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**Title:** Void Totem **Description:** **Tags:** survival **Repository:** https://github.com/mineclone2-mods/void_totem **License:** GPL-3.0-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 3796, "license": "GPL-3.0-or-later", "package_id": "mineclone2-mods/void_totem", "repo": "https://github.com/mineclone2-mods/void_totem", "tags": [ "survival" ], "type": "mod", "website": "https://github.com/mineclone2-mods/void_totem" }
**Title:** celevator **Description:** **Details:** If you read nothing else in this description: the manual is [here](https://cheapiesystems.com/git/celevator/plain/docs/celevator_controller_manual.pdf). Adds fully functional, realistic elevators capable of moving players between multiple floors in a building. Features include: * 2 to 100 floors with customizable names * Travel speed adjustable for each elevator independently, up to 20m/s (more than 7.5m/s not recommended in multiplayer) * Can travel through loaded or unloaded mapblocks * Full selective-collective operation * Group dispatching with up to 16 cars in a group and true ETA dispatching * Optional destination-based dispatching * Swing car operation * Animated doors, hoist machine, and tapehead * Controller interface with diagnostic LEDs, display, and GUI configuration * Optional car call security settings (require area access to place a car call, or disallow car calls to a specific floor entirely) * Functional independent service and fire service phase I and II (approximately following ASME A17.1 codes) modes * Car top and machine room inspection operation with adjustable speed * Adjustable door dwell and nudging timers * mView remote monitoring software (optional, available if "laptop" mod is installed) * Mesecons input and output modules (optional, available if "mesecons" mod is installed) * Communication with Luacontrollers via digilines input/output modules (optional, available if "digilines" mod is installed) **Tags:** creative, simulation, technology, transport **Repository:** https://cheapiesystems.com/git/celevator/ **License:** The Unlicense
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 3644, "license": "The Unlicense", "package_id": "cheapie/celevator", "repo": "https://cheapiesystems.com/git/celevator/", "tags": [ "creative", "simulation", "technology", "transport" ], "type": "mod", "website": null }
**Title:** mineclonia Oneblock **Description:** **Details:** # mcl_oneblock ONLY USE THIS MOD ON DEDICATED WORLDS, IT WILL MESS UP MAPGEN IF YOU USE IT ON EXISTING WORLDS Oneblock style skyblock challenge for mineclonia. Repeatedly dig one block to get more stuff, work through all 12 Phases! ## Chatcommands * `ob_status` - View current dig count * `ob_reset` - Reset the oneblock if it should get lost for some reason * `ob_set_count` - Requires debug privilege: set the current dig count **Tags:** singleplayer **Repository:** https://codeberg.org/cora/mcl_oneblock.git **License:** GPL-3.0-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 3598, "license": "GPL-3.0-or-later", "package_id": "cora/mcl_oneblock", "repo": "https://codeberg.org/cora/mcl_oneblock.git", "tags": [ "singleplayer" ], "type": "mod", "website": null }
**Title:** Gun pack 1 - Western weapons **Description:** **Details:** ## ATTENTION: DISABLE VIEW BOBBING FOR BEST EXPERIENCE # Adds four unique weapons! This mod is meant to add a variety of weapons from western nations, it will be one of several gun packs adding various weapons * M4 rifle with multiple firemodes (burst and semi) * bolt action AWM sniper rifle fully equiped with animations for reloading and rechambering * Semi automatic M1014 shotgun, reloading incrementally (incredibly satisfying) * Glock21 pistol For bug reports and additional information on features and controls, see https://content.luanti.org/packages/fatalerror420/guns4d/ **Tags:** tools **Repository:** https://github.com/FatalistError/guns4d_pack_1 **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 10585, "license": "MIT", "package_id": "fatalerror420/guns4d_pack_1", "repo": "https://github.com/FatalistError/guns4d_pack_1", "tags": [ "tools" ], "type": "mod", "website": null }
**Title:** Cave Game **Description:** **Details:** This is a game for the [Luanti engine](<https://www.luanti.org/>), which can be downloaded at that link. Cave Game can be [installed from the Content tab](<https://content.luanti.org/help/installing/>) in the main menu. Check out [other Luanti games & mods](<https://content.luanti.org/>) while you're here! ## Features - Stone and grass nodes. - Place & destroy them. - That's it. ## Notes Whilst looking like cobble, stone is infact `minecraft:stone`. Block's ID are aliased to their "modern" Minecraft name. Select mapgen `singlenode` for a truly flat world. Mapgen v6 unsupported. If you want Cave Game's flipped mouse buttons, change the following in your `minetest.conf`: ``` keymap_dig = KEY_RBUTTON keymap_place = KEY_LBUTTON ``` ## Game by olive - ISC [Textures by ROllerozxa], based upon [REFI] - CC-BY-SA 4.0 [REFI]: https://content.luanti.org/packages/MysticTempest/refi_textures/ [Textures by Rollerozxa]: https://github.com/rollerozxa/minecraftnt-classic/ **Tags:** creative **Repository:** https://git.minetest.land/olive/cavegame **License:** ISC
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 31865, "license": "ISC", "package_id": "GoodClover/cavegame", "repo": "https://git.minetest.land/olive/cavegame", "tags": [ "creative" ], "type": "game", "website": null }
**Title:** DlxTrains **Description:** **Details:** # DlxTrains ModPack *Important: The current version of DlxTrains ModPack requires AdvTrains 2.4.0 or later* DlxTrains ModPack is an extension for AdvTrains that adds train related content. Features of the modpack include: - Detailed locomotives and wagons whose livery and age appearance can be selected by the owning player. - 3 diesel locomotives with dynamic sound, smoke and texture effects. - 17 industrial freight wagons, including some that have visible loads that reflect the wagon's inventory. - 2 support wagons, including an escort wagon and a caboose. - Basic support for [AdvTrains Livery Tools](https://content.luanti.org/packages/Marnack/advtrains_livery_tools/). - Tank wagon support for [Techage Modpack](https://content.luanti.org/packages/joe7575/techage_modpack/) when used with [Advanced Trains TechAge addons](https://content.luanti.org/packages/orwell/advtrains_techage/). Note: This modpack does not currently include passenger wagons. For those, consider using [AdvTrains Basic Trains](https://content.luanti.org/packages/orwell/basic_trains/), [Moretrains](https://content.luanti.org/packages/gpcf/moretrains/) or [Classic Coaches](https://content.luanti.org/packages/Marnack/classic_coaches/), all of which are available on [ContentDB](https://content.luanti.org/). ## Included mods Please see the README file in each of the included mod folders for important additional information. - **DlxTrains** - This is the base mod needed by all other DlxTrains related mods. It contains common craft items and tools for the modpack plus utilities needed by the other DlxTrains mods. - **DlxTrains Cargo** - This is an optional mod that adds some cargo nodes as well as additional cargo related textures that can be used by the DlxTrains Industrial Wagons mod. - **DlxTrains Diesel Locomotives** - This mod provides three diesel locomotives in multiple liveries. Players can optionally customize the exterior of these locomotives with a visible unit number that is unique to each locomotive. - **DlxTrains Industrial Wagons** - This mod provides freight wagons that feature selectable liveries and, in some cases, visible cargo. - **DlxTrains Support Wagons** - This mod provides support wagons, including an escort wagon and a caboose, both of which provide additional seating for train crew members. These wagons also feature selectable liveries. ## Game Support As with **AdvTrains**, DlxTrains ModPack is compatible with many games when playing in creative mode and fully supports survival mode in [Minetest Game](https://content.luanti.org/packages/Minetest/minetest_game/) and its many variants. However, DlxTrains ModPack also supports survival mode in games that are not based on **Minetest Game** including the following: - [Farlands Reloaded](https://content.luanti.org/packages/wsor4035/farlands_reloaded/) - [Hades Revisited](https://content.luanti.org/packages/Wuzzy/hades_revisited/) - [Minecloneia](https://content.luanti.org/packages/ryvnf/mineclonia/) - [VoxeLibre](https://content.luanti.org/packages/Wuzzy/mineclone2/) (formerly known as MineClone2) Note that support for survival mode in those games is subject to potential breakage in the future if those games change their materials or crafting system. Some of the crafting recipes defined by DlxTrains require items that are defined in AdvTrains. Thus, for full support of survival mode in the games listed above, also consider using the [AdvTrains Crafting Compatibility Patch](https://content.luanti.org/packages/Marnack/advtrains_crafting_compatibility_patch/) to enable crafting of those items that are defined in AdvTrains. ## Recent Changes ### [1.19.0] - 2025-06-14 - Add second driver stand to the European G1206 Diesel Locomotive - Add two European small open wagons - Remove unnecessary MTL files - Add conversion recipes for the European small tank wagons - Reduce inventory capacity of the European small tank wagons > *NOTE: See the relevant wagon descriptions in the README file in the dlxtrains_industrial_wagons mod folder for an important note about excess cargo in existing wagons.* - Update livery count for the North American Wooden Boxcar in the README file - Add notes about inventory for the European small open wagons ### [1.18.0] - 2025-01-20 - Optimize PNGs ### [1.17.0] - 2024-11-15 - Change references from Minetest to Luanti - Add Australian Cattle Van - Minor code cleanup - Refactor common tool code Please see the CHANGELOG in the modpack folder for older changes. **Tags:** simulation, transport **Repository:** https://github.com/Marnack/dlxtrains_modpack **License:** AGPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 22656, "license": "AGPL-3.0-only", "package_id": "Marnack/dlxtrains", "repo": "https://github.com/Marnack/dlxtrains_modpack", "tags": [ "simulation", "transport" ], "type": "mod", "website": null }
**Title:** Chat Command Builder **Description:** **Details:** # API ## Installing As a mod developer, you can: 1. Depend on [lib_chatcmdbuilder](https://content.luanti.org/packages/rubenwardy/lib_chatcmdbuilder/) mod and let the Minetest dependency system install it for you. 2. OR include the `chatcmdbuilder.lua` file in your mod, and then `dofile` it like so: ```lua local chatcmdbuilder = dofile("chatcmdbuilder.lua") ``` It's important that you keep this as a local, to avoid conflict with the mod version if installed. ## Registering Chat Commands `chatcmdbuilder.register(name, def)` registers a new chat command called `name`. It returns an object to register subcommands. Here is an example: ```lua local cmd = chatcmdbuilder.register("admin", { description = "Admin tools", privs = { kick = true, ban = true } }) cmd:sub("kill :target", function(name, target) local player = minetest.get_player_by_name(target) if player then player:set_hp(0) return true, "Killed " .. target else return false, "Unable to find " .. target end end) cmd:sub("move :target to :pos:pos", { privs = { teleport = true } func = function(name, target, pos) local player = minetest.get_player_by_name(target) if player then player:setpos(pos) return true, "Moved " .. target .. " to " .. minetest.pos_to_string(pos) else return false, "Unable to find " .. target end end, }) ``` A player could then do `/admin kill player1` to kill player1, or `/admin move player1 to 0,0,0` to teleport a user. ## Introduction to Routing A route is a string. Let's look at `move :target to :pos:pos`: * `move` and `to` are terminals. They need to be there in order to match. * `:target` and `:pos:pos` are variables. They're passed to the function. * The second `pos` in `:pos:pos` after `:` is the param type. `:target` has an implicit type of `word`. ### Param Types * `word`: default. Any string without spaces * `number`: Any number, including decimals * `int`: Any integer, no decimals * `text`: Any string * `pos`: 1,2,3 or 1.1,2,3.4567 or (1,2,3) or 1.2, 2 ,3.2 * `modname`: a mod name * `alpha`: upper or lower alphabetic characters (A-Za-z) * `alphascore`: above, but with underscores * `alphanumeric`: upper or lower alphabetic characters and numbers (A-Za-z0-9) * `username`: a username * `itemname`: an item name ### Registering new Param Types ```lua -- Simple type for lowercase text -- eg: `:param:lower` chatcmdbuilder.register_type("lower", "([a-z]+)", function(pop) return tonumber(pop()) end) -- Position type -- eg: `:param:pos` chatcmdbuilder.register_type("pos", "%(? *(%-?[%d.]+) *, *(%-?[%d.]+) *, *(%-?[%d.]+) *%)?", function(pop) return { x = tonumber(pop()), y = tonumber(pop()), z = tonumber(pop()) } end) ``` ## Reference ### Functions * `chatcmdbuilder.register(name, def)`: registers a chat command * Returns a `chatcmdbuilder.Builder` instance * `name`: chat command name. * `def`: chat command def, can contain everything in `register_chatcommand`, except for `func`. * `chatcmdbuilder.register_type(name, pattern, converter)`: register a param type * `name`: type name, used in routes * `pattern`: A Lua pattern * `converter(pop)`: Optional, a function to convert text into the type * `pop`: function to return the next matched group. * returns the converted value. ### class chatcmdbuilder.Builder This is the class returned by `chatcmdbuilder.register`. Constructor: * `chatcmdbuilder.Builder:new()`: returns new instance Methods: * `sub(path, func_or_def)` * `path`: a route * `func_or_def`: either a function or a def table containing: * `func`: function * `privs`: a list of required privs * `run(name, params)`: Execute chat command * Returns same as `func`: `boolean, message`. * Doesn't check chat command privs, but will check subcommand privs. **Tags:** library **Repository:** https://github.com/rubenwardy/ChatCmdBuilder **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 9788, "license": "MIT", "package_id": "rubenwardy/lib_chatcmdbuilder", "repo": "https://github.com/rubenwardy/ChatCmdBuilder", "tags": [ "library" ], "type": "mod", "website": null }
**Title:** Kart Car **Description:** **Details:** Minetest 5.2 mod: Kart Car ======================================== This is a kart car, a mod that provides a little race car. It can be painted using dye of any color you want, you must punch the seat with the dye. Your kart starts with fuel. To refuel you need stop, turn the engine off and punch a biofuel vial or gallon against the kart. - arrows to control acceleration, brake, direction. - shift to go backwards - E key to turn the engine on The kart runs better on solid blocks like stones, clay, etc. If you try to run over grass, snow or permafrost, the speed will be severely reduced. ----------------------- It uses some code from Sailing Kit (by TheTermos) License of source code: MIT (see file LICENSE) License of media (textures and sounds): --------------------------------------- engine.ogg, drift.ogg and collision.ogg by APercy. See License file Kart model by APercy. See License file **Tags:** sports, transport **Repository:** https://github.com/APercy/minekart **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 17123, "license": "MIT", "package_id": "apercy/kartcar", "repo": "https://github.com/APercy/minekart", "tags": [ "sports", "transport" ], "type": "mod", "website": null }
**Title:** Pie **Description:** **Details:** Add cakes to Minetest, eat them in slices or quarters, or pick them back up with crystal shovel. **Tags:** food **Repository:** https://codeberg.org/tenplus1/pie **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 14578, "license": "MIT", "package_id": "TenPlus1/pie", "repo": "https://codeberg.org/tenplus1/pie", "tags": [ "food" ], "type": "mod", "website": null }
**Title:** Koboldkrieg (Goblin Warfare) **Description:** **Details:** Koboldkrieg (German for Goblin Warfare) is a Tower Defense/Real-time Strategy hybrid. You are the overseer of a new colony settling in an unexplored land. Challenges and trials await you, but it's nothing your loyal band can't overcome. Gather resources, research, build, fight off endless hordes of goblins and become a world power. **Tags:** adventure__rpg, jam_game_2024, simulation **Repository:** https://notabug.org/NathanS21/Koboldkrieg **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 2428, "license": "MIT", "package_id": "Nathan.S/kobo", "repo": "https://notabug.org/NathanS21/Koboldkrieg", "tags": [ "adventure__rpg", "jam_game_2024", "simulation" ], "type": "game", "website": null }
**Title:** What is This? UwU **Description:** **Details:** This mod says at the top of your screen what you're looking at in real time, it also says which mod it belongs to. # What is this? UwU A mod that says at the top of your screen what you're looking at. ## Chatcommands To unshow the pop-up, typed this in console: ``` /wituwu ``` And typed again to show. ## For Servers See [what_is_this_owo](https://github.com/Rotfuchs-von-Vulpes/what_is_this_owo-minetest) for optimized version Enjoy! 🦊 **Tags:** hud **Repository:** https://github.com/Rotfuchs-von-Vulpes/what_is_this_uwu-minetest/ **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 10660, "license": "MIT", "package_id": "Rotfuchs-von-Vulpes/what_is_this_uwu", "repo": "https://github.com/Rotfuchs-von-Vulpes/what_is_this_uwu-minetest/", "tags": [ "hud" ], "type": "mod", "website": null }
**Title:** Lucky Block **Description:** **Details:** Craft and break lucky blocks to give something good, bad or painful :) Works with most minetest games including MineClone. Has API available to add lucky blocks to your own mods. **Tags:** player_effects **Repository:** https://codeberg.org/tenplus1/lucky_block **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 32776, "license": "MIT", "package_id": "TenPlus1/lucky_block", "repo": "https://codeberg.org/tenplus1/lucky_block", "tags": [ "player_effects" ], "type": "mod", "website": null }
**Title:** Lava Stuff **Description:** **Details:** # Lavastuff Adds lava armor, tools, and blocks ## **API** * **lavastuff.burn_drops("tool:itemstring")** - Cooks all of the nodes that **tool:itemstring** digs * **lavastuff.enable_tool_fire** - Enable/Disable the lava tool fire feature * **lavastuff.blacklisted_items** - Prevent lava tools from smelting certain nodes. See code for how to add an item to the list * **lavastuff.cook_limit** - Prevent lava tools from smelting dug nodes if cooktime is too high * **lavastuff.tool_fire_func** - The function used by lavastuff tools to place fire ## **Game support** * **Minetest Game** - 100% support * **MineClone2** - (Some features are lost) ## **Language support** * **Spanish** - (Thanks to **runs** & **xenonca**) * **French** - (Thanks to **Brian Gaucher** and **louisroyer**) * **German** - (Thanks to **xenonca**) * **Italian** - (Thanks to **xenonca**) ## **Special Features** * **Tool Fire** - Lights flammable nodes on fire when rightclicked. If node has set on_ignite then that function will be run instead of the fire being placed * **Autosmelt** - All nodes dug with a lava tool will be automatically smelted before being added to your inventory * **Buurn** - If the fire_plus mod is enabled players will catch on fire when hit with a lava tool Most features can be disabled. If I don't have a setting to disable something you want to disable: Just ask! **Tags:** building, tools **Repository:** https://github.com/minetest-mods/lavastuff **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 20252, "license": "MIT", "package_id": "Lone_Wolf/lavastuff", "repo": "https://github.com/minetest-mods/lavastuff", "tags": [ "building", "tools" ], "type": "mod", "website": null }
**Title:** Dungeons Plus **Description:** **Details:** Dungeons Plus ============= Add interesting features to discover in your world's dungeons with Dungeons Plus! Simply install this mod and your otherwise empty dungeons will instead be well-lit and filled with a dazzling array of features: - Alchemy Lab - Storeroom - Forge - Garden - Jail - Library - Pool Supported Mods -------------- Dungeons Plus only supports Minetest Game and its derivatives (Asuna, MeseCraft, et. al.). It also supports a handful of secondary mods that can add to the items that you find in your dungeons: - [Filled Bottles](https://content.luanti.org/packages/EmptyStar/bottles/) - [Too Many Stones](https://content.luanti.org/packages/JoeEnderman/too_many_stones/) - [Bonemeal](https://content.luanti.org/packages/TenPlus1/bonemeal/) Caveats ------- - Dungeons Plus does not add dungeons to your world; it only decorates dungeons that would otherwise be empty - Only dungeons that are generated after this mod is installed will be decorated; existing dungeons in existing worlds will remain as they were at the time they were generated **Tags:** mapgen **Repository:** https://github.com/EmptyStar/dungeonsplus **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 801, "license": "MIT", "package_id": "EmptyStar/dungeonsplus", "repo": "https://github.com/EmptyStar/dungeonsplus", "tags": [ "mapgen" ], "type": "mod", "website": null }
**Title:** Cblocks **Description:** **Details:** Adds coloured wood, glass and stone blocks. **Tags:** building, decorative **Repository:** https://codeberg.org/tenplus1/cblocks **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 12744, "license": "MIT", "package_id": "TenPlus1/cblocks", "repo": "https://codeberg.org/tenplus1/cblocks", "tags": [ "building", "decorative" ], "type": "mod", "website": null }
**Title:** Technic Plus **Description:** **Details:** The technic modpack extends the Minetest game with many new elements, mainly constructable machines and tools. It is a large modpack, and tends to dominate gameplay when it is used. [Manuals and documentation](https://github.com/mt-mods/technic/blob/master/README.md) **NOTE**: This is an unofficial but extended fork of the official [technic](https://content.luanti.org/packages/RealBadAngel/technic/) mod See [Technic Plus Beta package](https://content.luanti.org/packages/mt-mods/technic_plus_beta/) for latest, possibly unstable, development release. ### Notable differences to official technic mod * Chainsaw and HV Quarry re-implementation * Switching station lag/polyfuse and globalstep execution * No forceload hacks * Additional HV machines * LV, MV, and HV digiline cables * Large parts of power network handling rewritten * Cheat mitigation through network overload mechanism * HV Grinder, Furnace, and Compressor * LV Lamp * Advanced chests * Less ABM triggers registered ### Things to check if upgrading from official technic mod * As of 1.2.0 tubelib is not supported anymore. * Machines placed will not have all metadata used by official technic mod and might not work corretctly if reverting back to official mod. **Tags:** mapgen, technology, tools **Repository:** https://github.com/mt-mods/technic **License:** LGPL-2.1-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 11356, "license": "LGPL-2.1-only", "package_id": "mt-mods/technic_plus", "repo": "https://github.com/mt-mods/technic", "tags": [ "mapgen", "technology", "tools" ], "type": "mod", "website": "https://github.com/mt-mods/technic/blob/master/README.md" }
**Title:** audio_lib **Description:** **Details:** A library/API to manage audio tracks on Luanti ##### How To Have a look at the [DOCS](https://gitlab.com/zughy-friends-minetest/audio_lib/-/blob/main/DOCS.md) ##### Known conflicts Any mod that overrides `minetest.sound_play`, adding new parameters (done here to natively support MTG sounds) ##### Commands * `/audiosettings`: open the audio settings menu (or use the built-in item) **Tags:** developer_tools, library, sound_music **Repository:** https://gitlab.com/zughy-friends-minetest/audio_lib **License:** AGPL-3.0-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 6762, "license": "AGPL-3.0-or-later", "package_id": "Zughy/audio_lib", "repo": "https://gitlab.com/zughy-friends-minetest/audio_lib", "tags": [ "developer_tools", "library", "sound_music" ], "type": "mod", "website": null }
**Title:** Wilhelmines Living Jungle **Description:** **Details:** Note: For a working leaf decay (Disappearing of leaves after a trees trunk is chopped) I recommend to use this mod: https://content.luanti.org/packages/Liil/winuserleafdecay/ This mod adds a new jungle biome to the minetest game world, including new plants, trees and building materials. Mangroves will spawn near the coast of this biome. The biome is resource intensive and can cause lags on low hardware combined with high graphic settings. **Tags:** building, mapgen, survival **Repository:** https://github.com/Skandarella/livingjungle.git **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 7137, "license": "MIT", "package_id": "Liil/livingjungle", "repo": "https://github.com/Skandarella/livingjungle.git", "tags": [ "building", "mapgen", "survival" ], "type": "mod", "website": null }
**Title:** KSurvive 2 **Description:** **Details:** # KSurvive 2 A game built 100% from scratch, including code, textures and sounds. This is currently in (semi) active development. This game works quite differently from other Minetest games in terms of gameplay and crafting. As such, it is very difficult to play. I am working on a wiki on GitHub to help out players. The starting guide on the wiki can be found at this link: https://github.com/MadKamel/ksurvive-revival/wiki/Starting-Guide **Tags:** mapgen, oneofakind__original, plants_and_farming, singleplayer, survival, tools **Repository:** https://github.com/MadKamel/ksurvive-revival.git **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 13209, "license": "MIT", "package_id": "mooD_Slayer/ksurvive2", "repo": "https://github.com/MadKamel/ksurvive-revival.git", "tags": [ "mapgen", "oneofakind__original", "plants_and_farming", "singleplayer", "survival", "tools" ], "type": "game", "website": null }
**Title:** Hammermod **Description:** **Tags:** tools **Repository:** https://github.com/cultom/hammermod.git **License:** Apache-2.0
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 18699, "license": "Apache-2.0", "package_id": "cultom/hammermod", "repo": "https://github.com/cultom/hammermod.git", "tags": [ "tools" ], "type": "mod", "website": null }
**Title:** Nodeverse **Description:** **Details:** **Nodeverse** is an in-development game about exploring a huge universe full of endless possibilities. Inspired by games like No Man's Sky, it is instead based on voxel mechanics. Some of the final playable mechanics are already implemented. ## How to play These are the instructions for playing this version of **Nodeverse**. You will begin flying on a small spaceship. Use 'jump' (space by default), 'sneak' (shift by default) and the movement keys to control it. You can land the ship by pressing 'sneak', and lift up again by pressing 'jump' or unboard by pressing any movement key. Once landed, the ship can be modified, by digging or placing nodes and hull plates, or punching scaffold nodes to shape them. If you fly high enough, you'll break out of the atmosphere and into outer space. You can return to the planet by flying lower using 'sneak'. There's also a GUI that you can open with the inventory button; this shows planets around you and, when in space, can be used to visit them. In each planet, you can collect flora to advance your discovery gallery, which you can also access via the inventory button, and shows all the planets you've visited and the species you've collected. Most planets contain precious loot in the form of colorful piñatas that drop new spaceship parts upon breaking. There is one piñata hidden somewhere on the surface of each planet. Find it and use those parts to customize your ship to your liking, or even build a new one. ## How to help This game is aimed to be a complex space exploration adventure... someday. For now, there are many ways to lend a hand and build it together: * **Try it** and [report bugs](https://github.com/aerkiaga/nodeverse/issues)! * Have an idea? Please tell the developer and discuss it! * Get your hands [dirty](https://github.com/aerkiaga/nodeverse). Art, code and documentation are welcome. **Tags:** mapgen, oneofakind__original, survival, transport **Repository:** https://github.com/aerkiaga/nodeverse **License:** GPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 11978, "license": "GPL-3.0-only", "package_id": "aerkiaga/nodeverse", "repo": "https://github.com/aerkiaga/nodeverse", "tags": [ "mapgen", "oneofakind__original", "survival", "transport" ], "type": "game", "website": null }
**Title:** Equippable Accessories **Description:** **Details:** Accessories can be crafted, gotten by digging accessory chests that generate deep undeground or found in dungeon chests. Your accessory inventories can be accessed through sfinv, unified inventory or with /accinv command. The accessories you put in your accessory equippment inventory will grant you stat bonuses (defense, attack, more HP, etc.), accessories in vanity inventory will replace the visuals of your equipped accessories and you can put accessory dyes in your accessory dye inventory to recolour the accessory you have equipped in the same equippment/vanity slot. **Tags:** adventure__rpg, player_effects, survival, tools **Repository:** https://github.com/daviddoesminetest/mt_equippable_accessories **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 8220, "license": "MIT", "package_id": "davidthecreator/equippable_accessories", "repo": "https://github.com/daviddoesminetest/mt_equippable_accessories", "tags": [ "adventure__rpg", "player_effects", "survival", "tools" ], "type": "mod", "website": null }
**Title:** Wine **Description:** **Details:** Craft a barrel that lets you ferment different food items into tasty beverages depending on which mods are enabled. Farming Redo gives you grapes into wine and more, Mobs Animals gives you honey into mead, and we have MineClone2 support for wheat into beer etc. 9x drink glasses can be crafted into bottles and back again for decoration. Craft a barrel by adding a top and bottom row of wood and 2 steel ingots either side of middle row. Hover over barrel to give progress information or while inside barrel hover over tiny barrel icon to see what's brewing :) Many other food items can be used to ferment different alcoholic beverages, and the easy to use API lets you add your own to your mods. Also if you use my Stamina mod and drink 4x alcohol you have drunk effects :) Drink Recipes: https://forum.minetest.net/viewtopic.php?p=428319#p428319 **Tags:** food **Repository:** https://codeberg.org/tenplus1/wine **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 12592, "license": "MIT", "package_id": "TenPlus1/wine", "repo": "https://codeberg.org/tenplus1/wine", "tags": [ "food" ], "type": "mod", "website": null }
**Title:** Biofuel **Description:** **Details:** A Minetest-Mod to produce biofuel from unused plants such as seedlings, flowers, grass, leaves and wood. **Tags:** crafting **Repository:** https://github.com/Lokrates/Biofuel **License:** GPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 91996, "license": "GPL-3.0-only", "package_id": "Lokrates/biofuel", "repo": "https://github.com/Lokrates/Biofuel", "tags": [ "crafting" ], "type": "mod", "website": null }
**Title:** Comboblock **Description:** **Details:** A fork of the original Comboblock mod by Pithy for Minetest version 5.0 to 5.6. Allows for the stacking of slabs vertically with additional features added **Features:** * Stack traditional half slabs vertically and horizontally * Slab stacking will respect rotation if a slab is rotated the second slab will be placed beside the existing slab vertically (inside the same node/block area) * Rules around placement more intuitive e.g click on bottom of node/slab placed below, click on top of node/slab placed above. 5 placement orientations by clicking edge or center of target node. * As of 5.5.0.1 correctly respects protection * Handles mods with slabs whose textures are different resolutions **Tags:** building, decorative, library **Repository:** http://github.com/sirrobzeroone/comboblock **License:** The Unlicense
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 5172, "license": "The Unlicense", "package_id": "sirrobzeroone/comboblock", "repo": "http://github.com/sirrobzeroone/comboblock", "tags": [ "building", "decorative", "library" ], "type": "mod", "website": null }
**Title:** Church Modpack **Description:** **Details:** ===================== #"Church Modpack" by Mootpoint, updated by SFENCE Licensed under GPLv3 or later, see http://www.gnu.org/licenses/gpl-3.0.html ===================== Church Mod Forum Topic : https://forum.minetest.net/viewtopic.php?f=9&t=28536 ===================== Church Modpack adds many decorative nodes to the game. Including crosses, candles, podiums, pews, stained glass, and more. ===================== ![Preview](https://raw.githubusercontent.com/Napiophelios/church/master/screenshot.png) ===================== **Tags:** building, decorative **Repository:** https://github.com/sfence/church **License:** GPL-3.0-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 5734, "license": "GPL-3.0-or-later", "package_id": "SFENCE/church", "repo": "https://github.com/sfence/church", "tags": [ "building", "decorative" ], "type": "mod", "website": null }
**Title:** Simple Airship (sum) **Description:** **Details:** # Airship sum_airship [Video](https://youtube.com/shorts/rLseuY2unXY?feature=share) This adds an airship to minetest_game or mcl2. Not tested on any other games. If it uses `default:steel_ingot` or `mcl_core:iron_ingot` for example, then it should work. It should not crash no matter what game you use though, this is only for the crafting recipes. The dependency on `MTG` or `MCL2` is only for crafting, otherwise the ship it self can still be used just not crafted (because I don't know what your game calls each item / node etc) Flies like a boat, `WSAD`, `jump` and `aux1` (sprint) for up and down. Shift to dismount. Does not require fuel but will go faster when given any type of coal. ## Crafting (mcl) Craftable with wool > canvas and boats > hull. All items: wool: 27, string: 4, wood: 15, iron_ingot: 4 [Crafting Guide GIF](https://codeberg.org/SumianVoice/sum_airship/raw/branch/main/airship%20crafting.gif) ## Air Currents This optionally uses [sum_air_currents](https://content.luanti.org/packages/Sumianvoice/sum_air_currents/) to apply force based on the weather. Both this mod and the air currents mod are in development so expect changes made regularly. **Tags:** survival, technology, transport **Repository:** https://codeberg.org/SumianVoice/sum_airship.git **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 6193, "license": "MIT", "package_id": "Sumianvoice/sum_airship", "repo": "https://codeberg.org/SumianVoice/sum_airship.git", "tags": [ "survival", "technology", "transport" ], "type": "mod", "website": null }
**Title:** Trash Can **Description:** **Tags:** building, tools **Repository:** https://github.com/minetest-mods/trash_can **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 11606, "license": "MIT", "package_id": "Evergreen/trash_can", "repo": "https://github.com/minetest-mods/trash_can", "tags": [ "building", "tools" ], "type": "mod", "website": null }
**Title:** Woodcutting **Description:** **Details:** Mine the first tree node from a tree while the sneak key is pressed to start the woodcutting process. **Tags:** tools **Repository:** https://github.com/minetest-mods/woodcutting **License:** LGPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 9701, "license": "LGPL-3.0-only", "package_id": "bell07/woodcutting", "repo": "https://github.com/minetest-mods/woodcutting", "tags": [ "tools" ], "type": "mod", "website": null }
**Title:** Inventory Pouches **Description:** **Details:** Adds inventory pouches which is like a portable chest. Each pouch is its own seperate inventory and can be shared among players. Pouches can also be dyed while retaining the inventory of the pouch. **Tags:** gui, inventory, multiplayer **Repository:** https://github.com/JamesClarke7283/inventory_pouches **License:** GPL-3.0-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 2195, "license": "GPL-3.0-or-later", "package_id": "Impulse/inventory_pouches", "repo": "https://github.com/JamesClarke7283/inventory_pouches", "tags": [ "gui", "inventory", "multiplayer" ], "type": "mod", "website": null }
**Title:** Swamp Biome **Description:** **Details:** # Swamp Adds a new swamp biome with mangrove trees, mud, and more! ## Content ### New blocks - Dirt with Swamp Grass: a block of dirt covered with swamp grass. - Root: roots that can be used in various recipes. - Root with Mud: roots covered in mud. - Mangrove Wood Planks: mangrove wood planks. - Mud Bricks: mud bricks. - Mud Blocks: blocks of compact mud. - Mud: natural mud. - Mangrove Tree: a tree specific to the swamp biome, usable to obtain mangrove wood. - Mangrove Tree Leaves: Mangrove tree leaves that can be harvested. - Mangrove Sapling: a young shoot of a mangrove tree, to be planted to grow new trees. - Muddy Mud: a variant of mud, more fluid and conducive to the formation of swamps. - Water Glass Bottle: a glass bottle filled with water from the swamps, useful to keep you hydrated during your adventures. - Swamp Vine: A vine that grows on mangrove trees, providing a new aesthetic to the biome. ### New gameplay mechanics When walking on mud, your movement speed is reduced, simulating the difficulty of moving through swamps. Be sure to choose your path carefully! **Tags:** decorative, mapgen, survival **Repository:** https://github.com/smnoe01/Swamp **License:** LGPL-2.1-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 4932, "license": "LGPL-2.1-or-later", "package_id": "Atlante/swamp", "repo": "https://github.com/smnoe01/Swamp", "tags": [ "decorative", "mapgen", "survival" ], "type": "mod", "website": "https://github.com/smnoe01/Swamp" }
**Title:** Techage Reskin **Description:** **Details:** # TechageReskin This pack applies to the [Techage Modpack](https://content.luanti.org/packages/joe7575/techage_modpack/) (and the [Basic Materials Mod](https://content.luanti.org/packages/mt-mods/basic_materials/)) for Minetest Game, changing most of its textures to a 16x16 format and changing its visual style. The aim is to be more visually appealing and fit in with Minetest Game's native resolution. Note that while the pack itself is active, you cannot use other texture packs, even though this can make sense to do. However, you can copy the textures from multiple packs into one folder and have both packs active that way. **Tags:** 16px **Repository:** https://github.com/GefullteTaubenbrust2/TechageReskin.git **License:** CC-BY-SA-4.0
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 3042, "license": "CC-BY-SA-4.0", "package_id": "GefTau/techage_reskin", "repo": "https://github.com/GefullteTaubenbrust2/TechageReskin.git", "tags": [ "16px" ], "type": "txp", "website": "https://github.com/GefullteTaubenbrust2/TechageReskin/tree/main" }
**Title:** Demoiselle **Description:** **Details:** Minetest 5.4 mod: Demoiselle ======================================== The Demoiselle This is an historic aircraft, the Demoiselle. It was an aircraft developed between 1907 and 1909 by the Brazilian inventor Alberto Santos Dumont. This mod for minetest is a cartooned version adapted to the engine, with a fun and slow flight. I hope you have fun exploring the map and experiencing the beginnings of aviation. In order to fly, it is necessary to first supply the airplane with biofuel. Then with a bottle or gallon selected, punch it against the airplane. You can use 5 bottles them to fill the tank. To embark, click with the right button. While the machine is off, it is possible to move it using the sneak and jump keys (shift an space). W ans S controls the pitch (elevator). Right and Left (A and D) controls the yaw (rudder). Then to fly, start the engine with the special key E. Press jump (space) to increase the engine power. Set it to the maximum. Pull the elevator control (S) when it have the speed to lift. Use the climb indicator to stabilize altitude, as at high altitudes you lose sustentation and you spend more fuel. For landing, just lower the power and stabilize the airplane. Pay attention at air speed indicator, keeping it at green range, otherwise you will stall. Care must be taken with impacts, as it causes damage to the aircraft and the pilot, so training landings is essential. To brake the aircraft, use the sneak (shift) key until it comes to a complete stop. Do not stop the engine before this, or it will reverse when it stops **Controls overview:** * Right click: enter in/get off plane * Left click (with biofuel): add fuel to plane * E: Start engine * Jump: Increase power, forward on ground * Sneak: Decrease power, brake on ground * Backward: go up flying - nose up * Forward: go down flying - nose down * Left/right: Turn to left/right, work on and out ground. * Left and Right together: center all commands * Up and Down together: enable/disable HUD **Chat Commands: ** /demoiselle_eject - ejects from the vehicle ----------------------- License of source code: LGPL v3 (see file LICENSE) License of media (textures and sounds): CC0 **Tags:** simulation, transport **Repository:** https://github.com/APercy/demoiselle **License:** LGPL-3.0-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 8830, "license": "LGPL-3.0-or-later", "package_id": "apercy/demoiselle", "repo": "https://github.com/APercy/demoiselle", "tags": [ "simulation", "transport" ], "type": "mod", "website": null }
**Title:** What Is This UwU (Forked) **Description:** **Details:** A fork of "What is This? UwU" by Rotfuchs-von-Vulpes. This mod says at the top of your screen what you're looking at in real time, which mod it belongs to and what tool to use in the block. ## Why use this over the original? 1. Different look (animations included) 2. Shows possible tools to use 3. Shows infotext/custom metadata 4. Customization! (Yes! You can also change the color of the frame!) ## Chatcommands To unshow the pop-up, type this in console: ``` /wituwu ``` Retype to show it again. ## API You can use this for custom info (so you don't have to use infotext) ```lua WhatIsThisApi.set_info(node_position, info) ``` If you ever want to get the info you can do: ```lua WhatIsThisApi.get_info(node_position) ``` Also has support for progress bars. For example type it out like this: ```lua WhatIsThisApi.set_info(node_position, "progressbar(50.0)(0x71a063)[Fuel: 50%]") ``` You can also construct a progress bar string via a function like so: ```lua WhatIsThisApi.get_progress_bar_string(percent, hex, text) ``` **Tags:** hud **Repository:** https://github.com/kebabmaneater/what_is_this_uwu-minetest **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 1034, "license": "MIT", "package_id": "kebabmaneater/what_is_this_uwu", "repo": "https://github.com/kebabmaneater/what_is_this_uwu-minetest", "tags": [ "hud" ], "type": "mod", "website": null }
**Title:** X Tumbleweed **Description:** **Details:** Adds tumbleweed. ## Features * spawns in desert, sandstone desert and cold desert by default * have a ~33% change to split down to smaller tumbleweeds when broken * drops decoration items from the biome where it was broken * has various sizes and textures * punching the tumbleweed will make it change direction ## API Class `XTumbleweed` Methods `add_allowed_biomes(biomes: string[]): void` Add biome names to XTumbleweed allowed biomes list so the tumbleweed can spawn in them. example ```lua XTumbleweed:add_allowed_biomes({ 'everness_forsaken_desert', 'everness_forsaken_desert_ocean', 'everness_forsaken_desert_under', 'everness_baobab_savanna' }) ``` **Tags:** decorative, environment, mobs, survival **Repository:** https://bitbucket.org/minetest_gamers/x_tumbleweed **License:** LGPL-2.1-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 3017, "license": "LGPL-2.1-or-later", "package_id": "SaKeL/x_tumbleweed", "repo": "https://bitbucket.org/minetest_gamers/x_tumbleweed", "tags": [ "decorative", "environment", "mobs", "survival" ], "type": "mod", "website": null }
**Title:** Mob Biome Mapper **Description:** **Details:** One of the problems players keep running into is that mobs are not being spawned often enough if at all when you add biome mods to your world. This problem occurs because mobs typically only spawn on certain nodes like dirt with grass, which become much more rare once you start adding new biomes to your game. To fix the problem of needing more mobs when adding biomes, The mod checks if a mob mod is installed and if it is then based on the list of nodes the mob spawns on, create and use groups that contain additional similar nodes (from popular Minetest biome mods) where the mob can also spawn. Currently supported mobs mods: Wilhemines Animal World, Animalia, Mobs Monster, Dmobs Currently supported biomes mods: Cherry_Biome, Bamboo_Biome, Ethereal, Everness, Wilhemines Natural Biomes, Cave Realms Lite, Swamps, Swampz, Variety Note: Also see this mod which supports a different set of biomes: https://content.luanti.org/packages/Neuromancer/mob_biomedb_mapper/ Currently (at least partially supported) Games: Backrooms (animalia, mobs monster & mobs ghost redo) (You need to remove disabled_settings = enable_damage from C:\games\minetest-5.7.0-win64\games\backroomtest\game.conf to get monsters to attack and be able to kill you), Asuna (some biomes all mobs mods listed above). Mob mods that should typically work without needing this mod enabled: mobs_skeletons (By Saturn/TenPlus1), Mobs Ghost Redo For example mobs that typically spawn on dirt_with_grass like dirt monsters now spawn on most dirt equivalents in other biomes, and sand people spawn in dry hot biomes. Pandas & elephants spawn in bamboo biomes. Mobs that spawn on stone now also spawn in Cave Realms. Creatures like lava flan & dungeon masters spawn in volcanic biomes, and oerkki spawn in cursed_ground biomes. There are still a lot more mobs and spawn nodes to add. NOTE: Understand that mob & biome mods are constantly changing. Keeping this up to date, and covering mods you care about will be a team effort and will never be perfect. If you have mobs that you would like to spawn in new biomes, please give me the name of the biome mod and the mob mod. You can even get more specific and give me the name of the mob and the name of the node it should spawn on. To see the name of the node it should spawn on, hit F5 while in game and point at the node and the name of the node will display. If you want to assist in developing and maintaining this mod so it helps the most people, just let me know. To use the mod: Just enable it. You then can enable any mobs or biomes mods you like and if they are in the supported list mobs should spawn in appropriate biomes. Support for spawnit mod to improve spawning performance (especially on servers) has been added for mobs_redo mobs but not yet for creatura mobs. Just download it from here https://github.com/fluxionary/minetest-spawnit along with dependencies which are on contentDb, and enable it, and it should be used by default. **Tags:** mapgen, mobs **Repository:** https://github.com/Neuromancer56/mob_biome_mapper **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 4210, "license": "MIT", "package_id": "Neuromancer/mob_biome_mapper", "repo": "https://github.com/Neuromancer56/mob_biome_mapper", "tags": [ "mapgen", "mobs" ], "type": "mod", "website": "https://forum.minetest.net/viewtopic.php?t=29577" }
**Title:** Homedecor **Description:** **Details:** Homedecor provides a large selection of items you might find inside and around your home, like sofas, chairs, tables, fences, and all manner of other stuff. See the forum topic for full details. If signs_lib is installed, it must be commit 4ff54c9a or later. **Tags:** building **Repository:** https://github.com/mt-mods/homedecor_modpack **License:** LGPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 138564, "license": "LGPL-3.0-only", "package_id": "mt-mods/homedecor_modpack", "repo": "https://github.com/mt-mods/homedecor_modpack", "tags": [ "building" ], "type": "mod", "website": null }
**Title:** Cinematic Zoom **Description:** **Details:** # cinematic_zoom A simple mod that replaces the built-in zoom feature with a cool looking animation. Might lag on servers, but it *is* multiplayer compatible. It's also very customizable in the mod settings, from the speed of the animations to what key you press to activate it. It even has sound if you enable it in the settings! **Tags:** hud **Repository:** https://github.com/fennelfox/cinematic_zoom **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 2257, "license": "MIT", "package_id": "Fennelfox/cinematic_zoom", "repo": "https://github.com/fennelfox/cinematic_zoom", "tags": [ "hud" ], "type": "mod", "website": null }
**Title:** Bushy Leaves **Description:** **Details:** This mod changes leaves to render bushy instead of boxy. I have tested it with Minetest Game, Repixture, NodeCore and Mineclonia, so it should work with MineClone2 or MineClone5. **Tags:** decorative **Repository:** https://git.minetest.land/erle/bushy_leaves **License:** AGPL-3.0-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 6106, "license": "AGPL-3.0-or-later", "package_id": "erlehmann/bushy_leaves", "repo": "https://git.minetest.land/erle/bushy_leaves", "tags": [ "decorative" ], "type": "mod", "website": null }
**Title:** Retro Plus **Description:** **Details:** This is a texture pack for Minetest Game that is based on the textures from the earliest versions of Minetest-c55 (the original name of Luanti). On top, I created my own textures that roughly follow the same style for things that did not exist back then. **Coverage**: This texture pack guarantees full coverage for Minetest Game versions 5.4.0 to 5.9.0. Other versions may have full or high coverage as well. **Tags:** 16px **Repository:** https://codeberg.org/Wuzzy/minetest_retroplus **License:** CC-BY-SA-3.0
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 7300, "license": "CC-BY-SA-3.0", "package_id": "Wuzzy/retroplus", "repo": "https://codeberg.org/Wuzzy/minetest_retroplus", "tags": [ "16px" ], "type": "txp", "website": null }
**Title:** Random Teleport **Description:** **Details:** Random Teleport ("/rtp") allows a user to teleport to a random location in Minetest. This mod is primarily intended for use on multiplayer servers. Players can use the command to teleport away from the spawn area and find a place to build. Report bugs or request help on the forum topic or here https://github.com/Droog71/random_teleport/issues **Tags:** multiplayer, server_tools, transport **Repository:** https://github.com/Droog71/random_teleport **License:** AGPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 2793, "license": "AGPL-3.0-only", "package_id": "Droog71/random_teleport", "repo": "https://github.com/Droog71/random_teleport", "tags": [ "multiplayer", "server_tools", "transport" ], "type": "mod", "website": null }
**Title:** VoxeLibre Furniture and decorations **Description:** **Details:** ## About This mod adds various blocks into the game that you can use to furnish and decorate your house, office or whatever you're building in VoxeLibre or Mineclonia! The list of new blocks includes: * Armchairs, * Chairs, * Tables, * Dyed Planks, * Dyed Fences and Fence Gates, * Paths, * Hedges, * Curtains, * Doorbells, * Checkerboard Tile, * Table Lamp, * Counter, * Oven, * and Fridge! Want to read more? [Check out the Wiki!](https://codeberg.org/rudzik8/mcl_decor/wiki) ## Contributing (how you can help) ### Translate the mod You can help translate this mod into your language using [Codeberg Translate!](https://translate.codeberg.org/projects/mcl_decor/mcl_decor/) Previously, it was done by modifying `*.tr` files, but now this is the recommended way, as it is much more convenient and can be easily managed. If your language isn't on the list, add it! ### Report bugs Yes! In the "Issues" tab in this repo. If you find anything in my mod that might be a bug (or something unintended) - report it. ### Suggest new blocks Do you think this mod doesn't add enough blocks? Feel free to post suggestions! It's also done in the "Issues" tab. ### Share this mod with friends and make reviews On ContentDB of course (but I don't mind some blog posts, you know). Reviews motivate me to continue updating this mod. Also, you can star the repo on Codeberg as well! ### Help me with coding While I'm already quite experienced with modding for Luanti/VoxeLibre in Lua, I certainly wouldn't decline your help. Check the issues, pick something you know you can do, fork and make a pull request! **Thanks.** Those who contribute to the mod get my eternal respect. And a cookie. ;D ## License The code is licensed under GPLv3-or-later, see the LICENSE file for details. The media is licensed under CC BY-SA 4.0, see [this deed](https://creativecommons.org/licenses/by-sa/4.0/) for details (contains a link to the full version). ## Credits **For the media:** - [Checkerboard Tile texture](textures/mcl_decor_coalquartz_tile.png) uses the [coal block](https://git.minetest.land/VoxeLibre/VoxeLibre/src/branch/master/textures/default_coal_block.png) and [side quartz block](https://git.minetest.land/VoxeLibre/VoxeLibre/src/branch/master/mods/ITEMS/mcl_nether/textures/mcl_nether_quartz_block_side.png) textures under [CC BY-SA 4.0](https://creativecommons.org/licenses/by-sa/4.0/) by [XSSheep](https://github.com/XSSheep) (combined) - [Dyed planks template texture](textures/mcl_decor_dyed_planks.png) uses the [oak planks](https://git.minetest.land/VoxeLibre/VoxeLibre/src/branch/master/textures/default_wood.png) texture under [CC BY-SA 4.0](https://creativecommons.org/licenses/by-sa/4.0/) by [XSSheep](https://github.com/XSSheep) (desaturated and lighted up a bit from original) - [Table Lamp texture](textures/mcl_decor_table_lamp.png) (both on and [off](textures/mcl_decor_table_lamp_off.png)) uses the [red wool](https://git.minetest.land/VoxeLibre/VoxeLibre/src/branch/master/textures/wool_red.png), [black wool](https://git.minetest.land/VoxeLibre/VoxeLibre/src/branch/master/mods/ITEMS/mcl_wool/textures/wool_black.png), [torch](https://git.minetest.land/VoxeLibre/VoxeLibre/src/branch/master/mods/ITEMS/mcl_torches/textures/default_torch_on_floor.png), [smooth stone](https://git.minetest.land/VoxeLibre/VoxeLibre/src/branch/master/mods/ITEMS/mcl_stairs/textures/mcl_stairs_stone_slab_top.png) and [oak tree](https://git.minetest.land/VoxeLibre/VoxeLibre/src/branch/master/mods/ITEMS/mcl_core/textures/default_tree.png) textures under [CC BY-SA 4.0](https://creativecommons.org/licenses/by-sa/4.0/) by [XSSheep](https://github.com/XSSheep) (combined and resized) - [Curtains overlay texture](textures/mcl_decor_curtain_overlay.png) uses the [top iron pane](https://git.minetest.land/VoxeLibre/VoxeLibre/src/branch/master/textures/xpanes_top_iron.png) texture under [CC BY-SA 4.0](https://creativecommons.org/licenses/by-sa/4.0/) by [XSSheep](https://github.com/XSSheep) (resized) - [Oven front texture](textures/mcl_decor_oven_front.png) uses the [top quartz block](https://git.minetest.land/VoxeLibre/VoxeLibre/src/branch/master/textures/mcl_nether_quartz_block_top.png), [obsidian](https://git.minetest.land/VoxeLibre/VoxeLibre/src/branch/master/textures/default_obsidian.png) and [glass](https://git.minetest.land/VoxeLibre/VoxeLibre/src/branch/master/textures/default_glass.png) textures under [CC BY-SA 4.0](https://creativecommons.org/licenses/by-sa/4.0/) by [XSSheep](https://github.com/XSSheep) (combined and resized) - [Oven front active texture](textures/mcl_decor_oven_front_active.png) uses the [top quartz block](https://git.minetest.land/VoxeLibre/VoxeLibre/src/branch/master/textures/mcl_nether_quartz_block_top.png), [obsidian](https://git.minetest.land/VoxeLibre/VoxeLibre/src/branch/master/textures/default_obsidian.png) and [glass](https://git.minetest.land/VoxeLibre/VoxeLibre/src/branch/master/textures/default_glass.png) textures under [CC BY-SA 4.0](https://creativecommons.org/licenses/by-sa/4.0/) by [XSSheep](https://github.com/XSSheep) (combined and resized) - [Oven side texture](textures/mcl_decor_oven_side.png) uses the [top quartz block](https://git.minetest.land/VoxeLibre/VoxeLibre/src/branch/master/textures/mcl_nether_quartz_block_top.png) and [obsidian](https://git.minetest.land/VoxeLibre/VoxeLibre/src/branch/master/textures/default_obsidian.png) textures under [CC BY-SA 4.0](https://creativecommons.org/licenses/by-sa/4.0/) by [XSSheep](https://github.com/XSSheep) (combined and resized) - [Oven top texture](textures/mcl_decor_oven_top.png) uses the [obsidian](https://git.minetest.land/VoxeLibre/VoxeLibre/src/branch/master/textures/default_obsidian.png) texture under [CC BY-SA 4.0](https://creativecommons.org/licenses/by-sa/4.0/) by [XSSheep](https://github.com/XSSheep) (slightly modified) - [Fridge texture](textures/mcl_decor_fridge.png) uses the [top quartz block](https://git.minetest.land/VoxeLibre/VoxeLibre/src/branch/master/textures/mcl_nether_quartz_block_top.png), [polished blackstone](https://git.minetest.land/VoxeLibre/VoxeLibre/src/branch/master/textures/mcl_blackstone_polished.png) and [smooth basalt](https://git.minetest.land/VoxeLibre/VoxeLibre/src/branch/master/textures/mcl_blackstone_basalt_smooth.png) textures under [CC BY-SA 4.0](https://creativecommons.org/licenses/by-sa/4.0/) by [XSSheep](https://github.com/XSSheep) (combined and resized) - [Curtains sound](sounds/mcl_decor_curtain.ogg) uses the [Curtains.wav](https://freesound.org/people/Mr_Alden/sounds/365700/) sound under [CC BY-NC 4.0](https://creativecommons.org/licenses/by-nc/4.0/) by [Mr_Alden](https://freesound.org/people/Mr_Alden/) (cropped and compressed) - [Fridge opening](sounds/mcl_decor_fridge_open.ogg) and [fridge closing sound](sounds/mcl_decor_fridge_close.ogg) use the [Fridge 01](https://freesound.org/people/CaKon/sounds/522148/) sound under [CC BY 4.0](https://creativecommons.org/licenses/by/4.0/) by [CaKon](https://freesound.org/people/CaKon/) (cropped and compressed) **For the code:** - Oven code (`src/oven.lua`) uses code from [mcl_smoker](https://git.minetest.land/VoxeLibre/VoxeLibre/src/branch/master/mods/ITEMS/mcl_smoker) under [LGPLv2.1](https://www.gnu.org/licenses/old-licenses/lgpl-2.1-standalone.html) by [Wuzzy](https://wuzzy.codeberg.page/) and PrairieWind - Doorbell code (`src/doorbell.lua`) uses code from [mesecons_button](https://git.minetest.land/VoxeLibre/VoxeLibre/src/branch/master/mods/ITEMS/REDSTONE/mesecons_button) and [mesecons_noteblock](https://git.minetest.land/VoxeLibre/VoxeLibre/src/branch/master/mods/ITEMS/REDSTONE/mesecons_noteblock) under [LGPLv3-or-later](https://www.gnu.org/licenses/lgpl-3.0-standalone.html) by [Jeija](https://jeija.net/) and contributors for both the original Mesecons mod and the MineClone2 fork - Fridge code (`src/fridge.lua`) uses code from [mcl_barrels](https://git.minetest.land/VoxeLibre/VoxeLibre/src/branch/master/mods/ITEMS/mcl_barrels) under [LGPLv2.1](https://www.gnu.org/licenses/old-licenses/lgpl-2.1-standalone.html) by [AFCMS](https://afcms.github.io/) and contributors **Miscellanous:** - [Homedecor modpack](https://content.luanti.org/packages/VanessaE/homedecor_modpack/) and [xdecor](https://content.luanti.org/packages/jp/xdecor) mods were inspiration for me partly. Thanks to [VanessaE](https://content.luanti.org/users/VanessaE/) and [jp](https://content.luanti.org/users/jp/) for them! **Tags:** building, creative, decorative **Repository:** https://codeberg.org/rudzik8/mcl_decor **License:** GPL-3.0-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 17486, "license": "GPL-3.0-or-later", "package_id": "rudzik8/mcl_decor", "repo": "https://codeberg.org/rudzik8/mcl_decor", "tags": [ "building", "creative", "decorative" ], "type": "mod", "website": "https://codeberg.org/rudzik8/mcl_decor/wiki" }
**Title:** Tower Crane **Description:** **Details:** To simplify the construction of buildings, the crane forms a working area, in which the player gets fly privs. **Tags:** building, building_mechanics, technology **Repository:** https://github.com/minetest-mods/towercrane **License:** GPL-2.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 15154, "license": "GPL-2.0-only", "package_id": "joe7575/towercrane", "repo": "https://github.com/minetest-mods/towercrane", "tags": [ "building", "building_mechanics", "technology" ], "type": "mod", "website": null }
**Title:** Flower cow **Description:** **Details:** # Flower cow The flower cow is a cow that spreads flowers everywhere it goes. It turns dirt into grassy dirt, grows grass, and turns grass into flowers. It can be bred and tamed with grass. If you have the bonemeal mod, it can be bred with bonemeal, mulch, or fertilizer. The flower cow spawns naturally, but rarely. Only 1 in 10 cows is a flower cow. Flower cows can not be bred from cows. If you are lucky enough to have a cow in your inventory, you can craft it with a flower to make a flower cow. **Tags:** mobs, plants_and_farming **Repository:** https://github.com/DrPlamsa/flower_cow **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 4954, "license": "MIT", "package_id": "DrPlamsa/flower_cow", "repo": "https://github.com/DrPlamsa/flower_cow", "tags": [ "mobs", "plants_and_farming" ], "type": "mod", "website": null }
**Title:** Minor Redefinitions **Description:** **Details:** Changes smaller things that are issues for either [Luanti](https://github.com/minetest/minetest) or [Minetest Game](https://github.com/minetest/minetest_game) that are technically fixable but won’t be fixed due to several non-technical reasons. All configuration options are set to values intended by the redefinitions. For changing or disabling the values set the corresponding options to the preferred values or to the value that disables the redefinition. The configurations can be set in the configuration file used for the server, as well as in a world-specific configuration file located at `./worlds/worldname/_redef.conf`. Global settings overwrite the given defaults and world-specific settings overwrite the global settings and defaults. **Tags:** building, environment, mtg **Repository:** https://git.0x7be.net/dirk/redef **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 3191, "license": "MIT", "package_id": "Linuxdirk/redef", "repo": "https://git.0x7be.net/dirk/redef", "tags": [ "building", "environment", "mtg" ], "type": "mod", "website": null }
**Title:** Playerlist **Description:** **Details:** # playerlist Show a list of all online players (similar to minecrafts tab-list) when a player is pressing the playerlist key (by default: sneak). Provides an API that can be used to hide or nick players, sort them and display them with different colors. (E.g. Display admins at the top of the list and make their name red). There is also a ping bar for every player (<= 20ms -> 4, <= 40ms -> 3, <= 60ms -> 2, > 60ms -> 1). The playerlist key can be configured by changing the playerlist_key setting. Possible values are up, down, left, right, jump, aux1, sneak, dig, place or zoom. **Tags:** hud, multiplayer **Repository:** https://github.com/EliasFleckenstein03/playerlist **License:** GPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 7259, "license": "GPL-3.0-only", "package_id": "Fleckenstein/playerlist", "repo": "https://github.com/EliasFleckenstein03/playerlist", "tags": [ "hud", "multiplayer" ], "type": "mod", "website": null }
**Title:** Wisps **Description:** **Details:** Wisps are a non-entity, flame-like mob. They spawn near trees and can be caught with Jars. Catching them is not easy, as they will flee when a player is too close and can phase through solid blocks when chased. After being caught with a Jar, the Jar can be placed and will provide benefits to the environment around them. **Red Wisps** in Jars will destroy all plants in a 10x10x10 area, making them useful for keeping weeds away, but also dangerous to gardens. **Green Wisps** in Jars will accelerate growth of plants in a 10x10x10 area, there is no constant rate, so it may take the plants no longer than usual to grow, or they could fully grow within seconds. **Blue Wisps** in Jars will prevent fires in a 10x10x10 area, making them useful for protecting flammable builds. If you want to spawn a wisp, use the /add_wisp command. You can specifiy a color(red, green, or blue), but if you don't a random color will be picked. If you want to clear all wisps (excluding those in Jars), use the /clear_wisps command. This mod is W.I.P, and will be taking the back burner as other projects are more important. **Tags:** adventure__rpg, decorative, environment, jam_weekly_2021, magic, mobs, pve **Repository:** https://github.com/ElCeejo/wisp **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 3068, "license": "MIT", "package_id": "ElCeejo/wisp", "repo": "https://github.com/ElCeejo/wisp", "tags": [ "adventure__rpg", "decorative", "environment", "jam_weekly_2021", "magic", "mobs", "pve" ], "type": "mod", "website": null }
**Title:** Torch Bomb **Description:** **Details:** ## Torch Bomb ![](https://raw.githubusercontent.com/minetest-mods/torch_bomb/master/screenshot.jpg) If you've ever been exploring a cave and found a deep, dark hole in the ground with no clue as to what was below, this is the mod for you. Throw a torch grenade and it will explode on impact, firing up to 12 torches 25 meters away from the detonation point to embed themselves in whatever surfaces they hit. For surveying a larger chamber three torch grenades can be combined into a single torch bomb. Place the bomb block and ignite it by punching it with a torch. Three seconds later it'll detonate and fire up to 42 torches 50 meters away from the detonation point. Torch bombs are falling nodes when lit, much like TNT, but you need to punch them a second time once they are lit to make them fall. Three torch bombs can be combined into one mega torch bomb. A mega torch bomb can fire up to 162 torches with a range of 150 meters from the detonation point. It produces enough of a blast to destroy nodes within 3 meters, so take care. One of these is suitable for illuminating a very large cavern with walls and ceiling too distant to reach otherwise. If you want to scatter torches from the center of a cavern to reach floor and ceiling more evenly a torch bomb can be upgraded to a torch rocket with the addition of more TNT. Torch rockets can have a fuse set up to 14 seconds, which at their acceleration of 1 meter per second squared will cause it to rise nearly 100 meters before detonating. For precision torch placement a set of torch crossbows are included: wooden, bronze, and steel. TNT is an optional dependency for this mod, but torch bombs don't have a crafting recipe (and don't produce a damaging blast) without the tnt mod enabled. **Tags:** building_mechanics, pve, tools **Repository:** https://github.com/minetest-mods/torch_bomb **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 5350, "license": "MIT", "package_id": "FaceDeer/torch_bomb", "repo": "https://github.com/minetest-mods/torch_bomb", "tags": [ "building_mechanics", "pve", "tools" ], "type": "mod", "website": null }
**Title:** mime (flux's fork) **Description:** **Details:** ### MOBS MIME a fork of hamlet's mime, but much sneakier! **Tags:** mobs, pve, survival **Repository:** https://github.com/fluxionary/minetest-mobs_mime.git **License:** EUPL-1.2
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 2327, "license": "EUPL-1.2", "package_id": "rheo/mobs_mime", "repo": "https://github.com/fluxionary/minetest-mobs_mime.git", "tags": [ "mobs", "pve", "survival" ], "type": "mod", "website": "https://github.com/fluxionary/minetest-mobs_mime" }
**Title:** Area Containers **Description:** **Details:** ## Overview An area container is a node that contains an area. You can enter this area and build stuff inside. An area container can be used as a compact machine. Its ports conduct Mesecon signals between the inside and the four horizontal outside faces. These ports can also act as Pipeworks tubes, carrying items in and out. Digiline communication is supported using a separate node on the inside floor. As you can see from the optional dependencies, none of these mod integrations are necessary to use this mod. ## Locking Area containers can be locked. To do so, first craft a lock. Then punch a container with the lock (you must be either the one who built the container or one able to bypass protection.) If a container is unowned and you can bypass protection, you can claim it by locking it. To let other people in, first craft a blank key. Then punch your container with the key, binding the key to the container. Other people can enter the container while holding the key. The container contents themselves are not protected in any way. You can unlock your container by punching it with your bare hand. You must remove the lock before breaking the container. All keys to the container will continue to work even if you uninstall and reinstall the lock. ## Crafting The container can be crafted in Minetest Game (and similar games) and MineClone 2. All crafting recipes can be disabled by changing the "Enable crafts" setting of the mod. ### Minetest Game and Modpack "Zero" #### Container ``` sSs SMS sSs s = steel ingot S = steel block M = mese block ``` #### Lock ``` s ms ss s = steel ingot m = mese crystal fragment ``` #### Blank key ``` sss m s = steel ingot m = mese crystal fragment ``` ### MineClone 2 #### Container ``` IdI drd IdI I = iron block d = diamond r = redstone dust ``` #### Lock ``` i ri ii i = iron ingot r = redstone dust ``` #### Blank key ``` iii r i = iron ingot r = redstone dust ``` ### Key recycling Whatever other crafting recipes are available, you can recycle a used key back into an blank key. The recipe is shapeless. ## Caveats - Due to an unfortunate technical limitation, area containers cannot be moved by pistons. - This mod does not load the insides of containers without players in them. If you need this feature, you can use the world anchor node from Technic. - While a container is not diggable until you empty it of nodes and objects, other mods may let you pick it up in order to move it. Doing so will probably lead to loss of the contents. (But [teleporter\_tool](https://content.luanti.org/packages/ApolloX/teleporter_tool/) will work.) - Only up to 65535 containers may exist at any one time. - This mod will not work if Digilines is enabled but Mesecons is not. **Tags:** building_mechanics, storage, technology **Repository:** https://github.com/TurkeyMcMac/area_containers **License:** LGPL-3.0-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 4660, "license": "LGPL-3.0-or-later", "package_id": "jwmhjwmh/area_containers", "repo": "https://github.com/TurkeyMcMac/area_containers", "tags": [ "building_mechanics", "storage", "technology" ], "type": "mod", "website": null }
**Title:** Paper Cut Out **Description:** **Tags:** 16px **Repository:** https://github.com/sodomon2/minetest-paper-cut-out **License:** GPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 4210, "license": "GPL-3.0-only", "package_id": "Sodomon/papercutout", "repo": "https://github.com/sodomon2/minetest-paper-cut-out", "tags": [ "16px" ], "type": "txp", "website": null }
**Title:** Stapled Bread **Description:** **Details:** This fun mod allows players to staple bread to trees. It currently supports the following mods: * farming, original from Minetest Game * farming redo * sandwiches Have fun. **Tags:** building, creative **Repository:** https://github.com/SmallJoker/stapled_bread **License:** CC0-1.0
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 3383, "license": "CC0-1.0", "package_id": "Krock/stapled_bread", "repo": "https://github.com/SmallJoker/stapled_bread", "tags": [ "building", "creative" ], "type": "mod", "website": null }
**Title:** Discord-Minetest Relay **Description:** **Details:** ## Minetest-Discord Relay `[discordmt]` A feature-filled Discord relay for Minetest, supporting: - Relaying server chat to Discord, and Discord chat to the server - Allowing anyone to get the server status via a command - Logging into the server from Discord *(configurable)* - Running commands from Discord *(configurable)* - A simple API ## Great! How do I use it? Easy! `discordmt` works by running a Python program which converses with a serverside mod using HTTP requests. Don't have or want Python? No problem! Binaries are also available, although updated less often. If you want to run the source, however, Python 3.6.3+, `aiohttp` 3.5+ and `discord.py` 1.2.5+ are required. ### Basic setup 1. Download the mod and binary executable (or the source code and its dependencies.) 2. Create an application at the [Discord Developer Dashboard](https://discordapp.com/developers/applications/) and enable it as a bot (in the Bot tab.) 3. Copy the token from your newly-created bot, and use it to finish setting up `relay.conf`. Example `relay.conf`: *(The token shown below has been regenerated)* ``` [BOT] token = NjEwODk0MDU4ODY4NzAzMjMz.XVL5dA.8j8d2XN8_5UwRheG91P2XksYDoM command_prefix = ! [RELAY] port = 8080 channel_id = 576585506658189332 allow_logins = true clean_invites = true use_nicknames = true ``` 4. Set `discord.port` in your `minetest.conf` to match the port you used in `relay.conf`, and grant the mod permission to use the HTTP API. You may also set `discord.text_color` to a hex color string if you'd like to color relayed messages from Discord. Example `minetest.conf` excerpt: ``` secure.http_mods = discordmt discord.port = 8080 discord.text_color = #a7a7a7 ``` *(Side note: The port must be set in both `relay.conf` and `minetest.conf` because users may decide to run the relay in a different location than the mod, or to run multiple relays/servers at once.)* 5. Run the relay and, when you're ready, the Minetest server. The relay may be left up even when the server goes down, or may run continuously between several server restarts, for maximum convenience. ## Frequently Asked Questions **Q: I just want a normal relay. Can I disable logins?** A: Yep! Just set `allow_logins = false` in `relay.conf`. **Q: Do I need to re-login after a server restart, like with the IRC mod?** A: Nope, logins persist as long as the relay is up. **Q: I'm getting an HTTP error - it says the server can't be found?** A: Make sure the relay is running and that you've configured the correct port in both `minetest.conf` and `relay.conf`. **Tags:** complex_installation, library, multiplayer, server_tools, world_tools **Repository:** https://github.com/archfan7411/discordmt/ **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 1394, "license": "MIT", "package_id": "archfan7411/discordmt", "repo": "https://github.com/archfan7411/discordmt/", "tags": [ "complex_installation", "library", "multiplayer", "server_tools", "world_tools" ], "type": "mod", "website": null }
**Title:** Castrum **Description:** **Details:** Castrum is my new game for Minetest. You are on a floor plan of a castle. Hit a diamond block to build and upgrade a building. Go first to the quarry in the east. Collect resources and rebuild the old castle **Tags:** oneofakind__original, simulation, strategy_rts **Repository:** https://github.com/Der1248/Castrum **License:** LGPL-2.1-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 11075, "license": "LGPL-2.1-only", "package_id": "1248/castrum", "repo": "https://github.com/Der1248/Castrum", "tags": [ "oneofakind__original", "simulation", "strategy_rts" ], "type": "game", "website": null }
**Title:** Alive AI **Description:** **Details:** Advanced survuver AI mobs * NPC Npc mobs that does things like, looking for stuff those needs, mining, crafting, talking, building houses in randomly with furnitures, using tools, and do things it needs to do, and so much more. This ai/mobs/bots can give you a piece of feeling of real players. * Monsters & enimies You have to be attentive for a big amount of enimies & monsters, one more odd & powerfull then the other. some mobs are as powerfull as they can completely ruin large areas, be carefull with them! * The other The most mobs is workinng in teams, you can also change to theirs team. There are also spawning some (generated) buildings, like big underground-lab, forts and massive pyramids & a lot of misc stuff **Tags:** mapgen, mobs, pve, survival **Repository:** https://github.com/AiTechEye/aliveai **License:** LGPL-2.1-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 20107, "license": "LGPL-2.1-only", "package_id": "AiTechEye/aliveai", "repo": "https://github.com/AiTechEye/aliveai", "tags": [ "mapgen", "mobs", "pve", "survival" ], "type": "mod", "website": null }
**Title:** Modding Library **Description:** **Details:** # ![Logo](https://github.com/appgurueu/modlib/raw/master/logo.svg) Modding Library (`modlib`) Multipurpose Minetest Modding Library ## At a glance No dependencies. Licensed under the MIT License. Written by Lars Mueller aka LMD or appguru(eu). Requires Lua 5.1 / LuaJIT. ### Acknowledgement * [luk3yx](https://github.com/luk3yx): Various suggestions, bug reports and fixes * [grorp](https://github.com/grorp) (Gregor Parzefall): [Bug reports & proposed fixes for node box code](https://github.com/appgurueu/modlib/pull/8) * [NobWow](https://github.com/NobWow/): [Another bugfix](https://github.com/appgurueu/modlib/pull/7) ### Principles * Game-agnostic: Modlib aims to provide nothing game-specific; * Minimal invasiveness: Modlib should not disrupt other mods; even at the expense of syntactic sugar, changes to the global environment - apart from the addition of the modlib scope - are forbidden * Architecture: Modlib is organized hierarchically * Performance: Modlib tries to not compromise performance for convenience; modlib loads lazily **Tags:** library **Repository:** https://github.com/appgurueu/modlib **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 66985, "license": "MIT", "package_id": "LMD/modlib", "repo": "https://github.com/appgurueu/modlib", "tags": [ "library" ], "type": "mod", "website": null }
**Title:** Ambience **Description:** **Details:** Based on Immersive Sounds .36 mod by Neuromancer and updated to use a sound-set API that can add or remove sounds to make your worlds more atmospheric. Has been optimized to run on servers and also works with Mineclone. **Tags:** environment, sound_music **Repository:** https://codeberg.org/tenplus1/ambience **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 18592, "license": "MIT", "package_id": "TenPlus1/ambience", "repo": "https://codeberg.org/tenplus1/ambience", "tags": [ "environment", "sound_music" ], "type": "mod", "website": null }
**Title:** AirUtils **Description:** **Details:** # airutils Airport Utils for Minetest As a lib for flight and painting, now it have basic support for ground effect. Now MIT licence since version 0.3 This mod is a lib and offers utilities to be used in airports. We have only 2 items now, but will be expanded as needed. The first is PAPI (Precision Approach Path Indicator), to guide you in approaching landings. I recommend this article from wikipedia to understand how it works: https://en.wikipedia.org/wiki/Precision_approach_path_indicator The PAPI is usually located on the left-hand side of the runway at right angles to the runway center line, so, if you want to place it at right side, just right click it to invert lights order. The second, the tug, allows the repositioning of aircraft that may be blocking the runway or taxiways. In my mods only the owner can fly his own plane, so with this tool, if the person owns the area or the area has no owner, it is possible to move the aircraft without the presence of the pilot. Just click to move, and shift + click to rotate in your direction 2022-04-10: added skin support for uniforms. But disabled when skinsdb and armor mods are enabled together, because the skinsdb mod overrides some functions of the armor mod and makes the use of other skins unfeasible. But if one or the other is installed, it will work correctly. The command is /au_uniform 2022-05-31: added 4 parameters to disable "modern" tools, so the blimp can fit a fantasy medieaval world * airutils.disable_papi * airutils.disable_tug * airutils.disable_repair * airutils.disable_uniforms Media license: novaskin textures (identified by prefix file name): Creative Commons Attribution-NonCommercial-ShareAlike 3.0 as pointed on item 3 at https://forum.novaskin.me/tos from anonymous users all other files made by myself: CC0-1.0 **Tags:** library, tools **Repository:** https://github.com/APercy/airutils **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 89275, "license": "MIT", "package_id": "apercy/airutils", "repo": "https://github.com/APercy/airutils", "tags": [ "library", "tools" ], "type": "mod", "website": null }
**Title:** Pixel ImPerfection **Description:** **Details:** Pixel Im(proved)Perfection are based on Pixel Perfection textures but with adjustment on some texture part that aim to be close and familiar to Minecraft texture, designed especially for Mineclonia. What's changed compared to default Pixel Perfection: - Iron Golem - Gold Block (Gold Block, Gold Block Stair, Gold Block Slab) - Zombie Villagers - Mossy Cobblestone - Stone Bricks (Stone Brick, Carved Stone Brick, Cracked Stone Brick, Mossy Stone Brick) - Birch & Acacia Planks [by rudzik8] - etc. More detailed changelog with comparison image can be found in repo release: https://codeberg.org/bramaudi/pixel_imperfection/releases ### Credit: * [Pixel Perfection](https://www.planetminecraft.com/texture-pack/131pixel-perfection/) by XSSheep * Acacia & Birch planks by [rudzik8](https://codeberg.org/rudzik8) **Tags:** 16px, creative, environment, mobs, survival **Repository:** https://codeberg.org/bramaudi/pixel_imperfection **License:** CC-BY-SA-4.0
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 5012, "license": "CC-BY-SA-4.0", "package_id": "bramaudi/pixel_imperfection", "repo": "https://codeberg.org/bramaudi/pixel_imperfection", "tags": [ "16px", "creative", "environment", "mobs", "survival" ], "type": "txp", "website": null }
**Title:** Zombies4Test ( Reload ) **Description:** **Details:** --- #### This is a rework of "Zombies4Test," a mod that adds simple structures with loot and zombies to your world, making it more challenging. <br> #### Learn more **[here](https://codeberg.org/pixelzone/zombies4test_reload/src/branch/main/README.md)** ! --- <br> BY : DuckGo / PixelZone <br> CREDITS : TenPlus1,Darth_Tiktaalik <br> LICENSE : MIT <br> TEXTURE :CC BY-SA 4.0 <br> depends = mobs <br> optional_depends = visual_harm_1ndicators,rp_crafting **Tags:** mobs, pve, survival **Repository:** https://codeberg.org/pixelzone/zombies4test_reload **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 2491, "license": "MIT", "package_id": "pixelzone/zombies4test", "repo": "https://codeberg.org/pixelzone/zombies4test_reload", "tags": [ "mobs", "pve", "survival" ], "type": "mod", "website": "https://pixelzone.codeberg.page/" }
**Title:** Morelights **Description:** **Details:** The Morelights modpack adds over 30 lighting and accessory nodes to suit various styles of builds, both interior and exterior. Includes basic light blocks, modern and historical-style lighting, and customizable street lamps. The modpack is lightweight, with only about **60 kB** of media, including 3D models. Some nodes (ceiling lights, bar lights, poles) can be rotated to serve different purposes. Morelights currently supports Minetest Game, MineClone 2, and Hades Revisited. **Tags:** building **Repository:** https://github.com/random-geek/morelights **License:** LGPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 24047, "license": "LGPL-3.0-only", "package_id": "random_geek/morelights", "repo": "https://github.com/random-geek/morelights", "tags": [ "building" ], "type": "mod", "website": null }
**Title:** Stained Glass **Description:** **Details:** Stained glass blocks and panes **Tags:** building, decorative **Repository:** https://gitlab.com/alerikaisattera/stainedglass **License:** GPL-3.0-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 5497, "license": "GPL-3.0-or-later", "package_id": "alerikaisattera/stainedglass", "repo": "https://gitlab.com/alerikaisattera/stainedglass", "tags": [ "building", "decorative" ], "type": "mod", "website": null }
**Title:** Advtrains More Slopes **Description:** **Details:** This mod adds more slopes to Advtrains' default tracks, straight ones ranging from 4 to 8 nodes long, and 45° ones ranging from 3 to 6 nodes long. #### Media licensing All models provided in the mod were made by me (Nazalassa) and are based on the default advtrains 2-node-long slope models, originally by DS-minetest under the CC-BY-SA 3.0 license. **Tags:** transport **Repository:** https://codeberg.org/Nazalassa/advtrains_moreslopes.git **License:** GPL-2.0-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 1913, "license": "GPL-2.0-or-later", "package_id": "Nazalassa/advtrains_moreslopes", "repo": "https://codeberg.org/Nazalassa/advtrains_moreslopes.git", "tags": [ "transport" ], "type": "mod", "website": null }
**Title:** Stamina (Fork) **Description:** **Details:** A simple mod that adds sprinting and hunger into your game which slowly ticks down as you play. - Sprint by holding down Aux1 key which is usually (E), only with enough stamina. - Get drunk by eating 4x food or drink with {alcohol} group. - Drink milk from mobs or farming mod to counteract poison and drunk effects. - Double tap forwards to sprint. - Easy to use API for 3rd party mods. Supports 3d_armor, POVA, player_monoids and playerphysics mods. **Tags:** player_effects **Repository:** https://codeberg.org/tenplus1/stamina **License:** LGPL-2.1-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 11172, "license": "LGPL-2.1-only", "package_id": "TenPlus1/stamina", "repo": "https://codeberg.org/tenplus1/stamina", "tags": [ "player_effects" ], "type": "mod", "website": null }
**Title:** Native Villages **Description:** **Details:** Note: To see the models of the mobs correctly you have to activate Shaders in the Main Menu. Without Shaders they will appear not fully textured. Native Villages is an Add-on for People(Mod) that places sparingly distributed settlements over the landscape of jungle, savanna, coastal forest, desert, grassland and ice sheet biomes. Every settlement has its own inhabitants, but not all are friendly and like to trade. The Jungle People, also known as Cannibals don't like to trade at all and will always attack. A similar aggressive tribe is the Desert People, but there is one exemption, the slave trader. Hated by their own people, they live in constant fear of their own kind who want to prevent the slave trade and hunt every slave trader they can spot. The slave traders sell you special profession NPCs who can breed special animals, entertain you, or interact as soldiers. Friendly tribes include the Icelanders, they trade meat, leather and wool for iron lumps. There is sometimes a special trader to find in their villages that sells dogs and sledges for steel ingots. The Lake People live in the coastal regions of forests where they breed fishes, collect pearls and farming salt, they love rare southern goods like sugar or bananas. The Grasslanders are the inhabitants of the desolate plains, they are cattle herders, also talented blacksmiths and need imported grain products like bread to survive. Sometimes little altars can be found near their settlements, which are inhabited by witches. These wise, but also mad woman trade two special items for a diamond. Rumours say these items are "Sweet, but deadly too!" The dry savanna is the home of the Savanna People, known for their ability to tame lions, but this is a knowledge, that they will never give to strangers. If you want your deceased loved ones back, maybe the legendary Witch Doctor can help you, but perhaps you just came to the savanna lands to trade pearls for vegetables and coffee beans. There is much more to discover, you can find out yourself, or read the guide. Known Issues: -Lake Villagers jump into water, although I have set them to get water damage, what should prevent them from doing. Perhaps it has something to do with the ladders or height of the buildings. -Buildings spawn in unaesthetic places like sides of mountains and hills, on top of cliffs. This problem can only be fixed with a specific written code for schematic placement, what I am not able to at the moment. **Tags:** adventure__rpg, food, mapgen, mobs, pve, survival **Repository:** https://github.com/Skandarella/nativevillages.git **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 16251, "license": "MIT", "package_id": "Liil/nativevillages", "repo": "https://github.com/Skandarella/nativevillages.git", "tags": [ "adventure__rpg", "food", "mapgen", "mobs", "pve", "survival" ], "type": "mod", "website": null }
**Title:** Aerial **Description:** **Details:** Aerial ====== Take to the skies of your Minetest world with a fantastic array of wings! Wings grant players feather falling plus varying amounts of jump height and flight speed, ranging from basic wings that grant little or no flight to wings that will let you dart through the air at incredible speeds. This mod can optionally integrate with the [Stamina](https://content.luanti.org/packages/sofar/stamina/) and [Player Monoids](https://content.luanti.org/packages/Byakuren/player_monoids/) mods for better game balance in survival worlds and better compatibility with other mods, respectively. See the relevant sections below for more information. How To Craft ------------ Like most items in Minetest, wings are crafted from their component materials. Each pair of wings is crafted from seven of their component material arranged in the following pattern where `[M]` represents a material and `[ ]` represents an empty square in the crafting grid: ``` [M] [ ] [M] [M] [M] [M] [M] [ ] [M] ``` How To Use ---------- Wings are implemented as [3D Armor](https://content.luanti.org/packages/stu/3d_armor/) items which are placed into an equipment slot like any typical armor item. All equipped wings provide feather falling and prevent fall damage from any height. Additionally, wings may provide flight and jump boosts depending on the quality of the material used to make the wings. Wings that grant flight allow players to toggle fly mode; by default, fly mode is toggled by pressing the `k` key. Flight speed is reduced when touching the ground. Flight is not possible while submerged in water or other liquids. Wings Reference --------------- The following wings are defined with the following attributes: - **Wooden Wings** - Material: any wood - Flight: no - Jump boost: no - Can be used as furnace fuel - **Cactus Wings** - Material: cactus - Flight: no - Jump boost: no - Can be used as furnace fuel - **Bronze Wings** - Material: bronze ingot - Flight: yes, very slow speed - Jump boost: yes, small - **Steel Wings** - Material: steel ingot - Flight: yes, average speed - Jump boost: yes, average - **Golden Wings** - Material: gold ingot - Flight: yes, moderate speed - Jump boost: yes, moderate - **Diamond Wings** - Material: diamond - Flight: yes, fast speed - Jump boost: yes, high Mod Integration: Stamina ------------------------ If the [Stamina](https://content.luanti.org/packages/sofar/stamina/) mod is installed, Aerial will cause flight to exhaust players over time and will prevent flight for players who are below a certain threshold of hunger saturation. This can bring game balance to flight in a typical survival world as players will no longer be able to fly indefinitely without consequence. Flight exhaustion will disable flight and jump boosts for affected players, but feather falling and fall damage prevention will still remain in effect despite low hunger levels. It is also possible to sprint while flying which can allow players to reach blistering speeds, but beware that sprinting while flying is *very* exhausting! The Stamina-related settings are as follows: - **Enable Stamina integration?** - Enabled by default - Toggling this setting off will cause Aerial to ignore the Stamina mod - **Stamina loss per second of flying** - The amount of stamina drained per second of flying - Flight drains 16 stamina per second by default - Higher values will exhaust the player more rapidly while flying and vice-versa with smaller values - **Minimum saturation needed to fly** - The minimum amount of hunger saturation required to be able to fly - Flight requires 4 points of saturation by default - Each point of saturation represents "one half bread" of a player's hunger/saturation meter Mod Integration: Player Monoids ------------------------------- If the [Player Monoids](https://content.luanti.org/packages/Byakuren/player_monoids/) mod is installed, Aerial will leverage it so that jump boosts and speed boosts during flight do not conflict with physics modifications from other mods. **It is generally recommended to use Player Monoids with Aerial in almost all cases** and especially if you use Stamina or other mods that modify players' speed and/or jump height. This mod makes a best effort to be as compatible as possible with the mods that it depends on, but Player Monoids offers the best compatibility solution available. Other Notes ----------- Some wings grant players a tremendous degree of mobility that may upset the balance of a typical survival experience. While costs introduced by the Stamina mod can help game balance by adding consequences to flight, you may wish to disable the more powerful wings if you're concerned about players being able to move too quickly. You can disable any individual wings via the 'Settings' tab of Minetest, under All Settings -> Content: Mods -> Aerial. The other setting for this mod, 'milliseconds per flight tick', should be left at its default value unless you understand the implications of changing it. Also note that wings enable and disable flight via automatic manipulation of a player's fly privilege. Any manual changes to fly privilege will be overridden and disregarded by this mod when wings are equipped. This mod also manipulates a player's physics speed which may interact with other mods that do the same. While many measures are taken to ensure that the physics changes from Aerial, Stamina, and 3D Armor mesh well together, the use of Player Monoids will more thoroughly prevent any negative interactions and is highly recommended. License ------- All code and assets in this project are licensed under the MIT license as described in [the LICENSE file](https://github.com/EmptyStar/aerial/blob/main/LICENSE). Other licenses and credits are noted in [CREDITS.md](https://github.com/EmptyStar/aerial/blob/main/CREDITS.md). **Tags:** player_effects **Repository:** https://github.com/EmptyStar/aerial **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 8704, "license": "MIT", "package_id": "EmptyStar/aerial", "repo": "https://github.com/EmptyStar/aerial", "tags": [ "player_effects" ], "type": "mod", "website": null }
**Title:** Carpets **Description:** **Details:** This mod adds 15 colorized wool carpets to the minetest **Tags:** decorative **Repository:** https://github.com/minetest-mods/carpets **License:** LGPL-2.1-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 16361, "license": "LGPL-2.1-only", "package_id": "bell07/carpets", "repo": "https://github.com/minetest-mods/carpets", "tags": [ "decorative" ], "type": "mod", "website": null }
**Title:** 3D Furniture by tony-ka **Description:** **Details:** This is a fork of tonyka's repository, compatible with newer minetest versions and optimized. **Furniture nodes added:** * Deco Home * Table * Chair * Armchair * Table Lamp (adjustable) * Bathroom Kit * Toilet * Sink * Taps * Showers Tray * Showers Head * Medieval Furniture * Bars * L Binding Bars * Chains * Wall Torches **Tags:** building, decorative **Repository:** https://github.com/KaylebJay/3dforniture **License:** GPL-2.0-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 6940, "license": "GPL-2.0-or-later", "package_id": "CalebJ/3dforniture", "repo": "https://github.com/KaylebJay/3dforniture", "tags": [ "building", "decorative" ], "type": "mod", "website": null }
**Title:** Hopper **Description:** **Details:** Hoppers are nodes that can transfer items to and from the inventories of adjacent nodes. The wide end of a hopper is its "input" end, if there's a chest or other compatible container it will take one item per second into its own internal inventory. It will also draw in items that have been dropped here. The narrow end of the hopper is its "output" end. It will attempt to inject items into a compatible container located at its output end. If there's no compatible container and the hopper's "eject" mode has been enabled it will instead dump the items out into the world. Also included in this mod are a "chute" node and a "sorter" node. These allow for items to be routed over short distances and distributed in sophisticated ways. A chute simply moves items into adjacent nodes. You'll need to use a hopper or sorter to inject items into it to move along. A screwdriver is a useful tool for getting chutes aimed correctly. A sorter has two different outputs. Its inventory has a "filter" grid; place items in this grid to set the sorter's filter. Items that match the filter will be sent out the output with the large arrow and other items will be sent out the output with the smaller arrow. A "filter all" option will cause the sorter to attempt to send all items in the direction of the large arrow and then if that fails send them in the direction of the smaller arrow. This allows you to have an "overflow" storage should the sorter's primary target fill up, or when used in combination with a selective container (like the furnace's fuel slot, for example) it allows the target inventory to do the filtering for you. **Tags:** building, technology **Repository:** https://github.com/minetest-mods/hopper **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 21574, "license": "MIT", "package_id": "FaceDeer/hopper", "repo": "https://github.com/minetest-mods/hopper", "tags": [ "building", "technology" ], "type": "mod", "website": null }
**Title:** Modular Portals **Description:** **Details:** A voxel game where you place portals between rooms. Build portals by placing blocks in the slots on the portal frame. A portal will connect to another portal with the same sides, top, and bottom. Valid portals have 4 matching nodes on the bottom slots, 8 matching nodes on each side, and 4 matching nodes on the top slots. I didn't have time to make infinite content, so I made 9 "story" rooms. See if you can connect all 9: * Spawn * Room 1 (the one after spawn) * Room 2 (it comes after room 1) * Tree * Forest * Bridge * Storage room (shelves) * Library * Mine **Tags:** jam_game_2021, oneofakind__original, transport **Repository:** https://forge.tedomum.net/unbroken-unworn/minetestportals **License:** AGPL-3.0-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 14694, "license": "AGPL-3.0-or-later", "package_id": "UnbrokenUnworn/modular_portals", "repo": "https://forge.tedomum.net/unbroken-unworn/minetestportals", "tags": [ "jam_game_2021", "oneofakind__original", "transport" ], "type": "game", "website": null }
**Title:** VoxeLibre More Food **Description:** **Details:** This mod adds five more food items to VoxeLibre (ex. MineClone2) or Mineclonia! ![Screenshot](https://content.luanti.org/uploads/f8aeee9320.png) ## Items * Sandwich * Chocolate bar * Fried egg * Cheese * Sweet Berry Pie ## Media sources Chocolate texture from Farming Redo by TenPlus1 (slighty edited by me) Cheese texture from Mobs Animal by Krupnov Pavel (slighty edited by me) Fried egg texture from Mobs Animal by Krupnov pavel (slighty edited by me) Sandwich texture uses bread texture from REFI by MysticTempest (slighty edited by me) and cooked beef palette from PixelPerfection by XSSheep Sweet Berry Pie texture uses pumpkin pie texture from PixelPerfection by XSSsheep **Tags:** food **Repository:** https://codeberg.org/rudzik8/mcl_morefood **License:** The Unlicense
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 11765, "license": "The Unlicense", "package_id": "rudzik8/mcl_morefood", "repo": "https://codeberg.org/rudzik8/mcl_morefood", "tags": [ "food" ], "type": "mod", "website": null }
**Title:** Wildlife **Description:** **Details:** Adds some wild animals that interact with each other, and are fairly neutral to players, unless provoked. This is a demo of Mobkit entity API, currently at an early stage of development, and **requires it to run** Get the latest version of the api at https://github.com/TheTermos/mobkit/archive/master.zip Highlights: **No dependencies:** It should work with any game, although it's best if it fits thematically, i.e. there's some sort of natural environment. **Very lightweight:** no ABMs, self-adjusting spawns, and mobs don't get to 'think' every single engine step. Theoreticly it should run well on servers, although I haven't had an opportunity to test it online. **Tags:** mobs **Repository:** https://github.com/TheTermos/wildlife **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 29098, "license": "MIT", "package_id": "Termos/wildlife", "repo": "https://github.com/TheTermos/wildlife", "tags": [ "mobs" ], "type": "mod", "website": null }
**Title:** TechPack **Description:** **Details:** TechPack is a collection of following Mods: * tubelib, a Mod for item exchange via lumber tubes and wireless message communication between machines * tubelib_addons1, a Tubelib extension with mining, farming, and crafting machines * tubelib_addons2, a Tubelib extension with logic/control blocks * gravelsieve, an extension to sieve ores from gravel * smartline, an extension with small and smart sensors, actors and controllers to fully automate your machines, including a Lua controller **A TechPack Tutorial is available as [Wiki](https://github.com/joe7575/techpack/wiki)** TechPack is a collection of mods for an automated mining, crafting, and farming. It is no replacement for Pipeworks, Mesecons, Technic, and Co., but it is a lightweight and server friendly alternative. **You have to install the following mods in addition:** * [tubelib2](https://content.luanti.org/packages/joe7575/tubelib2/) * [basic_materials](https://content.luanti.org/packages/?q=basic_materials) **Tags:** crafting, plants_and_farming, technology **Repository:** https://github.com/joe7575/techpack **License:** AGPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 27757, "license": "AGPL-3.0-only", "package_id": "joe7575/techpack", "repo": "https://github.com/joe7575/techpack", "tags": [ "crafting", "plants_and_farming", "technology" ], "type": "mod", "website": null }
**Title:** Vein Miner **Description:** **Details:** A mod that allows players to automatically mine ore veins and trees while sneaking. By default allows vein mining of "stone_with_\[orename\]" nodes as well as nodes in the group "tree". Vein mining can also be enabled for all nodes in the mod settings. **Tags:** survival, tools **Repository:** https://github.com/QuoteNat/vein_miner **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 4845, "license": "MIT", "package_id": "QuoteNat/vein_miner", "repo": "https://github.com/QuoteNat/vein_miner", "tags": [ "survival", "tools" ], "type": "mod", "website": null }
**Title:** Auroras **Description:** **Details:** Auroras mod for Minetest. Adds northern/southern lights at night. Since the Minetest world doesn't exactly have polar regions, auroras will appear in any sufficiently cold place. Be patient—auroras aren't always visible! ### Features: - Different auroras every night, with semi-realistic colors. - Players near each other see similar colors. - Configurable, no media/assets. This mod works with Minetest 5.2.0 or later, and is compatible with TestificateMods' Climate API/Regional Weather mods. It probably won't work with other mods/games that regularly change the skybox. **Tags:** environment **Repository:** https://github.com/random-geek/auroras **License:** GPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 8971, "license": "GPL-3.0-only", "package_id": "random_geek/auroras", "repo": "https://github.com/random-geek/auroras", "tags": [ "environment" ], "type": "mod", "website": null }
**Title:** Fishing Boat **Description:** **Details:** This mod implements a fishing boat for minetest. It's physics comes indirectly from Sailing Kit from Thermos, as it descend from Motorboat and then Sailing Kit. It can carry 5 people. To run it's engine, it is necessary to provide biofuel. To supply it, be on board and punch the necessary fuel on the boat. Activate the engine in the first option of the menu. Take control by activating the option "Take the Control". The information panel will be on the left and bottom of the screen. Forward increases the propeller power, Backward reduces. To go reverse, hold aux (E key) and backward together. There is a power mode. When the lever reaches the up limit, hold E and forward to increase the acceleration. The boat inventory can be accessed by Aux (E) + rightclick or by the captain menu. Shared owners: This vehicle was made to be shared with a team. So the owner can set more users to operate it. Inside the boat, just use the command /fishing_boat_share <name> To remove someone from the sharing, /fishing_boat_remove <name> To list the owners, /fishing_boat_list Is possible to lock the boat access, so only the owners can enter: /fishing_boat_lock true To let anyone enter, /fishing_boat_lock false All shared owners can access the boat inventory When the ship sunk, all permissions are ignored and anybody can get the boat treasures Painting: As the planes, punch a dye against the hull, so the primary color will change To change the secondary color, punch a dye, but holding Aux (E) key. Only the original owner can do the paintings Shortcuts: right click to enter and access menu punch with dye to paint forward and backward while in drive position: controls the power lever left and right while in drive position: controls the direction E + right click while inside: acess inventory E + backward while in drive position: the machine does backward E + foward while in drive position: extra power Tip: Drive it gently. The captain can leave the drive position to walk too If a player goes timeout or logoff, the boat will "rescue" him if no other player enter the boat, so is a good idea wait the friend at a secure place far from anyone who wants to enter the boat. Know issues: The walk movement inside the ship is affected by server lag, because the lack of an interpolation method on attach function. Rubber-band bug is from minetest nature, just close and reopen minetest to solve. Some old versions of minetest can have an strange issue, the camera is set to the map center. So if it happens, just type /fishing_boat_eject to be free again. **Tags:** transport **Repository:** https://github.com/APercy/fishing_boat **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 7578, "license": "MIT", "package_id": "apercy/fishing_boat", "repo": "https://github.com/APercy/fishing_boat", "tags": [ "transport" ], "type": "mod", "website": null }
**Title:** PixelPerfection **Description:** **Details:** This is a well-featured MT texture pack that speaks true to many players for it's atmosphere and consistency. It is adopted by MCL2 as default and this texture pack will allow you to get the same look and feel under Minetest Game and many online servers. This is one of the better 16px texture packs out there and the mcresonver converter did an amazing job on this. The texture pack is curated by Texmex to refine it and add mod support. The texture pack is CC-BY-SA-4.0 by xssheep. [Link to original location](http://www.minecraftforum.net/forums/mapping-and-modding/resource-packs/1242533-pixel-perfection-full-1-8-support) [Link to sofar's mcresconvert](https://forum.minetest.net/viewtopic.php?f=4&t=14283) **Tags:** 16px **Repository:** https://github.com/minetest-texture-packs/Pixel-Perfection **License:** CC-BY-SA-4.0
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 22616, "license": "CC-BY-SA-4.0", "package_id": "sofar/pixelperfection", "repo": "https://github.com/minetest-texture-packs/Pixel-Perfection", "tags": [ "16px" ], "type": "txp", "website": null }
**Title:** Flow **Description:** **Details:** A layout manager and formspec API replacement. Vaguely inspired by Flutter and GTK. [Online tutorial/demo](https://luk3yx.gitlab.io/minetest-flow-playground/) ([source](https://gitlab.com/luk3yx/minetest-flow-playground)) ## Features #### Layouting - No manual positioning of elements. - Automatic layouting using `HBox` and `VBox` containers - Some elements have an automatic size. - The size of elements can optionally expand to fit larger spaces - Elements which get their size based on their label length automatically become larger/smaller to fit long translations. #### Other features - No form names. Form names are still used internally, however they are hidden from the API. - No having to worry about state. - Values of fields, scrollbars, checkboxes, etc are remembered when redrawing a form and are automatically applied. - Has an [inspector mod](https://content.luanti.org/packages/luk3yx/flow_inspector/) to help with developing and debugging forms. - Some common security issues with formspec input handling are mitigated. ## Limitations - This mod doesn't support all of the features that regular formspecs do. - [FS51](https://content.luanti.org/packages/luk3yx/fs51/) is required if you want to have full support for Minetest 5.3 and below. - Make sure you're using the latest version of flow if you are on MT 5.10-dev or later, older versions used a hack which no longer works. ## Basic example See `example.lua` for a more comprehensive example which demonstrates how layouting and alignment works. ```lua -- GUI elements are accessible with flow.widgets. Using -- `local gui = flow.widgets` is recommended to reduce typing. local gui = flow.widgets -- GUIs are created with flow.make_gui(build_func). local my_gui = flow.make_gui(function(player, ctx) -- The build function should return a GUI element such as gui.VBox. -- `ctx` can be used to store context. `ctx.form` is reserved for storing -- the state of elements in the form. For example, you can use -- `ctx.form.my_checkbox` to check whether `my_checkbox` is checked. Note -- that ctx.form.element may be nil instead of its default value. -- This function may be called at any time by flow. -- gui.VBox is a "container element" added by this mod. return gui.VBox { gui.Label {label = "Here is a dropdown:"}, gui.Dropdown { -- The value of this dropdown will be accessible from ctx.form.my_dropdown name = "my_dropdown", items = {'First item', 'Second item', 'Third item'}, index_event = true, }, gui.Button { label = "Get dropdown index", on_event = function(player, ctx) -- flow should guarantee that `ctx.form.my_dropdown` exists, even if the client doesn't send my_dropdown to the server. local selected_idx = ctx.form.my_dropdown core.chat_send_player(player:get_player_name(), "You have selected item #" .. selected_idx .. "!") end, } } end) -- Show the GUI to player as an interactive form -- Note that `player` is a player object and not a player name. my_gui:show(player) -- Close the form my_gui:close(player) -- Alternatively, the GUI can be shown as a non-interactive HUD (requires -- hud_fs to be installed). my_gui:show_hud(player) my_gui:close_hud(player) ``` ## Other formspec libraries/utilities These utilities likely aren't compatible with flow. - [fs_layout](https://github.com/fluxionary/minetest-fs_layout/) is another mod library that does automatic formspec element positioning. - [fslib](https://content.luanti.org/packages/LMD/fslib/) is a small mod library that lets you build formspec strings. - [Just_Visiting's formspec editor](https://content.luanti.org/packages/Just_Visiting/formspec_editor) is a Luanti (formerly Minetest) game (formerly subgame) that lets you edit formspecs and preview them as you go - [kuto](https://github.com/TerraQuest-Studios/kuto/) is a formspec library that has some extra widgets/components and has a callback API. Some automatic sizing can be done for buttons. It may be possible to use kuto's components with flow somehow as they both use formspec_ast internally. - [My web-based formspec editor](https://forum.minetest.net/viewtopic.php?f=14&t=24130) lets you add elements and drag+drop them, however it doesn't support all formspec features. ## Documentation More detailed documentation is available at https://luk3yx.gitlab.io/minetest-flow/. Some code snippets have a "run" button which will open them in a web-based playground, not all of these will work properly as the playground doesn't support all formspec elements. **Tags:** gui, library **Repository:** https://gitlab.com/luk3yx/minetest-flow.git **License:** LGPL-2.1-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 16463, "license": "LGPL-2.1-or-later", "package_id": "luk3yx/flow", "repo": "https://gitlab.com/luk3yx/minetest-flow.git", "tags": [ "gui", "library" ], "type": "mod", "website": "https://luk3yx.gitlab.io/minetest-flow/" }
**Title:** Xcompat **Description:** **Details:** a mod that aims to facilitate other mods to be game agnostic by handling sounds and crafting thanks to: * MisterE, OgelGames, and Blockhead for naming advice/suggestion * luk3yx, Blockhead, Buckaroo for bouncing ideas on the concept of this mod dev docs can be found at https://github.com/mt-mods/xcompat/tree/master/doc **Tags:** library **Repository:** https://github.com/mt-mods/xcompat **License:** MIT
Luanti ContentDB
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**Title:** Tables and Chairs **Description:** **Details:** This mod adds basic functional furniture (Chairs, Stools, Tables, Small Tables, Tiny Tables, Benches) to Minetest Game, VoxeLibre, Mineclonia, Exile and other MTG based games. Update 1.1 and higher: All woods types supported. The mod now automatically generates furniture for all games and mods that register new wood types. It's a fork of [ts_furniture](https://content.luanti.org/packages/Thomas-S/ts_furniture/). The eye_height bugs have been fixed, Mineclone support has been added, you no longer sit in air and the nonfunctional disabled by default kneeling bench has been removed and a stool and a bench with backrest has been added. If you are using ts_furniture and did not place down any kneeling benches, you can replace it with this. Translation is now easier. Just post the following with the right side in your language (pls format as code block) and I will add your language. ``` # textdomain:tables_chairs Tables and Chairs=Tische und Stühle of = aus Table=Tisch Small Table=Kleiner Tisch Tiny Table=Winziger Tisch Chair=Stuhl Stool=Hocker Bench=Bank Comfortable Bench=Behagliche Bank You tried to sit but hit your head.=Du hast versucht, dich zu setzen, hast dir aber den Kopf gestoßen. You can only sit down when you are not moving.=Du kannst dich nur hinsetzen, wenn du dich nicht bewegst. ``` ts_furniture was originally made by Thomas-S and published under the MIT license. Code from "Get Comfortable [cozy]" (by everamzah; published under WTFPL) was used and modified. **Tags:** decorative **Repository:** https://gitgud.io/blut/tables_chairs **License:** MIT
Luanti ContentDB
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**Title:** Scifi Nodes **Description:** **Details:** ## About scifi_nodes adds **space-themed** nodes for your **space-station** or **space-ship** projects. Including some space-themed doors and buttons ## Compatibility ### Slopes/Stairs if the **stairsplus** mod is available, some of the nodes can be cut with the table-saw ### Mesecons Some buttons work as mesecon emitter if the **mesecons** mod is available **Tags:** decorative **Repository:** https://github.com/D00Med/scifi_nodes **License:** LGPL-2.1-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 11561, "license": "LGPL-2.1-only", "package_id": "D00Med/scifi_nodes", "repo": "https://github.com/D00Med/scifi_nodes", "tags": [ "decorative" ], "type": "mod", "website": null }
**Title:** X Obsidianmese **Description:** **Details:** Adds more use for Mese and Obsidian. This is the original mod from Survival X server. ## Items ### Sword Fast, sharp and durable. Cuts through Mithril. ### Sword Engraved Fast, sharp and durable. Cuts through Mithril. Shoots basic projectiles on right click (secondary click). ### Pickaxe Fast, sharp and durable. Ideal for long mining - specially obsidian, without crafting multiple pickaxes. Mines through sand and gravel easily for faster mining. ### Pickaxe Engraved More durable than diamond pickaxe. Additionally it can place item from hotbar - next to the pickaxe to the right. Ideal for building when you can place/dig blocks without switching selected item in hotbar or mining and placing torches. ### Axe Will dig the whole tree at once. All trees with group `{ tree = 1 }` are compatible. Additionally cactus is supported also. ### Shovel Right-click/secondary click will create paths on supported blocks (all dirt, sand, snow, permafrost from MTG are supported). ### Hoe Regular use will plow 5 block in the direction you are looking. Right-click/secondary use will place 5 seeds in the direction you are looking - seeds have to be somewhere in your main inventory. Additionally if you dig a hole (1 block deep), drop bucket (item from inventory) of water inside the hole (bucket has to be surrounded by blocks to prevent water leakage) then punch the water bucket with this hoe - a plowed field (3 block radius) will be created with water source in the middle (where the bucket was placed). ### Chest This chest holds the same inventory for a player. You can store items in this chest and the same items will be available in different obsidianmese chest on a different place in the world. Good for mining while carrying this chest - place the chest and store you items in it to free up some inventory space for more mining. All stored items will be available in the same chest when you get back home. ### Apple Heals full amount of health. # API ## Types `PathNodeDef` ```typescript // node what should get support for path, e.g. `mymod:dirt_with_grass` [key: string] = { // name of the node what will be used to construct new path node, e.g. `dirt_with_grass` name: string // mod name registering this path node, e.g. `mymod` mod_origin: string // description for the node definition descritption: string // short description for the node definition, will use descirption if not defined short_descritption?: string // node to drop when the path node is dug, will drop `default:dirt` if not defined drop?: string // tile definition, see minetest lua api for more details tiles: table } ``` ## Class `x_obsidianmese` ### Other mods can register new path nodes for the shovel. Method `register_path_node(self: x_obsidianmese, defs: PathNodeDef[]): void` example ```lua x_obsidianmese:register_path_node({ ['mymod:dirt_with_grass'] = { name = 'dirt_with_grass', mod_origin = 'mymod', descritption = 'Dirt with Grass Path', drop = 'mymod:dirt', tiles = { 'x_obsidianmese_path_dirt_base.png^(mymod_grass_top.png^[mask:x_obsidianmese_path_overlay.png)', 'x_obsidianmese_path_dirt_base.png', 'x_obsidianmese_dirt_path_side.png' } } }) ``` **Tags:** pvp, shooter, survival, tools **Repository:** https://bitbucket.org/minetest_gamers/x_obsidianmese/src/master/ **License:** LGPL-2.1-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 5379, "license": "LGPL-2.1-or-later", "package_id": "SaKeL/x_obsidianmese", "repo": "https://bitbucket.org/minetest_gamers/x_obsidianmese/src/master/", "tags": [ "pvp", "shooter", "survival", "tools" ], "type": "mod", "website": null }
**Title:** Mesecons lab **Description:** **Details:** # Mesecons lab Mesecons laboratory and tutorials This game serves as a tutorial and showcase for the following mods: * mesecons * digilines * digistuff * digibuilder * technic It can be used as an educational tool in singleplayer or multiplayer. ## Current state There are various builds provided by So.Po.Coder, pampogokiraly and some basic excercises to complete. The game isn't yet finished but playable in the current state, contributions are always welcome. **Tags:** education, technology **Repository:** https://github.com/buckaroobanzay/mesecons_lab **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 24689, "license": "MIT", "package_id": "BuckarooBanzay/mesecons_lab", "repo": "https://github.com/buckaroobanzay/mesecons_lab", "tags": [ "education", "technology" ], "type": "game", "website": null }
**Title:** First Person Shooter **Description:** **Details:** **A high-end system is recommended to run this mod effectively. This mod is intended for singleplayer-use only.** A first person shooter mod with sprite weapon animations. 3 weapons included: M16A2, M4A1, and the HK53. *This mod is a work-in-progress!* **Tags:** shooter, tools **Repository:** https://github.com/ss-gnalvesteffer/mt-firstpersonshooter **License:** GPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 13800, "license": "GPL-3.0-only", "package_id": "Zooloo75/first_person_shooter", "repo": "https://github.com/ss-gnalvesteffer/mt-firstpersonshooter", "tags": [ "shooter", "tools" ], "type": "mod", "website": null }
**Title:** Flowerpot **Description:** **Details:** This mesh node based flowerpot allows players to insert basic plants and cacti into pots. Mods that add additional plants need special handling to allow those plants to be inserted into these flowerpots as well. The benefit is that these flower pots do not use entities, which may help busy servers. **Tags:** building, plants_and_farming **Repository:** https://github.com/minetest-mods/flowerpot **License:** LGPL-2.1-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 16254, "license": "LGPL-2.1-only", "package_id": "sofar/flowerpot", "repo": "https://github.com/minetest-mods/flowerpot", "tags": [ "building", "plants_and_farming" ], "type": "mod", "website": null }
**Title:** Ropes **Description:** **Details:** This mod adds "rope boxes", blocks that when placed in world will automatically lower a rope at 1 meter per second until it reaches a fixed maximum length. The basic rope box produces 50m of rope by default and there are up to eight additional rope box types that produce multiples of that rope length - 100m, 150m, and so forth up to 450m. The number of rope boxes and the length of a standard rope length can be configured via the settings menu. The rope stops lowering if it reaches an obstruction. Ropes can be cut using an axe or other choppy tool at any location and when they're cut the bottom half of the rope will disappear, dropping any climbers. The same happens to the entire rope if the rope box at the top of the rope is removed. Cutting the rope doesn't reduce the maximum length of rope the rope box will produce if it's removed and rebuilt again. Ropes are flammable. They respect protection settings - if the player that placed the rope box isn't permitted to build in an area then the rope descending from that box will treat it as an obstruction. Also included is a rope ladder that behaves similarly, though it only comes in one standard maximum length - 50m by default, again changeable in settings. This mod will also enhance default wood ladders and steel ladders to make them "extendable", capable of building upward independent of support to a setting-defined limit (defaulting to 5 nodes for wood and 15 nodes for steel ladders). This can be disabled if undesired. This mod retains optional backward compatibility with the crafting items from the vines mod (anything with group "vines" can be used to make rope boxes and rope ladders). Ropes can also be made from cotton, available via an optional dependency on the farming mod. In-game documentation is provided via an optional dependency on the doc mod. By default ropes and rope ladders only extend downward into "air" nodes. Other mods can modify this behaviour to add other nodes as valid targets for ropes to extend into using either of two mechanisms: either add ropes_can_extend_into = 1 to the node definition's groups list or add a dependency on the ropes mod to your mod and then set ropes.can_extend_into_nodes[target_node_name] = true. There is also a configuration setting, ropes_can_extend_into_airlike, that will allow ropes to extend into any node with drawtype = "airlike" in its definition. Note that in cases where ropes extend into non-air nodes the rope will still be replaced with an "air" node when it's eventually destroyed. **Tags:** building, survival **Repository:** https://github.com/minetest-mods/ropes **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 9992, "license": "MIT", "package_id": "FaceDeer/ropes", "repo": "https://github.com/minetest-mods/ropes", "tags": [ "building", "survival" ], "type": "mod", "website": null }
**Title:** Country Flags for Pride_Flag **Description:** **Details:** # Pride Country Flags Mod Pride Country Flags adds a variety of animated country flags in [Minetest](https://minetest.net/). The flags are named by their 2-letter [ISO-3166 country code](https://www.iso.org/iso-3166-country-codes.html). You can use [my Pride-Flags feature branch](https://codeberg.org/riceball/pride_flags/src/branch/feat/formspec) directly for a quick flag pick before @Wuzzy merges mine. ## Credits * All country flags come from [flag-icons](https://github.com/lipis/flag-icons). * The Pride Country Flags Mod depends on [Pride Flags Mod](https://content.luanti.org/packages/Wuzzy/pride_flags/) **Tags:** decorative, education **Repository:** https://github.com/snowyu/minetest-country_flags **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 3444, "license": "MIT", "package_id": "snowyu/country_flags", "repo": "https://github.com/snowyu/minetest-country_flags", "tags": [ "decorative", "education" ], "type": "mod", "website": null }
**Title:** Pyramids (with treasures) **Description:** **Details:** This is a mod for Minetest Game and will generate pyramids in deserts and sandstone deserts. You will find treasure inside, but beware! It is told the culture that built the pyramids did not leave their treasures unprotected … Features: * 3 pyramid types: Sandstone, desert sandstone and desert stone * Dangers lurk inside! * Many different treasure room designs and variants. Each pyramid might be something new. * 1 treasure chest guaranteed per pyramid (you just need to find it!) * 6 collectible decorative blocks * 100% translated into German * Optional support for Treasurer for custom treasures **Tags:** mapgen **Repository:** https://codeberg.org/Wuzzy/minetest_tsm_pyramids **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 11843, "license": "MIT", "package_id": "Wuzzy/tsm_pyramids", "repo": "https://codeberg.org/Wuzzy/minetest_tsm_pyramids", "tags": [ "mapgen" ], "type": "mod", "website": null }
**Title:** Experimental Villages Mapgen **Description:** **Details:** A custom Lua mapgen, with biomes, caves, villages, cliffs and ore generation. Biomes: * Ocean * Dry grasslands * Wet grasslands * Forest * Jungle * Savanna * Desert * Tundra * Taiga * Beach **Tags:** custom_mapgen **Repository:** https://github.com/minetest-mods/mg **License:** LGPL-2.1-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 24166, "license": "LGPL-2.1-only", "package_id": "Nore/mg", "repo": "https://github.com/minetest-mods/mg", "tags": [ "custom_mapgen" ], "type": "mod", "website": null }
**Title:** Hallelujah Mountains (AKA Cloudlands) **Description:** **Details:** This can be run with or without a normal terrain mapgen, allowing pure skylands or an exotic addition to the landscape. Configurable settings include the altitude islands appear, the ability to restrict the area they spawn, and whether rare and giant trees can sometimes be found growing from islands. Recommended mods: * Vines, or something that contains vines, such as plantlife_modpack or MineClone2. These will grow off the sides of the islands, climate permitting, allowing you to climb, and looking picturesque at the same time! * Nether enables players to build portals to Hallelujah Mountains, allowing secret entrances into floating kingdoms, or the island altitude to be configured way up high while still having a means to get there. Stones to build these portals can only be found in the Nether. * Extra ways to explore: * *Bridger* if you want to build nice wooden bridges between islands * *Airboat* to sail the high clouds on a small airship * *Flying carpet* **Tags:** mapgen **Repository:** https://github.com/Treer/cloudlands **License:** GPL-2.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 11691, "license": "GPL-2.0-only", "package_id": "DrFrankenstone/cloudlands", "repo": "https://github.com/Treer/cloudlands", "tags": [ "mapgen" ], "type": "mod", "website": null }
**Title:** Superflat **Description:** **Details:** (Yet Another) Superflat Map Generator **Features** * Customize world generation layer by layer * Biome decoration (optional, requires Minetest Game or its derivatives) * If you fall, you will be returned to the surface See [README](https://github.com/srifqi/superflat/#readme) for more information. ⚠ **Note for transitioning to v2.0:** This version has world generation changes, i.e. the world's layers might appear drastically different with older versions, especially for high/deep layers. **Tags:** custom_mapgen **Repository:** https://github.com/srifqi/superflat **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 7147, "license": "MIT", "package_id": "srifqi/superflat", "repo": "https://github.com/srifqi/superflat", "tags": [ "custom_mapgen" ], "type": "mod", "website": null }
**Title:** Nautilus **Description:** **Details:** Minetest 5.2 mod: Nautilus ======================================== This is the "Nautilus", a grandchild mod from "Sailing Kit". It's water dynamics comes from Sailing Kit (by TheTermos). So it depends on mobkit. And It dependes on the biofuel mod for fuel making. With keyboard you can move the nautilus. When you press sneak, it dives, when you press jump, it emerges. And you can set anchor again by pressing E, but it only works when the Nautilus is near completely stopped (when the anchor is sucessfull, you receive a message on chat). It can be painted using dye of any color you want, you must punch the hatch with the dye. **Controls overview:** (note: all click events must be done against the hatch, above your head) - Right click: enter in/get off the submarine - Left click (with biofuel): add fuel to submarine - E: drops/get the anchor (but the submarine must be near stoped) - Jump: go up/emerges - Sneak: go down/dives - Backward: go back - Forward: go foward - Left/right: Turn to left/right - Forward and Backward together: shots light 20 blocks ahead (where the user is pointing) Biofuel mod can be found here: https://github.com/APercy/minetest_biofuel ----------------------- It uses some code from Sailing Kit (by TheTermos) License of source code: MIT (see file LICENSE) License of media (textures and sounds): --------------------------------------- collision.ogg by APercy. See License file Submarine model by APercy. See License file **Tags:** transport **Repository:** https://github.com/APercy/nautilus **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 12726, "license": "MIT", "package_id": "apercy/nautilus", "repo": "https://github.com/APercy/nautilus", "tags": [ "transport" ], "type": "mod", "website": null }
**Title:** Nether **Description:** **Details:** For a description of this mod, please refer to the forum topic. **Tags:** mapgen, pve **Repository:** https://codeberg.org/HybridDog/nether-pack **License:** GPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 12341, "license": "GPL-3.0-only", "package_id": "Hybrid Dog/nether", "repo": "https://codeberg.org/HybridDog/nether-pack", "tags": [ "mapgen", "pve" ], "type": "mod", "website": null }
**Title:** Ma & Pop's Furniture Mod **Description:** **Details:** This mod adds in functional furniture. Anywhere from a working TV to working kitchen appliances. Now when you come home from work you can relax on the nice & comfy sofa. **Tags:** building **Repository:** https://github.com/Gerold55/ma_pops_furniture **License:** CC-BY-SA-4.0
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 22088, "license": "CC-BY-SA-4.0", "package_id": "GamingAssociation39/ma_pops_furniture", "repo": "https://github.com/Gerold55/ma_pops_furniture", "tags": [ "building" ], "type": "mod", "website": "https://github.com/Gerold55/ma_pops_furniture" }
**Title:** Elepower **Description:** **Details:** Elepower is a new technology modpack currently in development. The mod is currently in beta and is not complete. The "Compatible games" list only shows games for which official support is provided. There shouldn't be a reason for this mod not to work anywhere else. As always with such things, ensure that you have backups of your world! **This mod does not work below Luanti 5.6.0+! No support is provided for outdated versions and backports are not planned. You have been warned.** ## Some features * Power and fluid transfer * Ore doubling mechanics (Pulverizer + Furnace) * Automatic farms (Planter + Harvester) * High crafting complexity for crafting lovers * A sawmill that gives 6 planks instead of 4 per log! * Nuclear Power (Both fission and fusion reactors) * Toggle your automation on and off using Mesecons * Seeds and other farming produce can be turned into power via Biofuel * Gases and (unrealistic, sorry chem nerds!) chemical reactions/processes * A mining machine to get an endless supply of ores, as long as you have power! * A bunch of materials and derived crafting components you can use in your own mods! * Machine usage help available from an in-game guide book or from both craftguide and unified_inventory! * ..and a lot more planned! **Tags:** crafting, library, technology, tools **Repository:** https://github.com/LunaSquee/elepower.git **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 10400, "license": "MIT", "package_id": "IcyDiamond/elepower", "repo": "https://github.com/LunaSquee/elepower.git", "tags": [ "crafting", "library", "technology", "tools" ], "type": "mod", "website": null }
**Title:** Airship **Description:** **Details:** Minetest 5.4 mod: Airship ======================================== This mod implements an airship for minetest. This airship is affected by the wind. The wind better works with Climate API (and with climate API you can stop it using /set_wind 0 0 ) THIS IS HIGHLY EXPERIMENTAL AND HAVE A LOT OF MISSING FEATURES. AND I KNOW IT THE COLLISION SYSTEM IS VERY RUDIMENTARY The fuel system isn't exists yet, so I don't recomend giving it to players yet if you put it into a server **Shortcuts:** forward and backward while in drive position: controls the power lever left and right while in drive position: controls the direction jump and sneak: controls the up and down movement - right click into the external stair to enter it - E + backward while in drive position: the machine does backward - E + foward while in drive position: extra power - right click into drive wheel to activate pilot menu - right click into the internal ladders to go out - right click into any seat to sit your player - the anchor only works when the airship is near stoped Remembering AGAIN, it is affected by winds, so it will need patience to learn to control **Tip:** Drive it gently. The captain can leave the drive position to walk too If a player goes timeout or logoff in flight, the airship will "rescue" him if no other player enter it, so is a good idea wait the friend at a secure place far from anyone who wants to enter the airship. **Special functions:** /external_attach_menu - it opens the menu to attach a plane into the airship (who watched Indiana Jones and The Last Cruzade will understand) to access the plane during the flight, go to the ladder at the end of the airship and right click it to release the plane during the flight, use /remove_hook (BEWARE: the airship have to be moving fast and the plane power have to be at 1/4 to avoid collision and death (for the plane pilot)) There is an option on pilot menu to activate the rescue mode. So if a plane (Supercub, Camel or Albatroz) wait bellow the ship belly IN FLIGHT, it will be automatically hooked after 3 seconds **Know issues:** The walk movement inside the ship is affected by server lag, because the lack of an interpolation method on attach function. License of source code: MIT (see file LICENSE) License of media (textures and sounds): --------------------------------------- Airship model and textures by APercy. CC BY-SA 3.0 Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0) Copyright (C) 2022 Alexsandro Percy (APercy) <[email protected]> You are free to: Share — copy and redistribute the material in any medium or format. Adapt — remix, transform, and build upon the material for any purpose, even commercially. The licensor cannot revoke these freedoms as long as you follow the license terms. Under the following terms: Attribution — You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use. ShareAlike — If you remix, transform, or build upon the material, you must distribute your contributions under the same license as the original. No additional restrictions — You may not apply legal terms or technological measures that legally restrict others from doing anything the license permits. Notices: You do not have to comply with the license for elements of the material in the public domain or where your use is permitted by an applicable exception or limitation. No warranties are given. The license may not give you all of the permissions necessary for your intended use. For example, other rights such as publicity, privacy, or moral rights may limit how you use the material. For more details: http://creativecommons.org/licenses/by-sa/3.0/ **Tags:** transport **Repository:** https://github.com/APercy/ap_airship **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 2823, "license": "MIT", "package_id": "apercy/ap_airship", "repo": "https://github.com/APercy/ap_airship", "tags": [ "transport" ], "type": "mod", "website": null }
**Title:** Nate's CTF Guns **Description:** **Details:** # Nate's CTF guns Join my Minetest server [chud.wtf:30000](http://chud.wtf) (Address: chud.wtf Port: 30000) if you want to try this mod out! **Update 03-25-2022: Support for Mineclone 2 and Mineclone 5. **Known issue: scopes don't work. This mod combines the best parts of the guns from [Capture the Flag](https://github.com/MT-CTF/capturetheflag) by rubenwardy and Lone_Wolf with the best parts of davidthecreator's [rangedweapons](https://forum.minetest.net/viewtopic.php?t=15173) to create a gun mod for Minetest that is usable on both PVP servers and survival worlds. Also includes the "darkness_nerf" mod from capture the flag that makes players and item entities more visible in the dark. ## Licenses - CTF by rubenwardy and Lone_Wolf: LGPLv2.1+ - Rangedweapons by davidthecreator: CC-BY-SA-4.0 ## Dependencies 1. default 2. [Basic Materials](https://content.luanti.org/packages/VanessaE/basic_materials/) 3. [Controls](https://content.luanti.org/packages/BuckarooBanzay/controls/) ## Optional dependencies If the mod [mobs\_mc](https://forum.minetest.net/viewtopic.php?t=17751) is installed, the crafting recipe for ammo will make use of mobs_mc:slimeballs. This is done to give slimeballs a purpose. **Tags:** pvp, shooter, survival, tools **Repository:** https://github.com/natelastname/ctf_guns.git **License:** GPL-3.0-or-later
Luanti ContentDB
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**Title:** IndustrialTest **Description:** **Details:** # IndustrialTest IndustrialTest implements electricity which can be used to power various machines and tools featured in mod. At this point this project should be stable enough and things won't break between versions. IndustrialTest takes strong inspiration from other similar mods while improving player experience and working around previous mods' limitations. It's written in a way that it can support multiple incompatible games, see *Compatibilty* section. ## Compatibility Currently IndustrialTest supports following games: - [Minetest Game](https://content.luanti.org/packages/Minetest/minetest_game) and derivatives - [VoxeLibre](https://content.luanti.org/packages/Wuzzy/mineclone2/) and derivatives ## Additional dependencies - Minetest Game - [3D Armor](https://content.luanti.org/packages/stu/3d_armor) - VoxeLibre - none ## Contributors - mrkubax10 <[email protected] or mrkubax10 at irc.libera.chat> [programming, some graphics] - HandfulOfFrogs <<[email protected]>> [some programming, graphics] - LuanHawk <Discord: LuanHawk#8733> [lead graphics] - Migdyn <<[email protected]>> [graphics] **Tags:** technology, tools **Repository:** https://csgit.evadingreality.org/mrkubax10/industrialtest **License:** GPL-3.0-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 3356, "license": "GPL-3.0-or-later", "package_id": "mrkubax10/industrialtest", "repo": "https://csgit.evadingreality.org/mrkubax10/industrialtest", "tags": [ "technology", "tools" ], "type": "mod", "website": null }
**Title:** Spiraling Down **Description:** **Details:** ## Spiraling Down A Minetest Game for the 2022 Minetest Game Jam. Written by [regulus](https://github.com/regulus79) and [LMD](https://github.com/appgurueu) All textures by [temhotaokeaha](https://github.com/temhotaokeaha) ### Playing #### Recommended Specs * CPU with a PassMark Single Thread Rating of approximately 2000 or more (e.g. [AMD Ryzen 5 3500U](https://www.cpubenchmark.net/cpu.php?cpu=AMD+Ryzen+5+3500U&id=3421)) * At least 2 GB of free RAM * About 1 GB of free disk **Tags:** adventure__rpg, custom_mapgen, jam_game_2022, pve, singleplayer **Repository:** https://github.com/spiraling-down/game **License:** MIT
Luanti ContentDB
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**Title:** Other Worlds **Description:** **Details:** Other Worlds === Minetest mod which adds asteroid layers. Each layer contains: 1. Asteroids composed of unique materials. 2. Decoration (or lack of) for the asteroid surfaces, including plants and glowing crystals. 3. A skybox for the layer. Default layers are Space and Red Sky, but anyone familiar with editing mods should be able to easily adjust these or create different/ additional layers. Settings -------- Settings for this mod can be adjusted by editing Minetests Settings tab -> All settings. See the comments in this file for how to adjust: 1. The minimum and maximum height of each layer. 2. Whether map-generation is currently active for individual layers. 3. Whether player gravity changes for each layer (off by default). 4. Whether crafting recipes are enabled. 5. Set the chance of finding ores in asteroids (default is 27 [0 to 100]). Note: It is advised to turn off map-generation after you have generated the required number of asteroids. Licenses and Attribution ----------------------- Components of this mod use multiple licenses and were the work of several individuals. Please see license.txt for the full list. **Tags:** mapgen **Repository:** https://codeberg.org/tenplus1/other_worlds **License:** MIT
Luanti ContentDB
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