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**Title:** Whiter List **Description:** **Details:** ### Description: Adds a simple player whitelist. Any player names not found in the whitelist are denied access to the server. Forked from ShadowNinja's original [White List](https://forum.minetest.net/viewtopic.php?t=8434). ### Licensing: - Code: [MIT](https://github.com/AntumMT/mod-whitelist/blob/master/LICENSE.txt) ### Usage: Whitelist can be updated by editing *whitelist.txt* in the world directory or by issuing the following in-game commands. The *ban* privilege is required for issuing chat commands. The *whitelist.txt* file is reloaded whenever a player attempts to log on. So it can be edited without the need to restart the server. ##### Chat commands: ``` /whitelist [<command> <name>] - Manages the whitelist. - Without parameters: displays all whitelisted names - parameters: - command: - query: checks if a name is whitelisted - add: adds a name to whitelist - remove: removes a names from whitelist - name: name of player ``` ##### Settings: ``` whitelist.enable - Enables/Disables denying access to users not on the whitelist. - type: bool - default: true whitelist.message - Message displayed when access is denied. - type: string - default: This server is whitelisted and you are not on the whitelist. ``` ### Requirements: - Minimum Minetest version: 5.0.0 - Depends: none - Optional depends: none ### Links: - [Changelog](https://github.com/AntumMT/mod-whitelist/blob/master/changelog.txt) - [TODO](https://github.com/AntumMT/mod-whitelist/blob/master/TODO.txt) ### Alternative mods: - [![blacklist_name](https://content.luanti.org/packages/ANAND/blacklist_name/shields/title/)](https://content.luanti.org/packages/ANAND/blacklist_name/) - [![whitelist](https://content.luanti.org/packages/Zughy/whitelist/shields/title/)](https://content.luanti.org/packages/Zughy/whitelist/) ### Similar mods: - [![anti_join](https://content.luanti.org/packages/BlueR23/anti_join/shields/title/)](https://content.luanti.org/packages/BlueR23/anti_join/) **Tags:** multiplayer, server_tools **Repository:** https://github.com/AntumMT/mod-whitelist **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 1204, "license": "MIT", "package_id": "AntumDeluge/whitelist", "repo": "https://github.com/AntumMT/mod-whitelist", "tags": [ "multiplayer", "server_tools" ], "type": "mod", "website": null }
**Title:** Tell **Description:** **Details:** It happens all the time (to me anyways), you join a server needing to tell someone something, but they aren't online. Sure, some servers have an email/mailbox system, but for many, such systems are overly complex. That's why I made tell. Tell introduces a single command, `/tell` (note: if you have `mesecons_commandblock`, the command is renamed to `/tellafk` due to a conflict). It accepts the same parameters as does `/msg`, however, it does not require that the player be online. Instead, it registers the message sent (as well as the time the message was sent) to be shown next time the player specified is active. Whenever a player joins or sends a chat message, tell checks its internal table of messages and displays any that were meant for the player. This is useful both when you don't know when a player will come back online, or when a player is AFK (as the message is not shown until they send another chat message). __Warning:__ If you accidentally enter the wrong player username, the message will be stored anyway (even if the specified player has never joined before). Tell also has a simple API, documented in [API.md](https://github.com/octacian/tell/blob/master/API.md). **Tags:** multiplayer, tools **Repository:** https://github.com/octacian/tell **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 1748, "license": "MIT", "package_id": "octacian/tell", "repo": "https://github.com/octacian/tell", "tags": [ "multiplayer", "tools" ], "type": "mod", "website": null }
**Title:** Account Manager **Description:** **Details:** Automatically create accounts in bulk, and export a report to .CSV or .HTML. From .HTML, you can create a .PDF using your web browser. There's also a setting to disable normal user creation, requiring users to use the accounts you created. Coming soon: all player management Also see [Classroom](https://content.luanti.org/packages/rubenwardy/classroom/) ## Settings * `accountmgr.allow_user_register`: Default true. If enabled, users can create an account. Setting this to false is desirable when you're using bulk account creation and don't want users to be able to create their own accounts. ## Bulk Account Creation ### Show the GUI Grant yourself the server privilege, and then run the chatcommand: /grantme server /accounts ### Importing You can import users from a .csv file by placing it in the world directory, selecting it in the "Import from CSV" list, and clicking import. This .csv file can be as simple as a list of player names: player1 ruben.ward Or you can also include privileges and notes: player1, fly fast player2, kick ban, A note Notes are freeform text, and will appear in the account report ### Editing Users When you click "Save" in the Create/Update section, it'll copy the fields into the user list. If the user exists, it'll be overridden. Otherwise, a new user will be created in the list. You can click a row in the list to copy from the user list to the fields. To copy a user, you can click it in the user list, change the name, and then click save. Clicking Delete will delete the user with the given name. ### Exporting Click "Create Accounts" to create/update the users and generate the reports. The reports will be placed in the world directory. The file name will be `new-users-DATE-TIME` where DATE and TIME is when the report was created. Passwords are only saved to plaintext in the report. It's not possible to generate the report again unless you change all the passwords as well. To create a PDF file. open the HTML file up in your web browser (Chrome/Firefox/Edge) and print it (File > Print, Ctrl+P). Select "Save as PDF" or "Print as PDF" as the printer, and then click print. Make sure to keep the report safe. **Tags:** education, server_tools **Repository:** https://gitlab.com/rubenwardy/accountmgr **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 792, "license": "MIT", "package_id": "rubenwardy/accountmgr", "repo": "https://gitlab.com/rubenwardy/accountmgr", "tags": [ "education", "server_tools" ], "type": "mod", "website": null }
**Title:** No Lag **Description:** **Details:** # No Lag This mods remove lag on minetest servers. April fool's joke, removes chat messages containing the word "lag", eventually kick players complaining too much 😅 **Tags:** april_fools, server_tools **Repository:** https://github.com/AFCMS/no_lag **License:** GPL-3.0-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 194, "license": "GPL-3.0-or-later", "package_id": "AFCM/no_lag", "repo": "https://github.com/AFCMS/no_lag", "tags": [ "april_fools", "server_tools" ], "type": "mod", "website": null }
**Title:** Mudsling **Description:** **Details:** ### Usage Simply rightclick to launch yourself. Direction is similar to the "Slimesling" from Minecraft's Tinker's Construct mod (opposite your facing direction). Leftclicking will change the sling's power, and shift-leftclicking will display the sling's power HUD element. Pressing shift mid-flight will cancel your current trajectory, allowing you to sling again! ### Crafting #### Minetest_Game Make a "Y" pattern of dirt_with_grass nodes on a 3x3 crafting grid and place a bucket of water in the top-middle #### Nodecore Pummel a wet sponge and dirt together with your strongest mallet. **Tags:** hud, jam_weekly_2021, tools **Repository:** https://github.com/Avicennia/mudsling **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 1073, "license": "MIT", "package_id": "Avicennia_g/mudsling", "repo": "https://github.com/Avicennia/mudsling", "tags": [ "hud", "jam_weekly_2021", "tools" ], "type": "mod", "website": null }
**Title:** Custom Chat Prefixes **Description:** **Details:** # Custom Chat Prefixes ## Overview Custom Chat Prefixes allows players to set personalized prefixes for their chat messages. It offers the functionality for players with specific privileges to assign prefixes to others and to utilize reserved prefixes. The tool also modifies the `/tell` and `/msg` commands to include these custom prefixes in direct messages. ## Features - Personalized chat prefixes with color options. - Capability to clear existing chat prefixes. - Altered `/tell` and `/msg` commands for displaying custom prefixes in direct messages. - Reserved prefixes for administrative roles, configurable through the `restricted_prefixes` setting. - Functionality to assign prefixes for other players (administrative privilege required). ## Commands 1. **/prefix get**: Shows your current prefix. 2. **/prefix set \<prefix> [color]**: Assigns a new chat prefix with an optional color. 3. **/prefix set_player \<player_name> \<prefix> [color]**: Assigns a chat prefix to another player (administrative privileges required). 4. **/prefix clear**: Removes your current chat prefix. 5. **/prefix clear \<player_name>**: Removes the chat prefix of another player (administrative privileges required). ## Usage Examples To assign a custom prefix: ``` /prefix set AwesomePrefix #FF00FF ``` To remove your prefix: ``` /prefix clear ``` To assign a prefix to another player (as an administrator): ``` /prefix set_player Player2 CoolPrefix #00FFFF ``` To send a direct message incorporating your prefix: ``` /msg Player2 Hello there! ``` ## Configurable Settings - **restricted_prefixes**: A comma-separated list of prefixes that are reserved for administrative use. These prefixes cannot be set by regular players. This setting can be modified in the `minetest.conf` file. ## Dependencies - Version 5.0.0 or later of the game engine. - `mcl_commands` for conditional command override (optional). --- Enhance your chat experience with Custom Chat Prefixes! **Tags:** chat **Repository:** https://github.com/JamesClarke7283/custom_chat_prefixes **License:** GPL-3.0-or-later
Luanti ContentDB
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**Title:** Cycle Limit **Description:** **Details:** # Cycle Limit (`cycle_limit`) Makes switching between inventory slots take time. ## About Cycle Limit only depends on [`modlib`](https://github.com/appgurueu/modlib). Code by Lars Mueller aka LMD or appguru(eu) and licensed under the MIT license. Part of the Limit Series: [`item_limit`](https://github.com/appgurueu/item_limit), [`place_limit`](https://github.com/appgurueu/place_limit) and [`cycle_limit`](https://github.com/appgurueu/cycle_limit) ## Features * When switching between inventory slots, the item you are switching to will be "hidden" * A bar appears showing you the time left, and after it's over (or if you switch again) the hidden items reappear * During switching you can only use your hand * Hidden items are not lost if the server crashes * `cycle_limit` priv allows evasion * Alternative mode works by granting/removing `interact` * To prevent players from having interact, revoke both `interact` and `interact_mods` Known issues: * The item is temporarily removed from the inventory * Can't be circumvented because else `get_wield_item` would return item that is being switched to * Accordingly, it can't be seen ## Screenshot ![Screenshot](screenshot.png) ### Links * [GitHub](https://github.com/appgurueu/cycle_limit) * [Discord](https://discordapp.com/invite/ysP74by) * [ContentDB](https://content.luanti.org/packages/LMD/cycle_limit) * [Minetest Forum](https://forum.minetest.net/viewtopic.php?f=9&t=24614) ## Configuration Configuration can be found under `<worldpath>/conf/cycle_limit.json`. Default configuration: ```json { "name": "Switching", "duration": 2, "color": "545AA7", "interact": true } ``` * `name` is the timer name * `duration` is the time it takes to switch in seconds * `color` is a hex color (but without `#`) * `interact` is a boolean indicating whether the `interact` privilege should be revoked **Tags:** inventory, survival **Repository:** https://github.com/appgurueu/cycle_limit **License:** MIT
Luanti ContentDB
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**Title:** Holoemitter **Description:** **Details:** Digilines holographic emitter Create and react to holograms configured with digiline commands **Note**: use on multiplayer servers on your own risk! (Some parameters are passed to the minetest-api unsanitized) ## Examples More examples: https://github.com/BuckarooBanzay/holoemitter/blob/master/readme.md ### Rotating sam **Note**: needs the `player_api` mod (included in the `minetest_game`) ```lua if event.type == "program" then digiline_send("holoemitter", { command = "emit", pos = { x=2, y=2, z=0 }, id = "my_entity_id", properties = { visual = "mesh", mesh = "character.b3d", visual_size = {x=1,y=1}, textures = {"character.png"}, automatic_rotate = 1, glow = 10, physical = false, collide_with_objects = false, pointable = true, nametag = "test" } }) end ``` ### Display text **Note**: needs the `display_modpack` to work ```lua if event.type == "program" then digiline_send("holoemitter", { command = "reset" }) digiline_send("holoemitter", { command = "emittext", pos = { x=0, y=2, z=0 }, id = "my_entity_id", text = "Test", size_x = 2, size_y = 1, rotation = { x=0, y=0, z=0 } }) end ``` **Tags:** decorative, technology **Repository:** https://github.com/BuckarooBanzay/holoemitter.git **License:** MIT
Luanti ContentDB
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**Title:** Simple Dialogs **Description:** **Details:** Simple Dialogs is NOT a stand alone entity mod, rather it is an add on that is designed to be (rather easily) integrated with other entity mods. TenPlus1 has very generously already integrated simple_dialogs into his mobs_redo/mobs_npcs. So if you wish to try it out you can use his mod: [mobs_npc](https://content.luanti.org/packages/tenplus1/mobs_npc). Simple Dialogs allows you to create conversation trees (dialogs) for any entity. And those dialogs are created using only a simple in game text file. No API or LUA programming required. ![](https://i.imgur.com/ZT0f08M.png) This means that any player who has ownership of an npc can create their own customized dialogs for that npc. A player building a shop can write a dialog for the npc shop keeper. A player who builds a huge castle can craft their own custom dialog for the guard at the gate to tell people about the castle. AND, since the control mechanism is just text, the players have no direct lua access, avoiding some security risks. Of course, dialogs can be used by the server owner/game designer as well. They can create individually customized dialogs for npcs in the same manner that any player can. BUT, they can also add a text file containing a dialog to the game folder, and have it automatically uploaded to specific kinds of entities whenever they are spawned. So, how does all of this work? The heart and key to simple dialogs is the dialog control text. Which, at it's simplest, looks something like this: ``` ===Start Shiver me timbers, but you caught me by surprise matey! What be ye doin here? Arrrgh! This be no fit place for land lubbers! >name:What is your name >arrg:Why do pirates always say Arrrgh? >treasure:I'm looking for treasure. Can you tell me where the treasure is? >rude:What's got you so cranky? Did a beaver chew on your wooden leg? ``` ## TOPICS The dialog starts with a topic, a topic is any line that has an equal sign "=" in position one. Every dialog file must have at least one START topic. Topics are not case sensitive, and any characters besides letters, digits, dashes, and underscores are removed. Start, start, st art, and START will all be treated the same by simple dialogs. This also means all equal symbols will be removed. Every topic must start with one equal sign, I like three, I think it makes them stand out more, but it doesn't matter how many equal signs you have at the begining, as long as you have at least one, in position one. You can also add a "weight" to a topic line if you wish, we will talk more about that later. Following the topic will be the dialog you want the character to say. This can be as long or as short as you wish. Just don't start any lines with "=", ":", or ">" in position one. NOTE: Everything BEFORE the first =START topic will be ignored. If you want to set variables before the beginning of your dialog, set them in the =START topic, and then use :goto begin (or whatever you want to name the first visible dialog) to direct to the beginning ## REPLIES After the dialog will come the replies. Replies all start with a greater than sign ">" in position one. Followed by a target, followed by a colon, then by the text of the reply. The target is the dialog topic you want to go to next. ``` >name:What is your name ``` So in the above reply, the target is "name", and the display field is "What is your name" "What is your name" will be displayed in the reply area, and if the user clicks on it, the dialog will move to the "name" topic. There is one special target, "end", that does NOT go to another dialog topic, instead it closes the formspec and ends the conversation. ## ADDING MORE TOPICS Of course, every "target" in a reply must have a corresponding topic to go to. So lets expand our dialog with another topic: ``` ===Start Shiver me timbers, but you caught me by surprise matey! What be ye doin here? Arrrgh! This be no fit place for land lubbers! >name:What is your name >arrg:Why do pirates always say Arrrgh? >treasure:I'm looking for treasure. Can you tell me where the treasure is? >rude:What's got you so cranky? Did a beaver chew on your wooden leg? >end:Good bye. ===name My name be Davey Jones. Not that it be any business of a bildge rat like you! >bildge rat:What's a bildge rat? >arrg:Why do pirates always say Arrrgh? >treasure:I'm looking for treasure. Can you tell me where the treasure is? >rude:What's got you so cranky? Did a beaver chew on your leg? ``` Now we have created the "Name" topic. So, if the player clicks on "What is your name" in the start section, the dialog will move to the "name" section and display that. You keep adding topics until every possible path through the dialog has a dialog topic for it. It is very important that you do NOT have reply targets that do not actually match up with a dialog topic. If you do, your dialog will not work. ## WEIGHTED TOPICS It is possible to have multiple topics with the same topic name. When you do that, simple_dialogs will chose randomly which topic is shown. Example: ``` ===Start I am the mystic of the temple. Do you have a question? >dragon:Where does the dragon live and how can I defeat him? >end:No thank you, I'm just looking around. ===Dragon You do not appear wise enough to handle the answer to that question. >start:I really need to know the answer though! >end:Oh well, good bye then! ===Dragon You ask the wrong questions. Go and gain more wisdom first, perhaps study with the master of trees in the crystal forest, then come and ask again. >start:I dont have TIME to go find another mystic, I need to know now! >end:I will go and seek for more knowledge then. ===Dragon Hmmm, I think you are foolish to ask this question, but wisdom comes through hard trials. The dragon lives on the black mountain in the land of the elves. As for how to defeat him? Ask the elves. >end:Thank you! ``` So in the above dialog, if the player clicks on "Where does the dragon live and how can I defeat him?" He will get one of three possible responses randomly. Each just as likely to come up as the others. BUT, what if you wanted to change the odds of which topic shows up? Well, that is actually quite easy to do. You just add a weight (in parenthesis) after the topic name. like below: ``` ===Dragon(4) You do not appear wise enough to handle the answer to that question. >start:I really need to know the answer though! >end:Oh well, good bye then! ===Dragon(3) You ask the wrong questions. Go and gain more wisdom first, perhaps study with the master of trees in the crystal forest, then come and ask again. >start:I dont have TIME to go find another mystic, I need to know now! >end:I will go and seek for more knowledge then. ===Dragon(1) Hmmm, I think you are foolish to ask this question, but wisdom comes through hard trials. The dragon lives on the black mountain in the land of the elves. As for how to defeat him? Ask the elves. >end:Thank you! ``` so, in the above example, the first "dragon" topic has a weight of 4, the second 3, and the last one 1. When going to the dragon topic, simple_dialogs will roll a random number between 1 and 8 (4+3+1=8) If the number comes up 1-4, the first Dragon topic will show. If it comes up 5-7, the second topic will show. And only if the number comes up 8 will the last topic show. ## VARIABLES You can use variables in your dialogs. Variables should be enclosed in at sign brackets, like this: @[playername]@ Variables are not case sensitive, and all characters other than letters, numbers, underscore, dash, and period are stripped out. So @[PlayerName]@, @[playername]@, and @[Player Name]@ are all the same. The variable playername is set by simple_dialogs and will always be available. Other variables may be set by the entity mod using simple_dialogs. Such as @[NPCNAME]@ or @[Owner]@ And you can set your own variables (more on that later) An example of using a variable in a dialog: ``` ===Start Hello @[playername]@. I am the wizard Fladnag. I forsaw that you would come to see me today. >tower:Tell me about your tower please? >spell:Will you cast a spell for me? >end:I prefer not to meddle in the affairs of wizards, for they are subtle and quick to anger. ``` When the above dialog is displayed @[playername]@ will be replaced by the actual playername. ### Variable persistence * Variables for each npc will persist between different dialog sessions. See notes on the command SET for details on how to make variables player specific. * Whenever you click the "Save & Test" button, the dialog is rebuilt, and all the variables are reset. In order to test variables that should persist between dialog sessions, use the "Test (without save or resetting variables)" button. ## CONCLUSION Combining topics, commands, and replies can allow you to create some really complex simple_dialogs. (yes, just wallow in the oxymoron and enjoy it!) You can find some example dialog scripts in the simple_dialogs mod folder. They are all have names in the format of sd-*.txt <https://github.com/Kilarin/simple_dialogs> <https://github.com/Kilarin/simple_dialogs/blob/main/sd-guard.txt> <https://github.com/Kilarin/simple_dialogs/blob/main/sd-pirate.txt> <https://github.com/Kilarin/simple_dialogs/blob/main/sd-test-npc.txt> **Tags:** mobs **Repository:** https://github.com/Kilarin/simple_dialogs.git **License:** MIT
Luanti ContentDB
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**Title:** Tardis **Description:** **Details:** This mod is no longer maintained: check out the fork [here](https://content.luanti.org/packages/Skivling/drwho_tardis/) instead. **Tags:** technology, transport **Repository:** https://github.com/PiDemon/Taridis_New.git **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 3901, "license": "MIT", "package_id": "cool_beans/tardis_new", "repo": "https://github.com/PiDemon/Taridis_New.git", "tags": [ "technology", "transport" ], "type": "mod", "website": null }
**Title:** Doors Redo **Description:** **Details:** Doors Redo replaces the default doors mod and adds the following features: - Lock Tool that can flip all doors between open, locked and protected. - Keys can still be used to allow fellow players to open your locked doors and chests. - Doors, Trapdoors and Fence Gates have Mesecons support baked-in (disable 'mesecons_doors' mod). - Registered doors only require 2x nodes instead of the default 4. - Adds two new decorative doors and one decorative trapdoor. Note: A protection mod is required when using protected door option. **Tags:** multiplayer, survival, tools **Repository:** https://codeberg.org/tenplus1/doors **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 38086, "license": "MIT", "package_id": "TenPlus1/doors", "repo": "https://codeberg.org/tenplus1/doors", "tags": [ "multiplayer", "survival", "tools" ], "type": "mod", "website": null }
**Title:** Minetest Classic **Description:** **Details:** # Minetest Classic This game is a recreation of the classic Minetest-c55 0.3 gameplay, including: * Original textures * All four mobs¹ * Identical items, crafting recipes, dig times; closely matched ore distribution Unlike the original it has (optional) support for: * Sounds * PvP * Localization * Engine features such as the modern skybox, waving or shadows * Modern creative inventory and per-player creative mode To enable some of the modern features check out "Modernize flags" in the settings menu. **¹**: Fireflies do not spawn naturally and are only available in creative mode. ## Credits Thanks to Perttu Ahola (celeron55) `<[email protected]>` and other random contributors for making Minetest-c55 0.3 what it is. This game was written by sfan5 `<[email protected]>` in exactly three weeks up to the initial commit in this git repo. **Tags:** building, creative, survival **Repository:** https://github.com/sfan5/minetest_classic **License:** LGPL-2.1-or-later
Luanti ContentDB
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**Title:** Cloud Items **Description:** **Details:** Adds powerful cloud tools for Minetest. Stronger than diamond and other materials. ## A remaster will be done soon. For now, this is just "yet another ore mod". ## Features Take a look at this mod's features.<br> Have any questions/comments? Submit an [issue](https://github.com/minetest-mods/cloud_items/issues/new) or [contact me](mailto:[email protected]). ### Difference beetwen normal ores This "ore", doesn't spawn underground!<br> Instead, it spawns at the sky; that's why it's called "cloud". An ore will be spawned somewhere in the schematic!<br> You'll have certain probabilities to have an ore or not! - For small clouds: 2.5% of getting an ore per node. - For medium clouds: 5% of getting an ore per node. - For big clouds: 7.5% of getting an ore per node. ### Types of cloud There are 4 types of cloud: - Normal cloud - Hard to find. - You may find from 1 to 4 ores. - Stronger than diamond. - Damage: 11 - Can kill players with 2 hits. - Spawns at 200 blocks and above. - Cloud star (comming soon) - Difficult to find. - You may find from 1 to 4 ores. - Stronger than cloud and diamond. - Damage: 12 - Can kill players with 2 hits. - Spawns at 350 blocks and above. - Cloud meteor (comming soon) - Very hard to find. - You may find from 1 to 3 ores. - Stronger than cloud (star) and diamond. - Damage: 14 - Can kill players with 2 hits. - Spawns at 500 blocks and above. - Cloud comet (comming soon) - Very difficult to find. - You may find only 1 ore. - Stronger than all materials. - Damage: 17 - Very strong, can kill a player with 2 hits. - Spawns at 800 blocks and above. ## Requirements Cloud Items is currently tested with Minetest 5.4.0-dev.<br> Issues may arise if you use older or newer versions. It shall work with MT 5.0.0 and above, though. ## License See [`LICENSE.md`](https://github.com/minetest-mods/cloud_items/blob/master/LICENSE.md) for full information. ## Credits Credits to (in no particular order): - Various Minetest developers/contributors - [Brett O'Donnell](https://github.com/cornernote) - For the function to load an schematic. **Tags:** building, mapgen, tools **Repository:** https://github.com/minetest-mods/cloud_items **License:** LGPL-2.1-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 5602, "license": "LGPL-2.1-or-later", "package_id": "Panquesito7/cloud_items", "repo": "https://github.com/minetest-mods/cloud_items", "tags": [ "building", "mapgen", "tools" ], "type": "mod", "website": null }
**Title:** Spawners **Description:** **Details:** # DEPRECATED USE [X_SPAWNERS_MOBS](https://content.luanti.org/packages/SaKeL/x_spawners_mobs/) INSTEAD ## This package has been refactored and moved to a new mod. There will be no more updates. Adds multiple spawner blocks. There ara no ABM's used and this modpack is developed with focus on the best multiplayer online server performance. Currently it works with Animalia, Mobs Animal and Mobs Monster, but other mob mods can be easily added via API. ## Spawners Ores ## Let the player craft ore Spawners. Ores are spawning randomly in a short intervals and you get 10% more ores from inputed ingots. Ores are spawning only in default:stone so make sure there is one around. This MOD is giving the option of creating lumps back from ingots. ## Spawners Mobs ## Let the player craft Mob Spawners. Mobs are spawning randomly in a short intervals. This MOD is giving the option of creating mob farms and grinders. ## Spawners Environmental ## Adds environmental spawners to the map. When enabled, the spawners will be added to newly generated Dungeons and Temples. They are dropping a real mob spawner by change (very small chance). **Tags:** mobs, survival **Repository:** https://bitbucket.org/minetest_gamers/spawners **License:** LGPL-2.1-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 4773, "license": "LGPL-2.1-or-later", "package_id": "SaKeL/spawners", "repo": "https://bitbucket.org/minetest_gamers/spawners", "tags": [ "mobs", "survival" ], "type": "mod", "website": null }
**Title:** Loot Crates **Description:** **Details:** Adds 3 tiers of Loot Crate that can be found across the world. **Common Loot Crates** can be found above ground with basic loot like torches. **Uncommon Loot Crates** can be found in caves with mid-tier loot like steel ingots. **Rare Loot Crates** can be found in deep caves with high-tier loot like diamonds. There are not many items available for Loot Crates by default, but they can be easily added. ``` loot_crates.register_loot(rarity, loot) -- rarity is a string, and can be "common", "uncommon", or "rare". -- loot is table with two values, name, and max_count. name is the -- item string of the name you want to add to the loot table, and -- max_count is the maximum amount of this item that can be spawned. ``` If you have a suggestion for a mod and/or items to be supported by default, leave them [here.](https://github.com/ElCeejo/loot_crates/issues) **Tags:** adventure__rpg, jam_weekly_2021, survival **Repository:** https://github.com/ElCeejo/loot_crates **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 2731, "license": "MIT", "package_id": "ElCeejo/loot_crates", "repo": "https://github.com/ElCeejo/loot_crates", "tags": [ "adventure__rpg", "jam_weekly_2021", "survival" ], "type": "mod", "website": null }
**Title:** Disco trains **Description:** **Details:** ******** There are varieties of colors of subway train. Avaliable colors: 1.Red 2.Green 3.Blue 4.Black 5.Gray 6.White *********** **Tags:** transport **Repository:** https://gitlab.com/h2mm/disco_trains **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 1687, "license": "MIT", "package_id": "sivarajansam/discotrains", "repo": "https://gitlab.com/h2mm/disco_trains", "tags": [ "transport" ], "type": "mod", "website": null }
**Title:** Biome Lib **Description:** **Details:** The biome spawning and management library for Plantlife **Tags:** environment, mapgen **Repository:** https://github.com/mt-mods/biome_lib **License:** LGPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 59081, "license": "LGPL-3.0-only", "package_id": "mt-mods/biome_lib", "repo": "https://github.com/mt-mods/biome_lib", "tags": [ "environment", "mapgen" ], "type": "mod", "website": null }
**Title:** Dreambuilder Game **Description:** **Details:** # Overview Dreambuilder is my attempt to give the player pretty much everything they'll ever want to build with, and all the tools they should ever need to actually get the job done. Of course, needs change, but this game should be a pretty good start! This game is in use on [my Creative server](https://forum.minetest.net/viewtopic.php?f=10&t=4057) and on [my Survival server](url=https://forum.minetest.net/viewtopic.php?id=7017), which also have extra mods installed for their specific needs (admin stuff mostly). They should give you a pretty good idea nonetheless. Expect lag, as they're both significantly-developed multiplayer servers, after all. ## # What's in it? What's changed from the default stuff? * The complete Plantlife Modpack along with More Trees add a huge amount of variation to your landscape (as a result, they will add mapgen lag). Active spawning of Horsetail ferns is disabled by default, and I've added papyrus growth on dirt/grass with leaves (using a copy of the default growth ABM). * This game includes RealBadAngel's Unified Inventory mod, which overrides minetest_game's default inventory to give you a much more powerful user interface, with crafting guide, bags, and much more. * The default hotbar HUD holds 16 items instead of 8, taken from the top two rows of your inventory. You can use [icode]/hotbar ##[/icode] (8, 16, 24, or 32) to change the number of slots. Your setting is retained across restarts. * The default lavacooling code has been supplanted by better, safer code from my Gloop Blocks mod. That mod also provides stone/cobble --> mossy stone/cobble transformation in the presence of water. * An extensive selection of administration tools for single-player and server use are included, such as areas, maptools, worldedit, xban, and more. * A few textures here and there are different from their defaults. * By way of Technic, all locked chests use a padlock in their recipes instead of a steel ingot. Most other locked items work this way, too. * The mapgen won't spawn apples on default trees, nor will they appear on a sapling-grown default tree. Only the *real* apple trees supplied by the More Trees mod will bear apples (both at mapgen time and sapling-grown). While on that subject, apples now use a 3d model instead of the plantlike version. ##   # Okay, what else? There's way too much to list here :-) but as of February 2021, this game has a total of 208 mods (counting all of the various components that themselves come as part of some modpack, such as mesecons or homedecor) and supplies over 3100 items in the inventory/craft guide (there are tens of thousands of unique items in total, counting everything that isn't displayed in the inventory)! ### Your Inventory Display This game, as previously mentioned, replaces the standard inventory with Unified Inventory, which almost defies description here. Unified Inventory includes waypoints, a crafting guide, set/go home buttons, set day/set night buttons, a full creative inventory on the right if you're playing in that mode - and you only have to click/tap the item once to get the it, instead of multiple clicks/drag and drop, a trash slot, a clear all inventory button, a search feature for the inventory, and more. Basically, you just need to use it a few times and you'll find yourself wondering how you ever got along with the standard inventory! ### The Table Saw This game uses the More Blocks mod, which comes with Sokomine's Stairsplus, with its table saw component. This mod replaces the traditional method of creating stairs, slabs, and the like: rather that crafting a stairs block by placing several of the material into your crafting grid, you must first craft a table saw, place that on the ground, and then use that to shape the material you had in mind. It can create dozens of shapes, including the standard stairs and slabs. Give it a try and see for yourself! ### Land Ownership This game uses ShadowNinja's areas mod for land protection, and also has cheapie's areasprotector, which supplies simple protection blocks, using areas as the backend. For more info on the areas mod, visit [the forum thread for it](https://forum.minetest.net/viewtopic.php?t=7239). cheapie's mod can be found on [her git repository](https://cheapiesystems.com/git/areasprotector/). Of course, these mods are only useful if you're running a multi-player server. ### Is there more? A complete list of mods can be found over there on the right on this page. See [the forum thread](https://forum.minetest.net/viewtopic.php?t=9196) for this game for more details and a list of authors and original source links. ## Dependencies: This game requires Minetest 5.4.0 or later. ## Hardware requirements: This game defines a very large number of items and produces a well-detailed landscape, and so it requires a significant amount of resources. At least a 2 GHz dual core CPU and 4 GB free RAM are required for good performance. If you use my HDX texture pack, you'll need a LOT more RAM. This game is NOT recommended for use on mobile devices (though some newer devices, say from mid-2018 or later, may work okay). Depending on the conditions of the world, this game may take as much as 2 minutes to start, during which time you may see the hotbar and hand, but all-grey window content where the world should be. Just wait it out, it will eventually start. ## License: Each of the base mods in this game retains the standard licenses their original authors assigned, even if the license file is missing from the archive. For all of my Dreambuilder-specific changes and their related assets, LGPL 3.0 for code, CC-by-SA 4.0 for media and such. ## Open Source Software This game is open source, or at least as much so as I have control over. **Tags:** building, creative, decorative **Repository:** https://github.com/mt-mods/dreambuilder_game **License:** AGPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 48486, "license": "AGPL-3.0-only", "package_id": "mt-mods/dreambuilder_game", "repo": "https://github.com/mt-mods/dreambuilder_game", "tags": [ "building", "creative", "decorative" ], "type": "game", "website": null }
**Title:** Formspec AST **Description:** **Details:** **This mod provides an API for other mods and is useless by itself.** ## API - `formspec_ast.parse(formspec_string)`: Parses `formspec_string` and returns an AST. - `formspec_ast.unparse(tree)`: Unparses the abstract syntax tree provided and returns a formspec string. - `formspec_ast.interpret(string_or_tree)`: Returns a formspec string after (optionally parsing) and unparsing the formspec provided. - `formspec_ast.walk(tree)`: Returns an iterator (use this directly in a for loop) that will return all nodes in a tree, including ones inside containers. - `formspec_ast.find(tree, node_type)`: Similar to `walk(tree)`, however only returns `node_type` nodes. - `formspec_ast.get_element_by_name(tree, name)`: Returns the first element in the tree with the name `name`. - `formspec_ast.get_elements_by_name(tree, name)`: Returns a list of all the elements with the name `name`. - `formspec_ast.apply_offset(tree, x, y)`: Shifts all elements in `tree`. Similar to `container`. - `formspec_ast.flatten(tree)`: Removes all containers and offsets elements that were in containers accordingly. Note that `scroll_container[]` elements are not flattened. - `formspec_ast.show_formspec(player_or_name, formname, formspec)`: Similar to `minetest.show_formspec`, however also accepts player objects and will pass `formspec` through `formspec_ast.interpret` first. - `formspec_ast.safe_parse(string_or_tree)`: Similar to `formspec_ast.parse`, however will delete any elements that may crash the client (or any I haven't added to the safe element list). The safe element list that this function uses is very limited, it may break complex formspecs. - `formspec_ast.safe_interpret(string_or_tree)`: Equivalent to `formspec_ast.unparse(formspec_ast.safe_parse(string_or_tree))`. - `formspec_ast.formspec_escape(text)`: The same as `minetest.formspec_escape`, should only be used when formspec_ast is being embedded outside of Minetest. ## AST The AST is similar (and generated from) [the formspec element list], however all attributes are lowercase. [the formspec element list]: https://minetest.gitlab.io/minetest/formspec/#elements ### Recent backwards incompatibilities While I try to reduce backwards incompatibilities, sometimes they are necessary to either fix bugs in formspec_ast or for implementing new formspec features. #### April 2023 - The `current_tab` value of tabheader elements is now parsed as a number. #### February 2022 - The value of scrollbars is now a number instead of a string. - The `item`, `listelem`, and `caption` fields are now `items`, `listelems`, and `captions`. The old names still work when unparsing formspecs for now but are no longer used when parsing formspecs. #### March 2021 - The `index_event` value for `dropdown` is now a boolean instead of a string. #### February 2021 - The `close_on_enter` value for `field_close_on_enter` is now a boolean instead of a string. - The `frame_count`, `frame_duration` and `frame_start` values in `animated_image` are now numbers. #### September 2020 - The `style[]` element has a `selectors` field instead of `name`. Using `name` when unparsing formspecs still works, however parsed formspecs always use `selectors`. ### Special cases - `formspec_version` (provided it is the first element) is moved to `tree.formspec_version` (`1` by default). ### `formspec_ast.parse` example *Note that the whitespace in the formspec is optional and exists for readability. Non-numeric table items in the `dump()` output are re-ordered for readability.* ```lua > tree = formspec_ast.parse('size[5,2] ' >> .. 'style[name;bgcolor=blue;textcolor=yellow]' >> .. 'container[1,1]' >> .. ' label[0,0;Containers are fun]' >> .. ' container[-1,-1]' >> .. ' button[0.5,0;4,1;name;Label]' >> .. ' container_end[]' >> .. ' label[0,1;Nested containers work too.]' >> .. 'container_end[]' >> .. ' image[0,1;1,1;air.png]') > print(dump(tree)) { formspec_version = 1, { type = "size", w = 5, h = 2, }, { type = "style", selectors = {"name"}, props = { bgcolor = "blue", textcolor = "yellow", }, }, { type = "container", x = 1, y = 1, { type = "label", x = 0, y = 0, label = "Containers are fun", }, { type = "container", x = -1, y = -1, { type = "button", x = 0.5, y = 0, w = 4, h = 1, name = "name", label = "Label", }, }, { type = "label", x = 0, y = 1, label = "Nested containers work too.", }, }, { type = "image", x = 0, y = 1, w = 1, h = 1, texture_name = "air.png", }, } ``` ### `formspec_ast.flatten` example ```lua > print(dump(formspec_ast.flatten(tree))) { formspec_version = 1, { type = "size", w = 5, h = 2, }, { type = "style", selectors = {"name"}, props = { bgcolor = "blue", textcolor = "yellow", }, }, { type = "label", x = 1, y = 1, label = "Containers are fun", }, { type = "button", x = 0.5, y = 0, w = 4 h = 1, name = "name", label = "Label", }, { type = "label", x = 1, y = 2, label = "Nested containers work too.", }, { type = "image", x = 0, y = 1, w = 1, h = 1, texture_name = "air.png", }, } ``` ### `formspec_ast.unparse` example ```lua > print(formspec_ast.unparse(tree)) size[5,2,]style[name;textcolor=yellow;bgcolor=blue]container[1,1]label[0,0;Containers are fun]container[-1,-1]button[0.5,0;4,1;name;Label]container_end[]label[0,1;Nested containers work too.]container_end[]image[0,1;1,1;air.png] > print(formspec_ast.unparse(formspec_ast.flatten(tree))) size[5,2,]style[name;textcolor=yellow;bgcolor=blue]label[1,1;Containers are fun]button[0.5,0;4,1;name;Label]label[1,2;Nested containers work too.]image[0,1;1,1;air.png] ``` **Tags:** gui, library **Repository:** https://gitlab.com/luk3yx/minetest-formspec_ast **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 15181, "license": "MIT", "package_id": "luk3yx/formspec_ast", "repo": "https://gitlab.com/luk3yx/minetest-formspec_ast", "tags": [ "gui", "library" ], "type": "mod", "website": null }
**Title:** Unicode Text **Description:** **Details:** `unicode_text` provides code to render UTF-8 Unicode text to a pixels table. The resulting pixels table can be written to a file using `tga_encoder`. `unicode_text` can load font files in GNU Unifont hexfont format. README: <https://git.minetest.land/erlehmann/unicode_text> **Tags:** library **Repository:** https://git.minetest.land/erle/unicode_text **License:** AGPL-3.0-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 5313, "license": "AGPL-3.0-or-later", "package_id": "erlehmann/unicode_text", "repo": "https://git.minetest.land/erle/unicode_text", "tags": [ "library" ], "type": "mod", "website": "https://git.minetest.land/erle/unicode_text" }
**Title:** Player Monoids **Description:** **Tags:** player_effects **Repository:** https://github.com/minetest-mods/player_monoids **License:** Apache-2.0
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 16602, "license": "Apache-2.0", "package_id": "Byakuren/player_monoids", "repo": "https://github.com/minetest-mods/player_monoids", "tags": [ "player_effects" ], "type": "mod", "website": null }
**Title:** Travelnet **Description:** **Details:** # Travelnet Enhanced fork of the popular travelnet mod with additional color variants, cleanups and bugfixes ## How this works - craft it by filling the right and left row with glass; place in the middle row (from top to bottom): steel, mese, steel - place the travelnet box somewhere - right-click on it; enter name of the station (e.g. "my house", "center of desert city") and name of the network (e.g. "interesting towns","my buildings") - punch it to update the list of stations on that network - right-click to use the travelbox An unconfigured travelnet box can be configured by anyone. If it is misconfigured, just dig it and place it anew. All stations that have the same network name set and are owned by the same user connect to the same network. ## Protected travelnet destinations Travelnet mod does not include travel permission system but offers an API that can be used to easily implement such restrictions for servers. Example implementation, that works by prefixing the station name with "(P)", can be found from GitHub repository https://github.com/pandorabox-io/pandorabox_custom/blob/master/travel/travelnet.lua (also includes few other travelnet customizations). In this example, the destination is only reachable then if the player accessing it can actually build there (depends on the protection mod). ## Documentation * [API](https://github.com/mt-mods/travelnet/blob/master/doc/api.md) ## License The mod was written by me, Sokomine, and includes small contributions from other contributors. License: GPLv3 (see [`LICENSE`](https://github.com/mt-mods/travelnet/blob/master/LICENSE) for more information) The models and textures as found in the textures/ and models/ folders where created by VanessaE and are provided under the [CC0](https://creativecommons.org/publicdomain/zero/1.0/) license. Exceptions: * `textures/travelnet_top.png` [CC BY-SA 3.0](https://creativecommons.org/licenses/by-sa/3.0/) https://github.com/minetest/minetest_game (`default_steel_block.png`) * `textures/travelnet_bottom.png` [CC BY-SA 3.0](https://creativecommons.org/licenses/by-sa/3.0/) https://github.com/minetest/minetest_game (`default_clay.png`) **Tags:** transport **Repository:** https://github.com/mt-mods/travelnet **License:** GPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 16544, "license": "GPL-3.0-only", "package_id": "mt-mods/travelnet", "repo": "https://github.com/mt-mods/travelnet", "tags": [ "transport" ], "type": "mod", "website": null }
**Title:** Magic Materials **Description:** **Details:** # Magic_materials A mod providing shared resources for my other mods: [bweapons_modpack ](https://github.com/mt-historical/bweapons_modpack), [gadgets_modpack](https://github.com/mt-historical/gadgets_modpack) and possibly others. ![Screenshot](screenshot.png) This mod is not very useful when used by itself, as it only provides a new set of tools, 2 new ores, some decorations and various craftitems (useless without mods mentioned above). ## Recommended mods: - [bweapons_modpack ](https://github.com/mt-historical/bweapons_modpack) - [gadgets_modpack](https://github.com/mt-historical/gadgets_modpack) - [farming_redo](https://notabug.org/TenPlus1/farming) (registers a new hoe if farming is present) - [technic](https://github.com/mt-mods/technic) (integrates new ores with alloying/grinding system in technic) - [craftguide](https://github.com/minetest-mods/craftguide) (to see available crafts) ## License All code is licensed under GPLv3 [link to the license](https://www.gnu.org/licenses/gpl-3.0.en.html) All resources are licensed under CC BY 4.0 [link to the license](https://creativecommons.org/licenses/by/4.0/legalcode) **Tags:** building **Repository:** https://github.com/mt-historical/magic_materials **License:** GPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 11939, "license": "GPL-3.0-only", "package_id": "mt-mods/magic_materials", "repo": "https://github.com/mt-historical/magic_materials", "tags": [ "building" ], "type": "mod", "website": null }
**Title:** VoxeLibre Custom World Skins **Description:** **Details:** # VoxeLibre Custom World Skins This is a skin mod for VoxeLibre (formerly MineClone2). It allows server admins to upload and configure custom player skins in the world folder instead of a mod or game folder. This is so updates to mods or games won't overwrite custom skins. There are no textures provided in this mod. ## First time usage 1. Enable this mod and world folder media for the world. 1. Start and stop the server so that world folder media will initialize. ## Adding Textures 1. Upload a 64x32 png texures to `<my_world>/_world_folder_media/textures` 2. Create or update a skins.txt file in the the `<my_world>` folder to configure the skins. Here's an example: ``` return { { texture = "kitty_mt", gender = "female" }, { texture = "drowned_mt", gender = "male" }, { texture = "panda1_mt", gender = "female" } } ``` In texture = "name", the "name" must be the name of the texture file without the .png file extension. ## Using 64x64 Skins If you want to use MineCraft skins you've found on the internet, you'll need to convert them. Minecraft skins are 64x64 and VoxeLibre only supports 64x32 skins. You can convert them using this tool: https://godly.github.io/minetest-skin-converter/ It will copy the lower half of the 64x64 texture onto the 64x32 texture. See more details here: https://github.com/godly/minetest-skin-converter **Tags:** skins **Repository:** https://gitlab.com/billy.covert/mcl-custom-world-skins.git **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 1466, "license": "MIT", "package_id": "covertiii/mcl_custom_world_skins", "repo": "https://gitlab.com/billy.covert/mcl-custom-world-skins.git", "tags": [ "skins" ], "type": "mod", "website": "https://gitlab.com/billy.covert/mcl-custom-world-skins" }
**Title:** Mobs Skeletons **Description:** **Details:** ### MOBS SKELETONS ![](screenshot.png) **_Adds skeletons._** **Version:** 0.2.0 **Source code's license:** [EUPL v1.2][1] or later. **Multimedia files' license:** see subfolders. **Tags:** mobs, pve, survival **Repository:** https://codeberg.org/tenplus1/mobs_skeletons **License:** EUPL-1.2
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 7987, "license": "EUPL-1.2", "package_id": "TenPlus1/mobs_skeletons", "repo": "https://codeberg.org/tenplus1/mobs_skeletons", "tags": [ "mobs", "pve", "survival" ], "type": "mod", "website": null }
**Title:** Wilhelmines Marinara Mobs **Description:** **Details:** This mod adds marine animals to the oceans of Minetest Game, if you are using the Marinara mod. It also includes some recipes and crafts. Available mobs: -Dolphin -Jellyfish -Nautilus -Octopus -Parrotfish -Sea Mouse -Sea Slug -Sea Urchin -Starfish **Tags:** decorative, mobs, survival **Repository:** https://github.com/Skandarella/marinaramobs.git **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 6122, "license": "MIT", "package_id": "Liil/marinaramobs", "repo": "https://github.com/Skandarella/marinaramobs.git", "tags": [ "decorative", "mobs", "survival" ], "type": "mod", "website": null }
**Title:** yams RPG **Description:** **Details:** yams RPG, or "yams" for short, is yet another mod soup based on Minetest Game that also includes light RPG elements. Players can gain experience points, level up, and spend stat points to become stronger. This game focuses on combat, exploration, and player progression, and there is less emphasis on creative building compared to other games. It is aimed at players that have some familiarity with other voxel survival games. ## Features * A vanilla MTG world augmented with the Extra Biomes mod * Many melee, ranged, and magical weapons to fight mobs with * Rebalanced armor stats * Sprinting and hunger mechanics * Gain EXP and level up by defeating mobs and mining ores * A simple stat system that allows players to choose what to prioritize * Progressive crafting guide that uses the Craft Lookup mod as a base * Familiar mobs that have been tweaked specifically for this game * Many types of food to make and eat * Status effects that can help or hinder players * Many tools provided by various mods that aid in exploration * A detailed in-game manual * Over 50 awards to aim for * ...and some other things for players to discover ## Beginner Tips * Generally, it is best to craft a wooden pickaxe first, then make stone tools shortly after. * The **Craft Lookup** tab is where the crafting guide is located. Add blocks and items to the guide by discovering them, which can be done by picking them up or punching them. * Make sure to gather enough food while exploring. Look for crops growing throughout the world. Certain mobs also drop raw meat when defeated. * Chopping trees, mining ores, and defeating mobs gives EXP. Use stat points gained from leveling up in the **Level Up** tab. Dying causes some loss of progress towards reaching the next level, but inventory is kept. * Many monsters spawn during the night. It is recommended to have a shelter before the sun goes down. * It is very important to know that monsters become stronger at lower depths. Make sure to be prepared! * View the in-game manual for more details. Go to the **More** tab and click **Help**. ## Usage Notes Only the latest stable version of Luanti is officially supported. This game is designed for the **v7** mapgen with floatlands. Other mapgens, except for v6, remain enabled if someone wants to experiment with them. The gameplay has been designed with PC users in mind. Players on mobile platforms may find this game too difficult. Note that many of the mods included in yams RPG have been modified, so do not expect everything to be exactly the same as their ContentDB versions. Try to make sure that your minetest.conf does not have any settings that can interfere with yams RPG, especially if you are familiar with the mods used within this game. ## Known Issues / Warnings This game is a work-in-progress. As such, there is currently no guarantee that worlds will not break when new versions are released. Translations are also not supported or currently being accepted as strings may change without any warning. English is the only supported language right now. It is not recommended to create a public server using this game at the moment. If you make mods specifically for yams RPG, which is currently discouraged, be aware that your mods may break between releases. Some prominent issues are listed below: * PvP is not supported * Creative mode has not fully been accounted for * Weather can behave strangely * Enemy mobs can get stuck or have weird behavior * Certain areas within the game are incomplete * A few items do nothing * The usual jank that WIP games have :) Most importantly, compatibility with other mods designed for Minetest Game is poor. I have not tested yams with any other mods, so issues are expected to occur when using additional mods. yams RPG does include modified versions of several mods, such as Mobs Redo, but I tried not to break their APIs. It is very likely that I did so on accident, though. Ideally, those mods should be usable in place of the upstream version, but that is probably not the case yet. There are a few mod compatibility issues that I am already aware of: * Silver ore is not present by default, but there is an option to enable them * Many items from Farming Redo are not present (a setting to enable them will be added in the future) * Some mods from Minetest Game are not present * Creatura mobs will integrate poorly with the rest of the game Simpler mods that only add decorative items and blocks are more likely to work than more elaborate mods. Some quality-of-life and server administration mods may also work. Mod compatibility will improve in the future, but it is already a lot of work to test everything within yams RPG itself, so please be patient :) ## Licensing Note that while the game as a whole is licensed under the **GPLv3 only**, individual mods retain their original licenses. Any modifications I made to a particular mod are under that mod's license. If you are looking for source code for a modified version of a mod, I have pushed all my forks onto Codeberg, and you can navigate to each submodule within this game's Git repository. Since yams RPG incorporates many mods, assets are under a variety of licenses, not just the CC-BY-SA 3.0 license as stated in the sidebar. That tends to be the most common license used for assets, but if you intend to reuse an asset from this game, make sure to verify the exact license of that asset. For a general overview, consult LICENSE.txt and CREDITS.txt within the game's folder or the Git repository. For details regarding the licensing of a particular mod, consult any LICENSE or README files within the mod's folder. If you read this far, thank you! Enjoy the game and feel free to leave feedback! **Tags:** adventure__rpg, mtg, pve, survival **Repository:** https://codeberg.org/jara25/yams **License:** GPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 557, "license": "GPL-3.0-only", "package_id": "jara25/yams", "repo": "https://codeberg.org/jara25/yams", "tags": [ "adventure__rpg", "mtg", "pve", "survival" ], "type": "game", "website": null }
**Title:** FakeLib **Description:** **Details:** This mod is a code library for creating fake userdata (players, inventories and metadata), replicating their functionality as closely as possible. --- ### Usage Simply add `fakelib` to your mod's dependencies, and call any of the API functions from your code. See [API.md](https://github.com/OgelGames/fakelib/blob/master/API.md) for detailed documentation. **Tags:** library **Repository:** https://github.com/OgelGames/fakelib **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 18691, "license": "MIT", "package_id": "OgelGames/fakelib", "repo": "https://github.com/OgelGames/fakelib", "tags": [ "library" ], "type": "mod", "website": null }
**Title:** Mobs Ethereal Bosses **Description:** **Details:** #### Ethereal Bosses (Reworked) --- "Ethereal Bosses", is a mod focused on "PVE" combat, adding pets, monsters, and bosses to your world. --- - BY : DUCKGO - CREDITS : TenPlus1 - LICENSE : MIT - TEXTURE : CC BY-SA 4.0 - VERSION : 0.1.1 Alpha - - depends = Mobs - optional_depends = hunger_ng,3d_armor,ethereal,mcl_core --- **Tags:** adventure__rpg, mobs, pve, survival **Repository:** https://codeberg.org/pixelzone/ethereal_bosses_reworked **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 1818, "license": "MIT", "package_id": "pixelzone/ethereal_bosses", "repo": "https://codeberg.org/pixelzone/ethereal_bosses_reworked", "tags": [ "adventure__rpg", "mobs", "pve", "survival" ], "type": "mod", "website": "https://pixelzone.codeberg.page/" }
**Title:** Voxel Knights **Description:** **Details:** See <https://github.com/LoneWolfHT/voxel_knights> for more info **Tags:** adventure__rpg **Repository:** https://github.com/LoneWolfHT/voxel_knights **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 19939, "license": "MIT", "package_id": "Lone_Wolf/voxel_knights", "repo": "https://github.com/LoneWolfHT/voxel_knights", "tags": [ "adventure__rpg" ], "type": "game", "website": null }
**Title:** Tieless Tracks **Description:** **Details:** #### Note: this mod uses modified code and media from the `advtrains_train_track` mod, which is part of the [Advtrains modpack](https://content.luanti.org/packages/orwell/advtrains/). See the licensing below for more information. Tieless Tracks provides some basic train tracks without crossties. For use in any situation where wooden crossties would be unwanted, such as streetcars, road crossings, and stations. ## Licenses - All code is licensed under the GNU Affero General Public License v3.0. See https://www.gnu.org/licenses/ for more information. - All media is licensed under the [Creative Commons Attribution-ShareAlike 3.0 Unported License](http://creativecommons.org/licenses/by-sa/3.0/) **Tags:** transport **Repository:** https://codeberg.org/SamMatzko/luanti-tieless-tracks **License:** AGPL-3.0-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 2506, "license": "AGPL-3.0-or-later", "package_id": "sylvester_kruin/tieless_tracks", "repo": "https://codeberg.org/SamMatzko/luanti-tieless-tracks", "tags": [ "transport" ], "type": "mod", "website": null }
**Title:** Mineclonia Wieldlight **Description:** **Details:** This mod lights up your environment as long as you are wielding a light emitting item (either normal wield or in mineclonia's offhand slot). This works in the same way as https://content.luanti.org/packages/bell07/wielded_light/ (by placing invisible light nodes) but supports mcl_offhand and is a lot more compact (less than 100 lines of code). But due to the fact that it works by frequently placing and removing nodes it is not recommended to be used on servers. And also it only works if the player's head is in air. MineClone2/5 might (probably do at this point) work but are not officially supported. **Tags:** singleplayer **Repository:** https://codeberg.org/mineclonia/mcl_wieldlight.git **License:** GPL-3.0-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 2266, "license": "GPL-3.0-or-later", "package_id": "cora/mcl_wieldlight", "repo": "https://codeberg.org/mineclonia/mcl_wieldlight.git", "tags": [ "singleplayer" ], "type": "mod", "website": null }
**Title:** moreblocks and stairsplus **Description:** **Details:** This is a fork of the [version](https://content.luanti.org/packages/Calinou/moreblocks/) maintained by the minetest-mods group. It provides numerous new features and bugfixes and is designed to reduce the number of registered nodes, to avoid the node ID limit. # mods in the pack ## moreblocks defines a bunch of new kinds of nodes. provides an API for creating variants of some nodes. ## moreblocks_legacy_recipes provided to keep compatibility w/ recipe changes from older versions of moreblocks. disabled by default. ## stairsplus allows the creation of 49 new shapes for registered nodes. provides an API for registering new shapes. ## stairsplus_legacy stairsplus registrations for various mods which were formerly done automatically as part of moreblocks. ## stairs overrides the stairs mod from minetest_game to use stairsplus behind the scenes, to avoid duplication of nodes. ## invsaw adds a button in unified_inventory that allows you to use the circular saw interface if you are playing creatively, or have a circular saw item in your inventory and have the right priv (`interact`, by default). invsaw was taken from [cheapie's invsaw mod](https://forum.minetest.net/viewtopic.php?t=14736), which itself borrowed heavily from an older version of this mod. Flux decided to just add it here because it needed to be fully rewritten to be compatible w/ their modifications to the stairsplus API. # documentation ## for players use of a decent inventory manager (e.g. [unified_inventory](https://content.luanti.org/packages/RealBadAngel/unified_inventory/) or [i3](https://content.luanti.org/packages/jp/i3/)) will help you figure out how to craft various nodes. ## for admins ### minetest version compatibility more blocks is only tested against up-to-date minetest. Issues arising in older versions will generally not be fixed. ### legacy mode the 2023-02-01 release of moreblocks introduces a "legacy" mode, which is on by default, and is meant to allow new servers to not commit to creating as many nodes as older versions, while not breaking anything on existing servers. See `settingtypes.txt` for available settings. by defaul the 2023-02-01 release disables certain recipe overrides that were part of moreblocks 2.*. to re-enable them, set `moreblocks_legacy_recipes.enabled = true`. ### settings see `settingtypes.txt` for available settings. ### dependencies moreblocks and stairsplus do not have hard dependencies on other mods. invsaw depends on `unified_inventory` and stairsplus. ### compatability moreblocks currently supports resources from a number of mods and minetest_game. without these installed, some things may not be craftable, may have low-quality textures, or may not have "node sounds" registered. if available, resources will be used from `bucket`, `default`, `rhotator`, `screwdriver`, and `vessels`. if the `stairsplus_legacy` mod is enabled, stairsplus nodes will automatically be registered for the following mods, if they are available: `basic_materials`, `default`, `farming`, `gloopblocks`, `prefab`, `technic`, and `wool`. ## for mod makers See moreblocks/API.md and stairsplus/API.md. # license ## moreblocks, stairsplus, stairsplus_legacy, moreblocks_legacy_recipes * © 2011-2022 Hugo Locurcio and contributors under the zlib license * © 2023 fluxionary under the LGPL v3+ - unless otherwise specified, textures are licensed under [CC BY-SA 4.0](https://creativecommons.org/licenses/by-sa/4.0/). - `moreblocks_copperpatina.png` was created by pithydon, and is licensed under [CC0 1.0 Universal](https://creativecommons.org/publicdomain/zero/1.0/). - `stairsplus_saw_button.png` CC BY-SA 4.0 Unported ## invsaw * © 2022 cheapie and contributors under the zlib license * © 2023 fluxionary under the LGPL v3+ **Tags:** crafting, decorative, library **Repository:** https://github.com/fluxionary/minetest-moreblocks.git **License:** LGPL-3.0-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 5735, "license": "LGPL-3.0-or-later", "package_id": "rheo/moreblocks", "repo": "https://github.com/fluxionary/minetest-moreblocks.git", "tags": [ "crafting", "decorative", "library" ], "type": "mod", "website": "https://github.com/fluxionary/minetest-moreblocks" }
**Title:** Ruined structures **Description:** **Details:** # Ruined structures Adds ruins to desert, sandstone desert, icesheet, snowy grassland, taiga, rainforest and tundra ## Installation ### ContentDB * Content > Browse Online Content * Search for "Ruined structures" * Click Install ### Manually - Unzip the archive, rename the folder to `ruined_structures` and place it in `.../minetest/mods/` - GNU/Linux: If you use a system-wide installation place it in `~/.minetest/mods/`. The Luanti engine can be found at [GitHub](https://github.com/minetest/minetest). For further information or help, see: [Installing Mods](https://wiki.luanti.org/Installing_Mods). ## License See `LICENSE.txt` **Tags:** mapgen **Repository:** https://github.com/X-DE1/ruined_structures **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 716, "license": "MIT", "package_id": "X-DE1/ruined_structures", "repo": "https://github.com/X-DE1/ruined_structures", "tags": [ "mapgen" ], "type": "mod", "website": null }
**Title:** KSurvive **Description:** **Details:** KSurvive is a game that was designed to drastically change certain aspects of Minetest's gameplay, such as removing furnaces and replacing them with in-game smelting of nodes. This game was very much inspired by [Warr1024's NodeCore](https://content.luanti.org/packages/Warr1024/nodecore/). v0.0.7 adds Nobelisks — small, hard rock formations that contain metal and eclogite. This release also contains some other changes made since the last release. v0.0.6.1 fixes some minor gameplay issues, redecorated the main menu. v0.0.6 introduces some new mechanics and tools, as well as new plants. v7 mapgen supported. v0.0.4 is the initial release. Added metal smelting and new tools. v6 mapgen supported. **Tags:** building, crafting, mtg, plants_and_farming, singleplayer, survival, tools **Repository:** https://github.com/MadKamel/ksurvive/ **License:** LGPL-2.1-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 9107, "license": "LGPL-2.1-only", "package_id": "mooD_Slayer/ksurvive", "repo": "https://github.com/MadKamel/ksurvive/", "tags": [ "building", "crafting", "mtg", "plants_and_farming", "singleplayer", "survival", "tools" ], "type": "game", "website": null }
**Title:** Mobs Ghost Redo **Description:** **Details:** Adds ghosts. **NOTE:** This is Blockmen's [CME ghost](https://forum.minetest.net/viewtopic.php?t=8638) mob ported to Mobs Redo, and tweaked. Ghosts only spawn at night-time and they don't spawn underground. They are flying in the world and attack you aswell if they notice you. Ghosts have 15 HP and don't drop any items atm (might be changed in future). They can't harm you in your house. If it becomes day Ghosts will take damage by the sunlight, so they will die after a while. Ghosts can only be harmed by the following weapons: - Steel Sword (default) - Bronze Sword (default) - Diamond Sword (default) - Obsidian Sword (mobs_others) - Silver Sword (moreores) - Mithril Sword (moreores) - Iron Sword (pigiron) **Tags:** mobs **Repository:** https://codeberg.org/tenplus1/mobs_ghost_redo **License:** EUPL-1.2
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 3242, "license": "EUPL-1.2", "package_id": "TenPlus1/mobs_ghost_redo", "repo": "https://codeberg.org/tenplus1/mobs_ghost_redo", "tags": [ "mobs" ], "type": "mod", "website": null }
**Title:** Geodes Library **Description:** **Details:** API/library for generating geodes. See api.txt for usage. **Tags:** library, mapgen **Repository:** https://gitlab.com/alerikaisattera/geodes_lib **License:** LGPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 3595, "license": "LGPL-3.0-only", "package_id": "alerikaisattera/geodes_lib", "repo": "https://gitlab.com/alerikaisattera/geodes_lib", "tags": [ "library", "mapgen" ], "type": "mod", "website": null }
**Title:** What Were You Expecting? **Description:** **Details:** *Why are you reading this?* play the game.. ## Contents Many spoilers. Cool Gui and interactive and immersive gameplay # what_did_you_expect **Tags:** adventure__rpg, april_fools, jam_game_2023 **Repository:** https://github.com/epCode/what_did_you_expect **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 4140, "license": "MIT", "package_id": "epCode/what_were_you_expecting", "repo": "https://github.com/epCode/what_did_you_expect", "tags": [ "adventure__rpg", "april_fools", "jam_game_2023" ], "type": "game", "website": null }
**Title:** No Man's Land **Description:** **Details:** No Man's Land ============= Survive in an unfriendly -- some would say unsurvivable -- land between the front lines of a raging war. Aoid the falling shells, and try to gather supplies without dying in the *No Man's Land*. ## Credits Huge Thank you to aether123, whose mod inspired this game. Based on `minetest_game` with these mods: * `builtin_item` -- TenPlus1 * `playerplus `-- TenPlus1 * `yolo` -- sofar^[1] * `snowdrift` -- paramat * `redef` -- LinuxDirk * `snowsong` -- texmex * `raining_death` -- aether123^[1] 1: modified **Tags:** adventure__rpg, mini-game, mtg, pve, survival **Repository:** https://bitbucket.org/BigCaballito/no_mans_land.git **License:** GPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 8615, "license": "GPL-3.0-only", "package_id": "Big_Caballito/no_mans_land", "repo": "https://bitbucket.org/BigCaballito/no_mans_land.git", "tags": [ "adventure__rpg", "mini-game", "mtg", "pve", "survival" ], "type": "game", "website": null }
**Title:** Mega Zombie Scream Adventure 3D **Description:** **Details:** # Mega Zombie Scream Adventure 3D Fight zombies until you die (best Luanti game ever). Made by 5uper1ach and grorp. ## Licenses see `LICENSE.md` **Tags:** april_fools, shooter, survival **Repository:** https://github.com/5uper1ach/szombie.git **License:** LGPL-2.1-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 3173, "license": "LGPL-2.1-only", "package_id": "5uper1ach/szombie", "repo": "https://github.com/5uper1ach/szombie.git", "tags": [ "april_fools", "shooter", "survival" ], "type": "game", "website": null }
**Title:** Hunger with HUD Bar **Description:** **Details:** The mod introduces satiation and food poisoning and changes how healing and eating works. Satiation and healing: Each player has a new attribute called “satiation”. This attribute is represented by a brown HUD bar. Quick overview: * Satiation is a whole number between 0 and 30 * New players start with a satiation of 20 * Health increases at a satiation of 16 or higher * Health decreases at a satiation of 1 or lower * Mining, building and movement will slowly decrease satiation * Players lose 1 satiation point every 800 seconds no matter what Eating: Players have to eat food such as apples to restore satiation. Food will no longer directly restore one's health! In other words, the hunger mechanic works exactly like in the “Better HUD” mod from BlockMen. Note that in BlockMen's mod, satiation can go up to 30, too. But satiation levels 20-30 are always displayed as 10 bread symbols. This mod, however, always shows the actual satiation. Food poisoning: Very simple. When you eat poisoned food like a red mushroom, you lose health points for a few seconds (but your health can never go below 1 with food poisoning). This mod is a fork of the “Better HUD” [hud] mod by BlockMen version 1.4.0, but made to work to use the HUD bars mod instead, and all features not needed for the hunger mechanic stripped off. It has been updated to support the same foods as of version 2.x.1 of said mod. **Tags:** hud, player_effects **Repository:** https://codeberg.org/Wuzzy/minetest_hbhunger **License:** LGPL-2.1-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 17473, "license": "LGPL-2.1-only", "package_id": "Wuzzy/hbhunger", "repo": "https://codeberg.org/Wuzzy/minetest_hbhunger", "tags": [ "hud", "player_effects" ], "type": "mod", "website": null }
**Title:** Skills & States API **Description:** **Details:** # Skills & States A library to create and manage skills and states. A skill can be an action like a super-high jump, a damaging aura or a passive one like a stat boost. A state is the same thing but temporary and with no need to unlock it before applying it. > **Doesn't provide any base skill.** [Here's the documentation.](https://gitlab.com/zughy-friends-minetest/skills/-/blob/main/README.md) Here some examples of how to register a skill: ```lua skills.register_skill("example_mod:counter", { name = "Counter", description = "Counts. You can use it every 2s.", sounds = { cast = {name = "ding", pitch = 2} }, cooldown = 2, data = { counter = 0 }, cast = function(self) self.data.counter = self.data.counter + 1 print(self.pl_name .. " is counting: " .. self.data.counter) end }) ``` ```lua skills.register_skill("example_mod:heal_over_time", { name = "Heal Over Time", description = "Restores a heart every 3 seconds for 30 seconds.", loop_params = { cast_rate = 3, duration = 30 }, sounds = { cast = {name = "heart_added"}, bgm = {name = "angelic_music"} }, cast = function(self) local player = self.player player:set_hp(player:get_hp() + 2) end }) ``` ```lua skills.register_skill("example_mod:boost_physics", { name = "Boost Physics", description = "Multiplies the speed and the gravity x1.5 for 3 seconds.", loop_params = { duration = 3 }, sounds = { start = {name = "speed_up"}, stop = {name = "speed_down"} }, physics = { operation = "multiply", speed = 1.5, gravity = 1.5 } }) ``` ```lua skills.register_skill("example_mod:set_speed", { name = "Set Speed", description = "Sets speed to 3.", passive = true, data = { original_speed = {} }, on_start = function(self) local player = self.player self.data.original_speed = player:get_physics_override().speed player:set_physics_override({speed = 3}) end, on_stop = function(self) self.player:set_physics_override({speed = self.data.original_speed}) end }) ``` **Tags:** library **Repository:** https://gitlab.com/zughy-friends-minetest/skills **License:** GPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 4997, "license": "GPL-3.0-only", "package_id": "giov4/skills", "repo": "https://gitlab.com/zughy-friends-minetest/skills", "tags": [ "library" ], "type": "mod", "website": null }
**Title:** Wilhelmines Living Desert **Description:** **Details:** Note: For a working leaf decay (Disappearing of leaves after a trees trunk is chopped) I recommend to use this mod: https://content.luanti.org/packages/Liil/winuserleafdecay/ This mod adds various plants to the deserts of Minetest. The plants are more of a decorative use, they dont provide much new building materials, but some parts can be burned. Date palms and fig cactus provide some food through fruits, but overall the desert stays an unpleasant place. In higher latitudes small succulents can be found, near the sea level the date palm oasis appears. Euphorbia tree forest can be often found in deserts and provide some orientation. Update V1.1 transforms the Cold Desert biome into a landscape inspired by Mongolia and the Altai Mountains. Special building materials for yurts are included. **Tags:** building, decorative, food, mapgen, plants_and_farming, survival **Repository:** https://github.com/Skandarella/livingdesert.git **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 4357, "license": "MIT", "package_id": "Liil/livingdesert", "repo": "https://github.com/Skandarella/livingdesert.git", "tags": [ "building", "decorative", "food", "mapgen", "plants_and_farming", "survival" ], "type": "mod", "website": null }
**Title:** Wilhelmines Living Floatlands **Description:** **Details:** Note: To see the models of the mobs correctly you have to activate Shaders in the Main Menu. Without Shaders they will appear not fully textured. For a working leaf decay (Disappearing of leaves after a trees trunk is chopped) I recommend to use this mod: https://content.luanti.org/packages/Liil/winuserleafdecay/ This mod for Mobs Redo adds various prehistoric animals to the Floatlands, a Zone only available in V7 Map Generator. To enter the Floatlands you have to build a tower or stairs with the height of at least 1280 nodes(The Beginning of the Floatlands Zone) These Mobs are hard to beat, so be sure you and your folks are well equipped, if entering the Floatlands. With update V 1.2 this mod has now its own prehistoric biomes (Coldsteppe, Giantforest, Cold Giantforest, Paleodesert, Paleojungle) There is a GROUND version available for the map generators which do not include floatlands (Caparthian, Valleys). This edition spawns biomes and dinosaurs in the Midworld. The V7 edition is for those, who only want to have dinosaurs and biomes in the floatlands without adding biomes and dinosaurs to the Midworld. Available animals: * Ankylosaurus * Carnotaurus * Cave Bear * Deinotherium * Entelodon * Gastornis * Gigantopithecus * Lycaenops * Mammooth * Nigersaurus * Oviraptor * Parasaurolophus * Rhamphorhynchus * Smilodon * Stegosaurus * Triceratops * Tyrannosaurus * Velociraptor * Wild Horse * Woolly Rhino **Tags:** building, mapgen, mobs, survival **Repository:** https://github.com/Skandarella/livingfloatlands.git **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 8724, "license": "MIT", "package_id": "Liil/livingfloatlands", "repo": "https://github.com/Skandarella/livingfloatlands.git", "tags": [ "building", "mapgen", "mobs", "survival" ], "type": "mod", "website": null }
**Title:** Traders **Description:** **Details:** Want to trade? These traders can offer several diffrent trades for your customers. It is possible to bundle up to four diffrent stacks for each price and/or payment. There can be diffrent ways to pay - i.e. 50 normal wood, 50 junglewood or 5 iron - whatever payment your customer can afford. You can pick your trader up and place it somewhere where many customers may pass by. Skin/clothing, size and animation (i.e. sitting, walking, ..) can be configured. **Tags:** building, commerce, mobs, multiplayer **Repository:** https://github.com/Sokomine/mobf_trader **License:** GPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 18757, "license": "GPL-3.0-only", "package_id": "Sokomine/mobf_trader", "repo": "https://github.com/Sokomine/mobf_trader", "tags": [ "building", "commerce", "mobs", "multiplayer" ], "type": "mod", "website": null }
**Title:** Tubelib2 **Description:** **Details:** This mod is not useful for its own. It does not even have any nodes. It only comes with a few test nodes to play around with the tubing algorithm. **Tags:** library **Repository:** https://github.com/joe7575/tubelib2 **License:** AGPL-2.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 23237, "license": "AGPL-2.0-only", "package_id": "joe7575/tubelib2", "repo": "https://github.com/joe7575/tubelib2", "tags": [ "library" ], "type": "mod", "website": null }
**Title:** New Campfire **Description:** **Details:** This is my fork of googol's new_campfire mod, with various improvements (fires burn into embers, can be re-lit by adding sticks, cook food on a grille instead of in the flames) **Tags:** pve, survival **Repository:** https://github.com/mt-mods/new_campfire **License:** LGPL-2.1-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 8218, "license": "LGPL-2.1-only", "package_id": "mt-mods/new_campfire", "repo": "https://github.com/mt-mods/new_campfire", "tags": [ "pve", "survival" ], "type": "mod", "website": null }
**Title:** Mineclone2 Heart bar animations **Description:** **Details:** This mod takes a somewhat hacky approach to adding a shaking and flashing animation to the heart bar in Mineclone 2. Example: [Gif Link](https://i.ibb.co/nr1gfWn/demo4.gif) Changelog 3.0 - Fixed and improved most of the code in the mod. Now it should actually work as well as adjusting for creative/survival mode. Also changed the hearts to flash three times for taking damage and twice for healing (actually like minecraft). 2.1 - Fixed the background not flashing sometimes 2.0b - Added a shaking animation when low on health (4 hp or less) 1.1 - Changed the animation so that it flashes twice for damage but only once for healing. (More like Minecraft). 1.0 - Added basic flashing animation **Tags:** hud **Repository:** https://github.com/fennelfox/mcl_heart_animations.git **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 3355, "license": "MIT", "package_id": "Fennelfox/mcl_heart_animations", "repo": "https://github.com/fennelfox/mcl_heart_animations.git", "tags": [ "hud" ], "type": "mod", "website": "https://github.com/fennelfox/mcl_heart_animations" }
**Title:** Dungeon loot chests **Description:** **Details:** # Dungeon loot chests Adds: <br> A chests, furnaces, bookshelf, vessel with loot, a command to prevent spawning loot in the chests, furnaces, etc so you can save a schematic with a loot chest: <br> /loot enable <br> /loot disable Function to create a new loot item list: <br> register_loot("name", [[ <br> { <br> {name = "default:dirt", chance = 0.6, count = {2, 16}, y = {-64, 32768}, types = {"normal", "sandstone", "desert"}}, <br> {name = "default:book", chance = 0.7}, <br> }]]) Functions to create chests, furnaces, bookshelf, vessel with diferent loot (dungeontype is optional): <br> add_loot_chest("name", "description", "mod:chest", item_list, "dungeontype") <br> add_loot_bookshelf("name", "description", "mod:chest", item_list, "dungeontype") <br> add_loot_vessel("name", "description", "mod:chest", item_list, "dungeontype") <br> add_loot_furnace("name", "description", "mod:chest", item_list_fuel, item_list_dst, item_list_src, "dungeontype") <br> If you have the mod x_enchanting <br> add_loot_enchanting_table("name", "description", "mod:chest", item_list, "dungeontype") <br> add_loot_grindstone("name", "description", "mod:chest", item_list_item, item_list_trade, "dungeontype") <br> If you have the mod s_brewing <br> add_loot_brewing_stand("name", "description", "mod:chest", item_list_dst, item_list_vial, item_list_src, "dungeontype") You can add a new item to a item list with this function: <br> name.register({name = "default:dirt", chance = 0.6, count = {2, 16}, y = {-64, 32768}, types = {"normal", "sandstone", "desert"}}) If you want to create a new dungeon type only in types = {" "} write the new dungeontype If you don't put count, the item in the loot will always be 1, if you don't put y, it will appear on any coordinate, if you don't put types, it will appear in all loot chests This are all the item lists alredy created bookshelf_loot, vessel_loot, furnace_fuel_loot, furnace_dst_loot, furnace_src_loot and dungeon_loot for chests it has "normal", "sandstone", "desert", "ice" dungeontypes. If you have the mod s_brewing: brewing_stand_dst_loot, brewing_stand_vial_loot, brewing_stand_src_loot If you have the mod x_enchanting: enchanting_table_item_loot, enchanting_table_trade_loot, grindstone_loot Dungeon loot chests was created with code from [dungeon_loot](https://github.com/luanti-org/minetest_game/tree/master/mods/dungeon_loot) by [sfan5](https://github.com/sfan5) ## Installation ### ContentDB * Content > Browse Online Content * Search for "Dungeon loot chests" * Click Install ### Manually - Unzip the archive, rename the folder to `dungeon_loot_chests` and place it in `.../minetest/mods/` - GNU/Linux: If you use a system-wide installation place it in `~/.minetest/mods/`. The Luanti engine can be found at [GitHub](https://github.com/minetest/minetest). For further information or help, see: [Installing Mods](https://wiki.luanti.org/Installing_Mods). ## License See `LICENSE.txt` **Tags:** library **Repository:** https://github.com/X-DE1/dungeon_loot_chests **License:** MIT
Luanti ContentDB
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**Title:** Living Room Furnitures **Description:** **Details:** Living Room Furniture (lrfurn) mod for Minetest by thefamilygrog66 and 1F616EMO Description: Coloured Long Sofas (3 blocks wide), Sofas (2 blocks wide), Armchairs, Coffee Tables and End Tables, loosely based on PilzAdam's beds mod. There are 9 colours in all: red, orange, yellow, green, blue, violet, black, grey and white. When you right-click on a long sofa, sofa or armchair, it transports you onto it, and replenishes your HP. Good if you've just escaped nasty mobs, didn't fare so well in battle, or just had a bad fall. The coffee table - which isn't coloured, just wooden - is pretty much just for decoration. It stands half a block high and nearly 2 blocks long. The end table is similar to the coffee table, though roughly half the length (i.e. only one block) and square. Recipes: Long Sofa +---------------+---------------+---------------+ | coloured wool | coloured wool | coloured wool | +---------------+---------------+---------------+ | wood slab | wood slab | wood slab | +---------------+---------------+---------------+ | stick | stick | stick | +---------------+---------------+---------------+ Sofa +---------------+---------------+-------+ | coloured wool | coloured wool | | +---------------+---------------+-------+ | wood slab | wood slab | | +---------------+---------------+-------+ | stick | stick | | +---------------+---------------+-------+ Armchair +---------------+-------+-------+ | coloured wool | | | +---------------+-------+-------+ | wood slab | | | +---------------+-------+-------+ | stick | | | +---------------+-------+-------+ Coffee Table (only wood texture) +-----------+-----------+-----------+ | | | | +-----------+-----------+-----------+ | wood slab | wood slab | wood slab | +-----------+-----------+-----------+ | stick | | stick | +-----------+-----------+-----------+ End Table (only wood texture) +-----------+-----------+-----------+ | | | | +-----------+-----------+-----------+ | wood slab | wood slab | | +-----------+-----------+-----------+ | stick | stick | | +-----------+-----------+-----------+ Mod dependencies: default, wool New in this fork: Allowing sitting onto every slots of (long)sofas Removed deprecated calls Translation of German (text by Xanthin) and Traditional Chinese using the built-in engine License: The origial license is WTFPL. However, because it is not an OSI-approved FOSS license, it is changed to CC0 in this fork. Living Room Furniture by thefamilygrog66 and 1F616EMO is marked with CC0 1.0. To view a copy of this license, visit http://creativecommons.org/publicdomain/zero/1.0 **Tags:** building, decorative **Repository:** https://github.com/C-C-Minetest-Server/lrfurn **License:** CC0-1.0
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 3398, "license": "CC0-1.0", "package_id": "Emojiminetest/lrfurn", "repo": "https://github.com/C-C-Minetest-Server/lrfurn", "tags": [ "building", "decorative" ], "type": "mod", "website": null }
**Title:** Volumetric Lighting **Description:** **Details:** This is a tiny mod that enables Volumetric Lighting for any game in Minetest. Requires a relatively recent version of Minetest 5.9.0-dev. In order to enable volumetric lighting, go into the settings and first enable bloom, then enable the volumetric lighting setting that shows up when bloom is enabled. Then enable this mod for the world you want to use it. The default light strength is `0.1`. You can change this in-game with the `/light_strength` command. **Tags:** environment **Repository:** https://github.com/rollerozxa/volumetric-lighting **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 2730, "license": "MIT", "package_id": "ROllerozxa/volumetric_lighting", "repo": "https://github.com/rollerozxa/volumetric-lighting", "tags": [ "environment" ], "type": "mod", "website": null }
**Title:** QiskitBlocks **Description:** **Details:** Although quantum computing concepts can seem strange and difficult to learn, many of them are easy to understand in the context of playing games. For example, a quantum bit (qubit) may hold the value of 0 or 1, or some combination of those values. When measured, the state of the qubit collapses to either 0 or 1, based upon the probabilities expressed in its hidden quantum state. A simple demonstration in the context of a game can shed light on this phenomenon as well as how it is leveraged in quantum computing. This QiskitBlocks game gives an introduction to quantum computing in the context of a modified open source block-mining game named Minetest. During gameplay, users will have been exposed to concepts that enable them to develop programs that run on quantum computers. QiskitBlocks leverages Qiskit and OpenQASM, so players will be well prepared to take next steps in quantum computing, such as using the Qiskit framework and tools to create programs that run on real quantum computers. Connection to the public internet is required, as the game accesses Qiskit quantum simulators to run quantum circuits. No data is collected. **Tags:** complex_installation, education, technology **Repository:** https://github.com/JavaFXpert/QiskitBlocksMinetestRelease **License:** Apache-2.0
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 17459, "license": "Apache-2.0", "package_id": "JavaFXpert/qiskitblocks", "repo": "https://github.com/JavaFXpert/QiskitBlocksMinetestRelease", "tags": [ "complex_installation", "education", "technology" ], "type": "game", "website": null }
**Title:** Visual Harm 1Ndicators **Description:** **Details:** This mod adds a graphical display of a mob's or player's health in the form of a green bar that turns red as the mob approaches death. If a mob is healed to full health, the bar will disappear one second later. If a mob's hp is above its max hp for some reason, the bar will light up to indicate that there are more hit points than can be displayed. The mod should work automatically with any supported mob api. The bar's height will be set just above the top of the collision box. **Currently supported:** Mobs redo, Exile For mod developers, see the mod's README for the API documentation. **Tags:** hud, pve, pvp, survival **Repository:** https://codeberg.org/Mantar/vis_harm_1nd/ **License:** GPL-3.0-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 2514, "license": "GPL-3.0-or-later", "package_id": "Mantar/visual_harm_1ndicators", "repo": "https://codeberg.org/Mantar/vis_harm_1nd/", "tags": [ "hud", "pve", "pvp", "survival" ], "type": "mod", "website": null }
**Title:** Guns4dWorkbench **Description:** **Details:** # Guns4dWorkbench Guns, ammo, and magazines are now craftable. Also has a customizable API for modders to add their own weapons. ##### **ROADMAP:** I plan on adding support for other games in the future. **Tags:** library, tools **Repository:** https://github.com/Jo5629/jo5629-guns4dworkbench **License:** LGPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 1551, "license": "LGPL-3.0-only", "package_id": "J05629/guns4dworkbench", "repo": "https://github.com/Jo5629/jo5629-guns4dworkbench", "tags": [ "library", "tools" ], "type": "mod", "website": "https://sites.google.com/view/jo5629/" }
**Title:** Armor Expanded **Description:** **Details:** # armor_expanded Expanded armors for the 3D Armors Minetest mod. Currently, it introduces 2 early game armors: Woven Armor and Leather Armor. You can enable or disable any armor you want as it's structured like a modpack! More armors may be added in the future. ## Woven Armor Especially useful if you don't want to play with wooden/cactus armor, it's a great starter armor to give you *some* protection. To craft, use the normal armor crafting recipe with anything belonging to `group:grass` (basically most default MTG grass will work). | Piece | Durability| Level | Heal |Damage Groups | | --------- | --------- | ----- | ---- | ------------- | | Helmet | 26 Hits | 3 | 0 | cracky=3, snappy=2, choppy=3, crumbly=2 | | Chestplate| 26 Hits | 8 | 0 | cracky=3, snappy=2, choppy=3, crumbly=2 | | Leggings | 26 Hits | 8 | 0 | cracky=3, snappy=2, choppy=3, crumbly=2 | | Boots | 26 Hits | 3 | 0 | cracky=3, snappy=2, choppy=3, crumbly=2 | ## Leather Armor Good upgrade after Woven, Wooden or Cactus armor. Same durability as Steel armor but slightly worse in level, great for when you haven't found steel yet or for above-ground adventurers who don't mine. To craft, use the normal armor crafting recipe with `group:leather` ("leather" items, accessible through [mobs redo](https://content.luanti.org/packages/TenPlus1/mobs/) mods or [Animalia](https://content.luanti.org/packages/ElCeejo/animalia/)). | Piece | Durability| Level | Heal |Damage Groups | | --------- | --------- | ----- | ---- | ------------- | | Helmet | 82 Hits | 7 | 0 | cracky=3, snappy=2, choppy=2, crumbly=2 | | Chestplate| 82 Hits | 12 | 0 | cracky=3, snappy=2, choppy=2, crumbly=2 | | Leggings | 82 Hits | 12 | 0 | cracky=3, snappy=2, choppy=2, crumbly=2 | | Boots | 82 Hits | 7 | 0 | cracky=3, snappy=2, choppy=2, crumbly=2 | **Tags:** pve, pvp, survival, tools **Repository:** https://github.com/Crystalwarrior/armor_expanded.git **License:** MIT
Luanti ContentDB
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**Title:** NodeCore ALPHA **Description:** **Details:** **A surreal dream-world where everything is possible but nothing is easy.** Peaceful and Zen. Brutally obstinate. *Prepare to unlearn everything you thought you knew about voxel sandbox games.* #### Features: - A complete game, deep and complex, with mods available but not required. - An immersive 3D world, with no pop-ups and minimal HUDs between you and the world. - Paragon of the "voxel" concept, with virtually every in-world thing on the voxel grid. - In-world crafting systems with unique recipes. - Rich emergent mechanics, customizable machines built of discrete and fungible parts. - Complex in-game technology: optical logic circuits, hinged/rotary machinery, automated crafting. - Subtle dynamics: material angle of repose, fuel and soil quality, conservation and decay. - Exercise critical thinking and logical reasoning, and learn through experimentation. - Built-in new player guide, discovery system ensuring players don't miss possibilities. - Playable and consistent across all platforms, single or multi-player. Mobile-friendly, gamepad-friendly. - Eggcorns! Pumwater! #### Warnings: - **NodeCore is a *different kind* of difficult.** Advancement is tied to innovation and discovery, rather than honing skills, and is likely difficult, complex, and unforgiving. If you want to unlock most of the content, expect it to require both creativity and patience. - Only *very* basic, minimal-spoiler guidance is included in the game. Figuring things out yourself is part of the default experience. If you need more guidance, **Join the Community** (below). - Do not expect intuition you have built up from other games, including other voxel sandbox or puzzle games, to apply here. This game has its own logic and learning it is part of the full experience. #### Recent Breaking Changes: N.B. this is only for changes that remove some old way of doing something (i.e. not new features or new alternative routes) and are old enough that many players are expected to rely on them. It also does not include most bugfixes. - `02637775-9407dc65`: Optic beam transparency logic makes a lot of formerly-transperent items opaque. This should make detection easier in general, but may necessitate redesigning some machines. - `01683215-4c09d412`: Recipes for rakes have been changed based on the "intuitive" shapes new players were observed trying. It uses one fewer adze than the old recipe, and is overall less expensive. - `01671185-4304c47c`: Recipes for storage boxes (shelves, cases/tanks, and crates) have changed. Instead of 3x3 recipes, they are based on placing things into forms, and forms are made from frames. This includes a change in the overall cost of storage units. - `01643785-c34bc395`: Leaching soils now requires raked soils. It now requires much more human intervention than before. #### Editions: *This package is the **development edition** of the **NodeCore** game.* It may include cutting-edge or experimental new features. It may also be unstable or buggy. Updates are released automatically, tracking the [NodeCore Dev Branch](https://gitlab.com/sztest/nodecore/commits/dev). Note that there may be some releases that don't include *any* functionality changes, since the automated process may pick up changes to embedded documentation or other things that don't end up in the game. Alternatively, check out the [Official Release Edition of NodeCore](/packages/Warr1024/nodecore/). #### Join the Community: - Discord: <https://discord.gg/NNYeF6f> - Matrix: [#+nodecore:matrix.org](https://matrix.to/#/#+nodecore:matrix.org) - IRC: **#nodecore** on [irc.libera.chat](https://libera.chat/) - Semi-Unofficial Wiki: [nodecore.mine.nu](https://nodecore.mine.nu/) #### Translation: Help translate NodeCore to your language on [Weblate](https://hosted.weblate.org/projects/minetest/nodecore/)! [Brezhoneg](https://hosted.weblate.org/projects/minetest/nodecore/br/)(3%) — [Chinese (Literary)](https://hosted.weblate.org/projects/minetest/nodecore/zh/)(0%) — [Chinese (Simplified)](https://hosted.weblate.org/projects/minetest/nodecore/zh_CN/)(10%) — [Chinese (Traditional)](https://hosted.weblate.org/projects/minetest/nodecore/zh_TW/)(96%) — [Deutsch](https://hosted.weblate.org/projects/minetest/nodecore/de/)(98%) — [Español](https://hosted.weblate.org/projects/minetest/nodecore/es/)(70%) — [Esperanto](https://hosted.weblate.org/projects/minetest/nodecore/eo/)(12%) — [Français](https://hosted.weblate.org/projects/minetest/nodecore/fr/)(99%) — [Indonesia](https://hosted.weblate.org/projects/minetest/nodecore/id/)✔ — [Italiano](https://hosted.weblate.org/projects/minetest/nodecore/it/)(99%) — [Lojban](https://hosted.weblate.org/projects/minetest/nodecore/jbo/)(1%) — [Magyar](https://hosted.weblate.org/projects/minetest/nodecore/hu/)(3%) — [Norwegian Bokmål](https://hosted.weblate.org/projects/minetest/nodecore/nb_NO/)(0%) — [Portuguese (Brazil)](https://hosted.weblate.org/projects/minetest/nodecore/pt_BR/)(42%) — [Português](https://hosted.weblate.org/projects/minetest/nodecore/pt/)(28%) — [Slovenčina](https://hosted.weblate.org/projects/minetest/nodecore/sk/)✔ — [Spanish (American)](https://hosted.weblate.org/projects/minetest/nodecore/es_US/)(63%) — [Toki Pona](https://hosted.weblate.org/projects/minetest/nodecore/tok/)(4%) — [interlingua](https://hosted.weblate.org/projects/minetest/nodecore/ia/)(0%) — [polski](https://hosted.weblate.org/projects/minetest/nodecore/pl/)(1%) — [slovenščina](https://hosted.weblate.org/projects/minetest/nodecore/sl/)(0%) — [Čeština](https://hosted.weblate.org/projects/minetest/nodecore/cs/)✔ — [Ελληνικά](https://hosted.weblate.org/projects/minetest/nodecore/el/)(1%) — [Русский](https://hosted.weblate.org/projects/minetest/nodecore/ru/)✔ — [українська](https://hosted.weblate.org/projects/minetest/nodecore/uk/)✔ — [فارسی](https://hosted.weblate.org/projects/minetest/nodecore/fa/)(15%) — [தமிழ்](https://hosted.weblate.org/projects/minetest/nodecore/ta/)✔ — [한국어](https://hosted.weblate.org/projects/minetest/nodecore/ko/)✔ **Tags:** building, crafting, education, environment, inventory, oneofakind__original, player_effects, puzzle, pve, technology **Repository:** https://gitlab.com/sztest/nodecore **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 22584, "license": "MIT", "package_id": "Warr1024/nodecore_alpha", "repo": "https://gitlab.com/sztest/nodecore", "tags": [ "building", "crafting", "education", "environment", "inventory", "oneofakind__original", "player_effects", "puzzle", "pve", "technology" ], "type": "game", "website": "https://nc.mine.nu" }
**Title:** Easy See Ores **Description:** **Details:** # easy_see_ores_for_minetest Makes ores easier to see by adding a box based off of the main color theme of the ore around the ore. Compatible with the epic server. Note: a little bit after editing this I noticed that another texture pack did the same thing. This is not a copy of that. I made this pack in large part to be played on the epic server, but it can also be played on your singleplayer world. Feel free to suggest mods for me to add to this. 1.0 - 7/17/23 -Textures done for default MTG. -Textures done for Epic mod. 1.1 - 7/18/23 -Textures done for Technic mod. -Textures done for More ores mod. 1.2 - 8/22/23 -Textures done for Gemstone -Textures done for Armor Expansion -Textures done for Raindbow Ores -Textures done for Alien Materials -Textures done for Kitty/Kitto Ores -Textures done for Silver -Textures done for Gemstones -Textures done for Atium 1.3 - 9/22/23 -Textures done for Mineclone 2 **Tags:** 16px, mtg, multiplayer **Repository:** https://github.com/feawelemental/easy_see_ores_for_minetest.git **License:** CC-BY-SA-3.0
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 2164, "license": "CC-BY-SA-3.0", "package_id": "Feaw2008/easy_see_ores", "repo": "https://github.com/feawelemental/easy_see_ores_for_minetest.git", "tags": [ "16px", "mtg", "multiplayer" ], "type": "txp", "website": null }
**Title:** Nssm Extra **Description:** **Details:** # nssm_extra Additional nssm mobs to add into your worlds created by the NPX Team. **Tags:** mobs **Repository:** https://codeberg.org/tenplus1/nssm_extra **License:** LGPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 1291, "license": "LGPL-3.0-only", "package_id": "TenPlus1/nssm_extra", "repo": "https://codeberg.org/tenplus1/nssm_extra", "tags": [ "mobs" ], "type": "mod", "website": null }
**Title:** Ju52 3M Hydro **Description:** **Details:** This mod is a version of the german ju52 for minetest. It is under development, so it does not yet have an autopilot nor the planned automated airline system for the future. But it is already flyable, and can carry up to 12 occupants. The main functions of the aircraft are found in the internal menu, activated with the right click. There is a second menu, for applying skins, but it only appears when hitting a dye on the aircraft, being INSIDE it. For other colors, you can use a dye on the OUTSIDE with the desired color, it is also possible to use the painter from the bike mod or from the automobiles_pck mod. In order for passengers to board, it is necessary to open the door, otherwise no one will be able to enter. While the machine is off, it is possible to move it using the sneak and jump keys (shift an space). W ans S controls the pitch (elevator). Right and Left (A and D) controls the yaw (rudder). Then to fly, start the engine with the special key E. Press jump (space) to increase the engine power. Set it to the maximum. Pull the elevator control (S) when it have the speed to lift. Use the climb indicator to stabilize altitude, as at high altitudes you lose sustentation and you spend more fuel. For landing, just lower the power and stabilize the airplane. Pay attention at air speed indicator, keeping it at green range, otherwise you will stall. Do not try to land on ground, the plane has no wheels and you can damage it. To brake the aircraft, use the sneak (shift) key until it comes to a complete stop. Do not stop the engine before this, or it will reverse when it stops **Controls overview:** * Right click: enter in/get off plane * Left click (with biofuel): add fuel to plane * Jump: Increase power, forward on ground * Sneak: Decrease power, brake on ground * Backward: go up flying - nose up * Forward: go down flying - nose down * Left/right: Turn to left/right, work on and out ground. * Left and Right together: center all commands **Tags:** transport **Repository:** https://github.com/APercy/ju52_hydro **License:** LGPL-3.0-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 2827, "license": "LGPL-3.0-or-later", "package_id": "apercy/ju52_hydro", "repo": "https://github.com/APercy/ju52_hydro", "tags": [ "transport" ], "type": "mod", "website": null }
**Title:** Livingcaves **Description:** **Details:** Adds more life to the caves of your world This mod modifies the existing caves of Minetest Game and adds 5 types of new cave styles, including roots on cave ceilings in forest areas, ice caves in cold areas, mushroom caves, dripstone caves and bacteria caves in deep layers. It also adds some recipes and crafting stuff like doors, walls and stairs. **Tags:** mapgen, survival **Repository:** https://github.com/Skandarella/livingcaves **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 5318, "license": "MIT", "package_id": "Liil/livingcaves", "repo": "https://github.com/Skandarella/livingcaves", "tags": [ "mapgen", "survival" ], "type": "mod", "website": null }
**Title:** Simple Working Villages **Description:** **Details:** # working_villages mod forked from theFox6 A Working mod for the creation of a small working town Creative mode only at the moment to start the mod. You need to collect a Mayor and a command sceptor. Search "work" in the inventory. Place the Mayor down in the middle of open flat land and he will start to build your town with the help of a few friends. Your mission should you except it, is to help the overall development and help the Mayor keep people supplied. Keep and eye out for the builder going home for items and not finding any. you must help to keep the builds going. This is the testing phase of the 2nd stage development, before the eventual needed refactoring. **Tags:** mobs **Repository:** https://github.com/RayT76/simple_working_villages **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 461, "license": "MIT", "package_id": "Ray_F_T76/simple_working_villages", "repo": "https://github.com/RayT76/simple_working_villages", "tags": [ "mobs" ], "type": "mod", "website": null }
**Title:** Wireless Mesecons **Description:** **Details:** # Wireless Mesecons # (includes Digiline support) ### Items ### * Wireless Transmitter * Wireless Receiver * Antenna (craftitem) * Radio Dish (craftitem) ### Crafting ### #### Wireless Transmitter #### ![Imgur](https://i.imgur.com/H5tyvxE.png) Swap Digiline wire for Mesecon wire if Digilines is disabled #### Antenna #### ![Imgur](https://i.imgur.com/Dz0mX5V.png) #### Wireless Receiver #### ![Imgur](https://i.imgur.com/7i1G2Dg.png) Swap Digiline wire for Mesecon wire if Digilines is disabled #### Radio Dish #### ![Imgur](https://i.imgur.com/fgylNAI.png) (Reversed direction is also acceptable) ### Usage ### The `network` field in both the transmitter and receiver tell each node which channel to send and listen on, respectively. This is in no way related to Digiline channels. The `range` field in the transmitter will set how far away a receiver can be to get a signal. Up to 100 receivers can listen on one network. Multiple transmitters can send to the same network, however, behavior can be unexpected. This should really only be used in combination with luacontrollers. Sending a Mesecon signal will result in a yellow signal indicator. ![Imgur](https://i.imgur.com/s40ZePy.png) Sending a Digiline signal will result in a blue indicator (for a short time). ![Imgur](https://i.imgur.com/58ufKuI.png) Transmitters and receivers are not digiline devices, they only carry the signal. They are similar to wires, except, wireless. Yes, Digiline and Mesecon signals can be sent in unison. Digiline signals will transmit regardless of the transmitter being active. #### Overheating #### Transmitters are limited to 20 signals per second. A Mesecon signal counts as 5, as they are much harder to send rapidly. When a transmitter overheats, the signal will appear red until it cools down a second later. No signals will transmit during this time. ![Imgur](https://i.imgur.com/dccE0AR.png) **Tags:** technology **Repository:** https://github.com/GreenXenith/mesecons_wireless **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 3820, "license": "MIT", "package_id": "GreenXenith/mesecons_wireless", "repo": "https://github.com/GreenXenith/mesecons_wireless", "tags": [ "technology" ], "type": "mod", "website": null }
**Title:** Horn Track for Advanced Trains **Description:** **Details:** Horn Track for Advanced Trains ============================== This mod adds a track for [Advanced Trains] that automatically activates the horn or whistle of any train that passes over it. Features: - Horn tracks can be customised to play different patterns. - Horn tracks are available for standard tracks and [tieless tracks]. - Trains can be filtered with ARS rules (requires Advanced Trains Interlocking). Patterns -------- A pattern consists of a sequence of space-separated notes in the form `[INTENSITY*]DURATION`, where `INTENSITY` indicates the horn volume on a scale from 0.0 to 1.0, and `DURATION` indicates the length in seconds. You can insert a delay with `0*DURATION`. Two adjacent words of the same intensity will automatically insert a delay. You can prevent this by adding a zero-length delay with `0*0`. [Advanced Trains]: https://content.luanti.org/packages/orwell/advtrains/ "Advanced Trains on Minetest ContentDB" [Tieless Tracks]: https://content.luanti.org/packages/sylvester_kruin/tieless_tracks/ "Tieless Tracks on Minetest ContentDB" **Tags:** sound_music, transport **Repository:** https://codeberg.org/SilverSandstone/advtrains_horntrack **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 994, "license": "MIT", "package_id": "SilverSandstone/advtrains_horntrack", "repo": "https://codeberg.org/SilverSandstone/advtrains_horntrack", "tags": [ "sound_music", "transport" ], "type": "mod", "website": null }
**Title:** LWRoad_Tracks **Description:** **Details:** Provides cars and road tracks, similar in function to rail carts. This mod is derived from the boost_cart mod. The road tracks act the same as rail tracks but have a tyre track texture. The cars work the same as rail carts but also respond to the up/forward (W) key to start and accelerate. Controls: * Right click - mount/dismount. * Sneak+Right click - open car inventory. * Punch - start/accelerate. * Sneak+Punch - Dig (will not dig if inventory is not empty). * Up/forward (W) - start/accelerate. * Down/Back (S) - decelerate/stop. * Left (A) - turn left (if track allows). * Right (D) - turn right (if track allows). Boom gates and the stop line can only be placed on flat straight track. Tracks do not automatically connect to them, the layout of tracks must be led up to it. Their rotation depends on player direction when placed. Tracks that accept mesecons power can be connected on the sides and below, including a vertical mesecons wire below the block the track is on. An api is exposed to register cars and tracks. See mod_api.txt. **Tags:** transport **Repository:** https://github.com/mt-historical/lwroad_tracks **License:** LGPL-2.1-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 5529, "license": "LGPL-2.1-only", "package_id": "mt-mods/lwroad_tracks", "repo": "https://github.com/mt-historical/lwroad_tracks", "tags": [ "transport" ], "type": "mod", "website": null }
**Title:** Bows **Description:** **Details:** Craft yourself a bow with some arrows and protect yourself, features include: * Simple API to register bows and arrows. * Custom functions when arrows hit object or node. * Uses raycasting for accuracy. * Mese arrows can toggle mesecon switches. * Diamond arrows can break glass blocks into shards. * Lucky block drops and special item. Place arrows to the left side of the bow you are using to shoot. **Tags:** tools **Repository:** https://codeberg.org/tenplus1/bows **License:** LGPL-2.1-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 20755, "license": "LGPL-2.1-only", "package_id": "TenPlus1/bows", "repo": "https://codeberg.org/tenplus1/bows", "tags": [ "tools" ], "type": "mod", "website": null }
**Title:** Proxima Survival **Description:** **Details:** Survive on Proxima Centauri B! Dependencies: You need minetest Egine License: Copyright (C) 2021 debiankaios Code: Licensed under the GNU GPL version 3 or later. See LICENSE.txt Textures and Sounds: CC BY-SA 3.0 Most textures are Made by my friend Bambusmann. * Mods which are not from me: * awards [/mods/APIS/awards] * bucket [/mods/ITEMS/bucket] * climate_api [/mods/APIS/climate_api] * default [/mods/ITEMS/default] * i3 [/mods/MISC/i3] * mobs [/mods/OBJECTS/mobs] * networks [/mods/APIS/networks] * online_players [/mods/MISC/online_players] * player_api [/mods/APIS/player_api] * screwdirver [/mods/ITEMS/screwdirver] * signs_lib [/mods/APIS/signs_lib] * stamina [/mods/MISC/stamina] * stats [/mods/MISC/stats] * tubelib2 [/mods/APIS/tubelib2] * Ziped Packages under /mods/* Some mods have other license, please show byself Remarks: This subgame is in pre-alpha-status, Please understand, that it isn't finish. Warning, this project is to time marked as *pending* for debiankaios, this means he don't make changes to time but it's on a Queue. This mark is only for debiankaios, means other people can continue all time. Matrix-Chat-Room: https://matrix.to/#/!UxcOzjZsuFQqaxmmNr:matrix.org?via=matrix.org **Tags:** mtg, survival, technology, tools **Repository:** https://gitlab.com/debiankaios/proxima_survival **License:** GPL-3.0-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 8807, "license": "GPL-3.0-or-later", "package_id": "debiankaios/proxima_survival", "repo": "https://gitlab.com/debiankaios/proxima_survival", "tags": [ "mtg", "survival", "technology", "tools" ], "type": "game", "website": "http://proxima.debiankaios.de" }
**Title:** Castle Gates **Description:** **Details:** This is a mod all about creating castle gates and dungeons. It contains dungeon doors and bars, and also a set of nodes for constructing larger swinging and sliding gates. This allows the construction of portcullises and drawbridges as well as conventional swinging doors. Use the screwdriver to reorient gate pieces as needed for these purposes. **Tags:** building **Repository:** https://github.com/minetest-mods/castle_gates **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 14470, "license": "MIT", "package_id": "FaceDeer/castle_gates", "repo": "https://github.com/minetest-mods/castle_gates", "tags": [ "building" ], "type": "mod", "website": null }
**Title:** Bronze & Copper stuff for VoxeLibre(ex.Mineclone 2) **Description:** **Details:** Adds bronze & copper stuff to Mineclone 2.<br> Bronze item - 80% durability of iron, but dig_speed_class + 1.<br> Bronze sword - speed = speed diamond sword, 80% durability of iron.<br> Bronze armor - protection = chainmail armor +1 , 80% durability of iron. <br> Copper stuff - 80% durability of bronze.<br> ! tin is not realized, use an iron ingot to obtain bronze.<br> ALTERNATIVE RECIPES:<br> (instead of an iron ingot, a bronze one, but the functions of the items are the same).<br> * Bucket <br> * Rails <br> * Shield <br> RECIPES:<br> * Broze Armor <br> * Bronze tools: shovel, sword, pickaxe, axe, shears, hoe... <br> * Bronze Ingot <br> * Copper tools: shovel, hoe, shears... <br> **Tags:** crafting **Repository:** https://codeberg.org/MiracleNebule/BronzeMod **License:** GPL-3.0-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 624, "license": "GPL-3.0-or-later", "package_id": "MiracleNebulae/mcl_bronze_stuff", "repo": "https://codeberg.org/MiracleNebule/BronzeMod", "tags": [ "crafting" ], "type": "mod", "website": null }
**Title:** Headlamp **Description:** **Details:** A simple mod that adds a headlamp that can be worn as armor, providing a bright light source. Note that it specifically requires the `mt-mods` version of the `illumination` mod, which supports `3d_armor`: https://content.luanti.org/packages/mt-mods/illumination/ --- ### Usage Using the headlamp is very simple, just "use" the item to turn it on (left-click) and put it in one of your armor slots. You can also "place" the item to equip it (right-click). Note that the headlamp works slightly different depending on whether the `technic` mod is installed; if `technic` is installed, the headlamp can be recharged like other electric tools, if not, the headlamp will simply wear out, and can be repaired like any other tool. --- ### Crafting The crafting recipe for the headlamp depends on which mods are installed: - Minetest Game only: ![Default Recipe](https://raw.githubusercontent.com/OgelGames/headlamp/master/images/default_recipe.png "Default Recipe") - With Technic installed: ![Technic Recipe](https://raw.githubusercontent.com/OgelGames/headlamp/master/images/technic_recipe.png "Technic Recipe") If another game is used that doesn't include `default` or `farming`, no recipe will be added. **Tags:** survival, tools **Repository:** https://github.com/OgelGames/headlamp **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 5056, "license": "MIT", "package_id": "OgelGames/headlamp", "repo": "https://github.com/OgelGames/headlamp", "tags": [ "survival", "tools" ], "type": "mod", "website": null }
**Title:** Citygen **Description:** **Details:** Procedural city mapgen * **Note**: works only with "singlenode" mapgen * Creates procedurally configured buildings along a street-network * Recommended mod: `morelights` (for the sewers) **Tags:** custom_mapgen **Repository:** https://github.com/BuckarooBanzay/citygen.git **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 7113, "license": "MIT", "package_id": "BuckarooBanzay/citygen", "repo": "https://github.com/BuckarooBanzay/citygen.git", "tags": [ "custom_mapgen" ], "type": "mod", "website": null }
**Title:** Flying Carpet **Description:** **Details:** Quickly explore the vast terrain with the magical flying carpet. But only the skilled users can master its speed, the fools will crash and hurt themselves. The carpet flies fast horizontally, but very slowly is it able to move vertically. It constantly reduces your mana resources (if Mana mod is enabled) and will wear out over time. **Tags:** adventure__rpg, magic, transport **Repository:** https://codeberg.org/Wuzzy/minetest_flying_carpet **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 12547, "license": "MIT", "package_id": "Wuzzy/flying_carpet", "repo": "https://codeberg.org/Wuzzy/minetest_flying_carpet", "tags": [ "adventure__rpg", "magic", "transport" ], "type": "mod", "website": null }
**Title:** My Streets **Description:** **Details:** Mystreets is just what it sounds like. Streets. It is asphalt and other items that you find on a street. It adds oil for you to mine as well as 3 new ores. Nickel, Zinc and Lead. There are signs, billboard, traffic cones and more to make your streets great. ------------------------------------------------------------------------------------------------------------------------ Code Licence - MIT Media Licence - CC0 **Tags:** building **Repository:** https://github.com/DonBatman/mystreets.git **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 686, "license": "MIT", "package_id": "Don/mystreets", "repo": "https://github.com/DonBatman/mystreets.git", "tags": [ "building" ], "type": "mod", "website": "https://donbatman.github.io/mystreets.html" }
**Title:** Crops **Description:** **Details:** This mod expands the basic set of farming-related crops that minetest_game offers. It adds melons, potatoes, tomatoes, green beans and corn. The mod also implements plant humidity - you will have to water plants to make sure they're not dried out, or make sure they don't get over-watered. ## Configuration A default configuration file, `crops_settings.txt` will be added to your world folder that contains suggested `easy`, `normal` (the default) and `difficult` settings for this mod. You can currently tune the ABM interval/chance, and required light level for plant growth. ## Hydration mechanic This feature is disabled in the `easy` setting. Plants need water. Plants need more water when they grow. This mod implements mechanics of plant hydration and what happens when you over-water or not water your plants properly: Plants may wither or soak, and if they wither/soak too much, the plant will get damaged. You can see that plants are under stress visually. When a plant withers, there will be particles that are steam/smoke-like floating upwards from the plant. When a plant is over-watered, water bubbles can be seen at the plant base. These are implemented as particles. In the default difficulty settings, plants don't accrue enough damage to kill the plant. But at difficult settings, withering will end up resulting in plant death, or the loss of crop entirely. At default settings, plants will yield significantly less harvest if not taken care of! So if you do decide to not water your plants, make sure you don't let them sit around for days and harvest them as soon as they are ripe to limit the effects. Environment factors can influence hydration: nearby water, night time moisture. And of course, the watering can. The watering can holds 20 watering charges, and it takes 3-4 charges to water a plant from completely dry to maximum wetness. Some plants will want more water, some will do better with less, so make sure you use a hydrometer to measure plant humidity. Recipes for the watering can and hydrometer are listed below. ## Plants ### Melons and pumpkins Melon plants grow from melon seeds. Once a plant is mature (there are 5 stages) it will spawn a melon block adjacent to the plant. The melon block can be harvested by punching, and yields 3-5 melon slices. The melon slice can be crafted to a melon seed. Pumpkins grow from pumpkin seeds, and are harvested to yield a pumpkin block. Each block can be cooked to yield one or more roast pumpkin chunks, which can be eaten. You can also craft the blocks to seeds. A pumpkin plant will only yield limited amounts of pumpkins. After a while they automatically wither. ### Corn. Corn plants are 2 blocks high, and yield corn cobs. These can be cooked to corn-on-the-cob, or processed to make corn seed (corn kernels, basically). Digging a mature plant yields the corn cob. A harvested corn plant "wilts", and needs to be dug away to make the land usable, or can be left as ornamental 2-block plant. Digging either top or bottom block works in all cases. ### Tomatoes. Tomatoes appear to work simple enough, until you harvest them the first time: The plant stays! However, after the 3rd to 5th harvest, the plant wilts and needs to be removed, since no more tomatoes will grow on the plant. Per harvest you can get 1-2 tomatoes only. You can craft the tomatoes to tomato seeds, as expected. ### Potatoes. The plants themselves don't drop anything. Only if the plant matures can you dig potatoes from the soil. If you can reach the soil from the side you can save yourself one dig by digging the soil as that will remove the plant from the top, but otherwise you need to dig twice: once to remove the plant, once to dig out the potatoes. You get 3-5 potatoes. Each potato gives one (set of) "potato eyes" which are the clones that can grow back to potatoes. Be careful not to dig the plant when there's flowers! You have to wait until the soil below shows potatoes. It's fairly easy to see the difference, though. ### Green Beans These green beans are unnaturally green, but there's so many of them that grow on a vine! Sadly, these beans don't grow beans unsupported, so you stick some sticks together to make a beanpole, something like this way: empty empty empty stick empty stick stick empty stick There, that should help the viney bean plant to grow to 2 meters high. It has remarkable purple flowers, that pop all over the plant just before the beans grow. Sadly, once the beans are picked, this plant turns into an unusable mess that makes it hard for the next plant to grow on the beanpole, so you salvage the beanpole's sticks after harvesting in order to make more beanpoles again. It's a bit of work, but worth it, these beans are delicious! ## Cooking / Crafting The corn cobs can be cooked directly to make Corn-on-the-Cob. This mod includes a bowl recipe. The bowl is made from clay lumps, which results in an unbaked clay bowl that needs to be baked in an oven to be usable: ``` empty empty empty clay_lump empty clay_lump empty clay_lump empty ``` Pumpkin blocks can be cooked whole, and yield roasted pumpkin. It's okay as food, but it takes a lot of work. You can fill these bowls (or any group:food_bowl) with vegetables to craft an uncooked vegetable stew: ``` empty empty empty grean_beans potato tomato empty clay_bowl empty ``` The uncooked vegetable stew obviously needs to be cooked as well in an oven. The resulting Vegetable Stew bowl gives a lot of hears back, which is worth the effort. The watering can can be made as follows: ``` steel_ingot empty empty steel_ingot empty steel_ingot empty steel_ingot empty ``` To fill the watering can, left click any block of water. To use, left click a plant. The damage bar on the icon indicates the fill level of the watering can. The hydrometer can be crafted like this: ``` mese_crystal_fragment empty empty empty steel_ingot empty empty empty steel_ingot ``` Left-click any plant with the hydrometer, and the charge bar indicates the humidity level of the plant: a dry plant will have 0% humidity and be a small red bar or no bar at all, and a soaked plant will have a full green bar. Be careful though! Some plants prefer to be at mid-level (yellow) instead of full wetness! **Tags:** plants_and_farming, survival **Repository:** https://github.com/minetest-mods/crops **License:** GPL-2.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 13322, "license": "GPL-2.0-only", "package_id": "sofar/crops", "repo": "https://github.com/minetest-mods/crops", "tags": [ "plants_and_farming", "survival" ], "type": "mod", "website": null }
**Title:** CInventory **Description:** **Details:** Gives the player access to a menu that lists all registered nodes giving the player full access to any block they want to use for building without having to go through unility blocks (like a form of crafting table) to access these blocks. This is mainly meant for creative mode and adds a way to get blocks eaisly in games that dont have a proper inventory system like nodecore. This also allows server's that run games like nodecore to allow its staff or trusted members access to a creative mode "inventory" via a permission without completely replacing the base inventory screen and giving normal players access to infinite resources and blocks. **Tags:** creative, gui, inventory **Repository:** https://github.com/viper968/cinventory.git **License:** LGPL-2.1-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 393, "license": "LGPL-2.1-only", "package_id": "viper968/cinventory", "repo": "https://github.com/viper968/cinventory.git", "tags": [ "creative", "gui", "inventory" ], "type": "mod", "website": null }
**Title:** More Swords **Description:** **Details:** Right click to use special ability, left click to do damage. All abilities have cooldowns and the player will recive a message when the cooldown is over. # Ice sword: Traps the enemy in a cryochamber, filled with water, drowning them. When item is selected in hotbar, water turns to ice. # Lava Sword: Spawns lava above players. When item is selected in hotbar, lava turns to obsidion. # Pick Sword: Digs a 3x3 tunnel down 30 nodes. The perfect way to bury your enemy. # Smoke Sword: Surrounds the enemy with blinding smoke. # Teleportation Sword: Teleports enemy 10 nodes up. # Water Sword: Spawns water above enemy. **And more upcomming,** **Tags:** magic, pvp, survival, tools **Repository:** https://git.james-clarke.ynh.fr/james/MoreSwords **License:** GPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 11826, "license": "GPL-3.0-only", "package_id": "JAstudios/moreswords", "repo": "https://git.james-clarke.ynh.fr/james/MoreSwords", "tags": [ "magic", "pvp", "survival", "tools" ], "type": "mod", "website": "https://www.james-clarke.ynh.fr/" }
**Title:** LWComputers **Description:** **Details:** LWComputers provides programmable computers and robots, floppy disks, printers, graphical screens, touch response monitors, a digilines controlled mesecons power switch, solid conductor blocks, vertical moving floor and a trash item. *Minetest compiled with LuaJIT is required.* **Features** * GUI has keyboard and responds to mouse clicks. * Each computer and robot can be persistent (remain loaded). * Robots can move, detect, dig, place, craft and work with inventories. * Hard drive and floppies use folder under world folder for storage (can be edited externally). * Running computers restart (clean boot) when world is re-entered. * Clipboard item to facilitate copy/paste. * Support for mesecon and digilines. * Computer's programming language is lua. * Each computer runs in its own environment (sand-boxed). * Computers retain hard drive data when being moved. * No inherent os, looks for file "boot" at startup. * Los disk item boots to command prompt. * Lua disk item boots to lua prompt. * Character terminal display, supporting 16 colors. * Display resolution can be changed (mod setting - affects all). * Printers, pages and books. * Digiswitch, digilines controlled mesecons power. - [Depreciated](https://content.luanti.org/packages/loosewheel/lwcomponents/) * Movefloor, similar to vertical mesecons movestone. - [Depreciated](https://content.luanti.org/packages/loosewheel/lwcomponents/) * Solid color conductor blocks, same as Solid Color Block but also mesecons and digilines conductor. - [Depreciated](https://content.luanti.org/packages/loosewheel/lwcomponents/) * Graphical screens in 16 and 32 resolutions (based on cheapie's digiscreen). * Monitors supporting 7 display resolutions, 16 colors and touch (right click) digilines message. *DigiSwitch, MoveFloor, Solid Color Conductors, lwcomputers:touchscreen and lwcomputers:panel have been depreciated. They have been moved to [lwcomponents](https://content.luanti.org/packages/loosewheel/lwcomponents/). If lwcomponents is loaded any nodes from this mod in the world will still work, but cannot be crafted nor are available in the creative inventory. If not loaded everything remains the same.* If a disked item is removed from the world (permanently) the disk's contents will likely remain in the world save folder. The world save folder for an item with a disk will be removed if: * The trash item from this mod is used to dispose of it. * Calling robot.trash () * The item is blown up. See readme.txt for full details. See docs/api_ref.txt or docs/api_ref.html for programming reference. See docs/los_ref.txt for LOS reference. See docs/mod_api.txt for mod api. **Tags:** education, technology **Repository:** https://github.com/mt-historical/lwcomputers **License:** LGPL-2.1-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 5583, "license": "LGPL-2.1-or-later", "package_id": "mt-mods/lwcomputers", "repo": "https://github.com/mt-historical/lwcomputers", "tags": [ "education", "technology" ], "type": "mod", "website": null }
**Title:** Wilhelmines More Torches **Description:** **Details:** This mod adds new types of torches and lamps that can be crafted. For Minetest Game without mods there are only 4 new torches (Jungle, Aspen, Pine, Acacia) But if you are using Living Floatlands, Natural Biomes, Living Desert and Living Jungle, you will get many new light sources. **Tags:** decorative, survival **Repository:** https://github.com/Skandarella/moretorches.git **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 2914, "license": "MIT", "package_id": "Liil/moretorches", "repo": "https://github.com/Skandarella/moretorches.git", "tags": [ "decorative", "survival" ], "type": "mod", "website": null }
**Title:** Classic Coaches **Description:** **Details:** This mod is an extension for [Advanced Trains](https://content.luanti.org/packages/orwell/advtrains/) that adds a set of four intercity style passenger wagons as well as a bistro wagon, all of which have liveries that can be customized in-game by their owning players. ## Wagons All of the wagons in this mod are loosely based on passenger coaches used for European inter city railway service during the late 20th and early 21st centuries. ## Game Support As with **AdvTrains**, the Classic Coaches mod is compatible with many games when playing in creative mode and fully supports survival mode in [Minetest Game](https://content.luanti.org/packages/Minetest/minetest_game/) and its many variants. However, Classic Coaches also supports survival mode in games that are not based on **Minetest Game** including the following: - [Farlands Reloaded](https://content.luanti.org/packages/wsor4035/farlands_reloaded/) - [Hades Revisited](https://content.luanti.org/packages/Wuzzy/hades_revisited/) - [Minecloneia](https://content.luanti.org/packages/ryvnf/mineclonia/) - [VoxeLibre](https://content.luanti.org/packages/Wuzzy/mineclone2/) Note that support for survival mode in those games is subject to potential breakage in the future if those games change their materials or crafting system. Some of the crafting recipes defined by Classic Coaches require items that are defined in AdvTrains. Thus, for full support of survival mode in the games listed above, also consider using the [AdvTrains Crafting Compatibility Patch](https://content.luanti.org/packages/Marnack/advtrains_crafting_compatibility_patch/) to enable crafting of those items that are defined in AdvTrains. ## Recent Changes ### [1.1.0] - 2025-03-02 - Add bistro coach - Optimize PNGs - Add support for advtrains_attachment_offset_patch ### [1.0.0] - 2024-05-24 - Remove dependencies on mods from Minetest Game - Add support for survival mode in additional games See CHANGELOG.md for older changes. **Tags:** simulation, transport **Repository:** https://github.com/Marnack/classic_coaches **License:** AGPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 3868, "license": "AGPL-3.0-only", "package_id": "Marnack/classic_coaches", "repo": "https://github.com/Marnack/classic_coaches", "tags": [ "simulation", "transport" ], "type": "mod", "website": null }
**Title:** Basic Machines **Description:** **Details:** This is a modified version of basic_machines mod written by rnd:<br> &emsp;https://github.com/ac-minetest/basic_machines, [Luanti forum topic](https://forum.luanti.org/viewtopic.php?t=12033) ## Manual 1. Wiki pages: https://github.com/ac-minetest/basic_machines/wiki 2. In-game help: right click mover/detector/keypad... and click help button **Tags:** survival, technology **Repository:** https://github.com/waxtatect/basic_machines **License:** GPL-3.0-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 2481, "license": "GPL-3.0-or-later", "package_id": "waxtatect/basic_machines", "repo": "https://github.com/waxtatect/basic_machines", "tags": [ "survival", "technology" ], "type": "mod", "website": null }
**Title:** Beacons **Description:** **Details:** Adds beacons: blocks that produce a bright beam of light above them. The light beam stops when it is blocked by anything that's not air, or reaches its maximum height (if there is a maximum). See forum topic for more details (including crafting recipes). **Tags:** building **Repository:** https://notabug.org/SpaghettiToastBook/beacons **License:** CC0-1.0
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 7381, "license": "CC0-1.0", "package_id": "SpaghettiToastBook/beacons", "repo": "https://notabug.org/SpaghettiToastBook/beacons", "tags": [ "building" ], "type": "mod", "website": null }
**Title:** Charcoal **Description:** **Details:** Adds charcoal item and charcoal block. You can make charcoal by cooking items of the *group:tree*. Use it as fuel or to craft torches. **Tags:** building, survival **Repository:** https://codeberg.org/X17/charcoal **License:** GPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 5117, "license": "GPL-3.0-only", "package_id": "X17/charcoal", "repo": "https://codeberg.org/X17/charcoal", "tags": [ "building", "survival" ], "type": "mod", "website": null }
**Title:** Inventory Icon **Description:** **Details:** This simple mod adds an icon to the player's HUD at the bottom right corner. It shows how many inventory slots are available and how many of them are occupied. This mod also supports the Bags and Unified Inventory mods. If one of these mods are used, icons for each bag are displayed, too. **Tags:** hud, inventory **Repository:** https://codeberg.org/Wuzzy/minetest_inventory_icon **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 4245, "license": "MIT", "package_id": "Wuzzy/inventory_icon", "repo": "https://codeberg.org/Wuzzy/minetest_inventory_icon", "tags": [ "hud", "inventory" ], "type": "mod", "website": null }
**Title:** Scythes & Sickles **Description:** **Details:** # Scythes & Sickles Adds scythes and sickles with unique applications for farming Scythes allow you to quickly sweep through your fields. They can only break fully grown crops and harvest multiple plants at once. They also replant harvested crops automatically. Alternatively, they can be used as an effective weapon with higher range. Sickles allow you to scrape grass and moss from overgrown nodes. The resulting moss can then be used as dye of fertilizer. They also let you to cut wheat and other grains more precisely, allowing you to harvest some crops without completely resetting them. ## Scythes * only break fully grown crops * harvest all grown neighboring crops as well * automatically replant harvested crops * can be used as a weapon with slightly more range ## Sickles * are an effective cutting tool * can harvest grass and moss from overgrown nodes * reset wheat and other grains by a few stages upon harvest instead of destroying them * have a slightly shorter range ## Moss * can be found in four different colors * can be used as fuel in a furnace * can be crafted into dye * can be cooked into fertilizer (requires bonemeal mod) * can be turned into blocks * can be placed on the side of any node * can be eaten for a minimal health gain ## Moss Blocks * are an effective fuel in a furnace * can be used as a building block * can be crafted into slabs and stairs * can be dyed in any of it's four natural colors ## License Information The entire source code is written by me and licensed under *GNU LGPL v3*. You can find the complete license information in the supplied license file. Textures for tools and moss items are made by Cap for this mod and licensed under *CC BY-SA 3.0*. Textures for placed moss node and flower petals are by Vanessa Ezekowitz under *CC BY-SA 4.0* for her [plantlife modpack](https://forum.minetest.net/viewtopic.php?t=3898). The sound effect for placing or breaking moss blocks is made by DrMinky under *CC BY 3.0* and can be found on [FreeSound](https://freesound.org/people/DrMinky/sounds/167073/). **Tags:** plants_and_farming, tools **Repository:** https://github.com/t-affeldt/sickles **License:** LGPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 5085, "license": "LGPL-3.0-only", "package_id": "TestificateMods/sickles", "repo": "https://github.com/t-affeldt/sickles", "tags": [ "plants_and_farming", "tools" ], "type": "mod", "website": null }
**Title:** Obsidian Swords **Description:** **Details:** ### Obsidian Swords (and Tools) Adds the obsidian sword, dagger and longsword. Also adds the obsidian pickaxe, axe, and shovel, all an upgrade to diamond tools. Each weapon has its uses, advantages, and tradeoffs. **Obsidian Sword:** Slightly stronger than a regular diamond sword, at the expense of being slightly slower. **Obsidian Dagger:** Quick and durable, with a shorter range and low per-hit damage. **Obsidian Longsword:** Very powerful with a long reach, slow but strong swings. **Tags:** pve, pvp, survival, tools **Repository:** https://github.com/Dragonop/tools_obsidian **License:** LGPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 8772, "license": "LGPL-3.0-only", "package_id": "Dragonop/tools_obsidian", "repo": "https://github.com/Dragonop/tools_obsidian", "tags": [ "pve", "pvp", "survival", "tools" ], "type": "mod", "website": null }
**Title:** Rainbow Ore **Description:** **Details:** Rainbow Ore =========== This mod features a new ore called "Rainbow Ore" (as if you guessed it :D) which is pretty rare but also pretty powerful. License ======= Copyright (C) 2015 Robin Kuhn (KingSmarty) Rainbow Ore code is licensed under the GNU LGPLv2.1. Textures are licensed under the same license as minetest_game. Crafting: ========= Smelt "Rainbow Ore Block" --> "Rainbow Ingots" Tools are crafted as always but with "Rainbow Ingots" as material instead. Armor is crafted like Armor but with "Rainbow Ingots" as material instead. Shield are crafted like a shield but with "Rainbow Ingots" as material instead. You can craft Nyancat_rainbow blocks like any other "solid" blocks but with "Rainbow Ingots" as material instead. **Tags:** tools **Repository:** https://github.com/FsxShader2012/rainbow_ore **License:** LGPL-2.1-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 5682, "license": "LGPL-2.1-only", "package_id": "KingSmarty/rainbow_ore", "repo": "https://github.com/FsxShader2012/rainbow_ore", "tags": [ "tools" ], "type": "mod", "website": null }
**Title:** Bones Rework (MineClonia compat) **Description:** **Details:** # Bones Mod Reworked Code under [AGPLv3-or-later](https://www.gnu.org/licenses/agpl-3.0.html) License Bones Mod is [Libre/Free Software](https://www.gnu.org/philosophy/free-sw.html), copy and share. [This is not open source](https://www.gnu.org/philosophy/open-source-misses-the-point.html)! ## Description Clasic Bones Mod Fork Originally by PilzAdam It works in MineClonia and MTG In MineClonia bones can keep your armor or shield inventory **Tags:** mtg, server_tools, survival **Repository:** https://codeberg.org/usrib/bones.git **License:** AGPL-3.0-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 1780, "license": "AGPL-3.0-or-later", "package_id": "NathanielFreeman/bones", "repo": "https://codeberg.org/usrib/bones.git", "tags": [ "mtg", "server_tools", "survival" ], "type": "mod", "website": null }
**Title:** Castles++ **Description:** **Tags:** building **Repository:** https://github.com/minetest-mods/castle **License:** LGPL-2.1-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 20111, "license": "LGPL-2.1-only", "package_id": "philipbenr/castle", "repo": "https://github.com/minetest-mods/castle", "tags": [ "building" ], "type": "mod", "website": null }
**Title:** A bit Modern **Description:** **Details:** An attempt to create pleasant textures. Not finished now; everything may change. This texture pack is not aimed to be an improved Minetest Games textures, however colors sometimes are taken from there. For present, textures are provided for: - Default (~77%) - Flowers - Doors (~8%) **Tags:** 16px **Repository:** https://github.com/ZavGaro/abm_textures **License:** CC-BY-4.0
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 1496, "license": "CC-BY-4.0", "package_id": "ZavGaro/a_bit_modern", "repo": "https://github.com/ZavGaro/abm_textures", "tags": [ "16px" ], "type": "txp", "website": null }
**Title:** Farm Tools **Description:** **Details:** # Farm Tools Based on the [Scythes & Sickles](https://github.com/t-affeldt/sickles) mod by TestificateMods, this mod adds various tools to make farming more convenient. Scythes allow you to quickly sweep through your fields. They can only break fully grown crops and harvest multiple plants at once. They also replant harvested crops automatically. Alternatively, they can be used as an effective weapon with higher range. Sickles allow you to scrape grass and moss from overgrown nodes. The resulting moss can then be used as dye or fertilizer. They also let you to cut wheat and other grains more precisely, allowing you to harvest some crops without completely resetting them. Finally, rakes allow you to turn dirt into soil in a 3x3 area, so that you can create bigger farms more quickly. ## About this mod ### Why a fork? When I created this fork, the source code repository of the original mod didn't have any activity since almost a year, and there were some issues in the mod since multiple years. After sending my patches to the maintainer of the original mod, I decided to go ahead and make my own fork. ### How does it differ from the original mod? It may differ more and more in the future. Currently, I have fixed two long-lasting bugs: - The scythes and sickles now work on all plants from the `farming_redo` mod. In the original mod, they didn't work when the node ID of the plant was different from the item name (for instance, raspberries have the following node ID: `farming:raspberry`, whereas the item in the inventory has `farming:raspberries`). - Plants from the `farming_redo` that don't drop their seeds when harvested can now be replanted if seeds can be crafted from their fruit. This is the case for `farming:sunflower`, `farming:garlic` and `farming:pepper`. In addition: - I also added a diamond version of the tools, and plan to support other materials in the future. - I added rakes, that allow to turn dirt into soil in a 3x3 area. ## Roadmap - [x] Add support for `x_farming` mod - [x] Add rakes with other materials (i.e. gold, diamond, etc.) - [x] Add mithril tools - [ ] Improve translations ## Features ### Scythes - only break fully grown crops - harvest all grown neighboring crops as well - automatically replant harvested crops - can be used as a weapon with slightly more range ### Sickles - are an effective cutting tool - can harvest grass and moss from overgrown nodes - reset wheat and other grains by a few stages upon harvest instead of destroying them - have a slightly shorter range ### Rakes - can turn dirt into soil in a 3x3 area - are therefore more efficient than hoes ### Moss - can be found in four different colors - can be used as fuel in a furnace - can be crafted into dye - can be cooked into fertiliser (requires bonemeal mod) - can be turned into blocks - can be placed on the side of any node - can be eaten for a minimal health gain ### Moss Blocks - are an effective fuel in a furnace - can be used as a building block - can be crafted into slabs and stairs - can be dyed in any of it's four natural colors ## Credits ### Code - This is a fork of [the original mod](https://github.com/t-affeldt/sickles) written by Till Affeldt and licensed under [LGPL-3.0](https://www.gnu.org/licenses/lgpl-3.0.en.html). - This fork is made by Camelia Lavender and is licensed under [LGPL-3.0](https://www.gnu.org/licenses/lgpl-3.0.en.html). as well. - Some of the code used for the rakes (`lib/rake.lua`) is directly based on the [Minetest Game farming/hoes mod](https://github.com/luanti-org/minetest_game/blob/master/mods/farming/hoes.lua). The original code is licensed under [LGPL-2.1](https://github.com/luanti-org/minetest_game/blob/master/LICENSE.txt), and the adapted code present in this repository is licensed under [LGPL-3.0](https://www.gnu.org/licenses/lgpl-3.0.en.html). - Mineclonia/VoxeLibre support was made by [bgstack15](https://codeberg.org/bgstack15). ### Assets - Textures for rakes are made by Camelia Lavender, and are licensed under [CC BY-SA 4.0](https://creativecommons.org/licenses/by-sa/4.0/deed.en). - Textures for scythes and sickles added in this fork (i.e. diamond scythes and sickles, etc.) are made by Camelia Lavender based on the textures made by Cap for the original mod, that are licensed under _CC BY-SA 3.0_. [Therefore](https://creativecommons.org/share-your-work/licensing-considerations/compatible-licenses/), those textures are licensed under [CC BY-SA 4.0](https://creativecommons.org/licenses/by-sa/4.0/deed.en). - Textures for tools included in the original mod and moss items are made by Cap for the original mod and licensed under [CC BY-SA 3.0](https://creativecommons.org/licenses/by-sa/3.0/deed.en). - Textures for placed moss node and flower petals are by Vanessa Ezekowitz under [CC BY-SA 4.0](https://creativecommons.org/licenses/by-sa/4.0/deed.en) for her [plantlife modpack](https://forum.minetest.net/viewtopic.php?t=3898). - The sound effect for placing or breaking moss blocks is made by DrMinky under [CC BY 4.0](https://creativecommons.org/licenses/by/4.0/deed.en) and can be found on [FreeSound](https://freesound.org/people/DrMinky/sounds/167073/). **Tags:** plants_and_farming, survival, tools **Repository:** https://codeberg.org/camelia/farmtools **License:** LGPL-3.0-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 107, "license": "LGPL-3.0-or-later", "package_id": "camelia/farmtools", "repo": "https://codeberg.org/camelia/farmtools", "tags": [ "plants_and_farming", "survival", "tools" ], "type": "mod", "website": null }
**Title:** Caverealms **Description:** **Tags:** environment, mapgen **Repository:** https://github.com/HeroOfTheWinds/minetest-caverealms **License:** WTFPL
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 12057, "license": "WTFPL", "package_id": "HeroOfTheWinds/caverealms", "repo": "https://github.com/HeroOfTheWinds/minetest-caverealms", "tags": [ "environment", "mapgen" ], "type": "mod", "website": null }
**Title:** Elysflowers **Description:** **Details:** Adds a massive spoonful of new flowers and plants to any survival game. With spawns, and niche biomes based on real-life taxonomy. Biome spawn parameters, species names, and other info are sourced from the National Audubon Society's Wildflowers Of North America Handbook. All textures are sourced from my own photography, or hand illustrated drawings and are publically reusable for any purpose. **Tags:** decorative, mapgen **Repository:** https://github.com/blrbrb/elysflowers **License:** GPL-3.0-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 74, "license": "GPL-3.0-or-later", "package_id": "erey23/elysflowers", "repo": "https://github.com/blrbrb/elysflowers", "tags": [ "decorative", "mapgen" ], "type": "mod", "website": null }
**Title:** Moretubes **Description:** **Details:** # Some more tubes! Some are made for fun and some serves real purposes. ## Decelerating Pneumatic Tube Segment (craftable) This type of tube is the opposite of the Accelerating Pneumatic Tube Segment. While Accelerating Pneumatic Tube Segments would increase the speed of item by 1, Decelerating Pneumatic Tube Segments would decrease it by 0.5. ## Eject Tube This type of tube will eject items going by in the same direction they went into the tube. This is a neat alternative to dispensers that require mesecon power to eject items out. ## Low Priority Tube Segment (craftable) This type of tube is the opposite of the High Priority Tube Segment, where items will choose to try to go to other tube segments before going into this one. This is useful in situations where it's hard to set up High Priority Tube Segments. ## Reversing Tube Segment This type of tube will reverse the way items go by. In other words, the tube sends the items back to where they came from. ## One Way Tube, Straight Only Tube, and their variants (craftable) These tubes are always straight. One way tubes only alllow items to flow from left to right. Conducting, Digilines and Digilines conducting variants are avaliable. **Tags:** storage, technology **Repository:** https://github.com/C-C-Minetest-Server/moretubes **License:** LGPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 2683, "license": "LGPL-3.0-only", "package_id": "Emojiminetest/moretubes", "repo": "https://github.com/C-C-Minetest-Server/moretubes", "tags": [ "storage", "technology" ], "type": "mod", "website": null }
**Title:** Mana **Description:** **Details:** This mod adds basic support for mana. Each player will have an additional attribute: Mana. To be precise: * Current mana reserves: How much mana the player currently has * Maximum possible mana: How much mana the player can have at maximum * Mana regeneration amont: How much mana will be generated each “mana tick” (default 0.2 seconds) By default, each player spawns with 0/200 mana, and regenerates 1 mana per fifth of a second. All these values can be configured with the server settings (`minetest.conf`) and it is highly advised to do so if you plan to integrate this mod into a game. The mana regeneration rate (the “mana tick”) is a global setting and is *not* configured on a per-player basis. The mod provides a simple API to set, get, add and subtract the mana (and maximum) mana of any player, and for setting the regeneration amount. Note that this mod itself does *not* change the gameplay in a meaningful way. You should install other mods which use the Mana mod as a dependency. The API documentation is in the file `API.md`. If the mod “HUD bars” [`hudbars`] is installed, a blue bar will be added to the HUD showing the player's mana reserves. Otherwise, the mana is just shown as text. **Tags:** library, player_effects **Repository:** https://codeberg.org/Wuzzy/minetest_mana **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 6029, "license": "MIT", "package_id": "Wuzzy/mana", "repo": "https://codeberg.org/Wuzzy/minetest_mana", "tags": [ "library", "player_effects" ], "type": "mod", "website": null }
**Title:** Mese Portals **Description:** **Details:** This mod adds portals which can be crafted and used to travel long distances in an instant. Items, mobs, and other objects can also travel through portals. Portals can be set to "private" mode, making them only accessible by their owner, and admins. This mod is designed with multiplayer in mind, and contains helpful tools and safeguards for both admins and regular players. **Tags:** technology, transport **Repository:** https://github.com/mt-historical/minetest-meseportals **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 8762, "license": "MIT", "package_id": "mt-mods/meseportals", "repo": "https://github.com/mt-historical/minetest-meseportals", "tags": [ "technology", "transport" ], "type": "mod", "website": null }
**Title:** Better Biomes by Atlante **Description:** **Details:** Atlante created this Mod a while ago, but he hasn't had time to release it. I love what it adds to Minetest so much that I asked him if I could release it to the community until he gets around to releasing it (which seems like it might be a very long time). He calls it TerraRia. I call it Better Biomes because it takes the empty boring biomes of Minetest and makes them more interesting, and adds interesting beautiful biomes of its own. It makes playing Minetest like you are in a more real living world. **Tags:** mapgen **Repository:** https://github.com/Neuromancer56/terraria **License:** LGPL-2.1-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 1653, "license": "LGPL-2.1-or-later", "package_id": "Neuromancer/terraria", "repo": "https://github.com/Neuromancer56/terraria", "tags": [ "mapgen" ], "type": "mod", "website": "https://forum.minetest.net/viewtopic.php?f=9&t=29824" }
**Title:** GloopTest Pack **Description:** **Details:** ## List of Modules * "Ore": Adds a variety of ores, for use here and possibly in other mods. * New ores: akalin, alatro, amethyst, arol, desert coal, desert iron, emerald, kalite, ruby, sapphire, talinite, topaz * "OtherGen" * Adds treasure chests to newly generated map parts. * "Parts": Adds some bits and bobs for machinery and some minor blocks. * Various crystal glass types * "Tech" * Wooden table * Upgrade core (requires additional mods) * "Tools": Adds extra kinds of tools. * "Compat": Puts into place a number of aliases for cross-mod-compatibility with `gloopores`. **Tags:** building **Repository:** https://github.com/minetest-mods/glooptest **License:** CC-BY-SA-3.0
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 3330, "license": "CC-BY-SA-3.0", "package_id": "GloopMaster/glooptest", "repo": "https://github.com/minetest-mods/glooptest", "tags": [ "building" ], "type": "mod", "website": null }
**Title:** Ilights **Description:** **Details:** A simple industrial light. Can be turned on/off by right-clicking, or by a Mesecons signal, or by sending a Digilines message ("on" or a number greater than 3, or "off" or a number less than 4; set the channel by shift-punching the light). These lights use Unified Dyes, so you can colorize one by crafting along with dye, or with the airbrush. **Tags:** building **Repository:** https://github.com/mt-mods/ilights **License:** LGPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 14451, "license": "LGPL-3.0-only", "package_id": "mt-mods/ilights", "repo": "https://github.com/mt-mods/ilights", "tags": [ "building" ], "type": "mod", "website": null }
**Title:** Advtrains Screen Doors **Description:** **Details:** This mod introduces screen doors to Advtrains - previously, newcomers may walk on tracks and be smashed by a running train wagon. To set up a screen door, step on the track (make sure it is inactive!) and place the screen door (closed or fixed) onto the platform block. **Tags:** survival, transport **Repository:** https://github.com/C-C-Minetest-Server/advtrains_doors **License:** AGPL-3.0-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 2414, "license": "AGPL-3.0-or-later", "package_id": "Emojiminetest/advtrains_doors", "repo": "https://github.com/C-C-Minetest-Server/advtrains_doors", "tags": [ "survival", "transport" ], "type": "mod", "website": null }
**Title:** Zoonami 3D Mobs **Description:** **Details:** # Zoonami 3D Mobs A Minetest mod that changes the 2D monsters mobs in [Zoonami](https://content.luanti.org/packages/isaiah658/zoonami/) to be 3D. The 3D models are not animated. ## Updates Information on updates can be found in the [CHANGELOG.md](https://codeberg.org/isaiah658/zoonami_3d_mobs/src/branch/main/CHANGELOG.md) file. ## Licensing Licensing can be found in the [LICENSE.txt](https://codeberg.org/isaiah658/zoonami_3d_mobs/src/branch/main/LICENSE.txt) file. **Tags:** mobs **Repository:** https://codeberg.org/isaiah658/zoonami_3d_mobs **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 2163, "license": "MIT", "package_id": "isaiah658/zoonami_3d_mobs", "repo": "https://codeberg.org/isaiah658/zoonami_3d_mobs", "tags": [ "mobs" ], "type": "mod", "website": null }
**Title:** Decorations Sea **Description:** **Details:** # decorations_sea This mod adds various types of sea decorations spread across biomes. ## Requirements - Minetest 5.0.0+ - Minetest_game 5.0.0+ ## Recommended mods - [lootchests_modpack](https://github.com/mt-historical/lootchests_modpack), Adds rare treasure chests and barrels to the ocean - [shipwrecks](https://github.com/mt-historical/shipwrecks), Adds configurable and lootable shipwrecks ## License All code is licensed under GPLv3 [link to the license](https://www.gnu.org/licenses/gpl-3.0.en.html) Kelp on_place() code is copied from minetest_game, copyright Various Minetest developers and contributors (LGPLv2.1+) All resources are licensed under CC BY 4.0 [link to the license](https://creativecommons.org/licenses/by/4.0/legalcode) **Tags:** building, decorative **Repository:** https://github.com/mt-historical/decorations_sea **License:** GPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 2111, "license": "GPL-3.0-only", "package_id": "mt-mods/decorations_sea", "repo": "https://github.com/mt-historical/decorations_sea", "tags": [ "building", "decorative" ], "type": "mod", "website": null }