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**Title:** Kudzu
**Description:**
**Details:**
# kudzu
kudzu mod for minetest, with useful crafts and items
Kudzu plants attempt to spread around the world covering everything in it if left alone, but slowly.
Biomes can be enabled in settings (enable_kudzu_biome). Is disabled by default due to spreading effect.
Kudzu can be made craftable in settings (enable_kudzu_craft). Is disabled by default due to potential for griefing.
Adds kudzu sticks, kudzu ladders, and food items (tea, soup, jelly).
**Tags:** food, plants_and_farming, pve
**Repository:** https://github.com/MistUnky/kudzu
**License:** CC0-1.0
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 603,
"license": "CC0-1.0",
"package_id": "chaosomnium/kudzu",
"repo": "https://github.com/MistUnky/kudzu",
"tags": [
"food",
"plants_and_farming",
"pve"
],
"type": "mod",
"website": null
}
|
**Title:** Feather Fall
**Description:**
**Details:**
# feather-fall
Holding this feather makes you light as it
## What's in the box
- A item when held in the players hand will allow any negative velocity to become reduced to a slow enough speed that no fall damage will be taken
- Optional crafting of the feather
## How to enable crafting
Just add `feather_fall.craftable = true` to your `minetest.conf` (and restart if needed).
> First run will create this setting to false, so you could just run it first then edit your `minetest.conf`.
**Tags:** player_effects
**Repository:** https://github.com/Beanzilla/feather-fall
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 714,
"license": "MIT",
"package_id": "ApolloX/feather_fall",
"repo": "https://github.com/Beanzilla/feather-fall",
"tags": [
"player_effects"
],
"type": "mod",
"website": null
}
|
**Title:** Basic Anvil
**Description:**
**Details:**
Adds a basic anvil craftitem to the game, which enables you to repair any tool with on of its key components, i.e. a single diamond and a used diamond sword allong with the anvil craftitem will return a new diamond sword.
**Tags:** crafting, survival, tools
**Repository:** https://github.com/MikeRedwood/basic_anvil
**License:** LGPL-2.1-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 2201,
"license": "LGPL-2.1-only",
"package_id": "MikeRedwood/basic_anvil",
"repo": "https://github.com/MikeRedwood/basic_anvil",
"tags": [
"crafting",
"survival",
"tools"
],
"type": "mod",
"website": null
}
|
**Title:** Inventory Cycle
**Description:**
**Details:**
By pressing `sneak`+`use`, you can cycle your inventory rows.
this means that if you want to have different hotbar presets to quickly switch between, such as a fighting row (swords, bow, shield etc.) and a farming row (hoe, seeds, water etc.) all you have to do to swich between those two is press `sneak`+`use`!
Hope this is helpful, enjoy!
*side note, best technique is to hold `sneak`, and tap `use`.*
**Tags:** inventory
**Repository:** https://github.com/epCode/inv_cycle.git
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 297,
"license": "MIT",
"package_id": "epCode/inv_cycle",
"repo": "https://github.com/epCode/inv_cycle.git",
"tags": [
"inventory"
],
"type": "mod",
"website": null
}
|
**Title:** Kick voting
**Description:**
**Details:**
kick_voting
===========
Mod for Minetest game. Allow players to vote to make life of selected griefers and especially agressive players harder.
"Voting table" block can be placed and configured with specified player name.
Players can vote to punish or to forgive. Punishment becomes active when outwoted by 6.
Right now, punishment is that griefer is sent to "jail" coordinates 0,-2,0.
Votes are assigned "by IP".
To wote, players need to pay gold ingot. That requirement is
to make it harder for griefers to use this mod against normal players.
**Tags:** multiplayer, server_tools
**Repository:** https://github.com/AndrejIT/kick_voting
**License:** LGPL-2.1-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 595,
"license": "LGPL-2.1-only",
"package_id": "lag01/kick_voting",
"repo": "https://github.com/AndrejIT/kick_voting",
"tags": [
"multiplayer",
"server_tools"
],
"type": "mod",
"website": null
}
|
**Title:** Hiking Redo
**Description:**
**Details:**
These signs are good in that they are easy to make, easy to understand and also very cheap. In Minetest, they are good in that they don't create any entities. Whole mod including textures takes only 20.8KB. Make a network connecting all your settlements!
**Tags:** decorative, transport
**Repository:** https://gitlab.com/h2mm/hiking
**License:** CC0-1.0
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 1704,
"license": "CC0-1.0",
"package_id": "Hume2/hiking",
"repo": "https://gitlab.com/h2mm/hiking",
"tags": [
"decorative",
"transport"
],
"type": "mod",
"website": null
}
|
**Title:** use_texture_alpha workaround
**Description:**
**Details:**
# `use_texture_alpha` workaround
This mod converts boolean `use_texture_alpha` values to string on the server, allowing MT5.9+ clients to join.
**Tags:** library, world_tools
**Repository:** https://github.com/C-C-Minetest-Server/alpha_workaround
**License:** LGPL-2.1-or-later
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 259,
"license": "LGPL-2.1-or-later",
"package_id": "Emojiminetest/alpha_workaround",
"repo": "https://github.com/C-C-Minetest-Server/alpha_workaround",
"tags": [
"library",
"world_tools"
],
"type": "mod",
"website": null
}
|
**Title:** Flow Inspector
**Description:**
**Details:**
A probably buggy inspector for flow GUIs to help with debugging layouting.
## Usage
- `/inspector`: Toggles the inspector for all flow forms opened with
`form:show()`.
### Hot reload
When the "hot reload" button is pressed, the server reloads the file containing
the function passed to `flow.make_gui`. This file must have exactly one
`flow.make_gui` call for hot reload to work. Existing values in `ctx` are
preserved when hot reloading.
The file containing `flow.make_gui` shouldn't contain any registrations (for
example `minetest.register_globalstep`) as it may result in them being
registered multiple times.
### Open debug shell
If you're running Minetest in a terminal, an "open debug shell" button will
be shown which will call `debug.debug()` (or `dbg.dd()` if the dbg mod is
installed) when pressed. `player`, `ctx`, and `name` variables are set when the
debug shell is open.
## API
- `flow_inspector.enable(player)`: Enables the inspector.
- `flow_inspector.disable(player)`: Disables the inspector.
- `flow_inspector.inspect(player, form)`: Opens the inspector for `form`.
**Tags:** developer_tools, gui
**Repository:** https://gitlab.com/luk3yx/minetest-flow_inspector/
**License:** LGPL-2.1-or-later
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 507,
"license": "LGPL-2.1-or-later",
"package_id": "luk3yx/flow_inspector",
"repo": "https://gitlab.com/luk3yx/minetest-flow_inspector/",
"tags": [
"developer_tools",
"gui"
],
"type": "mod",
"website": null
}
|
**Title:** Hide Coordinates
**Description:**
**Details:**
# Hide Coordinates `hide_coords`
This mod hides coordinates for all players who don't have the `debug` privelege.
## License
0BSD. See `LICENSE` file for details.
**Tags:** hud
**Repository:** https://codeberg.org/rudzik8/hide_coords
**License:** 0BSD
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 126,
"license": "0BSD",
"package_id": "rudzik8/hide_coords",
"repo": "https://codeberg.org/rudzik8/hide_coords",
"tags": [
"hud"
],
"type": "mod",
"website": null
}
|
**Title:** Scriptblocks 2
**Description:**
**Details:**
Scriptblocks 2
==============
Scriptblocks 2 is a Minetest mod and toy programming language using nodes called scriptblocks. Scriptblocks are nodes which can be used to build reusable programs.
## Features
* Support for nested expressions and variables.
* Custom, named procedures with up to 2 named parameters and dynamic scoping.
* First-class lists, dictionaries, and lexically scoped closures with up to 1 named parameter.
* Coroutines, closures that can be paused and resumed.
* Processes can run for more than one tick.
* Ability to interface with digiline networks.
## Experiments
* Spawnable processes, enabling pre-emptive multitasking.
* Introspective blocks for debug purposes, such as one to report a string representation of the call stack.
These features can be accessed through the 'Enable Experiments' setting. Some of these features can cause a lot of lag, even with the limits that have been imposed. Others are only useful for debugging purposes. Either way, don't enable these on a server!
First-class continuations have been moved to their own mod, [SB2 Continuations](https://github.com/rdococ/sb2_continuations).
**Tags:** creative, education
**Repository:** https://github.com/rdococ/scriptblocks2
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 1010,
"license": "MIT",
"package_id": "rdococ/scriptblocks2",
"repo": "https://github.com/rdococ/scriptblocks2",
"tags": [
"creative",
"education"
],
"type": "mod",
"website": null
}
|
**Title:** ExplorerTools All (Tools place item on right click)
**Description:**
**Details:**
Adds the ability for every pick, axe, and shovel in the game to not only dig on a left click, but place whatever item is in the inventory slot immediately to its right on a right click.
**Explorer Tools All Version 1.1**
Have you ever been frustrated when digging a mine or exploring a cavern because you have to dig, dig, dig, then swap the active inventory item to a torch, place a torch, swap the active inventory item back to your pick, and repeat? Did you ever wish that you could just place a torch (or a block of stone or glass) with a right click while still wielding your pick, axe, or shovel? If so, then this mod is for you!
With this mod, when wielding any pick, axe or shovel, if you right click, it does a "place" using the item directly to the right in the players inventory. So, for example, if your inventory slots looked like this:

Then a left click with the pick would dig, but point the pick at the wall and right click, and it will place a torch from your second inventory slot on the wall. No need to switch active inventory items at all. Left click to dig with the pick, right click to place a torch.
And it doesn't have to be a torch. Perhaps you are building a project that requires digging out stone and replacing it with glass. Just put your stack of glass in the inventory slot next to the pick, dig the stone out with a left click, place the glass with a right click.

The axe and the shovel work the same way.
**Credits:**<p>
My son helped me with the idea, the programming, and the textures. Thanks to kaeza for sample code of how to get the inventory item to the right of the tool, and to PilzAdam and Stu for answering my questions about how the uses field works. The original version only gave the right click onplace ability to 3 specially crafted tools. 4aiman came up with the way to apply this on_place function to every pick, axe, and shovel in the game. Explorer Tools All is just a slightly modified version of his code.
**Dependencies:**<p>
Soft depends on default. If you have any tool mods that you want to have this ability, they should be added as soft dependencies to this mod so that they will be loaded before this mod. Let me know about any mods you'd like added as soft dependencies to the basic mod and I'll put them in there. (Or just do a pull request in github)
**Incompatibilities:**<p>
Do not use with Inventory Tweak mod, on right click your tool will disappear!
**License:** MIT
**To browse source:**<p>
[https://github.com/Kilarin/explorertoolsall](https://github.com/Kilarin/explorertoolsall)
**Download:**<p>
[https://github.com/Kilarin/explorertoolsall/archive/master.zip](https://github.com/Kilarin/explorertoolsall/archive/master.zip)
**To install:**<p>
Simply unzip the file into your mods folder, and rename the folder to explorertoolsall<p>
OR, simply install it directly from minetest using the ContentDB.
**Change Log:**<p>
1.1 pull from kaeza Force-update stack instead of relying on success indicator.
This eliminates a problem where using explorertoolsall and an itemframe would
allow you to duplicate items. And, to my surprise, it does not seem to cause
you to lose items when you can't place the stack.
1.0 initial release
**Tags:** building_mechanics
**Repository:** https://github.com/Kilarin/explorertoolsall.git
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 253,
"license": "MIT",
"package_id": "Kilarin/explorertoolsall",
"repo": "https://github.com/Kilarin/explorertoolsall.git",
"tags": [
"building_mechanics"
],
"type": "mod",
"website": null
}
|
**Title:** Playtimes
**Description:**
**Details:**
# Playtimes
Usage:
Enable the mod
Type "/playtimes" see the playtimes & last login for all users on the server
"/playtimes -t 10" see the playtimes for the top 10 users on the server
"/playtimes -p Neu" see the playtimes for all the users whose name starts with Neu.
"/playtimes -t 5 -p Neu" see the playtimes for the top 5 users whose name starts with Neu.
**Tags:** server_tools
**Repository:** https://github.com/Neuromancer56/playtimes
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 364,
"license": "MIT",
"package_id": "Neuromancer/playtimes",
"repo": "https://github.com/Neuromancer56/playtimes",
"tags": [
"server_tools"
],
"type": "mod",
"website": "https://forum.minetest.net/viewtopic.php?t=30527"
}
|
**Title:** PVP Toggle
**Description:**
**Details:**
PVP Toggle empowers players with the ability to toggle Player vs Player (PVP) interactions, providing a customizable experience in player interactions. This tool is ideal for those who prefer a more collaborative and peaceful environment or for times when engaging in combat isn't desired.
## Features
- **PVP Toggle Command**: Players can use `/toggle_pvp` to switch their PVP setting on or off.
- **Flexible Player Interactions**: If any player involved in a conflict has PVP disabled, damage between them is prevented.
- **Intuitive Player Settings**: PVP preferences are stored as player metadata, maintaining individual choices across sessions.
## Commands
- `/toggle_pvp`: Enables or disables PVP for the player issuing the command. By default, PVP is disabled.
## Compatibility
- Designed to integrate seamlessly with existing player interaction systems.
- Compatible with various player and combat-related functionalities.
**Tags:** chat, multiplayer, pvp
**Repository:** https://github.com/JamesClarke7283/pvp_toggle
**License:** GPL-3.0-or-later
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 291,
"license": "GPL-3.0-or-later",
"package_id": "Impulse/pvp_toggle",
"repo": "https://github.com/JamesClarke7283/pvp_toggle",
"tags": [
"chat",
"multiplayer",
"pvp"
],
"type": "mod",
"website": null
}
|
**Title:** Block In Block
**Description:**
**Tags:** building, creative, decorative
**Repository:** https://github.com/TumeniNodes/block_in_block
**License:** LGPL-2.1-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 1736,
"license": "LGPL-2.1-only",
"package_id": "TumeniNodes/block_in_block",
"repo": "https://github.com/TumeniNodes/block_in_block",
"tags": [
"building",
"creative",
"decorative"
],
"type": "mod",
"website": null
}
|
**Title:** Balloon Bop
**Description:**
**Details:**
Based on ExeVirus's Balloon Bash Ludum Dare submission, comes a minigame for Arena_lib all about Popping huge quantities of balloons and not letting them touch the ground.
Get 10 , 15, or 20 points for each balloon you pop.
Supports single and multiplayer; multiplayer may help you get a higher score.
Get the highest score to win the game.
Try to move up the leaderboard as you pop more balloons than anyone has ever popped!
The game ends when 3 balloons have come to rest on the ground without being popped.
Making an arena:
To create an arena, it is helpful to be familiar with Arena_lib's arena editor.
its not hard to figure out though.
replace stuff in <brackets> with appropriate variables
1)` /balloon_bop create <arena_name>`
2) `/balloon_bop edit <arena_name>`
3) you are given tools to help you create the arena. use the third tool in your inventory to set the sign of the arena.
Place a sign, then use the Plus tool to set it to the arena. Place the sign somewhere where players can easily access it to start the game.
Go to where you want the arena to be. Then build the arena.
It should be inescapable, and have tall walls. For hardcore mode, it could be high in the air and have no walls.
You can use the balloonblocks to make the arena.
4) Next, place the balloon popper spikes. They should be placed in such a way that you can bop the balloons into them to get points.
5) use the first tool in your arena edit inventory to set the number of players. Use the back tool.
6) use the second tool in your inventory to set the spawn locations (where the players will spawn when they enter the arena)
Use the back tool.
7) use the gear tool (settings)
move to where you want the balloons to spawn, note the location (`//1` from worldedit is helpful with that)
use the second tool in your inventory to open the arena properties editor
set the property `balloon_spawner` to be the location where you want balloons to spawn to float down to the players.
set the property `spawner_range` to be the distance from the spawner location that balloons can spawn.
set the property `arena_radius` to be large enough to encompass the entire arena from the balloon spawner.
set `player_die_level` to be the y-value below the floor of the arena (kills players who fall out of the arena and disqualifies balloons that fall that low)
use the back tool and then enable the arena.
8) enjoy!
you can use /balloonbopscores <arena_name> to view the leaderboard anytime, if the arena has been played in.
**Tags:** mini-game
**Repository:** https://gitlab.com/zughy-friends-minetest/balloon_bop
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 1137,
"license": "MIT",
"package_id": "MisterE/balloon_bop",
"repo": "https://gitlab.com/zughy-friends-minetest/balloon_bop",
"tags": [
"mini-game"
],
"type": "mod",
"website": null
}
|
**Title:** Troll
**Description:**
**Details:**
VERY EXPERIEMENTAL, ALL COMMANDS THAT ARE NOT LISTED: DO NOT WORK!
This is my MT Mod for trolling on Servers. List of commands:
* /t-smoke: Spawns much of smoke arround the player
* /t-ban: Let the player think that he is banned
* /t-hp: remove 2 hp from a player
* /t-error: Send an Error message to the player
* /t-black: The player see 20 seconds only black
* /t-freeze: the player is freezed
* /t-unfreeze: unfreeze a player or stop t-nogravity
* /t-nogravity: the player has low gravity
* /t-teleport: the player got a random teleport
* /t-jail: A jail is building at the players position
* /t-lava: the player is ina lava block
* /t-hole: the player go down 5 blocks in a hole
* /t-msg: Send a MSG from another player args: from to msg
* /t-mob: Spawns a given amount of mobs at the players position args: player mob amount
* /t-chat name message: You can send messages as an another player!
* /t-diamond name: Spawns much of diamonds arround the player
* /t-shit Spawns much of shit arround the player
* /t-eyes player: Spawns much of eyes arround the player
* /t-blackparticles player: Spawns much of black particles arround the player
* /t-grant granter player priv: The player thinks, he got privs
* /t-chat sender message: Send something in the chat with another name!
* /t-msg fromstring toplayer msgstring: Send an msg from another player
**Tags:** multiplayer
**Repository:** https://github.com/Niwla23/troll
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 2247,
"license": "MIT",
"package_id": "niwla23/troll",
"repo": "https://github.com/Niwla23/troll",
"tags": [
"multiplayer"
],
"type": "mod",
"website": null
}
|
**Title:** Unprotector
**Description:**
**Details:**
Now say a certain kind of Individual stoled the entirety of your alarmingly large stash of Iron Blocks, AND THEN was bold enough to put them in locked chests in their protected area, so there's nothing you can do about this other than contacting the admin (who, turns out, is a bear, and it's currently winter).
The Unprotector ™®© to the rescue! With The Unprotector ™®©, you can transcend the limits imposed on you by Protection Sorcery. You can modify protected areas, access locked chests, and more! Install on your Server today.
**Tags:** pvp, survival, tools
**Repository:** https://gitlab.com/Kimapr/unprotector
**License:** 0BSD
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 316,
"license": "0BSD",
"package_id": "Kimapr/unprotector",
"repo": "https://gitlab.com/Kimapr/unprotector",
"tags": [
"pvp",
"survival",
"tools"
],
"type": "mod",
"website": null
}
|
**Title:** Mapserver
**Description:**
**Details:**
This is the complementary mod for the mapserver: https://github.com/minetest-mapserver/mapserver
**Tags:** server_tools, world_tools
**Repository:** https://github.com/thomasrudin/mapserver_mod
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 2705,
"license": "MIT",
"package_id": "BuckarooBanzay/mapserver",
"repo": "https://github.com/thomasrudin/mapserver_mod",
"tags": [
"server_tools",
"world_tools"
],
"type": "mod",
"website": null
}
|
**Title:** Chat Logger
**Description:**
**Details:**
## Chat Logger
Allows players to view the last 100 chat messages, also allows you to search for keywords
## License
* MIT License (MIT) for the code.
**Tags:** chat, gui
**Repository:** https://github.com/Krunegan/chatlogger
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 613,
"license": "MIT",
"package_id": "Krunegan/chatlogger",
"repo": "https://github.com/Krunegan/chatlogger",
"tags": [
"chat",
"gui"
],
"type": "mod",
"website": null
}
|
**Title:** The Grue mod
**Description:**
**Details:**
< - What is this mod? - >
The 'Grue' mod is a mod for Minetest that implements a nefarious creature lurking in the dark. As long as you stay in well lit areas, you will be perfectly safe, but stray too far into the dark caves, and you may get eaten.
< - That's cool and all, but how does it work? - >
As of right now, the game is constantly checking your light level. If it falls below a light level of 2 (0 is the lowest), then a timer starts ticking down. This timer is reset if you retreat back to a brighter area.
After 5 seconds, you'll get a warning, and after an additional 5 seconds, you will die.
< - Can I see the Grue? - >
Nope. The Grue hates light so will stay in pitch black darkness at all times.
That's the lore reason anyway. Technically speaking, there is not a visible Grue. It's really just a couple of audio files and a timer counting to your doom. :)
< - Does this work in multiplayer? - >
According to my own testing, yes it does!
< - Are you going to add..? - >
Me adding anything to this mod is INCREDIBLY unlikely. Really the only point of this mod was to just add the one thing, and I did it! I might still listen to requests, but do be prepared to be let down, especially since I'm a newbie at this at the time of writing.
< - Does this work with other versions of Minetest? - >
No clue! This mod was created on Minetest 5.6.0. If it breaks on newer versions, I'll do my best to fix it, but I cannot make the same claims for older versions.
< - Heeeelp! I have an issue! - >
Don't worry! In the event of something crazy happening, just refer to the forum post located [here](https://forum.minetest.net/viewtopic.php?f=9&t=28523) or create an issue on [Github](https://github.com/Majozoe/Minetest-Gruemod/issues).
Be sure to include a description of what is going on, what you were doing, whether or not you were on singleplayer, what other mods or even what game you were using, as well as any other info you might think is necessary such as a crash log or a screenshot, etc.
If you do not include enough information, then I'm afraid I am incapable of helping you unless I ask for more info.
**Tags:** pve
**Repository:** https://github.com/Majozoe/Minetest-Gruemod
**License:** CC0-1.0
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 528,
"license": "CC0-1.0",
"package_id": "Majozoe/grue",
"repo": "https://github.com/Majozoe/Minetest-Gruemod",
"tags": [
"pve"
],
"type": "mod",
"website": null
}
|
**Title:** BlockWatch
**Description:**
**Tags:** server_tools
**Repository:** https://codeberg.org/neocraft1293/BlockWatch
**License:** CC-BY-SA-4.0
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 575,
"license": "CC-BY-SA-4.0",
"package_id": "neocraft1293/blockwatch",
"repo": "https://codeberg.org/neocraft1293/BlockWatch",
"tags": [
"server_tools"
],
"type": "mod",
"website": "https://codeberg.org/neocraft1293/BlockWatch"
}
|
**Title:** Lua Wand
**Description:**
**Details:**
# LuaWand
### Usage
* The itemname is `luawand:luawand`
* Grant yourself `luawand` privilege
* Click RMB(place key) while holding LuaWand in the hand to open the configuration formspec
* Write your custom code there. The variables(`itemstack, player, pointed_thing`) are provided.
* Press "Save" button to apply configuration.
---
* You can also use [ItemEdit](https://github.com/zmv7/minetest-mod-itemedit) to apply custom inventory/wield images to the LuaWand
## Media Licenses
* `luawand.png`
* **Author:** Zemtzov7
* **License:** [CC-BY-SA-4.0](https://github.com/zmv7/minetest-mod-luawand/blob/master/CC-BY-SA-4.0)
**Tags:** developer_tools, multiplayer, server_tools
**Repository:** https://github.com/zmv7/minetest-mod-luawand
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 257,
"license": "MIT",
"package_id": "Zemtzov7/luawand",
"repo": "https://github.com/zmv7/minetest-mod-luawand",
"tags": [
"developer_tools",
"multiplayer",
"server_tools"
],
"type": "mod",
"website": null
}
|
**Title:** Sailing
**Description:**
**Details:**
The sailing mod brings much more to your world than sailing. After turning the world into a tropical archipeligo, you must use your wits to craft a canoe and venture out onto the surrounding islands using ancient wayfaring techniques.
Features:
* Wind powered sailing with adjustable sail position for speed
* Wind changes over time
* Torches which show wind direction and speed with their wonderful particles
* Kukui nut bushes
* Palm trees with falling coconuts
* Kapa fabric for wall, floor, and ceiling decorations
* Birds show the way to the nearest islands
* Island chains kilometers apart and across
* A prettier shallow water texture
Recipes:
Legend: K = Kukui nut, W = wood plank, F = Palm fiber, S = stick
1x2 vertical
K
S = Kukui nut torch
2x2
FF
FF = Kapa fabric
3x3
FFF
FFF
FFF = Sail
3x3
\_F\_
W\_W
WWW = Canoe
New Mechanics:
* When boarding a canoe, press space to put the sail up or down.
* On a canoe, hold shift and press left or right (or a or d) to change the angle of attack of the sail. The wind particles show you which way the wind is blowing.
* Right click on a coconut to make it drop. Coconuts will regrow as long as the central block is present. Dropped coconuts will spawn into trees after a while.
* Right click on a kukui nut bush to make it give up it's kukui nuts. They will regrow.
**Tags:** environment, mapgen, pve, survival
**Repository:** https://github.com/cakenggt/sailing
**License:** AGPL-2.0-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 2351,
"license": "AGPL-2.0-only",
"package_id": "cakenggt/sailing",
"repo": "https://github.com/cakenggt/sailing",
"tags": [
"environment",
"mapgen",
"pve",
"survival"
],
"type": "mod",
"website": null
}
|
**Title:** IRC Commands
**Description:**
**Tags:** server_tools, world_tools
**Repository:** https://github.com/minetest-mods/irc_commands
**License:** WTFPL
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 1559,
"license": "WTFPL",
"package_id": "ShadowNinja/irc_commands",
"repo": "https://github.com/minetest-mods/irc_commands",
"tags": [
"server_tools",
"world_tools"
],
"type": "mod",
"website": null
}
|
**Title:** Blobcats
**Description:**
**Details:**
This mod spawn blobcats. Created just for fan.
Blocks can be processed into ores.
**Tags:** april_fools, decorative
**Repository:** https://codeberg.org/suigintou/blobcat-minetest-mod
**License:** GPL-3.0-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 473,
"license": "GPL-3.0-only",
"package_id": "suigintou/blobcats",
"repo": "https://codeberg.org/suigintou/blobcat-minetest-mod",
"tags": [
"april_fools",
"decorative"
],
"type": "mod",
"website": null
}
|
**Title:** Chat Translator
**Description:**
**Details:**
Chat Translator
===============
Chat Translator uses <a href="https://github.com/LibreTranslate/LibreTranslate">LibreTranslate</a> to translate chat messages in Minetest.</br>
In order to use this mod, LibreTranslate will need to be installed and running on your</br>
Minetest server. LibreTranslate can be installed and started with a single command:</br>
"docker run -ti --rm -p 5000:5000 libretranslate/libretranslate"</br>
Alternative installation methods can be found here: <a href="https://github.com/LibreTranslate/LibreTranslate/blob/main/README.md#install-and-run">LibreTranslate Installation</a></br>
In order to run Chat Translator, you will also need to add the mod to your</br>
trusted mods list. To do so, click on the 'Settings' tab in the main menu.</br>
Click the 'All Settings' button and in the search bar, enter 'trusted'. </br>
Click the 'Edit' button and add 'chat_translator' to the list.</br>
Once everything is installed and running, Chat Translator will attempt to translate all chat</br>
messages sent on your server. The language in which each player receives messages is</br>
determined by the language selected in the Minetest settings menu.</br>
<img src="https://i.imgur.com/qlRfMM9.png" alt="Chat Translator" width="600" height="338"></br>
In this image, the player in the upper right corner sent a message in English.</br>
On the upper left, the message is translated to Spanish. On the lower left,</br>
the message is received in German and on the bottom right, the message is</br>
displayed in French.</br>
**Tags:** chat, complex_installation, multiplayer, server_tools
**Repository:** https://github.com/Droog71/chat_translator.git
**License:** AGPL-3.0-or-later
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 532,
"license": "AGPL-3.0-or-later",
"package_id": "Droog71/chat_translator",
"repo": "https://github.com/Droog71/chat_translator.git",
"tags": [
"chat",
"complex_installation",
"multiplayer",
"server_tools"
],
"type": "mod",
"website": null
}
|
**Title:** Equipment Examiner
**Description:**
**Details:**
### Usage:
Right-click the equipment examiner node & place an item into its inventory slot to populate the specs list.
Crafting: see [README](https://github.com/AntumMT/mod-equip_exam#crafting)
### Mod Support:
- [](https://content.luanti.org/packages/stu/3d_armor/) *(defense specs)*
- [](https://content.luanti.org/packages/AntumDeluge/slingshot/) *(range value)*
- [](https://content.luanti.org/packages/VanessaE/unifieddyes/) *(node coloring)*
- [](https://content.luanti.org/packages/bell07/wielded_light/) *(light value)*
- [](https://github.com/AntumMT/mod-workbench) *(repairable status)*
- [](https://content.luanti.org/packages/jp/xdecor/) *(repairable status) (dependent on [PR 147](https://github.com/minetest-mods/xdecor/pull/147))*
- [](https://content.luanti.org/packages/AntumDeluge/3d_armor_light/)
### Links:
- [Changelog](https://github.com/AntumMT/mod-equip_exam/blob/master/changelog.txt)
- [TODO](https://github.com/AntumMT/mod-equip_exam/blob/master/TODO.txt)
**Tags:** gui
**Repository:** https://github.com/AntumMT/mod-equip_exam
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 830,
"license": "MIT",
"package_id": "AntumDeluge/equip_exam",
"repo": "https://github.com/AntumMT/mod-equip_exam",
"tags": [
"gui"
],
"type": "mod",
"website": null
}
|
**Title:** Edible Swords
**Description:**
**Details:**
Edible Swords for MT
**Tags:** jam_combat_mod
**Repository:** https://github.com/Gerold55/edible_swords
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 1413,
"license": "MIT",
"package_id": "GamingAssociation39/edible_swords",
"repo": "https://github.com/Gerold55/edible_swords",
"tags": [
"jam_combat_mod"
],
"type": "mod",
"website": null
}
|
**Title:** Soil Weeded
**Description:**
**Details:**
EN
Transforms the weeded soil to be lower, creating a relief of 1 pixel in height, it looks like the soil was cut with exax, If you want to remove the mod after using all the blocks, they are normal again.
Errors: Dark floor
All blocks placed on the ground before the mod will be dark, to resolve remove and place another block nearby.
Height, as it is a lower block, it is even good in relation to the grams, but the water is higher on its side, and it is strange but does not interfere with the operation.
PT-BR
Transforma o solo capinado para ficar mais baixo, ciando um relevo de 1 pixel de altura, fica parecendo que o solo foi cortado com exada, Caso queira remover o mod depois de usar todos os blocos ficaram normal novamente.
Erros: Chão escuro
Todos os blocos colocados no chão antes do mod ficarão escuros, para resolver remova e coloque novamente algum bloco próximo.
Altura, por ser um bloco mais baixo fica ate bom em relação as gramas, porem as água ficam mais altas do lado dele, e estranho mas não interfere no funcionamento.
**Tags:** plants_and_farming
**Repository:** https://github.com/josegamestest/soil_weeded.git
**License:** GPL-3.0-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 267,
"license": "GPL-3.0-only",
"package_id": "joseanastacio/soil_weeded",
"repo": "https://github.com/josegamestest/soil_weeded.git",
"tags": [
"plants_and_farming"
],
"type": "mod",
"website": null
}
|
**Title:** Colorize
**Description:**
**Details:**
Let's you colorize messages using HEX color codes (for testing purposes).
This mod makes it easy to see how any coloured message would look like in-game without having to change any code all the time.
### Usage
Use `/c <HEX-code> <message>` to return a message colorized in your specified color.
Use `/ca <HEX-code> <message>` to send a message colorized in your specified color to the public chat.
**Tags:** server_tools
**Repository:** https://gitlab.com/xenonca/colorize
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 689,
"license": "MIT",
"package_id": "_Xenon/colorize",
"repo": "https://gitlab.com/xenonca/colorize",
"tags": [
"server_tools"
],
"type": "mod",
"website": "https://xenonca.gitlab.io/content/"
}
|
**Title:** Minetest-Telegram Bridge
**Description:**
**Details:**
# Telegram Relay for Minetest
This is a CHATROOM RELAY for between Minetest and Telegram! It allows players to chat to each other even if they are offline.
Please configure the bot in `minetest.conf` according to the instructions in `settingtypes.txt`, and allow this mod to access the HTTP API by adding `mt_tg` into `secure.http_mods`.
The Telegram Logo (the “paper aeroplane”) is Telegram's trademark, and they hold the copyright. For more information, and why it's allowed to use the logo, please refer to [the official page](https://telegram.org/tour/screenshots). The use of the logo does not mean to be representing Telegram officially.
**Tags:** chat, complex_installation, multiplayer
**Repository:** https://github.com/Emojigit/mt_tg
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 793,
"license": "MIT",
"package_id": "Emojiminetest/mt_tg",
"repo": "https://github.com/Emojigit/mt_tg",
"tags": [
"chat",
"complex_installation",
"multiplayer"
],
"type": "mod",
"website": null
}
|
**Title:** Runtime Strictness
**Description:**
**Details:**
## Runtime Strictness for Minetest Mods
*Strictest* consists of two components:
* Lua strictness: Will disallow string indexing and string - number coercion.
* Minetest strictness: Disallows usage of deprecated APIs & using entity-only or player-only methods on the wrong type of object.
Particularly useful when writing new mods that don't target older Minetest versions.
## Configuration
`strictest.action` can be set to either `error` or `log`:
* `error`: Immediately throw an error on strictness violations.
* `log`: Merely log the error (including a stacktrace).
Potentially partially redundant with the `deprecated_lua_api_handling` setting.
## Usage
Install & enable `strictest`, then **make sure to optionally depend on it** in `mod.conf`.
**Tags:** developer_tools
**Repository:** https://github.com/appgurueu/strictest/
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 584,
"license": "MIT",
"package_id": "LMD/strictest",
"repo": "https://github.com/appgurueu/strictest/",
"tags": [
"developer_tools"
],
"type": "mod",
"website": null
}
|
**Title:** HUD Notify
**Description:**
**Details:**
# HUD Notify [`hud_notify`] (v1.1.1)
HUD Notify is a mod that can be used display messages using HUD elements (instead of chat) for better noticeability. Due to the higher potential for abuse, the use of this command is restricted to moderators and above.
### Usage
- `/notify <player_name> <msg>`
- Send a notification (`msg`) to `name`.
- `/notify_all <msg>`
- Send a global notification `msg`.
### Example
- `/notify LegendaryGriefer Stop griefing or face a ban!`
- `/notify_all Attention! The server will be shutting down for maintenance in 15 minutes.`
### minetest.conf
- `hud_notify.hud_duration`
- Stores a numeric value (10 by default) which represents the duration of the message visibility in seconds.
- `hud_notify.hide_sender`
- Boolean value which is evaluated to show or hide message header containing the sender's name.
### TODO
- Add automatic line-break if `msg` too long.
**Tags:** hud, multiplayer, server_tools
**Repository:** https://github.com/magnetar47/hud_notify
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 1587,
"license": "MIT",
"package_id": "ANAND/hud_notify",
"repo": "https://github.com/magnetar47/hud_notify",
"tags": [
"hud",
"multiplayer",
"server_tools"
],
"type": "mod",
"website": null
}
|
**Title:** Msg Color
**Description:**
**Details:**
# msg_color
Add colored chat messages to your server.
## privs
For a player to chat using color, the `msg_color` priv is required.
## Chat commands
/msg_color [<color>] -- get or set the color of one's chat messages.
If a color parameter is supplied, the color is set as the player's color.
If no parameter is supplied, the set color is displayed.
**Tags:** chat
**Repository:** https://github.com/insanity54/msg_color
**License:** The Unlicense
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 356,
"license": "The Unlicense",
"package_id": "cj_clippy/msg_color",
"repo": "https://github.com/insanity54/msg_color",
"tags": [
"chat"
],
"type": "mod",
"website": "https://grimtech.net/about"
}
|
**Title:** Insane crafting recipies
**Description:**
**Details:**
# Insane-crafts-mod
This mod aims to add crafting recipies for uncraftable items. Currently it is only for Minetest Game, But soon enough it will be for other games too.
This mod allows you to duplicate ores in a sense you can get more things in less amount. Crafting recipies are for all ores present in the default mod. But they will be for other mods too. And not to forget gravel, dirt and all kinds of sands in the default mod are craftable.
Now MineClone 5 support has been added, for all overworld ores.
**Tags:** crafting
**Repository:** https://github.com/MidnightPhantom/Insane_crafts
**License:** GPL-3.0-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 790,
"license": "GPL-3.0-only",
"package_id": "mooshidungii/insane_crafts",
"repo": "https://github.com/MidnightPhantom/Insane_crafts",
"tags": [
"crafting"
],
"type": "mod",
"website": null
}
|
**Title:** book_runner
**Description:**
**Details:**
# book_runner
run a command and put the output in a book.
created for everyone who's ever run a command, only to be greeted w/ an unmanageable wall of text.
## usage
hold a single empty book (`default:book`) in your hand, and run:
* `/run_in_book commandname args`
the book will become a written book; the title will be the command name and arguments, the body will
be the command output.
**Tags:** chat
**Repository:** https://github.com/fluxionary/minetest-book_runner.git
**License:** LGPL-3.0-or-later
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 578,
"license": "LGPL-3.0-or-later",
"package_id": "rheo/book_runner",
"repo": "https://github.com/fluxionary/minetest-book_runner.git",
"tags": [
"chat"
],
"type": "mod",
"website": "https://github.com/fluxionary/minetest-book_runner"
}
|
**Title:** Areas Interlocking Patch
**Description:**
**Details:**
Makes players with the interlocking priv still respect areas. Born because lminus asked me to make it since people kept griefing on a server.
## FAQ
__Message is always in English__
Open a PR with translation support
__Why Not PR to Advtrains Repo__
Needed a fix now, and didnt want to deal with a terrible git host/mostly
inactive group. They are free to add this functionality if they wish and
make this mod pointless
**Tags:** server_tools
**Repository:** https://github.com/wsor4035/areas_interlocking_patch
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 714,
"license": "MIT",
"package_id": "wsor4035/areas_interlocking_patch",
"repo": "https://github.com/wsor4035/areas_interlocking_patch",
"tags": [
"server_tools"
],
"type": "mod",
"website": null
}
|
**Title:** AFK Protective Kick
**Description:**
**Details:**
# AFK Protective Kick
This mod kicks players who are idling and are in danger, preventing them from unnoticed death.
Currently, the following are checked:
1. Nodes dealing constant damage to players (e.g. Lava)
2. Nodes that drown players (e.g. Water)
3. Starving, if [`hbhunger`](https://content.luanti.org/packages/Wuzzy/hbhunger/) is installed.
**Tags:** multiplayer, survival
**Repository:** https://github.com/C-C-Minetest-Server/afk_protective_kick
**License:** LGPL-2.1-or-later
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 157,
"license": "LGPL-2.1-or-later",
"package_id": "Emojiminetest/afk_protective_kick",
"repo": "https://github.com/C-C-Minetest-Server/afk_protective_kick",
"tags": [
"multiplayer",
"survival"
],
"type": "mod",
"website": null
}
|
**Title:** NB More Concrete
**Description:**
**Details:**
[web cgit interface](https://git.savannah.nongnu.org/cgit/nb-concrete.git) ([experimental gitweb](https://git.savannah.nongnu.org/gitweb/?p=nb-concrete.git)) | [open bugs](https://savannah.nongnu.org/bugs/?group=nb-concrete)
# Introduction
NodeCore is really a sandbox game of its own kind,
featuring immersive gameplay different from every other game.
However, it is still a sandbox, and a big part of sandbox gameplay
is building. NodeCore is pretty minimalistic in that aspect.
While trying to make builds in the game, I found concrete
as one of the best building blocks. Creating it is fascinating
too: it goes in a similar fashion to real life. What is not so
fascinating though is that there are only 5, mostly boring
colors/shades: black, grey, white, yellow and brown.
There are mods that already add more concrete, such as
[NodeCore Sealife](https://content.luanti.org/packages/Winter94/wc_sealife/), but I have never saw one that focuses
on the concrete part and makes the most of the default
blocks available. I also tried asking the main developer
of NodeCore, Warr1024, if he would like more concrete
in the main game, which he didn't. This is what inspired
me to create my 1st ever mod: NB[1] More Concrete.
---
When you enable NB More Concrete, you will be able
to discover **6 (for now)** more types of concrete, which
you will be able to use to create much more elaborate
structures than ever before. WIth the power of sky, nature, sea, eggcorn and sun,
you will be able to realise your imagination in a much more
accurate way and create even more beatiful structures.
Of course, as in the spirit of NodeCore, I will not immiedately
tell you about the recipes; you will have to discover them
yourself. If you give up, I recommend you take a look in the
**settings,** which call them by color (and also allow you to
toggle specific concretes).
As a last resort, you can also take
a look at the `concretesolution` file in the mod directory,
which is a draft I was making the whole time while creating
the mod, kept for curiousity/historical purposes (and so
you can talk about some ideas in there with me and add new
ones).
*Thank you for reading and good luck!*
### Note
[1]NB - I was thinking of naming my mods similarly to [Winter94](https://content.luanti.org/users/Winter94/)
(who appended 'wc', meaning 'wintercore', to the start of his mod names)
and making them easier to distinguish from others (which is really also
recommended by NodeCore, in their CONTRIBUTING file).
I came up with 'NB', because I found the shortcut 'N.B.', which stands for
'note well' (nota bene), used in the descriptions of Warr1024's NodeCore
and (some) mods.
I think this could mean e.g. 'NodeBene', but I didn't explicitely define
the meaning and will just use the abbrevation 'NB' like the NodeCore
descs did with nota bene (N.B.).
**N.B.: this mod is currently WIP:** some things (e.g. textures) may
be subject to change, there are more concretes to be added, and you
are *highly* recommended to suggest changes. You can submit bugs
anonymously on the project page if you don't want to create an account.
You may also create a new thread on this page (ContentDB).
### Recent breaking changes
#### 0.3.0 (fix)
The setting for toggling the 3rd dark concrete has been changed
to have a spoiler-free technical name. If you changed this setting,
go to the settings and change it again.
#### 0.4.2 (reversible)
The recipe for the green concrete has been made cheaper, so
instead of using a decently expensive block mixed with ash,
you're now supposed to make a specific mix greener in a
manner similar to normally mixing a block and ash.
You can *change this back* to the old recipe in the settings.
# Licensing/Technical
(Almost) all of the files in this project (including media) are licensed under
the AGPL-3.0-or-later.
It is a copyleft license, which grants [the four fundamental freedoms](https://www.gnu.org/philosophy/free-sw.html)
and also requires modified versions running on a online, multiplayer server to be able
to offer its source code (I commented out such a function in the code,
which you can uncomment and use to comply with the requirement).
See COPYING for details.
For you to be sure [that this](https://savannah.nongnu.org/register/requirements.php) [is free software](https://savannah.nongnu.org/task/?16593), and that you don't
need to interact [with nonfree JS, spyware](https://www.gnu.org/software/repo-criteria-evaluation.en.html#gitlab-com), [and possibly other schenanigans](https://librecmc.org/github.html), I have chosen a <s>git</s> project hosting platform that cares
about freedom and privacy, which is hosted by GNU themselves:
[Nongnu Savannah](https://savannah.nongnu.org/).
It's a bit different than other popular code hosters though, so here
are some tips about navigation:
* You can find the [main project page](https://savannah.nongnu.org/projects/nb-concrete/) in the website link. It has many
resources such as the things said below, which can also be found at the top of this text.
* The repository link is only meant for git commands and not for
general browsing using a web browser. You can find the web browser
version [here](https://git.savannah.nongnu.org/cgit/nb-concrete.git).
* There's a similar situation with bug reporting; the bug tracker link
goes to the bug submit form. You can view all bugs [here](https://savannah.nongnu.org/bugs/?group=nb-concrete).
**Tags:** building, decorative
**Repository:** https://git.savannah.nongnu.org/git/nb-concrete.git
**License:** AGPL-3.0-or-later
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 357,
"license": "AGPL-3.0-or-later",
"package_id": "NameNotQuality/nb_more_concrete",
"repo": "https://git.savannah.nongnu.org/git/nb-concrete.git",
"tags": [
"building",
"decorative"
],
"type": "mod",
"website": "https://savannah.nongnu.org/projects/nb-concrete/"
}
|
**Title:** voxelmanip experiments and remade math mandelbox mapgen
**Description:**
**Details:**
Adds a multilayered mapgen with zones:
Top layer - Sky Toilet Zone (y>=20000)
Layer 2 - Fractal math mapgen Mandelbox rework zone (y>=100)
Layer 3 - RandomWalk fractal terrain zone (y ~=0)
Bottom Layer - Underneath Bedrock Hell Zone(y<=-20000)
not exact (there are more layers technically) but is a good guide to it
**Tags:** custom_mapgen
**Repository:** https://github.com/MistUnky/underbed_toilet_math_mg
**License:** LGPL-2.1-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 839,
"license": "LGPL-2.1-only",
"package_id": "chaosomnium/underbed_toilet_math_mg",
"repo": "https://github.com/MistUnky/underbed_toilet_math_mg",
"tags": [
"custom_mapgen"
],
"type": "mod",
"website": null
}
|
**Title:** Tsalagi_letters_modpack
**Description:**
**Details:**
This is a simple modpack containing Japanese hiragana blocks, uppercase alphabet blocks(A-Z), and number character blocks(0-9).
It can only be used in creative mode.
Because there are too many types of blocks, I have not set up a craft recipe.
**Tags:** education
**Repository:** https://github.com/yonacwy/tsalagi_letters_modpack
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 216,
"license": "MIT",
"package_id": "yona/tsalagi_letters_modpack",
"repo": "https://github.com/yonacwy/tsalagi_letters_modpack",
"tags": [
"education"
],
"type": "mod",
"website": null
}
|
**Title:** NodeCore Ad Removal
**Description:**
**Details:**
### Ad Removal for NodeCore
...cleanly removes every ad from NodeCore, collapsing the space they occupied.
...has no side effects and can safely be disabled/reenabled, or removed, at any time.
...is *not* an advertisement removal mod. It only removes ads, and will not be expanded to include removal of vertisements.
...may *break translations*. It is not recommended on public servers, or anywhere else non-English language options may be used.
**Tags:** april_fools, gui, hud, singleplayer
**Repository:** https://gitlab.com/sztest/nc_ad_removal
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 1030,
"license": "MIT",
"package_id": "Warr1024/nc_ad_removal",
"repo": "https://gitlab.com/sztest/nc_ad_removal",
"tags": [
"april_fools",
"gui",
"hud",
"singleplayer"
],
"type": "mod",
"website": null
}
|
**Title:** PM Plus
**Description:**
**Tags:** multiplayer, player_effects
**Repository:** https://github.com/LoneWolfHT/pm_sound
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 1557,
"license": "MIT",
"package_id": "Lone_Wolf/pm_sound",
"repo": "https://github.com/LoneWolfHT/pm_sound",
"tags": [
"multiplayer",
"player_effects"
],
"type": "mod",
"website": null
}
|
**Title:** The Confluence
**Description:**
**Details:**
An example use of luamap.
Creates an island with a gaussian bump, and has rivers flowing downhill made with noise-modulated-sinusoidal-wave-paths
Creates the downward flow mapgen effect without using an erosion simulation.
**Tags:** custom_mapgen
**Repository:** https://github.com/MisterE123/the_confluence
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 372,
"license": "MIT",
"package_id": "MisterE/the_confluence",
"repo": "https://github.com/MisterE123/the_confluence",
"tags": [
"custom_mapgen"
],
"type": "mod",
"website": null
}
|
**Title:** Drums
**Description:**
**Details:**
# Drums
Mod for [Minetest](https://www.minetest.net/) that adds drums to the game.
## Features
- Small Bongo
Right click on the node to play them.
## Goals
- Large Bongo
- Drum machine sounds
- Full drum kit
- Tamborine / various percussion
- Good quality samples
- Allow it to be powered by mesecons
## Compatability
This is built for the base game of Minetest.
## License
[LGPL 3.0 only](https://spdx.org/licenses/LGPL-3.0-only.html) for all code and
[CC-by-SA 4.0](https://spdx.org/licenses/CC-BY-SA-4.0.html) for all sound
**Tags:** sound_music
**Repository:** https://gitlab.com/jonahksimmons/drums-mod
**License:** LGPL-3.0-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 342,
"license": "LGPL-3.0-only",
"package_id": "Mitalar_Zinmaer/drums",
"repo": "https://gitlab.com/jonahksimmons/drums-mod",
"tags": [
"sound_music"
],
"type": "mod",
"website": null
}
|
**Title:** Anti Join
**Description:**
**Details:**
# Anti Join
Prevents players from joining, you can disable it or enable.
### Usage
Command: ``/anti_join``
If it's disabled it will enable it, if it's enabled, it will disable it. <br />
Note: players with ``ignore_antijoin`` privilege can ignore anti join when it's enabled. <br />
You can also edit the messages that appears when players try to join in ``minetest.conf``, the setting is called ``anti_join.msg``.
**Tags:** server_tools
**Repository:** https://github.com/DiamondPlane/anti_join
**License:** GPL-3.0-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 571,
"license": "GPL-3.0-only",
"package_id": "BlueR23/anti_join",
"repo": "https://github.com/DiamondPlane/anti_join",
"tags": [
"server_tools"
],
"type": "mod",
"website": null
}
|
**Title:** Quiz UI
**Description:**
**Details:**
The Manager UI of the [Quiz Play Challenge mod](https://content.luanti.org/packages/snowyu/quiz/).
* `/quiz` Chat Command to mange quiz(need `quiz` privilege)
This mod is already builtin in [Minetest:Education Edition](https://edu.ihom.app/)
More info: [Quiz Play Challenge Mod](https://edu.ihom.app/en/guide/mods/quiz/)
**Tags:** education, gui
**Repository:** https://github.com/edu-minetest/quiz_ui
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 223,
"license": "MIT",
"package_id": "snowyu/quiz_ui",
"repo": "https://github.com/edu-minetest/quiz_ui",
"tags": [
"education",
"gui"
],
"type": "mod",
"website": null
}
|
**Title:** Land Rush
**Description:**
**Details:**
Imagine the entire map is divided into chunks. You place your land rush land claim block and it protects that chunk (then the land claim block disappears).
**Tags:** multiplayer
**Repository:** https://github.com/Bremaweb/landrush
**License:** LGPL-2.1-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 1332,
"license": "LGPL-2.1-only",
"package_id": "BrandonReese/landrush",
"repo": "https://github.com/Bremaweb/landrush",
"tags": [
"multiplayer"
],
"type": "mod",
"website": null
}
|
**Title:** Troll
**Description:**
**Details:**
Troll your friends and foes nicely with this mod!
All commands require the `troll` privilege to be used. See /help in-game for a list of available commands and usage.
Based on the old `troll` mod by Niwla23.
**Tags:** chat, multiplayer, pvp, server_tools
**Repository:** https://github.com/rollerozxa/troll
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 761,
"license": "MIT",
"package_id": "ROllerozxa/troll",
"repo": "https://github.com/rollerozxa/troll",
"tags": [
"chat",
"multiplayer",
"pvp",
"server_tools"
],
"type": "mod",
"website": null
}
|
**Title:** Cooperative Factions
**Description:**
**Details:**
# Cooperative Factions
A mod that allows players to team together
## Usage:
Grant yourself the faction_add and set_faction privilege.
Then, create a faction with the `/add_faction` command and use the `/set_faction` command to set the faction one user, the leader of the faction, to the newly added faction. Grant them the faction_leader privilege. They can invite people with the `/invite_to_faction` command, and others can join the faction (if they're invited) with the `/join_faction` command
## Caveats
- Displaying factions in usernames can clash with other mods that mess with the username displaying UI
- Displaying factions in chat can clash with chat altering mods
- In order to use faction protection, you must change the optional dependencies of the `protector` mod.
**Tags:** chat, commerce, hud
**Repository:** https://github.com/CodeScratcher/factions-mod
**License:** GPL-2.0-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 693,
"license": "GPL-2.0-only",
"package_id": "skiscratcher/coop_factions",
"repo": "https://github.com/CodeScratcher/factions-mod",
"tags": [
"chat",
"commerce",
"hud"
],
"type": "mod",
"website": null
}
|
**Title:** Spanish Phonics Learn to Read
**Description:**
**Details:**
Spanish by Neuromancer
The purpose of this mod is to teach people to sound out words and read in Spanish. Initially it will be used to teach Spanish, but there is no reason it could not be adapted to any language that relates symbols to sounds. The idea is that there are a certain number of sounds in Spanish, and not an exact match with the characters to represent them, so we will improvise and invent some new characters so that we have one per sound. For example "au", "rr" "ll","ch". By having 1 character represent 1 sound, you have simplified the language and given a beginner an easier way to start to learn how to read. Reading words then becomes an exercise in sounding out words.
The best way to teach someone a new skill is to immerse them in it. This Spanish phonics mod will allow you to immerse new readers in Spanish phonics the same way they are immersed in speech. By allowing you to easily create page objects and use chat commands to fill them with phonics (type "/w espa_nol") you can create massive amounts of phonics for your new reader. But the cool part is that with Minetest, you are only limited by your imaginations. Follow the lead of your learner and whatever they are interested in at the moment. Say they want to play an RPG type game. Pretend you are an elf or some other magical creature who can't speak and can only communicate by thinking phonics onto magical pages. These pages are automatically created with mouth blocks which allow the new reader to sound out any word you have typed. The best way to do this is through multiplayer which is easy to set up. If you do not have 2 computers, then you can still easily create pages beforehand and place them throughout your Minetest world/map beforehand.
Existing Functionality:
--left click the blue blocks and they make phonics sounds and light up.
--Place a "sound out word" block (the one with a mouth on it) and then build a word by placing the blue blocks next to it.
--Left Click (punch) the mouth block to hear the word you built sounded out.
--more advanced readers can use the gray silent letters to have more accurate word spelling
--punctuation symbols are also included on green blocks
Create Pages:
--place a Scroll block ("StartPage") on top of a column as high as you want it (try 3 high). Then in the same row (in any direction, place the Checkered Flag block ("PageFinish") on the ground 5 away and 3 down from the Scroll Block. A blank page is created.
Write on Pages:
type "/w " followed by any phrase you want to appear on the page. Remember to spell based on how the phonics sound, not on how the letters sound. example: "/w amarillo". Notice how "ll" was automatically converted into 1 phonic. If you want to use silent letters, preceed them with "0". If you want to use ~n, preceed them with "_". example "/w espa_nol" gives you "n" with a tilde. example: "/w aq0ui" gives you aqui with a silent "u".
Clear Page (and re-enable writing to it):
To clear a page with writing on it, and to enable it to be written on again, left click (punch) the scroll block at the upper left hand corner of the page.
Remove Page Blocks:
Dig (Left click with a pickaxe in your hand)
Crafting Recipes:
Crafting recipes have been added, so if you spell a word in crafting grid, you get rewarded with objects. Please let me know if there are specific crafting recipes you want added, as it will take a while even to just add those from minetest_game.
If you are teaching someone to read, have them try the following games:
-guess the sound each phonic makes until they know them all.
-Give them word endings and have them come up will as many words as they can by placing blocks in front of the endings. (let them use the mouth block so they can hear the word sounded out).
-give them words to spell.
-spell out a word for them and have them read it to you. If they get stuck, let them sound it out with the mouth block.
Spawn in Stone: You can control how often phonics spawn in stone nodes by going into "settings" > "All Settings"> "Content :Mods" > "phonics" and setting the phonics_scarcity setting to a suggested value between 125 & 3500. You can go outside of this range if you like. The smaller the number, the more likely phonic nodes are to spawn in stone. Setting to a value of 0 will make it so no phonics nodes spawn in stone.
**Tags:** education
**Repository:** https://github.com/Neuromancer56/phonics_spanish
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 373,
"license": "MIT",
"package_id": "Neuromancer/phonics_spanish",
"repo": "https://github.com/Neuromancer56/phonics_spanish",
"tags": [
"education"
],
"type": "mod",
"website": "https://forum.minetest.net/viewtopic.php?f=9&t=29845"
}
|
**Title:** debuggery
**Description:**
**Details:**
# debuggery
some useful debugging utilities (mostly commands).
## commands
* `/attach <target1> to <target2>`
attaches two objects, which might be a player name or an entity name (a random entity of that type is chosen)
* `/detach <target>`
detaches the target from its parent.
* `/count_objects`
prints counts of all types of objects currently active.
example output:
```
__builtin:item = 25
..............
3d_armor_stand:armor_entity = 38
..............
anvil:item = 81
..............
digilines_lcd:text = 4
..............
digistuff:controller_entity = 2
..............
gauges:hp_bar = 22
..............
itemframes:item = 1651
..............
itemshelf:item = 69
..............
mobs_mime:mime = 14
..............
mobs_monster:oerkki = 6
..............
nether_mobs:netherman = 1
..............
ontime_clocks:display = 7
..............
petz:bat = 15
petz:beaver = 1
petz:bunny = 3
petz:butterfly = 4
petz:calf = 1
petz:foxy = 1
petz:frog = 1
petz:goat = 3
petz:kitty = 5
petz:leopard = 1
petz:lion = 1
petz:moth = 4
petz:panda = 1
petz:pigeon = 1
petz:pony = 1
petz:rat = 1
petz:silkworm = 1
petz:squirrel = 3
petz:tarantula = 6
petz:wolf = 5
* petz total * = 59
..............
pipeworks:tubed_item = 38
..............
signs:display_text = 791
..............
signs_lib:text = 274
..............
smartshop:quad_upright_sprite = 60
smartshop:single_sprite = 5
smartshop:single_upright_sprite = 26
smartshop:single_wielditem = 11
* smartshop total * = 102
..............
water_life:croc = 4
..............
xdecor:book_open = 51
..............
xp_redo:aura = 1
..............
yl_arena:none = 1
..............
yl_nether_mobs:blaze = 1
yl_nether_mobs:iron_golem = 2
yl_nether_mobs:rat = 6
yl_nether_mobs:whip = 13
yl_nether_mobs:wither = 3
* yl_nether_mobs total * = 25
..............
yl_speak_up:human = 9
yl_speak_up:npc = 2
* yl_speak_up total * = 11
..............
total = 3277
```
* `/entity_lag_log_toggle`
starts (or stops) a log of how much time entities are spending doing their `on_step` callback.
example output:
```
2022-09-03 16:03:51: petz:foxy @ (-2833,71,2327)'s on_step took 424138 us
2022-09-03 16:03:51: petz:leopard @ (-297,48,854)'s on_step took 371364 us
2022-09-03 16:03:52: petz:snow_leopard @ (-2811,74,2283)'s on_step took 377283 us
```
* `//grep_nodes <limit> <pattern>`
requires *either* worldedit or areas mod. allows you to search for nodes whose name matches `<pattern>` between
either areas positions (`area_pos1`, `area_pos2`) or worldedit positions (`/1`, `/2`). searching a large area is
broken up into discrete steps, so as not to cause a single huge lag spike. locations of nodes will be sent to
the player who executed the command in in-game chat
```
//grep_nodes 5 pipeworks
broke job into 1 chunks, took 0.009692s
pipeworks:nodebreaker_off @ (-538,23,-274)
pipeworks:deployer_off @ (-535,23,-274)
```
* `/instrument_mod <global_name>`
recursively finds all functions inside a lua table available as `<global_name>`, and records information about
how often they are executed, and how long they take to run. most mods use their own name as the global value.
run the command again to turn the logging off. output is to debug.txt. example output:
```
22:04:06: in 4.4160022735596s,
22:04:06: kitz.actfunc was called 9 times, used 224 us
22:04:06: kitz.animate was called 17 times, used 45 us
22:04:06: kitz.clear_queue_low was called 2 times, used 0 us
22:04:06: kitz.exists was called 4977398 times, used 1192386 us
22:04:06: kitz.get_box_height was called 66 times, used 642 us
22:04:06: kitz.get_closest_entity was called 21 times, used 4062036 us
```
* `/memory`
get lua's current memory usage (doesn't include memory managed by the c++ parts of the engine)
* `/memory_toggle`
reports on the server's memory usage periodically.
* `/rectify`
sets pitch (look_vertical) to 0 and yaw (look_horizontal) to 0.
* `/remove_entities <entity_name>`
remove all currently active entities w/ the given name. does not affect unloaded entities.
* `/whatisthis`
get the full itemstring of wielded item.
* `//rollback_check [<seconds>] [<limit_per_node>] [<player>] [<node>]`
* note: the double slash - this does not override the builtin rollback_check command
* note: requires the same privilege(s) as `rollback_check`.
* note: defaults: <seconds> = 1 year; limit_per_node = 5; player = .\*; node = .\*
checks a region defined via worldedit (`/1`, `/2`) or areas (`area_pos1`, `area_pos2`).
* `//rollback <seconds> <player>`
* note: the double slash - this does not override the builtin rollback command
* note: requires the same privilege(s) as `rollback`.
* note: VERY SLOW AND DANGEROUS. BE CAREFUL. MAKE BACKUPS.
requires both arguments. reverts all changes by player in the region to what was there before the earliest
change after <seconds> seconds ago.
* `/clone_wielded [<count>]`
makes extras of the item the player is wielded. for tools, the default is 1 (added to the players inventory),
for non-tools, the default is the item's stack max size. exceeding the stack size is possible, up to 65535
**Tags:** developer_tools, server_tools
**Repository:** https://github.com/fluxionary/minetest-debuggery.git
**License:** LGPL-3.0-or-later
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 882,
"license": "LGPL-3.0-or-later",
"package_id": "rheo/debuggery",
"repo": "https://github.com/fluxionary/minetest-debuggery.git",
"tags": [
"developer_tools",
"server_tools"
],
"type": "mod",
"website": "https://github.com/fluxionary/minetest-debuggery"
}
|
**Title:** TextShield
**Description:**
**Details:**
A mod that allows automatic chat management, including antispam, anti-caps, and an insult filter.
Special symbols and accented letters are replaced to test words for offensiveness, allowing for optimal filtering.
You can change the mod settings in the settingtypes file.
The mod also monitors nicknames with the same restrictions (v3.5)
**Tags:** server_tools
**Repository:** https://github.com/Themostrandom/textshield
**License:** GPL-3.0-or-later
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 111,
"license": "GPL-3.0-or-later",
"package_id": "Themostrandom01/textshield",
"repo": "https://github.com/Themostrandom/textshield",
"tags": [
"server_tools"
],
"type": "mod",
"website": null
}
|
**Title:** NodeCore Snakes
**Description:**
**Details:**
Snakes! They will sneak in at you, they will eat all your leaves, all your peat, and you'll be horrored! Cut them (violently) to get cobble. They also poop lode.
(Seriously, they are very scary and this mod is very violent)
**Tags:** mobs
**Repository:** https://gitlab.com/Kimapr/nc_snake
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 1542,
"license": "MIT",
"package_id": "Kimapr/nc_snakes",
"repo": "https://gitlab.com/Kimapr/nc_snake",
"tags": [
"mobs"
],
"type": "mod",
"website": null
}
|
**Title:** Polygraph
**Description:**
**Details:**
Data visualization in Minetest is simple and easy with Polygraph. Thanks to an extensive set of parameters, you can embed dynamic charts within any formspec.
**For complete usage instructions, including working code examples, please refer to the official forum topic.**
**Tags:** gui, library
**Repository:** https://bitbucket.org/sorcerykid/polygraph
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 1598,
"license": "MIT",
"package_id": "sorcerykid/polygraph",
"repo": "https://bitbucket.org/sorcerykid/polygraph",
"tags": [
"gui",
"library"
],
"type": "mod",
"website": null
}
|
**Title:** Lock Replicator
**Description:**
**Details:**
# Lock replica
Adds only one simple tool to allow to replicate a "lock" and/or reshape it :)
## Use cases
* You gave key to a friend , and you are planning changes which involve moving this door/chest, the lock replicator tool will allow to save the node "lock" before removing it, and use it back when node is move to another place. Your friend can still use his key :)
* You can also use the same "lock" for every doors and/or chest of a house that is accessible to some friends. One key for all.
## Compatibility
* The mod was designed to be used altogether with [doors redo](https://content.luanti.org/packages/TenPlus1/doors/), there is also one "[mazes_80 flavor](https://gitlab.com/mazes_80/doors)" of doors redo on my gitlab with a sneaky extra feature. Still it is usable with classic doors mod.
* It was also designed with [entity keys](https://gitlab.com/mazes_80/entity_keys) in mind.
# Licence
* Code: [MIT license](https://gitlab.com/mazes_80/lock_replica/-/raw/master/license.txt) terms
* Artwork: [Free Art License](https://artlibre.org/licence/lal/en/)
**Tags:** tools
**Repository:** https://gitlab.com/mazes_80/lock_replica
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 132,
"license": "MIT",
"package_id": "mazes/lock_replica",
"repo": "https://gitlab.com/mazes_80/lock_replica",
"tags": [
"tools"
],
"type": "mod",
"website": null
}
|
**Title:** No Players Inside Nodes
**Description:**
**Details:**
If a player is found to be inside a walkable node, they are shot out of it using math.
**Tags:** player_effects
**Repository:** https://codeberg.org/SumianVoice/no_inside_node.git
**License:** 0BSD
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 243,
"license": "0BSD",
"package_id": "Sumianvoice/no_inside_node",
"repo": "https://codeberg.org/SumianVoice/no_inside_node.git",
"tags": [
"player_effects"
],
"type": "mod",
"website": null
}
|
**Title:** Catcommands
**Description:**
**Details:**
# catcommands
commands for use by server administration, useful for things like vanishing and inspecting players, jailing them, setting old move, etc
**Tags:** server_tools
**Repository:** https://github.com/mt-mods/catcommands
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 583,
"license": "MIT",
"package_id": "mt-mods/catcommands",
"repo": "https://github.com/mt-mods/catcommands",
"tags": [
"server_tools"
],
"type": "mod",
"website": null
}
|
**Title:** Reportlist
**Description:**
**Details:**
# Reportlist
This mod add a report list of players to minetest.
A Player can only report an other player ones!
Players can be reported by just typing /report <name> <reason>
You can show the reportlist formspec: /reportlist
Reset a player reports with: /report_reset <name>
It's compatible with xban and sban
License: MIT
Created by [Lejo](https://github.com/Lejo1)
**Tags:** multiplayer, server_tools
**Repository:** https://github.com/Lejo1/reportlist
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 1038,
"license": "MIT",
"package_id": "Lejo/reportlist",
"repo": "https://github.com/Lejo1/reportlist",
"tags": [
"multiplayer",
"server_tools"
],
"type": "mod",
"website": null
}
|
**Title:** Scarlet
**Description:**
**Details:**
Scarlet (Saner Coordinates and Rational Layouts Expression Translator) is a thin-wrapper library that provides consistent and uniform layout of all elements within Minetest formspecs. Being a purely Lua-based implementation has the advantage that backwards compatibility even with legacy versions of Minetest is assured. No patches and/or upgrades to the engine are required.
### Overview
Here is a quick summary of the various oddities and inconsistencies (many of which are still undocumented) that I have addressed:
* **Strange, fractional offsets**
With the exception of pwdfield[], field[], and textarea[], all other elements are offset from the form origin. As a result, precise alignments must be achieved through trial-and-error. Therefore, I added an optional border parameter to the margin[] element.
* **Image ratios, only sometimes**
For some reason, background images and button images are scaled according to inventory slot spacing whereas images and item images are scaled by inventory image dimensions. Therefore, I provided a means to specify either unit of measurement.
* **Overloading of elements**
Certain elements like background[] and tooltip[] accept different lists of parameters. This is both error-prone and difficult to remember. Therefore, I separated these into distinct elements: background[] vs. bgimage[] and tooltip[] vs. area_tooltip[], etc.
* **Height restriction of buttons**
Text-only buttons are constrained to a uniform height. However, an undocumented feature of image_button[] exists to bypass this limitation. Therefore, I mapped the button[] element to image_button[] with the appropriate parameters behind the scenes.
* **Backwards ordering of parameters**
All named elements expect the name parameter to follow the position and dimension parameters, except for image_button[] and item_image_button[] where the texture name or item name takes precedence. Therefore, I reversed these two parameters.
Scarlet has been successfully tested with Minetest 0.4.15, 0.4.17, and 5.0.0. This mod is still in alpha and changes are to be expected. However, I will make every effort to reduce breakage between versions whenever possible.
### Usage Instructions
Formspec elements in Minetest 0.4.x and Minetest 5.0 do not conform to any standard units of measurement. In fact, positions and dimensions can vary widely as illustrated in the [following table](https://i.imgur.com/dwORwfE.png).
A cell unit represents the interval between the left (or top) edge of one inventory slot to the left (or top) edge of a subsequent inventory slot. An image size unit represents the width (or height) of one or more inventory images. A slot unit represents the interval between the left (or top) edge of one inventory slot to the right (or bottom) edge of a subsequent inventory slot.
For simplicity and convenience, Scarlet provides [six interchangeable units of measurement](https://i.imgur.com/oGDNmyB.png): dot, point, slot, cell, image size, and button height. Button heights, of course, only apply to y-axis position and dimension values. And slots pertain solely to dimension values.
For each of the following elements, <w>,<h> is a dimension value and <x>,<y> is a position value. Note that a few elements only accept a <w> dimension value.
* size[<w>,<h>]
* size[<w>,<h>;<border_x>,border_y]
* container[<x>,<y>]
* margin[<margin_x>,<margin_y>]
* list[<inventory_location>;<list_name>;<x>,<y>;<columns>,<rows>;<starting_item_index>]
* box[<x>,<y>;<w>,<h>;<color>]
* image[<x>,<y>;<w>,<h>;<texture_name>]
* item_image[<x>,<y>;<w>,<h>;<item_name>]
* bgimage[<x>,<y>;<w>,<h>;<texture_name>]
* background[<w>,<h>;<texture name>]
* label[<x>,<y>;<label_text>]
* vertlabel[<x>,<y>;<label_text>]
* checkbox[<x>,<y>;<name>;<label>;<selected>]
* button[<x>,<y>;<w>,<h>;<name>;<label>]
* button[<x>,<y>;<w>,<h>;<name>;<label>;<noclip>;<border>]
* button_exit[<x>,<y>;<w>,<h>;<name>;<label>]
* button_exit[<x>,<y>;<w>,<h>;<name>;<label>;<noclip>;<border>]
* image_button[<x>,<y>;<w>,<h>;<name>;<texture_name>;<label>]
* image_button[<x>,<y>;<w>,<h>;<name>;<texture_name>;<label>;<noclip>;<border>;<pressed_texture_name>]
* item_image_button[<x>,<y>;<w>,<h>;<name>;<item_name>;<label>]
* dropdown[<x>,<y>;<w>;<name>;<item_1>,...;<selected_idx>]
* textlist[<x>,<y>;<w>,<h>;<name>;<item_1>,...;<selected_idx>]
* pwdfield[<x>,<y>;<w>;<name>]
* field[<x>,<y>;<w>;<name>;<default_text>]
* caption[<x>,<y>;<w>,<h>;<caption>]
* textarea[<x>,<y>;<w>,<h>;<name>;<default>]
* horz_scrollbar[<x>,<y>;<w>,<h>;<name>;<value>]
* vert_scrollbar[<x>,<y>;<w>,<h>;<name>;<value>]
* table[<x>,<y>;<w>,<h>;<name>;<cell_1>,...;<selected_idx>]
* tabheader[<x>,<y>;<w>,<h>;<name>;<value>]
* area_tooltip[<x>,<y>;<w>,<h>;<tooltip_text>;<bgcolor>;<fontcolor>]
Measurements may be expressed as integers or floating points, with the exception of dots which are always integers. Each value may be suffixed by a single letter indicating the unit of measurement. Here are some examples:
* ``box[0p,0p;100p,10d;#FFFFFF]``
Box 100 points wide and 10 dots tall.
* ``button[0c,0c;2s,1b;clickme;Click Me!]``
Button 2 slots wide and 1 button height tall
Position values are signed, whereas dimension values are unsigned. This permits placement of elements anywhere relative to the form origin and any parent containers.
All units of measurement are independent of pixel density, with the exception of dots which have a 1:1 correspondence to pixels. Hence, if you need pixel-based precision, then you should use dots with the correct translator above. Points will scale to maintain a consistent dot pitch of 72 points per inch, in accordance with the official standard (this assumes that the client's screen_dpi setting is correct).
An interactive [GUI-based calculator](https://i.imgur.com/2KGOePj.png) can be accessed by issuing the /scarlet command (requires "server" privilege).
**Tags:** library
**Repository:** https://bitbucket.org/sorcerykid/scarlet
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 831,
"license": "MIT",
"package_id": "sorcerykid/scarlet",
"repo": "https://bitbucket.org/sorcerykid/scarlet",
"tags": [
"library"
],
"type": "mod",
"website": null
}
|
**Title:** Clump Fall Nodes
**Description:**
**Details:**
This mod is designed to set most typical nodes, including ones added by other mods, so that they fall in a very particular way: They will only start falling if there are no Clump Fall Nodes connected to their bottom side, edges, or corners, and they will not fall all at once, but rather a continuous series of "clumps", each about one second after another. This falling method is used to reduce lag overall when a large amount of nodes come loose and begin falling, as instead of 100+ nodes slowing down the world, several sets of 10+ nodes will cascade down with only minimal slowing to anything else. Additionally, due to the nature of how a Clump Fall Node is determined to be needing to fall or not, pyramid structures are often very effective for construction under this mod, and also very often form inside caverns and over structures that have large, easily collapsable ceilings.
Nodes that are considered to be "Clump Fall Nodes" are everything that falls outside of the Falling Nodes, Attached Nodes, Liquid, and Unbreakable groups. Anything that doesn't belong to those groups, including nodes that are registered by other mods, will fall into this category.
**Tags:** building, environment, pve
**Repository:** https://github.com/Noodlemire/clumpfall
**License:** LGPL-2.1-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 1588,
"license": "LGPL-2.1-only",
"package_id": "Noodlemire/clumpfall",
"repo": "https://github.com/Noodlemire/clumpfall",
"tags": [
"building",
"environment",
"pve"
],
"type": "mod",
"website": null
}
|
**Title:** Colored Chat (Server Side Mod)
**Description:**
**Tags:** chat, server_tools
**Repository:** https://github.com/Emojigit/smod_colored_chat
**License:** GPL-3.0-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 955,
"license": "GPL-3.0-only",
"package_id": "Emojiminetest/smod_colored_chat",
"repo": "https://github.com/Emojigit/smod_colored_chat",
"tags": [
"chat",
"server_tools"
],
"type": "mod",
"website": null
}
|
**Title:** Texture Generator
**Description:**
**Details:**
# Texture Generator (`texgen`)
Dynamically generates a texture pack for your current game in the `textures` directory.
## Features
* Compatible with virtually all mods and games
* Easy texture pack generation, no complex installation
* Server-side (mod-based) texture pack; textures can be accessed by other mods
## Instructions
Just fire up the mod and configure it to your liking. It might throw an error message as it updates its `mod.conf` to depend on all enabled mods. Simply retry after that.
### Downloading palettes
You can use the `/download_palette <url>` chatcommand to download a PNG palette file, for example `/download_palette https://lospec.com/palette-list/zughy-32-1x.png`.
See `/help download_palette` for details on its usage.
Requires the `server` priv. Only available if `texgen` is added to both `secure.http_mods` and `secure.trusted_mods`.
**WARNING: Enabling this feature poses a minor security risk.**
## Configuration
<!--modlib:conf:2-->
### `average`
Replace each texture with a single pixel of its weighted average RGB color
* Type: boolean
* Default: `false`
### `invert`
Invert the RGB colors
* Type: boolean
* Default: `false`
### `monochrome`
Convert RGB to monochrome (greyscale)
* Type: boolean
* Default: `false`
### `palette`
#### `dithering`
Dithering method to use
* Type: string
* Default: `floyd_steinberg`
* Possible values:
* sierra
* stucke
* sierra_lite
* jarvis_judice_ninke
* floyd_steinberg
* none
* two_row_sierra
* burkes
* atkinson
#### `name`
Name of the palette to use (without extension)
* Type: string
* Default: `apollo`
* Possible values:
* soggy-newspapers
* apollo
* zughy-32
* aap-64
* pico-8
* resurrect-64
### `saturate`
Increase or decrease saturation by a factor
* Type: number
* Default: `1`
* >= `0.1`
* <= `10`
<!--modlib:conf-->
## Links
* [GitHub](https://github.com/appgurueu/texgen) - sources, issue tracking, contributing
* [Discord](https://discord.gg/ysP74by) - discussion, chatting
* [Minetest Forum](https://forum.minetest.net/viewtopic.php?f=9&t=28115) - (more organized) discussion
* [ContentDB](https://content.luanti.org/packages/LMD/texgen) - releases (downloading from GitHub is recommended)
## License
Code written by Lars Müller (appgurueu) and licensed under the MIT license; builtin Minetest media licensed under various free Creative Commons licenses as well as the Apache 2 license (see `LICENSE.txt` in the `builtin` folder for details and attribution).
The palettes are (for copyright reasons shuffled) versions of palettes available on [Lospec](https://lospec.com/):
* Adigun A. Polack's "AAP-64"
* AdamCYounis' "Apollo"
* Lexaloffle Games' "PICO-8"
* Kerrie Lake's "Resurrect 64"
* Walking's "Soggy Newspapers"
* Zughy's "Zughy 32"
**Tags:** developer_tools
**Repository:** https://github.com/appgurueu/texgen
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 1005,
"license": "MIT",
"package_id": "LMD/texgen",
"repo": "https://github.com/appgurueu/texgen",
"tags": [
"developer_tools"
],
"type": "mod",
"website": null
}
|
**Title:** Banned on Die
**Description:**
**Details:**
This mod add new rule of gameplay.
**No respawn!**
This means, you are banned from the world you are playing in.
There are 2 option to ban the player, the player or the ip.
Just set the `USE_ADVANCEDBAN` parameter to be
* `false`: to ban the ip (the normal ban)
* `true`: to ban the player (requires [`advancedban` mod](https://content.luanti.org/packages/srifqi/advancedban/))
**Tags:** multiplayer, survival
**Repository:** https://github.com/srifqi/banondie
**License:** CC0-1.0
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 489,
"license": "CC0-1.0",
"package_id": "srifqi/banondie",
"repo": "https://github.com/srifqi/banondie",
"tags": [
"multiplayer",
"survival"
],
"type": "mod",
"website": null
}
|
**Title:** Proposals
**Description:**
**Details:**
# Proposals
## Overview
`proposals` introduces a dynamic and interactive way for players to engage in the decision-making process on a server. It allows players to propose changes, vote on them, and manage their proposals. This is designed to foster community involvement and ensure that players have a voice in server developments.
## Features
- **Create Proposals**: Players can create proposals, each consisting of a title and a detailed description.
- **Vote on Proposals**: Every player can cast their vote on any proposal, choosing between 'Yes', 'No', or 'Abstain'.
- **View Proposals**: Players can view all active proposals along with their details and current vote counts.
- **Edit Proposals**: Admin Players can edit all active proposals along with their details, Owners can also do this with the proposals they made.
- **Delete Proposals**: Proposal authors can delete their proposals. Additionally, players with administrative privileges can delete any proposal.
- **Automatic Updates**: The list of proposals and vote counts are updated in real-time, reflecting the latest changes made by players.
- **Admin Privilege**: A specific privilege (`proposals_admin`) is available for server administrators or designated players, allowing them to manage all proposals effectively.
## Usage
### Commands
- `/proposals`: This command opens the main interface of the `proposals` mod. Here, players can view all active proposals, vote, and access options to create or delete proposals.
### Creating a Proposal
1. Use the `/proposals` command to open the mod interface.
2. Click on the 'Add Proposal' button to open the proposal creation form.
3. Enter a title and a detailed description for the new proposal.
4. Click 'Submit' to add the proposal to the list.
### Voting on a Proposal
1. Open the main interface with `/proposals`.
2. Click on a proposal title to view its details.
3. Choose 'Vote Yes', 'Vote No', or 'Abstain' to cast your vote.
### Deleting a Proposal
- As the author of a proposal, open the proposal's details and click 'Delete Proposal'.
- As an admin (with `proposals_admin` privilege), you can delete any proposal using the same method.
## Administrative Privilege
- **Privilege Name**: `proposals_admin`
- This privilege allows designated players to delete any proposal, regardless of the author.
To grant this privilege to a player, use the Minetest command: `/grant <playername> proposals_admin`.
**Tags:** chat, multiplayer
**Repository:** https://github.com/JamesClarke7283/proposals
**License:** GPL-3.0-or-later
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 202,
"license": "GPL-3.0-or-later",
"package_id": "Impulse/proposals",
"repo": "https://github.com/JamesClarke7283/proposals",
"tags": [
"chat",
"multiplayer"
],
"type": "mod",
"website": null
}
|
**Title:** Auto-Trek
**Description:**
**Details:**
**AutoTrek** adds a long-distance travel system to most games (especially sandbox games) that is highly balanced compared to teleportation or other overpowered transportation mods. You simply *walk* (or run, if available) the entire distance for your journey, and AutoTrek helps keep you on a precise, repeatable path.
You can use Minetest's **auto-forward** feature to automatically walk along paths designed for AutoTrek, including making some automatic turns. You can design paths (often quite inexpensively) to reliably align and guide players on long distance trips.
### Activation
AutoTrek supports the **4 cardinal directions** (North, South, East, West) and the **4 diagonals** between them.
Pick one of the supported directions and **walk continuously forward** for a few seconds. You will see a HUD appear with the AutoTrek icon. If you **point directly at this HUD** for a second or so, you will "lock in" your travel direction, and AutoTrek will make fine adjustments to your direction and position to keep you centered on your path (terrain allowing).
While locked in to a travel direction, players will automatically **swim/climb upward** as necessary to stay afloat and clear simple obstacles such as shores.
Beware that when traveling diagonally, the player may experience "friction" against the edges of nodes that can push them off course, and the course correction may not always be enough to put the player back on the original path; they can end up on a path alongside the original. You should carefully plan and modify diagonal paths for best reliability.
### Automatic Turns
When a player is "locked in" to a travel direction, certain structures, when detected, will cause the player to turn automatically and lock in another path 90 or 45 degrees from the previous one.
- When walking in one of the 4 cardinal directions, a wall in front of the player, with a wall to the left and a "post" to turn past on the right will cause the player to turn right. Similarly, a wall on the right and a post on the left will turn left.
- If the wall is at least 2m wide, the player will turn 90 degrees. Otherwise, if just a single wall is in front of the player, they will turn 45 degrees.
- When walking along a 45 degree angle, if the player is diverted into a tunnel that is at least 2m long with walls on either side, the player will turn and walk straight along the tunnel.
- Turns must generally be on level ground (no steps/jumps up or drops down) to work correctly,and there needs to be enough head clearance (2m) for the player.
*See the ContentDB screenshots for examples of the turn-guiding structures.*
- Additional material can be added to these structures (e.g. ceilings, some additional walls, other decorative structures).
- AutoTrek paths can be relatively easily built as underground tunnels.
- Lighting/visibility along the path is NOT necessary (these features work by "touch"), though dark tunnels may still be uncomfortable for players to navigate.
**Tags:** player_effects, transport
**Repository:** https://gitlab.com/sztest/autotrek
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 2032,
"license": "MIT",
"package_id": "Warr1024/autotrek",
"repo": "https://gitlab.com/sztest/autotrek",
"tags": [
"player_effects",
"transport"
],
"type": "mod",
"website": null
}
|
**Title:** Grave
**Description:**
**Details:**
The Grave is a cold, eerie biome found near taigas and coniferous forests. Currently it contains 3 new mobs: The Lich, Skeletons, and dead Horses.
***The Lich*** is a mini-boss of sorts that spawns in groups and summons hoards of Skeletons and is occasionally seen riding the backs of their dead Horse mounts. Once they've spawned minions they will begin using their scepter to attack the player from afar.
***The Skeletons*** are weak enemies that specialize in overwhelming any nearby life, they are not especially smart and don't do much aside from kill and aimlessly wander.
***Dead Horses*** are the mounts of the Lich. They are moderately fast and make for a good shield for the Lich if a player gets too close. They are aggressive towards Players whether ridden or not, and all nearby dead Horses will attack when one is punched.
As of right now the biome is mostly a good source of bones (from tenplus1's bonemeal mod) and can reward players with the Lich Scepter.
***To-Do***
- Add more resources
- Add more mobs
- Add more structures
- Feel free to request things
**Tags:** adventure__rpg, mapgen, mobs, pve, survival
**Repository:** https://github.com/ElCeejo/grave
**License:** GPL-3.0-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 3136,
"license": "GPL-3.0-only",
"package_id": "ElCeejo/grave",
"repo": "https://github.com/ElCeejo/grave",
"tags": [
"adventure__rpg",
"mapgen",
"mobs",
"pve",
"survival"
],
"type": "mod",
"website": null
}
|
**Title:** Matrix Chat
**Description:**
**Details:**
This mod creates a bridge between a [Matrix](https://matrix.org) channel and the in-game chat.
The code is shamelessly based on the [irc](https://github.com/minetest-mods/irc) mod and examples from [lua-matrix](https://github.com/aperezdc/lua-matrix).
This branch (`master`) needs a Matrix user that listens for messages and sends to Minetest. Chat messages posted in-game
will be sent with the bot to the Matrix channel like so:
```
@minetestbot: <myuser> hello world
```
For a bridge where virtual users are created in Matrix, checkout the [appservice](https://github.com/diggers-mt/minetest-matrix/tree/appservice) branch!
**This is a work in progress**
Until we have a stable release, expect breaking changes and whatnot.
## Installing
### OS X
```bash
brew install [email protected]
luarocks-5.1 install lua-cjson
brew install openssl
luarocks-5.1 install cqueues CRYPTO_DIR=/usr/local/opt/openssl/ OPENSSL_DIR=/usr/local/opt/openssl #https://github.com/wahern/cqueues/wiki/Installation-on-OSX#via-brew
luarocks-5.1 install luaossl CRYPTO_DIR=/usr/local/opt/openssl/ OPENSSL_DIR=/usr/local/opt/openssl
luarocks-5.1 install luasocket
luarocks-5.1 install luasec OPENSSL_DIR=/usr/local/opt/openssl
export MATRIX_API_HTTP_CLIENT=luasocket
```
### Ubuntu
Tested on 16.04.
```bash
apt-get install lua5.1 luarocks lua-sec
luarocks install lua-cjson
luarocks install luasocket
luarocks install luasec
export MATRIX_API_HTTP_CLIENT=luasocket
```
You might need to prepend `sudo` to first and second commands.
For the moment you need to add `matrix_chat` to `secure.trusted_mods` for lua-matrix to work. This will hopefully change.
```
secure.trusted_mods = matrix_chat
```
[wiki]: https://wiki.minetest.net/Installing_mods
## Settings
* `matrix.user`: Matrix username, for example `@minetestbot:matrix.org`
* `matrix.password`: Password for Matrix user
* `matrix.server`: Server to connect to, include http(s) and port, `https://matrix.org`
* `matrix.room_id`: Room to join, `room_id` in matrix. Always starts with `!`
**Tags:** chat, library
**Repository:** https://github.com/diggers-mt/matrix_chat
**License:** BSD-3-Clause
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 1912,
"license": "BSD-3-Clause",
"package_id": "joenas/matrix_chat",
"repo": "https://github.com/diggers-mt/matrix_chat",
"tags": [
"chat",
"library"
],
"type": "mod",
"website": null
}
|
**Title:** limit_physics_monoids
**Description:**
**Details:**
# limit_physics_monoids
overrides monoids controlling player physics provided by player_monoids, to limit how big they can grow.
### why
the physics overrides are multiplicative factors controlling player speed, jump strength, and gravity.
it may make sense for one mod, or another, to double the speed of a player. however, there's multiple reasons to *not*
scale them multiplicatively, or even additively.
1. IRL, doubling your speed requires *quadrupling* your energy input.
doubling your speed twice requires increasing your energy input 16x. these energy requirements get even worse when
you take air resistance and other friction into consideration.
2. in minetest, you generally accelerate to maximum speed almost instantly.
(i've just discovered the
[movement_acceleration_*](https://github.com/minetest/minetest/blob/3e148e2810a2b1bb47cada2bd431df8f0bad2f96/builtin/settingtypes.txt#L767-L777)
parameters, and there's a pending PR to add these to the physics overrides...)
### how
the composed (folded) result value for the physics trait is passed through a "limiter" function, which scales the
value.
properties of a limiter:
* continuous
* nondecreasing
* f(0) = 0
it should remain possible to completely disable the functioning of the physic
* f(1) = 1
no change should remain no change.
* f\'(x) differentiable, decreasing when x > 1
it should decrease smoothly.
3 limiters are currently provided:
* atanh
values increase near-linearly at first, but drop off to a constant maximum.
* gamma
growth is limited by a constant exponent
* log__n
growth is limited as log^n, which is "flatter" than gamma, but trickier to optimize
| limiter | param_1 | param_2 | 0 | 1 | 2 | 4 | 8 | 12 | 16 | 32 |
| ------- | ------- | ------- | - | - | ---- | ---- | ---- | ---- | ---- | ---- |
| gamma | 0.57 | N/A | 0 | 1 | 1.48 | 2.20 | 3.27 | 4.12 | 4.86 | 7.21 |
| log__n | 2 | 0.1 | 0 | 1 | 1.65 | 2.49 | 3.49 | 4.12 | 4.59 | 5.76 |
| tanh | 3 | N/A | 0 | 1 | 2 | 3.37 | 4.05 | 4.11 | 4.11 | 4.11 |
**Tags:** player_effects
**Repository:** https://github.com/fluxionary/minetest-limit_physics_monoids.git
**License:** LGPL-3.0-or-later
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 494,
"license": "LGPL-3.0-or-later",
"package_id": "rheo/limit_physics_monoids",
"repo": "https://github.com/fluxionary/minetest-limit_physics_monoids.git",
"tags": [
"player_effects"
],
"type": "mod",
"website": "https://github.com/fluxionary/minetest-limit_physics_monoids"
}
|
**Title:** Moderator Warnings
**Description:**
**Details:**
# Moderator Warnings
This mod provides a special method for moderators to warn players in the chatroom. Messages are formatted like below:
```raw
# /warn Hello World!
# Sends to all online players, and relayed chats if any
[MODERATOR WARNING] <name> Hello World!
# /dmwarn singleplayer Hello World!
# Send only to that player, require them to be online
(dm) [MODERATOR WARNING] <name> Hello World!
```
**Tags:** chat, multiplayer, world_tools
**Repository:** https://github.com/C-C-Minetest-Server/warning
**License:** LGPL-3.0-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 209,
"license": "LGPL-3.0-only",
"package_id": "Emojiminetest/warning",
"repo": "https://github.com/C-C-Minetest-Server/warning",
"tags": [
"chat",
"multiplayer",
"world_tools"
],
"type": "mod",
"website": null
}
|
**Title:** Luka's Blocks
**Description:**
**Details:**
A simple little mod called Luka's Blocks made by... You guessed it, Luka! This mod includes a range of decorative blocks and building related items.
Just as a notice this mod is certainly NOT done. I plan to add many more features and blocks as I learn. For more infomation check the readme.md file in the mod folder.
You can also download it on nexus mods [here](https://www.nexusmods.com/minetest/mods/2)
**Tags:** building, decorative
**Repository:** https://github.com/Luka-on-github/Lukas-Blocks
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 306,
"license": "MIT",
"package_id": "Luka22r/lukasblocks",
"repo": "https://github.com/Luka-on-github/Lukas-Blocks",
"tags": [
"building",
"decorative"
],
"type": "mod",
"website": null
}
|
**Title:** QA-Block
**Description:**
**Details:**
The mod is for mods developers. The mod allow run ad-hoc lua scripts and browsing trough lua golbal variables namespace.
**Tags:** developer_tools, library, world_tools
**Repository:** https://github.com/minetest-mods/qa_block
**License:** GPL-3.0-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 1435,
"license": "GPL-3.0-only",
"package_id": "bell07/qa_block",
"repo": "https://github.com/minetest-mods/qa_block",
"tags": [
"developer_tools",
"library",
"world_tools"
],
"type": "mod",
"website": null
}
|
**Title:** Touch interaction configuration
**Description:**
**Details:**
Override every item's touch_interaction table according to user configuration.
## Configuration
The mode provides a configuration entry for each of the three components of the
touch_interaction table. Each can be set to one of three states:
1. don't override that entry
2. set entry to "long dig, short place"
3. set entry to "short dig, long place"
One can also choose not to override the 'hand' item. This isn't really useful except
as a simple test scenario giving different tools different touch_interaction values.
**Tags:** building_mechanics
**Repository:** https://codeberg.org/j-r/touch_config
**License:** GPL-3.0-or-later
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 157,
"license": "GPL-3.0-or-later",
"package_id": "j-r/touch_config",
"repo": "https://codeberg.org/j-r/touch_config",
"tags": [
"building_mechanics"
],
"type": "mod",
"website": null
}
|
**Title:** Luwua
**Description:**
**Details:**
:3
**Tags:** april_fools, developer_tools, library
**Repository:** https://codeberg.org/appgurueu/luwua
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 127,
"license": "MIT",
"package_id": "LMD/luwua",
"repo": "https://codeberg.org/appgurueu/luwua",
"tags": [
"april_fools",
"developer_tools",
"library"
],
"type": "mod",
"website": null
}
|
**Title:** Slope Lib
**Description:**
**Details:**
This is a library that provides one function:
```lua
get_3d_slope.get_slope(pos, radius)
--`pos` the position from which to calculate the surrounding slope
--`radius` is a float that determines the radius of the examined nodes from which the calculation is made
```
This function will return a downward or zero vector that is calculated by taking the average downward directions of all scanned nodes.
**Tags:** library
**Repository:** https://github.com/epCode/get_3d_slope
**License:** LGPL-3.0-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 224,
"license": "LGPL-3.0-only",
"package_id": "epCode/get_3d_slope",
"repo": "https://github.com/epCode/get_3d_slope",
"tags": [
"library"
],
"type": "mod",
"website": null
}
|
**Title:** Vitality Mod
**Description:**
**Details:**
The Vitality Mod is where you start at 1 heart and when you die, you gain an extra heart. When you die at full health (10 hearts), you are kicked from the server and cannot rejoin.
Based off of [https://www.youtube.com/watch?v=VkU8AP0dC9A](https://)
#####2022-17-10 - The rejoining bug to set 1 heart is fixed.
**Tags:** player_effects, pvp, survival
**Repository:** https://github.com/Jo5629/jo5629-vitality-mod
**License:** LGPL-3.0-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 385,
"license": "LGPL-3.0-only",
"package_id": "J05629/vitality",
"repo": "https://github.com/Jo5629/jo5629-vitality-mod",
"tags": [
"player_effects",
"pvp",
"survival"
],
"type": "mod",
"website": "https://sites.google.com/view/jo5629/"
}
|
**Title:** Definition Ripper
**Description:**
**Details:**
# Node/Item Definition Ripper
*You're making a puzzle/adventure game, and you need building materials for the scenery. It's a bother to make all original artwork, or you like the look and feel of something that already exists, but it comes with all this extra functionality that you don't want...*
This mod will allow you to export the "superficial" definitions and media for selected items. This includes visuals, sounds, and basic physical properties (solid/liquid/gas, climbable, lighting) but none of the callbacks or other gameplay behavior. This makes them ideal for:
- "inert" decorative nodes in "adventure" gameplay modes where most of the scenery is non-interactable and only a few puzzle pieces have specific mechanics.
- exporting your sculptures and builds as playable games (e.g. using modgen to convert a build into a mapgen mod) with only carefully chosen mechanics receated (e.g. working doors for access) but without the rest.
- pruning a complex game, with a lot of unused items, definitions, and mechanics, for smaller downloads, faster load times, and reduced memory usage.
The hope is that this mod will allow experienced creative-mode builders to use familiar tools to build scenery, backgrounds, maps and levels, and then export those things for use in games. Formats like schematics, worldedit or modgen provide the "geometry" aspect of map export; this mod can be used to get the "material" aspect.
## Usage
Add the mod to a game that has all the things loaded that you want to export, instruct the mod which items to export (using chat commands), and it will dump the start of a mod that can be used to import item registrations into your game.
You will get a folder in your worldpath containing a skeletal mod:
- All media files referenced by the items, split into textures/sounds/models.
- An `exported.lua` file with each definition.
- A `mediasource.json` file that identifies the mod source of each media file included, for help tracing licensing and attribution.
- A `defripper.json` file that stores the configuration, and can be used to "rehydrate" the configuation in another world with the same mods installed, making it possible to incrementally extend the extracted data without needing to keep the entire original world around.
You will need to provide your own `init.lua`, `mod.conf` and other infrastructure, but the exported definitions are kept in a separate file so you can safely overwrite it later (e.g. if you add definitions) without destroying your custom logic.
`exported.lua` takes a register_item-like function as a file-level parameter.
- This function will receive a single parameter with the definition table; it does NOT get an item name.
- There is a `_raw_name` key inside the definition from which you will need to derive your own name in a manner you deem appropriate (you have an opportunity to customize before registration here).
- Aliases are exported using the same format, but they will only have an `_alias_to` that will point to the _raw_name of the node the alias is pointing to.
Example:
```lua
local modname = minetest.get_current_modname()
loadfile(minetest.get_modpath(modname) .. "/exported.lua")(function(def)
local myname = modname .. ":" .. def._raw_name:gsub(":", "__")
if def._alias_to then
local myalias = modname .. ":" .. def._alias_to:gsub(":", "__")
return minetest.register_alias(myname, myalias)
end
def._raw_name = nil
return minetest.register_item(myname, def)
end)
```
By keeping your custom logic and overrides in a separate set of files, and not modifying the defripper output files, you can just delete and reimport the auto-generated content any time you want to change the set of items you're exporting, or any time you pull updates from upstream and want to marge them into your own version.
## Licensing Warning
You are still responsible for complying with licensing for all media files in the export. This includes:
- Tracing the origin of each file (the names should match, and be unique in any sane setup) and identifying the author and original license.
- Including attribution/credit in your resultant project.
- Complying with sublicensing requirements when selecting the license for your own projet containing these media.
- Anything else required by the license that applies to any file you use.
This tool may also rip media from "private" mods you might have installed, including things you don't actually have the right to redistribute; you are responsible for manually ensuring these are not included in any product you create using this tool.
## Commands
Minetest "items" includes all nodes, craftitems and tools. The definition ripper mod supports exporting all of them, though it is more focused on nodes.
### Basic Commands
Hand-pick which definitions to export.
- `/defripper` - re-export all item definitions already marked for export (saved in mod storage).
- `/defripper_clear` - clear all saved definitions.
- `/defripper_add <pattern>` - add all definitions whose technical name (modname:item_name) matches the given lua pattern.
- `/defripper_rm <pattern>` - remove all definitions whose technical name (modname:item_name) matches the given lua pattern.
- `/defripper_inv` - add all definitions for items currently in the player's inventory.
### Area-Scanning Commands
Automatically export all materials used in an area.
For each of these commands, if the `defripper_node_inv` setting is `true` (default `false`), it will descend into node meta inventories and rip items found there as well.
- `/defripper_here [rx [ry [rz]]]` - rip all nodes/items within a cuboid/rectanguloid centered around the player, right now.
- `/defripper_step [rx [ry [rz [step]]]]` - rip all nodes/items within a cuboid/rectanguloid centered around the player, continuously, every time the player moves `step` nodes, until the server is restarted or command is re-run to change it. `/defripper_step 0` disables it.
### Extra Media Commands
Add additional media to the export, even if not referenced directly by a definition.
This is useful if you intend to recreate some mechanics/behavior in the downstream product, and want to include the media associated with it that aren't directly referenced by the definition itself. Example: door opening/closing sounds.
- `/defripper_m_add <pattern>` - add all media whose filename matches the given lua pattern.
- `/defripper_m_rm <pattern>` - remove all media whose filename matches the given lua pattern.
## Advanced Usage
### Recreating World for Updates
It is not necessary to keep the original world you used defripper on to update your definitions, so long as you can recreate that world with the same mods.
- The defripper export contains its config, and you can copy it all back into the corresponding dir in the recreated world to restore state.
- defripper will warn you if there are any mods you're missing when trying to re-export. Finding the correct version, when forks exist, is still your responsibility, so you may want to keep note of which versions things were based on.
- Media files are NOT updated by default if they already exist in the dump, so you can use alternative or texturepack versions if you want. New ones are still added, and unused ones are still pruned. If you want to force an update, remove the affected media from the export.
### Custom Property Filtering
A `customfilter.lua` file can be loaded in the `defripper` dir inside the world path. If present, it will be loaded each time definitions are dumped. It must return a function, which:
- Takes `(filtered, name, def)` as input parameters
- `filtered` is the definition to dump, pre-filtered by defripper.
- `name` is the original name of the registered item.
- `def` is the original registered item definition.
- Returns one of:
- `nil` to keep the existing `filtered` table for the export (which can also be modified by the filter function in-place).
- `false` to exclude this item entirely from export.
- any **table**, to replace the filtered table in the export.
Example `customfilter.lua` that excludes all non-node items:
```lua
return function(filtered, name, def)
if def.type ~= "node" then return false end
return filtered -- or nil
end
```
**Tags:** building, chat, creative, decorative, library
**Repository:** https://gitlab.com/sztest/defripper
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 656,
"license": "MIT",
"package_id": "Warr1024/defripper",
"repo": "https://gitlab.com/sztest/defripper",
"tags": [
"building",
"chat",
"creative",
"decorative",
"library"
],
"type": "mod",
"website": null
}
|
**Title:** Gold Hunter
**Description:**
**Details:**
# Gold_hunter
## Mod minetest to get gold
Gold hunter is a simple minigame, the idea is to play a minigame simply from a mod,
The challenge level will be the shape of the arena that the player himself can ride.
### Command jose_gold_hunter
Digitando o comando jose_gold_hunter onde o jogador é modificado e perdera energia ao cair de meio bloco de altura Item, o jogador sera agora um boneco de capacete vermelho a ideia não é alterar minetest, mas apenas dar ao jogador possibilidades de se divertir fazendo modificações na fisica e tornar o desafio mais dificil.
### Item dispenser
The mod has a box that the player places on the ground inside the created arena, by clicking on it with the right mouse button to spread items on the map at a random distance and limited to the top of the box.
### Climbing
As the player cannot fall from a high block, he must use stairs to climb up and down.
to climb other high places use a hook
### Hook
The player will be able to throw a grappling hook and hang from the ceiling or the side of blocks to climb or drop without taking damage.
When a hook fixes, it extends the ropes, when clicking on the rope with the right button if it is on the ceiling, only the rope will fall and the hook will get stuck on the wall
To remove even the hook must be removed by clicking on it and not on the rope, if you remove a hook close to others all will fall, if it is hanging on the rope the player will also fall
### Gold
Get the gold with the right mouse button, if you click with the left button, the gold will break if it is lost
### Arena
Para entender melhor o mod criei um mapa para usar com o mod, assim tera um arena simples que pode ser atualisada de acordo com as novidades que surgir
**Tags:** puzzle
**Repository:** https://github.com/josegamestest/gold_hunter
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 649,
"license": "MIT",
"package_id": "joseanastacio/gold_hunter",
"repo": "https://github.com/josegamestest/gold_hunter",
"tags": [
"puzzle"
],
"type": "mod",
"website": null
}
|
**Title:** Cloud Storage
**Description:**
**Details:**
# Cloud Storage
This mod allows moderators to store items in cloud storage and let players know the slot ID to get them This is useful when moderators have to hand items to offline players, for example, returning bones they forgot to pick up. See `/cloudstorage help` for how to use this mod.
Shulker Boxes from [MineClone2](https://content.luanti.org/packages/Wuzzy/mineclone2/) or [Basket](https://content.luanti.org/packages/Emojiminetest/basket/) for Minetest Game are recommended ways to store multiple items within a single slot.
**Tags:** server_tools, storage
**Repository:** https://github.com/C-C-Minetest-Server/cloudstorage
**License:** LGPL-2.1-or-later
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 106,
"license": "LGPL-2.1-or-later",
"package_id": "Emojiminetest/cloudstorage",
"repo": "https://github.com/C-C-Minetest-Server/cloudstorage",
"tags": [
"server_tools",
"storage"
],
"type": "mod",
"website": null
}
|
**Title:** MT_QOL
**Description:**
**Details:**
# MT_QOL - Improve quality of life
## Commands
### `/QOL_ping`
Test if connection is working and mod is loaded.
### `/QOL_description`
Gives name, count, wear, and description of wielded item.
### `/QOL_rename name`
Changes description of wielded item to rename it.
### `/QOL_refill [wear]`
Refills wielded itemstack to maximum stack size, sets wear to `wear` (if provided) if item is a tool.
May not work for power tools which store extra metadata.
*Requires `creative` privilege.*
### `/QOL_nothungry`
Sets your satiation to its maximum value.
Requires hunger_ng.
*Requires `creative` privilege.*
### `/QOL_boost [axis [distance]]`
Teleports you `distance` nodes in the `axis` direction.
`axis` and `distance` are optional; `distance` may only be provided if `axis` is given.
*Requires `fast` privilege.*
### `/QOL_whosthere`
Prints a list of currently online players.
**Tags:** chat, creative, developer_tools
**Repository:** https://github.com/beaver700nh/mtqol
**License:** CC-BY-SA-4.0
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 319,
"license": "CC-BY-SA-4.0",
"package_id": "beaver700nh/mtqol",
"repo": "https://github.com/beaver700nh/mtqol",
"tags": [
"chat",
"creative",
"developer_tools"
],
"type": "mod",
"website": null
}
|
**Title:** Joke Currency
**Description:**
**Tags:** april_fools, commerce, multiplayer, simulation
**Repository:** https://github.com/MistUnky/joke_currency
**License:** WTFPL
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 808,
"license": "WTFPL",
"package_id": "chaosomnium/joke_currency",
"repo": "https://github.com/MistUnky/joke_currency",
"tags": [
"april_fools",
"commerce",
"multiplayer",
"simulation"
],
"type": "mod",
"website": null
}
|
**Title:** Cycles
**Description:**
**Details:**
## Rightclick to change state... How to?
This mod provides an easy way to register block or item state change on certain events. Unless otherwise specified, all calls should be called after the node/item registrations.
### `cycle.node` APIs
This table provides cycle functions for nodes.
#### `cycle.node.punchcycle(list)`
Enter the node names in order to the list. Nodes, when being punched, will change to the next state, or the first state if that node is the last one.
This function will override `nodedef.on_punch`. Functions originally exists will be executed afterwards.
#### `cycle.node.rightclickcycle(list)`
Enter the node names in order to the list. Nodes, when being right-clicked, will change to the next state, or the first state if that node is the last one.
This function will override `nodedef.on_rightclick`. Functions originally exists will be executed afterwards.
### `cycle.item` APIs
This table provides cycle functions for items, including nodes in item form.
#### `cycle.item.usecycle(list)`
Enter the node names in order to the list. When the player right-clicks when holding one of the listed items, the item will change to the next state, or the first state if that item is the last one.
This function will override `itemdef.on_place` and `itemdef.on_secondary_use`. Functions originally exists will be executed afterwards. This should not be used on node items.
#### `cycle.item.placecycle(list)`
With similar behavior as `cycle.item.usecycle(list)`, but will only do the loop if the player was pointing to a node.
This function will override `itemdef.on_place`. Functions originally exists will be executed afterwards. This should not be used on node items.
#### `cycle.item.secondarycycle(list)`
With similar behavior as `cycle.item.usecycle(list)`, but will only do the loop if the player was not pointing to a node.
This function will override `itemdef.on_secondary_use`. Functions originally exists will be executed afterwards.
#### `cycle.item.usecycle(list)`
Enter the node names in order to the list. When the player left-clicks when holding one of the listed items, the item will change to the next state, or the first state if that item is the last one.
This function will override `itemdef.on_use`. Functions originally exists will be executed afterwards.
### Variables
#### `cycle.version`
The version ID indicating API features. This number is increased on every changes that touched the behaviour of the APIs. Mods can then check the compactibility by comparing this value to the target version.
Ideally, all changes should be backward-compactible, so mods should only check for a lower limit of this variable.
**Tags:** library
**Repository:** https://github.com/C-C-Minetest-Server/cycle
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 244,
"license": "MIT",
"package_id": "Emojiminetest/cycle",
"repo": "https://github.com/C-C-Minetest-Server/cycle",
"tags": [
"library"
],
"type": "mod",
"website": null
}
|
**Title:** Luxury Decor
**Description:**
**Details:**
*This mod is abandoned in favour of [Multidecor](https://content.luanti.org/packages/Andrey01/multidecor/).*
This mod has a goal to add large amount of furniture elements (kitchen, bathroom, living room, bedroom of different styles), decorations and exterior stuff. Many of them are luxurious and have expensive crafting recipes. Most planned stuff is missing now, unfortunately and intended to be added in coming updates.
# Features:
*Fine models and textures.
*Cabinets can be **visually** opened/closed. Unfortunately, a bug exists on double opening attempt when put items may seem be lost.
*Sofas and footstools will be connected between themselves if click it sideways with identical sofa.
# Crafting Recipes:
See forum topic https://forum.minetest.net/viewtopic.php?f=9&t=22352&sid=facf8f112ebf2a174d83a37cf8c2947d or github page in README.md https://github.com/Andrey2470T/luxury_decor
# TODO List:
See forum topic https://forum.minetest.net/viewtopic.php?f=9&t=22352&sid=facf8f112ebf2a174d83a37cf8c2947d
**Tags:** decorative
**Repository:** https://github.com/Andrey2470T/luxury_decor
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 17680,
"license": "MIT",
"package_id": "Andrey01/luxury_decor",
"repo": "https://github.com/Andrey2470T/luxury_decor",
"tags": [
"decorative"
],
"type": "mod",
"website": null
}
|
**Title:** FediAuth
**Description:**
**Details:**
2FA via Fediverse account, based on the original mod https://content.luanti.org/packages/mt-mods/otp/ by BuckarooBanzai
Lets Fediverse players use the `/fediauth_on` command to protect their account with a second factor.
Players that have the FediAuth enabled have to enter a verification code upon joining the game, the code will be sent to their account handle (@[email protected]).
That mod requires add to `secure.http_mods = fediauth` for sending codes from service account (any mastodon API compatible instance)
Add `fediauth.instance = example.com` and `fediauth.api_token = secret` for work this mod.
Also you can enable fediauth.fedi_required option and players who not have fediverse account can't play on server
NOTE for server admins: remember, minetest can't revoke privileges from server admin (without change builtin lua code), for mitigation of it use separate account for administrative purposes and better secure way - terminal via ssh.
(now it mitigated, but not panic if you got locked in --terminal - just input /fediauth_unlock \[random code above in console\]; or just join to world as admin, also you can manage your server via [szutil_consocket](https://content.luanti.org/modnames/szutil_consocket/))
NOTE: this mod conflicts with original `otp`
# License
* Code: `MIT`
* "basexx.lua" `MIT` https://github.com/aiq/basexx/blob/master/lib/basexx.lua
Textures:
* fediverse.png from https://commons.wikimedia.org/wiki/File:Fediverse_logo_proposal.svg by Eukombos, CC0 1.0
* checkmark.png (aka blobfoxcheck.png) from https://volpeon.ink/projects/emojis/blobfox/ by Feuerfuchs <[email protected]>, Apache 2.0
**Tags:** complex_installation, multiplayer, server_tools
**Repository:** https://git.phreedom.club/localhost_frssoft/fediauth
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 359,
"license": "MIT",
"package_id": "frssoft/fediauth",
"repo": "https://git.phreedom.club/localhost_frssoft/fediauth",
"tags": [
"complex_installation",
"multiplayer",
"server_tools"
],
"type": "mod",
"website": null
}
|
**Title:** NodeCore Light
**Description:**
**Details:**
##NOTE## This mod has been replaced by WC Luminous
https://content.luanti.org/packages/Winter94/wc_luminous/
Adds new light sources to NodeCore for exploration, technical, and decorative use.
**Tags:** pve, survival
**Repository:** https://github.com/wintersknight94/NC_WK_LIGHT
**License:** GPL-3.0-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 2231,
"license": "GPL-3.0-only",
"package_id": "Winter94/nc_light",
"repo": "https://github.com/wintersknight94/NC_WK_LIGHT",
"tags": [
"pve",
"survival"
],
"type": "mod",
"website": null
}
|
**Title:** tides & floods
**Description:**
**Details:**
# tides & floods - Work in Progress
# Disclaimers
This mod is not actively being worked on, and multiple features are broken.
It replaces all the default water with custom water nodes.
Removing the mod will cause these nodes to become unknown nodes.
The water nodes from the mod are not compatible with the buckets, or any mechanics involving default:water.
Hence this mod is not recommanded in a survival world.
# How to use
In its current state, the tide level has to be changed with the /sealevel [height] command.
Raising or lowering the sea level by more than one node is possible, but not necessarily the goal of the mod.
# Goal
The goal of this mod is to make simulation of water level rising and lowering in realtime in a visually pleasant way.
It uses multiple liquid nodes :
- seawater : the main water node that fills the ocean. Doesn't contain any ABM.
- shorewater : a node generated where the sea meets the land. It contains a slow ABM that will start the receding tide process
- offshorewater : a node generated at the surface, at every cmapblock corner. It uses a slow ABM too trigger rising tides starting at the edge of the map (when it neighbours a "ignore" node)
- waves : a flowing liquid node with a fast ABM that takes care of everything inbetween and disappear once it is finished.
Some of those nodes contain an LBM so loading mapblocks will "catchup" instantaneously to to current sea level
# ~~To~~ *Won't* Do
(any help or advice ~~will be~~ *would still be* greatly appreciated!)
## high-priority
- replace water during terrain gen (still keep LBMs as an option to support already loaded worlds)
- re-implement filling "pools" that stays filled at low tide
## low priority
- fixe shorewater forming around vegetation
- fixe shorewater lines forming with LBMs
## next
- re-implement naturally occurring tides
- load visible mapblock once to update their tide levels (avoid messy looking horizon)
- add plantmatter layer node
- make plants turn into plantmatter layer, make it float, react to moving water, deposit as wrack lines
- or turn plants into items
- trigger falling lilypads/float group
## later/maybe
- tweak texture colors
- make all water nodes work with the bucket
- create new seawater node not affected by tides
- add sound
- add mechanic to allow formation of pockets of air in coastal caves
- make game agnostic?
- add tidal currents/water currents?
- improve river connections?
- settingtype option for tidal range, supertide events, water continuously rising, speed
# Futur plans
- adapt mod for lava and eruptions
- make it work with dynamic liquid?
**Tags:** creative, environment
**Repository:** https://github.com/Lemente/tidesandfloods
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 519,
"license": "MIT",
"package_id": "Lemente/tidesandfloods",
"repo": "https://github.com/Lemente/tidesandfloods",
"tags": [
"creative",
"environment"
],
"type": "mod",
"website": null
}
|
**Title:** ᏣᎳᎩ Phonics
**Description:**
**Details:**
phonics
=======
Phonics by Neuromancer
phonics
The purpose of this mod is to teach people to read. Initially it will be used to teach English, but there is no reason it could not be adapted to any language that relates symbols to sounds. The idea is that there are 45 or so basic sounds in English, and only 26 characters to represent them, so we will improvise and invent some new characters so that we have one per sound. For example "oo", "sh", "ch", "ar", "au" and long vowel symbols. By having 1 character represent 1 sound, you have simplified the language and given a beginner an easier way to start to learn how to read. Reading words then becomes an exercise in sounding out words.
The best way to teach someone a new skill is to immerse them in it. This phonics mod will allow you to immerse new readers in phonics the same way they are immersed in speech. By allowing you to easily create page objects and use chat commands to fill them with phonics (type "/w this is a test") you can create massive amounts of phonics for your new reader. But the cool part is that with Minetest, you are only limited by your imaginations. Follow the lead of your learner and whatever they are interested in at the moment. Say they want to play an RPG type game. Pretend you are an elf or some other magical creature who can't speak and can only communicate by thinking phonics onto magical pages. These pages are automatically created with mouth blocks which allow the new reader to sound out any word you have typed. The best way to do this is through multiplayer which is easy to set up. If you do not have 2 computers, then you can still easily create pages beforehand and place them throughout your Minetest world/map beforehand.
Existing Functionality: --left click the blue blocks and they make phonics sounds and light up. --Place a "sound out word" block (the one with a mouth on it) and then build a word by placing the blue blocks next to it. --Left Click (punch) the mouth block to hear the word you built sounded out. --more advanced readers can use the gray silent letters to have more accurate word spelling --punctuation symbols are also included on green blocks
Create Pages: --place a Scroll block ("StartPage") on top of a column as high as you want it (try 3 high). Then in the same row (in any diriection, place the Checkered Flag block ("PageFinish") on the ground 5 away and 3 down from the Scroll Block. A blank page is created. Write on Pages: type "/w " followed by any phrase you want to appear on the page. Remember to spell based on how the phonics sound, not on how the letters sound. example: "/w This iz testing". Notice how "ing" was automatically converted into 1 phonic. If you want to use silent letters, preceed them with "0". If you want to use long vowels, preceed them with "_". example "/w m_in0e" gives you "mine" with a long "i" and a silent "e". Clear Page (and re-enable writing to it): To clear a page with writing on it, and to enable it to be written on again, left click (punch) the scroll block at the upper left hand corner of the page. Remove Page: Dig (Left click with a pickaxe in your hand) the scroll block, and all the blocks for the page will be removed when the scroll block is dug.
If you are teaching someone to read, have them try the following games: -guess the sound each phonic makes until they know them all. -Give them word endings like "ot", "at", or "ing" and have them come up will as many words as they can by placing blocks in front of the endings. (let them use the mouth block so they can hear the word sounded out). -give them words to spell. -spell out a word for them and have them read it to you. If they get stuck, let them sound it out with the mouth block.
#######
phonics tsalagi
=======
Phonics_Tsalagi by Yona
This is a mod all credits go to Neuromancer for the original mod.
Added textures using the unicode tsalagi font and sound by a native speaker western dialect.
Update:
After you have created pages open command type in latin "/gowelodi tsalagi" and it puts the syllabary textures on the blocks "ᏣᎳᎩ"
The command to write is "/gowelodi" in place of "/write"
todo
=======
Need to add eastern dialect sounds and keys so it supports Jalagi versus Tsalagi.
Need to test and fix minor syntax issues and adjust some sound settings.
Sources:
https://github.com/Neuromancer56/phonics/
https://en.wikipedia.org/wiki/Cherokee_%28Unicode_block%29
https://cherokeespeaks.com/syllabary/#syllabary-characters
**Tags:** education
**Repository:** https://github.com/yonacwy/phonics_tsalagi
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 139,
"license": "MIT",
"package_id": "yona/phonics_tsalagi",
"repo": "https://github.com/yonacwy/phonics_tsalagi",
"tags": [
"education"
],
"type": "mod",
"website": null
}
|
**Title:** Dyes for Extra Biomes
**Description:**
**Details:**
#### Deprecation notice
As of ebiomes v1.5.0, this mod is no longer necessary because the dye recipes are included in the main mod. This mod (`ebiomes_dyes`), will only be useful if you are using an older version of `ebiomes` and still want to have dye recipes.
This mod adds the recipes for crafting dyes for all the flowers included in [`ebiomes`](https://content.luanti.org/packages/CowboyLv/ebiomes/). It gives 4 dyes per flower, just like the default ones.
##### Reason for making this:
[Extra Biomes](https://github.com/CowboyLva/ebiomes) includes lots of flowers (16), but originally had no recipes for turning them into dyes. This was very annoying because if someone wanted to get dyes, and they lived in a biome from `ebiomes`, they would have to travel far to find a different biome to get a flower with the correct colour dye. With this mod, the flowers found in `ebiomes` can be crafted into dyes.
##### How it works:
If you want to know the specific colour for each flower, go in `init.lua` and look at `ebiomes_dyelist`. Each pair next to each other are the flower to dye colour.
The craft registering is handled by a loop function registering each pair in that list.
This is all accomplished in only **40 lines**, including the list of dye colours at the top.
##### License:
by Skivling (MIT License) - see `LICENCE.txt`.
**Tags:** mapgen
**Repository:** https://codeberg.org/Skivling/ebiomes_dyes
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 196,
"license": "MIT",
"package_id": "Skivling/ebiomes_dyes",
"repo": "https://codeberg.org/Skivling/ebiomes_dyes",
"tags": [
"mapgen"
],
"type": "mod",
"website": null
}
|
**Title:** LEEF math (CPML)
**Description:**
**Details:**
Cirno's Perfect Math Library
====
This is a Love (the game framework) library CPML which has been ported and modified to work in the context of Luanti.
### Main features
* only Luanti Library which implements the ability to manipulate matrices and quaternions and convert them reliably to irrlicht bone rotations.
* bounding box modules
* mat4
* vec3
* quaternions
* octrees
* bvh lib
* more
### Adapted for Luanti
For best memory performance: have luaJIT & it's FFI library (this should be built into luaJIT), and add LEEF-Math to your trusted list (so it can `require()` call the FFI library).
Various useful bits of game math. 3D line intersections, ray casting, 2d/3d vectors, 4x4 matrices, quaternions, etc.
This is a fork of CPML (for LÖVE/love3d), it's been ported over the minetest so it can be used in whatever you need it for.
Documentation can be found here: <https://luanti-extended-engine-features.github.io/LEEF-Math/>.
For possible future contributors: documentation must be generated manually when a commit is made, because I haven't set up workflows (and have no idea how to).
### TODO:
* Vec3s and Vec2s are not currently adapted for functionality with MT vectors, fix.
**Tags:** library
**Repository:** https://github.com/Luanti-Extended-Engine-Features/LEEF-Math
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 5906,
"license": "MIT",
"package_id": "fatalerror420/leef_math",
"repo": "https://github.com/Luanti-Extended-Engine-Features/LEEF-Math",
"tags": [
"library"
],
"type": "mod",
"website": "https://github.com/Luanti-Extended-Engine-Features/LEEF-Math"
}
|
**Title:** LEEF class lib
**Description:**
**Details:**
# LEEF-class
implements classes and immutable tables (proxy tables.). Documetation soon TM
**Tags:** library
**Repository:** https://github.com/Luanti-Extended-Engine-Features/LEEF-class
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 5846,
"license": "MIT",
"package_id": "fatalerror420/leef_class",
"repo": "https://github.com/Luanti-Extended-Engine-Features/LEEF-class",
"tags": [
"library"
],
"type": "mod",
"website": "https://github.com/Luanti-Extended-Engine-Features/LEEF-class"
}
|
**Title:** LEEF filesystem
**Description:**
**Details:**
# leef-filesystem
Implements binary file reading, and media tracking.
Credits to Appgurue: he basically wrote all original code, it's been highly modified to be modular and to have a working documented interface- but nonetheless none of it would be possible without him.
documentation: https://luanti-extended-engine-features.github.io/LEEF-filesystem/
**Tags:** library
**Repository:** https://github.com/Luanti-Extended-Engine-Features/LEEF-filesystem
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 5879,
"license": "MIT",
"package_id": "fatalerror420/leef_filesystem",
"repo": "https://github.com/Luanti-Extended-Engine-Features/LEEF-filesystem",
"tags": [
"library"
],
"type": "mod",
"website": "https://github.com/Luanti-Extended-Engine-Features/LEEF-filesystem"
}
|
**Title:** Drift Game
**Description:**
**Details:**
Description
-----------
This game uses a simple road generating mapgen to provide a suitable demonstration environment for my vehicle mod 'driftcar'.
The vehicle uses some physics modelling to create semi-realistic skidding and drifting behaviour.
Tyre grip is reduced on the grass nodes (nodes with the 'crumbly' group).
Smoke particles are emitted from each tyre when skidding.
Many existing games are not suitable as a demonstration environment for 'driftcar' as they use intensive ABMs or other intensive code that interferes with the control response of the vehicle.
Earlier versions of 'driftcar' mod
----------------------------------
'Driftcar' mod was previously released as a mod for 'Minetest Game' game.
The version in 'driftgame' game is an improved version and development of 'driftcar' will now continue in 'driftgame'.
Using 'driftcar' mod outside this game
--------------------------------------
This mod can be used in other Minetest games.
The vehicle's tyre grip is reduced on nodes with the 'crumbly' group, so it is a good idea for road nodes to belong to the 'cracky' group.
The vehicle responds best when used in games that do not run intensive code while the vehicle is being driven. If a non-lightweght Lua mapgen is used it is best to pre-generate an area before driving in that area.
Using this game
---------------
Due to client->server->client control delay it is recommended that this game is used in singleplayer or in local multiplayer.
Generation of new areas of world may slightly affect the control response of the vehicle, the best control response will occur in previously generated areas.
Third-person camera mode is recommended when driving for a better view.
How to start playing this game
------------------------------
Start a new world, the game will only allow 'Mapgen Flat' to be selected.
The optional features of Mapgen Flat: lakes and hills, should be left disabled.
When you enter the world, if the screen is black you are probably inside a tree, walk in various directions to exit the tree.
Type '/grantme all' to obtain all privileges.
Press 'K' to enable fly mode, and 'J' to enable fast mode.
Fly fast to find a road.
Place the car on the road, enter it. Press 'F7' to use third-person camera mode.
Car controls
------------
Left mouse button = Place car in inventory when pointing at car.
Right mouse button = Place car in world. Enter or exit car when pointing at car.
Forward = Speed up.
Slow down when moving backwards.
Backward = Slow down.
Speed up when moving backwards.
Left = Rotate anticlockwise.
Right = Rotate clockwise.
How this game was created
-------------------------
This game is derived from my 'minipeli' game.
Minipeli mods used unaltered:
gui
hand
light
player_api
Minipeli mods used and altered:
mapgen (Remove sounds folder. Remove sounds tables. Remove river water nodes as mapgen valleys is unused. Alias "mapgen_river_water_source" to "mapgen:water_source" to avoid warnings)
media (remove sounds folder)
**Tags:** oneofakind__original, transport
**Repository:** https://github.com/mt-historical/driftgame
**License:** LGPL-2.1-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 16882,
"license": "LGPL-2.1-only",
"package_id": "mt-mods/driftgame",
"repo": "https://github.com/mt-historical/driftgame",
"tags": [
"oneofakind__original",
"transport"
],
"type": "game",
"website": null
}
|
**Title:** Bucket lite
**Description:**
**Details:**
This is a fork of **Minetest Game mod: bucket**
For changes see changelog:<br>
[https://gitlab.com/daretmavi/bucket-lite/-/blob/master/CHANGELOG](https://gitlab.com/daretmavi/bucket-lite/-/blob/master/CHANGELOG)
Fork of **Minetest Game mod: bucket**
**Description:**
- only one bucket for water and river water types (with bucket_unify_river_water=true)
- flowing is only one block to prevent flooding with one bucket
- If "bucket water" gets in contact with normal water or river water, then the bucket water changes to this type.
- If "bucket lava" gets in contact with water, or default lava, the bucket lava changes to default type - this can result in lava flooding. Just don't mess up with lava :)
- Liquid can be taken from flowing liquid - you don't have to look for source
- Bucket liquids are not renewable
- more buckettypes added (wood, stone, steel, bronze, mese, diamond, gold)
- default bucker for aliases is steel
**Working with other mods:**
**dynamic_liquid** - actually works, it creates obsidian easily (good enough)
- If you want full support, some changes are needed:
- see my fork https://github.com/daretmavi/dynamic_liquid (no warranty, I just tried some changes)
**Screenshots:**
## Bucket types:

Support for other mod bucket liquids:
- like water_life muddy water

## Recipe
### Clasic

* **bucket_use_clasic_recipe = true**
### New

* **bucket_use_clasic_recipe = false**
## Behavior
This is default behavior:



River water is ok, but normal water and lava can create real flood ... from one bucket. It's crazy.
This mod changes it to just one block

**Tags:** environment, tools
**Repository:** https://gitlab.com/daretmavi/bucket-lite.git
**License:** LGPL-2.1-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 17515,
"license": "LGPL-2.1-only",
"package_id": "daret/bucket",
"repo": "https://gitlab.com/daretmavi/bucket-lite.git",
"tags": [
"environment",
"tools"
],
"type": "mod",
"website": null
}
|
**Title:** Farlands Reloaded
**Description:**
**Details:**
# Minetest Farlands Reloaded Game

[](https://opensource.org/licenses/MIT)
[](https://creativecommons.org/licenses/by-sa/4.0/)
## About
game built on the minetest engine currently in beta. This game current provides minimal
playable experience but in the long term hopes to become more tech and train focused.
see the [roadmap.md](https://github.com/TerraQuest-Studios/farlands_reloaded/blob/master/ROADMAP.md) file for proposed direction.
## Test Server
A test server running this game can be found at
Address: creativeworks.terraqueststudios.net
Port: 30016
## License
Code: MIT
Media: CC BY-SA 4.0.
## Links
* [Github](https://github.com/TerraQuest-Studios/farlands_reloaded)
* [Contentdb](https://content.luanti.org/packages/wsor4035/farlands_reloaded/)
* [forums](not available yet)
## Setup
* Git
download game, install in /games, if using git, make sure to get the submodules as well
* Github zip download
github zip download does not include submodules so you will need to obtain copys of those mods
and insert them in there proper place
* Contentdb
should be able to download the game from the content tab and play
## minetest.conf settings
currently none provided
## FAQ
__This game is missing xyz feature__
Please open a issue for it, or better yet open a pull request for it
**Tags:** building, creative, oneofakind__original
**Repository:** https://github.com/TerraQuest-Studios/farlands_reloaded
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 16134,
"license": "MIT",
"package_id": "wsor4035/farlands_reloaded",
"repo": "https://github.com/TerraQuest-Studios/farlands_reloaded",
"tags": [
"building",
"creative",
"oneofakind__original"
],
"type": "game",
"website": null
}
|
**Title:** futil
**Description:**
**Details:**
# futil - flux's utility mod
a bunch of simiple lua routines and data structures that are used in my other mods
**Tags:** developer_tools, library
**Repository:** https://github.com/fluxionary/minetest-futil.git
**License:** LGPL-3.0-or-later
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 19063,
"license": "LGPL-3.0-or-later",
"package_id": "rheo/futil",
"repo": "https://github.com/fluxionary/minetest-futil.git",
"tags": [
"developer_tools",
"library"
],
"type": "mod",
"website": "https://github.com/fluxionary/minetest-futil"
}
|
**Title:** fmod
**Description:**
**Details:**
# fmod
flux's mod boilerplate
## public API
* `modname = fmod.create(fork)`
creates the boilerplate i use in all my mods, so i don't have to worry about keeping them all up-to-date when
i tweak things.
`fork` is an optional parameter for other people to use if they fork a mod.
the api which is created looks like
```lua
modname = {
modname = modname,
modpath = modpath,
title = mod_conf:get("title") or modname,
description = mod_conf:get("description"),
author = mod_conf:get("author"),
license = mod_conf:get("license"),
version = mod_conf:get("version"),
fork = fork or "flux",
S = S,
has = build_has(mod_conf),
check_version = function(required)
assert(mod_conf:get("version") >= required, f("%s requires a newer version of %s; please update it", minetest.get_current_modname(), modname))
end,
log = function(level, messagefmt, ...)
return minetest.log(level, f("[%s] %s", modname, f(messagefmt, ...)))
end,
dofile = function(...)
return dofile(table.concat({modpath, ...}, DIR_DELIM) .. ".lua")
end,
}
```
**Tags:** library
**Repository:** https://github.com/fluxionary/minetest-fmod.git
**License:** LGPL-3.0-or-later
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 15950,
"license": "LGPL-3.0-or-later",
"package_id": "rheo/fmod",
"repo": "https://github.com/fluxionary/minetest-fmod.git",
"tags": [
"library"
],
"type": "mod",
"website": "https://github.com/fluxionary/minetest-fmod"
}
|
**Title:** MineKart
**Description:**
**Details:**
This game has procedural generated tracks for you to race on currently. note that this game is currently still a WIP but is ~~barely~~ playable
**Tags:** oneofakind__original, sports, transport
**Repository:** https://github.com/TerraQuest-Studios/MineKart.git
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 15442,
"license": "MIT",
"package_id": "wsor4035/minekart",
"repo": "https://github.com/TerraQuest-Studios/MineKart.git",
"tags": [
"oneofakind__original",
"sports",
"transport"
],
"type": "game",
"website": null
}
|
**Title:** TGA Encoder
**Description:**
**Details:**
# tga_encoder
A TGA Encoder written in Lua without the use of external Libraries.
Created by fleckenstein for MineClone2, then improved by erle.
May be used as a Minetest mod.
See `examples.lua` for example code and usage hints.
## Use Cases for `tga_encoder`
### Encoding Textures for Editing
TGA images of types 1/2/3 consist of header data followed by a pixel array.
This makes it trivial to parse TGA files – and even edit pixels in-place.
No checksums need to be updated on any kind of in-place texture editing.
**Tip**: When storing an editable image in item meta, use zlib compression.
### Legacy Minetest Texture Encoding
Minetest 5.4 did not include `minetest.encode_png()` (or any equvivalent).
Since `tga_encoder` is written in pure Lua, it does not need engine support.
**Tip:** Look at `examples.lua` and the Minetest mod `mcl_maps` for guidance.
### Advanced Texture Format Control
The function `minetest.encode_png()` always encodes images as 32bpp RGBA.
`tga_encoder` allows saving images as grayscale, 16bpp RGBA and 24bpp RGB.
For generating maps from terrain, color-mapped formats can be more useful.
### Encoding Very Small Textures
Images of size 8×8 or below are often smaller than an equivalent PNG file.
Note that on many filesystems files use at least 4096 bytes (i.e. 64×64).
Therefore, saving bytes on files up to a few 100 bytes is often useless.
### Encoding Reference Textures
TGA is a simple format, which makes it easy to create reference textures.
Using a hex editor, one can trivially see how all the pixels are stored.
## Supported Image Types
For all types, images are encoded in a fast single pass (i.e. append-only).
### Color-Mapped Images (Type 1)
These images contain a palette, followed by pixel data.
* `A1R5G5B5` (8bpp RGB)
* `B8G8R8` (8bpp RGB)
### True-Color Images (Type 2)
These images contain uncompressed RGB(A) pixel data.
* `A1R5G5B5` (16bpp RGBA)
* `B8G8R8` (24bpp RGB)
* `B8G8R8A8` (32bpp RGBA)
### Grayscale Images (Type 3)
* `Y8` (8bpp grayscale)
### Run-Length Encoded (RLE), True-Color Images (Type 10)
These images contain compressed RGB(A) pixel data.
* `A1R5G5B5` (16bpp RGBA)
* `B8G8R8` (24bpp RGB)
* `B8G8R8A8` (32bpp RGBA)
## TODO
* Actually support `R8G8B8A8` input for `A1R5G5B5` output
* Add both zoomable and explorable maps to `mcl_maps`.
**Tags:** library
**Repository:** https://git.minetest.land/erle/tga_encoder
**License:** GPL-3.0-or-later
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 6892,
"license": "GPL-3.0-or-later",
"package_id": "erlehmann/tga_encoder",
"repo": "https://git.minetest.land/erle/tga_encoder",
"tags": [
"library"
],
"type": "mod",
"website": null
}
|
**Title:** Controls
**Description:**
**Details:**
Utility library for control press/hold/release events.
Rewritten and maintained version of [Arcelmi/minetest-controls](https://github.com/Arcelmi/minetest-controls).
### API
Callbacks are supported for all keys in `player:get_player_control()`.
```lua
controls.register_on_press(function(player, key)
-- Called when a key is pressed
-- player: player object
-- key: key pressed
end)
controls.register_on_hold(function(player, key, length)
-- Called every globalstep while a key is held
-- player: player object
-- key: key pressed
-- length: length of time key has been held in seconds
end)
controls.register_on_release(function(player, key, length)
-- Called when a key is released
-- player: player object
-- key: key pressed
-- length: length of time key was held in seconds
end)
```
**Tags:** library
**Repository:** https://github.com/mt-mods/controls
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 23037,
"license": "MIT",
"package_id": "mt-mods/controls",
"repo": "https://github.com/mt-mods/controls",
"tags": [
"library"
],
"type": "mod",
"website": null
}
|
**Title:** Nether Mobs
**Description:**
**Details:**
## Nether Monsters
This mod adds monsters to your Nether.
### Nether Man
The nether man is the principal habitant of the nether world, it transforms nodes like sand and dirt into nether sand.
### Nether Dragon
The legendary nether dragon is the nether king and breathes deadly fire upon players. It drops a special item with more resistance, called nether dragon scale, and a dragon egg to spawn a tamed nether dragon.
### Nether Dragon Scales
With that item the players can craft resistant dragon scale blocks (including stairs and slabs) and of course the dragon armor (if using the 3d-armor mod).
### Tamed Nether Dragon
The tamed nether dragon can only be spawned with a dragon egg. If you right click on it with a saddle, you (as the owner) can start to drive and fly with the dragon. You also can catch the dragon using the lasso.
### Settings
In the init.lua file you can enable or disable the spawning of the netherman and dragon by setting nethermobs.NETHERMAN_ENABLED and nethermobs.DRAGON_ENABLED to true or false.
You can also change the spawn heights for the netherman and dragon (for example to allow them to spawn in the overworld and transform the ground to nether sand).
### Acknowledgements
This mod was originally made by rael5 and is based on the mob API Mobs Redo from TenPlus1.
**Tags:** mobs, pve, survival
**Repository:** https://github.com/GreenDirkfried/minetest-nether-monsters
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 27948,
"license": "MIT",
"package_id": "Dirkfried/nether_mobs",
"repo": "https://github.com/GreenDirkfried/minetest-nether-monsters",
"tags": [
"mobs",
"pve",
"survival"
],
"type": "mod",
"website": null
}
|
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