ToddLLM/luanti-complete-dataset huggingface dataset:
**Title:** Simple notification wrapper

**Description:** 

**Details:**
# Notification System API for Minetest
___
## Description

This project provides a simple Notification System API for Minetest mods. The goal is to create a temporary window that appears on the player's screen, displaying a message. This API can be called by any other mod to display various notifications, allowing for easy integration into multiple gameplay elements.

For example, if a player levels up in another mod, that mod can use this API to display the message "You have leveled up!" with the desired theme defined by the notification system.

## Features

* Customizable Messages: Display any message on the screen.
* Duration Control: Set how long the notification will stay on the screen.
* Modular: Can be called by any other mod to display notifications.

## Usage

To use the notification system, you can use the `notifications.queue(playerName, text, image, timeout)` function, provide the message, an optional icon, and the duration for which the notification should be displayed. This will render a notification on the specified player's screen.

Example

```lua
notifications.queue(
    {
        playerName = "player_name",
        title = "This is the title !",
        text = "This is the notification content",
        image = "my_background.jpg",
        timeout = 10
    }
)
```

This function call will display a notification on the screen of the player naed `player_name` with the title `This is the title !`, the message `This is a test message !` and the background `my_background.jpg` for `10 seconds`.
Note that the `my_background.jpg` needs to be located in the `notifications_wrapper/textures` folder. The recommended size is `800x200`.

## Integration with Other Mods

### How to display notifications from other mods ?
To use the notifications system in other mods, you will need to refer it as a dependency of your mod.
In your `depends.txt` file, just put the name of the mod : `notifications_wrapper`

Then, in your code, you can use the `notifications` table and call the appropriate methods.

### Basic example 
This API can be used by other mods to trigger notifications based on in-game events. For instance, if a player earns a new level in a leveling mod, the notification system can be used to show a congratulatory message on the screen.

```lua
local function on_player_level_up(player)
    if minetest.get_modpath("notifications_wrapper") then
        notifications.queue(
            {
                playerName = "player_name",
                title = "Level up !",
                text = "Congratulations! You have reached level 5!",
                image = "level_up_icon.png",
                timeout = 10
            }
        )
    end
end
```

## Installation 

* Copy the Lua script into your Minetest mod directory.
* Load the API by requiring the script in your mod.
* Use the provided methods to display notifications as needed.



**Tags:** developer_tools, gui, library
**Repository:** https://github.com/nmetahri/Minetest-Mod-NotificationWrapper
**License:** MIT
**Title:** Symmetool

**Description:** 

**Details:**
# Symmetool Mirror
***(c)2019 Nigel Garnett***

A building tool for MineTest which places multiple blocks based on the current mode of its marker's symmetry settings.

### Description & caveats ###
It is designed to speed up building structures which have mirror symmetry in one, two or all three dimensions. It does this by mirroring nodes placed or dug with the tool in the X, Y & Z directions across a 'virtual mirror' which is marked by the tool placed 'in world'.

It can be used in creative mode, or in survival. For survival mode it ***SOFT DEPENDS*** on default for its crafting recipe:

    "default:glass"        "default:steel_ingot"      "default:glass"
    "default:steel_ingot"  "default:meselamp"         "default:steel_ingot"
    "default:glass"        "default:steel_ingot"      "default:glass"

In survival mode, the materials the tool tries to use for building must be available in your main inventory somewhere.

It has only been tested on desktop but only uses the left/right mouse buttons, so should work fine on phones/tablets. In this case I believe "***double tap***"="***right click***" _(how you place stuff)_ and "***long tap***"="***left click***" _(how you dig stuff)_, although this is entirely untested ;-)

Testing has shown that protection mods are respected, the mod ***should*** be safe to use on multiplayer servers.

### Basics ###
Place the symmetry tool as you would any normal block. This creates the marker which will act as the mirror across which nodes will be mirrored.

At this stage (or any time the tool is not 'loaded' _(see below)_) the controls do the following:
- ***Left clicking the node*** will remove it _(or it can be dug as normal whilst holding almost any other node)_.
- ***Right clicking on the node*** will cycle through the symmetry modes, which are shown visually, and in the in game chat. After ten seconds, the visual markers will disappear, but the node's infotext will indicate the mirroring mode.
- ***Left clicking another node*** will load that node into the tool, and from now on right clicking will build with that node.
- ***Right clicking another node*** will move the mirror node to the clicked position (you can only have one mirror node in world at any time).


From now on, until the tool is unloaded:
- ***Right Click*** will place the loaded node in the world, and will also place a node on the opposite side of the mirror node, the same distance as you are from the mirror for every axis you have chosen.
- ***Left Click*** will dig the node you are pointing at, and also dig the node in the mirrored positions for each axis.
- ***Left clicking the sky (or nothing)*** will unload the tool so you can choose another node to build with.


Protection is respected for each individual node placement or removal, so the tool should be safe for multiplayer use.


Happy building ;-)


**Tags:** building_mechanics, creative, survival, tools
**Repository:** https://github.com/nyje/symmetool
**License:** MIT
**Title:** Interest for Unififed Money

**Description:** 

**Details:**
This mod grows your money in a [Unified Money](https://content.luanti.org/packages/Emojiminetest/unified_money/) account over time. By default, it only operates when the account owner is online. 

All the settings can be seen in `settingtypes.txt`.


**Tags:** commerce, multiplayer
**Repository:** https://github.com/C-C-Minetest-Server/um_interest
**License:** MIT
**Title:** Global Bulletin Boards

**Description:** 

**Details:**
## Bulletin boards

This mod adds global bulletin boards to Minetest. These are boards where players can post short notes for other players to see, at a nominal cost.

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

Each board can hold up to 56 bulletins (in an 8 by 7 grid), with each bulletin having a title and an icon that can be set by the player posting it. Once the bulletin board nears capacity, older bulletins will start being culled from the board to make room for new bulletins. They will be culled by preference starting with the bulletins belonging to the players who have the most bulletins currently posted, followed by the oldest bulletin belonging to those players.

So for example, if Alice has 1 bulletin on the board, Bob has 2 bulletins on the board, and Collin has 2 bulletins on the board, then when it comes time to cull a bulletin the oldest one belonging to either Bob or Collin will be culled. If that happens to be Bob's, then next time it's time to cull Alice will have 1, Bob will have 1, and Collin will have 2, so the oldest of Collin's bulletins will be culled. This ordering is done to try to balance things out fairly - players that hog the board with multiple bulletins will have their bulletins culled more often, but everyone's single most recent bulletin will stick around as long as possible.

Bulletin boards can have a cost associated with posting. If the player has the cost (an item stack) in their inventory, they can post and the cost will be automatically deducted.

Boards are "global", in the sense that all instances of a given type of board will have the same content regardless of where they are in the world. This can make them useful as a means of communication over distance as well as time, serving as a sort of public post office.

**Tags:** building, multiplayer
**Repository:** https://github.com/minetest-mods/bulletin_boards
**License:** MIT
**Title:** Mines

**Description:** 

**Details:**
# Mines

Regenerating terrain which regenerates after a period of time or a
percent mined.

(Teleports players out if they are within it's dimensions)

## What's in the box

* Custom API
* Chat commands
* Supports **ALL** games!
* Technic Uranium Safe ore conversion (Creates a custom node that drops the same as technics uranium ore, but without the radioactivity damage)

## Mines and protection

Mines will now work with `protector` to prevent protection of mines from other players (that is, no one can claim a mine, thus preventing anyone from mining it).

Mines will block all placement of nodes within mines.

> Currently there is an exploit using the `areas` protection mod, mines can be claimed when `areas` is used.

## Setup of a mine

> Note: All commands will require you to have the `mines` privilege (excluding help, teleportation, info, and list)

1. Go ahead and get your area picked out for where you want your mine.
2. Then issue `/mines create <mine_name>` (Please note, mine names must be all one word, **No Spaces**, and they can't be named a `/mines` subcommand)
3. It will show a list of additional commands which can be issued to set the many things to the mine then issue `/mines active <mine_name>`


**Tags:** chat, environment, multiplayer
**Repository:** https://gitlab.com/ApolloX939/mines
**License:** MIT