text
stringlengths 119
10.1k
| source
stringclasses 1
value | metadata
dict |
---|---|---|
**Title:** Minesweeper 3D
**Description:**
**Details:**
Break blocks which don't contain any mine, right-click blocks with mines. The numbers show how many mines are in their 26-neighbourhood.
There is currently no punishment for a wrong decision. I plan adding a scoreboard later.
**Tags:** puzzle
**Repository:** https://gitlab.com/h2mm/minesweeper-3d.git
**License:** AGPL-3.0-or-later
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 4769,
"license": "AGPL-3.0-or-later",
"package_id": "Hume2/minesweeper_3d",
"repo": "https://gitlab.com/h2mm/minesweeper-3d.git",
"tags": [
"puzzle"
],
"type": "game",
"website": null
}
|
**Title:** Streets
**Description:**
**Details:**
You can build realistic and good-looking streets, roads and highways in your Minetest world. Guide the traffic with arrows and trafficlight and warn the world about dangerous situations with eye-catching signs!
Need to do some roadworks? Go ahead and style your construction area with detours, construction fences and yellow road labels. Be careful! Don't fall into the manhole!
Bring some light to your roads with delineators and streetlamps.
**Tags:** building, transport
**Repository:** https://github.com/minetest-streets/streets
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 18815,
"license": "MIT",
"package_id": "webdesigner97/streets",
"repo": "https://github.com/minetest-streets/streets",
"tags": [
"building",
"transport"
],
"type": "mod",
"website": null
}
|
**Title:** Labyrinthus
**Description:**
**Details:**
Labyrinthus is a puzzle game in minetest.
Can you help the nyancat to find her rainbow block??
But first you have to solve puzzles to color the rainbow block.
Use your Up, Down, Right, Left key to control the cat
and if you jump the cat will throw a ball. (if you have one)
Use the sneak key to restart a level and aux1 to reset the last step.
Over 140 blocks with differend functions to solve more than 680 puzzles.
You can also create your own levels with the editor in the inventory. Simply press the "Create" button and choose a suitable name. On the left side, the bottom layer of the game board is displayed, and on the right side, the layer of blocks above it. On both sides, you can change the blocks by first selecting a block type at the bottom and then clicking on the respective positions.
The created levels are saved as "own_level_xxx.txt" in the folder of your world. You are welcome to share your created levels with us [here](https://github.com/Der1248/Labyrinthus/issues/1) or try levels from others by copying the level file into your world folder, using the "import" button, and entering the respective name.
**Tags:** oneofakind__original, puzzle
**Repository:** https://github.com/Der1248/Labyrinthus
**License:** LGPL-2.1-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 13634,
"license": "LGPL-2.1-only",
"package_id": "1248/labyrinthus",
"repo": "https://github.com/Der1248/Labyrinthus",
"tags": [
"oneofakind__original",
"puzzle"
],
"type": "game",
"website": null
}
|
**Title:** Regional Weather Bundle
**Description:**
**Details:**
# Climate Modpack
Not every biome is the same and neither should their weather be.
The complete weather bundle for any Minetest game.
Source & Information on [Github](https://github.com/t-affeldt/climate) and the [Forum](https://forum.minetest.net/viewtopic.php?t=24569).
## Included Mods
- Climate API: The heart and core of this pack. This mod provides a vast weather and effect engine
- Regional Weather: What you will see on the screen. A bundle of weather presets and environment effects with beautiful visuals
- Moon Phases: Makes your sky dynamic by cycling through eight different phases
- Lightning by Auke Kok (sofar): Adds random lightning strikes during rainstorms
- Sailing Kit: A fork of [Termos' sailboat](https://forum.minetest.net/viewtopic.php?t=23520) to support the new wind system.
## Cloning Instructions
This modpack uses submodules to always be up-to-date.
Downloading the repository as a ZIP file leaves the mod folders empty, so you will have to download them manually. If you are using git commands then make sure you set the *recursive* flag instead: ``git clone https://github.com/t-affeldt/climate.git --recursive``. If you forget to set this flag, then the mod folders will be empty. You will also need to run ``git pull`` from within every mod folder in order to update the modpack.
Check out the [Git SCM guide on submodules](https://git-scm.com/book/de/v2/Git-Tools-Submodule) for more information.
## Troubleshooting
Generally speaking, most mods should be compatible.
If you notice __odd movement speeds__ or jump heights of players, you should check for mods that also modify player physics. Use a compatibility mod like [player_monoids](https://github.com/minetest-mods/player_monoids) or [playerphysics](https://forum.minetest.net/viewtopic.php?t=22172) to get rid of this problem. This requires the conflicting mod to also support the chosen compatibility layer.
Mods that __modify the sky__ (including skybox, moon, sun, stars and clouds) are sadly not fully compatible because they conflict with Climate API's sky system. You should deactivate the sky features in either mod. You can do this in the climate_api mod configuration using the ``Override the skybox`` setting. If you're a mod maker then you can also optionally depend on climate_api and use ``climate_api.skybox.add_layer(playername, layer_name, options)`` to register your skybox change in a compatible way. Note that you need __at least Minetest v5.2.0__ for skybox changes to have any effect.
Conflicting skybox changes include the ``weather`` mod included in vanilla __Minetest Game__. You will want to disable that mod in order to use the more advanced cloud system introduced by Climate API. Head to ``Settings → All Settings → Games → Minetest Game`` and set ``Enable weather`` to ``Disabled``. This setting will only exist if you are using Minetest Game v5.2.0 or higher.
If you experience __performance issues__, the *Performance* section of Climate API's configuration section is a great place to start looking for a solution.
## Chat Commands
### Climate API
- ``/weather``: Display information on current weather effects. This command will show you current temperature and humidity, active weather presets and currently playing effects
- ``/weather_settings``: Display current mod configuration in the chat
- ``/weather_influences``: Display all different factors and how they affect you in this moment.
- ``/weather_status``: Display a list of all installed weather presets and whether they have been forced on, turned off, or are running normally (auto). If no weather presets are listed here then you need to install a weather mod like Regional Weather.
- ``/grant <playername> weather``: Enable a specified player to modify the current weather.
- ``/set_heat <value>``: Override global heat levels with given value.
- ``/set_base_heat <value>``: Override the base heat value used to calculate local climate. Positive numbers will increase temperature by X degrees Fahrenheit, whereas negative values will lower it.
- ``/set_humidity <value>``: Override global humidity levels with given value.
- ``/set_base_humidity <value>``: Override the base humidity value used to calculate local climate. Positive numbers will increase humidity by X percent, whereas negative values will lower it.
- ``/set_wind <x> <z>``: Override wind speed and direction. Higher absolute values result in stronger wind. The sign indicates direction.
- ``/set_weather <weather> <on|off|auto>``: Set a weather preset to always be applied (on), disable it completely (off), or reset it to be applied automatically (auto). Turning presets on manually might result in partially missing effects (like no sound if you enable sandstorms but no storms). Use ``/weather_status`` for a full list of installed weather presets. The prefix is important.
### Moon Phases
This mod comes with two commands to print or change the current moon phase.
- Use ``/moonphase`` to view the currently active phase.
- Use ``/set_moonphase <phase>`` to change it. ``<phase>`` has to be a full number between 1 and 8.
- Use ``/set_moonstyle <style>`` to choose a texture preset. ``classic`` will result in a quadratic moon
inspired by default Minetest. ``realistic`` will result in 256x images of the real moon.
In order to change the phase, you will need the corresponding privilege.
Use ``/grant <player> moonphase`` to grant it.
## Configuration Options
The individual mods offer a lot of customization options. Make sure to check the respective README files for more information.
## Modding Information
Check the [api_doc.md](https://github.com/t-affeldt/climate_api/blob/master/api_doc.md) for a (currently incomplete) documentation on how to register new weather presets and visual effects. Use my weather [presets](https://github.com/t-affeldt/regional_weather/tree/master/ca_weathers) and [effects](https://github.com/t-affeldt/regional_weather/tree/master/ca_effects) as an example. Ask in the [forum](https://forum.minetest.net/viewtopic.php?t=24569) or open an [issue](https://github.com/t-affeldt/climate_api/issues) if you run into problems. Also check the source code of predefined weather effects because they include usage documentation at the top of each file.
## License
All parts of this modpack are using free software licenses.
Check the individual README and LICENSE files of each mod for information.
### Assets in screenshots
- Screenshots and editing: *CC BY-SA (3.0)* by me
- Logos and artwork: *CC BY-SA (3.0)* by Cap
- Lato Font (for the Logo): *OFL* by Łukasz Dziedzic from http://www.latofonts.com/lato-free-fonts/
- Source Sans Pro (for the subtitles): *OFL*, see https://fonts.google.com/specimen/Source+Sans+Pro
- Used texture pack: Polygonia (128px edition) *CC BY-SA (4.0)* by Lokrates. See https://forum.minetest.net/viewtopic.php?f=4&t=19043
**Tags:** environment
**Repository:** https://github.com/t-affeldt/climate
**License:** LGPL-3.0-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 10333,
"license": "LGPL-3.0-only",
"package_id": "TestificateMods/climate",
"repo": "https://github.com/t-affeldt/climate",
"tags": [
"environment"
],
"type": "mod",
"website": null
}
|
**Title:** Rail Corridors + Treasures
**Description:**
**Details:**
Adds underground corridors with rails and wood constructions with a few treasure chests here and there.
Optional support for the Treasurer mod is available for adding treasures from various mods.
Cobwebs are added if the `mobs_monster` mod is found.
Use the advanced settings to finetune the railway corridors.
## Info for game makers
Want to include this mod in a game, but you have problems with the dependencies?
Edit `gameconfig.lua` to fit your needs. :-)
**Tags:** mapgen
**Repository:** https://codeberg.org/Wuzzy/minetest_tsm_railcorridors
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 4946,
"license": "MIT",
"package_id": "Wuzzy/tsm_railcorridors",
"repo": "https://codeberg.org/Wuzzy/minetest_tsm_railcorridors",
"tags": [
"mapgen"
],
"type": "mod",
"website": null
}
|
**Title:** Mogue
**Description:**
**Details:**
Hello adventurer! Welcome to Mogue, a Brogue-like realtime dungeon crawler built in Luanti. You're on a quest to retrieve the Crystal of Yendor, rumored to be somewhere in depth 12 of the dungeons. Bring it back up to the surface, place it on the pedestal and your name will forever be remembered. Along the way, try to collect as much gold as possible to show off to future explorers of the dungeon. But beware! The dungeon and its inhabitants do not take kindly to intruders. There will be traps you must avoid and monsters to sneak around, to fight, or to run away from. If you die on your quest, you will lose any items you find, your stats will reset, and you'll need to start again at the top. The dungeon itself will change its shape, and you will need to explore it anew. But do not despair, as you explore the dungeon, there will be many chests containing items to help you on your way to retrieve the fabled crystal.
## Items
In the chests you will find weapons, armor, staves, wands, charms, rings, potions, and scrolls. There are three very important items you especially need to be on the look out for: potions of life, potions of strength and scrolls of enchanting.
- The potion of life will permanently update your max health and fill it to the top.
- The potion of strength will make you stronger. You will be able to wield heavy weapons more effectively and wear heavier armor to your advantage.
- The scroll of enchantment can be used to permanently upgrade weapons, armor, staves, wands, charms or rings. You pick what you want to upgrade.
### Weapons
Weapons are used to hit monsters. Some weapons will do more damage than others, but those weapons will require you to be stronger to use. If you do use them without the required strength, you may find your hits missing monsters more often than not. You can lower the strength requirement of a weapon by enchanting it. Pay attention to the messages the game sends you when you first wield a weapon, it'll tell the strength requirement of the weapon. If you spam the weapon and don't wait for the weapon to reset, you will miss monsters more often than not as well. Some weapons have a longer hit range. These are useful so you don't have to get up so close to the monsters to fight them. Weapons spawn in the dungeon with positive, negative or no enchantments. These are hidden from you. You can identify what they are by either killing 20 monsters with the weapon or using a scroll of identification on the weapon. Watch out for monsters that will degrade your weapons if you hit them. A scroll of protect weapon will protect your weapon from this fate.
### Armor
Good armor reduces the chance that a monster will hit you. Higher armor class (AC) is better. Heavier armor requires more strength. You can also lower the strength requirement of armor by enchanting it. Better protection comes at a cost; It makes you more noisy and increases the range at which monsters notice you (this is your stealth stat). These will also spawn in the dungeon with positive, negative or no enchantments. These will be hidden as well. If you wear your armor for 500 seconds or more, you will become familiar with it and know what it's intrinsic enchantments are. There are monsters that can degrade your armor if they hit you. A scroll of protect armor will protect your armor from this fate.
### Staves
Staves are powerful magical items that shoot magical bolts. There is a staff of fire that will shoot bolts of fire, catch terrain on fire, and catch the monster it hits on fire as well. There is a staff of blinking that will teleport you to where the bolt goes. Staves start with 2-5 charges and recharge over time. Enchanting a staff will increase it's maximum charges, increase the effect of the bolt, increase the range of the staff and decrease the time it takes to recharge. For example, a bolt of fire will go further, do more damage when it hits and burn enemies longer the more it's enchanted. The staff of blinking will have a longer ranger. There are other types of staves that have different effects to be found in the dungeons.
### Wands
At the moment, there's only 2 wands to be found in the dungeons. A wand of polymorph and a wand of teleportation. A wand starts with 2-5 charges and does not recharge over time. Extra charges can be added by enchanting the wand. Some people question the wisdom in doing this through. A wand of teleportation will teleport any creature it hits to a random place in the depth of the current dungeon you are on. A wand of polymorph will change one monster into a different type of monster. It's best not to use a wand of polymorph on a rat, cat or wolf.
### Charms
Charms are like staves in which they are rechargeable, but they only have one charge and they effect you in different ways instead of shooting to effect a monster. For example, a charm of health will heal you for a percentage of your health. A charm of protection will put a magical shield around you that monsters need to break through before they start getting at your health. A charm of teleport can be used for a quick escape and teleport you to a random place in the level. A charm of shattering will turn the walls around you into crystal that will then dissipate when touching air. Enchanting a charm will increase the duration and potency of its magical effect and decrease the time it takes to recharge.
### Rings
Rings increase some internal effect on the player. Wearing a ring of regeneration will increase the players regeneration allowing them to heal more quickly. Wearing a ring of stealth will decrease the range at which monsters notice the player. Wearing a ring of wisdom will decrease the time it takes all your staves to recharge. Wearing a ring of transference will heal you a percentage of the damage that you deal to monsters. Wearing a ring of reaping will decrease the time to recharge a stave each time you hit a monster. Enchanting the ring will increase the potency of its effect. Only one ring can be worn at a time. Rings can spawn with positive or negative enchantments. Negative enchantments will make worsen the effect of the ring. For example a negative ring of regeneration will slow the regeneration time even more than wearing no ring. Rings can be identified by wearing them for more than 500 seconds or by using a scroll of identity.
### Scrolls
Scrolls are one time use items that have some magical effect. There are scrolls of enchantment, identity, protect armor, protect weapon, shattering, and teleport. Since they are one time use, they cannot be enchanted.
### Potions
There are two type of potions - those that can be thrown and those that can be drunk. Throwable potions will have some negative impact on when thrown. A potion of descent will open up the current depth and drop monsters down to the next depth, then close back up. A potion of incineration will explode in a giant ball of fire. There are more to find and try out. Drinkable potions include the potions life, strength, invisibility, haste, and levitation. There are others as well. Since these are one time use, they cannot be enchanted.
## Player Stats
At the bottom of the screen you can see your character's stats. There's Satiation, Health, Stealth, AC, Str, Depth, Dmg, Acc and Breath.
### Satiation
This is how hungry you are. Eating ration of food will increase your satiation by 20 points and an apple 10. Once your satiation is 2 or below, you start losing health points.
### Health
This is how much health you have. When monsters successfully hit you, your health goes down. When you health is 0 your character is dead and you need to restart your quest with a new character.
### Stealth
Monster need to be in the radius of your stealth range to have a chance to notice you. Each second monsters are within your stealth range, they have a 49 percent chance to notice you. If you hit a monster, they'll notice you right away and attack you. Not moving will cut your stealth range in half. Heavier armor will increase your stealth range. A ring of stealth will reduce you stealth range. When you are invisible your stealth range is 1. If you are not invisible the lowest your stealth range can be is 2.
### AC
This is your armor class. Higher is better. A higher armor class will reduce the chance that a monster will land a hit on you. This stat is effected by the current armor you are wearing.
### Str
This is your strength. It can only go up by drinking a potion of strength. There are certain monsters that can temporarily weaken you when they hit you. Drinking a potion of strength or life will clear any weakness the player has.
### Depth
This is the dungeon level you are on. The crystal is on level 12. However, there are deeper levels than 12. If you desire an extra challenge, try to go deeper to collect more gold than a previous successful run. Beware, there are more fearsome monsters under depth 12 and it can get harder to see the lower you go.
### Dmg
This is the average damage the weapon you are wielding will do to a monster when you hit it.
### Acc
This is the accuracy at which you will hit a monster with the weapon you are wielding. If you are wielding a weapon with a higher strength requirement than what you current have, it will decrease your accuracy. Monsters have a defense stat which get applied against your accuracy which can make some of them hard to hit than it would appear.
**Tags:** adventure__rpg, magic, player_effects, pve, singleplayer
**Repository:** https://gitlab.com/billy.covert/mogue/
**License:** AGPL-3.0-or-later
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 809,
"license": "AGPL-3.0-or-later",
"package_id": "covertiii/mogue",
"repo": "https://gitlab.com/billy.covert/mogue/",
"tags": [
"adventure__rpg",
"magic",
"player_effects",
"pve",
"singleplayer"
],
"type": "game",
"website": "https://gitlab.com/billy.covert/mogue/"
}
|
**Title:** Better Water Physics
**Description:**
**Details:**
This simple mod adds something long missing from the base Minetest game; water improvement. This mod adds splash particles and sounds when jumping into the water, and underwater ambience when submerged.
**Tags:** environment, player_effects
**Repository:** https://github.com/ThePeasantJoe/Better-Water-Physics-Minetest
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 2317,
"license": "MIT",
"package_id": "ThePeasantJoe/better_water_physics",
"repo": "https://github.com/ThePeasantJoe/Better-Water-Physics-Minetest",
"tags": [
"environment",
"player_effects"
],
"type": "mod",
"website": "https://github.com/ThePeasantJoe"
}
|
**Title:** Fogblox
**Description:**
**Details:**
Whar
**Tags:** oneofakind__original
**Repository:** https://gitlab.com/Kimapr/fogblox
**License:** 0BSD
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 4324,
"license": "0BSD",
"package_id": "Kimapr/fogblox",
"repo": "https://gitlab.com/Kimapr/fogblox",
"tags": [
"oneofakind__original"
],
"type": "game",
"website": null
}
|
**Title:** Wilhelmines Living Caves Mobs
**Description:**
**Details:**
This mod adds different types of mobs to the caves of Minetest Game, if you are using the Living Caves mod.
It also creates new sources for wool and strings in form of wool from yetis, strings from grubs and spider webs. You can also craft wool from moth cocoons.
Breeding moths works this way: Moths lay eggs, if you feed them fruits. Grubs will give you strings, when you feed them specific bush leaves. For transforming an egg into a grub, you need a moth egg and 3 bush leaves. For transforming a grub into a cocoon, you need a grub and 3 bush leaves. To turn a cocoon into a moth, you need a cocoon and a stick.
**Tags:** mobs, survival
**Repository:** https://github.com/Skandarella/livingcavesmobs.git
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 4956,
"license": "MIT",
"package_id": "Liil/livingcavesmobs",
"repo": "https://github.com/Skandarella/livingcavesmobs.git",
"tags": [
"mobs",
"survival"
],
"type": "mod",
"website": null
}
|
**Title:** Mese Trains
**Description:**
**Details:**
# Mese Trains
Some more modern trains for the [advtrains](https://content.luanti.org/packages/orwell/advtrains/) mod.
Currently the modpack includes only one new train, the MeseJet, which is based on the Japanese train from [moretrains](https://content.luanti.org/packages/gpcf/moretrains/) but with modified textures, a different horn sound and line display support.
## Features
**MeseJet:** Line numbers from 1 to 9 will be displayed on the outside as well as on the inside of the train, differing in color.
## Notices
**License Notice**
License of textures and models: [CC-BY-SA 3.0](https://creativecommons.org/licenses/by-sa/3.0/) (unless stated otherwise)
License of sounds: [CC-0 1.0](https://creativecommons.org/publicdomain/zero/1.0/) (unless stated otherwise)
License of code: [LGPL 2.1-only](https://spdx.org/licenses/LGPL-2.1-only.html) (unless stated otherwise)
**Changes**
see README file
**Tags:** transport
**Repository:** https://gitlab.com/xenonca/mese_trains
**License:** LGPL-2.1-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 5708,
"license": "LGPL-2.1-only",
"package_id": "xenonca/mese_trains",
"repo": "https://gitlab.com/xenonca/mese_trains",
"tags": [
"transport"
],
"type": "mod",
"website": "https://xenonca.gitlab.io/content"
}
|
**Title:** Sailing Kit
**Description:**
**Details:**
features:
physics, simplified but should work in the proper direction for the most part.
indirect control - instead of controlling the boat directly,
you control the sail and the rudder which exert forces on the hull.
controls:
left/right: rudder left/right
space: raise/lower the sail
up/down:
sail raised: loosen/tighten the sheet
sail lowered: row forward/backwards
Updates: </br>
210110 Fix possible crash related to engine attachments bug
191116 Turn rate improved </br>
191022 Smash the boat with some dye to color the sail. </br>
191026 Hit the boat a few times with something harder than hand to destroy it and reclaim some material.
**Tags:** transport
**Repository:** https://github.com/TheTermos/sailing_kit
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 12821,
"license": "MIT",
"package_id": "Termos/sailing_kit",
"repo": "https://github.com/TheTermos/sailing_kit",
"tags": [
"transport"
],
"type": "mod",
"website": null
}
|
**Title:** VoxeLibre Skyblock
**Description:**
**Details:**
# VoxeLibre Skyblock
Basic Skyblock mode for VoxeLibre
## How to play ##
1. Download Minetest
2. Download VoxeLibre game
3. Download mod from contentDB
4. Create new world with mapgen "singlenode"
5. Click mods, and add the mod in (ensure it is checked)
6. Click play and enjoy
### Limitations ###
* Only 1 biome for overworld and Nether
* Only 1 starter island
* Features function as provided by VoxeLibre (some bugs may be due to bugs within the VoxeLibre project)
### Credits ###
Ancient Mariner - Development
Nicu - Initial island schema creation. Feedback and ideas. Testing.
### Licensing ###
Any code other than what is listed here or in readme files under specific mods is released as GPL3.
Alterations to these as part of the project will be under GPL3.
Any assets other than stated is released as CC-BY-SA 4.
#### Mods Used #####
Starting inventory based on VoxeLibre adaptation of the starting inventory by Michieal. Based on: give_initial_stuff
Perttu Ahola (celeron55) <[email protected]> (MIT)
Various Minetest developers and contributors (MIT)
**Tags:** custom_mapgen, mapgen, survival
**Repository:** https://codeberg.org/VoxeLibre/VoxeLibreSkyblock
**License:** GPL-3.0-or-later
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 1814,
"license": "GPL-3.0-or-later",
"package_id": "ancientmariner/vl_skyblock",
"repo": "https://codeberg.org/VoxeLibre/VoxeLibreSkyblock",
"tags": [
"custom_mapgen",
"mapgen",
"survival"
],
"type": "mod",
"website": null
}
|
**Title:** Enable Shadows
**Description:**
**Details:**
Since recent versions of Minetest 5.6.0-dev the dynamic shadow feature has been disabled by default, being required to be enabled by the game or modset you're using. This is a small mod that is compatible with any game\* and that can reenable shadows and control its intensity per-world.
\*Only intended to work with games that have no code in place for shadows. Games that already contain code to control or block shadows (e.g. Minetest Game or NodeCore) will have no effect or behave weirdly with this mod.
**Tags:** chat, environment
**Repository:** https://github.com/rollerozxa/minetest-enable-shadows
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 6010,
"license": "MIT",
"package_id": "ROllerozxa/enable_shadows",
"repo": "https://github.com/rollerozxa/minetest-enable-shadows",
"tags": [
"chat",
"environment"
],
"type": "mod",
"website": null
}
|
**Title:** Shipwrecks
**Description:**
**Details:**
# Shipwrecks
This mod adds configurable shipwrecks to the ocean.
Shipwrecks come in various wood types, shapes (full ship, halves, etc) and their combinations.
Shipwrecks contain various loot.
## Requirements
- Minetest 5.0.0+
- Minetest_game 5.0.0+
- [lootchests_modpack](https://github.com/mt-historical/lootchests_modpack), Necessary for lootchest spawn in shipwrecks
## Recommended mods
- [decorations_sea](https://github.com/mt-historical/decorations_sea), Adds many new sea decorations
## Settingtypes
Modpack provides some settings, accessible via "Settings->All Settings->Mods->shipwrecks
You can also put these settings directly to your minetest.conf:
```
shipwrecks_chance = 10, int, chance to spawn a shipwreck in a mapblock
shipwrecks_horizontal_displacement = 16, int, displacement from the center of mapblock
shipwrecks_vertical_displacement = 5, int, vertical displacement of the shipwreck
shipwrecks_seed = 0, int, general seed for shipwreck generation
```
## License
All code is GPLv3 [link to the license](https://www.gnu.org/licenses/gpl-3.0.en.html)
**Tags:** mapgen, survival
**Repository:** https://github.com/mt-historical/shipwrecks
**License:** GPL-3.0-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 3742,
"license": "GPL-3.0-only",
"package_id": "mt-mods/shipwrecks",
"repo": "https://github.com/mt-historical/shipwrecks",
"tags": [
"mapgen",
"survival"
],
"type": "mod",
"website": null
}
|
**Title:** Mcl Quick Harvest & Replant
**Description:**
**Details:**
This mod allows players to harvest a crop and plant the item the player is holding with a single right-click.
It supports the following crops from mcl_farming and mcl_nether:
* Beetroot
* Carrot
* Potato
* Wheat
* Nether Wart
I have tested it with Mineclonia, so it should work with MineClone2 or MineClone5.
**Tags:** plants_and_farming, survival
**Repository:** https://git.minetest.land/erle/mcl_quick_harvest_replant
**License:** AGPL-3.0-or-later
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 4526,
"license": "AGPL-3.0-or-later",
"package_id": "erlehmann/mcl_quick_harvest_replant",
"repo": "https://git.minetest.land/erle/mcl_quick_harvest_replant",
"tags": [
"plants_and_farming",
"survival"
],
"type": "mod",
"website": null
}
|
**Title:** Beds Redo
**Description:**
**Details:**
Beds Redo uses 3d models for beds (by jp from mesh beds) instead of nodes, and has the full functionality of the original beds mod with some extras including a new setting 'bed_sleep_divide' which allows you to set the percentage of players required to sleep before skipping the night, and 'bed_show_sleep_msg' that shows when a player sleeps in chat.
Comes with the default red normal and fancy beds with additional white, pink and blue beds added.
Also players can bounce on the beds :) and mini-game respawn support added.
Beds can now be registered with a custom on_sleep(pos, player) function that allows you to add all manner of features to specific beds.
**Tags:** player_effects
**Repository:** https://codeberg.org/tenplus1/beds
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 9233,
"license": "MIT",
"package_id": "TenPlus1/beds",
"repo": "https://codeberg.org/tenplus1/beds",
"tags": [
"player_effects"
],
"type": "mod",
"website": null
}
|
**Title:** Obsidianstuff Redo
**Description:**
**Details:**
A redo of [ObsidianStuff by SoloSniper](https://content.luanti.org/packages/SoloSniper/obsidianstuff), with better textures, simpler crafting and other improvements.
---
### Items
This mod adds the following tools:
- **Obsidian Axe**
- **Obsidian Pickaxe**
- **Obsidian Shovel**
- **Obsidian Sword**

And if `3d_armor` is installed, the following armor pieces:
- **Obsidian Helmet**
- **Obsidian Chestplate**
- **Obsidian Leggings**
- **Obsidian Boots**
- **Obsidian Shield**

**Tags:** tools
**Repository:** https://github.com/OgelGames/obsidianstuff
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 10421,
"license": "MIT",
"package_id": "OgelGames/obsidianstuff",
"repo": "https://github.com/OgelGames/obsidianstuff",
"tags": [
"tools"
],
"type": "mod",
"website": null
}
|
**Title:** Railbuilder
**Description:**
**Details:**
# railbuilder
A Minetest mod to build rails with tunnels and bridges with a simple click.
## Current state
Please update to the newest version of tunnelmaker to be able to use this mod.
### How to use it?
- Use the trainmarker tool to mark the start of a rail with a right click.
- Right click at the desired end point (shown if you are close enough) or
- Right click on the current start marker to stop building.
- Hold down left mouse button and look up or down to set a slope, left click to reset.
### What does it do?
- This will trigger tunnelmaker to build tunnels / bridges / ground according to your settings.
- It will also place rails leading into the desired direction.
### Features
- Can place straight segments and slopes.
- Tries to bend the start rail (but will, currently, not add switches).
- Continue building with a single click, or stop where you are.
- Should support your tunnelmaker settings and tunnelmaker rights check.
### Warnings and limitations
- Expect bugs which eventually make your world unloadable!
- Building > 10 blocks will result in lags.
- Please report any issues you encounter.
- No idea yet how to make this mobile-friendly.
### Dependencies
- [advtrains and advtrains_train_track](https://content.luanti.org/packages/orwell/advtrains/)
- [tunnelmaker](https://content.luanti.org/packages/kestral/tunnelmaker/)
**Tags:** creative, oneofakind__original, transport
**Repository:** https://github.com/rlars/railbuilder
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 4050,
"license": "MIT",
"package_id": "rlars/railbuilder",
"repo": "https://github.com/rlars/railbuilder",
"tags": [
"creative",
"oneofakind__original",
"transport"
],
"type": "mod",
"website": null
}
|
**Title:** Spears
**Description:**
**Details:**
This mod adds spears to your games. They are versatile weapons that can be used to attack like a normal sword, even if slower, or safely thrown to the bad ones from the distance. Spears can also be used to dig, like weak pickaxes.
Throw a spear using right mouse button, it will either hurt someone or hit and stick (or ding) on a block.
Damage dealt depends on speed and material, flight trajectory is ballistic with (unrealistic) drag.
Craft your spear using recipes below, they work also mirrored. Any member of the same group can be used.
* **Stone spear:** Lowest damage and resistance, easiest and cheapest to craft.
| | | stone |
| | stick | |
| stick | | |
* **Iron spear:** Average damage and resistance, like iron tools. *Requires pigiron mod
| | | iron ingot |
| | stick | |
| stick | | |
* **Steel spear:** Good damage and resistance, like steel** tools.
| | | steel ingot |
| | stick | |
| stick | | |
* **Copper spear:** Softer than the steel** one, but lasts longer.
| | | copper ingot |
| | stick | |
| stick | | |
* **Bronze spear:** Like bronze tools, it's as powerful as steel** and lasts longer.
| | | bronze ingot |
| | stick | |
| stick | | |
** Steel spear becomes stronger and harder to get if pigiron mod is installed.
* **Diamond spear:** Best damage and resistance, like diamond tools.
| | | diamond |
| | stick | |
| stick | | |
* **Obsidian spear:** It deals the same damage of a diamond spear but last as long as a steel spear.
| | | obsidian |
| | stick | |
| stick | | |
* **Golden spear:** A golden-plated celebratory spear, soft like copper but lasting as long as diamond.
| | | gold ingot |
| | stick | |
| stick | | |
**Tags:** pve, pvp, survival, tools
**Repository:** https://gitlab.com/echoes91/spears
**License:** LGPL-2.1-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 8080,
"license": "LGPL-2.1-only",
"package_id": "Echoes91/spears",
"repo": "https://gitlab.com/echoes91/spears",
"tags": [
"pve",
"pvp",
"survival",
"tools"
],
"type": "mod",
"website": null
}
|
**Title:** Craft Table
**Description:**
**Tags:** survival
**Repository:** https://github.com/BrunoMine/craft_table
**License:** LGPL-3.0-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 17240,
"license": "LGPL-3.0-only",
"package_id": "BrunoMine/craft_table",
"repo": "https://github.com/BrunoMine/craft_table",
"tags": [
"survival"
],
"type": "mod",
"website": null
}
|
**Title:** WorldEdit Additions
**Description:**
**Details:**
# WorldEditAdditions
> Extra tools and commands to extend WorldEdit for Minetest
If you can dream of it, it probably belongs here!
WorldEditAdditions adds commands for everything from generating instant forests to advanced geometry to smoothing terrain, and that's barely starting to scratch the surface!
**Important News: The `master` branch has been renamed to `main`, to follow the new standard across the Git ecosystem. If you've installed _WorldEditAdditions_ through git, you will need to re-clone the repository.**
**Official Discord Server:** <https://discord.gg/y8VT6HTQr7>
## Quick Reference
Click a command name to view a detailed explanation of how it works. Particularly with some of the more complex commands (e.g. `//erode`) the detailed explanation has a discussion on how it works and reference tables of supported parameters.
### Geometry
- [`//ellipsoid <rx> <ry> <rz> <node_name>`](https://github.com/sbrl/Minetest-WorldEditAdditions/blob/main/Chat-Command-Reference.md#ellipsoid-rx-ry-rz-node_name)
- [`//hollowellipsoid <rx> <ry> <rz> <node_name>`](https://github.com/sbrl/Minetest-WorldEditAdditions/blob/main/Chat-Command-Reference.md#hollowellipsoid-rx-ry-rz-node_name)
- [`//torus <major_radius> <minor_radius> <node_name>`](https://github.com/sbrl/Minetest-WorldEditAdditions/blob/main/Chat-Command-Reference.md#torus-major_radius-minor_radius-node_name)
- [`//hollowtorus <major_radius> <minor_radius> <node_name>`](https://github.com/sbrl/Minetest-WorldEditAdditions/blob/main/Chat-Command-Reference.md#hollowtorus-major_radius-minor_radius-node_name)
- [`//walls <replace_node>`](https://github.com/sbrl/Minetest-WorldEditAdditions/blob/main/Chat-Command-Reference.md#walls-replace_node)
- [`//line [<replace_node> [<radius>]]`](https://github.com/sbrl/Minetest-WorldEditAdditions/blob/main/Chat-Command-Reference.md#line-replace_node-radius) _(new in v1.10)_
- [`//hollow [<wall_thickness>]`](https://github.com/sbrl/Minetest-WorldEditAdditions/blob/main/Chat-Command-Reference.md#hollow-wall_thickness) _(new in v1.11)_
- [`//maze <replace_node> [<path_length> [<path_width> [<seed>]]]`](https://github.com/sbrl/Minetest-WorldEditAdditions/blob/main/Chat-Command-Reference.md#maze-replace_node-path_length-path_width-seed)
- [`//maze3d <replace_node> [<path_length> [<path_width> [<path_depth> [<seed>]]]]`](https://github.com/sbrl/Minetest-WorldEditAdditions/blob/main/Chat-Command-Reference.md#maze3d-replace_node-path_length-path_width-path_depth-seed)
### Misc
- [`//replacemix <target_node> [<chance>] <replace_node_a> [<chance_a>] [<replace_node_b> [<chance_b>]] [<replace_node_N> [<chance_N>]] ....`](https://github.com/sbrl/Minetest-WorldEditAdditions/blob/main/Chat-Command-Reference.md#replacemix-target_node-chance-replace_node_a-chance_a-replace_node_b-chance_b-replace_node_n-chance_n-)
- [`//floodfill [<replace_node> [<radius>]]`](https://github.com/sbrl/Minetest-WorldEditAdditions/blob/main/Chat-Command-Reference.md#floodfill-replace_node-radius-floodfill)
- [`//scale <axis> <scale_factor> | <factor_x> [<factor_y> <factor_z> [<anchor_x> <anchor_y> <anchor_z>]]`](https://github.com/sbrl/Minetest-WorldEditAdditions/blob/main/Chat-Command-Reference.md#scale-axis-scale_factor--factor_x-factor_y-factor_z-anchor_x-anchor_y-anchor_z) _(new in v1.11)_ **experimental**
### Terrain
- [`//overlay <node_name_a> [<chance_a>] <node_name_b> [<chance_b>] [<node_name_N> [<chance_N>]] ...`](https://github.com/sbrl/Minetest-WorldEditAdditions/blob/main/Chat-Command-Reference.md#overlay-node_name_a-chance_a-node_name_b-chance_b-node_name_n-chance_n-)
- [`//layers [<node_name_1> [<layer_count_1>]] [<node_name_2> [<layer_count_2>]] ...`](https://github.com/sbrl/Minetest-WorldEditAdditions/blob/main/Chat-Command-Reference.md#layers-node_name_1-layer_count_1-node_name_2-layer_count_2-)
- [`//fillcaves [<node_name>]`](https://github.com/sbrl/Minetest-WorldEditAdditions/blob/main/Chat-Command-Reference.md#fillcaves-node_name)
- [`//convolve <kernel> [<width>[,<height>]] [<sigma>]`](https://github.com/sbrl/Minetest-WorldEditAdditions/blob/main/Chat-Command-Reference.md#convolve-kernel-widthheight-sigma)
- [`//erode [<snowballs|...> [<key_1> [<value_1>]] [<key_2> [<value_2>]] ...]`](https://github.com/sbrl/Minetest-WorldEditAdditions/blob/main/Chat-Command-Reference.md#erode-snowballs-key_1-value_1-key_2-value_2-) **experimental**
### Flora
- [`//bonemeal [<strength> [<chance>]]`](https://github.com/sbrl/Minetest-WorldEditAdditions/blob/main/Chat-Command-Reference.md#bonemeal-strength-chance)
- [`//forest [<density>] <sapling_a> [<chance_a>] <sapling_b> [<chance_b>] [<sapling_N> [<chance_N>]] ...`](https://github.com/sbrl/Minetest-WorldEditAdditions/blob/main/Chat-Command-Reference.md#forest-density-sapling_a-chance_a-sapling_b-chance_b-sapling_N-chance_N-) _(new in v1.9)_
- [`//saplingaliases [aliases|all_saplings]`](https://github.com/sbrl/Minetest-WorldEditAdditions/blob/main/Chat-Command-Reference.md#saplingaliases-aliasesall_saplings) _(new in v1.9)_
### Statistics
- [`//count`](https://github.com/sbrl/Minetest-WorldEditAdditions/blob/main/Chat-Command-Reference.md#count)
### Meta
- [`//multi <command_a> <command_b> ....`](https://github.com/sbrl/Minetest-WorldEditAdditions/blob/main/Chat-Command-Reference.md#multi-command_a-command_b-command_c-)
- [`//many <times> <command>`](https://github.com/sbrl/Minetest-WorldEditAdditions/blob/main/Chat-Command-Reference.md#many-times-command) _(new in v1.9)_
- [`//subdivide <size_x> <size_y> <size_z> <cmd_name> <args>`](https://github.com/sbrl/Minetest-WorldEditAdditions/blob/main/Chat-Command-Reference.md#subdivide-size_x-size_y-size_z-cmd_name-args) **experimental**
- [`//ellipsoidapply <command_name> <args>`](https://github.com/sbrl/Minetest-WorldEditAdditions/blob/main/Chat-Command-Reference.md#ellipsoidapply-command_name-args) _(new in v1.9)_
### Extras
- [`//y`](https://github.com/sbrl/Minetest-WorldEditAdditions/blob/main/Chat-Command-Reference.md#y)
- [`//n`](https://github.com/sbrl/Minetest-WorldEditAdditions/blob/main/Chat-Command-Reference.md#n)
### Tools
- [WorldEditAdditions Far Wand](https://github.com/sbrl/Minetest-WorldEditAdditions/blob/main/Chat-Command-Reference.md#far-wand)
- [`//farwand skip_liquid (true|false) | maxdist <number>`](https://github.com/sbrl/Minetest-WorldEditAdditions/blob/main/Chat-Command-Reference.md#farwand-skip_liquid-truefalse--maxdist-number)
**For a fully up-to-date list of available commands, including a full reference with comprehensive explanations and examples, please [visit the README here](https://github.com/sbrl/Minetest-WorldEditAdditions#quick-command-reference).**
## Troubleshooting
If you're experiencing issues with this mod, try checking this FAQ before opening an issue.
### I get an error saying that worldedit isn't installed
WorldEditAdditions requires that the `worldedit` mod is installed as a dependency. Install it and then try launching Minetest (or the `minetest-server`) again.
### I get an error saying that `worldedit.register_command()` is not a function
This is probably because your version of `worldedit` is too old. Try updating it. Specifically the `worldedit.register_command()` function was only added to `worldedit` in December 2019.
### I get a crash on startup saying `attempt to call field 'alias_command' (a nil value)`
Please update to v1.8+. There was a bug in earlier versions that caused a race condition that sometimes resulted in this crash.
### Why don't the [moretrees](https://content.luanti.org/packages/VanessaE/moretrees/) trees work with `//forest`?
As far as I can tell, the saplings provided by the [`moretrees` mod](https://content.luanti.org/packages/VanessaE/moretrees/) don't properly interact with bonemeal from the [bonemeal mod](https://content.luanti.org/packages/TenPlus1/bonemeal/), which WorldEditAdditions uses to grow trees. WorldEditAdditions has everything in place needed to support them, but until applying bonemeal to `moretrees` saplings results in a tree rather than waiting for one to grow over time, WorldEditAdditions will always fail to place trees provided by the `moretrees` mod, unfortunately.
## Contributing
Contributions are welcome! Please state in your pull request(s) that you release your contribution under the _Mozilla Public License 2.0_.
Please also make sure that the logic for every new command has it's own file. For example, the logic for `//floodfill` goes in `worldeditadditions/lib/floodfill.lua`, the logic for `//overlay` goes in `worldeditadditions/lib/overlay.lua`, etc.
Want to say hi or leave feedback? [Open an issue](https://github.com/sbrl/Minetest-WorldEditAdditions/issues/new)!
## License
This mod is licensed under the _Mozilla Public License 2.0_, a copy of which (along with a helpful summary as to what you can and can't do with it) can be found in the `LICENSE` file in this repository.
All textures are licenced under [CC-BY-SA 4.0](https://creativecommons.org/licenses/by-sa/4.0/) (Creative Commons Attribution Share-Alike International 4.0).
If you'd like to do something that the license prohibits, please get in touch as it's possible we can negotiate something.
If WorldEditAdditions has helped you out in a project, please consider adding a little sign in a corner of your project saying so :-)
**Tags:** building_mechanics, creative, world_tools
**Repository:** https://github.com/sbrl/Minetest-WorldEditAdditions.git
**License:** MPL-2.0
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 14974,
"license": "MPL-2.0",
"package_id": "Starbeamrainbowlabs/worldeditadditions",
"repo": "https://github.com/sbrl/Minetest-WorldEditAdditions.git",
"tags": [
"building_mechanics",
"creative",
"world_tools"
],
"type": "mod",
"website": "https://worldeditadditions.mooncarrot.space/"
}
|
**Title:** Tool Ranks
**Description:**
**Details:**
Tools level up after a specific number of nodes dug.
Higher level tools last longer before needing to be repaired.
**Tags:** inventory, survival, tools
**Repository:** https://github.com/lisacvuk/minetest-toolranks
**License:** LGPL-2.1-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 11379,
"license": "LGPL-2.1-only",
"package_id": "lisacvuk/toolranks",
"repo": "https://github.com/lisacvuk/minetest-toolranks",
"tags": [
"inventory",
"survival",
"tools"
],
"type": "mod",
"website": null
}
|
**Title:** B47 Helicopter
**Description:**
**Details:**
Minetest 5.4 mod: Heli
========================================
B47 Helicopter
This is an implementarion for minetest of a simple helicopter using airutils new module
Needs biofuel mod to refuel and fly
Shortcuts:
right click to enter and access menu
punch with dye to paint (left or right, it have 2 colors)
forward and backward: controls the movement to front and back
left and right: controls the direction
jump and sneak: controls the collective -> up and down movement
-----------------------
License of source code:
MIT (see file LICENSE)
License of media (textures and sounds):
CC0
**Tags:** simulation, transport
**Repository:** https://github.com/APercy/b47_heli
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 2478,
"license": "MIT",
"package_id": "apercy/heli",
"repo": "https://github.com/APercy/b47_heli",
"tags": [
"simulation",
"transport"
],
"type": "mod",
"website": null
}
|
**Title:** Bridger
**Description:**
**Tags:** building
**Repository:** https://github.com/v-rob/bridger
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 5126,
"license": "MIT",
"package_id": "v-rob/bridger",
"repo": "https://github.com/v-rob/bridger",
"tags": [
"building"
],
"type": "mod",
"website": null
}
|
**Title:** Skybox
**Description:**
**Details:**
Allows changing your sky to unimaginably epic scenes.
This mod adds 6 360x360 degree skybox texture sets that are extremely high resolution. The mod combines the textures with 6 preselected light (day/night) levels and fog colors so that the landscape and skybox blend seamlessly. If you use this mod, day/night disappears and light will remain at the same level, and sun and moon will no longer be present. You can disable the skybox per player, if you have the permissions.
**Tags:** environment
**Repository:** https://github.com/minetest-mods/skybox
**License:** GPL-2.0-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 15543,
"license": "GPL-2.0-only",
"package_id": "sofar/skybox",
"repo": "https://github.com/minetest-mods/skybox",
"tags": [
"environment"
],
"type": "mod",
"website": null
}
|
**Title:** Sim Trains
**Description:**
**Details:**
# Sim Trains
A mod that adds "various" trains (currently only the Red Comet) to Minetest, for use with Advtrains. It also adds crafting recipes for those trains, which may use game-specific items, as well as liveries if Advtrains Livery Tools is present.
## Available trains
* The **Red Comet** (engine + car) can go up to 20 nodes/s. The cars can also be used standalone with any other engine. An underground-style engine going at 15 nodes/s is also available.
## Features
### Lights
The Red Comet engine has lights that try to work more or less realistically. An engine's lights will turn on when it goes forwards, and off when it goes backwards. This allows lights to remain on when the train is stopped at stations. But since that would mean that, at terminal stations, the lights would remain onuntil the train departs (which is not realistic), they will also turn off when the train reverses. Thus, if the train reverses after entering a terminal station, both the front and back lights will turn off, as it does in reality.
### Info displays
All trains provided by the mod optionally support [Advtrains Info Displays](https://content.luanti.org/packages/Nazalassa/advtrains_info_displays). The available display slots are:
* "front"
* "side"
* "line"
* "inside_doors" (the small display above the doors; it can be used to display e.g a line map)
### Liveries
All trains provided by the mod optionally support [Advtrains Livery Tools](https://content.luanti.org/packages/Marnack/advtrains_livery_tools).
For the Red Comet, a default "Crimson Special" livery is supplied in the `Red Comet` mod, whereas additional liveries can be found in the `Red Comet Liveries` mod. Note that the `Red Comet Liveries` mod will have no effect if `Advtrains Livery Tools` is not enabled.
#### Other means of coloring trains
All trains provided by the mod support recoloring through the `Bike` mod's painter, and through being punched with dyes. `dark_green` and `dark_grey` dyes do not work yet.
**Tags:** transport
**Repository:** https://codeberg.org/Nazalassa/sim_trains.git
**License:** GPL-2.0-or-later
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 1773,
"license": "GPL-2.0-or-later",
"package_id": "Nazalassa/sim_trains",
"repo": "https://codeberg.org/Nazalassa/sim_trains.git",
"tags": [
"transport"
],
"type": "mod",
"website": null
}
|
**Title:** Rocket Launcher
**Description:**
**Details:**
# Rocket Launcher
* Rockets are 3d meshes
* Global radius can be set in settings - `rocket_launcher_radius`, default is `3`,
* Also radius can be set individually for each launcher(radius will displayed in item icon, e.g. `R12`) by the `/rocket-radius <number>` command(keep launcher in the hand to use this command)
* Rocket's ballistic enabled by default and can be disabled in settings(`rocket_launcher_ballistic = false`)
* Explosions in protected areas (damage only, not breaking nodes) can be enabled by setting `rocket_launcher_safe_areas` to `false`
### License of media (textures and model)
* `rocket.obj` - by Zemtzov7. License - CC-BY-SA-4.0
* `rocket.png`, `rocket_launcher.png`, `rocket_mesh.png` - by Zemtzov7, License - CC-BY-SA-4.0
**Tags:** pvp, shooter, tools
**Repository:** https://github.com/zmv7/minetest-mod-rocket_launcher
**License:** GPL-3.0-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 5193,
"license": "GPL-3.0-only",
"package_id": "Zemtzov7/rocket_launcher",
"repo": "https://github.com/zmv7/minetest-mod-rocket_launcher",
"tags": [
"pvp",
"shooter",
"tools"
],
"type": "mod",
"website": null
}
|
**Title:** Mineclone2 More Ore Variants
**Description:**
**Details:**
# MineClone2 More Ore Variants
### by NO11
#### Idea by Zhe Leader of Novvelia.
Make ores in stone like andesite or diorite look better.
All new ores can be mined with wooden pick.
**Tags:** mapgen
**Repository:** https://github.com/NO411/mcl_more_ore_variants
**License:** GPL-3.0-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 7224,
"license": "GPL-3.0-only",
"package_id": "NO11/mcl_more_ore_variants",
"repo": "https://github.com/NO411/mcl_more_ore_variants",
"tags": [
"mapgen"
],
"type": "mod",
"website": null
}
|
**Title:** Tunnelmaker
**Description:**
**Details:**
Tunnelmaker is a simple to use tool to create tunnels, paved pathways, and bridges—all with arbitrary curves—and with **no** assembly required.
Quick Use Guide
---------------
- Needs *tunneling* privileges, which are granted by default for singleplayer. On server use chat command: */grant (player) tunneling.*
- No crafting recipe, so either use creative inventory or use chat command: */give (player) tunnelmaker:tool1.*
- Left-click mouse to dig just about any node with one click.
- To dig train tunnel:
- Point cursor at ground level.
- Point character in direction to dig (inventory icon will change to show direction).
- Right-click mouse to dig tunnel and place ground fill.
- Note that reference nodes are placed in the ground. Just follow these to make nice curves based on Advanced trains track. Don't worry, these reference marks can be easily removed when done digging.
- Shift-left-click brings up User Options menu.
Features
----------
- Create paths, bridges, and tunnels in all sixteen possible advtrains track directions with one click.
- Also digs up or down in the eight possible advtrains slope track directions.
- New User Options menu to set digging mode and other options.
- Mode 1: General purpose excavation with unlined and lined tunnels.
- Mode 2: Advanced trains mode with gravel embankment, arched and optionally lined tunnels, and two widths of bridges.
- Mode 3: Bike mode with two widths of cobblestone pathways and bridges, along with unlined tunnels.
- Adds reference nodes to help digging and laying advtrains track—now easy to remove when done.
- Adds glass enclosure when in water to create water tunnels.
- Requires "tunneling" privilege, and checks protections before digging.
- No crafting recipe, so needs to be given to player.
- Works in both creative and survival modes, but tunneling does not place any nodes into user's inventory.
- Supports client-side translation files. Currently only have Russian and my attempt at a French translation. **Other languages will be gratefully accepted.** Reference template file is available in locale directory.
Controls
--------
- **Left-click:** Super dig one node. One click digs nearly any node (non-repeating) and places it in player's inventory.
- **Shift-left-click:** Bring up User Options menu. (Can also use Aux-right-click for Android.)
- **Right-click:** - Dig tunnel in direction player pointed. Note that this won't place any of the dug nodes in player's inventory.
- **Shift-right-click:** Cycle through vertical digging modes, up, down, and horizontal.
But wait, there's more!
---------
This is only the first half of the manual. See the complete [User Manual](https://github.com/kestral246/tunnelmaker#readme) for more information. This includes:
- Tips for digging.
- Explanation of the User options menu.
- And Configuration options, which allow things like changing the lights added while digging.
**Tags:** creative, tools, transport
**Repository:** https://github.com/kestral246/tunnelmaker
**License:** CC0-1.0
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 12200,
"license": "CC0-1.0",
"package_id": "kestral/tunnelmaker",
"repo": "https://github.com/kestral246/tunnelmaker",
"tags": [
"creative",
"tools",
"transport"
],
"type": "mod",
"website": null
}
|
**Title:** Extended Tooltips
**Description:**
**Details:**
This mod extends the support of tooltip for items to make it possible for mods to add more informative texts.
The mod itself does nothing and is meant to be integrated into games to use the API to define custom tooltips (see [API.md](https://codeberg.org/Wuzzy/minetest_tt/src/branch/master/API.md)). Game authors can use this to add small pieces of additional info to the item tooltip in a consistent manner. There's also support for automatically generating tooltip extensions.
**Tags:** library
**Repository:** https://codeberg.org/Wuzzy/minetest_tt
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 11026,
"license": "MIT",
"package_id": "Wuzzy/tt",
"repo": "https://codeberg.org/Wuzzy/minetest_tt",
"tags": [
"library"
],
"type": "mod",
"website": null
}
|
**Title:** Mcl Backpack
**Description:**
**Details:**
# mcl2_backpack

Based on the Paladium backpack in Minetest-Paladium (https://github.com/minetest-palamod/) from AFCM. This mod is designed to be independent of the paladium mod for people that just want a backpack on their Mineclone 2 server.
Optional depend from industrialtest (https://git.minetest.land/mrkubax10/industrialtest)
**Tags:** inventory, storage
**Repository:** https://git.minetest.land/MatthiasZM96/mcl2_backpack
**License:** GPL-3.0-or-later
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 1126,
"license": "GPL-3.0-or-later",
"package_id": "MatthiasZM96/mcl_backpack",
"repo": "https://git.minetest.land/MatthiasZM96/mcl2_backpack",
"tags": [
"inventory",
"storage"
],
"type": "mod",
"website": null
}
|
**Title:** Parachute (sum)
**Description:**
**Details:**
# Parachute
sum_parachute
This adds a parachute to the game. There are three items added:
* packed parachute which can be deployed mid air to safely descend
* empty parachute bag
* parachute material itself
Depends on playerphysics, so make sure you have that installed!
## Crafting
[Crafting guide image](https://codeberg.org/SumianVoice/sum_parachute/raw/branch/main/crafting.png)
Crafting relies on MTG or MCL for item names, but the actual parachute works regardless of game.
* parachute bag = 7 x leather, 1 x string (or wool + string in MTG)
* parachute material = 3 x (canvas / wool), 2 x string
* parachute = parachute material + parachute bag
The parachute is somewhat controllable. Think of it as a cheap, less convenient elytra. You can't take off from the ground with it, so it's only a safety measure such as on floatlands.
Shift to dismount, forward and backward and mouse to steer.
## Air Currents
This also implements [sum_air_currents](https://codeberg.org/SumianVoice/sum_air_currents). In strong wind, the parachute is much harder to control if air currents are installed and enabled.
**Tags:** survival, transport
**Repository:** https://codeberg.org/SumianVoice/sum_parachute
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 2278,
"license": "MIT",
"package_id": "Sumianvoice/sum_parachute",
"repo": "https://codeberg.org/SumianVoice/sum_parachute",
"tags": [
"survival",
"transport"
],
"type": "mod",
"website": null
}
|
**Title:** sfinv
**Description:**
**Details:**
A cleaner, simpler solution to having an advanced inventory in Minetest.
**Tags:** inventory
**Repository:** https://github.com/rubenwardy/sfinv
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 11828,
"license": "MIT",
"package_id": "rubenwardy/sfinv",
"repo": "https://github.com/rubenwardy/sfinv",
"tags": [
"inventory"
],
"type": "mod",
"website": null
}
|
**Title:** Yourland Speak up
**Description:**
**Details:**
This mod allows to set RPG-like texts for NPC where the NPC "says" something
to the player and the player can reply with a selection of given replies -
which most of the time lead to the next dialog.
Original author: AliasAlreadyTaken/aka Bastrabun
Massive rewrite/extension: Sokomine
## Recommended mods
In order to be able to edit the dialogs of the NPC ingame, please install
<a href="https://content.luanti.org/packages/Sokomine/npc_talk_edit/">npc_talk_edit</a>.
The only situation where you might not need this extra mod is when you
design your own adventure game and your players are not expected to edit
the NPC.
Optional dependency:
<a href="https://content.luanti.org/packages/TenPlus1/mobs/">mobs_redo</a>
is highly recommended. You may be able to use other mob mods with
manual adjustments as well (This is for very advanced users).
This mod here does not provide any NPC as such. You need a mod that does so.
The mod <a href="https://content.luanti.org/packages/Sokomine/npc_talk/">npc_talk</a> adds the actual NPC.
It is highly recommended to use `npc_talk` or to create your own according to your needs.
You might also wish to use <a href="https://content.luanti.org/packages/TenPlus1/mobs_npc/">mobs_npc</a>
from TenPlus1 as that mod provides very useful actual NPC and will be used by
<a href="https://content.luanti.org/packages/Sokomine/npc_talk/">npc_talk</a> if installed.
To get started, best install `yl_speak_up`, `npc_talk_edit`, `npc_talk`, `mobs_redo` and `mobs_npc` in your world.
For documentation, see <a href="https://gitea.your-land.de/Sokomine/yl_speak_up/src/branch/master/readme.md">readme.md</a>.
**Tags:** adventure__rpg, chat, commerce, developer_tools, library, mobs
**Repository:** https://gitea.your-land.de/Sokomine/yl_speak_up
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 3101,
"license": "MIT",
"package_id": "Sokomine/yl_speak_up",
"repo": "https://gitea.your-land.de/Sokomine/yl_speak_up",
"tags": [
"adventure__rpg",
"chat",
"commerce",
"developer_tools",
"library",
"mobs"
],
"type": "mod",
"website": "https://gitea.your-land.de/Sokomine/yl_speak_up/src/branch/master/readme.md"
}
|
**Title:** Worldgate
**Description:**
**Details:**
Worldgate
=========
Discover the Worldgates, an ancient teleportation network that can carry you to distant lands in an instant. Despite their long abandonment, the Worldgates are still highly functional. They can be found throughout the world, some more intact than others, and each adorned in stone by the elder hands that wrought them.
Gates found at the surface of the world are linked randomly to neighboring gates, and gates found at elevations above and below ground are linked to gates on the surface. To use a Worldgate, right-click its active teleportation beacon. But understand the danger of teleporting through a random gate as it may take you very far from your starting point with no way back!
The gates can be linked to any gate through use of mese crystal fragments, and additional teleportation beacons can be crafted. To learn more, see [the Telemosaic mod](https://content.luanti.org/packages/mt-mods/telemosaic/) which is the teleportation technology that underpins the Worldgates.
For the truly brave of heart who wish to fundamentally alter their Worldgate experience, see the mod settings and [the API documentation](https://github.com/EmptyStar/worldgate/blob/main/API.md).
Notes
-----
- Worldgates will only generate in parts of the world that have not yet been explored.
- By default, Worldgates will generate roughly every 1000 nodes between (0,0,0) and 29000 nodes in every direction for a possible total of 195112 Worldgates per world (although many will not generate if midair spawning is disabled which it is by default); this can be configured via mod settings.
Caveats
-------
- When you first approach a newly discovered Worldgate, it may take a few seconds to become fully active.
- Teleportation has a five-second cooldown to prevent spamming and to give new Worldgates a little extra time to configure themselves.
- Rarely, a Worldgate may fail to link to a neighboring Worldgate, thus leaving you stranded at your destination.
- Rarely, depending on the terrain, a Worldgate can fail to generate.
**Tags:** transport
**Repository:** https://github.com/EmptyStar/worldgate
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 2760,
"license": "MIT",
"package_id": "EmptyStar/worldgate",
"repo": "https://github.com/EmptyStar/worldgate",
"tags": [
"transport"
],
"type": "mod",
"website": null
}
|
**Title:** Teleporter Pads
**Description:**
**Details:**
## Features
With these pads players can build their own Local Network and collaborate to build a Global Network shared among all players.
Pads are sorted by name in the lists, the Global Network list groups them by owner name first.
## Pad types
Each pad can be set as one of these three types:
- `Private` (default): only accessible to its owner or by an admin
- `Public`: accessible to anyone from any Public pad of the owner's Local Network
- `Global`: accessible to anyone from any Public pad
A pad can be edited and destroyed only by its owner or by an admin.
## Pad interaction
- place a pad down, it will be immediately active and set as "Private"
- right click a pad edit its name/type and to access the Networks
- select a pad from a list and hit "Teleport", or doubleclick on the list item
- delete any remote pad by selecting it on the Local Network list and clicking "Delete"
## Closest pad waypoint
Issue `/tpad` on the chat to get a waypoint to the closest of your pads.
Issue `/tpad off` to remove the waypoint from the HUD - it will also be removed when you teleport from any pad.
Please see the [Gihub repo](https://github.com/entuland/tpad) for additional details
**Tags:** transport
**Repository:** https://github.com/entuland/tpad
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 6101,
"license": "MIT",
"package_id": "entuland/tpad",
"repo": "https://github.com/entuland/tpad",
"tags": [
"transport"
],
"type": "mod",
"website": null
}
|
**Title:** Farming Flood
**Description:**
**Details:**
# farming_flood
Make farming nodes floodable.
Give you the ability of making mincraft like farms.
**Tags:** environment, plants_and_farming, pve
**Repository:** https://github.com/AFCMS/farming_flood
**License:** GPL-3.0-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 3403,
"license": "GPL-3.0-only",
"package_id": "AFCM/farming_flood",
"repo": "https://github.com/AFCMS/farming_flood",
"tags": [
"environment",
"plants_and_farming",
"pve"
],
"type": "mod",
"website": null
}
|
**Title:** Double Jump
**Description:**
**Details:**
Adds the ability to **double jump** in Luanti!<br>
This can ultimately improve your experience in a few ways. Here are some:
- Exploring: This will make it easier to reach areas with a double jump.
- Parkour: Level your parkour skills and play on extreme parkour maps!
- PvP: Dodge your enemies' attacks and have intense battles.

## Settings
These settings can be customized by modifying [`minetest.conf`](https://dev.luanti.org/minetest-conf/) or directly in the settings.
- `double_jump.max_jump`: The maximum number of **extra** jumps. This does NOT count the builtin jump. Default is `1`.
- `double_jump.infinite_jumps`: Whether to have infinite jumps or not. Disabled (`false`) by default.
- `double_jump.max_height`: Maximum height gained on each jump. Default is [`movement_speed_jump`](https://github.com/minetest/minetest/blob/2b99dabdac823fee3ea843a9ded8bbe7718c3b44/builtin/settingtypes.txt#L935) (or `6.5`).
## License
See [`LICENSE.txt`](https://github.com/Panquesito7/minetest-double_jump/blob/main/LICENSE.txt) for full license information and [`AUTHORS.md`](https://github.com/Panquesito7/minetest-double_jump/blob/main/AUTHORS.md) for all the contributors.
**Tags:** player_effects
**Repository:** https://github.com/Panquesito7/minetest-double_jump
**License:** LGPL-2.1-or-later
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 3689,
"license": "LGPL-2.1-or-later",
"package_id": "Panquesito7/double_jump",
"repo": "https://github.com/Panquesito7/minetest-double_jump",
"tags": [
"player_effects"
],
"type": "mod",
"website": null
}
|
**Title:** Hand Painted Pack Expanded
**Description:**
**Details:**
# Hand Painted Pack Expanded
128×128 hand painted style texture pack made by shaft and Miloslav Číž (drummyfish) under CC0 license. It is covers all textures of MTG but aims to cover many mods too.
The original Hand Painted Pack is unmaintained (I asked him) and has opaque water due to not getting updated.
Currently supported:
* Minetest Game (compared to the original pack the water is transparent and the colors of sandstone and wool have been changed)
* [Timber Frame](https://content.luanti.org/packages/jbb/fachwerk/)
* [Mesecons](https://content.luanti.org/packages/Jeija/mesecons/)
* Partial support for Digiline and Digistuff
* some items and nodes from, Animalia, Ethereal
* [Claycrafter](https://content.luanti.org/packages/Dragonop/claycrafter/)
* [Better Screwdriver](https://content.luanti.org/packages/12Me21/screwdriver2/)
* [Wrench](https://content.luanti.org/packages/mt-mods/wrench/)
* [C(entered) Doors](https://content.luanti.org/packages/TumeniNodes/c_doors/)
* i3 backpacks
* All items and nodes from Mobs API, Mobs Animals
* Most Items from Animalia, Creatura
* Bonemeal
* [Bow2](https://content.luanti.org/packages/shaft/bow2/)
* [Colored beds](https://content.luanti.org/packages/shaft/cbeds/)
Partial support:
* [Rifles](https://content.luanti.org/packages/shaft/rifles/)
* Farming Redo
* Ethereal (blocked by https://github.com/minetest/minetest/issues/12694)
* GUI (blocked by https://github.com/minetest/minetest/issues/14578)
Obviously mods that inherit textures from default work well:
* [Facade](https://content.luanti.org/packages/TumeniNodes/facade/)
* [Tables and Chairs](https://content.luanti.org/packages/shaft/tables_chairs/)
* [Extra Wool Stuff](https://content.luanti.org/packages/Impulse/extra_wool_stuff/), [Cement](https://content.luanti.org/packages/Linuxdirk/cement/), [Colored Concrete](https://content.luanti.org/packages/Niklp/colored_concrete/) (textureless nodes), [Carpets](https://content.luanti.org/packages/bell07/carpets/)
Please change to this one and contribute nice CC0 textures if you can! You don't need to know git, just handing over the files with litterbox.catbox.moe when I'm reachable will work fine too.
**Tags:** 128px
**Repository:** https://gitgud.io/blut/hand_painted_expanded
**License:** CC0-1.0
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 2217,
"license": "CC0-1.0",
"package_id": "shaft/hand_painted_expanded",
"repo": "https://gitgud.io/blut/hand_painted_expanded",
"tags": [
"128px"
],
"type": "txp",
"website": null
}
|
**Title:** Fancy Stained Glass
**Description:**
**Details:**
Adds stained glass of many different fancy designs, making wonderful looking windows. Each glass type comes in six different shapes that can be partially embedded inside other nodes, like arches or upside-down stairs. In addition, these shapes also have glass and obsidian glass variants, allowing normal glass to be embedded as well. Finally, it adds spiked iron railing that makes for great courtyard boundaries.
**Tags:** building
**Repository:** https://github.com/v-rob/glass_stained
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 5407,
"license": "MIT",
"package_id": "v-rob/glass_stained",
"repo": "https://github.com/v-rob/glass_stained",
"tags": [
"building"
],
"type": "mod",
"website": null
}
|
**Title:** Bulldozer
**Description:**
**Details:**
Bulldozer mod for Minetest
==========================
Driveable bulldozer for pushing nodes and flattening ground.
The entity spawner item is called bulldozer:bulldozer_item.
There's no crafting recipe and this thing is very powerful, so only creative
mode is recommended for now.
Controls
--------
* Right click the bulldozer: Enter/exit vehicle
* Up: Forward
* Down: Reverse
* Left: Turn left
* Right: Turn right
* Jump:
* Hold while moving forward to grade upwards
* Sneak:
* Hold while moving forward to grade downwards
* Hold while reversing to prevent climbing on top of ground
License
-------
* Code: GPL 3.0
* Media: CC BY-SA 3.0
Credits
-------
Made by Perttu "celeron55" Ahola
**Tags:** oneofakind__original, simulation, singleplayer, technology, transport, world_tools
**Repository:** https://github.com/celeron55/minetest_bulldozer
**License:** GPL-3.0-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 1710,
"license": "GPL-3.0-only",
"package_id": "celeron55/bulldozer",
"repo": "https://github.com/celeron55/minetest_bulldozer",
"tags": [
"oneofakind__original",
"simulation",
"singleplayer",
"technology",
"transport",
"world_tools"
],
"type": "mod",
"website": null
}
|
**Title:** Not actually the bare minimum base game
**Description:**
**Details:**
# notactuallythebareminimum
A blank slate for making new minetest games. You may re-license this however you like, build off it, do whatever. It was created explicitly with the intent of having people use it as a starting point, and as such you may claim ownership of any code within this project and you may remove the existing LICENSE and add your own LICENSE file or otherwise forego attribution. All rights to stop you doing stuff with this code are waived except the no warrantee and liability clauses of the LICENSE attached.
## What is it for?
It is a base, nearly bare minimum game, just enough to be able to walk around on terrain. It also is structured in a sane way, with mod folders and files being called instead of everything being in `init.lua`. It also has some biomes and decorations and an example of crafting, and a hand override so you can dig.
## Is it a playable game
No.
## Why not use X or Y or Z instead
There are other projects that you could build off, but they all have licenses that, technically speaking, restrict your use of them and aren't a good way legally speaking to start a completely new, from scratch project. For example if a game is MIT licensed, even if you keep one line of the original code in your game, you're still bound by the license (depending on the interpretation of "substantial portions" as prescribed by \[insert judge here\]. It is advised to still look at how other games and mods do things so you can learn how to use the minetest API of course, since this really only has about 0.1% of the features available in minetest.
**Tags:** developer_tools
**Repository:** https://codeberg.org/SumianVoice/notactuallythebareminimum
**License:** 0BSD
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 2648,
"license": "0BSD",
"package_id": "Sumianvoice/notactuallythebareminimum",
"repo": "https://codeberg.org/SumianVoice/notactuallythebareminimum",
"tags": [
"developer_tools"
],
"type": "game",
"website": null
}
|
**Title:** Secrets of the Space Parable
**Description:**
**Details:**
***NOTE: This game is very incomplete. Expect more features in the future.***
Imagine being alone. In a spacecraft. This is you.
After a terrible accident, that has caused an outbreak of mutant spider in the SSP spacecraft; you awake out of your unconscious state that was caused by a spider bite; and you quickly realize you're the only one left in the SSP. All your crewmates are gone. Did the die? Did they abandon you? How could have they possibly disappeared?
As loneliness seeps in, and your will to survive diminishes, you must press on, and keep completing the "Incase of Emergency" tasks (found in your inventory). Maybe, once you have completed these tasks, and set course to earth, you will find ouy the truth about what happened to your crewmates.
You only have 1 life in this game, turn on creative mode for infinite respawns.
This is game is not only fun and a bit scary to play, but it teaches the importance of not being alone, and the necesity of friends, family, co-workers, and a good relationship with the God who created this world ("For God so loved the world, that he gave his only begotten Son, that whosoever believeth in him should not perish, but have everlasting life." John 3:16).
Have fun!
**Tags:** adventure__rpg, jam_game_2022, singleplayer, survival
**Repository:** https://github.com/starninjas/Secrets-of-the-Space-Parable
**License:** CC0-1.0
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 4488,
"license": "CC0-1.0",
"package_id": "StarNinjas/ssp",
"repo": "https://github.com/starninjas/Secrets-of-the-Space-Parable",
"tags": [
"adventure__rpg",
"jam_game_2022",
"singleplayer",
"survival"
],
"type": "game",
"website": null
}
|
**Title:** Facade
**Description:**
**Tags:** building
**Repository:** https://github.com/TumeniNodes/facade
**License:** LGPL-2.1-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 8132,
"license": "LGPL-2.1-only",
"package_id": "TumeniNodes/facade",
"repo": "https://github.com/TumeniNodes/facade",
"tags": [
"building"
],
"type": "mod",
"website": null
}
|
**Title:** Itemshelf
**Description:**
**Details:**
Itemshelf
=========
The item shelf mod is a simple mod that adds to shelves that can hold up to 4 or 6 items. This small limitation is due to the fact that shelves show the items they are holding using entities. The entities are purely static and consume 0 CPU (like the ones in itemframes for example), but still the limitation is to avoid lag.
Shelves should work with protection mods (currently only tested with `areas` mod). Without any protection they are public, otherwise they obey the proection of the area
There are three different types of shelves, and all three come in two different flavors: holding 4 or 6 items.
* Shelf: like a bookshelf, one cube wide
* Half shelf: while not exactly half a cube, it is less deep
* Half open shelf: like the above, but with no back
### License
All code is copyright (C) 2018-2022 Hector Franqui (zorman2000), licensed under the MIT license. See `LICENSE` for details.
**Tags:** building, creative, decorative, storage
**Repository:** https://github.com/hkzorman/itemshelf
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 6772,
"license": "MIT",
"package_id": "zorman2000/itemshelf",
"repo": "https://github.com/hkzorman/itemshelf",
"tags": [
"building",
"creative",
"decorative",
"storage"
],
"type": "mod",
"website": null
}
|
**Title:** Webtoon
**Description:**
**Details:**
A Minetest texture pack with only 216 colors in 8x8 size.
Originally made by pithydon.
**Tags:** less_than_px
**Repository:** https://github.com/rollerozxa/webtoon
**License:** CC0-1.0
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 3417,
"license": "CC0-1.0",
"package_id": "ROllerozxa/webtoon",
"repo": "https://github.com/rollerozxa/webtoon",
"tags": [
"less_than_px"
],
"type": "txp",
"website": null
}
|
**Title:** Roads
**Description:**
**Details:**
webdesigner97's "streets" and ragnarok's "infrastructure" put together, then some changes on top of that...
**Tags:** building, transport
**Repository:** https://cheapiesystems.com/git/roads
**License:** CC-BY-SA-3.0
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 7200,
"license": "CC-BY-SA-3.0",
"package_id": "cheapie/roads",
"repo": "https://cheapiesystems.com/git/roads",
"tags": [
"building",
"transport"
],
"type": "mod",
"website": null
}
|
**Title:** Tools with Sounds
**Description:**
**Tags:** tools
**Repository:** https://codeberg.org/duckgo/tools_with_sounds
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 2058,
"license": "MIT",
"package_id": "duckgo/toolsfx",
"repo": "https://codeberg.org/duckgo/tools_with_sounds",
"tags": [
"tools"
],
"type": "mod",
"website": null
}
|
**Title:** UFO Ship
**Description:**
**Details:**
# Minetest UFO_Ship Mod
[](https://content.luanti.org/packages/wsor4035/ufo_ship/)

[](https://spdx.org/licenses/MIT)
[](https://spdx.org/licenses/CC-BY-4.0)
Adds a ufo for players to fly around in
## About
Mod made for fun with open source model found by Lemente
## Links
* [Github](https://github.com/TerraQuest-Studios/ufo_ship)
* [Contentdb](https://content.luanti.org/packages/wsor4035/ufo_ship/)
* [forums](not avaible yet)
## Setup
download mod, make sure its named ufo_ship
**Tags:** adventure__rpg, transport
**Repository:** https://github.com/TerraQuest-Studios/ufo_ship
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 3008,
"license": "MIT",
"package_id": "wsor4035/ufo_ship",
"repo": "https://github.com/TerraQuest-Studios/ufo_ship",
"tags": [
"adventure__rpg",
"transport"
],
"type": "mod",
"website": null
}
|
**Title:** Sudoku
**Description:**
**Details:**
A game of sudoku for Luanti. Solve the sudoku by placing number nodes in the correct slots on the grid.
This is a fork of 1248's [Sudoku](https://content.luanti.org/packages/1248/sudoku/) game with various cleanups, additions and improvements done. Old worlds created in 1248's Sudoku game are compatible with this fork but not the other way around.
**Tags:** mini-game, puzzle, singleplayer
**Repository:** https://github.com/rollerozxa/sudoku
**License:** LGPL-2.1-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 4075,
"license": "LGPL-2.1-only",
"package_id": "ROllerozxa/sudoku",
"repo": "https://github.com/rollerozxa/sudoku",
"tags": [
"mini-game",
"puzzle",
"singleplayer"
],
"type": "game",
"website": "https://sudoku.voxelmanip.se"
}
|
**Title:** Scary Ambience
**Description:**
**Details:**
Hello everyone!
This mod is a fork of Oil_boi's Cave Noises mod (viewtopic.php?t=24490).
This mod adds scary sounds to caves, nighttime and scary nighttime music!
Enjoy!
RECOMMENDED WITH:
- Cave Noises - viewtopic.php?t=24490
- Ambience 975 pack #1 - viewtopic.php?t=22793
LICENSES:
- Check the sounds folder for specific sound licenses (under the "attribution" text file)
**Tags:** environment, sound_music
**Repository:** https://github.com/starninjas/scary_ambience
**License:** GPL-3.0-or-later
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 3844,
"license": "GPL-3.0-or-later",
"package_id": "StarNinjas/scary_ambience",
"repo": "https://github.com/starninjas/scary_ambience",
"tags": [
"environment",
"sound_music"
],
"type": "mod",
"website": null
}
|
**Title:** Basket
**Description:**
**Details:**
# You *really want* a shulker box in Minetest Game, right?
Here is the basket mod, the shulker box for Minetest Game! It is made of fine wood, uses only one inventory slot to store all the items, and can be obtained quickly after joining a new survival world! All you need is a couple of wood planks and one string.
Textures from [Malcolm Riley's Unused Textures](https://github.com/malcolmriley/unused-textures), and are avaliable under [CC BY-SA 4.0](https://creativecommons.org/licenses/by/4.0/).
**Tags:** storage, tools
**Repository:** https://github.com/C-C-Minetest-Server/basket
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 2285,
"license": "MIT",
"package_id": "Emojiminetest/basket",
"repo": "https://github.com/C-C-Minetest-Server/basket",
"tags": [
"storage",
"tools"
],
"type": "mod",
"website": null
}
|
**Title:** Gravestone
**Description:**
**Details:**
This mod will make all items from the player's inventory (which are configured, see mod\_spec.lua) be saved into a gravestone upon death. Upon breaking the gravestone the player will get all contained items.
Features:
- Support for Minetest Game (and 3d\_armor)
- Support for VoxeLibre
- Command /back to teleport to your gravestone (when 'gravestone\_tp' privilege is granted)
- Position of the gravestone is printed upon death
**Tags:** survival
**Repository:** https://codeberg.org/luxanna/luanti-gravestone
**License:** MPL-2.0
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 197,
"license": "MPL-2.0",
"package_id": "lunyaas/gravestone",
"repo": "https://codeberg.org/luxanna/luanti-gravestone",
"tags": [
"survival"
],
"type": "mod",
"website": null
}
|
**Title:** Lumberjack
**Description:**
**Details:**
This mod allows to completely fell trees by destroying only one block. The whole tree is harvested and moved to the player's inventory or alternatively, the tree trunk items are dropped. See 'settingtypes.txt' for configuration options.
But therefore, some lumberjack skills are needed. New player normally will not get the necessary skills immediately, they have to harvest the tree from the top, block by block "to improve their skills".
This mod fulfills several aspects:
- To prevent limitless griefing on servers, new players have to "improve their skills" by removing tree trunks from the top downwards.
- New players are trained to always fell trees completely and replace them with saplings (education for sustainability)
- Trained players with additional "skills" get lumberjack privs to fell trees more efficiently
- No parts of trees hanging in the air anymore
If you are playing in singleplayer, type `/set_lumberjack_points singleplayer 0` to skip the training phase.
You need `server` privs to be able to use this command (type `/grantme server`).
Or you go into the "All Settings" Menu > Mods > lumberjack and set "lumberjack_points" to 0 (zero)
**Tags:** plants_and_farming, survival
**Repository:** https://github.com/joe7575/lumberjack
**License:** LGPL-2.1-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 11972,
"license": "LGPL-2.1-only",
"package_id": "joe7575/lumberjack",
"repo": "https://github.com/joe7575/lumberjack",
"tags": [
"plants_and_farming",
"survival"
],
"type": "mod",
"website": null
}
|
**Title:** Player Effect Potions
**Description:**
**Details:**
This little mod adds some simple potions which add temporary effects when consumed.
Currently, the potions affect breath, health, player gravity, running speed and jump height.
## List of potions
* Air potion: Gives you breath underwater for 30s.
* Non-gravity potion: Negates all gravity for you, for 20s.
* Gravity neutralizer: Clears all your gravity effects.
* High jumping potion: Lets you jump higher for 30s.
* Low jumping potion: Makes you jump lower for 30s.
* Jump neutralier: Clears all jump effects.
* Weak healing potion: Gives you 1 HP every 2 seconds, 10 times.
* Strong healing potion: Gives you 2 HP every second, 10 times.
* Running potion: Makes you run faster for 30s.
* Slug potion: Makes you walk slower for 30s.
* Speed neutralizer: Clears all running speed effects.
* Weak mana potion (requires mana mod): Increases mana regeneration rate by 0.5 for 10 seconds.
* Strong mana potion (requires mana mod): Increases mana regeneration rate by 1 for 10 seconds.
* Mole potion: Digs out two blocks directly in front of you, for 18 seconds.
**Tags:** food, magic, player_effects
**Repository:** https://repo.or.cz/minetest_pep.git
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 5334,
"license": "MIT",
"package_id": "Wuzzy/pep",
"repo": "https://repo.or.cz/minetest_pep.git",
"tags": [
"food",
"magic",
"player_effects"
],
"type": "mod",
"website": null
}
|
**Title:** Extended Circular Saw
**Description:**
**Details:**
An extension for the circular saw from the original moreblocks mod (https://github.com/minetest-mods/moreblocks) with adding a big set of new microblocks shapes (columns, two/three-sided slabs, corners, slats and more). Also, for a convenience the mod adds the scrollable container for the circular saw output inventory list. Depends on moreblocks.
**Imprortant: the release 02.04.24 fixed the registration of all microblocks added by this mod. Before they even didn't show in the circular saw and as a result only a half of all shapes was in the output inventory. Now it works fine.**
**Tags:** building, decorative
**Repository:** https://github.com/Andrey2470T/circular_saw_ext
**License:** Zlib
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 1530,
"license": "Zlib",
"package_id": "Andrey01/circular_saw_ext",
"repo": "https://github.com/Andrey2470T/circular_saw_ext",
"tags": [
"building",
"decorative"
],
"type": "mod",
"website": null
}
|
**Title:** Railgun
**Description:**
**Details:**
# Railgun
Colorable railgun using raycast and particles.
Damages entities and players, breaks the nodes.
### Usage
* Railgun uses rods as ammo for players without `creative` priv.
* Railgun can be colored using dyes(at craft grid) or by `/railgun_color` command(if player have `creative` priv)
## Media Licenses
* `railgun_particle.png`
* **Author:** Zemtzov7
* **License:** [CC-BY-SA-4.0](https://github.com/zmv7/minetest-mod-railgun/blob/master/CC-BY-SA-4.0)
---
* `railgun_railgun.png`
* **Author:** Zemtzov7
* **License:** [CC-BY-SA-4.0](https://github.com/zmv7/minetest-mod-railgun/blob/master/CC-BY-SA-4.0)
---
* `railgun_railgun_rod.png`
* **Author:** Zemtzov7
* **License:** [CC-BY-SA-4.0](https://github.com/zmv7/minetest-mod-railgun/blob/master/CC-BY-SA-4.0)
---
* `nexfire.ogg`
* **Source:** [Xonotic Data Repository](https://gitlab.com/xonotic/xonotic-data.pk3dir/-/blob/master/sound/weapons/nexfire.ogg)
* **License:** [GPLv3+](https://github.com/zmv7/minetest-mod-railgun/blob/master/GPL-3)
---
* `unavailable.ogg`
* **Source:** [Xonotic Data Repository](https://gitlab.com/xonotic/xonotic-data.pk3dir/-/blob/master/sound/weapons/unavailable.ogg)
* **License:** [GPLv3+](https://github.com/zmv7/minetest-mod-railgun/blob/master/GPL-3)
**Tags:** multiplayer, pvp, shooter, tools
**Repository:** https://github.com/zmv7/minetest-mod-railgun
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 2618,
"license": "MIT",
"package_id": "Zemtzov7/railgun",
"repo": "https://github.com/zmv7/minetest-mod-railgun",
"tags": [
"multiplayer",
"pvp",
"shooter",
"tools"
],
"type": "mod",
"website": null
}
|
**Title:** Wadsprint
**Description:**
**Details:**
**How to use**
1. Press A and D simultaneously to trigger the `ready_to_sprint` state.
2. Then press W to start sprinting/running.
3. Release A and D (keep W pressed) and continue sprinting until the stamina runs out.
**Development / Issues**
[https://github.com/aa6/minetest_wadsprint](https://github.com/aa6/minetest_wadsprint)
**Tags:** player_effects
**Repository:** https://github.com/aa6/minetest_wadsprint
**License:** AGPL-3.0-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 5838,
"license": "AGPL-3.0-only",
"package_id": "drkwv/minetest_wadsprint",
"repo": "https://github.com/aa6/minetest_wadsprint",
"tags": [
"player_effects"
],
"type": "mod",
"website": null
}
|
**Title:** Dense Ores
**Description:**
**Details:**
The Dense Ores mod allows ores to occasionally show up in a dense form alongside their normal form inside ore clusters. When a dense ore is mined, it will give you double the resources. Textures are WIP.
This mod will also create dense versions of the ores in the More Ores mod.
**Tags:** mapgen, survival
**Repository:** https://notabug.org/Oswald/denseores.git
**License:** GPL-3.0-or-later
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 4311,
"license": "GPL-3.0-or-later",
"package_id": "benedict424/denseores",
"repo": "https://notabug.org/Oswald/denseores.git",
"tags": [
"mapgen",
"survival"
],
"type": "mod",
"website": null
}
|
**Title:** Stalker
**Description:**
**Details:**
A terrifying and very strong monster that lives in caves, and can follow you anywhere...
**Tags:** mobs, pve
**Repository:** https://github.com/adikalon/stalker
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 743,
"license": "MIT",
"package_id": "adikalon/stalker",
"repo": "https://github.com/adikalon/stalker",
"tags": [
"mobs",
"pve"
],
"type": "mod",
"website": null
}
|
**Title:** Doctor Who Tardis
**Description:**
**Details:**
[](https://www.luanti.org)
[](LICENSE.md)
[](https://matrix.to/#/#drwho_tardis:matrix.org)
[](https://content.luanti.org/packages/Skivling/drwho_tardis/)
[](https://translate.codeberg.org/engage/drwho_tardis/)
# DrWho_Tardis
A [Luanti](https://luanti.org) mod that adds various items, nodes, Daleks, and a working TARDIS from the sci-fi show Doctor Who. Supports Minetest Game, VoxeLibre (MineClone) and RePixture, but note that some features are only available in Minetest Game. Forked from PiDemon's `tardis_new`, which is unmaintained.
For a more detailed explanation of everything included, see the [**wiki**](https://codeberg.org/Skivling/DrWho_Tardis/wiki). Download from the in-game content manager, Codeberg, or here on ContentDB.
## Features:
- **TARDISes**: Simply craft a tardis, place it on the ground, and walk through the door. You'll have to craft seperate console units to control and fly your tardis.
- Console Units: Console units control your tardis. Place them in your tardis, and right click on them to use them. Most console units should be pretty self-explainatory if you understand X/Y/Z coordinates.
- **Daleks**: The enemy of the Time Lords, now in Luanti! Brown variants can fly, and Gray ones can't. They have high health, shield, deal a lot of damage and can also set things on fire and blow things up. Turn off 'Mob Griefing' in Mobs Redo API settings to disable that. There is a chance one will drop its armgun, which can be used as a weapon!
- **Cybermen**: You will also be able to find Cybermen, who are weaker than Daleks but will still try to kill you. They drop steel ingots.
- Time Rotor: Used to power the tardis. It will slowly generate power that is used for all tardis operations. Having multiple time rotors in your tardis will not generate power -faster. Right click on it to see how much power your Tardis has.
- Monitor: Displays your current position, destination, power, ect. Right click to view.
- **Sonic Screwdriver**: Can be created from a button on the fuctions console unit. You get a randomized texture, out of 4 textures for each third of the screwdriver, creating the possibility for 64 (4^3) unique combinations.
- Gallifreyan Lab: Used to create artron crytals (from mese) and compressed space time (from diamond blocks). It does not require fuel, but is notably bad for your health!
- Vortex Manipulator: Easy time travel (also notably bad for your health)
- **Dalekanium Tools**: Better than diamond, Dalekanium made from azbantium, gold, steel, and obsidian, or dropped from Daleks.
- **Dalekanium Armor**: [Currently MTG-only] Protect yourself against all foes, including Daleks. Very strong armor.
- Gaunlet of Rassilon: A powerful weapon, once held by [Rassilon](https://tardis.fandom.com/wiki/Rassilon) himself.
- **Achievements**: There are several achievements for you to reach while playing [requires `awards` in MTG].
- Gallifreyan Chests: Very large, very expensive.
- Chat command (`/summon_tardis`) can be used to summon your Tardis (if you have the `bring` privelege).
- See [Codeberg Issues](https://codeberg.org/Skivling/DrWho_Tardis/issues) to see what new features are planned.
### Console Units:
- XYZ Axis Console Units: Use this to set your
destination. There are 6 levers - increase and decrease for each X, Y,
and Z. Clicking these will change the destination coordinate by the
Travel Factor, which is set at the top of the screen.
- Exterior Control Console Unit (Chameleon Circuitry): Changes how the outside of your Tardis looks.
- Warp Lever Console Unit: The go button. Teleports your Tardis to your set destination.
- Waypoint Console Unit: Used to set up to three waypoints. Using a waypoint will automatically set your destination to the position the Tardis was in when the waypoint was set. Useful for travelling back to home base or deep underground for mining.
- Functions Console Unit: Can locate a player, biscuits, sonic screwdrivers, change some settings, and heal you.
- Find Biome Console Unit: Allows you to travel to a
specific biome, and shows a list of all biomes in your world on the
right. It will not work 100% of the time, but should be good enough.
- Tardis Monitor Screen: Displays your current position, destination, power, etc. RIght click to view.
### Sonic Screwdriver Functions:
- Lockpick: Click on a steel door/trap door to unlock it (even if it isn't yours!)
- Summoning: Sneak and click a block to summon your tardis (requires three power)
- Sonic Knock Back: Sneak and click to an entity to knock the entity backwards (works better the farther away you are from the entity)
- Sand Conversion: Click (and not sneak) on sand to convert it to silver sand.
- Glass Conversion: Click on glass to turn it into obsidian glass.
- Obsidian Reversal: Click on obsidian to turn it into lava.
- **Mesecon Hacking**: Click on mesecon wires to turn them on/off.
- Digiline Hacking: Click on digiline wires to send messages through them. (only works if no message currently is being sent to the channel)
- Scan: Click (and not sneak) on an entity to scan it.
- Locking: Click on your Tardis to lock/unlock it.
- Accelerated Growth: Click on dirt to grow grass on it (in a later update growing crops with be supported).
- **Unique, randomized texture**: Currently there are 4 textures for each third of the screwdriver, and they are all randomised together to create the possibility for 64 (4^3) unique combinations when you create the Sonic Screwdriver.
### Gallifreyan Lab Recipes
(differs in different games)
- Diamond Blocks to Compressed Space Time.
- Diamonds to Azbantium Shards
- Mese Blocks to Diamonds
- Mese to Arton Crystals
- Copper Ingot to Steel Ingots
- Coal Lump to Tin Lumps
- Steel Block to Mese Crystals
- Dirt to Coal Lumps
### Dependencies
###### Required:
- `default`, **or** `mcl_core`, **or** `rp_default` for crafting recipes and basic functionality.
- `mobs` (Mobs Redo API) is used to make the Daleks and Cybermen
- `findbiome` (1.2.0 or later) is used to make the Find Biome Console Unit work.
- `biomeinfo` is required if you use v6 mapgen
###### Optional:
- `3d_armor` for the Dalekanium Armor set in Minetest Game.
- `doors` so that the Sonic Screwdriver can interact with, lock and unlock doors and trapdoors in Minetest Game.
- `doors` **or** `mcl_doors` **or** `rp_door` for extra interior doors.
- `awards` to get achievements in Minetest Game. No additional mods are required for VoxeLibre or RePixture achievements.
- `tt` for extended tooltips for all items
- `pick_axe_tweaks` support for Dalekanium Pickaxe
- `toolranks` support for Dalekanium tools.
- `mesecons` to allow for Mesecon Hacking with the Sonic.
- `digilines` to be able to use the Sonic to send messages through them.
- `subtitles` for sound effects.
- `rp_gold`, `rp_lumien`, `rp_sounds` are used when playing in RePixture.
- `mcl_sounds` is used when playing in VoxeLibre.
### Known Bugs
- Some mobs die when they enter the Tardis.
- Gallifreyan Chests sometimes have to be double clicked to open.
- Sometimes the Time Rotors are not able to generate power.
- To fix this, just break it and re-place it.
##### Migrate from `tardis_new` to `drwho_tardis`
A full step-by-step guide for migrating can be found on the Wiki [here](https://codeberg.org/Skivling/DrWho_Tardis/wiki/Migrating-from-%60tardis_new%60).
### Contribute + Follow Development
- Please read the [CONTRIBUTING.md](https://codeberg.org/Skivling/DrWho_Tardis/src/branch/main/CONTRIBUTING.md) document for more detail.
### License Details
This mod is fan-made Doctor Who content. It is the work of Skivling and other individual contributors, working from the previous work of PiDemon. It is not endorsed by, associated with, or approved by the BBC. Doctor Who and all related Trademarks are property of the BBC and no infringement is being attempted.
`DrWho_Tardis` Luanti Mod
Copyright (C) 2025 Skivling
This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details in the [LICENCE.txt](https://codeberg.org/Skivling/DrWho_Tardis/src/branch/main/LICENSE.txt).
It was forked from [Tardis_New](https://github.com/PiDemon/Taridis_New), under the MIT License.
All textures, models and logos included in the `DrWho_Tardis` Luanti Mod are licensed under CC BY-SA 4.0, unless otherwise noted. To view a copy of this license, visit http://creativecommons.org/licenses/by-sa/4.0/.
Individual asset license details are avaliable on [asset-info.md](https://codeberg.org/Skivling/DrWho_Tardis/src/branch/main/asset-info.md), which includes who created it, the original name and the source of the asset.
Translations are under CC BY 4.0. To view a copy of this license, visit http://creativecommons.org/licenses/by/4.0/.
**Tags:** mobs, technology, tools, transport
**Repository:** https://codeberg.org/Skivling/DrWho_Tardis
**License:** GPL-3.0-or-later
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 967,
"license": "GPL-3.0-or-later",
"package_id": "Skivling/drwho_tardis",
"repo": "https://codeberg.org/Skivling/DrWho_Tardis",
"tags": [
"mobs",
"technology",
"tools",
"transport"
],
"type": "mod",
"website": "https://skivling.codeberg.page/projects/drwhomod"
}
|
**Title:** Permatime
**Description:**
**Details:**
Set the day of time cycle to a certain time permanently.
Use `/permatime hh:mm` to set a permanent time (e.g. 12:00 for noon), `/permatime` to disable it. Requires the `settime` privilege.
### How's this different to _Xenon's [`ptime`](https://content.luanti.org/packages/_Xenon/ptime/) mod?
- This mod is global, the permanent time will affect all players.
- It will also freeze the day/night cycle, rather than only using `override_day_night_ratio`.
- You can specify arbitrary times, instead of cycling between noon and midnight.
**Tags:** environment, server_tools, world_tools
**Repository:** https://github.com/rollerozxa/permatime
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 1847,
"license": "MIT",
"package_id": "ROllerozxa/permatime",
"repo": "https://github.com/rollerozxa/permatime",
"tags": [
"environment",
"server_tools",
"world_tools"
],
"type": "mod",
"website": null
}
|
**Title:** Wooden Bucket
**Description:**
**Details:**
Adds wooden buckets. These are easy to make, but can't be used to carry lava.
**Tags:** survival
**Repository:** https://github.com/mt-mods/wooden_bucket
**License:** LGPL-2.1-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 1506,
"license": "LGPL-2.1-only",
"package_id": "mt-mods/wooden_bucket",
"repo": "https://github.com/mt-mods/wooden_bucket",
"tags": [
"survival"
],
"type": "mod",
"website": null
}
|
**Title:** Technic Plus Beta
**Description:**
**Details:**
Technic Plus Beta package contains latest updates for Technic Plus mod, this version might not be as stable as Technic Plus release version as it contains latest changes and additions which might include somewhat experimental features and is not tested as well as stable release.
See [Technic Plus package](https://content.luanti.org/packages/mt-mods/technic_plus/) for stable and better tested release.
**Tags:** mapgen, technology, tools
**Repository:** https://github.com/mt-mods/technic.git
**License:** LGPL-2.1-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 5777,
"license": "LGPL-2.1-only",
"package_id": "mt-mods/technic_plus_beta",
"repo": "https://github.com/mt-mods/technic.git",
"tags": [
"mapgen",
"technology",
"tools"
],
"type": "mod",
"website": null
}
|
**Title:** Digiterms
**Description:**
**Details:**
Digilines monitors and keyboards mod for Minetest using Display API / Font API.
Monitors display text received on their digiline channel and works like digilines lcd monitor.
Keyboards send text on their digiline channel. In protected areas, keyboard can be set to "Public" to be usable by anybody. Else, only players granted rights on the area can use the keyboard.
Craft recipes depend on installed mods, please refer to craft guide in game.
If scifi_nodes mod is enabled, scifi monitors can be turned into digiterms by crafting scifi monitor with a digiline (some texture are derivated from D00Med mod).
**Tags:** technology
**Repository:** https://github.com/mt-mods/digiterms
**License:** LGPL-3.0-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 6620,
"license": "LGPL-3.0-only",
"package_id": "mt-mods/digiterms",
"repo": "https://github.com/mt-mods/digiterms",
"tags": [
"technology"
],
"type": "mod",
"website": null
}
|
**Title:** Better Trees
**Description:**
**Details:**
# Better Trees [bettertrees]
Makes trees more realistic.
Leaves are climbable, but be careful, they chance break.
Leaves can fall occasionally, and they can regrow.
Please don't punch a tree, you're not strong enough to break it. You might hurt your hand though. But when you do find a tool to cut a tree down, it does fall.
Leaves can be crafted into sticks, think of it as taking the leaves off of a branch and getting a big stick.
Leaves don't like to be stacked, and you can't reattach leaves you took off of a tree.
## Dependencies
No dependencies. This loops through any and all nodes in group:tree and group:leaves and overrides them. Any mod or game providing such nodes will be affected.
- [default] (optional) - Allows for adding a craft recipe to convert leaves to sticks (1:1), as well as providing default sounds and textures.
- [3d_armor] (optional) - Experimental. Wearing armor increases chance of leaves breaking while climbing.
- [mcl_core], [mcl_sounds] (optional) - Experimental support for Mineclone games.
## Recommendations
* [loose_rocks] - scatters rocks on ground to collect to make cobble
* [charcoal] - "cook" trees to get charcoal; don't use with [coalfromtrees] as this creates a conflicting recipe, use one or the other. Not needed if using with [ethereal].
* [stripped_tree] - I can only recommend this once my PRs for it are merged. Adds bark and stripped trees.
## Credits
* @luatic - "extrusion_mesh_16.obj" - provided mesh for stick nodes
* Tenplus1 - [regrow], inspired me to make leaves and fruits regrow
* Hamlet - [soft_leaves] and its forum thread, inspired me to make this mod
* Hamlet - [hard_trees_redo] inspired me to recreate the hard trees concept
* Hamlet - [fallen_trees] inspired me to make trees fall
* VanessaE - [trunks] from [plantlife_modpack] inspired me to add sticks on the ground
## Notes
This mod replaces the need to have Hamlet's [soft_leaves], [hard_trees_redo], [fallen_trees] and the mods those were based off of. This doesn't completely replace [hard_trees_redo]. Since [hard_trees_redo] adds alternative means of getting cobble, I recommend using [loose_rocks] to make up for that functionality. It is out of the scope of this mod to do some of what [hard_trees_redo] does, such as adding the possibility of dirt nodes dropping rocks and elimination of wooden tools.
The mod [sticks_stones] also scatters rocks on the ground like [loose_rocks], but they also add a recipe to get sticks from leaves. It's a 3:1 conversion, which doesn't make sense to me; a 1:1 conversion like I have in this mod seems more realistic. Because that mod and my mod have those craft recipes, using them together will add both recipes. As such, I recommend using [loose_rocks] instead of [sticks_stones]. Plus [loose_rocks]'s rocks look really cool.
There are a handful of tree-cutting mods in ContentDB ([fallen_trees], [lumberjack], [woodcutting], [choppy], [vein_miner], [treecapitator]). This mod implements the same kind of method for tree-cutting as [fallen_trees], by just adding tree nodes to the `falling_nodes` group. I have not tested the other tree-cutting mods with this mod, so I can't guarantee that they'll work as expected. There is a [treecapitator] mod on the Forums that makes trees fall over, but it is buggy and needs a lot of TLC. I may redo it and integrate it here.
I tried to integrate the behavior from [bouncy_leaves], but it appears you can't bounce on climbable nodes nor take any damage from falling on them. So keep in mind that [bouncy_leaves] doesn't work with this mod or similar mods that make leaves climbable.
Also note that mods that enable regrowing fruits (e.g. [regrow], [regrowing]) aren't needed as this behavior is done dynamically.
In the settings, you can toggle the rendering of leaves to be bushy meshes (`true`) or regular node boxes (`false`). This is similar to what is done in [bushy_leaves]. This mod is more performant than [bushy_leaves], since I use meshes instead of node boxes (thanks to Singularis for creating meshes, see `LICENSE` file for license of those meshes)
## Potential Future Additions
These features may or may not be developed in the future, either in this mod or another.
* Make leaves potentially break when any entity is in tree (may be more resource intensive)
* Add settings to tweek chances of leaves breaking or falling, and break/fall behavior (either dig or fall)
* Make trees fall over while chopping down tree
* Add variety of schematics for tree templates
* Implement tree growth stages
* Add support for [stripped_tree] as an optional dependency to add the ability to strip trees to get bark.
## Change Log
v1.0.0 - Initial release
v1.0.1 - Fixed stick decoration and typo in README.md
v1.0.2 - Fixed log level
v1.1.0 - Implemented bushy leaves, regrowing fruits, removed obsolete comments
v1.2.0 - Uncommented wield_image line to fix wielding sticks; added support for MCL2 & 5
**Tags:** environment, plants_and_farming
**Repository:** https://codeberg.org/csirolli/luanti_bettertrees
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 2387,
"license": "MIT",
"package_id": "csirolli/bettertrees",
"repo": "https://codeberg.org/csirolli/luanti_bettertrees",
"tags": [
"environment",
"plants_and_farming"
],
"type": "mod",
"website": null
}
|
**Title:** ATM Redo
**Description:**
**Details:**
# ATM Redo mod for Minetest
original by gpcf: http://gpcf.eu/atm.git (no longer available)
updated and improved by RB
## New
*Improved, high quality graphics.
*Added ability to process 50 and 100 minegeld denominations.
*Reduced 3 ATMs down to 1 that does everything.
This mod adds an ATM (Automatic Teller Machine) and MWT (Money Wire Transfer)
designed to work with the currency mod and its minegeld banknotes.
ATMs allow you to transfer money to your bank account and withdraw
various sums as needed. The ATM allows to add and withdraw banknotes
by ones, tens, and hundreds in denominations of 1, 5, 10, 50, and 100.
MWTs allow you to send funds to other players registered with a bank account.
## Crafting ATM
```
[ steel ingot, mese crystal, steel ingot ]
[ glass, 10 MG note, steel ingot ]
[ steel ingot, mese crystal, steel ingot ]
```
If mesecons mod is not installed, then the mese wire in recipes is replaced by a copper ingot.
## Crafting MWT
An alternative system for transfering money from one player's account to another. The terminals
provide an interface for sending a specified amount (integer number) to a player (who must
have an existing banking account) and for checking the transfers to the account of the user of
the terminal. The history of transactions can be erased completely, and it is recommended to
clean it once the stored data are no longer of any relevance. Otherwise, the transaction history
is preserved indefinitely.
```
[ steel ingot, mese crystal, steel ingot ]
[ glass, mese wire, steel ingot ]
[ steel ingot, mese crystal, steel ingot ]
```
To complete a Money Wire Transfer a player must provide the name of the recipient with an
existing banking account, the desired amount to be transfered, and a description of the
payment (optional, but strongly recommended).
After entering those parameters the terminal checks their validity and if there is no problem,
the player is shown the final confirmation window. If the player confirms the payment, the specified
amount will be transfered immediately. At this point the transaction is final.
If there are errors, a corresponding message is shown in the chat, and the transaction is aborted.
**Tags:** commerce, simulation, storage, survival, technology
**Repository:** https://github.com/Git-Forked/atm.git
**License:** GPL-3.0-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 6460,
"license": "GPL-3.0-only",
"package_id": "CodeMiner/atm",
"repo": "https://github.com/Git-Forked/atm.git",
"tags": [
"commerce",
"simulation",
"storage",
"survival",
"technology"
],
"type": "mod",
"website": null
}
|
**Title:** 3D Apple
**Description:**
**Details:**
# Apples should not be 2D...
We turn apples to 3D! Textures from [Minetest Game](https://content.luanti.org/packages/Minetest/minetest_game/), avaliable under [CC BY-SA 3.0](https://creativecommons.org/licenses/by-sa/3.0/), for their original authors please refer to [their license document](https://github.com/minetest/minetest_game/blob/master/mods/default/license.txt).
**Tags:** decorative
**Repository:** https://github.com/C-C-Minetest-Server/3d_apple
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 1852,
"license": "MIT",
"package_id": "Emojiminetest/3d_apple",
"repo": "https://github.com/C-C-Minetest-Server/3d_apple",
"tags": [
"decorative"
],
"type": "mod",
"website": null
}
|
**Title:** Resize Me!
**Description:**
**Details:**
Lets you scale the player with a command or through Lua.
Example: `/resizeme 0.5` sets your scale to 0.5
This mod also exposes an API, and should be used something like this:
```lua
local ResizeMe = dofile(minetest.get_mod_path("resizeme").."/api.lua")
-- scale singleplayer to 3x
ResizeMe.resize("singleplayer", 3)
```
**Tags:** library, player_effects
**Repository:** https://github.com/veprogames/mt-resizeme
**License:** LGPL-2.1-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 1405,
"license": "LGPL-2.1-only",
"package_id": "VeproGames/resizeme",
"repo": "https://github.com/veprogames/mt-resizeme",
"tags": [
"library",
"player_effects"
],
"type": "mod",
"website": null
}
|
**Title:** Ice Cream Mod
**Description:**
**Details:**
#Ice Cream Mod
one mod to create your favorite ice cream, and more!!!!
First create a Cone, with the specific Dough, give it the shape, and then on the Furnace.
This Dough is created with 2 Wheat Dough and one Egg.
A cone, snow and. . . . Chocolate? Or more.
This mod Depend (mobs, mobs_animal, farming) (not necessarily "mobs", you can also use any other that has an egg "group: food_egg")
This is my first mod
With the time i add more ice creams
If you want help:
Translate: Use the template.txt, and send me the file, https://github.com/Can202/minetest_icecream/issues/2
Ideas or Sprites: Send me Ideas or Sprites, https://github.com/Can202/minetest_icecream/issues/2
----------
v2.1:
add an Award
v2.0:
new screenshot
v1.9:
add more awards
v1.7:
add Awards support
v1.6:
add Translate
v1.5:
add Vanilla with Cookies, Chocolate with Cookies
v1.4:
add Strawberry, Blueberries
v1.3:
Change mobs:egg to group:food_egg
add Changes.txt
add Mint, Pumpkin, Vanilla
v1.2: Correction
v1.1: add Cone-shaped dough
v1.0: Add Ice Creams, Cone, Dough
Apple, Banana, Carrot, Chocolate, Watermelon, Orange, Pineapple.
https://github.com/Can202/minetest_icecream
**Tags:** food
**Repository:** https://github.com/Can202/minetest_icecream
**License:** GPL-3.0-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 2746,
"license": "GPL-3.0-only",
"package_id": "Can202/icecream",
"repo": "https://github.com/Can202/minetest_icecream",
"tags": [
"food"
],
"type": "mod",
"website": null
}
|
**Title:** Snowdrift
**Description:**
**Details:**
Precipitation stops and starts with time but is also is affected by biomes humidity and temperature.
More precipitation in more humid areas, which becomes snow in frozen biomes.
Soothing rainfall sound.
12 snowflake designs.
Sky becomes overcast during precipitation, the cloud cover brightness changes smoothly during day/night transitions and becomes dark at night.
To avoid precipitation when inside buildings it is disabled when the player is not under open sky, this behavior is not ideal (precipitation stops when under trees) but the related issue are difficult to solve, work will continue on this.
**Tags:** environment
**Repository:** https://github.com/paramat/snowdrift
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 9391,
"license": "MIT",
"package_id": "paramat/snowdrift",
"repo": "https://github.com/paramat/snowdrift",
"tags": [
"environment"
],
"type": "mod",
"website": null
}
|
**Title:** Telemosaic
**Description:**
**Details:**
This is a mod for Minetest. It provides teleportation pads, called "beacons". Unlike other teleportation mods, no menus or GUIs are used; you set the destination with a simple "key" item. There is no tooltip for the destination either, so signs are recommended.
Another difference is the limited default range of the beacons. To increase the range, you need to place "extenders" around the beacon. The extenders come in different colors, allowing the extenders to form a pretty pattern; hence the name "telemosaic".
## Notes
This is a maintained fork of https://github.com/bendeutsch/minetest-telemosaic with various improvements and changes, optimized for multiplayer environments.
* Beacons no longer teleport players automatically, they must be right-clicked by a player.
* More chat messages are sent to inform and help players with non-functional telemosaics.
* Telemosaic keys can be preserved by holding shift when right-clicking a beacon.
* Beacons can be enabled and disabled by punching them with a telemosaic key.
* If the `digilines` mod is installed, beacons can be controlled by digilines.
* and other small changes...
## Usage
Right-clicking a beacon with a default mese crystal fragment creates a telemosaic key with the position of the beacon.
Right-clicking a second beacon with the key sets the destination of the second beacon to the position of the first beacon. To set up a return path, right-click the second beacon with the fragment, and then first beacon with the resulting key again.
The beacons do not need to be strictly paired this way: rings or star-shaped networks are also possible. Each beacon has only a single destination, but can itself be the destination of several others.
Once linked, you teleport between beacons by right-clicking them. Before teleporting, beacons will check that their destination is sane: the destination still needs to be a beacon, and the two nodes above it should be clear for walking/standing in.
Beacons have a default range of 20 nodes. If the destination is too far away, the beacon will turn red and will not function. To extend the range for a beacon, place "extenders" next to it, within a 7x7 horizontal square centered on the beacon, and at the same level or one node below the beacon.
Extenders come in three tiers, with each being more powerful than the tier below. By default, tier 1, tier 2, and tier 3 extenders increase the range of nearby beacons by 5, 20, and 80 nodes, respectively.
Extenders can be colored with any of the dyes found in the `dye` mod. Colored extenders work just like regular extenders, both for teleporting and for recipes.
## Digilines
When the `digilines` mod is installed, telemosaic beacons can be controlled by sending digiline messages. By default, all beacons use the channel "telemosaic", but you can change the channel name via digilines.
For full documentaion, see [digilines.md](digilines.md).
**Tags:** building, transport
**Repository:** https://github.com/mt-mods/telemosaic
**License:** LGPL-2.1-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 3501,
"license": "LGPL-2.1-only",
"package_id": "mt-mods/telemosaic",
"repo": "https://github.com/mt-mods/telemosaic",
"tags": [
"building",
"transport"
],
"type": "mod",
"website": null
}
|
**Title:** Shallow Ores
**Description:**
**Details:**
# Shallow Ores
Places ores shallower in your Minetest world!
<br> [Place a review here](https://content.luanti.org/packages/Monniasza/shallow_ores/review/)
<br> New ore generation:
- Tin ore: below 12 blocks
- Copper ore: below 16blocks
- Iron ore: below 20 blocks
- Gold ore: below 32 blocks
- Mese ore: below 40 blocks
- Diamond ore: below 60 blocks
- Mese block: below 72 blocks
**Tags:** mapgen, survival
**Repository:** https://github.com/Monniasza/shallow_ores
**License:** GPL-3.0-or-later
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 1415,
"license": "GPL-3.0-or-later",
"package_id": "Monniasza/shallow_ores",
"repo": "https://github.com/Monniasza/shallow_ores",
"tags": [
"mapgen",
"survival"
],
"type": "mod",
"website": null
}
|
**Title:** Living Slimes
**Description:**
**Details:**
# Living Slimes
Bring the classic fodder of fantasy adventure to your world with Living Slimes! From simple grass slimes to fire-belching lava slimes and everything in between, these living slimes can be found high and low throughout the world. Some are content to roam and forage while others are hostile hunters.
This mod is substantially based on [The Mana World slimes mod](https://content.luanti.org/packages/mt-mods/tmw_slimes/) by Piezo_ which was inspired by [The Mana World](https://themanaworld.org/).
## Slimes
The following slimes can be found in various environments throughout the world:
- **Grass Slime** - Found in grasslands and forests; loves to eat plants and leaves
- **Savanna Slime** - Found in savannas and dry plains; eats dry grass
- **Poison Slime** - Found in swamps and jungles; oozes poison and is harmful to the touch
- **Algae Slime** - Found in swamps and wetlands; docile attitude and loves to eat mushrooms
- **Ice Slime** - Found in icy and snowy biomes; subsists on ice and snow
- **Ocean Slime** - Found in bodies of water; small, gentle, and quick
- **Lava Slime** - Found in lava pools; very aggressive and spreads fire when provoked, also burns when touched
- **Mineral Slime** - Found underground; a sturdy slime that eats stones and rare minerals
- **Dark Slime** - Found in shadows underground; sneaky and malevolent
## Behaviors
### Eating
Slimes are eager to eat any items that are left on the ground near them. Many slimes favor weapons and tools, so beware that if you drop valuable items near them, they are likely to be eaten.
When no dropped items are available to eat, slimes will often dig up resources from their surrounding environment for sustenance. Most slimes have a preferred diet, and they will seek out foods that are most favorable to them.
### Digesting
Slimes will begin to digest the contents of their stomach after eating, a process which takes a few minutes per item eaten. When an item is digested, it is permanently destroyed without a trace. So if you suspect that a slime has eaten your items, be sure to get them back quickly!
Any items that a slime has not digested will be dropped when the slime is killed.
### Attacking
Most slimes are territorial and will pursue nearby players. Slime speeds, strength, and aggression vary by type, and they can only attack when they're close enough to a player to strike at close range although certain slimes have extra tricks up their sleeve (e.g., poisonous slimes and lava slimes).
### Stealing
When a slime successfully attacks a player, it's possible that the slime will rob the player of an item on their hotbar. When this happens, it's as though the slime has eaten the item meaning that it will be digested if left unrecovered.
Note that the stolen item can be the item in the player's hand, so be mindful of what you're holding!
## Drops and Resources
All slimes will drop at least one slime goo of its type when killed. This goo is edible with varying nutritional benefits or detriments.
Placing slime goo of the same kind in each square of a 3x3 crafting grid will create a slime block of that type. Slime blocks are slippery and bouncy, and they will prevent all fall damage from any height when landing on it from above.
## Settings
Many of the slime behaviors documented above can be enabled/disabled or adjusted via mod settings. Check the mod settings under `All Settings > Content: Mods > Living Slimes` for available settings. Also see [settingtypes.txt](https://github.com/EmptyStar/livingslimes/tree/main/settingtypes.txt) for a textual description of mod settings.
## Errors, Issues, and Bugs
Please [open an issue at GitHub](https://github.com/EmptyStar/livingslimes/issues/new) to report any problems encountered with this mod.
**Tags:** adventure__rpg, mobs, survival
**Repository:** https://github.com/EmptyStar/livingslimes
**License:** GPL-3.0-or-later
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 2141,
"license": "GPL-3.0-or-later",
"package_id": "EmptyStar/livingslimes",
"repo": "https://github.com/EmptyStar/livingslimes",
"tags": [
"adventure__rpg",
"mobs",
"survival"
],
"type": "mod",
"website": null
}
|
**Title:** Magic Compass
**Description:**
**Details:**
### How to use it
Look for the "Magic Compass" item in your inventory, put it in your hand and left click it to open the locations menu
### Customisation
Check out the [docs](https://gitlab.com/zughy-friends-minetest/magic-compass/-/blob/master/DOCS.md) for callbacks, and the [README](https://gitlab.com/zughy-friends-minetest/magic-compass/-/blob/master/README.md#customisation) to edit graphics, title and locations
**Tags:** transport
**Repository:** https://gitlab.com/zughy-friends-minetest/magic-compass
**License:** AGPL-3.0-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 5039,
"license": "AGPL-3.0-only",
"package_id": "Zughy/magic_compass",
"repo": "https://gitlab.com/zughy-friends-minetest/magic-compass",
"tags": [
"transport"
],
"type": "mod",
"website": null
}
|
**Title:** Multidimensions
**Description:**
**Details:**
Multi dimensions
This mod adds a few dimensions to the game (you can add more)
You can find the "Dimensions teleport tool" in creative to go to them, or type "/giveme dim"
(You need the "dimensions" privilege to use it)
Teleport yourself to dimensions by point in air/blocks, or teleport other players/objects by pointing them.
There are also crafable "teleport blocks" (click to teleport, and works with mesecons)
All teleported players that not have the "dimensions" privilege will get there spawnpoint and home set in the new dimension (using "beds" and "sethome")
They cant get back unless teleporting in somehow or have/making "teleport blocks"
Players cant see or hear players from "other diamnsions" or just if they are 800 blocks away
You can change settings in the init.lua
**Tags:** environment
**Repository:** https://github.com/AiTechEye/multidimensions
**License:** LGPL-2.1-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 10646,
"license": "LGPL-2.1-only",
"package_id": "AiTechEye/multidimensions",
"repo": "https://github.com/AiTechEye/multidimensions",
"tags": [
"environment"
],
"type": "mod",
"website": null
}
|
**Title:** Pontoons
**Description:**
**Details:**
This mod adds some simple building blocks that can be placed on top of liquid, making it easier to construct things on a body of water without needing to first build a piling from the ground underneath.
Wood pontoons are for building on the surface of water and steel pontoons can be placed on either water or lava.
There is also an option to add this property to wood and tree blocks to allow them to be used this way directly.
**Tags:** building, building_mechanics
**Repository:** https://github.com/minetest-mods/pontoons
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 5404,
"license": "MIT",
"package_id": "FaceDeer/pontoons",
"repo": "https://github.com/minetest-mods/pontoons",
"tags": [
"building",
"building_mechanics"
],
"type": "mod",
"website": null
}
|
**Title:** Bushy Leaves (fork)
**Description:**
**Details:**
# Bushy Leaves `bushy_leaves`
This mod changes leaves to render bushy instead of boxy.
Fork of [Bushy Leaves by erle](https://content.luanti.org/packages/erlehmann/bushy_leaves/). Now with better performance (thanks to meshes) and proper [Plantlife](https://content.luanti.org/packages/mt-mods/plantlife_modpack/) support.
Tested with:
* [Minetest Game](https://content.luanti.org/packages/Minetest/minetest_game/)
* [VoxeLibre](https://content.luanti.org/packages/Wuzzy/mineclone2/)
* [Repixture](https://content.luanti.org/packages/Wuzzy/repixture/)
* [NodeCore](https://content.luanti.org/packages/Warr1024/nodecore/)
* [Mineclonia](https://content.luanti.org/packages/ryvnf/mineclonia/)
## `full` vs `cheap`
It can be hard to choose what mesh type you want for bushy leaves. By default
it is `full`, but you can configure bushy leaves to render with the `cheap`
mesh instead.
`full` mesh is (almost) identical to the the nodebox that was used in the
original mod.

`cheap` mesh has been simplified to get better performance. But it wasn't a
lossless optimization; you can see the differences from the `full` mesh here.

The choice is completely up to you. But if you're a server owner and want to
use this mod on your server (god forbid), at the very least do all your players
with lower end devices a favor and go with `cheap`.
Both meshes were created by singularis-mzf, see `models/license.txt`.
**Tags:** decorative
**Repository:** https://codeberg.org/rudzik8/bushy_leaves
**License:** AGPL-3.0-or-later
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 1286,
"license": "AGPL-3.0-or-later",
"package_id": "rudzik8/bushy_leaves",
"repo": "https://codeberg.org/rudzik8/bushy_leaves",
"tags": [
"decorative"
],
"type": "mod",
"website": null
}
|
**Title:** Elevators
**Description:**
**Details:**
# Elevators (`elevators`)
This Mod adds an elevator entity and two types of rails for the elevator.
The Elevator only works on these rails.
`This mod works best on low lag environments, expect issues otherwise!`
## Controls
Right-click to enter or leave the elevator.
Left-click to remove the elevator.
While you are seated in the elevator, you can accelerate by pressing jump or sneak.
You will accelerate until you reached the top speed.
If you cross a brakerail the velocity will be set to zero, perfect for an holding station.
## Code and ressources
Most of the code is written by me.
The textures are based on the default minetest_game carts.
The model for the elevator is the same as minetest_game carts.
The function manage_attachment() and on_place for the elevator_entity is from minetest_game carts.
**Tags:** transport
**Repository:** https://github.com/Herkules128/elevators
**License:** LGPL-3.0-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 10747,
"license": "LGPL-3.0-only",
"package_id": "Herkules/elevators",
"repo": "https://github.com/Herkules128/elevators",
"tags": [
"transport"
],
"type": "mod",
"website": null
}
|
**Title:** Super Duper Walls!
**Description:**
**Details:**
**The mod adds walls from various different base nodes. The walls automatically connect to all other walls created by *SD Walls*.**
In addition to that wall pillars are automatically created where applicable.
* At all corners
* At all T-junctions
* At all wall ends
* If the wall stands alone
* If the wall is surrounded by other walls
If a wall is not in one of the above positions nothing will happen to it and it remains as a wall.
If you want to use a pillar/wall where usually a wall/pillar would be placed just punch the wall while wielding a wall. The punched wall will then toggle between the pillar form and the wall form.
Please note: This toggled type will be updated according to the neighbors when placing a wall adjacent to the toggled wall and has to be re-set as wanted at no cost.
Crafting walls from the *SD Walls* mod is similar to crafting the regular walls in *Minetest Game* except the top right node. An “uncrafting” recipe also exists.
**Tags:** building, decorative
**Repository:** https://git.0x7be.net/dirk/sdwalls
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 4764,
"license": "MIT",
"package_id": "Linuxdirk/sdwalls",
"repo": "https://git.0x7be.net/dirk/sdwalls",
"tags": [
"building",
"decorative"
],
"type": "mod",
"website": null
}
|
**Title:** Music
**Description:**
**Details:**
### [The Complete Poems of Francis Ledwidge](https://en.wikisource.org/wiki/The_Complete_Poems_of_Francis_Ledwidge) Music Pack
#### Usage:
For all players:
`/mvolume` <volume> Set your individual music volume or disable background music (/mvolume 0). Saved across server restarts. <br>
`/music_list`: list available music <br>
With mpd privilege: <br>
`/music_play` <id>: play a song <br>
`/music_stop`: stop the current song. Unless /mpd_play or /mpd_next are invoked, no more music is played <br>
`/music_next` [time]: Play the next song after [time] seconds, immediately if omitted. <br>
## Votes: <br>
This mod integrates with the [vote](https://content.luanti.org/metapackages/vote/) mod by rubenwardy <br>
`/vote_music_next` - vote to start next song <br>
`/vote_music_play` <id> - Vote to play certain sing <br>
## License
Credits and Ackowledgements <br>
[balabolka](http://www.cross-plus-a.com/balabolka.htm) Provide music production software.
#### License of source code:LGPL-2.1-only
This mod is a fork of [mpd](https://content.luanti.org/packages/orwell/mpd/), which itself is a fork
#### License of music:CC BY-SA 3.0
I use https://en.wikisource.org/wiki/The_Complete_Poems_of_Francis_Ledwidge to generate the ogg
#### License of Text:CC BY-SA 3.0
This work was published before January 1, 1927, and is in the public domain worldwide because the author died at least 100 years ago.[The Complete Poems of Francis Ledwidge](https://en.wikisource.org/wiki/The_Complete_Poems_of_Francis_Ledwidge)
**Tags:** sound_music
**Repository:** https://git.minetest.land/aiss/music
**License:** LGPL-2.1-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 2437,
"license": "LGPL-2.1-only",
"package_id": "FreeBSD/music",
"repo": "https://git.minetest.land/aiss/music",
"tags": [
"sound_music"
],
"type": "mod",
"website": "https://rvlt.gg/H71ntH80"
}
|
**Title:** Stone Age Integration Pack
**Description:**
**Details:**
# Stone Age Modpack for Luanti
This mod adds basic stone age and survival tools and makes the start in the world harder. You can make a campfire. Torches just burn half a day. Several mods have been merged or are depended on that adjust the game-play.
## Game Play
When you first spawn, you start with nothing. No tools, no resources, no weapons, no armor. You only have your hands and the environment.
Look around. Notice the sticks under the trees. Notice the light-colored silex occasionally in the ground. Notice the piles of rocks scattered across the land. In your fortunate, maybe some nearby trees or plants will have food to sustain you.
Gather whatever food you find. Pick up sticks and rocks. Dig up silex. These are your basic resources to survive.
You can craft silex into a biface, an early multi-use tool. Use it for digging and cutting and attacking as needed. With this tool, you can begin to chop down your first tree.
When you open your inventory for the first time, you will notice that your craft grid is only 2x2. Break up the tree trunk into planks, and use the planks to build a craft table. Here you will create everything you need.
It won't be daytime forever. You should focus on settling down for the night. You need a campfire and a bed. Gather 3 sticks, 3 tree trunks, and something flamable like grass or leaves. Assemble the campfire on your craft table like so:
(s: stick, f: flamable, t: trunk)
```
_ s _
s f s
t t t
```
Now you need a tool to ignite it. Grab some silex, and some rocks. Put the rocks on the craft table by itself to change it into cobble, then join the cobble with the silex to make a rudimentary firestarter.
Now gather 6 bunches of grass, and put them on the craft table in the shape of a bed:
(g: grass)
```
g g g
g g g
```
Use this grass bed to rest during the night.
Set up camp somewhere safe. Place the campfire close by to keep you warm and aware of your surroundings. Lay down your bed and go to sleep after a long day of getting ready to survive.
## License
Unless otherwise noted, code is licensed under GPLv3 or later. The original stoneage mod was made by CasimirKaPazi, and expanded to include prehistoric by Mossmanikin, mcl_campfires from Mineclonia, nc_wooden_mattock by Fancticwor, liquid_pressure by Richard Try, and rainbarrel by Piezo_. See LICENSE.txt for full information.
All models and textures, unless mentioned otherwise in LICENSE.txt, fall under Creative Commons Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0) http://creativecommons.org/licenses/by-sa/3.0/.
**Tags:** building_mechanics, crafting, environment, mapgen, pve, survival, tools
**Repository:** https://codeberg.org/csirolli/luanti_stoneage
**License:** GPL-3.0-or-later
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 519,
"license": "GPL-3.0-or-later",
"package_id": "csirolli/stoneage_pack",
"repo": "https://codeberg.org/csirolli/luanti_stoneage",
"tags": [
"building_mechanics",
"crafting",
"environment",
"mapgen",
"pve",
"survival",
"tools"
],
"type": "mod",
"website": null
}
|
**Title:** Bouncy Bed
**Description:**
**Details:**
## Description
Add some childish fun to the game by making the default beds bouncy! Yes it does exactly what it says on the tin! Enjoy reckless bounces by abusing your in-game mattresses and getting some airtime.
## How does it work?
The mod essentially just appends the bouncy and fall damage groups onto the default beds in the game and adds a cute bouncing sound! This creative mod was a suggestion from a player, kiopy7, in the server, Sara's Simple Survival Server. Thank you!
#### depends: beds
Code license is AGPLv3 | bouncy.ogg, Blender Foundation, CC-BY-3
**Tags:** building
**Repository:** https://github.com/jeremyweston/bouncy_bed
**License:** AGPL-3.0-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 3478,
"license": "AGPL-3.0-only",
"package_id": "MeseCraft/bouncy_bed",
"repo": "https://github.com/jeremyweston/bouncy_bed",
"tags": [
"building"
],
"type": "mod",
"website": "https://www.mesecraft.com"
}
|
**Title:** Powerbanks
**Description:**
**Details:**
This mod adds portable powerbanks used to charge technic tools.
---
### Features
- **Fully portable** - charge will remain no matter how many times you place and pick it up!
- **Self-protected** - no need to worry about leaving your powerbank while it's charging your tools, only you can pick it up!
- **Fast charging** - each version charges faster than its technic battery equivalent (LV, MV, HV).
- **Multiple charging slots** - powerbanks can charge more than one tool at once! (except for Mk1)
---
### Usage
1. Obtain a powerbank (obviously :P).
2. Charge the powerbank.
3. Place the powerbank down in the world, and open it by interacting with it.
4. Put your tool(s) in the charging slot(s) and watch them charge! (or leave it to charge while you do something else...)
**Tags:** survival, technology, tools
**Repository:** https://github.com/OgelGames/powerbanks
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 5186,
"license": "MIT",
"package_id": "OgelGames/powerbanks",
"repo": "https://github.com/OgelGames/powerbanks",
"tags": [
"survival",
"technology",
"tools"
],
"type": "mod",
"website": null
}
|
**Title:** Signs Extra
**Description:**
**Details:**
This mod provides extraneous signs with text display. Text is locked if area is protected.
**Dependancies**: default, display\_lib, font\_lib, signs
**License**: Code under LGPL, texture under CC-BY-SA
## Recipes
**Blue Banner**
Shapeless recipe : four blue road signs.
S S S
S - -
- - -
S = Blue road sign
**Billboard**
T B W
- - -
- - -
T = Tin Block, B = Black Dye, W = White Dye
**Tags:** decorative
**Repository:** https://gitlab.com/Hume2/signs_extra/
**License:** LGPL-3.0-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 2864,
"license": "LGPL-3.0-only",
"package_id": "Hume2/signs_extra",
"repo": "https://gitlab.com/Hume2/signs_extra/",
"tags": [
"decorative"
],
"type": "mod",
"website": null
}
|
**Title:** Dungeon flora
**Description:**
**Details:**
Generates flora in cobblestone dungeons
**Tags:** mapgen
**Repository:** https://github.com/RNU4/mintest-dungeon-flora
**License:** GPL-3.0-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 2276,
"license": "GPL-3.0-only",
"package_id": "malt2592/dungeon_flora",
"repo": "https://github.com/RNU4/mintest-dungeon-flora",
"tags": [
"mapgen"
],
"type": "mod",
"website": null
}
|
**Title:** Frame
**Description:**
**Details:**
A stylish item and node frame that causes no lag/server load.
This is an entity-free implementation of item frames. The upside is that there are no entities and therefore no special lua code needed to spawn item entities and clean them up. However, a downside is that items can't just be inserted randomly - there needs to be code added to mods that add nodes and items to allow inserting them into frames. For really busy servers this may be highly beneficial.
**Tags:** building
**Repository:** https://github.com/minetest-mods/frame
**License:** LGPL-2.1-or-later
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 4595,
"license": "LGPL-2.1-or-later",
"package_id": "sofar/frame",
"repo": "https://github.com/minetest-mods/frame",
"tags": [
"building"
],
"type": "mod",
"website": null
}
|
**Title:** Vehicles
**Description:**
**Details:**
A mod that adds an api for cars, planes, and other vehicles.
Several vehicles are included in the mod.
**Tags:** transport
**Repository:** https://github.com/D00Med/vehicles
**License:** LGPL-2.1-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 94352,
"license": "LGPL-2.1-only",
"package_id": "D00Med/vehicles",
"repo": "https://github.com/D00Med/vehicles",
"tags": [
"transport"
],
"type": "mod",
"website": null
}
|
**Title:** Hbsprint
**Description:**
**Details:**
A flexible sprint mod supporting stamina, hunger and monoids.
**Tags:** player_effects
**Repository:** https://github.com/minetest-mods/hbsprint
**License:** GPL-2.0-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 7234,
"license": "GPL-2.0-only",
"package_id": "texmex/hbsprint",
"repo": "https://github.com/minetest-mods/hbsprint",
"tags": [
"player_effects"
],
"type": "mod",
"website": null
}
|
**Title:** Fire Plus
**Description:**
**Details:**
Visuals include HUD effect and fire particles around player.
You can put yourself out by jumping into water/snow.
## Credits
* Thanks to **TenPlus1** for 3d_armor support and some other things
## API
* `fire_plus.burn_player(player, burns, damage)`
* Sets `player` on fire and burns them `burns` times with `damage` damage every second
* `fire_plus.tnt_explode_radius`
* How close to a TNT node a player has to be to detonate it
* `fire_plus.ignition_nodes`
* Nodes that set players on fire. See the init.lua for examples
* `fire_plus.extinguishers`
* Nodes that put out burning players. See the init.lua for examples
* **Fire tools**
* You can allow modders to make tools light punched players on fire
* Just set `tool_capabilities.damage_groups.burns = <How much damage to do each burn>`
* There's also `tool_capabilities.damage_groups.burn_time = <How many times to burn the player>`
**Tags:** library, player_effects, pve
**Repository:** https://github.com/Dumpster-Studios/fire_plus
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 5065,
"license": "MIT",
"package_id": "Lone_Wolf/fire_plus",
"repo": "https://github.com/Dumpster-Studios/fire_plus",
"tags": [
"library",
"player_effects",
"pve"
],
"type": "mod",
"website": null
}
|
**Title:** My Walls
**Description:**
**Details:**
Adds more wall types for [`walls` mod from `minetest_game`](https://content.luanti.org/packages/Minetest/minetest_game/).
Walls mod comes with Minetest Game. It includes **only** 3 types of walls.
This mod extends it to include 19 more types.
It also supports [myores](https://content.luanti.org/packages/Don/myores/)
All walls are added into the `walls` mod namespace and use its API.
Included in this mod walls are:
- wall for `"default:brick"`
- walls for:
- `"default:sandstone"`
- `"default:sandstonebrick"`
- `"default:sandstone_block"`
- walls for:
- `"default:stone"`
- `"default:stonebrick"`
- `"default:stone_block"`
- walls for:
- `"default:desert_stone"`
- `"default:desert_stonebrick"`
- `"default:desert_stone_block"`
- walls for:
- `"default:desert_sandstone"`
- `"default:desert_sandstone_brick"`
- `"default:desert_sandstone_block"`
- walls for:
- `"default:silver_sandstone"`
- `"default:silver_sandstone_brick"`
- `"default:silver_sandstone_block"`
- walls for:
- `"default:obsidian"`
- `"default:obsidian_brick"`
- `"default:obsidian_block"`
--------------------------------------------------------------------
Code Licence - MIT
**Tags:** building, decorative
**Repository:** https://github.com/minetest-mods/mywalls
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 3985,
"license": "MIT",
"package_id": "Don/mywalls",
"repo": "https://github.com/minetest-mods/mywalls",
"tags": [
"building",
"decorative"
],
"type": "mod",
"website": "https://github.com/minetest-mods/mywalls"
}
|
**Title:** Aurora Tech
**Description:**
**Details:**
# AuroraTech
AuroraTech is a small mod made in 4 days for the UMTD Combat Modding Event. It adds four machines and four unique tools to Minetest.
## Machines
### Mese Generator
[Crafting Recipe](https://raw.githubusercontent.com/Aurailus-Minetest/AuroraTech/master/instructions/mese_generator.png)
The Mese Generator is used to power the Lava Crucible and Diamond Empowerer. You fuel it by interacting with it with a mese crystal in hand. It will then power adjacent devices for a short amount of time, before consuming the crystal. It can power up to four adjacent devices at once, but powering more will make them all go slower. Take care not to break it while it's generating power!
### Diamond Empowerer
[Crafting Recipe](https://raw.githubusercontent.com/Aurailus-Minetest/AuroraTech/master/instructions/diamond_empowerer.png)
The Diamond Empowerer creates Empowered Diamonds when given a regular diamond and powered by a Mese Generator. Powered diamonds are used for crafting.
### Lava Crucible
[Crafting Recipe](https://raw.githubusercontent.com/Aurailus-Minetest/AuroraTech/master/instructions/lava_crucible.png)
The Lava Crucible creates Lava Charges when filled with lava and powered by a Mese Generator. Lava Charges can be crafted into Lava Cores by placing nine in a grid, and can be used for crafting or as light sources.
### Recharger
[Crafting Recipe](https://raw.githubusercontent.com/Aurailus-Minetest/AuroraTech/master/instructions/recharger.png)
The Recharger is used to Recharge the Drone Remote.
### [Example](https://raw.githubusercontent.com/Aurailus-Minetest/AuroraTech/master/instructions/machines.png)
## Tools
### Blink Launcher
[Crafting Recipe](https://raw.githubusercontent.com/Aurailus-Minetest/AuroraTech/master/instructions/blink_launcher.png)
The Blink Launcher allows you to shoot a projectile, and then teleport to it. It can be refuelled by crafting it with Empowered Diamonds.
### Mining Laser
[Crafting Recipe](https://raw.githubusercontent.com/Aurailus-Minetest/AuroraTech/master/instructions/mining_laser.png)
The Mining Laser is an extremely fast, lava powered, ranged mining device. It can be refuelled by crafting it with Lava Charges or Lava Cores.
### Warp Boots
[Crafting Recipe](https://raw.githubusercontent.com/Aurailus-Minetest/AuroraTech/master/instructions/warp_boots.png)
The Warp Boots allow you to propel yourself forward by double tapping W, even allowing you to warp through two meter thick walls. They do not need to be refuelled, instead breaking when they run out of durability.
### Drone Remote
[Crafting Recipe](https://raw.githubusercontent.com/Aurailus-Minetest/AuroraTech/master/instructions/drone_remote.png)
The Drone Remote allows you to pilot a weaponized drone, and detonate it when finished.
### [Join my Discord Server](https://aurail.us/discord)
**Tags:** jam_combat_mod, pvp, shooter, tools
**Repository:** https://github.com/Aurailus-Minetest/AuroraTech
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 4315,
"license": "MIT",
"package_id": "Aurailus/aurora_tech",
"repo": "https://github.com/Aurailus-Minetest/AuroraTech",
"tags": [
"jam_combat_mod",
"pvp",
"shooter",
"tools"
],
"type": "mod",
"website": null
}
|
**Title:** Grapple
**Description:**
**Details:**
A grappling hook
**Tags:** mini-game
**Repository:** https://gitlab.com/zughy-friends-minetest/grapple
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 2261,
"license": "MIT",
"package_id": "MisterE/grapple",
"repo": "https://gitlab.com/zughy-friends-minetest/grapple",
"tags": [
"mini-game"
],
"type": "mod",
"website": null
}
|
**Title:** GC Sprint
**Description:**
**Details:**
A simple sprinting utility for Minetest Game without the need for food consumption :^)
Simply press `ctrl` (or any button that is assigned to `aux1`) while walking and your walking speed will automagically increase :^)
**Tags:** multiplayer, player_effects, singleplayer, survival, transport
**Repository:** https://github.com/stellarorion/gc_sprint
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 483,
"license": "MIT",
"package_id": "stellarorion/gc_sprint",
"repo": "https://github.com/stellarorion/gc_sprint",
"tags": [
"multiplayer",
"player_effects",
"singleplayer",
"survival",
"transport"
],
"type": "mod",
"website": null
}
|
**Title:** Halloween
**Description:**
**Details:**
Adds Halloween costumes and treats.
Depends on Stu's 3d_armor (optional, but costumes wont register without it),
TenPlus1's farming_redo, dye, and default.
* **Candie Stuffs**:
* Generic Halloween Candy
* Lolipop
* Caramel Apple
* Candycorn
* Caramelized Sugar (for crafting)
* **Costumes**:
* Dark Unicorn
* Devil
* Female Devil
* Dinosaur
* Frankenstein (Frankenstein's Monster)
* Ghost
* Harry Potter
* Killer
* Glow-in-the-Dark Skeleton (actually glows in 5.0+)
* Grim Reaper
* Pink Dinosaur
* Pumpkin Monster
* Totoro
* Unicorn
* Vampire
* Wearwolf
* Pumpkin Mask
* Cat Mask
* Halloween Hoodie
**IMPORTANT:** Costumes are not craftable, and are therefore only obtainable
using /giveme or the creative inventory.
**Crafting:**
* Caramelized Sugar:
Cook sugar in furnace.
* Lolipop:
(o = orange dye, p = paper, c = caramelized sugar, s = stick)
```
+-+-+-+
| |o| |
+-+-+-+
|p|c|p|
+-+-+-+
| |s| |
+-+-+-+
```
* Candycorn:
Shapeless - Orange dye, yellow dye, white dye, caramelized sugar.
* Halloween Candy
Shapeless - Bar of Dark Chocolate (farming_redo), paper, orange dye, caramelized sugar.
* Caramel Apple
(c = caramelized sugar, a = apple, s = stick)
```
+-+-+-+
| |c| |
+-+-+-+
| |a| |
+-+-+-+
| |s| |
+-+-+-+
```
**Tags:** food, plants_and_farming, player_effects, seasonal
**Repository:** https://github.com/GreenXenith/halloween
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 7606,
"license": "MIT",
"package_id": "GreenXenith/halloween",
"repo": "https://github.com/GreenXenith/halloween",
"tags": [
"food",
"plants_and_farming",
"player_effects",
"seasonal"
],
"type": "mod",
"website": null
}
|
**Title:** NodeCore Improved
**Description:**
**Details:**
# Nodecore Improved (Unified)
Based on the original *NodeCore Improved Pack* by Aurailus, plus fixes for modern NodeCore, and other contributions. Accepting contributions from the community (*must* be original work and CC-BY-SA-4.0 licensed).
Currently maintained by **Warr1024**
### Credits
- Original textures by Nicole Collings (Aurailus)
- Fixes by Warr1024
- Grass side texture registration
- Various cobble-based items
- Updates by Arekusei
- Water, Sponges, Charcoal
**Tags:** 16px
**Repository:** https://github.com/Warr1024/NodeCoreImprovedPack
**License:** CC-BY-SA-4.0
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 2147,
"license": "CC-BY-SA-4.0",
"package_id": "Warr1024/nodecoreimproved",
"repo": "https://github.com/Warr1024/NodeCoreImprovedPack",
"tags": [
"16px"
],
"type": "txp",
"website": null
}
|
**Title:** smartshop (flux's fork)
**Description:**
**Details:**
smartshop redo mod for minetest.
based on the original smartshop mod by AiTechEye
* https://content.luanti.org/packages/AiTechEye/smartshop/
# LICENSE
CODE:
* (c) flux LGPL v3
* inspired by code (c) AiTechEye LGPL-2.1, though it's been rewritten from the ground up twice now...
TEXTURES:
* smartshop_border.png (c) celeron55 CC BY-SA 3.0
* smartshop_face.png (c) celeron55 CC BY-SA 3.0
* smartshop_animation_mask.png (unknown, i think i made it? it's a single white pixel? ~flux)
# USER DOCUMENTATION
this mod provides two nodes - a shop, and an external storage.
here is a picture of 2 properly configured shops with items for sale:

here is a picture of the inventory that a shop owner sees:

the top 4 slots are for things you want to sell. you don't need to fill them all.
the 4 slots below that are the price of the thing above them. this is what you'll get from players who buy things
at your shop.
the remaining 32 slots are the main inventory.
in this example, 99 blueberries are being sold for 5 gold ingots, and 1 "cottages:roof_brown" is being sold
for 10 gold ingots.
here is a picture of what a customer will see when interacting with your shop:

if the customer has gold in their inventory, and clicks on the icons, they will "trade" some of their gold
for the items that were in the shop.
only valid exchanges will show up in the shop. the border of the shop will turn red if the shop has sold
out of any item, and it will turn purple if it is too full to allow an exchange. it will also turn green,
if it has been used and has payments inside it or connected storage.
the "send" and "refill" buttons allow you to connect a shop to external storage. press the button, then punch
a storage node. they can be the same storage node, or different nodes, and multiple shops can share storage, which
is convenient if you want to keep all your payments in one place.
the "customer" button allows the shop owner to see the shop as if they were a customer, to test that things are
configured correctly.
checking "strict meta" allows a player to sell objects with specific metadata, such as written books. by
default, metadata is ignored.
unchecking "private" allows anyone who could break the shop node, to also configure the shop, which is useful
with e.g. shared protection areas.
admin users also have the option to create a shop with unlimited inventory.
# ADMIN DOCUMENTATION
note: now requires [futil](https://github.com/fluxionary/minetest-futil)
why should you use this fork over AiTechEye's?
## features:
* far fewer bugs, more active development
* automatic upgrade from existing smartshops (though there is no "downgrade" path, so make backups!)
* when possible, it uses fewer entities, and entities w/ drawtypes that don't cause as much of an FPS drop
for low-power clients.
* it simplifies the UI somewhat, and is more informative as to the source of common smartshop problems,
such as a shop having too many items it to permit an exchange
* saner external storage semantics. get rid of the label "wifi" because it's confusing.
* automatically makes correct change for known currency mods
* API for easy integration with many other kinds of mods
* comes with built-in compatability w/ mesecons, mescons_mvps, pipeworks, and tubelib
* no hard dependencies on minetest_game or other mods
## settings
* `smartshop.storage_max_distance` (default: 30)
maximum distance between a shop and a linked storage. 0 disables the behavior.
* `smartshop.storage_link_time` (default: 30)
time allowed to link storage after initiating the process
* `smartshop.change_currency` (default: true)
automatically make change for currency, if currency is present
* `smartshop.enable_refund` (default: true)
whether to refund the pay/give line of "old" shops. if you are not upgrading from the old version, set this to false
to disable an LBM that otherwise has to run on every load.
* `smartshop.admin_shop_priv` (default: smartshop_admin)
privilege of a shop admin user, who may use the owner interface of any shop, and may set up shops which allow for
unlimited exchanges without need for stock
* `smartshop.error_behavior` (default: announce)
behavior on serious errors which wouldn't normally crash, such as not being able to properly remove or add an item
to an inventory, resulting in possible lost items.
* `smartshop.enable_tests` (default: false)
enable if you want to run the testing suite. do not enable in general, and do not use on a real world, as it is
destructive
# LUA API
The lua API is extensive, I'll try to document it as I have time. You can interact w/ pretty much all smartshop
behavior, and easily extend functionality. I'll outline a few important things now:
* `smartshop.api.is_shop(pos)`
* `smartshop.api.is_storage(pos)`
* `smartshop.api.get_object(pos)`
returns a shop object, a storage object, or nil if the node is not a shop or storage.
* `smartshop.api.register_purchase_mechanic(def)`
```lua
def = {
name = "mod:some_name",
allow_purchase = function(player, shop, i)
return true -- if this mechanic can handle this transaction
end,
do_purchase = function(player, shop, i)
-- does the exchange and updates player and shop inventories
end,
}
```
* `smartshop.api.register_on_purchase(callback)`
```lua
callback = function(player, shop, i)
-- called when something is purchased
end
```
* `smartshop.api.register_on_shop_full(callback)`
```lua
callback = function(player, shop, i)
-- called when a purchase fails because the shop is full
end
```
* `smartshop.api.register_on_shop_empty(callback)`
```lua
callback = function(player, shop, i)
-- called when the shop sells out of something
end
```
* `smartshop.api.register_transaction_transform(callback)`
```lua
callback = function(player, shop, i, shop_removed, player_removed)
-- sometimes, it is necessary to alter the items in an exchange
-- e.g. changing the owner of a petz "pet"
return shop_removed, player_removed
end
```
**Tags:** library, multiplayer, storage, survival, technology
**Repository:** https://github.com/fluxionary/minetest-smartshop.git
**License:** LGPL-3.0-or-later
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 2612,
"license": "LGPL-3.0-or-later",
"package_id": "rheo/smartshop",
"repo": "https://github.com/fluxionary/minetest-smartshop.git",
"tags": [
"library",
"multiplayer",
"storage",
"survival",
"technology"
],
"type": "mod",
"website": "https://github.com/fluxionary/minetest-smartshop"
}
|
**Title:** Advanced Lightsabers
**Description:**
**Details:**
Adds Lightsabers with 3 hilt varieties and 3 colors: Single Bladed, Crossguarded, and Double Bladed. There is no difference in damage between them so mix and match colors however you like.
***Crafting recipes are in the images above.* ***
Features:
- 12 Possible Lightsaber designs
- Force Abilities
- Lightsaber Throwing
- Parrying
- More to come.
Note: It's pretty much required to have the force_abilities privilege to make a Lightsaber, as you can't bond/bleed a Kyber Crystal without it. You could also spawn one in or steal a Crystal from someone who already has a bonded/bled Crystal.
Lightsaber battles are a game of skill. You can hold Left Mouse Button to block attacks from other Lightsaber users. Before battling you should have a Force Ability chosen. It's not a good idea to try and switch between them in battle.
Force Abilities:
You can only use on at a time, Switch between active Abilities via Force Menu (Forward+Backward+Left Click).
- Force Jump: Jump an increased height. Sneak + Jump. 20 Second Cooldown
- Force Push: Push Players away, potential fall damage. Sneak + Left Click . 30 Second Cooldown
- Force Choke: Suspend Players in the air and slowly drain their health. Sneak + Left Click. 60 Second Cooldown
- Force Dash: Boost forward in short but quick burst. Sneak+Forward+Backward . 20 Second Cooldown
- Force Heal: Heal yourself by 4 hearts. Sneak+Right Click . 60 Second Cooldown
- Force Stun: Freeze another Player in place for 5 seconds. Sneak + Left Click. 60 Second Cooldown
# Future updates are planned, but likely won't happen for a while, other than adjustments and bug fixes.
**Tags:** jam_combat_mod, pvp, tools
**Repository:** https://github.com/ElCeejoYT/adv_lightsabers
**License:** GPL-3.0-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 4397,
"license": "GPL-3.0-only",
"package_id": "ElCeejo/adv_lightsabers",
"repo": "https://github.com/ElCeejoYT/adv_lightsabers",
"tags": [
"jam_combat_mod",
"pvp",
"tools"
],
"type": "mod",
"website": null
}
|
**Title:** The Lower Road
**Description:**
**Details:**
# thelowerroad
The Lower Road (a Minetest Mod)
====================
Adds a long road from -Z to +Z to the world, during world-generation.
The road partially follows the terrain and tunnels through higher ground otherwise.
The road materials depend on the environment.
Small amounts of loot can be found in little buildings beside the road.
Per default the road will be generated at around x = 100.
Version: 1.2
License: The MIT License (MIT)
Dependencies: default, stairs, farming (found in minetest_game)
Optional Dependencies: lualandmg?
Download from: https://github.com/Distributed-DeadLock/thelowerroad
Compatibility with Mapgens:
generally works with all mapgens which provide a heightmap via minetest.get_mapgen_object
works better when a heatmap is provided as well.
Fully compatible with : v5, v7, flat, fractal, valleys, lualandmg
Compatible with slightly different behaviour with: v6
Not compatible with singlenode unless you provide at least a heightmap in the corresponding lua-mapgenerator,
see https://github.com/SmallJoker/lualandmg/blob/b72ef91/init.lua#L97-L109 for an example on how to provide heightmap and heatmap properly.
Installation
------------
Unzip the archive, (optionally rename the folder to thelowerroad) and
place it in minetest/mods/
Activate this mod when generating a new world.
The road is generated during world-generation, so
activating it on already existing worlds might not generate one.
Check the advanced configuration-section of Minetest to change the configurable parameters.
For further information or help see:
http://wiki.minetest.com/wiki/Installing_Mods
**Tags:** mapgen, transport
**Repository:** https://github.com/Distributed-DeadLock/thelowerroad
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 1819,
"license": "MIT",
"package_id": "Deadlock/thelowerroad",
"repo": "https://github.com/Distributed-DeadLock/thelowerroad",
"tags": [
"mapgen",
"transport"
],
"type": "mod",
"website": null
}
|
**Title:** Good Torch
**Description:**
**Details:**
# This is awful (probably).
The flashlight mod with brightness linearly decreasing with distance and ray casting.
Textures: made by me.
Sounds: also by me.
Some of the code: by the illumination mod, but heavily changed.
Some more of the code: by ApolloX (thank you once again).
**Tags:** tools
**Repository:** https://github.com/LissoBone/goodtorch.git
**License:** GPL-3.0-or-later
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 2153,
"license": "GPL-3.0-or-later",
"package_id": "LissoBone/goodtorch",
"repo": "https://github.com/LissoBone/goodtorch.git",
"tags": [
"tools"
],
"type": "mod",
"website": null
}
|
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.