text
stringlengths
119
10.1k
source
stringclasses
1 value
metadata
dict
**Title:** Paintings Gallery **Description:** **Details:** ## Now Survival Friendly The latest update will not apply unless you update Paintings Library do to a bug in the old code. You will get unknown node warnings if any paintings were placed in the world. Sorry in advance. Paintings Gallery uses Paintings Library to add over 200 paintings of various topics and styles. It is meant to be a good edition to creative or survival. It will not work without paintings_lib. Go here for the dependency: https://content.luanti.org/packages/JoeEnderman/paintings_lib/ #### Uses AI generated art from the following AI generators: #### Blue Willow https://www.bluewillow.ai/ #### Stable Diffusion https://huggingface.co/spaces/stabilityai/stable-diffusion-1 # #### New version Temp [link](https://gitlab.com/TheOnlyJoeEnderman/Paintings_Gallery_II) until it gets approved. ##### https://content.luanti.org/packages/JoeEnderman/paintings_galleryii/ **Tags:** decorative, survival **Repository:** https://git.minetest.land/TheOnlyJoeEnderman/Paintings_Gallery **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 2489, "license": "MIT", "package_id": "JoeEnderman/paintings_gallery", "repo": "https://git.minetest.land/TheOnlyJoeEnderman/Paintings_Gallery", "tags": [ "decorative", "survival" ], "type": "mod", "website": null }
**Title:** Cartographer for Minetest Game **Description:** **Details:** Example mod for [Cartographer](https://content.luanti.org/packages/Hugues%20Ross/cartographer/) that adds mapmaking to Minetest Game. # Contact For questions, requests, and other communications regarding this work, you can contact the original creator at [email protected] or open an issue on Codeberg. **Tags:** tools **Repository:** https://codeberg.org/HuguesRoss/cartographer-mtg **License:** GPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 5749, "license": "GPL-3.0-only", "package_id": "Hugues Ross/cartographer_minetest_game", "repo": "https://codeberg.org/HuguesRoss/cartographer-mtg", "tags": [ "tools" ], "type": "mod", "website": null }
**Title:** Chest Recovery **Description:** **Tags:** survival **Repository:** https://codeberg.org/neocraft1293/recovery_coffre **License:** CC-BY-SA-4.0
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 2201, "license": "CC-BY-SA-4.0", "package_id": "neocraft1293/chest_recovery", "repo": "https://codeberg.org/neocraft1293/recovery_coffre", "tags": [ "survival" ], "type": "mod", "website": null }
**Title:** Painting 3 **Description:** **Details:** Add in-game painting to game. This mod is based on [painting](https://forum.minetest.net/viewtopic.php?t=2588) mod from [jin-xi](https://forum.minetest.net/memberlist.php?mode=viewprofile&u=2266) and others. Should be compatible with older versions of the painting mod (https://github.com/sfence/painting/releases/tag/2.0.0 and https://github.com/sfence/painting/releases/tag/0.9.0). ***But before updating, I highly recommend making a backup of the world. *** Chat commands painting_export, painting_export_tga and painting_import can be used to save paintings into files or import them from files. It requires paintint_export or painting_import privilege. **Tags:** decorative **Repository:** https://github.com/sfence/painting **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 3030, "license": "MIT", "package_id": "SFENCE/painting", "repo": "https://github.com/sfence/painting", "tags": [ "decorative" ], "type": "mod", "website": null }
**Title:** Quartz **Description:** **Tags:** building, mapgen **Repository:** https://github.com/minetest-mods/quartz **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 11324, "license": "MIT", "package_id": "Evergreen/quartz", "repo": "https://github.com/minetest-mods/quartz", "tags": [ "building", "mapgen" ], "type": "mod", "website": null }
**Title:** C Doors **Description:** **Tags:** building **Repository:** https://github.com/TumeniNodes/c_doors **License:** GPL-2.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 7430, "license": "GPL-2.0-only", "package_id": "TumeniNodes/c_doors", "repo": "https://github.com/TumeniNodes/c_doors", "tags": [ "building" ], "type": "mod", "website": null }
**Title:** ArtDeco **Description:** **Details:** This mod just adds some new building blocks to Minetest. **Tags:** building **Repository:** https://github.com/TumeniNodes/artdeco **License:** GPL-2.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 8616, "license": "GPL-2.0-only", "package_id": "TumeniNodes/artdeco", "repo": "https://github.com/TumeniNodes/artdeco", "tags": [ "building" ], "type": "mod", "website": null }
**Title:** Factory bridges **Description:** **Details:** Decorate your factories with appropiate bridges, stairs and safety-railings! Differences from the original `factory_bridges` package: * Diagonal railings * Code fixes and tidy **Tags:** building, decorative **Repository:** https://github.com/mt-mods/factory_bridges **License:** LGPL-2.1-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 2557, "license": "LGPL-2.1-only", "package_id": "mt-mods/factory_bridges", "repo": "https://github.com/mt-mods/factory_bridges", "tags": [ "building", "decorative" ], "type": "mod", "website": null }
**Title:** Hardcore mode **Description:** **Details:** This mod just adds Simple Hardcore Mode with hearts and support of Mineclonia. **Tags:** hud, mini-game, pvp, singleplayer, survival **Repository:** https://github.com/SkyBuilder1717/hardcore_mode **License:** CC-BY-SA-3.0
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 966, "license": "CC-BY-SA-3.0", "package_id": "SkyBuilder1717/hardcore_mode", "repo": "https://github.com/SkyBuilder1717/hardcore_mode", "tags": [ "hud", "mini-game", "pvp", "singleplayer", "survival" ], "type": "mod", "website": null }
**Title:** Etherium Stuff **Description:** **Details:** # Etherium stuff Decorative stuff using ethereal's etherium dust Most of solid nodes can be placed in air Forked from https://notabug.org/rbduck/minetest_etherium_stuff **Tags:** building, decorative **Repository:** https://gitlab.com/alerikaisattera/etherium_stuff **License:** GPL-2.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 1733, "license": "GPL-2.0-only", "package_id": "alerikaisattera/etherium_stuff", "repo": "https://gitlab.com/alerikaisattera/etherium_stuff", "tags": [ "building", "decorative" ], "type": "mod", "website": null }
**Title:** Noise Visualizer **Description:** **Details:** # Noise Visualization for Luanti ## Description The `noise_vis` mod visualizes Luanti's Value Noise in Luanti. You only need to adjust the noiseparameters in the formspec to get a result. ## How to Use 2. **Configure Parameters:** - Set the following fields: - **Offset:** Base value of the noise. - **Scale:** Amplitude of the noise. - **Spread (X, Y, Z):** Noise distribution. - **Seed:** Random seed for noise generation. - **Octaves:** Number of noise layers. - **Persistence** Each octave scale multiplyer (usually appropriate use a number under 1.0 to reduce the scale for each level of detail). - **Position (X, Y, Z):** Starting point for the noise map. - **Distance:** Extent of the noise map. 3. **Generate the Map:** - Click **noise** to create the noise map. The last map generated by each player is saved in the `worldname/noisemaps/playername.tga` directory. - Click **code** to get a copypastable `noiseparamps` table. - Click **noise** underneath the code to generate noise from the code (allows for copy pasting you're own noiseparameters) **Tags:** developer_tools **Repository:** https://github.com/epCode/dev_noise.git **License:** GPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 199, "license": "GPL-3.0-only", "package_id": "epCode/dev_noise", "repo": "https://github.com/epCode/dev_noise.git", "tags": [ "developer_tools" ], "type": "game", "website": null }
**Title:** Wings **Description:** **Details:** # Minetest-wings #This mod allows players to fly (perfect privs handeling) Commands /wings_effect playername on off if your like to perm fly or someone else to perm fly turn it to on! **Tags:** building_mechanics, player_effects, survival **Repository:** https://github.com/NoNameDude/Minetest-wings **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 4633, "license": "MIT", "package_id": "xXNicoXx/wings", "repo": "https://github.com/NoNameDude/Minetest-wings", "tags": [ "building_mechanics", "player_effects", "survival" ], "type": "mod", "website": null }
**Title:** Advtrains Info Displays **Description:** **Details:** Note: due to Advtrains issues, the current version of this mod has the following flaw: displays are not saved across restarts. # Advtrains Info Displays **IMPORTANT: you will need Advtrains version 2.4.4 or higher, or this mod will not work!** Advtrains Info Displays is an API that allows Advtrains trains (and other vehicles) to display still text, scroling text, and images on displays (inside or outside the train). It also provides LuaATC functions and a tool to interact with the displays. ## Technical overview Each display on a wagon is associated to a certain "display slot", and will display the contents of that display slot. Trains can have several display slots; each of them is independent from the others, and their contents are shared between all the wagons of the train. Each display slot has a name - e.g, "side", "line"... - by which it is referred. See the [Conventions](#conventions) section for more details on slot names. Let us call a "display item" something that can be displayed on a display; it can be still text, scrolling text, or and image. A display slot can contain any amount of (display) items; it will cycle through them, i.e if it has the two items "Line 2" and "Chasm of Segfault", then it will display "Line 2", then "Chasm of Segfault", then "Line 2", etc. It is possible to specify the duration each item should be displayed. ## Conventions This section specifies naming conventions for advtrains_info_displays slots. **Private display slot names** - Any slots on a wagon that are intended for so-called ["private use"](#api) should have an underscore and the name of the wagon before their name, in order to avoid naming collisions. **Standard display slot names** - The following slots' primary uses are listed in the following table: | Name | Location | Commonly displays | | ------------ | --------------------------------- | ---------------------------------- | | line | Front, next to "front" or "side" | The train's line | | front | Front of the train | Destination, RC, ... | | side | Side of the train | Destination, RC, service type, ... | | inside_doors | Inside the train, above the doors | Line map, traffic information | | speed | Inside, driver's stand | Current train speed | | max_speed | Inside, driver's stand | Train maximum speed | **Defaults** - The following slots are provided with global defaults: | Name | Default | Provided by | | --------- | -------------------------- | ------------------------------ | | line | The train's line | advtrains_info_displays (core) | | speed | The train's currrent speed | advtrains_info_displays (core) | | max_speed | The train's maximum speed | advtrains_info_displays (core) | ## LuaATC additions Advtrains Info Displays will attempt to register new LuaATC functions to allow LuaATCs to interact with a train's display slots. (Advtrains provides such a mechanism for versions 2.4.4 onwards.) However, the contents of display slots will *not* be preserved across reloads. (See the [Known caveats](#known-caveats) section for more details.) The available new functions in the LuaATC system are: ``` set_info_display(train_id, name, contents) > name: the name of the display. Any string is accepted, but the wagons may not have displays configured to display the contents of that display slot. (See the wagon's mod for details on what display slots the wagon displays.) > contents: either a table of strings, or a single string. If it is a single string, it is splitted on newlines, *including the last newline(s)*. Sets the contents of the info display with the specified name, on the train with the specified train_id, to (a) the contents of the table, or (b) the string (depending of the nature of the contents argument), creating one display item per (resp.) element of the table / line of the string. Note that if `contents` is nil, then the display is erased and its default (if any) is displayed, whereas if `contents` is an empty string, an empty table, etc., the default for the slot will not be displayed (even if it exists). ``` A `get_info_display()` function is in the works. It will return a table of display items. ## Display item syntax Display items are strings which specify what should be displayed. The simplest kind of display item is simply some still text to be displayed. For example, `Line 2` will display "Line 2", and `Chasm of Segfault` will display "Chasm of Segfault". If a display slot ahs several display items, then each item will be displayed for the default duration (3 seconds). It is possible to specify the duration of a display item by prepending a prefix to it. The prefix consists of a number (the duration of the item, in seconds) followed by a semicolon (";"). For example, `5;Chasm of Segfault` will display "Chasm of Segfault" for 5 seconds. It is also possible to display something else than still text; this can be specified by prepending a letter to the prefix. The available letters are: * `S`: scrolling text. The text following the prefix will be scrolled on the display, from right to left. The scrolling will end after the duration of this display item; for example, `S5;Chasm of Segfault` will scroll "Chasm of segfault" on the display; after 5 seconds have elapsed the display will switch to the next display item. * `I`: image. The text following the prefix will not be rendered as text, but interpreted as a Minetest texture string. The texture may be of any dimensions. For example, `I2;subway_map_line_2.png` will display the image named "subway_map_line_2.png" on the display for 2 seconds. Since it is a raw texture string, it is possible to use `[fill`, `[combine` and friends. Note that you **must** add a prefix if you want to prepend a letter. Note that you also can **not** mix letters together: for example, `IS5:banner.png` will not scroll the image on the display. ## Slot defaults It is possible to specify defaults for slots, i.e things that will be displayed on any displays associated with that slot when the slot has nothing particular to display (e.g after a `set_info_display(id, "line", nil)`). Note that it is possible to prevent displaying a default by making the slot display e.g an empty string or an empty table (e.g `set_info_display(id, "line", "")`). A default is either a string, which will be displayed as still text, or a function, which will be called, passing it the wagon table and the train table as arguments; its return value value will be displayed as still text. Defaults are applied wagon-wise, so it is possible e.g to have a slot display the wagon's ID by default. There are two kinds of defaults: global defaults and wagon-kind-specific defaults. See the [Conventions](#conventions) section for naming information. ### Global defaults These defaults apply to all wagons. They are registered using the `register_default()` function. ### Wagon-kind-specific defaults These defaults only apply to wagons of a certain kind, e.g `dvtrains:subway_wagon`s. They are passed as a table as the fourth argument to `set_textures()`. ## Display inspection tool Simply punch a wagon with the tool and a formspec will open, which allows you to change the contents of the display slots of the train to which the wagon belongs. Built-in help is provided, although maybe it is not very clear. ## API See [README](https://codeberg.org/nazalassa/advtrains_info_displays#api). ## Known caveats * Advtrains does not save all train data when saving files; thus the display slots will not be saved across restarts. There is currently no way to specify more train fields to be saved. * **(fixed in 2.4.4)** Advtrains does not currently provide a mechanism to register custom LuaATC functions. **Tags:** library, transport **Repository:** https://codeberg.org/Nazalassa/advtrains_info_displays.git **License:** GPL-2.0-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 903, "license": "GPL-2.0-or-later", "package_id": "Nazalassa/advtrains_info_displays", "repo": "https://codeberg.org/Nazalassa/advtrains_info_displays.git", "tags": [ "library", "transport" ], "type": "mod", "website": null }
**Title:** K Recyclebin **Description:** **Details:** Recycles things, assuming there exists a crafting recipe for it. Because having a lava pool around just to destroy trash is an OSHA violation. Works with minetest base game and [`mineclonia`](https://content.luanti.org/packages/ryvnf/mineclonia/) but built mostly because of mineclonia. It has been reported that it works with mineclone2 as well, although I am not actively supporting that game. Feel free to report bugs and provide pull requests. Check out the companion ["Unsolicited Recipes"](https://content.luanti.org/packages/ketwaroo/mcl_misk_recipes/) mod for those pesky unrecyclables. ## Crafting the recyclebin In `minetest`, you'll need steel ingots, diamond block, furnace, and chest to unlock the recipe. In `mineclonia`, you'll need iron ingots, redstone block, furnace, composter, crafting table, and chest to unlock the recipe. `minetest` and `mineclonia` have different recipes for no reason other than aesthetics. ## Usage `Place/use` (usually right click) a placed recycle bin to open the UI. Left single slot accepts the input, output preview will appear in rightmost 3x3 grid. Your inventory should be in the bottom. You can cancel the recycle operation by removing the input item. However, taking an item from the 3x3 grid into your main inventory will count as confirming the recycle operation and destroy the input item. ### Unrecyclable items Items that can't be broken down, i.e do not have a crafting recipe, or have insufficient stack size will simply "pass through" the recycle bin and appear unchanged in the output grid. The recycle bin will try not to destroy unrecyclable input items (mostly) so you might want to keep that lava pool around. ### Recyling items that generate stacks of multiple items. Recipes often produce stacks of items. 1 coal + 1 stick = 4 torches. Which means that ideally, you'd want to enter a stack of 4 torches as input to get 1 stick and coal as output. However you rarely have exact multiples of items. The recycle bin addresses that by allowing for "Partial recycling". For example in `minetest` game, 6 wood blocks -> 8 wood stairs. To get back exactly 6 wood blocks you need to recycle a stack with 8 stairs. Or multiples thereof. The code currently tries to ratio the source:output quantities so that if you recycle 4 wood stairs, you can expect to get 3 wood blocks. Due to rounding, you'll sometimes end up with 1 extra/less ingredients when the stack quantities aren't ideal factors. The `k_recyclebin.partial_recycling_minimum_ratio` setting contols partial recycling somewhat. By default, it has a value of `0.5`, which means you need at leart half a full input stack to allow partial recycling. So if you supply 2 torches you will end up with either 1 coal or 1 stick. But recycling only 1 torch will most likely pass through unchanged. One exception to that rule are for recipes where single block generates N items of the same type. For example 1 diamond block -> 9 diamonds. If you were to recycle 5 diamonds, it would always be above the 0.5 default min ratio and produce a diamond block, and feed that diamond block back in the recycler -> 9 diamonds, take 4 diamonds, feed 5 back into recycler -> 1 new diamond block, .. and so on for unlimited diamonds. To avoid that exploit, if N items recycles to single item, all N items are required. Other edge cases may exists but I'm not testing all the recipes. ### Freebies Another "feature" of this recyling bin is allowing freebies when recycling partial stacks. There's some none zero change (default is less than 5%) you'll get a full item if close enough to original stack. So a stack of 3 torches can give you a full 1 coal + 1 stick. Infinite item exploit. You're welcome. Well not really, it's basically a gamble if you'll get a free item and it's usually faster to just mine/farm things. But it's a little more fun if there's some randomness involved. See `k_recyclebin.leftover_freebies_chance` settings to tweak it slightly or disable it. ### Hopper support Supports `mineclonia` hopper API fully, `mineclone2` hoppers somewhat, and the [FaceDeer hopper mod](https://content.luanti.org/packages/FaceDeer/hopper/) to the best of my abilities. Well, as long as you don't look at the inner workings too closely, it's usable. Hoppers can be used to automate processing. A reasonable shematic would be Chest -> recycler -> chest where `->` is a hopper. That way you can dump all the loot you don't care about in the top chest and collect materials from the bottom one later. The recycle bin should try to wait until a minimum ideal stack of items is available but will eventually just push trough. So if you put a stack of 7 torches in the input hopper, it will wait until 4 torches are loaded in the recycle bin and then trigger a recyle and flush out items to output hopper. For the remaning 3 torches, it will wait an few extra ticks in case additional items are being added but will just try to recycle that stack of 3, resulting in either a partial recycle or a freebie if lucky. Note that not all edge cases with hoppers have been discovered or even considered. Stack of items may still not get fed in properly. Single stack items like weapons, armor, tools get processed just fine though. When using `mineclonia`, the recyclebin will automatically detect if connected to a hopper and enter something called `Hopper Mode`. When using the `hopper` mod, you will have to manually check the `Hopper Mode` checkbox in the recyle bin UI after connecting it to hoppers. Note that you can use `Hopper mode` without connecting to hopper but all that does is add an awkward 3 seconds delay before processing what ever stack of item you manually input. The `hopper` mod simulates a player moving the items one at a time and I haven't found a reliable way to determine if it's a player doing the item adding or if it's the hopper in order to wait for a minimum stack. And rather than replicating the logic from the ABM definition to figure out which hopper is connected to what, I just added the manual check. `mineclonia`'s hopper API is more manual and allows for more ~~hacky workarounds~~ finetuning and control. ### Protected/Banned items There's a sorry excuse of an API to disallow some items from recycling. One usecase is you have a custom mod/game with a shiny item you can craft from it and don't want those dirty peasants playing it to be able to reverse it to its original ingredients. ```lua -- add k_recyclebin as optional dependency to your mod minetest.register_on_mods_loaded(function() if minetest.get_modpath("k_recyclebin") then k_recyclebin.add_protected_item("mybestestmod:the_precious") end end) ``` See also `k_recyclebin.protected_items` setting, which is a comma separated list of items names for an initial list of protected items. Based on a suggestion from `JamesClarke7283` via github. ## Limitations, todos, and other edgecases ### As usual, no warranty, liability for loss of etc. This is me just poking around with minetest mods and this one is mostly usable for my tastes. Other recycling mods exist but I haven't looked at them and have no idea if this is the socially acceptable way to go about this. If you don't like it, don't use it. Although, if you have a suggestion or bug report, create an issue on the github repo. See LICENSE for forking/reuse. Should be GPLv3. ### Ingredients defined as `group` will output to random craft item within that group. Because the way lua tables works and how recipes are fetched, there doesn't seem to be a reliable way to get the exact source materials from a craft that accepts any item belonging to a group. This could be considered a feature instead of a bug - the recycled output is a denatured version of the original. Note that what items belonging to a group is cached at server creation time - a mapping of group -> actual item is created. That mapping is used for subtituting the `group:...` values in the recipe definition. For example, assume the following recipe exists `group:coal` + `group:stick` = `torch` and coal and charcoal belong to `group:coal` and stick and bamboo are in `group:stick` Recycling a torch crafted form coal and stick may yield any combination of `(coal,charcoal)+(stick,bamboo)` depending on what was cached/found at run time. ### Destroy Mode (experimental; disabled by default) There are occasionally items that can't be crafted and therfore recycled but you still don't want to keep them around. Or they may be leftovers from another mod you disabled and they show up as unknown blocks or items in your inventory. Or just stuff you really don't care to keep around. "Destroy Mode" is an attempt at trying to recover something out of those items. However, currently it just destroys those items to lumps of coal, which turns the recycle bin into an incinerator basically. Use `k_recyclebin.destroy_mode_enable` setting to enable it. ### Self replicating items and and infinite diamonds edge case. Credits to `JamesClarke7283` via github. > There is an issue where if you put armor trims in mineclone2, in the recycler. it allows you to get infinite diamonds as it returns the trim back to you, plus some diamonds. which can be used as a dupe bug. Added a check to passthrough items that would otherwise create copies of themselves via recycling + extra items. Added `k_recyclebin.self_replicating_items_enable` to control this. Default is false so armor trims will no longer create free diamonds. **Tags:** crafting **Repository:** https://github.com/ketwaroo/minetest-k-recycler **License:** GPL-3.0-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 1536, "license": "GPL-3.0-or-later", "package_id": "ketwaroo/k_recyclebin", "repo": "https://github.com/ketwaroo/minetest-k-recycler", "tags": [ "crafting" ], "type": "mod", "website": null }
**Title:** Adaptive Crosshair **Description:** **Details:** ![demo_gif](https://github.com/KingTheGuy/adaptive_crosshair/blob/main/repo_assets/demp.gif?raw=true) Crosshair adapts depending on what the player is wielding and looking at. --- ## Features: - show if looked thing is interactable. - show if wielded thing can be consumed or used. - show if wielded thing can be placed. - show if wielded thing is the correct tool to use depending on what is being looked at. - green: correct tool being used. - red: wrong tool being used. - white: neutral, can be used but may not be the best thing to use. ## Limitations: Though an item/tool may have a "use" function the crosshair may or may not show this. --- If you see this, and like my other mods.. send some Tea* money. **Tags:** hud, inventory **Repository:** https://github.com/KingTheGuy/adaptive_crosshair **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 115, "license": "MIT", "package_id": "SURV/adaptive_crosshair", "repo": "https://github.com/KingTheGuy/adaptive_crosshair", "tags": [ "hud", "inventory" ], "type": "mod", "website": null }
**Title:** Hot Air Balloons **Description:** **Details:** This mod adds craftable and ridable hot air balloons to minetest. It is compatible with minetest game, and MineClone2. I've only tested this with MT 5.0, there possibly will be problems with lower versions. Controls: * right click with coal: increase heat and buoyancy * right click without coal: enter or leave balloon * left, right, up, down (default WASD): accelerate the balloon * sneak (default shift): decrease heat, lowering buoyancy * jump (default space): turn the balloon towards where the player is looking ## Crafting recipes * `[P]`: paper * `[W]`: wood * `[L]`: leather * `[S]`: string * `[B]`: lava bucket * `[ ]` : nothing ### Minetest Game and games based on it ``` [P] [P] [P] [P] [B] [P] [ ] [W] [ ] ``` ### MineClone2 ``` [L] [L] [L] [L] [B] [L] [S] [W] [S] ``` ## Author of code NetherEran (LGPL v2.1) ## Authors of media (models, textures) ### Textures NetherEran (CC BY-SA 3.0): hot_air_balloons_balloon.png hot_air_balloons_balloon_flame.png hot_air_balloons_balloon_model.png --Contains default_wood.png (by BlockMen) and default_aspen_wood.png (by sofar) (derived from default_pine_wood by paramat) ### Models NetherEran (CC BY-SA 3.0): ballon.blend (= hot_air_balloons_balloon.obj) **Tags:** transport **Repository:** https://notabug.org/NetherEran/hot_air_balloons **License:** LGPL-2.1-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 11538, "license": "LGPL-2.1-only", "package_id": "Eran/hot_air_balloons", "repo": "https://notabug.org/NetherEran/hot_air_balloons", "tags": [ "transport" ], "type": "mod", "website": null }
**Title:** Mcl Mushrooms 3D **Description:** **Details:** This mod makes small mushrooms render as 3D objects. I have tested it with Mineclonia, so it should work with MineClone2 or MineClone5. **Tags:** decorative **Repository:** https://git.minetest.land/erle/mcl_mushrooms_3d **License:** AGPL-3.0-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 2526, "license": "AGPL-3.0-or-later", "package_id": "erlehmann/mcl_mushrooms_3d", "repo": "https://git.minetest.land/erle/mcl_mushrooms_3d", "tags": [ "decorative" ], "type": "mod", "website": null }
**Title:** Flight **Description:** **Details:** ##Flight: A modpack for Minetest ###Intro: This modpack is currently made made up of three mods: wings, jetpack and flyingcarpet! Two of these mods have a dependency on [Wuzzy's playereffects mod](https://forum.minetest.net/viewtopic.php?f=11&t=9689) All of the mods can be configured extensively through the config.lua file found in each mod. Look at the readme's of the mods for more info. **Tags:** transport **Repository:** https://github.com/Amaz1/flight **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 6341, "license": "MIT", "package_id": "Amaz/flight", "repo": "https://github.com/Amaz1/flight", "tags": [ "transport" ], "type": "mod", "website": null }
**Title:** Airtanks **Description:** **Details:** A simple mod for extending one's underwater excursion time. Air tanks are crafted from copper, steel, or bronze ingots and are wielded like tools. A compressor is crafted from steel, mese shard, and wood. Place a compressor in world and click on it with an empty air tank to fill it. Compressors can also recharge partly-used tanks. When running low on breath use a filled air tank to recharge your breath bar. One use will replenish 5 steps of breath (out of 10). By default a steel air tank will hold 30 uses, a bronze one holds 20, and a copper one holds 10 - these settings can be changed in the mod's section under Advanced Settings. Once a tank runs out of uses it turns into an empty tank, which can be recharged again with a compressor. To automatically draw air from air tanks, craft a breathing tube and put it in your quick-use inventory row. When your breath bar drops below 5 steps it will automatically attempt to use an air tank from your quick-use inventory row to replenish it. **Tags:** survival, tools **Repository:** https://github.com/minetest-mods/airtanks **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 8120, "license": "MIT", "package_id": "FaceDeer/airtanks", "repo": "https://github.com/minetest-mods/airtanks", "tags": [ "survival", "tools" ], "type": "mod", "website": null }
**Title:** TP Stairway **Description:** **Details:** TP Stairway [techpack_stairway] ===================================== Ladders, stairways, and bridges for your buidings and machines ![techpack_stairway](https://github.com/joe7575/techpack_stairway/blob/master/screenshot.png) ### Dependencies none **Tags:** building, decorative, technology **Repository:** https://github.com/joe7575/techpack_stairway **License:** LGPL-2.1-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 4804, "license": "LGPL-2.1-only", "package_id": "joe7575/techpack_stairway", "repo": "https://github.com/joe7575/techpack_stairway", "tags": [ "building", "decorative", "technology" ], "type": "mod", "website": null }
**Title:** TfL S7 Stock Modpack **Description:** **Details:** # AdvTrains Train Pack: TfL London Underground S7 Stock This mod provides a control car and intermediate cars of the TFL S7 London Underground train. As of February 2023 this mod supports the custom livery feature of the bike painter. This mod was originally made by Mainote. [View this mod at the Train Catalogue](https://advtrains.de/wiki/doku.php?id=usage:trains:tfl_s7stock_modpack) Beware that the collision box on these wagons is rather small so you may need to contort your view to weird angles to right-click the collision box and escape the train unless you are using doxydoxy's [AdvTrains Attachment Offset Patch](https://content.luanti.org/packages/doxygen_spammer/advtrains_attachment_offset_patch/). This problem will hopefully be solved even without mods with the release of Minetest 5.7.0 which features rotatable entity hitboxes. See the NotABug issue tracker for any further issues ## License * Code: LGPL 2.1 * Copyright 2018 Mainote Plants Lab * Portions (C) 2022, 2023 by W3RQ01 * Livery features * Portions (C) 2023 by Blockhead * Further livery fixes, rotatable entity boxes * Media: CC-BY-SA 3.0 * models/* (C) 2018 Mainote Plants Lab * textures/advtrains_london_s7dm_inv.png * (C) 2018 Mainote Plants Lab * textures/advtrains_london_s7dm_livery_2.png * (C) 2023 Blockhead * textures/advtrains_london_s7dm_livery.png * (C) 2023 W3RQ01 * Improvements by Blockhead 2023 * textures/advtrains_london_s7dm.png * (C) 2018 Mainote Plants Lab * Improvements by Blockhead 2023 * textures/advtrains_london_s7ndm_inv.png * (C) 2018 Mainote Plants Lab * textures/advtrains_london_s7ndm_livery.png * (C) 2023 W3RQ01 * textures/advtrains_london_s7ndm.png * (C) 2018 Mainote Plants Lab * textures/desto-compose.xcf * textures/desto-number-trace.xcf * textures/desto-trace.xcf * All 3 above (C) 2023 Blockhead, derivative work of https://commons.wikimedia.org/wiki/File:Au_Morandarte_Flickr_DSC00944_(13231792605).jpg ## Credits * Original author: Mainote * Contributions by: W3RQ01 * Custom livery feature * Crafting recipes (wip) * Contributions by: Blockhead * Destination display ## Original author's statement (Japanese) このModpackは、ADVTRAINS Modのアドオンパックです。 詳細な利用方法はADVTRAINS Modのマニュアルをご参照ください。 このModpackにて生じたいかなる損害も、製作者は一切の責任を有しません。 このModpackはadvtrainlibおよびこれらの技術の恩恵を受けています。 よって、ADVTRAINS Modの開発者名とそのライセンスを明記・継承し、敬意を表します。 **Tags:** simulation, transport **Repository:** https://codeberg.org/advtrains_supplemental/tfl_s7_stock_modpack **License:** LGPL-2.1-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 2762, "license": "LGPL-2.1-only", "package_id": "advtrains_supplemental/tfl_s7_stock_modpack", "repo": "https://codeberg.org/advtrains_supplemental/tfl_s7_stock_modpack", "tags": [ "simulation", "transport" ], "type": "mod", "website": null }
**Title:** Bone-Based Player Animation **Description:** **Details:** # playeranim Makes the head, and the right arm when you're mining, face the way you're facing, similar to Minecraft. Compatible with [3d_armor](https://content.luanti.org/packages/stu/3d_armor/). This is an ugly hack. Forked from [Kaeza's animplus mod](https://github.com/kaeza/minetest-animplus). The head only turns up and down relative to the body, except it turns slightly to the right/left when you strafe right/left. When you turn the body turns with the head. Works in both singleplayer and multiplayer. Created by [Rui](https://github.com/Rui-Minetest), this document was written by [sloantothebone](https://github.com/sloantothebone). ## Configuration ### Version of player model Player models supported by this mod: - minetest_game after 4 Jun 2017, Minetest 0.4.16 - minetest_game after 4 Nov 2017, Minetest 5.0.0 ### The delay of sideways body rotation Configure `playeranim.body_rotation_delay`. It's the number of frame delay of sideways body rotation. The default value is `7`. ### Lengthways body rotation in sneaking Configure `playeranim.body_x_rotation_sneak`. It's the degrees of the body's X-axis rotation in sneaking. The default value is `6.0`. ### The speed of an animation Configure `playeranim.animation_speed`. It's the number of stepping per seconds. The default value is `2.4`. ### The speed of an animation in sneaking Configure `playeranim.animation_speed_sneak`. It's the number of stepping per seconds in sneaking. The default value is `0.8`. **Tags:** player_effects **Repository:** https://github.com/minetest-mods/playeranim **License:** BSD-2-Clause-FreeBSD
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 2175, "license": "BSD-2-Clause-FreeBSD", "package_id": "Rui/playeranim", "repo": "https://github.com/minetest-mods/playeranim", "tags": [ "player_effects" ], "type": "mod", "website": null }
**Title:** TF2 Textures for Voxelibre **Description:** **Details:** A texture pack for Voxelibre/MineClone 2 inspired by Team Fortress 2. Several mobs and items are retextured to resemble iconic TF2 classes, weapons, and references keeping the voxel style. ## Replaced Mobs - **Iron Golem** - **Parrot (Any Variant)** - **Skeleton** - **Wolf** - **Ghast** ## Replaced Items - **Iron Pickaxe** - **Iron Shovel** - **Iron Axe** - **Totem of Undying** - **Sherped Staff** - **Identifier** - **Bread** - **Hamburger** - **Bucket of Milk** ## Replaced Blocks - **Dispenser** - **Dropper** - **Furnace** ## Compatibility Designed for Voxelibre and MineClone 2 (Minetest 5.8+). Textures preserve the original voxel resolution and are gameplay-friendly. ## Disclaimer All characters, items, and rights referenced from **Team Fortress 2** are the property of Valve Corporation. This texture pack is a non-commercial fan project and is not affiliated with or endorsed by Valve. **Tags:** 16px, mobs, singleplayer, tools **Repository:** https://github.com/LudusExe/TF2-Textures-for-Voxelibre **License:** GPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 94, "license": "GPL-3.0-only", "package_id": "Ludus/mcl_tf2", "repo": "https://github.com/LudusExe/TF2-Textures-for-Voxelibre", "tags": [ "16px", "mobs", "singleplayer", "tools" ], "type": "txp", "website": null }
**Title:** pkarcs **Description:** **Details:** # Simple Arcs This mod adds arc-nodes to Minetest as well as arcs for inner and outer corners. Note this is a fork of PEAK's mod Simple Arcs (pkarcs) https://forum.minetest.net/viewtopic.php?f=11&t=14541 which adds arched doors made to work specifically with the mod. ## Dependencies - default (included in minetest_game) - doors (included in minetest_game) - xpanes (included in minetest_game) - mesecons (**optional dependency!**) ## Requirements Works with MT/MTG 5.0.0+. **Tags:** building **Repository:** https://github.com/TumeniNodes/pkarcs **License:** LGPL-2.1-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 5408, "license": "LGPL-2.1-only", "package_id": "TumeniNodes/pkarcs", "repo": "https://github.com/TumeniNodes/pkarcs", "tags": [ "building" ], "type": "mod", "website": null }
**Title:** Home Point **Description:** **Details:** # Home Point A multi homes teleport feature. ## Commands All commands require `home_point` privilege (And `/sh` needs one of the further privileges, See Limiting homes section below) * `/h (place_name)` Goes to a place called place_name unless not given then your player name is used. * `/sh (place_name)` Saves a place called place_name unless not given then your player name is used. * `/rh (place_name)` Removes a place called place_name unless not given then your player name is used. * `/lh` Lists all your homes, if you don't have any it will tell you how to make one. * `/wh (place_name)` Places a waypoint at the designated home till you log-out/quit, if place_name not given then your player name is used. > `/wh` actually toggles a waypoint, and when `/sh` is used with the same home as a waypoint a new waypoint will be place at the new location. (Also when `/rh` is used on a home with a waypoint the waypoint will be removed) ## Telport Delay Feature In Version 2.0 home point can now telport after a delay, if a player is punched or moves the telport is canceled. > There are also 3 new settings you can modify to define teleportation delays (see Limiting Homes section below) ## Colored Waypoints Don't like the waypoints being white? Just use `/wh place_name color` to change it. (This means you need to enter your player name if you want to change that waypoint color) > Note, selecting the same color will cause it to be removed now (so if you changed it from white you will need to either type in the color you used or enter `/wh place_name` twice, once to change to white and the second time to remove it) Supported colors: * White * Black * Blue * Red * Orange * Yellow * Magenta or Purple * Brown * Green ## Notice This mod uses mod storage... this means if the server crashes the mod could lose a few home points. ## Limiting homes There are 4 default privileges which are defined in settings. All these do is limit the number of home_points players can set. (And in v2.0 it also limits the speed at which players will be teleported) > (For servers) This means you need to add `home_point` and at least `home_point_basic` to your default_privs in minetest.conf, so new players can at least use home_point. (See [here](https://github.com/minetest/minetest/blob/master/builtin/settingtypes.txt#L645) for info on default_privs in minetest.conf) ### home_point_basic Defaults to max of 2 homes (Change with `home_point.home_point_basic` in settings) With a jump speed of 13 seconds (Change with `home_point.home_point_basic_jump_speed` in settings) ### home_point_advanced Defaults to max of 4 homes (Change with `home_point.home_point_advanced` in settings) With a jump speed of 10 seconds (Change with `home_point.home_point_advanced_jump_speed` in settings) ### home_point_super Defaults to max of 8 homes (Change with `home_point.home_point_super` in settings) With a jump speed of 7 seconds (Change with `home_point.home_point_super_jump_speed` in settings) ### home_point_unlimited Allows unlimited number of homes (Not defined in settings, as unlimited is assumed to be unlimited) With a jump speed of 5 seconds (Change with `home_point.home_point_unlimited_jump_speed` in settings) **Tags:** library, transport **Repository:** https://github.com/programmerjake/home_point **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 3348, "license": "MIT", "package_id": "ApolloX/home_point", "repo": "https://github.com/programmerjake/home_point", "tags": [ "library", "transport" ], "type": "mod", "website": null }
**Title:** mcl_glass_doors **Description:** **Tags:** building, decorative **Repository:** https://github.com/Tony996-source/mcl_glass_doors.git **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 4395, "license": "MIT", "package_id": "Ant_92/mcl_glass_doors", "repo": "https://github.com/Tony996-source/mcl_glass_doors.git", "tags": [ "building", "decorative" ], "type": "mod", "website": null }
**Title:** Sudoku **Description:** **Details:** Sudoku is a mini game in minetest. **Tags:** oneofakind__original, puzzle **Repository:** https://github.com/Der1248/Sudoku **License:** LGPL-2.1-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 7101, "license": "LGPL-2.1-only", "package_id": "1248/sudoku", "repo": "https://github.com/Der1248/Sudoku", "tags": [ "oneofakind__original", "puzzle" ], "type": "game", "website": null }
**Title:** Effervescence **Description:** **Details:** # Effervescence Add a subtle touch of life to your world with Effervescence! This mod adds ambient particle effects to any world: bustling grasses, blossoming flowers, crumbling stone, and much more. ## Effects Effervescence comes with the following default effects: - **dusty** - dust particles that swirl about from dry, dusty nodes - **crumbly** - bits of loose dirt that fall from ceilings made of stone, dirt, or moss - **bustling** - grass, pollen, and spores that lift up from the ground - **snowy** - snowflake squalls that gust up from the ground - **leafy** - gently falling leaves from trees and bushes - **blossoming** - flower petals blown away from flowers - **sporogenic** - bursts of spores shed by mushrooms and certain types of vines and plants - **sparkly** - fine sparkles generated by crystals and ice - **bubbling** - tiny bubbles that form at the surface of water - **walking** - bits of dirt and grass kicked up under players' feet as they walk ## Advanced Usage Effervescence is actually a modpack that comes with three mods: - The core `effervescence` mod which provides an API and trigger mechanism for particle effects - `effervescence_decorators` which defines a set of default *decorators* used to place node metadata during mapgen - `effervescence_particles` which defines the default particle effects bundled with Effervescence The secondary mods can be disabled in order to remove the bundled particle effects, and the mods can be individually depended upon for adding custom particle effects or decorators. The mod settings can be used to adjust mod behavior for performance, and the API can be used to control the mod programmatically. ## Notes - This mod is primarily targeted at [Asuna](https://content.luanti.org/packages/EmptyStar/asuna/) but will mostly work for other typical sandbox games - This mod utilizes mapgen to determine where particles can occur in the environment which means that environmental particles will only appear in previously unexplored areas - Particle effects will not be applied to nodes placed by players although this can be achieved by adding `effervescence.particles` node metadata, an advanced task ~~covered in the API documentation~~ ## Caveats - Particle effects may cause lag on older hardware, especially in areas with lots of dense particle-emitting nodes - This mod adds metadata to the world to determine where particle effects can occur; uninstalling this mod will leave its metadata behind which causes no noticeable effect but will cause your world to permanently take up more space on your device - The color of particles may be wrong for nodes that use hardware coloring **Tags:** decorative, environment **Repository:** https://github.com/EmptyStar/effervescence **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 584, "license": "MIT", "package_id": "EmptyStar/effervescence", "repo": "https://github.com/EmptyStar/effervescence", "tags": [ "decorative", "environment" ], "type": "mod", "website": null }
**Title:** Mineclone 2 C418 Records **Description:** **Details:** This is a mod that adds 4 new music discs to the game: "minimal," "depado," "krank," and "phlips," all of which were produced by C418 and released under CC-By 3.0 licenses. "minimal" and "depado" come from C418's album [circle](https://c418.bandcamp.com/album/circle), and "krank" and "phlips" come from [zweitonegoismus](https://c418.bandcamp.com/album/zweitonegoismus). This mod requires Mineclone 2, more specifically mcl_jukebox, to run. It will likely also work with Mineclone 5, but this hasn't been tested. **Tags:** sound_music **Repository:** https://github.com/Thisaccountis42/mcl_jukebox_c418.git **License:** GPL-3.0-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 2009, "license": "GPL-3.0-or-later", "package_id": "Thisaccountis42/mcl_jukebox_c418", "repo": "https://github.com/Thisaccountis42/mcl_jukebox_c418.git", "tags": [ "sound_music" ], "type": "mod", "website": null }
**Title:** HarderVoxels **Description:** **Details:** A hardcore modpack for VoxeLibre, featuring all kinds of aspects to make the gameplay more difficult: from permanent death (like MC hardcore), to burning out torches, to defensive "passive" animals. All while trying to avoid adding up to the boring grind that we all know and ~~love~~ hate. ## Usage First-of-all, just enable the modpack! It's that easy! This modpack is also really, *really* modular, with all the mods properly labeled. If you don't want an aspect this modpack brings, you can just disable it through the mod menu. So, for example, if you don't want permadeath, just disable the mod called "You Only Live Once". It is recommended that you also tweak VoxeLibre settings to pair with the difficulty HarderVoxels provides. Primarily the mob settings: chance of passive mobs spawning, hostile mobs rates, damage dealt by mobs, etc. Also it is very recommended that you turn off night skip. See the `minetest.conf` example included in the modpack root. Once you're done, good luck surviving. You knew what you were going for. :D ## Aspects * You only have one life. Death is permanent. * Torches now go out with time and when left under rain or near water. To lit them up, either ignite them manually with flint and steel, or place them near lava or a similar block. * Previously passive mobs now will respond with violence if you attack them. * Hostile mobs (monsters) are now immune to sunlight, taking no damage from it. * Lava now deals twice as much damage as before. It's a lava lake, dammit, not a kids pool! * Cacti and dead bushes deal damage when punched with bare hands. * Crafting tables, chests and barrels are now all flammable. Yes, I was just as surprised as you to learn that they aren't flammable in the base game. ## License The *licences* referenced below apply to all mods in this modpack. For the *copyright notices* of each individual included mod, please refer to that mod's README files. **License of source code:** This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. To view a copy of this license, see LICENSE file or visit the link below. <http://www.gnu.org/licenses/lgpl-2.1.html> **License of media:** This work is licensed under Creative Commons Attribution-ShareAlike 4.0 International Public License (CC BY-SA 4.0). To view a copy of this license, see MEDIA_LICENSE file or visit the link below. <https://creativecommons.org/licenses/by-sa/4.0/> **Tags:** pve, survival **Repository:** https://codeberg.org/rudzik8/hardervoxels **License:** LGPL-2.1-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 1121, "license": "LGPL-2.1-or-later", "package_id": "rudzik8/hardervoxels", "repo": "https://codeberg.org/rudzik8/hardervoxels", "tags": [ "pve", "survival" ], "type": "mod", "website": null }
**Title:** Orienteering **Description:** **Details:** Orienteering tools are enabled as soon they are anywhere in your hotbar and they enhance your HUD. Available tools: - Altimeter: Shows height (Y) - Triangulator: Shows X and Z coordinates - Compass: Shows yaw (horizontal angle) - Sextant: Shows pitch (vertical angle) - Watch: Shows the time (hours and minutes). - Speedometer: Shows speed in m/s (1 m = side length of a single cube) - Map: Enables the usage of the minimap (surface mode) - Radar Mapper: Enables the usage of the minimap (surface mode and radar mode) - GPS device: Shows X, Y, Z coordinates, yaw and time - Quadcorder: Ultimate tool: Shows X, Y, Z coordinates, pitch, yaw, time, speed and enables minimap/radar **Tags:** tools **Repository:** https://codeberg.org/Wuzzy/minetest_orienteering **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 11193, "license": "MIT", "package_id": "Wuzzy/orienteering", "repo": "https://codeberg.org/Wuzzy/minetest_orienteering", "tags": [ "tools" ], "type": "mod", "website": null }
**Title:** Darkage - the original plus improvements **Description:** **Details:** DarkAge adds several new nodes and crafts to create a pre industrial landscape. It also extends the stones and provides new construction materials. **Tags:** building, decorative **Repository:** https://github.com/adrido/darkage **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 6390, "license": "MIT", "package_id": "addi/darkage", "repo": "https://github.com/adrido/darkage", "tags": [ "building", "decorative" ], "type": "mod", "website": null }
**Title:** MTG Tiled 32x **Description:** **Details:** Minetest Game textures but tiled up to 32x. Most items and other textures that don't work well when tileable do not get replaced with this texture pack. Looks a bit trippy but also gives a nice high-res feel to it. **Tags:** 32px **Repository:** https://github.com/rollerozxa/mtg_tiled_32x **License:** CC-BY-SA-3.0
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 2148, "license": "CC-BY-SA-3.0", "package_id": "ROllerozxa/mtg_tiled_32x", "repo": "https://github.com/rollerozxa/mtg_tiled_32x", "tags": [ "32px" ], "type": "txp", "website": null }
**Title:** Rope Bridges **Description:** **Details:** Add planks rope bridge to minetest in many styles. Support for Minetest default game and Hades Revisited game. Also support for cool_trees mod. You will need mod moreblocks or hades_moreblocks to make craft recipes working well. **Tags:** adventure__rpg **Repository:** https://github.com/sfence/rope_bridges.git **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 4149, "license": "MIT", "package_id": "SFENCE/rope_bridges", "repo": "https://github.com/sfence/rope_bridges.git", "tags": [ "adventure__rpg" ], "type": "mod", "website": null }
**Title:** Castle Tapestries **Description:** **Details:** This is a mod for creating medieval tapestries, as found in castles This mod contains tapestries of three different lengths and a wooden crosspiece to hang them from. The tapestries can be dyed any color once hung. **Tags:** building **Repository:** https://github.com/minetest-mods/castle_tapestries **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 5014, "license": "MIT", "package_id": "FaceDeer/castle_tapestries", "repo": "https://github.com/minetest-mods/castle_tapestries", "tags": [ "building" ], "type": "mod", "website": null }
**Title:** Autocrafters for MineClone2 **Description:** **Details:** # Intergrate crafting into your hopper-based machines This mod provides autocrafters for MineClone2. Hoppers connected on top or on the sides will be inputting to the crafting materials grid. The hopper below will be taking items from the autocrafter's output. The original code, [`pipeworks`](https://content.luanti.org/packages/mt-mods/pipeworks/), is licensed under LGPLv3. However, due to the license requirements of MineClone2, the license of this mod is GPLv3. The media are authored by VanessaE, licensed under [CC BY-SA 4.0](https://creativecommons.org/licenses/by-sa/4.0/). As this mod use hacks to workaround hopper issues, only MineClone2 is supported and no forks of it are supported. **Tags:** crafting, survival, technology **Repository:** https://github.com/C-C-Minetest-Server/mcl_autocrafter **License:** GPL-3.0-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 1549, "license": "GPL-3.0-or-later", "package_id": "Emojiminetest/mcl_autocrafter", "repo": "https://github.com/C-C-Minetest-Server/mcl_autocrafter", "tags": [ "crafting", "survival", "technology" ], "type": "mod", "website": null }
**Title:** Castle Shields **Description:** **Details:** This mod adds decorative wall-mounted shields. It comes with three default shields, but it's very easy to mix and match the colours and patterns to generate additional shields for your server; see default_shields.lua for a good place to insert your own, or make use of the castle_shields.register_shield method in your own mods. The three default shields were defined thusly: castle_shields.register_shield("shield_1", "Mounted Shield", "red", "blue", "slash") castle_shields.register_shield("shield_2", "Mounted Shield", "cyan", "yellow", "chevron") castle_shields.register_shield("shield_3", "Mounted Shield", "grey", "green", "cross") The following colors are permitted: "black", "blue", "brown", "cyan", "dark_green", "dark_grey", "green", "grey", "magenta", "orange", "pink", "red", "violet", "white", "yellow" The following patterns are permitted: "slash", "chevron", "cross" **Tags:** building **Repository:** https://github.com/minetest-mods/castle_shields **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 5956, "license": "MIT", "package_id": "FaceDeer/castle_shields", "repo": "https://github.com/minetest-mods/castle_shields", "tags": [ "building" ], "type": "mod", "website": null }
**Title:** Astral **Description:** **Details:** # Astral This mod adds regular moon phases, as well as 9 special natural and surnatural Astral events to discover! ## API * `astral.get_moonth()` return moonth, moonth_name This returns the *moonth* (not month!) number, from 1 to 12, and its user-friendly name. * `astral.get_moon_phase()` return moon_phase, moon_phase_name This returns the moon phase (number, from 0: new moon, to 7: waning crescent moon), and its user-friendly name. * `astral.get_astral_event()` return astral_event, astral_event_name If there is a special astral event in progress, it returns that astral event code, otherwise it returns "none". The second returned argument is the user-friendly name for that event. For 3rd party games, it would allow one to produce some (magical?) effects depending on astral events. **Tags:** environment **Repository:** https://gitlab.com/cronvel/mt-astral **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 2417, "license": "MIT", "package_id": "cronvel/astral", "repo": "https://gitlab.com/cronvel/mt-astral", "tags": [ "environment" ], "type": "mod", "website": null }
**Title:** CM Draw Textures **Description:** **Details:** # CocoMarck - DrawTextures - Replacement of default textures, by textures drawn by me. - The style of the textures, try to stay true to the original. The program used to draw the textures was "GIMP". A graphic tablet was used to make the textures. **Tags:** 128px **Repository:** https://github.com/CocoMarck/Minetest-DrawTextures **License:** GPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 2658, "license": "GPL-3.0-only", "package_id": "CocoMarck/cm_drawtextures", "repo": "https://github.com/CocoMarck/Minetest-DrawTextures", "tags": [ "128px" ], "type": "txp", "website": null }
**Title:** Nssb **Description:** **Details:** NSSB by NPX Team is a mapgen mod for Not So Simple Mobs (NSSM mod) that adds a new underground biome called Morlendor, and also spawns 20 new structures throughout the world for multiple mobs. Forum page: https://forum.minetest.net/viewtopic.php?f=11&t=14135 **Tags:** mapgen, mobs **Repository:** https://codeberg.org/tenplus1/nssb **License:** LGPL-2.1-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 2058, "license": "LGPL-2.1-or-later", "package_id": "TenPlus1/nssb", "repo": "https://codeberg.org/tenplus1/nssb", "tags": [ "mapgen", "mobs" ], "type": "mod", "website": null }
**Title:** Death Compass **Description:** **Details:** Have you ever died and been frustrated with being unable to find your way back to your corpse? Carry a death compass with you. When you die, the compass will respawn in your inventory and be magically bound to point its bony finger to the location of your demise. But hurry! The server administrator may have limited the duration that the compass will function for. Crafting recipe: four bones and a mese fragment. Alternately, there is a configuration setting (false by default) that automatically gives a player a death compass whenever they die. This automatic compass will disappear back to wherever it came from once its grim task is complete. **Tags:** pve, pvp, survival, tools **Repository:** https://github.com/minetest-mods/death_compass **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 3953, "license": "MIT", "package_id": "FaceDeer/death_compass", "repo": "https://github.com/minetest-mods/death_compass", "tags": [ "pve", "pvp", "survival", "tools" ], "type": "mod", "website": null }
**Title:** Advtrains Train Rocket **Description:** **Details:** # Advtrains Train: Rocket The Rocket is a model of Stephenson's Rocket, a very early steam locomotive and the winner of the Rainhill Trials in 1829. Also included is the rocket's tender and a larger open wagon in the same style. All but one of the wagons in this mod are craftable. There are also some barrels included in the mod that act like chests; they form the load of the cargo wagons and are used in their crafting recipes. The Rocket locomotive itself is quite slow and limited to 5 m/s, so don't expect to travel fast with it. [View this mod at the Train Catalogue](https://advtrains.de/wiki/doku.php?id=usage:trains:advtrains_train_rocket) ## License * Original code and assets copyright (C) 2017, 2022 MBB * Portions of code (C) 2020 Peter Nerlich * Portions of code (C) 2021 Blockhead This software and its assets are licensed under the Creative Commons ShareAlike-Attribution License 3.0 (CC BY-SA 3.0); see LICENSE.txt for details. ## Credits Original Author: MBB Contributions by: Peter Nerlich, Blockhead **Tags:** simulation, transport **Repository:** https://codeberg.org/advtrains_supplemental/advtrains_train_rocket **License:** CC-BY-SA-3.0
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 2062, "license": "CC-BY-SA-3.0", "package_id": "advtrains_supplemental/advtrains_train_rocket", "repo": "https://codeberg.org/advtrains_supplemental/advtrains_train_rocket", "tags": [ "simulation", "transport" ], "type": "mod", "website": null }
**Title:** Spyglass **Description:** **Details:** This mod adds the ability to zoom with a spyglass item. ## Usage Use the use key (default: rightclick), to zoom in while holding the Spyglass. Note, that this blocks your hotbar, be conscious of your surroundings! ## Crafting spyglass:spyglass default:glass G default:copper_ingot C _G_ _C_ _C_ **Tags:** survival, tools **Repository:** https://github.com/starninjas/spyglass **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 2786, "license": "MIT", "package_id": "StarNinjas/spyglass", "repo": "https://github.com/starninjas/spyglass", "tags": [ "survival", "tools" ], "type": "mod", "website": null }
**Title:** Stripped Trees **Description:** **Details:** [RELEASE 1.3] Now you can craft a chiseling machine thats allows you to chisel a stack of trunks at once. Adds stripped tree trunks to minetest. You can choose between use axes or chisel to get the stripped trees, chisel is enabled by default but you can disable it at init.lua "stripped_tree.ENABLE_CHISEL = true" if you are using a chisel just left clic on the trunk. if you are using axes you get the stripped log with right clic. you can get string and paper from bark! **Tags:** building, building_mechanics, decorative **Repository:** https://github.com/minefaco/stripped_tree **License:** GPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 4245, "license": "GPL-3.0-only", "package_id": "1faco/stripped_tree", "repo": "https://github.com/minefaco/stripped_tree", "tags": [ "building", "building_mechanics", "decorative" ], "type": "mod", "website": null }
**Title:** Banisters **Description:** **Details:** Adds straight and diagonal banisters for stairs railings. This mod is a fork of [Felfa's banisters mod](https://gitlab.com/Felfa/banisters). ## How can I craft them? You can craft normal banisters simply by using this recipe: ```text [M] [M] [M] [S] [ ] [S] [ ] [ ] [ ] ``` Or you can craft a (little) more fancy one using this recipe: ```text [M] [M] [M] [S] [S] [S] [ ] [ ] [ ] ``` Where "M" is the material you want to use (wood, stone, etc) and "S" is `default:stick`. ## How to use them? You can place them diagonally by pointing to a side of a stair or slope while facing slightly left or right. If you want to put a horizontal banister, just put it looking straight ahead to a wall or over the ground. **Tags:** building, decorative **Repository:** https://github.com/C-C-Minetest-Server/banisters **License:** LGPL-3.0-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 1706, "license": "LGPL-3.0-or-later", "package_id": "Emojiminetest/banisters", "repo": "https://github.com/C-C-Minetest-Server/banisters", "tags": [ "building", "decorative" ], "type": "mod", "website": null }
**Title:** Orbs Of Time **Description:** **Details:** A mod containing magical orbs a player can use a limited number of times to change the time of day. Orbs present in this mod are: Orb of Midday Orb of Dusk Orb of Midnight Orb of Dawn **Tags:** environment **Repository:** https://github.com/minetest-mods/orbs_of_time **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 4850, "license": "MIT", "package_id": "FaceDeer/orbs_of_time", "repo": "https://github.com/minetest-mods/orbs_of_time", "tags": [ "environment" ], "type": "mod", "website": null }
**Title:** Boost Cart **Description:** **Details:** Based on (and fully compatible with) the mod "carts" by PilzAdam and the one contained in the game [Minetest Game](/packages/Minetest/minetest_game). Target: Run smoothly as possible, even on laggy servers. Features ---------- - A fast cart for your railway or roller coaster - Easily configurable cart speed using the Advanced Settings - Boost and brake rails - By mesecons controlled Start-Stop rails - Detector rails that send a mesecons signal when the cart drives over them - Rail junction switching with the 'right/left' walking keys - Handbrake with the 'back' key - Support for non-minetest_game subgames **Tags:** transport **Repository:** https://github.com/SmallJoker/boost_cart **License:** CC0-1.0
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 11210, "license": "CC0-1.0", "package_id": "Krock/boost_cart", "repo": "https://github.com/SmallJoker/boost_cart", "tags": [ "transport" ], "type": "mod", "website": null }
**Title:** advtrains_attachment_offset_patch **Description:** **Details:** # advtrains_attachment_offset_patch This modpack implements the workaround for [Minetest bug 10101](https://github.com/minetest/minetest/issues/10101), with API for `advtrains` wagons. ## Mods in this modpack ### advtrains_attachment_offset_patch Adds “attachment dummy” objects to seats in `advtrains` wagons, so the Minetest client will set the eye position correctly. Mods which add train models to `advtrains` have to use the API to make their wagons use the workaround. ### advtrains_attachment_offsets Makes various train mods use the `advtrains_attachment_offset_patch` API. This is also a short success story, which makes me happy: > When I created `advtrains_attachment_offset_patch`, there were of course no mods using it. > I added this mod to patch all known existing train mods to have sensible attachment offsets. > Nowadays, new train mods have started using `advtrains_attachment_offset_patch`, so `advtrains_attachment_offsets` will become unnecessary. > I do not intend to update `advtrains_attachment_offsets` anymore. > > Some mods (namely [DlxTrains](https://content.luanti.org/packages/Marnack/dlxtrains/)) were originally patched by `advtrains_attachment_offsets`, but now implemented support for `advtrains_attachment_offset_patch` themselves. > This appears like a cyclic dependency, if you look at the mods on ContentDB. > > * Actually, `advtrains_attachment_offset_patch` comes first. > * Train mods depend on `advtrains_attachment_offset_patch`, so they come second. > * `advtrains_attachment_offsets` depends on the train mods, so it comes last. > It detects trains that are already patched, and then does not modify them anymore. ## Issues * When I join the game, I am not correctly reattached to some wagons. - This is a bug in the `on_joinplayer` callback handler of `advtrains`, and is not related to this mod. ## Installation This mod is intended to be installed from Minetest’s own content manager, [ContentDB](https://content.luanti.org/doxygen_spammer/advtrains_attachment_offset_patch). You can also clone the repository to your `mods` folder. You will need to disable the “LICENSES” and “screenshots” mods, if your Minetest can not figure out that these aren’t mods. You can also use this `bash` command from the root directoy of the repository: ```bash git archive --format tar HEAD | tar --extract --one-top-level=advtrains_attachment_offset_patch --directory=path/to/minetest/mods/ ``` (Using GNU tar.) ## License The mod is licensed as CC-BY-1.0 (media) and MIT (code). Screenshots depict artwork from other Minetest mods, and are licensed as CC-BY-SA-4.0. ## Contributing The source code is hosted at <https://invent.kde.org/davidhurka/doxy_advtrains_attachment_offset_patch>. Problems should be reported at <https://invent.kde.org/davidhurka/doxy_advtrains_attachment_offset_patch/issues>. **Tags:** library, transport **Repository:** https://invent.kde.org/davidhurka/doxy_advtrains_attachment_offset_patch.git **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 2471, "license": "MIT", "package_id": "doxygen_spammer/advtrains_attachment_offset_patch", "repo": "https://invent.kde.org/davidhurka/doxy_advtrains_attachment_offset_patch.git", "tags": [ "library", "transport" ], "type": "mod", "website": "https://invent.kde.org/davidhurka/doxy_advtrains_attachment_offset_patch" }
**Title:** Windmill **Description:** **Details:** If you want to build a windmill, there's usually nothing in the game that lets you build an animated one. With this mod you can add rotating sails and blades. Included: Classic windmill sails idle, classic windmill with sails set, modern three blade version, slightly less modern four blade version, classic american movie farm windmill. They can all rotate clockwise or counter-clockwise. If you want to use larger windmill sails/blades, take a look at windmill_large. **Tags:** building, creative, technology **Repository:** https://github.com/Sokomine/windmill **License:** GPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 7067, "license": "GPL-3.0-only", "package_id": "Sokomine/windmill", "repo": "https://github.com/Sokomine/windmill", "tags": [ "building", "creative", "technology" ], "type": "mod", "website": null }
**Title:** Drinks **Description:** **Details:** You can put fruits in the fruit press and either fill a cup or bottle with juice, which you can consume, or fill a bucket that you can use to transport larger amounts of liquids around. If you place the juice press on top of the liquid barrel/silo and put papyrus in the output slot the juice will go directly into the barrel/silo. You can watch an overview video of the mod on [Youtube](https://www.youtube.com/watch?v=QDjlOFFNhdk). **Tags:** food, plants_and_farming, survival **Repository:** https://github.com/minetest-mods/drinks **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 6728, "license": "MIT", "package_id": "Nathan.S/drinks", "repo": "https://github.com/minetest-mods/drinks", "tags": [ "food", "plants_and_farming", "survival" ], "type": "mod", "website": "https://www.nathansalapat.com/minetest/drinks" }
**Title:** School Furniture **Description:** **Details:** <h2>Types of decorations</h2> <h3>school_furniture:table_canteen</h3> They are uncomfortable model school desks that were part of childhood, only right-handers could get a little comfort in it <pre> recipe 🪵,🪵,🪵 🪵,"",🪵 🤘,"",🤘 </pre> <h2>steel_water_cooler</h2> And a decorative water machine for hallways large industrial model <pre> 🤘,:iron_faucet,🤘, 🤘," ",🤘, 🤘," ",🤘, </pre> <h3>school_furniture:table_teacher</h3> A big table for the teacher, simple <pre> recipe 🪵,🪵,🪵, 🤘,"",🤘, 🤘,"",🤘, </pre> <h3>school_furniture:colored_hands #colored</h3> Hands drawn and colored the same in children's schools, <pre> recipe 🗞️,🗞️,🗞️, 🗞️,🌻,🗞️, 🗞️,🗞️,🗞️, recipe colored ✋, ✏️ </pre> <h3>school_cabinet</h3> Different colors of school cabinets for decoration <pre> no recipes now </pre> </div> **Tags:** decorative **Repository:** https://github.com/josegamestest/school_furniture.git **License:** GPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 3613, "license": "GPL-3.0-only", "package_id": "joseanastacio/school_furniture", "repo": "https://github.com/josegamestest/school_furniture.git", "tags": [ "decorative" ], "type": "mod", "website": null }
**Title:** Void Chest **Description:** **Details:** mesecraft mod: void_chest ===================================== Copyright 2020-2022 mesecraft.com Description ------------------------------------- A chest that uses the mysterious power of the void to store your items remotely. All void chests appear to have the same inventory. Void chests can also be mined and picked up, even when they appear to have stuff in them. Lastly, as everyone gets their own void chest account, the items you see in the void chest are not the same items that other players see. This chest's properties make it nice for keeping secrets, as well as essentially almost doubling your inventory space, if you choose to carry one with you! Recipe ------------------------------------- if the magic_materials mod is installed: > {'default:steelblock','magic_materials:void_rune','default:steelblock'}, > {'magic_materials:void_rune','default:chest_locked','magic_materials:void_rune'}, > {'default:steelblock','magic_materials:void_rune','default:steelblock'} if no magic_materials mod is present then we can just use materials from default: > {'default:steelblock','default:obsidian_block','default:steelblock'}, > {'default:obsidian_block','default:chest_locked','default:obsidian_block'}, > {'default:steelblock','default:obsidian_block','default:steelblock'} License of source code ------------------------------------- This program is free software; you can redistribute it and/or modify it under the terms of the GNU Affero General Public License as published by the Free Software Foundation; either version 3 of the License, or (at your option) any later version. https://www.gnu.org/licenses/agpl-3.0.en.html License of textures ------------------------------------- void_chest_front.png, void_chest_side.png, void_chest_top.png by PixelBox Reloaded (WTFPL) void_chest_void_particle.png by MisterE (CC-BY 4.0) https://creativecommons.org/licenses/by/4.0/ Credits and Ackowledgements ------------------------------------- This mod is a fork of morechests, which itself is a fork of 0gb.us's mod called chests_0gb_us. https://forum.minetest.net/viewtopic.php?f=11&t=4366 The textures used for void chests are from jp's "xdecor" mod, which in turn are from the PixelBOX Reloaded texture pack for Minetest. https://github.com/minetest-mods/xdecor **Tags:** inventory, magic, storage, tools **Repository:** https://github.com/jeremyweston/void_chest **License:** AGPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 4564, "license": "AGPL-3.0-only", "package_id": "MeseCraft/void_chest", "repo": "https://github.com/jeremyweston/void_chest", "tags": [ "inventory", "magic", "storage", "tools" ], "type": "mod", "website": "https://www.mesecraft.com/" }
**Title:** Simple Xray **Description:** **Details:** This is intended as a debuging mod to help with fine tuning ore generation, I made it when I was first playing about with my opal ore (not published, I plan to but no promises) so I could actually see what was going on with the ore generation. I extended it to optionally support the nether mod because I am also playing with expanding the valuables you can find in the nether. I added a green post_effect_color for default stone and a red one for desert stone, also a purple one for nether rack and a blue one for deep nether rack. The mod seems to stop the spawning of trees and decorations on the map, I honestly have no idea how, though this doesn't interfere with its intended purpose. All testing done in Minetest 5.3.0 on windows 10 20H2 and with the V7 mapgen. On the whole though this simple mod really helped me with my ores! Best used in combination with my other mod ambient_light, which lights up blocks underground. Hope you find it useful too :) **Tags:** creative, environment **Repository:** https://github.com/MikeRedwood/simple_xray **License:** LGPL-2.1-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 3368, "license": "LGPL-2.1-only", "package_id": "MikeRedwood/simple_xray", "repo": "https://github.com/MikeRedwood/simple_xray", "tags": [ "creative", "environment" ], "type": "mod", "website": null }
**Title:** morelights_dim **Description:** **Details:** <!-- SPDX-FileCopyrightText: 2021 David Hurka <[email protected]> SPDX-License-Identifier: CC0-1.0 OR MIT --> # morelights_dim [`morelights`](https://github.com/random-geek/morelights) has several very nice lighting nodes. This add-on mod allows to turn all light nodes from `morelights` off or to dim them. ![Screenshot of two morelights table lamps, one turned off.](https://content.luanti.org/thumbnails/2/f04d5d7499.png) ## About `morelights` already provides sensible light level variations for the light nodes. But there is no way to get two lights of the same design with different light level. This mod adds a dim variant and an off variant to every design. Light levels can be changed by right-clicking light nodes with the bulb item from `morelights` (default configuration). ### Examples `morelights_dim` gives you more flexibility to build different lighting sceneries. You can emphasize a certain area by just dimming the other lights: ![Dual screenshot of a house with uniform lighting / emphasized lighting.](https://content.luanti.org/thumbnails/2/0227c1f572.png) ![Dual screenshot of a row of houses with uniform lighting / emphasized lighting.](https://content.luanti.org/thumbnails/2/6f36ccd392.png) The dimmed and off nodes use darkened textures (in addition to emitting less light), so you can imitate broken neon tubes: ![Screenshot of a row of bar lights, one dimmed.](https://content.luanti.org/thumbnails/2/a284b6b4aa.png) You can turn the lights off when going to bed: ![Screenshot of a bed room with two table lamps, one turned off.](https://content.luanti.org/thumbnails/2/3137e353fe.png) If you turn the oil lamp from `morelights_vintage` off, the animated flame is hidden: ![Screenshot of two morelights oil lamps, one turned off.](https://content.luanti.org/thumbnails/2/799e7c9164.png) Read the full README.md at <https://invent.kde.org/davidhurka/doxy_morelights_dim>. ## License The mod is licensed as CC0-1.0 and MIT. (This means that this modpack may be merged to `morelights` at will. I am perfectly fine with that.) Screenshots depict artwork from other Minetest mods, and are licensed as CC-BY-SA-4.0. ## Contributing The source code is hosted at <https://invent.kde.org/davidhurka/doxy_morelights_dim>. Problems should be reported at <https://invent.kde.org/davidhurka/doxy_morelights_dim/issues>. **Tags:** building **Repository:** https://invent.kde.org/davidhurka/doxy_morelights_dim **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 4422, "license": "MIT", "package_id": "doxygen_spammer/morelights_dim", "repo": "https://invent.kde.org/davidhurka/doxy_morelights_dim", "tags": [ "building" ], "type": "mod", "website": null }
**Title:** Solid Color Blocks **Description:** **Details:** They are blocks. They are a solid color. That color can be changed via unifieddyes's airbrush. That is all. They don't do anything else. (and yet somehow they have proven to be rather popular on at least one server) **Tags:** building **Repository:** https://cheapiesystems.com/git/solidcolor/ **License:** The Unlicense
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 2814, "license": "The Unlicense", "package_id": "cheapie/solidcolor", "repo": "https://cheapiesystems.com/git/solidcolor/", "tags": [ "building" ], "type": "mod", "website": null }
**Title:** Regrowing Fruits **Description:** **Details:** Regrowing Fruits === Info --- This mod causes fruits on trees from various other mods to regrow like apples in the 5.0 release of Minetest Game. It also offers a small API to add fruit regrowth quickly. If the fruit was placed by hand or the tree was chopped down, the fruit won't grow back. There is also a small chance that regrowth will stop randomly, so trees will bear less fruit over time. Currently supported mods/modpacks are: `default`, `ethereal`, `cool_trees`, `moretrees`, `farming_plus`, `multibiomegen`, `australia` and `aotearoa`. The standard regrowth time can be changed in settings (`min_regrow_interval` and `max_regrow_interval`) as well as the chance of regrowth stopping (`regrowth_stop_chance`). Ideas, bug reports or requests for more mod support are always welcome in the [Minetest Forum topic](https://forum.minetest.net/viewtopic.php?f=9&t=24986) or via the [Git Issue Tracker](https://git.sp-codes.de/minetest/regrowing_fruits/issues)! API ---- The `regrowing_fruits.add()` function overrides the fruits `after_dig_node` function and registers a placeholder node that will be placed once the fruit is taken and regrows the fruit after a timer expires. **Definition:** ``` regrowing_fruits.add(fruitname, leafname, param2, multiplier) ``` * `fruitname`: nodename of the fruit to be added. * `leafname`: nodename of the corresponding leaves (used as a reference whether tree is still alive). * `param2`: param2 value of fruit when placed naturally (not by player). Defaults to 0; -1 disables param2 checks for fruit regrowth (use this if your fruit has different rotations). If set, overrides `after_place_node` of fruit node to be able to differentiate fruits by param2 when placed by player. * `multiplier`: multiplier for the standard average regrowth time. **Examples:** ``` regrowing_fruits.add("default:apple", "default:leaves") regrowing_fruits.add("ethereal:golden_apple", "ethereal:yellowleaves", nil, 3) regrowing_fruits.add("cacaotree:pod", "cacaotree:trunk", -1) ``` For more examples see [init.lua](https://git.sp-codes.de/minetest/regrowing_fruits/src/branch/master/init.lua). Alternative Mods ---- Consider using [`regrow`](https://content.luanti.org/packages/TenPlus1/regrow/) by TenPlus1. It has similar features, but registers only one placeholder node in total instead of one node for every fruit. Credits ---- This mod is based on "[endless_apples](https://forum.minetest.net/viewtopic.php?f=11&t=20060)" by Shara RedCat (2018). **Tags:** environment, food, library, plants_and_farming, pve, survival **Repository:** https://git.sp-codes.de/philipmi/regrowing_fruits.git **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 7765, "license": "MIT", "package_id": "philipmi/regrowing_fruits", "repo": "https://git.sp-codes.de/philipmi/regrowing_fruits.git", "tags": [ "environment", "food", "library", "plants_and_farming", "pve", "survival" ], "type": "mod", "website": null }
**Title:** Funny Shadows **Description:** **Details:** Adds sunlight shadows to the world by tweaking the lightmap. * Shadows are updated dynamically as you move around * Shadows are cached in the map and are not recomputed if you move in the same areas unless necessary * You can choose beteen fixed shadows and following the Sun **NB:** If you disable the mod, the shadows will still be stored in your map. Use `/fixlight` command or WorldEdit/Terraform mods to remove then afterwards. **Tags:** environment **Repository:** https://github.com/x2048/shadows **License:** AGPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 3298, "license": "AGPL-3.0-only", "package_id": "x2048/shadows", "repo": "https://github.com/x2048/shadows", "tags": [ "environment" ], "type": "mod", "website": null }
**Title:** Flyspeed **Description:** **Details:** This mod enables fine grained control over your flight speed. Useful for changing your speeds when flying around beyond the built-in fast mode toggle. Passing the `/flyspeed` command a decimal number multiplies the current flight speed (e.g. `1.5` means 150%, `2` means 200%). It will save this value between multiple joins and is saved per-player. ### Known issues The mod tries to detect if you're flying and only applies the speed if you are flying. As the client can't trustworthily report if it is in a (legal) flying mode it works about as well as a fly anti-cheat. **Tags:** chat, creative **Repository:** https://github.com/rollerozxa/flyspeed **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 1945, "license": "MIT", "package_id": "ROllerozxa/flyspeed", "repo": "https://github.com/rollerozxa/flyspeed", "tags": [ "chat", "creative" ], "type": "mod", "website": null }
**Title:** Hardcore Farming **Description:** **Details:** My idea is to make farming much more challenging and interesting. This mod is an experiment in how to do that. For now it adds pests that devour your crops far more often than they normally do. Thanks to Liil for the locust and rat mobs, DuckGo for the crow mob. This mod is compatible with the default farming, farming redo, crops mod, and x_farming mods. I intend to add support for more farming mods. I have added rat-traps & crows fly away from the scarecrow (also from the scarecrow in x_farming). Locusts are also caught by the rat-traps. You can configure how often the pests spawn, how likely they are to spawn, and how often they eat your crops by clicking on Settings>All Settings>Content:Mods>hardcore_farming and changing the values there. **Tags:** mobs **Repository:** https://github.com/Neuromancer56/hardcore_farming **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 1267, "license": "MIT", "package_id": "Neuromancer/hardcore_farming", "repo": "https://github.com/Neuromancer56/hardcore_farming", "tags": [ "mobs" ], "type": "mod", "website": "https://forum.minetest.net/viewtopic.php?t=29631" }
**Title:** Magma Conduits **Description:** **Details:** This mapgen mod modifies how lava is distributed and how lava interacts with neighboring nodes in a variety of ways. Its various features can be enabled or disabled independently via configuration settings. This mod makes magma more sparsely distributed across the map, but where it is found it will be available in massive quantities. Using this mod in conjunction with the dynamic_liquid mod can result in !!fun!! lava flows when caves intersect with magma conduits. ## Lava interaction with adjacent nodes This mod provides an ABM that causes some types of nodes adjacent to lava to slowly convert into glowing "hot" forms, and then back to cool forms again if the lava goes away. Stone is converted into hot cobble and obsidian converts to a glowing red form. Other mods can hook into this ABM by adding the following to node definitions: group:lava_heatable _magma_conduits_heats_to = hot node name and group:lava_heated _magma_conduits_cools_to = cool node name so for example default:stone is added to the lava_heatable group and given _magma_conduits_heats_to = "magma_conduits:hot_cobble" and magma_conduits:hot_cobble is in the lava_heated group and is given _magma_conduits_cools_to = "default:cobble". Also included is an ABM that causes soil adjacent to lava to be cooked into barren sand. ## Magma veins Magma veins are magma-filled conduits that thread through the ground somewhat like a cave system. The veins have a bias toward vertical orientation but can curve and twist in any direction. Magma veins can be optionally be lined with a layer of obsidian. The density of vein generation is configurable. ## Volcanoes Volcanoes are large cone-shaped mountains formed from magma that rises through a central vertical pipe. This mod can scatter randomly sized and shaped volcanoes across the map, with configurable spacing and probability. Volcanoes come in "extinct", "dormant" and "active" forms, and tall volcanoes can have a mantle of snow clinging to their peaks. If a player has the "findvolcano" priviledge he can use the "findvolcano" console command to locate nearby volcanoes. ### Namegen and named_waypoint support If the mods namegen and named_waypoints are installed, then names and HUD markers will be automatically generated for volcanoes. **Tags:** custom_mapgen, education, environment, library, mapgen **Repository:** https://github.com/FaceDeer/magma_conduits **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 3966, "license": "MIT", "package_id": "FaceDeer/magma_conduits", "repo": "https://github.com/FaceDeer/magma_conduits", "tags": [ "custom_mapgen", "education", "environment", "library", "mapgen" ], "type": "mod", "website": null }
**Title:** Datacards **Description:** **Details:** # Wanting a SSD for Digiline systems? So here is the Datacard mod, SSD for Digiline! There are three types of datacards, that can store up to 800 datablocks. Punch a diskdrive with a datacard to insert it, and punch it again to take the datacard out. ## Messages sent by the diskdrive ### `responce_type = "inject"` Sent when a datacard is injected into a diskdrive. ```lua { responce_type = "inject", } ``` ### `responce_type = "eject"` Sent when a datacard is ejected, either because a user punched it, or [requested by another digiline signal](#type--eject). ```lua { responce_type = "eject", id = ..., -- Only when requested via digiline } ``` ## Digiline API A request to the datacard diskdrive must be in table form: ```lua { type = "read" or "write", data = ..., -- only when type == "write" id = ..., -- Kept intact in every responces } ``` In every responces, including the error ones, the ID will be kept. ### `type = "read"` The responce table would be like this: ```lua { responce_type = "read", success = true, data = ..., -- the data of the disk or nil used = 0, -- used datablocks capacity = 800, -- maximum usable datablocks } ``` ### `type = "write"` The `data` field is required to store data, use `nil` to clear the data in a datacard. The responce table would be like this: ```lua { responce_type = "write", success = true, used = 0, -- used datablocks capacity = 800, -- maximum usable datablocks } ``` ### `type = "eject"` This type of request ejects the datacard. A normal eject responce will be returned. ### Errors An error responce is like this: ```lua { responce_type = "read" or "write", success = false, error = "ERROR_CODE", } ``` #### Error Codes * **`TOO_BIG`**: The data is too big for the datacard inserted into the diskdrive.<br>*Appear only on `write` requests* * **`ERR_SERIALIZE`**: A serialize bug happened. A possible reason is that the data is too large for the engine to handle.<br>*Appear only on `write` requests* * **`NO_DISK`**: There are no datacards in the diskdrive. * **`UNKNOWN_CMD`**: The `type` value is not `"read"` or `"write"`. ## License The code are avaliable under the MIT License. Textures from [Malcolm Riley's Unused Textures](https://github.com/malcolmriley/unused-textures), and are avaliable under [CC BY-SA 4.0](https://creativecommons.org/licenses/by/4.0/). **Tags:** technology **Repository:** https://github.com/C-C-Minetest-Server/datacard **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 2593, "license": "MIT", "package_id": "Emojiminetest/datacard", "repo": "https://github.com/C-C-Minetest-Server/datacard", "tags": [ "technology" ], "type": "mod", "website": null }
**Title:** Liquid Physics **Description:** **Details:** # Liquid Physics This Luanti mod adds physics to liquids. This mod is in early alpha. ## What NOT to expect - Proper water equalization and water pressure * - Removing weeds and other wall mounted items * - Interaction of different liquid types, e.g. lava and water * - Interaction with pistons or pipes - Perfect performance - Integration with any other mods * - A smooth liquid surface - Viscosity for different liquid types *only to an extend ## What to expect - Water leveling for flat surfaces - Settling water - Multi-level liquids from 1 to 8 - Draining all oceans in a jiffy ## API - Other developers may chose to support this mod by using the API. ```lua --Example: Register default:water_source liquid_physics.register_liquid("default", "water_source", "water_flowing") --Example: Register bucket:bucket_water to scoop up liquids liquid_physics.register_bucket("bucket:bucket_water") --Example: Check if block underneath is liquid and then proceed to reduce its level local id_water = liquid_physics.get_liquid_id("default:water_source") local liquid = liquid_physics.get_liquid_at(pos) if liquid and liquid.liquid_id == id_water then liquid_physics.set_liquid_at(pos, id_water, liquid.liquid_level - 1) end ``` **Tags:** environment, simulation **Repository:** https://code.achtarmig.org/luanti/liquid_physics **License:** AGPL-3.0-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 502, "license": "AGPL-3.0-or-later", "package_id": "snoutie/liquid_physics", "repo": "https://code.achtarmig.org/luanti/liquid_physics", "tags": [ "environment", "simulation" ], "type": "mod", "website": "https://code.achtarmig.org/luanti/liquid_physics" }
**Title:** Inventory Bags **Description:** **Details:** *Authors note: This mod was written many years ago and has not been updated. It is neither sufficiently performant nor crash safe, and it needs to be completely refactored. Maybe in the future it will, but for now avoid using this mod if you care about these things. I hope you will find good alternatives.* **Tags:** inventory **Repository:** https://github.com/cx384/inventorybags **License:** GPL-2.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 8463, "license": "GPL-2.0-only", "package_id": "cx384/inventorybags", "repo": "https://github.com/cx384/inventorybags", "tags": [ "inventory" ], "type": "mod", "website": null }
**Title:** Real World Time **Description:** **Details:** # Real World Time Real World Time is a Minetest mod that syncs in-game time with the real-world time, so that the time in the game will always be the same as the time in real life. As a result, the day-night cycle will sync with the real-world one and will cycle at the same speed as the real world. ## How it works If enabled, this mod syncs the time of your world with your system clock and adjusts the game's time-speed to be the same as the real-world. Then, it verifies every 60 seconds to make sure the time is properly synced. ## Commands To manually sync the time with the real-world time, run: ``` /sync_time ``` To stop syncing and restore the default time speed, run: ``` /unsync_time ``` > The `server` priv is required to run the commands. ## Disabling the Mod To disable this mod and not sync the time anymore, run `/unsync_time`, close the world, and disable this Mod. **Tags:** environment **Repository:** https://gitlab.com/OrangeBlob/realtime.git **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 1446, "license": "MIT", "package_id": "GreenBlob/real_world_time", "repo": "https://gitlab.com/OrangeBlob/realtime.git", "tags": [ "environment" ], "type": "mod", "website": null }
**Title:** Fireflies **Description:** **Details:** This mod was originally adapted from the Hidden Worlds game to work with Minetest Game, and has since been added to Minetest Game itself. This version (at https://github.com/Ezhh/fireflies) is now maintained independently from the main Minetest Game version for the purpose of possible expansions to the mod which may or may not also be added to Minetest Game at a later time. This version of the mod is also intended for use with other games that use the default mod from Minetest Game. **Tags:** environment, mapgen **Repository:** https://github.com/Ezhh/fireflies **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 5765, "license": "MIT", "package_id": "Shara/fireflies", "repo": "https://github.com/Ezhh/fireflies", "tags": [ "environment", "mapgen" ], "type": "mod", "website": null }
**Title:** Blockbomber Editor **Description:** **Details:** How to make your own Blockbomber arenas ============================================ 1) Download this game 2) Make a new world, enter it. in creative with damage disabled. Note the world name. The red corner is the origin. ![a new world](2.png) 3) Build you arena. Floor nodes can only be placed on the floor, other nodes can only be placed above it. Set worldedit position 1 at the origin by standing on it and sending the command: `//1` set position 2 such that it contains the arena. `//2` ![arena made](4.png) 4) Save your arena with: `//mtschemcreate <arena_file_name>` <-- replace everything in brackets and the brackets themselves with the filename of the arena 5) get a pen and paper 6) move to each spawn position, and set position 1 there `//1` That will send you the location of the spawn in chat. Write it down ![spawn recording](5.png) 7) move to the spectator position. Set position 1 there and write down the spectator position. The spectator position should be above and in the center of the arena. ![spectator recording](6.png) 8) now, open the game files. You will find a sample mod inside the folder `<minetest_folder>/games/blockbomber_editor/sample_arena_mod` Rename the `my_arenas` mod to whatever you want to name your arenas expansion pack as. edit mod.conf inside the mod to change the name 9) navigate you your worlds folder. Find the world that you made for the editor. open the schems folder inside. `<minetest_folder>/worlds/<yourworld>/schems` copy the schematic that you made paste it in the schems folder of your mod `<minetest_folder>/games/blockbomber_editor/<sample_arena_mod>/schems` 10) open the init.lua file in the sample mod it looks like this: ```lua local modpath = minetest.get_modpath("my_arenas") local schemdir = modpath.."/schems/" bb_schems.register_arena({ name = "My Special Arena", --the human readable name of the arenas author = "YourName", --the author of the arenas schem = schemdir.."myarena.mts", --the replace with the name of the schematic min = 2, --minimum players max = 4, --maximum players spawns = { vector.new(x,y,z), -- the spawn locations, needs as many as max players }, --a table of spawn locations spectator_pos = vector.new(x,y,z), -- spectator position, should be above and in the center of the arena. }) ``` 11) Replace the information according to your needs. * modpath at the top of the file change the mod name inside get_modpath * name * author * schem replace the name.mts part with the name of the file * min and max players * spawns You need as many spawns as max players. You should have these written down. replace x,y,and z and copy the `vector.new` line over as many times as you need to define all your spawns * spectator_pos enter the spectator position you wrote down 12) you can add as many arenas to your mod as you like. when finished, release your arena expansion pack mod on the forums and/or github and/or Contentdb and then ping MisterE to update Blockbomber with your mod :D **Tags:** pvp, world_tools **Repository:** https://gitlab.com/blocknerd-games/blockbomber_editor **License:** AGPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 4488, "license": "AGPL-3.0-only", "package_id": "MisterE/blockbomber_editor", "repo": "https://gitlab.com/blocknerd-games/blockbomber_editor", "tags": [ "pvp", "world_tools" ], "type": "game", "website": null }
**Title:** BioMeter **Description:** **Details:** ## BioMeter This mod adds a hydration and temperature system. If you don't want to die, try to stay in moderate areas and don't forget to drink! Features: - Hydration and temperature system - Temperature depends on time of day and altitude - Nodes that radiate heat/cold - Dehydration - Death from cold/heat **Tags:** hud, survival **Repository:** https://github.com/gtzi203/BioMeter **License:** LGPL-2.1-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 41, "license": "LGPL-2.1-or-later", "package_id": "gtzi203/biometer", "repo": "https://github.com/gtzi203/BioMeter", "tags": [ "hud", "survival" ], "type": "mod", "website": "https://github.com/gtzi203/BioMeter" }
**Title:** HUD Compass **Description:** **Details:** This mod provides the option to place a compass, or a compass and a 24-hour clock, in one of the four corners of the screen. By default nothing is displayed. Type the chat command "/compass" to place a compass in the bottom right corner of the screen. Repeated use of this command will toggle the display of the compass off and on. When given with an argument, the user can select whether to display just a compass, or a compass and a clock, and which corner of the screen to place them in. This is particularly useful with Android clients, where the bottom right corner of the screen has the jump button. * "/compass 1" -> compass only, top right corner * "/compass 2" -> compass only, bottom right corner * "/compass 3" -> compass only, bottom left corner * "/compass 4" -> compass only, top left corner * "/compass 5" -> compass and clock, top right corner * "/compass 6" -> compass and clock, bottom right corner * "/compass 7" -> compass and clock, bottom left corner * "/compass 8" -> compass and clock, top left corner In addition: * "/compass 0" -> forces compass and clock off. **Notes** * The clock is a 24-hour clock, with only one hand that displays the hours. Noon is at the top and midnight is at the bottom. * Local mod storage is used to maintain the state and position of hud_compass display between sessions, per user. * A mod config setting is available to change the default initial state of this mod. 2020-04-23 Release fixes one clock texture that wasn't consistent, and significantly reduces the size of all the texture image files. **Tags:** hud, inventory, survival **Repository:** https://github.com/kestral246/hud_compass **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 4961, "license": "MIT", "package_id": "kestral/hud_compass", "repo": "https://github.com/kestral246/hud_compass", "tags": [ "hud", "inventory", "survival" ], "type": "mod", "website": null }
**Title:** Quick Stack **Description:** **Details:** Adds Terraria's "quick stack to nearby chests" feature to Unified Inventory. ### Usage Performing a quick stack is as simple as clicking the button in your inventory. If any items were successfully quick stacked, you will hear a pop sound. In addition to the quick stack button, another button allows you to configure how the quick stack button works. You can choose to lock inventory slots, lock all tools, enable metadata matching, or show locked slots. Locking inventory slots functions like Terraria's "favorite" feature, in that any locked slots will not be quick stacked. Locking tools works similarly, preventing any tools from being quick stacked, even if they are not in a locked slot. ### Settings By default, all nodes with "chest" in their name or description will be automatically detected for quick stacking. To remove wrongly detected nodes, or add other nodes, you can use the following settings: - `quickstack_exclude_nodes` - A comma separated list of node names to exclude from quick stacking. - `quickstack_include_nodes` - A comma separated list of node names to include in quick stacking. **Tags:** gui, inventory, storage, survival **Repository:** https://github.com/OgelGames/quickstack **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 991, "license": "MIT", "package_id": "OgelGames/quickstack", "repo": "https://github.com/OgelGames/quickstack", "tags": [ "gui", "inventory", "storage", "survival" ], "type": "mod", "website": null }
**Title:** Gemstones **Description:** **Details:** Adds Gemstones: Amethyst, Emerald, Ruby and Sapphire. ## Gems - Emerald - Emerald is hard to find - It's armor has twice the jump boost than ruby - Stronger and more durable than diamond - Damage: 8 - Kills players very easily - Ruby - Ruby is hard to find - It's armor give physical abilities like jump - Stronger and more durable than diamond - Damage: 9 - Kills players very easily - Amethyst - Amethyst is hard to find - It's armor give physical abilities like speed - It's the strongest gemstone in the mod - Stronger and more durable than diamond - Damage: 11 - Kills players in two to three hits - Sapphire - Sapphire is hard to find - It's armor has twice the speed as Amethyst - It is the weakest gemstone in the mod - As good as diamond and other materials - Damage: 7 - Kills players quickly **Tags:** adventure__rpg, pvp, tools **Repository:** https://github.com/KodaTheGuy/Gemstones **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 5487, "license": "MIT", "package_id": "Koda_/gemstones", "repo": "https://github.com/KodaTheGuy/Gemstones", "tags": [ "adventure__rpg", "pvp", "tools" ], "type": "mod", "website": null }
**Title:** Cannon73 **Description:** **Details:** ## Items | Name | ID | Image | Description | | ---------------- | ------------------ | ------------------------------------- | -------------------------------------------------------------------------------------- | | Cannon | cannon73:cannon | ![](https://raw.githubusercontent.com/MrRar/cannon73/main/textures/cannon73_cannon_inv.png) | Cannon Node | | Cannon Shell | cannon73:shell | ![](https://raw.githubusercontent.com/MrRar/cannon73/main/textures/cannon73_shell_inv.png) | Cannon projectile that destroys entities and nodes | | Cannon Ball | cannon73:ball | ![](https://raw.githubusercontent.com/MrRar/cannon73/main/textures/cannon73_ball_inv.png) | Cannon projectile that destroys entities | | Cannon Gunpowder | cannon73:gunpowder | ![](https://raw.githubusercontent.com/MrRar/cannon73/main/textures/cannon73_gunpowder.png) | Item that powers cannons. This is only registered if no gunpowder is found in the game | ## Operation First place a cannon. Put gunpowder into the gunpowder slot and a projectile into the projectile slot. Move the yaw and pitch sliders to adjust the cannon's aim. Press the fire button to fire the cannon. Cannons can also be triggered by a mesecon signal. If the projectile is a Cannon Shell, it will explode on impact and will destroy nodes and damage entitles in the area of the explosion. If the shell is in the air for 3 seconds with out making contact with anything it will automatically explode. If the projectile is a Cannon Ball, it will explode on impact and will damage entities in the explosion area. If the ball is in the air for more than 10 seconds then the cannon ball will be eliminated. If you place multiple balls or shells in the projectile slot, the explosion area will be increased. If the projectile is a stack of nodes, on impact, the nodes will be placed near the impact site. Sometimes some of the nodes are eliminated if no space can be found to place them. If the projectile is a stack of mob spawners, mobs will be spawned at the impact site. The speed of the projectile is increased proportionately to the amount of gunpowder that is supplied. **Tags:** shooter **Repository:** https://github.com/MrRar/cannon73 **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 1504, "license": "MIT", "package_id": "Mr. Rar/cannon73", "repo": "https://github.com/MrRar/cannon73", "tags": [ "shooter" ], "type": "mod", "website": null }
**Title:** Colored Meselamps **Description:** **Details:** # Colored Meselamps mod for Minetest This is a rather rough, but usable mod for Minetest Game that adds colored versions of the "meselamp" into the game. Colored meselamps are obtained by combining dyes with the regular meselamp. **Tags:** building, decorative **Repository:** https://github.com/slashdevslashurandom/colored-meselamps **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 1650, "license": "MIT", "package_id": "devurandom/colored_meselamps", "repo": "https://github.com/slashdevslashurandom/colored-meselamps", "tags": [ "building", "decorative" ], "type": "mod", "website": null }
**Title:** ts_doors **Description:** **Tags:** building **Repository:** https://github.com/minetest-mods/ts_doors **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 6801, "license": "MIT", "package_id": "Thomas-S/ts_doors", "repo": "https://github.com/minetest-mods/ts_doors", "tags": [ "building" ], "type": "mod", "website": null }
**Title:** Simple8x **Description:** **Details:** A simple and organized pvp pack it supports many mods and also has support for CTF mod support list: Mobs redo, Bakedclay and Farming **Tags:** less_than_px **Repository:** https://github.com/mrowlbio/Simple8x **License:** CC-BY-4.0
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 5274, "license": "CC-BY-4.0", "package_id": "gimp/simple8x", "repo": "https://github.com/mrowlbio/Simple8x", "tags": [ "less_than_px" ], "type": "txp", "website": null }
**Title:** MOAR! ARMOUR! **Description:** **Details:** Adds many new types of armours to minetest. Some useful, some tough, some crazy looking... some are even tasty! Hmmm... waffles... **Tags:** tools **Repository:** https://codeberg.org/Dacmot/moarmour **License:** GPL-2.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 3582, "license": "GPL-2.0-only", "package_id": "Duvalon/moarmour", "repo": "https://codeberg.org/Dacmot/moarmour", "tags": [ "tools" ], "type": "mod", "website": null }
**Title:** Smart Inventory **Description:** **Details:** A fast player inventory with focus on many number of items and big screens. The special feature of this inventory is the dynamic classification filters that allow fast searching and browsing trough available items and show relevant informations only to the user. The mod is organized in multiple pages, each page does have own focus and follow own vision. **Crafting page** The vision is to not affect the gameplay trough crafting helpers. The dynamic search helper display currently relevant craft recipes only based on inventory content by default. * Contains the usual player-, and crafting inventory * Additional view of "craftable items" based on players inventory content * Dynamic grouping of craftable items for better overview * Lookup field to get all recipes with item in it - with filter for revealed items if the doc system is used * Search field - with filter for revealed items if the doc system is used * Compress - use the stack max size in inventory * Sweep - move content of crafting inventory back to the main inventory * Optional support doc_items - if the doc system is found the crafting page shows only items craftable by known (revealed) items. A lookup button is available on already known items to jump to the documntation entry **Creative page** The vision is to get items fast searchable and gettable * 3 dynamic filters + text search field for fast items search * Sort out "mass"-groups to a special "Shaped" group * just click to the item to get it in inventory * cleanup of inventory trough "Trash" field * clean whole inventory trough "Trash all" button * save and restore inventory content in 3x save slots **Player page** The vision is to get all skins and player customizations visual exposed. Supports skinsdb, 3d_armor, clothing and character_creator and more ... **Tags:** crafting, creative, inventory **Repository:** https://github.com/minetest-mods/smart_inventory **License:** GPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 4583, "license": "GPL-3.0-only", "package_id": "bell07/smart_inventory", "repo": "https://github.com/minetest-mods/smart_inventory", "tags": [ "crafting", "creative", "inventory" ], "type": "mod", "website": null }
**Title:** Classical Music **Description:** **Details:** # mcla_classical Classical background music for mineclonia ## Credits * Kevin MacLeod - Canon in D major by Johann Pachelbel, [Creative Commons Attribution 3.0](https://creativecommons.org/licenses/by/3.0/) https://archive.org/details/Classical_Sampler-9615/Kevin_MacLeod_-_Canon_in_D_Major.mp3 * Kevin MacLeod - Danse Macabre by Camille Saint-Saëns [Creative Commons Attribution 3.0](https://creativecommons.org/licenses/by/3.0/) https://archive.org/details/Classical_Sampler-9615/Kevin_MacLeod_-_Danse_Macabre.mp3 * Kevin MacLeod - Prelude in C BWV 846 by Johann S. Bach [Creative Commons Attribution 3.0](https://creativecommons.org/licenses/by/3.0/) [https://archive.org/details/Classical_Sampler-9615/Kevin_MacLeod_-_Prelude_in_C_-_BWV_846.mp3](https://archive.org/details/Classical_Sampler-9615/Kevin_MacLeod_-_Prelude_in_C_-_BWV_846.mp3) * Kevin_MacLeod - The_Endless [Creative Commons Attribution 3.0](https://creativecommons.org/licenses/by/3.0/) https://archive.org/details/Classical_Sampler-9615/Kevin_MacLeod_-_The_Endless.mp3 * John Harrison with the Wichita State University Chamber Players - Spring Mvt 3. Allegro Pastorale by Antonio Vivaldi [Creative Commons Attribution Share-Alike 3.0](https://creativecommons.org/licenses/by-sa/3.0/) https://archive.org/details/The_Four_Seasons_Vivaldi-10361/John_Harrison_with_the_Wichita_State_University_Chamber_Players_-_03_-_Spring_Mvt_3_Allegro_pastorale.mp3 * The European Archive BWV 1067 - Suite No.2 in B Minor Badinerie by Johann S. Bach - [Creative Commons Attribution 3.0](https://creativecommons.org/licenses/by/3.0/) https://musopen.org/music/3774-orchestral-suite-no-2-in-b-minor-bwv-1067/ * Martha Goldstein - Suite BWV 996, E Minor - V Bourrée by Johann S. Bach [Creative Commons Attribution Share-Alike 2.0](https://creativecommons.org/licenses/by-sa/2.0/) https://commons.wikimedia.org/wiki/File:Johann_Sebastian_Bach_-_Suite_BWV_996,_E_Minor_-_V_Bourr%C3%A9e.ogg * Sir James Galway playing with the Young Danish String Quartet - Flute Quintet in G Major - Minuet by Bernhard Romberg [Creative Commons Attribution Share-Alike 2.0](https://creativecommons.org/licenses/by-sa/2.0/) [https://en.wikipedia.org/wiki/File:Bernhard_Romberg_-_Flute_Quintet_in_G_Major_-_Minuet.ogg](https://en.wikipedia.org/wiki/File:Bernhard_Romberg_-_Flute_Quintet_in_G_Major_-_Minuet.ogg) * The Good China - The End / Prelude #4 (Chopin) [Creative Commons Zero 1.0](https://creativecommons.org/publicdomain/zero/1.0) https://archive.org/details/Masters_Remastered-17850 * The Good China - From the New World (Theme from Dvorak's 9th Symphony [Creative Commons Zero 1.0](https://creativecommons.org/publicdomain/zero/1.0) https://archive.org/details/Masters_Remastered-17850 * Jaan Patterson - Toccanta and Fugue (Bach) [Creative Commons Zero 1.0](https://creativecommons.org/publicdomain/zero/1.0) https://archive.org/details/Masters_Remastered-17850 * Ivan Ilic - Prelude Op. 28 No. 4 (Frederic Chopin) - [Creative Commons Attribution 3.0](https://creativecommons.org/licenses/by/3.0/) -https://commons.wikimedia.org/wiki/File:Ivan_Ili%C4%87-Chopin_Prelude_Opus_28_n.4.ogg Full License texts in LICENSE.txt **Tags:** sound_music **Repository:** https://codeberg.org/mineclonia/mcla_classical.git **License:** GPL-3.0-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 991, "license": "GPL-3.0-or-later", "package_id": "cora/mcla_classical_music", "repo": "https://codeberg.org/mineclonia/mcla_classical.git", "tags": [ "sound_music" ], "type": "mod", "website": null }
**Title:** VoxelLibre Teleporter **Description:** **Details:** VoxeLibre Teleporter was created due to Travelnet not completely working in the new VoxeLibre game. It is just the plate It is simple to use, edit and it can store entries with different networks. Create different teleport networks RECIPE You can either get by the console commandline or craft it. The command is: /giveme teleporter_plates:net_plate Once placed, it can only be removed through Creative mode. **Tags:** transport **Repository:** https://github.com/itguy217/VoxeLibre_Teleporter **License:** GPL-3.0-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 375, "license": "GPL-3.0-or-later", "package_id": "Pavadigan/teleporter_plates", "repo": "https://github.com/itguy217/VoxeLibre_Teleporter", "tags": [ "transport" ], "type": "mod", "website": "https://github.com/itguy217/VoxeLibre_Teleporter" }
**Title:** NextGen Bedrock **Description:** **Details:** Adds an indestructible bedrock layer at the bottom of the world. Technical Stuff: - The bedrock is NOT breakble by TNT in newer versions of Minetest - The bottom bedrock layer is located at 30912 by default (can be changed via settings) - The top layers are located at 30911 and 30910, menaing there is a total of 3 layers by default (can be changed via settings) - The top layers are not totally flat, but rather more randomized - The bedrock is NOT movable by pistons if you have mesecons_mvps on **Tags:** environment, mapgen, world_tools **Repository:** https://github.com/starninjas/nextgen_bedrock **License:** CC0-1.0
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 2577, "license": "CC0-1.0", "package_id": "StarNinjas/nextgen_bedrock", "repo": "https://github.com/starninjas/nextgen_bedrock", "tags": [ "environment", "mapgen", "world_tools" ], "type": "mod", "website": null }
**Title:** Biospheres **Description:** **Details:** # biospheres A map genenerator mod generating single-biome islands inside glass spheres, and bridges between those spheres. Ideal if you want to add a sci-fi or post-apocalyptic touch yo your world. The generator doesn't set the singlenode generator, so you can combine it with another world generator like flat or v7 to generate what's outside the biospheres. This mod provides settings to configure the generation, and you can choose the size, the altitude or the materials used for the domes and bridges. While the default values for materials use definitions from Minetest Game, you can change them to use the mod with other games. Door generation between spheres and bridges is however only supported in Minetest Game, as door representations may differ between games (and games may not provide doors). The temperature and humidity inside a biosphere are randomly choosen between 0 and 100, and you can configure the altitude used for biome generation inside the biospheres. The generator uses the biomes registered, so it takes into account biomes added by mods. Water generated inside biospheres use river water sources. This mod is based on: * the [`lvm_example`](https://content.luanti.org/packages/ROllerozxa/lvm_example) mod, which was used as the starting point for the development * the [`biomegen`](https://content.luanti.org/packages/Gael%20de%20Sailly/biomegen/) mod, which is modified to adapt the generation algorithms. **Tags:** custom_mapgen, mapgen **Repository:** https://codeberg.org/Feufochmar/biospheres.git **License:** LGPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 360, "license": "LGPL-3.0-only", "package_id": "Feufochmar/biospheres", "repo": "https://codeberg.org/Feufochmar/biospheres.git", "tags": [ "custom_mapgen", "mapgen" ], "type": "mod", "website": null }
**Title:** Flag Chooser **Description:** **Details:** This tool will help you select a specific flag in pride_flags instead of pushing your luck. You can view the flag that you want to have before you choose that same flag. **Tags:** decorative **Repository:** https://github.com/Jo5629/jo5629-flag_chooser/ **License:** LGPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 1000, "license": "LGPL-3.0-only", "package_id": "J05629/flag_chooser", "repo": "https://github.com/Jo5629/jo5629-flag_chooser/", "tags": [ "decorative" ], "type": "mod", "website": "https://sites.google.com/view/jo5629/" }
**Title:** Cascade **Description:** **Details:** A game for Minetest. Work in Progress. Cascade requires at least Minetest 5.5.0. Due to a bug in Minetest, you need at least Minetest 5.6.0 for footstep sounds to work. Changes in v1.1.0: - Added monsters They only spawn in new worlds. Strictly speaking, it is a single monster that spawns multiple times. - Added sprint on the Aux1 key (usually E) - Added footstep sounds :-) ## License © 2022 Gregor Parzefall The image and audio files are licensed under the [CC BY-SA 4.0](https://creativecommons.org/licenses/by-sa/4.0/), everything else is licensed under the [GNU GPL version 3](https://www.gnu.org/licenses/gpl-3.0.html) or any later version. ### Exceptions - `mods/cascade/textures/cascade_floor.png` `mods/cascade/textures/cascade_wall.png` [`default/default_stone_block.png`](https://gitlab.com/zughy-friends-minetest/soothing-32/-/blob/3d27660b6b5d5b87fc68b0cc523048b1ef00e733/default/default_stone_block.png) [`default/default_stone_brick.png`](https://gitlab.com/zughy-friends-minetest/soothing-32/-/blob/3d27660b6b5d5b87fc68b0cc523048b1ef00e733/default/default_stone_brick.png) from the [Soothing 32](https://gitlab.com/zughy-friends-minetest/soothing-32/) texture pack by Zughy (licensed under the [CC BY-SA 4.0](https://creativecommons.org/licenses/by-sa/4.0/)) - `mods/cascade/sounds/default_glass_footstep.ogg` `mods/cascade/sounds/default_hard_footstep.1.ogg` `mods/cascade/sounds/default_hard_footstep.2.ogg` `mods/cascade/sounds/default_hard_footstep.3.ogg` [`mods/default/sounds/default_glass_footstep.ogg`](https://github.com/minetest/minetest_game/blob/99a719309559b632af65756f380496aa269d4b4a/mods/default/sounds/default_glass_footstep.ogg) [`mods/default/sounds/default_hard_footstep.1.ogg`](https://github.com/minetest/minetest_game/blob/99a719309559b632af65756f380496aa269d4b4a/mods/default/sounds/default_hard_footstep.1.ogg) [`mods/default/sounds/default_hard_footstep.2.ogg`](https://github.com/minetest/minetest_game/blob/99a719309559b632af65756f380496aa269d4b4a/mods/default/sounds/default_hard_footstep.2.ogg) [`mods/default/sounds/default_hard_footstep.3.ogg`](https://github.com/minetest/minetest_game/blob/99a719309559b632af65756f380496aa269d4b4a/mods/default/sounds/default_hard_footstep.3.ogg) from [Minetest Game](https://github.com/minetest/minetest_game) **Tags:** puzzle **Repository:** https://github.com/grorp/cascade **License:** GPL-3.0-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 2653, "license": "GPL-3.0-or-later", "package_id": "grorp/cascade", "repo": "https://github.com/grorp/cascade", "tags": [ "puzzle" ], "type": "game", "website": null }
**Title:** Birds **Description:** **Details:** Adds 10 types of birds. If Mobs Animals, Animalia, Mineclone2 or Mineclonia is installed, they drop raw chicken upon death. The birds aren't saved in the world file which means if you leave and enter your world, they all disappear and new ones spawn. So you can't put them inside a cage. However it also means you can uninstall this mod at any time. I did this because they primarily serve a decorative purpose. **Tags:** mobs **Repository:** https://gitgud.io/blut/birds **License:** CC0-1.0
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 2219, "license": "CC0-1.0", "package_id": "shaft/birds", "repo": "https://gitgud.io/blut/birds", "tags": [ "mobs" ], "type": "mod", "website": null }
**Title:** Angled Walls **Description:** **Tags:** building **Repository:** https://github.com/TumeniNodes/angledwalls **License:** GPL-2.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 7260, "license": "GPL-2.0-only", "package_id": "TumeniNodes/angledwalls", "repo": "https://github.com/TumeniNodes/angledwalls", "tags": [ "building" ], "type": "mod", "website": null }
**Title:** MobConf **Description:** **Details:** ## usage ### /add_npc <id> <position> [name] [texture] [dialog] Add NPC with ID <id> at <position>, optionally setting nametag [name], texture [texture] and dialog file [dialog] ### /remove_npc <id> Remove NPC with ID <id> ### /npc_load_dialog <id> <dialog> Load dialog file <dialog> for NPC with ID <id> ### /npc_set_name <id> <name> Set nametag of NPC with ID <id> to <name> ### /npc_set_texture <id> <texture> Set texture of NPC with ID <id> to <texture> ### /npc_set_pos <id> <position> Set the position of NPC with ID <id> to <position> **Tags:** server_tools, world_tools **Repository:** https://codeberg.org/zeuner/mobconf **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 1397, "license": "MIT", "package_id": "zeuner/mobconf", "repo": "https://codeberg.org/zeuner/mobconf", "tags": [ "server_tools", "world_tools" ], "type": "mod", "website": null }
**Title:** Worm Farm **Description:** **Details:** # Worm Farm Thanks to Tenplus1 for his excellent Ethereal mod and Xanadu server, without those two this mod wouldn't exist. Simple mod although hopefully fairly feature rich. Adds a Worm Farm to Minetest which can accept most green waste material which the worms will eat and use to reproduce and create more worms which you can then use for fishing. The worms will also produce worm tea (if bonemeal mod and vessels mod are active) and dirt although slowly. The mod is primarily aimed to be used with Ethereal mod's fishing however I have made it fairly easy to configure if you wish to use it with another game or if theres another fishing mod let me know and I'll add support for it. ## Overview The Worms in the worm farm are very self-contained and so long as you keep feeding them something they will produce worms for use when fishing. However if you: - Keep the Worm Farm Hydrated and - Feed them foods they like They will produce worms for fishing faster and the population of worms inside the Worm farm will grow, which will also produce worms faster and allow them to eat food faster. Although not a direct simulation of a real life worm farm the worms do like and dislike similar foods to there real life cousins. For example they will rapidly devour melon slices and dislike anything with garlic immensly. The worms in the worm farm will also eat their more favorite foods first. ## API functions ### Register Worm Food/Water worm_farm.register_worm_food_water(thing_name, amount, return_empty, type) #### Register Worm Food Registering a worm food only makes use of the first two fields in the function. The lower the time in seconds the more the worms like the food. It is recommended the lowest you go for their most favorite foods is 4 (seconds). If the defaults are not changed once you exceed 10 secs worm farm population wont increase when they eat that food. Once 20 secs is exceeded the worm population will decline when they eat that food as it i semi-toxic/takes to long for them to eat. Nodes or items can be registered worms will eat both example (only provide 1st two values): worm_farm.register_worm_food_water("default:paper", 7 ) Worms can eat paper and it will take them 7 seconds to eat a single piece if no bonus's or penalties are being applied. Once they finish eating a worm will be avaliable to collect and use for baiting fishing hooks. #### Register Worm Water The worm farm needs to be kept moist to keep the worms happy. Additional items can be registered that hydrate/add water to the farm. If not changed the maximum water storage for the farm is 400 units. A bucket of water will hydrate the farm completely where as a glass of carrot juice from farmign redo only adds 100 units of hydration. Nodes or items can be registered example (provide all four values): worm_farm.register_worm_food_water("bucket:bucket_water", 400, "bucket:bucket_empty" , "w") When the worm farm is right clicked with a bucket of water, it will be filled with 400 units of water/hydration. The player will get an empty bucket back. The "w" flag is so the function knows this is a water registration - bit redundant as I could just check for empty item value, future update maybe. ### Register Worm as drop from Nodes worm_farm.register_worm_drop(node_name, rarity) Lets you register worms as another drop from a node. This wont disturb the existing nodes drops and will increase the max node drops by +1 basically the worms drop for free. The worms will be inserted in the correct order into the node drop table. example: worm_farm.register_worm_drop("default:dirt", 40) The default dirt nodes drop would now look like this - assuming ethereal is active: drop = { max_items = 2, items = { { rarity = 40, items = { "ethereal:worm" } }, { items = { "default:dirt" } } } } **Tags:** plants_and_farming **Repository:** https://github.com/sirrobzeroone/worm_farm **License:** CC0-1.0
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 1987, "license": "CC0-1.0", "package_id": "sirrobzeroone/worm_farm", "repo": "https://github.com/sirrobzeroone/worm_farm", "tags": [ "plants_and_farming" ], "type": "mod", "website": null }
**Title:** Uranium Stuff **Description:** **Details:** # Uranium Stuff Mod for Minetest, adds Uranium tools and armor, compatible with Technic. Source code: [GitHub](https://github.com/cermak-petr/uraniumstuff) Discuss: [Reddit](https://www.reddit.com/r/Minetest/comments/xrycj0/uranium_stuff_mod_release/) | [Forum](https://forum.minetest.net/viewtopic.php?t=28729) Have you ever wondered what to do with your waste 0% uranium? Worry no more! Now you can use it to make tools and armor. Tools are fast and deal a lot of damage, armor also provides radiation protection. __NEW FEATURES__ - Tools will now irradiate mobs to drain their health over time. - Armor will drain your health if the "Uranium Protection Gem" is not in your inventory. - Uranium tool in hand will now also drain your health without the gem - Irradiated mobs have a radioactive green glow - Mobs killed by radiation will leave Green Goo residue - Green goo can be turned into Evil Green Goo that follows and kills mobs - Most settings can be configured - Dropped MineClone support for now If the technic mod is not present, this mod will provide uranium ore generation. Uranium ore will be found at the same heights as with technic, but at much lower quantities, to compensate for the lack of need for centrifuging. __Tools added__ - Uranium Sword - Uranium Axe - Uranium Shovel - Uranium Pickaxe - Uranium Hoe - Uranium Multitool __Armor added__ - Uranium Chestplate - Uranium Leggings - Uranium Boots - Uranium Helmet - Uranium Shield __Special items__ - Uranium Gem - Uranium Protection Gem - Green Goo - Evil Green Goo __Textures adapted from the following mods__ Lava Stuff - [ContentDB](https://content.luanti.org/packages/Lone_Wolf/lavastuff/) | [GitHub](https://github.com/minetest-mods/lavastuff) Multitools - [ContentDB](https://content.luanti.org/packages/ChimneySwift/multitools/) | [GitHub](https://github.com/ChimneySwift/multitools) More Ores - [ContentDB](https://content.luanti.org/packages/Calinou/moreores/) | [GitHub](https://github.com/minetest-mods/moreores) Technic Plus - [ContentDB](https://content.luanti.org/packages/mt-mods/technic_plus/) | [GitHub](https://github.com/mt-mods/technic) Minetest Game - [GitHub](https://github.com/minetest/minetest_game) **Tags:** pve, survival, tools **Repository:** https://github.com/cermak-petr/uraniumstuff **License:** Zlib
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 3332, "license": "Zlib", "package_id": "Epoxum/uraniumstuff", "repo": "https://github.com/cermak-petr/uraniumstuff", "tags": [ "pve", "survival", "tools" ], "type": "mod", "website": null }
**Title:** Christmas **Description:** **Details:** # Christmas This is a Mod for [Minetest](https://www.minetest.net/) ( [Github Repo](https://github.com/Minetest/minetest)), that adds festive christmas items and nodes. # Provides - Candy canes (If you eat too many you could get a sugar rush!) - Gingerbread man* (Just plain food) - Eggnog* (Just plain food) - Mince pie (Just plain food) - Stocking (You need one to get cool rewards every 1 hour and 30 minutes) - Christmas lights* (A nice way to decorate for christmas) - Red Bauble* (To decorate your tree) - Star* (The topper of your tree) - Present (Give a gift to a firend) - Sugar* (To craft your sweets) - Tree (The center of all decorations) *Only obtainable as a Stocking reward View the Minetest forum post [here](https://forum.minetest.net/viewtopic.php?f=9&t=23782&) Have fun and Merry Christmas!! **Tags:** decorative, food, player_effects, seasonal **Repository:** https://github.com/Extex101/christmas **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 7156, "license": "MIT", "package_id": "Extex/christmas", "repo": "https://github.com/Extex101/christmas", "tags": [ "decorative", "food", "player_effects", "seasonal" ], "type": "mod", "website": null }
**Title:** Sprint Lite **Description:** **Details:** # sprint_lite Configurable and easy-to use sprinting mod that supports hudbars and hbhunger. Designed after [hbsprint](https://github.com/minetest-mods/hbsprint/) by Tacotexmex. hbsprint is great, however there's a few bugs, so I decided to write my own "vision" of this mod. ![Screenshot](screenshot.png) ## Requirements - Minetest 5.0.0 (Wasn't tested on previous versions but might work) - [player_monoids](https://github.com/minetest-mods/player_monoids) - [hudbars](https://repo.or.cz/w/minetest_hudbars.git) (optional, but strongly recommended. You won't have a hud indicator without it) - [hbhunger](https://repo.or.cz/w/minetest_hbhunger.git) (optional) ## Conficts Conflicts with hbsprint ## How to use Hold "special" key to sprint (by default it's assigned to E). While sprinting, your stamina will decrease, until it hits 0 and you'll no longer be able to sprint. If your stamina is lower than a threshold (specified in settingtypes), then you can't start sprinting. ## Settingtypes Mod can be configured by changing settings in Settings->All Settings->Mods->sprint_lite, or by putting them directly to your minetest.conf: ``` sprint_lite_max_stamina = 20 Maximum stamina of every player sprint_lite_speed_multiplier = 1.75 Speed multiplier when sprinting sprint_lite_jump_multiplier = 1.25 Jump multiplier when sprinting sprint_lite_step_interval = 0.15 Server step interval in seconds, when performing sprint-related checks sprint_lite_drain_hunger = true Sprinting drains hunger, if hbhunger is installed sprint_lite_hunger_amount = 0.03 Amount of hunger to drain per step sprint_lite_stamina_drain = 0.5 Amount of stamina to drain per step sprint_lite_stamina_regen = 0.1 Amount of stamina to regenerate per step, when not running sprint_lite_stamina_threshold = 8 Amount of stamina below which you can't start running sprint_lite_spawn_particles = true Spawn particles under sprinting players sprint_lite_require_ground = false Require ground to run ``` ## Integration with other mods Mod provides two public functions: ``` sprint_lite.set_stamina(name, amount, add) name - string, name of the player amount - float, amount of stamina to add/set (can be negative if "add" is true, can't be otherwise) add - bool, should "amount" be added or set function returns new stamina amount of the player, returns false if failed to set stamina sprint_lite.get_stamina(name) name - string, name of the player function returns amount of stamina of the player, returns false if failed ``` ## 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:** player_effects **Repository:** https://github.com/mt-historical/sprint_lite **License:** GPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 1792, "license": "GPL-3.0-only", "package_id": "mt-mods/sprint_lite", "repo": "https://github.com/mt-historical/sprint_lite", "tags": [ "player_effects" ], "type": "mod", "website": null }
**Title:** Blood Splatter **Description:** **Details:** Blood splatter for players and **all creatures using Mobs API, Creatura (Animalia), VoxeLibre and Mineclonia. Automatically gets removed after 5 minutes (configurable) or when mapblocks are unloaded (including exiting the game). Thus safe to uninstall at any time without leaving objects behind. Even works with complex blocks such as stairs, corners and slabs. There is a particle effect too. Both the node blood and the particle blood can be disabled in settings. Based on GGraffiti by grorp **Tags:** environment, survival **Repository:** https://gitgud.io/blut/blood_splatter **License:** AGPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 1618, "license": "AGPL-3.0-only", "package_id": "shaft/blood_splatter", "repo": "https://gitgud.io/blut/blood_splatter", "tags": [ "environment", "survival" ], "type": "mod", "website": null }
**Title:** Essentials **Description:** **Details:** # Description With this mod, you will be able to conveniently administer your Luanti server! # Commands * **/god** — *Enable/disable god mode* * **/inv** — *Opens player's inventories* * **/ban_menu** — *Opens ban menu for banning players!* * **/kick_menu** — *Opens kick menu for kicking any player!* * **/mute_menu** — *Opens mute menu for mutting bad players!* * **/ip** — *Gives full IP information of the player* * **/broadcast** — *Send a message to the entire server* * **/getpos** — *Get the position of the player* * **/rename_me** — *Hides your real nickname and replaces it with a fake new one* * **/rename_item** — *Renames an wielded item in hand* * **/kill** — *Kills any player* * **/heal** — *Heals a player to the maximum health points* * **/seed** — *Shows an seed of the world* * **/color** — *Sets a color for your nickname* * **/biome** — *Gets any info about current biome are you standing* * **/troll** — *Opens menu for some trolling* * **/v** — *Makes player an* FULLY *invisible* * **/call** — *Request a teleport permission to player* * **/report** — *Opens a report menu for reporting a player for something bad* * **/report_menu** — *Menu for managing reports, approve or decline those!* * **/textbox** — *Opens a input menu for warning or saying something to player* * **/essentials** — *Tells you about current installed version of Essentials in server* * And more! **Tags:** chat, developer_tools, server_tools, world_tools **Repository:** https://github.com/SkyBuilder1717/essentials **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 1046, "license": "MIT", "package_id": "SkyBuilder1717/essentials", "repo": "https://github.com/SkyBuilder1717/essentials", "tags": [ "chat", "developer_tools", "server_tools", "world_tools" ], "type": "mod", "website": null }
**Title:** Greek **Description:** **Details:** _It's all Greek to me._ This mod is completely dependency-agnostic, meaning no extra mods are required to have any content. Some mods are optionally required to provide certain crafting recipes (see [Dependencies](#dependencies)). All non-`greek` recipe items are configurable (see [Configuration](#configuration)). ## Contents * Polished marble * Carved marble tiles * Painted marble tiles * Marble pillars * Marble detailing (acroterions, triglyphs, metopes) * Gilded gold * Vases * Lamps and fire bowls * Blue doors and shutters * Stairs for most listed nodes See [the complete item list](https://github.com/GreenXenith/greek?tab=readme-ov-file#full-lists) for more details. ## Dependencies All listed dependencies are only defaults and are configurable unless noted otherwise. * `stairs`: May provide more up-to-date stair placement functionality. Not required for stairs. * `dye`: Used in numerous color recipes, mainly render and painted tiles (non-configurable). * `darkage`: Provides marble and chalk (used in polished marble and cement, respectively). * `building_blocks`: Provides marble for polished marble. * `technic_worldgen`: Provides marble for polished marble. * `default`: Provides silver sandstone (for cement), gold block (for gilded gold), clay (for red clay), and steel ingot (for locked doors). Also provides various `group:wood`s. * `basic_materials`: Provides padlock for locked doors. ## Configuration All craftitems are configurable via the `minetest.conf` using settings listed in [settingtypes.txt](https://github.com/GreenXenith/greek/blob/master/settingtypes.txt). Craftitem settings use a comma-deliminated list of itemstrings. Each item listed, if available, will be used as a valid item in crafting recipes using that item type. Some `greek` implementations are included by default, but may be disabled by removing the items from their lists. Configurable item types: * Marble: Used to craft polished marble. Polished marble is in turn used to craft all other marble-related items. NOTE: If [greeknodes compaitibility](#compatibility) is enabled, at least one registered item must be in this list. * Limestone: Used to craft cement for render. * Cement: Used to craft render. * Gold block: Used to craft gilded gold. * Clay: Used to craft red clay. * Blue wood: Used to craft doors and shutters. * Lock: Used to craft locked doors. Other settings: * Stairs in creative inventory * Dye consumption upon coloring * Maximum vase capacity * Snuff fire bowls on dig * Enable `greeknodes` aliases * Alias `greeknodes` marble to polished marble * Alias `greeknodes` tar to building_blocks equivalents See [settingtypes.txt](https://github.com/GreenXenith/greek/blob/master/settingtypes.txt) for defaults. ## Compatibility This mod is the successor to my old `greeknodes` mod. Aliases are registered by default to convert old `greeknodes` items to `greek` items. For this to be successful, at least one valid marble item must be configured, or aliasing to polished marble must be enabled. Compatibility can be [disabled](#configuration) entirely, of course. ## Implementations ### Coloring Some nodes (render, painted tiles) have 8 available colors variants. They can be obtained by combining them with a dye (dye is consumed by default) or punching a colorable node with a dye. ### Stairs I need to be able to use dye punch-coloring on certain stairs (painted tile, render). Default stairs has two issues: * Takes explicit definition values instead of a whole definition * Doesn't return what items were actually registered As such, I've rolled my own implementation near-identical to that of default stairs, but a bit more succinct and generic. I've used the rotation functions from default stairs, and it will poll for a more up-to-date function if default stairs is enabled. ### Doors Depending on external mods for content would not be very dependency-agnostic, so I've opted to roll my own doors as simply as I could manage. My implementation is smaller and in some ways more naive than default doors, but it works as well as I'd like. Doors are implemented using only 2 (a, b) nodes per type rather than 8 (a, b, c, d, for unlocked and locked). An open A door is identical to a closed B door, and vise-versa, provided the front and back of the door texture is identical. Locked doors are implemented using param2 palette index (locked doors have a silver handle). They can only be obtained via crafting. Doors also support skeleton keys. As an extended key feature, you can bind already-bound keys to unbound doors. ### Craftrings Some nodes have many near-identical variants (such as metopes). Rather than making a unique crafting recipe for each node, a "craftring" is registered to loop through all possible variants. Placing one version of the item in the crafting grid will output the next version. The last variant will return the first variant (to form the loop). As crafting large amounts of certain variants can be tedious, variants can be copied. Placing 2 of a target variant in the crafting grid with another variant will output the target variant and keep the other 2 target variants. ``` +-+-+-+ +-+-+-+ +-+ |A|A|B| -> |A|A| | |A| +-+-+-+ +-+-+-+ +-+ ``` ## Todo * Configurable sounds * Translation support * Posable statues * ??? **Tags:** building, decorative **Repository:** https://github.com/GreenXenith/greek **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 4397, "license": "MIT", "package_id": "GreenXenith/greek", "repo": "https://github.com/GreenXenith/greek", "tags": [ "building", "decorative" ], "type": "mod", "website": null }
**Title:** Fire Master **Description:** **Details:** ## Fire Master This tool allows you to create impressive circles of fire anywhere you want. Just aim at a spot on the floor or wall and click the tool to create a circle of fire at that spot. The Fire Master tool uses fire magic to create a spectacular and long-lasting ring of fire that extends up to 6 nodes in diameter. Note: that the Fire Master Tool has a 60 second cooldown to prevent overuse. ## License * MIT License (MIT) for the code. * Attribution 4.0 International (CC BY 4.0) for textures. **Tags:** magic, pvp, survival, tools **Repository:** https://github.com/Krunegan/firemaster **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 1200, "license": "MIT", "package_id": "Krunegan/firemaster", "repo": "https://github.com/Krunegan/firemaster", "tags": [ "magic", "pvp", "survival", "tools" ], "type": "mod", "website": "https://github.com/Krunegan/firemaster" }
**Title:** Minertrade **Description:** **Details:** ![01] Other Screenshots: [02] [03] [04] [05] [06] [07] [08] [09] Badge: [![ContentDB_en_icon]][ContentDB_en_link] [![DownloadsCDB_en_icon]][DownloadsCDB_en_link] # 💵 [MINERTRADE] [![minetest_icon]][minetest_link] It adds various types of money, Exchange Table, Dispensing Machines, and ATMs in stores. ## 📦 **Itens adicionados:** ### 💰 Types of Moneys: | Types | Amount | | :-- | --: | | ```Minercoin``` | 01 minercash. (9^0 M$) | | ```Minermoney Blue``` | 09 minercash. (9^1 M$) | | ```Minermoney Green``` | 81 minercash. (9^2 M$) | | ```Minermoney Yellow``` | 729 minercash. (9^3 M$) | | ```Minermoney Orange``` | 6,561 minercash. (9^4 M$) | | ```Minermoney Red``` | 59,049 minercash. (9^5 M$) | | ```Minermoney Black``` | 531,441 minercash. (9^6 M$) | ### 🏦 Bank Items: | Items | Descryption | | :--: | :-- | | ```Public ATM``` | Save your minercash (money type) in the ATM, and withdraw your minercash in other ATM in the shops scattered around the map. | | ```Credit Card``` | Transfers between bank accounts, issuing a bank transfer receipt. | ### 🏙️ Store Items: | Items | Descryption | | :--: | :-- | | ```Exchange Table (P2P)``` | It makes safe exchanges from player to player without the need to put your items on the ground. | | ```Dispensing Machine``` | Sells your items, even if you are not online. | ## **Dependencies:** | Mod Name | Dependency Type | Descryption | | :--: | :--: | :-- | | default | Mandatory | Minetest Game Included. | | dye | Mandatory | Minetest Game Included. | | [intllib] | Optional | Facilitates the translation of this mod into your native language, or other languages. | | [correio] | Optional | Issues a letter to the owner of the ```Dispensing Machine``` when the machine needs the owner's intervention. | ## **License:** * [![license_code_icon]][license_code_link] * [![license_media_icon]][license_media_link] See more details in wiki: [![wiki_en_icon]][wiki_en_link] [![wiki_pt_icon]][wiki_pt_link] ## **Developers:** * Lunovox Heavenfinder: [email](mailto:[email protected]), [social web](https://qoto.org/@lunovox), [WebChat](https://cloud.disroot.org/call/9aa2t7ib), [xmpp](xmpp:[email protected]?join), [audio conference](mumble:mumble.disroot.org), [more contacts](https://libreplanet.org/wiki/User:Lunovox) ## **Downloads:** * [Stable Versions] : There are several versions in different stages of completion. Usually recommended for servers because they are more secure. * [Git Repository] : It is the version currently under construction. There may be some stability if used on servers. It is only recommended for testers and mod developers. ## **Translate this mod to Your Language:** See more details in file: [locale/README.md] ## **Settings:** In **minetest.conf** file: You don't need to do any of these presets mentioned below to make this mod work. But it's worth knowing the configuration values ​​in case you want to directly change the ````minetest.conf```` file. | Settings | Descryption | | :-- | :-- | | ````minertrade.debug = <boolean>```` | If show debug info of this mod. Only util to developers. Default: ````false````. | | ````minertrade.save_compressed = <boolean>```` | If enabled will save database bank in file '.db64', else in file '.tbl'. Default: ````true````. | | ````minertrade.bank.max_statements = <number>```` | Specifies the amount statement records to each player in databade bank. Default: ````30````; Min: ````1````, Max: ````300````. | | ````minertrade.salary.enabled = <boolean>```` | Allows for daily distribution of Salary. Default: ````true````. | | ````minertrade.salary.value = <number>```` | Specifies the amount of salary paid daily. Default: ````1````. | | ````minertrade.salary.intervalcheck = <number>```` | Specifies how many seconds the salary will be checked who still has to receive. Values below 5 can cause server lag. Default: ````60````. | [01]:https://gitlab.com/lunovox/minertrade/-/raw/master/screenshot.png [02]:https://gitlab.com/lunovox/minertrade/-/raw/master/screenshot2.png [03]:https://gitlab.com/lunovox/minertrade/-/raw/master/screenshot3.png [04]:https://gitlab.com/lunovox/minertrade/-/raw/master/screenshot4.png [05]:https://gitlab.com/lunovox/minertrade/-/raw/master/screenshot5.png [06]:https://gitlab.com/lunovox/minertrade/-/raw/master/screenshot6.png [07]:https://gitlab.com/lunovox/minertrade/-/raw/master/screenshot7.png [08]:https://gitlab.com/lunovox/minertrade/-/raw/master/screenshot8.png [09]:https://gitlab.com/lunovox/minertrade/-/raw/master/screenshot9.png [correio]:https://gitlab.com/lunovox/correio [English]:https://en.wikipedia.org/wiki/GNU_Affero_General_Public_License [Git Repository]:https://gitlab.com/lunovox/minertrade [intllib]:https://content.luanti.org/packages/kaeza/intllib/ [license_code_icon]:https://img.shields.io/static/v1?label=LICENSE%20CODE&message=GNU%20AGPL%20v3.0&color=yellow [license_code_link]:https://gitlab.com/lunovox/minertrade/-/raw/master/LICENSE_CODE [license_media_icon]:https://img.shields.io/static/v1?label=LICENSE%20MEDIA&message=CC%20BY-SA-4.0&color=yellow [license_media_link]:https://gitlab.com/lunovox/minertrade/-/raw/master/LICENSE_MEDIA [locale/README.md]:https://gitlab.com/lunovox/minertrade/-/tree/master/locale?ref_type=heads [MINERTRADE]:https://gitlab.com/lunovox/minertrade [minetest_icon]:https://img.shields.io/static/v1?label=Minetest&message=Mod&color=brightgreen [minetest_link]:https://minetest.net [Portuguese]:https://pt.wikipedia.org/wiki/GNU_Affero_General_Public_License [Stable Versions]:https://gitlab.com/lunovox/minertrade/-/tags [tradelands]:https://gitlab.com/Lunovox/tradelands [wiki_en_icon]:https://img.shields.io/static/v1?label=GNU%20AGPL%20v3.0&message=EN&color=blue [wiki_en_link]:https://en.wikipedia.org/wiki/GNU_Affero_General_Public_License [wiki_pt_icon]:https://img.shields.io/static/v1?label=GNU%20AGPL%20v3.0&message=PT&color=blue [wiki_pt_link]:https://pt.wikipedia.org/wiki/GNU_Affero_General_Public_License [ContentDB_en_icon]:https://content.luanti.org/packages/Lunovox/minertrade/shields/title/ [ContentDB_en_link]:https://content.luanti.org/packages/Lunovox/minertrade/ [DownloadsCDB_en_icon]:https://content.luanti.org/packages/Lunovox/minertrade/shields/downloads/ [DownloadsCDB_en_link]:https://gitlab.com/lunovox/minertrade/-/tags **Tags:** building, commerce, crafting, multiplayer **Repository:** https://gitlab.com/lunovox/minertrade **License:** AGPL-3.0-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 1353, "license": "AGPL-3.0-or-later", "package_id": "Lunovox/minertrade", "repo": "https://gitlab.com/lunovox/minertrade", "tags": [ "building", "commerce", "crafting", "multiplayer" ], "type": "mod", "website": null }
**Title:** Coloredwood **Description:** **Details:** Provides hundreds of colors of wood and fences to Minetest, using Unified Dyes. Colored, cut wood shapes as well, with Moreblocks. If signs_lib is installed, it must be commit 4ff54c9a or later. **Tags:** building **Repository:** https://github.com/mt-mods/coloredwood **License:** LGPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 6026, "license": "LGPL-3.0-only", "package_id": "mt-mods/coloredwood", "repo": "https://github.com/mt-mods/coloredwood", "tags": [ "building" ], "type": "mod", "website": null }
**Title:** Moonflower **Description:** **Details:** Moonflower by MirceaKitsune and TenPlus1 This mod adds a rare moon flower to the world which opens during the night if the sky above is clear, new features include eating the flower for temporary moon-vision so you can see at night, and a special item drop to transform items. Api functions include: moonflower.transform_item(from_item, to_item) moonflower.clear_items() Changelog: - 0.1 - Original mod (https://github.com/MirceaKitsune/minetest_mods_moonflower) - 0.2 - Added moon-vision feature - 0.3 - Added item transform feature - 0.4 - Tweaked and tidied code - 0.5 - Added particle and sound effects **Tags:** decorative, plants_and_farming **Repository:** https://codeberg.org/tenplus1/moonflower **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 351, "license": "MIT", "package_id": "TenPlus1/moonflower", "repo": "https://codeberg.org/tenplus1/moonflower", "tags": [ "decorative", "plants_and_farming" ], "type": "mod", "website": null }
**Title:** Modern Ish **Description:** **Details:** Modern Ish is a modpack of assorted (currently creative-mode-only) especially-built mods, Designed to help make more detailed citys, while staying true to minetest's 16x16 pixelated, blocky style. ## Features: - Wall decor. including neon signs, hand dryers, wall-phones, speakers, and more. - an extensive set of modular ceiling tile blocks. - assorted lights. both wall-mounted and blocks. - 'fake' daytime and nighttime sky blocks for making interesting outdoors-themed rooms. - 'modern ish' computer blocks. including disk and reel to reel drives and monitors, for creating a server room or super computer theme. - freshly tarred and cracked pavement blocks. - and more modern goodness. **Tags:** creative, decorative **Repository:** https://github.com/ThomasTheSpaceFox/minetest-modern_ish.git **License:** GPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 2870, "license": "GPL-3.0-only", "package_id": "thomasthespacefox/modern_ish", "repo": "https://github.com/ThomasTheSpaceFox/minetest-modern_ish.git", "tags": [ "creative", "decorative" ], "type": "mod", "website": null }
**Title:** Vote **Description:** **Tags:** library, multiplayer **Repository:** https://github.com/rubenwardy/vote **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 4045, "license": "MIT", "package_id": "rubenwardy/vote", "repo": "https://github.com/rubenwardy/vote", "tags": [ "library", "multiplayer" ], "type": "mod", "website": null }
**Title:** TreeCapitator **Description:** **Details:** When a player digs part of a tree's stem, the whole tree is felled at once. There are many settings, for example an option to control whether leaves are dropped, too, or only saplings, resembling leafdecay behaviour. Support for moretrees is disabled by default and can be enabled with a setting. If players want to dig single trunk nodes instead of whole trees, they can hold the shift key. When felling a tree, neighbouring trees are detected and left unharmed. **Tags:** survival, tools **Repository:** https://github.com/HybridDog/treecapitator **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 5027, "license": "MIT", "package_id": "Hybrid Dog/treecapitator", "repo": "https://github.com/HybridDog/treecapitator", "tags": [ "survival", "tools" ], "type": "mod", "website": null }
**Title:** Pigiron **Description:** **Details:** Adds pig iron ingots which need to be crafted to make steel, also blocks and stairs. **Tags:** building, tools **Repository:** https://codeberg.org/tenplus1/pigiron **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 4106, "license": "MIT", "package_id": "TenPlus1/pigiron", "repo": "https://codeberg.org/tenplus1/pigiron", "tags": [ "building", "tools" ], "type": "mod", "website": null }