ToddLLM/luanti-complete-dataset huggingface dataset:
**Title:** My Eyes

**Description:** 

**Details:**
# myeyes
Tells you what you are pointing at.

Simply point at something and it tells you in the bottom right hand side of the screen.

It tells both the name and the technical name.

It is very handy when mining. If you have a mod like [myores](https://content.luanti.org/packages/Don/myores/) then you will appreciate having this mod.

--------------------------------------------------------------------------------------
Licence - MIT


**Tags:** hud
**Repository:** https://github.com/DonBatman/myeyes.git
**License:** MIT
**Title:** Interchangeable Hands

**Description:** 

**Details:**
This mod uses the function introduced in this [pull request](https://github.com/minetest/minetest/pull/2827) by [TeTpaAka](https://github.com/TeTpaAka). Hands is mostly for demostration purposes for the reference of other modders or for players to mess around with. Keep in mind that the mod does **not** work on Minetest 0.4.14, as the feature was not introduced until Minetest 0.4.15.

The mod registers a single chatcommand (`/sethand`) and privilege (`sethand`), allowing the player to set their own hand to any node or item. Hands also has a simple API with which two example hands are registered as listed below.

### Alternate Hands
* `hands:grey`
* `hands:space`

The textures aren't very good, but it allows you to get a basic and functional overview of the new feature.

### Chatcommand
```
/sethand hands:grey
/sethand default:stick
```

The above example shows that the `/sethand` command works both with the hands introduced by the mod or with any other node or item already in the game. Remember to grant yourself the `sethand` privilege before attempting to use the chatcommand.

### API
Though I highly doubt that this mod would actually need an API and be expanded as a stand-alone mod, I decided to provide one in case somebody wanted to. Overall, it's pretty single. The only required parameter is the `itemstring`/`handstring`.

```lua
hands.register_hand(<itemstring>, {
  wield_image = <wield image>,
  wield_scale = <wield scale>,
  tool_capabilities = <tool capabilities>,
})
```

All of the fields except for the itemstring are optional, though it's pretty pointless to register a new hand without a wield image.

#### API Examples
Simplistic:
```lua
hands.register_hand("hands:space", {
  wield_image = "hands_space.png",
})
```

Fine Tuned:
```lua
hands.register_hand("hands:space", {
  wield_image = "hands_space.png",
  wield_scale = {x=1,y=1,z=2.5},
  tool_capabilities = {
  		full_punch_interval = 0.9,
  		max_drop_level = 0,
  		groupcaps = {
  			crumbly = {times={[2]=3.00, [3]=0.70}, uses=0, maxlevel=1},
  			snappy = {times={[3]=0.40}, uses=0, maxlevel=1},
  			oddly_breakable_by_hand = {times={[1]=3.50,[2]=2.00,[3]=0.70}, uses=0}
  		},
  		damage_groups = {fleshy=1},
  	}
})
```

**Tags:** library, tools
**Repository:** https://github.com/octacian/hands
**License:** MIT
**Title:** Light Tool

**Description:** 

**Details:**
# Light Tool

This is a mod that adds a Torch/Flashlight to [Minetest](https://www.minetest.net/) ( [Github Repo](https://github.com/Minetest/minetest))

# Animated gif

Here's how it works


![GIF](https://github.com/Extex101/light_tool/blob/master/in%20use%20(animated).gif)

The beam is obstructed by blocks and go through glass and other nodes (with sunlight_propagates = true)

Minetest forumn topic [here](https://forum.minetest.net/viewtopic.php?f=9&t=23031&p=354005#p354005)

# Technic

I have also added support for technic
But since I can't actually edit the mod itself
I have provided a file "flashlight.lua"
go into your technic mod at mods/technic/technic/tools/
and replace the existing flashlight.lua with the one I have provided
then go into the depends.txt and add light_tool


**Tags:** tools
**Repository:** https://github.com/Extex101/light_tool
**License:** MIT
**Title:** No Melterns, no tools

**Description:** 

**Details:**
# No Melterns, no tools
You can't craft tools without [melters](https://github.com/InfiniteCoder01/melterns) now (my fork is necessary). Progression becomes harder.
Mod is in beta. i3 and awards are highly recommended, orient on the awards and recipes


**Tags:** crafting, storage, survival, technology, tools
**Repository:** https://github.com/InfiniteCoder01/no_melterns_no_tools
**License:** MIT
**Title:** Wire Transfer Terminal for Unified Money

**Description:** 

**Details:**
# Wire Transfer Terminal for Unified Money

This mod provides a digital way to do transactions. The code is rewritten, while the formspecs and textures are taken from [LinuxForks's version](https://git.bananach.space/atm.git).

Unlike LinuxForks's version, this mod uses [in-game mail](https://content.luanti.org/packages/mt-mods/mail/) to notify the receipt instead of maintaining a log.


**Tags:** commerce, multiplayer
**Repository:** https://github.com/C-C-Minetest-Server/um_wtt
**License:** MIT
**Title:** Respawn Kit

**Description:** 

**Details:**
-- provides a craftable chest, that can be filled with a players personal respawn kit.

-- whatever the player puts in the chest, will be duplicated and put into the players main-inventory when he respawns after dying.

-- use either a Blacklist(default) or a Whitelist to control what can be put in the chest. Both lists will be created in the worldpath on first startup of the world:

BlackList = worldpath/respawn_kit_blacklist.txt

WhiteList = worldpath/respawn_kit_whitelist.txt 

Both lists must contain the item-names of the black/white-listed items, one name per line.

BlackList comes preconfigured with all mt-default ores. 
WhiteList comes preconfigured with 2 example items.

-----
default recipe for the "respawn_kit:respawn_chest"

'default:steelblock',  'default:mese',          'default:steelblock'

'default:steelblock',  'default:chest',         'default:steelblock'

'default:steelblock',  'default:diamondblock',  'default:steelblock'

----- 
**Intent**:

This mod is meant as an tool to change the balance of a server towards more Rogue-like experience.
It's trying to encourage pvp and enganging in dangerous activities without totally negating the need for resource gathering.
 
I suggest to:

turn-off keep-inventory & keep-armor,
disable the protection-time of the bone-block,
don't give cepter of return/resurection_wand on death(make it craftable instead) & 
don't give any other "respawn-kits".

-----
**License**: Code: MIT , Textures: CC0

**Mod dependencies**: default

**Thanks**:   
My Knowledge about how to expand the player-inventory & how to do smth on player_death is based on parts of :  
https://github.com/minefaco/death_cetro by 1faco &  
https://github.com/MeseCraft/void_chest by MeseCraft  

**Tags:** multiplayer, oneofakind__original, storage
**Repository:** https://github.com/Distributed-DeadLock/respawn_kit
**License:** MIT
**Title:** Ultra colors

**Description:** 

**Details:**
is my first mod. it taked me long time to make beta build. in mod are colorblocks with light source. is easy to craft using 4 wools and some dye.  colors are very bright is very good for some puzzles, big logos and texts.

**Tags:** building
**Repository:** https://github.com/mobilex1122/ultra_colors
**License:** MIT
**Title:** Falling Stairs

**Description:** 

**Details:**
# Falling Stairs and Slabs

## Dependancies

Uses one of (in this preference order)

- `moreblocks`
- `mcl_stairs`
- `stairs`

To create slabs and stairs for each falling block.

- `default` for
		 - `default:gravel`
		 - `default:sand`
		 - `default:desert_sand`
		 - `default:silver_sand`
- `mcl_core` for
			- `mcl_core:gravel`
			- `mcl_core:sand`
		 - `mcl_core:redsand`


**Tags:** april_fools, building, decorative
**Repository:** https://github.com/Lazerbeak12345/falling_stairs
**License:** MIT