ToddLLM/luanti-complete-dataset huggingface dataset:
**Title:** Player Effects

**Description:** 

**Details:**
This is an framework for assigning temporary status effects to players. This mod is aimed to modders and maybe interested people.

## Information for players
This mod alone is not aimed directly at players. Briefly, the point of this mod is to help other mods to implement temporary status effects for players in a clean and consistant way.
Here is the information which may be relevant to you: Your current status effects are shown on the HUD on the right side, along with a timer which shows the time until the effect gets disabled. It is possible for the server to disable this feature entirely. Some status effects may also be hidden and are never exposed to the HUD.

You only have to install this mod iff you have a mod which implements Player Effects.

## Information for server operators
By default, this mod stores the effects into the file `playereffects.mt` in the current world path every 10 seconds. On a regular server shutdown, this file is also written to. The data in this file is read when the mod is started.

It is save to delete `playereffects.mt` when the mod does currently not run. This simply erases all active and inactive effects when the server starts again.

You can disable the automatic saving in `settings.lua`.

**Tags:** library, player_effects
**Repository:** https://codeberg.org/Wuzzy/minetest_playereffects
**License:** MIT
**Title:** FDM Cube

**Description:** 

**Details:**
*Support/Discussion on [Warr1024's Small Projects Discord](https://discord.gg/KMbCjAHBTs)*

## Printability Validation

Suspected printability issues (bad bridges or overhangs, things that would require extra support material) will be automatically detected and highlighted in **crimson**. Minimizing these areas will lead to prints that require less support material and come out with better quality.

Note that the printability validation is "conservative" in some cases and does not allow things that would actually work fine, like bridges made out of wedge shapes, while a full slicer may still be able to find a strategy to print these. This is not necessarily an error.

## How to Use

- Install the game, along with the recommended mods:
	- [WorldEdit](/packages/sfan5/worldedit/)
	- [Meshport](/packages/random_geek/meshport/)
- Start a world.
	- Host a server if you want to build collaboratively.
	- It's recommended to add `fly,fast,noclip` to default privileges,
	  and/or grant them to each person who is helping build.
	- Revoking `interact` privs for spectators should also work.
- Build things using the provided materials.
	- You can choose any scale you want for your models (within the
	  capabilities of the engine and your computer).
	- Nodes that turn **crimson** are warning you about printability issues
	  where your slicer will need to generate extra support (costs more time,
	  effort, materials to print) or cause other problems elsewhere (sagging
	  bridges or overhangs) so try to minimize them.
- Export your model.
	- Use WorldEdit to move your model up off the printbed (see Known Issues).
	- Select you model, and at least 1 node of open air on each face of it,
	  using meshport, and export it.
- Slice and print.
	- Load the exported OBJ file into your slicer, scale it to the size you
	  want, load your settings, and send it off to your printer.

## Known Issues

### Meshport Bottom Surfaces

If exporting a model that's built directly on the print bed, Meshport
will not include the bottom surfaces in the model, causing it to break
badly in some slicers.  Use WorldEdit to move the entire model up off
the bed before exporting, and include 1 node of airspace on each of
the 6 faces around the model to ensure it's fully closed.

When using PrusaSlicer, if you don't correct for this and leave the bottom
faces of the model unclosed, as long as the model is oriented correctly,
it seems like it doesn't usually actually create problems with slicing,
even though it shows visible warnings.

**Tags:** building, creative, education, oneofakind__original
**Repository:** https://gitlab.com/sztest/fdmcube
**License:** MIT
**Title:** Fluid Container API

**Description:** 

**Details:**
This is a fluid container and transfer API for Luanti. It augments the default bucket mod and adds these features:

* Nodes can now have "internal buffers" of fluid.
* Buckets can be registered with a color instead of an image.
* Buckets have callbacks that can insert and take fluid from certain nodes with internal buffers.
* Fluid storage tanks!
* Fluid transfer nodes!

**Note 1:** Default storage tanks are registered for all fluids that have a bucket.

**Note 2:** "Connect glass" needs to be enabled in order for the fluid to show up inside containers. You can find this setting under Graphics and Audio -> Effects.

**Note 3:** "Compatible games" list only shows games, where the bucket_compat compatibility library is officially supported. There shouldn't be reason for this mod not to work anywhere else.

API documentation is available in the README.

**Tags:** library
**Repository:** https://github.com/LunaSquee/fluid_lib.git
**License:** MIT
**Title:** Torrlund

**Description:** 

**Details:**
# The aliens attack the most at night

# Playing with a friend or two is recommended
* Contact me on Discord `LandarVargan#8968` or [the forums](https://forum.minetest.net/memberlist.php?mode=viewprofile&u=20964) for a server to play together on
 
 
## Things not created during the jam
* `mods/mtg/*` Mods from MTG
* `mods/torrl_map/torrl_mapgen/` Base code taken from Voxel Knights
* tnt mod code is used in torrl_effects explosion
* `mods/show_wielded_item` and `mods/wield3d`

### SPOILER/CHEAT for people having a hard time:
You can build your base over a ravine to pretty much 100% rule out attacks from the alien mobs.
All you need to do then is fly up the the alien ships and explode their power cores, and occasionally drop down to repair laster blast damage



**Tags:** jam_game_2022, multiplayer, pve, survival, tools
**Repository:** https://github.com/LoneWolfHT/torrlund
**License:** MIT
**Title:** Configuration Panel

**Description:** 

**Details:**
Configuration Panel is an API extension for Minetest that allows seamless loading of mod configuration at runtime. It provides much greater flexibility than Minetest's builtin 'Settings' interface, since the mod configuration itself is read as a native Lua script. Hence it's possible to include simple data structures without the need for serialization, in addition to temporary variables, mathematical expressions, and conditional branching.

> "An important use of Lua is as a configuration language...."  
*from Programming in Lua: Extending your Application (https://www.lua.org/pil/25.html)*

> "Lua started off as a configuration language. This has some nice quirks in that it's great for creating and configuring things - which is what you want to do in a game."  
*from Lua Users Wiki: Lua versus Python (http://lua-users.org/wiki/LuaVersusPython)*

While some might be opposed to using Lua for configuration purposes, arguing that it is anti-pattern, that's not actually true. In fact, Lua itself was originally intended to double as a configuration language, like JSON, so it is very befitting of its purpose.

There is only one function call necessary to load your mod's configuration:

**minetest.load_config( base_config, options )**  
Automatically loads the mod configuration at server-startup according to the options and returns a table of key-value pairs.

* 'base_config' is the default mod configuration (optional)
* 'options' are the additional options that effect loading behavior (optional)

By default, the configuration is first loaded from the 'config.lua' script within the mod directory. If not found, it will instead be loaded from a script residing within the 'config' subdirectory of the current world. That script must be named the same as the mod but with a '.lua' extension, of course.

This would be the typical order of loading on Linux distros of Minetest:

```
/usr/local/share/minetest/games/minetest_game/mods/sample_mod/config.lua
/home/minetest/.minetest/worlds/sample_world/config/sample_mod.lua
```

By specifying the option `can_override = true`, both scripts will be loaded, allowing for the world configuration to override the game configuration. So for example

```
/usr/local/share/minetest/games/minetest_game/mods/sample_mod/config.lua
        allow_fly = false
        allow_walk = false
        allow_swim = false

/home/minetest/.minetest/worlds/sample_world/config/sample_mod.lua
        allow_swim = true
```

Hence, 'allow_fly' and 'allow_walk' will be false, whereas 'allow_swim' will be true. By default, however, all three would remain false since the world configuration is ignored whenever the game configuration is found.

A chat command is also available for editing the configuration directly in-game. Simply type '/config' followed by the mod name to configure. The interface is self-explanatory.

**Tags:** complex_installation, library
**Repository:** https://bitbucket.org/sorcerykid/config
**License:** MIT
**Title:** Heres

**Description:** 

**Details:**
This game focuses on living on Mars.

You spawn in a martian landscape, including regolith and small amounts of water ice (ores).

You can excavate that water ice, put it into an electrically powered furnace (`hrs_machine:furnace`) that is powered by nearby solar panels (`hrs_machine:solar`), to get liquid water (`hrs_material:water`). Then you can put that water into an electrically powered electrolysis machine (`hrs_machine:elysis`) to get oxygen (`hrs_material:oxygen`).

You spawn with these machines (starting inventory). You can also obtain them through cheats, i.e. `/give singleplayer hrs_machine:solar 30`. Don't forget to use `/grantme give` before that to get the required privileges.

----

Todo's include

* You should get a starting inventory when joining the game so that you get machines. 
* Long-term i want to add plants (that you can grow using water) and various ways of building things, including plastics and iron metal. 

For feature requests or bugs, you can contact me on matrix chat, my username is `@nikaaaa:catgirl.cloud` .



**Tags:** 32px, adventure__rpg, education, technology
**Repository:** https://codeberg.org/nikaaa/luanti-heres
**License:** MIT
**Title:** Mydoors

**Description:** 

**Details:**

This Luanti mod adds over 70 doors to the game. There are many different styles from medieval to futuristic. There is a door for every build. They are in a mod pack so that you can choose which style you want for your game.

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

Code Licence - MIT

Media Licence - CC0

**Tags:** building
**Repository:** https://github.com/minetest-mods/mydoors
**License:** MIT
**Title:** Lighting Monoid

**Description:** 

**Details:**
# Monoid for Player Lighting

## How to use
This mod provides a single object named `lighting_monoid`.

It is an extension for player_monoids and uses the same methods as the monoids there.
See the [player_monoids API documentation](https://github.com/minetest-mods/player_monoids/blob/master/API.md) for general information.

The lighting monoid expects the same lighting definition as `player:set_lighting()`. See [Minetest API docs](https://minetest.gitlab.io/minetest/class-reference/#player-only-no-op-for-other-objects).
However, this allows to create separated update layers that will be aggregated before being applied. This allows for changes from multiple mods.

Each property of the lighting definition will be aggregated with the respective property of each other update layer. You can leave properties undefined to not change them at all.

### Property aggregation

Properties will be aggregated in different ways. Here is the full list:

- `saturation` will be __multiplied__
- `shadows`
  - `intensity` will be __multiplied__
- `exposure`
  - `luminance_min` will be __added__
  - `luminance_max` will be __added__
  - `speed_dark_bright` will be __multiplied__
  - `speed_bright_dark` will be __multiplied__
  - `center_weight_power` will be __multiplied__

### Example

This example creates an update layer that doubles the current shadow intensity:
```lua
local lighting = {
    shadows = { intensity = 2 }
}
lighting_monoid:add_change(player, lighting, "mymod:some_name")
```

In order to revert that change, you can remove the layer like so:
```lua
lighting_monoid:del_change(player, "mymod:some_name")
```

In order to modify a layer, simply call `add_change` again using the same name as before.
This will completely replace a layer, including properties that are left `nil` in the new definition.

### Additional Notes
This mod aims to resolve conflicts between mods that use the lighting API.
Mods that don't use this compatibility layer will still conflict as before.
A compatibility patch for the *enable_shadows* mod is included.

This mod will set a reasonable shadow intensity by default rather than leaving the value at zero or one.
If you wish to revert it to one, simply delete the layer:
```lua
lighting_monoid.del_change(player, "lighting_monoid:base_shadow")
```

The applied effects also depend on the game version.

- Shadows are only available in MT v5.6.0+.
- Saturation and exposure settings require v5.7.0+ to have an effect but can safely be set in v5.6.0.

## License
Code licensed under MIT, no media assets used.

**Tags:** library, player_effects
**Repository:** https://github.com/t-affeldt/lighting_monoids
**License:** MIT
**Title:** Nodelands

**Description:** 

**Details:**
# Nodelands (Formerly PyuTest)

Pyu's Minetest Game

\* This game is under heavy development, updates roll in almost everyday. Expect some breaking changes, backup your worlds.

## License

Project source code is licensed under the MIT License.
Project textures, sounds, and models are licensed under the CC BY 4.0 License.

**Tags:** creative, survival
**Repository:** https://codeberg.org/IamPyu/PyuTest.git
**License:** MIT
**Title:** Adaptation lib and mods

**Description:** 

**Details:**
Minetest mod: `adaptation_modpack`
==================================

This modpack can be used by other mods which wants to be adapted to more than one minetest game.
Main mod is `adaptation_lib`, which define adaptation API. See [API.md ](https://github.com/sfence/adaptation_modpack/blob/master/API.md)for details. Other mods primary add items to a database grouped by generic keys.

So, you can use provided API functions to easier finding aviable items, which you need to use by the key.

Example of get informations about carbon steel if aviable and normal steel if carbon steel is not aviable:

`metal_ingot = adaptation_lib.get_item({"ingot_carbon_steel", "ingot_steel"}) `

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

How to use:
-----------------------

Add `adaptation_lib` and other `adaptation_*` mods to your mod dependence list.
Use `adaptation_lib` functions to translate keys to item data.



**Tags:** library
**Repository:** https://github.com/sfence/adaptation_modpack
**License:** MIT
**Title:** Castle Masonry

**Description:** 

**Details:**
This is a mod all about creating castles and castle dungeons. Many of the nodes are used for the outer-walls or dungeons.

=-=-=-=-=-=-=-=-=-=

Contains:

* Walls, Corner-walls,
* Castlestone Stairs, Slabs, and Pillars
* Arrowslits and embrasures
* Rubble (to fill the interior of thick castle walls)
* Murder holes and machicolations
* Pillars and crossbraces
* Roof slate
* Paving stone
* Dungeon stone

Mod settings can allow for the basic castle masonry forms to be made for the following material types (all optional):

* Cobble
* Desert stone
* Desert stone brick
* Sandstone
* Sandstone brick
* Stone
* Stone brick
* Castle wall
* Wood
* Snow
* Ice
* Obsidian Brick

**Tags:** building
**Repository:** https://github.com/minetest-mods/castle_masonry
**License:** MIT
**Title:** Space Test

**Description:** 

**Details:**
### Space Test

A game about mining in space, for now early development stage but functional.

You mine asteroids, shoot down aliens and expand your base.
Detailed description of how to play can be found in the inventory.

#### Current Features:
* Energy: your spaceship runs on energy, energy gets used when attacking but also when enemies attack, once it runs out you die (dying right now has no threat at all, will be implemented later)
* Mining: you can mine asteroids by shooting at them
* Building: use mined asteroids to build various(ahem four) structures, including, a base metall which is needed because other structure have to be placed on top of it, an energy core which will recharge your energy,  a defense turret that shoots nearby enemies, a reasearch facility that will increase your research progress over time
* Research: gets leveled up by research facilities, leveling gets slower over time, new levels will boost certain parts of the game(right now only two levels)

#### Planned Features:
* Expanding the research mechanic
* More asteroid types
* More enemy types
* More structures
* More envoirement features
* (will take a while to get here) a goal, which will be building a hyperspace gate to get back home

#### The Envoiremental Update (0.2.0):
* Black Holes (very seldom)
* Meteors (faster unminable asteroids that have some particle effects applied)
* seldom envoiremental clouds
other:
* turrets are now available for build


**Tags:** pve, singleplayer
**Repository:** https://github.com/RisingLeaf/spacetest
**License:** MIT