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

**Description:** 

**Details:**
# mypaint

Use paint cans and brushes to paint items.
To use you need mods that support it.
Here are the ones I Know;
mypaint_extras https://github.com/DonBatman/mypaint_extras/archive/refs/heads/master.zip 

myfences https://content.luanti.org/packages/Don/myfences/ 

myladders https://content.luanti.org/packages/Don/myladders/ 

angledwalls https://forum.luanti.org/viewtopic.php?t=15010 

You will need mypaint_angledwalls https://github.com/DonBatman/mypaint_angledwalls/archive/refs/heads/master.zip 

Here is a sample if you want to add your mod. [mypaint_sample](https://github.com/DonBatman/mypaint_sample)

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Code Licence - MIT

Media Licence - CC0


**Tags:** building
**Repository:** https://github.com/DonBatman/mypaint.git
**License:** MIT
**Title:** Hollow Logs for Mineclonia

**Description:** 

**Details:**
# Hollow Logs for Mineclonia (mcl_hollow_logs)
## Description
Adds hollow logs to each Mineclonia tree/hypha. Equivalent to [**vl_hollow_logs**](https://git.minetest.land/VoxeLibre/VoxeLibre/src/branch/master/mods/ITEMS/vl_hollow_logs) in Voxelibre. These logs can be crafted from their normal variants, whether stripped or not. Like normal logs, hollow logs can be oriented on all three axes. Also like overworld logs, overworld hollow logs can be used as fuel and can also be used to make charcoal when burned in a furnace. Unstripped hollow logs can be stripped using axes.
### Crafting
[ \[\_\_\_\_\] \[<span style="color:red">**Log**</span>\] \[\_\_\_\_\] ] <br>
[ \[<span style="color:red">**Log**</span>\] \[\_\_\_\_\] \[<span style="color:red">**Log**</span>\] ] &rarr; [<span style="color:red">**Hollow log 4**</span>] <br>
[ \[\_\_\_\_\] \[<span style="color:red">**Log**</span>\] \[\_\_\_\_\] ] <br>

**Tags:** building, decorative
**Repository:** https://github.com/JoseDouglas26/mcl_hollow_logs
**License:** MIT
**Title:** Item Help

**Description:** 

**Details:**
# Item Help [`doc_items`]
## Description
Automatically generated help texts of blocks, tools, weapons, crafting
items and other items.

The goal is to tell the player as much about basically almost all items as
possible, making it very convenient to look up simple things.

The ultimate goal of this mod is that eventually all relevant items have
a complete in-game documentation so no item leaves you confused.

This mod is useful to learn the hard facts about practically all items, like
how much damage weapon XYZ deals or whether you can dig that block.
This mod does *not* give you long explanations about how to use certain
nontrivial things, like the furnace from Minetest Game. This info might be
provided by other mods and insert it into the help.

This mod provides 3 new help categories (using the
Documentation System [`doc`]):

* Blocks (e.g. dirt, stone, wooden stair)
* Tools and weapons (e.g. wooden pickaxe, steel sword, screwdriver)
* Misc. items (e.g. dye, stick, flour)

Entries are automatically added. The information in the entries is
mostly automatically generated.

This mod also allows for mods to adding custom written description
and usage help texts in free-form and even custom automatically generated texts
for mod-specific information like flammability in Minetest Game. This is
one of the core features of this mod; the mod relies on other mods to
provide their custom help texts for a complete help.

If you find a particular item which is lacking an explanation on usage,
request the mod author to add `doc_items` support.

**Tags:** gui, library
**Repository:** https://codeberg.org/Wuzzy/minetest_doc_items
**License:** MIT
**Title:** Mob BiomeDb Mapper

**Description:** 

**Details:**
Allows mobs to spawn in biomes that don't support them (using BiomeDb)

**Note: This mod performs the same general function as the mob_biome_mapper mod https://content.luanti.org/packages/Neuromancer/mob_biome_mapper/ , but because it does it differently you will have to try both mods and see what works best for your situation.  I have less control in this mod, but I also have some work magically done for me by the BiomeDb in this mod.**

One of the problems players keep running into is that mobs are not being spawned often enough if at all when you add biome mods to your world. This problem occurs because mobs typically only spawn on certain nodes like dirt with grass, which become much more rare once you start adding new biomes to your game.

To fix the problem of needing more mobs when adding biomes, The mod checks if a mob mod is installed and if it is then based on the info in BiomeDb have the mobs spawn on nodes that correspond to biome groups where the mob should also spawn.

Currently supported mobs mods: Wilhemines Animal World, Animalia, Mobs Monster, Dmobs

Supports all Biomes in BiomeDb.

Mob mods that should typically work without needing this mod enabled: mobs_skeletons (By Saturn/TenPlus1), Mobs Ghost Redo

For example mobs that typically spawn on dirt_with_grass like dirt monsters now spawn on most dirt equivalents in other biomes, and sand people spawn in dry hot biomes. Pandas & elephants spawn in bamboo biomes.  Creatures like lava flan & dungeon masters spawn in fiery biomes, and oerkki spawn in spooky biomes. There are still a lot more mobs to add.

NOTE: Understand that mob & biome mods are constantly changing.   Keeping this up to date, and covering mods you care about will be a team effort and will never be perfect.  If you have mobs that you would like to spawn in new biomes, please  give me the name of the biome mod and the mob mod. You can even get more specific and give me the name of the mob and the name of the node it should spawn on. To see the name of the node it should spawn on, hit F5 while in game and point at the node and the name of the node will display.  If you want to assist in developing and maintaining this mod so it helps the most people, just let me know.

To use the mod: Just enable it. You then can enable any mobs or biomes mods you like and if they are in the supported list mobs should spawn in appropriate biomes.

Support for spawnit mod to improve spawning performance (especially on servers) has been added for mobs_redo  mobs but not yet for creatura mobs.  Just download it from here https://github.com/fluxionary/minetest-spawnit along with dependencies which are on contentDb,  and enable it, and it should be used by default.

**Tags:** mapgen, mobs
**Repository:** https://github.com/Neuromancer56/mob_biomedb_mapper
**License:** MIT
**Title:** TPH's Notenodes

**Description:** 

**Details:**
FINALLY, after a long amount of teasing on the Luanti Discord - I've finally gone through with uploading this!

Change the notes by right clicking the sides - right click the bass clef for lower, treble clef for higher. Punch to play the notes!

Example of all the instruments in MTG: https://files.catbox.moe/fb7xio.mp4


Modding (remind me to add an API tag when I do) and translations are not available just yet - I'll likely do such in a future release. This is just to showcase a demo of the instruments, API possibility, and its future application for cool projects :3

14 instruments - with a 15th if Nodecore Bells is enabled (aka I steal their sound file to make another instrument lol).

Currently craftable and unique instrument functional in:
- Mineclonia + VoxeLibre (including redstone wire support)
- Minetest Game
- Exile
- Age of Mending (including wirecutter support)
- Repixture
- Hades Revisited (unique instruments haven't been all tested)

With overall support for Mesecon wiring.

Not craftable in NodeCore - but it does have full instrument support (NodeCore crafting code is too confusing for me as a programmer lol) as well as optics support (though I wasn't really able to test it... As again I'm confused by how optics work lol)

The mod should be compatible with any game - but the list of games I note have been tested. It maintains no hard dependencies - just that you likely won't get crafting or unique instrument support



**Tags:** sound_music, technology
**Repository:** https://codeberg.org/TPH/tph_notenode
**License:** MIT
**Title:** My Wood Slopes

**Description:** 

**Details:**
mywoodslopes allows you to make slopes with wood blocks. You can build some amazing things when you have slopes.

It supports [Ethereal](https://content.luanti.org/packages/TenPlus1/ethereal/) and [moretrees](https://content.luanti.org/packages/mt-mods/moretrees/). They add some interesting textures to the slopes.

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Code Licence - MIT

Media Licence - CC0



**Tags:** building
**Repository:** https://github.com/minetest-mods/mywoodslopes.git
**License:** MIT
**Title:** My Siding

**Description:** 

**Details:**
mysiding
========

Code for machine based off of Noncubic by yves_de_beck

mysiding adds lines to the front of the block. All other sides stay the same.

Simply craft the machine. Open the machine and put your blocks in. Click either wide or narrow and take your blocks.
When the blocks are placed the side with the lines will face you.

Supports [myores](https://content.luanti.org/packages/Don/myores/).

Craft
-------

default:copperblock	default:copperblock	default:copperblock

default:copperblock	default:steel_ingot	default:copperblock

default:copperblock	default:copperblock	default:copperblock

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Code Licence - MIT

Media Licence - CC0


**Tags:** building
**Repository:** https://github.com/DonBatman/mysiding.git
**License:** MIT
**Title:** My Default Lights

**Description:** 

**Details:**
#mydefaultlights

This is a mod for your lighting needs that lets you make light fixtures out of different default items. They are made from diamond, lava, steel, bronze, snowblock, and gold.

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Code Licence - MIT


**Tags:** building
**Repository:** https://github.com/DonBatman/mydefaultlights.git
**License:** MIT