypes.txt) for more configuration options.

**Tags:** complex_installation, decorative, multiplayer, player_effects
**Repository:** https://gitlab.com/sztest/nc_skins
**License:** MIT