ToddLLM/luanti-complete-dataset huggingface dataset:
**Title:** WorldEdit Undo

**Description:** 

**Details:**
(copied from the README.md file)

## Usage

* `//undo` undo the latest worldedit command
* `//redo` redo what was just undone
* `//show_journal` view what can be undone and redone
* With the [more_chatcommands](https://github.com/red-001/more_chatcommands)
  mod, other player's changes can be undone with `/run_as <playername> //undo`,
  where `<playername>` is the other player's name.

Undoing reverts changes of nodes (name, param1 and param2) and metadata.
Node timers are not yet supported.
The undo functionality should help against accidents;
however, it should not be considered reliable since there is no guarantee that
undoing always is possible or works correctly.

The changes of nodes after invoking a command such as /set are compressed to
improve memory usage.


## Related issues:

* https://github.com/Uberi/Minetest-WorldEdit/issues/43
* https://forum.minetest.net/viewtopic.php?p=296543#p296543


## Implemented and missing Worldedit commands

#### Supported chatcommands

* /pos1 and /1
* /pos2 and /2
* /p
* /set and /s
* /mix
* /replace and /r
* /replaceinverse and /ri
* /orient
* /flip
* /cube and /hollowcube
* /sphere and /spr
* /hollowsphere and /hspr
* /dome and /do
* /hollowdome and /hdo
* /cylinder and /cyl
* /hollowcylinder and /hcyl
* /pyramid and /pyr
* /hollowpyramid and /hpyr
* /spiral
* /load
* /mtschemplace
* /luatransform (nodes and metadata changes inside the selected area)
* /y
* /n


#### Ignored chatcommands

* /lua
* /clearobjects
* /fixlight
* /save
* /mtschemcreate
* /mtschemprob
* /hide
* /suppress
* /highlight
* /restore
* /inspect /i
* /mark /mk
* /unmark /umk
* /volume and /v
* /about


#### Not yet implemented

* /fixedpos /fp
* /reset /rst
* /shift
* /expand
* /contract
* /outset
* /inset
* /copy
* /move
* /stack
* /stack2
* /drain
* /allocate
* /deleteblocks


#### Partly implemented

* /transpose (the marker position change is not saved)
* /rotate (the marker position change is not saved)
* /stretch (the marker position change is not saved)


**Tags:** building_mechanics, world_tools
**Repository:** https://codeberg.org/HybridDog/we_undo
**License:** MIT
**Title:** Mesecons Windows

**Description:** 

**Details:**
This mod adds 3 glass blocks for the Mesecons modpack. They change their transparency when powered with Mesecon energy.

They conduct energy to their 6 direct neighbors.

## Block transparency

There are three transparency states: Full, partial and opaque. Full transparency means the block is transparent to light and sunlight. Partial transparency means the block lets light through but not sunlight, so if sunlight goes through, the brightness will reduce below the window block. Opaque means the block doesn't let any light through.

Each block can either be on (powered by mesecon energy) or off (not powered). The blocks change their transparency status according to the on/off state:

* Mesecon Window
    * On: Full transparency
    * Off: Opaque
* Mesecon Filter Glass
    * On: Full transparency
    * Off: Partial transparency
* Mesecon Filter Window
    * On: Partial transparency
    * Off: Opaque

**Tags:** technology
**Repository:** https://codeberg.org/Wuzzy/minetest_mesecons_window
**License:** MIT
**Title:** My Roofs

**Description:** 

**Details:**
# Mod Contributors
Don
Max
ExcaliburZero
VanessaE (created the models)

# myroofs
This is a Minetest mod that adds mesh roofing nodes.

## Dependencies
- default
- farming
- dye

-------------------------------------------------------------------------------------

Code Licence - MIT

Media Licence - CC0


**Tags:** building
**Repository:** https://github.com/minetest-mods/myroofs.git
**License:** MIT
**Title:** Desert Ores

**Description:** 

**Details:**
# desertores
Generates ores in deserts and other biomes. Also spawns raw ore blocks if enabled. Biome specific ore node variants coming soon.

Biome specific ore variants may include:

* Sandstone

* Desert Stone

* Permafrost

* Desert Sandstone

* Silver Sandstone

* Cave Ice


**Tags:** mapgen, survival
**Repository:** https://github.com/DustyDave961/desertores
**License:** MIT
**Title:** Cement

**Description:** 

**Details:**
A craftable and “makeable“ cement block.

Method 1: Craft wet cement blocks by putting default:gravel, group:sand, and bucket:bucket_water in a shapeless recipe.

Method 2: Make dry cement blocks by putting default:gravel and group:sand in a shapeless recipe and put the resulting node on ground directly by a water source to get a wet cement block and wait till it becomes wet.

Place wet cement blocks wherever you want (no water in neighboring nodes) and let them become hard. Since dry and wet cement blocks fall down when placed you might want to support them while drying by placing a not falling node below.

Hard cement blocks floats like regular nodes.

An uncolored hard cement block can be sanded to get a sanded cement block with a smoother texture that is brighter. For doing this a craftable sanding tool is needed. When using the tool on a hard cement block (like with all other tools simply click the node) the block gets sanded. The tool has wear, but lasts very long.

Hard cement can be colored using any of the 15 default dyes. Place a hard cement block and punch it while holding one of the dyes. The dye color gets applied to the node and thus the cement block gets colored. The dye remains in hand and won’t be removed. White dye “un-colors” the cement.

Of course all sanded cement blocks can be colored, too.

**Tags:** building, tools
**Repository:** https://git.0x7be.net/dirk/cement
**License:** MIT
**Title:** My Hole In The Wall

**Description:** 

**Details:**
# myholeinthewall

Create garden wall type blocks in minetest.

You need to build a drill press first. 
Place the drill press and right click on the top part.
Put nodes inside and click on the style of block you want.
There are full nodes and half nodes.
Right click on the bottom of the drill press for storage.

Has support for [myores](https://content.luanti.org/packages/Don/myores/)

#Craft

coalblock, coalblock, coalblock

coalblock, diamond, coalblock

coalblock, coalblock, coalblock



--------------------------------------------------------------------------------------

Code Licence - MIT

Media Licence - CC0


**Tags:** building
**Repository:** https://github.com/minetest-mods/myholeinthewall.git
**License:** MIT
**Title:** Bucket of feeds for easier feeding

**Description:** 

**Details:**
Minetest mod: `feed_buckets`
========================

Add buckets of feeds which can be used to feed up to 8 nearby animals.

Source code:
-----------------------
Copyright (c) 2022 SFENCE
MIT - check LICENSE file

License of media (textures, sounds and models):
-----------------------------------------------
CC BY-SA 4.0 - check LICENSE file

Copyright (c) 2022 Sinky (CC BY-SA 4.0):
All textures not mentioned below.



**Tags:** food
**Repository:** https://github.com/sfence/feed_buckets
**License:** MIT
**Title:** PvP Training Bot Mod

**Description:** 

**Details:**
# PvP Training Bot Mod for Minetest

This Minetest mod introduces customizable practice bots to help players train and improve their PvP (Player vs. Player) skills. Designed for solo practice, the bots simulate realistic combat scenarios with varying difficulty levels and adaptive behavior.

## features

it has 3 spawner types, easy,medium,difficult. the difficulty changes the speed and damage of the bot.it also has spawn items(eggs). this pack comes with a spawner breaking pickaxe. to make it server friendly, the spawner breaking pickaxe is uncraftable and the spawner blocks cannot be breaked using normal tools. 

## what makes it special?
you dont have to download other mobs pack. it depends on the minetest's player api. it doesn't lag or have any bugs in it(i have tested it in many other places too)

## installation
just download it and it will add you the spawner blocks! have fun :) and practice your pvp skills!

**Tags:** mobs
**Repository:** https://github.com/TigerMask1/practice_bot
**License:** MIT
**Title:** Moblib

**Description:** 

**Details:**
# Entity Library (`moblib`)

Low-level high-performance entity library

## About

No dependencies. Licensed under the MIT License. Written by Lars Mueller aka LMD or appguru(eu).

## Links

* [GitHub](https://github.com/appgurueu/moblib) - sources, issue tracking, contributing
* [Discord](https://discordapp.com/invite/ysP74by) - discussion, chatting
* [Minetest Forum](https://forum.minetest.net/viewtopic.php?t=24671) - (more organized) discussion
* [ContentDB](https://content.luanti.org/packages/LMD/moblib) - releases (cloning from GitHub is recommended)

## API

Mostly self-documenting code. Mod namespace is `moblib`, containing all variables & functions.

### `vector get_rotation(vector direction)`

Returns rotation required to rotate a z-facing model in direction.

### `vector get_wield_rotation(vector direction)`

Same as `get_rotation` but for wield_images.

### `vector get_direction(vector rotation)`

Inverse of `get_rotation`.

### `register_entity(name, def)`

### `register_entity(text name, table def)`

```lua
moblib.register_entity(name, {
    initial_properties =  {...},
    lua_properties = {
        moveresult = {
            collisions = nil,
            axes = nil,
            old_velocity = nil,
            acceleration_dependent = nil
        },
        staticdata = "json" or "lua"
    },
    on_step = ...,
    ...
})
```

**Tags:** library
**Repository:** https://github.com/appgurueu/moblib
**License:** MIT
**Title:** Overhead wires

**Description:** 

**Details:**
Overhead wires is a mod by MatyasP, adds colorable overhead wires and masts and 
supports for it.
Mod is created for Advanced Trains railways (supports Advtrains Moreslopes) but
technically don't need AdvTrains.
For repaint of wires provides Repainter tool, for rotating provides Rotator tool
but you can use too screwdriver or WorldEdit. 
Using rotator: left click - rotating by 1
Using repainter: left click - change color by 1, right click - change color by 8

Actually isn't specific tool for simpliest or automated placing more of overhead
wires at once or replace wires by other type, for example left junction to right
junction. You can use only World Edit, Edit or similar tools for fill an area or 
copying nodes.

Colors: aren't used 10 latest colors in colorpalette - you can edit it and 
use colors own!
Why more colors? You can use it as "copper wires", "steel wires", you can use it
for planning the railways...
When you destroy some node, you will get to inventory with the same color.

Crafting: mod creator isn't good in survival. When somebody create and share 
crafting recipes, I will be happy!

License:
1 px texture "bpx.png" and palette are under the CC0. Textures of Reapinter and 
Rotator are under the CC-BY 4.0 International. Code is under the MIT License.

(Everybody knows that everybody needs 1 px texture of #ffffff white color
to have licensed under the CC-BY-NC-ND 4.0 :D)

-------------
KNOWED ISSUES:
1st) Mod creator has a procrastination for update and upgrade of
Noderoads and Nodehouses for a long time.
2nd) Last parts of longer slopes have invisible icon in inventory.


**Tags:** building, decorative
**Repository:** https://github.com/Matyas-Pilz/owires
**License:** MIT
**Title:** Talkers

**Description:** 

**Details:**
# Talkers

Adds an API to add talking NPCs with [ollama](https://ollama.com) and [Mobs Redo API](https://content.luanti.org/packages/TenPlus1/mobs/).

Read talkers.lua to see how the API works.
<br>
talkers.register_talker(name, register_mob, characters, tool, url, ai, wait)

If you add this mod in secure.trusted_mods, secure.http_mods in advanced settings, wandering_traders mod and qwen3:0.6b in http://localhost:11434/api/chat you can test the result of the api.

## Installation

### ContentDB

* Content > Browse Online Content
* Search for "Talkers"
* Click Install

### Manually

- Unzip the archive, rename the folder to `talkers` and
place it in `.../minetest/mods/`

- GNU/Linux: If you use a system-wide installation place it in `~/.minetest/mods/`.

The Luanti engine can be found at [GitHub](https://github.com/minetest/minetest).

For further information or help, see: [Installing Mods](https://wiki.luanti.org/Installing_Mods).

## License

See `LICENSE.txt`


**Tags:** mobs
**Repository:** https://github.com/X-DE1/talkers
**License:** MIT
**Title:** Glass

**Description:** 

**Details:**
### Description:

Mod that makes [default glass nodes][default] colorable with *unifieddyes:airbrush*.

This will also become standalone, independent of *default* in the future.

### Licensing:

- [MIT](https://github.com/AntumMT/mod-glass/blob/master/LICENSE.txt)

### Requirements:

Depends:

- [![default](https://img.shields.io/static/v1?label=GitHub&message=default&color=%23375a7f
)][default]
- [![unifieddyes](https://img.shields.io/static/v1?label=ContentDB&message=unifieddyes&color=%23375a7f
)](https://content.luanti.org/packages/VanessaE/unifieddyes/)

### Links:

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


[Minetest]: http://www.minetest.net/
[default]: https://github.com/minetest/minetest_game/blob/master/mods/default

**Tags:** building, decorative
**Repository:** https://github.com/AntumMT/mod-glass
**License:** MIT
**Title:** Nodes for rails

**Description:** 

**Details:**
Nodes for rails - some nodes created to be used under the advtrains track or (much better) tieles_track by Sylvester Kruin (https://content.luanti.org/packages/sylvester_kruin/tieless_tracks/). 
Contains 8 colors - repaintable with "Repainter A" from my mod repainter (https://content.luanti.org/packages/MatyasP/repainter/)

Dependency of default is only for using of textures.

License:
Palette is under the CC0. Code is under the MIT License.
Textures from mod 'default' (in minetest game) are under the CC-BY-SA but they aren't included.

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

Contained nodes:  
nodes4rails:(shape)_(material)

Shapes:
* **h** - **h**alf-node deep (down slab)
* **i** - s**i**des (created for deep channels) 
* **s** - **s**tairs
* **u** - **U**-shape
* ?**t** - with beams under rails from **t**ieless_track

Materials:
* stone
* stone_brick
* brick
* sandstone
* silver_sandstone
* silver_sandstone_brick
_______________
KNOWED ISSUES:
1st) Placing tracks for nodes "nodes4rails:it*" isn't so simple (you must place it to side of track placed next to)

**Tags:** building, creative, decorative
**Repository:** https://github.com/Matyas-Pilz/nodes4rails
**License:** MIT