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**Title:** Placeable Buckets for Catching Rainwater **Description:** **Details:** This is a mod with a fairly specific purpose. In situations where water isn't renewable, such as with the dynamic_liquid mod if that weird damp clay mechanic is disabled. My intention is to create a method of gathering new water, without making it easy to infinitely generate it. With this mod, the types of buckets added by the bucket mod will now be placeable as nodes. Once placed, they'll have a few different configurable properties, with the most notable being their ability to collect rain. With the climate_api mod installed, suitably humid conditions will slowly cause empty buckets to fill with water. Once it's full to the brim, you can pick it up and use it like a normal water bucket, or shift-right click to put it back down. The other main feature is compatability with a modification I made to the waterworks mod. With it, you can use buckets as inlets simply by putting them on top of pipes. Whenever a bucket attached to a pipe fills up completely, it will send that water through the pipe and out of and outlet. (I had to modify the api to make this possible) Lastly, lava buckets can be used as light sources and, with the entitycontrol api, as incinerators by throwing items into them. You can check the included readme for more details about configurations. **Tags:** building, environment, library, survival, technology **Repository:** https://github.com/Noodlemire/placeable_buckets.git **License:** LGPL-2.1-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 2292, "license": "LGPL-2.1-only", "package_id": "Noodlemire/placeable_buckets", "repo": "https://github.com/Noodlemire/placeable_buckets.git", "tags": [ "building", "environment", "library", "survival", "technology" ], "type": "mod", "website": null }
**Title:** Commodity market **Description:** **Details:** This mod implements marketplaces where players can post buy and sell offers for various items, allowing for organic market forces to determine the relative values of the resources in a world. The basic market interface is the same across all markets and market types, but this mod allows for a variety of different ways that markets can be configured to support different playstyles. Markets can have restrictions on what they will allow to be bought and sold, different types of "currency", and can share a common inventory across multiple locations or can be localized to just one spot at the discretion of the server owner. ![](https://raw.githubusercontent.com/minetest-mods/commoditymarket/master/screenshot.png) ## Currency Each market has one or more "currency" items defined that are treated differently from the other items that can be bought and sold there. Currency items are translated into a player's currency balance rather than being bought and sold directly. For example, some of the markets offered by the "commoditymarket_fantasy" mod have this currency definition: { ["default:gold_ingot"] = 1000, ["commoditymarket_fantasy:gold_coin"] = 1 } When a gold ingot is added to the player's market account it turns into 1000 units of currency. When a gold coin is added it turns into 1 unit of currency. You can't buy and sell gold directly in this market, it is instead the "standard" by which the value of other items is measured. There's no reason that all markets in a given world have to use the same currency. Having variety in currency types adds flavour to the world and also introduces opportunities for enterprising traders to make a profit by moneychanging between different marketplaces. ## Account Inventory In addition to tracking a player's currency balance, each player's account has an inventory that serves as a holding area for items that are destined to be sold or that have been bought by the player but not yet retrieved. This inventory is a bit different from the standard Minetest inventory in that it doesn't hold individual item "stacks", allowing for larger quantities of items to be accumulated than would otherwise be practical. If a player needs to buy 20,000 stone bricks for a major construction project then their account's inventory will hold that. To prevent abuse of the market inventory as a free storage space, or just to add some unique flavor to a particular market, a limit on the inventory's size can be added. This limit only affects transfers from a player's personal inventory into the market inventory; the limit can be exceeded by incoming items being sold to the player. Note that tools cannot be added to the market inventory if they have any wear on them, nor can the market handle items with attached metadata (such as books that have had text added to them). ## Placing a "Buy" Order A buy order is an offer to give a certain amount of currency in exchange for a particular type of item. To place a buy order go to the "Market Orders" tab of the market's interface and select the item from the list of items on the market. If the item isn't listed it may be that the market is simply "unaware" of the item's existence; try placing an example of the item into your personal inventory and if the item is permitted on the market a new entry will be added to Market Orders. Enter the quantity and price you desire and then click the "buy" button to place a buy order. If there are already "sell" orders for the item when you place a buy order, some or all of your buy order might be immediately fulfilled provided you are offering a sufficient price. Your purchases will be made at the price that the sell orders have been set to - if you were willing to pay 15 units of currency per item but someone was already offering to sell for 2 units of currency per item, you only pay 2 units for each of that offer's items. If there aren't enough compatible sell orders to fulfill your buy order, the remainder will be placed into the market and made available for future sellers to see and fulfill if they agree to your price. Your buy order will immediately deduct the currency required for it from your account's balance, but if you cancel your order you will get that currency back - it's not gone until the order is actually fulfilled. Double-click on your order in the orders list to cancel it. ## Placing a "Sell" Order Sell orders are an offer of a certain amount of an item and a price you're willing to accept in exchange for them. They're placed in a similar manner to buy orders, except by clicking the "sell" button instead of the "buy" button. If there are already buyers with buy orders that meet or exceed your price, some or all of your sell order may be immediately fulfilled. You'll be paid the price that the buyers are offering rather than the amount you're demanding. If any of your sell offer is left unfulfilled, the sell order will be added to the market for future buyers to see. The items for this offer will be immediately taken from your market inventory but if you cancel your order you will get those items back. Double-click on your order in the orders list to cancel it. ## Commands This mod has several commands that a server administrator can use: * `market.removeitem marketname item` -- cancels all existing buy and sell orders for an item and removes its entry from the market tab. This is useful if you've changed what items are permitted in a particular market and need to clear out items that are no longer allowed. * `market.show marketname` -- opens the market's formspec * `market.list` -- lists the marketnames of all registered markets * `market.purge_unknowns` -- executes "removeitem" for all markets on all items that don't have a definition. Useful for clearing out items that are no longer defined due to a mod being updated or removed. * `market.addeverything marketname` - Adds all registered items to a market's listings. NOTE: this is intended as a debugging tool, not for use in a live server, as it doesn't filter out items that a player cannot actually harvest in-world. ## Registering a market The mod "[commoditymarket_fantasy](https://github.com/minetest-mods/commoditymarket_fantasy)" contains a number of pre-defined markets that provide examples of what's possible with this mod. They include: * King's Market - a basic sort of "commoner's marketplace", only open during the day * Night Market - the shadier side of commerce, only open during the night * Trader's Caravan - a type of market that players can build and place themselves, with a small inventory capacity. * Goblin Exchange - a strange marketplace that uses coal as a currency * Undermarket - where dark powers make their trades, using Mese as a currency All of these except for the Trader's Caravan are intended to be placed in specific locations by server administrators or mapgen, they don't have crafting recipes. Modifying these markets or creating your own from scratch should hopefully be a fairly straightforward task. ### Market definition API ``` local market_def = { description = "Night Market", -- A short name for this market, appears as the text of the "info" tab of the market's UI long_description = "When the sun sets and the stalls of the King's Market close, other vendors are just waking up to share their wares. The Night Market is not as voluminous as the King's Market but accepts a wider range of wares. It accepts the same gold coinage of the realm, one thousand coins to the gold ingot.", -- A longer description with flavor text and other information to present to the user, shown in the info tab. Optional. currency = { ["default:gold_ingot"] = 1000, ["commoditymarket:gold_coins"] = 1 }, -- List all items that get translated into "currency" here, along with their conversion rates. Take care to ensure there's no way for a player to multiply their money when crafting currency items into each other (eg, if there was some way to get more than 1000 coin items out of a gold ingot, in this case) currency_symbol = "☼", -- Used in various places in the UI. If not defined, defaults to "¤" (the generic currency symbol) inventory_limit = 10000, -- Optional, when set this prevents the player from adding items to their market inventory when it's over this limit sell_limit = 10000, -- Optional, when set this prevents sell orders from being added if the player already has this many items for sale initial_items = {"default:cobble", "default:wood"}, -- Optional, a list of items that the market will be initialized with on startup. Players can add other items during play. allow_item = function(item) return true end, -- Optional, this function is used to determine whether the market permits a player to add a particular item to its inventory. anonymous = true, -- If set to true then the player won't be able to see the names associated with other player's orders, only their own. } commoditymarket.register_market("market_name", market_def) ``` Once a market is defined, use `commoditymarket.show_market(market_name, player_name)` to show the market interface to a player. **Tags:** commerce, library, multiplayer **Repository:** https://github.com/minetest-mods/commoditymarket **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 4081, "license": "MIT", "package_id": "FaceDeer/commoditymarket", "repo": "https://github.com/minetest-mods/commoditymarket", "tags": [ "commerce", "library", "multiplayer" ], "type": "mod", "website": null }
**Title:** Good Morning Craft **Description:** **Details:** Good Morning Craft brings a bright and lively athmosphere to Minetest Game. Apart from supporting the game itself it supports countless third-party mods. **Tags:** 16px **Repository:** https://github.com/minetest-texturepacks/Good-Morning-Craft **License:** CC-BY-SA-4.0
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 2221, "license": "CC-BY-SA-4.0", "package_id": "texmex/good_morning_craft", "repo": "https://github.com/minetest-texturepacks/Good-Morning-Craft", "tags": [ "16px" ], "type": "txp", "website": null }
**Title:** Guinea pig **Description:** **Details:** # Guinea pig The guinea pig is a small, loveable rodent often kept as a pet. They can be found naturally in plains biomes and bred with grass and/or hay. They can also be crafted by combining grass with a rat: instant upgrade! Guinea pigs poop pellets that can be crafted into mulch for all your composting needs (bonemeal mod required). They communicate with high-pitched "wheeks" and happy burbles. **Tags:** mobs **Repository:** https://github.com/DrPlamsa/guinea_pig **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 2833, "license": "MIT", "package_id": "DrPlamsa/guinea_pig", "repo": "https://github.com/DrPlamsa/guinea_pig", "tags": [ "mobs" ], "type": "mod", "website": null }
**Title:** Craftable Lava **Description:** **Details:** Basically enables crafting lava in Minetest from 8 of a new node called Hot Stone and a bucket, the hot stone can be obtained from baking default:stone in a furnace. **Tags:** crafting **Repository:** https://github.com/MikeRedwood/craftable_lava **License:** LGPL-2.1-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 1922, "license": "LGPL-2.1-only", "package_id": "MikeRedwood/craftable_lava", "repo": "https://github.com/MikeRedwood/craftable_lava", "tags": [ "crafting" ], "type": "mod", "website": null }
**Title:** Elektron **Description:** **Details:** # Elektron *Note new in V0.6 : Wind power and 'placer' devices. ## Summary Provides core functionality for electrical-like power and electronic-like circuits. It shares many similarities with redstone and mesecons+technic, but is a different design. It tries to combine the two concepts of electrical power and logic circuits more closely to better facilitate gameplay. ## Player Guide ### Main concepts Wire is used to connect devices and transmit power or a signal between them. Power and signals are independent _Signals_:: Signals are digital true/false (0 or 1). Signals are used to perform logic and make decisions. _Power_:: Power is analogue (0 or more), and is necessary for some devices to function. Power is generated by some devices and consumed by others, similar to DC electricity. ### Wires Both signals and power are transmitted between devices using wires. There are three different types of wire, Red, Blue, and Green. Each color behaves exactly the same, and is governed by the following rules. #### Power * Power is added to a circuit in a cumulative fashion by devices (e.g. Solar panels). * Power is consumed from a circuit in a cumulative fashion by devices (e.g. a lamp) * There is no top limit to the power that can flow through a circuit. #### Signal * Signals are binary either true of false (on or off, 1 or 0) * When mulitple signals are put into the same circuit it behaves like an OR gate, (if any input is true, the circuit is true) * Whether a circuit has power or not is irrelevant to its signal value, signal and power are independent. ### Devices #### Solar This will generate power in high light conditions, usually during daytime. The amount of power varies (1 to 4) depending on the amount of light. Only one wire should be connected to a solar panel, if mulitple wires are connected only one will recieve the power. #### Lamp Lamps consume power (1 unit), and provide a light source of 10. #### Logic Gate This is a multipurpose logic gate. It provides `AND`, `NOT` and `XOR` in a single block. This is enough to create any imaginable logic circuit. #### Button A button is a block that emits a signal. Right click on the block changes the signal from true to false, or false to true. It is a manual on/off switch. #### Switch A Switch will connect two circuit together if it recieves a _true_ signal. The two circuits will diconnect if the signal reverts to false. It has mulitple inputs which are on the sides of the node. They act as an OR gate if one or more true signals are recieved, the connection is made. The four signal inputs are sides of the block, the two circuits to be connected are on the top and bottom of the block. #### Activator This can be though of as a 'right-clicker' device. The activator takes a single power input which may be connected to any of its five sides. The sixth side is facing the node to be _activated_. If the activator's power input turns on, it will simulate a right click on the target node (e.g. open a door). The target node can either be directly in front of the activated side, or a gap of one block away. It will also function if the gap is filled with another (inert) node (e.g. dirt, stone, wood) etc. This means the activator can be hidden behind walls, ceilings or floors if desired. **Tags:** technology **Repository:** https://gitlab.com/m4895/elektron **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 1224, "license": "MIT", "package_id": "BigBear/elektron", "repo": "https://gitlab.com/m4895/elektron", "tags": [ "technology" ], "type": "mod", "website": "https://gitlab.com/m4895/elektron/-/blob/master/README.adoc" }
**Title:** Metallicum **Description:** **Details:** **Metallicum** brings the power of **Titanium** to **Minetest Game**, allowing players to craft powerful new tools and weapons that enhance exploration and mining. Venture through the world to discover **Titanium Ore**, smelt it into **Titanium Ingots**, and use it to craft advanced gear like the **Mining Laser**, **Katana**, **Mace**, and more. ## New Items and Tools * **Titanium Ore** – A rare resource found underground, essential for crafting advanced equipment. * **Titanium Ingot** – Smelt Titanium Ore into ingots to create the strongest gear. * **Mining Laser** – A powerful tool that allows you to quickly mine a large area with high efficiency. * **Katana** – A sharp, high damage sword perfect for slicing through enemies. * **Mace** – A heavy weapon for dealing powerful, crushing blows to foes. * **Grappling Hook** – A new tool for exploring difficult terrain and reaching high places. * **Titanium Boots** – Boost your movement speed and agility, crafted from the mighty Titanium. * **Freeze Blast** – A freezing attack that trasform into ice a large area. * **Line Launcher** – A new tool for exploring horizontaly across gaps easily. **Tags:** building, player_effects, tools **Repository:** https://github.com/LudusExe/Metallicum **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 255, "license": "MIT", "package_id": "Ludus/metallicum", "repo": "https://github.com/LudusExe/Metallicum", "tags": [ "building", "player_effects", "tools" ], "type": "mod", "website": null }
**Title:** Extra Wool Stuff **Description:** **Details:** Adds more wool items and nodes to the game. ## Functionality - Stairs for every wool colour. - Slabs for every wool colour. **Tags:** building_mechanics, decorative **Repository:** https://github.com/JamesClarke7283/extra_woolstuff **License:** GPL-3.0-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 604, "license": "GPL-3.0-or-later", "package_id": "Impulse/extra_wool_stuff", "repo": "https://github.com/JamesClarke7283/extra_woolstuff", "tags": [ "building_mechanics", "decorative" ], "type": "mod", "website": null }
**Title:** Unbreaking **Description:** **Details:** # Unbreaking Tired of your tools or armor wearing out so fast? Get unbreaking tools and armor to solve that. ## Notice No the tools and armor provided by this mod are not fully unbreakable, instead it's just incredibily durable. **Tags:** tools **Repository:** https://github.com/Beanzilla/unbreaking **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 2166, "license": "MIT", "package_id": "ApolloX/unbreaking", "repo": "https://github.com/Beanzilla/unbreaking", "tags": [ "tools" ], "type": "mod", "website": null }
**Title:** Studs **Description:** **Details:** This mod changes many full nodes, slabs, and stairs to have studs on top to look like interlocking bricks. I have tested it with Minetest Game and Mineclonia, so it should work with MineClone2 or MineClone5. Many naturally generated nodes do not have studs, to avoid a Minetest rendering performance problem. You can read more about that here: https://forum.minetest.net/viewtopic.php?f=7&t=28068&p=409857 **Tags:** decorative **Repository:** https://git.minetest.land/erle/studs **License:** AGPL-3.0-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 926, "license": "AGPL-3.0-or-later", "package_id": "erlehmann/studs", "repo": "https://git.minetest.land/erle/studs", "tags": [ "decorative" ], "type": "mod", "website": null }
**Title:** Advtrains Portable Remote Control **Description:** **Details:** # Advtrains Train Controller This mod provides a rebindable remote control for use with the advtrains mod. ## How To Use ### Binding To A Train Punch a locomotive with the controller to bind it to that locomotive. The controller will remain bound to the locomotive specifically, not the train as a whole, enabling the user to retain control of the locomotive during shunting when the train id may change. Note: the controller will **only** bind to locomotives, i.e. anything with `is_locomotive = true` in the advtrains registered definition. ### Rebinding To A New Train To rebind the controller to another locomotive simply click the `Bind To New Train` button. The saved locomotive will be erased from memory, ready for the user to rebind as above. ### Train Information The `External Display`, `Internal Display`, `Routing Code` and `Line` fields are read from the bound train when the user punches to use the controller. If any of these fields change between reading from the train and when the user clicks `Update Train Info` then the changes made will be written to the train, overwriting any changes that the train may have accumulated in the meantime (e.g. Inside Display text being changed by a station track.) ### Train Control The `Set Speed` field is also read from the train when the user uses the controller, except that it will read the train's actual speed at the time. The speed will only be sent to the train when the `Confirm` button is clicked. The `Send ATC` field performs exactly as if the train passed over an ATC track section in the direction of the arrow. The user can use this to pre-program manoeuvres instead of constantly returning to the controller. See the documentation for the [ATC Controller](https://advtrains.de/wiki/doku.php?id=usage:nodes:atc_controller) for commands and syntax. The command is immediately sent to the train when `Send` is clicked and not kept in memory across controller uses. The `Disable ARS` and `Autocouple` checkboxes also will be read from the train when the user uses the controller. `Autocouple` will show as ticked if the train has been set to couple by either the `Cpl` ATC command or `set_autocouple()` LuaATC command. Manually ticking the checkbox has the same effect as `set_autocouple()`. `Disable ARS` requires the `advtrains_interlocking` sub-mod to be enabled to be effective, and has the equivalent effect as the `A` ATC command and `atc_set_ars_disable()` LuaATC command. ## Priv Requirements Due to the ability to control a train from anywhere on the server, the `train_admin` priv is required to use this tool. ## Dependencies: - advtrains - default & advtrains_luaautomation for craft recipe only (not required for the code to work) ## Licenses and Attributions: This work is protected under the following licenses: - Code: MIT (Maverick2797) - Artwork: CC-BY-SA-4.0 (Maverick2797) A copy of each license is included in the `LICENSES` folder Thanks to yw05 for the inspiration from the original [train_remote](https://gitlab.com/yw05/minetest-mod-train-remote) mod which was written in Lisp. **Tags:** transport **Repository:** https://notabug.org/Maverick2797/advtrains_portable_remote_control.git **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 2139, "license": "MIT", "package_id": "Maverick2797/advtrains_portable_remote_control", "repo": "https://notabug.org/Maverick2797/advtrains_portable_remote_control.git", "tags": [ "transport" ], "type": "mod", "website": null }
**Title:** Smoke Signals **Description:** **Details:** Signal your friends, or warn your enemies! ### Colors Included Every wool makes a different colored smoke! ### Crafting This is a simple mod, that adds a craftable "Smoke Fire", with the following crafting recipe: | |torch | | | -------- | -------- | -------- | | stick| torch | stick | | cobble| stick | cobble | ### How to use Once placed, simply hit the fire with any color wool and... *poof*, a burst of smoke emerges and rises. ### Why wool? Well, original smoke signals were done with a blanket covering the fire... **Tags:** adventure__rpg, decorative, jam_weekly_2021 **Repository:** https://github.com/ExeVirus/smoke_signals **License:** LGPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 1812, "license": "LGPL-3.0-only", "package_id": "Just_Visiting/smoke_signals", "repo": "https://github.com/ExeVirus/smoke_signals", "tags": [ "adventure__rpg", "decorative", "jam_weekly_2021" ], "type": "mod", "website": null }
**Title:** Action PVP for CTF **Description:** **Tags:** 16px, 32px, pvp **Repository:** https://github.com/Suzakuuu/Action-PVP-pack-for-CTF **License:** CC-BY-SA-4.0
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 1237, "license": "CC-BY-SA-4.0", "package_id": "Suzakuu/actionpvpforctf", "repo": "https://github.com/Suzakuuu/Action-PVP-pack-for-CTF", "tags": [ "16px", "32px", "pvp" ], "type": "txp", "website": null }
**Title:** Chains **Description:** **Details:** Make chains using steel and bronze and golden them! **Tags:** building, decorative **Repository:** https://codeberg.org/X17/chains **License:** GPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 1544, "license": "GPL-3.0-only", "package_id": "X17/chains", "repo": "https://codeberg.org/X17/chains", "tags": [ "building", "decorative" ], "type": "mod", "website": null }
**Title:** FireWorks Reimagined **Description:** **Details:** This mod is an api and gameplay mod that allows various subgames to have different fireworks. In both random shapes, but also as images. This mod was made mainly for servers, but it's still fun in singleplayer. License of the Code is MIT. ### Credits: #### Code **DragonWrangler.** One Snippet **niwla23.** #### Textures **DragonWrangler,** **CalebJ** #### Sounds **StarBeamRainbowLabs (SBRL)** The sounds and firework rocket textures were taken from the original fireworks. mod here on contentDB. Though the textures were modified. If any problems are found, please open an issue on the issue tracker and I will try to fix asap **Tags:** decorative, library, multiplayer, oneofakind__original, player_effects, seasonal, sound_music **Repository:** https://github.com/DragonWrangler1/fireworks_reimagined **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 520, "license": "MIT", "package_id": "DragonWrangler/fireworks_reimagined", "repo": "https://github.com/DragonWrangler1/fireworks_reimagined", "tags": [ "decorative", "library", "multiplayer", "oneofakind__original", "player_effects", "seasonal", "sound_music" ], "type": "mod", "website": null }
**Title:** MicuPack **Description:** **Details:** #### MicuPack is a collection of mods for engineers and miners. ##### It supports TechPack, but works also with Technic and Pipeworks. Contents : * **moderntables** Full height wooden and metal tables in two variants: simple and with storage drawer (inventory for 16 items). If Tubelib mod is installed, four-legged machine stand and 4 more tables (designed to match both plain Tubelib and BiogasMachines style) are added as well. * **minertools** Electronic gadgets for professional miners : * Geothermometer - shows temperature variations of solid blocks (water and lava affect block relative temperature - water cools it down while lava warms it up); useful for underground mining to search - or avoid - flooded caverns or lava pools * Mineral Scanner - shows ore count in cubic area around player (selectable range) * Mineral Finder - short range directional scanner to find nearby deposits of selected mineral; very picky, especially at angles, but driven by simple logic * all-in-one versions of above devices, each one with improved characteristics * **slprogtools** Devices for interacting with SaferLua Controller from TechPack mod : * Memory Copier - portable dongle to transfer code between SL Controllers in much simpler and faster way than copying it with text books; can be write-protected and labelled * Memory Programmer - improved Memory Copier, with read/write protection to prevent accidental memory loss and code injection functionality (works like original Programmer but for SL Controllers); it allows to replace special marker in *init()* section code with array containing collected Tubelib numbers, making redeployments of SL Controllers much easier (for example for mobile mining with Quarries and Pushers) * **slmodules** Additional nodes for SmartLine (electronic part of TechPack) : * Furnace Monitor - enables monitoring of Minetest Game standard furnace with Tubelib/Smartline devices * Digital Switch - configurable multi-state switch with one-digit simple decimal LCD display * AutoSieve Sensor - sensor pad for Techpack Automated Gravel Sieve * Crops Watcher - area scanner that assists in crop farming automation; it scans rectangular area of selected radius for crops (wheat, tomatoes etc) and checks if all crops are fully grown so they can be collected either manually or by machines * Digilines Message Relay - chip that forwards communication between Digilines and Tubelib networks; gateway that allows Techpack SaferLua Controllers and Mesecons LuaControllers to send text packets to each other * **biogasmachines** Expands TechPack with various Tubelib-compatible machines that use Biogas either as a product or a power source : * Water Freezer - freezing machine that converts water to ice using Biogas as coolant; water can be supplied in buckets or (if pipeworks mod is installed) through pipes * Gasifier - machine to extract Biogas from compressed dry organic material, such as coal blocks or straw blocks * Biogas Furnace - Biogas-fuelled version of standard furnace; it burns gas only when working; all cooking recipes (and durations) apply * Biogas Jet Furnace - upgraded Biogas Furnace that is 2 times faster than standard version in both item cooking time and Biogas consumption * Compactor - heavy press with heating, compacting and cooling functions that can compress stone-like resources into very dense and hard materials, like obsidian; default recipes include converting cobble and compressed gravel to obsidian, flint to obsidian shards and coal blocks to diamonds; requires Biogas and ice * Biogas Tank - dedicated storage for Biogas units, a convenient replacement for chests when it comes to stockpiling Biogas; 3 sizes are available (2, 32, 72) * Biogas Torch - a Biogas-powered eternal light source, a modern version of standard torch with various metal handles; heat source when placed, removes nearby snow and melts down ice to water (in a 3x3 cube around torch) * **minerchest** A high capacity storage chest (60 universal slots) that automatically combines selected resources into respective blocks. Chest is compatible with Techpack (Tubelib2 framework) and Pipeworks (pneumatic tubes and injectors). It has capacity of 60 items. When used with Tubelib it supports stack pulling (can be paired with HighPerf Pusher). The unique feature of this storage node is that it automatically combines configured base items (like ingots, crystals or coal lumps) into blocks to save space in storage infrastructure. Chest also automatically merges stacks to further increase free space in its inventory. When used in Tubelib network, node prioritizes items it sends out into tubes - so ingots and all other items that can be later combined into blocks are scheduled to be sent last. This increases the chance that elements pushed into chest will be successfully combined and passed further in compacted form. Node provides both visual indication and infotext information about its free capacity. **Tags:** technology **Repository:** https://github.com/realmicu/minetest-micupack **License:** LGPL-2.1-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 3713, "license": "LGPL-2.1-only", "package_id": "micu/micupack", "repo": "https://github.com/realmicu/minetest-micupack", "tags": [ "technology" ], "type": "mod", "website": null }
**Title:** MTC Chisel **Description:** **Details:** this mod adds a Chisel and decorative blocks (just cobblestone for now) **Tags:** decorative **Repository:** https://github.com/Can202/MTC-Chisel **License:** GPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 1599, "license": "GPL-3.0-only", "package_id": "Can202/mtc_chisel", "repo": "https://github.com/Can202/MTC-Chisel", "tags": [ "decorative" ], "type": "mod", "website": null }
**Title:** Pixelart **Description:** **Details:** ## Using the Mod The mod operates in two ways. In creative mode a player can take pixel (nodes) from the palette and place them in the world without any cost. For doing so the player needs to open the inventory and switch to the “Pixelart” tab and select one of the available palettes. Alternatively a custom *Unified Inventory* page or a node are available. When the world does not run in creative mode taking pixels costs a base node. The name of the base node is shown to the player via a chat line. When a player has one of the defined base node taking out one pixel (node) from the palette is possible. In both cases the player needs at least one free inventory slot where the node can be placed in. ## Palettes The built-in palettes all use *Silver Sandstone* as base node (`default:silver_sandstone`) when not in creative mode. All palettes are carefully created using original sources. Feel free to suggest interesting palettes for implementation. The mod also allows using custom palettes on a per-world basis. Those custom palettes take precedence over the built-in palettes when having the same name as them. This allows overriding built-in palettes as well as removing them from the palettes list. **Tags:** building, creative, inventory **Repository:** https://git.0x7be.net/dirk/pixelart **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 2618, "license": "MIT", "package_id": "Linuxdirk/pixelart", "repo": "https://git.0x7be.net/dirk/pixelart", "tags": [ "building", "creative", "inventory" ], "type": "mod", "website": null }
**Title:** Zero-Effort Custom Minerals **Description:** **Details:** A tool for registering entire materials, complete with ore generation, tool-sets and automatically generated sprites with almost no effort required. This mod also makes the work of texture pack creators much easier, as only a few sprites are needed in order to cover all minerals created with this mod. **Tags:** library, mapgen, tools **Repository:** https://notabug.org/Piezo_/instant_ores **License:** GPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 4515, "license": "GPL-3.0-only", "package_id": "Piezo_/instant_ores", "repo": "https://notabug.org/Piezo_/instant_ores", "tags": [ "library", "mapgen", "tools" ], "type": "mod", "website": null }
**Title:** NodeCore Steampunk Engineering **Description:** **Details:** # wc_steampunk Requires 'NodeCore Steam: Resurrected' (wc_steam) Steam Power, Waterwheels, and More! For all of your engineering needs! Current Features - Steam Turbines - Waterwheels Planned Features - Pipes - Windmills - Turbine, Waterwheel, and Gear Textures - Pumps **Tags:** technology **Repository:** https://github.com/wintersknight94/wc_steampunk **License:** GPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 1832, "license": "GPL-3.0-only", "package_id": "Winter94/wc_steampunk", "repo": "https://github.com/wintersknight94/wc_steampunk", "tags": [ "technology" ], "type": "mod", "website": null }
**Title:** Extreme Randomizer **Description:** **Details:** Randomises crafting, mob and block drops. A survival challenge for all Minetest Games. Mineclone2 is recommended because loot from villages may make the game a little easier. Or add the normal [Randomizer](https://content.luanti.org/packages/NO11/randomizer/) mod to create total confusion. ![screenshot](https://raw.githubusercontent.com/NO411/extreme_randomizer/main/screenshot.png) **Tags:** crafting, survival **Repository:** https://github.com/NO411/extreme_randomizer **License:** GPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 1265, "license": "GPL-3.0-only", "package_id": "NO11/extreme_randomizer", "repo": "https://github.com/NO411/extreme_randomizer", "tags": [ "crafting", "survival" ], "type": "mod", "website": null }
**Title:** World Settings **Description:** **Details:** This mod adds an API for managing per-world settings for Luanti games and mods. Settings can be managed in code using the API and in game by players with the `server` privilege using the `wset` chat command. Settings are saved to the `world_settings.conf` file in the world's directory. Settings are updated in the config file immediately on being registered or altered. Setting names consist of two parts, a domain and a name. The domain should be unique for your game or mod. This allows settings in different mods to use the same name. Domain and name cannot contain a dot '.' or whitespace, if they do they will be rejected. Once a setting has been set on the world, which will happen automatically when they are registered, any changes to the default in the code, or in the global settings, will not affect the world setting. You can copy a world setting file to a new world after it is created but before it is run to have a standard set of world settings applied to a new world. You will need to restart a world if you want to change the settings by updating the config file. **Tags:** developer_tools, library, world_tools **Repository:** https://codeberg.org/Codiac/world_settings **License:** GPL-3.0-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 52, "license": "GPL-3.0-or-later", "package_id": "Codiac/world_settings", "repo": "https://codeberg.org/Codiac/world_settings", "tags": [ "developer_tools", "library", "world_tools" ], "type": "mod", "website": null }
**Title:** Reverse Card as Totem of Undying **Description:** **Details:** Replaces the texture of the **Totem of Undying** in Voxelibre/MineClone2 and Mineclonia with the iconic **Reverse Card**. Perfect for players who want to add a bit of humor to their (almost) deadly moments. ## Contents * Replaces texture for: `mcl_totems:totem` and `void_totem:totem` ## License * License for all textures and files: CC-BY 4.0 **Tags:** 16px, april_fools, decorative **Repository:** https://github.com/LudusExe/Reverse-Card-as-Totem **License:** CC-BY-SA-4.0
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 20, "license": "CC-BY-SA-4.0", "package_id": "Ludus/reverse_card", "repo": "https://github.com/LudusExe/Reverse-Card-as-Totem", "tags": [ "16px", "april_fools", "decorative" ], "type": "txp", "website": null }
**Title:** Climb Glove **Description:** **Details:** Adds magic gloves which allow you to climb up on things ## What's in the box - 2 pairs of gloves (one requires you to be pointing at nodes or entities, the other doesn't require anything) - Supports Minetest Game and Mineclone (2, 5 & Mineclonia) ## How to climb With a basic glove just look at say some nodes (like a tree), then just rapidly click the punch key (left mouse button by default). > The only difference between the basic glove and advanced glove is that the advanced doesn't need you looking at anything. ## Credits - I thank the author of [climbing_pick](https://github.com/AndrejIT/climbing_pick) for the general idea. - I thank the author of [tardis_new](https://github.com/PiDemon/Taridis_New) for the concept of the glove textures, which I modified. **Tags:** player_effects, tools, transport **Repository:** https://github.com/Beanzilla/climb_glove **License:** LGPL-2.1-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 1632, "license": "LGPL-2.1-or-later", "package_id": "ApolloX/climb_glove", "repo": "https://github.com/Beanzilla/climb_glove", "tags": [ "player_effects", "tools", "transport" ], "type": "mod", "website": null }
**Title:** Basic Grenades **Description:** **Details:** ## Adds * Regular Grenade - Shoots out shards of metal that can kill players if they are too close to the detonation point * Smoke Grenade - Sprays a bunch of smoke around the detonation point. Which makes it hard to see in that area * Flashbang Grenade - Temporarily blinds any players that were looking at the detonation point **Tags:** pvp, tools **Repository:** https://github.com/LoneWolfHT/grenades_basic **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 2516, "license": "MIT", "package_id": "Lone_Wolf/grenades_basic", "repo": "https://github.com/LoneWolfHT/grenades_basic", "tags": [ "pvp", "tools" ], "type": "mod", "website": null }
**Title:** /giveme itemname completion **Description:** **Details:** This overrides the giveme chat command so that players do not need to type the full item name in many cases and get selectable hints about item names if there are ambiguities. **Tags:** chat, creative, developer_tools, server_tools, world_tools **Repository:** https://codeberg.org/HybridDog/giveme_completion **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 252, "license": "MIT", "package_id": "Hybrid Dog/giveme_completion", "repo": "https://codeberg.org/HybridDog/giveme_completion", "tags": [ "chat", "creative", "developer_tools", "server_tools", "world_tools" ], "type": "mod", "website": null }
**Title:** Coolbar **Description:** **Details:** # Coolbar Originally I made a simple mod that separates inventory from a bar, allowing you to move things between them by shift-click, like in Minecraft. But because of some technical specifics of the Minetest engine my mod was not really simple and require significant changes to all mods that interact with inventory. So I had the idea of a new mod (which you see now) that automatically manage your inventory, removing all trash from the bar and putting your preferred items on it, without affecting inventory structure, which makes it much mores compatible with other mods. As a result, it turned out to be very comfortable and easier than manual shift-clicking! ![demo](https://raw.githubusercontent.com/minetestia/coolbar/main/images/screenrecord.gif) ## Explanation of the mod behavior - The mod has a preferences that specifies one or more types of items for each slot on the bar. However, these settings can also be empty. - The mod doesn't work when moving items **FROM** player's inventory within the formspeck, which allows a player to move things between the bar and the rest of the inventory manually. - Adding items to the bar manually temporarily replaces the slot settings with this item until it disappears from the bar for any reason. - If an item not specified in the preferences ends up on the bar, it is moved to the inventory. - If the number of items on the bar decreases, the mod tries to fill shortage from the inventory. ## Compatibility notes For `i3` users I recommend to check all checkboxes in its settings: ![demo](https://raw.githubusercontent.com/minetestia/coolbar/main/images/i3.png) `Mineclone` users needs to change `bar_size` from `8` to `9` and `inv_start` from `9` to `10` in the mod settings. Please, be very careful changing these numbers. If the mod crashed, check twice if these numbers was correct before reporting a bug! ## What can be improved - The order of items in the settings is currently irrelevant. Maintaining a strict order is not easy task, requiring to rewrite half the code backwards. - ~~Would be cool to add the ability to automatically change settings depending on the loaded game.~~ Mineclone settings are detectected automatically! --- This mod was created in [Rustroot Forge]. All my mods uses [Luanti LSP-API] annotations, [StyLua] and [Luacheck]. [Rustroot Forge]: https://notabug.org/rr [Luanti LSP-API]: https://notabug.org/rr/luanti_lsp_api [StyLua]: https://github.com/JohnnyMorganz/StyLua [Luacheck]: https://github.com/mpeterv/luacheck **Tags:** inventory **Repository:** https://notabug.org/rr/coolbar **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 982, "license": "MIT", "package_id": "luarocks/coolbar", "repo": "https://notabug.org/rr/coolbar", "tags": [ "inventory" ], "type": "mod", "website": null }
**Title:** Zline **Description:** **Details:** A Minetest texture pack that gives most nodes a diagonally striped, cloth-looking texture. Originally created by ZEROtest ([original forum thread](https://forum.minetest.net/viewtopic.php?f=4&t=20430)). **Tags:** 16px **Repository:** https://github.com/rollerozxa/zline **License:** GPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 1074, "license": "GPL-3.0-only", "package_id": "ROllerozxa/zline", "repo": "https://github.com/rollerozxa/zline", "tags": [ "16px" ], "type": "txp", "website": null }
**Title:** Dashing **Description:** **Details:** # Dashing (`dash`) Minetest mod adding a different way of boosting. An alternative to the [sprint](https://github.com/GunshipPenguin/sprint) mod. ## About Depends on the latest [`modlib`](https://github.com/appgurueu/modlib) and [`hud_timers`](https://github.com/appgurueu/hud_timers). Code licensed under the MIT license. Written by Lars Mueller alias LMD or appguru(eu). ## Links * [GitHub](https://github.com/appgurueu/dash) - sources, issue tracking, contributing * [Discord](https://discordapp.com/invite/ysP74by) - discussion, chatting * [Minetest Forum](https://forum.minetest.net/viewtopic.php?f=9&t=24211) - (more organized) discussion * [ContentDB](https://content.luanti.org/packages/LMD/dash/) - releases (cloning from GitHub is recommended) ## Symbolic Representation ![Screenshot](screenshot.png) ## Setup Install the mod like any other, using `git clone https://github.com/appgurueu/dash.git` or installing via ContentDB & the in-game content manager. Enable it, `modlib` & `hud_timers` and you're ready to dash! ## Features Dash by holding/pressing the "special" key (usually <kbd>E</kbd>). A timer shows whether you're currently charging/dashing. During dashing, speed & jump height increase rapidly, while gravity/downforce decreases. ## Configuration ### `hold` Whether to hold or press the special key. ### `particles` Maximum of node particles to be spawned when somebody is dashing. Set to zero for no particles. ### `charging` Time it takes to charge a dash in seconds. ### `dashing` Time it takes to dash in seconds. ### `polynomial` A polynomial definining the dashing intensity. List of coefficients starting with x<sup>0</sup>. ### `effects` Effects on the player. #### `speed` Number. Adds. #### `jump` Additional jump height. #### `gravity` Additional gravity. **Tags:** player_effects **Repository:** https://github.com/appgurueu/dash **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 2590, "license": "MIT", "package_id": "LMD/dash", "repo": "https://github.com/appgurueu/dash", "tags": [ "player_effects" ], "type": "mod", "website": null }
**Title:** Lookup Tool **Description:** **Details:** # Lookup Tool [`doc_identifier`] ## Description The lookup tool is an useful little helper which can be used to quickly learn more about about one's closer environment. It identifies blocks, dropped items and other objects and it shows extensive information about the item on which it is used, provided documentation is available. ## How to use the lookup tool Punch any block or item about you wish to learn more about. This will open up the help entry of this particular item. The tool comes in two modes which are changed by a right-click. In liquid mode (blue) this tool points to liquids as well while in solid mode (red) this is not the case. Liquid mode is required if you want to identify a liquid. **Tags:** gui, tools **Repository:** https://codeberg.org/Wuzzy/minetest_doc_identifier **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 1598, "license": "MIT", "package_id": "Wuzzy/doc_identifier", "repo": "https://codeberg.org/Wuzzy/minetest_doc_identifier", "tags": [ "gui", "tools" ], "type": "mod", "website": null }
**Title:** Nickname **Description:** **Details:** Add a nickname to the player(nametag) in minetest. grant your nickname privilege first. ``` /grantme nickname ``` This mod is already builtin in [Minetest:Education Edition](https://edu.ihom.app/) More Info: [ https://edu.ihom.app/en/guide/mods/nickname/]( https://edu.ihom.app/en/guide/mods/nickname/) ## Chat commands ### `/nickname[ your_nickname[, player_name]]` Get or set the nickname. Only You can specify the player_name if you have the `server` privilege ### `/nickname_color[ color[, player_name]]` Get or set the nickname's color. Only You can specify the player_name if you have the `server` privilege ### `/nickname_bgcolor[ color[, player_name]]` Get or set the nickname's background color. Only You can specify the player_name if you have the `server` privilege ## Color * Specified in the form of `RGB`red, green, and blue three-component. R: red component; G: green component; B: blue component; A: alpha transparency value * `#RGB` defines a color in hexadecimal format. * `#RGBA` defines a color in hexadecimal format and alpha channel. * `#RRGGBB` defines the color in hexadecimal format. * `#RRGGBBAA` defines the color in hexadecimal format and alpha channel. * Specify by color name (see the table below for the name) * Support named colors of [CSS Color Module Level 4](https://www.w3.org/TR/css-color-4/#named-color). * To specify a value for the `alpha channel`, append `#A` or `#AA` to the end of the color name (e.g. `red#08`). | Color Name | HEX | |----------------------|---------| | AliceBlue | #F0F8FF | | AntiqueWhite | #FAEBD7 | | Aqua | #00FFFF | | Aquamarine | #7FFFD4 | | Azure | #F0FFFF | | Beige | #F5F5DC | | Bisque | #FFE4C4 | | Black | #000000 | | BlanchedAlmond | #FFEBCD | | Blue | #0000FF | | BlueViolet | #8A2BE2 | | Brown | #A52A2A | | BurlyWood | #DEB887 | | CadetBlue | #5F9EA0 | | Chartreuse | #7FFF00 | | Chocolate | #D2691E | | Coral | #FF7F50 | | CornflowerBlue | #6495ED | | Cornsilk | #FFF8DC | | Crimson | #DC143C | | Cyan | #00FFFF | | DarkBlue | #00008B | | DarkCyan | #008B8B | | DarkGoldenRod | #B8860B | | DarkGray | #A9A9A9 | | DarkGreen | #006400 | | DarkKhaki | #BDB76B | | DarkMagenta | #8B008B | | DarkOliveGreen | #556B2F | | DarkOrange | #FF8C00 | | DarkOrchid | #9932CC | | DarkRed | #8B0000 | | DarkSalmon | #E9967A | | DarkSeaGreen | #8FBC8F | | DarkSlateBlue | #483D8B | | DarkSlateGray | #2F4F4F | | DarkTurquoise | #00CED1 | | DarkViolet | #9400D3 | | DeepPink | #FF1493 | | DeepSkyBlue | #00BFFF | | DimGray | #696969 | | DodgerBlue | #1E90FF | | FireBrick | #B22222 | | FloralWhite | #FFFAF0 | | ForestGreen | #228B22 | | Fuchsia | #FF00FF | | Gainsboro | #DCDCDC | | GhostWhite | #F8F8FF | | Gold | #FFD700 | | GoldenRod | #DAA520 | | Gray | #808080 | | Green | #008000 | | GreenYellow | #ADFF2F | | HoneyDew | #F0FFF0 | | HotPink | #FF69B4 | | IndianRed | #CD5C5C | | Indigo | #4B0082 | | Ivory | #FFFFF0 | | Khaki | #F0E68C | | Lavender | #E6E6FA | | LavenderBlush | #FFF0F5 | | LawnGreen | #7CFC00 | | LemonChiffon | #FFFACD | | LightBlue | #ADD8E6 | | LightCoral | #F08080 | | LightCyan | #E0FFFF | | LightGoldenRodYellow | #FAFAD2 | | LightGray | #D3D3D3 | | LightGreen | #90EE90 | | LightPink | #FFB6C1 | | LightSalmon | #FFA07A | | LightSeaGreen | #20B2AA | | LightSkyBlue | #87CEFA | | LightSlateGray | #778899 | | LightSteelBlue | #B0C4DE | | LightYellow | #FFFFE0 | | Lime | #00FF00 | | LimeGreen | #32CD32 | | Linen | #FAF0E6 | | Magenta | #FF00FF | | Maroon | #800000 | | MediumAquaMarine | #66CDAA | | MediumBlue | #0000CD | | MediumOrchid | #BA55D3 | | MediumPurple | #9370DB | | MediumSeaGreen | #3CB371 | | MediumSlateBlue | #7B68EE | | MediumSpringGreen | #00FA9A | | MediumTurquoise | #48D1CC | | MediumVioletRed | #C71585 | | MidnightBlue | #191970 | | MintCream | #F5FFFA | | MistyRose | #FFE4E1 | | Moccasin | #FFE4B5 | | NavajoWhite | #FFDEAD | | Navy | #000080 | | OldLace | #FDF5E6 | | Olive | #808000 | | OliveDrab | #6B8E23 | | Orange | #FFA500 | | OrangeRed | #FF4500 | | Orchid | #DA70D6 | | PaleGoldenRod | #EEE8AA | | PaleGreen | #98FB98 | | PaleTurquoise | #AFEEEE | | PaleVioletRed | #DB7093 | | PapayaWhip | #FFEFD5 | | PeachPuff | #FFDAB9 | | Peru | #CD853F | | Pink | #FFC0CB | | Plum | #DDA0DD | | PowderBlue | #B0E0E6 | | Purple | #800080 | | Red | #FF0000 | | RosyBrown | #BC8F8F | | RoyalBlue | #4169E1 | | SaddleBrown | #8B4513 | | Salmon | #FA8072 | | SandyBrown | #F4A460 | | SeaGreen | #2E8B57 | | SeaShell | #FFF5EE | | Sienna | #A0522D | | Silver | #C0C0C0 | | SkyBlue | #87CEEB | | SlateBlue | #6A5ACD | | SlateGray | #708090 | | Snow | #FFFAFA | | SpringGreen | #00FF7F | | SteelBlue | #4682B4 | | Tan | #D2B48C | | Teal | #008080 | | Thistle | #D8BFD8 | | Tomato | #FF6347 | | Turquoise | #40E0D0 | | Violet | #EE82EE | | Wheat | #F5DEB3 | | White | #FFFFFF | | WhiteSmoke | #F5F5F5 | | Yellow | #FFFF00 | | YellowGreen | #9ACD32 | **Tags:** chat, hud **Repository:** https://github.com/edu-minetest/nickname **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 669, "license": "MIT", "package_id": "snowyu/nickname", "repo": "https://github.com/edu-minetest/nickname", "tags": [ "chat", "hud" ], "type": "mod", "website": null }
**Title:** NextGen Tinted Glass **Description:** **Details:** # NEXTGEN TINTED GLASS Adds tinted glass, that doesn't allow light to pass through Crafted with 1 Black Dye (dye:black), and 4 Obsidian Glass (default:obsidian_glass) # LICENSE - CC0 for media and code. By StarNinjas **Random Facts:** - Texture inspired by tinted glass windows of a car - Inspired by Minecraft - Made in about 40mins **Tags:** decorative **Repository:** https://github.com/starninjas/nextgen_tinted_glass **License:** CC0-1.0
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 1147, "license": "CC0-1.0", "package_id": "StarNinjas/nextgen_tinted_glass", "repo": "https://github.com/starninjas/nextgen_tinted_glass", "tags": [ "decorative" ], "type": "mod", "website": null }
**Title:** Hook (survival tools) **Description:** **Details:** This is a simple mod but a must have in survival servers. Hook: hit on a edge to climb up. Upgraded hook: use with double hight Rope: place on a edge to climb, or throw it. Locked rope: only you can take it, or throw it. Slingshot: throw junk far away and hurt your enemies place it to change side to use Mouth breather assembly: use outside water/vaccum to refill with air, use in water/vaccum to refill your breath (max 10 times)) Pchest: portable chest, the stuff is stored inside the chest/tool, and not in a ghost inventory. **Tags:** pve, survival, tools **Repository:** https://github.com/AiTechEye/hook **License:** LGPL-2.1-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 3817, "license": "LGPL-2.1-only", "package_id": "AiTechEye/hook", "repo": "https://github.com/AiTechEye/hook", "tags": [ "pve", "survival", "tools" ], "type": "mod", "website": null }
**Title:** Better Commands **Description:** **Details:** # Better Commands Adds commands and syntax from a certain other voxel game (such as `/kill @e[type=mobs_mc:zombie, distance = 2..]`) to Minetest. For compatible command blocks, use my [Better Command Blocks](https://content.luanti.org/packages/ThePython/better_command_blocks/) mod. I'm basically copying them from a certain other voxel game (whose name will not be mentioned), hereafter referred to as ACOVG. ## Links * [Wiki](https://thepython10110.gitbook.io/better-commands) * [Changelog](https://github.com/minetest-mods/better_commands/blob/master/CHANGELOG.md) ### PLEASE help with bug reports and PR's This is kind of a huge project. ACOVG's commands are complicated. ## Known Issues: 1. I ~~can't~~ am too lazy to figure out how to do quotes or escape characters. This means that you cannot do things like `/kill @e[name="Trailing space "]` or have `]` in any part of entity/item/node data. 2. `/tp` does not support the `checkForBlocks` argument present in one version of ACOVG. This *might* change in the future. 3. Only entities that use `luaentity.nametag` or `luaentity._nametag` for nametags (and players, of course) are supported by the `name` selector argument. This includes all mobs from MCLA/VL and Mobs Redo, but potentially not others. 4. `/setblock` only supports `replace` or `keep`, not destroy, and only places nodes using `set_node`. Some nodes may not act right since they weren't placed by a player. You could, in theory, look at the node's code and set its metadata... 5. `/time` does not properly add to the day count. This will not be fixed. 6. Only players and fake players (not other entities) are supported by scoreboards, teams, and entity tags, since other entities don't have UUIDs. This *might* change. 7. Except in MCLA/VL, the `playerKillCount` and `killed_by`, `teamkill`, and `killedByTeam` objectives can only track direct kills (so not arrows or explosions, for example). 8. Objectives cannot be displayed as hearts, although literally the only reason is that there's no good half heart character. 9. Team prefixes and suffixes have been replaced with `nameFormat` (for example, `/team modify a_nice_team nameFormat [Admin] %s the great`), where any `%s` is replaced with the player's name. If your name was `singleplayer`, it would appear as `[Admin] singleplayer the great`. The reason for this is pretty simple: I don't want to figure out how to do quotes, and Minetest removes trailing space, meaning prefixes ending in spaces are impossible. This fixes that. 10. The `/give` command is currently unable to give multiple tools (so `/give @s default:pick_wood 5` will only give 1). This may change. 11. If you have a respawn point set with `/spawnpoint`, there is no way to clear it besides the `/clearspawnpoint` command. This will probably not change, since various games and mods set respawn points in different ways, and there's no way to make it compatible with all of them. **Tags:** chat, hud, server_tools, world_tools **Repository:** https://github.com/minetest-mods/better_commands.git **License:** MIT
Luanti ContentDB
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**Title:** LEEF b3d **Description:** **Details:** # LEEF-b3d a b3d library that use's [Appgurue's work](https://github.com/appgurueu/modlib), a b3d reader, and expands it's usefulness into node reading, global transformation solving, and more- mostly in one package. Online documentation can be found [here](https://luanti-extended-engine-features.github.io/LEEF-b3d/). dependencies * LEEF-filesystem: provides binary reading and media path tracking * LEEF-math: OPTIONAL allows use of b3d_nodes library (for node solving) features: * read a b3d file * ignore specified chunks while reading a b3d file * find a node by it's name * solve the global position of a node * solve the global rotation of a node * solve the global transformation of a node (mat4) todo: * allow use of `get_node_by_name()` without math lib. (move to b3d_reader or set alias?) Without Appgurue's Modlib this would not be possible, and while I personally have my issues with it, it still provides useful tools, and it's worth looking into for libraries. **Tags:** library **Repository:** https://github.com/Luanti-Extended-Engine-Features/LEEF-b3d **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 6318, "license": "MIT", "package_id": "fatalerror420/leef_b3d", "repo": "https://github.com/Luanti-Extended-Engine-Features/LEEF-b3d", "tags": [ "library" ], "type": "mod", "website": "https://luanti-extended-engine-features.github.io/LEEF-b3d/" }
**Title:** XBlocks **Description:** **Details:** Additional blocks for decoration/building **Tags:** building, decorative **Repository:** https://github.com/Gerold55/xblocks **License:** CC-BY-SA-4.0
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 3729, "license": "CC-BY-SA-4.0", "package_id": "GamingAssociation39/xblocks", "repo": "https://github.com/Gerold55/xblocks", "tags": [ "building", "decorative" ], "type": "mod", "website": null }
**Title:** c64 16px **Description:** **Details:** This texture pack aims to create a Commodore 64 8-bit style environment for Minetest. All images herein are hand-drawn, based on the overall style used in my(VannessaE) photorealistic packs (but of course limited to what a C64 could theoretically display). put the texture pack in the /textures folder and enable the texture pack from the content tab **Tags:** 16px **Repository:** https://github.com/TerraQuest-Studios/c64-16px **License:** CC0-1.0
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 1282, "license": "CC0-1.0", "package_id": "wsor4035/c64_16px", "repo": "https://github.com/TerraQuest-Studios/c64-16px", "tags": [ "16px" ], "type": "txp", "website": null }
**Title:** bloopy1's CTF texture pack **Description:** **Details:** # CTF-Texture-Pack A texture pack for capture the flag in minetest Credits to WINNIE's Miner 16px texture pack for the gun textures https://content.luanti.org/packages/WINNIE/miner16px/ Want to help create textures? Message me on contentdb or on discord (my discord is bloopy1#0096) **Tags:** 16px, multiplayer, pvp **Repository:** https://github.com/bloopy2/CTF-Texture-Pack **License:** CC-BY-SA-4.0
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 1366, "license": "CC-BY-SA-4.0", "package_id": "bloopy1/bloopy1_ctf_pack", "repo": "https://github.com/bloopy2/CTF-Texture-Pack", "tags": [ "16px", "multiplayer", "pvp" ], "type": "txp", "website": null }
**Title:** My Mason Hammer **Description:** **Details:** # mymasonhammer Use the hammer to make stairs and ladders in stone. Great for mining! Right click for the different modes. (stairs, ladders, foot hold) A message will show in chat so you know what mode you are in. You have to hit the nodes a few times. Craft steel ingot / steel ingot / steel ingot steel ingot / blue wool / steel ingot empty / blue wool / empty You can also repair the tool by putting it in the crafting grid with a steel ingot. ------------------------------------------------------------------------ Code Licence - MIT Media Licence - CC0 **Tags:** building, building_mechanics **Repository:** https://github.com/minetest-mods/mymasonhammer.git **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 180, "license": "MIT", "package_id": "Don/mymasonhammer", "repo": "https://github.com/minetest-mods/mymasonhammer.git", "tags": [ "building", "building_mechanics" ], "type": "mod", "website": "https://donbatman.github.io/mymasonhammer.html" }
**Title:** Teleport Request **Description:** **Details:** Allows players to send a request to other players to teleport to them. Includes many more teleporting features. ## Privileges Each command needs a privilege. These are the following privileges: - `tp` is required in order to use all commands. - `tp_tpc` is required in order to use `/tpc`. - `tp_tpc` is required in order to use `/tpe`. - `tp_tpc` is required in order to use `/tpj`. - `interact` is required to use all commands. - `tp_admin` gives more control to admins: - Admins can teleport to players even when they haven't decided to accept, or not. - Admins can teleport players to him/her, if the `enable_immediate_teleport` setting is enabled. - Admins can teleport to protected coordinates. Players can also teleport to coordinates, however, if the area is protected, the teleport will be denied. ## How to use Each command does a function. "**Example usage**" is an example of how to use the command.<br> Note there must be 2 players in order to make the commands to work: a player must send a request to another player. There are two ways of sending a request: 1. A request which teleports you to the specified player (command `/tpr <player>`).<br> 2. A request which teleports the specified player to you (command `/tphr <player>`). To accept a request some sent you, you must use `/tpy`.<br> These are the following commands available in-game: ``` /tpr [playername] ``` - **Name:** Teleport Request - **Description:** Requests permission to teleport to another player, where [playername] is their exact name. - **Required privileges:** `interact, tp` - **Example usage:** `/tpr RobbieF` requests permission from RobbieF to teleport to them. - **Notes:** Usernames are case-sensitive. If you have the `tp_admin` privilege, you will immediately teleport to the specificed player (does not apply if `enable_immediate_teleport` setting is disabled, enabled by default). ``` /tphr [playername] ``` - **Name:** Teleport Here Request - **Description:** Request permission to teleport another player to you. - **Required privileges:** `interact, tp` - **Example usage:** `/tphr RobbieF` requests RobbieF to teleport to you. - **Notes:** Usernames are case-sensitive. If you have the `tp_admin` privilege, RobbieF will teleport to you immediately (does not apply if `enable_immediate_teleport` setting is disabled, enabled by default). ``` /tpc [x,y,z] ``` - **Name:** Teleport to Coordinates - **Description:** Teleport to coordinates. - **Required privileges:** `interact, tp_tpc, tp` - **Notes:** Honors area protection. If the area is protected, it must be owned by you in order to teleport to it, or you must have the `areas` privilege in order to teleport to those coordinates. ``` /tpj [axis] [distance] ``` - **Name:** Teleport Jump - **Description:** Teleport a specified distance along a single specified axis. - **Required privilege:** `interact", tp, tp_tpc` - **Available options for *axis*:** x, y, z - **Example usage:** `/tpj y 10` teleport 10 nodes into the air. ``` /tpe ``` - **Name:** Teleport Evade - **Description:** In a sticky situation? Evade your enemy by teleporting to several nearby coordinates in random pattern. There's no knowing where you'll end up. - **Required privileges:** `interact, tp_tpc, tp` - **Example usage:** `/tpe` teleports you to a random number of random coordinates in an evasive pattern. ``` /tpy ``` - **Description:** Accept a user's request to teleport to you or teleport you to them. - **Required privileges:** `interact, tp` ``` /tpn ``` - **Description:** Deny a user's request to teleport to you or teleport you to them. - **Required privileges:** `interact, tp` ## Configuring the mod Open your `minetest.conf` located in your Minetest directory.<br> Set the values of the settings you'd like to. Available options are: ```conf tp.timeout_delay = 60 tp.enable_immediate_teleport = true tp_enable_tpp_command = false ``` Those values are the default values of the mod.<br> You can also go to your Minetest, Settings tab, All settings, Mods, and you'll find `tpr` there.<br> Or another way to do it, is changing the values in `settingtypes.txt`. ## TODO - Add limitations to /tpc which only allow a user to teleport X number of blocks. Prevents users from teleporting to the edge of the world. - Assess value in changing all tpr-based chat commands to one global command such as /tp to reduce the chance of confusion between tps_admin and the original mod (and also make it so people don't have to remember so many commands). - Rewrite to place all chat commands into one single command much like how /teleport works. - Make evade respect land: no teleporting inside land, but instead make sure player is standing on surface or in water. If you think something else should be added to this list, [submit an issue](https://github.com/minetest-mods/teleport-request/issues/new). **Tags:** multiplayer, transport **Repository:** https://github.com/minetest-mods/teleport-request **License:** LGPL-2.1-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 4103, "license": "LGPL-2.1-or-later", "package_id": "Traxie21/tpr", "repo": "https://github.com/minetest-mods/teleport-request", "tags": [ "multiplayer", "transport" ], "type": "mod", "website": null }
**Title:** Multiplant **Description:** **Details:** # Minetest-multiplant This is a Mod for Minetest. It adds a Multiplant to the game. Multiplants can grow on farmland and switch to any other plant or flower if grown. Very usefull for UnterNull-Mod. Licence for code: GPLv3 or later Licence for media: CC-BY-SA **Tags:** plants_and_farming **Repository:** https://github.com/Firefall666/Minetest-multiplant.git **License:** GPL-3.0-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 910, "license": "GPL-3.0-or-later", "package_id": "Firefall/multiplant", "repo": "https://github.com/Firefall666/Minetest-multiplant.git", "tags": [ "plants_and_farming" ], "type": "mod", "website": null }
**Title:** Climbable Trapdoors **Description:** **Details:** A really simple Minetest mod that makes the default wood and steel trapdoors climbable. By default the mod only makes the "open" version climbable. To make both the open and closed trapdoors climbable, go to the `init.lua` file and change `MAKE_CLOSED_DOORS_CLIMBABLE` to `true` The mod will also check if the `xpanes` Steel Bar Trapdoor is present, and if so will apply the same climbable state to it as well. **Tags:** building **Repository:** https://github.com/ZenonSeth/climbable_trapdoors **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 956, "license": "MIT", "package_id": "ZenonSeth/climbable_trapdoors", "repo": "https://github.com/ZenonSeth/climbable_trapdoors", "tags": [ "building" ], "type": "mod", "website": null }
**Title:** country_lib **Description:** **Details:** # country_lib country_lib is a small util library providing country localised names and flags. It uses [alpha-2 codes](https://en.wikipedia.org/wiki/ISO_3166-1_alpha-2) from the ISO 3166-1 international standard (basically, the same used by website domains, e.g. ".it", ".de"). ### How to Check the [DOCS](https://gitlab.com/zughy-friends-minetest/country_lib/-/blob/main/DOCS.md) to learn how to use it **Tags:** library **Repository:** https://gitlab.com/zughy-friends-minetest/country_lib.git **License:** AGPL-3.0-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 183, "license": "AGPL-3.0-or-later", "package_id": "Zughy/country_lib", "repo": "https://gitlab.com/zughy-friends-minetest/country_lib.git", "tags": [ "library" ], "type": "mod", "website": null }
**Title:** BiomeDB **Description:** **Details:** BiomeDB ======= BiomeDB is a powerful biome selection tool for Minetest mods and games. It is intended for use by other mods that need to reference known/popular biomes. BiomeDB only provides biome data to other mods and does not affect gameplay or mapgen. Common use cases for BiomeDB include: - Mods that add biome decorations such as flowers or mushrooms that need to determine in which biomes to place decorations - Mods that add mobs/NPCs which should spawn in specific biomes or climates - Mods that add new ores or stones which should only generate in certain biomes or climates With BiomeDB, you can selectively query 1000+ biomes from popular mods and games without having to support each mod or game individually. You will also gain automatic future support for new biomes as they are added to BiomeDB. Note that BiomeDB's biome data is externally observed and collected from the mods it supports and isn't extracted from mods that are actually loaded. BiomeDB only documents and annotates biomes from popular mods. To analyze biomes that are actually loaded, refer to `minetest.registered_biomes`. Biomes from mods that aren't known to BiomeDB cannot be queried via BiomeDB. Also note that BiomeDB does not document games/mods that implement biomes without the use of `minetest.registered_biomes`, such as Lord of the Test, Caverealms, and Dwarf Fortress Style Caverns. Excluded mods are mostly older mods that were created before the advent of engine-supported biomes. How To Install -------------- To use BiomeDB, install it to your mods directory and add `depends = biomedb` into your own mod's mod.conf file. BiomeDB itself has optional dependencies on all of the biome mods that it supports, so mods that depend on BiomeDB will not need to depend on individual biome mods (although it's harmless if they do). Note that BiomeDB should not be used by mods that *define* biomes as this can cause a circular dependency with BiomeDB. BiomeDB should only be used by mods which need to look up biome data for purposes other than biome registration. In short: - If your mod needs to look up biome data, then **use BiomeDB** with `depends = biomedb` in your mod.conf file - If your mod defines biomes via `minetest.register_biome`, then **DO NOT use BiomeDB** - If your mod both needs to look up biome data and also registers biomes, then it is advised to split those functions into separate mods that follow the above rules How To Use ---------- BiomeDB is primarily used by invoking `biomedb.select(fn)`. The select function takes a function argument that accepts a biome definition with additional metadata as its single argument and returns `true` to select a biome and `false` to reject it. The select function then returns an object that allows you to extract useful information from the set of selected biomes. For example, if you want to select all forest biomes with temperatures at or above 50: ```lua local biomes = biomedb.select(function(biome) return biome.groups.forest and biome.heat_point >= 50 end) ``` In the above example, the `biomes` variable would be a set of all biomes that were selected. If you then want to get a list of names and surface nodes of these biomes for use in a biome decoration: ```lua minetest.register_decoration({ decoration = "example:grass", fill_ratio = 0.075, place_on = biomes:node_top(), biomes = biomes:name(), }) ``` Here, `biomes:node_top()` returns a list of `node_top` properties of all biomes in the `biomes` set. Likewise, `biomes:name()` returns a list of `name` properties of all biomes in the `biomes` set. Such functions exist for all string-based and/or table-based Minetest biome definition properties and all metadata properties. See API.md for more in-depth technical information about how to use these functions and features. Supported Biome Mods/Games -------------------------- BiomeDB currently documents more than 1000 biomes between 10+ games and 20+ mods. Popular games include Minetest Game, Mineclone, Mineclonia, NodeCore, MeseCraft, Asuna, Exile, and other survival and/or sandbox games. Popular mods include Ethereal, Everness, Wilhelmines mods, Variety, and more. **Tags:** developer_tools **Repository:** https://github.com/EmptyStar/biomedb **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 626, "license": "MIT", "package_id": "EmptyStar/biomedb", "repo": "https://github.com/EmptyStar/biomedb", "tags": [ "developer_tools" ], "type": "mod", "website": null }
**Title:** Utilities for Underch - extension pack **Description:** **Details:** If you like the mod Underground Challenge (underch), you can use this extension pack. It adds more usages for the new blocks and items in Underground Challenge (underch). It highly depends on which other mods you use, so there are only small separate mods, so you can choose which to turn on. Short descriptions of each mod: * bakedeye: Cook an eye in furnace and eat it. * bluecheese: Use cheese and mould to craft blue cheese. * compressed: Craft 9 cobblestone to 1 compressed cobblestone and vice-versa. * condensed: Get one more level of cobblestone compression. Condensed cobblestone is crafted from 9 compressed cobblestone and can be stacked up to 999. * froststaff: Use this staff to magically freeze water and lava. * gemenergy: This mod is for technic. Recipes for energy crystals and mining lasers now require rubbies, emeralds and saphires. * gemtools: Adds tools made of ruby, saphire and emerald * gravelcraft: Craft underch stones into gravel. If technic is enabled, grinding works too. * octu: A total redo of Octumese mod. Combine two mese crystals and two saphire crystals to make the octu gem. Octu can be used for crafting powerful tools. * quartzmese: This mod changes the recipes in mesecons. All recipes involving silicon now use quartz instead. * slime_cans: Allow cans from technic to contain slime * stonemese: Use underch stones in recipes from mesecons mod. * stonetechnic: Use underch stones in recipes from technic mod. * tuber_honey: Extract a delicious food from dark tubers. * uchu_stone: (not recomended) Allows crafting default stone from any kind of stone. Use this only if you use a mod which cannot work with underch stones. * uchutechnic: Adds some recipes involving machines from technic. Licese: Each mod has its own license. * bakedeye: MIT * bluecheese: MIT * compressed: MIT * condensed: MIT * froststaff: MIT * gemenergy: MIT * gemtools: code: MIT, textures CC-BY-SA 3.0 * gravelcraft: MIT * octu: code: MIT, textures CC-BY-SA 3.0 * quartzmese: MIT * slime_cans: MIT * stonemese: MIT * stonetechnic: MIT * tuber_honey: MIT * uchu_stone: MIT * uchutechnic: MIT Dependencies: Each mod has its own dependencies. All depend on underch. Additional dependencies are: * bakedeye: (none) * bluecheese: mobs_animal * compressed: (none) * condensed: compressed * froststaff: bucket * gemenergy: technic * gemtools: (none) * gravelcraft: technic? compressed? * octu: gemtools * quartzmese: mesecons_solarpanel?, mesecons_microcontroller?, mesecons_fpga?, mesecons_materials?, mesecons_gates?, mesecons_luacontroller? * slime_cans: technic * stonemese: mesecons * stonetechnic: technic * tuber_honey: technic * uchu_stone: (none) * uchutechnic: technic, ethereal? **Tags:** survival, tools **Repository:** https://gitlab.com/h2mm/uchu **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 2285, "license": "MIT", "package_id": "Hume2/uchu", "repo": "https://gitlab.com/h2mm/uchu", "tags": [ "survival", "tools" ], "type": "mod", "website": null }
**Title:** Nodrown **Description:** **Details:** Minetest mod to disable drowning, so you can swim and live underwater forever. Air/breathing limits are a timer that prevents thinking, planning and generally having fun. Underwater effectively becomes a desert that people avoid where possible. Water should be interesting, not gameplay mud. Minetest already does underwater a lot better than Minecraft traditionally has. You're not blind and mining speed is not reduced. I think underwater would be more interesting if so many people did not grow up with Minecraft teaching them that it's punishment. **Tags:** building_mechanics **Repository:** https://git.minetest.land/Minisleep/nodrown **License:** Zlib
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 649, "license": "Zlib", "package_id": "Minisleep/nodrown", "repo": "https://git.minetest.land/Minisleep/nodrown", "tags": [ "building_mechanics" ], "type": "mod", "website": null }
**Title:** Skygrid **Description:** **Details:** Custom skygrid mapgen for Luanti. As with all custom Lua mapgens, it overwrites the 'singlenode' mapgen. The node selection is based off the current world seed, but will change if mods containing nodes are enabled/disabled. It generates a list of nodes from `core.registered_nodes`, so all mods and games should work with it, including its nodes into the list of potential nodes. **Tags:** custom_mapgen, survival **Repository:** https://github.com/rollerozxa/skygrid **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 1615, "license": "MIT", "package_id": "ROllerozxa/skygrid", "repo": "https://github.com/rollerozxa/skygrid", "tags": [ "custom_mapgen", "survival" ], "type": "mod", "website": null }
**Title:** Phonograph **Description:** **Details:** This modpack adds a phonograoh that plays music from a list of albums. On Minetest Game and Hades Revisited, the phonograph is crafted from eight wood blocks and one diamond. This modpack only comes with one album, "World of White", with only one song, "Pure White Noise", for testing purpose. More songs will be published on the ContentDB as independent mods. **Tags:** library, sound_music **Repository:** https://github.com/C-C-Minetest-Server/phonograph **License:** LGPL-2.1-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 1178, "license": "LGPL-2.1-or-later", "package_id": "Emojiminetest/phonograph", "repo": "https://github.com/C-C-Minetest-Server/phonograph", "tags": [ "library", "sound_music" ], "type": "mod", "website": null }
**Title:** Rhotator Screwdriver **Description:** **Details:** # Main features - for `facedir` and `colorfacedir` nodes: - rotate any node in a predictable manner regardless its current rotation - **rotation memory**: optionally, place any new node with the same rotation as the last rotated node - for `wallmounted` and `colorwallmounted` nodes: - cycle through valid rotations in the same way as the built-in screwdriver would # Why yet another screwdriver? The default screwdriver included in minetest_game, as well as any other screwdriver mod I have found, operate differently depending on the node's direction and rotation. This means that any given click on a node may produce different results which you cannot predict at a glance. The Rhotator Screwdriver uses a different approach: the direction and orientation of the node make absolutely no difference. These are the factors that affect the results of a click: - the face you point at - where on that face you point - what button you click - whether or not you hold down the sneak key You will always be able to predict exactly the effect of the Rhotator Screwdriver. Four consecutive clicks of the same button on the same position will always bring the node back to its original direction / orientation. #Video presentation! Woohoo [Click here](https://youtu.be/ESTJ9FYGHh4) to see the silly 30 minutes clunky video. [Click here](https://youtu.be/Z2a1iWJNqgs) to see the 5 minutes recap/update video for v1.4 See more details in the [Github repo](https://github.com/entuland/rhotator) **Tags:** tools **Repository:** https://github.com/entuland/rhotator **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 2768, "license": "MIT", "package_id": "entuland/rhotator", "repo": "https://github.com/entuland/rhotator", "tags": [ "tools" ], "type": "mod", "website": null }
**Title:** Fancy Place **Description:** **Details:** # Fancy Place Mod - User Guide ## What does this mod do? The Fancy Place mod makes building easier by showing "ghost blocks" - transparent preview blocks that appear next to existing blocks. You can right-click these ghost blocks to place your blocks exactly where you want them! ## Key Feature - **Ghost Block Preview**: See exactly where your block will be placed - ## How to Use 1. **Hold a block** in your hand (any placeable block) 2. **Look near existing blocks** - you'll see transparent "ghost blocks" appear 3. **Right-click a ghost block** to place your block there 4. **That's it!** The block is placed and the ghost block disappears ## Customizing the Mod ### Available Settings ``` fancy_place_ghost_opacity = 128 # Ghost transparency (0-255) fancy_place_ghost_glow = 8 # Ghost glow intensity (0-15) fancy_place_ghost_size = 1.02 # Ghost size multiplier (1.0-1.1) fancy_place_reach_distance = 4.5 # How far you can place (1.0-4.5) fancy_place_allow_diagonal = true # Allow diagonal placement fancy_place_play_sounds = true # Play placement sounds fancy_place_update_interval = 0.2 # Update frequency in seconds fancy_place_instant_updates = true # Instant ghost block updates fancy_place_show_config = false # Show config in server log ``` ## Configuration Options ### Ghost Block Appearance - **Opacity**: How transparent the ghost blocks are (0-255) - **Glow**: How much the ghost blocks glow (0-15) - **Size**: How much bigger ghost blocks appear than normal blocks ### Placement Behavior - **Reach Distance**: How far you can place blocks - **Diagonal Placement**: Whether to show ghost blocks diagonally - **Placement Sounds**: Whether to play sounds when placing blocks ### Performance Settings - **Update Interval**: How often ghost blocks update - **Instant Updates**: Whether ghost blocks update immediately - **Max Ghost Blocks**: Maximum number of ghost blocks per player ## Troubleshooting ### Ghost blocks are too hard to see - Increase `GHOST_OPACITY` (try 180-200) - Increase `GHOST_GLOW` (try 12-15) - Increase `GHOST_SIZE` (try 1.03-1.05) ### Ghost blocks are too distracting - Decrease `GHOST_OPACITY` (try 80-100) - Decrease `GHOST_GLOW` (try 3-5) - Decrease `GHOST_SIZE` (try 1.01) ### Performance issues - Set `INSTANT_UPDATES = false` - Increase `UPDATE_INTERVAL` to 0.5 ### Ghost blocks don't appear - Make sure you're holding a placeable block - Make sure you're looking near existing solid blocks - Make sure you aren't lagging ## Tips for Best Experience 1. **Start with defaults** - The default settings work well for most players 2. **Adjust opacity first** - This has the biggest visual impact 3. **Test in creative mode** - Easier to experiment with different blocks 4. **Consider your playstyle** - Builders might want higher opacity, casual players might prefer subtle 5. **Performance matters** - If you have a slower computer, use the Performance preset ## Support If you encounter issues: 1. Check this guide first 2. Try the default settings 3. Look at the terminal/log for error messages 4. Report bugs with specific details about what you were doing Enjoy building with Fancy Place! **Tags:** building, building_mechanics, survival **Repository:** https://github.com/DragonWrangler1/fancy_place **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 49, "license": "MIT", "package_id": "DragonWrangler/fancy_place", "repo": "https://github.com/DragonWrangler1/fancy_place", "tags": [ "building", "building_mechanics", "survival" ], "type": "mod", "website": null }
**Title:** SkillsFramework **Description:** **Details:** SkillsFramework gives modders an API for registering and using skills in Minetest. SkillsFramework provides an API for creating and managing skills. Modders define skills by providing some basic information like experience cost per level or the max/min level that is attainable. Then collections of unique skill data, called a skillset, can be created at anytime by a modder using an id and a list of skill names. Modders can then manipulate the skillset's skill using a handful of functions rewarding actions with experience. SkillsFramework is flexible enough that skillsets can be used for individuals, like the player, or groups, like all level 1 skeletons. Modders can also easily use multiple skills for an action or make skills dependent on the successes of other skills. **Tags:** library **Repository:** https://github.com/DomtronVox/minetest-SkillsFramework **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 1732, "license": "MIT", "package_id": "domtron vox/skillsframework", "repo": "https://github.com/DomtronVox/minetest-SkillsFramework", "tags": [ "library" ], "type": "mod", "website": null }
**Title:** Mistere's Adventure Map Island Creator **Description:** **Details:** Creates a base for an adventure map around the origin. The sky island is a 500-radius circle. It is split up into 4 biomes: desert, mountians, canyons, and grassland. It also has a lake with an island in the center. Use the mod as a starting point for your own adventure map. Some helpful tools: worldedit, worldedit_additions terraform bonemeal (enables worldedit_additions' //forest command) Streetbuilder **Tags:** custom_mapgen **Repository:** https://github.com/MisterE123/mistere_adventure_map_island_creator **License:** 0BSD
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 478, "license": "0BSD", "package_id": "MisterE/mistere_adventure_map_island_creator", "repo": "https://github.com/MisterE123/mistere_adventure_map_island_creator", "tags": [ "custom_mapgen" ], "type": "mod", "website": null }
**Title:** Jetpack (sum) **Description:** **Details:** # Jetpack sum_jetpack This adds a jetpack to Minetest. Compatible with MTG and MCL for crafting recipes, but the actual jetpack works in any game. Works on attaching a jetpack to the player and using [playerphysics](https://content.luanti.org/packages/Wuzzy/playerphysics/) to cancel out gravity and so on. Uses its own fuel for now, but might support the biofuel mod in future. Unfortunately that mod requires MTG so this would just be an extra fuel source alongside the existing crafting recipe # Guide - Right click with the jetpack item to equip it - There is a delay of 2s before the jetpack actually kicks in, so don't use it to break falls! - Sneak to unequip - aux1 / sprint to descend - Jump to climb - Movement keys to move # Crafting guide In either game, you can refuel with jetpack fuel and the jetpack. ```lua minetest.register_craft({ output = "sum_jetpack:jetpack", recipe = { {"sum_jetpack:jetpack_fuel"}, {"sum_jetpack:jetpack"} }, }) ``` All the game specific crafting is below. ## MTG ```lua c = "default:coal_lump" s = "tnt:gunpowder" minetest.register_craft({ output = "sum_jetpack:jetpack_fuel 8", recipe = { {"",s,""}, {c, c, c}, {c, c, c} }, }) l = "group:wool" i = "default:furnace" s = "farming:string" g = "vessels:steel_bottle" minetest.register_craft({ output = "sum_jetpack:jetpack", recipe = { {l, f, l}, {g, s, g}, {i, l, i}, }, }) ``` ## MCL ```lua c = "mcl_core:charcoal_lump" c = "mcl_core:coal_lump" s = "mcl_mobitems:slimeball" minetest.register_craft({ output = "sum_jetpack:jetpack_fuel 8", recipe = { {s,"", s}, {c, c, c}, {c, c, c} }, }) l = "mcl_mobitems:leather" i = "mcl_furnaces:furnace" s = "mcl_mobitems:string" g = "mcl_mobitems:blaze_rod" minetest.register_craft({ output = "sum_jetpack:jetpack", recipe = { {l, f, l}, {g, s, g}, {i, l, i}, }, }) ``` **Tags:** survival, technology, transport **Repository:** https://codeberg.org/SumianVoice/sum_jetpack.git **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 1163, "license": "MIT", "package_id": "Sumianvoice/sum_jetpack", "repo": "https://codeberg.org/SumianVoice/sum_jetpack.git", "tags": [ "survival", "technology", "transport" ], "type": "mod", "website": null }
**Title:** Sparking Wand Mod **Description:** **Details:** # Sparking Wand Mod **Compatible with: ** (1) Mineclone (2) Minetest Default Game ## Instructions 1. Find everything to craft *magic sticks* 2. Find everything to craft the *wand* using *magic sticks* 3. Produce some coal dust. Happy sparkling! ## Crafting See the crafting tables below: <img alt="Crafting Tables" src="https://github.com/Olaf-007/forfun/blob/main/everything.png?raw=true"> **Tags:** survival **Repository:** https://github.com/Olaf-007/forfun.git **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 627, "license": "MIT", "package_id": "Olaf007/forfun", "repo": "https://github.com/Olaf-007/forfun.git", "tags": [ "survival" ], "type": "mod", "website": null }
**Title:** Dirtcraft **Description:** **Details:** This minetest mod provides recipes for crafting dirt by automatic means. This was specifically written with the intention to support the `ethereal` mod. In order to avoid possible conflicts with the recipes produced, they are shaped with the "other_ingredient" being placed above good ole "default:dirt". ```lua minetest.register_craft({ output = dirt_name, recipe = { {other_ingredient}, {"default:dirt"} } }) ``` **Tags:** building, crafting **Repository:** https://github.com/dayer4b/dirtcraft **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 1405, "license": "MIT", "package_id": "dayer4b/dirtcraft", "repo": "https://github.com/dayer4b/dirtcraft", "tags": [ "building", "crafting" ], "type": "mod", "website": null }
**Title:** Hedges **Description:** **Details:** This mod adds hedges that automatically connect to each other when placed and that can be crafted from leaves. Hedges connect both horizontally and vertically, making it possible to build hedge mazes a player cannot jump over. Features: - Hedges automatically adjust height so there are no gaps when building tall hedges. - If MTG is used, hedges for all types of tree in MTG are automatically registered. - Additional recipes have been added for MTG bush leaves. - An API is provided so that other mods that add trees can register their own hedges. **Tags:** plants_and_farming **Repository:** https://github.com/Ezhh/hedges **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 2744, "license": "MIT", "package_id": "Shara/hedges", "repo": "https://github.com/Ezhh/hedges", "tags": [ "plants_and_farming" ], "type": "mod", "website": null }
**Title:** Jukeloopbox **Description:** **Details:** A simple jukebox that can be used for small looped tracks, or simply to listen to music , just put your sound .ogg in the sounds folder and rename the tracks with a number from 1 to 16, 1.ogg 2.ogg 3.ogg ........ Startable whit mesecons too. Do not remove the juke if the music is in loop or will remain active until you exit the game or reposition it in the exact point where you started the loop before breaking the juke **Tags:** sound_music **Repository:** https://github.com/IIIullaIII/jukebox.git **License:** CC-BY-SA-3.0
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 975, "license": "CC-BY-SA-3.0", "package_id": "ulla/jukeloopbox", "repo": "https://github.com/IIIullaIII/jukebox.git", "tags": [ "sound_music" ], "type": "mod", "website": null }
**Title:** Craft Lookup **Description:** **Details:** The Craft Lookup mod provides an sfinv-based means of looking up craft-able items and their crafting recipes via a page accessible from the inventory window. It supports displaying which recipes create an item and which recipes an item fits in. In addition to being a craft recipe lookup tool, it also supports a discovery mode (toggled via a configuration setting) While the mode is enabled, the mod will keep track of which items have been discovered while limiting the list of items. A player can discover items by two means: One is to have an item in the inventory, and the other is to punch it. **Tags:** crafting **Repository:** https://github.com/JustinLaw64/craft_lookup.git **License:** LGPL-2.1-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 3303, "license": "LGPL-2.1-only", "package_id": "ForbiddenJ/craft_lookup", "repo": "https://github.com/JustinLaw64/craft_lookup.git", "tags": [ "crafting" ], "type": "mod", "website": null }
**Title:** More mclx_fences **Description:** **Details:** # More mclx_fences (more_mclx_fences) ## Description Adds fences and fence gates with bark textures for logs and hyphae. Despite using bark textures, the crafting recipe uses log/hypha blocks. Fences with bark can be stripped with axes. Hyphae fences are not flammable and cannot be used as fuel. ### Crafting The crafting recipe for bark fences follows the same crafting format as plank fences, replacing planks with equivalent logs/hyphae. **Tags:** building, decorative **Repository:** https://github.com/JoseDouglas26/more_mclx_fences **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 271, "license": "MIT", "package_id": "dougsouza26/more_mclx_fences", "repo": "https://github.com/JoseDouglas26/more_mclx_fences", "tags": [ "building", "decorative" ], "type": "mod", "website": null }
**Title:** Swamps **Description:** **Tags:** environment, mapgen **Repository:** https://codeberg.org/HybridDog/sumpf **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 5375, "license": "MIT", "package_id": "Hybrid Dog/sumpf", "repo": "https://codeberg.org/HybridDog/sumpf", "tags": [ "environment", "mapgen" ], "type": "mod", "website": null }
**Title:** NodeCore Skyhell **Description:** **Details:** This is the most brutal skyblock challenge for NodeCore. How much can *you* create with it? The world has been replaced with an array of identical floating sky islands scattered a considerable distance from each other. Each player starts in a different island. If you fall off into the void, you may restart on a *new island* and finding your way back to your old one will be difficult, if not infeasible. Each island has all the starting resources needed to build a supply of every major resource in the game using only vanilla renewal mechanics: - 15 lux stones - 4 amalgamation - 1 sand - 2 living sponges - 1 lode ore - 1 tree - some humus - some pumice Note that your starting island is guaranteed to be "viable", in that the tree will definitely yield enough sticks and wood to make tools, and enough eggcorns to start tree farming. Beyond that, you are on your own. **Tags:** custom_mapgen, survival **Repository:** https://gitlab.com/Kimapr/nc_sky_ultra_hard **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 2611, "license": "MIT", "package_id": "Kimapr/nc_sky_ultra_hard", "repo": "https://gitlab.com/Kimapr/nc_sky_ultra_hard", "tags": [ "custom_mapgen", "survival" ], "type": "mod", "website": null }
**Title:** Lava + Water > Stone **Description:** **Details:** # Once upon a time, there was a incident... That was a long time ago, when somebody placed a bucket of water, and then lava, on a tall mountain near urban areas. The liquid created a swarm of lavastones wherever it flowed, and when the moderators arrived, they couldn't clear them all with their [adeptus powers](https://content.luanti.org/packages/sfan5/worldedit/)<!-- Well, even Morax, the Geo Archon, cannot help... --> and had to dig them one by one with their pickaxe. Why can't adeptus powers be used? That’s because if //replace all the stones with air, the entire tall mountain where the incident starts will be hollowed out, and that was not what the moderators wanted to see. Using this mod, all lavastones will be "tagged,"  so that WorldEdit or other world cleanup tools can identify them and only clear them. Moderators can then use //replace lnw air to clear all lavastones. By removing the liquid sources before executing this command, this should clear up any disasters. ## Technical Details This mod registers one node, `lava_n_water:lava_water_aftermath_stone`, which is the lavastone. When flowing lava contact water, it will cool down into this form of stone instead of normal stone. Three alias, `lava_n_water`, `lavawater`, and `lnw`, are registered to point to the said node. This is for easier cleanup with WorldEdit. **Tags:** environment, world_tools **Repository:** https://github.com/Emojigit/lava_n_water **License:** LGPL-2.1-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 658, "license": "LGPL-2.1-or-later", "package_id": "Emojiminetest/lava_n_water", "repo": "https://github.com/Emojigit/lava_n_water", "tags": [ "environment", "world_tools" ], "type": "mod", "website": null }
**Title:** MineClone Stackpotions **Description:** **Details:** # mcl_stackpotions Provides a stackable potion (just place a normal potion in the crafting table to get a stacked version) > MineClone Only. ## How it works Basically I've overloaded the default mcl_potions.register_potion so it takes my setting for max stack size. (This is done as a independent function separate from mcl_potions, I also added a custom convert function which takes potions and makes the stacked equal, no reverse conversion as stackable and non-stackable is a conflict) > This basically means I need to keep updating the mod of any new mcl_potion updates. (currently will be done manually) **Tags:** magic, storage **Repository:** https://github.com/Beanzilla/mcl_stackpotions **License:** GPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 1502, "license": "GPL-3.0-only", "package_id": "ApolloX/mcl_stackpotions", "repo": "https://github.com/Beanzilla/mcl_stackpotions", "tags": [ "magic", "storage" ], "type": "mod", "website": null }
**Title:** Infinite Chest **Description:** **Details:** # infchest Adds a configurable node, the Infinite Chest, that replicates indefinitely whatever item is put into it. Only players with the 'infchest' priv can configure the chest. The slot to the left configures what item is to be replicated (only modifyable with 'infchest' priv), and the items in the slots to the right can be taken by anyone. TODO: Preserve replicated items metadata. Add global interval configuration using commands. Add per-chest local interval configuration using the formspec. This is an old unreleased mod of mine, I haven't worked on this mod for a long time, but since it works, I figured I would upload it to the CDB #### License for code Code by Dragonop (LGPLv3) #### License for media Textures by Dragonop (CC-BY-SA 4.0) **Tags:** commerce, creative, multiplayer, server_tools **Repository:** https://github.com/Dragonop/infchest **License:** LGPL-3.0-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 388, "license": "LGPL-3.0-or-later", "package_id": "Dragonop/infchest", "repo": "https://github.com/Dragonop/infchest", "tags": [ "commerce", "creative", "multiplayer", "server_tools" ], "type": "mod", "website": "https://github.com/Dragonop/infchest" }
**Title:** Mob Crab (Beta) **Description:** **Details:** # Mob Crab Add Crabs to Minetest The animation is missing, wait.... https://github.com/Can202/minetest_mob_crab --- v1.2: Now attack v1.0: It works, but the animation is missing **Tags:** mobs **Repository:** https://github.com/Can202/minetest_mob_crab **License:** GPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 1931, "license": "GPL-3.0-only", "package_id": "Can202/mob_crab", "repo": "https://github.com/Can202/minetest_mob_crab", "tags": [ "mobs" ], "type": "mod", "website": null }
**Title:** No Fall Damage **Description:** **Details:** This mod disables fall damage for players. **Tags:** player_effects **Repository:** https://repo.or.cz/minetest_no_fall_damage.git **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 1078, "license": "MIT", "package_id": "Wuzzy/no_fall_damage", "repo": "https://repo.or.cz/minetest_no_fall_damage.git", "tags": [ "player_effects" ], "type": "mod", "website": null }
**Title:** TechAge Apiary **Description:** **Details:** The vision is to automate honey and wax production with TechAge industry. This mod adds: - TA Apiary is a beehive for bees from the [Bees](https://codeberg.org/tenplus1/bees) mod. This apiary can be automated with TA tubes and pushers. You'll probably want to use TA4 pushers to pull only full frames and not empty frames nor queen bees. - Honey Extractor is a machine to extract honey and wax from full frames. Has TA2, TA3 and TA4 versions. It uses some TA energy to work and can be automated with tubes and pushers. - Honey Sink is a machine to sink honey from beehive of the [Mobs Animal](https://codeberg.org/tenplus1/mobs_animal) mod. Has TA2, TA3 and TA4 versions. TA3 and TA4 versions can randomly increase honey production in addition to sinking. It uses some TA energy to work and can be automated with tubes and pushers. **Tags:** plants_and_farming, technology **Repository:** https://gitlab.com/lesya_minetest_mods/ta_apiary.git **License:** AGPL-3.0-or-later
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 924, "license": "AGPL-3.0-or-later", "package_id": "Olesya_95/ta_apiary", "repo": "https://gitlab.com/lesya_minetest_mods/ta_apiary.git", "tags": [ "plants_and_farming", "technology" ], "type": "mod", "website": "https://gitlab.com/lesya_minetest_mods/ta_apiary" }
**Title:** Drying Rack **Description:** **Details:** # Drying Rack Mod for Luanti The **Drying Rack Mod** is a straightforward addition to Luanti, allowing players to transform rotten flesh into Monster Jerky, a safe and reliable alternative to eating rotten flesh. Perfect for survival gameplay, this simple mechanic adds a small but useful enhancement to your experience. --- ## Features - **Dry Items into New Materials**: - Transform rotten flesh into **Monster Jerky**, a safe alternative to eating rotten flesh. - **Easy-to-Use Mechanic**: - Right-click the drying rack with an item to place it on the rack. - Wait a specific amount of time for the item to dry (time depends on the item). - **Crafting Recipe**: - Craft the drying rack with three wooden slabs placed horizontally in a crafting table. ## Credits: - 3d model from https://www.curseforge.com/minecraft/mc-mods/simple-drying-racks ## License This project is licensed under the MIT License. See the [LICENSE](https://codeberg.org/Tydragon/luanti-drying-rack/src/branch/main/LICENSE) file for details. **Tags:** food, survival **Repository:** https://codeberg.org/Tydragon/luanti-drying-rack **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 207, "license": "MIT", "package_id": "Tydragon/drying_rack", "repo": "https://codeberg.org/Tydragon/luanti-drying-rack", "tags": [ "food", "survival" ], "type": "mod", "website": null }
**Title:** Sedimentology **Description:** **Details:** A mod that adds realistic erosion and degradation of rocks. No natural material is safe for weather. Rocks will erode to cobble and gravel, sand, clay and eventually slide down steep slopes in mud flows. Water makes erosion go even faster - rivers can carve large canyons if you're not careful. **Tags:** environment, mapgen **Repository:** https://github.com/minetest-mods/sedimentology **License:** GPL-2.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 2955, "license": "GPL-2.0-only", "package_id": "sofar/sedimentology", "repo": "https://github.com/minetest-mods/sedimentology", "tags": [ "environment", "mapgen" ], "type": "mod", "website": null }
**Title:** Swamplified **Description:** **Details:** This mod adds a few more nice touches to Atlante's swamp biome mod. It adds things you'd see in a real swamp like dying/dead trees and waterlillies in open water. **Tags:** mapgen **Repository:** https://github.com/Neuromancer56/swamplified **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 788, "license": "MIT", "package_id": "Neuromancer/swamplified", "repo": "https://github.com/Neuromancer56/swamplified", "tags": [ "mapgen" ], "type": "mod", "website": "https://github.com/Neuromancer56/swamplified" }
**Title:** The Road (NC) **Description:** **Details:** # The Long Road of NodeCore The Long Road (a NodeCore Mod) ==================== Adds a long road from -Z to +Z to the world, during world-generation. The road partially follows the terrain and tunnels through higher ground otherwise. The road materials depend on the environment. Small amounts of loot can be found in little buildings beside the road. Per default the road will be generated at around x = 100. Version: 1.2 License: The MIT License (MIT) Dependencies: nc_api_all, nc_terrain, nc_concrete Download original for MTG from: https://github.com/Distributed-DeadLock/thelowerroad Compatibility with Mapgens: generally works with all mapgens which provide a heightmap via minetest.get_mapgen_object works better when a heatmap is provided as well. Fully compatible with : v5, v7, flat, fractal, valleys, lualandmg Compatible with slightly different behaviour with: v6 Not compatible with singlenode unless you provide at least a heightmap in the corresponding lua-mapgenerator, see https://github.com/SmallJoker/lualandmg/blob/b72ef91/init.lua#L97-L109 for an example on how to provide heightmap and heatmap properly. **Tags:** adventure__rpg, mapgen, transport **Repository:** https://github.com/wintersknight94/NC-TheLongRoad **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 1073, "license": "MIT", "package_id": "Winter94/wc_road", "repo": "https://github.com/wintersknight94/NC-TheLongRoad", "tags": [ "adventure__rpg", "mapgen", "transport" ], "type": "mod", "website": null }
**Title:** Nyfty Blocks **Description:** **Tags:** building **Repository:** https://github.com/Parke77/Nyfty-Blocks.git **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 336, "license": "MIT", "package_id": "Ryft77/nyftyblocks", "repo": "https://github.com/Parke77/Nyfty-Blocks.git", "tags": [ "building" ], "type": "mod", "website": null }
**Title:** Treasure chest **Description:** **Details:** Treasure Chest is a small mod for the Minetest game that adds a kind of chest made for world designers. The chest has no crafting recipe, so it has to be obtained by /giveme or other commands. When used by a regular (without the `give` priv) player the chest will hand out the rewards configured within the chest. This can be controlled so that, for each player individually, the chest gives out its rewards once per week, per day, or even just once per lifetime (meaning one-time use chest) - again per each player. The intended use and original idea, comes from trying to design challenges in a survival world, and having some way to automatically reward players who complete the challenges. The rewards can be somewhat randomized, with a probability for each one, and can reset after a specified time, on a per user basis, after being given out. ### Configuring When the chest is used by someone without the `give` privilege, the chest will attempt to give a copy of the items inside it (with some chance) to the user. The chest then records the last time this user has tried to get the items, and the user will then have to wait for a timeout period to expire before he/she can have a chance of obtaining the items again. This timeout period is per-user. For someone with the `give` privilege, the chest will display a GUI that allows you to configure it. - 1st input: Refresh Time: An integer value - The number of minutes of gametime that must pass before the chest can give its items out again. - This is on a per-user basis, so two users can always obtain the reward if they use the chest, but if the same user tries to use it before the refresh timeout, he will get nothing. - Passing -1 (negative one) as the refresh time makes the chest a one-time use per player. - 2nd line: Six input: Integer values - Probabilities, ranging 0..100, of how likely a reward is to be given to a user. Randomly determined each time the chest is used. Associated with the inventory slot below each one - 3rd line: Six inventory slots - The items to be given out, as associated by the probabilities above them. Each slot can hold a regular item stack. Items stacks are given out as a whole, so the user will get either the whole item stack, or nothing from that slot. Item stacks in these slots are not taken by regular users using the chest, instead they get copied. **Tags:** adventure__rpg **Repository:** https://github.com/ZenonSeth/treasure_chest **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 1316, "license": "MIT", "package_id": "ZenonSeth/treasure_chest", "repo": "https://github.com/ZenonSeth/treasure_chest", "tags": [ "adventure__rpg" ], "type": "mod", "website": null }
**Title:** DogBlocks **Description:** **Details:** This adds nodes for dogs and dog fur. They can be crafted with wool. Many dogs bark if another dog is next to them or an object such as a player or dropped item is near them. They also make a sound when punched. And they glow. The mod is based on Dogzilla131's DogBlocks mod. For more details, please read the forum topic. **Tags:** building, mobs, sound_music **Repository:** https://codeberg.org/HybridDog/dogblocks **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 257, "license": "MIT", "package_id": "Hybrid Dog/dogblocks", "repo": "https://codeberg.org/HybridDog/dogblocks", "tags": [ "building", "mobs", "sound_music" ], "type": "mod", "website": null }
**Title:** uni8 **Description:** **Details:** # uni8 Simple and plain texture pack with 8px textures. Feel free to [request](https://xenonca.github.io/contact.html) support for a mod or game. ## Support The texture pack currently supports the following mods and games: - [MTG (Minetest Game)](https://content.luanti.org/packages/Minetest/minetest_game/) - [CTF](https://content.luanti.org/packages/rubenwardy/capturetheflag/) - [ethereal](https://content.luanti.org/packages/TenPlus1/ethereal/) - [LuckyDude](https://content.luanti.org/packages/xenonca/luckydude/) - [Handholds](https://content.luanti.org/packages/Shara/handholds/) - [HBHunger](https://content.luanti.org/packages/Wuzzy/hbhunger/) - [Hudbars](https://content.luanti.org/packages/Wuzzy/hudbars/) - [shooter](https://content.luanti.org/packages/stu/shooter/) - [grenades](https://content.luanti.org/packages/Lone_Wolf/grenades_basic/) - [crafting](https://content.luanti.org/packages/rubenwardy/crafting/) Planned support/features: - [darks](https://content.luanti.org/packages/_Xenon/darks/) - [lavastuff](https://content.luanti.org/packages/Lone_Wolf/lavastuff/) - Texture color overhaul **Tags:** less_than_px **Repository:** https://gitlab.com/xenonca/uni8/ **License:** CC-BY-SA-4.0
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 3729, "license": "CC-BY-SA-4.0", "package_id": "_Xenon/uni8", "repo": "https://gitlab.com/xenonca/uni8/", "tags": [ "less_than_px" ], "type": "txp", "website": "https://xenonca.github.io/mods.html" }
**Title:** vexcazer **Description:** **Details:** The tool is a easy to use and advanced, its made for buildning, mining, admastration, modefication, testing, suviving and etc... change modes: fast shifting: sneak + use/click (or use a controler) manu: ctrl/special + use (or place a controler) PlaceDig xz: place/dig xz (forward/backward/sides) Undo (undo last change) [quickfix for mistakes] [admin only] PlaceDig y: place/dig y (up/down) Replace xz: like PlaceDig, but replacing (forward/backward/sides) Autoswith: using blocks from more slots on hotbar at same time. (forward/backward/sides) Travel1/2: set position1/2 like a /sethome1/2 (will not work if the postion are protected) Teleport: yourself or an object MassivePlaceDig: place or dig N*N*N Gravity control (same code from the gravitygun mod) Flashlight (works in water+turns of in daylight) Copy (copy basic structures) Con: Dig/Replace blocks that are connected to each other, eg dig all connected ores, or remove a lawn SelectiveRadio: dig/place selected block in radio Regen: regenerate area (same as /deleteblocks) vexcazer_adpick: the admin pickaxe [/giveme vex_adpick] (will be given to moderators / admins) vexcazer_auto_ad_mod: enables benefits with give/creative + autoget ad/mod vex when using an unused common-vexcazer /giveme vex_ad, /giveme vex_mod vexcazer_copy: copy mode vexcazer_flashlight: flashlight mode vexcazer_gravity: gravitycontrol mode vexcazer_massive: MassivePlaceDig vexcazer_powergen: powergenerator / charger vexcazer_teleport: teleport mode vexcazer_travel: travle modes vexcazer_chunk: (dig / replace nodes that is connected to each other vexcazer_radio radio/selective radio vexcazer_regen Regen vexcazer_con: connected blocks vexcazer_telepad: teleport pads All info you need will be found when you using the tools. **Tags:** building_mechanics, creative, inventory, tools **Repository:** https://github.com/AiTechEye/vexcazer **License:** LGPL-2.1-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 2661, "license": "LGPL-2.1-only", "package_id": "AiTechEye/vexcazer", "repo": "https://github.com/AiTechEye/vexcazer", "tags": [ "building_mechanics", "creative", "inventory", "tools" ], "type": "mod", "website": null }
**Title:** Balloon Blocks **Description:** **Details:** # Balloonblocks A [Minetest](https://www.minetest.net/) mod that adds balloon blocks which can be placed in the air. ## Description Have you ever wanted to build a big house in the sky, but you can't because it would take ages to build up from the ground. Now you can! The balloonblocks can be placed in the air. This means it is now easy to place a block up in the sky. When placing a balloonblock in the air it is always placed three blocks away from your current position. If you can fly, then you don't have to build to place a node. You can just fly up and place a balloonblock! ## Installing There are three ways to [install](https://wiki.minetest.net/Installing_Mods) the balloonblocks mod: ### Minetest GUI Installation It is possable to install it without closing the game. 1. In the minetest menu, click on the tab titled **Content**. 1. At the bottom click on **Browse online content** (it may take a while). 1. Search for **balloon**. 1. Find the mod called **Balloonblocks**. 1. Click the **Install** button on the right. 1. You will get a message saying **Downloding and installing Balloonblocks, please wait...**. You have now installed the balloonblocks mod, don't forget to enable it. ### Zip File Installation 1. Use the website [ContentDB](https://content.luanti.org/packages/?q=balloonblocks). 1. Find the mod titled Balloonblocks, then click on it. 1. Find a green button titled **Download** and click on it. 1. Now follow the [wiki instructions](https://wiki.minetest.net/Installing_Mods). You have now installed the balloonblocks mod, don't forget to enable it. ### Git Installation 1. Install [Git](https://git-scm.com/). 1. Open a command prompt on your computer. 1. Change directory into [minetest mod directory](https://wiki.minetest.net/Installing_Mods). 1. Then type `git clone https://github.com/TBSHEB/minetest-balloon-blocks.git` and hit enter. You have now installed the balloonblocks mod, don't forget to enable it. ## License MIT License **Tags:** building, building_mechanics **Repository:** https://github.com/TBSHEB/minetest-balloon-blocks.git **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 2728, "license": "MIT", "package_id": "TBSHEB/balloonblocks", "repo": "https://github.com/TBSHEB/minetest-balloon-blocks.git", "tags": [ "building", "building_mechanics" ], "type": "mod", "website": null }
**Title:** WC Strata **Description:** **Details:** # wc_strata Just a fun little mod that doesnt really change gameplay, but makes the generic stone slightly more interesting. Alters the appearance and decription of existing stone types. - Recolors & renames hard stone types to make exploring deep underground less monotonous. - Adds layers of various renamed concrete types to underground generation. **Tags:** decorative, mapgen **Repository:** https://github.com/wintersknight94/wc_strata **License:** CC0-1.0
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 1188, "license": "CC0-1.0", "package_id": "Winter94/wc_strata", "repo": "https://github.com/wintersknight94/wc_strata", "tags": [ "decorative", "mapgen" ], "type": "mod", "website": null }
**Title:** Transporter **Description:** **Details:** # technic_transporter This mod adds a technic-powered, highly configurable transporter. ## Dependencies - Minetest 0.4.16+ - Minetest_game 0.4.16+ - [technic](https://github.com/mt-mods/technic) ## Recommended mods - [craftguide](https://github.com/minetest-mods/craftguide) (To see available crafting recipes) ## Usage Simply connect the transporter to a technic power network. Right-clicking it brings a transporter menu, where you can set the target coordinates (don't forget to click set to actually set the coordinates), bookmarks menu and other settings. The transporter establishes a portal between two points, teleporting any players and remaining active as long as enough energy is supplied. The transport cost is calculated based on distance between the points multiplied by per-node modifier (20 by default) and two-way modifier (if the portal is two-way, twice as much energy is used). One-way checkbox enables the transporter to automatically shutdown after one teleportation (from any side). You can save bookmarks from a transporter node by right-clicking it with a blank floppy disk. It will become blue and right-clicking any transporter node will add bookmarks stored on this floppy to the transporter. ## Settingtypes Modpack provides some settings, accessible via "Settings->All Settings->Mods->technic_transporter You can also put these settings directly to your minetest.conf: ``` transporter_multiplier = 20, int, cost of transport per node transporter_two_way_multiplier = 2, int, multiplier of two-way cost transporter_minimum_y = -31000, int transporter_maximum_y = 31000, int transporter_minimum_z = -31000, int transporter_maximum_z = 31000, int transporter_minimum_x = -31000, int transporter_maximum_x = 31000, int ``` ## License All code is GPLv3 [link to the license](https://www.gnu.org/licenses/gpl-3.0.en.html) All resources not covered in the "credits" section are licensed under CC BY 4.0 [link to the license](https://creativecommons.org/licenses/by/4.0/legalcode) **Tags:** magic, transport **Repository:** https://github.com/mt-historical/transporter **License:** GPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 1131, "license": "GPL-3.0-only", "package_id": "mt-mods/transporter", "repo": "https://github.com/mt-historical/transporter", "tags": [ "magic", "transport" ], "type": "mod", "website": null }
**Title:** Know Where You Die **Description:** **Tags:** survival **Repository:** https://github.com/Emojigit/know_where_you_die **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 1663, "license": "MIT", "package_id": "Emojiminetest/know_where_you_die", "repo": "https://github.com/Emojigit/know_where_you_die", "tags": [ "survival" ], "type": "mod", "website": null }
**Title:** Sounds **Description:** **Details:** ### Description A mod that provides a set of free sounds & methods. *(For a headache, listen to [these sounds](https://antummt.github.io/mod-sounds/reference/latest/topics/groups.html#sounds.chalk_screech))* What is the purpose of this mod? There are four ideas behind `sounds`: 1. It is intended as a more universal method for adding sounds to games rather than depending on [MTG & default](https://github.com/minetest/minetest_game/tree/master/mods/default) for sounds only. It is completely compatible with default sounds. The same methods called in `default` to set node sounds, like `default.node_sound_stone_defaults`, are implemented & it can be installed in parallel. *Section: [Replacement for default](#replacement-for-default)* 2. It is simply a well of sounds. Many sound files are provided & can be used with [minetest.sound_play](https://minetest.gitlab.io/minetest/minetest-namespace-reference/#sounds) just as normal. There is also a wrapper function, `sounds.play`, that does its best to verify that a sound played successfully. If so, it will return a sound handle ID. Otherwise it will return `nil`. It also caches all loaded mod sounds after server startup in `sounds.cache` table. So sound files can easily be checked for existence. *Section: [Checking for Existing Sounds](#checking-for-existing-sounds)* 3. It adds callable sound groups that can be used to play specified individual sounds, or a random sound in the group. The benefit to this is that the file naming convention is irrelivent. The only thing that matters is that the sound file is registered with the group. *Section: [Playing Sounds Manually](#playing-sounds-manually)* 4. Adds an API for setting biome ambiance sounds. Note that most included sounds have been set with a peak amplitude of -6.0db. ### Licensing - Code: [MIT](https://github.com/AntumMT/mod-sounds/blob/master/LICENSE.txt) - Icon/Screenshot: [CC0](https://openclipart.org/detail/260975) - Media: multiple (see [sources.md](https://github.com/AntumMT/mod-sounds/blob/master/sources.md)) ### Usage <a name="replacement-for-default"></a> ##### Replacement for default If your mod depends on *default* for node sounds only, then you can easily switch to *sounds*. Simply add *default* & *sounds* as optional dependencies in your *mod.conf*. *sounds* overrides methods used by *default* to its own. For example *default.node_sound_dirt_defaults*. Example of overidden method: ```lua function sounds.node_dirt(tbl) tbl = tbl or {} tbl.footstep = tbl.footstep or {name="sounds_dirt_step", gain=0.4} tbl.dug = tbl.dug or {name="sounds_dirt_step", gain=1.0} tbl.place = tbl.place or {name="sounds_node_place_soft", gain=1.0} sounds.node(tbl) return tbl end default.node_sound_dirt_defaults = sounds.node_dirt ``` Example of setting node sounds: ```lua minetest.register_node("foo:bar", { description = "Foo Node", -- this is the same as calling `sounds.node_stone()` sounds = default.node_sound_stone_defaults() ... }) ``` ##### <a name="playing-sounds-manually">Playing Sounds Manually</a> `SoundGroup` instances are objects for storing & playing sounds. These objects can be called to play a sound from their group. An index can be specified when called to determine which sound to play. If the index parameter is omitted, a random sound will be picked. A table of arguments can also be passed. This is compatible with [SimpleSoundSpec](https://minetest.gitlab.io/minetest/sounds/#simplesoundspec). Creating `SoundGroup` objects: ```lua local s_group1 = SoundGroup({"sound1", "sound2"}) local s_group2 = SoundGroup({"sound3", "sound4", "sound5"}) -- SoundGroup objects can be concatenated with the arithmetic operator local s_group3 = s_group1 + s_group2 -- strings can also be concatenated to group with arithmetic operator s_group3 = s_group3 + "sound6" -- to prevent sound file names from being prefixed with "sounds_" when played, -- the `no_prepend` field must be set to `true` s_group1(2) -- plays "sounds_sound2" s_group1.no_prepend = true s_group1(2) -- plays "sound2" ``` There are many [pre-defined sound groups](https://antummt.github.io/mod-sounds/reference/latest/topics/groups.html). Calling a `SoundGroup` object: ```lua -- play random sound from group sounds.horse_neigh() -- play specific sound from group sounds.horse_neigh(2) -- play random sound from group with parameters sounds.horse_neigh({gain=1.0}) -- play specific sound from group with parameters sounds.horse_neigh(2, {gain=1.0}) -- the `play` method is the same as calling the object directly sounds.horse_neigh:play(2, {gain=1.0}) ``` See [sources.md](https://github.com/AntumMT/mod-sounds/blob/master/sources.md) for list of included sounds. And [preview sounds here](https://antummt.github.io/mod-sounds/reference/latest/topics/groups.html). ##### Node Sounds `SoundGroup` objects can also be used in node registration: ```lua minetest.register_node("foo:bar", { description = "Foo Node", sounds = { -- a random sound from the `sounds.cow_moo` group will be played when digging this node dig = sounds.cow_moo, }, ... ``` Currently using `SoundGroup` for node sounds only works for "dig", "dug", & "place". `SoundGroup` objects are tables & are indexed by integer. But using the `get` method is more reliable as it will return the string name with "sounds_" prefix if `no_prepend` isn't set: ```lua local s_group1 = SoundGroup({"sound1", "sound2"}) local s1 = s_group1:get(1) -- returns "sounds_sound1" local s2 = s_group1[2] -- returns "sound2" local s_group2 = SoundGroup({"sound3", "sound4", no_prepend=true}) local s3 = s_group2:get(1) -- returns "sound3" local s4 = s_group2[2] -- returns "sound4" ``` The built-in `type` function can be used to check for a `SoundGroup` instance: ```lua if type(s_group1) == "SoundGroup" then s_group1() end ``` ##### <a name="checking-for-existing-sounds">Checking for Existing Sounds</a> All mod sound files are stored in the global table `sounds.cache` after server startup. Checking if a file exists for playing is simple: ```lua if sounds.cache["default_dig_crumbly"] then core.sound_play("default_dig_crumbly") end ``` ##### Testing Sounds If setting `sounds.enable_tests` is enabled, the chat command `/sounds_tests` can be used to show a formspec for playing & testing sounds. To test *any* sound, input the sound name in the "Manual play" field & press the corresponding "Play" button. If the sound file exists, it will play & some info will be filled in the "Last played" field. To test sounds cached in sound groups, select a group in the left column of the "Group play" field. Then select a sound in the right column & press the corresponding "Play" button. Sounds can be looped by checking the "Loop" box. ##### Biome Ambiance A sound group can be registered for playing sounds randomly in a biome with the `sounds:register_biome_sounds` method (`sounds.enable_biome_sounds` must be enabled): ``` sounds:register_biome_sounds(biome, snds, params) - Registers a sound group to be played in a biome. - parameters: - biome: Biome name. - snds: string, table, or SoundGroup of sounds registered with biome. - params: SimpleSoundSpec parameters (optional). ``` Example usage: ```lua sounds:register_biome_sounds("grassland", sounds.bird, {gain=0.25}) ``` ##### Settings ``` sounds.disabled_groups - Disables individual built-in sound groups categories. "all" disables all categories. - type: string (comma-separated list) - default: empty sounds.enable_tests - Enables sounds testing with sounds_tests chat command. - type: bool - default: false sounds.enable_biome_sounds - Enables/Disables ambiance sounds for biomes. - type: bool - default: false sounds.biome_interval - Interval between playing biome sounds. - type: int - min: 5 - default: 30 sounds.biome_chance - Chance that sound will be played at interval. - type: int - min: 0 - max: 100 - default: 20 ``` ### Links - [Reference](https://antummt.github.io/mod-sounds/reference/latest/) - [Changelog](https://github.com/AntumMT/mod-sounds/blob/master/changelog.txt) - [TODO](https://github.com/AntumMT/mod-sounds/blob/master/TODO.txt) **Tags:** environment, library **Repository:** https://github.com/AntumMT/mod-sounds **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 2227, "license": "MIT", "package_id": "AntumDeluge/sounds", "repo": "https://github.com/AntumMT/mod-sounds", "tags": [ "environment", "library" ], "type": "mod", "website": null }
**Title:** HUD Analogic Clock **Description:** **Details:** # An analogic clock to Minetest HUD It just adds an analogic clock in the upper left corner of the player's screen, indicating the time of day in the game. **Tags:** hud **Repository:** https://github.com/APercy/hud_analog_clock **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 1066, "license": "MIT", "package_id": "apercy/hud_analog_clock", "repo": "https://github.com/APercy/hud_analog_clock", "tags": [ "hud" ], "type": "mod", "website": null }
**Title:** Frozen Energy **Description:** **Details:** A liquids pointable node that freezes the touched water to default:ice. This way the ice becomes farmeable. **Tags:** environment, plants_and_farming **Repository:** https://github.com/minetest-mods/frozenenergy **License:** GPL-3.0-only
Luanti ContentDB
{ "commercial_friendly": false, "downloads": 1605, "license": "GPL-3.0-only", "package_id": "bell07/frozenenergy", "repo": "https://github.com/minetest-mods/frozenenergy", "tags": [ "environment", "plants_and_farming" ], "type": "mod", "website": null }
**Title:** Server Shops **Description:** **Details:** ### Description Shops intended to be set up by server administrators. No craft recipe is given as this for administrators, currently a shop can only be set up with the `/giveme` command. The two shop nodes are `server_shop:shop_small` & `server_shop:shop_large` (they function identically). --- ### Licensing - Code: [MIT](https://github.com/AntumMT/mod-server_shop/blob/master/LICENSE.txt) - Textures: CC0 --- ### Usage --- ##### Registering Shops via API There are two types of shops, seller & buyer. A seller shop can be registered with `server_shop.register_seller(id, name, products)`. A buyer with `server_shop.register_buyer(id, name, def)`. `id` is a string identifier associated with the shop list. `name` is a human-readable string that will be displayed as the shop's title. `products` is the shop list definition. Shop lists are defined in a table of tuples in `{itemname, value}` format. `itemname` is the technical string name of an item (e.g. `default:wood`). `value` is the number representation of what the item is worth. *Example:* ```lua -- register seller server_shop.register_seller("frank", "Frank's Shop", {{"default:wood", 2}}) -- register buyer server_shop.register_buyer("julie", "Julie's Shop", { {"default:copper_lump", 5}, {"default:iron_lump", 6}, }) ``` --- ##### Registering Shops via Configuration Shops can optionally be configured in `<world_path>/server_shops.json` file. To register a shop, set `type` to "sell" or "buy". `id` is a string identifier for the shop. `name` is the string displayed in the formspec & when a player points at the node. `products` is an array of products sold at the shop in format "name,value". *Example:* ```json [ { "type":"sell", "id":"frank", "name":"Frank's Shop", "products":[["default:wood",2]] }, { "type":"buy", "id":"julie", "name":"Julie's Shop", "products": [ ["default:copper_lump",5], ["default:iron_lump",6], ] }, ] ``` --- ##### Registering Shops via Chat Command The `server_shop` chat command is available to administrators with the `server` privilege. This is used for administering shops & updating configuration. Usage: ``` /server_shop <command> [<params>] # Commands: /server_shop reload - reloads data from configuration file /server_shop register <id> <type> <name> [product1=value,product2=value,...] - registers a shop & updates configuration file - parameters: - id: shop identifier - type: can be "buy" or "sell" - name: displayed shop name ("_" is replaced with " ") - product list: comma-separated list in format "item=value" /server_shop unregister <id> - unregisters a shop & updates configuration file - parameters: - id: shop identifier ``` --- ##### Registering Currencies Currencies can be registered with `server_shop.register_currency`: ```lua server_shop.register_currency("currency:minegeld", 1) server_shop.register_currency("currency:minegeld_5", 5) ``` When registering a new currency in `server_shops.json`, set `type` to "currency". `name` is the item to be used as currency & `value` is the item's worth: ```json { "type":"currency", "name":"currency:minegeld", "value":1, }, { "type":"currency", "name":"currency:minegeld_5", "value":5, }, ``` ***Notes:*** - *Only currency values of 1, 5, 10, 50, & 100 are currently supported* - *Buyer shops currently do not work with custom currencies, only minegeld notes from currency mod supported* You can also register a currency suffix to be displayed in the formspec. Simply set the string value of `server_shop.currency_suffix`: ```lua server_shop.currency_suffix = "MG" ``` In `server_shops.json`, set `type` to "suffix" & `value` to the string to be displayed: ```json { "type":"suffix", "value":"MG", }, ``` By default, if the [currency][mod.currency] mod is installed, the minegeld notes will be registered as currency. This can be disabled by setting `server_shop.use_currency_defaults` to `false` in `minetest.conf`. --- ##### Setting up Shops in Game: Server admins use the chat command `/giveme server_shop:shop_small` or `/giveme server_shop:shop_large` to receive a shop node. After placing the node, the ID can be set with the "Set ID" button & text input field (only players with the "server" privilege can set ID). Set the ID to the registered shop ID you want associated with this node ("frank" or "julie" for the examples above) & the list will be populated with the registered products & prices. --- ##### Using Seller Shops: To make purchases, player first deposits registered currency items into the deposit slot. Select an item in the products list & press the "Buy" button. If there is adequate money deposited, player will receive the item & the cost will be deducted from the deposited amount. To retrieve any money not spent, press the "Refund" button. If the formspec is closed while there is still a deposit balance, the remaining money will be refunded back to the player. If there is not room in the player's inventory, the remaining balance will be dropped on the ground. --- ##### Using Buyer Shops: For buyer shops, the product list shows what items can be sold to this shop & how much money a player will receive for each item. To sell to the shop, place an item in the deposit slot. The slot will only accept items that the owner will purchase. Press the "Sell" button to recieve the value of the item(s). --- ### Requirements: Privileges: - `server` (for setting shop ID) --- ### Links: - [Reference](https://antummt.github.io/mod-server_shop/reference/latest/) - [Changelog](https://github.com/AntumMT/mod-server_shop/blob/master/changelog.txt) - [TODO](https://github.com/AntumMT/mod-server_shop/blob/master/TODO.txt) [mod.currency]: https://content.luanti.org/packages/VanessaE/currency/ **Tags:** commerce, multiplayer **Repository:** https://github.com/AntumMT/mod-server_shop **License:** MIT
Luanti ContentDB
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**Title:** CodeBlock **Description:** **Details:** CodeBlock ========================= ![License](https://img.shields.io/badge/License-GPLv3-blue.svg) [![ContentDB](https://content.luanti.org/packages/giga-turbo/codeblock/shields/downloads/)](https://content.luanti.org/packages/giga-turbo/codeblock/) **CodeBlock allows to use `lua` code in Minetest to build anything you want** **License:** GPLv3 **Credits:** inspired by [Gnancraft](http://gnancraft.net/), [ComputerCraft](http://www.computercraft.info/), [Visual Bots](https://content.luanti.org/packages/Nigel/vbots/), [TurtleMiner](https://content.luanti.org/packages/BirgitLachner/turtleminer/), [basic_robot](https://github.com/ac-minetest/basic_robot) ![screenshot](https://raw.githubusercontent.com/gigaturbo/codeblock/master/screenshot.png) ## Quick start ### Run your first program 1. Create an empty (flat) world, enable `codeblock` mod ant its dependencies 2. Enable creative mode and start the game 3. Right click with ![drone_poser](https://raw.githubusercontent.com/gigaturbo/codeblock/master/doc/dp.png) tool on a block to place the drone, choose `stairs.lua` then left click with ![drone_poser](https://raw.githubusercontent.com/gigaturbo/codeblock/master/doc/dp.png) to start the drone ### Write your first program 1. Right click with ![drone_setter](https://raw.githubusercontent.com/gigaturbo/codeblock/master/doc/ds.png) tool to open the `lua` editor 2. Create a new file with the `new file` field and write some code on the main window 3. Click `load and exit` to load your code in the drone 4. Right click with ![drone_poser](https://raw.githubusercontent.com/gigaturbo/codeblock/master/doc/dp.png) tool on a block and run the code with a left click on ![drone_poser](https://raw.githubusercontent.com/gigaturbo/codeblock/master/doc/dp.png) 5. Read the [Lua API](https://github.com/gigaturbo/codeblock/blob/master/doc/api.md#lua-api) in `doc/api.md` to know which commands and blocks you can use ### Explore and tweak - More built-in examples are available, just open the editor and choose an example to run - User `codelevel` can be adjusted to tweak drone performance and capacities, see [permisisons](https://github.com/gigaturbo/codeblock/blob/master/doc/api.md#codelevel) and [chat commands](https://github.com/gigaturbo/codeblock/blob/master/doc/api.md#chat-commands) **Tags:** education, tools **Repository:** https://github.com/gigaturbo/codeblock **License:** GPL-3.0-only
Luanti ContentDB
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**Title:** Luscious **Description:** **Details:** Bring color into the mgv7 mapgen world. This mod uses `hardware node coloring` and uses biome data from the heat and humidity maps to color various nodes based on their climate environment. This works even for player-placed nodes. The result is a smooth blend of pleasing color gradients in the landscape that make the world much more vibrant and moody. **Tags:** environment **Repository:** https://github.com/sofar/luscious **License:** LGPL-2.1-or-later
Luanti ContentDB
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**Title:** Filled Bottles **Description:** **Details:** Filled Bottles ============== Fill empty glass bottles with a variety of earthly materials including water, dirt, sand, and more! With an empty glass bottle in hand, simply point at the node that you wish to capture then click to fill the bottle. Conversely, using a filled bottle will empty it, thus allowing you to reuse the empty glass bottle. On their own, filled bottles are only good for collecting and decoration. However, other mods may wish to make use of filled bottles for other purposes, such as for ingredients in cooking or chemistry. It's also possible to define your own filled bottles; see the API section below for details. Bottles function in a very similar fashion to buckets with two key differences. First, many bottles may be filled from one single node before the node is exhausted (10 bottles by default), and an exhausted node may be fully consumed (e.g., sand or water) or replaced with a "stripped" version of itself (e.g., dirt with grass becomes only dirt). Secondly, emptying a filled bottle does not dispense its contents, it simply becomes an empty glass bottle when emptied. In this way, bottles are effectively "transformed" into other types of bottles but they do not actually carry their contents the way buckets do. Also note that partially bottled nodes have a chance to yield no drops when dug. This chance scales with how many times the node is bottled such that bottling a node more times increases the chance that it will not yield drops when dug. This is a balance measure to prevent infinite bottling of a single node. The chance to yield no drops does not apply to liquids by default as liquids can easily be exploited to bypass this restriction, but this can be changed via settings if needed for a special case. Supported games/mods -------------------- - Minetest Game and its derivatives such as MeseCraft, Asuna, etc. - Ethereal - Everness - Wilhelmines Living Jungle - Wilhelmines Natural Biomes - Caverealms - Many biomes from the Biomes modpack by Atlante API --- Want to create your own filled bottles? Use the `bottles.register_filled_bottle` function to register a filled bottle for any node you like. The function takes in a single table argument that conforms to the following: ```lua { target = <string or array>, -- the node to target for a bottle to be filled -- from; either a string for a single node name -- or an array that is a list of node names replacement = <string>, -- the node to replace the target node(s) with when -- a target node is fully drained; default is "air" name = <string>, -- a name for the filled bottle item; will be prefixed with -- `bottles:`, so don't include any such namespace; default -- value is "bottle_of_" + the name of the target node description = <string>, -- the display name of the filled bottle; default -- value is "Bottle of " + the description of the -- target node contents = <string>, -- the node that represents the contents of this bottle; -- default value is the target node, or the first node in -- the list of target nodes image = <string>, -- the image to use for the contents of the filled bottle; -- the first 16x16 pixels of this image will be rendered -- 'inside' of the bottle; default value is the tile image -- of the target node, or the first of such tiles of the -- target node sound = <string>, -- the name of a sound that conforms to the Minetest sound -- spec; played at a high pitch when a bottle is filled or -- spilled; default value is `nil` } ``` For example, this is the registration for a bottle of water: ```lua bottles.register_filled_bottle({ target = "default:water_source", sound = "default_water_footstep", name = "bottle_of_water", description = "Bottle of Water", }) ``` Note that this mod expects the target node(s) to be registered with Minetest prior to registering a filled bottle of its type, so if you wish to define new filled bottles with your own node targets, make sure to call `minetest.register_node` before calling `bottles.register_filled_bottle`. Also remember to add `bottles` to your dependency list in your mod's `mod.conf` file. If you wish to further extend the uses and capabilities of empty glass bottles or filled bottles, the functions assigned to the `on_use` field of the bottles are defined as `bottles.fill` (assigned to empty glass bottles to fill them with a targeted material) and `bottles.spill` (to empty the contents of a filled bottle). These functions are provided so that you can override them or wrap them in programming logic -- a task that is beyond the scope of this documentation. **Tags:** decorative, library **Repository:** https://github.com/EmptyStar/bottles **License:** MIT
Luanti ContentDB
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**Title:** Better Randomizer **Description:** **Details:** _A Minetest randomizer that is better than other randomizers._ It should work with most (if not all) games. I've done most of my testing on MineClone2, with some in Minetest Game. This mod randomizes node drops, entity drops, and crafting recipes (including furnace recipes!). Randomness persists over server restarts, so unless you re-randomize things, everything will stay the same. The underscore at the beginning of the name is based on something I saw in the \_mcl\_autogroup mod, and I'm hoping that it loads... equally last. You can choose whether you want to randomize node drops, entity drops, and crafting recipes in the settings. The settings only apply the FIRST TIME the mod is loaded in a world. If you want to randomize things after that, use chat commands. This is copied from `settingtypes.txt`, for anyone who wants to do things through `minetest.conf` instead of the UI: ``` better_randomizer_randomize_crafts (Randomize Crafts) bool true better_randomizer_randomize_node_drops (Randomize Node Drops) bool true better_randomizer_randomize_entity_drops (Randomize Entity Drops) bool true ``` ### Chat commands: *All commands require the `server` privilege.* `/randomize_node_drops`: Randomizes node drops after the next restart. `/randomize_entity_drops`: Randomizes entity drops without requiring a restart. `/randomize_crafts`: Randomizes crafting recipes, without requiring a restart. `/toggle_node_drop_randomization`: Toggles node drop randomization after the next restart. Drops are *not re-randomized* when toggling randomness. `/toggle_entity_drop_randomization`: Toggles entity drop randomization without requiring a restart. Drops are *not re-randomized* when toggling randomness. `/toggle_craft_randomization`: Toggles crafting randomization without requiring a restart. Recipes are *not re-randomized* when toggling randomness. ### KNOWN ISSUES: Things that break multiple nodes when they are broken (bamboo, beds, doors, kelp, scaffolding, tall flowers, etc.) do not act correctly, sometimes dropping the normal drop. Nodes with multiple states (doors, redstone/mesecons, cake, etc.) generally drop different things based on the state, since each state is a separate node. Sweet berries, shulker boxes, and sheep (and several things that don't start with S) don't drop items the normal way, and therefore can't be randomized without a lot of extra work. Living coral blocks can cause an error if they don't drop a placeable node (line 310 of mineclone2/mods/ITEMS/mcl_ocean/corals.lua), so their drops are not randomized. Since the furnace recipes are random, mobs dying to fire will not drop cooked meat, but instead the result of cooking meat. I'm probably not going to change this, since it isn't really a *bug*. **Tags:** april_fools, crafting **Repository:** https://github.com/ThePython10110/_better_randomizer **License:** GPL-3.0-or-later
Luanti ContentDB
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**Title:** Tomahawks and Throwing Knives **Description:** **Details:** # Tomahawks and Throwing Knives A good addition to your ranged weapons experience! ## Contains - Stone, iron, mese, and diamond tomahawks and throwing knives! **Tags:** tools **Repository:** https://github.com/PieAreSquared11/Tomahawks-and-Throwing-Knives **License:** GPL-3.0-or-later
Luanti ContentDB
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**Title:** Gems Battle **Description:** **Details:** A Bedwars-like PVP experience. For 2-3 teams. Each team has a "Great Gem" to protect; if they lose it then that team will not respawn. Destroy great gems with gem tools; tools of the same gem are especially effective. Get gems from gem droppers (mines) and sell them to NPCs to get tools, blocks and weapons. Be the last team standing. Supports spectate mode, and has an updated and polished HUD. Also has an editor section for arena_lib editor to make setup easy. **Tags:** hud, mini-game, multiplayer, pvp, sports, tools **Repository:** https://gitlab.com/mistere123.coding/gems **License:** GPL-3.0-only
Luanti ContentDB
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**Title:** Conquer **Description:** **Details:** ### Overview Conquer is a mod that adds RTS gameplay. It allows players to start Conquer sub-games, where they can place buildings, train units, and fight other players. Conquer is designed with the intention to eventually convert it into a game, with custom mapgen and richer features. This standalone mini-game version will remain, however. ### Starting or joining a Conquer session Start a new conquer game by running: /conquer start You'll switch into Conquer playing mode, where you will be given buildings that you can place. You'll need to place a keep, which you must protect at all costs. Other players can join your conquer session if they are within 50 nodes by typing: /conquer join yourname You may leave a game and return to normal playing mode at any time by typing: /conquer leave ### Conquer GUI The Conquer GUI is the central place for monitoring your kingdom. Once in a session, you can view it by pressing the inventory key (I), or by punching/right-clicking the keep node. ### Recruiting Units You'll need to place a barracks to be able to train new units. Once you have done that, open the Conquer GUI and select a unit to train. Training a unit requires time and resources. The barracks will start training the unit as soon as you select it, and with spawn the unit nearby when complete. Currently, there is no way to obtain resources. This is on the to-do list. ### Controlling Units Select a unit by left clicking. You can select multiple units using shift+click. You can deselect units by pressing Q or clicking somewhere else. Right-click to command the unit to do something. Change the active wand by scrolling or pressing a number - just like with normal hotbars. * **Move:** right-click on a node to move the unit there. * **Melee Attack:** right-click on a unit or building to move the unit there, and attack. * **Ranged Attack:** right-click on a unit to fire arrows. The unit must be in sight, and must be less than 10 nodes and more than 2 nodes away. Attacking buildings will damage them. Damaged buildings will be repaired automatically when there are no enemies nearby. ### Winning You win the game by being the last surviving country. To defeat another kingdom, you will need to destroy their keep. You can destroy an enemy's barracks to prevent them from training troops. **Tags:** jam_combat_mod, multiplayer, pvp, strategy_rts **Repository:** https://gitlab.com/rubenwardy/conquer/ **License:** LGPL-2.1-only
Luanti ContentDB
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**Title:** Sneak Drop **Description:** **Details:** ## Sneak Drop Pick up all items on the ground in a 3 block radius by holding sneak. ## License #### Code * MIT License (MIT) for the code. #### Sounds Creative Commons 0 License, BranndyBottle, https://freesound.org * sneak_drop_pickup.ogg **Tags:** player_effects, storage, survival **Repository:** https://github.com/Krunegan/sneak_drop **License:** MIT
Luanti ContentDB
{ "commercial_friendly": true, "downloads": 491, "license": "MIT", "package_id": "Krunegan/sneak_drop", "repo": "https://github.com/Krunegan/sneak_drop", "tags": [ "player_effects", "storage", "survival" ], "type": "mod", "website": null }
**Title:** Ancient Runes **Description:** **Details:** Ancient Runes ============= Ancient Runes adds the 24 runes of the Scandinavian runes alphabet (fuþark). You can craft burins to gather Iron Dust and Mese Dust which can be crafted to Rune Dust. You will only collect Iron and Mese Dust if you punch stone. The probability of receiving a certain sort of dust is increased by certain ore lodes. License ======= * The following files are Copyright 2018 Marius Spix and licensed under the SIL Open Font License 1.1. See OFL-1.1.txt for further information: * ancientrunes_overlay_algiz.png * ancientrunes_overlay_ansuz.png * ancientrunes_overlay_berkanan.png * ancientrunes_overlay_dagaz.png * ancientrunes_overlay_ehwaz.png * ancientrunes_overlay_fehu.png * ancientrunes_overlay_gyfu.png * ancientrunes_overlay_hagalaz.png * ancientrunes_overlay_ihwa.png * ancientrunes_overlay_isaz.png * ancientrunes_overlay_jera.png * ancientrunes_overlay_kaunan.png * ancientrunes_overlay_laguz.png * ancientrunes_overlay_mannaz.png * ancientrunes_overlay_naudiz.png * ancientrunes_overlay_othala.png * ancientrunes_overlay_peorth.png * ancientrunes_overlay_raido.png * ancientrunes_overlay_sowilo.png * ancientrunes_overlay_thurisaz.png * ancientrunes_overlay_tiwaz.png * ancientrunes_overlay_ur.png * ancientrunes_overlay_wynn.png * ancientrunes_overlay_yngvi.png * Unless otherwise stated, all other files in the textures subdirectory are Copyright 2018 Marius Spix and licensed under the Creative Commons Attribution-ShareAlike 3.0 Unported License. See CC-by-SA-3.0.txt for further information: * ancientrunes_item_iron_powder.png * ancientrunes_item_mese_powder.png * ancientrunes_item_rune_powder.png * ancientrunes_particle_iron_powder.png * ancientrunes_particle_mese_powder.png * ancientrunes_tool_burin_bronze.png * ancientrunes_tool_burin_diamond.png * ancientrunes_tool_burin_mese.png * ancientrunes_tool_burin_mithril.png * ancientrunes_tool_burin_silver.png * ancientrunes_tool_burin_steel.png * ancientrunes_tool_burin_stone.png * ancientrunes_tool_burin_wood.png * Unless otherwise stated, all other files are Copyright 2018 by Marius Spix <marius.spix [a] web.de> and licensed under the Apache License. See Apache-2.0.txt for further information. **Tags:** decorative, tools **Repository:** https://github.com/minetest-mods/ancientrunes **License:** Apache-2.0
Luanti ContentDB
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**Title:** Bonified **Description:** **Details:** # Bonified Adds some features related to the bones you get from dead players in MTG. Also changes the appearance of the bones block to a pile of bones with a proper 3D model. ## Bones, Bone Meal, & Fertilizer Bones are a new item you can obtain from bone piles, randomly from various kinds of soil, and from a few other sources listed in later sections. If not disabled in the mod's settings, you can make bones into **Bone Meal**, which speeds up the growth of crops and saplings, and can be further made into fertilizer which has an even greater effect. Bones can also be made back into bone piles, and into bone blocks, which are decorative and a crafting ingredient. ## Bone Tools & Armor Bone tools are made from bone blocks, and are comparable to bronze tools in terms of capabilities. However, as their durability goes down they gradually start to dig faster and deal more damage up to a limit of 2x at 0 durability. Bone armor is simply normal armor similar in defense to bronze armor. The 3d_armor mod is required for bone armor to be available. ## Fossils Ancient Fossils can be obtained from fossil ore, which spawns in stone and permafrost. Fossil ores also drop bones. Fossil tools are crafted with ancient fossils and use bones instead of sticks, and are equivalent to mese tools but with more durability. Fossil armor sits between steel and diamond, and is made with Ancient Fossils and bronze ingots. Ancient Fossils can also be made into fossil meal, which is similar to bone meal and fertilizer and has the highest effect of the three. ## Dungeon Loot Various items from Bonified can be found in loot chests in dungeons, including bones, bonemeal, fossils, and tools and armor. ## Decorative Nodes Bone blocks and fossil blocks can both be made into bricks, which can be made into slabs, stairs, and walls. ## Licensing The source code and data files of Bonified are licensed under Apache 2.0. See LICENSE.txt. The media files of Bonified are licensed under CC BY-SA 4.0. See MEDIA_LICENSE.txt **Tags:** building, decorative, tools **Repository:** https://github.com/Shqug/Bonified **License:** Apache-2.0
Luanti ContentDB
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**Title:** Trails **Description:** **Details:** allows you to make paths with a ground roller made using cobblestone and a stick **Tags:** building_mechanics, transport **Repository:** https://notabug.org/X5DragonFire/minetest_Trails **License:** MIT
Luanti ContentDB
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**Title:** TPH's Spyglass **Description:** **Details:** Based off of my work on [Exile's spyglass](https://codeberg.org/Mantar/Exile/pulls/670), I bring you a separately and freshly 0BSD code licensed and CC0-1.0 licensed media Spyglass :D Has sounds for opening (guess I should've said entering lol) and exiting the spyglass and utilizes minetest.after() to avoid some issues maintained by StarNinjas' https://content.luanti.org/packages/StarNinjas/spyglass/ which uses a dtime loop. As long as a game doesn't modify set_fov and get_fov, item registration, and HUD handling, this mod should work with it. Games listed under compatible games have been tested by myself and confirmed to be compatible. Recipes may NOT appear in custom inventory systems due to purposeful usage of on_mods_loaded to determine whether or not to add the recipe. Uses a bronze ingot for crafting otherwise will override with brass if **basic_materials** is enabled https://content.luanti.org/packages/AwesomeDragon97/better_basic_materials/ https://content.luanti.org/packages/mt-mods/basic_materials/ **Tags:** tools **Repository:** https://codeberg.org/TPH/tph_spyglass **License:** 0BSD
Luanti ContentDB
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**Title:** Watershed **Description:** **Details:** A singlenode realm with sea level at y = 1, an auto-spawn function spawns the player on low land. My past mapgens have applied a river pattern that is independent of the terrain it cuts through. In watershed the entire terrain is generated by a method of using 3D perlin noise (using the absolute value of 3D noise) that creates a landscape of long winding valleys, water is added to the base of the valleys to form the rivers, the rivers therefore look naturally placed as if they have eroded the valleys into the landscape. Features A use of 3D noise that creates long winding river valleys, however this alone would have rivers all on one level, so this terrain is then placed on top of the similar use of noise but upside-down and on a larger scale that creates a web of winding mountain ranges / ridges that surround large lowland areas and lakes. All this is placed on top of a very large scale height variation that creates alternating continents and archipelagos, the island chains being the tops of the submerged mountain ranges. Rivers and tributaries become narrower and shallower with altitude. They merge with oceans and lakes at sea level, forming watershed systems. The terrain is a blend between rough and smooth perlin noises, roughest at the mountain ranges and smoothest in the lowlands between. Uses an arctan function density gradient to create occasional floatlands throughout the atmosphere, and occasional caves underground. A highly connective web of underground fissures. Stability table system only places fine materials if supported by a chosen minimum number of stone nodes below. The mod's own 16x16 node pixel-clouds throughout the atmosphere. Rare obsidian volcanos near the mountain ridges/island chains. Inclined sandstone strata. Ores are within networks within strata. Lux ore has it's own strata layer, drops 8 lux crystals craftable with glass to lights. 9 3D biomes selected by 3D temperature and humidity noises: Tundra (dry grass node with random dirt-with-snow and ice) Snowy plains (snowblocks on dirt nodes) Taiga (snowy pinetrees, snowblocks on dirt nodes) Dry grassland (dry grass node) Grassland (grass node) Deciduous forest (grass node, appletrees, 5 grasses, flowers) Desert (desert sand, cactus and dry shrub) Savanna (dry grass node, golden grass and acacia trees) Rainforest (grass node, dense jungletrees, junglegrass) Beaches with dune grass on higher sands. Papyrus on river banks in warmer biomes. Saplings for all 4 tree types, grown by luavoxelmanip. Chat command '/regen' regenerates the player's current chunk, requires 'server' or 'rollback' privs. **Tags:** custom_mapgen **Repository:** https://github.com/paramat/watershed **License:** LGPL-2.1-only
Luanti ContentDB
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**Title:** pilzmod **Description:** **Details:** # pilzmod pilzmod is a minetest mod that adds a spreading spawnable mushroom biome into the game, overgrown with myzelium and filled with giant versions of the mushroom we all know from minetest game, their smaller cousins, and eight new types of small mushroom, as well as monsters and a boss. As opposed to „normal“ minetest biomes, mushroom biomes don‘t generate naturally into the world. Instead, you must craft a myzelium block, place it, and watch the mushroom biome slowly spread from it, gradually consuming the world and turning it into a mushroom hell. The only way of stopping it is to find a mushroom boss – a entity you probably won‘t find until the biome reached considerable size – and get the antidote from it, which you can use to seal off the mushroom biome and stop it from spreading further. Killing the boss also drops a pretty trophy – so will you risk the consumption of your world for the honor of a worthy adventurer, or will you refrain from spawning the biome like a coward? Some screenshots of the mod: ![image of a minetest biome with myzelium as gress and giant red and brown mushrooms](https://raw.githubusercontent.com/phseiff/pilzmod/main/documentation/readme_image_1.png) <img src="https://raw.githubusercontent.com/phseiff/pilzmod/main/documentation/readme_image_2.png" alt="image of a giant floating mushroom stem shooting projectilesat the onlooker, surrounded by jumping mushroom blocks with teeth" width="45%"> <img src="https://raw.githubusercontent.com/phseiff/pilzmod/main/documentation/readme_image_3.png" alt="jumping mushroom blocks with teeth" width="45%"> Continue reading [here](https://github.com/phseiff/pilzmod/blob/main/documentation/pilzmod.pdf) for the complete documentation/ README (it's a pdf which is why only parts of it are shown here) **Tags:** mapgen, mobs, pve **Repository:** https://github.com/phseiff/pilzmod **License:** LGPL-2.1-only
Luanti ContentDB
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**Title:** Tomb Stones **Description:** **Details:** If you've ever wanted to honor a fallen friend, or just create a neat cemetery this is the mod for you. There are only two craft recipes, one for the tombstone creator, and one for the chisel. All of the stones are made in the machine with a bones node or tool and the material of your choice. **Tags:** building **Repository:** https://github.com/NathanSalapat/tombs **License:** GPL-3.0-only
Luanti ContentDB
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**Title:** Name Generator **Description:** **Details:** LuaNameGen is a tool to quickly generate random names for characters, objects and places. It is useful for both table-top games (run the script, grab the name) or to be used as a library for game development. This mod exposes the LuaNameGen API for other Minetest mods to use. This script is shamelessly inspired by the great `libtcod's namegen`, written by Dominik "Mingos" Marczuk. It even uses its syntax for .cfg files, aiming to provide compatibility with its existing sets. # Basic usage To get a dwarf name and surname, using default sets, just do: name_generator.parse_lines(io.lines(modpath.."/data/creatures.cfg")) -- loads the config file that includes dwarf names local name = name_generator.generate("dwarf male") -- Dolin local surname = name_generator.generate("dwarf surname") -- Steelcutter # Like-a-boss usage To get whatever you want, call for a name set with the rule you want: local syllable_a = name_generator.generate_custom("orc female 2", "$A$10B") -- Bragluk local syllable_b = name_generator.generate_custom("giant female", "$B$10B") -- tuhli local syllable_c = name_generator.generate_custom("infernal 1", "-$B$B") -- -mozraz print("It's alive!!!", syllable_a .. syllable_b .. syllable_c) -- It's alive!!! Bragluktuhli-mozraz # How does it work? Each set file (also plain text files) follows a simple syntax (libtcod's syntax, so any .cfg file from it can be used), and may contains multiple sets. This is an example of a basic set: name "dwarf male" { syllablesStart = "Do, Due" syllablesEnd = "lin, rin" rules = "$s$e" } This set with its only rule would generate names such as: * Dolin * Dorin * Duelin * Duerin # Syllable Groups Every syllable group has a matching symbol (used rules, `s` and `e` in the previous example) that matches it, and will, after parsed, be stored under a specific key on the parser data table: | symbol | group name |parser field | |----------|:--------------------|:-------------------------:| | s | syllablesStart |parser_data["start"] | | m | syllablesMiddle |parser_data["middle"] | | e | syllablesEnd |parser_data["end"] | | P | syllablesPre |parser_data["pre"] | | p | syllablesPost |parser_data["post"] | | v | phonemesVocals |parser_data["vocals"] | | c | phonemesConsonants |parser_data["consonants"] | | A | customGroupA |parser_data["cga"] | | B | customGroupB |parser_data["cgb"] | | ... | ... |... | | N | customGroupN |parser_data["cgn"] | | O | customGroupO |parser_data["cgo"] | | ? | phonemesVocals/ |parser_data["vocals"]/ | | | phonemesConsonants |parser_data["consonants"] | # Rules Considering the basic example above, if you replace its rule for "$e$s", that would swap syllables in the generated names. It is possible to set a chance of adding a syllable. The rule "$s$e$50e" would have fifty percent chance of adding a third syllable from `syllablesEnd` group (or the matching group of the letter you pass). If you want to have multiple rules for a same set, simply separate them with a comma: rules = "$e$s, $s$e" Each rule would have an equal chance to be used at each generation. If desired, you can give specific chances for each rule (by default they all have the same chance of being used): rules = "%50$e$s, $s$e" Instead of each rule having 1/2 chance to be used, the first one would have 1/2*50% chance. **Tags:** library **Repository:** https://github.com/FaceDeer/name_generator **License:** MIT
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