ToddLLM/luanti-complete-dataset huggingface dataset:
**Title:** Extended Tooltips

**Description:** 

**Details:**
This mod extends the support of tooltip for items to make it possible for mods to add more informative texts.

The mod itself does nothing and is meant to be integrated into games to use the API to define custom tooltips (see [API.md](https://codeberg.org/Wuzzy/minetest_tt/src/branch/master/API.md)). Game authors can use this to add small pieces of additional info to the item tooltip in a consistent manner. There's also support for automatically generating tooltip extensions.

**Tags:** library
**Repository:** https://codeberg.org/Wuzzy/minetest_tt
**License:** MIT
**Title:** Parachute (sum)

**Description:** 

**Details:**
# Parachute
sum_parachute

This adds a parachute to the game. There are three items added:

* packed parachute which can be deployed mid air to safely descend
* empty parachute bag
* parachute material itself

Depends on playerphysics, so make sure you have that installed!

## Crafting
[Crafting guide image](https://codeberg.org/SumianVoice/sum_parachute/raw/branch/main/crafting.png)

Crafting relies on MTG or MCL for item names, but the actual parachute works regardless of game.

* parachute bag = 7 x leather, 1 x string (or wool + string in MTG)
* parachute material = 3 x (canvas / wool), 2 x string
* parachute  = parachute material + parachute bag

The parachute is somewhat controllable. Think of it as a cheap, less convenient elytra. You can't take off from the ground with it, so it's only a safety measure such as on floatlands. 

Shift to dismount, forward and backward and mouse to steer. 

## Air Currents
This also implements [sum_air_currents](https://codeberg.org/SumianVoice/sum_air_currents). In strong wind, the parachute is much harder to control if air currents are installed and enabled.

**Tags:** survival, transport
**Repository:** https://codeberg.org/SumianVoice/sum_parachute
**License:** MIT
**Title:** Yourland Speak up

**Description:** 

**Details:**
This mod allows to set RPG-like texts for NPC where the NPC "says" something
to the player and the player can reply with a selection of given replies -
which most of the time lead to the next dialog.

Original author: AliasAlreadyTaken/aka Bastrabun  
Massive rewrite/extension: Sokomine

## Recommended mods

In order to be able to edit the dialogs of the NPC ingame, please install
<a href="https://content.luanti.org/packages/Sokomine/npc_talk_edit/">npc_talk_edit</a>.
The only situation where you might not need this extra mod is when you
design your own adventure game and your players are not expected to edit
the NPC.

Optional dependency:
<a href="https://content.luanti.org/packages/TenPlus1/mobs/">mobs_redo</a>
is highly recommended. You may be able to use other mob mods with
manual adjustments as well (This is for very advanced users).

This mod here does not provide any NPC as such. You need a mod that does so.
The mod <a href="https://content.luanti.org/packages/Sokomine/npc_talk/">npc_talk</a> adds the actual NPC.
It is highly recommended to use `npc_talk` or to create your own according to your needs.

You might also wish to use <a href="https://content.luanti.org/packages/TenPlus1/mobs_npc/">mobs_npc</a>
from TenPlus1 as that mod provides very useful actual NPC and will be used by
<a href="https://content.luanti.org/packages/Sokomine/npc_talk/">npc_talk</a> if installed.

To get started, best install `yl_speak_up`, `npc_talk_edit`, `npc_talk`, `mobs_redo` and `mobs_npc` in your world.

For documentation, see <a href="https://gitea.your-land.de/Sokomine/yl_speak_up/src/branch/master/readme.md">readme.md</a>.

**Tags:** adventure__rpg, chat, commerce, developer_tools, library, mobs
**Repository:** https://gitea.your-land.de/Sokomine/yl_speak_up
**License:** MIT
**Title:** Worldgate

**Description:** 

**Details:**
Worldgate
=========

Discover the Worldgates, an ancient teleportation network that can carry you to distant lands in an instant. Despite their long abandonment, the Worldgates are still highly functional. They can be found throughout the world, some more intact than others, and each adorned in stone by the elder hands that wrought them.

Gates found at the surface of the world are linked randomly to neighboring gates, and gates found at elevations above and below ground are linked to gates on the surface. To use a Worldgate, right-click its active teleportation beacon. But understand the danger of teleporting through a random gate as it may take you very far from your starting point with no way back!

The gates can be linked to any gate through use of mese crystal fragments, and additional teleportation beacons can be crafted. To learn more, see [the Telemosaic mod](https://content.luanti.org/packages/mt-mods/telemosaic/) which is the teleportation technology that underpins the Worldgates.

For the truly brave of heart who wish to fundamentally alter their Worldgate experience, see the mod settings and [the API documentation](https://github.com/EmptyStar/worldgate/blob/main/API.md).

Notes
-----

- Worldgates will only generate in parts of the world that have not yet been explored.
- By default, Worldgates will generate roughly every 1000 nodes between (0,0,0) and 29000 nodes in every direction for a possible total of 195112 Worldgates per world (although many will not generate if midair spawning is disabled which it is by default); this can be configured via mod settings.

Caveats
-------

- When you first approach a newly discovered Worldgate, it may take a few seconds to become fully active.
- Teleportation has a five-second cooldown to prevent spamming and to give new Worldgates a little extra time to configure themselves.
- Rarely, a Worldgate may fail to link to a neighboring Worldgate, thus leaving you stranded at your destination.
- Rarely, depending on the terrain, a Worldgate can fail to generate.

**Tags:** transport
**Repository:** https://github.com/EmptyStar/worldgate
**License:** MIT
**Title:** Teleporter Pads

**Description:** 

**Details:**
## Features

With these pads players can build their own Local Network and collaborate to build a Global Network shared among all players.

Pads are sorted by name in the lists, the Global Network list groups them by owner name first.

## Pad types

Each pad can be set as one of these three types:

- `Private` (default): only accessible to its owner or by an admin
- `Public`: accessible to anyone from any Public pad of the owner's Local Network
- `Global`: accessible to anyone from any Public pad

A pad can be edited and destroyed only by its owner or by an admin.

## Pad interaction

- place a pad down, it will be immediately active and set as "Private"
- right click a pad edit its name/type and to access the Networks
- select a pad from a list and hit "Teleport", or doubleclick on the list item
- delete any remote pad by selecting it on the Local Network list and clicking "Delete"

## Closest pad waypoint

Issue `/tpad` on the chat to get a waypoint to the closest of your pads.

Issue `/tpad off` to remove the waypoint from the HUD - it will also be removed when you teleport from any pad.

Please see the [Gihub repo](https://github.com/entuland/tpad) for additional details

**Tags:** transport
**Repository:** https://github.com/entuland/tpad
**License:** MIT