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

**Description:** 

**Details:**
## Puzzle/Adventure Map System using Node Protection Mechanic

*Compatible/tested with NodeCore, but probably/maybe works with a lot of other Minetest games*

This mod aids in the creation of maps for adventure, puzzle, escape room, etc play modes.  Most nodes are protected from being changed, but the map author can exempt specific nodes/locations that the player is supposed to interact with to solve the puzzle.

### How To Use:

- Grant yourself `protection_bypass` to allow full access to map.  Grant any other privs necessary to access the tools you need to build.

- Build the puzzle map.

- Grant yourself the `puzzlemap` priv to gain access to the puzzlemap tools.

- Make room in your inventory, then use the `/puzzlemaptools` command to summon the set of tools for managing puzzle map acess.
  
- Punch a node with the "by Position" tool to allow access to just that specific location.  Players will be able to dig/place anything at that location.

- Punch a node with the "by Node Type" tool to allow access to all nodes of a specific type.  Players will be able to dig/place that type of node anywhere.

- Punch a node with the "by Exact node" tool to allow access only to a specific node at that specific location.  Players will only be allowed to interact with that exact node at that location; if it is removed/changed they will not be allowed anymore (until/unless the map resets it).

- Sneak+punch with any of these tools will apply the rule to the space above the surface you're punching, including air/liquids.

- Punch things again to toggle access back off. Check the totals to make sure they match expectations.

- You will be able to see markings surrounding nodes for which access has been granted.  Note that for some, particularly the "exact" type, you will only see the markings if the node is *currently* accessible based on the rule, e.g. there may be "exact" match types that are not currently visible because the node currently in that position does not match.
  
- If you screw up and want to start over again, `/puzzlemapreset`.  Note that this will remove *all* access and require you to re-permit everything from scratch, and there is no confirmation on reset.

- Make use of fly, noclip, etc. to bypass your mechanisms so you can leave them in a ready-to-play state.

- When finished, drop the tools (they will dematerialize automatically) and `/revoke` yourself the protection_bypass, fly, noclip, etc. privs.

- Make a backup copy of the map, so you don't have to reset all mechanisms manually.

- Play-test the map as an ordinary player.  Remember to check to make sure each thing you should be able to access works, *and* spot-check to ensure things you're not supposed to be able to access block you.


**Tags:** creative, puzzle
**Repository:** https://gitlab.com/sztest/puzzlemap
**License:** MIT
**Title:** Luarocks Wrapper

**Description:** 

**Details:**
<!--
SPDX-FileCopyrightText: 2025 Lazerbeak12345 on Github and contributors

SPDX-License-Identifier: MIT
-->

# Luanti Luarocks Wrapper

Do you want to depend on a luarock?

Don't. Please don't. Luanti doesn't make it easy.

But what if you must? What if you require something so complicated, so advanced, that it would take months to work on?
What if security depends on the correct implimentation of this mod?
What if ... someone already did the work for you, in a luarock, but they don't even know what luanti _is_, and they don't seem interested in packaging thier rock as a luanti mod?

That, my friend, is the _only_ reason you should use this, the Luanti Luarocks Wrapper.

## What problems does this mod fix?

This mod allows you to "wrap" a LuaRocks package as a Luanti mod.

## What problems does it not fix?

There are certian things not available from within the Luanti mod sandbox. It is not possible to provide a subset of these things, and if the LuaRocks package you need requires that, this Luanti mod can't help you.

Should I release the CLI tooling, I will have a partial solution, but you would still need the user to mark your mod as trusted.

A few examples, as I find them:

- Rocks with external dependencies
- Rocks that require compilation/are not written in 100% lua


**Tags:** developer_tools, library, server_tools
**Repository:** https://github.com/Lazerbeak12345/luanti_luarocks_wrapper.git
**License:** MIT
**Title:** group:any

**Description:** 

**Details:**
## Want to allow any item to go into the crafting grid?
This mod registers serveral groups that can be used to include items into the grid according to their technical category.

### Groups
* `group:any`: All registered items, including craftitems, tools, and nodes. Note that `air`, `ignore`, `:` (hand) and unknown items are not in the list.
* `group:node`: All registered nodes.
* `group:craftitem`: All registered craftitems.
* `group:tool`: All registered tools.


**Tags:** library
**Repository:** https://github.com/C-C-Minetest-Server/group_any
**License:** MIT
**Title:** Ben's Drop Randomizer

**Description:** 

**Details:**
# Basic Info
Ben's Drop Randomizer is a game agnostic node-drop randomizer based off of [Sethbling's Randomizer for Minecraft](https://www.youtube.com/watch?v=3JEXAZOrykQ) and takes some inspiration from [Fasguy's version](https://fasguy.net/minecraft_randomizer/) for the search commands.

The randomization is based off of the world seed, so avoid changing that if your running this on a server. (For whatever reason)


The randomizer comes with various commands, all of which you'll need the randomizerspoilers privilage to use. This permission is not granted in singleplayer. Server admins will spawn with the privilage.

Please note that adding/removing mods with this mod installed will reshuffle all randomizations.

# Commands
If any of the descriptions are confusing please give me a better way of describing it I'm not good with descriptions.

*randomizerspoiler <nodeid>*
	
Will show the node that the specified node will drop the drops of.
	
Example input and output:
	
/randomizerspoiler default:dirt
	
default:dirt has the drops of default:cobble

	
*randomizersearch <nodeid>*
	
Will display the node that drops the drops of the specified node
	
Example input and output:
	
/randomizersearch default:cobble
	
default:dirt has the drops of default:cobble
	

	
*randomizersearchforstable*
	
Will display a list of nodes that drop themselves, most randomizations wont have any of these though.
	
Example input and output:
	
/randomizersearchforstable
	
default:diamondblock,default:default:cactus
	

**Tags:** survival
**Repository:** https://github.com/benjaminpants/minetest-randomizer
**License:** MIT
**Title:** TransCryptor

**Description:** 

**Details:**
## TransCryptor

Perform the following conversions:<br>
1. Text to Binary. <br>
2. Binary to Text.<br>
4. Text to Morse.<br>
5. Morse to Text.<br>
6. Binary to Morse.<br>
7. Morse to Binary.

## License

* MIT License (MIT) for the code.

**Tags:** chat, gui
**Repository:** https://github.com/Krunegan/transcryptor
**License:** MIT