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

**Description:** 

**Details:**
A fork of [Un-Craft Table](https://content.luanti.org/packages/Troodon/uncraft/) by [Troodon](https://content.luanti.org/users/Troodon/) that attempts to address all of its shortcomings. This is a drop-in replacement for the original.

This mod provides an Uncrafting Table. It is crafted with 4 items from group wood, and 2 steel ingots. The mod requires default.

**Tags:** crafting, gui
**Repository:** https://gitlab.com/TheOnlyJoeEnderman/uncrafter
**License:** MIT
**Title:** Placeholder

**Description:** 

**Details:**
placeholder node / a better unknown node

# Overview

Provides a "better" unknown node which can be handled properly by worldedit and other schematic mechanisms (given they support metadata).

Features:

* Handles and restores metadata

* Restores the original node and metadata if it is available (via lbm)

* Can be serialized and deserialized with worldedit

Use-cases:

* Schematic handling with unknown nodes

# How it works

There is a placeholder node (`placeholder:placeholder`) which holds all the relevant data about the unknown node in its metadata:

* `original_nodename` the original nodename

* `original_metadata` the original metadata, serialized with `minetest.serialize`

* `original_param2` (optional) the original param2

# Api

```lua
local pos = { x=0, y=0, z=0 }
local metadata = {
    inventory = {},
    fields = {
        x = "y"
    }
}
-- place a placeholder manually
placeholder.place(pos, {name="unknown:nodename"}, metadata)

-- unwrap the placeholder metadata (returns the original node- and metadata)
local meta = minetest.get_meta(pos)
local node, metadata = placeholder.unwrap(meta)

-- try to restore the placeholder at the position
-- this function gets also called in the placeholder-lbm for automatic restoration
placeholder.replace(pos)
```


**Tags:** world_tools
**Repository:** https://github.com/BuckarooBanzay/placeholder
**License:** MIT
**Title:** Turtlebots Mod

**Description:** 

**Details:**
# turtlebots

Turtlebots are programmable bots that can be used to build and dig in Luanti (formerly known as minetest)

### Please take a look at [README.md](https://github.com/jmole/turtlebots/blob/master/README.md) in the github repository for full details on the mod.

**Tags:** building_mechanics, mini-game, technology
**Repository:** https://github.com/jmole/turtlebots/
**License:** MIT
**Title:** Speedrun Tools

**Description:** 

**Details:**
#### Overview
Speedrun Tools adds a timer to the HUD. The chatcommand allows you to trigger several functions, to stop, start, save, etc.

This mod is currently being developed, feedback is very welcome.
#### How To Use

Enable the mod in your world and join the game, the timer will show up on the HUD in the top left.
The timer will start automatically, you can use the chatcommand to restart, and finish your run.

**Tags:** chat, gui
**Repository:** https://github.com/Python-Sargent/luanti-speedrun
**License:** MIT
**Title:** Realm Lamp

**Description:** 

**Details:**
A rainbow gradient block for decoration and with differents speeds.

```
minetest.register_node("realm_lamp:realm_lamp", {
	description = "".. core.colorize("#ff0000", "R")..core.colorize("#ff9900", "e")..core.colorize("#ffd000", "a")..core.colorize("#fffb00", "l")..core.colorize("#aaff00", "m ")..core.colorize("#04ff00", "L")..core.colorize("#00ffee", "a")..core.colorize("#005eff", "m")..core.colorize("#8400ff", "p"),
	tiles = {{
		    name = "rainbow_lamp.png",
		    animation = {type = "vertical_frames", aspect_w = 16, aspect_h = 16, length = 12}
	}},
	paramtype2 = "facedir",
	place_param2 = 0,
	is_ground_content = false,
	stack_max= 1,
	groups = {cracky = 3},
	light_source = 16,
	on_blast = function() end,
	sounds = default.node_sound_stone_defaults(),
})



minetest.register_craft({
  output = "realm_lamp:realm_lamp",
	recipe = {
		{"dye:red", "dye:orange", "dye:yellow"},
		{"dye:green", "default:meselamp", "dye:cyan"},
		{"dye:blue", "dye:violet", "dye:pink"},
	}
})


minetest.register_node("realm_lamp:realm_lamp_x2", {
	description = "".. core.colorize("#ff0000", "R")..core.colorize("#ff9900", "e")..core.colorize("#ffd000", "a")..core.colorize("#fffb00", "l")..core.colorize("#aaff00", "m ")..core.colorize("#04ff00", "L")..core.colorize("#00ffee", "a")..core.colorize("#005eff", "m")..core.colorize("#8400ff", "p")..core.colorize("#bb00ff", " x2"),
	tiles = {{
		    name = "rainbow_lamp.png",
		    animation = {type = "vertical_frames", aspect_w = 16, aspect_h = 16, length = 6}
	}},
	paramtype2 = "facedir",
	place_param2 = 0,
	is_ground_content = false,
	stack_max= 1,
	groups = {cracky = 3},
	light_source = 16,
	on_blast = function() end,
	sounds = default.node_sound_stone_defaults(),
})



minetest.register_craft({
  output = "realm_lamp:realm_lamp_x2",
	recipe = {
	{"dye:red", "dye:orange", "dye:yellow"},
		{"dye:green", "default:meselamp", "dye:cyan"},
		{"dye:blue", "dye:violet", "dye:pink"},
	}
})

minetest.register_node("realm_lamp:realm_lamp_d2", {
	description = "".. core.colorize("#ff0000", "R")..core.colorize("#ff9900", "e")..core.colorize("#ffd000", "a")..core.colorize("#fffb00", "l")..core.colorize("#aaff00", "m ")..core.colorize("#04ff00", "L")..core.colorize("#00ffee", "a")..core.colorize("#005eff", "m")..core.colorize("#8400ff", "p")..core.colorize("#bb00ff", " d2"),
	tiles = {{
		    name = "rainbow_lamp.png",
		    animation = {type = "vertical_frames", aspect_w = 16, aspect_h = 16, length = 36}
	}},
	paramtype2 = "facedir",
	place_param2 = 0,
	is_ground_content = false,
	stack_max= 1,
	groups = {cracky = 3},
	light_source = 16,
	on_blast = function() end,
	sounds = default.node_sound_stone_defaults(),
})



minetest.register_craft({
  output = "realm_lamp:realm_lamp_d2",
	recipe = {
		{"dye:red", "dye:orange", "dye:yellow"},
		{"dye:green", "default:meselamp", "dye:cyan"},
		{"dye:blue", "dye:violet", "dye:pink"},
	}
})
```



**Tags:** decorative
**Repository:** https://github.com/GenesisMT/realm_lamp
**License:** MIT
**Title:** Beautiful Boulders

**Description:** 

**Details:**
# Beautiful Boulders

A Mod for Randomly Generated Rocks in Minetest

By default, the boulders are available via the creative inventory, but also naturally spawn on the ground and in rock faces.

PLEASE NOTE that if you enable this mod it will scatter boulders everywhere in new chunks, which may be hard to clean up if you wish to disable the mod later on.

## Algorithm Explanation:
1. Given randomly spaced 3d points, generate a convex hull too be used as the rock model.
2. Save the ConvexHull returned by scipy into a .obj file.
3. Generate collision boxes for each vertex with an Axis Aligned Bounding Box starting from the origin (0,0,0) and ending at each point.
4. Save the collision boxes.

# How to use

The mod comes packaged with 20 sample boulders (10 round, 10 vertical)

To regenerate the stones with the default parameters, simply run `generate_stones.py`, and it will save the models and nodeboxes appropriately.

- TODO: Make it easier for people to customize the stone generation (command line arguments, perhaps)

# License

Code: MIT (license text located in the file named LICENSE)

The boulder models and nodeboxes are the product of a general algorithm, and therefore I **do not and cannot** claim ownership over the sample boulders included with this mod, or any boulders generated by the program.

However, if you reside in a country or region or are in a circumstance where I do have rights to the sample boulders or any output of the program, then the outputs of the program may be licensed to you under CC0-1.0.


**Tags:** mapgen
**Repository:** https://github.com/regulus79/beautifulboulders.git
**License:** MIT
**Title:** Nodecore Stucco

**Description:** 

**Details:**
# **Nodecore Stucco**

Recent bugfixes:


-12/6/2019 - Fixed a bug causing crashes when trying to pummel plain dry slate nodes.

-12/5/2019 - Fixed bug causing occassional crashes and muted node sound.


*Add a touch of aesthetic to your Nodecore building!*

A very simple mod adding a handful of patterned nodes that can be crafted with relative ease in your Nodecore world.

Currently 2 materials are supported, but others are planned.

"Clay" 

The softer material, made with a mixture of dirt and ashes, gentle, warm brown color.

and "Slate"

The harder, darker, stronger material, made with a dense packing of aggregate and more aggregate.

Process:
Pummel the ingredients together (one on top of the other) to mix together your desired substance. Take the newly made mixed node and place it near source nodes of water; it will take in water and become soggy. After soggification, remove from water and leave it to dry for a bit,* but be careful*! 

Soggy nodes are too wet to be worked on!

**You can only change the pattern when it is moist or damp.**

To do this, just fastenin a stone chip into the top of your a wooden stick to give it a hard nib for it to really sink into that tacky wet material.

Once you have your stone-tipped stylus, you can punch a wet material node to change it's design.   Right-clicking will reverse the design to the previous. 

Also be careful, nodes cannot be changed once they have completely dried out.

Nodes will lose their moisture after being made and become hardened, saving your designs permanently.
****
If your node is dried you can recycle them by crushing them with a hammer of appropriate hardness.

Fence Posts (WIP) can be obtained by using a hatchet on a damp node.


Please feel free to message me with any issues, bugs and requests at a.germinans@gmail.com or feel free to ping me in the Unofficial Minetest Discord! 

-Avi

**Tags:** building, decorative
**Repository:** https://github.com/Avicennia/nc_stucco
**License:** MIT
**Title:** Moth

**Description:** 

**Details:**
# Moth
<p> A simple mod for minetest which adds moths that can send messages (like in Lord of the Rings). </p>
<p> Use a white dandilion to summon a moth, and use a moth to send a message. </p>
<p> Unfortunately, there aren't giant eagles to call for to save you from Isengard! </p>


**Tags:** gui, mobs, multiplayer
**Repository:** https://github.com/PiDemon/moth.git
**License:** MIT
**Title:** Direction Compass

**Description:** 

**Details:**
# direction_compass
A mod that adds a compass with clockwise orientation, against the counter-clockwise of the debug info

The intention of creating this mod was to avoid the error and mistake of players who use minetest debug
information for guidance. While the debug yaw may somehow guide the player, it does not match the
orientation that a real compass uses, whether for cartography or navigation. So this mod implements a
compass that is oriented by the left hand rule, oriented clockwise, considering east at 090 and west
at 270. Also to help players, it displays position information and the names of cardinal and collateral
points. To display the analog version, which actually displays the player's direction, the compass must
be in the player's hand. For other information, the compass just needs to be in the inventory.


**Tags:** education
**Repository:** https://github.com/APercy/direction_compass.git
**License:** MIT
**Title:** Personal Log

**Description:** 

**Details:**
# Personal Logs

![](https://raw.githubusercontent.com/minetest-mods/personal_log/master/screenshot.png)

This mod adds a "Personal Logs" feature to the Unified Inventory or the SFInv Minetest interfaces. There's also an option (disabled by default) to add a craftable item players can use to access the log screen, if that's preferred or if this mod is being used with an unsupported inventory interface.

Personal logs are private notes that players can keep for themselves. There's also the ability to export or import them to and from the default mod's "book" items, allowing players to share their notes with others if they want.

Logs can be entered into three different categories:

- Locations
- Events
- General

Location logs will automatically have the player's coordinates saved with them when they're created. If the [ccompass](https://github.com/minetest-mods/ccompass) mod is installed there will be an interface that allows players to set a compass to track the location of one of these entries. Players can also read and write maps belonging to the [compassgps](https://github.com/Kilarin/compassgps/) mod. If a player has the teleport privilege they will also be presented with a "teleport" button for locations they've logged.

Event logs automatically have the current date saved with them when they're created. They're intended to allow a player to keep a diary of sorts, tracking the story of their game over time.

General logs have a free-form text field for their topic, players can use these to record any other sort of general information they desire.

There's no limit to how many logs a player can write.

**Tags:** survival
**Repository:** https://github.com/minetest-mods/personal_log
**License:** MIT
**Title:** morebiomes

**Description:** 

**Details:**
# morebiomes
A simple mod adding extra biomes to Minetest Game

# luna
Right now, Luna is the only new biome in the mod. It is a desolate landscape composed primarily of gravel, silver sand and stone.
It is supposed to be kind of like a lunar landscape on Earth.


**Tags:** mapgen
**Repository:** https://github.com/skylar-eng/morebiomes
**License:** MIT
**Title:** Get Biome Data

**Description:** 

**Details:**
Get the biome data available from `core.get_biome_data()` at a given node's position, using the Biome Data Wand (itemstring `get_biome_data:wand`) or chatcommand `/get_biome_data` (`debug` privilege required).


**Tags:** developer_tools
**Repository:** https://github.com/rollerozxa/get-biome-data
**License:** MIT
**Title:** Blueprints

**Description:** 

**Details:**
## What is/isn't it?

Blueprints is a way to copy complex node settings with two clicks. One blueprint
can only store one node, if you want to bulk save/load/copy/move nodes, see
[WorldEdit](https://github.com/Uberi/Minetest-WorldEdit).

## Items

Blueprints introduces two types of items: Blank blueprints, and... well...
non-blank blueprints.

Blank blueprint crafting:

Requires:
 - 8 `basic_materials` plastic strips
 - 1 paper sheet

To erase data off a blueprint, provided it isn't already blank, put it in the
crafting grid.

## Usage instructions

Blueprints are relatively intuitive to use. To take a blueprint of something,
simply left-click it while holding a blank blueprint. To apply the blueprint
to other nodes, you can left-click the node. **Do not apply blueprints to chests
or other nodes with items in, you will lose your items.** To place a new node
down with the blueprint applied, just right-click while holding the blueprint.
Note that with pipeworks and mesecons placing a node with a blueprint will not
link up wires/pipes to the node.

## What can/can't be blueprinted?

By default, item metadata (such as node settings) is saved, however, of course,
node inventories aren't. This can be overridden on a per-item basis (for more
information, see the [API] page). Unless overridden by mods, nodes not in the
creative inventory cannot be blueprinted.

Because of the way pipeworks teleportation tubes work, they cannot be
blueprinted.

## Dependencies

Blueprints has no mandatory dependencies, however blueprints will be uncraftable
without `basic_materials` and `default`.

The following dependencies are so blueprint rules can be added onto items for
better compatibility:
 - `mesecons`
   - `mesecons_fpga`
   - `mesecons_microcontroller`
   - `mesecons_luacontroller`
 - `pipeworks`

## License

The whole mod, including textures, are licensed under the [MIT license].

## API

Mod developers can restrict what can/can't be blueprinted with the [API].

[API]:         https://gitlab.com/luk3yx/minetest-blueprints/raw/master/API.md
[MIT license]: https://gitlab.com/luk3yx/minetest-blueprints/raw/master/LICENSE.md


**Tags:** survival, tools
**Repository:** https://gitlab.com/luk3yx/minetest-blueprints
**License:** MIT