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**Title:** panel_lib **Description:** **Details:** The library creates a custom `panel` object which can be implemented in any mod. Have a read at the [DOCS](https://gitlab.com/zughy-friends-minetest/scoreboard_lib/-/blob/master/DOCS.md) to understand how it works; it also contains an example file. <br> Constructs: - `new({params})`: creates a new panel - `show()`: makes the panel appear - `hide()`: makes the panel disappear (but it's still assigned to the player) - `remove()`: deletes it - `update(panel_params, txt_elems, img_elems)`: updates only the mentioned parameters - (and more) Functions: - `panel_lib.get_panel(player_name)`: returns the panel associated with a player - `panel_lib.has_panel(player_name, panel_name)`: returns true if the player has the specified panel **Tags:** library **Repository:** https://gitlab.com/zughy-friends-minetest/panel_lib/ **License:** AGPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 8387, "license": "AGPL-3.0-only", "package_id": "Zughy/panel_lib", "repo": "https://gitlab.com/zughy-friends-minetest/panel_lib/", "tags": [ "library" ], "type": "mod", "website": null }
**Title:** Dragan-uisge (Water Dragon) **Description:** **Details:** # Dragan-uisge means in Scottish Gaelic a Water Dragon. **Water Dragons:** This mod introduces three types of Dragons — the Pure Water Dragon, the Rare Water Dragon, and the Scottish Dragon. Each has some unique abilities, such as creating healing water and glowing at night. **Useful things:** Water Dragons can rescue players in danger. There are many features to discover — some of them are quite special, like the one that lets you talk to Water Dragons. **Draconic Blocks:** The mod features various decorative and functional blocks, including Draconic Bricks, Draconic Stone, and more. **Water-Forged Draconic Tools and Armour:** Forge powerful gear from `Water-Forged Draconic Steel`. The armour offers great protection in battles, and the tools — forged in Dragon Water — are incredibly powerful, capable of killing some enemies in a single hit. ## Chatcommands - *call_wtd <radius>* -- Calls the nearest Water Dragon within the specified radius (default is 100) and teleports it to you. - *set_wtd_owner <player_name>* -- Sets the owner of the pointed Water Dragon. - *wtd_blacklist_add <player_name>* -- Adds a player to the Water Dragon Attack Blacklist. - *wtd_blacklist_remove <player_name>* -- Removes a player from the Water Dragon Attack Blacklist. - *wtd_blacklist_show* -- Shows all players currently in the Blacklist. - *talk_wtd* -- Start a conversation with the nearest Water Dragon. - *wtd_mount_settings* -- Opens the Water Dragon mount settings form. - *autopilot* -- Toggles the Water Dragon’s autopilot mode when mounted. ## Dragon Dialogue commands - *take me to <x, y, z>* - The Dragon transports the player to specific coordinates. - *bring me to <dragon_name>* - The Water Dragon brings you to another Dragon with the specified name. - *fire* - The Dragon unleashes a powerful water breath attack in the forward direction, damaging enemies and potentially affecting the environment. - *attack* - The Water Dragon attacks whatever target the player is looking at, except for other Dragons and players. - *fly* - The Water Dragon takes off and performs a circular flight pattern. - *land* - The Dragon descends and lands on the ground. - stop - The Dragon halts all current actions. - *stay* - The Dragon remains at its current position. - *wander* - Allows the Dragon to move around freely in the area. - *follow* - The Dragon follows the player during its travels. - *roar* - The Dragon emits a powerful roar. - *come here* - The Dragon flies directly to the player. - *ride* - Allows the player to mount and ride the Water Dragon. ## Installation Install via the `Luanti Mod Menu`, or download from `ContentDB Luanti`. More details can be found in the `Book about Water Dragons` — it's included in this mod, just search for it in your inventory. You’re also welcome to join the server at IP `85.215.240.79 - Scotland the Brave` to test everything in action. This mod is based on [Draconis](https://content.luanti.org/packages/ElCeejo/draconis/) and [Creatura](https://content.luanti.org/packages/ElCeejo/creatura/) and created by **Scottii**. # Release log ### Release v5.2.0 - Fix bugs ### Release v5.1.1 - Fix nest spawning bug ### Release v5.1.0 - Fix bugs - Added the optional dependency for mod [Pegasus](https://content.luanti.org/packages/margo/pegasus/) - Improved Dragon dialogue system ### Release v5.0.0 - Added the Water Dragon Eye craftitem - Added the [official website](https://homiak.github.io/waterdragon/) ### Release v 4.6.1 - Fix the taming utility bug - you are now able to tame Water Dragons the same way as Scottish Dragons ### Release v 4.6.0 - Fix bugs - Minor tweaks with "take me to" command ### Release v 4.5.1 - Fix the bug with undefined variable "winddragon" - Added more conversations to the Dragon dialogue ### Release v 4.5.0 - Fix bugs - Fix grammatical errors ### Release v 4.4.0 - Fix bugs - Fix shoulder mount bug ### Release v 4.3.0 - Fix bugs ### Release v 4.2.0 - Fix bugs - Removed Scottish Dragon Crate - Added the ability to store Scottish Dragons in Dragon Horns ### Release v 4.1.0 - Fix bugs ### Release v 4.0.1 - Fix bugs ### Release v 4.0.0 - Core Integration - Fix bugs ### Release v 3.1.0 - Fix bugs - Fix Scottish Dragon mounting - Added Wing Horn throwing - Better bowing ### Release v 3.0.0 - Added the Water Dragon Armour - Fix bugs - Added the rescue behavior for Pegasi (mod: [Pegasus](https://content.luanti.org/packages/margo/pegasus/)) - Fix slam - Minor tweaks ### Release v 2.3.1 - Fix bugs ### Release v 2.2.0 - Fix bugs - Added shields - A new function for the Scottish Dragon Crate - Added the Water Dragon Eye craftitem - Added bowing - Added healing water ### Release v 2.1.0 - Addde the Scottish Water Dragon - Fix bugs - Fix translation - Fix Wing Horn - A new setting - A new chatcommand ### Release v. 1.1.0 - Added the throwable Wing Horn - A new chatcomannd - call_wtd - Fix bugs - Fix view points - Translation ### Release v 1.0.0 - Initial release **Tags:** adventure__rpg, crafting, decorative, magic, mobs, pve, pvp, skins, survival, transport **Repository:** https://github.com/homiak/waterdragon **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 2351, "license": "MIT", "package_id": "homiak/waterdragon", "repo": "https://github.com/homiak/waterdragon", "tags": [ "adventure__rpg", "crafting", "decorative", "magic", "mobs", "pve", "pvp", "skins", "survival", "transport" ], "type": "mod", "website": "https://homiak.github.io/waterdragon/" }
**Title:** Display Modpack **Description:** **Details:** This modpack provides mods with dynamic display. Mods are: - **[display_api](https://github.com/mt-mods/display_modpack/tree/master/display_api)**: A library for adding display entities to nodes; - **[font_api](https://github.com/mt-mods/display_modpack/tree/master/font_api)**: A library for displaying fonts on entities; - **[signs_api](https://github.com/mt-mods/display_modpack/tree/master/signs_api)**: A library for the easy creation of signs; - **[font_metro](https://github.com/mt-mods/display_modpack/tree/master/font_metro)**: A font mod used as default font (includes uppercase, lowercase and accentuated latin letters, usual signs, cyrillic and greek letters) - **[boards](https://github.com/mt-mods/display_modpack/tree/master/boards)**: A mod providing school boards (includes *tiny cursive font*, a handwriting style font); - **[ontime_clocks](https://github.com/mt-mods/display_modpack/tree/master/ontime_clocks)**: A mod providing clocks which display the ingame time; - **[signs](https://github.com/mt-mods/display_modpack/tree/master/signs)**: A mod providing signs and direction signs displaying text; - **[signs_road](https://github.com/mt-mods/display_modpack/tree/master/signs_road)**: A mod providing road signs displaying text; - **[steles](https://github.com/mt-mods/display_modpack/tree/master/steles)**: A mod providing stone steles with text; For more information, see the [forum topic](https://forum.minetest.net/viewtopic.php?t=19365) at the Minetest forums. ## Extra fonts *Metro* and *Tiny Cursive* fonts are provided in **Display Modpack** (in **font_metro** and **boards** mods) but you can add more fonts by installing font mods. Be aware that each font mod comes with numerous textures. This can result in slowing media downloading and/or client display. Extra font mods can be found here: * [OldWizard](https://github.com/pyrollo/font_oldwizard): An old style gothic font. * [Botic](https://github.com/pyrollo/font_botic): A scifi style font. **Tags:** building, decorative, education, library **Repository:** https://github.com/mt-mods/display_modpack **License:** LGPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 8941, "license": "LGPL-3.0-only", "package_id": "mt-mods/display_modpack", "repo": "https://github.com/mt-mods/display_modpack", "tags": [ "building", "decorative", "education", "library" ], "type": "mod", "website": "https://github.com/mt-mods/display_modpack" }
**Title:** X Bows Extras **Description:** **Details:** Add more bows/guns and arrows to Minetest using X Bows API. Just some quick examples for usage of X Bows API. New items are not in any way balanced, fine-tuned or pretty. This means that some of the sounds, recipes, damage... might not be completely finished but the main goal of this MOD is to demonstrate the API usage. If there is strong desire from others to balance or adjust the items I can certainly do so. Code contributions are also welcome. ## Features ### Guns/Bows #### Bow training Training arrow with NO (or little) damage. Compatible with all arrows from this MOD. #### Bubble gun Shoots bubbles. No damage. #### Bazooka Very strong and dangerous weapon. Needs TNT mod for explosions. ### Arrows #### Bazooka bullet Ammo for bazooka. #### Bubble gun bubble Ammo for bubble gun. #### Arrow training No damage arrow - just for trainig. #### Arrow rip Bury player or entities under ground. #### Arrow flyup Fly players to the air and let them drop. #### Arrow cluster Shoots cluster arrow. #### Arrow torch Places torch. #### Arrow teleport Teleports player to location where the arrow hit the ground. If player or entity is hit they will switch places. #### Arrow knockback Pushes players/entities with high power away. #### Arrow healing Damage points to players/entities will be added as hearts to you. #### Arrow poison Dealing damage for 5s but will not kill the target. #### Arrow lightning Strikes lightning damaging sourrounded objects/players, setting the striked area on fire (non-spreading). **Tags:** pvp, shooter, survival, tools **Repository:** https://bitbucket.org/minetest_gamers/x_bows_extras/src/master/ **License:** LGPL-2.1-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 7627, "license": "LGPL-2.1-or-later", "package_id": "SaKeL/x_bows_extras", "repo": "https://bitbucket.org/minetest_gamers/x_bows_extras/src/master/", "tags": [ "pvp", "shooter", "survival", "tools" ], "type": "mod", "website": null }
**Title:** Accuracy **Description:** **Details:** # Does nothing on its own. Do not manually install this. Accuracy GUI library for all kinds of ranged weapons. Provides a hit indicator and and a circle indicating the amount of accuracy. Accuracy is gained by standing still or sneaking. However you will have most accuracy when standing still. It is lost through moving or quick camera pans. ## accuracy.register(item_name) Registers your weapon into the system. If your weapon has more than one item and switches between them, register all items. Note that those will still be viewed as different weapons and accuracy will be fully reset as if you just armed it. ## accuracy.hit(player) Shows hit indicator to player that disappears after half a second. **Please ensure that your player reference is valid.** ## accuracy.get(player) Gets an accuracy value from 0 to 1. **0 is the highest accuracy, 1 the lowest.** ## accuracy.reset(player) Resets accuracy for a player. You can use this after shooting or reloading for example. **Tags:** library **Repository:** https://gitgud.io/blut/accuracy **License:** CC0-1.0
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 1983, "license": "CC0-1.0", "package_id": "shaft/accuracy", "repo": "https://gitgud.io/blut/accuracy", "tags": [ "library" ], "type": "mod", "website": null }
**Title:** LootChests Modpack **Description:** **Details:** # lootchests_modpack Modpack adding various loot containers across the world to be found and providing an API, resources and integrations for other mods. ## Requirements - Minetest 5.0.0+ - Minetest_game 5.0.0+ - [magic_materials](https://github.com/mt-historical/magic_materials) (optional) ## Recommended mods - [decorations_sea](https://github.com/mt-historical/decorations_sea) (Provides decorations when looking for ocean chests) - [shipwrecks](https://github.com/mt-historical/shipwrecks) (Shipwrecks depend on lootchests_modpack to spawn lootchests in shipwrecks) ## Integrations lootchests_default adds loot from following mods, if they are installed: - 3d_armor - Bonemeal - farming_redo - gadgets_modpack - moreores - moretrees ## Contents Default lootchest pack provides: - Baskets, spawning in caves from 0 to -128, containing various organic items (food, seeds, saplings, etc) - Urns, spawning in caves from 0 to -128, containing various low-grade craftitems and tools (stone tools, ores up to iron, sticks, etc) - Ocean chests, spawning in seabed and also very rare in caves, containing many precious materials and tools - Ancient chests, spawning from -128 to -4096 in solid rock and also very rare in caverns, containing very expensive loot Magic_materials pack provides: - Rune urn, spawning in caves from -64 to -4096, containing low grade magic items from magic_materials - rune chest, spawning from -64 to -4096 in solid rock and very rare in caverns, contains high grade items from magic_materials ## Making your own lootchests Process of making your own lootchests is described in [documentation](lootchests/documentation.txt) ## License All code is licensed under GPLv3 [link to the license](https://www.gnu.org/licenses/gpl-3.0.en.html) All resources are licensed under CC BY 4.0 [link to the license](https://creativecommons.org/licenses/by/4.0/legalcode) **Tags:** library, mapgen, survival **Repository:** https://github.com/mt-historical/lootchests_modpack **License:** GPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 5796, "license": "GPL-3.0-only", "package_id": "mt-mods/lootchest_modpack", "repo": "https://github.com/mt-historical/lootchests_modpack", "tags": [ "library", "mapgen", "survival" ], "type": "mod", "website": null }
**Title:** Player Physics API with Monoid Support **Description:** **Details:** # Player Physics API with Monoid Support This is a patched version of the original [playerphysics](https://content.luanti.org/packages/Wuzzy/playerphysics/) mod. Unlike the original, it is fully compatible with the [player_monoids](https://content.luanti.org/packages/Byakuren/player_monoids/) mod. Both APIs act as compatibility layers for other mods to safely interact with physics while avoiding conflict. By using this patched version, you can now use mods for both APIs in the same world. ## License This mod is free software, released under the MIT License. Credit goes to Wuzzy for making this mod. I only patched it to work with player_monoids. **Tags:** library, player_effects **Repository:** https://github.com/t-affeldt/minetest_playerphysics **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 5202, "license": "MIT", "package_id": "TestificateMods/playerphysics", "repo": "https://github.com/t-affeldt/minetest_playerphysics", "tags": [ "library", "player_effects" ], "type": "mod", "website": null }
**Title:** Sethome **Description:** **Details:** Adds a `/sethome` command used to set a home position that you can return to with `/home` anytime. This mod is a part of [Minetest Game](https://github.com/minetest/minetest_game) and this package exists in order to install it for other games that do not provide this mod. For Minetest Game and other games that provide the mod this package is not necessary. **Tags:** chat, transport **Repository:** https://github.com/minetest-game/sethome/ **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 1891, "license": "MIT", "package_id": "Luanti/sethome", "repo": "https://github.com/minetest-game/sethome/", "tags": [ "chat", "transport" ], "type": "mod", "website": "https://github.com/minetest/minetest_game/tree/master/mods/sethome" }
**Title:** VoxeLibre Emerald Stuff **Description:** **Details:** Adds emerald tools and armor to VoxeLibre (ex. MineClone2) ## Credits I've used default VoxeLibre textures (from PixelPerfection, texture pack by xssheep) for diamond tools and armor to create emerald ones. There are some more CC-attributions: - Emerald Pickaxe texture uses [default_tool_diamondpick.png](https://git.minetest.land/MineClone2/MineClone2/src/branch/master/mods/ITEMS/mcl_tools/textures/default_tool_diamondpick.png) by [XSSheep](https://github.com/XSSheep) under [CC-BY-SA 4.0](https://creativecommons.org/licenses/by-sa/4.0/) / Recolored (blue -> green) from original - Emerald Shovel texture uses [default_tool_diamondshovel.png](https://git.minetest.land/MineClone2/MineClone2/src/branch/master/mods/ITEMS/mcl_tools/textures/default_tool_diamondshovel.png) by [XSSheep](https://github.com/XSSheep) under [CC-BY-SA 4.0](https://creativecommons.org/licenses/by-sa/4.0/) / Recolored (blue -> green) from original - Emerald Axe texture uses [default_tool_diamondaxe.png](https://git.minetest.land/MineClone2/MineClone2/src/branch/master/mods/ITEMS/mcl_tools/textures/default_tool_diamondaxe.png) by [XSSheep](https://github.com/XSSheep) under [CC-BY-SA 4.0](https://creativecommons.org/licenses/by-sa/4.0/) / Recolored (blue -> green) from original - Emerald Sword texture uses [default_tool_diamondsword.png](https://git.minetest.land/MineClone2/MineClone2/src/branch/master/mods/ITEMS/mcl_tools/textures/default_tool_diamondsword.png) by [XSSheep](https://github.com/XSSheep) under [CC-BY-SA 4.0](https://creativecommons.org/licenses/by-sa/4.0/) / Recolored (blue -> green) from original - Emerald Boots (including inv/preview) texture uses [mcl_armor_boots_diamond.png](https://git.minetest.land/MineClone2/MineClone2/src/branch/master/mods/ITEMS/mcl_armor/textures/mcl_armor_boots_diamond.png), [mcl_armor_inv_boots_diamond.png](https://git.minetest.land/MineClone2/MineClone2/src/branch/master/mods/ITEMS/mcl_armor/textures/mcl_armor_inv_boots_diamond.png) and [mcl_armor_boots_diamond_preview.png](https://git.minetest.land/MineClone2/MineClone2/src/branch/master/mods/ITEMS/mcl_armor/textures/mcl_armor_boots_diamond_preview.png) by [XSSheep](https://github.com/XSSheep) under [CC-BY-SA 4.0](https://creativecommons.org/licenses/by-sa/4.0/) / Recolored (blue -> green) from original - Emerald Chestplate (including inv/preview) texture uses [mcl_armor_chestplate_diamond.png](https://git.minetest.land/MineClone2/MineClone2/src/branch/master/mods/ITEMS/mcl_armor/textures/mcl_armor_chestplate_diamond.png), [mcl_armor_inv_chestplate_diamond.png](https://git.minetest.land/MineClone2/MineClone2/src/branch/master/mods/ITEMS/mcl_armor/textures/mcl_armor_inv_chestplate_diamond.png) and [mcl_armor_chestplate_diamond_preview.png](https://git.minetest.land/MineClone2/MineClone2/src/branch/master/mods/ITEMS/mcl_armor/textures/mcl_armor_chestplate_diamond_preview.png) by [XSSheep](https://github.com/XSSheep) under [CC-BY-SA 4.0](https://creativecommons.org/licenses/by-sa/4.0/) / Recolored (blue -> green) from original - Emerald Helmet (including inv/preview) texture uses [mcl_armor_helmet_diamond.png](https://git.minetest.land/MineClone2/MineClone2/src/branch/master/mods/ITEMS/mcl_armor/textures/mcl_armor_helmet_diamond.png), [mcl_armor_inv_helmet_diamond.png](https://git.minetest.land/MineClone2/MineClone2/src/branch/master/mods/ITEMS/mcl_armor/textures/mcl_armor_inv_helmet_diamond.png) and [mcl_armor_helmet_diamond_preview.png](https://git.minetest.land/MineClone2/MineClone2/src/branch/master/mods/ITEMS/mcl_armor/textures/mcl_armor_helmet_diamond_preview.png) by [XSSheep](https://github.com/XSSheep) under [CC-BY-SA 4.0](https://creativecommons.org/licenses/by-sa/4.0/) / Recolored (blue -> green) from original - Emerald Leggings (including inv/preview) texture uses [mcl_armor_leggings_diamond.png](https://git.minetest.land/MineClone2/MineClone2/src/branch/master/mods/ITEMS/mcl_armor/textures/mcl_armor_leggings_diamond.png), [mcl_armor_inv_leggings_diamond.png](https://git.minetest.land/MineClone2/MineClone2/src/branch/master/mods/ITEMS/mcl_armor/textures/mcl_armor_inv_leggings_diamond.png) and [mcl_armor_leggings_diamond_preview.png](https://git.minetest.land/MineClone2/MineClone2/src/branch/master/mods/ITEMS/mcl_armor/textures/mcl_armor_leggings_diamond_preview.png) by [XSSheep](https://github.com/XSSheep) under [CC-BY-SA 4.0](https://creativecommons.org/licenses/by-sa/4.0/) / Recolored (blue -> green) from original **Tags:** tools **Repository:** https://codeberg.org/rudzik8/mcl_emerald_stuff **License:** GPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 6000, "license": "GPL-3.0-only", "package_id": "rudzik8/mcl_emerald_stuff", "repo": "https://codeberg.org/rudzik8/mcl_emerald_stuff", "tags": [ "tools" ], "type": "mod", "website": null }
**Title:** VoxeLibre Shader Preset Port **Description:** **Details:** # VoxeLibre Shader Preset Port This is a tiny mod that ports VoxeLibre's shaders to any game in Minetest. Ideally enjoyed with all shader effects enabled. Credits to [R0lleroxa](https://content.luanti.org/packages/ROllerozxa/volumetric_lighting/) for the code that shows how this works. (I may look at it if I decide to make the parameters customizable in-game) ^w^ ## Todo? (no promises.) - Add customizable parameters - Improve this ContentDB page **Note: You can just edit `init.lua` to change the parameters for now.** **Repository:** https://codeberg.org/TheUnknownHack3r/voxelibre_shader_preset_port.git **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 100, "license": "MIT", "package_id": "QBSteve/voxelibre_shader_preset_port", "repo": "https://codeberg.org/TheUnknownHack3r/voxelibre_shader_preset_port.git", "tags": [], "type": "mod", "website": null }
**Title:** Modern House **Description:** **Tags:** creative, decorative **Repository:** https://github.com/H0rkaa/Modern **License:** EUPL-1.2
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 1413, "license": "EUPL-1.2", "package_id": "Clemstriangular/modern_house", "repo": "https://github.com/H0rkaa/Modern", "tags": [ "creative", "decorative" ], "type": "mod", "website": null }
**Title:** Rifles **Description:** **Details:** This mod adds 34 guns (pistols, shotguns, automatic guns, sniper rifles, rocket launchers), ammunition, a workbench, a grenade and a smoke grenade. Most media is from Rangedweapons but this mod is fully rewritten and uses raytracing for perfect hit detection and better performance! It only contains modern arms. Other weapons are in the Shuriken and the Power Guns mod. Instead of a skill system it features an accuracy system where sneaking or standing still makes your aim more steady. TNT explodes instantly when shot at. There is ricochet, node penetration and mob penetration. Ricochet is hardcoded to 2 reflections. You can kill yourself with ricochet bullets, so be careful. Penetration means a bullet passes through while causing damage. It's indicated by a little smoke particle. The Minigun has been restored. It isn't available in the mod Rangedweapons because of a bug. Glass panes and full glass nodes can be broken by shooting them. They will turn into broken versions which damage the player, can be walked through and drop glass fragments in MTG. Replace them by hand or use /glassrepair to repair glass in a 50 nodes radius. Some guns use ammunition, they don't use in reality: M1991 and Thompson use 9mm instead of the removed .45 ACP because they are very similar, Colt Python uses 9mm instead of .357, Taurus and Desert Eagle use 9mm instead of .44. The intermediate items in rangedweapons do not exist in this mod. I decided on making a workbench for crafting directly from source materials instead because the intermediate items were not easily discoverable and looking up the recipes defeats the puzzle game purpose of the crafting grid. Grenades can be thrown and picked up again. That means you can throw them back too. Make sure you make the grenade live with rightclick before throwing, otherwise nothing will happen. Be careful that they don't explode in your inventory. In creative mode rifles last forever. Known issues: * https://github.com/minetest/minetest/issues/15528 Sometimes the automatic guns keeps fireing until you move the mouse. This is a problem with the engine and not the mod and will hopefully be fixed in the next release. * https://github.com/minetest/minetest/issues/15574 Bullet holes don't face the right direction yet. **Tags:** pvp, shooter, survival, tools **Repository:** https://gitgud.io/blut/rifles **License:** CC0-1.0
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 1046, "license": "CC0-1.0", "package_id": "shaft/rifles", "repo": "https://gitgud.io/blut/rifles", "tags": [ "pvp", "shooter", "survival", "tools" ], "type": "mod", "website": null }
**Title:** Unsolicited Crafting Recipes for Mineclonia **Description:** **Details:** This is a companion mod for [k_recyclebin](https://content.luanti.org/packages/ketwaroo/k_recyclebin/) And no it's not a typo. `misk` instead of `misc` to keep up the `k` naming theme of my mods and to avoid collisions in case someone else comes up with an actually useful list of miscellaneous recipes in the future. ### But, Why? In `mineclonia`, and other minecraft clones, there are many items that can be found in the wild that cannot be crafted. For example, saddles and various horse armors. If you are using the recycle bin in `k_recyclebin`, it sets a damper on things to discover that you cannot break down those items and have to resort to having a lava pool in your back yard, use them as really inadequate fuel sources, or even toss em down a chasm somewhere. It is a limited use mod but it adds the options to get some useful materials out of these misc items. ### Recipes included These are best guess recipes. I've taken some liberties here. * Saddle `mcl_mobitems:saddle` * ~~leather horse armor~~ doesn't exist in mineclonia right now. It should though. Will investigate later if bored. * Iron Horse Armor `mcl_mobitems:iron_horse_armor` * Golden Horse Armor `mcl_mobitems:gold_horse_armor` * Diamond Horse Armor `mcl_mobitems:diamond_horse_armor` * Various records `mcl_jukebox:record_*` (see notes below) * A few rare heads (disabled by default) * Cherry blossom pink petals -> pink dye. Check settings for this mod to enable/disable a few things. ## IMPORTANT ### Mineclone 2 not technically supported. Mineclone 2/5 not supported. I don't have those installed locally, at least for now. I prefer the cherry blossom biomes of Mineclonia way more, and so should you. Many of the item names are shared between those minecraft clones so it may work to some extent. Supply a pull request if something is broken on your end in Mineclone 2. ### Jukebox records (and other randomness) Some items like vinyl records never had any business being craftable. To be able to differentiate between each record, some random craft item is used in each recipe. Because I'm lazy and there's nothing you can do to stop me, the randomness is programmatic and determined at load time. So each time you create a server, the recipe for each record can be different from last time. Currently limited to music records but there may be other non craftables that will use the same strategy. **Tags:** crafting **Repository:** https://github.com/ketwaroo/minetest-mcl-misk-recipes **License:** GPL-3.0-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 1369, "license": "GPL-3.0-or-later", "package_id": "ketwaroo/mcl_misk_recipes", "repo": "https://github.com/ketwaroo/minetest-mcl-misk-recipes", "tags": [ "crafting" ], "type": "mod", "website": null }
**Title:** Voxel Dungeon **Description:** **Details:** Pixel Dungeon is a traditional rogue-like game developed for Android phones by Watabou. Voxel Dungeon is an adaptation of that experience in a 3D voxel sandbox, where instead of a linear 25 floor dungeon where every 5 floors fit a specific theme, the entirety of the underground is split into 5 main layers littered with numerous miniature dungeons. Each section has distinct types of terrain, enemies, and loot, but can only be accessed after the player summons and defeats the previous section's boss. The ultimate goal of the game is the Amulet of Yendor, an item dropped by the final boss. The first player to pick up this item wins the game. This is very WIP, and most of the above is more of a goal, rather than what I've actually implemented so far. Notably, no bosses are in the game yet, so right now deeper layers are only really accessible from getting lucky enough with loot to find the ore to make a pickaxe strong enough to mine the next area's stone. Also, dungeon generation is only half-done so far and not set to put anything into the world. **Tags:** mobs, oneofakind__original, plants_and_farming, player_effects, pve, survival, tools **Repository:** https://github.com/Noodlemire/VoxelDungeon **License:** GPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 16487, "license": "GPL-3.0-only", "package_id": "Noodlemire/voxeldungeon", "repo": "https://github.com/Noodlemire/VoxelDungeon", "tags": [ "mobs", "oneofakind__original", "plants_and_farming", "player_effects", "pve", "survival", "tools" ], "type": "game", "website": null }
**Title:** Power Guns **Description:** **Details:** This mod adds * Power Pistol * Fully automatic Power Rifle * Power Shotgun * Force Gun that shoots a force field throwing players and creatures around * Power Generator that generates Power Particles * Power Particles that serve as ammunition * Power Workbench to craft the all that. The intermediate items in rangedweapons do not exist in this mod. I decided on making a workbench for crafting directly from source materials instead because the intermediate items were not easily discoverable and looking up the recipes defeats the puzzle game purpose of the crafting grid. The media is from *rangedweapons* but the code is fully rewritten. Everything is raytraced and integrates with my Accuracy mod Stop moving or sneak to gain more accuracy. Accuracy is indicated by the size of the circle. You'll also get a hit indicator if you hit a mob or player. Lasers pass through leaves and glass. TNT explodes if shot. # Please let me know * if you'd like damage adjustments * if you'd like crafting adjustments * if you want to contribute a translation (if you don't know git you can just paste it here but please format as code block < / >) Known issues: * https://github.com/minetest/minetest/issues/15528 Sometimes the rifle keeps fireing until you move the mouse. This is a problem with the engine and not the mod and will hopefully be fixed in the next release. * https://github.com/minetest/minetest/issues/15574 Bullet holes don't face the right direction yet. **Tags:** pvp, shooter, survival, tools **Repository:** https://gitgud.io/blut/powerguns **License:** CC0-1.0
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 1013, "license": "CC0-1.0", "package_id": "shaft/powerguns", "repo": "https://gitgud.io/blut/powerguns", "tags": [ "pvp", "shooter", "survival", "tools" ], "type": "mod", "website": null }
**Title:** Blocky portaling **Description:** **Details:** meant to be played with this map: https://git.brn.systems/blocky_portaling/blocky_portaling_testmap git repo for this: https://git.brn.systems/blocky_portaling/blocky_portaling The licences are individual for each mod. If you want the full list of changes for all mods check the repo. My server running this: brn.systems ; port 30000 If you want to help me with map building, make a pull request Mods used: - https://content.luanti.org/packages/NoctisLabs/an_televator/ - https://content.luanti.org/packages/OgelGames/digicontrol/ - https://github.com/jogag/digiline-stuff - https://content.luanti.org/packages/Jeija/digilines/ - https://content.luanti.org/packages/cheapie/digistuff/ - https://content.luanti.org/packages/ROllerozxa/enable_shadows/ - https://github.com/Mossmanikin/memorandum - https://content.luanti.org/packages/Jeija/mesecons/ - https://content.luanti.org/packages/GreenXenith/mesecons_wireless/ - https://content.luanti.org/packages/Wuzzy/no_fall_damage/ - https://content.luanti.org/packages/VanessaE/nixie_tubes/ - https://github.com/minetest-game-mods/player_api - https://content.luanti.org/packages/AiTechEye/portalgun/ - https://content.luanti.org/packages/RealBadAngel/unified_inventory/ - https://content.luanti.org/packages/BuckarooBanzay/modgen/(generated the mod for mapgen) **Tags:** puzzle, pve, singleplayer, technology, tools **Repository:** https://git.brn.systems/blocky_portaling/blocky_portaling.git **License:** LGPL-2.1-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 5799, "license": "LGPL-2.1-only", "package_id": "BRNSystems/blocky_portaling", "repo": "https://git.brn.systems/blocky_portaling/blocky_portaling.git", "tags": [ "puzzle", "pve", "singleplayer", "technology", "tools" ], "type": "game", "website": "https://git.brn.systems/blocky_portaling/blocky_portaling" }
**Title:** Blank **Description:** **Details:** # Blank A blank template with default nodes, decorations and ores for you to start your project. The blank game contains the blank mod. A short mod with 13 nodes. Decorations, ores. This game was made along the luanti guide found in http://info.dibesfer.com/games/luanti ### This game is CC0 for media and 0BSD for code **Tags:** decorative, developer_tools, education **Repository:** https://codeberg.org/dibesfer/Blank.git **License:** 0BSD
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 774, "license": "0BSD", "package_id": "dibesfer/blank", "repo": "https://codeberg.org/dibesfer/Blank.git", "tags": [ "decorative", "developer_tools", "education" ], "type": "game", "website": "http://info.dibesfer.com/games/luanti" }
**Title:** Player Effects **Description:** **Details:** This is an framework for assigning temporary status effects to players. This mod is aimed to modders and maybe interested people. ## Information for players This mod alone is not aimed directly at players. Briefly, the point of this mod is to help other mods to implement temporary status effects for players in a clean and consistant way. Here is the information which may be relevant to you: Your current status effects are shown on the HUD on the right side, along with a timer which shows the time until the effect gets disabled. It is possible for the server to disable this feature entirely. Some status effects may also be hidden and are never exposed to the HUD. You only have to install this mod iff you have a mod which implements Player Effects. ## Information for server operators By default, this mod stores the effects into the file `playereffects.mt` in the current world path every 10 seconds. On a regular server shutdown, this file is also written to. The data in this file is read when the mod is started. It is save to delete `playereffects.mt` when the mod does currently not run. This simply erases all active and inactive effects when the server starts again. You can disable the automatic saving in `settings.lua`. **Tags:** library, player_effects **Repository:** https://codeberg.org/Wuzzy/minetest_playereffects **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 11894, "license": "MIT", "package_id": "Wuzzy/playereffects", "repo": "https://codeberg.org/Wuzzy/minetest_playereffects", "tags": [ "library", "player_effects" ], "type": "mod", "website": null }
**Title:** ActiveFormspecs **Description:** **Details:** ActiveFormspecs is a self-contained API that provides secure session tracking, session-based state tables, and localized event handling of formspecs for individual mods as well as entire subgames in Minetest. It evolved out of a recurring need for secure "node formspecs" on my server, but without the burden of "reinventing the wheel" with every new project. ActiveFormspecs adheres to the best practices described in sofar's excellent Securing Formspec Code topic. Since I've had many requests for source code from the just_test_tribute subgame, I finally decided to release ActiveFormspecs with instructions and code examples so that other mod authors can start making use of this framework as well. It's easy to install and use, and arguably a more robust alternative to the builtin formspecs API. ActiveFormspecs is intended to be compatible with all versions of Minetest 0.4.14+. It has been in continuous use on my server since December 2016 with only minor revisions. So it should prove secure and stable enough for any production environment, as long as you follow the instructions below. For the latest release notes, as well as technical support requests, please visit the forum topic. ## Overview ActiveFormspecs is a framework that abstracts the builtin formspec API of Minetest. It is intended to address a number of known security issues related to formspecs: * **Secure Session Tracking.** Formspec names have been deprecated as they can be easily forged. Now each formspec session is assigned a unique session ID. Due to the persistent nature of the Minetest client-server protocol (unlike HTTP, for example), all session tracking is performed server-side. Negotiation and validation with the client is entirely unnecessary. Thus, integrity of the session ID is always guaranteed. * **Session-Based State Table.** Since the session ID token is retained throughout the lifetime of the formspec, it is therefore possible to update a formspec dynamically (e.g. in response to an event) with contextual data spanning multiple instances. This data is stored server-side via a session-based state table and it can even be initialized from within the formspec string itself using a new "hidden" element. * **Localized Event Handling.** The minetest.register_on_player_receive_fields( ) method has also been deprecated. Instead, each formspec is assigned its own callback function at runtime, which allows for completely localized event handling. This callback function is invoked after any event associated with the formspec (hence the moniker "ActiveFormspecs"). Both the meta table and form fields are passed as arguments. The project is a WIP and will be undergoing continuous development based upon your suggestions as well as my personal needs. Version 3.0 is already underway, and I am planning to introduce substantial improvements to the core functionality. New features and bug-fixes will be announced here as they become available. During significant milestones, I will include a roadmap so as to gauge your feedback about long-term goals. I will make every effort to ensure backward compatibility, when possible. ## Installation Instructions 1. Unzip the archive into the mods directory of your subgame 2. Rename the formspecs-master directory to "formspecs" 3. Add "formspecs" as a dependency to any mods using the API. **Tags:** gui, library **Repository:** https://bitbucket.org/sorcerykid/formspecs **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 11483, "license": "MIT", "package_id": "sorcerykid/formspecs", "repo": "https://bitbucket.org/sorcerykid/formspecs", "tags": [ "gui", "library" ], "type": "mod", "website": null }
**Title:** FDM Cube **Description:** **Details:** *Support/Discussion on [Warr1024's Small Projects Discord](https://discord.gg/KMbCjAHBTs)* ## Printability Validation Suspected printability issues (bad bridges or overhangs, things that would require extra support material) will be automatically detected and highlighted in **crimson**. Minimizing these areas will lead to prints that require less support material and come out with better quality. Note that the printability validation is "conservative" in some cases and does not allow things that would actually work fine, like bridges made out of wedge shapes, while a full slicer may still be able to find a strategy to print these. This is not necessarily an error. ## How to Use - Install the game, along with the recommended mods: - [WorldEdit](/packages/sfan5/worldedit/) - [Meshport](/packages/random_geek/meshport/) - Start a world. - Host a server if you want to build collaboratively. - It's recommended to add `fly,fast,noclip` to default privileges, and/or grant them to each person who is helping build. - Revoking `interact` privs for spectators should also work. - Build things using the provided materials. - You can choose any scale you want for your models (within the capabilities of the engine and your computer). - Nodes that turn **crimson** are warning you about printability issues where your slicer will need to generate extra support (costs more time, effort, materials to print) or cause other problems elsewhere (sagging bridges or overhangs) so try to minimize them. - Export your model. - Use WorldEdit to move your model up off the printbed (see Known Issues). - Select you model, and at least 1 node of open air on each face of it, using meshport, and export it. - Slice and print. - Load the exported OBJ file into your slicer, scale it to the size you want, load your settings, and send it off to your printer. ## Known Issues ### Meshport Bottom Surfaces If exporting a model that's built directly on the print bed, Meshport will not include the bottom surfaces in the model, causing it to break badly in some slicers. Use WorldEdit to move the entire model up off the bed before exporting, and include 1 node of airspace on each of the 6 faces around the model to ensure it's fully closed. When using PrusaSlicer, if you don't correct for this and leave the bottom faces of the model unclosed, as long as the model is oriented correctly, it seems like it doesn't usually actually create problems with slicing, even though it shows visible warnings. **Tags:** building, creative, education, oneofakind__original **Repository:** https://gitlab.com/sztest/fdmcube **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 5007, "license": "MIT", "package_id": "Warr1024/fdmcube", "repo": "https://gitlab.com/sztest/fdmcube", "tags": [ "building", "creative", "education", "oneofakind__original" ], "type": "game", "website": null }
**Title:** World Folder Media **Description:** **Details:** Useful for server organization where you want to add custom media but don't want to modify mods. This is not for texture packs but for loading media such as (not already defined) textures for entities. **Tags:** server_tools **Repository:** https://gitlab.com/zughy-friends-minetest/world_folder_media **License:** GPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 1670, "license": "GPL-3.0-only", "package_id": "MisterE/_world_folder_media", "repo": "https://gitlab.com/zughy-friends-minetest/world_folder_media", "tags": [ "server_tools" ], "type": "mod", "website": null }
**Title:** Wyrm Cube **Description:** **Details:** # Wyrm Cube A Luanti subgame inspired by Dragon Ball. This subgame places 7 Wyrm Cubes into the world and sends you out to find them using an assortment of high tech tools. This is a sandbox *exploration* game that puts you right into the action. The focus is on exploration and discovery with a small bit of combat. Crafting is completely optional. ## Features - Wyrm Cubes can be 10's of thousands of blocks away - Use the "Wyrm Radar" to find them - Dozens of original tools, nodes, textures and music assets - Over 8 vehicles to explore with - Custom Capsules that can spawn items, structures, and vehicles - Over 15 original potions - Crafting system overhaul via "Transmuter" and "Supply Drops" - Bringing all 7 Wyrm Cubes together leads to summoning the Wyrm - Semi-secret end game content See the [GUIDE](https://github.com/matdombrock/luanti-wyrm-cube/blob/main/GUIDE.md) for more information on gameplay details. See the [MODS FILE](https://github.com/matdombrock/luanti-wyrm-cube/blob/main/MODS.md) for info on third party mods used in this game. **Tags:** adventure__rpg, oneofakind__original **Repository:** https://github.com/matdombrock/luanti-wyrm-cube **License:** GPL-3.0-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 529, "license": "GPL-3.0-or-later", "package_id": "Replicat/wyrm_cube", "repo": "https://github.com/matdombrock/luanti-wyrm-cube", "tags": [ "adventure__rpg", "oneofakind__original" ], "type": "game", "website": null }
**Title:** Glow **Description:** **Details:** minetest-glow ============= Adds 2 glowing blocks for minetest: Glowing stone and glowing lantern. The mod was initially created by by john and Zeg9. **Tags:** building **Repository:** https://codeberg.org/HybridDog/glow **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 11746, "license": "MIT", "package_id": "Hybrid Dog/glow_pack", "repo": "https://codeberg.org/HybridDog/glow", "tags": [ "building" ], "type": "mod", "website": null }
**Title:** Fluid Container API **Description:** **Details:** This is a fluid container and transfer API for Luanti. It augments the default bucket mod and adds these features: * Nodes can now have "internal buffers" of fluid. * Buckets can be registered with a color instead of an image. * Buckets have callbacks that can insert and take fluid from certain nodes with internal buffers. * Fluid storage tanks! * Fluid transfer nodes! **Note 1:** Default storage tanks are registered for all fluids that have a bucket. **Note 2:** "Connect glass" needs to be enabled in order for the fluid to show up inside containers. You can find this setting under Graphics and Audio -> Effects. **Note 3:** "Compatible games" list only shows games, where the bucket_compat compatibility library is officially supported. There shouldn't be reason for this mod not to work anywhere else. API documentation is available in the README. **Tags:** library **Repository:** https://github.com/LunaSquee/fluid_lib.git **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 10343, "license": "MIT", "package_id": "IcyDiamond/fluid_lib", "repo": "https://github.com/LunaSquee/fluid_lib.git", "tags": [ "library" ], "type": "mod", "website": null }
**Title:** Giant Mushroom/ Mushrooms **Description:** **Details:** This mod adds mushrooms to Minetest. The growing tool can make them giant. **Tags:** environment, food, mapgen, plants_and_farming **Repository:** https://github.com/HybridDog/riesenpilz **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 14977, "license": "MIT", "package_id": "Hybrid Dog/riesenpilz", "repo": "https://github.com/HybridDog/riesenpilz", "tags": [ "environment", "food", "mapgen", "plants_and_farming" ], "type": "mod", "website": null }
**Title:** Basic Houses **Description:** **Details:** Sometimes you may feel lonely in your world but don't want to encounter entire villages. The basic houses this mod places on flat land are well integrated into the landscape and invite you to extend and imporve them. They appear only where flat land is. Each house comes with a door, lamps above the door, windows, floors, a steel ladder and a solid roof. Some houses may contain chests with additional building materials or even a machine used for creating plasterwork. Combine this with the [plasterwork](https://content.luanti.org/packages/Sokomine/plasterwork/) mod in order to get the colorful houses. **Tags:** mapgen **Repository:** https://github.com/Sokomine/basic_houses **License:** GPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 17391, "license": "GPL-3.0-only", "package_id": "Sokomine/basic_houses", "repo": "https://github.com/Sokomine/basic_houses", "tags": [ "mapgen" ], "type": "mod", "website": null }
**Title:** Torrlund **Description:** **Details:** # The aliens attack the most at night # Playing with a friend or two is recommended * Contact me on Discord `LandarVargan#8968` or [the forums](https://forum.minetest.net/memberlist.php?mode=viewprofile&u=20964) for a server to play together on ## Things not created during the jam * `mods/mtg/*` Mods from MTG * `mods/torrl_map/torrl_mapgen/` Base code taken from Voxel Knights * tnt mod code is used in torrl_effects explosion * `mods/show_wielded_item` and `mods/wield3d` ### SPOILER/CHEAT for people having a hard time: You can build your base over a ravine to pretty much 100% rule out attacks from the alien mobs. All you need to do then is fly up the the alien ships and explode their power cores, and occasionally drop down to repair laster blast damage **Tags:** jam_game_2022, multiplayer, pve, survival, tools **Repository:** https://github.com/LoneWolfHT/torrlund **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 4698, "license": "MIT", "package_id": "Lone_Wolf/torrlund", "repo": "https://github.com/LoneWolfHT/torrlund", "tags": [ "jam_game_2022", "multiplayer", "pve", "survival", "tools" ], "type": "game", "website": null }
**Title:** Configuration Panel **Description:** **Details:** Configuration Panel is an API extension for Minetest that allows seamless loading of mod configuration at runtime. It provides much greater flexibility than Minetest's builtin 'Settings' interface, since the mod configuration itself is read as a native Lua script. Hence it's possible to include simple data structures without the need for serialization, in addition to temporary variables, mathematical expressions, and conditional branching. > "An important use of Lua is as a configuration language...." *from Programming in Lua: Extending your Application (https://www.lua.org/pil/25.html)* > "Lua started off as a configuration language. This has some nice quirks in that it's great for creating and configuring things - which is what you want to do in a game." *from Lua Users Wiki: Lua versus Python (http://lua-users.org/wiki/LuaVersusPython)* While some might be opposed to using Lua for configuration purposes, arguing that it is anti-pattern, that's not actually true. In fact, Lua itself was originally intended to double as a configuration language, like JSON, so it is very befitting of its purpose. There is only one function call necessary to load your mod's configuration: **minetest.load_config( base_config, options )** Automatically loads the mod configuration at server-startup according to the options and returns a table of key-value pairs. * 'base_config' is the default mod configuration (optional) * 'options' are the additional options that effect loading behavior (optional) By default, the configuration is first loaded from the 'config.lua' script within the mod directory. If not found, it will instead be loaded from a script residing within the 'config' subdirectory of the current world. That script must be named the same as the mod but with a '.lua' extension, of course. This would be the typical order of loading on Linux distros of Minetest: ``` /usr/local/share/minetest/games/minetest_game/mods/sample_mod/config.lua /home/minetest/.minetest/worlds/sample_world/config/sample_mod.lua ``` By specifying the option `can_override = true`, both scripts will be loaded, allowing for the world configuration to override the game configuration. So for example ``` /usr/local/share/minetest/games/minetest_game/mods/sample_mod/config.lua allow_fly = false allow_walk = false allow_swim = false /home/minetest/.minetest/worlds/sample_world/config/sample_mod.lua allow_swim = true ``` Hence, 'allow_fly' and 'allow_walk' will be false, whereas 'allow_swim' will be true. By default, however, all three would remain false since the world configuration is ignored whenever the game configuration is found. A chat command is also available for editing the configuration directly in-game. Simply type '/config' followed by the mod name to configure. The interface is self-explanatory. **Tags:** complex_installation, library **Repository:** https://bitbucket.org/sorcerykid/config **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 12957, "license": "MIT", "package_id": "sorcerykid/config", "repo": "https://bitbucket.org/sorcerykid/config", "tags": [ "complex_installation", "library" ], "type": "mod", "website": null }
**Title:** Logging **Description:** **Details:** # Logging API This mod provides an easy way to construct a logger for mods. All messages are formatted like `[name] <message>` in the console and `debug.txt`. ## Usage ```lua -- Let's say your mod's name is "mymod". local logger = logging.logger("mymod") -- This logs a message in the WARNING level. -- These levels are avaliable: none, error, warning, action, info, verbose logger:warning("Test warning") --- Output: WARNING[Main]: [mymod] Test warning -- This creates a sublogger named mycomponent -- The resulting name will be mymod.mycomponent local sublogger = logger:sublogger("mycomponent") -- Log with the sublogger sublogger:action("Test action") --- Output: ACTION[Main]: [mymod.mycomponent] Test action -- Assert if an condition is true sublogger:assert(true, "lol") --- Output: nothing (assertion succeed) -- Raise an error with the given message sublogger:raise("Test crash") --- Result: Crashes with "[mymod.mycomponent] Test crash" ``` **Tags:** library, server_tools **Repository:** https://github.com/C-C-Minetest-Server/logging **License:** LGPL-2.1-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 4866, "license": "LGPL-2.1-or-later", "package_id": "Emojiminetest/logging", "repo": "https://github.com/C-C-Minetest-Server/logging", "tags": [ "library", "server_tools" ], "type": "mod", "website": null }
**Title:** Home Workshop modpack **Description:** **Details:** Most things herein were formerly part of some component of my homedecor modpack, but as I started adding machines or tools to the modpack, some stuff began to look a lot less "home decor"-ish. Most of the items herein are just decorative... for now. **Tags:** decorative, technology **Repository:** https://github.com/mt-mods/home_workshop_modpack **License:** LGPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 11850, "license": "LGPL-3.0-only", "package_id": "mt-mods/home_workshop_modpack", "repo": "https://github.com/mt-mods/home_workshop_modpack", "tags": [ "decorative", "technology" ], "type": "mod", "website": null }
**Title:** Run Or Fall **Description:** **Details:** ### Look in the Files on gitlab for licenses, they are not all the same # Run or Fall you run on a platform alone or in multiplayer and behind you blocks are falling down. The last one who falls down wins! ## Have fun playing! I will probably make a server for this. **Tags:** mini-game, pvp **Repository:** https://gitlab.com/niwla2305/runorfall **License:** AGPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 9933, "license": "AGPL-3.0-only", "package_id": "niwla23/runorfall", "repo": "https://gitlab.com/niwla2305/runorfall", "tags": [ "mini-game", "pvp" ], "type": "game", "website": null }
**Title:** Color Block **Description:** **Details:** Game Rules: 1. When a color is shown, quickly run to that color on the playing field. 2. If you're standing on the wrong color when the timer runs out, you're out of the game. 3. Each round gets faster, so stay alert and be ready to move quickly! 4. The last player remaining on the correct color wins! Enjoy the game with your friends, and see who can keep up as the rounds get faster! **Tags:** education, mini-game, multiplayer, pvp **Repository:** https://github.com/jgordon510/minetest_color_block/ **License:** GPL-2.0-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 1882, "license": "GPL-2.0-or-later", "package_id": "jgordon510/color_block", "repo": "https://github.com/jgordon510/minetest_color_block/", "tags": [ "education", "mini-game", "multiplayer", "pvp" ], "type": "game", "website": null }
**Title:** Sky Mobs **Description:** **Details:** A few sky critters ported from other mob frameworks to "Mobs-Redo". Bats, Butterfly and Birds. **Tags:** mobs **Repository:** https://codeberg.org/tenplus1/mobs_sky **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 6607, "license": "MIT", "package_id": "TenPlus1/mobs_sky", "repo": "https://codeberg.org/tenplus1/mobs_sky", "tags": [ "mobs" ], "type": "mod", "website": null }
**Title:** Heres **Description:** **Details:** This game focuses on living on Mars. You spawn in a martian landscape, including regolith and small amounts of water ice (ores). You can excavate that water ice, put it into an electrically powered furnace (`hrs_machine:furnace`) that is powered by nearby solar panels (`hrs_machine:solar`), to get liquid water (`hrs_material:water`). Then you can put that water into an electrically powered electrolysis machine (`hrs_machine:elysis`) to get oxygen (`hrs_material:oxygen`). You spawn with these machines (starting inventory). You can also obtain them through cheats, i.e. `/give singleplayer hrs_machine:solar 30`. Don't forget to use `/grantme give` before that to get the required privileges. ---- Todo's include * You should get a starting inventory when joining the game so that you get machines. * Long-term i want to add plants (that you can grow using water) and various ways of building things, including plastics and iron metal. For feature requests or bugs, you can contact me on matrix chat, my username is `@nikaaaa:catgirl.cloud` . **Tags:** 32px, adventure__rpg, education, technology **Repository:** https://codeberg.org/nikaaa/luanti-heres **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 84, "license": "MIT", "package_id": "nikaaa/heres", "repo": "https://codeberg.org/nikaaa/luanti-heres", "tags": [ "32px", "adventure__rpg", "education", "technology" ], "type": "game", "website": "https://content.luanti.org/packages/nikaaa/heres/" }
**Title:** Mydoors **Description:** **Details:** This Luanti mod adds over 70 doors to the game. There are many different styles from medieval to futuristic. There is a door for every build. They are in a mod pack so that you can choose which style you want for your game. ---------------------------------------------------------------------------------------------------- Code Licence - MIT Media Licence - CC0 **Tags:** building **Repository:** https://github.com/minetest-mods/mydoors **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 15767, "license": "MIT", "package_id": "Don/mydoors", "repo": "https://github.com/minetest-mods/mydoors", "tags": [ "building" ], "type": "mod", "website": "https://donbatman.github.io/mydoors.html" }
**Title:** Codecube **Description:** **Details:** Codecube ========================= ![License](https://img.shields.io/badge/License-AGPLv3-blue.svg) [![ContentDB](https://content.luanti.org/packages/giga-turbo/codecube/shields/downloads/)](https://content.luanti.org/packages/giga-turbo/codecube/) **Codecube allows to use `lua` code in Minetest to build anything you want** This game is mainly based on the [CodeBlock](https://content.luanti.org/packages/giga-turbo/codeblock/) mod for the programming interface. This game provides a flat world and a few other settings and limitations for a better programming experience. **License:** AGPLv3 **Credits:** inspired by [Gnancraft](http://gnancraft.net/), [ComputerCraft](http://www.computercraft.info/), [Visual Bots](https://content.luanti.org/packages/Nigel/vbots/), [TurtleMiner](https://content.luanti.org/packages/BirgitLachner/turtleminer/), [basic_robot](https://github.com/ac-minetest/basic_robot) ![screenshot](https://raw.githubusercontent.com/gigaturbo/codecube/master/screenshot.png) ## Quick start ### Run your first program 1. Install the game and create a new world 3. Right click with ![drone_poser](https://raw.githubusercontent.com/gigaturbo/codeblock/master/doc/dp.png) tool on a block to place the drone, choose `stairs.lua` then left click with ![drone_poser](https://raw.githubusercontent.com/gigaturbo/codeblock/master/doc/dp.png) to start the drone ### Write your first program 1. Right click with ![drone_setter](https://raw.githubusercontent.com/gigaturbo/codeblock/master/doc/ds.png) tool to open the `lua` editor 2. Create a new file with the `new file` field and write some code on the main window 3. Click `load and exit` to load your code in the drone 4. Right click with ![drone_poser](https://raw.githubusercontent.com/gigaturbo/codeblock/master/doc/dp.png) tool on a block and run the code with a left click on ![drone_poser](https://raw.githubusercontent.com/gigaturbo/codeblock/master/doc/dp.png) 5. Read the [Lua API](https://github.com/gigaturbo/codeblock/blob/master/doc/api.md#lua-api) in `doc/api.md` to know which commands and blocks you can use ### Explore and tweak - More built-in examples are available, just open the editor and choose an example to run - User `codelevel` can be adjusted to tweak drone performance and capacities, see [permisisons](https://github.com/gigaturbo/codeblock/blob/master/doc/api.md#codelevel) and [chat commands](https://github.com/gigaturbo/codeblock/blob/master/doc/api.md#chat-commands) **Tags:** education **Repository:** https://github.com/gigaturbo/codecube.git **License:** AGPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 2431, "license": "AGPL-3.0-only", "package_id": "giga-turbo/codecube", "repo": "https://github.com/gigaturbo/codecube.git", "tags": [ "education" ], "type": "game", "website": null }
**Title:** weapons_lib **Description:** **Details:** **BEWARE: this is not a 1.x.x release, expect breakages: use it at your own risk** ### How to Check the [DOCS](https://gitlab.com/zughy-friends-minetest/weapons_lib/-/blob/main/DOCS.md) **Tags:** library, pve, pvp, shooter, tools **Repository:** https://gitlab.com/zughy-friends-minetest/weapons_lib **License:** AGPL-3.0-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 977, "license": "AGPL-3.0-or-later", "package_id": "Zughy/weapons_lib", "repo": "https://gitlab.com/zughy-friends-minetest/weapons_lib", "tags": [ "library", "pve", "pvp", "shooter", "tools" ], "type": "mod", "website": null }
**Title:** Wilhelmines Sounds **Description:** **Details:** This mod adds ambient sounds to the biomes in Living Caves, Living Desert, Living Floatlands, Living Jungle and Natural Biomes. **Tags:** sound_music, survival **Repository:** https://github.com/Skandarella/wilhelminessounds.git **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 3666, "license": "MIT", "package_id": "Liil/wilhelminessounds", "repo": "https://github.com/Skandarella/wilhelminessounds.git", "tags": [ "sound_music", "survival" ], "type": "mod", "website": null }
**Title:** Lighting Monoid **Description:** **Details:** # Monoid for Player Lighting ## How to use This mod provides a single object named `lighting_monoid`. It is an extension for player_monoids and uses the same methods as the monoids there. See the [player_monoids API documentation](https://github.com/minetest-mods/player_monoids/blob/master/API.md) for general information. The lighting monoid expects the same lighting definition as `player:set_lighting()`. See [Minetest API docs](https://minetest.gitlab.io/minetest/class-reference/#player-only-no-op-for-other-objects). However, this allows to create separated update layers that will be aggregated before being applied. This allows for changes from multiple mods. Each property of the lighting definition will be aggregated with the respective property of each other update layer. You can leave properties undefined to not change them at all. ### Property aggregation Properties will be aggregated in different ways. Here is the full list: - `saturation` will be __multiplied__ - `shadows` - `intensity` will be __multiplied__ - `exposure` - `luminance_min` will be __added__ - `luminance_max` will be __added__ - `speed_dark_bright` will be __multiplied__ - `speed_bright_dark` will be __multiplied__ - `center_weight_power` will be __multiplied__ ### Example This example creates an update layer that doubles the current shadow intensity: ```lua local lighting = { shadows = { intensity = 2 } } lighting_monoid:add_change(player, lighting, "mymod:some_name") ``` In order to revert that change, you can remove the layer like so: ```lua lighting_monoid:del_change(player, "mymod:some_name") ``` In order to modify a layer, simply call `add_change` again using the same name as before. This will completely replace a layer, including properties that are left `nil` in the new definition. ### Additional Notes This mod aims to resolve conflicts between mods that use the lighting API. Mods that don't use this compatibility layer will still conflict as before. A compatibility patch for the *enable_shadows* mod is included. This mod will set a reasonable shadow intensity by default rather than leaving the value at zero or one. If you wish to revert it to one, simply delete the layer: ```lua lighting_monoid.del_change(player, "lighting_monoid:base_shadow") ``` The applied effects also depend on the game version. - Shadows are only available in MT v5.6.0+. - Saturation and exposure settings require v5.7.0+ to have an effect but can safely be set in v5.6.0. ## License Code licensed under MIT, no media assets used. **Tags:** library, player_effects **Repository:** https://github.com/t-affeldt/lighting_monoids **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 2709, "license": "MIT", "package_id": "TestificateMods/lighting_monoid", "repo": "https://github.com/t-affeldt/lighting_monoids", "tags": [ "library", "player_effects" ], "type": "mod", "website": null }
**Title:** Nodelands **Description:** **Details:** # Nodelands (Formerly PyuTest) Pyu's Minetest Game \* This game is under heavy development, updates roll in almost everyday. Expect some breaking changes, backup your worlds. ## License Project source code is licensed under the MIT License. Project textures, sounds, and models are licensed under the CC BY 4.0 License. **Tags:** creative, survival **Repository:** https://codeberg.org/IamPyu/PyuTest.git **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 2290, "license": "MIT", "package_id": "PyuDev/pyutest", "repo": "https://codeberg.org/IamPyu/PyuTest.git", "tags": [ "creative", "survival" ], "type": "game", "website": "https://codeberg.org/IamPyu/PyuTest" }
**Title:** ts_workshop **Description:** **Tags:** library **Repository:** https://github.com/minetest-mods/ts_workshop **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 13243, "license": "MIT", "package_id": "Thomas-S/ts_workshop", "repo": "https://github.com/minetest-mods/ts_workshop", "tags": [ "library" ], "type": "mod", "website": null }
**Title:** Beds Redux **Description:** **Details:** Nemo has been hard at work in her laboratory developing her latest mod, Beds Redux, which is a complete rewrite of the Beds mod from Minetest Game! That's right, beds just got a makeover from the ground up. After maintaining the original Beds mod for many years on the Just Test Tribute server, I came up against many hurdles trying to improve and extend the source code. So in January, I decided it would be much more effective to start over from scratch. The new Beds Redux mod features a fully revamped API with many new and exciting features, both for players and developers alike. * Newly designed "sleeping" screen with animated background * Ability to sit on any bed, as well as most stairs and slabs * Stand up again by walking forward, backward, or sideways * Set or unset home by shift right-clicking a bed during daytime * Cool "warping" audio-visual fx when respawning on a bed * Safeguards to prevent players respawning inside low ceilings The crafting recipes are still the same as before, and most of the other game-play functionality is self-explanatory. If you are currently using the Beds mod by PilzAdam or BlockMen, then the following command-line script will convert the existing data files into a format suitable for Beds Redux: [Beds Redux Conversion Script](https://bitbucket.org/sorcerykid/workspace/snippets/xnbgjK) ``` % lua convert.lua ~/.minetest/worlds/world/beds_spawns ``` Note: The Spawn mod from Minetest game may conflict with Beds Redux. Therefore, it must be disabled by setting a `static_spawnpoint` in minetest.conf. Otherwise you will encounter anomalies when respawning after death. **Tags:** library, player_effects **Repository:** https://bitbucket.org/sorcerykid/beds.git **License:** LGPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 6628, "license": "LGPL-3.0-only", "package_id": "sorcerykid/beds", "repo": "https://bitbucket.org/sorcerykid/beds.git", "tags": [ "library", "player_effects" ], "type": "mod", "website": null }
**Title:** Simple Waypoints **Description:** **Details:** # Simple Waypoints ------ A luanti mod that lets you set waypoints/beacons at current position. [screenshot 1](https://gitlab.com/mtest-mods/simple_waypoints/-/blob/be8ddd2ccce8eac28314d50604d73fa875c1ecda/img/screenie1.png) #### How it works This mod offers two ways to manage your waypoints: a text-based interface using chat commands and a graphical user interface (GUI). Choose the method that you find most convenient. TEXT INTERFACE: - **Create Waypoint:** `/wc <waypoint name>` - **Delete Waypoint:** `/wd <waypoint name>` - **Teleport to Waypoint:** `/wt <waypoint name>` - **List Waypoints:** `/wl` - Displays a list of your waypoints in a user-friendly table format, including coordinates (e.g., "1. Home (x,y,z)"). * "teleport" privilege is required to create waypoints. GUI: - **Use menu:** `/wf` NOTE: If beacons are enabled, the GUI allows you to select a color from 8 available options. When creating waypoints using the chat commands, a random color will be selected instead. To enable beacons, go to the minetest settings and search for the option: "beacons.enable". Works with Minetest 5.2.0+ #### Installation Extract zip to the mods folder. **Tags:** chat, gui, hud **Repository:** https://github.com/carloschon/simple_waypoints **License:** LGPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 852, "license": "LGPL-3.0-only", "package_id": "chon/simple_waypoints", "repo": "https://github.com/carloschon/simple_waypoints", "tags": [ "chat", "gui", "hud" ], "type": "mod", "website": null }
**Title:** MoreMesecons **Description:** **Details:** Adds more than 20 new Mesecons items, providing logic, timing, and environment interactions actions. **Tags:** technology **Repository:** https://github.com/minetest-mods/MoreMesecons **License:** MPL-2.0
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 11319, "license": "MPL-2.0", "package_id": "Palige/moremesecons", "repo": "https://github.com/minetest-mods/MoreMesecons", "tags": [ "technology" ], "type": "mod", "website": null }
**Title:** XNether **Description:** **Details:** # XNether mod Brings PilzAdam's Nether more life: trees, grass, firefly particles. It's just a decorative mod that makes nether less desert-like. Trees and grass won't burn; though, grass can be destroyed by liquids, like lava. Tree parts (wood, leaves) can be used in default crafts - fences, meseposts. Fruit is eatable (damages on eat). Do not use with HybridDog's Nether. # Copyright and licensing License for all code: AGPL 3.0 License for all media and all other assets: CC-BY-SA 3.0 © 2024, Nikita Egorov <[email protected]> and others see LICENSE for details **Tags:** building, decorative, mapgen **Repository:** https://github.com/Ghaydn/xnether **License:** AGPL-3.0-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 1429, "license": "AGPL-3.0-or-later", "package_id": "Ghaydn/xnether", "repo": "https://github.com/Ghaydn/xnether", "tags": [ "building", "decorative", "mapgen" ], "type": "mod", "website": null }
**Title:** Computing **Description:** **Details:** # [COMPUTING][mod_computing] [![luanti_icon]][luanti_link] Add multiple computing devices such as: Smartphones and Desktops. It supports several apps integrated by other mods. ![screenshot_general] Badge: [![ContentDB_en_icon]][ContentDB_en_link] [![DownloadsCDB_en_icon]][DownloadsCDB_en_link] ----------------------------------------- ## 🎁 **Added items:** | Item | Descryption | | :--: | :-- | | 📱<br/>```Smartphone``` | Mobile device that displays the server date and time. | ----------------------------------------- ## 📦 **Depends:** | Mod Name | Type | Descryption | | :--: | :--: | :-- | | [default][minetest_game] | Mandatory | **Minetest Game** Included. | | [keys][minetest_game] | Mandatory | **Minetest Game** Included. | | [components][mod_components] | Optional | It makes the recipe for computational devices more realistic and it is harder to get the ingredients to craft them. | ----------------------------------------- ## 📜 **License:** * [![license_code_icon]][license_code_link] * [![license_media_icon]][license_media_link] See more details in wiki: [![wiki_en_icon]][wiki_en_link] [![wiki_pt_icon]][wiki_pt_link] ----------------------------------------- ## 👑 **Developers:** * Lunovox Heavenfinder: [E-Mail](mailto:[email protected]), [Social Web](https://qoto.org/@lunovox), [WebChat](https://cloud.disroot.org/call/9aa2t7ib), [XMPP](https://conversations.im/i/[email protected]?omemo-sid-633434523=97fce936651d6c3a28ca303ad5955ea2f1ab57fd5cd0769f04aebef6dd4cba79), [More Contacts](https://libreplanet.org/wiki/User:Lunovox) ----------------------------------------- ## 💾 **Downloads:** * [Stable Versions][download_stable] : There are several versions in different stages of completion. Usually recommended for servers because they are more secure. * [Git Repository (Unstable)][download_repository] : It is the version currently under construction. There may be some stability if used on servers. It is only recommended for testers and mod developers. ----------------------------------------- ## ⚙️ **Settings:** In **minetest.conf** file: You don't need to do any of these presets mentioned below to make this mod work. But it's worth knowing the configuration values ​​in case you want to directly change the ````minetest.conf```` file. | Settings | Descryption | | :-- | :-- | | ````computing.debug = <boolean>```` | If show debug info of this mod. Only util to developers. Default: ````false````. | | ````computing.smartphone_recipe = <boolean>```` | If enabled will display the recipe so players can craft their own smart phone. Default: ````true````. | ----------------------------------------- ## 👄 **Translates:** See more details in file: [locale/README.md][read_internacionalizaton] ----------------------------------------- ## 📀 **Mods with Intregrated Apps:** These mods are not mandatory. But, because they are integrated into the 'computing' mod, they extend the functionality. | Mod Name | Descryption | | :--: | :-- | | [correio][mod_correio] | Add an app that allows you to read emails. | | [minertrade][mod_minertrade] | Add an app that allows you to carry out banking operations, with: balance, statement, and money transfers. | | [lunoschedule][mod_lunoschedule] | Add an app that displays a calendar with four seasons of 28 days each. | | [soundchat][mod_soundchat] | Add applications that allow you to: configure the chat sound (ideal for those with ADHD), view the conversation history (Ideal for those who play luanti/minetest on their cell phones), start a local chat (between players located close to each other on the map), start a private player-to-player chat with infinite distances). | ----------------------------------------- ## 📎 **API of Integration:** See more details in file: [docs/API_Integration.md][read_api_integration] ----------------------------------------- [ContentDB_en_icon]:https://content.luanti.org/packages/Lunovox/computing/shields/title/ [ContentDB_en_link]:https://content.luanti.org/packages/Lunovox/computing/ [DownloadsCDB_en_icon]:https://content.luanti.org/packages/Lunovox/computing/shields/downloads/ [DownloadsCDB_en_link]:https://gitlab.com/lunovox/computing/-/tags [license_code_icon]:https://img.shields.io/static/v1?label=LICENSE%20CODE&message=GNU%20AGPL%20v3.0&color=yellow [license_code_link]:https://gitlab.com/lunovox/computing/-/raw/main/LICENSE_CODE.md [license_media_icon]:https://img.shields.io/static/v1?label=LICENSE%20MEDIA&message=CC%20BY-SA-4.0&color=yellow [license_media_link]:https://gitlab.com/lunovox/computing/-/raw/main/LICENSE_MEDIA.md [computing_icon]:https://gitlab.com/lunovox/computing/-/raw/main/textures/icon_computing.png [luanti_icon]:https://img.shields.io/static/v1?label=Luanti&message=Mod&color=brightgreen [luanti_link]:https://luanti.org [minetest_game]:https://content.luanti.org/packages/Minetest/minetest_game/ [mod_components]:https://gitlab.com/lunovox/components [mod_computing]:https://gitlab.com/lunovox/computing [mod_correio]:https://gitlab.com/lunovox/correio [mod_minertrade]:https://gitlab.com/lunovox/minertrade [mod_lunoschedule]:https://gitlab.com/Lunovox/lunoschedule [mod_soundchat]:https://gitlab.com/Lunovox/soundchat [download_stable]:https://gitlab.com/lunovox/computing/-/tags [download_repository]:https://gitlab.com/lunovox/computing [read_internacionalizaton]:https://gitlab.com/lunovox/computing/-/tree/main/locale?ref_type=heads [read_api_integration]:https://gitlab.com/lunovox/computing/-/blob/main/docs/API_Integration.md [screenshot_general]:https://gitlab.com/lunovox/computing/-/raw/main/screenshot.png [screenshot_recipe_1]:https://gitlab.com/lunovox/computing/-/raw/main/textures/screenshot_recipe_1.png [screenshot_recipe_2]:https://gitlab.com/lunovox/computing/-/raw/main/textures/screenshot_recipe_2.png [wiki_en_icon]:https://img.shields.io/static/v1?label=GNU%20AGPL%20v3.0&message=EN&color=blue [wiki_en_link]:https://en.wikipedia.org/wiki/GNU_Affero_General_Public_License [wiki_pt_icon]:https://img.shields.io/static/v1?label=GNU%20AGPL%20v3.0&message=PT&color=blue [wiki_pt_link]:https://pt.wikipedia.org/wiki/GNU_Affero_General_Public_License **Tags:** gui, library, oneofakind__original, technology **Repository:** https://gitlab.com/lunovox/computing.git **License:** AGPL-3.0-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 746, "license": "AGPL-3.0-or-later", "package_id": "Lunovox/computing", "repo": "https://gitlab.com/lunovox/computing.git", "tags": [ "gui", "library", "oneofakind__original", "technology" ], "type": "mod", "website": null }
**Title:** Sprinting **Description:** **Details:** Get anywhere faster by running. The sprint mechanic is something essential in open-world games like Minetest. So, here is the mod that allows just that: Sprinting. Sprint by double-tapping the forward key (usually **W**) or using Aux1 key (default **E**). When you are sprinting, you get faster, your Field of View changes and ground particles begin to appear behind you. Also, you jump a little higher. **Features** * Double-tap **W** (or forward key) or tap the **Aux1** key (default **E**) to sprint. * Adjustable speed and jump multipliers. * Hunger/stamina drain mechanics (supports `stamina`, `hunger_ng`, and `hbhunger`). * Support for Character Animations mod. * FOV transitions between sprint and walk mode. * Customizable particle effects. **Requirements** * Minetest 5.0+ * Required Mods: * `default` * `player_api` **Recommended Mods** If you want to complement the mod with a hunger(stamina) system, consider installing: * `stamina` * `hunger_ng` * `hbhunger` **How to Use** * Activation: Double-tap the **W** key or tap the **Aux1** key (default **E**). * Effects: * Speed and jump boosts while sprinting (configurable). * FOV increases smoothly for a "fast" feel (configurable). * Particles spawn underfoot (toggleable in settings). * Conditions: * Requires ground contact (toggleable in settings). * The player is not on a ladder (toggleable in settings). * The player is not on a liquid such as water or lava (toggleable in settings). * The player is not crouching. * The player has enough hunger/stamina (configurable). * Cancellation: Stops automatically if: * You collide with a node. * You release the forward key. * You enter a liquid such as water or lava (toggleable in settings). * You climb a ladder (toggleable in settings). * You sneak * Stamina/hunger drops below thresholds (configurable). **Settings** Configure in `minetest.conf` or via the in-game "Settings" menu: | Setting Name | Type | Default | Description | |----------------------------------------|-------|---------|----------------------------------------------| | `sprinting_use_aux1` | bool | `true` | Use Aux1 key (default **E**) for sprinting | | `sprinting_speed_multiplier` | float | `1.5` | Sprint speed multiplier | | `sprinting_jump_multiplier` | float | `1.10` | Sprint jump height multiplier | | `sprinting_drain_stamina` | bool | `true` | Enable stamina drain during sprint | | `sprinting_stamina_drain` | int | `5` | Stamina drain per second (in percentage). | | `sprinting_stamina_threshold` | int | `10` | Minimum stamina required to sprint (in percentage). | | `sprinting_require_ground` | bool | `true` | Prevents starting sprints if the player is in the air | | `sprinting_sprint_on_climbable` | bool | `false` | Allows sprint on climbable nodes | | `sprinting_sprint_in_liquids` | bool | `true` | Allows sprint/swimming on liquids such as water, lava, etc | | `sprinting_spawn_particles` | bool | `true` | Spawn particles while sprinting | | `sprinting_change_fov` | bool | `true` | Change the Field Of View when the player start sprinting | | `sprinting_fov_boost` | int | `20` | FOV increase during sprint | | `sprinting_fov_transition_time` | float | `0.4` | FOV transition time | *Note: The "**Stamina Drain**" setting in hunger mods does not affect the stamina drain while running in this mod.* **Acknowledgement** A small mention of those who contributed to this mod. * @SmallJoker * @degiel1982 **Tags:** player_effects, pve, pvp, singleplayer, survival **Repository:** https://github.com/xXOsielXx/luanti-mod-sprinting **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 658, "license": "MIT", "package_id": "xXOsielXx/sprinting", "repo": "https://github.com/xXOsielXx/luanti-mod-sprinting", "tags": [ "player_effects", "pve", "pvp", "singleplayer", "survival" ], "type": "mod", "website": null }
**Title:** Gadgets Modpack **Description:** **Details:** gadgets_modpack aims at providing a full progression of magic and technology based tools and consumables that add various player status effects and do other useful functions. Modpack also provides an API to easily make your own "gadgets". Content packs are split into separate mods, so if you don't like something (for example you only want to leave magic), you can simply disable them. ## Requirements: **Minetest 5.0.0+** **Minetest_game 5.0.0+** Full list of requirements: - default, vessels, farming, bucket, flowers (parts of minetest_game, installed by default) - [playereffects](https://repo.or.cz/minetest_playereffects.git) (Main framework for status effect handling) - [player_monoids](https://github.com/minetest-mods/player_monoids) (Dependency of gadgets_default_effects, library for handling monoidal player values) - [technic](https://github.com/minetest-mods/technic) (optional, but strongly recommended) - [mana](https://repo.or.cz/minetest_mana.git) (optional, but strongly recommended) - [magic_materials](https://github.com/mt-historical/magic_materials) (dependency for gadgets_consumables and gadgets_magic) - [basic_materials](https://gitlab.com/VanessaE/basic_materials) (dependency of technic) ## Recommended mods - [bweapons_modpack](https://github.com/mt-historical/bweapons_modpack) (Together with gadgets_modpack forms a single combat, status effect and magic system) - [sprint_lite](https://github.com/mt-historical/sprint_lite) (If present, gadgets_consumables provide a stamina potion) - [craftguide](https://github.com/minetest-mods/craftguide) (explore crafting recipes of the new items) ## List of mods in modpack - ### gadgets_api API and main code for defining and handling status effect tools and consumables **Requires:** [playereffects](https://repo.or.cz/minetest_playereffects.git), [technic](https://github.com/minetest-mods/technic) (optional), [mana](https://repo.or.cz/minetest_mana.git) (optional) - ### gadgets_default_effects Library providing default gadgets_modpack effects to other parts of gadgets_modpack Effects: - Increased Speed - Increased Jump Height - Lowered Gravity - Health Regeneration - Stamina Regeneration (if sprint_lite is present) - Mana Regeneration (if mana is present) - Water Breathing - Fire Shield (Damages mobs around you) Some effects have their second, stronger version (see according potions and crafting recipes) **Requires:** gadgets_api, [player_monoids](https://github.com/minetest-mods/player_monoids) - ### gadgets_consumables Provides various magic-related consumables and potions Items: - Water Bottle - Potion Of Speed - Potion Of Jump - Potion Of Gravity - Potion Of Water Breathing - Potion Of Fire Shield - Potion Of Health Regeneration - Potion Of Stamina Regeneration (if sprint_lite is present) - Potion Of Mana Regeneration (if mana is present) - Dispel potion (removes all active status effects) - Teleport potion (teleports to a random location you can fit in, in specified range) **Requires:** default, vessels, farming, bucket, flowers (parts of minetest_game, installed by default), gadgets_api, gadgets_default_effects, [mana](https://repo.or.cz/minetest_mana.git) (optional, provides mana potion), [sprint_lite](https://github.com/mt-historical/sprint_lite) (optional, provides stamina potion) - ### gadgets_magic Provides various magic-based spellbooks and staves Items: - Tome Of Gravity - Tome Of Speed - Tome Of Jump - Tome Of Blink (instantly teleports to the point you're looking, in limited range) - Tome Of Magic Bridge (creates a temporary magical bridge in front of you) - Staff Of Earth (Technic's drill counterpart, allows for fast mining) - Druid's Staff (Allows to perform a chain of transmutations on stone, from stone to dirt with grass) **Requires:** gadgets_api, gadgets_default_effects, [magic_materials](https://github.com/mt-historical/magic_materials) ## Tips All interactions respect area protection Magic tomes use mana and don't wear down, wear bar of staves represent their "charge", and they can be recharged by combining them with februm crystals on the crafting grid. ## Settingtypes Modpack provides some settings, accessible via "Settings->All Settings->Mods->gadgets_api You can also put these settings directly to your minetest.conf ``` enable_gadgets_effects = true, bool, should status effect visuals spawn effect_interval = 0.5, float, interval at which status effect visuals spawn ``` ## Making your own gadgets To define gadgets in your own mod you need to call `gadgets.register_gadget(def)` where `def` is a definition table. To see a complete list of possible definition options (with comments) refer to **[this document](gadgets_api/documentation.txt)**. To register new effects you need to call `gadgets.register_effect(def)`, where `def`` is an effect definition table. Refer to the document above for details. ## License All code is GPLv3 [link to the license](https://www.gnu.org/licenses/gpl-3.0.en.html) All resources not covered in the "credits" section are licensed under CC BY 4.0 [link to the license](https://creativecommons.org/licenses/by/4.0/legalcode) ## Credits Sounds from following users of freesound.org were mixed, cut, edited and used to produce sounds in this modpack: - prozaciswack - digging - alcinov - staircase-metal-rumble - breviceps - ethereal-teleport - spookymodem - hitting_wall - ktinquelal - rayo-laser - lamamakesmusic - step-ice-break - northern87 - barbecue-fire-northern87 - midimagician - fire-burning-loop.2 - smararaine - bonfire-being-lit - steffcaffrey - chimes - quaker540 - supernatural-explosion - cyberkineticfilms - strange-teleport-sound - slugzilla - phoenixscreech1 - qubodup - fire-spell - zenithinfinitivestudios - fantasy-ui-button-1 - adrimb86 - fairy-sound All sounds listed above were licensed as CC0. Produced sounds are licensed under CC BY 4.0 [link to the license](https://creativecommons.org/licenses/by/4.0/legalcode) **Tags:** adventure__rpg, magic, player_effects, transport **Repository:** https://github.com/mt-historical/gadgets_modpack **License:** GPL-3.0-only
Luanti ContentDB
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**Title:** Adaptation lib and mods **Description:** **Details:** Minetest mod: `adaptation_modpack` ================================== This modpack can be used by other mods which wants to be adapted to more than one minetest game. Main mod is `adaptation_lib`, which define adaptation API. See [API.md ](https://github.com/sfence/adaptation_modpack/blob/master/API.md)for details. Other mods primary add items to a database grouped by generic keys. So, you can use provided API functions to easier finding aviable items, which you need to use by the key. Example of get informations about carbon steel if aviable and normal steel if carbon steel is not aviable: `metal_ingot = adaptation_lib.get_item({"ingot_carbon_steel", "ingot_steel"}) ` Source code: ----------------------- Copyright (c) 2022 SFENCE MIT - check LICENSE file How to use: ----------------------- Add `adaptation_lib` and other `adaptation_*` mods to your mod dependence list. Use `adaptation_lib` functions to translate keys to item data. **Tags:** library **Repository:** https://github.com/sfence/adaptation_modpack **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 4287, "license": "MIT", "package_id": "SFENCE/adaptation_modpack", "repo": "https://github.com/sfence/adaptation_modpack", "tags": [ "library" ], "type": "mod", "website": null }
**Title:** Train Decoration Blocks **Description:** **Details:** # trainblocks This mod adds advtrains-themed blocks. However, this mod can be used independently as a decoration block collection. ## History * 2018-03-04 version 0.1 release * 2018-03-05 version 0.2 better node registrations and craft receipes | changed textures * 2018-03-06 version 0.21 alias added * 2018-03-07 version 0.3 alias removed in trainblocks and added new signs. => trainblocks_bc for backwards compatibility * 2024-01-05 version 0.5 Fix minor bugs, derived from LinuxForks mods collection * 2024-01-30 version 0.6 Added changes from [Blockhead's fork](https://github.com/Montandalar/trainblocks). **Tags:** building, transport **Repository:** https://github.com/C-C-Minetest-Server/trainblocks **License:** AGPL-3.0-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 1780, "license": "AGPL-3.0-or-later", "package_id": "Emojiminetest/trainblocks", "repo": "https://github.com/C-C-Minetest-Server/trainblocks", "tags": [ "building", "transport" ], "type": "mod", "website": null }
**Title:** Gravitygun **Description:** **Details:** The gravity gun, that can pick up, and throw away stuff :D left click (use) to pick up right click (place) on a holded object to throw away you can craft the tool to a placeable block Using 3D models in hand (basicly nodes) (becaouse same kind of mod does it in minecraft + more realistic) The gravity guns using a auto glitch fix, thats makes static control over the object, (the glitches is caused by heavy models) cast stuff can destroy blocks (fly away or create drops) [if enable_gravitygun_throw_stuff_destroys is true] Gravitygun Can can pick up, place and throw away stuff / blocks (players to if enable_gravitygun_requires_privilege_to_hold_players is false or have the gravitygun privilege) Gravitygun Overloaded: cant hold stuff, but used a very high force power to throw away evyerthing around you, even the blocks. requires gravitygun2 (privilege as default) Gravitygun basic: Can only pick up and place stuff (but still usefull) (players to if enable_gravitygun_requires_privilege_to_hold_players is false or have the gravitygun privilege) **Tags:** pvp, tools **Repository:** https://github.com/AiTechEye/gravitygun **License:** LGPL-2.1-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 10747, "license": "LGPL-2.1-only", "package_id": "AiTechEye/gravitygun", "repo": "https://github.com/AiTechEye/gravitygun", "tags": [ "pvp", "tools" ], "type": "mod", "website": null }
**Title:** Castle Masonry **Description:** **Details:** This is a mod all about creating castles and castle dungeons. Many of the nodes are used for the outer-walls or dungeons. =-=-=-=-=-=-=-=-=-= Contains: * Walls, Corner-walls, * Castlestone Stairs, Slabs, and Pillars * Arrowslits and embrasures * Rubble (to fill the interior of thick castle walls) * Murder holes and machicolations * Pillars and crossbraces * Roof slate * Paving stone * Dungeon stone Mod settings can allow for the basic castle masonry forms to be made for the following material types (all optional): * Cobble * Desert stone * Desert stone brick * Sandstone * Sandstone brick * Stone * Stone brick * Castle wall * Wood * Snow * Ice * Obsidian Brick **Tags:** building **Repository:** https://github.com/minetest-mods/castle_masonry **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 8852, "license": "MIT", "package_id": "FaceDeer/castle_masonry", "repo": "https://github.com/minetest-mods/castle_masonry", "tags": [ "building" ], "type": "mod", "website": null }
**Title:** Space Test **Description:** **Details:** ### Space Test A game about mining in space, for now early development stage but functional. You mine asteroids, shoot down aliens and expand your base. Detailed description of how to play can be found in the inventory. #### Current Features: * Energy: your spaceship runs on energy, energy gets used when attacking but also when enemies attack, once it runs out you die (dying right now has no threat at all, will be implemented later) * Mining: you can mine asteroids by shooting at them * Building: use mined asteroids to build various(ahem four) structures, including, a base metall which is needed because other structure have to be placed on top of it, an energy core which will recharge your energy, a defense turret that shoots nearby enemies, a reasearch facility that will increase your research progress over time * Research: gets leveled up by research facilities, leveling gets slower over time, new levels will boost certain parts of the game(right now only two levels) #### Planned Features: * Expanding the research mechanic * More asteroid types * More enemy types * More structures * More envoirement features * (will take a while to get here) a goal, which will be building a hyperspace gate to get back home #### The Envoiremental Update (0.2.0): * Black Holes (very seldom) * Meteors (faster unminable asteroids that have some particle effects applied) * seldom envoiremental clouds other: * turrets are now available for build **Tags:** pve, singleplayer **Repository:** https://github.com/RisingLeaf/spacetest **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 3699, "license": "MIT", "package_id": "thvk/spacetest", "repo": "https://github.com/RisingLeaf/spacetest", "tags": [ "pve", "singleplayer" ], "type": "game", "website": null }
**Title:** Appliances API **Description:** **Details:** This mod provides an object-based API for easier creation of appliances, machines, etc. Appliances support power by technic electricity, mesecenos, hand. Production can depend on the usage of something, connected water. **Tags:** library **Repository:** https://github.com/sfence/appliances **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 7123, "license": "MIT", "package_id": "SFENCE/appliances", "repo": "https://github.com/sfence/appliances", "tags": [ "library" ], "type": "mod", "website": null }
**Title:** gridlocks **Description:** **Details:** This is an escape room puzzle game about programming and art. In order to progress through the rooms, you must line up blocks to create programs to draw pixel art on the wall. It starts easy, but gets very hard by the end. **Tags:** puzzle **Repository:** https://github.com/jgordon510/minetest_gridlocks **License:** LGPL-2.1-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 893, "license": "LGPL-2.1-only", "package_id": "jgordon510/gridlocks", "repo": "https://github.com/jgordon510/minetest_gridlocks", "tags": [ "puzzle" ], "type": "game", "website": null }
**Title:** Colorlandia **Description:** **Details:** # Welcome to Colorlandia The game behind **¡Colorlandia!** server 🌈Rainbow inspired 🪶 light-weight creative exploration game to build whatever you imagine with voxels. Fun, childish and inspiring! 🖌️ - 7 colored grass-like biomes, plus black, gray and white make 10 new biomes on the surface. - Plus 3 underground biomes plenty of unique ores. (gray, dark gray and black) - Furniture, trees, flowers, stars and butterflies. - 7 colored data-like biomes plus white. 🪐 Make a total of 21 different and colorful biomes. This game consists of mainly 2 major mods I'm uploading separately to CDB - Colorlandia - [Datatest](https://content.luanti.org/packages/dibesfer/datatest/) Join the [community at discord](https://discord.gg/tUHBS9eERn) by [**dibesfer**.com](https://dibesfer.com) **Tags:** building, creative, decorative **Repository:** https://codeberg.org/dibesfer/Colorlandia.git **License:** LGPL-2.1-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 3793, "license": "LGPL-2.1-or-later", "package_id": "dibesfer/colorlandia", "repo": "https://codeberg.org/dibesfer/Colorlandia.git", "tags": [ "building", "creative", "decorative" ], "type": "game", "website": "https://dibesfer.codeberg.page/p/games/minetest/colorlandia/" }
**Title:** 1042 **Description:** **Details:** # 1042 ## Overview 1042 is a game placed in Europe around the year 1042 A.D. The game focuses on PvE and adventure. At the moment it is a bit limited but still playable at the basic level (See `Features` for more.) We Hope you enjoy playing it and any feedback is welcome! ## State: `v0.3.0-dev (alpha)` **WARNING** Some systems may have problems running this game! ## Features _See changelog for more compleate list._ - Mapgen with 4 biomes (tempeture areas) vast mountins and plains with deep oceans and caves - Unique UI with custom HUD and Invintory and in-game settings (on a per-player basis) - Several nodes - Working weather system - Working tools (with custom system) - Ores (Iorn) - Achivments API - Some sounds - Basic mobs Fish and pigs - Basic smelting and crafting recipies - Hardcore mode - Crafting - Weather sounds - Custom hunger and sprint mechanics - Custom tools ## Planned - Add moddable mapgen API - More trees and plants - Add More sounds and music - More general gameplay ## Roadmap #### beta v0.3.0 - Add mapgen APIs - Add more trees and plants, flowers. - Add pvp physics and more weapons (Bow and club) - Add lootable structures - Add more structures (villages) - Add rivers - Possibly add new world(s) ## Settings - `1042_warn_players_about_settings` Warns players abour the requirements for settings to be enabled if they join in servermode, default: `true` - `1042_auto_adjust_settings` Automaticly turns on settings for player (and updates to minetest.conf) if user settings conflict, default: `false` ### NOT RECOMMENDED - `1042_ignore_required_settings` Ignore required settings and run anyway (See Requirements), default: `false` - `1042_disable_weather` Disable in-game weather, default: `false` ## Requirements ### Luanti 1042 has some requirements to run. There are also some things that are recommended and will be set up if settings are left to default values or if `1042_auto_adjust_settings = true` #### Can not be overridden - Luanti version 5.11.0 or later #### Can be overridden with `1042_ignore_required_settings = true` - `enable_shaders = true` for rendering some nodes properly - `enable_auto_exposure = true` for the colours in the game to look right - `enable_post_processing = true` for rendering - `translucent_liquids = true` to render things like water - `enable_clouds = true` for weather to look right - `enable_3d_clouds = true` for weather to look right - `exposure_compensation = 0.5` for stuff to look right #### Recommended - `enable_waving_water = true` - `enable_water_reflections = true` - `smooth_lighting = true` - `enable_dynamic_shadows = true` - `enable_volumetric_lighting = true` - `enable_bloom = true` - `soft_clouds = true` - `connected_glass = true` - `enable_fog = true` ## Contributing 1042 is a free and open-source game and is licensed under the MIT license. If you would like to help develop you can make PRs on our [github](https://github.com/Xeno333/1042/). You can also join our [discord](https://discord.gg/7YTMtyPgrD). ## Online Resources - [1042 Github](https://github.com/Xeno333/1042/): `https://github.com/Xeno333/1042/` - [1042 Discord](https://discord.gg/7YTMtyPgrD) `https://discord.gg/7YTMtyPgrD` **Tags:** adventure__rpg, custom_mapgen, jam_game_2024, oneofakind__original **Repository:** https://github.com/Xeno333/1042 **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 1469, "license": "MIT", "package_id": "TX_Miner/1042", "repo": "https://github.com/Xeno333/1042", "tags": [ "adventure__rpg", "custom_mapgen", "jam_game_2024", "oneofakind__original" ], "type": "game", "website": null }
**Title:** QuantumBuilder - a QiskitBlocks fork **Description:** **Details:** # QiskitBlocks - Fork by MIROptics This fork is part of a science outreach project by the Millenium Institute for Research in Optics (MIRO). This initial version is modified from the unmantained original version by JavaFXpert. This fork will diverge incrementally. ## Compatibility From minetest v5.2. ## Configuration After installing, some minor configuration is required. Refer to the [official repo](https://github.com/MIROptics/QiskitBlocks) for further instructions. **Tags:** complex_installation, education **Repository:** https://github.com/MIROptics/QiskitBlocks **License:** Apache-2.0
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 2825, "license": "Apache-2.0", "package_id": "miroptics/qiskitblocks_miro", "repo": "https://github.com/MIROptics/QiskitBlocks", "tags": [ "complex_installation", "education" ], "type": "game", "website": null }
**Title:** Advtrains Subway NY **Description:** **Details:** # AdvTrains Train Pack: New York City Subway This mod provides a control car and intermediate cars for a New York City-like subway train that could fit in just about any American rapid transit type setting. This mod was originally made by MBB. It is not without its problems. The door animation is broken. The UV unwrapping and geometry have a few warped spots. [View this mod at the Train Catalogue](https://advtrains.de/wiki/doku.php?id=usage:trains:advtrains_subway_ny) ## License * Original code and assets copyright (C) 2017 MBB * Some code copyright (C) 2022 Blockhead This software and its assets are licensed under the Creative Commons ShareAlike-Attribution License 3.0 (CC BY-SA 3.0); see LICENSE.txt for details. ## Credits * Original Author: MBB * Contributions by: Blockhead * Fixed drops * Fixed attachment and viewpoint offsets * Fixed engine model to not be off-centre * Changed floor texture (lino-ish) * Contributions by: W3RQ01 * Changed texture (small improvements) * Added sound function * Contributions by: y5nw * i18n, Locale template and German locale **Tags:** simulation, transport **Repository:** https://codeberg.org/advtrains_supplemental/advtrains_subway_ny **License:** CC-BY-SA-3.0
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 4957, "license": "CC-BY-SA-3.0", "package_id": "advtrains_supplemental/advtrains_subway_ny", "repo": "https://codeberg.org/advtrains_supplemental/advtrains_subway_ny", "tags": [ "simulation", "transport" ], "type": "mod", "website": null }
**Title:** Italian Food For Voxelibre **Description:** **Details:** This mod adds a variety of traditional Italian foods, ingredients, and cooking tools. Grow fresh basil and tomatoes, craft delicious meals, and enjoy new gameplay mechanics like potion effects. Features: * Foods: Pizza, lasagna, spaghetti, bruschetta, cannoli, tiramisu, and more * Ingredients: Basil, tomatoes, mozzarella, sheep cheese, sauces, dough * Farming: Multi-stage tomato and basil plants * Crafting: Use real recipes to prepare complex dishes * Tools: Wood and Iron Rolling pin and a Pizza Cutter Wheel * Potions: Coffee-based potion with speed, jump, and dig boosts * Achievements: Earn rewards for eating Italian specialties * Structures: Pizzeria structure with loot * Soundtrack: A new music disc named "Tarantella" (Public Domain) Perfect for survival players who love farming, cooking, or adding cultural flavor to their game. **Tags:** food, plants_and_farming, player_effects, sound_music **Repository:** https://github.com/LudusExe/Italian-Food-for-Voxelibre **License:** GPL-3.0-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 308, "license": "GPL-3.0-or-later", "package_id": "Ludus/italian_food", "repo": "https://github.com/LudusExe/Italian-Food-for-Voxelibre", "tags": [ "food", "plants_and_farming", "player_effects", "sound_music" ], "type": "mod", "website": null }
**Title:** KetchupLand **Description:** **Details:** KetchupLand is a work-in-progress free and open-source 3D open-world adventure sandbox game, built on the Luanti voxel game engine and made in the style of old games from the Windows 95 era, complete with 256 color VGA graphics. Collect resources to survive the harsh caves, dry deserts, hot volcanoes and freezing tundras of the land of the ketchup, harvesting tomatoes and exploring the vast worlds and beautiful biomes for better resources and tomatoes. KetchupLand is a fork of the KetchupTest game originally developed by Tim7 and licensed under the MIT license. **Tags:** adventure__rpg, building, oneofakind__original, plants_and_farming, player_effects, pve, survival **Repository:** https://github.com/KetchupLand/KetchupLand **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 6211, "license": "MIT", "package_id": "danil_2461/ketchupland", "repo": "https://github.com/KetchupLand/KetchupLand", "tags": [ "adventure__rpg", "building", "oneofakind__original", "plants_and_farming", "player_effects", "pve", "survival" ], "type": "game", "website": "https://ketchupland.voxelmanip.se" }
**Title:** Extended Tooltips: Food **Description:** **Details:** Displays saturation points for food. Supports food items without problems, with the eatable group. For many other mods, this group is added intentionally. ## Supported mods: * Farming Redo * Ethereal * Dwarf Fortress * Animal World * Aqua Farming * Extra Biomes * Goblins * Hardcore Farming * Living Caves * Living Caves Mobs * Living Desert * Living Floatlands * Marinara * Marinara Mobs * Native Villages * Natural Biomes * People * Variety * XNether * Ocean * Some others... **Tags:** gui, inventory **Repository:** https://github.com/adikalon/tt_food **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 1021, "license": "MIT", "package_id": "adikalon/tt_food", "repo": "https://github.com/adikalon/tt_food", "tags": [ "gui", "inventory" ], "type": "mod", "website": null }
**Title:** X Spawners Mobs **Description:** **Details:** # X Spawners Mobs Adds mobs support for spawners. - Animalia - Mobs Animals - Mobs Monsters - Mob Horse - Mobs Water (Crocodile, Fish, Shark, Turtle, Jellyfish) - DMobs - NSSM **Tags:** mobs, pve, survival **Repository:** https://bitbucket.org/minetest_gamers/x_spawners_mobs **License:** LGPL-2.1-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 424, "license": "LGPL-2.1-or-later", "package_id": "SaKeL/x_spawners_mobs", "repo": "https://bitbucket.org/minetest_gamers/x_spawners_mobs", "tags": [ "mobs", "pve", "survival" ], "type": "mod", "website": "https://bitbucket.org/minetest_gamers/x_spawners_mobs" }
**Title:** Street Signs **Description:** **Details:** Adds street signs of all kinds, many with editable text or numbers. Sizes, colors, and content are generally MUTCD 2009 compliant. Signs_lib must be commit f6673dc0 (tag "2019-09-14-1") or later to use this mod. **Tags:** decorative, transport **Repository:** https://github.com/mt-mods/street_signs **License:** LGPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 9035, "license": "LGPL-3.0-only", "package_id": "mt-mods/street_signs", "repo": "https://github.com/mt-mods/street_signs", "tags": [ "decorative", "transport" ], "type": "mod", "website": null }
**Title:** Pegasus **Description:** **Details:** # Pegasus mod for Minetest/Luanti This mod adds magical Pegasi to the `Minetest game` world — winged horses you can tame, ride, and befriend. ## Description `Pegasi` are legendary flying horses inspired by Greek mythology. In the game, they roam the world, can be tamed and ridden, and even fly through the skies. They are more than just mounts — they interact with `Water Dragons`, follow their own paths, and have their own lore, recorded in a special `in-game book`. ## Features - Pegasi spawn in grassland biomes - You can tame and ride them - Flight controls for flying and trotting - Pegasi follow custom roaming logic - Special interactions with Water Dragons - In-game book with more lore and info - Custom textures and sounds ## Installation ### From ContentDB 1. Download the archive 2. Unpack it 3. Place the folder in the "mods" directory ### From the Luanti Mod Menu 1. Open the mod browser 2. Search for “Pegasus” 3. Download and enable it ## Usage 1. Look for Pegasi in grasslands 2. Right-click to try taming one 3. Ride and use movement keys to fly: - Forward = trot - Forward + Aux1 = canter - Double jump = take off This mod is created by **Scottii** and based on [Animalia](https://github.com/ElCeejo/animalia) and on [Dragan-uisge (Water Dragon)](https://github.com/homiak/waterdragon). ## Release Log ### v2.2.0 - Fix bugs ### v2.1.1 - Fix flee bug ### v2.1.0 - Fix bugs ### v2.0.0 - Added elements to the Pegasi: fire, ice, water and wind - Fix craft bug - translation improvement ### v1.1.0 - Minor tweaks - Added new page to the Pegasus book: parade wand and nametag usage explained ### v1.0.0 - First public release **Tags:** 16px, 32px, adventure__rpg, magic, mobs, survival, transport **Repository:** https://github.com/homiak/pegasus.git **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 203, "license": "MIT", "package_id": "margo/pegasus", "repo": "https://github.com/homiak/pegasus.git", "tags": [ "16px", "32px", "adventure__rpg", "magic", "mobs", "survival", "transport" ], "type": "mod", "website": null }
**Title:** Fsc **Description:** **Details:** Easier method for creating better and more secure formspecs. **Tags:** multiplayer **Repository:** https://github.com/sofar/fsc **License:** GPL-2.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 5001, "license": "GPL-2.0-only", "package_id": "sofar/fsc", "repo": "https://github.com/sofar/fsc", "tags": [ "multiplayer" ], "type": "mod", "website": null }
**Title:** BlockAssault MapMaker **Description:** **Details:** # BlockAssaultMapMaker [BAM.S] This is a game that allows players do his maps for **BlockAssault Game** ## Guide The mapmaking system works like the CTF map maker. Follow this steps to make a map 1. Select a area to do the map 2. Open gui, with '/gui' command 3. Set positions, from player of manual coordinates. 4. Set Radius and Height **R/H** for your map (Theres no limit) 5. Emerge area. 6. Place Barriers 7. Build structures (If needed for map) (Optional) 8. Place teams. 2 Teams: **Red/Blue**, 4 Teams: **Red/Blue/Green/Yellow** 9. Set your map data, as name, technical name, author, physics. 10. Export Remember this can be playable with multiplayer. ## How maps works > Works: The maps works as simple mods, so the external decorations (Like **homedecor**) can be used in. > Mods: The maps can use any type of mods, if the mods provides any decorations or help for your map. > Depends: If the map uses any external mod, remeber to modify 'mod.conf' in your map folder and add in field 'depends' your technical mod name, *Comma separated ','* ## Licenses Everything are in [LICENSES](LICENSES.TXT/) **Tags:** building, creative, decorative, library **Repository:** https://github.com/EISHU-MT/block_assault_mapmaker **License:** AGPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 2949, "license": "AGPL-3.0-only", "package_id": "KareaGhandTrail/block_assault_mapmaker", "repo": "https://github.com/EISHU-MT/block_assault_mapmaker", "tags": [ "building", "creative", "decorative", "library" ], "type": "game", "website": null }
**Title:** Slimes Redo **Description:** **Details:** # Slimes Redo This mod adds two type of mobs in the world of Minetest: green slimes and lava slimes. They are hostile and will attack the players as soon as they see them. If they are defeated, the slimes maybe will reward the player with useful resources. Green slimes live in the tall grass of the jungles and in the ancient ruins of lost temples. And lava slimes live deep underground near the lava pools. Hope you like it! Original forum page: https://forum.minetest.net/viewtopic.php?t=11743 **Tags:** mobs, pve **Repository:** https://codeberg.org/tenplus1/mobs_slimes **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 1189, "license": "MIT", "package_id": "TenPlus1/mobs_slimes", "repo": "https://codeberg.org/tenplus1/mobs_slimes", "tags": [ "mobs", "pve" ], "type": "mod", "website": null }
**Title:** Orion (Development version) **Description:** **Details:** This is the Orion gamemode. To play please use the creative mode for the moment, the survival/crafting does not yet fully work. You can contact me via xmpp: [email protected] **Tags:** oneofakind__original, technology **Repository:** https://codeberg.org/nephele-user/Orion **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 762, "license": "MIT", "package_id": "nephele/orion", "repo": "https://codeberg.org/nephele-user/Orion", "tags": [ "oneofakind__original", "technology" ], "type": "game", "website": null }
**Title:** Mineclone Better End **Description:** **Details:** # End Update Mineclone Better End improves the end experience, it adds more ores and unique end islands and caves along with oceans! This is a fully original mod, built from scratch (with the exception of a handfull of textures) **Tags:** custom_mapgen, environment, mapgen, oneofakind__original, survival **Repository:** https://github.com/Xeno333/mcl_better_end/ **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 847, "license": "MIT", "package_id": "TX_Miner/mcl_better_end", "repo": "https://github.com/Xeno333/mcl_better_end/", "tags": [ "custom_mapgen", "environment", "mapgen", "oneofakind__original", "survival" ], "type": "mod", "website": null }
**Title:** Colored Concrete **Description:** **Details:** # colored_concrete (Stable) Colored concrete in 16 different colors **settings** ` colored_concrete_enable_aliases (Enabled aliases) bool true` enable or disable aliases for old mod versions **Changelog:** v1.1.0: Fix nodename problems (double ":"), fix settings detection, add chinese translation v1.0.2: Just code style v1.0.1: Added a setting to alias the old nodes (enabled per default); fixed broken translation; general improvements v.1.0.0: Rewrited node and crafting register functions v.0.5.0: Translate stair+ names v0.4.0: Unifieddyes is now optional v0.3.2: Minor changes v0.3.1: Fixed a false German translation v0.3.0: Translation support for German and English v0.2.1: Moreblocks is now optional v0.2.0: Changed name to `colored_concrete` v0.1.0: First release #GitHub https://github.com/Niklp09/colored_concrete **Tags:** building, decorative **Repository:** https://github.com/Niklp09/colored_concrete **License:** GPL-2.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 3799, "license": "GPL-2.0-only", "package_id": "Niklp/colored_concrete", "repo": "https://github.com/Niklp09/colored_concrete", "tags": [ "building", "decorative" ], "type": "mod", "website": null }
**Title:** Wandering traders **Description:** **Details:** # Wandering traders Adds wandering traders that you can breed with food. Wandering traders was created with code and media from [mobs_npc](https://codeberg.org/tenplus1/mobs_npc) ## Installation ### ContentDB * Content > Browse Online Content * Search for "Wandering traders" * Click Install ### Manually - Unzip the archive, rename the folder to `wandering_traders` and place it in `.../minetest/mods/` - GNU/Linux: If you use a system-wide installation place it in `~/.minetest/mods/`. The Luanti engine can be found at [GitHub](https://github.com/minetest/minetest). For further information or help, see: [Installing Mods](https://wiki.luanti.org/Installing_Mods). ## License See `license.txt` **Tags:** mobs **Repository:** https://github.com/X-DE1/wandering_traders **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 566, "license": "MIT", "package_id": "X-DE1/wandering_traders", "repo": "https://github.com/X-DE1/wandering_traders", "tags": [ "mobs" ], "type": "mod", "website": null }
**Title:** Climate API **Description:** **Details:** # Climate API A powerful engine for weather presets and visual effects. Requires a weather pack like [Regional Weather](https://github.com/t-affeldt/regional_weather). Use the regional climate to set up different effects for different regions. Control where your effects are activated based on temperature, humidity, wind, position, light level or a completely custom activator. Climate API provides temperature and humidity values on a block-per-block basis that follow the seasons, day / night cycle and random changes. Make it rain, change the sky or poison the player - it's up to you. ## Troubleshooting Generally speaking, most mods should be compatible. If you notice __odd movement speeds__ or jump heights of players, you should check for mods that also modify player physics. Use a compatibility mod like [player_monoids](https://github.com/minetest-mods/player_monoids) or [playerphysics](https://forum.minetest.net/viewtopic.php?t=22172) to get rid of this problem. This requires the conflicting mod to also support the chosen compatibility layer. Mods that __modify the sky__ (including skybox, moon, sun, stars and clouds) are sadly not fully compatible because they conflict with Climate API's sky system. You should deactivate the sky features in either mod. You can do this here using the ``Override the skybox`` setting. If you're a mod maker then you can also optionally depend on climate_api and use ``climate_api.skybox.add_layer(playername, layer_name, options)`` to register your skybox change in a compatible way. Note that you need __at least Minetest v5.2.0__ for skybox changes to have any effect. __Important__: Conflicting skybox changes include the ``weather`` mod included in vanilla __Minetest Game__. You will want to disable that mod in order to use the more advanced cloud system introduced by Climate API. Head to ``Settings → All Settings → Games → Minetest Game`` and set ``Enable weather`` to ``Disabled``. This setting will only exist if you are using Minetest Game v5.2.0 or higher. The following mods have been created specifically with Climate API in mind: - [Regional Weather](https://github.com/t-affeldt/regional_weather): My own weather pack for climate based weather effects - [Moon Phases](https://github.com/t-affeldt/minetest_moon_phase): Complements weather effects with dynamic sky changes and a full moon cycle - [Sailing Kit](https://github.com/t-affeldt/sailing_kit) (Fork): Uses Climate API's new wind system to sail across the sea. The following mods complement Climate API particularly well: - [Lightning](https://github.com/minetest-mods/lightning): Adds to heavy rain by enabling additional lightning effects - [Ambience](https://notabug.org/TenPlus1/ambience): Plays some nice ambient sound effects based on where you are. ## Chat Commands - ``/weather``: Display information on current weather effects. This command will show you current temperature and humidity, active weather presets and currently playing effects - ``/weather_settings``: Display current mod configuration in the chat - ``/weather_influences``: Display all different factors and how they affect you in this moment. - ``/weather_status``: Display a list of all installed weather presets and whether they have been forced on, turned off, or are running normally (auto). If no weather presets are listed here then you need to install a weather mod like Regional Weather. - ``/grant <playername> weather``: Enable a specified player to modify the current weather. - ``/set_heat <value>``: Override global heat levels with given value. - ``/set_base_heat <value>``: Override the base heat value used to calculate local climate. Positive numbers will increase temperature by X degrees Fahrenheit, whereas negative values will lower it. - ``/set_humidity <value>``: Override global humidity levels with given value. - ``/set_base_humidity <value>``: Override the base humidity value used to calculate local climate. Positive numbers will increase humidity by X percent, whereas negative values will lower it. - ``/set_wind <x> <z>``: Override wind speed and direction. Higher absolute values result in stronger wind. The sign indicates direction. - ``/set_weather <weather> <on|off|auto>``: Set a weather preset to always be applied (on), disable it completely (off), or reset it to be applied automatically (auto). Turning presets on manually might result in partially missing effects (like no sound if you enable sandstorms but no storms). Use ``/weather_status`` for a full list of installed weather presets. The prefix is important. ## Configuration Options You can find all mod configuration options in your Minetest launcher. Go to ``Settings → All Settings → Mods → climate_api`` to change them. Individual weather packs may provide additional configuration options in their respective mod configuration section. ### Performance - ``Update speed of weather effects`` (default 1.0): This value regulates how often weather presets are recalculated. Higher values will result in smoother transitions between effects as well as faster response times to traveling players. Lower values will significantly increase overall performance at the cost of rougher looking effects. - ``Multiplicator for used particles`` (default 1.0): This value regulates how many particles will be spawned. A value of 1 will use the recommended amount of particles. Lower values can possible increase performance. - ``Dynamically modify nodes`` (default true): If set to true, weather packs are allowed to register node update handlers. These can be used to dynamically place snow layers, melt ice, or hydrate soil. - ``Include wind speed in damage checks`` (default true): If set to true, Climate API will factor in wind speed and obstacles to determine damage sources. If set to false, a simple check will be used whether the player is outside. ### Weather Effects - ``Cause player damage`` (default true): If set to true, dangerous weather presets will damage affected players over time. - ``Show particle effects`` (default true): If set to true, weather effects (like rain) are allowed to render particles. Deactivating this feature will prevent some presets from being visible. For performance considerations it is recommended to decrease the amount of particles instead. - ``Override the skybox`` (default true): If set to true, weather effects are allowed to modify a player's sky. This includes skybox, sun, moon, and clouds (also used for fog effects). Running this mod on Minetest 5.1.2 or earlier versions will automatically disable this feature. - ``Display HUD overlays`` (default true): If set to true, weather effects are allowed to render an image on top of the gameplay. This is usually an optional effect used to increase immersion (like a frozen-over camera in a snow storm). ### Environment - ``Global base temperature`` (default 0): This value will be added to all biome's base temperatures before applying random modifiers. Every unit here will increase the global base heat by one degree Fahrenheit. Negative values will cool down global base heat respectively. - ``Global base humidity`` (default 0): This value will be added to all biome's base humidity before applying random modifiers. Every unit here will increase the global base humidity by one percent. Negative values will dry up global base humidity respectively. - ``Time rate of weather changes`` (default 1.0): This value regulates how quickly environment factors like heat, humidity and wind are changing. A value of 2 will double the speed at which weather presets change. A value of 0.5 will half the speed respectively. ### Preferences - ``Show degrees in Fahrenheit instead of Celsius`` (default false): If set to true, temperature information in */weather* command will be displayed in Fahrenheit. - ``Play ambient sound loops`` (default true): If set to true, weather effects are allowed to play sound loops. Note that you can also adjust sound levels instead of deactivating this feature completely. - ``Volume of sound effects`` (default 1.0): This value regulates overall sound volume. A value of 2 will double the volume whereas a value of 0.5 will reduce the volume by half. ## Modding Information Check the [api_doc.md](https://github.com/t-affeldt/climate_api/blob/master/api_doc.md) for a (currently incomplete) documentation on how to register new weather presets and visual effects. Use my weather [presets](https://github.com/t-affeldt/regional_weather/tree/master/ca_weathers) and [effects](https://github.com/t-affeldt/regional_weather/tree/master/ca_effects) as an example. Ask in the [forum](https://forum.minetest.net/viewtopic.php?t=24569) or open an [issue](https://github.com/t-affeldt/climate_api/issues) if you run into problems. Also check the source code of predefined weather effects because they include usage documentation at the top of each file. ## License - Source Code: *GNU LGPL v3* by me - Sun and moon textures: *CC BY-SA (3.0)* by Cap ## Assets in screenshots - Screenshots and editing by me: *CC BY-SA (3.0)* - Logos and artwork: *CC BY-SA (3.0)* by Cap - Lato Font (for the Logo): *OFL* by Łukasz Dziedzic from http://www.latofonts.com/lato-free-fonts/ - Source Sans Pro (for the subtitles): *OFL*, see https://fonts.google.com/specimen/Source+Sans+Pro - Used texture pack: Polygonia (128px edition) *CC BY-SA (4.0)* by Lokrates. See https://forum.minetest.net/viewtopic.php?f=4&t=19043 **Tags:** environment, library **Repository:** https://github.com/t-affeldt/climate_api **License:** LGPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 7362, "license": "LGPL-3.0-only", "package_id": "TestificateMods/climate_api", "repo": "https://github.com/t-affeldt/climate_api", "tags": [ "environment", "library" ], "type": "mod", "website": null }
**Title:** Composting **Description:** **Details:** Composter allows you to compost leaves, needles, saplings, grass and some other items. Composting speed depends on composter fill and C:N ratio. Composter should be placed on soil, to work faster. You can craft garden soil from dirt and compost lumps. Some plants (from mod farming, [Farming Redo](https://content.luanti.org/packages/TenPlus1/farming/) and hades_extrafarming) grows faster on garden soil. The electric composter can be powered by power generators, technic, elepower, techage or factory electric (require appliances). See settingtypes.txt for check configuration posibilities. **Tags:** plants_and_farming **Repository:** https://github.com/sfence/composting **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 4047, "license": "MIT", "package_id": "SFENCE/composting", "repo": "https://github.com/sfence/composting", "tags": [ "plants_and_farming" ], "type": "mod", "website": null }
**Title:** Armor HUD bar **Description:** **Details:** This HUD bar shows a percentage and will only be displayed if you wear at least one piece of armor. A percentage of 100% means your armor is in perfect or near-perfect condition, and 0% means your armor is completely destroyed (not displayed by default). Also you need to wear at least 4 different pieces of armor to reach 100%. Note the percentage only denotes the armor's condition, not its quality or strength. **Tags:** hud, survival **Repository:** https://codeberg.org/Wuzzy/minetest_hbarmor **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 8797, "license": "MIT", "package_id": "Wuzzy/hbarmor", "repo": "https://codeberg.org/Wuzzy/minetest_hbarmor", "tags": [ "hud", "survival" ], "type": "mod", "website": null }
**Title:** TrainPack **Description:** **Details:** # TrainPack (version 2.0). ***18.01.25 Restored the modpack abandoned for a few years. All mods are transformed to the submodules now except two ones (advtrains_train_jre231 and technictrain) instead of keeping previously them as independent copies which would be hard to support. ***This modpack consists of next mods:*** * granite (by h-v-smacker) * jpntlr600 (from advtrains_supplemental, originally by takaosan) * jre231 (by Mainote) * tfl_s7_stock_modpack (from advtrains_supplemental, originally by Mainote) * bboe_1080 (from advtrains_supplemental, originally by mbb) * db_160 (from advtrains_supplemental, originally by mbb) * freight_train (from advtrains_supplemental, originally by mbb) * railbus (from advtrains_supplemental, originally by mbb) * rocket (from advtrains_supplemental, originally by mbb) * subway_ny (from advtrains_supplemental, originally by mbb) * technictrain (by gpcf) * train_orient_express (from advtrains_supplemental, originally by mbb) * train_zugspitzbahn (from advtrains_supplemental, originally by mbb) * transib (from advtrains_supplemental, originally by mbb) ***Media License:*** CC BY-SA 3.0. ***Code License:*** GNU LGPL. **Tags:** transport **Repository:** https://github.com/Andrey2470T/trainpack **License:** LGPL-2.1-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 495, "license": "LGPL-2.1-only", "package_id": "Andrey01/trainpack", "repo": "https://github.com/Andrey2470T/trainpack", "tags": [ "transport" ], "type": "mod", "website": null }
**Title:** mtzip **Description:** **Details:** zip-library for minetest Lets you use zip files from within a minetest mod (both reading and writing) Docs: https://github.com/BuckarooBanzay/mtzip/blob/master/README.md Supported versions: * Does not currently support zip64 stuff, only the basics Disclaimer: * Some zip-constellations may not work, this mod isn't 100% spec-complete, PR's/issues welcome **Tags:** library **Repository:** https://github.com/BuckarooBanzay/mtzip **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 5376, "license": "MIT", "package_id": "BuckarooBanzay/mtzip", "repo": "https://github.com/BuckarooBanzay/mtzip", "tags": [ "library" ], "type": "mod", "website": "https://github.com/BuckarooBanzay/mtzip/blob/master/README.md" }
**Title:** Agon **Description:** **Details:** You have a diamond sword to fight against some monsters to complete a wave. After 32 waves you will win the game. **Tags:** adventure__rpg, mobs, oneofakind__original, pve **Repository:** https://github.com/Der1248/Agon **License:** LGPL-2.1-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 8438, "license": "LGPL-2.1-only", "package_id": "1248/agon", "repo": "https://github.com/Der1248/Agon", "tags": [ "adventure__rpg", "mobs", "oneofakind__original", "pve" ], "type": "game", "website": null }
**Title:** Simple Roads **Description:** **Details:** Simple and generic nodes with road markings, for building road networks. **Tags:** building, creative, transport **Repository:** https://github.com/rollerozxa/simple_roads **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 1803, "license": "MIT", "package_id": "ROllerozxa/simple_roads", "repo": "https://github.com/rollerozxa/simple_roads", "tags": [ "building", "creative", "transport" ], "type": "mod", "website": null }
**Title:** Minetest Game Plus **Description:** **Details:** This is a mod for Minetest Game that adds various decorative building blocks that are designed to fit the game's general theme well. Themes include: * Stone/cobblestone/sandstone * Snow and ice * Metal * Luxury (gold) * Papyrus This mod also adds slabs, stairs, ladders, doors, trapdoors and, if the `furniture` mod is used, furniture. This mod also offers compability with other (similar) mods and to minimize redundancy, so it should be relatively safe to install this mod. **Tags:** building, creative **Repository:** https://codeberg.org/Wuzzy/minetest_mtg_plus **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 10483, "license": "MIT", "package_id": "Wuzzy/mtg_plus", "repo": "https://codeberg.org/Wuzzy/minetest_mtg_plus", "tags": [ "building", "creative" ], "type": "mod", "website": null }
**Title:** Extra Doors **Description:** **Details:** Extra Doors adds a set of 18 new doors to Minetest. They encompass a wide variety of different building styles, so players are no longer restricted to the four basic steel, wood, glass, and obsidian glass doors that come shipped with the default game. ## Installation * Unzip the archive into the mods directory of your game * Rename the extra_doors-master directory to "extra_doors" ## Getting Started I designed all of the door textures for the JT2 server, with the exception of the Cottage Exterior Door and the Japanese Door which I borrowed from _X-Decor_ mod with slight modifications. A couple of the designs were loosely inspired by the _mydoors_ mod. <!-- ![](https://i.imgur.com/zx4xJsk.png) ![](https://i.imgur.com/LOPrQ4N.png) ![](https://i.imgur.com/BqbXCmI.png) ![](https://i.imgur.com/SqdTNtw.png) ![](https://i.imgur.com/STA67eS.png)--> I truly believe that doors are one of the most essential but often overlooked elements of good architectural design. They set the tone and character of both a living and working space. Have the wrong style of door can make or break the underlying visual aesthetic of any building, which is why I accounted for several possible uses. Enjoy! **Tags:** building **Repository:** https://bitbucket.org/sorcerykid/extra_doors **License:** LGPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 11308, "license": "LGPL-3.0-only", "package_id": "sorcerykid/extra_doors", "repo": "https://bitbucket.org/sorcerykid/extra_doors", "tags": [ "building" ], "type": "mod", "website": null }
**Title:** Promise **Description:** **Details:** promise library for minetest Docs: https://github.com/mt-mods/promise/blob/master/readme.md **Tags:** library **Repository:** https://github.com/mt-mods/promise **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 1996, "license": "MIT", "package_id": "mt-mods/promise", "repo": "https://github.com/mt-mods/promise", "tags": [ "library" ], "type": "mod", "website": "https://github.com/mt-mods/promise" }
**Title:** Matrix Math Library **Description:** **Details:** This mod doesn't do anything on its own, it's only meant to be used by other mods. Please see [davidm/lua-matrix](https://github.com/davidm/lua-matrix) for the original version. **Tags:** library **Repository:** https://github.com/entuland/lua-matrix **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 5393, "license": "MIT", "package_id": "entuland/matrix", "repo": "https://github.com/entuland/lua-matrix", "tags": [ "library" ], "type": "mod", "website": null }
**Title:** Emote **Description:** **Details:** This mod allows players to /sit, /wave, /point and a few other character animations based on the default player model animations. These allow players to be more expressive to other players and make world a little bit more sociable. **Tags:** multiplayer **Repository:** https://github.com/minetest-mods/emote **License:** LGPL-2.1-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 11334, "license": "LGPL-2.1-only", "package_id": "sofar/emote", "repo": "https://github.com/minetest-mods/emote", "tags": [ "multiplayer" ], "type": "mod", "website": null }
**Title:** Advtrains Japanese Tram TLR0600 **Description:** **Details:** # Japanese Tram TLR0600 ## by takaosan This mod is an extension for Advtrains that provides the front and rear units of a light rail tram inspired by the Japanese TLR0600 from Toyama. The tram features a modern exterior and has a detailed interior and would look good in most modern urban settings. The current version of this mod includes a generic matched pair of front and rear units. If this mod is used with the optional [AdvTrains Livery Tools](https://content.luanti.org/packages/Marnack/advtrains_livery_tools/) modpack, players will be able to customize the livery of these trams in game by using the Livery Designer Tool. This mod also still includes the now deprecated original four matched pairs of front and back units in blue, green, red and yellow. They are not available by default but can be enabled via the "Include deprecated trams" mod setting (default = Disabled). Unless playing in an existing game which used an earlier version of this mod or in a game that is not using the AdvTrains Livery Tools mod, these deprecated wagons should not be needed since they can be easily replicated with the livery tool. The following livery templates are currently defined for the trams in this mod: * "Toyama" - This template can be used to replicate the livery style of the deprecated units which is based on the livery of the trams in Toyama, Japan. It allows for customization of the service color surrounding the doorways and in various windows as well as the exterior walls, window trim and seats. * "Ribbon" - An optional multicolored ribbon meanders around the exterior of the unit. It can be colored to match the service line if desired. The exterior walls, window trim and seats can also be customized. * "Upper-Lower Split" - This template allows for different colors to be applied to the upper and lower portions of the exterior walls as well as an optional service color stripe. The window trim and seats can also be customized. Several predefined liveries based on these templates are also available in the livery tool, including four predefined liveries that replicate the deprecated trams. Note that the livery tool will open and display information for the deprecated units but there are no livery customization options or predefined liveries for these units. Thus, it will only allow the player to view but not modify these older wagons. The new generic tram units will have crafting recipes when this mod is used along with with the default mod from Minetest Game. As it was in earlier versions of this mod, the deprecated trams have no crafting recipes so players will need to use the /give or /giveme command to acquire these units when playing in survival mode. This mod features a system that updates the appearance of the trams such that they appear to be realistically illuminated at night. Since the system is only based on the time of day, however, it has some limitations, such as the illumination effect not being applied if a tram is located in a darkened area such as a tunnel during the daytime. This feature can be disabled via the "Use illuminated appearance of trams during the night" mod setting (default = Enabled). The driver's stand is accessed in the front unit which is the one without the pantograph on its roof. These units have sounds but not animated doors. ### Download * Current version: https://codeberg.org/advtrains_supplemental/advtrains_train_jpntlr600 * Original version: https://github.com/takao-soramu/advtrains_train_jpntlr600 ### Installation * Extract .zip contents to: [path to minetest folder]/mods/advtrains_train_jpntlr600 * Sample textures have been provided for future reference: ./sample_textures ### Licence * License of code: GNU AGPL version 3 (see License.txt) * License of media: CC-BY-SA 3.0 (see LICENSE_media.txt) The following copyrights apply: * Original code and assets copyright (C) 2020 takaosan * Some code copyright (C) 2020 Maverick2797 * Some code copyright (C) 2022 W3RQ01 * Some code and assets copyright (C) 2023 Marnack ### Credits * Original Author: Takaosan * Contributions by Maverick2797 * Tidy code * Contributions by W3RQ01 * Update max speed * Contributions by Marnack * Add mod setting to control illuminated appearance of trams * Improve activation timing of illumination effect * Add a new generic version of the TLR0600 tram pair that can be modified with the livery designer tool from the optional AdvTrains Livery Tools modpack. * Deprecate the original 4 pairs of trams that have preset colors and add a mod setting to control if they should be included in the game. * Generalize the nighttime illuminated tram effect to also apply to the new generic TLR0600 trams, including those with customized liveries. * Add crafting recipes for the generic TLR0600 trams when this mod used with Minetest Game. ### More Information * See https://advtrains.de/ for more information about Advtrains Use of this mod is at your own risk. The author and contributors can not be held liable or responsible for any damages caused by using any part of this mod. このModは、Minetest向けADVTRAINS Modのアドオンデータです。これ単体では利用できません このModで生じたいかなる損害も、製作者は一切の責任を負いません ADVTRAINS Modのライセンスを継承します **Tags:** simulation, transport **Repository:** https://codeberg.org/advtrains_supplemental/advtrains_train_jpntlr600 **License:** AGPL-3.0-only
Luanti ContentDB
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**Title:** Cannons **Description:** **Tags:** pve, pvp **Repository:** https://bitbucket.org/kingarthursteam/cannons/ **License:** LGPL-3.0-only
Luanti ContentDB
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**Title:** Castle Lighting **Description:** **Details:** This mod contains medieval lighting sources suitable for a castle. It includes: * Small chandelier and hanging chain * Lantern box * Steel floor brasier * Stone pedestal/column brasier. If the castle_masonry mod is installed, brasiers will be generated for all enabled material types. Brasiers require fuel to generate a flame. **Tags:** building **Repository:** https://github.com/minetest-mods/castle_lighting **License:** MIT
Luanti ContentDB
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**Title:** Laptop PC Pack 1 **Description:** **Tags:** technology **Repository:** https://github.com/Gerold55/PCPack1 **License:** CC-BY-SA-4.0
Luanti ContentDB
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**Title:** Regional Weather **Description:** **Details:** # Regional Weather A weather pack for [__Climate API__](https://github.com/t-affeldt/climate_api) by TestificateMods Not every biome is the same and neither should their weather be. Regional Weather controls its effects with the local climate in mind. Experience the humid air of the rain forest and harsh desert sandstorms. ## Troubleshooting Regional Weather depends on [Climate API](https://github.com/t-affeldt/climate_api) in order to function. Generally speaking, most mods should be compatible to it. If you notice __odd movement speeds__ or jump heights of players, you should check for mods that also modify player physics. Use a compatibility mod like [player_monoids](https://github.com/minetest-mods/player_monoids) or [playerphysics](https://forum.minetest.net/viewtopic.php?t=22172) to get rid of this problem. This requires the conflicting mod to also support the chosen compatibility layer. Mods that __modify the sky__ (including skybox, moon, sun, stars and clouds) are sadly not fully compatible because they conflict with Climate API's sky system. You should deactivate the sky features in either mod. You can do this in Climate API's settings using the ``Override the skybox`` option. If you're a mod maker then you can also optionally depend on climate_api and use ``climate_api.skybox.add_layer(playername, layer_name, options)`` to register your skybox change in a compatible way. Note that you need __at least Minetest v5.2.0__ for skybox changes to have any effect. Conflicting skybox changes include the ``weather`` mod included in vanilla __Minetest Game__. You will want to disable that mod in order to use the more advanced cloud system introduced by Climate API. Head to ``Settings → All Settings → Games → Minetest Game`` and set ``Enable weather`` to ``Disabled``. This setting will only exist if you are using Minetest Game v5.2.0 or higher. If you experience __performance issues__, the *Performance* section of Climate API's configuration section is a great place to start looking for a solution. The following mods are recommended to be installed alongside Regional Weather: - [Climate API](https://github.com/t-affeldt/climate_api) (required): The necessary weather engine that this mod is built upon - [Moon Phases](https://github.com/t-affeldt/minetest_moon_phase): Complements weather effects with dynamic sky changes and a full moon cycle - [Sailing Kit](https://github.com/t-affeldt/sailing_kit) (Fork): Uses Climate API's new wind system to sail across the sea. - [Lightning](https://github.com/minetest-mods/lightning): Adds to heavy rain by enabling additional lightning effects - [Farming](https://github.com/minetest/minetest_game/tree/master/mods/farming) (as part of MTG) or [Farming Redo](https://forum.minetest.net/viewtopic.php?t=9019): Add farmland and crops to grow food. Farmland wil turn wet during rain effects. - [Fire](https://github.com/minetest/minetest_game/tree/master/mods/fire) (as part of MTG): Adds fires that can be caused by lightning strikes and other effects and will be extinguished during rain effects. - [Pedology](https://forum.minetest.net/viewtopic.php?f=11&t=9429) Adds a lot of nodes with dynamic wetness and dryness states. - [Ambience](https://notabug.org/TenPlus1/ambience): Plays some nice ambient sound effects based on where you are. For easier installation, you can get a lot of these mods as part of my [Climate Modpack](https://github.com/t-affeldt/climate). ## Configuration Options You can find all mod configuration options in your Minetest launcher. Go to ``Settings → All Settings → Mods → regional_weather`` to change them. Also check out the options inside the ``climate_api`` section for additional configuration options, including performance tweaks and feature switches. ### Features - ``Place snow layers`` (default true): If set to true, snow layers will stack up during snowy weather. - ``Freeze river water`` (default true): If set to true, river water sources will freeze at low temperatures and melt when it gets warmer again. This process does not affect regular ice blocks because it adds its own temporary ones. - ``Place rain puddles`` (default true): If set to true, water puddles will form during rain or when snow layers have melted. - ``Hydrate farmland`` (default true): If set to true, rain will cause dry farmland to turn wet. Requires *farming* or *farming_redo* mod. - ``Extinguish fire`` (bool true): If set to true, fires will be extinguished during rain showers. Requires *fire* mod. - ``Wetten pedology nodes`` (default true): If set to true, rain will wetten or dry nodes from pedology mod. Requires *pedology* mod. ### World Configuration - ``Maximum height of weather effects`` (default 120): No visual effects will be applied above this height. This value defaults to normal cloud height (120 nodes above sea level). - ``Minimum height of weather effects`` (default -50): No visual effects will be applied below this height. This will prevent unwanted visuals within large underground caves. - ``Cloud height`` (default 120) Average height of cloud bases - ``Cloud height variation`` (default 40) Maxmial variation of cloud height from base value ## License information ### Source Code Unless otherwise stated, this source code is written entirely by myself. You are free to use it under a GNU Lesser General Public License version 3. You can find respective rights and conditions in the attached [LICENSE](https://github.com/t-affeldt/regional_weather/blob/master/LICENSE.md) file. The entire source code is available on [Github](https://github.com/t-affeldt/regional_weather). ### Particles - Hail textures: *CC BY-SA (3.0)* made by me - Snow flake textures: *CC BY-SA (3.0)* by paramat, found in snowdrift mod at https://github.com/paramat/snowdrift - Snow composite texture: *CC BY-SA (3.0)* by Cap, created from aforementioned snow flakes by paramat (please credit original artist as well) - Rain textures: *CC BY-SA (3.0)* by Cap (an original design for this mod) ### Block Textures - Puddle textures: *CC BY-SA (3.0)* by Cap - Snow layers and ice block using textures from *default* (not included) ### Sounds - Heavy Rain sounds: *CC0* by Q.K., taken from mymonths at https://github.com/minetest-mods/mymonths/tree/master/sounds - Light Rain sounds: *CC BY 3.0* by Arctura from https://freesound.org/people/Arctura/sounds/34065/ - Wind sound: *CC BY (3.0)* by InspectorJ from https://freesound.org/people/InspectorJ/sounds/376415/ - Hail sound: *CC0* by ikayuka from https://freesound.org/people/ikayuka/sounds/240742/ - Puddle footstep sound: *CC0* by swordofkings128 from https://freesound.org/people/swordofkings128/sounds/398032/ ### HUD Overlays - Frost HUD: *CC BY-SA (3.0)* by Cap - Original texture for sand storm HUD: *CC0* from https://freestocktextures.com/texture/dirty-baking-paper,1202.html, edits by me under *CC0* as well ### Assets in screenshots - Screenshots and editing: *CC BY-SA (3.0)* by me - Logos and artwork: *CC BY-SA (3.0)* by Cap - Lato Font (for the Logo): *OFL* by Łukasz Dziedzic from http://www.latofonts.com/lato-free-fonts/ - Source Sans Pro (for the subtitles): *OFL*, see https://fonts.google.com/specimen/Source+Sans+Pro - Used texture pack: Polygonia (128px edition) *CC BY-SA (4.0)* by Lokrates. See https://forum.minetest.net/viewtopic.php?f=4&t=19043 ### Full License Conditions - [GNU Lesser General Public License version 4](https://github.com/t-affeldt/regional_weather/blob/master/LICENSE.md) - [Creative Commons Licenses](https://creativecommons.org/licenses/) - [SIL Open Font License](https://opensource.org/licenses/OFL-1.1) **Tags:** environment **Repository:** https://github.com/t-affeldt/regional_weather **License:** LGPL-3.0-only
Luanti ContentDB
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**Title:** Maid Companions **Description:** **Details:** Adds NPC's you can go on adventures with. Brings more life to the world. (Work-in-progress) To craft a maid egg, use 4 bread. 3 on the bottom, one in the middle. This is intended for decorative NPC's. For example, populating a village with NPC characters. Right click a maid to open the menu. You can set their home to a specific location and they will safely wander nearby. **You can add a custom skin for them**. The possibilities are endless. I have plans for the maids to help the player, such as with holding items. But that is not added yet. Current features: * Cute characters that make the world feel more alive. * Home mode and Follow mode. They warp if too far, so no worries about them keeping up. Right click a maid to switch mode. * You can add a skin file to add a custom character. * Maids are basically immortal. No worries about them dying! * Choose between Big and Small height for a maid. Limitations (This mod is a work in progress): * Maids do not follow the player yet. They just wander. But they can teleport-follow when you are too far. * No animations * No functionality yet besides companionship. * Thinner skins can work on maids, but may have slight visual issues. Full sized skins work best. How to add skins: Put them in the textures folder in the mod. Make sure they're the same size; 64 by 32 pixels. If your skin is 64 by 64 (as many skins are), crop it to the correct size and keep the top part. See example skins in folder. This mod is inspired by the Touhou Little Maid mod by TartaricAcid. Special thanks to TenPlus1, MirceaKitsune, Sdzen, and Astrobe for their work used in this (See license). **Tags:** decorative, mobs **Repository:** https://github.com/Comet712/maid_companions.git **License:** MIT
Luanti ContentDB
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**Title:** More Tools **Description:** **Details:** This mod add more variants of tools screwdriver and shears (if [vines](https://content.luanti.org/packages/VanessaE/plantlife_modpack/) mod is enabled). It provides new tool garden trowel (used with [composting](https://content.luanti.org/packages/SFENCE/composting/) mod). **Tags:** tools **Repository:** https://github.com/sfence/moretools **License:** MIT
Luanti ContentDB
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**Title:** Macrotex **Description:** **Details:** Package of 32x32 textures similar to the original textures. Originally by philipbenr, Zeg'9, tobyplowy and BrunoMine (see LICENSE.txt) **Tags:** 32px **Repository:** https://github.com/rollerozxa/macrotex **License:** CC-BY-SA-3.0
Luanti ContentDB
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**Title:** Mcl Lever Status Indicator **Description:** **Details:** This mod makes levers in the “on” position have a red tip. I have tested it with Mineclonia, so it should work with MineClone2 or MineClone5. The redstone torch lever overlay is based on the file “jeija_torches_on.png” from the mesecons_torches mod in MineClone2 by Wuzzy. Its License: Creative Commons Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0) <http://creativecommons.org/licenses/by-sa/3.0/> **Tags:** decorative **Repository:** https://git.minetest.land/erle/mcl_lever_status_indicator **License:** AGPL-3.0-or-later
Luanti ContentDB
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**Title:** Basic signs **Description:** **Details:** This project provides colored metal wall signs, locked wooden sign (the one with the steel edges), and an extension to the default wooden signs, to place either a wall sign, a yard sign, or a hanging-from-ceiling sign, depending on where the user points (in addition to placing on a post/fence). Most items herein were originally part of signs_lib. Signs_lib must be commit bcb6a3aa (tag "2019-09-15-1") or later to use this mod properly **Tags:** decorative **Repository:** https://github.com/mt-mods/basic_signs.git **License:** LGPL-3.0-only
Luanti ContentDB
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**Title:** Mapblock Lib **Description:** **Details:** Mapblock-granular world operations, transformations and utilities Features: * Load/Save mapblocks from/to disk * Serializes param1/param2/nodetimers and metadata * Transforms mapblock data on the fly (rotation, orientation, replacements) * Supports caching of the loaded mapblocks for fast in-world placement (mapgen) * Adds a per-mapblock data-storage (`get_mapblock_data` / `set_mapblock_data`) with caching Use-cases: * Custom mapgens with pre-built schematics * Building-mods Demo: * [City mapgen](https://github.com/BuckarooBanzay/citygen) ## Chatcommands * **/mapblock_show** marks the current mapblock with a grid * **/mapblock_save [name]** saves the current mapblock in `<world_path>/mapblocks/<name>` * **/mapblock_load [name]** loads a previously saved mapblock * **/mapblock_rotate_y [90,180,270]** rotates the current mapblock around the y axis * **/mapblock_mark** (only available if the `worldedit` mod is present) marks the current mapblock with worledit ## Api See: https://buckaroobanzay.github.io/mapblock_lib/ # License * Code: MIT * Textures: CC-BY-SA 3.0 **Tags:** library **Repository:** https://github.com/BuckarooBanzay/mapblock_lib **License:** MIT
Luanti ContentDB
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**Title:** Thirsty **Description:** **Details:** # Thirsty [thirsty] A Luanti mod that adds a "thirst" mechanic. ## Description This is a mod for Luanti. It adds a thirst mechanic to the game, similar to many hunger mods (but independent of them). Players will slowly get thirstier over time, and will need to drink or suffer damage. The point of this mod is not to make the game more realistic, or harder. The point is to have another mechanic that rewards preparation and infrastructure. Players will now have an incentive to build their base next to water (or add some water to their base), and/or take some water with them when mining or traveling. ## Terminology: "Thirst" vs. "hydration" "Thirst" is the absence of "hydration" (a term suggested by everamzah on the Luanti forums, thanks!). The overall mechanic is still called "thirst", but the visible bar is that of "hydration", meaning a full bar represents full hydration, not full thirst. Players lose hydration (or "hydro points") over time, and gain hydration when drinking. ## Current behavior ### Tier 0 Stand in water (running or standing) to slowly drink. You may not move during drinking (or you would be able to cross an ocean without getting thirsty). ### Tier 1 Use a container (e.g. from `vessels`) on water to instantly fill your hydration. Craftable wooden bowl included. ### Tier 2 Pre-made drinks and craftable canteens ### Tier 3 Placeable drinking fountain / wash basin node: instantly fills your hydration when used. ### Tier 4 Placeable fountain node(s) to fill the hydration of all players within range. Placing more nodes increases the range. #### How To Use Water Fountains (Taken from [forum posts](https://forum.luanti.org/viewtopic.php?p=177400&sid=c0839ee0172e6ec297d3f102d2f502a7#p177400)) Water fountains are placeable, but these are not usable. Instead, they constantly fill the hydration of all players within a 5 node radius, as if they were standing in water. Water fountains need actual water (source or flowing) near them to work. You can extend the radius of water fountains with "water extenders", placeable nodes without any function of their own. Specifically, a water fountain will check all the nodes in a 5-node-high pyramid starting one node above itself. It will count all water nodes (source or flowing), and count all water fountains / water extenders. The smaller of these numbers is the "level" of the fountain, up to 20 (in other words, you need an equal amount of water and fountain blocks). Each level adds 5 more nodes to the working radius. A large fountain should cover a city block or two. I'd recommend placing one water source above the "fountain" node, and arranging extenders under it, but the plan is to allow many working designs. ### Tier 5 Craftable trinkets/gadgets/amulets that constantly keep your hydration filled when in your inventory, solving your thirst problem once and for all. * Amulet of Moisture - Absorbs moisture from the surrounding environment places it into a canteen or other water holding item. Must be held in Inventory. * Amulet of Hydration - Feeds water from a Canteen or other water holding item directly into the player to keep them always hydrated. Must be held in Inventory. The above two Amulets can be used in combination with each other plus a canteen. However this does permanently fill 3 inventory slots the deliberate downside to offset the significant bonus. * Amulets of Thirst - Three versions - lesser, normal and greater - each will slower the rate at which a player becomes thirsty. Normal thirst factor is 1, however a "cursed" version could be created which makes a player become thirsty faster. Note: Included Amulets of Thirst have no craft recipes and are only available as dungeon loot with more powerful versions only found in deeper dungeons. ## Future plans Continued tidy and updating ## Dependencies * default (optional but needed for included components) * bucket (optional but needed for some included components) * hudbars (optional): <https://forum.luanti.org/viewtopic.php?t=11153> * vessels (optional): <https://forum.luanti.org/viewtopic.php?t=2574> ## Credit Original thirsty mod is by Ben and has been contributed to by Nathan.S and sirrobzeroone: <https://forum.luanti.org/viewtopic.php?t=11820> ## License ### Code LGPL 2.1 (see included LICENSE file) ### Textures Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0) Copyright (C) 2012-2016 Vanessa Ezekowitz, 2016 Thomas-S * vessels_glass_bottle_full_cc_by_sa_3.png * modified from vessels_glass_bottle.png Public Domain CC0 1.0 Universal Sirrobzeroone * thirsty_drop_100_24_cc0.png +.xcf * thirsty_drop_100_16_cc0.png * thirsty_wooden_bowl_cc0.png +.xcf * thirsty_bronze_canteen_cc0.png +.xcf * thirsty_steel_canteen_cc0.png * thirsty_amulet_moisture_cc0.png +.xcf * thirsty_amulet_hydration_cc0.png +.xcf All other Images CC BY-SA 4.0 (see <http://creativecommons.org/licenses/by-sa/4.0/>) ### Sounds thirsty_breviceps_drink-drinking-liquid.ogg <https://freesound.org/people/Breviceps/sounds/445970/> Public Domain CC0 1.0 Universal Report bugs or request help on the forum topic or git repo. **Tags:** environment, pve, survival **Repository:** https://codeberg.org/csirolli/luanti_thirsty.git **License:** LGPL-2.1-only
Luanti ContentDB
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**Title:** LWComponents **Description:** **Details:** Various components for mesecons and digilines. **Features** * Dropper, drops an item on command. * Dispenser, dispenses (with velocity) an item on command. * Collector, picks up dropped items in adjacent block, with optional filtering. * Detector, detects items or entities within a given radius. * Siren, plays a sound repeatedly while active. * Puncher, punches players or entities within a given reach. * Player button, sends digilines message with player name. * Breaker, digs the nodes directly in front. * Deployer, places the nodes directly in front. * Destroyer, automated trash. * Hologram, projects a hologram above the hologram node. * Fan, blows any entity, player or drop in front of the fan. * Conduit, connected in a circuit to move items. * Cannon, shoots an item on command with directional aiming (plus 3 shells). * Double (optionally single) reach pistons and sticky pistons. * Digilines Switch, digilines controlled mesecons power. * Movefloor, similar to vertical mesecons movestone. * Camera, takes a representative image. * Storage, indexed storage units. * Crafter, crafts by recipe or by item, and can pull from storage units. * Hoppers, that are more compatible with this mod. * Mesecons Through Wire, transmits through 1 to 2 solid blocks. * Solid color conductor blocks, same as Solid Color Block but also mesecons and digilines conductor. * Touchscreen, full block variant of digistuff:touchscreen. * Panel, full block variant of digistuff:panel. *To spawn entities from dispensers and cannons include the [lwcomponents_spawners](https://content.luanti.org/packages/loosewheel/lwcomponents_spawners/) mod.* **Tags:** technology **Repository:** https://github.com/mt-historical/lwcomponents **License:** LGPL-2.1-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 4341, "license": "LGPL-2.1-or-later", "package_id": "mt-mods/lwcomponents", "repo": "https://github.com/mt-historical/lwcomponents", "tags": [ "technology" ], "type": "mod", "website": null }
**Title:** achievements_lib **Description:** **Details:** **BEWARE: this is not a 1.x.x release, it might be unstable** If this didn't stop you, the mod doesn't add much on its own, except for `/achievements`. Have a look at the [DOCS](https://gitlab.com/zughy-friends-minetest/achievements_lib/-/blob/master/DOCS.md) to understand how to (easily) manage your achievements **Tags:** library **Repository:** https://gitlab.com/zughy-friends-minetest/achievements_lib **License:** GPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 5069, "license": "GPL-3.0-only", "package_id": "Zughy/achievements_lib", "repo": "https://gitlab.com/zughy-friends-minetest/achievements_lib", "tags": [ "library" ], "type": "mod", "website": null }
**Title:** Extended Tooltips: Armor **Description:** **Details:** Displays armor properties from 3d_armor mod **Tags:** gui, inventory **Repository:** https://github.com/adikalon/tt_armor **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 999, "license": "MIT", "package_id": "adikalon/tt_armor", "repo": "https://github.com/adikalon/tt_armor", "tags": [ "gui", "inventory" ], "type": "mod", "website": "https://github.com/adikalon/tt_armor" }
**Title:** Nice Realistic **Description:** **Details:** This texturepack is work-in-progress and will gradually cover necessary textures. **Tags:** 16px **Repository:** https://github.com/RichardTry/nice-realistic **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 1771, "license": "MIT", "package_id": "Richard_Try/nice_realistic", "repo": "https://github.com/RichardTry/nice-realistic", "tags": [ "16px" ], "type": "txp", "website": null }