ToddLLM/luanti-complete-dataset huggingface dataset:
**Title:** Hexadecimal Colours

**Description:** 

**Details:**
# hexcol

## 4096 Coloured blocks for minetest.

This mod contains solid colour nodes for every possible 3 digit HEX colour value. From `#000` to `#FFF`.

Update: This mod now uses colour palettes. so there are 16 nodes instead of 4096.
and each node uses a 256 colour palette.

Here is how it works. For the red channel, the blocks are changed, for the blue and green, the param2 is changed.

Lets say you place down the colour `#49f` the node that is placed down is `hexcol:4xx` the last 2 hex digits are converted to decimal and placed in the param2 therefore defining a colour from one of the 16 palette images generated by the PHP script in this repo.

This mod is currently only for use with creative mode. There is no way to obtain the nodes in survival. Anyone is welcome to make a mod to provide such a method.

## Settings

* `hexcol_inv` (bool Default: true) Show hexcol nodes in creative inventory.

## Features

* LOTS of colours good for decorative builds such as pixel art.
* Small. Mod code is small.

## Drawbacks

* Floods the creative inventory if hexcol_inv is true (default)

## License

Code is licensed under the MIT license. Image assets are CC0. Though the block texture is just a pain white image so I dont think I could copyright it even if I wanted to lol.


**Tags:** building, creative, decorative
**Repository:** https://gitoverit.ofafox.com/Bob/hexcol.git
**License:** MIT
**Title:** Job Control Mod

**Description:** 

**Details:**
Job Control offers a more flexible alternative to the builtin minetest.after function.

 * Jobs can be cancelled, extended, or restarted via object-specific methods.
 * Jobs can be repeated at a constant interval when the callback returns true.
 * The elapsed, remaining, and overrun time of jobs can be readily calculated.
 
There are two ways to install Job Control: either as a typical mod within the directory
structure of your game or by replacing the file 'builtin/common/after.lua' (be sure to
create a backup of the original file). The latter has the advantage that it eliminates
the small degree of overhead from an extraneous globalstep running in the background.

A job can be scheduled in the typical fashion, thus ensuring backward compatibility:

 * **minetest.after( wait, func, ... )**  
   Executes the callback after a timeout with optional parameters. The newly constructed 
   Job object is returned.

Each job object has access to the following methods and properties:

 * **Job::wait**  
   The timeout passed to the constructor. This property is immutable.

 * **Job::expiry**  
   The expiration timestamp of the job. This property is immutable.

 * **Job::origin**  
   The name of the mod that created the job. This property is immutable.
   
 * **Job::cancel( )**  
   Removes the job from the pending job queue. The callback will no longer be executed.

 * **Job::extend( new_wait )**  
   Reschedules the job with an additional timeout, beyond the expiration timestamp.

 * **Job::restart( wait )**  
   Reschedules the job with a different timeout.

 * **Job::get_remain( )**  
   Returns the remaining time period of the job. From this, it is possible to calculate 
   the elapsed and overrun time periods as well.

As mentioned earlier, it is also possible to cycle a job simply by returning true in the 
callback. This can be useful for tasks that must be performed at regular intervals, such 
as writing data files to disk. Bear in mind, however, that this isn't a replacement for
an actual synchronized timer since the callback execution itself can incur a marginal 
delay during each iteration.

**Tags:** library
**Repository:** https://bitbucket.org/sorcerykid/cronjob
**License:** MIT
**Title:** Cemeteries

**Description:** 

**Details:**
With this mod, you will be able to find randomly generated graves and cemeteries in your world.

Density can be controlled by setting.

This mod hsould be used with Luanti 5.12 or newer. Cemetries are be generated very often in older versions.



**Tags:** decorative
**Repository:** https://github.com/sfence/cemeteries
**License:** MIT
**Title:** List Items Chat Command

**Description:** 

**Details:**
### Description:

A chat command for listing registered items, nodes, entities, etc. To see available types that can be listed execute `/help list`.

### Licensing:

- [MIT](https://codeberg.org/AntumLuanti/mod-listitems/src/branch/master/LICENSE.txt)

### Usage:

###### Chat Commands:

```
/list <type> [options] [string1] [string2] ...
- Lists registered items or entities available in the game.
- type: List type (e.g. "items", "entities", etc.).
- options: Switches to control output behavior.
	- -v: Display description (if available) after object name.
	- -s: Use shallow search (don't search in descriptions).
- string[1,2] ...: String parameter(s) to filter output.
	- Without any string parameters, all objects registered in game are listed.
	- With string parameters, only objects matching any of the strings will be listed.
```

###### Settings:

```
listitems.bullet_list
- Displays items in a bulleted list.
- type: boolean
- default: true

listitems.enable_singleword
- Registers "/list<type>" commands (e.g. "/listitems", "/listentities", etc.).
- type: boolean
- default: true
```

### Requirements:

Minetest minimum version: 5.0

Depends: none

Optional depends:

- [![mobs_redo](https://content.luanti.org/packages/TenPlus1/mobs/shields/title/)](https://content.luanti.org/packages/TenPlus1/mobs/) *(adds "list mobs" chat command)*

Privileges: none

### Links:

- [Reference](https://antummt.github.io/mod-listitems/docs/)
- [Changelog](https://codeberg.org/AntumLuanti/mod-listitems/src/branch/master/changelog.txt)
- [TODO](https://codeberg.org/AntumLuanti/mod-listitems/src/branch/master/TODO.txt)

**Tags:** chat, developer_tools
**Repository:** https://codeberg.org/AntumLuanti/mod-listitems.git
**License:** MIT
**Title:** Mapsync

**Description:** 

**Details:**
Synchronize the ingame map with a lua-backend

Successor/Complementary to https://content.luanti.org/packages/BuckarooBanzay/modgen/

Games built with mapsync:

* https://content.luanti.org/packages/BuckarooBanzay/mesecons_lab/
* https://content.luanti.org/packages/BuckarooBanzay/super_sam/

Supported lua-backends:

* `fs` local filesystem (can be in a world- or mod-folder)

Planned backends:

* `http` http/webdav backend

Features:

* Auto-update chunks if a newer version on the backend is found

Planned features:

* Diffing/Merging/Applying changes from multiple sources (git merges for example)


More details here: https://github.com/BuckarooBanzay/mapsync/blob/master/readme.md

**Tags:** library, world_tools
**Repository:** https://github.com/BuckarooBanzay/mapsync
**License:** MIT
**Title:** Place Node Command

**Description:** 

**Details:**
This mod add `setblock` and `place` command

## Commands

### /setblock x y z modname:foobar_node & /place x y z modname:foobar_node
Place a block at x,y,z (setblock call `minetest.set_node`, and place call `minetest.place_node`)

### /setblock_here modname:foobar_node & /place_here modname:foobar_node
Place a block at your pos (setblock call `minetest.set_node`, and place call `minetest.place_node`)

**Tags:** world_tools
**Repository:** https://github.com/Emojigit/place_node
**License:** MIT
**Title:** Unified Hammers

**Description:** 

**Details:**
The mod registers various hammers. Those hammers can be crafted from sticks and their respective material. Different material hammers can be used different times before they break. Crafting the hammers needs two sticks and two of the material. Crafting is then done very similar to the other tools.

The recipe shape is always the same, just interchange the head material. If the moreores mod is installed and loaded hammers can be crafted from the mod’s ores in the same way as shown above.

Since the Content Database does not allow external screenshots to be shown I cannot show crafting examples here. Please check out the readme on GitLab for that.

## Functionality

The hammers added by this mod can be used to crush material into “softer” material. The three default sandstone types can be crushed into the corresponding three default sand types, too. Durability ranges from 30 uses (wooden hammer) to obsidian (400 uses). If installed, moreores’ Mithril allows 450 uses.

**Tags:** tools
**Repository:** https://git.0x7be.net/dirk/uniham
**License:** MIT
**Title:** Item Snatcher

**Description:** 

**Details:**
# Item Snatcher
A useful grabbing tool

Makes the apple snatcher from Wuzzy's tutorial game available as a standalone mod.
Use this tool to extend your range and grab items from afar.

Credit goes to Wuzzy for the texture and item definition.
Everything is licensed under MIT, following the original licensing conditions.

**Tags:** tools
**Repository:** https://github.com/t-affeldt/item_snatcher
**License:** MIT
**Title:** Item Replicator

**Description:** 

**Details:**
# Item Replicator

Replicate items with ease.

## What's in the box

* [Unique API](https://github.com/Beanzilla/item_replicator/blob/v2.1/API.md)
* [Internal Assitant Functions](https://github.com/Beanzilla/item_replicator/blob/v2.1/INTERNALS.md)
* [Settings](https://github.com/Beanzilla/item_replicator/blob/v2.1/SETTINGS.md)
* Multi-player support
* Security
* Multiple Games support (This mod supports MTG and MCL2)
* [Multiple Mods supported](https://github.com/Beanzilla/item_replicator/blob/v2.1/mod_support.lua)
* Need [help](https://github.com/Beanzilla/item_replicator/blob/v2.1/HELP.md)?

## Disclamers

> This is only for versions of my mod older than 1.2 (1.2 excluded)

This mod does "work" with MineClone2. (However there is a graphical issue in the formspec which adds some difficulty in navigation)

## Quick-Start

1. Get this repo! (Or mod)
2. Drop this directory/repo into your Minetest mods folder.
3. Edit settings.lua to your liking.
4. Add `load_mod_item_replicator = true` to your worlds world .mt file.
5. Enjoy the mod.

## A note about logging

This mod can dump a lot of information out to your log file (`debug.txt`).

Please turn off the following settings like so, below:

```lua
item_replicator_settings.log_api = false
item_replicator_settings.log_production = false -- Only turn this one off if really needed
item_replicator_settings.log_deep = false
```

## A note about items

This mod tracks a lot of information about items.

From it's itemstring to it's amount produced per process, or even the time between processes.

It may be easier for your server to simply run with allow_unknown to be true (on).

This will simply use the other settings below that (unknown_item_time, unknown_item_amount) when it encounters an unknown item.

Or for those who wish to better my mod and the community using it, please consider making a Pull Request with your additions/changes.
(See [mod_support.lua](https://github.com/Beanzilla/item_replicator/blob/v1.0/mod_support.lua) for further details)

## Mods supported

* MTG default
* MCL (Well the basic stuff in MCL anyway)
* [area_containers](https://content.luanti.org/packages/jwmhjwmh/area_containers/)


**Tags:** building
**Repository:** https://github.com/Beanzilla/item_replicator
**License:** MIT
**Title:** Tasks Framework

**Description:** 

**Details:**
## About

Tasks & questing framework inspired by [Stendhal's](https://stendhalgame.org/) quest API.

___WARNING:__ This mod is in early development & may not be suitable for production servers._

Similar to [TeTpaAka's Quest Framework](https://forum.luanti.org/viewtopic.php?t=11265), this mod aims to be a library for adding quests & tasks to games. It is meant to be a minimalist library, so does not include any formspec interfaces. Games must create their own which can be populated using the functions:

- `tasks.get_registered()`: Returns list of all registered task IDs.
- `tasks.get_title(id)`: Returns task title string.
- `tasks.get_description(id)`: Returns task description string.
- `tasks.get_player_log(player, id)`: Returns list of task string descriptors for player's state.

## Media

Icon source by [Arvin61r58](https://openclipart.org/detail/286082) (CC0).

## Links

- [API reference](https://antumluanti.codeberg.page/mod-tasks/) ([mirror](https://antummt.github.io/mod-tasks/))
- [GitHub mirror](https://github.com/AntumMT/mod-tasks)
- [sample task mod](https://codeberg.org/AntumLuanti/mod-sample_task) ([mirror](https://github.com/AntumMT/mod-sample_task))


**Tags:** developer_tools, library
**Repository:** https://codeberg.org/AntumLuanti/mod-tasks
**License:** MIT