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**Title:** Offhand Items
**Description:**
**Details:**
# Offhand Items
This is a port of [mcl_offhand](https://github.com/MineClone2/MineClone2/tree/master/mods/HUD/mcl_offhand) for use with any other Minetest subgame.
Instead of using the offhand as a shield slot, this mod lets you use it for any item of your choice.
You can switch items between hands by pressing a configurable button (by default aux1 or E). When using a tool, press right-click to use the action of your offhand.
This lets you place torches and other nodes without having to put away your sword or pickaxe.
## Recommended Mods
This mod should work with any game and configuration. However, the following mods are recommended to make the most out of it:
* [visible_wielditem](https://content.luanti.org/packages/LMD/visible_wielditem/) - Attaches a 3D preview of the held item in your main hand. Recommended for visual consistency. Disable the *wieldview* mod if you also use 3d_armors.
* [wielded_light](https://content.luanti.org/packages/bell07/wielded_light/) - Registers held items as light sources. Also works for items in your offhand. You might also be interested in the [3d_armor_light](https://content.luanti.org/packages/AntumDeluge/3d_armor_light/) extension.
## Credit & License
This mod is licensed under GNU GPL v3 like the original.
Check [Mineclone 2's Credit section](https://github.com/MineClone2/MineClone2/blob/master/CREDITS.md) for information on the original authors.
The `wielditem.lua` is forked from [visible_wielditem](https://content.luanti.org/packages/LMD/visible_wielditem/) by appgurueu. That specific file is dual-licensed under GNU GPL v3 as well as MIT.
Texture pack in the screenshot is Soothing32 (CC BY SA-4.0).
**Tags:** inventory, tools
**Repository:** https://github.com/t-affeldt/minetest_offhand
**License:** GPL-3.0-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 6044,
"license": "GPL-3.0-only",
"package_id": "TestificateMods/offhand",
"repo": "https://github.com/t-affeldt/minetest_offhand",
"tags": [
"inventory",
"tools"
],
"type": "mod",
"website": null
}
|
**Title:** AdvTrains Livery Tools
**Description:**
**Details:**
Currently in Beta release, AdvTrains Livery Tools is an extension for [Advanced Trains](https://content.luanti.org/packages/orwell/advtrains/) that adds APIs for mod developers to support more livery options for their wagons and locomotives. It also adds a livery designer tool that can be used by players in-game to view and customize the liveries of their wagons and locomotives from participating mods. The following are examples of participating mods:
* [Advtrains Japanese Tram TLR0600](https://content.luanti.org/packages/advtrains_supplemental/advtrains_train_jpntlr600/)
* [Classic Coaches](https://content.luanti.org/packages/Marnack/classic_coaches/)
* [DlxTrains](https://content.luanti.org/packages/Marnack/dlxtrains/)
* [Sim Trains](https://content.luanti.org/packages/Nazalassa/sim_trains/)
* [Subways](https://content.luanti.org/packages/sylvester_kruin/subways/)
* [TfL S7 Stock Modpack](https://content.luanti.org/packages/advtrains_supplemental/tfl_s7_stock_modpack/)
## Included mods
Please see the README file in each of the included mod folders for detailed information.
- **AdvTrains Livery Database** - This mod provides an API for AdvTrains mods to register their wagons and associated livery information with a non-persistent in-game database for sharing with other mods. Other mods can then use this data to preview, manipulate or apply livery designs to registered wagons.
- **AdvTrains Livery Designer** - This mod provides an in-game tool that enables players to view and modify the livery of their wagons. *The wagons must be from participating mods that register their wagons with the AdvTrains Livery Designer and that have livery information added to the AdvTrains Livery Database.*
## Design Goals
This modpack is the key component of a livery customization system for Advanced Trains designed to benefit both players and mod developers. The design goals for the livery customization system included the following:
* Provide an Advanced Trains specific alternative for the commonly used bike painter tool that offers more in-game wagon livery customization options for wagon owners. The new designer tool should be able to work interchangeably with the bike painter tool in that the new tool should be able to customize wagons previously painted with the bike painter tool and the bike painter tool should be able to paint wagons previously updated with the new designer tool.
* Develop a livery sharing mechanism that allows mods to share and extend livery customization information.
* Support some of the livery customization features found in some existing wagon mods by providing for optional callback functions that can be used by those mods can handle their particular implementations.
* Implement support for a "livery pack" concept in which mod developers can create mods that extend the livery customization options for wagons that are defined in other mods that participate in this livery customization system.
* Support mods that add tools and nodes that can interact with a wagon's livery and appearance.
* Allow for easy extension of livery customization options. In other words, it should be relatively easy to extend the number and type of customization options that can be included in a livery template. It is not assumed, however, that updating the livery designer tool to accommodate such additions will necessarily also be as easy.
Note that fully achieving and maintaining all of these goals could require some trade-offs that might limit some of the customization options that can be supported. Those will need to be evaluated as they arise to find the right balance between ease-of-use and capability.
## Definition of key terms
**Appearance** - The overall appearance of a wagon or locomotive can include several factors, including it livery, its loads (if it's a freight wagon), its apparent age, service information (display boards, line number, etc.), its unit number, etc.
**Livery** - The paint/color scheme of a wagon or locomotive, including logos and other decorative markings. A livery typically represents the brand or identity of the railway organization that owns the vehicle. A vehicle's livery is not the only factor that can affect a wagon's appearance.
**Loads** - Freight wagons can have items in their inventory that affect their appearance. These items are sometimes referred to as loads in this context. Wagons that have loads can require alternate models and/or textures to be used in constructing their appearance.
**Texture** - An image file that is used in constructing the appearance of a wagon or locomotive. More than once texture can be used to construct that appearance.
## Game Support
As with **AdvTrains**, AdvTrains Livery Tools is compatible with many games when playing in creative mode and fully supports survival mode in [Minetest Game](https://content.luanti.org/packages/Minetest/minetest_game/) and its many variants. However, AdvTrains Livery Tools also supports survival mode in games that are not based on **Minetest Game** including the following:
- [Farlands Reloaded](https://content.luanti.org/packages/wsor4035/farlands_reloaded/)
- [Hades Revisited](https://content.luanti.org/packages/Wuzzy/hades_revisited/)
- [Minecloneia](https://content.luanti.org/packages/ryvnf/mineclonia/)
- [VoxeLibre](https://content.luanti.org/packages/Wuzzy/mineclone2/) (formerly known as MineClone2)
Note that support for survival mode in those games is subject to potential breakage in the future if those games change their materials or crafting system.
## Recent Changes
### [0.9.0] - 2025-01-18
- Minor refactoring and updates for API
- Optimize PNGs
### [0.8.5] - 2024-05-25
- Remove obsolete dependencies from modpack.conf
### [0.8.4] - 2024-05-24
- Remove dependencies on mods from Minetest Game
- Add Support for survival mode in additional games
### [0.8.3] - 2023-10-18
- Use current Minetest internationalization system
### [0.8.2] - 2023-10-13
- Minor code cleanup
- Fix database API function to return proper template values (Thanks to y5nw)
### [0.8.1] - 2023-04-08
- Add mod version utilities
- Minor code cleanup
- Add missing parameter needed for a callback function
### [0.8.0] - 2023-02-01
- Initial Beta release
## Author's Notes
1) The included **AdvTrains Livery Designer** is a *livery* designer, not an appearance designer. Other factors that impact the appearance of a wagon or locomotive are handled separately by other tools, other nodes, or by special code in their respective mods.
## Licenses
Copyright © 2023-2025 Marnack
- AdvTrains Livery Tools code is licensed under the GNU AGPL version 3 license, see the included LICENSE.txt for details.
- Unless otherwise specified, AdvTrains Livery Tools (images, textures and sounds) are licensed under [CC BY-SA 3.0 Unported](https://creativecommons.org/licenses/by-sa/3.0/).
**Tags:** library, simulation, transport
**Repository:** https://github.com/Marnack/advtrains_livery_tools
**License:** AGPL-3.0-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 6073,
"license": "AGPL-3.0-only",
"package_id": "Marnack/advtrains_livery_tools",
"repo": "https://github.com/Marnack/advtrains_livery_tools",
"tags": [
"library",
"simulation",
"transport"
],
"type": "mod",
"website": null
}
|
**Title:** Show Wielded Item
**Description:**
**Details:**
This mod shows the name of the wielded item above the statbars.
----
Note: If you use Unified Inventory, you don't need this mod, as it has this feature built-in (see `README.md` for details).
**Tags:** inventory
**Repository:** https://codeberg.org/Wuzzy/minetest_show_wielded_item
**License:** LGPL-2.1-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 6069,
"license": "LGPL-2.1-only",
"package_id": "Wuzzy/show_wielded_item",
"repo": "https://codeberg.org/Wuzzy/minetest_show_wielded_item",
"tags": [
"inventory"
],
"type": "mod",
"website": null
}
|
**Title:** Areas
**Description:**
**Details:**
Features:
- Players with the 'areas' privilege can dig and place in protected areas without having to
grant themselves control over it.
- Areas can be named.
- Simpler to use.
- Players that have a certain privilege will be able to protect a set number of areas within a
size limit by themselves using the /protect command. (If the server administrator enables it)
- Areas made with node_ownership can be converted with one simple command.
- Areas can intersect.
- Area owners are displayed on the HUD.
- Players do not have to be online for you to grant them areas.
- Cleaner and faster code. :-)
**Tags:** multiplayer, server_tools, world_tools
**Repository:** https://github.com/minetest-mods/areas/
**License:** LGPL-2.1-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 14732,
"license": "LGPL-2.1-only",
"package_id": "ShadowNinja/areas",
"repo": "https://github.com/minetest-mods/areas/",
"tags": [
"multiplayer",
"server_tools",
"world_tools"
],
"type": "mod",
"website": null
}
|
**Title:** Regrow
**Description:**
**Details:**
Regrow tree fruits instead of replanting saplings, features include:
* Using a single node to regrow all fruits.
* Can regrow fruits from default, ethereal, cool trees, farming plus and xnether mods.
* Can also regrow fruits from aotearoa, australia, more trees and multibiomegen mods.
**Tags:** environment, pve, survival
**Repository:** https://codeberg.org/tenplus1/regrow
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 5635,
"license": "MIT",
"package_id": "TenPlus1/regrow",
"repo": "https://codeberg.org/tenplus1/regrow",
"tags": [
"environment",
"pve",
"survival"
],
"type": "mod",
"website": null
}
|
**Title:** Dynamic Input-Held Eating
**Description:**
**Details:**
As the title implies - a mod that implements a style of eating seen similarly in a certain other voxel game ;p
Code is licensed under GPL-v3+
Provided sounds are licensed under CC0 1.0 Public Domain
1.11 FINALLY ADDS MOBILE SUPPORT! Thank grorp for their assistance with that. Now you mobile folk shouldn't be tortured with starvation anymore!
See mods + games with hardcoded (in mod) support here: https://content.luanti.org/collections/TPH/tph_eating_mod_supp/
Be sure to play Mantar's Exile! Which has full support from my mod (for both v3 and v4):
https://content.luanti.org/packages/Mantar/exile/
ALL EXILE V4 SERVERS NOW USE MY MOD!
Most recommend is `exile-dev.planetofnix.com:30016` aka "Exiled From The Other Servers"
[Documentation (Codeberg)](https://codeberg.org/TPH/tph_eating/src/branch/master/api.md)
The video provided is hosted on catbox.moe (file hosting service): [https://files.catbox.moe/4oe107.mp4](https://files.catbox.moe/4oe107.mp4)
Holding down RMB (or whatever tph_eating.use_key is set to for player:get_player_controls() ) will make you begin to eat the food with eating sounds and upon 4 (or how many repetitions specified in API or tool), will complete eating with a burp (unless tph_eating.burping is not set to true or a tool specifies a custom end sound)
Pseudo-animation for 5.4.0+ implemented (you will see your food infront of your face and it will move with your head ;p)
Minetest 5.9 will have an issue with any version of this mod before 1.9 (spam of error logs)
Minetest 5.0.1 and 5.1.0 have odd but non-gamebreaking issues and are considered "compatible". Minetest 5.2.0 and 5.3.0 do not properly display the wield_item entity however is otherwise operational. No issues with Minetest 5.4.0 and onwards
If you wish to be able to iterate over the table with `pairs()` I recommend installing https://content.luanti.org/packages/TPH/metatable_metamethods/ !
**Tags:** food, mtg, sound_music
**Repository:** https://codeberg.org/TPH/tph_eating
**License:** GPL-3.0-or-later
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 1486,
"license": "GPL-3.0-or-later",
"package_id": "TPH/tph_eating",
"repo": "https://codeberg.org/TPH/tph_eating",
"tags": [
"food",
"mtg",
"sound_music"
],
"type": "mod",
"website": null
}
|
**Title:** Sounds Redone
**Description:**
**Details:**
Gives 50+ MTG blocks their own specific sounds, including new footstep sounds, digging, and building!
This mod is super satisfying, and adds more realisim. This mod is a must-have mod for every world.
SUPPORTED BLOCKS:
* Brick Block
* Mese Lamp
* Cobblestone
* Stone Brick, Desert Stone Brick, Sandstone Brick, Desert Sandstone Brick, Silver Sandstone Brick
* Stone Block, Desert Stone Block, Sandstone Block, Desert Sandstone Block, Silver Sandstone Block
* Coal Ore, Tin Ore, Iron Ore, Copper Ore, and Gold Ore
* Bones
* Papyrus
* Coal Block, Diamond Block, Mese Block, Obsidian
* All wood planks
* All wool blocks
* All Permafrost types
* Acacia Leaves and Pine Needles
**Tags:** sound_music
**Repository:** https://github.com/starninjas/sounds_redone
**License:** CC0-1.0
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 4209,
"license": "CC0-1.0",
"package_id": "StarNinjas/sounds_redone",
"repo": "https://github.com/starninjas/sounds_redone",
"tags": [
"sound_music"
],
"type": "mod",
"website": null
}
|
**Title:** Crafting Guide Plus
**Description:**
**Details:**
Crafting Guide Plus is a simple and intuitive crafting guide and auto-crafting mod for Minetest. CGP is compatible with
Minetest Game and any other games that use sfinv. It was built mostly from the ground up, with some inspiration from
jp's mod as well as Unified Inventory.
## Features:
- "Intelligent" auto-crafting, or rather, automatic craft staging. This feature can be disabled if it is not wanted.
- Group support, including group search and support for craft recipes requiring items in multiple groups.
- Shaped and shapeless crafting recipe previews of any size.
- Fuel and cooking recipes, including fuel replacements and burning/cooking times.
- Digging and digging by chance (item drop) previews.
## Known issues:
- The auto-crafting algorithm is not *perfect*. For craft recipes requiring items in a group, only the item with the
greatest count from the player's inventory will be utilized.
- Items in multiple groups will not always display correctly in craft view.
**Tags:** inventory
**Repository:** https://github.com/random-geek/cg_plus
**License:** LGPL-3.0-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 12154,
"license": "LGPL-3.0-only",
"package_id": "random_geek/cg_plus",
"repo": "https://github.com/random-geek/cg_plus",
"tags": [
"inventory"
],
"type": "mod",
"website": null
}
|
**Title:** OverPowered
**Description:**
**Details:**
This mod adds powerful endgame tools, armor, and blocks for players that feel like they have everything in the game, this is yet another milestone for you to reach. While these items are made very powerful they are also very hard to get as you need 1 diamond block and 1 mese block for each ingot as well as some of these items than need not only OP Ingots but OP Blocks meaning you will need 9 more.
### Crafting:
**Ingots**: Use 2 diamond blocks and 2 mese in the craft grid in a checkered pattern to get 2 untreated ingots. Smelt these in a furnace to then get the ingots.
**Blocks**: Fill craft grid with ingots in the same way that you would craft blocks made from other ores.
**Tools/Weapons**: To craft the sword use 2 ingots and 1 obsidian shard in the same pattern as a default sword. For the multitool use 2 obsidian shards and 3 alloy blocks in the shape of a pickaxe.
**Armor**: Same as default with ingots, however in the helmet there is a block in the top row and and in the chestplate a block in the very center.
**Tags:** tools
**Repository:** https://github.com/aidanlcb/overpowered
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 12460,
"license": "MIT",
"package_id": "AidanLCB/overpowered",
"repo": "https://github.com/aidanlcb/overpowered",
"tags": [
"tools"
],
"type": "mod",
"website": null
}
|
**Title:** Cleaner
**Description:**
**Details:**
### Description:
A mod that can be used to remove/replace unknown entities, nodes, & items. Originally forked from [PilzAdam's ***clean*** mod](https://forum.luanti.org/viewtopic.php?t=2777).
For planned features & changes see the [TODO list](https://codeberg.org/AntumLuanti/mod-cleaner/src/master/TODO.txt).
### Licensing:
[MIT](https://codeberg.org/AntumLuanti/mod-cleaner/src/master/LICENSE.txt)
### Requirements:
- v1.2: Minetest 5.0 or newer
- Depends: none
### Usage:
In version 1.2, a single file [`cleaner.json`](https://antummt.github.io/mod-cleaner/reference/latest/topics/config.html#cleaner.json) is used for configuration. If the old `clean_entities.json`, `clean_nodes.json`, & `clean_items.json` files are found, they will be converted.
A [pencil tool](https://antummt.github.io/mod-cleaner/reference/latest/topics/tools.html#cleaner:pencil) has been added for admins with `server` privilege to edit nodes.
Many new [chat commands](https://antummt.github.io/mod-cleaner/reference/latest/topics/commands.html) have been added.
### Links:
- [Reference](https://antummt.github.io/mod-cleaner/reference/latest/)
- [Changelog](https://codeberg.org/AntumLuanti/mod-cleaner/src/master/changelog.txt)
- [TODO](https://codeberg.org/AntumLuanti/mod-cleaner/src/master/TODO.txt)
- [GitHub mirror](https://github.com/AntumMT/mod-cleaner)
### Alternative mods:
- [](https://forum.luanti.org/viewtopic.php?t=2777)
- [](https://content.luanti.org/packages/AiTechEye/servercleaner/)
**Tags:** world_tools
**Repository:** https://codeberg.org/AntumLuanti/mod-cleaner
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 4325,
"license": "MIT",
"package_id": "AntumDeluge/cleaner",
"repo": "https://codeberg.org/AntumLuanti/mod-cleaner",
"tags": [
"world_tools"
],
"type": "mod",
"website": null
}
|
**Title:** SF Inventory Bags
**Description:**
**Details:**
This mod adds a BAGS tab to your SF Inventory and allows the player to craft different sized bags to place into each slot, open it and then use as a separate inventory.
Bags are crafted using leather so most mobs mods will work fine, but just incase Vegan leather can be crafted using mushrooms :)
**Tags:** inventory, storage
**Repository:** https://codeberg.org/tenplus1/sfinv_bags
**License:** BSD-3-Clause
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 6153,
"license": "BSD-3-Clause",
"package_id": "TenPlus1/sfinv_bags",
"repo": "https://codeberg.org/tenplus1/sfinv_bags",
"tags": [
"inventory",
"storage"
],
"type": "mod",
"website": null
}
|
**Title:** Savoia S-21
**Description:**
**Details:**
# savoia_s21
Savoia S21 for Minetest
This is Savoia S.21 from 1992 anime movie "Porco Rosso", also known as "Kurenai no Buta".
Some info about movie - http://en.wikipedia.org/wiki/Porco_Rosso
This mod depends on WW1 Planes modpack installed.
The plane flies and shoot as the same of WW1 modpack, but with it's own flight parameters
Licence of the code: MIT
Licence of textures and 3d model: CC0
see licence file
**Tags:** shooter, transport
**Repository:** https://github.com/APercy/savoia_s21
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 2650,
"license": "MIT",
"package_id": "apercy/savoia_s21",
"repo": "https://github.com/APercy/savoia_s21",
"tags": [
"shooter",
"transport"
],
"type": "mod",
"website": null
}
|
**Title:** Hunger NG
**Description:**
**Details:**
**_Hunger NG_ is a mod for Minetest adding a very customizable and easy to extend hunger system.**
The mods adds a hunger bar at the position of the breath bar and hides the bar if the breath bar becomes visible so the most important bar is shown without cluttering the UI too much.
Lots of food from various mods is supported.
See [here](https://git.0x7be.net/dirk/hunger_ng/src/branch/main/doc) for more information, or Git source site for details on the code.
**Tags:** hud, player_effects, survival
**Repository:** https://git.0x7be.net/dirk/hunger_ng
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 9776,
"license": "MIT",
"package_id": "Linuxdirk/hunger_ng",
"repo": "https://git.0x7be.net/dirk/hunger_ng",
"tags": [
"hud",
"player_effects",
"survival"
],
"type": "mod",
"website": null
}
|
**Title:** Terraform
**Description:**
**Details:**
Features:
* Flexible painting brush:
* Create new terrain using sphere, cube, cylinder and plateau shapes.
* Smoothen and reshape existing terrain
* Mask support for conditional editing
* Weighted pattern support (use item stacks)
* Various modifiers to simulate gravity, replace layers, place decorations
* UI-based configuration
* Undo support both for brush operations and normal block digging/placing
* Teleport tool for faster travel
* Light tools:
* Light up the working area, whether working during night or in a deep cave
* One-click light fixer
* All tools protected with a dedicated priviledge
**Tags:** building_mechanics, creative, world_tools
**Repository:** https://github.com/x2048/terraform
**License:** AGPL-3.0-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 5224,
"license": "AGPL-3.0-only",
"package_id": "x2048/terraform",
"repo": "https://github.com/x2048/terraform",
"tags": [
"building_mechanics",
"creative",
"world_tools"
],
"type": "mod",
"website": null
}
|
**Title:** Mob Mese Monster Classic
**Description:**
**Details:**
# Classic Mese Monster
These mobs are territorial and spawn below -20 and will fire mese shards at passers by, so best avoided. Will drop mese when killed. Another thing - they do not take damage from simple weapons.
**Tags:** mobs, pve, survival
**Repository:** https://codeberg.org/tenplus1/mob_mese_monster_classic
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 2335,
"license": "MIT",
"package_id": "TenPlus1/mob_mese_monster_classic",
"repo": "https://codeberg.org/tenplus1/mob_mese_monster_classic",
"tags": [
"mobs",
"pve",
"survival"
],
"type": "mod",
"website": null
}
|
**Title:** Skeletons
**Description:**
**Details:**
With this mod, you can get a player skeleton by digging player bones. If you want to create a charnel-house to memory your dies, this can make it look better.
This mod includes support for mobs_animal. Bones can be used by bonemeal mod for crafting fertilizer.
Add possibility (Have to be enabled by configuration) to drop more variants of the player skeleton (skull). Can depend on the player's diet, kills, or luck.
**Tags:** decorative, pve, pvp, survival
**Repository:** https://github.com/sfence/skeletons
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 7375,
"license": "MIT",
"package_id": "SFENCE/skeletons",
"repo": "https://github.com/sfence/skeletons",
"tags": [
"decorative",
"pve",
"pvp",
"survival"
],
"type": "mod",
"website": null
}
|
**Title:** Teleport Potion
**Description:**
**Details:**
Adds craftable teleport potions (throwable) and teleport pads.
USE on block to enchant location then PLACE to set, also right-clicking teleport pads lets you name it's destination or manually enter coordinates if you have 'teleport' privelage.
**Tags:** transport
**Repository:** https://codeberg.org/tenplus1/teleport_potion
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 9510,
"license": "MIT",
"package_id": "TenPlus1/teleport_potion",
"repo": "https://codeberg.org/tenplus1/teleport_potion",
"tags": [
"transport"
],
"type": "mod",
"website": null
}
|
**Title:** Path
**Description:**
**Details:**
This mod allows players to create dirt paths using a shovel. When a player right-clicks on a dirt block, the mod transforms that block into a dirt path, provided there is nothing above the block.
If there is grass, ferns, flowers, or mushrooms above, they will be dropped to the ground.
Additionally, the shovel used to create the path will wear down slightly with each use.
The mod can create paths on any dirt block regardless of the mods used (as long as the dirt block has the group soil = 1). The same goes for shovels; it works with all tools classified as shovels, regardless of the mods used. (as long as the shovel tools has the group shovel = 1).
**Tags:** decorative
**Repository:** https://github.com/Atlante1952/atl_path/tree/main
**License:** LGPL-3.0-or-later
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 1175,
"license": "LGPL-3.0-or-later",
"package_id": "Atlante/atl_path",
"repo": "https://github.com/Atlante1952/atl_path/tree/main",
"tags": [
"decorative"
],
"type": "mod",
"website": "https://github.com/Atlante1952/atl_path/tree/main"
}
|
**Title:** Mineclone Bubble Columns
**Description:**
**Details:**
# mcl_bubble_column
A bubble column is a block generated by placing magma blocks or soul sand in water (source).
Bubble columns push or pull entities and items in certain directions.
**Tags:** environment, transport
**Repository:** https://github.com/Minetest-j45/mcl_bubble_column
**License:** GPL-3.0-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 4579,
"license": "GPL-3.0-only",
"package_id": "j45/mcl_bubble_column",
"repo": "https://github.com/Minetest-j45/mcl_bubble_column",
"tags": [
"environment",
"transport"
],
"type": "mod",
"website": null
}
|
**Title:** Bell
**Description:**
**Details:**
This is a small mod that adds a bell that tells you the hour. Like a normal church bell which used to be found in many German villages and town halls, it sounds as many times as the hour calls for.
In emergencies (i.e. mobs attacking en mass), players may ring the bell manually.
The normal bell that chimes the hour ought to be placed by moderators only in order to avoid spam. I've added a version of the bell that looks the same, can actually be crafted, can still be ringed manually (hear distance is smaller), but does not chime the hour automaticly.
Important: You have to add your own sounds. Just create a folder sounds/ in the mod's directory and drop files bell_bell.ogg and bell_small.ogg in it.
**Tags:** building, sound_music, technology
**Repository:** https://github.com/Sokomine/bell
**License:** GPL-3.0-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 5133,
"license": "GPL-3.0-only",
"package_id": "Sokomine/bell",
"repo": "https://github.com/Sokomine/bell",
"tags": [
"building",
"sound_music",
"technology"
],
"type": "mod",
"website": null
}
|
**Title:** Industrious
**Description:**
**Details:**
Adds many new industrious-themed blocks and tools. Concrete, asphalt, new tools, and metal variatiosn to ladders, doors, bars and more.
This mod's initial release was made in only 10 hours!
# **Metal Variations**
- Copper, Tin, Bronze and Gold variations of many nodes.
- Doors and trapdoors
- Ladders
- Bars
- Signs
# **Concrete**
- Powder can be crafted from sand and garvel
- Concrete can be made from powder and water
- Cheap, and hard to break
- Many concrete nodes, like bricks, block walls and slabs
# **Mining Updates**
- Gold, Iron and Coal can be found in desert stone
- Raw ore blocks for all ore types
- Desert and Mineral-rich gravel
- Diamond in Coal Block
# **Misc Nodes**
- Asphalt
- Encased Mese Light
- Ice block and bricks
- Log Walls
- many more
This mod also makes obsidian blast-proof, and desert sand craftable if sand is mixed with clay.
**Tags:** building, building_mechanics, crafting, mapgen, mtg, storage, survival, tools
**Repository:** https://github.com/starninjas/industrious
**License:** CC0-1.0
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 2219,
"license": "CC0-1.0",
"package_id": "StarNinjas/industrious",
"repo": "https://github.com/starninjas/industrious",
"tags": [
"building",
"building_mechanics",
"crafting",
"mapgen",
"mtg",
"storage",
"survival",
"tools"
],
"type": "mod",
"website": null
}
|
**Title:** Advtrains Basic Trains
**Description:**
**Details:**
This modpack contains the trains which were the "default" trains in advtrains up to version 2.2.1.
You can find more details on the [advtrains wiki](http://advtrains.de/wiki/doku.php?id=usage:trains:basic_trains).
**Tags:** technology, transport
**Repository:** http://git.bananach.space/basic_trains.git/
**License:** AGPL-3.0-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 20501,
"license": "AGPL-3.0-only",
"package_id": "orwell/basic_trains",
"repo": "http://git.bananach.space/basic_trains.git/",
"tags": [
"technology",
"transport"
],
"type": "mod",
"website": "http://advtrains.de/wiki/doku.php?id=usage:trains:basic_trains"
}
|
**Title:** Automated Storage & Retrieval System
**Description:**
**Details:**
This mod adds a system for mass storage. By placing lift and storage nodes you can expand the system storage. Easily find your items with a search, and share access with other players on a player-name basis.
**Tags:** inventory, storage
**Repository:** https://notabug.org/NathanS21/asrs
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 1869,
"license": "MIT",
"package_id": "Nathan.S/asrs",
"repo": "https://notabug.org/NathanS21/asrs",
"tags": [
"inventory",
"storage"
],
"type": "mod",
"website": "https://www.nathansalapat.com/minetest/asrs"
}
|
**Title:** Pink Details
**Description:**
**Details:**
A texture pack that makes various nodes and items pink!
## 📖 Supported mods 📖
The currently supported mods are all included in [Minetest Game][MTG].<br>
Here's the complete list of supported mods. May be updated in the future:
- `beds` (included in [Minetest Game][MTG]).
- `binoculars` (included in [Minetest Game][MTG]).
- `butterflies` (included in [Minetest Game][MTG]).
- `creative` (included in [Minetest Game][MTG]).
- `default` (included in [Minetest Game][MTG]).
- `doors` (included in [Minetest Game][MTG]).
- `farming` (included in [Minetest Game][MTG]).
- `fireflies` (included in [Minetest Game][MTG]).
- `flowers` (included in [Minetest Game][MTG]).
- `player_api` (included in [Minetest Game][MTG]).
- `screwdriver` (included in [Minetest Game][MTG]).
- `stairs` (included in [Minetest Game][MTG]).
- `tnt` (included in [Minetest Game][MTG]).
- `vessels` (included in [Minetest Game][MTG]).
- `wool` (included in [Minetest Game][MTG]).
[MTG]: https://github.com/minetest/minetest_game
**Tags:** 16px
**Repository:** https://github.com/Crystal741/pink_details
**License:** CC-BY-SA-4.0
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 2886,
"license": "CC-BY-SA-4.0",
"package_id": "Crystal741/pink_details",
"repo": "https://github.com/Crystal741/pink_details",
"tags": [
"16px"
],
"type": "txp",
"website": null
}
|
**Title:** Hyperloop
**Description:**
**Details:**
The fast and modern way of travelling.
* Hyperloop allows travelling from point point in seconds (900 km/h) :-)
* Hyperloop tubes can be build in teamwork together with other players
* It can be used even on small servers (Raspberry PI) without lagging
* No configuration or programming of the tube network is necessary (only the station names have to be entered)
To the [Tutorial](https://github.com/joe7575/Minetest-Hyperloop/wiki)
**Tags:** plants_and_farming, transport
**Repository:** https://github.com/joe7575/Minetest-Hyperloop
**License:** LGPL-2.1-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 11145,
"license": "LGPL-2.1-only",
"package_id": "joe7575/hyperloop",
"repo": "https://github.com/joe7575/Minetest-Hyperloop",
"tags": [
"plants_and_farming",
"transport"
],
"type": "mod",
"website": null
}
|
**Title:** Folks
**Description:**
**Details:**
# Features
* Create an NPC
* Delete an NPC
* Despawn created NPCs without deleting them
* Respawn created NPCs (can spawn copies of the same NPC and every copy will be updated when one is changed)
* Custom name and name color
* Custom texture
* Custom messages (the NPC will cycle through them and send them in order every time a player right clicks the NPC)
* Can bind name and texture to a specific player ([skins_collectible](https://gitlab.com/zughy-friends-minetest/skins-collectible) needed)
* You need to change line 224 on skins_collectible on file api.lua with `player_api.set_textures(player, {loaded_skins[skin_ID].texture})`
* NPCs stare at near players
* Geolocalize your custom messages
# How To
I have written an How To on the forum post, you can check it out [here](https://forum.minetest.net/viewtopic.php?f=9&t=26121&p=389081#p389081)
**Tags:** adventure__rpg, mobs
**Repository:** https://gitlab.com/SonoMichele/folks
**License:** GPL-3.0-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 3423,
"license": "GPL-3.0-only",
"package_id": "SonoMichele/folks",
"repo": "https://gitlab.com/SonoMichele/folks",
"tags": [
"adventure__rpg",
"mobs"
],
"type": "mod",
"website": "https://micheleviotto.it"
}
|
**Title:** Cheese
**Description:**
**Details:**
# Cheese!
Are you tired of cooking cheese? Having to put in the input slot a bucket of milk,
wait for it to cook into cheese and then manually take out of the input the empty
bucket to then replace it with yet another bucket, doing the same thing over and over????
Well, look no further fellow minetester! I present you a way to craft cheese in a different way,
without having to swap buckets ever again! ;)
### Boiling
First lets talk about the *Milk Cauldron*:
Use copper to craft this furnace-like node. It can only boil some liquid held in a
bucket, therefor you cannot use it to smelt or cook anything else.
You can use milk buckets, water buckets to make salt, and a few more items!
It has 4 distinct slots types:
#### Input or Source
In order to activate the boiling, you need to add something to boil first!
#### Input Reserve
As the max stack size of a bucket holding a liquid is 1, there are problems to boil
more than one thing, therefor this slot list can come to your aid!
When an item is done boiling in the Source slot, another item will be automatically
fetched from this Reserve, and the boiling process will continue! (if you added boilable items of course)
#### Output or Destination
This is a normal slot, like in the furnace, except that you will get the replacements
here, so this slot will held empty buckets too!
#### Fuel
Normal fuel slot, nothing to add here. Enjoy boiling! ;)
### Cheese Aging
Now, did you expect cheese to come out of that cauldron? Well, nope.
Milk boils into two things, *Curd* with is the sold part, and *Whey* which is the liquid part.
Cheese is essentially aged curd, but where to start this process? In a *Cheese Aging Rack*!
There are a total of 12 different cheese types that you can acquire, through the use of this Rack,
placed in a dark spot. There are 3 types of Cheese Rack, *Wooden*, *Stone* and *Mossy*, each with
their aging time, giving you a a few pieces of one random type of the 4 assigned to that Rack.
So if you want a particular cheese, you need to have the right Rack.
If you have the mod [astral] installed, there will be differences upon harvesting the aged cheese,
if certain moon or sun event is happening.
You can still normally cook *Curd* to get a "default" cheese (for example mobs:cheese)
and *Whey* into *Ricotta* (You can boil it in the *Milk Cauldron* too).
### Stretched Cheese
Actually... there are a few more cheeses, that you can craft instead of wait to age.
You can use *Curd* with water and salt to craft *Stretched Cheese*, and give it a shape,
making *Mozzarella*, *Scamorza* and *Caciocavallo*. *Scamorza* can be eaten as it
is but it satiates more if you cook it into *Smoked Scamorza*. You need some string
to craft *Caciocavallo* and cannot be eaten as is. In needs to age by hanging it
on a wooden ceiling in the dark. I know, when i said that there is *Mozzarella*,
you would want a pizza, right? Not here, sorry. This mod only provides cheeses.
Their uses are on other mods using this one.
### Maing Cream
There are other dairy products, you know? Like *Cream*! And what usage has the other liquid
that you can from boiling milk? Just craft a *Cream Separator* and you'll find out!
Right click on it, with either milk or *Whey*, and it will spin, (technically, centrifuging)
giving you some delicious *Cream*! If you use milk you will get more than just by using *Whey*.
### Making Butter
Yet another dairy product, *Butter*! Much like the *Cream Separator*, you need to craft a
*Churn* and right click it to get some golden *Butter*. You can use milk to get one piece of butter,
or *Cream* to get 3.
### Ice Cream
Yes. There is *Ice Cream* too! You can craft a base using milk, *Cream*, sugar and snow.
Currently there isnt much to do with it except *Neapolitan Ice Cream*, but if you
have the [icecream] mod installed, the recipes will now use this new base.
### Veg Alternatives
Why? Why not! I wanted to include more people, so this mod can be used by dairy-free people too!
if you have the [moretrees] mod, you can make *Coconut Cream* with coconut milk usign the *Cream Separator*,
*Vegetable Butter* by using the *Churn* with *Vegetable Butter Preparation*, crafted with *Coconut Cream*,
oil and vegetable milk and *Vegan Ice Cream* crafting together vegetable milk, *Coconut Cream*, sugar and snow.
### Fantasy Cheeses
Yes, you read that right. There is a fourth Rack type: *Obsidian*. You can use *Curd*
or ... other items, each giving you a specific type of cheese, so this isn't random.
I'll let you find out how to use it, but you'll need [ethereal] mod for most cheese.
Its behaviour changes if you again have [astral] and [mana] mod installed. There is a change to [moobloom] too.
Eating each fantasy cheese will give you a special effect if you have the [playereffects] mod installed.
(The effects still need to be worked on, they are not perfect).
### License
Code and Textures by Annalysa, GLGP LICENSE v2.1 for code, CC-BY-SA 3.0 UNPORTED for textures.
Sounds are CC0.
##### *Italian traslation available*
**Tags:** education, food, simulation
**Repository:** https://github.com/AnnalysaTheMinetester/cheese.git
**License:** LGPL-2.1-only
|
Luanti ContentDB
|
{
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"downloads": 3085,
"license": "LGPL-2.1-only",
"package_id": "Annalysa/cheese",
"repo": "https://github.com/AnnalysaTheMinetester/cheese.git",
"tags": [
"education",
"food",
"simulation"
],
"type": "mod",
"website": null
}
|
**Title:** Visible Wielditem
**Description:**
**Details:**
# Visible Wielditem
Shows wielded items in-world.
## Features
Modern alternative to [`wield3d`](https://github.com/stujones11/wield3d):
* Relies less on deprecated engine APIs, doesn't aim to support older MT versions
* Supports colored items. Works well with [`epidermis`](https://github.com/appgurueu/epidermis).
* Supports glow (for environmental lighting use a wielded light mod)
* Indicates size of stacks
* Provides a proper API for mods to use
* Rotates the model instead of the texture
## License
Code written by [appgurueu](https://github.com/appgurueu) and licensed under the MIT license.
The screenshot (`screenshot.png`) uses [Hugues Ross'](https://content.luanti.org/users/Hugues%20Ross/) [RPG16](https://content.luanti.org/packages/Hugues%20Ross/rpg16/) texture pack, which is licensed under CC-BY-SA-4.0, and is therefore licensed under CC-BY-SA-4.0 as well.
## API
All within the `visible_wielditem` global variable.
### `get_attachment(modelname, itemname)`
Returns a table with fields `bonename`, `position` (unit: metric/nodes), `rotation` (unit: degrees) and `scale` (number, unit: metric/nodes) based on model attachments and item tweaks.
### `model_attachments`
Table. Keys are model media (file) names, values are tables with field `bonename`, `position`, `rotation` and `scale`. The special field `default` is used for default attachment settings based on `character.b3d` if no model attachments are specified for a player model or if the specified attachment settings are incomplete.
### `item_tweaks`
Table of tweaks applied based on the item. Subtable entries have strings as keys and tweak tables with fields `position`, `rotation` and `scale` as values. `position`s are added up, `rotation`s are properly composed, `scale` is multiplied.
#### `types`
Applies tweaks based on item type. Possible keys are `unknown`, `node`, `tool` and `craftitem`.
#### `groups`
Tweaks for a key are applied if the item has an item group with that name.
#### `names`
Tweaks for a single item, by full item name.
**Tags:** library, multiplayer
**Repository:** https://github.com/appgurueu/visible_wielditem
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 2967,
"license": "MIT",
"package_id": "LMD/visible_wielditem",
"repo": "https://github.com/appgurueu/visible_wielditem",
"tags": [
"library",
"multiplayer"
],
"type": "mod",
"website": null
}
|
**Title:** Witches
**Description:**
**Details:**
# [witches] Witches (Mobs Redo addon) [mod] for Minetest
Witches is copyright 2022 Francisco Athens, Ramona Athens, Damon Athens and Simone Athens
The MIT License (MIT)
* code/issue tracking :https://gitlab.com/freelikegnu/witches
* forum discussion: https://forum.minetest.net/viewtopic.php?t=25084
* ContentDB: https://content.luanti.org/packages/FreeLikeGNU/witches/
Witches inhabit the land! They are currently in development but, can already:
* Spawn near wood above ground and in their cottages.
* Witches have magic! They will defend themselves and each other against aggressive players and mobs!
* If you are repeatedly helpful to a witch something good is likely to happen!
* New Witch cottage code with no additional mod requirements!
* If protector (or similar) mod is available and enabled, Witches will not build in these areas!
* Chance of cottage to spawn over a dungeon if it is generated near the surface.
* Have a name and origin location which they will tell player.
* Randomly choose hair color and style
* Randomly choose hat style and hat ornaments
* mod_storage (found in the worlds/worldname folder) is now used to seperate customizable content from code updates!
* Witches quest requested items and rewards are now fully customizable in generated mod_storage database!
* Witches cottage funiture can be changed or added via generated mod_storage database!
* Basic interactivity:
will follow player for holding certain items.
one of those items they will request with randomly chosen text, if player right clicks
if player is holding that requested item and right click witch player will receive a reward!
the reward is a personalized tool with increased stats!
## Required Mods:
* Mobs Redo by TenPlus1 API as of version 20200516: to run
* https://forum.minetest.net/viewtopic.php?f=9&t=9917
* Mobs Redo git repository: https://notabug.org/TenPlus1/mobs_redo
## Optional Mods:
* protector (or similar) - to prevent Witches from placing cottages or spawning in protected areas!
* Any mobs from any mobs mod attacking Witches may be turned into a sheep!
* Fireflies, vessels, and doors from Minetest Game for certain effects and rewards
## Licenses of Source Media Files:
* witches_witch.b3d and witch.blend
* copyright 2020 Francisco Athens, Ramona Athens, Damon Athens and Simone Athens
Creative Commons Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
* http://creativecommons.org/licenses/by-sa/3.0/
* above meshes based on character from minetest_game
* by MirceaKitsune (WTFPL)
* https://github.com/minetest/minetest_game/blob/master/mods/default/README.txt#L71
* witches_*.png files and witches_*.xcf files:
* copyright 2020 Francisco Athens, Ramona Athens, Damon Athens and Simone Athens
Creative Commons Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
* http://creativecommons.org/licenses/by-sa/3.0/
* sheep.blend, sheep.xcf witches_sheep.b3d, witches_sheep.png witches_sheep_wool.png:
* copyright 2020 Francisco Athens
Creative Commons Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
* http://creativecommons.org/licenses/by-sa/3.0/
* sheep.lua code adapted from mobs_animals by TenPlus1 and authors credited in sheep.lua
* Sound files:
witches_magic01.ogg MATRIXXX_ December 28th, 2018 CC-BY 3.0
https://freesound.org/people/MATRIXXX_/sounds/455205/
witches_magic02.ogg RICHERlandTV January 28th, 2014 CC-BY 3.0
https://freesound.org/people/RICHERlandTV/sounds/216089/
witches_sheep.ogg - zachrau March 6th, 2017 CC0
https://freesound.org/people/zachrau/sounds/383144/
witches_water.ogg - InspectorJ March 10th, 2018 CC BY 3.0
https://freesound.org/people/InspectorJ/sounds/421184/
Thanks to TenPlus1 for keeping the Mobs_Redo going!
Thanks to rubenwardy for awesome help and the Minetest ContentDB
Thanks to everyone in the Minetest forums and IRC for just being great!
Thanks to ctate for naming the witches first spell "Yeet"!
Thanks to kristovish for testing and providing crash reports from their live populated server!
GET MINETEST: https://www.minetest.net/
**Tags:** mobs
**Repository:** https://gitlab.com/freelikegnu/witches
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 8052,
"license": "MIT",
"package_id": "FreeLikeGNU/witches",
"repo": "https://gitlab.com/freelikegnu/witches",
"tags": [
"mobs"
],
"type": "mod",
"website": null
}
|
**Title:** Randungeon
**Description:**
**Details:**
# Randungeon
a minetest mod that adds highly randomized (incl. materials used for individual parts of each separate level) dungeons into the world, as well as tools to generate these dungeons at chosen locations with chosen or randomized properties.
Please note: This manual/README only documents how you can modify dungeon generation and the parts you can modify & influence, but not how generation of individual dungeon part works or all the dungeon offers in regards to dungeon generation apart from that.
See the "Some Images" section at the end of this manual/README for some screenshots of the actual dungeon generation.
## Natural Generation
By default around every tenth 200x200 block area of the world has one dungeon in it, with its heighest level being at y=-50 and its top starcases reaching the ground.
These dungeons can range from 10 to 50 levels deep, weighted towards shallower dephs.
Note that dungeon generation can take many seconds and that during this time many normal operations of ones world (e.g. crops growing) will be blocked.
You may consider deactivating dungeon generation (or not playing with this mod) if this bothers you.

There are severals new settings added to the "All Settings" page of minetest (under "Mods -> randungeon") for this; these being:
`Allow randungeon to generate dungeons naturally in worlds`
Enabled/Disabled depending on whether dungeons should generate naturally within the world anywhere.
Defaults to `true`. When disabled, dungeons can only be spawned using the tools available in creative mode.
`Worlds for which dungeon generation should be specifically enabled`
Comma-separated list of worlds, e.g. "world1,world2,world3" for which dungeon generation should be specifically enabled.
Don't append whitespace that isn't actually there in the world name to the world names in this list.
`Worlds for which dungeon generation should be specifically disabled`
Comma-separated list of worlds, e.g. "world1,world2,world3" for which dungeon generation should be specifically disabled.
Don't append whitespace that isn't actually there in the world name to the world names in this list.
If a world name is both in both aforementioned lists we'll apply the default setting to it.
`Chance for a dungeon to be generated per 200x200 block area in percent`
For every 200x200 block wide chunk of the world there is a chance that a dungeon will be generated in it.
This chance can be modified with this option. Must be larger than 0 and not more than 100, since it's in percent.
## Manual Dungeon Generation
When you're in creative mode (or have creative privileges) you can alsoc reate dungeons manually, regardless of randungeon's settings in minetest's menu.
There are items for this ("Dungeon Spawn Sticks) that you can left-click with to generate a dungeon beneath you, as well as two special inventory tabs ("Make Dungeon" and "Make Dungeon (unrand)") where you can configure (on a per-player basis) what they can do, none of which are only accessible in creative mode.
See https://github.com/phseiff/randungeon#manual-dungeon-generation for documentation on these.
### Manual
There's also a manual item (the gray little book) that you can left-click with to open & read this manual/READMe in-game.
## Nodes
Randungeon strives to not add any survival-mode-obtainable (and ideally no non-technical creative-mode-obtainable) blocks to the game, since it is decidedly not a block mod.
However, some blocks still got added:
### Obtainable blocks:
`The five exemplary dungeon part blocks`:
There is one special block each for pillar, floor, both wall parts and roof of the dungeon. They are colorcoded, labeled, glow in the dark, and are the default blocks for non-randomized dungeon generation via dungeon sticks. They are only obtainable via creatve mode.
`Treasure Blocks`:
There are Treasure Blocks found in treasure faults when dungeons are naturally generated; these don't have any special proeprties except for remembering & displaying the location they were found at. If natural dungeon generation is disabled, these blocks cannot be naturally found and aren't present in the creative inventory either.
There are also exemplary Treasure Blocks used as the default value for treasure blocks in manually generated dungeons, which are always present in the creative inventory and don't have any gameplay-enhancing value.
### Unobtainable blocks:
`Doors`:
The dungeon has doors in it, which are unobtainable in that
• they only drop the block they were made from when dug
• they aren't in the creative inventory
• they consist of multiple parts each in contra-intuitive ways so even getting the item via command doesn't make it easily constructable
These doors are different from normal minetest game doors in mor eways than just their looks, in that:
• they are double doors with both sides opening
• they come in all different wood materials that the mod uses
• they have a separate doorframe block above them, which comes in all block types that the mod uses
• doorframe and door are dug separately, and don't drop themselves but rather their material, as mentioned above
`Technical blocks`:
There are some blocks that mimic blocks already present in minetest game, but display alternative behavior, that are used in some part of the dungeon (not necessarily in all parts that the block they mimic is used in, though) such as
• lava whose source block doesn't ignite anything (in rooms with lava pools)
• water that only flows one block wide (in bubble caves with swamps)
• air that emits light (for dungeons that are lit up)
• bookshelfs with book textures on all four sides and with no book inventory (for when dungeon walls are made from bookshelfs)
• permafrost with snow (for snowy bubble caves; unobtainable due to dropping regular permafrost)
None of these blocks are obtainable without commands; trying to obtain one of them the usual way simply yields the block it is mimiking.
`Very Technical Blocks`:
There are also some blocks that are placed to mark certain positions during dungeon generation, all of whem get removed at the end of dungeon generation, so you will never get to see them during normal gameplay.
## Some Images






## Better Gold Blocks
I recommend replacing the `default_gold_block.png` texture in the default mod with the alternative texture provided by this mod, to make treasure rooms/pools look nicer.

^-- the texture in question
**Tags:** building, building_mechanics, mapgen
**Repository:** https://github.com/phseiff/randungeon
**License:** AGPL-3.0-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 4975,
"license": "AGPL-3.0-only",
"package_id": "Phii/randungeon",
"repo": "https://github.com/phseiff/randungeon",
"tags": [
"building",
"building_mechanics",
"mapgen"
],
"type": "mod",
"website": null
}
|
**Title:** Universal geometry realm
**Description:**
**Tags:** creative, custom_mapgen
**Repository:** https://github.com/paramat/flexrealm
**License:** WTFPL
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 7516,
"license": "WTFPL",
"package_id": "paramat/flexrealm",
"repo": "https://github.com/paramat/flexrealm",
"tags": [
"creative",
"custom_mapgen"
],
"type": "mod",
"website": null
}
|
**Title:** Hammer Of Power
**Description:**
**Details:**
### Supports Minetest Game and [Nodecore](https://content.luanti.org/packages/Warr1024/nodecore/)
## Usage
Rightclick to spawn a fling entity in your pointed direction
Punch the fling entity to fling yourself in that direction
You will take fall damage if your hammer can spawn a fling entity again (It can do so 5 seconds after punching a fling entity, your wielditem will indicate when the time is up because it will stop moving upwards)
To prevent yourself from taking fall damage you need to rightclick the ground you are falling on before you land on it. This can be achieved by holding down rightmouse and aiming at the ground.
If you do land with the rightmouse method all entities including players within a 3 node radius will be blasted away from you, the greater the falling velocity the farther they will fly. So flinging yourself downwards in midair results in a bigger blast.
Rightclick the fling entity to throw your hammer, the hammer will return to you after a while.
If it hits a player it will grab that player and allow you to move them around.
Hold down LMB and once the hammer detects that it will throw the player in your look direction and return to you
If it hits a node then it will grab a few nodes in the impact area of the drawtype "normal" and allow you to lift them through the air.
Hold down LMB and once the hammer detects that it will drop the nodes and return to you
## Minetest Game Crafting
See code (hammer_of_power/compat/mtg.lua)
## Nodecore Crafting
Annealed mallet head on an annealed lode rod for steel hammer.
Infuse steel hammer with lux for hammer of power, may take a while
**Tags:** jam_combat_mod, pve, pvp, tools
**Repository:** https://github.com/LoneWolfHT/hammer_of_power/
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 7382,
"license": "MIT",
"package_id": "Lone_Wolf/hammer_of_power",
"repo": "https://github.com/LoneWolfHT/hammer_of_power/",
"tags": [
"jam_combat_mod",
"pve",
"pvp",
"tools"
],
"type": "mod",
"website": null
}
|
**Title:** Jumpdrive
**Description:**
**Details:**
A simple Jumpdrive for minetest
Take your buildings with you on your journey
**Tags:** transport
**Repository:** https://github.com/thomasrudin-mt/jumpdrive
**License:** GPL-2.0-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 6909,
"license": "GPL-2.0-only",
"package_id": "mt-mods/jumpdrive",
"repo": "https://github.com/thomasrudin-mt/jumpdrive",
"tags": [
"transport"
],
"type": "mod",
"website": null
}
|
**Title:** Streetbuilder
**Description:**
**Details:**
This mod lets you build streets semi-automatically. You only need to provide some points the street must go through and some street parameters like the width, the block types or whether the street should have piers or not. The street parameters can be edited and saved within the mod. Streets can be built, removed and re-built with a single command.
**Tags:** building_mechanics, transport, world_tools
**Repository:** https://gitlab.com/seckl/streetbuilder.git
**License:** LGPL-3.0-or-later
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 3061,
"license": "LGPL-3.0-or-later",
"package_id": "heger/streetbuilder",
"repo": "https://gitlab.com/seckl/streetbuilder.git",
"tags": [
"building_mechanics",
"transport",
"world_tools"
],
"type": "mod",
"website": "https://gitlab.com/seckl/streetbuilder/"
}
|
**Title:** Magicalities
**Description:**
**Tags:** magic, player_effects, tools
**Repository:** https://git.icynet.eu/evert/magicalities.git
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 3395,
"license": "MIT",
"package_id": "IcyDiamond/magicalities",
"repo": "https://git.icynet.eu/evert/magicalities.git",
"tags": [
"magic",
"player_effects",
"tools"
],
"type": "mod",
"website": null
}
|
**Title:** Alchemy
**Description:**
**Details:**
## Alchemy Mod
-adds multiple potions into the game with timed effects
-adds a few different mobs
-clones some mobs_monster mobs by TenPlus1 with special loot tables
-throwable potions with timed effects
This mod has has its first stable release! The mod is now fully playable. People who download the development release may see a number of bugs or severe glitches.
**Potions:**
-speed (doubles speed for 60s)
-jump (doubles jump height for 60s)
-lunar (halves gravity for 60s)
-nightvision (lets you see at night {doesnt work in caves} for 60s)
-fortitude (increases hp to double for 60s)
-slow healing (increases hp by 1 every 3s for 60s (1 is half of a heart)
-water breathing (lets you breath underwater for 60s)
-poison (decreases hp by 1 every 3s for 60s)
-throwable versions of all of the above
**Flora:**
-adds a number of different flora with some cool effects. Will not spoil what they do for gameplay reasons.
**Mobs:**
Currently mobs are being redone. There is one Earthmob (gaea spawnling) that has the most hp and the best loot. Other mobs (dirt, sand, lava flan, tree mob) have been cloned and had their loot tables in order to make this mob as dependency free as possible. It is not likely that these mobs will remain in the mod. Some potions require special loot which is rare. You can change the loot rarity in the mobs.lua file.
#### This mod is not very friendly with Stamina. Uninstall and reintall stamina mod after installing alchemy to ensure compatability.
v
**Tags:** magic, player_effects, pvp
**Repository:** https://github.com/TheAlchemist0033/alchemy
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 8087,
"license": "MIT",
"package_id": "TheAlchemist0033/alchemy",
"repo": "https://github.com/TheAlchemist0033/alchemy",
"tags": [
"magic",
"player_effects",
"pvp"
],
"type": "mod",
"website": null
}
|
**Title:** Simple Recycle
**Description:**
**Details:**
Adds recipes to get resources back from crafted items.
**Tags:** crafting
**Repository:** https://github.com/jolesh/mt_simple_recycle
**License:** CC0-1.0
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 2099,
"license": "CC0-1.0",
"package_id": "Jolesh/simple_recycle",
"repo": "https://github.com/jolesh/mt_simple_recycle",
"tags": [
"crafting"
],
"type": "mod",
"website": null
}
|
**Title:** Australia
**Description:**
**Tags:** building, mapgen
**Repository:** https://github.com/vlapsley/australia
**License:** AGPL-2.0-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 4340,
"license": "AGPL-2.0-only",
"package_id": "demon_boy/australia",
"repo": "https://github.com/vlapsley/australia",
"tags": [
"building",
"mapgen"
],
"type": "mod",
"website": null
}
|
**Title:** Slimes inspired by TheManaWorld
**Description:**
**Details:**
Anyone here ever played [The Mana World?](https://www.themanaworld.org/) It's another libre game out there, maybe not quite as popular as Minetest, but still very nice. Anyway, I've been there, and I decided to bring back some exotic slimes for y'all, inspired by the ones found in that game!
You want slimes? We got 'em! You want* lava* slimes? Yup, we got those, too!
You want *poison* slimes? No? Well, I added them, anyway! We've got every kind of slime this side of *mars*!
...And the other side, too, if you have other_worlds installed!
Make your Minetest experience a little (or a lot) more gooey, with tmw_slimes!
I've also added something special for those mad adventurers who would dare to challenge nature itself and create the perfect slime...
**Tags:** mobs, player_effects, pve
**Repository:** https://github.com/mt-historical/tmw_slimes
**License:** GPL-3.0-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 6151,
"license": "GPL-3.0-only",
"package_id": "mt-mods/tmw_slimes",
"repo": "https://github.com/mt-historical/tmw_slimes",
"tags": [
"mobs",
"player_effects",
"pve"
],
"type": "mod",
"website": null
}
|
**Title:** Yolo
**Description:**
**Details:**
Traditional permadeath / hardcore mode for survival servers. Player death is permanent. However, players from the same IP address are able to log in using a different username. This purely bans the player name, and not the IP address.
Other players will see a "RIP" message with a reason why the player died.
**Tags:** survival
**Repository:** https://github.com/minetest-mods/yolo
**License:** LGPL-2.1-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 2900,
"license": "LGPL-2.1-only",
"package_id": "sofar/yolo",
"repo": "https://github.com/minetest-mods/yolo",
"tags": [
"survival"
],
"type": "mod",
"website": null
}
|
**Title:** Foodblocks
**Description:**
**Details:**
This mod adds large blocks for various types of food from the farming, farming\_redo & farming\_undo, and ethereal mods for Minetest Game, and for mcl\_farming in Mineclone2. They are crafted out of 9 of the original food item and each one comes with a custom texture like a giant cube version of that block.
## FAQ
Q: Isn't this a bit silly? What should I do with these blocks?
A: Yes, very silly. You could use them to build a house if you really wanted.
Q: Does this mean plants will now grow into blocks?
A: No, you have to craft the foodblocks out of plants you have already harvested.
Q: What do the foodblocks drop?
A: 9 items by default, but see the section on configuration.
## Recipes
All of these blocks are crafting by filling the 3x3 crafting grid with the appropriate harvested plant.
## Configuration
You can configure whether foodblocks will drop themselves directly, or 9 of the item that they were crafted out of. The default is to drop 9 of the item, similarly to melons or pumpkins in Mineclone. Regardless of the setting, the foodblocks will always drop themselves directly if the game is in creative mode, or in Mineclone2 when using a silk touch pickaxe. The check for creative applies to global creative mode only, not for players with the `creative` privilege.
Since blueberries were introduced to Minetest Game, but already existed in farming, this mod lets you decide what you want the blueberry blocks to drop: default blueberries, wild blueberries (from farming) or the type they were crafted from.
See settingstypes.txt and the in-game configuration menu for more information.
## API
You can register your own food blocks in your mod with the external API table `foodblocks`. Read the source for more information. Contributions back to this mod are welcome as well depending on how you want mod dependencies to work.
**Tags:** building, food, plants_and_farming
**Repository:** https://github.com/Montandalar/foodblocks
**License:** AGPL-3.0-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 3320,
"license": "AGPL-3.0-only",
"package_id": "Blockhead/foodblocks",
"repo": "https://github.com/Montandalar/foodblocks",
"tags": [
"building",
"food",
"plants_and_farming"
],
"type": "mod",
"website": null
}
|
**Title:** Unicode Signs
**Description:**
**Details:**
The ultra cool signs mod uses unicode_text and tga_encoder to add unicode support to signs without the need for texture files per character.
Note about support of connecting and non-LTR scripts: Connecting features seem to sometimes work while RL-TB does not work at all currently and Top-to-Bottom(vertical writing systems) seem to have issues as well. If you can read any of these scripts any help would be appreciated although probably best at https://git.minetest.land/erlehmann/unicode_text which is the rendering engine used here.
Other than the "classic" method of having multiple textures that each represent one character and which are then stitched together by texture modifiers, this uses unicode_text and tga_encoder to create a texture for each sign using a (hex-)font. The texture is then stored in the node meta of the sign alongside of the text so the texture can be regenerated if needed.
The main upside of this approach is the support of many different scripts, symbols emojis etc. (all of unifont + some of unifont csur).

UC signs can show characters the builtin minetest font can't!
Supports unified dyes and mcl_dyes for coloring signs (rightclick sign with dye)
Confirmed to work out of the box with the following games:
* Minetest Game
* Mineclonia
* MineClone2 (until the shipped tga_encoder is updated, you need to force load the most recent version)
* Repixture
* Xaenvironment
* Lord of the Test
* MeseCraft
* Asuna
Should generally work out of the box with all games that define nodes with the itemgroup wood (craft recipe also needs an item of group:stick).
For all other games you will need to supply your own sign registration where you need to at least define the desired color of your sign - see API.md for how to do that.
### Credits
All textures and model files are from mineclonia / mineclone2 mcl_signs.
### Fonts used
* unifont https://unifoundry.com/unifont/index.html
* unifont csur planes 00 and 0f from https://github.com/trevorld/hexfont
**Tags:** decorative
**Repository:** https://codeberg.org/cora/uc_signs.git
**License:** AGPL-3.0-or-later
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 1397,
"license": "AGPL-3.0-or-later",
"package_id": "cora/ucsigns",
"repo": "https://codeberg.org/cora/uc_signs.git",
"tags": [
"decorative"
],
"type": "mod",
"website": "https://codeberg.org/cora/uc_signs"
}
|
**Title:** Miner 16px
**Description:**
**Details:**
# Supported Mods
Here is the list of supported mods:
1. `default, wool, door, etc.` (included in [Minetest Game](https://content.luanti.org/packages/Minetest/minetest_game/))
2. [Capture The Flag](https://content.luanti.org/packages/rubenwardy/capturetheflag/)
3. [3D Armor](https://content.luanti.org/packages/stu/3d_armor/)
4. [Simple Shooter](https://content.luanti.org/packages/stu/shooter/)
5. [Block League](https://content.luanti.org/packages/Zughy/block_league/)
6. [Lava Stuff](https://content.luanti.org/packages/Lone_Wolf/lavastuff/)
7. [More Ores (moreores)](https://github.com/minetest-mods/moreores)
8. [Keystroke (CSM)](https://github.com/Minetest-j45/keystrokes)
**Tags:** 16px
**Repository:** https://github.com/winniepee/Miner16px
**License:** CC-BY-SA-4.0
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 6530,
"license": "CC-BY-SA-4.0",
"package_id": "WINNIE/miner16px",
"repo": "https://github.com/winniepee/Miner16px",
"tags": [
"16px"
],
"type": "txp",
"website": null
}
|
**Title:** Rocks
**Description:**
**Details:**
Created for the Minetest Building Event, "Nature", June 2020.
The rocks mod uses 8 different models to create 5 differently skinned rock model shapes. These are intentionally NOT SQUARE, so that you can use your creativity to build new spaces and creations. These are best used so far in caves, sculptures, fountains, rivers, and other natural landscapes. Each has a simple crafting recipe corresponding to the standard MTG blocks for stone, cobble, and sand.
The 5 types of rocks are:
stone
desert
sand
silver_sand
desert_sand
If you want to extend Rocks, feel free to submit a Github issue and I'll do my best to support your game/mod. Just make sure you specify the nodes you want, and the 2 crafting nodes for recipes.
**Tags:** building, decorative
**Repository:** https://github.com/ExeVirus/Rocks
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 4222,
"license": "MIT",
"package_id": "Just_Visiting/rocks",
"repo": "https://github.com/ExeVirus/Rocks",
"tags": [
"building",
"decorative"
],
"type": "mod",
"website": null
}
|
**Title:** Music Player Daemon
**Description:**
**Details:**
This mod adds a framework to play background music in-game.
Main features include:
- Music is synchronized across clients
- Each player can set an individual volume or turn music off via a chatcommand
- Vote modules for the 'vote' mod by rubenwardy to skip a song or play a specific song
**Note: This mod no longer includes any actual music! Please follow the instructions in README.txt to add your own background music.**
**Tags:** sound_music
**Repository:** https://notabug.org/orwell/mpd
**License:** AGPL-3.0-or-later
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 7955,
"license": "AGPL-3.0-or-later",
"package_id": "orwell/mpd",
"repo": "https://notabug.org/orwell/mpd",
"tags": [
"sound_music"
],
"type": "mod",
"website": null
}
|
**Title:** Computertest
**Description:**
**Details:**
# Computertest
A ComputerCraft-inspired mod for Minetest!
## Working Features
- LUA can be uploaded and ran on a turtle (see [/examples]())
- Actions like mining, moving and turning the turtle
- Turtles take time to do actions such as moving,mining,turning,etc
## Security Problems
- The turtle code isn't sandboxed, so turtles could call dangerous functions (Add sandboxing)
- Anyone can upload code (Add code-uploading privilege)
## Features to Add
- Add dumping into chests to create fully-auto mining
- Add fuel, so everything consumes fuel until it runs out or refuels
- Inventory management commands, such as crafting, sorting, and dropping
Anyone interested in adding these features can try in entity/turtle.lua, I'd be interested in any great working pull requests!
**Tags:** education, survival
**Repository:** https://github.com/zaners123/Computertest
**License:** MPL-2.0
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 3296,
"license": "MPL-2.0",
"package_id": "zaners123/computertest",
"repo": "https://github.com/zaners123/Computertest",
"tags": [
"education",
"survival"
],
"type": "mod",
"website": null
}
|
**Title:** Resource Crops
**Description:**
**Details:**
Resource Crops adds crops to to grow many ores and elements, inspired by Mark719's Magical Crops mod for Minecraft
## Suggestions
It is extremely helpful to install a crafting guide such as [Unified Inventory](https://content.luanti.org/packages/RealBadAngel/unified_inventory/)
as there is no documentation (yet).
## Features
### Essence Ore
Essence Ore is found between depths of -5 and -5000.
### Essence Harvester
The Essence Harvester will harvest any fully grown resource crop directly under it and drop the item(s).
### Punch Harvesting
You can punch a fully grown crop to harvest it.
### Seeds
Seeds are placed on farmland, and only grow when it is wet and there is a light level of at least 8. Excess seeds can be crafted into their respective essence.
### Essences
Essences are usually crafted into materials by filling the crafting grid, see special recipies with a crafting guide mod.
### Elemental Essences
Mostly used as another way to get misc items. Fire essence can be crafted with an item to smelt it.
Essence Smelting only currently works with metals that have existing crops and recipes from `minetest_game`
### Inferno Stone
The Inferno Stone can be crafted with an item to get the twice the result of smelting that item, it is not consumed by the recipe.
This only works on the same items as fire essence.
## Settings
Most features can be disabled at will through the settings.
The options have short descriptions found in the client interface settings or [`settingtypes.txt`](https://github.com/TwigGlenn4/resource_crops/blob/main/settingtypes.txt)
To change the config options of this mod, you have two options:
### Client Interface
1. With Minetest running, click the menu tab called "Settings".
2. Click the "Advanced Setting".
3. Open the "Mods" section.
4. Open the "resource_crops" subsection.
5. Change values as you wish!
### Text Editor or Server
1. Find "resource_crops" in your "mods" folder.
2. Open "settingtypes.txt", copy options you want to change, but not the lines starting with "#".
3. Find "minetest.conf" in minetest's main folder, it might be beside the "mods" folder.
4. Paste the options you copied into minetest.conf, change them to your liking.
## Compat
### Mods
~~This mod alters the growth of crops from the `farming` mod in `minetest_game`. Cotton and wheat now have a 4-step growth cycle like the other added crops.~~<br>
Starting with v2.0.0, Resource Crops properly uses the `farming` API and no longer alters behavior.
Includes support for
- [More Ores](https://content.luanti.org/packages/Calinou/moreores/)<br>
- [Technic](https://content.luanti.org/packages/RealBadAngel/technic/)<br>
- [Xtraores](https://forum.minetest.net/viewtopic.php?t=12798)<br>
Note, only the xtraores version by daviddoesminetest has been tested, other versions may be incompatible. <br>
Note 2, xtraores metals level 9 (Rarium) and above are disabled by default for balancing, they can be enabled in settings.
### Minetest
Resource Crops v2.0.0 was developed on Minetest 5.8.0.
It might work on older versions, but I have not tested them.
## Changelog
See [`CHANGELOG.md`](https://github.com/TwigGlenn4/resource_crops/blob/main/CHANGELOG.md) for the changelog.
## License
- Resource Crops is licensed with the MIT license, see
[`LICENSE.md`](https://github.com/TwigGlenn4/resource_crops/blob/main/LICENSE.md) for details.
**Tags:** magic, plants_and_farming, survival
**Repository:** https://github.com/TwigGlenn4/resource_crops
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 6196,
"license": "MIT",
"package_id": "TwigGlenn4/resource_crops",
"repo": "https://github.com/TwigGlenn4/resource_crops",
"tags": [
"magic",
"plants_and_farming",
"survival"
],
"type": "mod",
"website": null
}
|
**Title:** Cave Explorer
**Description:**
**Details:**
This mod makes cave exploring easier. If you want to see how the caves really look like, this is an easy way to do so. By enabling the mod, lights spawn as an ore so you can see without the need of placing torches. This mod is not meant for survival mode.
**Tags:** creative, environment
**Repository:** https://gitlab.com/h2mm/cave_explorer
**License:** CC0-1.0
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 2377,
"license": "CC0-1.0",
"package_id": "Hume2/cave_explorer",
"repo": "https://gitlab.com/h2mm/cave_explorer",
"tags": [
"creative",
"environment"
],
"type": "mod",
"website": null
}
|
**Title:** MineClone2 Speedrun
**Description:**
**Details:**
Add a customisable speedrun engine for MineClone2
**WARNING: this mod only works with [MineClone5](https://content.luanti.org/packages/kay27/mineclone5/) 0.71.5 or above and [MineClone2](https://content.luanti.org/packages/Wuzzy/mineclone2/) master branch**
**WARNING: this mod can only be played in singleplayer and do not save speedrun data on exit**
You can create additional speedrun type (see `speedrun.lua`) and send me a pull request if you want.
Be sure to fit the rules of an existing minecraft speedrun type (https://www.speedrun.com/mcce)
**Tags:** crafting, singleplayer, survival
**Repository:** https://github.com/AFCMS/mcl_speedrun.git
**License:** GPL-3.0-or-later
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 2811,
"license": "GPL-3.0-or-later",
"package_id": "AFCM/mcl_speedrun",
"repo": "https://github.com/AFCMS/mcl_speedrun.git",
"tags": [
"crafting",
"singleplayer",
"survival"
],
"type": "mod",
"website": null
}
|
**Title:** Confetti
**Description:**
**Details:**
## Confetti
### News 2024-12-28
- Color variations have been added for each confetti.
- A winter confetti has been added.
- New sound has been added.
### Features:
- Colorful Confetti: Craft individual confetti of various colors using simple ingredients like sticks and dyes.
- Rainbow Confetti: Opt for the Rainbow Confetti for a multicolored explosion that brightens any special occasion.
### License
* MIT License (MIT) for the code.
* Attribution 4.0 International (CC BY 4.0) for textures.
### Sounds
Creative Commons 0 License, OtisJames, https://freesound.org
confetti.ogg
**Tags:** decorative
**Repository:** https://github.com/Krunegan/confetti
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 928,
"license": "MIT",
"package_id": "Krunegan/confetti",
"repo": "https://github.com/Krunegan/confetti",
"tags": [
"decorative"
],
"type": "mod",
"website": null
}
|
**Title:** Tntrun
**Description:**
**Details:**
**How to play**
Players spawn on an unstable layer of of TNT which will fall when stepped on or when punched with a torch. The last player standing wins.
**Thanks to**
* Zughy
* TalkLounge
* MisterE
* Wuzzy
**Tags:** mini-game, pvp
**Repository:** https://gitlab.com/zughy-friends-minetest/tntrun
**License:** GPL-3.0-or-later
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 2717,
"license": "GPL-3.0-or-later",
"package_id": "debiankaios/tntrun",
"repo": "https://gitlab.com/zughy-friends-minetest/tntrun",
"tags": [
"mini-game",
"pvp"
],
"type": "mod",
"website": null
}
|
**Title:** Upscaled Global Textures
**Description:**
**Details:**
Make node textures span across several nodes using global textures.
By default the scale is 4, which makes a 16x16 texture span across 4x4 nodes. You could also try a scale of 16, which will span it across 16x16 nodes, one pixel on each node.
**Tags:** environment
**Repository:** https://github.com/rollerozxa/upscaled_gtex
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 843,
"license": "MIT",
"package_id": "ROllerozxa/upscaled_gtex",
"repo": "https://github.com/rollerozxa/upscaled_gtex",
"tags": [
"environment"
],
"type": "mod",
"website": null
}
|
**Title:** Research N' Duplicate
**Description:**
**Details:**
Inspired directly by Terraria's recent 1.4 update, this mod offers an "earned creative" mode to survival players. When active, you can use a specific amount of an item for research. Once an item is fully researched, it is permanently unlocked in the duplication menu, letting you create an infinite amount of that item.
You can choose how to fill out your duplication menu and only see types of items you actually use, but more importantly, you have to play the game in a somewhat normal fasion in order to unlock duplication. There'll be a lot less grinding, but rare materials will still be rare and difficult to research. The overall goal is to create gameplay where you can create impressive builds with relative ease, but there's still a big reason to interact with the game's other features, like exploring and fighting. In turn, those goals may naturally lead to situations where you wish to make a practical super-contraption with whichever dupes you've unlocked so far.
As long as sfinv is active, "Research" and "Duplicate" tabs will appear in your survival inventory. Otherwise, those menus can be shown using the /research and /duplicate commands, respectively.
**Tags:** building_mechanics, inventory, survival
**Repository:** https://github.com/Noodlemire/rnd.git
**License:** LGPL-2.1-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 2018,
"license": "LGPL-2.1-only",
"package_id": "Noodlemire/rnd",
"repo": "https://github.com/Noodlemire/rnd.git",
"tags": [
"building_mechanics",
"inventory",
"survival"
],
"type": "mod",
"website": null
}
|
**Title:** Fancy Vend
**Description:**
**Details:**
# Fancy Vend
A full-featured, fully-integrated vendor mod for Minetest.
There are many vendor mods for Minetest, but most have too few options, lack support for automation mods, or are too tedious to set up and maintain. Fancy vendors are entirely self-contained nodes which provide light, trade, display and store items. Fancy vendors are pipeworks, digilines and awards compatible, enabling a variety of automation-based features.
**Contributors:** Many thanks to LadyK for the textures, patience and ideas.
For help view the README on GitHub
**Tags:** inventory, multiplayer
**Repository:** https://github.com/ChimneySwift/fancy_vend
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 6651,
"license": "MIT",
"package_id": "ChimneySwift/fancy_vend",
"repo": "https://github.com/ChimneySwift/fancy_vend",
"tags": [
"inventory",
"multiplayer"
],
"type": "mod",
"website": null
}
|
**Title:** UwU (MineClonia)
**Description:**
**Details:**
# UwU Mod (MineClonia)
UwU Mod is [Libre/Free Software](https://www.gnu.org/philosophy/free-sw.html), copy and share.
[This is not open source](https://www.gnu.org/philosophy/open-source-misses-the-point.html)!
## Description:
This mod adds a pet block that can be crafted using uwu crystals.
This adorable pet can be fed almost any food to make it happy and have blocky children (Litlle UwU).
The little UwUs are naughty and don't get dug easily! They also like to eat almost everything and if you feed them they grow and become an adult UwU block.
The UwU crystal to craft this block can be obtained from amethyst geodes, where they grow the same as amethyst shard.
UwU ores can also be found with a very rare chance in amethyst geodes, but this is hardly rare.
With the UwU crystal you can also craft weapons and tools (dig speed like gold tools, but with iron durability).
This mod is for [MineClonia](https://content.luanti.org/packages/ryvnf/mineclonia/) Game, dont work with MTG
Feel free to contribute, send MR/PR or issues.
**Tags:** april_fools, decorative, mobs, tools
**Repository:** https://notabug.org/PsycoJaker/uwu.git
**License:** AGPL-3.0-or-later
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 4563,
"license": "AGPL-3.0-or-later",
"package_id": "Psyco/uwu",
"repo": "https://notabug.org/PsycoJaker/uwu.git",
"tags": [
"april_fools",
"decorative",
"mobs",
"tools"
],
"type": "mod",
"website": "https://www.gnu.org/"
}
|
**Title:** Pronouns
**Description:**
**Details:**
This Minetest mod allows player to set displayed and queryable pronouns for themselves.
Pronouns appear parenthesized after the player's name in their in-world hovering
nametag.
## Features
* The mod persists server settings and player pronouns in mod storage.
* The order of a player's pronouns is preserved.
* There is a maximum length on each pronoun (e.g. "them").
* There is a maximum length of the combined pronoun string (e.g. "he/him/they/them").
* Pronouns can be limited to a restricted whitelist, for servers concerned about
unrestricted chat and/or nametags.
* All of the above restrictions can be circumvented by moderators.
* The API allows overriding behavior, automation, and compatibility with other mods.
## Basic Use
To set your pronouns, use the command:
/pronouns <pronouns>
where `<pronouns>` is a list of pornouns separated by spaces and/or slashes (/).
To add or remove pronouns to your existing list, use the commands:
/pronouns add <pronouns>
/pronouns remove <pronouns>
To see what pronouns you have set (and which are preapproved so they can be used
despite length restrictions or a restricted whitelist), use the command:
/pronouns
To get the pronouns of someone else (like if you're only interacting with them in chat
and can't see their nametag), use the command:
/pronouns for <player>
where `<player>` is the player's name.
## Moderation
A "moderator" for this mod is anyone with the "pronouns" privilege. They may change
the configuration and set pronouns for other players. Any pronoun a moderator
sets/adds for another player is remembered, and that player may make use of it when
changing their own pronouns (for example, if there is a length limit of 2 and the
"them" pronoun has not been preapproved, a moderator may add it to the list of a
player's pronouns, and the player may thereafter use it themself, even if they
temporarily remove it from their pronoun list).
To view and change the mod's settings, use the command:
/pronounsconf
Each setting may be changed using an appropriate subcommand:
/pronounsconf max-length <number>
/pronounsconf max-total-length <number>
/pronounsconf restrict (true|false)
/pronounsconf approve <pronouns>
/pronounsconf approve add <pronouns>
/pronounsconf approve remove <pronouns>
See also (`/help pronounsconf`).
To set the pronouns for another player, use the commands:
/pronouns for <player> <pronouns>
/pronouns for <player> add <pronouns>
/pronouns for <player> remove <pronouns>
This allows setting the pronouns of both online and offline players. However, the
player must have logged into the server at some point while the pronouns mod was
installed/active, so that the mod knows the name represents a real player.
## API
All API functions are available under the namespace `pronouns` (note that if the name
of the mod has been changed in `mod.conf`, this namespace will change too, so replace
`pronouns.…` below as appropriate in that case).
Many of the API functions have a "documentation comment" above them in the Lua source
code, so check there for more information.
### Settings
These are the API equivalent of the settings commands.
pronouns.get_max_length()
pronouns.set_max_length(max_len)
pronouns.get_max_total_length()
pronouns.set_max_total_length(max_len)
pronouns.get_restricted()
pronouns.set_restricted(bool)
pronouns.get_preapproved()
pronouns.set_preapproved(pros)
pronouns.add_preapproved(pros)
pronouns.remove_preapproved(pros)
pronouns.reset_settings()
### Permissions
These allow another mod to check whether an operation by one player on another is
allowed according to the semantics defined by this mod (including privilege checks,
length limits, and whitelist restrictions). None of these checks are done by the API
functions which actually do the setting; cooperation between mods is assumed, so it is
presumed that if another mod "bypasses" the checks by failing to call these methods,
there is a good reason for it.
pronouns.can_moderate(actor)
pronouns.check_privs(actor, target)
pronouns.can_set(actor, target, pros)
pronouns.can_add(actor, target, pros)
pronouns.can_remove(actor, target, pros)
### Nametag Hooks
This API function allows other mods to set "hooks" that will be called by this mod when
setting a player's nametag (this is done when the player logs in, their pronouns are
changed while they are logged in, or this function is called).
pronouns.set_nametag_hooks(pre, post)
This is for both compatibility with other mods that set players' nametags, and for more
versatile filtering when desired. For example, if a server's moderation team were
concerned about the pronoun sequence "she/it" being set for some reason, another mod
could use the post hook to post-process the whole `<name> (<pronouns>)` nametag string
to search for and somehow modify or remove that sequence.
The function returns the old pair of hooks, so the calling mod can call them in a
"chain of responsibility" type pattern when and if appropriate. Note that using `nil`
for either hook will remove any existing one, so your mod may want to test the return
values and set the old hook back in place if it doesn't have one to install itself.
The whole mechanism of handling pronouns for logged in players can also be replaced by
setting a pronoun handler function using:
pronouns.set_pronoun_handler(handlerf)
which allows another mod to replace or augment the use of the hooks and setting of the
player nametag property entirely.
### Player Pronouns
These are the API equivalents of the `/pronouns` commands.
pronouns.get(player)
pronouns.get_approved(player)
pronouns.set(player_name, pros, approved)
pronouns.add(player_name, pros, with_approval)
pronouns.remove(player_name, pros, with_approval)
pronouns.clear_all()
### Misc
pronouns.parse(str)
**Tags:** chat, multiplayer
**Repository:** https://notabug.org/prestidigitator-mt/minetest-mod-pronouns
**License:** LGPL-2.1-or-later
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 593,
"license": "LGPL-2.1-or-later",
"package_id": "prestidigitator/pronouns",
"repo": "https://notabug.org/prestidigitator-mt/minetest-mod-pronouns",
"tags": [
"chat",
"multiplayer"
],
"type": "mod",
"website": null
}
|
**Title:** tool tweaks
**Description:**
**Details:**
# tool tweaks texture pack for minetest
modifys default mtg shovel textures to have handles
**Tags:** 16px
**Repository:** https://github.com/wsor4035/tool_tweaks.git
**License:** CC-BY-SA-3.0
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 2590,
"license": "CC-BY-SA-3.0",
"package_id": "wsor4035/tool_tweaks",
"repo": "https://github.com/wsor4035/tool_tweaks.git",
"tags": [
"16px"
],
"type": "txp",
"website": null
}
|
**Title:** Block Exchange
**Description:**
**Details:**
Bring your builds into the cloud and exchange them across servers with ease.
Github: [blockexchange/blockexchange](https://github.com/blockexchange/blockexchange)
Main server: [blockexchange.minetest.ch](https://blockexchange.minetest.ch)
**Tags:** building_mechanics, creative, education
**Repository:** https://github.com/blockexchange/blockexchange.git
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 3690,
"license": "MIT",
"package_id": "BuckarooBanzay/blockexchange",
"repo": "https://github.com/blockexchange/blockexchange.git",
"tags": [
"building_mechanics",
"creative",
"education"
],
"type": "mod",
"website": null
}
|
**Title:** Public teleport location bookmarks
**Description:**
**Details:**
*For an up to date description, please refer to the github page.*
This mod adds chatcommands for locations to which players can teleport:
* Teleport to a location: `/go <bookmark_name>`
* List all locations: `/listgo`
* Add a new location (admin only): `/setgo <bookmark_name>`
* Remove a location (admin only): `/delgo <bookmark_name>`
By default, in Minetest there is only the `spawn` chatcommand which
specifies a location where any player can teleport to at any time
(correct me if I'm wrong).
However, on many servers there are more than just one interesting location.
For example, there may be multiple spawn positions because the spawn point
has been migrated over time.
In my experience, the `go` chatcommand is a convenient way for the player to
move to a well-known public location.
In comparison to other teleportation mods, such as travelnet and teleporter
stones, the player does not need to go to, for example, a travelnet centre to
visit another location.
The mod is based on [mauvebic's bookmarks mod
](https://forum.minetest.net/viewtopic.php?t=2321).
**Tags:** transport, world_tools
**Repository:** https://codeberg.org/HybridDog/bookmarks
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 1442,
"license": "MIT",
"package_id": "Hybrid Dog/bookmarks",
"repo": "https://codeberg.org/HybridDog/bookmarks",
"tags": [
"transport",
"world_tools"
],
"type": "mod",
"website": null
}
|
**Title:** Googly Eyes
**Description:**
**Details:**
This mod makes everything better if you add googly eyes to it.
## Usage
Craft yourself googly eyes, put them on trees, houses, ships and mountains and drive everyone mad.
## Supported versions
If you run yl_googly_eyes, but something is wrong, please [file a bug](https://gitea.your-land.de/your-land/yl_googly_eyes/issues/new). PRs also welcome.
There is no reason to believe it doesn't work anywhere, but you never know.
## Thank you
* Simson (Alias' cat)
* daydream (photoshoot model)
**Tags:** decorative
**Repository:** https://gitea.your-land.de/your-land/yl_googly_eyes.git
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 438,
"license": "MIT",
"package_id": "AliasAlreadyTaken/yl_googly_eyes",
"repo": "https://gitea.your-land.de/your-land/yl_googly_eyes.git",
"tags": [
"decorative"
],
"type": "mod",
"website": null
}
|
**Title:** Pathogen
**Description:**
**Details:**
# PATHOGEN
A minetest mod that enables users to get a pathogen.
# Features
- Easily define a new pathogen using the pathogen API
- Demo pathogens that are infectious and sometimes deadly.
# Diseases
## Gravititus
Occurs when ascending too quickly. Symptons include hiccups and random sense of
gravity. There is no known cure yet. ( any suggestions? stone soup anyone? )
## Influencia
Highly contagious as it is airborne. Being around someone that has the diseases
increases the chances of getting the virus drastically. It is advised to eat well
and keep your distance from players that are coughing. Death is very unlikely.
## Panola
Contagious through body fluids. It is ok to be near someone that has the disease.
Make sure that when cleaning up after someone that has expelled fluids, to
decontaminate the fluids first. This can be done with the Decontaminator
.
## Gosirea
Symptons include gas and burps. Occasionaly a shard.
Carrier contaminates nearby surfaces when symptoms show. These can intern infect
players that dig the infected nodes. Not deadly for those that have good health.
# Items
- Comes with nodes like vomit, blood and feces that are infectious when dug.
- A bio hazard warning fence, in case a quarantine is required.
- A decontaminater for removing infectious fluids.
# Crafts
```lua
pathogen.recipes['xpanes:fence_warning'] = {
{'group:stick', 'wool:red', 'group:stick'},
{'group:stick', 'wool:red', 'group:stick'},
{'group:stick', 'wool:red', 'group:stick'}
}
pathogen.recipes['pathogen:decontaminator'] = {
{'xpanes:bar','',''},
{'','default:steelblock',''},
{'','',''}
}
```
# Commands
Infections can be initiated by using commands. It requires the "pathogen"
privilege. /grant <playername> pathogen.
```lua
/pathogens
--list all pathogens and their descriptions
/infect <player name> <pathogen name>
--infect the player
/immunize <player name> <pathogen name>
--make player immune to particular pathogen
```
# Roadmap
- saving infections for persistence between server restarts
- more pathogens and cures
- make the API more flexible, consistent and forgiving
- register immunization with pathogen in seconds
# Reference
- https://en.wikipedia.org/wiki/Incubation_period#mediaviewer/File:Concept_of_incubation_period.svg
- https://www.freesound.org
# License
- Code WTFPL
- Images WTFPL
- Sounds CC
**Tags:** education, multiplayer, pve, survival
**Repository:** https://github.com/bas080/pathogen
**License:** WTFPL
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 1510,
"license": "WTFPL",
"package_id": "Bas080/pathogen",
"repo": "https://github.com/bas080/pathogen",
"tags": [
"education",
"multiplayer",
"pve",
"survival"
],
"type": "mod",
"website": null
}
|
**Title:** Announcements
**Description:**
**Details:**
# Announcements
Mod to announce random messages to players
# Configuration
You can add messages by adding this to your minetest.conf file:
```txt
announce_messages = Message1, Message2, Message3
```
You can change the interval of messages (in seconds) with this setting
```txt
announce_interval = 600
```
# Toggle Announcements
You can toggle announcements with the `/announcements_toggle` command.
**Tags:** chat, server_tools
**Repository:** https://github.com/JamesClarke7283/announcements
**License:** GPL-3.0-or-later
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 570,
"license": "GPL-3.0-or-later",
"package_id": "Impulse/announcements",
"repo": "https://github.com/JamesClarke7283/announcements",
"tags": [
"chat",
"server_tools"
],
"type": "mod",
"website": null
}
|
**Title:** Particlefountain
**Description:**
**Details:**
Features:
* Spawns particles in the configured direction
* Configurable amount, offset, item, interval, delay
**Tags:** decorative
**Repository:** https://github.com/buckaroobanzay/particlefountain.git
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 1538,
"license": "MIT",
"package_id": "BuckarooBanzay/particlefountain",
"repo": "https://github.com/buckaroobanzay/particlefountain.git",
"tags": [
"decorative"
],
"type": "mod",
"website": null
}
|
**Title:** Extruder Tool
**Description:**
**Details:**
# Extruder Tool (`extruder`)
This [Luanti](https://luanti.org) mod adds an extruder tool that can extend or reduce continuous surfaces towards the node face that was clicked.
* **Right click** ("place" action): extrude the clicked surface.
* **Left click** ("use" action): remove the clicked surface.
* **Right click on air** ("secondary use" action): open settings dialog.
## Settings
**Settings are saved in the tool**, so you can have **multiple extruders** in your inventory, each with **different settings**.
* **Extrusion amount**: How many nodes to extrude (or remove) on top of each node of the clicked surface.
* **Allow overwriting**: If enabled, existing nodes other than air in the space occupied by the extrusion will be overwritten.
* **Select through vertices (diagonally)**: If enabled, the selection will expand through vertices too. If disabled, it will expand only through sides. Here's an example. `░` is a node, `█` is the clicked node, `▓` is a selected node.
* Disabled:
```
▓ ░░
▓█
```
* Enabled:
```
▓ ▓▓
▓█
```
* **Only select nodes of the same type**: If enabled, the selection will expand only through the same node. For example, if you click on wood, only wood will be extruded. If disabled, the selection will expand through any node except air.
## How is it different from `//copy` from WorldEdit?
Good question!
WorldEdit operates on rectangular cuboids (boxes), so for example it isn't possible to extend the edge of a cylinder without also extending its contents.
`extruder` instead operates on surfaces of any shape and size.
It is also remarkably easier to use, not requiring any command at all.
On the other hand, at the moment `extruder` can only replicate a single 1-node-thin slice of the selection.
## Alternatives
* [`sane_tools`](https://content.luanti.org/packages/42tpac/sane_tools/)
includes a wand and a scraper that behave in a similar way to the extruder,
but are intended for survival use.
## Contributing
[Send a patch](https://git-send-email.io) to [this mailing list](https://lists.sr.ht/~fgaz/public-inbox) or a [pull request](https://docs.codeberg.org/collaborating/pull-requests-and-git-flow/) to [the Codeberg mirror](https://codeberg.org/fgaz/luanti-extruder).
## License
Code is licensed under the EUPL-1.2-or-later.
You can find the text of this license in the LICENSE file or in multiple languages at https://joinup.ec.europa.eu/collection/eupl/eupl-text-eupl-12
Assets are licensed under the Creative Commons Attribution-ShareAlike 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by-sa/4.0/ or send a letter to Creative Commons, PO Box 1866, Mountain View, CA 94042, USA.
**Tags:** building, creative, world_tools
**Repository:** https://git.sr.ht/~fgaz/luanti-extruder
**License:** EUPL-1.2
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 1028,
"license": "EUPL-1.2",
"package_id": "fgaz/extruder",
"repo": "https://git.sr.ht/~fgaz/luanti-extruder",
"tags": [
"building",
"creative",
"world_tools"
],
"type": "mod",
"website": "https://sr.ht/~fgaz/luanti-extruder/"
}
|
**Title:** Doomsday Device
**Description:**
**Details:**
If there's anything that the Minetest modding community seems to love,
it's explosives. More explosions, more destruction, better efficiency
and better performance.
This mod is the culmination of all explosive mods. It adds a nuclear
device to the game that's powerful enough to destroy the entire world,
and kill all players instantly. Intense radiation renders the world
completely and permanently uninhabitable. Terrain destruction is done
extremely efficiently via the Anthropic Principle.
### To construct the doomsday device:
**In MTG**: Surround a torch on all 6 faces with blocks of mese.
Surround those on all faces with blocks of diamond.
**In NodeCore**: Surround a lit torch on all 6 faces with lux
cobble. Surround those on all faces with blocks of solid lode.
The device explodes the instant that its construction is completed.
The explosion is quite spectacular, and unlike anything you have ever
seen. Unfortunately, it instantly kills you, so thoroughly that you
can't even witness the explosion. You will just have to take my word
for it.
N.B. it doesn't matter what order you place the nodes, but they need
to be placed manually by a player.
**Tags:** april_fools, jam_combat_mod, technology, tools
**Repository:** https://gitlab.com/sztest/doomsday
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 4019,
"license": "MIT",
"package_id": "Warr1024/doomsday",
"repo": "https://gitlab.com/sztest/doomsday",
"tags": [
"april_fools",
"jam_combat_mod",
"technology",
"tools"
],
"type": "mod",
"website": null
}
|
**Title:** Mandeland
**Description:**
**Details:**
Experience the mandelbrot fractal
The landscape has been carved by a mysterious, fractal, force.
Open the code and mess with the fractal settings to change what the landscape looks like.
**Tags:** custom_mapgen
**Repository:** https://github.com/MisterE123/mandeland
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 948,
"license": "MIT",
"package_id": "MisterE/mandeland",
"repo": "https://github.com/MisterE123/mandeland",
"tags": [
"custom_mapgen"
],
"type": "mod",
"website": null
}
|
**Title:** Water Mobs
**Description:**
**Details:**
A few water critters ported from other mob frameworks to "Mobs-Redo".
Crocodile, Fish, Jellyfish, Sharks and Turtles.
Note: Most media licenses are CC-BY-SA 3.0 apart from Crocs mod which is GPL-V3
**Tags:** mobs
**Repository:** https://codeberg.org/tenplus1/mobs_water
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 18883,
"license": "MIT",
"package_id": "TenPlus1/mobs_water",
"repo": "https://codeberg.org/tenplus1/mobs_water",
"tags": [
"mobs"
],
"type": "mod",
"website": null
}
|
**Title:** Wilhelmines People
**Description:**
**Details:**
Note: To see the models of the mobs correctly you have to activate Shaders in the Main Menu. Without Shaders they will appear not fully textured.
Based on Mobs Redo.
Adds the possibility to build living Villages in your Minetest Game world.
Trade items for random stuff from your villagers, recruit mounts and warriors.
Available content:
* Spawning plunderers near cobblestone + sandstone ruins
* Villagers spawning near beds and roaming around
* Blacksmith spawning at anvil, trades default tools and weapons for gold ingots
* Farmer spawning at feeder, trades dogs, goats, dogfood, and mounts for gold ingots
* Doctor spawning at first aid node, trades bandages, hemp and golden carrots for gold lumps
* Miner spawning at mineshaft, trades default lumps for farming dishes
* Instructor spawning at weaponstand, trades warriors for emblems of triumph
* Warrior defends your village with melee + range attacks
Read the guide for more information
**Tags:** adventure__rpg, building, mobs, pve
**Repository:** https://github.com/Skandarella/people.git
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 27211,
"license": "MIT",
"package_id": "Liil/people",
"repo": "https://github.com/Skandarella/people.git",
"tags": [
"adventure__rpg",
"building",
"mobs",
"pve"
],
"type": "mod",
"website": null
}
|
**Title:** Parkour
**Description:**
**Details:**
# Parkour Game for [Minetest](https://minetest.net)!
## Our goal
1. Make everything simple
2. Let our players enjoy our game
3. And of couse... [Money prizes!](https://forum.minetest.net/viewtopic.php?t=27512)
## File structures
* Mods startred by `pkr_` are only for parkour game.
* The only exception is `pkr_nodes`, you can use it anywhere, but all nodes are only decorations outside of this game. This feature can be used to make levels.
* Other mods are designed as APIs, and can be extraced to be a standalone mod.
**Tags:** jam_game_2021, singleplayer
**Repository:** https://github.com/C-C-Minetest-Server/parkour
**License:** LGPL-2.1-or-later
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 16431,
"license": "LGPL-2.1-or-later",
"package_id": "Emojiminetest/parkour",
"repo": "https://github.com/C-C-Minetest-Server/parkour",
"tags": [
"jam_game_2021",
"singleplayer"
],
"type": "game",
"website": "https://github.com/C-C-Minetest-Server/parkour/tree/jam"
}
|
**Title:** Mineclonia Get Comfortable
**Description:**
**Details:**
# Mineclonia Get Comfortable
Adds commands to /lay or /sit to Mineclonia, as well as the ability to sit on
some blocks (stairs and slabs out-of-the-box) by right-clicking them from
[VoxeLibre](https://content.luanti.org/packages/Wuzzy/mineclone2/).

Port of the good old [cozy mod](https://forum.luanti.org/viewtopic.php?t=14143)
(originally made for MTG by everamzah) to work with VL/MCLA properly and even
provide some nice new features!
## License
The source code is licensed under 0BSD ("public domain"). See `LICENSE` file
for details.
## API
This mod provides its own APIs for other mods to use. See [`API.md`](API.md)
for details.
**Tags:** chat, multiplayer
**Repository:** https://codeberg.org/rudzik8/mcl_cozy
**License:** 0BSD
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 12468,
"license": "0BSD",
"package_id": "rudzik8/mcl_cozy",
"repo": "https://codeberg.org/rudzik8/mcl_cozy",
"tags": [
"chat",
"multiplayer"
],
"type": "mod",
"website": null
}
|
**Title:** Basic Materials and items
**Description:**
**Tags:** crafting
**Repository:** https://github.com/mt-mods/basic_materials
**License:** LGPL-3.0-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 138665,
"license": "LGPL-3.0-only",
"package_id": "mt-mods/basic_materials",
"repo": "https://github.com/mt-mods/basic_materials",
"tags": [
"crafting"
],
"type": "mod",
"website": null
}
|
**Title:** Awards
**Description:**
**Details:**
This mod introduces awards (or achievements). These are simple optional goals/challenges for various things you can do in the game, like “Place 100 torches” or “Mine your first gold ore”. Can you collect all awards? There are over 70 awards for Minetest Game. This mod also works without Minetest Game.
You can view the awards in your inventory or with the `/awards` chat command.
There is a powerful API for game/mod developers add custom awards as well. Developers: Please refer to the [README file](https://gitlab.com/rubenwardy/awards/-/blob/master/README.md) to learn more.
**Tags:** adventure__rpg, gui
**Repository:** https://gitlab.com/rubenwardy/awards
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 24049,
"license": "MIT",
"package_id": "rubenwardy/awards",
"repo": "https://gitlab.com/rubenwardy/awards",
"tags": [
"adventure__rpg",
"gui"
],
"type": "mod",
"website": null
}
|
**Title:** CS:MT (BlockAssault)
**Description:**
**Details:**
# CS:MT (F. BlockAssault)
CS:MT is a subgame of Minetest, made for playing PvP or PvE. For training PvP, Aim. Made from scratch
This game has [bots](https://github.com/EISHU-MT/bs_bots) feature! **Obsolete, already in game**
If you find a bug, glitch or crash. Please send to us! You would help us too much **:)**
# Features
- Weapons for battle **(Almost all)**
- Swords support
- Currency for trading weapons
- Trading table for all teams
- **SkinsDB & Other skins support**
- Score/Stats for players
- 2+ teams **(Blue/Red/Yellow/Green)**
- Modular system **(Game can be overrided completely from other mods *need to be bs_tweaks*)**
- Uses MTG
- Various animations for players
- Shaders support
- Maps support
- Achievements
- Multiple Modes
- Bots for training
- Spectator mode reworked
- Special crosshairs in game
- And much more!
## Starting the game
With **GUI**:
These options must be set using the **GUI**:
- Enable damage: if making a _local_ server for map making, unmark this option
- Creative mode: If you wanna use map maker this is needed to be marked, else unmarked if not
- Host server: When making a _local / global_ this need to be marked, else not
- Port: When making a _local or global_ server this is needed, must be a number, after done, save the port number.
- If **Host Server** is marked, players can join there, lan or global. using your specified IP address and the saved port number.
# License
All mods' respective licenses can be found at [`LICENSE.txt`](LICENSE.txt).
# Mods
All mods stands in [⇒ mods](mods/)

CS:MT is a subgame of Minetest, made for playing PvP or PvE. For training PvP, Aim. Made from scratch
This game has [bots](https://github.com/EISHU-MT/bs_bots) feature! **Obsolete**
If you find a bug, glitch or crash. Please send to us! You would help us too much **:)**
# Features
- Weapons for battle **(Almost all)**
- Swords support
- Currency for trading weapons
- Trading table for all teams
- **SkinsDB & Other skins support**
- Score/Stats for players
- 2+ teams **(Blue/Red/Yellow/Green)**
- Modular system **(Game can be overrided completely from other mods *need to be bs_tweaks*)**
- Uses MTG
- Various animations for players
- Shaders support
- Maps support
- Achievements
- Multiple Modes
- Bots for training
- Spectator mode reworked
- Special crosshairs in game
- And much more!
## Starting the game
With **GUI**:
These options must be set using the **GUI**:
- Enable damage: if making a _local_ server for map making, unmark this option
- Creative mode: If you wanna use map maker this is needed to be marked, else unmarked if not
- Host server: When making a _local / global_ this need to be marked, else not
- Port: When making a _local or global_ server this is needed, must be a number, after done, save the port number.
- If **Host Server** is marked, players can join there, lan or global. using your specified IP address and the saved port number.
# License
All mods' respective licenses can be found at [`LICENSE.txt`](LICENSE.txt).
# Mods
All mods stands in [⇒ mods](mods/)
**Tags:** library, mini-game, oneofakind__original, pve, pvp, shooter, strategy_rts, tools
**Repository:** https://github.com/EISHU-MT/block_assault
**License:** LGPL-2.1-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 9598,
"license": "LGPL-2.1-only",
"package_id": "KareaGhandTrail/block_assault",
"repo": "https://github.com/EISHU-MT/block_assault",
"tags": [
"library",
"mini-game",
"oneofakind__original",
"pve",
"pvp",
"shooter",
"strategy_rts",
"tools"
],
"type": "game",
"website": "https://eishu-mt.github.io/blockassault.html"
}
|
**Title:** Baked Clay
**Description:**
**Details:**
This mod lets you cook clay blocks into baked clay and colour them with dye, you can also re-cook the baked clay in a furnace to produce glazed terracotta decorative blocks.
Some new flowers are also added to allow you to easier find some dye colours.
**Tags:** building, mapgen
**Repository:** https://codeberg.org/tenplus1/bakedclay
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 23200,
"license": "MIT",
"package_id": "TenPlus1/bakedclay",
"repo": "https://codeberg.org/tenplus1/bakedclay",
"tags": [
"building",
"mapgen"
],
"type": "mod",
"website": null
}
|
**Title:** Working villages
**Description:**
**Details:**
A mod adding villager NPCs that are doing predefined work. [Big features are planned.](https://github.com/theFox6/working_villages/projects/1)
If you want to talk about or have questions about usage or code of the working villages mod you can create a thread here on this ContentDB entry or use [the developer's discord server](https://discord.gg/XPzZX2S).
**Tags:** mobs
**Repository:** https://github.com/theFox6/working_villages
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 37386,
"license": "MIT",
"package_id": "theFox/working_villages",
"repo": "https://github.com/theFox6/working_villages",
"tags": [
"mobs"
],
"type": "mod",
"website": null
}
|
**Title:** Moontest
**Description:**
**Details:**
Moontest: _Moon Habitat Simulator_
==================================
<h2>Introduction</h2>
You are a prospector on a newly discovered moon.</br>
Your habitat has been constructed and your mining systems are operational.</br>
</br>
As a resident engineer, you must manage life support systems and</br>
mining equipment to ensure your income is adequate for survival.</br>
</br>
Expenses are deducted from your balance at regular intervals.</br>
The amount deducted increases as time goes on, increasing the</br>
difficulty of the game the longer you play.</br>
</br>
Moontest is playable in both single player and multiplayer game modes.</br>
</br>
<a href="https://youtu.be/LazQEzAa1qM">Click here to watch a gameplay video.</a>
</br>
<h2>Gameplay</h2>
<img src="https://i.imgur.com/C8vUbjb.png"></br>
This is your **nuclear reactor**, the power source for your habitat.</br>
Left click the reactor to turn it on or off. If the reactor is overloaded</br>
or you turn it off, all of your equipment will have to be manually restarted.</br>
</br>
</br>
<img src="https://i.imgur.com/Nhk7dFc.png"></br>
This is your **gravity generator**. Without it, other machines become unstable.</br>
Left click the generator to turn it on or off. Right click to adjust the intensity.</br>
The gravity gravity generator's power consumption is dependent on the intensity.</br>
Lower values allow you to divert power elsewhere. Higher values provide more stability.</br>
Any value over 100 will also cause your machines to become unstable.</br></br>
</br>
The formula used to calculate gravity's effect on machine stability is below.</br></br>
</br>
**if gravity_on() and generated_gravity > 100 then** *--intensity is too high*</br>
**stability = 92 - (generated_gravity - 100)** *--stability is reduced*</br>
**else**</br>
**stability = 8 + (gravity_on() * (generated_gravity - 16))** *--stability is increased*</br>
**end**</br>
**if stability > 92 then stability = 92 end** *--stability limit*</br>
**if math.random(0, 100) > stability then something_fails() end** *--failures occur*</br>
</br>
</br>
<img src="https://i.imgur.com/DKEuwe0.png"></br>
This is your **oxygen generator**. Without it, you cannot survive. Left click the</br>
generator to turn it on or off. Right click the generator to adjust it's output.</br>
The oxygen generator's power consumption is dependent on it's output.</br>
Lower values allow you to divert power elsewhere. Higher values provide more safety.</br>
Extremely high oxygen output settings can be dangerous.</br>
</br>
</br>
<img src="https://i.imgur.com/w9zg6Wa.png"></br>
This is your **hvac system**. Without it, you cannot survive. Left click the</br>
box on top to turn it on or off. Right click the box to adjust the thermostat.</br>
The hvac system's power consumption is dependent on the thermostat setting.</br>
Lower values allow you to divert power elsewhere. Higher values provide more safety.</br>
Extremely high thermostat settings can be dangerous.</br>
</br>
</br>
<img src="https://i.imgur.com/86vFPBM.png"></br>
This is your **mining drill**; your primary source of passive income.</br>
Left click the drill to turn it on or off. Right click to adjust it's speed.</br>
The drill's power consumption is dependent on the speed setting. Be careful</br>
about increasing this without adjusting the speed of your coolant pump.</br>
If not, you will experience greater fluctuations in power consumption and</br>
may overload your reactor.</br>
</br>
</br>
<img src="https://i.imgur.com/yjbRGCg.png"></br>
This is your **coolant system**. This prevents the mining drill from overloading the reactor.</br>
Left click the coolant pump to turn it on or off. Right click the pump to adjust it's speed.</br>
The coolant system's power consumption is dependent on the pump speed.</br>
The speed setting should be set with reference to the drill's speed setting.</br>
</br>
The formula used to calculate the pump's effect on the drill is below.</br>
</br>
**resistance = math.random(drill_speed * 2, drill_speed * 3)** *--the resistance*</br>
**digging = drill_speed + resistance** *--the amount of ore mined*</br>
**cooling = pump_is_on * pump_speed * 3** *--cooling provided*</br>
**if cooling > resistance * 0.9 then cooling = resistance * 0.9 end** *--cooling limit*</br>
**drill_power = digging - cooling** *--the power consumption of the drill*</br>
**money = money + digging** *--the amount of money earned from the ore*</br>
</br>
</br>
<img src="https://i.imgur.com/CyTmGYz.png"></br>
This is your **space food vending machine**. Without it, you cannot survive.</br>
Restocking fees are a part of your regular expenses. Left click to buy food.</br>
Left click with the food in your hand to eat it. Space food replenishes your</br>
hunger if you are hungry and heals you if you are full.</br>
</br>
</br>
<img src="https://i.imgur.com/lyr1Sxg.png"></br>
These are your **sleeping quarters**. Without sleep, you will eventually die.</br>
Keep an eye on your energy level and when you need to sleep, left click the</br>
middle of the bottom bunk on one of the bunk beds. You will sleep until your</br>
energy is full then you will be moved to the lobby of the space habitat.</br>
</br>
</br>
<img src="https://i.imgur.com/mo5QWX0.png"></br>
This is your **research station**. Here, you can conduct research on organic matter</br>
'harvested' on the moon's surface. Organic matter is worth $10 each early in the game.</br>
This value increase each time you process research data. The limit is $50.</br>
To conduct research, left click the research station while holding the organic matter.
**Tags:** jam_game_2021, oneofakind__original, pve, simulation, survival
**Repository:** https://github.com/Droog71/moontest.git
**License:** AGPL-3.0-or-later
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 17478,
"license": "AGPL-3.0-or-later",
"package_id": "Droog71/moontest",
"repo": "https://github.com/Droog71/moontest.git",
"tags": [
"jam_game_2021",
"oneofakind__original",
"pve",
"simulation",
"survival"
],
"type": "game",
"website": "https://youtu.be/LazQEzAa1qM"
}
|
**Title:** Algae
**Description:**
**Details:**
# Algae
An Algae mapgen mod to extend Minetest Game
## Adds three Nodes
### Algae_thick
### Algae_medium
### Algae_thin
Which will now spawn in three places:
1. Deciduous Forest Biomes (shoreline)
2. Rainforest Biomes: (near papyrus)
3. Savana Biomes: (near papyrus)
That's it! Simple great extension.
### Check out my other mods:
[rocks](https://content.luanti.org/packages/Just_Visiting/rocks/)
[falls](https://content.luanti.org/packages/Just_Visiting/falls/)
**Tags:** mapgen, plants_and_farming
**Repository:** https://github.com/ExeVirus/algae
**License:** GPL-3.0-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 13696,
"license": "GPL-3.0-only",
"package_id": "Just_Visiting/algae",
"repo": "https://github.com/ExeVirus/algae",
"tags": [
"mapgen",
"plants_and_farming"
],
"type": "mod",
"website": null
}
|
**Title:** Connected Chests
**Description:**
**Details:**
This mod allows making bigger default chests.<br/>
Hold shift and place a chest onto another one's side to get a big chest.<br/>
This is not the first mod which adds big chests.
**Tags:** building, storage
**Repository:** https://github.com/HybridDog/connected_chests
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 19267,
"license": "MIT",
"package_id": "Hybrid Dog/connected_chests",
"repo": "https://github.com/HybridDog/connected_chests",
"tags": [
"building",
"storage"
],
"type": "mod",
"website": null
}
|
**Title:** Unified Inventory Plus
**Description:**
**Details:**
Unified Inventory Plus extends Unified Inventory.
It adds 3 button types to the craft page:
- Craft All: crafting a stack and putting the result in the inventory
- Patterns buttons: reorganizing items in the craft inventory following usual patterns
- Rotation button: rotating the craft inventory content
- Clear button: clear the craft inventory content
In `init.lua`, you can easily:
Disable the functionalities you don't want
Disable and reorder patterns
Fully compatible with Skyblock
## Settings
Features can be toggled with the following settings (true per default):
* `unified_inventory_plus.enable_craft_all`
* `unified_inventory_plus.enable_craft_organize`
* `unified_inventory_plus.enable_craft_rotate`
* `unified_inventory_plus.enable_craft_clear`
**Tags:** inventory
**Repository:** https://github.com/mt-mods/unified_inventory_plus
**License:** LGPL-3.0-or-later
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 5558,
"license": "LGPL-3.0-or-later",
"package_id": "mt-mods/unified_inventory_plus",
"repo": "https://github.com/mt-mods/unified_inventory_plus",
"tags": [
"inventory"
],
"type": "mod",
"website": null
}
|
**Title:** Forgotten Monsters (Reworked)
**Description:**
**Details:**
#### Forgotten Monsters (Reworked)
<br>
Forgotten Monsters is a mod inspired by a mod called "Forbidden Island", which adds skulls, spectrums and bosses to your world.
This is a rework of the previous modpack, and can be added to almost all subgames.
<br>
###### See more [HERE](https://codeberg.org/pixelzone/forgotten_monsters_reworked/src/branch/main/README.md)..
**Tags:** adventure__rpg, mobs, pve, survival
**Repository:** https://codeberg.org/pixelzone/forgotten_monsters_reworked
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 1795,
"license": "MIT",
"package_id": "pixelzone/forgotten_monsters",
"repo": "https://codeberg.org/pixelzone/forgotten_monsters_reworked",
"tags": [
"adventure__rpg",
"mobs",
"pve",
"survival"
],
"type": "mod",
"website": "https://pixelzone.codeberg.page/"
}
|
**Title:** Wilhelmines Marinara
**Description:**
**Details:**
This mod adds corals, plants, sea anemones and many other things to discover to the oceans of Minetest. 3 types of nautic doors can be crafted, for example to build modern and historic ships.
**Tags:** mapgen, survival
**Repository:** https://github.com/Skandarella/marinara.git
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 8037,
"license": "MIT",
"package_id": "Liil/marinara",
"repo": "https://github.com/Skandarella/marinara.git",
"tags": [
"mapgen",
"survival"
],
"type": "mod",
"website": null
}
|
**Title:** Advanced Trains TechAge addons
**Description:**
**Details:**
# advtrains_techage
Techage integrations add-on for advtrains
## Liquids in tank wagons
Liquids can be pumped into and out of tank wagons.
### Placement of spigots
The filling spigot needs to be placed 3 nodes above the tracks. It needs to be vertically above a track node, as follows:
```
|Spigot|
... | | ...
... | | ...
...Track|Track |Track...
```
The draining funnel needs to be placed directly below a track:
```
...Track |Track|Track...
...Ground|Drain|Ground..
```
For a tank wagon to be filled/drained, the wagon needs to be positioned with its center at the spigot (+-1m) and it must not move. Then, use a regular TechAge pump to pump a liquid into or out of a wagon.
### Tank wagon support
Tank wagons need to add the following field to the wagon definition:
```
techage_liquid_capacity = <capacity_in_liquid_units>
```
The tank wagons from Basic Trains have a capacity of 1000 units (like the TA3 tanks)
## Media
Textures for spigots are adapted from Techage (c) Joachim Stolberg CC-BY-SA 3.0
**Tags:** technology
**Repository:** https://notabug.org/advtrains/advtrains_techage.git
**License:** AGPL-3.0-or-later
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 3063,
"license": "AGPL-3.0-or-later",
"package_id": "orwell/advtrains_techage",
"repo": "https://notabug.org/advtrains/advtrains_techage.git",
"tags": [
"technology"
],
"type": "mod",
"website": "https://advtrains.de/wiki"
}
|
**Title:** BlockColor
**Description:**
**Details:**
BlockColor is a creative sandbox with only 8 colors.
**Tags:** oneofakind__original
**Repository:** https://github.com/mt-historical/blockcolor
**License:** LGPL-2.1-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 6482,
"license": "LGPL-2.1-only",
"package_id": "mt-mods/blockcolor",
"repo": "https://github.com/mt-historical/blockcolor",
"tags": [
"oneofakind__original"
],
"type": "game",
"website": null
}
|
**Title:** Simple Skins
**Description:**
**Details:**
minetest mod Simple Skins
=========================
Mod for skin appereance change of your player in a nice tab of your inventory
Information
------------
Simple Skins is a mod that's so easy to use you'll wonder why it hasn't been
done before... Just download and start to use it in your inventory.
Must be named `simple_skins` and uses SfInv or Inventory Plus mods,
and Unified Inventory if you use lasted original (master branch)
version when available to allow players to select a skin/texture from the list.
Original forum https://forum.minetest.net/viewtopic.php?id=9100
Technical Information
---------------------
This mod its more basic and minimalis, no preview and no download/upload, management,
it target is to be light for huge servers and be minimal for better performance.
Based on Zeg9's Skins mod originally from https://github.com/Zeg9/minetest-skins/ and
with some help from PilzAdam. Also implements some minimal features backported from SkinDB
like preview (disabled by default). The preview is autogenerated (2d), unless others mods.
#### Download
You can clone this repository in your minetest mods directory or in your game.
#### Depends
* default
* sfinv (optional, autodetected)
* player_api (newer version only)
* inventory_plus (optional, autodetected)
* unified_inventory (optional, autodetected)
#### Skin management
You can download a skin from skin database, set a new skin converted
from others boxel games or create it from scrat.
* **Download a mt-skin** It uses skins from Addi's **MT-Skin-DB**
skin database, currently at http://minetest.fensta.bplaced.net/
* **Download a mc-skind** Uses minecraft 1.7 skins, for 1.8+ will need newer 5.X mt,
and some images must crop it from 64x64 to 64x32.
To download a skin mt made or mc ones, just:
1. go to the web page skin, and download it, will get you a `png` file,
2. put into the textures directory and rename it accordingly e.g `character_2.png`
3. pop into the meta directory and make a new `character_2.txt` empty file
4. fill the txt file with as described in [Structure and formats](#structure-and-formats)
If you use the skindb download tool, that already generates all
the necessary files, with the requested names and formats. https://github.com/minetest-mods/skinsdb/tree/master/updater
#### Structure and formats
Each skin is made up of at least two files, a png file and a txt file,
the "png file" is placed in the `textures` directory and
the "txt file" in the `meta` directory.
the format of the txt file is:
. ```
name = "Skin Name",
author = "author that make the skin",
. ```
Change log:
-----------
Change log:
- 1.0 - Added skin_limit setting to limit skins loaded, sanitized skin description
- 0.9 - Added Unified Inventory support (thanks Opvolger)
- 0.8 - Added player model preview when viewing formspec (Minetest 5.4 dev only)
- 0.7 - Add some error checks, improve /setskin and tweak & tidy code
- 0.6 - Updated to use Minetest 0.4.16 functions
- 0.5 - Added compatibility with default sfinv inventory, disabled /skin command for now
- 0.4 - Added /skin command to set player skin, no longer dependent on Inventory+, also /setskin command for server admin to set custom skins for player.
- 0.3 - Now works with Minetest 0.4.10+
- 0.2 - Added 3D_Armor mod compatibility
- 0.1 - Added addi's changes to highlight selected skin on list (thanks)
- 0.0 - Initial release
**Tags:** multiplayer, player_effects, skins
**Repository:** https://codeberg.org/tenplus1/simple_skins
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 8449,
"license": "MIT",
"package_id": "TenPlus1/simple_skins",
"repo": "https://codeberg.org/tenplus1/simple_skins",
"tags": [
"multiplayer",
"player_effects",
"skins"
],
"type": "mod",
"website": null
}
|
**Title:** Currency
**Description:**
**Tags:** commerce, multiplayer
**Repository:** https://github.com/mt-mods/currency
**License:** LGPL-3.0-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 22521,
"license": "LGPL-3.0-only",
"package_id": "mt-mods/currency",
"repo": "https://github.com/mt-mods/currency",
"tags": [
"commerce",
"multiplayer"
],
"type": "mod",
"website": null
}
|
**Title:** Ocean
**Description:**
**Tags:** building, mapgen, mobs, survival
**Repository:** https://github.com/starninjas/xocean
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 30122,
"license": "MIT",
"package_id": "StarNinjas/xocean",
"repo": "https://github.com/starninjas/xocean",
"tags": [
"building",
"mapgen",
"mobs",
"survival"
],
"type": "mod",
"website": null
}
|
**Title:** Wilhelmines Natural Biomes
**Description:**
**Details:**
Note: For a working leaf decay (Disappearing of leaves after a trees trunk is chopped) I recommend to use this mod: https://content.luanti.org/packages/Liil/winuserleafdecay/
This mod adds 9 new biomes to your Minetest world:
* Wet Savanna
* Outback
* Alder Swamp
* Alpine
* Beach
* Bamboo Forest
* Mediterranean
* Heath
* Bushland
It is designed for people who like survival gameplay and gives you the ability to craft new slabs, stairs and walls from the biomes plants and rocks, also a few new foods.
* Update V1.1 - Should fix the errors with biome generation, saplings and tree growth
* Update V1.2 - Missing recipes for walls added
* Update V1.3 - Added Ethereal support/compatibility
* Update V1.4 - Added the correct growth position of trees from saplings without deleting surrounding nodes. It also includes some little fixes, a new alpine biome cowberry bush and minimal texture changes.
* Update V1.4 - Added heath biome, some more precise tree descriptions/names
* Update V1.42 - Should fix the leaf decay problem thanks to the help of ShadMOrdre
* Update V1.43 - Fixed cowberries and added dye crafting from flowers
* Update V1.45 - Adds Bushland Biome
* Update V1.47 - Adds doors and trapdoors
**Tags:** building, mapgen, plants_and_farming, survival
**Repository:** https://github.com/Skandarella/naturalbiomes.git
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 7375,
"license": "MIT",
"package_id": "Liil/naturalbiomes",
"repo": "https://github.com/Skandarella/naturalbiomes.git",
"tags": [
"building",
"mapgen",
"plants_and_farming",
"survival"
],
"type": "mod",
"website": null
}
|
**Title:** Amethyst
**Description:**
**Details:**
Building blocks:
* Amethyst
* Basalt, block and brick
* Calcite, block and brick
* Checkerboard block
* Tinted glass, visually transparent but blocks light
**Tags:** building, decorative, mapgen
**Repository:** https://gitlab.com/alerikaisattera/amethyst_new
**License:** GPL-3.0-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 4297,
"license": "GPL-3.0-only",
"package_id": "alerikaisattera/amethyst_new",
"repo": "https://gitlab.com/alerikaisattera/amethyst_new",
"tags": [
"building",
"decorative",
"mapgen"
],
"type": "mod",
"website": null
}
|
**Title:** Extra Structures for MineClone 2
**Description:**
**Details:**
Extra Structures for MineClone2
====================
Adds extra structures to the MineClone2 game. Includes structures based on YouTube videos about what could be in future Minecraft updates. This will hopefully be continuously updated and expanded.
Structure List
--------------
* Oasis (PrairieWind)
* Birch Forest Temple Ruins (PrairieWind)
* Brick Pyramid (PrairieWind)
* Graveyard (PrairieWind)
* Loggers Camp (Cora)
* Sandstone Obelisks (Michieal)
* Ice Tower (PrairieWind)
Disabling Specific Structures
-----------------------------
In the minetest.conf file, create a new line (if it doesn't already exist) called `mcl_disabled_structures` and list the structures you wish to disable with each structure seperated by a comma.
Example: `mcl_disabled_structures = desert_oasis, brick_pyramid`
Contributing
------------
If you wish to contribute a structure, create a schematic of the structure and upload it in an issue. If you are knowledgeable about the mineclone2 structure api, git, and coding, create a pull request with the code and schematics.
**Tags:** mapgen
**Repository:** https://github.com/mt-mods/mcl_extra_structures.git
**License:** GPL-3.0-or-later
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 9998,
"license": "GPL-3.0-or-later",
"package_id": "mt-mods/mcl_extra_structures",
"repo": "https://github.com/mt-mods/mcl_extra_structures.git",
"tags": [
"mapgen"
],
"type": "mod",
"website": null
}
|
**Title:** ts_furniture
**Description:**
**Tags:** decorative
**Repository:** https://github.com/minetest-mods/ts_furniture
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 14683,
"license": "MIT",
"package_id": "Thomas-S/ts_furniture",
"repo": "https://github.com/minetest-mods/ts_furniture",
"tags": [
"decorative"
],
"type": "mod",
"website": null
}
|
**Title:** bweapons modpack
**Description:**
**Details:**
# Bweapons modpack
Bweapons aims at providing a full progression of ranged weapons, from primitive bows to sci-fi rifles or magic staves and spellbooks. Modpack also provides an API to easily make your own weapons.
Content packs are split into separate mods, so if you don't like something (for example you only want to leave magic), you can simply disable them.
## Requirements
**Minetest 5.0.0+**
**Minetest_game 5.0.0+**
Full list of requirements:
- default, tnt (parts of minetest_game, default)
- [technic](https://github.com/minetest-mods/technic) (optional, but strongly recommended)
- [mana](https://repo.or.cz/minetest_mana.git) (optional, but strongly recommended)
- [magic_materials](https://github.com/mt-historical/magic_materials) (dependency for bweapons_magic_pack)
- [basic_materials](https://gitlab.com/VanessaE/basic_materials) (dependency of technic, and also for bweapons_firearms_pack)
## Recommended mods
- [gadgets_modpack](https://github.com/mt-historical/gadgets_modpack) (Together with gadgets_modpack forms a single combat, status effect and magic system)
- [craftguide](https://github.com/minetest-mods/craftguide) (explore crafting recipes of the new items)
# List of mods in modpack
- ### bweapons_api
API, implementing all of bweapons functionality and required by actual weapon packs
**Requires** : default, [technic](https://github.com/minetest-mods/technic) (optional), [mana](https://repo.or.cz/minetest_mana.git) (optional)
- ### bweapons_firearms_pack
Pack of weapons, consisting of:
- Pump-action shotgun
- Double-barreled shotgun
- Pistol
- Rifle
- Grenade launcher
**Requires** : default, tnt, [basic_materials](https://gitlab.com/VanessaE/basic_materials), [technic](https://github.com/minetest-mods/technic)
- ### bweapons_bows_pack
Pack of weapons, consisting of:
- Wooden bow
- Crossbow
**Requires** : default
- ### bweapons_hitech_pack
Pack of weapons, consisting of:
- Particle Blaster
- Laser Gun
- Plasma Gun
- Rail Gun
- Rocket Launcher
**Requires** : default, tnt, [basic_materials](https://gitlab.com/VanessaE/basic_materials), [technic](https://github.com/minetest-mods/technic)
- ### bweapons_magic_pack
Pack of weapons, consisting of:
- Tome Of Fireball
- Tome Of Ice Shard
- Tome Of Electrosphere
- Staff Of Light
- Staff Of Magic
- Staff Of Void
**requires**: default, [magic_materials](https://github.com/mt-historical/magic_materials)
- ### bweapons_utility_pack
Pack of utilities, consisting of:
- Torch bow
**Requires** : default
## Tips
Magic weapons have following world interactions:
- Fireball will set some nodes on fire, if server fire is enabled
- Ice shard will freeze water and cool down lava sources into obsidian and flowing lava into stone
- Electrosphere will turn sand into glass
- Void staff will destroy a single node it hits
All interactions respect area protection
Railgun, apart from requiring ammo also needs to be charged with technic EUs.
Magic tomes use mana and don't wear down, wear bar of staves represent their "charge", and they can be recharged by combining them with februm crystals on the crafting grid.
## Settingtypes
Modpack provides some settings, accessible via "Settings->All Settings->Mods->bweapons_api
You can also put these settings directly to your minetest.conf
```
bweapons_combine_velocity = false
Combines current player velocity with projectile velocity. Disabled by default since it modifies
projectile speed and can potentionally decrease collision detection effectivenes (if it's too fast).
bweapons_damage_multiplier = 1
Global weapon damage multiplier.
bweapons_projectile_raycast_distance = 0.5
Length of a projectile raycast, performed on each server step, used for collision detection.
Bigger values means better detection, but also the projectile would stop further from the
actual target.
```
## Making your own weapons
To define weapons in your own mod you need to call `bweapons.register_weapon(def)`
where `def` is a definition table. To see a complete list of possible definition options (with comments)
refer to **[this document](bweapons_api/documentation.txt)**.
Although not required, but bweapons_api provides a second function, for
convenient ammo registration `bweapons.register_ammo(def)`. List of available definition
options can be found in the documentation mentioned above.
Also, you can see already defined weapon packs for reference, however, keep in mind, they don't contain all possible options.
## Limitations
Collision detection for projectiles is not perfect. It's much better than it was before (prior to minetest 5.0.0 it was very hacky, now it uses raycasting), however keep in mind to not make projectiles too fast, otherwise they might go through objects and nodes.
If you still want to make projectiles fast, there's a settingtypes.txt option that you can put in your minetest.conf, to increase length of the raycast ray that's used for collision detection in projectiles:
```
bweapons_projectile_raycast_distance = 0.5
```
## 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)
## Credits
Sounds from following users of freesound.org were mixed, cut, edited and used to produce sounds in this modpack:
- firestorm185 - energy hum sound
- qubodup - explosion
- kastenfrosch - cannonball
- qubodup - cannon shot
- panxozerok - instant chill
- selector - rocket launch
- florianreichelt - huge explosion
- wcoltd - laser4
- adrimb96 - fairy sound
- mattiagiovanetti - laser gun shots iii
- tjcason - shortlasersound
- nettimatto - mini crossbow foley
- qubodup - launching shooting propelled grenade
- saturdaysoundguy - longbow release 1
- kinoton - whoosh 1
- drmaysta - cartoon arrow hit
- arcandio - razorback archery
- lensflare8642 - shotgun sounds
- nioczkus - 1911 reload
- lemudcrab - grenade launcher
- nioczkus - browning hi power
- nioczkus - darkscape 1911 a1
- qubodup - fire-spell
- samararaine - bonfire being lit
- midimagician - fire burning loop
- qubodup - tree burns down
- qubodup - fire magic spell sound effect
- spookymodem - magicsmite
- lamamakesmusic - step ice break 01
- steffcaffrey - chimes
- spookymodem - hitting wall
- adrimb86 - fairy sound
- terminallynerdy - timestop
- slugzilla - phoenixscreech1
- bajko - sfx thunder blast
- joelaudio - electric zap 001
- dave-welsh - thunder-clap-owb-ky-441x16
- quaker540 - supernatural-explosion
- northern87 - barbecue-fire-northern87
- cyberkineticfilms - strange-teleport-sound
- slugzilla - phoenixscreech1
- zenithinfinitivestudios - fantasy-ui-button-1
- 221beimesche - glass-shattering-and-falling
- sclolex - tunneldrone
All sounds listed above were licensed as CC0. Produced sounds are licensed under CC BY 4.0 [link to the license](https://creativecommons.org/licenses/by/4.0/legalcode)
**Tags:** adventure__rpg, shooter
**Repository:** https://github.com/mt-historical/bweapons_modpack
**License:** GPL-3.0-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 6175,
"license": "GPL-3.0-only",
"package_id": "mt-mods/bweapons_modpack",
"repo": "https://github.com/mt-historical/bweapons_modpack",
"tags": [
"adventure__rpg",
"shooter"
],
"type": "mod",
"website": null
}
|
**Title:** Laptop Extend Pack 2
**Description:**
**Details:**
Extend Pack for Laptop Mod with 4 computers and a theme.
**Tags:** technology
**Repository:** https://github.com/Chrithon/laptop_extend_pack_2
**License:** GPL-3.0-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 13144,
"license": "GPL-3.0-only",
"package_id": "Chrithon/laptop_extend_pack_2",
"repo": "https://github.com/Chrithon/laptop_extend_pack_2",
"tags": [
"technology"
],
"type": "mod",
"website": null
}
|
**Title:** Linetrack
**Description:**
**Details:**
# Linetrack (1F616EMO Refactor)
> This mod has been adopted to Advtrains 2.5, and is only supported on this version and later versions.
> If you are using Advtrains 2.4 or earlier, please use the unmaintained `pre-2.5` branch.
This mod adds lines on both water and land that function like tracks. Current, boats on water and buses on land are supported.
This mod was authored by Hume2, contributed by gpcf and Blockhead before refactored by 1F616EMO.
**Tags:** creative, simulation, transport
**Repository:** https://github.com/C-C-Minetest-Server/linetrack
**License:** LGPL-2.1-or-later
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 715,
"license": "LGPL-2.1-or-later",
"package_id": "Emojiminetest/linetrack",
"repo": "https://github.com/C-C-Minetest-Server/linetrack",
"tags": [
"creative",
"simulation",
"transport"
],
"type": "mod",
"website": null
}
|
**Title:** The Infinite Warehouse
**Description:**
**Details:**
You wake up, surrounded by shelving and concrete. <br>
You must fight to survive in the wandering aisles of this emporious realm (based on [SCP-3008](http://www.scp-wiki.net/scp-3008)).
* Testbench Server: `vps.totallynotashadyweb.site:30000`
* IRC: `##minetest-ikea` on [Libera.chat](https://libera.chat)
* [Development Video Series](https://www.youtube.com/playlist?list=PL6peF9H3xBeruiqFhIRk58t5cluDsnoaP)
If you would like to contribute to the project, take a look at:
* [Contribution Guidelines](https://gitlab.com/benrob0329/ikea/-/blob/master/CONTRIBUTING.md)
* [Issue Tracker](https://gitlab.com/benrob0329/ikea/issues)
* [Milestones](https://gitlab.com/benrob0329/ikea/-/milestones)
**This project is not, and has never been associated with Inter IKEA Systems B.V.**
**Tags:** adventure__rpg, oneofakind__original, pve, survival
**Repository:** https://gitlab.com/benrob0329/ikea
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 22029,
"license": "MIT",
"package_id": "benrob0329/ikea",
"repo": "https://gitlab.com/benrob0329/ikea",
"tags": [
"adventure__rpg",
"oneofakind__original",
"pve",
"survival"
],
"type": "game",
"website": null
}
|
**Title:** Moretrains
**Description:**
**Details:**
a wip modpack that provides more trains for advtrains. It contains various good looking trains for advtrains, including a steam train, vintage diesel engines with Silberling rail cars, Couchette and corridor coaches and nice freight cars.
**Tags:** transport
**Repository:** https://git.bananach.space/moretrains.git/
**License:** LGPL-2.1-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 10728,
"license": "LGPL-2.1-only",
"package_id": "gpcf/moretrains",
"repo": "https://git.bananach.space/moretrains.git/",
"tags": [
"transport"
],
"type": "mod",
"website": null
}
|
**Title:** Brickbuild
**Description:**
**Details:**
Brickbuild is a basic studded brick building game for Minetest, and the spiritual successor to [OpenBlox](https://github.com/rollerozxa/OpenBlox). It has 44 different part colours that all come in different shapes and sizes, along with other miscellaneous parts.
To build in the world, you need to enable creative mode. Disabling creative mode puts the world in a "look, but not touch" type of state.
In the `singlenode` mapgen, a "baseplate" of limited size is generated for you to begin building on. The width, depth and part colour can be changed with settings.
Compared to other Minetest games, in Brickbuild your player size is significantly larger (approximately 2x), making nodes (parts) look small relative to the player's size. This allows for greater detail within the node grid.
The [WorldEdit](https://content.luanti.org/packages/sfan5/worldedit/) mod is recommended in order to easier build, but is not included with the game.
**Tags:** building, creative
**Repository:** https://github.com/rollerozxa/brickbuild
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 5081,
"license": "MIT",
"package_id": "ROllerozxa/brickbuild",
"repo": "https://github.com/rollerozxa/brickbuild",
"tags": [
"building",
"creative"
],
"type": "game",
"website": null
}
|
**Title:** Bees
**Description:**
**Details:**
This mod adds bees and beehives into minetest
**Tags:** food, plants_and_farming, player_effects
**Repository:** https://codeberg.org/tenplus1/bees
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 11815,
"license": "MIT",
"package_id": "TenPlus1/bees",
"repo": "https://codeberg.org/tenplus1/bees",
"tags": [
"food",
"plants_and_farming",
"player_effects"
],
"type": "mod",
"website": null
}
|
**Title:** Minecart
**Description:**
**Details:**
Minecart Features
-----------------
The mod Minecart has its own cart (called Minecart) in addition to the standard cart.
Minecarts are used for automated item transport on private and public rail networks.
The mod features are:
- a fast cart for your railway or roller coaster (up to 8 m/s!)
- boost rails and speed limit signs
- rail junction switching with the 'right-left' walking keys
- configurable timetables and routes for Minecarts
- automated loading/unloading of Minecarts by means of a Minecart Hopper
- rail network protection based on protection blocks called Land Marks
- protection of minecarts and cargo
- Minecarts run through unloaded areas (only the stations/hopper have to be loaded)
- Extra Minecart privs for rail workers
- Ingame documentation (German and English), based on the mod "doc"
- API to register carts from other mods
- chat command '/mycart <num>' to output cart state and location
Introduction
------------
1. Place your rails and build a route with two endpoints. Junctions are allowed
as long as each route has its own start and endpoint.
2. Place a Railway Buffer at both endpoints. (buffers are always needed,
they store the route and timing information)
3. Give both Railway Buffers unique station names, like Oxford and Cambridge
4. Place a Minecart at a buffer and give it a cart number (1..999)
5. Drive from buffer to buffer in both directions using the Minecart(!) to record the
routes (use 'right-left' keys to control the Minecart)
6. Punch the buffers to check the connection data (e.g. "Oxford: connected to Cambridge")
7. Optional: Configure the Minecart waiting time in both buffers. The Minecart
will then start automatically after the configured time
8. Optional: Protect your rail network with the Protection Landmarks (one Landmark
at least every 16 nodes/meters)
9. Place a Minecart in front of the buffer and check whether it starts after the
configured time
10. Check the cart state via the chat command: `/mycart <num>`.
'<num>' is the cart number, or get a list of carts with `/mycart`
11. Drop items into the Minecart and punch the cart to start it, or "sneak+click" the
Minecart to get cart and items back
Manual
------
See [Wiki](https://github.com/joe7575/minecart/wiki)
**Tags:** transport
**Repository:** https://github.com/joe7575/minecart
**License:** MIT
|
Luanti ContentDB
|
{
"commercial_friendly": true,
"downloads": 17849,
"license": "MIT",
"package_id": "joe7575/minecart",
"repo": "https://github.com/joe7575/minecart",
"tags": [
"transport"
],
"type": "mod",
"website": null
}
|
**Title:** Mob Core
**Description:**
**Details:**
**NO LONGER SUPPORTED: This package has been dropped in favour of Creatura, any modds dependant on it will likely remained unmaintained or be updated to Creatura in the future.**
This mod is meant as an expansion of mobkit with new hq/lq functions and other functions similar to those used in mobs_redo that should allow for more consisent behaviors but won't force the user into using them.
Some things to note:
- This mod is in alpha, expect issues
- Because my coding skills improved a lot throughout development, a lot of the code is inconsistent
- A few things were taken from mobs_redo, so big thanks to that mod and it's contributors
**Tags:** library
**Repository:** https://github.com/mt-mods/mob_core
**License:** GPL-3.0-only
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 38647,
"license": "GPL-3.0-only",
"package_id": "mt-mods/mob_core",
"repo": "https://github.com/mt-mods/mob_core",
"tags": [
"library"
],
"type": "mod",
"website": null
}
|
**Title:** World War I Planes
**Description:**
**Details:**
Modpack to add WWI era planes to Minetest. The main goal of this modpack is to make the the possibility of dogfights over
Minetest skies and some bombing missions.
Fuel is needed to operate the planes, and ammunition to combat. The ammunition can be fed through plane inventory.
To shot bullets, just punch. To drop bombs, hold AUX (E key) and punch. The plane can be armed with 300 rounds of bullets
and more can be loaded from the plane inventory using the "Reload" button. The bombs don't need a reload, it will drop
directly from plane inventory. So choose wisely what you carry on plane's inventory.
And to fly it, the user must have the priv "WW1_flight_licence"
## Vehicle Operation
W: nose down
S: nose up
A: Left
D: Right
E: special key - hold to drop bomb when punch
Shift: reduce engine power
Space: increase engine power
Planes can be colored by punching them with dye (left for primary color, right for secondary). To fuel a vehicle, punch it with biofuel.
## Server Command Lines:
- /damage_bypass_protection true
destruction can be made on protected areas if this is enabled. Default value: false
- /no_fixed_owner true
there is no ownership on the planes, so beware, the enemy can steal it. Default: false
**Tags:** pvp, shooter, transport
**Repository:** https://github.com/APercy/ww1_planes
**License:** LGPL-3.0-or-later
|
Luanti ContentDB
|
{
"commercial_friendly": false,
"downloads": 5277,
"license": "LGPL-3.0-or-later",
"package_id": "apercy/ww1_planes",
"repo": "https://github.com/APercy/ww1_planes",
"tags": [
"pvp",
"shooter",
"transport"
],
"type": "mod",
"website": null
}
|
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